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CCP Navigator
C C P C C P Alliance

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Posted - 2009.09.16 21:05:00 -
[1]
CCP Weirdfish introduces a new blog concerning testing of Dominion on Singularity over the coming weeks.The three tests will involve the new Navy ships and changes to Faction ships. Super Capitals will also be stress tested along with the new changes to sovereignty.
Full details are available in this blog.
Navigator Senior Community Representative CCP Hf, EVE Online
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Estel Arador
Minmatar AFK
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Posted - 2009.09.16 21:12:00 -
[2]
Edited by: Estel Arador on 16/09/2009 21:12:15
Quote: So, we have decided to give you all every skill at level 5.
w00t, disable Concord and we have an Armageddon Day! 
Also the Red vs Blue concept being adopted by CCP, should be fun 
FREE jumpclone service: Thread|Podlog |

Kyoko Sakoda
Caldari Veto. Veto Corp
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Posted - 2009.09.16 21:15:00 -
[3]
Level 5 skills AND cake!?
This is too generous. 
___
Latest video: War Has Come (720p) |

Weaselior
GoonFleet GoonSwarm
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Posted - 2009.09.16 21:16:00 -
[4]
what the christ 12 hours to lose a system? Don't you think that's just a tad bit insane?
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.09.16 21:19:00 -
[5]
EVE has QA people? Could have fooled me.
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Manu Hermanus
FaDoyToy
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Posted - 2009.09.16 21:19:00 -
[6]
another new blog?!?!
now what do they have planned for fanfest  You're posting again!? Has it really been 5 mins?
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Sae Jabar
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Posted - 2009.09.16 21:22:00 -
[7]
yeah cool with the supercaps, something you guys should have done a long time ago 5'ing everyone's skills
so, how many disruptors can be anchored?
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Misanth
Reaper Industries
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Posted - 2009.09.16 21:23:00 -
[8]
I like the setup for these testings. Will probably be around there somewhere.  - I'd tell you why but then I'll have to kill you. And to kill you I'd have to log in. And to log in I'd have to stop browsing these forums. Both you and me knows that'll never happen. |

Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.09.16 21:24:00 -
[9]
Why did you post that flow chart and then bloody well describe the mechanics of every thing on there.
Like how long does a disruptor field take to anchor? how long does it take to kill one? How many can you have in a system.? How many can an opposing alliance put up at a time?
If an opponent spams 50 systems with enough of them simultaneously how hard will it be to kill them all?
This makes more questions then answers. Please stop putting tidbits of info out and actually put REAL info out.
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The Mittani
GoonFleet GoonSwarm
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Posted - 2009.09.16 21:28:00 -
[10]
Edited by: The Mittani on 16/09/2009 21:35:29 ok so there's no more stront timing, to conquer something we'll need to disrupt and hold that disruption for 12 hours without interruption/loss (then blow up the claimer, drop your own and defend that for 24 hours, so on the whole a 36 hour process from invasion to claim)
you're going to have a future of small dense alliances and the only ones who will be able to conquer will do so by way of making cross-timezone allies
also what methods do you have to prevent spamming of disruptors, the first obvious thing to do is just send people out willy-nilly with disruptors, tossing them up and running away
Sins of a Solar Spymaster: my ~fair and balanced~ column TheMittani @ Twitter
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Sgt Blade
Caldari Veto. Veto Corp
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Posted - 2009.09.16 21:40:00 -
[11]
Originally by: Professor Dumbledore Why did you post that flow chart and then bloody well describe the mechanics of every thing on there.
Like how long does a disruptor field take to anchor? how long does it take to kill one? How many can you have in a system.? How many can an opposing alliance put up at a time?
If an opponent spams 50 systems with enough of them simultaneously how hard will it be to kill them all?
This makes more questions then answers. Please stop putting tidbits of info out and actually put REAL info out.
wait till you can test it on SISI and try it out?
Hypnotic Pelvic Thrusting Level 5 |

