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Proposed change to Wardecs..

Author
Kaarous Aldurald
Black Hydra Consortium.
#61 - 2015-09-01 08:57:13 UTC  |  Edited by: Kaarous Aldurald
Tyberius Franklin wrote:

Honest question: How do you draw parity between one group with a costly, immobile asset and another with assets that potentially cost far less


Have you freaking read the citadel dev blog? I honestly don't think anyone has any room to complain anymore, those things are going to be beasts, and since you can get even the fuckhuge one in highsec(that being the Large one, which is massive. I pray to God they don't allow the extra large one in highsec), they will be hard as hell to take down to boot.

You are, however, missing the point. The guy was crying that he wants to attack the wardeccers, but he refuses to countenance actually fighting them. The point is that if he wants to inflict losses on them, the avenue already exists by shooting their ships.

The suggestion that wardec groups be forced to own a structure merely to access wars at all is hypocritical. He does not want another avenue to attack wardec groups, if he was actually interested in attacking them he can already do so. What he wants is to nerf them by tying wars into structures, something that wardec groups have no use for otherwise, making it a huge waste of effort and an enormous cost barrier. (which would further handcuff small or emerging PvP groups, which I am sure is not a coincidence)

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

afkalt
Republic Military School
Minmatar Republic
#62 - 2015-09-01 09:16:17 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

Honest question: How do you draw parity between one group with a costly, immobile asset and another with assets that potentially cost far less


You are, however, missing the point. The guy was crying that he wants to attack the wardeccers, but he refuses to countenance actually fighting them. The point is that if he wants to inflict losses on them, the avenue already exists by shooting their ships.


Spoken like someone who has never tried to actually shoot one. They dock up just as fast as the average cearbear, I assure you. Actually typically faster because they're busy hiding behind neutral eyes.

Oh, and for the record, they're not shooting our structures because they do not have the fortitude to come out of highsec to do it.

But please, by all means, keep rabbiting on the narrative full of assumptions and hogwash.

You talk as if the only space is high sec. Protip: It isn't.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#63 - 2015-09-01 09:49:39 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

Honest question: How do you draw parity between one group with a costly, immobile asset and another with assets that potentially cost far less


Have you freaking read the citadel dev blog? I honestly don't think anyone has any room to complain anymore, those things are going to be beasts, and since you can get even the fuckhuge one in highsec(that being the Large one, which is massive. I pray to God they don't allow the extra large one in highsec), they will be hard as hell to take down to boot.

You are, however, missing the point. The guy was crying that he wants to attack the wardeccers, but he refuses to countenance actually fighting them. The point is that if he wants to inflict losses on them, the avenue already exists by shooting their ships.

The suggestion that wardec groups be forced to own a structure merely to access wars at all is hypocritical. He does not want another avenue to attack wardec groups, if he was actually interested in attacking them he can already do so. What he wants is to nerf them by tying wars into structures, something that wardec groups have no use for otherwise, making it a huge waste of effort and an enormous cost barrier. (which would further handcuff small or emerging PvP groups, which I am sure is not a coincidence)


Have I missed something? I thought it would simply take waving a magic wand and chanting 'Izzy Wizzy let's get busy...' a few times to take down even the largest citadels? This of course ignores defence fleets etc but without going into that side I really dislike the entosis idea.

I was hoping more for a better POS system that still took large numbers of guns to take out but that had a 24 hour take down time, i.e. 24 hours before you could unanchor the citadel. This would have forced those putting assets in space to attempt a defence or lose the structure. The whole magic torch thing is just cak.
afkalt
Republic Military School
Minmatar Republic
#64 - 2015-09-01 09:55:56 UTC
Corraidhin Farsaidh wrote:

Have I missed something? I thought it would simply take waving a magic wand and chanting 'Izzy Wizzy let's get busy...' a few times to take down even the largest citadels? This of course ignores defence fleets etc but without going into that side I really dislike the entosis idea.

I was hoping more for a better POS system that still took large numbers of guns to take out but that had a 24 hour take down time, i.e. 24 hours before you could unanchor the citadel. This would have forced those putting assets in space to attempt a defence or lose the structure. The whole magic torch thing is just cak.



