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Fanfest: War Declarations

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Author
LuckyQuarter
Eden Dominion Coalition
Scary Wormhole People
#141 - 2012-03-25 00:57:40 UTC
war dec fees should be based on size of attacking corp only with attacking corp not allowed any allies, and defending corps limited to a max of 2 allied corps. Wars should automatically end after 90 days, no renewals, no early terminations, no surrenders/etc. Gain should be limited to the loot from wrecked ships plus any direct payments made between corps. After war, minimum 3 months before defending corp can be wardec'd again. Attacking corps can only initiate one war/month, and fees double for 2nd or 3rd active war.

One Time War Fee:
Attacking corp <= 5 members: $250M
Attacking corp <= 25 members: $1B
Attacking corp >= 25 members: $4B

Initiating a war should also result in a -1 standing drop with whichever faction has the highest relations with the defending corp. -1 to security rating too.

The above would allow serious real wars to occur in highsec, and would reduce the incentive for defending corps to grow big, and makes the initiating corp pay something closer to the real cost of reduced profits/operations/etc that they are forcing the defending corps to incur.
Vaerah Vahrokha
Vahrokh Consulting
#142 - 2012-03-25 00:58:48 UTC  |  Edited by: Vaerah Vahrokha
Muestereate wrote:
Still looks broken to me. Its too complicated for new players. Just remove war dec mechanism. Theres more than enough ganking in eve. They don't want to let it go but they should.

i wonder how the game would balance territorialy if you just had a war option where you could fight everbody else that wanted to fight. Make your sides up as you go with standigs. All these agression and war mechanics seem anal to me. do this if this blah blah blah, You want to fight, just fight, total war, no place to hide ya know? We got channels mailing lists all kinfd of voice and forum coms. We could obsolete the whole corp infrastructure. Its as borked as the war dec from any point of view I have seen.


Exactly.

I have yet to play another PvP game where someone should read a 1000 pages volume just to grasp at the whole list of timers, exceptions, hidden defaults, hidden "if you do this then timer will change in this other timer" and so on.

Those who want to PvP just set some "I want to PvP" flag on or hit somebody and pronto you have the PvP till one of the two dies.

Same for wardecs. RvB is so damn straight, all those who feel the urge to melt faces join it and are done with it.

But no, in EvE we love those Byzantine and baroque castles of rulesets, we love to enforce Malcanis Law and we love to stack the most possible odds... on who is already the eldest and the strongest.

Someone has to have the balls to say this is RE TAR DED.

If they declare how by 2013 EvE Universe will be the largest in the MMO industry they kind of have to realize why they are a super niche game.

Because EvE is hard? LOL, a ****** can play more skillful PvP in GW and soon GW2 (a reason why I pew pew in other MMOs while in EvE I just trade, plus I don't have 2 hours to hop around trying to find the 1 fight without falcon + cyno + RR).
EvE is large, it's not hard. Its documentation (was) fragmented but putting together a puzzle is not hard.
If someone wants hard mode has just to go to retromud.org and see what "big and hard" mean.

EvE is just heavily braked because it can't go beyond the "I will do this to sh!t in your face because that makes me feel good" 13 old mentality. Since just a minority of the humanity think so low of themselves to accept this behavior done on them, they won't pay to meet this kind of "persons" whose only place is in some enforced douchebaggery deintoxication center.
Allendra Sormana
Republic Military School
Minmatar Republic
#143 - 2012-03-25 01:18:14 UTC  |  Edited by: Allendra Sormana
As long as the corp-hopping is resolved for all war-participants, this sounds rather positive.

Let me give a concrete example, story time!
I was in a corp with my main that had taken on quite a few new players, but since we were still about 100 people all in all we got a wardec from a corp with just 4 players. As about 80% of our players were less than or around a month old, we told them to stay docked for now and taught them the basics (including aggression mechanics) with some practice-fights against those with a bit more time (and pvp-fights) under their belt (at times when no WTs were online). All in all we thought it might make for a nice experience and a bit of fun, we could just put them in frigs or cruisers and have a bit of pewpew, even if we would still likely lose: we might just get a kill or 2 with pure numbers Pirate
Clearly the WTs were not interested in such a fight. We tracked down one of them (who got away) and decided to just wait for him to come back out of the dock. After quite a while he did finally come out, and he brought about 10 more people who had just (re-)joined the corp. We of course just got out of there (we were also only 10 people or so all-in-all) as a couple of frigs and cruisers won't kill command ships, T3 and the like in even numbers.
We even knew this was a possibility (having done a bit of homework on the WTs before and seeing corp histories on current and ex-members), but we hoped they'd commit at least to a fight against a couple of noobs (even with those numbers their chances of winning were still just fine).

