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[New structures] Observatory Arrays and Gates

First post First post First post
Author
Rowells
Blackwater USA Inc.
Pandemic Horde
#461 - 2015-04-20 05:31:32 UTC
Teckos Pech wrote:
d0cTeR9 wrote:
Anyone that wants to take local away... Think about this:

PvP will go down drastically since you will have no idea if there's anyone to kill in that system unless you happen into a huge blob...

Sounds boring and lame...


Probes.... Roll

d-scan and starmap intel come to mind
Teckos Pech
Hogyoku
Goonswarm Federation
#462 - 2015-04-20 05:37:33 UTC
Rowells wrote:
Teckos Pech wrote:
d0cTeR9 wrote:
Anyone that wants to take local away... Think about this:

PvP will go down drastically since you will have no idea if there's anyone to kill in that system unless you happen into a huge blob...

Sounds boring and lame...


Probes.... Roll

d-scan and starmap intel come to mind


Or attacking the OA directly...no OA favors the PvP side more than the PvE side.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#463 - 2015-04-20 05:43:19 UTC
Teckos Pech wrote:
Rowells wrote:
Teckos Pech wrote:
d0cTeR9 wrote:
Anyone that wants to take local away... Think about this:

PvP will go down drastically since you will have no idea if there's anyone to kill in that system unless you happen into a huge blob...

Sounds boring and lame...


Probes.... Roll

d-scan and starmap intel come to mind


Or attacking the OA directly...no OA favors the PvP side more than the PvE side.


Only sort of. In order to PvP you need to be able to find something to PvP.

Also note that messing with Starmap filters was one of the things they talked about for the OA and even now Starmap info isn't perfect.
Teckos Pech
Hogyoku
Goonswarm Federation
#464 - 2015-04-20 05:48:34 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
Rowells wrote:
Teckos Pech wrote:
d0cTeR9 wrote:
Anyone that wants to take local away... Think about this:

PvP will go down drastically since you will have no idea if there's anyone to kill in that system unless you happen into a huge blob...

Sounds boring and lame...


Probes.... Roll

d-scan and starmap intel come to mind


Or attacking the OA directly...no OA favors the PvP side more than the PvE side.


Only sort of. In order to PvP you need to be able to find something to PvP.

Also note that messing with Starmap filters was one of the things they talked about for the OA and even now Starmap info isn't perfect.


No local is not an issue. Plenty fo PvP in W-space where local doesn't work like in null. Probes, d-scan, etc.

And yeah, the OA might mess with map filters, but all the more reason to come in and whack the OA.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#465 - 2015-04-20 05:52:47 UTC
Teckos Pech wrote:
No local is not an issue. Plenty fo PvP in W-space where local doesn't work like in null. Probes, d-scan, etc.

And yeah, the OA might mess with map filters, but all the more reason to come in and whack the OA.


There is some PvP in WH space, but it's still the least active and least populated area of the game by far. The thing about WH PvP is it's often fleet vs fleet in an intended and "seen coming" engagement, often with expensive ships, and therefore results in very impressive and visible losses on KBs.

Most of the WH people I know do roaming PvP in Null because it's far far easier to find a fight.
Delt0r Garsk
Shits N Giggles
#466 - 2015-04-20 19:59:34 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
No local is not an issue. Plenty fo PvP in W-space where local doesn't work like in null. Probes, d-scan, etc.

And yeah, the OA might mess with map filters, but all the more reason to come in and whack the OA.


There is some PvP in WH space, but it's still the least active and least populated area of the game by far. The thing about WH PvP is it's often fleet vs fleet in an intended and "seen coming" engagement, often with expensive ships, and therefore results in very impressive and visible losses on KBs.

Most of the WH people I know do roaming PvP in Null because it's far far easier to find a fight.

Most WH folk i know, roam everywhere for a fight. Got war targets, roam highsec! Adjacent holes don't have activity, roll em and try again, got a lowsec exit, roam lowsec, nullsec exits, bring bubbles!

The idea of observation arrays is great. Details matter however. So vague ideas of what it could do simply don't give a good basis for feedback.

