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Proposed change to Wardecs..

Author
Black Pedro
Mine.
#81 - 2015-09-01 20:29:29 UTC
Tyberius Franklin wrote:

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.

You are wrong: there is no guaranteed capacity to retaliate. Any large group can attack Provi, or evict someone from a wormhole regardless of where they are from. They can base entirely out of NPC stations with no in-space structures and are not forced to assume any additional risk for attacking. Pandemic Legion just gave up sov and yet still is free to attack anyone's sov it wants, or evict anyone they want from a wormhole. They are only at risk when they make choices give them a material benefit, like holding a valuable moon, not for whom they decide to attack.

Tyberius Franklin wrote:
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.
You are basically asking for a way to make yourself 100% safe from a wardec in highsec. CCP is very unlikely to provide such a mechanism - it reduces risk and decreases destruction the exact opposite of the current direction of game development. I can see why out of self-interest you want it, but you are not suppose to be or feel safe in this game and CCP is not going to base a mechanic around that.

The best you are going to get are structures that wardeccers will really want (or are forced) to use that will open them for a counter attack, and probably a new social mechanism that will allow you to form a social group without the risk of wardecs (but no structures). But if you want to use (and benefit) from these structures you will have to defend them. Simple as that.
afkalt
Republic Military School
Minmatar Republic
#82 - 2015-09-01 20:41:17 UTC
Black Pedro wrote:
Pandemic Legion just gave up sov and yet still is free to attack anyone's sov it wants, or evict anyone they want from a wormhole. They are only at risk when they make choices give them a material benefit, like holding a valuable moon, not for whom they decide to attack.



To be fair I've not checked but my assumption is reasonable and that is: They WILL have POS...but whether or not you want to poke THOSE stage towers...is up to you Twisted
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#83 - 2015-09-01 20:55:50 UTC
Black Pedro wrote:
You are wrong: there is no guaranteed capacity to retaliate. Any large group can attack Provi, or evict someone from a wormhole regardless of where they are from. They can base entirely out of NPC stations with no in-space structures and are not forced to assume any additional risk for attacking. Pandemic Legion just gave up sov and yet still is free to attack anyone's sov it wants, or evict anyone they want from a wormhole. They are only at risk when they make choices give them a material benefit, like holding a valuable moon, not for whom they decide to attack.
And yet should they decide to invade a WH there is again the rather clear matter of eviction determining a winner, this doesn't prevent future aggression, but then neither would the means to end a war by any necessity. Granted sov does become messier, but there wer still have a very clear system of winning without determining the fate of future aggression. Neither of these situations speaks to having a war goal being unreasonable.

Both have, upon achieving victory and securing the space, occupational advantages contributing directly to their defense, unlike assets in question in a highsec war which allow no limit in strategic positioning nor the ability to resist invasion through simple occupancy. We're at apples and oranges here even if the attackers have no assets as we do have victory conditions and systems which support defense in some way.

Black Pedro wrote:
You are basically asking for a way to make yourself 100% safe from a wardec in highsec. CCP is very unlikely to provide such a mechanism - it reduces risk and decreases destruction the exact opposite of the current direction of game development. I can see why out of self-interest you want it, but you are not suppose to be or feel safe in this game and CCP is not going to base a mechanic around that.

The best you are going to get are structures that wardeccers will really want (or are forced) to use that will open them for a counter attack, and probably a new social mechanism that will allow you to form a social group without the risk of wardecs (but no structures). But if you want to use (and benefit) from these structures you will have to defend them. Simple as that.
In what way does anything I've said equal an immunity to wardecs? It's quite the opposite really. The ability to end a war comes with the decision to undock and fight that same war. If opening assets to loss with a direct attack on a target known by the attacker in the war is "100% safe" then the goal of a war cannot be destruction since it's all but ensured if the mechanic is used.

If the accusation is self interest than I can only assume some misinterpretation on your part, the assumption that creating a conflict is only positively destructive if done on the attacker's part, or the assumption that the attackers have no interest in the defense of a war ending asset and/or causing loss to a force aggressing that asset.

Otherwise I don't see how a target at no additional cost that adds incentive for defender participation "reduces risk" unless you think inactive attackers not fielding assets counts as risk.
Areen Sassel
Dirac Angestun Gesept
#84 - 2015-09-01 22:44:24 UTC
Shaddam Daphiti wrote:
A Corporation may warddec if and only if one of it's members has a live Killright on a member of the other Corp in question.