You've not, although if they are torn down you lose the rigs which are slated to be a significant investment. Far more than the structure itself.

>>They will take over the old Outpost upgrade system as a whole, and may be several ten times (or more) more expensive than the structure hull itself.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#65 - 2015-09-01 10:39:59 UTC
afkalt wrote:
Corraidhin Farsaidh wrote:

Have I missed something? I thought it would simply take waving a magic wand and chanting 'Izzy Wizzy let's get busy...' a few times to take down even the largest citadels? This of course ignores defence fleets etc but without going into that side I really dislike the entosis idea.

I was hoping more for a better POS system that still took large numbers of guns to take out but that had a 24 hour take down time, i.e. 24 hours before you could unanchor the citadel. This would have forced those putting assets in space to attempt a defence or lose the structure. The whole magic torch thing is just cak.



You've not, although if they are torn down you lose the rigs which are slated to be a significant investment. Far more than the structure itself.

>>They will take over the old Outpost upgrade system as a whole, and may be several ten times (or more) more expensive than the structure hull itself.


I forgot that bit, though that's even more stupid if a significant investment in a huge station can be blown to bits by thinking at it. Can I keep Dr. Manhattan on board as a defence module?
afkalt
Republic Military School
Minmatar Republic
#66 - 2015-09-01 10:56:50 UTC
Corraidhin Farsaidh wrote:
afkalt wrote:
Corraidhin Farsaidh wrote:

Have I missed something? I thought it would simply take waving a magic wand and chanting 'Izzy Wizzy let's get busy...' a few times to take down even the largest citadels? This of course ignores defence fleets etc but without going into that side I really dislike the entosis idea.

I was hoping more for a better POS system that still took large numbers of guns to take out but that had a 24 hour take down time, i.e. 24 hours before you could unanchor the citadel. This would have forced those putting assets in space to attempt a defence or lose the structure. The whole magic torch thing is just cak.



You've not, although if they are torn down you lose the rigs which are slated to be a significant investment. Far more than the structure itself.

>>They will take over the old Outpost upgrade system as a whole, and may be several ten times (or more) more expensive than the structure hull itself.


I forgot that bit, though that's even more stupid if a significant investment in a huge station can be blown to bits by thinking at it. Can I keep Dr. Manhattan on board as a defence module?


Don't forget there are no automated guns. So if you live in a WH, look forward to training an alt per structure to sit on grid since not even local can help you spot an interloper in system Straight
Black Pedro
Mine.
#67 - 2015-09-01 11:05:12 UTC  |  Edited by: Black Pedro
Corraidhin Farsaidh wrote:
afkalt wrote:
Corraidhin Farsaidh wrote:

Have I missed something? I thought it would simply take waving a magic wand and chanting 'Izzy Wizzy let's get busy...' a few times to take down even the largest citadels? This of course ignores defence fleets etc but without going into that side I really dislike the entosis idea.

I was hoping more for a better POS system that still took large numbers of guns to take out but that had a 24 hour take down time, i.e. 24 hours before you could unanchor the citadel. This would have forced those putting assets in space to attempt a defence or lose the structure. The whole magic torch thing is just cak.



You've not, although if they are torn down you lose the rigs which are slated to be a significant investment. Far more than the structure itself.

>>They will take over the old Outpost upgrade system as a whole, and may be several ten times (or more) more expensive than the structure hull itself.


I forgot that bit, though that's even more stupid if a significant investment in a huge station can be blown to bits by thinking at it. Can I keep Dr. Manhattan on board as a defence module?

The 'magic torch' is just a mechanism to force the defenders to show up; a "time to fight button". Perhaps it breaks immersion - I don't know as there is much in Eve which favours game mechanics over reality - but it elegantly nullifies stacking EHP as a boredom deterrent to attack structures and sov and forces active defense. The only issue I see is what are all these ships on grid going to do during a siege? If the citadel is manned but vulnerable to attack only by entosis, the attacking fleet is basically just sitting there doing nothing but repping the entosis ship and perhaps shooting some drones that are launched. It would be even more boring than a current siege to sit for 60 minutes doing absolutely nothing while the citadel defender takes useless shots at you. If they can't break your tank or jam you out there is nothing much they can do to stop you so it is pretty binary - you either have brought enough of a force to tank the citadel defenses or you have not.

