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Lucas Avignon
Avignon Associates Inc.
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Posted - 2008.05.27 07:36:00 -
[181]
Ok I've done quite a lot of testing so far and here is some key points:
1. There absolutely must be an option to paste self invite into the militia/faction alliance chat, I can not stress this enough and it's a considerable pain to x up people.
2. I got 2 promotions, only to get demoted back to 0 which sucks and for no apparent reason.
3. I know you guys in CCP have put a lot of time into this, but this simple won't work if the rewards aren't really high, for instance I've been scanning around and capping a load of sites and I get Zero rewards, now unless I can trade in those absolutely worthless tags for an estamels cap recharger, I'm not going to waste my time on TQ.
4. This one will really be the reason I probably won't join in Faction Warfare even though I think it has great potential and has been a lot of fun on Sisi:
06:51:49 Notify The drone control bandwidth of your ship has been modified causing you to lose the ability to control some drones.
06:51:49 Notify The Caldari Navy Vice Admiral is too far away, you need to be within 4474 meters of it but are actually 30912 meters away.
(( I have at least 65k range with the drones on that ship))
06:51:50 Notify Caldari Police Commissioner has started trying to warp scramble you!
06:51:50 Notify Caldari Police Commissioner has started trying to warp scramble you!
(( A militia mate in a hac had no less than 3 scram points on her, I got lucky and only had 2))
06:51:51 Notify Medium Armor Repairer II requires 160.0 units of charge. The capacitor has only 1.6 units.
(( I was neuted to hell and back))
06:51:55 Combat Caldari Police Commissioner aims well at you, inflicting 854.6 damage.
(( Wow these rats are ridiculously weak, you should think of buffing them /sarcasm off))
I was in a Myrm and another person in a Ishtar, we accidently jumped into highsec as we were scanning a load of systems and I didn't check the map.
Now I foolishly thought that we could align and try and pop a few rats before warping off, but this is ridiculous, they scrammed neuted and hit so damn hard that we both popped in about 30s, they responded like concorde.
To be honest if this is the way the faction navies react when you enter enemy highsec then I won't even bother with faction warfare as it's just more trouble than it's worth.
Originally by: CCP Prism X Yeah, and while we're at it we can create a controlled environment around account hacking and credit card fraud and all the other EULA breaches..
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OneSock
Crown Industries
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Posted - 2008.05.27 09:44:00 -
[182]
Just one comment on missioning.
I ran a couple of lev1 missions, "knife in the dark" and "roid rage".
9-7 jumps to the mission locations is a bit sucky, but I suppose if they are behind enemy lines then this does make sense.
However, the issue for me was the restricted jump gates. Problem is as the mission accepter, you have to activate the gate in a suitable size ship. But once the mission is active the beacon is there for all people to warp to. I think the roid rage mission had a field command ship warp in on my position. Of course I had to run and call for backup. Luckily we had a gang in system, but had I been 5 jumps behind enemy lines I would have been **** out of luck. What gang is going to want to risk gate camps etc, just to hit a lev1 mission objective.
I really don't feel that putting up beacons for missions is the way to go. They should have scan down the warp gate and use the appropriate sized ship. same as the mission runner(s).
Plus the respawn time on the rats was COSMOS like, I'd tweak that down a bit.
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Venkul Mul
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Posted - 2008.05.27 12:17:00 -
[183]
Originally by: Jason Edwards missions are only active for 24 hours? as opposed to the usual week? That's weeeeeaaaaa***k.
Mine were 13 hours 30 minutes, strange number.
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Joueuse deMarches
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Posted - 2008.05.27 14:03:00 -
[184]
This post is brilliant. This idea needs dev attention.
