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Cearain
Imperial Outlaws
382
|
Posted - 2012.05.04 14:07:00 -
[1] - Quote
TLDR: Short flip times in faction war would be awesome
This thread is to discuss the flip times in faction war. I think this is an important topic that deserves its own thread.
The changes on sisi make sytems flip much more slowly than they currently flip. I think this was done in a somewhat hasty reaction to ccps decision that stations will lock the non-owning faction out. However I think that this solution to the problem ccp created actually makes the situation worse.
First it appears the rational of having slower timers before a system flips is something along the lines of GÇ£If I am going to be locked out of a system or suffer large consequences I donGÇÖt want it to happen overnight when I am asleep GÇô in short I want to personally be able to do something about it, or at least get my stuff out.GÇ¥ So now we have flip times that at the fastest speed will only flip after @ 40 hours. I suppose this will be a good solution for someone who logs in every day. But for people like myself who might go a week without logging in this is no solution at all.
And indeed I donGÇÖt really think there is a problem that needs to be solved. My pvp characters are not trained to fly any sort of transport ships anyway. So if I have to move I need to give the stuff to an alt anyway. So if I find that the system flipped a week ago I still have to do the same thing I would do before. I realize that not everyone has an alt, but again many people do or are in a corp with an alt that can help move stuff. So for them this is a solution to a nonexistent problem.
But what about the notion that I personally was not able to fight for that system? Well If the flip times are fast I can fight to get it back when I do log in. But if the flip times are slow then I know the side with the bigger blob will always win anyway and my one extra ship is not likely to make any difference. I have played eve enough to know this.
I suggest that the time it takes to flip a system should not be tied to how often you personally log in or not.
Here are the reasons I think itGÇÖs a bad idea to have the long flip times:
1)There is no sense of urgency to stop an individual plexer. I often plex in systems full of war targets. I open the plex and sit there doing plexes. Most times no one bothers to chase me off. Why should they? I mean they are rightly thinking ther is no urgency. Maybe in 4 hours they will go and start addressing the issue but right now I am easily ignored. Hence no fight.
2)Long flip times means that the underdog GÇô the side with fewer active pilots GÇô will never be able to try to accomplish a flip by using coordinated attacks across the region before the larger side has the chance to send over the blob. Hence just like in null sec it will always be a situation where the blob wins and the underdog can accomplish nothing. Even with a 7 hour flip time there is more than enough time for a blob to form and go to a system and prevent a smaller gang from doing any damage.
3)In general faster flip times will mean more dynamic play that is not currently available in eve. We have the slow timers and defended by big blobs in null sec. Eve is missing a fast paced dynamic war system. These slow fip times leading to one side or the other getting the bigger blob already exists in eve. Things that make faction war a unique alternative are good.
Personally I would like the flip times to be fast. I know I am not in the majority on this but I am wondering why we canGÇÖt flip a system in an hour or so. Before you rage just hear me out.
Yes that means that when you wake up the map might look allot different than when you went to bed but it would mean there would be a certain urgency to fight for each and every plex. There would be none of this GÇ£yeah we see you there plexing. We will catch back up with you in 4 hours. In the mean time, have fun shooting npcs.GÇ¥
Would a short time mean that plexing is meaningless? I donGÇÖt think so. I think the consequences are a separate issue. The same consequences can attach whether it is a slow or a long timer. Let me explain:
I am personally against the ship lockout idea (but I donGÇÖt want to discuss that here unless it relates to the timer issue) but letGÇÖs assume that the enemy flipping a system means I canGÇÖt get my ships. So letsGÇÖs say I had a bunch of my ships locked into a system so now I canGÇÖt access them. But also assume that with well planned coordinated attack I could have access to them in an hour! WouldnGÇÖt that make for more dynamic gameplay with a sense of urgency with every plex?
Personally I would be inclined to still leave *a few* ships in the faction war area if I knew I could unlock them without getting a blob to do it. But now with the 40 hour flip time? No way. I am moving all my pvp ships out of the faction war area. Why because on the whole I know amarr cannot out gun the minmatar in a civil war style (null sec style) lets all line up and shoot at eachother blobfest. If each side gets plenty of warning this is how systems will be won or lost.
