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Faction Warfare: Preventing Docking is a Stupid Idea

Author
Alavaria Fera
GoonWaffe
#61 - 2012-03-24 20:43:22 UTC
Fleet Warpsujarento wrote:
MotherMoon wrote:
So quitg FW suddenly increases your standings to the point you can dock with thier stations?

you would have t grind like NUTS to get into the ammar FW systems even when your NOT IN FW, becuase while in FW, your standings with ammar tanked.

As I understood the Fanfest presentation, as long as you aren't an active member of the enemy militia, you would be able to dock regardless of standings. If this is not the case then the idea is even more broken than I thought.

I guess NPCs aren't worried about spais docking their stations.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Cal Stantson
17eme Chasseurs a Cheval
#62 - 2012-03-24 21:22:58 UTC
Another problem with this idea which hasn't been mentioned yet is that it favours players with more, and especially older, alts.

One way of circumventing the docking restrictions would be to have a neutral carrier alt own all the goods. When the FW character needed to reship from a station they were locked out of, they could simply put the ship inside the carrier, undock it, and reship from the carrier's hangar.

If you have a carrier alt you can set up a base in any system. If you do not have a carrier alt you cannot. This skews the game heavily in favour of the older, richer players. It will not encourage people to join FW.

baltec1
Bat Country
Pandemic Horde
#63 - 2012-03-24 21:49:39 UTC
Cearain wrote:



Most faction war pilots aren't so risk adverse. I can't imagine going 2 weeks of active play without losing a ship.

We lose allot of cheapish ships and tend to quickly jump back into the fray.

Also you need to have a variety of ships available nearby so you can bring it into the various plexes.

A total ban on docking in any stations in an enemy occupied system is indeed quite dumb. Other less onerous station restrictions are something they can/should consider.


Less risk adverse and more like I pick my targets better than you.

There is nothing dumb about losing access to a station, its a massive insentive to acctually fight this war. People who say to simply leave the milita and turn pirate seem to forget that when you leave you lose access to all of the milita rewards. CCP could solve people quitting the milita to evac stuff by putting a month long timer before you could rejoin.
Fleet Warpsujarento
Doomheim
#64 - 2012-03-24 21:57:40 UTC
So what rewards would those be Baltec, A massively devalued LP store? The possibility of some control over cyno jammers?

Nothing CCP has proposed outweighs the disadvantages of losing docking rights and losing access to your stuff. Even if it did, why would you join anything but one of the winning militias?

Sollis Vynneve
Destructive Silence
#65 - 2012-03-24 23:46:37 UTC
I havent been in fw long , if docking rights are revoked im gonna have to pull out of fw cos the logistics after this supposed improvement are gonna cripple new fw players.

I for one think ccp have lost the plot and they need to rethink this idea, even if their idea was to revoke docking rights to opposing militia stations that would be something at least then fw players could dock at non opposing militia stations.

This is an idea but it still has its draw backs, militia pilots fight pirates which has been brought up earlier, this would give roaming pirate gangs an unfair advantage and force fw pilots to rethink their enlistment in fw.

CCp need to think before they act on this idea and consider the repercussions that could happen.
T'san Manaan
Brutor Tribe
Minmatar Republic
#66 - 2012-03-25 00:01:18 UTC
I like restricting enemies from docking in each others station. This was one of the better Ideas in the presentation. In fact i do not think they are taking it far enough. I think that in addition to not docking in an enemy militias station no player should be able to dock in a station that they have a -5 or lower standing with.

Also I think that when you take a system your militias agents replace the enemies agents in the station.
Fleet Warpsujarento
Doomheim
#67 - 2012-03-25 00:19:24 UTC
T'san Manaan wrote:
I like restricting enemies from docking in each others station. This was one of the better Ideas in the presentation. In fact i do not think they are taking it far enough. I think that in addition to not docking in an enemy militias station no player should be able to dock in a station that they have a -5 or lower standing with.


Restricting it to standings actually makes more sense since you can't just leave militia and gain access to stations again.

Quote:
Also I think that when you take a system your militias agents replace the enemies agents in the station.