The weapon systems of the citadel will have to be balanced around supporting an undocked defending fleet so the attackers have something to shoot at if it is to drive interesting fights. But this is all off-topic. Wardecs are the topic at hand.
afkalt
Republic Military School
Minmatar Republic
#68 - 2015-09-01 11:39:13 UTC
Black Pedro wrote:
Corraidhin Farsaidh wrote:
afkalt wrote:
Corraidhin Farsaidh wrote:

Have I missed something? I thought it would simply take waving a magic wand and chanting 'Izzy Wizzy let's get busy...' a few times to take down even the largest citadels? This of course ignores defence fleets etc but without going into that side I really dislike the entosis idea.

I was hoping more for a better POS system that still took large numbers of guns to take out but that had a 24 hour take down time, i.e. 24 hours before you could unanchor the citadel. This would have forced those putting assets in space to attempt a defence or lose the structure. The whole magic torch thing is just cak.



You've not, although if they are torn down you lose the rigs which are slated to be a significant investment. Far more than the structure itself.

>>They will take over the old Outpost upgrade system as a whole, and may be several ten times (or more) more expensive than the structure hull itself.


I forgot that bit, though that's even more stupid if a significant investment in a huge station can be blown to bits by thinking at it. Can I keep Dr. Manhattan on board as a defence module?

The 'magic torch' is just a mechanism to force the defenders to show up; a "time to fight button". Perhaps it breaks immersion - I don't know as there is much in Eve which favours game mechanics over reality - but it elegantly nullifies stacking EHP as a boredom deterrent to attack structures and sov and forces active defense. The only issue I see is what are all these ships on grid going to do during a siege? If the citadel is manned but vulnerable to attack only by entosis, the attacking fleet is basically just sitting there doing nothing but repping the entosis ship and perhaps shooting some drones that are launched. It would be even more boring than a current siege to sit for 60 minutes doing absolutely nothing while the citadel defender takes useless shots at you. If they can't break your tank or jam you out their is nothing much they can do to stop you so it is pretty binary - you either have brought enough of a force to tank the citadel defenses or you have not.

The weapon systems of the citadel will have to be balanced around supporting an undocked defending fleet so the attackers have something to shoot at if it is to drive interesting fights. But this is all off-topic. Wardecs are the topic at hand.



Well I assume the vision is a fleet on either side shooting each other both with links active, one set to RF it, one set to block the progress and it escalates from there.

Remember for the citadels they are keeping the RF events on that grid, unlike the node sprawl of Sov contests.

It should make for some big fights, if they get the asset safety levels right.

[I still think that they should allow a choice of EHP grinding to be available for citadels as well as entosis, with the first successful RF method dictating the other two. Big boys can come play, small entities can force a different response]
Khan Wrenth
Viziam
Amarr Empire
#69 - 2015-09-01 11:57:30 UTC
Wardecs are an important part of the game. The best part of EvE, arguably, is the various forms of PvP. That includes ship/ship fighting, structure bashing, roaming for targets with friends, backroom diplomacy, etc. Wardecs are necessary to introduce new players to the very best that EvE has. They could use a bit of strengthening, but such tweaks would have to be very carefully implemented and well thought-out.

I understand many of the frustrations on both sides of the wardec issue. I've been on both sides of them, more on the receiving end than giving. But even so, I want to see them strengthened in some fashion. That said, I do want to quote one thing.

Quote:
Until that changes, until dec dodging is either removed, bannable, or a mechanism put in place to punish it harshly, you do not get to talk about making wars any weaker than they already are.


Be careful what you wish for.

Strengthening of wardecs is certainly in order, but punish harshly? You cannot escape one reality of this, no matter how much you try. People opt to engage in this...I cringe to call it a game and would prefer to call it a complex space-borne social and economic simulator, but that's a mouthful, so I suppose I'll stick with game. It's a game. A game where people have to invest time and resources into it to be able to get resources out of it. People have to want to play it.

