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Small Gang Objectives in Fozzie Sov

Author
El Taron
Doomheim
#1 - 2015-07-15 15:08:10 UTC
Can somebody explain whether CCP have actually introduced small gang objectives with Fozzie Sov?

Am I correct in my understanding that fleets need to be divided to go after some spawning sites in the constellation after the initial use of the entosis link?

But...

That there is still no way for small gangs that aren't interested in sov or coming back days later to provoke fights? ie by not having a target that defenders will want to immediately defend?
Thanatos Marathon
Moira.
#2 - 2015-07-15 17:46:42 UTC
El Taron wrote:
Can somebody explain whether CCP have actually introduced small gang objectives with Fozzie Sov?

Am I correct in my understanding that fleets need to be divided to go after some spawning sites in the constellation after the initial use of the entosis link?

But...

That there is still no way for small gangs that aren't interested in sov or coming back days later to provoke fights? ie by not having a target that defenders will want to immediately defend?


Really it depends on the defender. Small gangs can have a massive impact on low index systems in sov null. Additionally small gangs have, and likely always will have a large place in FW lowsec and non-FW lowsec.
El Taron
Doomheim
#3 - 2015-07-15 18:05:07 UTC
Thanks for the reply, I'm well aware of the existing viability for small gangs it's fozzie sov I'm interested in. Perhaps I should have elaborated further.

What I meant was before the changes when roamed in null sec in a small gang targets would panic rush to the station - which is fine. But, you are unable to do anything that will make them want to come out and defend it. Instead they hid behind the fact you needed an obscene amount of hp grinding to risk damaging anything and even then they knew they could form a huge fleet 1.5/2 days later to repair it. So there was no incentive to defend anything against small gangs. Many alliances actually wanting members to bore roaming parties to the point they don't return.

My question is whether that has been addressed? Tactical boredom has no place in any game in my opinion and like large gangs, small gangs should have a way to provoke fights too, which under the old system, they didn't. I've done both sides of it, if you're in a large group and want to provoke a fight you can threaten the income of your target by reinforcing their moons and have a nice fight later.

Unfortunately that doesn't work for small gangs, one, most have no intention of returning 2 days later and two you don't have the firepower to reinforce anything, even if you wanted to. It's not right that you can go into hostile territory, everybody hides from you and that you then are no threat to anything of any concern in system. Small gangs should have an objective that can draw fights, obviously it wouldnt be as severe as losing a moon or system but give the people hiding in station a decision as to whether what they're losing is worth the risk of defending or not.

I'm wondering if that there is something to motivate people to defend against small gangs now in sov space.
Andrej Vauban
Doomheim
#4 - 2015-07-15 18:29:30 UTC
El Taron wrote:
Thanks for the reply, I'm well aware of the existing viability for small gangs it's fozzie sov I'm interested in. Perhaps I should have elaborated further.

What I meant was before the changes when roamed in null sec in a small gang targets would panic rush to the station - which is fine. But, you are unable to do anything that will make them want to come out and defend it. Instead they hid behind the fact you needed an obscene amount of hp grinding to risk damaging anything and even then they knew they could form a huge fleet 1.5/2 days later to repair it. So there was no incentive to defend anything against small gangs. Many alliances actually wanting members to bore roaming parties to the point they don't return.

My question is whether that has been addressed? Tactical boredom has no place in any game in my opinion and like large gangs, small gangs should have a way to provoke fights too, which under the old system, they didn't. I've done both sides of it, if you're in a large group and want to provoke a fight you can threaten the income of your target by reinforcing their moons and have a nice fight later.

Unfortunately that doesn't work for small gangs, one, most have no intention of returning 2 days later and two you don't have the firepower to reinforce anything, even if you wanted to. It's not right that you can go into hostile territory, everybody hides from you and that you then are no threat to anything of any concern in system. Small gangs should have an objective that can draw fights, obviously it wouldnt be as severe as losing a moon or system but give the people hiding in station a decision as to whether what they're losing is worth the risk of defending or not.

I'm wondering if that there is something to motivate people to defend against small gangs now in sov space.



Yes and no. If you roam enemy space during their daily vulnerability period, you can entosis their structures (reinforce) with as little as one pilot. If they refuse to come out and stop you, then they will get a timer. If you are roaming outside their daily vulnerability window, then you can entosis their station services (take offline).