All else aside, this restores the old pre-awox-nerf situation where any corp applicant might be a Trojan Horse right from the word go, without needing any special roles etc to do so. If it did work this way, people would be complaining that it shouldn't.
Black Pedro
Mine.
#85 - 2015-09-02 07:59:59 UTC  |  Edited by: Black Pedro
Tyberius Franklin wrote:
And yet should they decide to invade a WH there is again the rather clear matter of eviction determining a winner, this doesn't prevent future aggression, but then neither would the means to end a war by any necessity. Granted sov does become messier, but there wer still have a very clear system of winning without determining the fate of future aggression. Neither of these situations speaks to having a war goal being unreasonable.

Both have, upon achieving victory and securing the space, occupational advantages contributing directly to their defense, unlike assets in question in a highsec war which allow no limit in strategic positioning nor the ability to resist invasion through simple occupancy. We're at apples and oranges here even if the attackers have no assets as we do have victory conditions and systems which support defense in some way.
Ok, here is the thing: Eve is a sandbox. Winning conditions are fluid and not usually defined by game mechanics. Taking sov is one of the few exceptions where the server declares a "winner" but most conflict is driven by the players and the winners determined by the players. I could be evicted from a wormhole, but manage to save most of my stuff and win the ISK war against the attackers so I can claim I won, while my opponents can also claim they have also won by securing the hole.

Wardecs are not designed to have winners or losers declared by the game. They are just there to allow controlled and limited aggression between players in highsec - that's it. Highsec is much safer than other sectors of space because the wardec mechanic means you have a only small list of players that can shoot you, and you get 24h notice before they can start shooting. That's all. It is not a mini-game or "faction warfare lite" where one group has defined victory or loss conditions; wardecs can be declared for many reasons.

Quote:
In what way does anything I've said equal an immunity to wardecs? It's quite the opposite really. The ability to end a war comes with the decision to undock and fight that same war. If opening assets to loss with a direct attack on a target known by the attacker in the war is "100% safe" then the goal of a war cannot be destruction since it's all but ensured if the mechanic is used.
The ability to end a war is a net reduction in conflict. Allowing large groups to blitz their way out of a war provides them with 100% safety to resume their activities. Well, not really as it easily would be circumvented by the attackers using alt corps, but why should a game where conflict is the core of the design offer "peace" as a reward? No group gets to be invulnerable to attack anywhere else in the game. CCP is not going to enable highsec corporations to isolate themselves from the sandbox as a prize for fighting.


Quote:
If the accusation is self interest than I can only assume some misinterpretation on your part, the assumption that creating a conflict is only positively destructive if done on the attacker's part, or the assumption that the attackers have no interest in the defense of a war ending asset and/or causing loss to a force aggressing that asset.
No, it is clear why you want to be made immune. You want to continue your ISK making activities, safe from disruption because that is what you do in the game; that is pure self interest. If you were interested in making the game better, you would propose ideas that actually make the game better like those that stimulate social interactions, conflict, destruction, and create content, not isolate yourself from the sandbox so you can gather resources safe from attack by your enemies. That is the worst form of carebearism and needs to be stamped out wherever it pokes its ugly head.

Quote:
Otherwise I don't see how a target at no additional cost that adds incentive for defender participation "reduces risk" unless you think inactive attackers not fielding assets counts as risk.
An attacker who does not field assets is at no risk, but also poses no risk. Forcing the attackers to field a "target" for the defenders to shoot is adding risk, and in principle I don't have a problem with it. It is unfair to force the attacker to assume a risk for no benefit, but if overall it promoted more conflict I would grudgingly accept it. Ideally though, it should give some sort of real benefit to the attackers so they voluntarily field it.

Having the war end if the attackers lose that structure is a non-starter. You are literally preventing conflict in an attempt to stimulate conflict - it is nonsensical. If the defenders won some or all of the war fee or something, perhaps it could work. But really, by forcing players to risk something to attack, you will provide more pressure for mercenary groups to form larger, more professional organizations than will make wars even more unbalanced. Players will adapt to these risks by forming larger alliances where they can share the burden of defense and will further make wardecs too expensive and risky for normal corporations and small mercenary organizations, and make the fights more lopsided.