Listen to me. I'm on YOUR side, Kaarous. PvP is the best part of EvE, and players need to be introduced to it, and I'd rather it be through a wardec than a gank (since there's a larger possibility of teamwork in a wardec), though either will work in the long run.

Intervening in other player's goals is a prime part of the game and should be encouraged. But how do we encourage people to have assets on the line and defend it? Once they have to defend it a few times and really get engaged with PvP, I'm sure they'll see how much fun it is and want to declare a few offensive wars themselves. But the crucial first step is getting people to work together in a corp and invest in it enough to want to defend it. How do we do that?

Solve that, and everything else falls into place. Easily said, hard to pull off. We need incentives for players, and I don't pretend to know what the magical answer might be.

Due to size constraints, I'll omit my personal experiences with wardecs unless prompted. For now I'll just present my summation; it is my opinion that wardecs are a good thing(tm) but most of those who are prepared for them already have moved out into areas of space that ignore war mechanics, making the issue look lopsided when it really is not.

I have an alt that is ready for PvP, but due to scheduling issues, she cannot participate in the eight or so defensive wars declared against the corp she's in. It is for that reason that I am training up a ganking alt. Because damn it, I want to explode things and explode myself meaningfully, and if that's what I have to do to do it, then I will. Because I'm getting stir crazy and something's gotta give.

But if you plan on heavily penalizing or punishing the average player who drops corp to avoid a wardec, be ready for dropped subs. Team Fortress 2 learned that the hard way when they tried to force people to stay on re-balanced teams. That everyone just stopped playing forced them to reverse that decision in like, two or three weeks? It wasn't long. Valve has other income sources though, what does CCP have to fall back on if trying to force people in a sandbox to play your way, backfires? You can't do much to penalize people avoiding wars. I assume CCP looked at their data and determined this to be so, which is why they probably removed dodging as an exploit. I have to assume this was done with some sort of information they had to make an informed decision, it doesn't make sense any other way.

Some penalties are in order. Perhaps having to wait at least one week to re-form any corp or join a new one (regardless of if new one is at war or not. To my understanding, currently you're only prevented from re-joining a wardecced corp)? Maybe if you drop corp mid-war, you're still a valid target for 24 hours just like if a war was made to end. Maybe if someone is really just annoying you, use ganking to get them instead since that seems to be the proper tool in some occasions. But you can't punish too harshly without pushing people into using alts and rendering the wars completely meaningless anyway.

Also, for the record, I'm totally for nerfing Concord protections back to levels they used to be at. However as I said, I'm training a gank alt, so take that opinion as possibly biased. Pulling wardec fees back might also be helpful, to make it at least on-par with the costs of re-rolling a corp.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#70 - 2015-09-01 12:21:17 UTC
Black Pedro wrote:
...
The 'magic torch' is just a mechanism to force the defenders to show up; a "time to fight button". Perhaps it breaks immersion - I don't know as there is much in Eve which favours game mechanics over reality - but it elegantly nullifies stacking EHP as a boredom deterrent to attack structures and sov and forces active defense. The only issue I see is what are all these ships on grid going to do during a siege? If the citadel is manned but vulnerable to attack only by entosis, the attacking fleet is basically just sitting there doing nothing but repping the entosis ship and perhaps shooting some drones that are launched. It would be even more boring than a current siege to sit for 60 minutes doing absolutely nothing while the citadel defender takes useless shots at you. If they can't break your tank or jam you out there is nothing much they can do to stop you so it is pretty binary - you either have brought enough of a force to tank the citadel defenses or you have not.

The weapon systems of the citadel will have to be balanced around supporting an undocked defending fleet so the attackers have something to shoot at if it is to drive interesting fights. But this is all off-topic. Wardecs are the topic at hand.


And this will be the tricky part, balancing it all out!

I raise this issue as I believe that any wardec mechanic changes would need to be intrinsically tied to the new citadels (hence suggesting they should have a > 24 hour cooldown before unanchoring).