Originally by: delor Edited by: delor on 25/05/2008 20:38:31 The economics of the situation are going to be very hard to balance, too. For every ship a player kills in PvP, his target just lost a ship. Forget about the relative profitability relative to PvE- this means that the incoming wealth needs to roughly equal the value of the ships being destroyed to keep it from being a net wealth sink. Trying to balance this against mission payoffs and control will be very hard, too, since neither is directly tied to the amount of ships dying. Even if you did balance that factor, that doesn't necessarily enourage PvP, just running FW missions and capturing control points. (which isn't necessarily the same thing, if people can find uncontested mission/capture sites or form a big enough blob nobody bothers them)
If I might suggest, how about actually trying to offet the ISK risk by paying off rewards for the PvP itself?
Consider a FW-tied bounty system. An ISK-equivalent LP value is assigned to each ship chassis type equal to roughly 50% of the hull value (not 100% because the person blown up probably has insurance) plus 50% of the average cost to fully outfit that ship with vanilla T1 modules. (not 100% because some of the modules will be un-destroyed and on the wreck) Half of this value is immediately granted to the person or fleet (divided among) that killed the target as a reward. The other half of this value is immediately ASSIGNED to killers as a factional bounty that can only be collected by someone on an opposing faction.
I think this system has several good bits:
-It ties the extra income to PvP actually occuring. Two fleets form and the smaller one runs away? No extra payoff. A huge blob runs a mission in overwhelming force so nobody tries to stop them? No extra payoff.
-It gives a smaller force at least some incentive to fight. Sure, they might lose but at least they'll get some LP for their trouble if they pop anyone. Maybe that plus the excitement of PvP will make it worth the while even if they don't come out on top. (plus, thrilling hit-and-runs on bigger groups to pop a few targets for LP even if you can't totally beat them)
-It gives an incentive not to indiscriminately recruit everyone you can into a huge blob. Each person you recruit is yet another way you'll have to split your income.
-It provides something of an economic self-balancing effect. A faction that's over-manned and winning will tend to start to accumulate bounties on themselves, both making themselves a better target for the other hostile factions and making it somewhat more profitable (or less unprofitable) to fight them for their poor victims.
-Despite adding a significant income stream into the game, it's at best breaking even in terms of resources gained versus destroyed and thus avoids wrecking the economy. In practice, it'll probably be a net reource sink- after all, how often do you outfit your ship only with vanilla, unnamed T1 stuff?
EDIT- For clarification, the "Faction Bounty" is collected simply by blowing up the player's ship, not necessarily podding them.
EDIT 2- Switched LP for ISK. I understand that reducing the number of ISK streams into the game world is a design goal, and using LP seems more "in charcter" anyway. Substitute ISK for LP in the scheme if you'd like. (say, for fear of the effects of more abundant faction goods on the market)
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Joueuse deMarches
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Posted - 2008.05.27 15:13:00 -
[185]
The Faction fleets in high sec being difficult (read: spider tank only, rather than CONCORD-invincible) is essential for a few reasons: 1) You want there to be _some_ relatively safe space for FW participants. In 0.0, your alliance's space is usually fairly safe (if your alliance is any good at all). People need space where they can trade a bit, where they don't have to get a positive confirmation from Intel before undocking, etc. 2) We may not want blob ops against complexes etc, but FW uniquely provides the ability for a blog to force its way into a highsec system, shoot up various FW participants in "safe ground", losing nothing but the marginal cost over insurance. For this reason, the high sec faction navies should be powerful and numerous, but not infinite-spawn; it should be possible to temporarily seize Jita and hold it for a few hours. Perhaps the "recharge rate" for system security could be roughly known (and based on security level); 1-3 Faction Navy BS / [(10-20 seconds) * (sec level^2)], leading to the possibility of locking down one system for a while (with enough effort), a luck element to make the process unpredictable and dangerous, and a reward for doing so/reward for breaking the blockade.
