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Thread Statistics | Show CCP posts - 0 post(s) |
Muestereate
Minions LLC
193
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Posted - 2014.03.13 23:17:00 -
[61] - Quote
a faction model, an extension of faction warfare could be plausible
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masternerdguy
State Protectorate Caldari State
1460
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Posted - 2014.03.13 23:21:00 -
[62] - Quote
Muestereate wrote:a faction model, an extension of faction warfare could be plausible
The entire point of sov is that you can lose.
You cannot lose in FW, the winner swings like a pendulum. This is because it is impossible to remove the other side from the game. The FW model will not work in 0.0 . Things are only impossible until they are not. |
Muestereate
Minions LLC
193
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Posted - 2014.03.14 00:46:00 -
[63] - Quote
Your being closed minded, the swinging pendulum is economic and could be managed more precisely than the economics currently are. The carrot model of resource development does not work. The incentives to hold the space are much stronger than the incentives to take them as witnessed by moons and now siphons.
The strategic resource instead is geographical location via choke points which are static. End game strategies are unimaginative and lack the possibilities of chess endgames because of either single jump subcaps, or straight line caps moves with no indirect/waypoint cap moves possible to simulate the knight. This four axis movement creates the seemingly endless variations in chess endgames.
Factions could provide this 4th axis as could a new jump mechanic. If a deployable titan like ridge could be deployed within one or two jumps of a choke point, the choke point game would change.
Its been mentioned a lot about shortening timers. It would put more pressure on and timezone representation would be more important. This could open up the game for people that can't do 24/7 ctas. Not everybody can play that game anyhow.
In a standard capture the flag game there are the concepts of Jail and Home. Highsec could be jail and all pod kills jump to highsec. Homes for each race would be in corresponding faction space and surrounding sov only. i wouldn't be opposed to sentry guns in npc null that don't shoot at their native race. This would be to discourage opposing faction gatecamps and facilitating fast safe travel back into home. By itself this would stagnate people into faction areas but something like the LP store could be the mechanic for the pendulum swing but the mechanic reversed to reflect the propensity to defend home instead of chase the carrot.
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masternerdguy
State Protectorate Caldari State
1482
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Posted - 2014.03.14 00:49:00 -
[64] - Quote
Muestereate wrote:Your being closed minded, the swinging pendulum is economic and could be managed more precisely than the economics currently are. The carrot model of resource development does not work. The incentives to hold the space are much stronger than the incentives to take them as witnessed by moons and now siphons.
The strategic resource instead is geographical location via choke points which are static. End game strategies are unimaginative and lack the possibilities of chess endgames because of either single jump subcaps, or straight line caps moves with no indirect/waypoint cap moves possible to simulate the knight. This four axis movement creates the seemingly endless variations in chess endgames.
Factions could provide this 4th axis as could a new jump mechanic. If a deployable titan like ridge could be deployed within one or two jumps of a choke point, the choke point game would change.
Its been mentioned a lot about shortening timers. It would put more pressure on and timezone representation would be more important. This could open up the game for people that can't do 24/7 ctas. Not everybody can play that game anyhow.
In a standard capture the flag game there are the concepts of Jail and Home. Highsec could be jail and all pod kills jump to highsec. Homes for each race would be in corresponding faction space and surrounding sov only. i wouldn't be opposed to sentry guns in npc null that don't shoot at their native race. This would be to discourage opposing faction gatecamps and facilitating fast safe travel back into home. By itself this would stagnate people into faction areas but something like the LP store could be the mechanic for the pendulum swing but the mechanic reversed to reflect the propensity to defend home instead of chase the carrot.
... because the carrot is worth holding on to. The reason the CFC hasn't disbanded is the same reason the USA is still a country after all this time. They both worked hard to build themselves and are now enjoying the fruits of their labor.
No alliance is immortal. Every alliance in EVE has an end, without exception. Then some new people will come into power. and build their own empires. Things are only impossible until they are not. |
Muestereate
Minions LLC
193
|
Posted - 2014.03.14 00:58:00 -
[65] - Quote
Is it the carrot or the work put into it? Makes a difference |
masternerdguy
State Protectorate Caldari State
1483
|
Posted - 2014.03.14 01:01:00 -
[66] - Quote
Muestereate wrote:Is it the carrot or the work put into it? Makes a difference
It's definitely the carrot. Much of the conflicts in EVE were due to resource shake ups such as moving moons around or the true sec re-introduction.