This is a very bad idea. This makes it possible for one faction to have a very large number of agents and another to have virtually none. It encourages people to join the winning militias and leave the losing ones. This makes the winning ones stronger so they win more so they get stronger. It's a vicious cycle that could easily end with some militias being virtually dead.
baltec1
Bat Country
Pandemic Horde
#68 - 2012-03-25 00:35:36 UTC
Fleet Warpsujarento wrote:


Nothing CCP has proposed outweighs the disadvantages of losing docking rights and losing access to your stuff. Even if it did, why would you join anything but one of the winning militias?



What exactly is stopping them from doing that now?

You could lose everything and still have the ever safe high sec right next door. Its not like you have to travel 40 odd jumps to get back into your warzone like I have to. Even if you do have your stuff in a low sec station, the enemy will need at least 24-48 hours to take the station which is plenty of time to evac.

Lady Aja
#69 - 2012-03-25 00:37:42 UTC
asking to ccp to allow fw members to dock in enmies stations is like docking the bismark in english ports to get repairs.

so ccp allows you to dock in hostile stations. but you cant repair your ship. use fittings etc...

stattion gamees will change to suit shierld tankers as we all know you dont need to "repair" them.
or... WAIT FOR IT! player trades his ship to an alt who repairs/fits it for him then trades it back....

just dont allow them to dock up ffs
Matar fw pilots are kicking up the biggest stink because of systems liek huola where they are campign a fair bit.
not that i blame them ofc lol.

cant have ya cake and eat it too.
where is my ability to link a sig properly CCP you munters!!
Fleet Warpsujarento
Doomheim
#70 - 2012-03-25 00:42:05 UTC





Quote:
What exactly is stopping them from doing that now?


The lack of any real advantage in being in one militia rather than another. People joining for reasons unrelated to the strength of the militia keeps things at least somewhat balanced as it's almost random.


Quote:
You could lose everything and still have the ever safe high sec right next door. Its not like you have to travel 40 odd jumps to get back into your warzone like I have to. Even if you do have your stuff in a low sec station, the enemy will need at least 24-48 hours to take the station which is plenty of time to evac.


Or you could just leave militia and be able to keep your stuff wherever you wanted it. Big smile As I've said a dozen times in this thread, it's not that we couldn't work around a docking ban, it's that it creates an unwanted incentive to not be in militia.

baltec1
Bat Country
Pandemic Horde
#71 - 2012-03-25 00:53:53 UTC
Fleet Warpsujarento wrote:







Or you could just leave militia and be able to keep your stuff wherever you wanted it. Big smile As I've said a dozen times in this thread, it's not that we couldn't work around a docking ban, it's that it creates an unwanted incentive to not be in militia.



Only for the cowards who dont want to fight. They are the same ones who joined the winning side when I was in FW so they could go pve in peace. This system works perfectly fine in 0.0 which is much more savage when you lose.
Fleet Warpsujarento
Doomheim
#72 - 2012-03-25 01:00:48 UTC  |  Edited by: Fleet Warpsujarento
Lady Aja wrote:
asking to ccp to allow fw members to dock in enmies stations is like docking the bismark in english ports to get repairs.

I'm afraid this analogy fails completely when applied to FW. The key difference is that the captain of the Bismarck didn't have a "quit Kreigsmarine" button on his bridge that would let him have access to British ports while still actively hunting atlantic convoys. If he did he would have been a fool not to press it. In the fanfest proposals we would have exactly such a button.

Docking in stations in enemy territory doesn't make much sense from a roleplay perspective. But letting people quit militia and then be able to dock makes no sense from a roleplay or a practical perspective. Keeping docking rights really is the lesser of two evils.


Quote:
so ccp allows you to dock in hostile stations. but you cant repair your ship. use fittings etc...

stattion gamees will change to suit shierld tankers as we all know you dont need to "repair" them.
or... WAIT FOR IT! player trades his ship to an alt who repairs/fits it for him then trades it back....