Maybe this is the equivalent of an L5 mission; lock down (whatever 0.8 system) for twenty minutes, rewards would need to be high, as every player involved would lose one or more ships. Meanwhile, the other faction could announce "System Emergency" if it had "lost" control of the system for 5 minutes, and regaining control of that system would be rewarded, if control could be regained and kept for half an hour. Obviously "Control" here is not quite the same as in a contested system; the obvious measure is whether system security forces are respawning without issue, are at at least 50% strength, and whether there are more enemy FW forces insystem than friendly FW forces.
anyway 3) is just for some sense of realism; what are the odds that empires, with their defense budgets and naval academies, can't field ships that run better, hit harder, and take more punishment than one man's privately sourced, eclectically armed, shabbily staffed privateer? That rats are weak may be necesarily for gameplay (although I think fewer/better armed rats, especially in missions, and missions meant for even larger fleets of players would be positive change) but in "normal space" one might as well field relatively realistic naval forces.
JdM
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Reza Pluss
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Posted - 2008.05.27 16:22:00 -
[186]
May I suggest Sisi is reseeded/resync'd and the 100isk items removed for a week?
Currently the testing is very unrealistic due to the simple volume of ships being thrown around. While I appreciate load testing is very important, I think that the real impact of FW is not being simulated.
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Thoris Levithar
Gadget Factory
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Posted - 2008.05.27 16:29:00 -
[187]
I've mostly tried the capturing of different sites to gain victory points in a system. I found no real problems with them, except for the freestanding major sites, which can be VERY hard if someone has unsuccessfully tried them (because then you can have several waves of ships on you at once). The Caldari ships LOVE to jam too, which doesn't make things easier really...
But otherwise I think they are fairly well balanced, and easily doable in appropriate ships (minor = destroyer, normal = cruiser, major = bc, freestanding major sites require a better than bc ship however). The restrictions of ship classes can be annoying, but I suppose that on TQ you will be flying in mixed gangs anyway.
What I don't like about the whole deal is, that you have no way of knowing how much more you will have to do to make the system bunker vulnerable. Sure the color spot on the map helps, but its only a very rough idea. In one system we found five sites, and did them all (which would be quite hard on TQ I guess, as you'd be likely interrupted), but the system still wasn't done then. With three or so people it took us a good while to do all sites, and it was a bit of a let down to still not be able to shoot the bunker then! In short, I think the required victory points to capture the system could be lowered a bit (or make capturing sites count for more).
All in all, I like this aspect of FW. It would be good if there was a "point" in capturing systems however, right now there isn't really (not that we know at least). If the Gallente take all of the contested Caldari systems, will the war be over? Or if a majority of systems is captured? Also, right now its possible to dock in enemy stations: this really has to go. With the capturing of a system, the new stations (FW corp stations) have to change owner...get the idea of shorter supply lines there.
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Thoris Levithar
Gadget Factory
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Posted - 2008.05.27 16:31:00 -
[188]
Ohh, also capturing sites can sometimes lead to promotion to a new rank, but also to a demotion. For me this really was like, capture site: promoted to guardian lieutentant. Next site: demoted. Next site: promoted again. Next site: demoted and so on.
NO idea whats going on there really.
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V0n Braun
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Posted - 2008.05.27 19:18:00 -
[189]
Other than obviously looting, there is currently no gain in FW.
Someone already suggested giving bounty prices for ships destroyed, complexes captured, etc. Risk is relative on sisi where everything is 100isk. On tq it is doubtful if people are going to be willing to risk their ships and spend their time for something which brings no direct financial benefit, or a questionable one at the least.
Being a pirate I'd rather put my two cents in making a good camp in the system being contested or on a communication line to it. Same amount of loot, no risk. With targets being mixed fleets of small, specialised ships it's a much more viable option.
On the bright side, a lot of ship types previously unsuited for pvp, or little else for that matter, will finally gain an actual purpose. Destroyers will do more than just collect trash. I expect players developing new tactical options, eg. swarming campers with scores of small fast sh1t, which currently happens only once in a blue moon.
Unless every alliance in empire and low sec makes an alt corp for fw, which i doubt more than 10% will do, the player base will be rather limited. corps in alliance, imho, should be able to get 'on board' under some set of restrictions or another.
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Justin Alexander
The United Terran Organization
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Posted - 2008.05.27 20:16:00 -
[190]
I just had a thought.....