As a WH person, the less local everywhere, the better :D.

AKA the scientist.

Death and Glory!

Well fun is also good.

Teckos Pech
Hogyoku
Goonswarm Federation
#467 - 2015-04-21 08:24:54 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
No local is not an issue. Plenty fo PvP in W-space where local doesn't work like in null. Probes, d-scan, etc.

And yeah, the OA might mess with map filters, but all the more reason to come in and whack the OA.


There is some PvP in WH space, but it's still the least active and least populated area of the game by far. The thing about WH PvP is it's often fleet vs fleet in an intended and "seen coming" engagement, often with expensive ships, and therefore results in very impressive and visible losses on KBs.

Most of the WH people I know do roaming PvP in Null because it's far far easier to find a fight.


You know I find it amazing. People are very, very quick to point to the differences in w-space vs. k-space when somebody suggests that local in null shift to local in w-space. But then completely forget those differences all other times....like now.

Could w-space be sparsely populated because of those differences and not local? I know I don't want to live in w-space, not because of local there, but because I don't want to devote that much time and effort that goes with living in w-space.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#468 - 2015-04-21 10:52:05 UTC  |  Edited by: Cade Windstalker
Teckos Pech wrote:
You know I find it amazing. People are very, very quick to point to the differences in w-space vs. k-space when somebody suggests that local in null shift to local in w-space. But then completely forget those differences all other times....like now.

Could w-space be sparsely populated because of those differences and not local? I know I don't want to live in w-space, not because of local there, but because I don't want to devote that much time and effort that goes with living in w-space.


I'm not forgetting the differences, but I think it's telling that WH PvPers tend to end up in Null or Low looking for fights more often than WH space. There are, of course, a number of other reasons that W-Space isn't very heavily populated, but at the end of the day neither is Null Sec compared to the number of available systems. To give a more complete accounting of the differences and similarities:

Both WH and Null are relatively sparsely populated compared to their overall system count, and any given system is as likely as not to be empty. However, the average WH space system is generally far more accessible than Null because they have random connections to other points in space as opposed to the fixed nature of Null. However, it's much harder to assertain if someone is present in a system in WH space. You can generally tell if someone is living there by a POS tower, but unless someone is actively running sites it's just as hard or harder than in Null to find a ship that doesn't want to be aggressed. Not all systems in Null have stations, not everyone has docking rights there, ect, but in WH space you can always jump out of the hole or POS up if you live there. D-Scan in W-Space as an early warning system has the same theoretical reliability as Local since in W-Space someone pretty much needs to drop probes to find you, but it's not a reliable way of telling if a target is in-system due to random ships in POSes, range limitations, and Recon Cruisers.

At the end of the day when you're looking for a fight you want it to be relatively easy to find one, or at least tell if one is around. At least, it's been the case in my fairly varied experiences in Eve that roaming gangs are solo pilots are somewhat blood-thirsty and impatient. The same qualities that make easy to kill PvE targets docking up at the first sign of danger annoying, one might point out.

At the end of the day I think keeping some mechanism of determining if anyone else (say, outside of your fleet, but no indication of player, status, same corp/alliance, or anything else) is in-system is good for encouraging player encounters and interaction, otherwise with current tools and no local you would need to spend several minutes at least checking each system for targets, instead of the current system where you can go "nope, no one here, align to ________... warping fleet". There's certainly a place for that sort of play-style, but we already have Wormhole Space for that and I think it fits the themes and general feel of W-Space better than Null.
Teckos Pech
Hogyoku
Goonswarm Federation
#469 - 2015-04-21 19:01:50 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
You know I find it amazing. People are very, very quick to point to the differences in w-space vs. k-space when somebody suggests that local in null shift to local in w-space. But then completely forget those differences all other times....like now.

Could w-space be sparsely populated because of those differences and not local? I know I don't want to live in w-space, not because of local there, but because I don't want to devote that much time and effort that goes with living in w-space.


