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Wormhole stabilizers and selfdestructing ships

First post
Author
Hathrul
School of Applied Knowledge
Caldari State
#1 - 2012-01-18 16:46:07 UTC
"If you build a fortress in there it is impossible to invade". The mechanics of infiltrating
capital ships into wormholes was discussed, as well as the "chain-collapsing" mechanic. CCP expressed some concern that as long as you were with a group of people, wormhole space is too safe. CCP was worried that the introduction of some sort of wormhole stabilizer would remove some of the everyday safety that people have grown to expect.”


There are a few of the so called “fortress systems” in wormhole space. The hand-full of major alliances and corps have 1 or 2 home systems with massive defenses. These defenses consist of up to dozens of capitals, towers at every moon and a near endless supply of ships. They are rightfully called “ fortresses” here, as they are very hard to take. However, it can be done. Making a stabilizer for wormhole mass however is a terrible idea. A possible solution could actually be much simpler. Ill start off why any tempering with the mass is bad if done from player side, and then continue with what i believe is a viable solution.

The eternally limiting faction for any major wormhole operation is mass. A single wormhole to the high class wormholes (where most of the fortresses are) can allow a maximum of 3 billion through it. In real world numbers this means 3 capitals, or 2 capitals and support fleet. If you want to go back as well, you’re limited to a single capital class ship. The amount of battleships will also often be limited since the 100m battleships cut in heavily on the mass.

Wormhole stabilizers would take all these problems away. Though as tempting as that may sound, most wormhole residents want those restrictions, because they give wormhole space their unique identity. Not only do the restrictions give us an edge, we are used to work with them every day and know how to manipulate them and use them to our full advantage. This also won’t only change how invasions will be done, but to any PvP engagement in wspace. Instead of having to consider the mass of your fleet now and wondering if it is the best way to use your limited available mass, you could just take everything you have, without restrictions, basically making it the same as any other kind of space.

This brings us back to the question, what to do about “fortress systems”. The answer is, change how self destruct works; yes, it is that simple.

An invasion of a well defended system with capable enemies is a lot of work. You can sneak scouts in, capitals, or entire fleets over time. Then you get initial fight over wormhole control so you can get reinforcements and supplies in, and then the actual assault starts. During this entire time you have to maintain full system control to make sure people don't log off in safe spots with their fancy stuff, or simply scan down the wormhole and do a runner. Simply put, its a lot of work to do so.

Considering the effort in engaging these “fortress” systems, there is very little incentive to do so because of the “Self destruction mechanics”. Unlike 0sec, a wormhole system doesn't have any value on its own. There are plenty of c5’s and c6’s unoccupied, plenty for everyone to find a new one or take another (or to start living in high class wormhole space). So conquering a wormhole isn't really a reward for attacking them, certainly not a fortress sytem, since a similar system can be found without a fight. The only argument to still attack a well defended system is then that you either get paid to do so, that there is a sincere grudge against the owners of that system, or because of a lot of loot.
Hathrul
School of Applied Knowledge
Caldari State
#2 - 2012-01-18 16:46:14 UTC  |  Edited by: Hathrul
So self destruct. Invading a wormhole can bring you 2 things. And maybe a good fight sometimes. First there is loot from the hangars. However, due to the restriction of having to live in POS’s where room is limited and personal hangar space doesn't exist, this tends to be rather disappointing. Surely you can loot a few billion from taking down some wormhole posses, but with the amount of people needed and the amount of hours going into it, you're better off ice mining. The real gold tends to be in ships. This is partly because of income, yes, we can make a metric fuckton of isk, and partly again due to mass. Since the amount of ships you can bring is limited, every ship needs to be as affective as it can be. So faction mods and deadspace fittings are more a standard then an exception.