Docking rights are what was proposed at fanfest, but the addition of any significant penalty is much the same.
Fleet Warpsujarento
Doomheim
#73 - 2012-03-25 01:05:21 UTC  |  Edited by: Fleet Warpsujarento
Quote:

Only for the cowards who dont want to fight.

What about the people who want to fight but don't want to lose docking rights and so quit militia?


Quote:
They are the same ones who joined the winning side when I was in FW so they could go pve in peace.


Or PvP without docking penalties?


Quote:
This system works perfectly fine in 0.0 which is much more savage when you lose.



It. Is. Not. The. Same. System. In. Nullsec.


-In nullsec if you quit your alliance you lose access to many stations.
-Under the new proposals you would gain access to many stations if you quit FW.

See the difference?
baltec1
Bat Country
Pandemic Horde
#74 - 2012-03-25 01:10:14 UTC
Fleet Warpsujarento wrote:
Quote:

Only for the cowards who dont want to fight.

What about the people who want to fight but don't want to lose docking rights and so quit militia?
Cowards and stupid.


Quote:



It. Is. Not. The. Same. System. In. Nullsec.


-In nullsec if you quit your alliance you lose access to many stations.
-Under the new proposals you would gain access to many stations if you quit FW.

See the difference?


You also lose all of the benefits of the milita. However if you stay in the milita your faction stands a much better chance of taking back the station than in 0.0
Fleet Warpsujarento
Doomheim
#75 - 2012-03-25 01:20:57 UTC  |  Edited by: Fleet Warpsujarento
Quote:
Cowards and stupid.

You'll have to explain to me why people who want to fight more are cowards, and why people who found a more efficient way to fight are stupid. Because frankly it sounds like bullshit.



Quote:
You also lose all of the benefits of the milita. However if you stay in the milita your faction stands a much better chance of taking back the station than in 0.0


"The tragedy of the commons is a dilemma arising from the situation in which multiple individuals, acting independently and rationally consulting their own self-interest, will ultimately deplete a shared limited resource, even when it is clear that it is not in anyone's long-term interest for this to happen."

This is worth a read to see what happens in these situations.
Mara Rinn
Cosmic Goo Convertor
#76 - 2012-03-25 01:57:27 UTC
Tobiaz wrote:
Being able to dock in stations belonging to a Faction that really hate you is also stupid. The way stations are totally randomly distributed over all Factions is also stupid.


+1 on both counts. Why are Republic Security Services stations located deep in Amarr & Caldari territory? If you're spying on the Amarr, surely you'd use Freedom Exchange or some such?
Fleet Warpsujarento
Doomheim
#77 - 2012-03-25 02:06:54 UTC
Mara Rinn wrote:
Tobiaz wrote:
Being able to dock in stations belonging to a Faction that really hate you is also stupid. The way stations are totally randomly distributed over all Factions is also stupid.


+1 on both counts. Why are Republic Security Services stations located deep in Amarr & Caldari territory? If you're spying on the Amarr, surely you'd use Freedom Exchange or some such?

That's an argument in favour of standings based docking rights, not militia based docking rights.
Volturius Maximus-Fur
Myriad Contractors Inc.
#78 - 2012-03-25 02:20:30 UTC  |  Edited by: Volturius Maximus-Fur
So let me see if I`ve got this right, as a Caldari militiaman in Gallente controlled space, you think you should have unrestricted access to its infrastructure? Pretty sure that`s quite the opposite of whate you should have.

The simple fact is, you are at war, and you should not have access to facilities `controlled` by the opposing faction, and you should be at a disadvantage. I do however think that putting a mechanic in place to prevent people from hopping between militias and/or going neutral is a given, and it should be significant so as to completely discourage it. Something like, if you leave you can return to your own faction after two weeks, but to join the opposing you have to wait a few months.

No one is going to wait a few months to change from Minmatar to Amarr because the slaves are losing the fight (obviously,) it just wouldnt be worth it.