I'm not forgetting the differences, but I think it's telling that WH PvPers tend to end up in Null or Low looking for fights more often than WH space. There are, of course, a number of other reasons that W-Space isn't very heavily populated, but at the end of the day neither is Null Sec compared to the number of available systems. To give a more complete accounting of the differences and similarities:

Both WH and Null are relatively sparsely populated compared to their overall system count, and any given system is as likely as not to be empty. However, the average WH space system is generally far more accessible than Null because they have random connections to other points in space as opposed to the fixed nature of Null. However, it's much harder to assertain if someone is present in a system in WH space. You can generally tell if someone is living there by a POS tower, but unless someone is actively running sites it's just as hard or harder than in Null to find a ship that doesn't want to be aggressed. Not all systems in Null have stations, not everyone has docking rights there, ect, but in WH space you can always jump out of the hole or POS up if you live there. D-Scan in W-Space as an early warning system has the same theoretical reliability as Local since in W-Space someone pretty much needs to drop probes to find you, but it's not a reliable way of telling if a target is in-system due to random ships in POSes, range limitations, and Recon Cruisers.

At the end of the day when you're looking for a fight you want it to be relatively easy to find one, or at least tell if one is around. At least, it's been the case in my fairly varied experiences in Eve that roaming gangs are solo pilots are somewhat blood-thirsty and impatient. The same qualities that make easy to kill PvE targets docking up at the first sign of danger annoying, one might point out.

At the end of the day I think keeping some mechanism of determining if anyone else (say, outside of your fleet, but no indication of player, status, same corp/alliance, or anything else) is in-system is good for encouraging player encounters and interaction, otherwise with current tools and no local you would need to spend several minutes at least checking each system for targets, instead of the current system where you can go "nope, no one here, align to ________... warping fleet". There's certainly a place for that sort of play-style, but we already have Wormhole Space for that and I think it fits the themes and general feel of W-Space better than Null.


I think of w-space guys as being like guys in the wild west to some extent and they'll look for a fight in whatever opportunities present....be in w-space, null, low or even hi (war decs). So it doesn't surprise me we'll see them fighting all over the place.

As for a mechanism to encourage player interaction? Sure, of course. Problem is local is a double edged source in that regard. Sometimes information can be too good, IMO. For example, who would play poker if they had perfect information? Maybe in some instances a healthy dash of ignorance can spur player interaction more than complete or perfect information.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#470 - 2015-04-22 03:26:23 UTC
Teckos Pech wrote:
I think of w-space guys as being like guys in the wild west to some extent and they'll look for a fight in whatever opportunities present....be in w-space, null, low or even hi (war decs). So it doesn't surprise me we'll see them fighting all over the place.

As for a mechanism to encourage player interaction? Sure, of course. Problem is local is a double edged source in that regard. Sometimes information can be too good, IMO. For example, who would play poker if they had perfect information? Maybe in some instances a healthy dash of ignorance can spur player interaction more than complete or perfect information.


Agreed, which is why I proposed a simple flag of some kind that tells you if someone else is in system. Maybe just a count of occupied ships in system. At that point you can either start running for the gate/station at every blue passing through the system (which should be more frequent in Fozzie Sov) or you can risk that the +1 in Local might possibly be a hostile Cyno about to drop hell on your head.
Teckos Pech
Hogyoku
Goonswarm Federation
#471 - 2015-04-22 04:05:51 UTC
Cade Windstalker wrote:
Teckos Pech wrote:
I think of w-space guys as being like guys in the wild west to some extent and they'll look for a fight in whatever opportunities present....be in w-space, null, low or even hi (war decs). So it doesn't surprise me we'll see them fighting all over the place.

As for a mechanism to encourage player interaction? Sure, of course. Problem is local is a double edged source in that regard. Sometimes information can be too good, IMO. For example, who would play poker if they had perfect information? Maybe in some instances a healthy dash of ignorance can spur player interaction more than complete or perfect information.


Agreed, which is why I proposed a simple flag of some kind that tells you if someone else is in system. Maybe just a count of occupied ships in system. At that point you can either start running for the gate/station at every blue passing through the system (which should be more frequent in Fozzie Sov) or you can risk that the +1 in Local might possibly be a hostile Cyno about to drop hell on your head.