However, the simple fact is, 9 out of 10 times you won’t get any ships. At some time during the reinforcement timer, people locked in a POS that is camped and bubbled, realise that they cant get out or win this, and start selfdestructing. Every ship gets blown up to refuse the attacking party to make money out of this. And it works. Usually, you don’t make a lot out of system assaults. This brings us to the simple fact that unless you have a very specific reason to attack a wormhole or corporation, its not worth your time or effort to attack a system, let alone something as hard to take as a fortress system.

Therefore, selfdestruct. Selfdestruct is used to deny people loot or killmails. The problem is that without the ships inside a pos in wormhole space, its not worth attacking a pos in many cases. If this would be changed, it might actually be worth doing and therefor more people will start invading wormhole systems. The change could be as simple as, you can’t selfdestruct in a forcefield, which makes sense considering you can’t do anything that does BOOM in a forcefield. Or that when selfdestructing you also pod yourself, so the pilot has to make a decision what to take out, an expensive ship or a hauler filled with expensive stuff. Whatever the change would be, if it allows people in wormhole space to actually loot the (majority) of the ships, i think there is a fair chance that corps and alliances will actually spend several days shooting at a tower, holding system control, and finish the take down. As boring as it can get, the chance to strike gold when blowing up ship maintenance arrays might turn out to be the incentive to see more full scale attacks.

tl;dr: Stabilizing mass on wormholes “Breaks” wormholes in their current state Self destruction of ships inside pos shields removes the “killmail/loot” incentive in invading.
Efraya
V0LTA
New Eden Alliance 99013733
#3 - 2012-01-18 16:46:49 UTC
I support this message.

[b][center]WSpace; Dead space.[/center] [center]Lady Spank for forum mod[/center][/b]

czMulti
Deep Core Mining Inc.
Caldari State
#4 - 2012-01-18 22:05:18 UTC
well said.
Now ccp, get to work!
Katsuo Nuruodo
Suddenly Dreadnoughts
#5 - 2012-01-18 22:14:13 UTC
I agree with the OP. This seems like a great way to accomplish what ccp wants to do, without all the problems wormhole stabilizers would bring.
Lyrrashae
Hellstar Towing and Recovery
#6 - 2012-01-18 22:57:36 UTC
Katsuo Nuruodo wrote:
I agree with the OP. This seems like a great way to accomplish what ccp wants to do, without all the problems wormhole stabilizers would bring.


Agree, and +1 for OP, but...

...But, it's also precisely why CCP won't do this, or anything else reasonable, imho:

All they care about is sov-nulltards, and enabling that cancer to infect all of EVE (read what they said about "wanting the drama of nullsec" in FW, and essentially using it as a Beta-test for nullsec features--how much more proof do you need?Ugh)

The CSM Summit minutes make this very clear.

I pray that I am wrong about this, but...

Ni.

TunaKross
Brutor Tribe
Minmatar Republic
#7 - 2012-01-18 23:37:54 UTC
+1

The answer is not being able to bring more mass in, if there is no potential reward in taking down these "fortress" or any wormholes in general people will just not do it. Its not worth it.

So

-1 to wormhole stabilizers

+1 To remove self-destruct within a pos in wh space
Tahna Rouspel
Viziam
Amarr Empire
#8 - 2012-01-19 00:13:58 UTC
I support the message.

Wormholes do not need stabilizers. Stabilizers would make small corps in wormholes too vulnerable to mega corps. It's particularly dangerous as a manufacturing corp.
Lyrrashae
Hellstar Towing and Recovery
#9 - 2012-01-19 02:25:57 UTC
Tahna Rouspel wrote:
I support the message.

Wormholes do not need stabilizers. Stabilizers would make small corps in wormholes too vulnerable to mega corps. It's particularly dangerous as a manufacturing corp.


But that's what the nulltards want.

Instead of un-blueing each other, because we can't have actual PvP ruining their bot/RMT rackets, now can we.

That's why we need to vote them out next election-cycle.

Hell, I've started thinking more and more about standing myself, but then I'm reminded that I'd have to be dealing with those twats directly, and sanity once again prevails.

Ni.