I have one solution to the compensation 'risk-vs-reward' issue that is realistic to the situation (let me jump into my RP suit here).
First of all, the Militias are not the primary force defending each empire (the Navies), and even for them, a soldier's pay isn't a lot (in cash specifically). In war time, if the money is there for heavy bounties or salaries, it's gonna be spent on more soldiers, weapons, stations, etc.. The benefits or 'PERKS' on the other hand, especially with rank is where the Government takes care of it's own.
First, all militia members should gain State standing very easily, which in itself has it's advantages. How else could you better earn standing with your government than putting your life on the line for them?
Secondly, if you as a militia member are engaged in a militia-sanctioned event (missions or OP/Bunker engagements) and loose your ship, the government picks up the insurance tab (gold level - T1 values - non caps). You essentially don't have to worry about a basic ship when fighting for your government, but mods are still a loss and you'll have to carry private insurance if you want coverage while doing non-FW things.
Lastly, perks should most definitely come with rank! It's deserved, and encourages players to stick to the fight. Offer a 5% discount per rank level on LP costs in all State corps (non-militia) for that empire.
The above benefits have a lasting value that is worth more over time than one-time isk payments or a shiny new faction mod. The NPC tags and Militia LP stores is a nice avenue for starters, but as sole reward, those LP store items would have to be insane to be considered 'adequate compensation' given potential losses in the big fights we can expect. And let's face it, wars some of us are glory-hounds, but many in general are materialistic, though none the less patriotic. 
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Vim
Foundation R0ADKILL
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Posted - 2008.05.27 20:22:00 -
[191]
The insurance idea got some promise, but then again lowsec, youll be ganked by pirates and lose your ship for nothing, despite thoose definetly being a 'threat' to the empire :S
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Oakrayven
Federal Navy Academy
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Posted - 2008.05.28 03:43:00 -
[192]
just my observation
Missions: so far the rewards just dont justify the time invested, let alone the risk, Let alone the Faction hit you invariably take when you finaly chuck it in on the missions.
as for the rest of it? well unless your ready to be a perma war target from playing this I cant honestly see anyone bothering unless they already live in low-no sec space and have an alt to pay for their PvPing.
as for the smarter hostiles? well they are a bit tougher, but frankly Im already seeing tank fits that the NPCs cant break showing up. Granted it is Sisi, so its too early to say how comon thoes anti PVF builds will be. ***** **** Trust Aura. Aura is Your Friend.
If your too paranoid to play EVE. . .
Then your not paranoid ENOUGH to play EVE |

Xelous
Rampart Shield
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Posted - 2008.05.28 09:59:00 -
[193]
Edited by: Xelous on 28/05/2008 10:03:09 My final comment:
Playing the FW stuff on the Test server was & is, really really fun, but the fun is not coming from the actual content, it comes from finding legitimate legal targets to shoot everywhere, with little or no consequences; as if you yourself get blown up on the test server it's just a few 100 ISk to buy a ship and set back up.
On the real server, I myself do not see risking my expensive 200,000,000 ISK battleship set ups, or my recon cruisers, or my HACs just to fly through 8, 9, 13 low-sec jumps to a mission site. I'd rather leave the system to the minmatards than bother risking my neck. Infact, I may even not bother with a militia, and stay in the safety of 0.7 space doing level 4 missions for less risk and the same/better rewards.
So, I propose this, for LP with the militias one can buy a militia ship, which is replaced with bare tech 1 fittings upon destruction, and then you have to pay 100 isk to reboard that ship.
This would make for a plethora of pilots being released from the bounds of empire derived ISK. It would inspire me to splash out on one or two personal ships for the PVP, but I'd rely on the militia ship as I propose to do the long range stuff.
And as I earn more LP with the militia, I could buy say a set of militia class medium guns, each of which costs 100 isk to fit to the ship.... I buy five of them, and pay 500 isk to fit them, and then when the ship is blown up I have to now pay 600 isk for it back.