A small gang can run around and reinforce all the things pretty easily if left unopposed, so I would say there is incentive to not just dock up. If they do, then their space becomes vulnerable and they will have to form up to stop you. It would be easier for them to chase/kill the small gang now, than to deal with the timer later.
El Taron
Doomheim
#5 - 2015-07-15 18:35:58 UTC
Cool thanks, I hope that's actually the case and we don't land up with a similar situation as before where defenders don't care because it's benefitial to defend later instead of immediately.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#6 - 2015-07-17 06:46:41 UTC
Well...it depends on the defender's priorities.

I personally doubt many people will defend TCU timers vigorously; it's not a huge problem if you lose the TCU as it is only a flag for e-epeen you are planting so people know you have "ownership".

Ihubs will be defended by locals, but maybe not the initial timer. The second timer is the cirtical one. So maybe the first 48 hours, you won't see much on the initial and they'll defend the second. Second time round might be the same. but eventually people will be provoked into defending the initial timers. Just jawboning here.

Stations, likewise. Although, realistically, small gangs never do well in station games so if you don't get the first timer off there's little leverage to pull on people who can just undock carriers onto you and drive you off.

Better opportunities will present in going around to existing sov fights as a small gang and picking on the guys trying to cap the timers in the constellation. You can probably go around from timer to timer ganking entosis ships - the defender or attacker or both will have to stop you to get their objective done.
Serendipity Lost
Repo Industries
#7 - 2015-07-17 14:54:54 UTC
The short answer is no.

The long answer - sov null can't even comprehend the concept of defending their space in the short term. The ONLY FAIR WAY (note 1) to engage in sov warfare it to have a multiple timer system that allows for the assemblage of all forces. It would be unfair for a small force to be able to harm their vast empire in any way over the short term. (an unfortunate but understandable side effect is that no small group will ever be able to take and hold sov w/out the blessings of large sov holders - sorry for any inconvenience this may impose upon smaller groups, but maintaining the status quo is (note 2) imperative)

1 - Please don't ask who FAIR applies to as the answer may create a mess.
2 - The imperative need to maintain the status quo is quite obvious and will not be discussed.

The long explanation short. If you're coming in here asking if there is any possible way that a small gang roaming about in null can coaxe those 30 dudes in station to come out and fight - GO FISH. If this were possible then it would also be possible to rip around null and do bad things willy nilly to deserted systems the SOV holders own - this would not be fair (see notes 1 & 2)

There is no station size can opener in Fozzie SOV (note 1)
El Taron
Doomheim
#8 - 2015-07-17 16:34:26 UTC  |  Edited by: El Taron
Serendipity Lost wrote:
The short answer is no.

The long answer - sov null can't even comprehend the concept of defending their space in the short term. The ONLY FAIR WAY (note 1) to engage in sov warfare it to have a multiple timer system that allows for the assemblage of all forces. It would be unfair for a small force to be able to harm their vast empire in any way over the short term. (an unfortunate but understandable side effect is that no small group will ever be able to take and hold sov w/out the blessings of large sov holders - sorry for any inconvenience this may impose upon smaller groups, but maintaining the status quo is (note 2) imperative)

1 - Please don't ask who FAIR applies to as the answer may create a mess.
2 - The imperative need to maintain the status quo is quite obvious and will not be discussed.

The long explanation short. If you're coming in here asking if there is any possible way that a small gang roaming about in null can coaxe those 30 dudes in station to come out and fight - GO FISH. If this were possible then it would also be possible to rip around null and do bad things willy nilly to deserted systems the SOV holders own - this would not be fair (see notes 1 & 2)

There is no station size can opener in Fozzie SOV (note 1)


I don't agree that it's only fair that null sec parties get multiple timers for protecting every asset. As I said I don't expect moons to be transferred or sov lost but smaller resources should be at risk from people that currently have full combat control of the system.

Just spitballing off the top of my head but for example you could use the newly introduced prime-time window to make a system or constellation vulnerable to reduced bounty incomes or anomalies for x amount of hours if a particular beacon is occupied by hostiles for say 20 or 30mins.

It could be a decent content driver. Roaming gangs would have something that could tempt residents to come out and defend their system and alliances could have standing defense fleets to come and intercept these gangs so ratters can maximise their income from space they allegedly control. No cloaks and a mass restriction to prevent solo frigate alts sitting on the beacon would probably be needed.

All i'm asking is a bit more incentive for people in sov space to actively defend their space. I understand the need for at least 1 rf timer on major assets, but roaming parties that currently have full combat control should be able to do some kind of damage to a system, particularly during the defenders prime time. That isn't in any way unreasonable.
Serendipity Lost
Repo Industries
#9 - 2015-07-17 17:21:26 UTC
I'm totally with you.

I'm hoping there are 2 parts to holding SOV.

