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War Dec System Needs To Change.

Author
Joe Risalo
State War Academy
Caldari State
#181 - 2015-09-25 05:03:13 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

I just want a better system that has a little more protection for small entities and a bit less protection for large entities which are already established, as well as ways for both sides to force a fight and for both sides to win or lose, and for the system to show this.


Too bad.

The current system is already heavily in favor of the defender anyway. You're just complaining about numbers being a force multiplier, apparently. Which is something that will never go away in this game. Numbers are quite simply the most fair force multiplier.

Nevermind that you're proposing things that will actively hurt small entities, and force them to conglomerate, just like the last wardec price hike did. If you want every wardec group to be Marmite, and Marmite to be SuperMarmite, then go ahead and raise prices.


Lol, I love hearing people that engage wardecs claiming wardecs are heavily in favor of the defender, despite said person using the wardec system.

The fact that wardecs are used just for lulz and KMs is a clear sign in the opposite direction you state.
If wardecs were so heavily in favor of the defender, wardecs wouldn't be created.


Now, what I'm proposing does not hurt small entities, as it would be more expensive to wardec them.
The current system is doing what you're claiming by making it more expensive to wardec large entities, and i'll be surprised if people on your side of the argument don't point out the falsity in your statement on that.

What i'm suggesting actually suggests smaller entities on both the attacker and defender in order to reduce wardec costs.
More wars of smaller numbers.
Marmite would actually split into Marmite 1 and 2 with my suggestion.

1) Cost ratio - The higher your outnumber your target, the more you pay. The more you're outnumbered by your target, the less you pay.

2) Max number of wardecs - You can only declare so many wars (5 maybe), but can be wardecced and unlimited amount of times.

3) Defender incentive - A reason of the defender to undock. This will NOT work if there's no way the defender can end the war early.

4) Attacker incentive - There needs to be a reason for the attacker to have to undock. No more camping in station until a prime target pops up.

5) Mutual Wars - If a war is made mutuatl, neither side has to pay for it, both can establish a surrender option, the war is for an unlimited time, and the only other way to end a war is dissolving your corp/alliance to which you would no longer be able to use that corp name or ticker.

6) War Status - States in the war report whether you won or lost. This is based on number 5, surrender, and/or incentives being met.

7) Trophies - If you manage to force a corp to dissolve, You pick up their ticker as a Trophy linked to to your war report.

8) Sov Wars - Sov holding entities can freely declare war on other Sov holding entities. They're essentially treated other factions and CONCORD does not get involved in Faction warfare.

9) Mutual Resolve - Both entities involved can agree to end the war. With this, no surrender function or dissolving is required. War report will show mutual resolution.

10) No More Allies - Just that, but you CAN have an Ally wardec the target.


With changes like this, there is both positive and negative effects on the attacker and defender.
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