Heh...ok...I have to admit that I kind of like that. I imagine the dedicated PvE pilot might soon go, "Puck it, I'm heading for empire." Which I'm personally fine with as well.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#472 - 2015-04-22 05:38:43 UTC  |  Edited by: Cade Windstalker
Teckos Pech wrote:
Cade Windstalker wrote:
Agreed, which is why I proposed a simple flag of some kind that tells you if someone else is in system. Maybe just a count of occupied ships in system. At that point you can either start running for the gate/station at every blue passing through the system (which should be more frequent in Fozzie Sov) or you can risk that the +1 in Local might possibly be a hostile Cyno about to drop hell on your head.


Heh...ok...I have to admit that I kind of like that. I imagine the dedicated PvE pilot might soon go, "Puck it, I'm heading for empire." Which I'm personally fine with as well.



As an added bonus all of the possible methods of easily determining friend from enemy as +1 that I can think of are either incredibly annoying or lovely for an enemy trying to pick up intel (either as a spy or sitting in system) such as chat channels or posting in local when you enter a system. You could also maybe setup a client data scraper or something that auto-checks your position in space vs local counts and pings people on a third party program when there's too many people, but if I was running a Null corp I think I'd kick anyone who suggested that as a spy because that's like creating a ganker's hit-list... Lol

Actually the more I think about the consequences of this, both as someone sitting in a system and as someone roaming around between systems, the more I like it. Suddenly without checking around you can't be sure if those 12 guys in a system you just jumped into are a mining fleet or a gate camp... LolLolLol

Combine that with both mobile and structure based ways of countering cloakies and you've almost created a worse situation for the people complaining about AFK cloaking being too powerful (as opposed to those complaining about it for gameplay reasons or because they want to shoot them) because now to determine if a system contains hostiles you actually need to check or trust that the people already there already did check.
Serendipity Lost
Repo Industries
#473 - 2015-04-25 00:13:40 UTC
Querns wrote:
afkalt wrote:
Less safe, not more was what I said.

And as I said, was promptly jumped on. Who did the jumping and as to their reasons is nothing I can influence however so I'll kindly ask for the removal of the conspiracy/bias/"agenda" tinfoil hattery you all have got going in here.

We do not need MORE safety out in null.

I mean just look at the ideas on this PAGE alone (or prior page, if this wraps). Find cloakers, easy scanning, fake dscan results. All conducive to a nice, safe blanket with which to sit in almost complete safety. None of these promote conflict, none of these are conflict drivers. These are ALL designed to make space SAFER.

So do we really need more safety out there, is that what you're all telling me?

As long as the countermeasures are meaningfully interdictable, I see little problem with allowing more tools to protect one's space. I see no problem with requiring it to take slightly more effort to attack one's holdings than it does today.

You seem to be willfully ignoring the fact that we are predicating this entire vignette on the removal of local in 0.0, and that we aren't even implying that a replacement for perfect local chat's system occupancy readout is necessary.



Not to derail, but your use of vignette in every post makes you look like one of those 'try too hard' types. I can't decide on funny or annoying.

It would please me if you swapped from over using that and began injecting idiom into every other sentence. It's just a cooler word.


That being said, no array or whatever should ever be allowed to remove the ability to cloak a ship. You nullbears need to let go of your irrational fears. A cloacked ship never hurt anyone Cloaked ships are weak, plagued with penalties (locking delay upon uncloaking, standard cloak is the best web in the game) or both weak and penalized. At the end of the day an interceptor w/ a cyno is just as cynodeadly as a cloaky w/ a cyno - just man up. This epic afk cloaky whine (though fun to poke at) makes you hard core sov null guys just look bad. Could we get some corp/alliance leadership of the null blocks to step up and tell your guys to man up??? Take charge of these whiney cry babies for crying out loud.

TL/DR Querns has issues with his vocabulary choices, afk cloaky will always be a thing, null bears went soft (blame Querns and his ilk - really) around 2011 and it doesn't look like they will ever make it back (blame the owners of rainbow-fairy-super safe and sparkly-renterville) due to said leadership worrying about all the wrong things in a space pvp game.
Serendipity Lost
Repo Industries
#474 - 2015-04-25 00:33:56 UTC
d0cTeR9 wrote:
Anyone that wants to take local away... Think about this:

PvP will go down drastically since you will have no idea if there's anyone to kill in that system unless you happen into a huge blob...