It is also impractical. The new structure mechanics are such that the vulnerability windows seem to be selected so structures take a week take to down, and by then the wardec will be over. I guess you could make it perma-vulnerable, but how is that fair if no other structure is like that to force the attackers to be online 24h a day? If you let the attackers set the windows, they will just stack them at the end of the week. And any serious attacker will just place them in a wormhole, or low/null sec where most highsec corps won't go, or if you make them place it in highsec, in the far end of a highsec island. They would only be vulnerable to the most organized defender who are the most capable of defending themselves further pushing wardecs further onto new and small corps. They would rarely be contested.
Maldiro Selkurk
Radiation Sickness
#86 - 2015-09-02 16:55:42 UTC
The real problem with wardecs is that you can get out of them so easy. You joined a corp or alliance and should be forced to deal with the negative aspects of doing so not just reap the rewards.

Perhaps if you leave a corp or alliance under a wardec you cannot join or create another for 15 days for your extreme cowardice in the face of your corps time of greatest need.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#87 - 2015-09-02 19:24:55 UTC
Black Pedro wrote:
Ok, here is the thing: Eve is a sandbox. Winning conditions are fluid and not usually defined by game mechanics. Taking sov is one of the few exceptions where the server declares a "winner" but most conflict is driven by the players and the winners determined by the players. I could be evicted from a wormhole, but manage to save most of my stuff and win the ISK war against the attackers so I can claim I won, while my opponents can also claim they have also won by securing the hole.
(cut for length)
Fluid victory conditions is a misdirection at this point by your own logic. Similar to how a WH eviction of sov loss can be considered a victort by way of isk efficiency for the defenders, so could that same metric be used in a system which allows defenders to end a war.

If the argument becomes that victory is defined beyond mechanics and occupation then there is no reason for an objection here as those same variables apply. And as far as risk, the defenders just enhanced their risk for a chance at ending the war, and only a chance.

Quote:
The ability to end a war is a net reduction in conflict. Allowing large groups to blitz their way out of a war provides them with 100% safety to resume their activities. Well, not really as it easily would be circumvented by the attackers using alt corps, but why should a game where conflict is the core of the design offer "peace" as a reward? No group gets to be invulnerable to attack anywhere else in the game. CCP is not going to enable highsec corporations to isolate themselves from the sandbox as a prize for fighting.
This makes a pretty big assumption about the conflict occurring throughout a wardec. Specifically it assumes the losses created by giving defenders a target for ending the war is less than the targets lost evading said war in a system which promotes that behavior for reasons stated prior.

It also makes what I believe to be the false premise that time alone is the measure of a wars worth. I think that to be wholly incorrect. Incentive to act should make a better motivator to actually take actions that lose ships rather than promoting staying docked and/or evading until confrontation is forced.

In a system where the majority of wars result in little or no conflict I'd think the idea that time in a war being the only factor is a very flawed metric.

Quote:
No, it is clear why you want to be made immune. You want to continue your ISK making activities, safe from disruption because that is what you do in the game; that is pure self interest. If you were interested in making the game better, you would propose ideas that actually make the game better like those that stimulate social interactions, conflict, destruction, and create content, not isolate yourself from the sandbox so you can gather resources safe from attack by your enemies. That is the worst form of carebearism and needs to be stamped out wherever it pokes its ugly head.
Pure BS. What I proposed demonstrably doesn't do what you say. The choices become either fight for the ability to end the dec, a non-peaceful solution, or sit through it evasively (or inactively) as current. There is no immunity grated unless you consider fighting an opponent to be immunity from a war, which is a very strange definition.

Your making an accusation that's quite frankly ridiculous at face value. An incentive to fight is the worst form of carebearism? A battle which if taken leads to an actual war and if not is no different than what we currently have is immunity?

Quote:
An attacker who does not field assets is at no risk, but also poses no risk. Forcing the attackers to field a "target" for the defenders to shoot is adding risk, and in principle I don't have a problem with it. It is unfair to force the attacker to assume a risk for no benefit, but if overall it promoted more conflict I would grudgingly accept it. Ideally though, it should give some sort of real benefit to the attackers so they voluntarily field it.
(the rest cut for post length)
The benefit for that risk is the declaration of the war and as stated prior it becomes a part of the war mechanic, not an extra cost or maintenance. It would therefore amount to the risk of the wardec fee and nothing more. It wouldn't eliminate the ability to declare war as trivially or non trivially as current. And, also as stated prior, only becomes a factor if it generates conflict. If it doesn't the incident occurs as normal and the attacker will see no difference to wars as they are now.