If the flip times are short enough the outnumbered side can still put up fights and possibly win plexes for short times with coordinated attacks. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Ahazu Sagam
ZERO HEAVY INDUSTRIES 24eme Legion Etrangere
0
|
Posted - 2012.05.04 14:28:00 -
[2] - Quote
I would like short/shorter flipping times, because grinding plexes sucks, but only if u get something like a 24h reinforce timer for the bunker. |

qDoctor Strangelove
Beware of the Red Fox
16
|
Posted - 2012.05.04 14:47:00 -
[3] - Quote
time zone war counter. deal with it.
flipping a system / station in 48 hours sounds to short imo. Null sec is more or less a week I believe. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
76
|
Posted - 2012.05.04 14:51:00 -
[4] - Quote
Question is what is too short/long. We went from DT centric 2-3 day captures, straight to 5-7 hrs semi-DT centric captures .. which means we have already experienced the extremes of what it might/could/should be.
If one is perpetually outgunned/outmanned then one should not be able to take space but merely be able to hold onto a few scraps (read: key systems). Makes sense both in real world and gameplay terms .. the Rambo films were decent enough but make for horrible mechanics  Note: This is probably the main reason why a majority are against the lock-out consequence as the end result from at least one militia (not naming names) will be in high-sec within 6-8 weeks of it going live regardless of x5 modifier.
The x5 modifier they are operating with now was most likely added because CCP really dislikes having to say "We made a whoopsie" and that is what the "3 plex/hour, 23/7" is in plex mechanics.
What they should try is to come up with a way of making plex spawning player controlled. Addresses your concern about underdogs not being able to make headway before the blob logs on and would be a way to get rid of the DT shuffle once and for all. The underlying system is already in place (more or less) in that mission plexes are spawned by player action so all that is needed is an additional layer that directs the spawn algorithm .. we have seen the brute force method back when declining FW missions didn't result in penalties. |

Cearain
Imperial Outlaws
384
|
Posted - 2012.05.04 15:33:00 -
[5] - Quote
Veshta Yoshida wrote:Question is what is too short/long. We went from DT centric 2-3 day captures, straight to 5-7 hrs semi-DT centric captures .. which means we have already experienced the extremes of what it might/could/should be. If one is perpetually outgunned/outmanned then one should not be able to take space but merely be able to hold onto a few scraps (read: key systems). Makes sense both in real world and gameplay terms .. the Rambo films were decent enough but make for horrible mechanics  Note: This is probably the main reason why a majority are against the lock-out consequence as the end result from at least one militia (not naming names) will be in high-sec within 6-8 weeks of it going live regardless of x5 modifier..
Thanks for the post.
I gave multiple reasons why the longer flip times of even 5-7 hour flip time is too long.
Do you have any reasons for dismissing out of hand flip times shorter than 5-7 hours other than your real world analogy. I mean I really don't know if a solar system could flip in an hour or if it would take weeks months or years. The real world argument is just not one I think is awefully hard to apply.
Do you have any other reasons why you think shorter timers would make for bad gameplay?
Veshta Yoshida wrote: The x5 modifier they are operating with now was most likely added because CCP really dislikes having to say "We made a whoopsie" and that is what the "3 plex/hour, 23/7" is in plex mechanics.
What they should try is to come up with a way of making plex spawning player controlled. Addresses your concern about underdogs not being able to make headway before the blob logs on and would be a way to get rid of the DT shuffle once and for all. The underlying system is already in place (more or less) in that mission plexes are spawned by player action so all that is needed is an additional layer that directs the spawn algorithm .. we have seen the brute force method back when declining FW missions didn't result in penalties.
Allowing us to control the spawns is interesting. But again if it is going to take 5-7 hours to accomplish anything then the side with the numbers advantage will still have plenty of time to form up and crush the attack. This means that there is no point for the smaller side to even attempt a take over and hence fewer or no good fights for occupancy. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
384
|
Posted - 2012.05.04 15:41:00 -
[6] - Quote
qDoctor Strangelove wrote:time zone war counter. deal with it.
flipping a system / station in 48 hours sounds to short imo. Null sec is more or less a week I believe.
Can you give any reasons why its too short, other than null sec takes a week?
I'm not sure why null sec taking a week is proof that 48 hours is too short. Is the hidden assumption that our flip times need to match null secs flip times?
I mean what effects on your actual game sessions would shorter or longer flip times have. I tried to give some in depth explanations why the shorter ones would make for a much more dynamic and exciting war where the underdog could still hope to accomplish something and therfore bring the fight. What is the analysis for saying X is too short?
If your view that X hours is too short is not just arbitrary then please post why it would be too short. What problems would short flip times create and/or longer flip times solve? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Petrus Blackshell
Rifterlings
918
|
Posted - 2012.05.04 16:05:00 -
[7] - Quote
Came here expecting a poor thread about how FW is ruined now, found an actual valid idea and discussion. Cool.