Sounds boring and lame...



True that! I've been playing marco polo in wh space for several years and pvp is very sparse there. Sometimes wh corps go for days w/out encountering another pilot.


Giggle.

Serendipity Lost
Repo Industries
#475 - 2015-04-25 00:47:35 UTC  |  Edited by: Serendipity Lost
Shocked
Cade Windstalker wrote:
Teckos Pech wrote:
No local is not an issue. Plenty fo PvP in W-space where local doesn't work like in null. Probes, d-scan, etc.

And yeah, the OA might mess with map filters, but all the more reason to come in and whack the OA.


There is some PvP in WH space, but it's still the least active and least populated area of the game by far. The thing about WH PvP is it's often fleet vs fleet in an intended and "seen coming" engagement, often with expensive ships, and therefore results in very impressive and visible losses on KBs.

Most of the WH people I know do roaming PvP in Null because it's far far easier to find a fight.


Up until you made this statement - I was giving you the benefit of the doubt and allowing you to slowly erode your credibility on your own. Now... you've gone too far.

This sweeping generalization of something you obviously know little about AND the matter of fact way you toss this garbage out as a fact is revolting.

Give me a few fact checks for your statement or stfu.

1. Give your numbers on arranged vs not arranged pvp in wh space (just to fill out the data, give us a source other than 'this wh guy I know' said so.

2. Put some numbers on the wh dweller and null dwellers - compare and contrast those numbers w/ the pvp losses in both spaces (see, I'm spotting null all the null bears we come out and kill - I'm gifting those numbers into your null numbers).

3. "often with expensive ships"... did you get that off a wh borchure or something??
Teckos Pech
Hogyoku
Goonswarm Federation
#476 - 2015-04-25 03:35:41 UTC
Serendipity Lost wrote:
...afk cloaky will always be a thing...


Don't think so. Like local, it is probably going to go away. How things work from that point forward is very important.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#477 - 2015-04-25 09:12:13 UTC
Serendipity Lost wrote:

**post edited to remove stuff that isn't relevant to the conversation, and was frankly just insulting**

Give me a few fact checks for your statement

1. Give your numbers on arranged vs not arranged pvp in wh space (just to fill out the data, give us a source other than 'this wh guy I know' said so.

2. Put some numbers on the wh dweller and null dwellers - compare and contrast those numbers w/ the pvp losses in both spaces (see, I'm spotting null all the null bears we come out and kill - I'm gifting those numbers into your null numbers).

3. "often with expensive ships"... did you get that off a wh borchure or something??


So, numbers and sources:

Here's DotLan's kill stats for the various areas of the game for 2014. The individual months don't include Wormhole Space but the year summaries do, and since this matches up with the stats from back when they did show WH map stats on the API I'm inclined to believe they're fully accurate.

These stats show a significantly lower proportion of players dying in Wormholes than elsewhere in the game, including Low and Null.

Then compare to these handy graphs of players living in each area of space over time. Note that Wormhole Space is, at best, about 2/5ths the population of Null, but accounts for no where near the same number of player ship or pod deaths.

This flat out proves that it's the least active area of the game by far (excluding NPC Null as a separate region) and while it's in no way definitive regarding where Wormhole players go to find their PvP it certainly suggests that it can't all be happening in Wormhole Space, or if it is the nature of W-Space severely limits the ability of wormholers to PvP each other or visitors. Since I know from anecdotal evidence that Wormhole players venture into other areas of space routinely for PvP we can rule out the latter case where Wormhole space is insular.

As for the "often with expensive ships" and "arranged" comments. By "arranged" I meant hole invasions, where logistics and planning are required and both sides generally see the fight coming. Sometimes because they spot the people moving and other times because a POS gets reinforced and they need to defend the timer. This also accounts for the "expensive ships" comment.