You can adjust this to be a payment of LP to feed the fight instead of a trivial amount of isk.... a player can always turn to their isk bought empire ship and dish out top of the range damage, but would I myself risk a full on Tech 2 fitted BS for a system. NO.
Would I risk a militia ship I know I can get back at my chosen crusader station....? yes.
You could have say, only three militia ships, or only one of each class of hull... these might get a bonus as well to damage against the mission rats.
(So an Amarr Militia Cruiser might be based on the Maller hull, it can be fitted with militia modules only, and can not enter high-sec empire - or mayhe they can't use gates, hell I can think of a dozen ways to play this militia ship idea; but the end result is, I'm looking for throw away vessels to fight the crusade with, as on the test server, the MOST fun was derived from just hopping into a new ship and diving head long back into the fight).
Edit/Addendum: An off shoot of this idea would be that the current game mechanics and the way people currently "live" in the game would be wholly left alone, and be unchanged (except producers & hauliers would have new markets in supplying the war zones).
It would curtail ISK farmers profiting from the new content. (As the LP use I propose is using a none-transferable consumable - i.e. the LP).
And, limiting the militia ships to certain fittings would give ALL players a level playing field, with a defined benefit (against the rats in the missions/plexes). But would not stop current owned ships & newly purchased standard ships we all know and love being used.
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Sathenu
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Posted - 2008.05.28 10:48:00 -
[194]
Edited by: Sathenu on 28/05/2008 10:48:25 Factional Warfare MOTD/M/Y
FLY ONLY WHAT YOU CAN AFFORD TO LOSE!
Dont want to lose your shiney new expensive ship, then don't FLY IT!
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Vim
Foundation R0ADKILL
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Posted - 2008.05.28 11:13:00 -
[195]
Right, so i spent 2 years of $ to fly t1 frigates with t1 gear again, its not so fun as some try to hype it up to be.
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Neth'Rae
Neth's Workshop
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Posted - 2008.05.28 11:22:00 -
[196]
Originally by: Vim Right, so i spent 2 years of $ to fly t1 frigates with t1 gear again, its not so fun as some try to hype it up to be.
So after 2 years of playing the only thing you can afford to lose is T1 frigates with T1 Gear? You fail at EVE..

Request signatures at EVE-GFX |

Vim
Foundation R0ADKILL
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Posted - 2008.05.28 11:41:00 -
[197]
Edited by: Vim on 28/05/2008 11:42:59 *sigh* No I do afford to fly things besides t1 frigates with t1 gear but it seems to be what we currently will be flying. Since I do play eve to pewpew my wallet has never been fat since the isk grind is what makes tranq boring and sisi capable of lots of fun(Heh, paying $ to pay on the test server? :P). But I'am also bored with 0.0(while fun at times) fleets and I realy realy do want fw to be a hit with loads of fun for everyone, but that does not include the current system of reward(lack of) fighting for a faction, what is the point? for the fun pew? with zz you get the rewards for grinding down poses and hostile morale, with fw? A shiny badge? The risk of losing your ship over and over is quite big(pirates, hostile militia), and with no to little reward, ill be back making isk in no time, with missions in highsec. I see no point fighting for a militia right now, you get no 'frontlines' but spreadout dots all over(Which is good since it should eliminate the blobtastics somewhat) but it gives no 'Wow great we pushed them back! Now we hold X, thats great for us' Someone said that if ccp would look at fw as a rts, it wouldnt even be a b-title right now. So what do I propse? I do not know to be honest, altough some funky stuff could be made . I do see the huge can of worms ccp will have to watchout for with making fw rewarding , fun and have a greater effect(affect?) on a global/militia view to make it worth taking and holding systems. Because of this I read thoose forums and try to give my small input, I want fw to be a huge success and fun, leading to bitter(well :P) enemys on both sides but I see the difficulty ccp is in making it all come togheter to be realy: WOW without being WoW =)
edit: Seeing your edit, yes the insurance idea has some promise as it currently looks with fw and it would make me alot more inclined to fight for a faction(So soldier you want to fight for us, go buy your own rifle, bodyarmor and gasoline for transport and we'll send you out) dosent quite sound right :P
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Sathenu
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Posted - 2008.05.28 11:43:00 -
[198]
If you lose ships too quickly then your doing it wrong!