Red Templar
Viziam
Amarr Empire
#10 - 2012-01-19 10:36:48 UTC
Well that all depends how those "stabilizers" will work. There are many different ways to do this, so that it would not be too easy and common and would not break/change how WH's works entirely.

1 way for example :
make it sort of like a titan bridge. To stabilize WH you need 2 ships on both sides. One should light a beacon and second need to lock to that beacon and activate portal/stabilizer. activating it would consume some sort of expensive fuel, and it would only last of a while, after which if enough mass passed that would collaps normal WH, it will collapse. (so if normal mass allowance is 3bil, and 10bil passed, it will collapse as soon as stabilizer turns off, but if only 2bil passed, nothing will happen, since you didnt exceed normal WH mass allowance anyway). And if you kill the beacon ship, stabilizer effect also stops. Same like cyno/portal really.

2 way : not stabilize it, but stretch. make a module that would reduce the mass of passing ships by half. This way you can bring a bit more than usual. But not infinite numbers.

Anyway, what im trying to say here, is that this idea shouldnt be refused just out of hand. There are many different ways this could be implemented. Fully or partially, that would not break the game, but enhance it. Ofc there are risks as well, thats why a lot of constructive feedback and ideas/thoughts are needed about how to make this work best.

[b]For Love. For Peace. For Honor.

For None of the Above.

For Pony![/b]

Red Templar
Viziam
Amarr Empire
#11 - 2012-01-19 10:39:33 UTC
Tahna Rouspel wrote:
I support the message.

Wormholes do not need stabilizers. Stabilizers would make small corps in wormholes too vulnerable to mega corps. It's particularly dangerous as a manufacturing corp.

If mega corp want to invade small corp now, nothing gonna stop them anyway. Even with current restrictions.

But if megacorp settles in WH, its gonna be damn hard(read impossible) to root them out of there.

[b]For Love. For Peace. For Honor.

For None of the Above.

For Pony![/b]

Hathrul
School of Applied Knowledge
Caldari State
#12 - 2012-01-19 11:20:56 UTC
Red Templar wrote:
Well that all depends how those "stabilizers" will work. There are many different ways to do this, so that it would not be too easy and common and would not break/change how WH's works entirely.

1 way for example :
make it sort of like a titan bridge. To stabilize WH you need 2 ships on both sides. One should light a beacon and second need to lock to that beacon and activate portal/stabilizer. activating it would consume some sort of expensive fuel, and it would only last of a while, after which if enough mass passed that would collaps normal WH, it will collapse. (so if normal mass allowance is 3bil, and 10bil passed, it will collapse as soon as stabilizer turns off, but if only 2bil passed, nothing will happen, since you didnt exceed normal WH mass allowance anyway). And if you kill the beacon ship, stabilizer effect also stops. Same like cyno/portal really.

2 way : not stabilize it, but stretch. make a module that would reduce the mass of passing ships by half. This way you can bring a bit more than usual. But not infinite numbers.

Anyway, what im trying to say here, is that this idea shouldnt be refused just out of hand. There are many different ways this could be implemented. Fully or partially, that would not break the game, but enhance it. Ofc there are risks as well, thats why a lot of constructive feedback and ideas/thoughts are needed about how to make this work best.


idea 1: hell no. this just means that we move 2 scouts in position and then just our entire maxed fleet through, making mass restrictions useless. and unless the modules would consume CN invuls i dont think fuel cost would keep us from using it extensively. As i said, the big wh corps can make themselves filthy rich to the point where isk is irrelevant.

idea 2: though this wouldnt as much of a disaster for gameplay as idea 1, it would change the landscape a lot. One of the main reasons for living in wormhole space is that we want the mass restrictions to make sure the huge blobs cant pass through. you just proposed to double it, and i dont see any reason why that would change a lot

also, you seem to skip pass the main point of my entire argument. Mass isnt the reason why the fortress systems dont get invaded. It's not because we can't, its because its pointless. If the invasion fails you get an awesome fight and a 50b loss, if you win, you can enjoy seeing an entire fleet selfdestructing 6 times over and then haul out a few bil worth of random loot.