Nullsec is a money pot, everyone wants a piece of it. And once you've got your piece you don't want to let go easily, because you and your friends finally have it. It is odd that people expect these rewards to be taken from the people who earned them and given to them for no reason. Things are only impossible until they are not. |
Muestereate
Minions LLC
193
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Posted - 2014.03.14 01:08:00 -
[67] - Quote
Its not my impression that people want sov reworked to take away anybodies carrot or nerf a particular group. Structure grinds and logistics are the reasons I don't participate in it. neither are fun in my opinion and if they want big fights they need to make it attractive to more people. |
masternerdguy
State Protectorate Caldari State
1483
|
Posted - 2014.03.14 01:14:00 -
[68] - Quote
Muestereate wrote:Its not my impression that people want sov reworked to take away anybodies carrot or nerf a particular group. Structure grinds and logistics are the reasons I don't participate in it. neither are fun in my opinion and if they want big fights they need to make it attractive to more people.
It is actually really, really attractive. That's why so many people want to be in on it. They then get mad when they discover it takes effort, dedication, and teamwork. Not everyone can be "the guy", and that makes some people mad. Things are only impossible until they are not. |
Muestereate
Minions LLC
193
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Posted - 2014.03.14 02:06:00 -
[69] - Quote
I don't know about that, all I see is peaceful grinding and able to play with caps. None of the warfare or roams seem attractive. The absence of gate guns is nice but the logisitcs nightmare even in sov or blue space stinks. GUess I'd like more jump range. Jumpbridges are kinda meh but better than nothing but actually part of whats wrong with SOov. I have never had the desire to manage SOv structures whatsoever. |
MonkeyMagic Thiesant
Shockwave Innovations Surely You're Joking
50
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Posted - 2014.03.14 03:18:00 -
[70] - Quote
There's a simple solution, to massively improve on the current sov system:
Remove it all.
Yes, it's that garbage that literally nothing would be better than the current setup.
Leaving aside the numerous obvious failings that have been tediously detailed in endless threads, the thing that really gets me is that it's utterly a race to the bottom. Who wants to get up at 5am to sit semi-afk blowing up a tower/sbu/tcu/whatever? The side that successfully wastes more of the RL time of its members then "wins".
A game that isn't fun is no longer a game - it's an addiction. Sov mechanics are the very worst example of this. |
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Infinity Ziona
Cloakers
1784
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Posted - 2014.03.14 05:37:00 -
[71] - Quote
Muestereate wrote:Your being closed minded, the swinging pendulum is economic and could be managed more precisely than the economics currently are. The carrot model of resource development does not work. The incentives to hold the space are much stronger than the incentives to take them as witnessed by moons and now siphons.
The strategic resource instead is geographical location via choke points which are static. End game strategies are unimaginative and lack the possibilities of chess endgames because of either single jump subcaps, or straight line caps moves with no indirect/waypoint cap moves possible to simulate the knight. This four axis movement creates the seemingly endless variations in chess endgames.
Factions could provide this 4th axis as could a new jump mechanic. If a deployable titan like ridge could be deployed within one or two jumps of a choke point, the choke point game would change.
Its been mentioned a lot about shortening timers. It would put more pressure on and timezone representation would be more important. This could open up the game for people that can't do 24/7 ctas. Not everybody can play that game anyhow.
In a standard capture the flag game there are the concepts of Jail and Home. Highsec could be jail and all pod kills jump to highsec. Homes for each race would be in corresponding faction space and surrounding sov only. i wouldn't be opposed to sentry guns in npc null that don't shoot at their native race. This would be to discourage opposing faction gatecamps and facilitating fast safe travel back into home. By itself this would stagnate people into faction areas but something like the LP store could be the mechanic for the pendulum swing but the mechanic reversed to reflect the propensity to defend home instead of chase the carrot.
It would be a big mistake to make massive sweeping changes. That's one thing I do agree with CCP about.
Sov issues stem from many small and not so small issues. Identifying the issues, seeing how they tie in with other mechanics to create the one big fail issue and tweaking bit by bit is much smarter than implementing a fix like faction type warfare only to find it is as bad or worse than the original.
I do think a better mechanic would have been one based on players in systems rather than structures and HP so I see what you're saying. Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |
Malcanis
Vanishing Point. The Initiative.
14090
|
Posted - 2014.03.14 12:42:00 -
[72] - Quote
Page 4 of this thread is an excellent illustration of the problem.
Elect me Dictator For Life* and it will be solved!
* "El Grand Supremo" would also be acceptable.
1 Kings 12:11
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