Something that you ought to consider is that the really long flip times (along with reinforce timers and all that jazz) was implemented in nullsec to nerf timezone wars. If there were very short cycle times (a few hours), FW space would resolve to constant hand-swapping of systems. The Minmatar have the numeric advantage in late USTZ and capture a whole constellation; DT rolls around and the Amarr have the numeric advantage, flipping everything back over. Strong plexing movements are responded to with apathy because "eh, we can just flip it back in a few hours".
The good part of this is that it does encourage constant plexing, and for people for whom the immediate sovereignty of a system matters, this will trigger response fleets and thus fights.
There needs to be a balance reached in flip time, however. Too short, and it becomes a trivial chore to gain control of a system. Too long, and as you said, FW gets stale with blobs.
I'm interested in what some of the larget FW entities who can field big fleets (like LNA) think about this. Is this simply a matter of small gangs wanting a buff, or something all of FW can get behind?
And yes, shorter flip times would mean more fun for us and our band of crazy frigates, plus more chance to defend our home system. +1 set of players who would likely benefit from this change. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Vordak Kallager
Autocannons Anonymous Late Night Alliance
232
|
Posted - 2012.05.04 23:11:00 -
[8] - Quote
Petrus Blackshell wrote:Came here expecting a poor thread about how FW is ruined now, found an actual valid idea and discussion. Cool.
Something that you ought to consider is that the really long flip times (along with reinforce timers and all that jazz) was implemented in nullsec to nerf timezone wars. If there were very short cycle times (a few hours), FW space would resolve to constant hand-swapping of systems. The Minmatar have the numeric advantage in late USTZ and capture a whole constellation; DT rolls around and the Amarr have the numeric advantage, flipping everything back over. Strong plexing movements are responded to with apathy because "eh, we can just flip it back in a few hours".
The good part of this is that it does encourage constant plexing, and for people for whom the immediate sovereignty of a system matters, this will trigger response fleets and thus fights.
There needs to be a balance reached in flip time, however. Too short, and it becomes a trivial chore to gain control of a system. Too long, and as you said, FW gets stale with blobs.
I'm interested in what some of the larget FW entities who can field big fleets (like LNA) think about this. Is this simply a matter of small gangs wanting a buff, or something all of FW can get behind?
And yes, shorter flip times would mean more fun for us and our band of crazy frigates, plus more chance to defend our home system. +1 set of players who would likely benefit from this change.
Hi.
Honestly, I don't think most of LNA really cares about the flip-time of systems. We work closely enough with our EUTZ friends FeO and Defiant to not lose any important systems to ninja-flipping. I honestly thought the Amarr would prefer longer flip times because their cross-TZ communication and cooperation is atrocious.
All of the drama resulting from the upcoming station lock-out and flip-time changes is really just Amarr being cranky that they are significantly weaker than the Minmatar (and have been for the past few months) and want their problems solved by CCP fixing stuff to suit them. I can assure you, if the Amarr had the upper-hand in the warzone, they would not be complaining.
C'est la EVE. Sa souvraya niende misain ye. |

AmIDeadyet
CTRL-Q Iron Oxide.
4
|
Posted - 2012.05.05 03:12:00 -
[9] - Quote
The key point here is the shorter the time it takes to flip a system, the more trivial plexing becomes. We had a massive fleet fight on the Huola bunker a month or so ago, it was a blast, we held the field, but the Amarr flipped the system anyways with numbers. After DT we quickly flipped the system back rendering the previous day's work completely moot. After we lost Huola, not a single one of us was down because we knew we could quickly flip it again anyways. We just showed up for the pew  |

Cearain
Imperial Outlaws
387
|
Posted - 2012.05.05 03:52:00 -
[10] - Quote
AmIDeadyet wrote:The key point here is the shorter the time it takes to flip a system, the more trivial plexing becomes. We had a massive fleet fight on the Huola bunker a month or so ago, it was a blast, we held the field, but the Amarr flipped the system anyways with numbers. After DT we quickly flipped the system back rendering the previous day's work completely moot. After we lost Huola, not a single one of us was down because we knew we could quickly flip it again anyways. We just showed up for the pew 
I'm not sure, but doesn't your example sort of prove the point that even if the system flips fast you can still get great fights and that is what is important?
In the past we had to "make believe" whether we thought flipping a system was significant or trivial because there was no actual consequences. Its not so much that being able to flip a system faster made it trivial as much as it just sort of highlighted it was in fact trivial. In the past it, in fact, had no consequence.
