
Qduhaf
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Posted - 2008.05.29 15:54:00 -
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I was really hoping that FW would be a good place to get out of current 0.0 PVP and into something that fits into a RL schedule.
It sure was hyped that way, but its implementation seems to have been cooked up over a long drunken weekend: Lets combine existing mission system with more jumps between missions, have factions be like alliances that are permanently war decced, oh and don't forget that we need to have structures that we fight over that aren't POS, those didn't work out so well.
Issues with FW and proposed solutions:
- Sec status loss when engaging the pirates that will flock to the FW contested areas - Missions not tied to FW story line & Mission rewards are way too low to lure carebears so why even bother with them if they are not going to be done - No mechanism to prevent the blob and gank lowest common denominator mentality of EVE - No alliance like mechanism for FW corps to form around, understand that what to keep separate from 0.0 alliances, but really why not have mechanism that is similar without ability to claim sovereignty in 0.0 - Incentives to win û 1 month from now who other that hardcore RPers will even care
Solutions and even a RP reason:
-Flag pirates for at least an hour in contested area when they engage with said areas militia -Reduce pirate standing to militias as well as concord standings when pirates attack in militiaÆs sovereign areas -Have Militia navy spawn/chase pirates with negative standings in militiaÆs sovereign areas in accordance with the degree that their status is negative The first thing a government does in its frontiers is eliminate any threats to itself, in this case a pirate has demonstrated that they are a hostile military threat and should be eliminated. This doesnÆt remove the ability to pirate but it does make it more costly than it already does, and ensures that those actively pirating can be attacked without reducing security status.
Integrate missions into the combat -Easiest to implement would be to just send 2 opposing sides to the same site, within a span of a couple of minutes. Caldari gang A accepts a mission to secure control point in Gallente system X, Gallente militia gang accepts mission to defend said control point. Destination system is balanced according to current/average pilots in those systems -More complex û Gang size/composition is scored based on a ships points system similar to the alliance tournament but could vary by mission and role (defense/offense) so there isnÆt a single best approach everytime. LPs are rewarded based upon a scale system, so you earn more LPs if you complete the now PVP based mission using fewer ship points, and you earn dramatically less, even 0 if you enter above a max number of ship points. -Remove mission beacons, and have no scannable structures so that they can only be scanned once combatants have entered.
This is a rethinking of the mission system, no longer PVE, but more of construed PVP. Real military missions are often focused on capturing a specific point, usually with some level of intelligence of the opposing force. Military resources are made available to overcome the opposition but with a number of restrictions, so you are usually unable to assure victory without maximizing the usage of those limited resources.
If you do both of these then I think it will result in a system where readily available PVP will be the reward in and of itself. But of course to get the carebears to cross the border you will also need to give other rewards such as faction frigs/cruisers/T2frig, the kind of things that you can use in the missions/PVP. I would even suggest that you could enter and exit from a militia until you hit a certain rank where the rewards really started kicking in. If you want the mains of the PVE carebears to join, you canÆt cut off their ISK generation right away.
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