Regarding mechanical considerations, anything can be adjusted to fit the mechanics in question and would have to be for highsec structures and wars to function properly from both a defender and aggressor standpoint. That's a non argument on the merits of the idea.

Regarding being a non-starter, the logic presented here is purely contradictory. Nothing I stated proposed ending the conflict without partaking in it. You mechanically wouldn't be able to do it as attacking that which allows the war to end is enabled by the war itself. To say it literally prevents conflict is actually literally a lie. If any interaction with the mechanic occurs there was conflict. If not the mechanic was unused and the war proceeded as normal. Those are literally the only options.

Regarding escalation of force, good, isn't that the point? Is not the promotion of capable corps one of the hopes of the wardec system? And if that happens there will of course be a counter escalation, but the alternative is downward reduction in corp capabilities and fights that just don't happen. Essentially the cost argument goes back to paying per head being a bad idea. And full disclosure if massive differences in capability between aggressors and defenders promoting evasion is a goal I can get behind that for self serving purposes as well. Better for me as I won't lose ships to war ever.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#88 - 2015-09-02 19:28:50 UTC
TL;DR: Wars should be trivial to declare, and not a headcount cost affair, but open to defenders to end through combat mechanically. Attackers can still declare victory on any number of conditions even if the war ends, thus variable conditions are preserved, you can't end the fight except by having it, mechanics can be adjusted as needed to make it work and stronger corps as a result is (probably) a good thing.
Black Pedro
Mine.
#89 - 2015-09-02 20:20:34 UTC
Tyberius Franklin wrote:
If the argument becomes that victory is defined beyond mechanics and occupation then there is no reason for an objection here as those same variables apply. And as far as risk, the defenders just enhanced their risk for a chance at ending the war, and only a chance.
You are missing the point: there are no victory condition. Those are player constructs. Why turn the sandbox into 'capture the flag'?

Quote:
This makes a pretty big assumption about the conflict occurring throughout a wardec. Specifically it assumes the losses created by giving defenders a target for ending the war is less than the targets lost evading said war in a system which promotes that behavior for reasons stated prior.

It also makes what I believe to be the false premise that time alone is the measure of a wars worth. I think that to be wholly incorrect. Incentive to act should make a better motivator to actually take actions that lose ships rather than promoting staying docked and/or evading until confrontation is forced.

In a system where the majority of wars result in little or no conflict I'd think the idea that time in a war being the only factor is a very flawed metric.
I do not think it is a flawed metric. How can the time a war is open not be proportional to the total amount of conflict?

You are really grasping at straws here.

Quote:
Your making an accusation that's quite frankly ridiculous at face value. An incentive to fight is the worst form of carebearism? A battle which if taken leads to an actual war and if not is no different than what we currently have is immunity?
The worst form of carebearism are proposals like yours to isolate your resource generating activities from the influences of others in the sandbox. An incentive to fight is not carebearism at all - resources, ISK, killmails are all great incentives to offer players to stimulate conflict. Safety so you can grind ISK without regards to your defense is not a good incentive and detrimental to the economy.

As for the rest of your post, if you make wars trivial to declare, but that can be ended by destroying a structure, how do you prevent corp hopping by the attackers? They can just wardec from a dozen corporations and hop from corp-to-corp as you destroy structures. Actually, that would be quite amusing as carebears would get a taste of their own abuse of the corporation mechanics, but I don't think it would make for especially good gameplay.

Well, since nothing about wardecs or corporations seems to be planned for the CSM X meeting, wardecs as they currently are will likely be with us for a while yet.
Serendipity Lost
Repo Industries
#90 - 2015-09-02 20:35:08 UTC
I love these threads. So much emotion on both sides.

The last revamp screwed the mechanics up badly. They were scewed in favor of large entities. That's proving itself based on todays status quo.

There are a few things going on in empire that are helping to put this game in the grave. The current state of HS wardecs (driven by the bad mechanics) is one of those things. Things are going to change - one way or the other.

The thing that is going to change is that a large organized group of vets will no longer be able to kick the crap out of new bros with out consequences. What are the exact changes needed? We all have our own ideas that range from good to terrible. CCP will sort them out - they have to.