I think now that we have real consequences the triviality /significance will not have to be based on the amount of time it takes. It will have a concrete significance that won't rely on "make believe" anymore. Hence I think we can just pick the flipping times that we think will lead to the most fun fights. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hrett
Quantum Cats Syndicate Villore Accords
71
|
Posted - 2012.05.05 04:29:00 -
[11] - Quote
I disagree. They certainly should not be shorter than now, but I think 5x may be too long. As others have suggested, maybe 3-4x would be better.
Short times are punitive to people who have other things to do besides EVE. Longer times allow more of the player base to contribute - one way or the other. Short times disproportionally favor one or two hardcore plexes with umpteen alts. One or two people should not be able to effect the star map like that without all time zones getting a shot.
Basically, your suggestion favors the few to the exclusion of many. Longer times exclude no one. |

Super Chair
Project Cerberus Caldari State Capturing
246
|
Posted - 2012.05.05 05:14:00 -
[12] - Quote
I think 40 hours will be fine to be quite honest. You may be able to speed up the process of taking a system as well. Some of you (especially from the amarr/minnie front) may be wondering how this happens. Before the outpost respawn changes it took months for a system to flip on our front. About a year ago the caldari militia set its sights on the placid region (intaki in particular), it had the after DT dominance most days but could still not flip systems (I believe that summer we only took two systems). This was due to a practice known as "shifting". Gallente militia would have multitudes of alts run defensive plexes in systems within a region (even if the system was uncontested), and close them. This is because when a plex was captured within a region, there was a chance that when that plex despawned, that it would reappear elsewhere in another system within the region. The gallente would have their multitudes of alts (and some mains, i do recall the "nonplexers" showing up to help out with shifting on occasion) "shift" during their strong timezone and always kept scouts to constantly scan for respawns in key systems. Caldari soon caught on and began to shift plexes too in their strong timezone (I recall one night myself and flyinghotpocket "prepped" about 30 plexes during our weak TZ and then capped them all once the caldari's stronger TZ started logging on one night. (Prepping is running plexes down to within a few seconds in preparation of capturing a lot of plexes simultaneously). It devolved into a little bit of timezone warfare, but not nearly as bad as it is now.
I don't know if this tactic was used on the minmatar/amarr front, but the caldari/gallente front would shift so much that it was observed one night there was not a single plex in the placid region to take (it has about 30-40 systems). I believe minmatar lost a lot of systems that summer because they did not have the after DT presence on their front (I also think murientor tribe was too busy trying to stop the caldari in placid as well). Maybe the minmatar knew about shifting but did not have the manpower to pull it off.
I believe that overall, plexing has been changing for the better. Before it would take months of effort to flip a system (not to mention ridiculous amounts of man hours), whereas now it takes an afternoon. Obviously both ends of the spectrum seem to make people unhappy (before no one would plex because it took so long and there was no sense of accomplishment, and now people go to sleep, wakeup to see their system is lost). I think 40 hours will be a happy medium. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
78
|
Posted - 2012.05.05 05:59:00 -
[13] - Quote
Just re-read your post Cea .. one hour flips .. really .. read it as "old schema" before 
The current 6-7 hrs makes it ridiculously pointless, not sure if turning it into Whack-a-Mole is the answer to that. If the goal is to get lots of small quality fights, it might be better to change the way plexes are generated/captured as the current (and coming) blob friendly system only really leaves noobs/ignoramuses for roamers to nibble on. From my last blurp elsewhere:
Quote:Change; - Introduce poison-pills to all mission plexes (just because, and needed for ..) - Remove any and all automatically spawning plexes, replace with player generated sites (has pills, remember?  ) - Introduce useful strategic feedback in militia interface (ie. systems under attack messages) Result; - Attacker can't park a blob in a central location and have satellite crews capping plexes in adjacent systems because by the time they arrive the plex is gone. - Ninja plexing is obsoleted, and - Time spent becomes equivalent of benefit (zero LP for defender, so zero time). All the power in our hands and much higher chance of getting fights in plexes as one must assume an attacker has an interest in capping it when he went through the bother of pressing more than a single button to open it. Do something like that and the actual flip times becomes inconsequential as we all get our blood donations.
Vordak Kallager wrote:..I can assure you, if the Amarr had the upper-hand in the warzone, they would not be complaining..
Pardon? Take a timemachine (read: use search engine) and look at everything I have complained about the past 3-4 years in regards to FW .. it has been quite a lot, and since Amarr has had the "upper-hand" for considerably longer when tallied your assurances are as useless as your desire for freedom.