Give the major wormhole alliances a reason to invade a fortress system, and we might do it. At this point we potentially loose a 50-100 man T3 fleet, without anything but e-Peen to show for if we win
Nicolo da'Vicenza
Viziam
Amarr Empire
#13 - 2012-01-19 22:32:08 UTC
Make it so wh-wh connections are possible, but wh-kspace are not.
Hathrul
School of Applied Knowledge
Caldari State
#14 - 2012-01-20 10:57:50 UTC
Nicolo da'Vicenza wrote:
Make it so wh-wh connections are possible, but wh-kspace are not.

wouldnt change that much. all the people that live in the "fortress systems" would still be able to drop 10+ caps on you without warning. right now it takes a lot of time and effort to get those numbers, making it a dangerous operation and very costly if it goes wrong.
Jafit McJafitson
Viziam
Amarr Empire
#15 - 2012-01-20 12:59:17 UTC
If you made POSes capturable instead of only killable, then wormhole wars could be about the taking of established and developed infrastructure rather than just p*ssing in someone else's cheerios or getting lewt from kills and POSes.

To be honest I think POSes need overhauling. There has been a trans-forum threadnought in Features & Ideas Discussion about making them modular mini-stations with a forcefield around them rather than just a tower with modules scattered around them.
Hathrul
School of Applied Knowledge
Caldari State
#16 - 2012-01-20 13:33:10 UTC
Jafit McJafitson wrote:
If you made POSes capturable instead of only killable, then wormhole wars could be about the taking of established and developed infrastructure rather than just p*ssing in someone else's cheerios or getting lewt from kills and POSes.

To be honest I think POSes need overhauling. There has been a trans-forum threadnought in Features & Ideas Discussion about making them modular mini-stations with a forcefield around them rather than just a tower with modules scattered around them.



capture a pos....interesting idea. however, as i said before the main loot in wh space is ships. unless the sma cant be accessed during RF it wouldnt change much
Jafit McJafitson
Viziam
Amarr Empire
#17 - 2012-01-20 15:20:39 UTC
Hathrul wrote:
capture a pos....interesting idea. however, as i said before the main loot in wh space is ships. unless the sma cant be accessed during RF it wouldnt change much


Yes, now the prize is loot and ships, I'm saying make the infrastructure itself, i.e. the POS (or something else) the prize and motive for WHarfare. What you're talking about is a bandit raid, smash and grab, and that's perfectly fine and I support your suggestions. But what I'm talking about is conquest.

Think of real war. Why do armies bother capturing cities and military bases when there's plenty of land on Earth to build new ones? Because the existing static infrastructure and population have value. Sure you can extract some value from them by taking the city, pillaging it and then burning it to the ground, but that's banditry not conquest...

Currently you go into a wormhole, blow up all the POSes, that system now has no more value than any of the other hundreds of unoccupied C5/C6 wormholes in the game. Granted a capture mechanic for POSes might not be enough to drive WH conquest but maybe there could be some kind of player built structure that could serve that purpose. Perhaps something in between POSes and Outposts in terms of value and functionality that you can capture or just pillage

Now that I think about it Eve doesn't currently even let you pillage correctly. Rule #1: Pillage then burn. In Eve you burn everything and then pick through the charred wreckage hoping to find something that survived, which is pretty dumb. In a game full of spaceships and lasers, it turns out the best way to steal stuff is to betray the trust of people who have given you full unrestricted access to their stuff.
Two step
Aperture Harmonics
#18 - 2012-01-20 17:21:48 UTC
Firstly, I wrote a blog post about wormhole stabilizers at http://twostep4csm.blogspot.com/2012/01/my-take-on-december-csm-summit.html

Secondly, the discussion on SDing/looting is interesting, but I don't think that is what stops people from attacking "fortress" wormholes, like my home or Narwhal's. When we (AHARM) invaded CCRES's home system (which I think still qualifies as the largest wormhole invasion), we didn't do it for the loot, we did it to prove to ourselves that we were better than they were. I think that would be the motivation for any entity that wanted to come kick us out as well. Sure, the loot is nice, but making yourself top dog is a lot nicer.