Kelly Smith
Perkone
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Posted - 2009.09.16 21:40:00 -
[12]
Originally by: Sgt Blade
Originally by: Professor Dumbledore Why did you post that flow chart and then bloody well describe the mechanics of every thing on there.
Like how long does a disruptor field take to anchor? how long does it take to kill one? How many can you have in a system.? How many can an opposing alliance put up at a time?
If an opponent spams 50 systems with enough of them simultaneously how hard will it be to kill them all?
This makes more questions then answers. Please stop putting tidbits of info out and actually put REAL info out.
wait till you can test it on SISI and try it out?
Testing requires understanding how they are going to work.
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.09.16 21:41:00 -
[13]
All lvl 5 \o/ pretty cool.
I am worried that it may be too easy to destroy the disruptor modules... but I'm sure you've got something fun planned. Can't wait.
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Drakan290
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Posted - 2009.09.16 21:41:00 -
[14]
Edited by: Drakan290 on 16/09/2009 21:41:19 \o/ Sov will be mine!
Also; supercapitalslol and level 5 skills.
Weirdfish <3
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Roemy Schneider
Vanishing Point.
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Posted - 2009.09.16 21:42:00 -
[15]
yes, because nothing happens in eve on fridays - putting the gist back into logistics |

Sgt Blade
Caldari Veto. Veto Corp
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Posted - 2009.09.16 21:45:00 -
[16]
Originally by: The Mittani Edited by: The Mittani on 16/09/2009 21:35:29 also what methods do you have to prevent spamming of disruptors, the first obvious thing to do is just send people out willy-nilly with disruptors, tossing them up and running away
I am pretty sure that there would be a limit on how many disruptors you can put down at once, like up to 3-5 ish, and it would be obvious that the claiming beacon will have a lot more HP then your disruptors. That and we don't know how much they cost and how big they are so if you need expanded haulers to carry them simply running in a dropping them might not be so easy
Hypnotic Pelvic Thrusting Level 5 |

Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.09.16 21:47:00 -
[17]
And this does nothing to stop timezone wars you idiots. Make it longer then 12 hours.
09:00 Eve Time Russian time zone alliance anchors a disruption field 10:00 Eve Time Disruption field online 22:00 Eve Time Claim marker Vulnerable 22:05 Eve Time European time zone alliance destroys Claim Marker > Sov Neutral 23:00 Eve Time US time zone alliance comes home from work
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Samuelous
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Posted - 2009.09.16 21:49:00 -
[18]
Quote: There will be three tests. The first will be to test changes made to faction ships resulting from feedback we gained as a result of our last public test event. A wide array of faction ships will be provided and you will have an opportunity to give us your opinions on the changes. It is important to remember these changes are not final.
can you provide details on these changes? |

Briana Jameson
Gallente
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Posted - 2009.09.16 21:49:00 -
[19]
Originally by: Sgt Blade
Originally by: The Mittani Edited by: The Mittani on 16/09/2009 21:35:29 also what methods do you have to prevent spamming of disruptors, the first obvious thing to do is just send people out willy-nilly with disruptors, tossing them up and running away
I am pretty sure that there would be a limit on how many disruptors you can put down at once, like up to 3-5 ish, and it would be obvious that the claiming beacon will have a lot more HP then your disruptors. That and we don't know how much they cost and how big they are so if you need expanded haulers to carry them simply running in a dropping them might not be so easy
Alliance A goes to sleep. Alliance B jumps in some rorquals and bridges in support fleet. Simultaneously anchors disruptors. Few people still awake in Alliance A **** themselves and can't get into the system.
Alliance A wakes up and goes to work. By the time they get home, Alliance B has destroyed their claim marker. Sov = neutral.
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Pringlescan
GoonFleet GoonSwarm
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Posted - 2009.09.16 21:51:00 -
[20]
Please say one of the advantages of holding a station system will be that you can time your sov claimers, or that would be really stupid.
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Sgt Blade
Caldari Veto. Veto Corp
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Posted - 2009.09.16 21:51:00 -
[21]
Originally by: Kelly Smith
Testing requires understanding how they are going to work.
Did you not read that dev blog? they just told you how everything works more or less, the only thing left to test is what the modules are like, how big they are amount of HP to kill one ect ect....which is what the goonie asked
Hypnotic Pelvic Thrusting Level 5 |