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Vim
Foundation R0ADKILL
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Posted - 2008.05.28 11:45:00 -
[199]
Originally by: Sathenu If you lose ships too quickly then your doing it wrong!
I'am counting on the ideal world here where it will be 50/50 in wins:losses. I dont forsee myself being close to 50% losses(Altough, bad streaks do happen when you have a 'ah what the hell if i got 30% to win it can be fun, charge!' mind :) ), trying to look at the issue and the 'ideal' from above here.
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Sathenu
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Posted - 2008.05.28 11:50:00 -
[200]
Edited by: Sathenu on 28/05/2008 11:52:28 Personally I believe no new insurance should be added.
Its PvP, its risky. I don't see why people a screaming for more rewards, its a war! What rewards are they in wars...usually land...in our case its space and the removal of your opponant. The reward is capturing and holding the system,...oh wait just like 0.0 but without POS's!!!.
No matter what, PvP in eve has very little reward, except being a pirate. In most cases its just to capture the area.
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Doctor Byttner
Fleeting Moments of Insanity
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Posted - 2008.05.28 12:02:00 -
[201]
I recently purchased this toon so my testing is very restricted as I am stuck on an old trade toon and a poor PvE toon...
When is the next mirror planned for so I can really start some nitty gritty testing...?
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Oakrayven
Federal Navy Academy
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Posted - 2008.05.28 13:03:00 -
[202]
Originally by: Sathenu Edited by: Sathenu on 28/05/2008 11:52:28 Personally I believe no new insurance should be added.
Its PvP, its risky. I don't see why people a screaming for more rewards, its a war! What rewards are they in wars...usually land...in our case its space and the removal of your opponant. The reward is capturing and holding the system,...oh wait just like 0.0 but without POS's!!!.
No matter what, PvP in eve has very little reward, except being a pirate. In most cases its just to capture the area.
ok lets say that with this PvP setup you personaly lose 1 ship every 4 fights and you can expect to be going into at least that many fights playing faction wars every day. How mutch Mining-traiding-manufacturing-ratting-missionrunning will you need to do to make it back? Oh and remember that on top of everything else you have a defacto permient wardeck on your head while your doing this.
Lets be blunt though, what will happen is one side will win, the other side will get its ass handed to it on a all to consistant basis, then word will get out that theirs realy only one side to join, dont bother with the other and that will be the defacto end of FW. ***** **** Trust Aura. Aura is Your Friend.
If your too paranoid to play EVE. . .
Then your not paranoid ENOUGH to play EVE |

Daggon BIgon
Dako Ltd.
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Posted - 2008.05.28 13:54:00 -
[203]
Finally did some testing last night. Mostly the PvE aspect as we didn't find any targets at the late hour. Cleared the minors and majors and assaulted the bunker. And then, it was done. We took the bunker. It seemed a bit anticlimatic. Perhaps a nice starburst graphic effect to indicate when the bunker changes ownership. Otherwise it was fun.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.28 13:57:00 -
[204]
Edited by: Tharrn on 28/05/2008 13:58:07
Originally by: Vim Edited by: Vim on 28/05/2008 11:42:59 I see no point fighting for a militia right now, you get no 'frontlines' but spreadout dots all over(Which is good since it should eliminate the blobtastics somewhat) but it gives no 'Wow great we pushed them back! Now we hold X, thats great for us' Someone said that if ccp would look at fw as a rts, it wouldnt even be a b-title right now.
Even if you could only take systems adjacent to a system already belonging to your faction there'd be severall frontline systems. The fighting would be more concentrated, but it would also allow for more strategy. Especially if there were actually any incentives to take a system at all other than bragging rights...
