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Changes to war mechanics

Author
Prince Kobol
#21 - 2012-03-29 19:30:16 UTC
What I find interesting of the new mechanics and I am not sure if this was intended is that you could actually war dec the large alliances for zero isk.

Essentially if say somebody like the Goons war dec an alliance, you are then able to help that alliance for free.

Also if I am right there is no limit to how many corps/alliances can help the corp who have been decc'ed.

So if I am right the follow could happen..

Large alliance war dec's Corp A

Corp B, C, D, E ,F G can then help Corp A to fight Large Alliance for zero isk for as along as the Large Alliance keeps the dec active.
Markus Reese
Deep Core Mining Inc.
Caldari State
#22 - 2012-03-29 19:30:56 UTC
Quote:
Q: What about mutual wars?
A: We're still debating what to do about mutual wars, so I didn't include any info on that here.


If this happens, I think the declaration should be come a flat rate split between the parties. At which point both should have the advantage of defenders for mercenaries or not. Once a week at renewal time, player has the choice to retract mutual and mercs can then leave.

Advantage to accepting and making mutual, the attacker/declarer no longer has the ability to retract the war. If war gets declared mutual, it must be retracted mutual. Should the declarer withdraw mutual, the defender will then become the agressor.

This means a defender who has upper hand can spend that isk at the start if they feel they can conter-attack. This war watch would greatly help with that.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Hannott Thanos
Squadron 15
#23 - 2012-03-29 19:33:14 UTC
Quote:

Hey guys, thanks for good comments, I'll try to answer a few of your questions here. I'm paraphrasing many of the questions.

Q: Waiting time for war to become active?
A: Will still be 24 hours for war decs. It will probably also be 24 hours for ally joining, though we would like to shorten it. This might be tricky tech wise though as we must be sure that all server nodes get the update and the safest way to ensure this is to pass downtime.

Q: Price of war?
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed.

Q: Take fights further from stations?
A: We're not doing anything for this in Inferno.

Q: Mutual wars?
A: Will still be in. Haven't nailed down all changes for this yet, but one thing to note is that there will be no restrictions to leaving/joining a corporation that is (only) in mutual war(s).

Q: Paying mercs?
A: The ally contract will enforce a one time payment up front. Other deals (like for length of war, reimburse losses or per kill) is between the defender and the merc and is not enforced by the system.

Q: War cost modified by allies?
A: No, only the size of the defender corp modifies cost.

Q: Inactive accounts/characters modifying cost?
A: This is one of the things we're looking into. One issue we have to be careful about here is not giving the aggressor to accurate information about the defender (like exact number of active players).

Q: Will item value listed in killmails/war reports change over time based on change in market value?
A: No.

Q: How do you calculate value of blueprints?
A: We don't, they are the exception to what value we could track. We looked into adding this, but it turned out to be too complicated.

Q: Everything on market now?
A: More or less. Basically, everything that exists, is published and has a meta level is on the market now.

Q: Tangible war goal?
A: We definitely want to move the war system into a direction where people are fighting over something. However, it's impossible to create a single war system that would enforce that without introducing lot of rules and restrictions. So we're keeping the 'reason for war' in the hands of the players.

Q: Ally betraying?
A: There is nothing stopping the ally deccing the defender (or vice versa), but we see no reason to create some system rules for how this is treated on the ally side. The most basic version here is hiring mercs that do nothing. We want the merc system to be based on reputation in the end.

Q: Revealing location?
A: As Punkturis has already indicated this will probably not be the case (at least not exact xyz) in the final version.

Q: Defender taking over wars?
A: We've contemplated similar things, but ended up deciding it would complicate the system too much. If the defender is really keen on getting back at the aggressor, he can simply war dec him.

Q: Tiny entities deccing large entities?
A: The fact this makes this harder is a conscious decision. We don't want to ban this activity of course, but see no reason to support it.

I'll be continue monitoring this thread and will try to answer further questions.

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