Barwinius
Ars ex Discordia
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Posted - 2009.09.16 21:51:00 -
[22]
It would seem there are some potential flaws with the new sov model.  |

ShadowDraqon
The Quantum Company Independent Faction
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Posted - 2009.09.16 21:53:00 -
[23]
Edited by: ShadowDraqon on 16/09/2009 21:55:26
Originally by: CCP Weirdfish blog ...we have decided to give you all every skill at level 5

...wait, I think I missed the rest of it.
Will there be supercaps seeded on market?
~ MED-SEC ~ AND The Blatantly Obvious |

Kelly Smith
Perkone
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Posted - 2009.09.16 21:54:00 -
[24]
Originally by: Sgt Blade
Originally by: Kelly Smith
Testing requires understanding how they are going to work.
Did you not read that dev blog? they just told you how everything works more or less, the only thing left to test is what the modules are like, how big they are amount of HP to kill one ect ect....which is what the goonie asked
No testing requires HOW its supposed to work. Not go in and test and see what its like now. Testing requires you to know how its supposed to work so that if its not acting the way it should you can report it as a bug but you wouldn't know its a bug because you have no ****ing idea how its supposed to work.
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Jean CatClaw
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Posted - 2009.09.16 21:56:00 -
[25]
omg.. its full of st..eh devblogs..
:happyface:
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Soleil Fournier
AWE Corporation Intrepid Crossing
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Posted - 2009.09.16 21:57:00 -
[26]
This is not a timezone proof system as was stated you wanted it to be. 12 hours on the disruptors is not nearly enough. The absolute minimum should be 24.
Otherwise system ping-pong will be the name of the game.
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MoonsOverMyHammy
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Posted - 2009.09.16 21:57:00 -
[27]
*watches XXDeathXX conquer eve during tax season*
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Kerdrak
Big Guns Inc. Atlas Alliance
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Posted - 2009.09.16 21:58:00 -
[28]
Sovereignty from "Simulator" to "Arcade". ________________________________________
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Le Dentiste
Caldari Provisions
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Posted - 2009.09.16 22:02:00 -
[29]
I think i can predict without doubt that the cake is a lie.
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De Guantanamo
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Posted - 2009.09.16 22:02:00 -
[30]
Look mom!
I'm the last poster in a thread about...cake.
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Gran Frondre
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Posted - 2009.09.16 22:04:00 -
[31]
print 'Hello, page 2.'
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ceaon
Gallente
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Posted - 2009.09.16 22:04:00 -
[32]
Quote: rogue packs of orcas
mention on DEV blog EPIC 
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2009.09.16 22:04:00 -
[33]
Request topic change to 'Hello, New Eden'

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Volir
Dot.
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Posted - 2009.09.16 22:05:00 -
[34]
If that diagram is in any way accurate this new system is easily gamed by timezones.
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Nika Dekaia
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Posted - 2009.09.16 22:08:00 -
[35]
omgomgomg... <3
Good thing it's on fridays. I'll have a chance to be there since I'm away during the week.
Keep those DevBlogs comming.
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Letifer Deus
Bannable Offense. Minor Threat.
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Posted - 2009.09.16 22:10:00 -
[36]
Edited by: Letifer Deus on 16/09/2009 22:09:49
Quote: the duration of the supercapital test, estimated to be a 48 hour period.
So for 48 hrs, devs are going to be around handing out supercaps or what? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Le Dentiste
Caldari Provisions
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Posted - 2009.09.16 22:17:00 -
[37]
With the 495m SP character handout too?
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ropnes
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Posted - 2009.09.16 22:18:00 -
[38]
Edited by: ropnes on 16/09/2009 22:19:24 Umm, is it fine to test other stuff ? D: I want to try some things out when I have all level V
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Casiella Truza
Back Alley Trading Company
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Posted - 2009.09.16 22:18:00 -
[39]
Oooh. Flowchart. Pretty flowchart. -- EVE Blog EVE Twitter |