I think everyone can agree that a large well organized and funded group of vets curbstomping the newbros is NOT good for newbro retention and it's NOT good for the long term viability of eve.

I think the path to getting HS pvp and wardecs back into reasonable shape is to put meaning back into empire pvp. How to get the meaning back into war decs?

1. Have concord put an administrative limit on the number of war decs an entitiy can be the agressor in. I'd say 10 would be a great place to start. Agressor would be the entity that declares war or accepts an invite into an active war. Limiting the number to 10 would mean agressors would need to pick and choose - they would put a value on each conflict they engage in. (Math hint - the current infinite supply puts no value on a given conflict). I'm generally against arbitrary caps on stuff, but these wars are sanctioned by concord, so it's reasonable to me that they can limit the number of sanctions as they see fit. It should be the right of any player / corporation to go to war with ANY other. It shouldn't be the right of an entity to cheaply go to war with EVERY other entity.

2. Flip the cost scale around to benefit the little guy, not the big guy. The current mechanism rewards large unskilled groups. Returning the cost scale to the original way would eventually drive war dec corps to engage like sized or larger corps to be FUN EFFECTIVE. 1000 marmites just wouldn't stay entertained if they declared war on 10 one man corps. Lopsided higher costing wars would be reserved for personal reasons instead of the current wholesale 'for the luls' hoo haw.

Those two simple things would do the bulk of repairing the currently broken system.

HS warfare needs meaning to survive. Lopsided floggings with no value or purpose shouldn't be a sustainable business model.

Everyone can argue over the details, but the bottom line we all need to understand is that what is currently going on is bad for the health of the game. (yeah I know... we didn't want those weakassquitters anyway and 'CCP says newbrow flogging is good for the game').
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#91 - 2015-09-02 21:22:53 UTC
Black Pedro wrote:
You are missing the point: there are no victory condition. Those are player constructs. Why turn the sandbox into 'capture the flag'?
And there still isn't a victory condition, just an additional condition for ending the war. People are free to determine the goals of a war as they see fit and engage accordingly then measure their success against that goal. If the goal is met before the war ends the aggressor is free to not care about the defender ending the war prior to time running out. All this adds is a possibly variable end point to the arbitrary, mechanically dictated beginning point.

Quote:
I do not think it is a flawed metric. How can the time a war is open not be proportional to the total amount of conflict?

You are really grasping at straws here.
No straw grasping, just understanding that changing options can change behavior, and that changing behavior can change the outcomes over a given period of time. A week of capable evasion can and should provide less loss than a 2 day battle over a static asset unless one of those parties decides to not show up for the fight. That pretty much makes time as a lone metric irrelevant. That's not a straw, but rather a goal here, to increase engagement with the war system.

And if that mechanic is not used and behavior not changed, time is maintained.

Quote:
The worst form of carebearism are proposals like yours to isolate your resource generating activities from the influences of others in the sandbox. An incentive to fight is not carebearism at all - resources, ISK, killmails are all great incentives to offer players to stimulate conflict. Safety so you can grind ISK without regards to your defense is not a good incentive and detrimental to the economy.
Good thing the premise here is completely wrong, otherwise yes, it would be an issue. But as stated before the options are 1) fight the war to (maybe) end it early or 2) the war plays out as current. Those are the only war outcomes available and do not include the "carebearism" scenario you present.

War often consumes more resources and isk than one stands to gain and for a non-aggressive entity killmails won't be a factor. Remember, this is a defender motivation were talking about here. And yes, if were in a sandbox of personal goal determination, "getting back to carebearing" is and should be just as much of a valid motivation as anything else. To argue otherwise is a failure to understand that the sandbox shouldn't be making value judgements on gameplay goals, especially when those goals promote responding to conflict as a viable option.

Quote:
As for the rest of your post, if you make wars trivial to declare, but that can be ended by destroying a structure, how do you prevent corp hopping by the attackers? They can just wardec from a dozen corporations and hop from corp-to-corp as you destroy structures. Actually, that would be quite amusing as carebears would get a taste of their own abuse of the corporation mechanics, but I don't think it would make for especially good gameplay.