Just sayin'
PS: The gripe with suggested (ie. inevitable come hell or high water, CCP style) changes is based on the fear that CCP implements their atrocious null consequences without addressing the easy-mode plexing that the Shakorites enjoy compared to our valiant forces. |

X Gallentius
Quantum Cats Syndicate Villore Accords
192
|
Posted - 2012.05.05 10:49:00 -
[14] - Quote
AmIDeadyet wrote:The key point here is the shorter the time it takes to flip a system, the more trivial plexing becomes. We had a massive fleet fight on the Huola bunker a month or so ago, it was a blast, we held the field, but the Amarr flipped the system anyways with numbers. After DT we quickly flipped the system back rendering the previous day's work completely moot. After we lost Huola, not a single one of us was down because we knew we could quickly flip it again anyways. We just showed up for the pew  An example of why the current shorter flip time is great - they lead to more pew. 
The current short flip times also favor the attacking force, which is a good thing IMO since attack is what initially drives conflict. As the flip time increases, achieving the objective of system takes longer and therefore disincentivizes the attacker, thus leading to less consistent pew.
Edit: If plex spawn times get too short, however, everybody will quit FW because bunker busting is pretty damn boring. |

Vyktor Abyss
Shadows Of The Federation Drunk 'n' Disorderly
136
|
Posted - 2012.05.05 11:27:00 -
[15] - Quote
Since system flip times and plex spawning rates were rejigged recently I have had more plex fights than before so yes more pew has been happening recently it seems as a result of more plexes / quicker system flips.
However if the new system invovles spending time, effort and more importantly LP to upgrade systems, then I think longer system flip times are necessary to ensure it is not too easy to wipe out those upgrades.
It is also wrong to assume that with the upcoming changes and longer plex flip times this automatically means back to less pew pew because of slower system flip times - because now when people have a real reason to fight both on attack and defence, I'd actually expect more pew, but we don't really know what will happen yet.
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Cearain
Imperial Outlaws
388
|
Posted - 2012.05.05 13:25:00 -
[16] - Quote
Thanks everyone for the good feedback.
Just quickly:
Remember the @1 hour is not how long it should take to flip a system. It would be how long it will take to flip a system if the other side puts up absolutely no resistance - not even a single thrasher to fight for a minor plex. With this sort of short flip time a notification system would be in order. Let the militia know where plexes are being taken and if they sit around for over an hour and do nothing to defend well....
The ultimate question is: What period of time should the flip time be based on? Some people say they want it to cover a time span so that everyone has the opportunity to fight for every system. I disagree. IMO it should be based on the amount of time it takes to form up a blob and have that blob cover 2 distant systems.
In other words when the flip time is 7-8 hours that fleet can stay and wait an extra 15 minutes for that 5th scimitar pilot to get his ship fit. If it were closer to an hour flip time they may have to leave without him. They may have to leave with just a few ships at first and hope reinforcements will come. Once that starts happening - that is when you get the crazy fun fights. Not the slow boring civil war style fights were each fleet takes its time and gets all the firepower they can and then rolls out. Because what happens then is one side realizes - "well I can't match that firepower so I will just stay docked." Results: No fights. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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TomyLobo
Posthuman Society Enclave.
0
|
Posted - 2012.05.06 18:07:00 -
[17] - Quote
Veshta Yoshida wrote:Just re-read your post Cea .. one hour flips .. really .. read it as "old schema" before  Vordak Kallager wrote:..I can assure you, if the Amarr had the upper-hand in the warzone, they would not be complaining..
Pardon? Take a timemachine (read: use search engine) and look at everything I have complained about the past 3-4 years in regards to FW .. it has been quite a lot, and since Amarr has had the "upper-hand" for considerably longer when tallied your assurances are as useless as your desire for freedom. Holy **** batman.
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Petrus Blackshell
Rifterlings
930
|
Posted - 2012.05.06 19:11:00 -
[18] - Quote
Vordak Kallager wrote:C'est la EVE. I'm going to go ahead and steal that expression since it's awesome. Kudos. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Deen Wispa
Screaming War Eagles Incorporated
246
|
Posted - 2012.05.06 20:30:00 -
[19] - Quote
Petrus Blackshell wrote:Vordak Kallager wrote:C'est la EVE. I'm going to go ahead and steal that expression since it's awesome. Kudos.
I wonder where he got that expression from? :)
C'est La Eve :) Gallente Militia -áPVP Corp. Selective recruitment open. http://iamsheriff.com/eagle.html |

Mutnin
SQUIDS.