I would much rather the entosis links reduce resists to cut or entirely remove the EHP stacking but still require a large enough fleet to chew through the station's base HP.
Koebmand
Silverflames
#71 - 2015-09-01 12:42:20 UTC
Kaarous Aldurald wrote:
Shaddam Daphiti wrote:

Instead of being a mechanic that encourages players to interact it drives new players away.


That is a lie.

...

If you do not want to deal with wars, you belong in a NPC corp, you do not deserve a player corp.


So you say war decs making people quit is a lie.

Linking a post that says people staying in NPC corps is one of the big reasons for people leaving as proof.

And then you say to just stay in NPC corps because war decs ...
Black Pedro
Mine.
#72 - 2015-09-01 13:21:25 UTC  |  Edited by: Black Pedro
Corraidhin Farsaidh wrote:
And this will be the tricky part, balancing it all out!

I raise this issue as I believe that any wardec mechanic changes would need to be intrinsically tied to the new citadels (hence suggesting they should have a > 24 hour cooldown before unanchoring).
Yes, balancing the structures so they function as intended in all different sectors of space is quite the task. I wish them luck.

As afkalt said above, the rigs are suppose to be the most expensive part of the structure providing most of the bonuses. If this is true it is a good solution as players can use structures without rigs and keep the option of evasion (or just moving) open, or they can install the rigs, benefit from them, but are now committed to defending that structure or the rigs will be lost. This respects risk vs. reward, and discourages just packing up during that 24h period every time a war is declared. There is no need to intrinsically tie wardecs to structures - that just happens organically when players want the bonuses of them and are also prevented from unanchoring them, at least without a cost.

But like everything, it will have to be balanced correctly. Too cheap and players will just pack up anyway, or not enough utility, no one will use rigs in highsec because of the downside. Most of the cost of them has to be in the rigs, and the rigs have to do something significant. It really is also a much needed buff to player corps and may serve to draw players out of the NPC corps, again depending on how things are balanced.
afkalt
Republic Military School
Minmatar Republic
#73 - 2015-09-01 13:30:13 UTC
Black Pedro wrote:
It really is also a much needed buff to player corps and may serve to draw players out of the NPC corps, again depending on how things are balanced.


Hopefully the ability to anchor anywhere in system (relative compared to today, at least) will promote this a lot.

No need to grind existing stuff down due to limited placement should hopefully attract more people.
Kaarous Aldurald
Black Hydra Consortium.
#74 - 2015-09-01 14:32:48 UTC
afkalt wrote:
Black Pedro wrote:
It really is also a much needed buff to player corps and may serve to draw players out of the NPC corps, again depending on how things are balanced.


Hopefully the ability to anchor anywhere in system (relative compared to today, at least) will promote this a lot.

No need to grind existing stuff down due to limited placement should hopefully attract more people.


The funny part will be the unforeseen lag.

Pretty sure a good sized group could anchor enough of these to lag the Jita node right out of the game.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#75 - 2015-09-01 18:33:23 UTC
Black Pedro wrote:
Tyberius Franklin wrote:

Honest question: How do you draw parity between one group with a costly, immobile asset and another with assets that potentially cost far less, can be highly mobile, and at the temporary cost of their effect in combat can be rendered invulnerable with practically no effort (docking)?

Worse, how do you do so when the structure owner must field those same assets on top of the structure in question? Or is lopsided risk with all other things being equal including the will and force to fight not an issue?
Parity? Eve is not about parity - it is about taking and defending what you can. It is about building sandcastles, and knocking them down, not about fair, honourable fights in the center of the sandbox. You don't get to claim the other side is more powerful or has less risk - what matters is that you are benefiting from something and thus have to defend it from all-comers - the risk and burden is on you. If you can't defend it, it wasn't really yours to begin with.
Considering the qualifier was made that the capability and will to fight was equal, your stepping outside of the hypothetical I set up and further seemingly pretending it wasn't there. The question was clearly, should a group with a permanently vulnerable asset be considered to have as much risk, as was suggested by the post I responded to, as those that have no such assets. It's fair to say that there need be no parity, as that was an answer, but the rest kind of ignored the question and went into the normal tangent.