Imagine you could only attack systems adjacent to systems you occupy and imagine holding certain systems gives a bonus of some kind to your faction militia (reduced LP cost for gear from the militia's LP store being the first thing coming to mind... or improved bunkers in that constellation, access to certain station services like repairing only being available in the constellation if that strongpoint is held... whatever). We'd then see daring spearhead attacks, vicious defense of those 'strongpoints', scissor movements etc instead of a random dot pattern.
I fear it's all involving too much new code though :/
 Now recruiting! |

OneSock
Crown Industries
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Posted - 2008.05.28 14:58:00 -
[205]
Originally by: Xelous
Playing the FW stuff on the Test server was & is, really really fun, but the fun is not coming from the actual content, it comes from finding legitimate legal targets to shoot everywhere, with little or no consequences; as if you yourself get blown up on the test server it's just a few 100 ISk to buy a ship and set back up.
^ yeah this !
Basically this is going to be a huge isk sink and what we really need is some way to recover the cost of ships.
I think the basic idea of Militia paid insurance is probably the way forward. Include in that proper insurance for T2 ships or even some kind of insurance for mods/rigs.
Otherwise make FW something you can dip into somehow without actually having to leave your existing corp i.e. you sign up for a 1 day/1week tour of duty, where you can hook up with the militia corp on a temp basis. Do a bit of combat, lose a load of isk and then return to your normal corp to grind the isk back.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.28 15:02:00 -
[206]
Originally by: OneSock
Otherwise make FW something you can dip into somehow without actually having to leave your existing corp i.e. you sign up for a 1 day/1week tour of duty, where you can hook up with the militia corp on a temp basis. Do a bit of combat, lose a load of isk and then return to your normal corp to grind the isk back.
You can do that already: leave corp, join the NPC Militia corp, stay for a week or two, leave the NPC corp, rejoin your player corp. Just takes some administrative work.
 Now recruiting! |

Drath Ymgrokk
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Posted - 2008.05.28 15:07:00 -
[207]
Originally by: Oakrayven
Lets be blunt though, what will happen is one side will win, the other side will get its ass handed to it on a all to consistant basis, then word will get out that theirs realy only one side to join, dont bother with the other and that will be the defacto end of FW.
I agree... Caldari. Since most Missionrunners will stay at the Caldari-faction there will be about 60-70% of players there while other factions don't stand a chance. End of FW... 
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Aya Vandenovich
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Posted - 2008.05.28 15:07:00 -
[208]
Originally by: OneSock
Otherwise make FW something you can dip into somehow without actually having to leave your existing corp i.e. you sign up for a 1 day/1week tour of duty, where you can hook up with the militia corp on a temp basis. Do a bit of combat, lose a load of isk and then return to your normal corp to grind the isk back.
You can do this anyway, the 24 hour timers for leaving a corp aren't that horrific, and high sec systems should still be safe enough to mission while you are in a militia anyway.
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Justin Alexander
The United Terran Organization
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Posted - 2008.05.28 16:11:00 -
[209]
Wars are expensive. There is nothing wrong with using rewards as incentive (as if defending your empire wasn't enough), and is somewhat necessary as this is a volunteer army, no one is being drafted. Also, we don't want this to turn into 'whomever has the biggest bank accounts win', so the soldiers' expenses has to be a consideration.
As far as rewards, it doesn't always have to be in form of isk or expensive mods. Don't get me wrong, I love the idea of new named militia mods or typical empire faction stuff at a reduced LP cost, but as in RL, there is prestige and fringe benefits that come with serving your military. My advice, give nice stuff in the LP store, but split the rest of the "reward" with special benefits and rank-related perks to help alleviate the soldiers' costs, and continue to reward long after the war is over.
Reward should be consummate with effort and success (measured by rank), not the value of your ship.
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Sondervale
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Posted - 2008.05.28 17:57:00 -
[210]
A thought:
Perhaps this is an opportunity for faction ships to shine - tying in some form of insurance within the militia to the relative tier of faction ship (frigate, cruiser, BS). Thus if you lose one, the navy gives you a new one.
I'm not sure where the CNR fits into that idea, but just throwing it out there.
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