Edit: As far as the argument about stations belonging to enemy factions in contested territory, those are relics from before the introduction of faction warfare, and indeed it is not unheard of in real war for an occupying force to capture and hold enemy fortifications - yet another argument for restricting access to stations.
Fleet Warpsujarento
Doomheim
#79 - 2012-03-25 02:49:35 UTC  |  Edited by: Fleet Warpsujarento
Quote:
So let me see if I`ve got this right, as a Caldari militiaman in Gallente controlled space, you think you should have unrestricted access to its infrastructure? Pretty sure that`s quite the opposite of whate you should have.


The question is not "Should?" it's "What will happen if?". There's no easy way to explain being able to dock from a roleplay perspective, but the consequences of removing it are serious nonetheless. This is the way it has to be. Time dilation, PLEXes, jumpclones, reinforcement timers, armor plates and "grid fu" are all ridiculous from an RP perspective, but they are contrivances that we allow for the sake of gameplay. We have to look at any changes to game mechanics in the same way. "How will this change affect the way players behave?"


Quote:
The simple fact is, you are at war, and you should not have access to facilities `controlled` by the opposing faction, and you should be at a disadvantage. I do however think that putting a mechanic in place to prevent people from hopping between militias and/or going neutral is a given, and it should be significant so as to completely discourage it. Something like, if you leave you can return to your own faction after two weeks, but to join the opposing you have to wait a few months.



It doesn't matter if people can hop in and out of militia. It matters that there are things you can gain by not being in militia. That's all it takes for people to leave and others not to join.

Quote:
No one is going to wait a few months to change from Minmatar to Amarr because the slaves are losing the fight (obviously,) it just wouldnt be worth it.


It doesn't have to be the same people. Some corps might leave Amarr militia because they are sick of losing to minmatar and go to nullsec, and completely different corps might join minmatar because they are winning. Minmatar are still up and Amarr are still down.

Quote:
Edit: As far as the argument about stations belonging to enemy factions in contested territory, those are relics from before the introduction of faction warfare, and indeed it is not unheard of in real war for an occupying force to capture and hold enemy fortifications - yet another argument for restricting access to stations.


That's nice to think about from a roleplay perspective, but it says nothing of the actual changes that will occur in gameplay.
Volturius Maximus-Fur
Myriad Contractors Inc.
#80 - 2012-03-25 03:35:48 UTC  |  Edited by: Volturius Maximus-Fur
Quote:
Time dilation, PLEXes, jumpclones, reinforcement timers, armor plates and "grid fu" are all ridiculous from an RP perspective, but they are contrivances that we allow for the sake of gameplay. We have to look at any changes to game mechanics in the same way. "How will this change affect the way players behave?"


I feel like I can argue the opposite with concern to jumpclones, reinforcement timers, armor plates (?) and even to some extent PLEXes (assuming you are referring to complexes) as having some sort of RP backdrop. How will it affect the way players behave? Well one of two things will happen either a) fw players will actually fight eachother with more vigor than before, and with purpose, or b) there will be a mass exodus because they`ve suddenly realized that the broken system they`ve been playing has been fixed and brought in line with the difficulty level of war in other areas of the game. I honestly expect that if you are in FW for FW than `a` is the more likely thing that will happen here.

An interesting point, while not quite the same, and correct me if I`m wrong and just missed the thread; has anyone noticed that the `Neutral` lowsec residents - the outlaws haven`t been kicking up a **** storm at the prospect of having there ability to resupply themselves made more difficult. I`m of course referring to the proposed cyno jammers. Being that these folks have trained alts to ferry stuff for them in Jump Freighters/Carriers you would think, especially those living in FW systems away from high-sec would be a bit upset at how much harder its going to be to keep there hangars supplied. Yet they haven`t complained?

Quote:
It doesn't matter if people can hop in and out of militia. It matters that there are things you can gain by not being in militia. That's all it takes for people to leave and others not to join


Quite simply if they don`t join because it`s too hard, they probably wouldn`t have joined to pew pew like FW was intended for in the first place. And whether its an individual or a corp, leaving to go to nullsec, or being a first timer joining the faction that`s winning, the timers I`ve suggested will have no effect on those. It would only effect the people who want to try and game the system, to get around this change, like a deserter or going AWOL (in r/l terms.)