Fundamentally eve is about parity though, as that provides a measure of sorts risk, reward and the balance of various tools and methods. Numbers and tactics needn't be equal, as they provide room for good vs bad gameplay, but encounters and force are things to be considered when creating a mechanic, else that mechanic tends to fail or be abused.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#76 - 2015-09-01 18:34:30 UTC
Kaarous Aldurald wrote:
afkalt wrote:
Black Pedro wrote:
It really is also a much needed buff to player corps and may serve to draw players out of the NPC corps, again depending on how things are balanced.


Hopefully the ability to anchor anywhere in system (relative compared to today, at least) will promote this a lot.

No need to grind existing stuff down due to limited placement should hopefully attract more people.


The funny part will be the unforeseen lag.

Pretty sure a good sized group could anchor enough of these to lag the Jita node right out of the game.

I'd be extremely surprised if they would be allowed to be anchored in Jita.
Black Pedro
Mine.
#77 - 2015-09-01 19:00:50 UTC
Tyberius Franklin wrote:
The question was clearly, should a group with a permanently vulnerable asset be considered to have as much risk, as was suggested by the post I responded to, as those that have no such assets. It's fair to say that there need be no parity, as that was an answer, but the rest kind of ignored the question and went into the normal tangent.
A group with permanently vulnerable assets is at more risk than a group than has no in-space assets who when logged-off (or docked) are invulnerable. This is self-evident though, I am not sure what your point is.

This is also intended (and good game balance) as the in-space assets are providing a benefit to the corporation that owns them while those that do not have such assets are not receiving such benefits.

Tyberius Franklin wrote:
Fundamentally eve is about parity though, as that provides a measure of sorts risk, reward and the balance of various tools and methods. Numbers and tactics needn't be equal, as they provide room for good vs bad gameplay, but encounters and force are things to be considered when creating a mechanic, else that mechanic tends to fail or be abused.
I have no idea what you are trying to say here. Are you saying game mechanics should be balanced to promote interesting game play while respecting risk vs. reward? If so, I agree 100%. If you are saying that everyone should be on risk parity regardless of risk vs. reward, like making aggressors assume risk for no actual reward, rather just because they are attacking someone, then no, I do not agree.

Those receiving benefits are the ones who assume the risks. The risks they assume should put no constraints on those that wish to attack them - the attackers are already subject to the risks that are determined by their own game decisions.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#78 - 2015-09-01 19:17:19 UTC
Black Pedro wrote:
A group with permanently vulnerable assets is at more risk than a group than has no in-space assets who when logged-off (or docked) are invulnerable. This is self-evident though, I am not sure what your point is.

This is also intended (and good game balance) as the in-space assets are providing a benefit to the corporation that owns them while those that do not have such assets are not receiving such benefits.

...

I have no idea what you are trying to say here. Are you saying game mechanics should be balanced to promote interesting game play while respecting risk vs. reward? If so, I agree 100%. If you are saying that everyone should be on risk parity regardless of risk vs. reward, like making aggressors assume risk for no actual reward, rather just because they are attacking someone, then no, I do not agree.

Those receiving benefits are the ones who assume the risks. The risks they assume should put no constraints on those that wish to attack them - the attackers are already subject to the risks that are determined by their own game decisions.
The question was, in another phrasing, should the risks be considered equal when fighting forces are the same and will to fight is the same but one side has a static asset. The answer is no, despite the suggestion to the contrary by the post I responded to.

That doesn't mean they should be, but rather it means that the answer to the concern about the risk the structure poses can't be "well they have ships to shoot." Rather it's that it's ok for the opportunities to be lopsided, if that's where you fall on the issue. Personally I don't fall there as I believe there should be a counter goal for the defender, through aggression of their own, to end the period of vulnerability as arbitrarily as the loss of the structure defines victory for the attacker.

This also makes a number of assumptions which rarely hold true in a game so full of alts and multiple account holders. The ability to separate elements of value from risk throws the idea of equal risk or cost to aggress (IE: mercs) pretty far off.
Black Pedro
Mine.
#79 - 2015-09-01 19:39:15 UTC
Tyberius Franklin wrote:
The question was, in another phrasing, should the risks be considered equal when fighting forces are the same and will to fight is the same but one side has a static asset. The answer is no, despite the suggestion to the contrary by the post I responded to.