Well, since nothing about wardecs or corporations seems to be planned for the CSM X meeting, wardecs as they currently are will likely be with us for a while yet.
Not seeing the issue with the "abuse." A series of non threats just dumped far more isk into a war than they needed to against an entity willing to fight back giving the defenders the ability to ignore a number of the no threat decs... ok.
Kaarous Aldurald
Black Hydra Consortium.
#92 - 2015-09-02 21:28:13 UTC
Tyberius Franklin wrote:
TL;DR: Wars should be trivial to declare, and not a headcount cost affair, but open to defenders to end through combat mechanically. Attackers can still declare victory on any number of conditions even if the war ends, thus variable conditions are preserved, you can't end the fight except by having it, mechanics can be adjusted as needed to make it work and stronger corps as a result is (probably) a good thing.


Translation:

"A higher barrier for thee but not for me".

Roll

The moment you have to have a structure to get any payouts for missions and incursions, then we can talk about having a structure to declare war.

"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.

Kaarous Aldurald
Black Hydra Consortium.
#93 - 2015-09-02 21:39:34 UTC  |  Edited by: Kaarous Aldurald
Serendipity Lost wrote:

Everyone can argue over the details, but the bottom line we all need to understand is that what is currently going on is bad for the health of the game.


Which is a lie.

I can either believe CCP themselves, who have the data and have attempted to prove your claim but have expressly failed.

Or I can believe you guys, who are proposing cutting player freedom off at the knees for your own benefit.

Well, that's an easy choice. I choose CCP's claim, not your selfishly motivated attempts to nerf a mechanic that is already one of the weakest in the game. In fact, I would go so far as to suggest that it's the people who want player freedom and real sandbox mechanics handcuffed to serve themselves is what is really bad for the health of the game. When you devalue the core concepts of the game itself, that's how you kill a game like this.

"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
#94 - 2015-09-02 21:47:32 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
TL;DR: Wars should be trivial to declare, and not a headcount cost affair, but open to defenders to end through combat mechanically. Attackers can still declare victory on any number of conditions even if the war ends, thus variable conditions are preserved, you can't end the fight except by having it, mechanics can be adjusted as needed to make it work and stronger corps as a result is (probably) a good thing.


Translation:

"A higher barrier for thee but not for me".

Roll

The moment you have to have a structure to get any payouts for missions and incursions, then we can talk about having a structure to declare war.

So a lower cost for declaring a war is a higher barrier? Maybe I need to restate this but the structure was to be a part of the war mechanic and thus not an added cost or effort on the attacker. Literally everything gets better for the attacker because you have a beacon telling you where they are and what they are doing if they actually try to use the mechanic.

All at NO extra cost of effort.
Kaarous Aldurald
Black Hydra Consortium.
#95 - 2015-09-02 21:55:05 UTC
Tyberius Franklin wrote:

So a lower cost for declaring a war is a higher barrier?


If it requires a structure to even have the option to pay said cost, yes.

That is a huge up front cost that is crippling to smaller groups. That alone makes it unacceptable.


Quote:
Maybe I need to restate this but the structure was to be a part of the war mechanic and thus not an added cost or effort on the attacker.


And? You want to chain that playstyle to structures, that much is pretty clear from your posting(at least I can't find anything to the contrary in the last two pages). Therefore it is an added cost.

"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
#96 - 2015-09-02 22:04:56 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

So a lower cost for declaring a war is a higher barrier?


If it requires a structure to even have the option to pay said cost, yes.

That is a huge up front cost that is crippling to smaller groups. That alone makes it unacceptable.


Quote:
Maybe I need to restate this but the structure was to be a part of the war mechanic and thus not an added cost or effort on the attacker.


And? You want to chain that playstyle to structures, that much is pretty clear from your posting(at least I can't find anything to the contrary in the last two pages). Therefore it is an added cost.
The factor you object to, needing a POS or other structure to declare war, is not a part of my idea. The structure is generated with the war, requiring no prior structure or in space asset, just the wardec.

I have hinted it, but not outright said so as you rightly call out so to clear up future misunderstandings I'm stating it explicitly now. It will NOT require prior ownership of a POS or any other space asset.
Kaarous Aldurald
Black Hydra Consortium.
#97 - 2015-09-02 22:09:02 UTC
Tyberius Franklin wrote:
The factor you object to, needing a POS or other structure to declare war, is not a part of my idea. The structure is generated with the war, requiring no prior structure or in space asset, just the wardec.