With that being said, I would support disallowing SD in a force field, or at the very least some killmails for SD. If everyone on grid got a killmail, more people might go down fighting instead of SDing their whole fleet. Another possible solution would be to make reinforced SMAs not able to be used for refitting, and disallow carrier refitting inside POS shields. That way, people would not be able to strip valuable mods off their ships, unless they can keep a carrier at a safespot without getting probed out...

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Hathrul
School of Applied Knowledge
Caldari State
#19 - 2012-01-20 20:28:53 UTC
Two step wrote:
Firstly, I wrote a blog post about wormhole stabilizers at http://twostep4csm.blogspot.com/2012/01/my-take-on-december-csm-summit.html


Read it with great interest. I never realised you were an alternate and to quote yourself: "Discussions like this one just make it clearer to me that I need to run for CSM 7, and I need to secure a full seat, which will be even tougher than it was for CSM 6". You will have my vote and most of my alliance as well as i imagine

Two step wrote:

Secondly, the discussion on SDing/looting is interesting, but I don't think that is what stops people from attacking "fortress" wormholes, like my home or Narwhal's. When we (AHARM) invaded CCRES's home system (which I think still qualifies as the largest wormhole invasion), we didn't do it for the loot, we did it to prove to ourselves that we were better than they were. I think that would be the motivation for any entity that wanted to come kick us out as well. Sure, the loot is nice, but making yourself top dog is a lot nicer.


Yes, Aharm invading CCRES's system was the largest wormhole invasion up to date, and Starbridge knocking on Aquila's front door closely following. However, as you said yourself, you did it to become Top Dog, which is a good reason. Starbridge invaded Aquila because of the tension between russian and english wormhole space. However, you cant deny, that other then those 2 examples and a few others, wormhole's are fairly quiet. If you have something to proof you can invade a system, if you really dislike someone, you can invade them. But other then morale reasons there usually aren't many reason to do large scale invasions. Give people a reason other then morale. Money works, its what wars are fought about irl. should do the job on eve.

Two step wrote:

With that being said, I would support disallowing SD in a force field, or at the very least some killmails for SD. If everyone on grid got a killmail, more people might go down fighting instead of SDing their whole fleet. Another possible solution would be to make reinforced SMAs not able to be used for refitting, and disallow carrier refitting inside POS shields. That way, people would not be able to strip valuable mods off their ships, unless they can keep a carrier at a safespot without getting probed out...


Few problems. If you give killmails for SD, who would get them when done in a forcefield? everyone on grid? everyone not blue on grid? The 10 highest DPS ships? straight lotto?

a simpler solution would be to give SMA's a fitting requirement of 10 CPU. That way they cant be used like all the other POS mods. then its just a matter of proper scouting and attacking when noone is around or as few people as possible. Quickly reinforce it before people notice, wake up or can get to it, and fun is to be had all around

PS: capital sma's. yes please. though with the recent changes to onlining times this isnt an issue as big as it used to be. now you can just anchor 10 SMA's and online/offline them in a few seconds. still, couldnt hurt. Might reduce the times i got stuck
Jafit McJafitson
Viziam
Amarr Empire
#20 - 2012-01-20 21:11:03 UTC
Two step wrote:
we didn't do it for the loot, we did it to prove to ourselves that we were better than they were. I think that would be the motivation for any entity that wanted to come kick us out as well. Sure, the loot is nice, but making yourself top dog is a lot nicer.


Did you make a cool video about it though?

Also what about gameplay for people who aren't colossal epeen waving turbofaggots and want something tangible as a reward for their efforts?
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