If you'll note in the above data for space populations there's a graph of the populations of different wormhole classes. The two most popular by far are C2 and C5 holes. C5s means capitals and capital escalations, so expensive ships in the form of Dreads there. In addition both hole types can fit T3 Cruisers which, as several others have pointed out, are the backbone of Wormhole PvP. These are also intrinsically expensive hulls (compared to, say, a T1 Cruiser fleet in Null or Low) and often have expensive mods fitted to them (see: 100MN Tengu fit) because Wormhole players tend to be pretty wealthy and can afford nice ships.

Thanks for your concern, but I do actually know what I'm talking about here and I have the numbers to back it up.
Teckos Pech
Hogyoku
Goonswarm Federation
#478 - 2015-04-25 18:56:19 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:
Serendipity Lost wrote:

**post edited to remove stuff that isn't relevant to the conversation, and was frankly just insulting**

Give me a few fact checks for your statement

1. Give your numbers on arranged vs not arranged pvp in wh space (just to fill out the data, give us a source other than 'this wh guy I know' said so.

2. Put some numbers on the wh dweller and null dwellers - compare and contrast those numbers w/ the pvp losses in both spaces (see, I'm spotting null all the null bears we come out and kill - I'm gifting those numbers into your null numbers).

3. "often with expensive ships"... did you get that off a wh borchure or something??


So, numbers and sources:

Here's DotLan's kill stats for the various areas of the game for 2014. The individual months don't include Wormhole Space but the year summaries do, and since this matches up with the stats from back when they did show WH map stats on the API I'm inclined to believe they're fully accurate.

These stats show a significantly lower proportion of players dying in Wormholes than elsewhere in the game, including Low and Null.

Then compare to these handy graphs of players living in each area of space over time. Note that Wormhole Space is, at best, about 2/5ths the population of Null, but accounts for no where near the same number of player ship or pod deaths.

This flat out proves that it's the least active area of the game by far (excluding NPC Null as a separate region) and while it's in no way definitive regarding where Wormhole players go to find their PvP it certainly suggests that it can't all be happening in Wormhole Space, or if it is the nature of W-Space severely limits the ability of wormholers to PvP each other or visitors. Since I know from anecdotal evidence that Wormhole players venture into other areas of space routinely for PvP we can rule out the latter case where Wormhole space is insular.

As for the "often with expensive ships" and "arranged" comments. By "arranged" I meant hole invasions, where logistics and planning are required and both sides generally see the fight coming. Sometimes because they spot the people moving and other times because a POS gets reinforced and they need to defend the timer. This also accounts for the "expensive ships" comment.

If you'll note in the above data for space populations there's a graph of the populations of different wormhole classes. The two most popular by far are C2 and C5 holes. C5s means capitals and capital escalations, so expensive ships in the form of Dreads there. In addition both hole types can fit T3 Cruisers which, as several others have pointed out, are the backbone of Wormhole PvP. These are also intrinsically expensive hulls (compared to, say, a T1 Cruiser fleet in Null or Low) and often have expensive mods fitted to them (see: 100MN Tengu fit) because Wormhole players tend to be pretty wealthy and can afford nice ships.

Thanks for your concern, but I do actually know what I'm talking about here and I have the numbers to back it up.


I'm not sure what this proves for this discussion? W-space is different that k-space. We all agree on that. So trying to compare ship/pod deaths is dubious right from the start. Nobody is suggesting that we make k-space exactly like w-space (e.g. I don't think k-space will ever be able to close off all of the gates to their sov space which will shut down PvP in k-space for a period of time). So what is the point of "w-space has some of the lowest activity levels" supposed to mean for this discussion?

Basically it strikes me as a complete non-sequitur. It's like one person asks, "Do you walk to school or get a ride?" And the person being asked replies, "No, I carry my lunch." Errr...whisky tango foxtrot?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Satanic Ritual
Imperial Academy
Amarr Empire
#479 - 2015-04-25 20:49:36 UTC
If it were up to me I would solve the problems in null by looking to real world comparisons.
I would use a wagon wheel approach to null sov level of defenses and intelligence gathering abilities. Most real world static defenses designed to protect nation states employ outer defenses ie.. walls or surveillance gathering outposts and checkpoints. Typically a capital or other strategically valuable area is heavily defended which ideally tends to be in the middle area of the territory controlled.

