These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Fixing high sec war decs

Author
Orca Platypus
Pator Tech School
Minmatar Republic
#61 - 2015-11-06 11:04:03 UTC
Vimsy Vortis wrote:
Exactly how are allies useless and irrelevant? I've allied in to wars and saved POS towers, inflicted billions in losses to the aggressor or even had the aggressor surrender to the defender.

"I have found a braindead aggressor once. Your argument is invalid."
Really?

Vimsy Vortis wrote:
Allies are only useless and irrelevant if you have useless, irrelevant people as allies. Much like aggressors are only dangerous if they're competent and defenders are only at a disadvantage if they're not competent.

Even a noobship is dangerous to a mining barge or industrial ship.
Thus everyone who's competent enough to fly one is dangerous and everyone who flies a mining barge is at disadvantage. Your argument is therefore invalid.

Vimsy Vortis wrote:
There's nothing about the system itself that puts any involved party in a particular position of disadvantage (other than the fact that defenders can bring in allies for free and in a very short amount of time).

Allies are irrelevant and useless, because they do nothing to a non-braindead attacker.
Pushing the war dec button against a corp of 10 active accounts and some alts inflicts nearly 3 billion in losses before the defender even starts dealing with it - according to play time to plex price calculation, assuming the playtime of 2 hours per day. The cost of pushing this button is 60 times less, and having to pay 60 times more than the opposition is the bloody definition of "disadvantage".
The price of war dec doesn't scale with time, but ISK value is. War has been cheap for the aggressor to begin with, and it became even cheaper as years pass. This needs to be revisited even before any change is made.

Vimsy Vortis wrote:
The actual outcome is entirely determined by the competence of the player entities involved. And the competence of particular groups of players is not something that the game should be balanced around.

The actual outcome is entirely determined by the competence of the one choosing targets to war dec grief. After the button is pressed, the major loss is already inflicted, and the best competence of the defender and allies still gives no losses to the aggressor, who just bears up in the station and sits waiting till the campers get mortally bored.