172
|
Posted - 2012.05.06 21:10:00 -
[20] - Quote
Veshta Yoshida wrote:Question is what is too short/long. We went from DT centric 2-3 day captures, straight to 5-7 hrs semi-DT centric captures .. which means we have already experienced the extremes of what it might/could/should be. If one is perpetually outgunned/outmanned then one should not be able to take space but merely be able to hold onto a few scraps (read: key systems). Makes sense both in real world and gameplay terms .. the Rambo films were decent enough but make for horrible mechanics  Note: This is probably the main reason why a majority are against the lock-out consequence as the end result from at least one militia (not naming names) will be in high-sec within 6-8 weeks of it going live regardless of x5 modifier. The x5 modifier they are operating with now was most likely added because CCP really dislikes having to say "We made a whoopsie" and that is what the "3 plex/hour, 23/7" is in plex mechanics. What they should try is to come up with a way of making plex spawning player controlled. Addresses your concern about underdogs not being able to make headway before the blob logs on and would be a way to get rid of the DT shuffle once and for all. The underlying system is already in place (more or less) in that mission plexes are spawned by player action so all that is needed is an additional layer that directs the spawn algorithm .. we have seen the brute force method back when declining FW missions didn't result in penalties.
TBH, I was against the fast flip times but after watching the plex fighting on the map between Gal & Caldari it really does sort of balance things out. I honestly don't plex much but I do keep a eye on the map quite often.
The ability to do fast flips allows Caldari guys to counter Gallente Late EU/US time zone Blobs. Gallentte on the other hand can't out number our guys around the clock which means Caldari guys can blob to fight back in their stronger hours.
No this doesn't result in big battle reports fighting over systems in null sec style, but yes there is a lot of PVP going on in the plexes. In a sense Plexing has sort of turned into a meta game in a way but still space ships get exploded and there is a constant back & forth ownership of some systems creating IMO a very dynamic battle front.
The problem is with the new system it's gonna slow that down and it gonna turn plexing into long fights over systems where the side that can out blob the other the longest will win. I think it will likely turn guys off from the plexing because right now key systems can be a hot bed because everyone knows they can get flipped pretty fast.
The biggest problem with the current system is when added station lock outs it's sort of a death blow to average guys.
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Machiavelli's Nemesis
Angry Mustellid Iron Oxide.
6
|
Posted - 2012.05.07 00:05:00 -
[21] - Quote
Basically what other people have said.
Station lockouts and LP upgrades are justifications for system occupancy we've all wanted for years but if people know that their home system can be flipped in an 8 (or less) hour stretch during their off-TZ when the numbers aren't there for a meaningful defence then there's no real incentive to spend any LP upgrading the system.
On the other hand, month long campaigns fighting over a single system are draining for both sides and eventually cease to be fun. Increasing the frequency of spawns and removing the dependance on DT for plexing was a good idea overall but IMO it's now *too* short. Tweaking it so that no matter what it'll be more than 24 hours is good, that way if you want to rob a system out from under its residents they will actually have a say in the matter, rather than sneakily flipping it in the night while they're asleep to avoid fighting them. |

Cearain
Imperial Outlaws
393
|
Posted - 2012.05.07 14:27:00 -
[22] - Quote
Machiavelli's Nemesis wrote:Basically what other people have said.
Station lockouts and LP upgrades are justifications for system occupancy we've all wanted for years but if people know that their home system can be flipped in an 8 (or less) hour stretch during their off-TZ when the numbers aren't there for a meaningful defence then there's no real incentive to spend any LP upgrading the system..
I am not sure if you are reading the forums but its controversial, to say the least, to claim "we all wanted" station lockouts.
As far as whether it is worth it to spend lp to upgrade a system even though you *might* lose it in one hour or 8 hours or 24 hours or 48 hours will depend on the advantages offered for the upgrades, and the cost of the upgrades. We don't really know this information so its hard to say.
Machiavelli's Nemesis wrote: On the other hand, month long campaigns fighting over a single system are draining for both sides and eventually cease to be fun. Increasing the frequency of spawns and removing the dependance on DT for plexing was a good idea overall but IMO it's now *too* short. Tweaking it so that no matter what it'll be more than 24 hours is good, that way if you want to rob a system out from under its residents they will actually have a say in the matter, rather than sneakily flipping it in the night while they're asleep to avoid fighting them.
Are you assuming everyone signs in every 24 hours in order to defend their space? Perhaps you think everyone should sign in every 24 hours to defend their space and if they don't then tough luck for them?
Basing the flip times on when people should or could sign on is sort of an undlerlying assumption in allot of this discussion. I think a 24 hour sign on is the sort of assumption you can make for null sec but not for more casual faction war players. I might not sign in for a week in order to defend space. But I don't want the flip times to be based on how often I sign on to fight for occupancy at all. I think that should be irrelevant.
What you say here is sort of the underlying assumption I want to ask the community to think through.