I would base the level of defensive strength on the actual use of the system. For example an alliance gains their initial sov in 0DD-MH this system already has a Minmatar Service Outpost. Which should be thought of as a fort in the system increasing its defensive capabilities to the highest level. In systems with sov but no stations increases can come from actual use by industrial activity to include mining and manufacturing as well as infrastructure. If belt contents, re spawns and anomalies were limited to allow for depletion by a set number of players requiring the need to then move to the next systems in order to sustain the needs of the alliance the need for additional systems would follow. Adjacent systems as they are utilized and infrastructure built would see their defensive abilities rise.

OA's would act as outer perimeter checkpoints they should have the ability to broadcast detection warnings of incoming threats and they should be able to both be jammed or destroyed. These would be used in sov holders outer systems of influence. Not necessarily systems they hold sov in but cost should increase and effectiveness decrease with distance from systems they hold sov in.

The way I would handle local would be that systems that are unclaimed would behave like WH space so no local, systems with OA's but not claimed would have delayed local, systems with sov claims and OA's would see shorter delayed local and systems with sov and a station would see local behave as it does today.

To solve the cloaking issue I would again look to real world examples. Surveillance aircraft tend to be so packed with equipment that they lack offensive capabilities and they are designed to loiter for very long periods but not indefinitely and the longer they remain on station the greater the risk they could fall victim to counter measures or detection. Covert Ops missions are mostly limited by two prevailing factors being detected and the amount of food and water, or fuel that can be carried. Spec Ops forces do not penetrate opposition territories and remain indefinitely.

I would either change or add a new ship type that is optimized for intelligence gathering it would have no offensive capabilities to include cyno's. I would limit their ability to stay on station by adding a strontium fuel requirement and separate fuel bay. I would do the same to all covert ops ships that are already in game and have their fuel bays be smaller than the surveillance ships. With the exception of the transports the rest are designed to penetrate enemy territories and make quick disruptive strikes and then retreat to friendly space.

In summary you end up with a wagon wheel like sov system that as both usage and infrastructure are built up the defenses rise also limiting those resources causing further outward expansion thus increasing risk until the systems are improved to again enhance defensive abilities. Conversely if usage drops the defensive capabilities should degrade and sov should be lost by failing to maintain the systems infrastructure by neglect of use.

Claiming sov and investing in infrastructure and actually using the space should come with benefits and the defenses should increase commensurate with the level of usage and improvements. The argument that mining ships would just be nullbears protected in their warm and cozy center is a specious one that always fails to account for two factors. Mining ships have virtually no offensive capabilities and poor defensive abilities. No real world companies would send such defenseless assets into such an environment without either escorts or the ability to defend themselves from hostile threats. In Eve no pvp players are going to spend hours at a time babysitting miners. They will and should however actively engage incoming threats in outer systems being penetrated by enemies. By limiting belt re spawns and anomalies it does cause the mining fleets to move out into systems that don't offer the level of protection that well improved systems offer. The same should apply to ratting.

Alliances claiming sov are building themselves an Empire of their own making and an Empire should have benefits to go along with that. In Hi-Sec the empires have Concord to act as a deterrent to disrupting their manufacturing and trade enterprises in null there are no police so there should be some level of defenses to allow reasonable activities to be undertaken while still leaving the risk vs reward idea intact. That door swings both ways however so seriously disrupting an alliances industry should entail great risk for the attacker while lessor disruptions can still occur when mining activities are moved outward by increasing resource demands of growing alliances.
Teckos Pech
Hogyoku
Goonswarm Federation
#480 - 2015-04-25 22:20:39 UTC
The notion of the OA being a perimeter defense system has it's problems. After all a covert cyno can then be opened up when a pilot get inside that defensive perimeter bringing in a significant number of additional hostile's that would not register. Another words it's not a very good defensive perimeter.

And how do you define outer perimeter? Could that be exploited to render the notion of an outer perimeter useless?

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