My point about all that is this: CCP has stated they want people who wardec to COMMIT to the whole thing. What is the point of a war if the aggressing corp is basically just a shell where people join if they feel like fighting and leave if they want to go shopping to jita or whatever? At the very least the aggressing corp needs to incur join/leave timers of 1-3 days or something, possibly the defenders as well though to even things out.
Also there currently isn't any mechanic that can be used to see these things coming (even if the possibility has come to mind). I can't "Show Info" on the corp every few seconds to see if the member count has changed, that just isn't practical. To my knowledge there is no way to manually refresh a "Show Info" window's information, and it would still be rather impractical if there was.

I'm also unclear as to what they wanted to accomplish, but I doubt they managed to make the war fee of a measly 2 mil back in loot. I also doubt they had much fun in that 1-2 minute fight. But whatever the motives I really hope this mechanic should clearly be improved. I hope to considered cases like this when designing the new system (or you do now)!
Caliph Muhammed
Perkone
Caldari State
#144 - 2012-03-25 01:19:13 UTC  |  Edited by: Caliph Muhammed
Jada Maroo wrote:
Poetic Stanziel wrote:
What if my objective is to just make your life miserable, because I don't like you very much? Seems like a valid objective to me. Just because you don't like, doesn't make it invalid.


Well, I look at things from the perspective of the game world. I'm against catering game mechanics to deal with real-life personality conflicts. I rather see wars fought because someone wants to monopolize planets instead of "SUCK DEEZ NUTZ MUTHAFUCKA!!!11" Of course, you could still grief with objectives but at least then it makes more sense within the game setting.


I liked this post for the "deez comment". It made me laugh. I fall on the side of grief for griefs sake so our politics differ. Your avatar however, is sexy.
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#145 - 2012-03-25 01:42:20 UTC
Velicia Tuoro wrote:

    Why redesign?

  • Inferno was war themed, therefore we wanted to look at it.
  • Big enough problem to dedicate a team to.
  • Examined and war system was underutilized. lacks clear concept. Used for mutual fights or griefing
  • Decided to give wars more structure. Make them harder to get out of.
  • Does this fit all the game play styles?

  • Explored several designs on how to fit more aggressive/hardcore war system
  • Kept it simple in the end: Every player corp needs to accept that they can be war decc'd regardless of play style.
  • The only way to avoid war decs is to stay in an NPC corp. Need to keep an eye on this.
  • Players will have more options when conducting war. More ways to get involved. More ways to counter
  • Declaring also has higher changes of backfiring, keeping them in check. Declaring war is more of a commitment.
  • Wanted to add more clarity want to expand system to be become interesting outside of hi sec.
  • To do this, wars need to provide solid structure and provide more information

  • Goals
  • Tighten so it becomes clear how start/proceed/end
  • Make clear how the war is progressing for strategic and status
  • Make fighting a war a viable career path for merc corps.

  • Summary so far.
  • Wars are harder to get out of
  • wars have better structure
  • Info about status is improved
  • More options for corps at war
  • Career path for Merc Corps.

  • All still work in progress. Slated for inferno release. Stuff is subject to change.

  • Removes war shielding: Remove number of wars defender is in from the war cost forumal. Number of wars the aggressor is in is still a modifier. *applause here*
  • War shedding (phony alliance) Corps leaving an Alliance continue all wars the alliance has as a new independent war. *applause here*
  • If we find further ways to escape, they will be plugged. Policy is to make wars more impactful, therefore you can't easily escape them
  • Base prices is now 20mill, rather than 2. Improves isk sink and makes it more of a consideration
  • Size of defender corp is a modifier for cost of war. More expensive for a bigger corp. You are paying for more war targets. small (5man corps) are almost never decc'd. Therefore helps expand war.
  • CEO/Director makes decision. No more voting *applause*
  • Wars can no longer be retracted by the aggressor when their want. Therefore more committing.
  • Defender can only declare war mutual in 24 hours before war starts. Will remain mutual. Undecided on this one yet.
  • Wars will last for a minimal of a week unless one side surrenders.
  • Before week is up, aggressor chooses to extend. You pay the cost to extend it. Cost can change from week to week, based on size of target corp.
  • Either side can offer a surrender, but can only have one offer at a time. Offer can include ISK. Other side has 24hours to respond or make a counter offer.
  • If surrender is concluded, enforced peace period of a week starts between corps. You cannot war dec each other for 7 days

  • War Report
  • All losses inflicted by each side are tracked in a war report
  • Details include links killmails, ship classes, timelines for major battles. Losses in ISK/ships.
  • Reports is available to all war participants
  • Everything can now have value calculated for it. (e.g. titans)
  • Killmails have had face lift, more graphics and more data. Shouldn't affect API, but will assist if it does.
  • In game killmail looks like a killboard page.