1. Elite end game garbage where 100's of folks can do that sort of thing.

Two or more timers and plenty of time to gather up whatever is needed for that end game style stuff.

2. Small gang SOV maintenance activities.

This is where a small gang can come into the space you allegedly own and breaks some dishes and windows so it kind of sucks to live there if you don't undock. This gives the alleged owners some incentive to come out prove they own the space on a minute to minut / hour to hour basis. This would be things like taking down station services and system bonus stuff.

Example: Entosis off their observatory array. The owners can either come out and defend or lose its abilities. The abilites don't come back until you entosis it back into service. Taking away system bonuses would be ideal. Kind of makes sense to defend your system or lose your system bonuses.

Example: Superstation and contol of sov thingies have timers, so the defenders can force a big fight to tip big things. That way if it's something that really really matters to the alliance as a whole, then the whole alliance has some time to mobilize.

Serendipity Lost
Repo Industries
#10 - 2015-07-17 17:23:22 UTC
As far as moon goo. I think it would be reasonable to be able to turn the moon mining thinger off if no one challenges me while doing it. Taking control of the moon wouldn't make sense on a small scale, but turning the blasted thing off would.
Legatus1982
Deep Core Mining Inc.
Caldari State
#11 - 2015-07-17 19:13:07 UTC  |  Edited by: Legatus1982
Serendipity Lost wrote:
As far as moon goo. I think it would be reasonable to be able to turn the moon mining thinger off if no one challenges me while doing it. Taking control of the moon wouldn't make sense on a small scale, but turning the blasted thing off would.


Not arguing for or against, but I wanted to point out that I think the moon goo stealing deployable is already supposed to do this kind of. I'm not sure I like how it functions currently though.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#12 - 2015-07-19 13:21:11 UTC
Legatus1982 wrote:
Serendipity Lost wrote:
As far as moon goo. I think it would be reasonable to be able to turn the moon mining thinger off if no one challenges me while doing it. Taking control of the moon wouldn't make sense on a small scale, but turning the blasted thing off would.


Not arguing for or against, but I wanted to point out that I think the moon goo stealing deployable is already supposed to do this kind of. I'm not sure I like how it functions currently though.


Unfortunately, CCP dropped the ball on the release of the siphons. While in theory these sound great. It's a way to actually do something against the AFK armies of larger alliances........but good 'ole CCP decided having 100% automation that updates on an hourly basis was a good thing. And by that I mean, these guys just run an API pull every hour, then the program picks up on any of the numbers that don't match the base output, and bam they know exactly which system/planet/moon is being siphoned from. Then they just log on an alt, scoop the siphon's contents and then pop the thing with the pos guns. Basically making the siphons worthless. And we use to siphon a few bill a month from Snuff box and friends before we started taking all of their moons. They jumped on the automation bandwagon and they quickly stopped.

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Yun Kuai
Garoun Investment Bank
Gallente Federation
#13 - 2015-07-19 13:31:37 UTC
El Taron wrote:
Thanks for the reply, I'm well aware of the existing viability for small gangs it's fozzie sov I'm interested in. Perhaps I should have elaborated further.

What I meant was before the changes when roamed in null sec in a small gang targets would panic rush to the station - which is fine. But, you are unable to do anything that will make them want to come out and defend it. Instead they hid behind the fact you needed an obscene amount of hp grinding to risk damaging anything and even then they knew they could form a huge fleet 1.5/2 days later to repair it. So there was no incentive to defend anything against small gangs. Many alliances actually wanting members to bore roaming parties to the point they don't return.

My question is whether that has been addressed? Tactical boredom has no place in any game in my opinion and like large gangs, small gangs should have a way to provoke fights too, which under the old system, they didn't. I've done both sides of it, if you're in a large group and want to provoke a fight you can threaten the income of your target by reinforcing their moons and have a nice fight later.

Unfortunately that doesn't work for small gangs, one, most have no intention of returning 2 days later and two you don't have the firepower to reinforce anything, even if you wanted to. It's not right that you can go into hostile territory, everybody hides from you and that you then are no threat to anything of any concern in system. Small gangs should have an objective that can draw fights, obviously it wouldnt be as severe as losing a moon or system but give the people hiding in station a decision as to whether what they're losing is worth the risk of defending or not.

I'm wondering if that there is something to motivate people to defend against small gangs now in sov space.


Well now small gangs can easily stop all station services by sitting outside station for a bit (assuming not a max'ed indexed system) and make their "safespot" more like a death trap. If small gangs really want to make an impact, they should just follow the universal CREST clock (the website that list all timers) and then make their way to the systems during the timers and hit station services. This would be how small gangs will pull a fight.