1)Should the time to flip a system be based on how often we think we will (or should) sign in to defend space (if so what is that time?) I certainly don't sign on every 24hours in order to defend space. If I did I would be in null sec.
OR
2) Should the time to flip a system be based on how long it takes to form and mobilize a blob through different systems - that way small gangs can still accomplish something in this system. (this would be in the hour - 2 hour range)
OR
3) Should they use some other measure of time?
What are the likely effects of using longer or shorter times?
I think these are very important questions because it will dictate what sort of combat we have and how frequently we get it. Knee jerk reaction that extend these times do to bad lock out mechanics just piles error on top of error and makes the game much worse. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Joran Dravius
Imperial Academy Amarr Empire
25
|
Posted - 2012.05.07 15:02:00 -
[23] - Quote
qDoctor Strangelove wrote:time zone war counter. deal with it.
flipping a system / station in 48 hours sounds to short imo. Null sec is more or less a week I believe. And look how many systems flip in 0.0. |

Dirk Smacker
Inglorious-Basterds
25
|
Posted - 2012.05.07 15:59:00 -
[24] - Quote
I don't think you should be able to flip a system in one shot. I think there should be multiple phases where the bunkerfrastucture goes into reenforce after a handful of hours of "perfect plexing", each stage taking more time. The defenders would only be able to decontest to the next safest phase, plus decay.
Much more of a push-pull, much less ninja capture. I guess once you have a signature, you cannot have a blank one. |

Cearain
Imperial Outlaws
409
|
Posted - 2012.05.11 14:55:00 -
[25] - Quote
I call this the "flip time" but really its more "reaction time". If there is some reaction from the other side then the system won't flip in that time. It will only actually flip if there is no response.
Here is another proposal that I think would be worth considering:
You can't dock and access the station in an enemy system that is not contested. Once a system is contested though the docking and station services would be open to both sides.
So by doing a single plex side on the offensive would unlock their ships and docking rights and services in that system. Thus allowing them to continue an ongoing fight. The defending side would be urged to quickly react and decontest the system so the offensive side would be locked out again. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Vordak Kallager
Autocannons Anonymous Late Night Alliance
235
|
Posted - 2012.05.11 15:02:00 -
[26] - Quote
Cearain wrote:Here is another proposal that I think would be worth considering:
You can't dock and access the station in an enemy system that is not contested. Once a system is contested though the docking and station services would be open to both sides.
So by doing a single plex side on the offensive would unlock their ships and docking rights and services in that system. Thus allowing them to continue an ongoing fight. The defending side would be urged to quickly react and decontest the system so the offensive side would be locked out again.
This. Mother of god, this, please CCP. Sa souvraya niende misain ye. |

K8 Solo
Autocannons Anonymous Late Night Alliance
0
|
Posted - 2012.05.11 15:52:00 -
[27] - Quote
Vordak Kallager wrote:Cearain wrote:Here is another proposal that I think would be worth considering:
You can't dock and access the station in an enemy system that is not contested. Once a system is contested though the docking and station services would be open to both sides.
So by doing a single plex side on the offensive would unlock their ships and docking rights and services in that system. Thus allowing them to continue an ongoing fight. The defending side would be urged to quickly react and decontest the system so the offensive side would be locked out again. This. Mother of god, this, please CCP.
Yes indeed. An inability to fast-reship will make assaulting a system with roughly even numbers on each side far less attractive to the offensive parties, since attrition will favor the defenders who can reship much faster. Make it possible to reship in system as long as it's contested and everyone will get more fights.
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Mutnin
SQUIDS.
181
|
Posted - 2012.05.11 16:30:00 -
[28] - Quote
Machiavelli's Nemesis wrote:Basically what other people have said.
Station lockouts and LP upgrades are justifications for system occupancy we've all wanted for years but if people know that their home system can be flipped in an 8 (or less) hour stretch during their off-TZ when the numbers aren't there for a meaningful defence then there's no real incentive to spend any LP upgrading the system.
On the other hand, month long campaigns fighting over a single system are draining for both sides and eventually cease to be fun. Increasing the frequency of spawns and removing the dependance on DT for plexing was a good idea overall but IMO it's now *too* short. Tweaking it so that no matter what it'll be more than 24 hours is good, that way if you want to rob a system out from under its residents they will actually have a say in the matter, rather than sneakily flipping it in the night while they're asleep to avoid fighting them.
Who is this "we" you speak of? For every one person that is for the station lock outs you can just about point to 2 or 3 that are against it. Of those few that are in favor of it, "most" are from the sides that currently have the most active blobs so have little to risk.