Wollari
Phoenix Industries Wicked Nation
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Posted - 2009.09.16 22:22:00 -
[40]
Nice Devblog and Really interesting concept. I've a few questions.
1) How tough are the Claim markers. Who many ships do you need to destroy them. 2) Will System Upgrades makes those Claim Markers harder to kill?
and most important for me as EveMaps enthusiast:
3) What kind of data will be available via API (public and private)?
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Daedalus II
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Posted - 2009.09.16 22:23:00 -
[41]
What's wrong with the 12 hour timer?
Attackers: If they can't maintain a presence in a system for 12 hours they shouldn't be able to get it anyway. Defenders: If someone leaves their entire empire open for attack during 12 whole hours they shouldn't have it anyway.
Even if all defenders are in the same time zone, given that a normal person sleeps 8 hours each night, that should mean 4 hours where the defenders are able to mount a resonably large fleet. What are you complaining about?
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Mioelnir
Minmatar Meltdown Luftfahrttechnik
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Posted - 2009.09.16 22:25:00 -
[42]
Originally by: Letifer Deus Edited by: Letifer Deus on 16/09/2009 22:09:49
Quote: the duration of the supercapital test, estimated to be a 48 hour period.
So for 48 hrs, devs are going to be around handing out supercaps or what?
Oneiromancer hinted that they might hack the not seeded stuff into the Redeem system on Sisi, so you can basically spawn that stuff via the ESC menu.
Let's just hope the login queue won't reach Armageddon Day levels.
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teji
Ars ex Discordia GoonSwarm
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Posted - 2009.09.16 22:30:00 -
[43]
Originally by: Daedalus II What's wrong with the 12 hour timer?
Attackers: If they can't maintain a presence in a system for 12 hours they shouldn't be able to get it anyway. Defenders: If someone leaves their entire empire open for attack during 12 whole hours they shouldn't have it anyway.
Even if all defenders are in the same time zone, given that a normal person sleeps 8 hours each night, that should mean 4 hours where the defenders are able to mount a resonably large fleet. What are you complaining about?
Nice troll bro
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MoonsOverMyHammy
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Posted - 2009.09.16 22:32:00 -
[44]
Originally by: Daedalus II What's wrong with the 12 hour timer?
Attackers: If they can't maintain a presence in a system for 12 hours they shouldn't be able to get it anyway. Defenders: If someone leaves their entire empire open for attack during 12 whole hours they shouldn't have it anyway.
Even if all defenders are in the same time zone, given that a normal person sleeps 8 hours each night, that should mean 4 hours where the defenders are able to mount a resonably large fleet. What are you complaining about?
r u unemployed?
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Iloni Atoriandra
Sniggerdly Pandemic Legion
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Posted - 2009.09.16 22:35:00 -
[45]
Will supercaps be provided before the test so those of us with the skills already can test them some more?
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Sidrat Flush
Caldari Life is Experience New Eden Hardware Emporium
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Posted - 2009.09.16 22:43:00 -
[46]
I love the devblogs and the flow chart, and hello to CCP Weirdfish.
Right so you anchor the claim marker and if it's still there 24 hours later Sov is yours (which leads to Pi - I like spreadsheets more than cake).
In order to lose it, the hostiles/renters will have to plant a module 'disruptor field' and keep it alive for twelve hours which makes the claim marker vulnerable to attack - before this however it's not. Seems simple enough, and I'm not going to ask questions that can change after testing or even overnight, like hp and m3 size, but I will ask two questions.
Will claim markers and disruptor fields bpo's be seeded on the market?
Will you be able to anchor them anywhere at all in the system and, wether you're limited to a moon/planet/gate will they appear on the overview for everyone and their Orca of doom to warp in and try to take it out/defend it?
Alliances that want 0.0 access should be able to cover the entire 23 hour game day. If you're trying to defend twenty systems you'll need the man power to do it as well, although in most regions there's choke points a-plenty which could be focused on instead.
I like the direction it's going in, there'll be work-arounds of course and if these modules can be anchored anywhere it could mean going in with a smaller force will be harder to probe down, just depends on the actual points on the modules and the ship you need to carry a few AS WELL AS getting your own marker through as well!
I hope I'll be able to get to the test servers for the fun and games.
Eve-online Industrial Organiser thread t1 & t2 batch manufacturing |