That doesn't mean they should be, but rather it means that the answer to the concern about the risk the structure poses can't be "well they have ships to shoot." Rather it's that it's ok for the opportunities to be lopsided, if that's where you fall on the issue. Personally I don't fall there as I believe there should be a counter goal for the defender, through aggression of their own, to end the period of vulnerability as arbitrarily as the loss of the structure defines victory for the attacker.

My apologies for not being clearer. Yes, it is 100% perfectly fine for two adversaries in Eve to have unequal risk in a conflict. Provi was just invaded by the Imperium, which was at zero risk of losing structures. An operation to evict someone from a wormhole has the residents at risk of losing everything, while the evictors are only risking what they bring into that hole. An untanked Hulk in a highsec belt is risking a much more expensive ship than the lone Catalyst that it takes to gank it.

In all these cases the one with the higher risk is receiving benefits (holding sov, farming lucrative WH PvE, high yield on ore harvesting) for taking that risk that someone might try to take their stuff. There is no difference for wardecs and in-space structures. If you are receiving the benefits of reduced industry costs, compression arrays and so forth, you have to accept the risk that someone will try to stop you.

It's just simple risk vs. reward.

Just because you assumed risks for a benefit does not mean that the attacker should be forced to accept some arbitrary risk to attack you - that just stifles conflict. That said, I am not adverse to ideas that might promote increased conflict, or more balanced conflict (players should be capable of defending their stuff), but this notion that somehow other players in this game should be forced to assume risks, risks that come with no actual benefits, for just daring to attack someone who did assume those risks is a silly one.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#80 - 2015-09-01 20:01:49 UTC
Black Pedro wrote:
My apologies for not being clearer. Yes, it is 100% perfectly fine for two adversaries in Eve to have unequal risk in a conflict. Provi was just invaded by the Imperium, which was at zero risk of losing structures. An operation to evict someone from a wormhole has the residents at risk of losing everything, while the evictors are only risking what they bring into that hole. An untanked Hulk in a highsec belt is risking a much more expensive ship than the lone Catalyst that it takes to gank it.

In all these cases the one with the higher risk is receiving benefits (holding sov, farming lucrative WH PvE, high yield on ore harvesting) for taking that risk that someone might try to take their stuff. There is no difference for wardecs and in-space structures. If you are receiving the benefits of reduced industry costs, compression arrays and so forth, you have to accept the risk that someone will try to stop you.

It's just simple risk vs. reward.

Just because you assumed risks for a benefit does not mean that the attacker should be forced to accept some arbitrary risk to attack you - that just stifles conflict. That said, I am not adverse to ideas that might promote increased conflict, or more balanced conflict (players should be capable of defending their stuff), but this notion that somehow other players in this game should be forced to assume risks, risks that come with no actual benefits, for just daring to attack someone who did assume those risks is a silly one.

Any sov holding entity has their own sov to risk continually, so there is parity there. The lack of risk for Imperium is solely due to the fact that their assets are not under attack, not because they can't be or they don't have them, but because of other gameplay variables including their combat capability and numbers which reasonably are used as advantages.

Similarly invading a WH is a logistical effort the defenders will have the advantage in as their assets and building capacity are based there. The attackers don't have the same level of assets, but eviction from the hole serves as an arbitrary measure of victory for each side.

In both cases there is either the capacity to equally retaliate or a measure for victory in addition to the capacity to eliminate any 3rd parties which one suspects may be interfering without mechanical consequence.

In the case of HS wars there is no such measure for a defender "victory" save holding out and adapting operations till the attacker gets tired of paying the bill. Defender behavior doesn't change that, although admittedly it can influence it. Also, having such a mechanism doesn't decrease risk or stifle conflict unless it increases the cost of declaring a war. If it doesn't we're no worse than we are now save some attackers potentially finding themselves in defense without the foolproof fallback of simply docking up and waiting the war out.

Rather, considering that the primary goal of the defender is likely to be rid of the war and go back to their standard operations I'd think a direct means to do so would likely provoke more conflict in a war for defenders with space assets.