I bet these posts would look much different if this station lock out was happening say a year or two ago with both Gallente & Minmatar were on the fail side. How many Minmatar including Hans would still be in favor of this if Amarr were still out blobbing you everyday with BS supported guardian gangs?
How many of the Gals would be in support of station lock outs if it came at the time when Caldari were getting their medals for capturing every Gallente system?
The difference in the past when a Militia was in the stages of fail.. They could always come back given enough time the FW war zones despite all the game mechanic problems were always able to come back. What CCP is doing is just creating a bar that will be next to impossible to overcome once one side or the other falls too far.
It's rather ironic that after all the years of ignoring FW and everyone saying it was dead, but the players kept it going, that CCP by actually putting focus & developing it on it will likely finally kill FW. |

Dare Knight
The 0ffice of Secret Intelligence
8
|
Posted - 2012.05.11 16:51:00 -
[29] - Quote
Just throwing my half-read-thread 0.02 ISK into this.
I personally think the longer flip times are great. I get what the OP is saying in regards to small gang or solo flipping, as your actions won't be immediately beneficial to your faction alone. However, couple that with the other additions which make FW more null-sov-like, such as system upgrades and station lock-outs, and I think the argument by itself stands to state that the longer flip times are only beneficial.
While they haven't done it yet, from what I can tell anyway, later on down the road as the new FW mechanic fleshes out, they may include different selectable upgrades besides the ones they're giving now (NPC's at gates, cheaper clone costs, etc), such as grav site spawn upgrades, wh spawn upgrades, among many other things that you only find in null that would boost industry and REALLY give you a good reason to fight in FW. If I personally, as a corp, put in LP to upgrade a system with such upgrades so my miners can mine better gravs, build more ships, and improve our commerce as a corporation, you can bet your arse I want to fight to protect that system/systems. A 1 hour, 5-7 hour, or even a 12 hour flip time is of no use to me, as all that hard work to flip the system in the first place and then upgrade it goes to waste.
Now granted my argument is on a very small scale and only really encompasses my corp personally, but the point is still there. Any upgrades to any systems benefits everyone in the faction. It would even benefit non-FW corps. That being said, I would rather the work to upgrade system be safeguarded from fast flips and instead be drawn out over time. I think 40 hours is acceptable. EDIT: Actually, in all reality I would want more time to defend such an investment. I agree with an above post that null takes days, even weeks, yet systems flip all the darn time.
Again, I apologize if I'm restating someone elses point. I got excited at the bottom of page 1 and felt the need to throw my coins in. It's very simple, really. If you see Tengus on scan, they are ratting. If you see a shitload of Tengus, the Russians are blobbing. If you see Proteuses on scan, they will be on top of you in about a second. If you see a shitload of Proteuses, the big boys are having a goodfight. |

Mutnin
SQUIDS.
181
|
Posted - 2012.05.11 16:56:00 -
[30] - Quote
Dare Knight wrote:Just throwing my half-read-thread 0.02 ISK into this.
I personally think the longer flip times are great. I get what the OP is saying in regards to small gang or solo flipping, as your actions won't be immediately beneficial to your faction alone. However, couple that with the other additions which make FW more null-sov-like, such as system upgrades and station lock-outs, and I think the argument by itself stands to state that the longer flip times are only beneficial.
While they haven't done it yet, from what I can tell anyway, later on down the road as the new FW mechanic fleshes out, they may include different selectable upgrades besides the ones they're giving now (NPC's at gates, cheaper clone costs, etc), such as grav site spawn upgrades, wh spawn upgrades, among many other things that you only find in null that would boost industry and REALLY give you a good reason to fight in FW. If I personally, as a corp, put in LP to upgrade a system with such upgrades so my miners can mine better gravs, build more ships, and improve our commerce as a corporation, you can bet your arse I want to fight to protect that system/systems. A 1 hour, 5-7 hour, or even a 12 hour flip time is of no use to me, as all that hard work to flip the system in the first place and then upgrade it goes to waste.
Now granted my argument is on a very small scale and only really encompasses my corp personally, but the point is still there. Any upgrades to any systems benefits everyone in the faction. It would even benefit non-FW corps. That being said, I would rather the work to upgrade system be safeguarded from fast flips and instead be drawn out over time. I think 40 hours is acceptable.
Again, I apologize if I'm restating someone elses point. I got excited at the bottom of page 1 and felt the need to throw my coins in.
I'm pretty sure mining upgrades are the last thing the average guy in FW is interested in. The bulk of us just want easy access to PVP & a reliable way to pay for our losses.. Keep the system upgrades in null sec.. TBH.
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