For example, party A's hub has been reinforced and is waiting the 2 days for the timer to come out. They're gearing up for a fight and stocking the station. 3rd party small gang can come in and reinforce all of the station services, which means not refitting ships, repairing modules, etc. If party A doesn't undock to defend the station services; i.e. take the small gang fights, then they will be sitting ducks come the day of the big fight. I imagine that's how small gangs will become of use in nullsec and still have an impact on the nullsec scene. Also, I would imagine (hopefully) that after a while, most groups will realize it's better to stop the reinforcement timers before they can progress to the final timers. Then again I could be wrong and we'll just see even more of nullsec blue ball itself by blue'ing up even more.

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Skelee VI
Appetite 4 Destruction
#14 - 2015-07-19 22:18:44 UTC
We are small gang. We are not changing anything
Mephiztopheleze
Laphroaig Inc.
#15 - 2015-07-19 23:52:14 UTC
The flight of a thousand handful of Griffins can really ruin your efforts at sov trolling.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Serendipity Lost
Repo Industries
#16 - 2015-07-20 12:38:00 UTC
Someone really needs to sit down with me and explain to me why anything in eve needs a 2 day timer.

The api dump data is what makes eve space too small. Hopefully CCP will do a better job going forward with discerning data that is convenient and data that is strategic and pulling strategic data out of the data pulls.

Strategic data should only be available via human intel gathering. It just allows such interesting game play: confusion, double (triple and so on) agents, exageration, just plain stupid, the dreaded delegation of tasks (because a spread sheet can't do it for you). So much to be gained by giving out less. Data pulls don't screw up, but people do. (little things like alliance sov bills ring a bell? - THAT generated so much fun and engaging content).

The api data (like the rest of the game) should lean toward generating interesting game play, not ease and efficiency.


What's good for 8 dudes running major alliances isn't normally good for 100,000 dudes trying to have fun playing a space game. A small gang should be able to disrupt most day to day activities in a system. They shouldn't be able to flip it, but they should be able to disrupt it.

Station services
Moon mining
System indexes

If it doesn't directly involve SOV then a small gang should be able to turn it off. Get folks out there defending the system they own on an as needed basis.... NOT once the 2 day timer is up.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#17 - 2015-07-22 02:46:52 UTC
Serendipity Lost wrote:
Someone really needs to sit down with me and explain to me why anything in eve needs a 2 day timer.


Pretty simple. Certain people feel it's unfair that those playing the game should be able to affect their in game assets while they're not playing the game. They also feel they shouldn't have to recruit players from around the world so they have a 24 hour defense because it's annoying to have non English or non Russian speakers in alliances.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Mizhir
Devara Biotech
#18 - 2015-07-22 06:21:18 UTC
Suitonia has a fair amount of success with his interceptor.

❤️️💛💚💙💜

Barrogh Habalu
Imperial Shipment
Amarr Empire
#19 - 2015-07-22 08:39:15 UTC
Serendipity Lost wrote:
I'm totally with you.

I'm hoping there are 2 parts to holding SOV.

1. Elite end game garbage where 100's of folks can do that sort of thing.

Two or more timers and plenty of time to gather up whatever is needed for that end game style stuff.

2. Small gang SOV maintenance activities.

This is where a small gang can come into the space you allegedly own and breaks some dishes and windows so it kind of sucks to live there if you don't undock. This gives the alleged owners some incentive to come out prove they own the space on a minute to minut / hour to hour basis. This would be things like taking down station services and system bonus stuff.

Example: Entosis off their observatory array. The owners can either come out and defend or lose its abilities. The abilites don't come back until you entosis it back into service. Taking away system bonuses would be ideal. Kind of makes sense to defend your system or lose your system bonuses.

Example: Superstation and contol of sov thingies have timers, so the defenders can force a big fight to tip big things. That way if it's something that really really matters to the alliance as a whole, then the whole alliance has some time to mobilize.

A flaw with the proposed system is that one of the reasons behind changes was to present at least hypothetical possibility that smaller groups can take sov. If all such group can do is sabotage services while actually taking sov still requires you to be able to compete with various wreaking balls, then the goal is not fulfilled.
Altaen
SoE Roughriders
Electus Matari
#20 - 2015-07-23 16:28:06 UTC
I took a couple stations and a few systems with a small gang alliance. Obviously it helps that it's a low-value backwater region in close proximity to NPC null.
The majority of our fozziesov ~conquests~ have been done in gangs of 10-20.
Just check out Scalding Pass on zkillboard and then dotlan for the last few days. It can be done, if you pick your targets wisely.
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