  • War history
  • Every corp and alliance will have a publicly available war history. All active and concluded wars
  • Shows losses inflicted on both sides in the war and allies involved. Details not nailed down yet.
  • Rank lists based on win/loss ration isk values etc. Probably not in Inferno, but planned
  • Character war history, show if the character deserts corps! Probably not in Inferno, but planned.

  • War Options
  • Defender corp can call an ally to their aid. This can be another corp or alliance. An aggressor can never call an ally. Joins after 24hours of accepting
  • There restrictions to how many allies a corp can have *applause*
  • Ally joins the defender on the report and stays till war ends.
  • Ally contract can involve isk. Paid up front and does not recur every week.

  • Mercenary Marketplace
  • Working title not in game name.
  • Get to it through War ui or contract ui
  • CEO/Director can create new type of contract. Tentatively called Ally Negotiation. More like an application of willing to help, or notice of needing help.
  • Negotiation can occur over contract. Accept, Decline, Counter-offer
  • Several entities can negotiate, but only one offer can be accepted.

  • Considering Treaty systems. Non-aggression pacts etc
  • Other things in the mix, but not being released yet as under heavy debate.

  • Questions:
  • Current cost: 20mill + 500,000 per member in target corp.
  • Review the rating of allys/contracts. Not in inferno, but being considered.
  • Any plans to consider logi in war reports. No: but want to add in some form later. Killmails only show damage inflict. Want to show other ways participating. Not in inferno, hopefully later
  • Question about only using subscribed accounts in inflating costs. Agreed this was a good suggestion and looking at it.


v. nice. Attention

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
PAPULA
The Chodak
Void Alliance
#146 - 2012-03-25 02:08:21 UTC
So how much do you pay for wardecing an alliance ? with many corps or with only a few corps ?
Ludi Burek
The Player Haters Corp
#147 - 2012-03-25 03:21:15 UTC
Correct me if I've missed it, but there is no protection for the aggressor if everyone just leaves target corp except ceo. You're now stuck with a war that you can't end early and you're out of pocket.

I am particularly referring to farmer/botter corps with a handful of members. It's impossible to lock them into a war today, and with no mechanism in place to stop this or at least compensate, these exploiting cunts are even safer then before.

If plans are that ransom demands are just withdrawn from their account as a fine, then I'm ok with it.
Adunh Slavy
#148 - 2012-03-25 03:30:44 UTC
Perhaps there may be some value in the shame tag for people joining a corp that is at war as well.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Scrapyard Bob
EVE University
Ivy League
#149 - 2012-03-25 03:32:46 UTC
Xorv wrote:
Wardec fees should be based on the size of the attacker not the defender, or flat fees that are not prohibitively expensive should be used.


Basing fees on the size of the attacker is too prone to abuse.

1. Kick everyone out of the corp except a skeleton crew.
2. Wardec target, pay fee for the week (which will be dirt cheap since you have hardly any members).
3. Re-invite everyone back in before the war goes live.

And if you're an alliance.

1. All corps except the executor corp drop the alliance.
2. Executor corp wardecs target, pays fee.
3. Corps rejoin alliance and now get to participate in the war.

Why is it so easy to abuse? Because the attacker is in control of when the wardec occurs, therefore they can game the system to their advantage.

Can the defending corp play games with their membership count? Yes, but since they don't know when the attack is coming, they have to keep it bulked up at all times. And if the costs do not increase linearly with size, there's a limit of how much they can raise the costs for the attacker (such as calculating using the CubeRoot() of the size).

Some combination of the following factors would probably serve well:

- A higher base fee, because even 50M is a joke these days.
- A scaling cost based on total # of people involved.
- A scaling cost based on the size differential between the two corps.

For the "size" calculations, take some constant fee and multiply by the CubeRoot(N), where N is either the corp size (only counting characters on active/paid accounts) or the difference between the corp size.
Dirael Papier
Malevelon Roe Industries
Convocation of Empyreans
#150 - 2012-03-25 03:37:32 UTC  |  Edited by: Dirael Papier
Adunh Slavy wrote:
Perhaps there may be some value in the shame tag for people joining a corp that is at war as well.

Wouldn't do anything to the aggressor, since they'd just be hopping between their own corps anyways so there's nobody to see their shame and go "eew we don't want this corp hopper in our corporation" and it won't prevent them from wardeccing in any way.

I dunno, I'd just prefer completely disabling a corp's ability to accept new members during a war.

For people leaving, Perhaps you can only leave to NPC corp from a corp at war (cannot join a player corp) and you have a tag on you of some sort that prevents you from joining a player corp for the duration that the war lasts. Might be overly harsh though and a terrible idea, I dunno. Perhaps individual players could make surrender offers to the deccing corp to have the tag removed.
Adunh Slavy
#151 - 2012-03-25 04:03:30 UTC
Dirael Papier wrote:

I dunno, I'd just prefer completely disabling a corp's ability to accept new members during a war.