Yeah, I'm not sure that is actually possible with the current engine. They can generate things owned by NPC corps or other non player factions in deadspace(but they always have a decay timer attached to boot), but creating something under player ownership is tricky, and something they normally only do with reimbursement, which in my experience is always sent directly to a station. (suggesting that it's a GM hack of the contract system)

I don't think they can actually do what you suggest.

"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
#98 - 2015-09-02 22:16:00 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
The factor you object to, needing a POS or other structure to declare war, is not a part of my idea. The structure is generated with the war, requiring no prior structure or in space asset, just the wardec.


Yeah, I'm not sure that is actually possible with the current engine. They can generate things owned by NPC corps or other non player factions in deadspace(but they always have a decay timer attached to boot), but creating something under player ownership is tricky, and something they normally only do with reimbursement, which in my experience is always sent directly to a station. (suggesting that it's a GM hack of the contract system)

I don't think they can actually do what you suggest.

I'm believe that if merit in the idea is seen there could a way be made, but of course I can't be certain of that. There is of course the workaround of granting the structure to the attacking party as the war fee is paid and allowing them to anchor it, possibly with certain restrictions, to get around issues with spawning the item.

I just think the idea has merits, technical limitations aside, and doesn't open the gate to a carebear paradise or put unfair constraints or requirements on an aggressor while offering a combat oriented alternative with a tangible, desirable goal to a defender.

If it can't be done that's that, but until that becomes known, why not discuss it?
Kaarous Aldurald
Black Hydra Consortium.
#99 - 2015-09-02 22:28:19 UTC
First of all, you need to elaborate more.

Does this theoretical structure have vulnerability windows, or can the defender just timezone snipe it? Does it have reinforcement timers? If so, how many, and how quickly?

Does it have guns the attacker's pilots can use, or is it just another FW style entosis beacon? Speaking of entosis, does it use that or can I shoot it?

How about the fact that tying the wardec's existence into this structure inherently puts smaller groups at a disadvantage when attacking bigger ones, thereby removing the ability to punch up as people often do with one man show corps right now?

And, using measured, specific examples, what are you hoping to see result from this?

You're basically trying to argue a half finished F&I submission here. Finish it first.

"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
#100 - 2015-09-02 22:53:29 UTC
Kaarous Aldurald wrote:
First of all, you need to elaborate more.

Does this theoretical structure have vulnerability windows, or can the defender just timezone snipe it? Does it have reinforcement timers? If so, how many, and how quickly?

Does it have guns the attacker's pilots can use, or is it just another FW style entosis beacon? Speaking of entosis, does it use that or can I shoot it?

How about the fact that tying the wardec's existence into this structure inherently puts smaller groups at a disadvantage when attacking bigger ones, thereby removing the ability to punch up as people often do with one man show corps right now?

And, using measured, specific examples, what are you hoping to see result from this?

You're basically trying to argue a half finished F&I submission here. Finish it first.

To be fair, the essential premise came under attack as can be seen over the last couple pages, but you are correct that this needs fleshed out. Though part of the reason I haven't is because the particulars are as tricky as you suggest.

But as it stands in my head:

Single entosis beacon, 4 hour vulnerability, configurable reinforcement timer for a specified time, followed by a vulnerability of 24 hours allowing further entosis by the attacker to reset, entosis by the defender to end or reset if neither is finished within 24 hours of coming out of RF. The warbeacon is given out at the time of payment for the war and notification of the war goes out upon anchoring and aggressions begin 24 hours later and the war ends a week after that assuming the beacon is not destroyed. It must be anchored in a highsec system.

Punching up: I expect it to work as it has before, taking advantage of targets of opportunity rather than direct confrontation. With a placeable beacon that needs to be moved to by the defender that creates opportunities to see them moving and strike. It does in these scenarios have the capacity to end wars quicker, but only if it gets more targets out and moving.

And that leads into the goal, for those not interested in a KM in and of itself the desired behavior is that a subset of wardec recipients see fit to engage with a goal in front of them. Will it work? Not sure, but it provides an option without depriving current war mechanics the opportunity to create loss.

Specifically it should appeal to corps of any size with in space assets and those of moderate or larger size with some attachment to their corp identity and promote the will to fight for it as there is a defined measure to do so.

The main issue I see though it the capacity to troll with entosis as it currently exists, making a moderate, but not high HP system with the vulnerabilities as described above potentially preferable.

It has weaknesses, but then what doesn't, and IMHO does add to the current mechanic.