Even better IMO.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

lady jailbait
ambertech industries
#152 - 2012-03-25 04:51:03 UTC
Terminal Insanity
KarmaFleet
Goonswarm Federation
#153 - 2012-03-25 04:55:48 UTC
Watching today's wardec bit and i'm impressed. From yesterday's reports it sounded like they were making DecShield official, now it sounds very much the opposite (which i like ^_^)

I liked the idea of not counting unsubscribed accounts towards the wardec cost, whoever asked that, i hope they bugged the devs all day about that =D

Also counting logistics into killmails is important. A lot of assholes refuse to fly logi simply because they dont get on killmails (FIT ECM DRONES NOOBS)

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#154 - 2012-03-25 04:55:53 UTC
New war dec system is awesome as long the trial alt "shield" is cured from the code.

Good presentation and well researched stuff. This thing is hard to make perfect, but at least it will be much better now.

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

Vladimir Norkoff
Income Redistribution Service
#155 - 2012-03-25 05:40:50 UTC
Unlimited allies. And you can be an ally in an unlimited number of wars.

Just stop and think about that for a bit. What's gonna happen?
Poetic Stanziel
The Scope
Gallente Federation
#156 - 2012-03-25 05:43:58 UTC
Scrapyard Bob wrote:
(such as calculating using the CubeRoot() of the size

My old suggestion lives on. Yay! ;)
Poetic Stanziel
The Scope
Gallente Federation
#157 - 2012-03-25 05:48:17 UTC
Dirael Papier wrote:
I dunno, I'd just prefer completely disabling a corp's ability to accept new members during a war.
That would lead to an unbelievable amount of abuse. You could wardec the University continually and ensure that they could never recruit new members ever again. Whereas some of us might find that hilarious, it's not beneficial to the game overall.
Dirael Papier
Malevelon Roe Industries
Convocation of Empyreans
#158 - 2012-03-25 05:51:25 UTC
Poetic Stanziel wrote:
Dirael Papier wrote:
I dunno, I'd just prefer completely disabling a corp's ability to accept new members during a war.
That would lead to an unbelievable amount of abuse. You could wardec the University continually and ensure that they could never recruit new members ever again. Whereas some of us might find that hilarious, it's not beneficial to the game overall.

Very true, hadn't really considered that.

Welp, no clue how one could deal with corp hopping then. vOv
Xorv
Questionable Acquisitions
#159 - 2012-03-25 06:28:08 UTC
Scrapyard Bob wrote:
Xorv wrote:
Wardec fees should be based on the size of the attacker not the defender, or flat fees that are not prohibitively expensive should be used.


Basing fees on the size of the attacker is too prone to abuse. [...]


Yes I suppose that's true. Although, if you put a 7 day wait timer to join a corp that had declared a wardec that would eliminate that problem.

Another way would be to have Wardecs of different sizes at the point of declaration with a set max number of players you can have in the wardecing corp/alliance. Exceed it and the deced corp/alliance can drop the war against them if they wish.

For example Corp A wishes to wardec Corp B. Corp A has 45 members and takes out a Wardec against Corp B which allows 50 max players. During the course of the war that week Corp A takes on 8 new members giving them a total of 53 which exceeds the limit of 50 players the Wardec they paid for, and now Corp B can end the War immediately if they choose at no cost to themselves and Corp A will have to wait to renew the war with a new Wardec that allows for more than 53 members.

The larger the max number of player a corp can have during the wardec the higher the cost obviously, with an added set fee for wardecing an Alliance.

A Corp/Alliance can choose whatever max number they wish to pay for, if a one man corp wants to pay for a Wardec that allows for 200 characters they may do so.
Tobiaz
Spacerats
#160 - 2012-03-25 08:11:36 UTC  |  Edited by: Tobiaz
The size of the agressor should also be a factor so large corporations are less inclined to attack smaller ones.

Price of the warbill is lump sum + 500.000 ISK for every player in the war on both sides (allies excluded).

Prevent member-padding by defending corporations to artificially increase the cost of the wardec.

Characters of trial accounts don't count to the member count. Neither do characters from lapsed accounts.

Declaring a war should have consequences for the agressor if they bite off more they can chew (lots of allies joining)

If the defender declares the war mutual (can be done anytime), the agressor can then only end the war by formally surrendering. They can't use an easy escape by no longer paying the warbill.

Prevent the situation where its unclear about who can shoot who, which can be abused, when allies join the war.

If an ally joins a multiple wardecced corporation, they always join in ALL wars they are currently fought by the defender. If additional aggressors declare war, the mercenaries can choose to break their contract.


Finally I also think the base lump sum should be only 10M ISK for wardeccing a corporation and 50M for an alliance. An initial lump-sum of 20M ISK is a bit too steep for a mid-level corporation to run 2 or 3 wars, or join an ally in a war. Also because the added 500k per character for the aggressing corporation.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!