Louis deGuerre
Gallente VA Holding Void Alliance
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Posted - 2009.09.16 22:51:00 -
[47]
It's been a long time since I laughed as hard as when I clicked the 'super capitals' link    --- Sol: A microwarp drive? In a battleship? Are you insane? They arenÆt built for this! Clear Skies - The Movie
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Malen Nenokal
R.E.C.O.N. Minor Threat.
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Posted - 2009.09.16 23:01:00 -
[48]
So many dev blogs! <3
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Haradgrim
Tyrell Corp Fuzzy Nut Attack Squirrels
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Posted - 2009.09.16 23:02:00 -
[49]
The cake is a lie!  --
Originally by: CCP Oveur Just donæt forget the reach-around.
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Pherusa Plumosa
Minmatar Rionnag Alba Against ALL Authorities
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Posted - 2009.09.16 23:22:00 -
[50]
Ok, this mechanic removes pos grinding, but I don't see, how the main problem, the blobfare is changed in any way by this new mechanics.
there have been so many cool ideas with borders and stuff that adds more tactical depths. what happened to them? you basically just redirect the blob from POSes to claim markers.
sov warfare atm: call blob, shoot pos sov warfare dominion: call blob, shoot markers
just makes sov warfare a bit faster, but not more interesting.
another question: I guess, every alliance can anchor only one disruptor fields. so it makes even more sense to bring all your friends and spamm disruptor fields, so that the defender has to grind disruptor fields. __________________________________________________
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BenjaminBarker
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Posted - 2009.09.16 23:27:00 -
[51]
Since they've been pretty clear that claiming Sov will require dreads - wtf?
How many alliances out there actually have 24 hour cap fleet coverage? All it takes is an alarm clock op and you lose a new claim marker. Or worse, try to take space from someone in another timezone. They'll always be active when you're not. If the enemy can just choose to engage in your off hours, they'll probably be able to bring the fleet to do it, but there is no way you can defend it.
How about making it invulnerable for the first 24 hours and add stront before starting to set it's final timer. It has to take 24 hours, but you can add up to an additional 24 hours with stront. That way the anchoring alliance sets the time of the fight, and actually has a chance to defend the new structure.
Not a big fan of the 12 hour timer either. Think it'd be better if you kept fuel in the marker after it's online to determine the duration of a disruptor.
This system seems to favor who ever is on the offensive. It feels like it'll be too easy to drop sov, and too hard to pick up sov.
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JuicyCakes
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Posted - 2009.09.16 23:27:00 -
[52]
I like the direction CCP is going for. Make alliances more focus and use less space instead the current situation where they occupy large swaths of mostly unused territory.
An important question, however, is how will the current system be transitioned to the proposed system?
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Spartan dax
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Posted - 2009.09.16 23:47:00 -
[53]
Meh, how is this system actually different in terms of gameplay compared to our current one? Oh sure it's just two objects in space that needs to be defended/attacked but they might as well be called poses for all I care. We'll still see uberblobs showing up for these occasions.
And here I was hoping for a more activity based sovereignty determined system where ratting, mining, plexing and manufacturing etc, you know, stuff that requires people to actually be present in a system on a daily basis to count towards sov. That sov would degrade naturally over time when people weren't using the system guaranteing afk empires to vanish and making vast excursions of your alliance for a prolonged period of time impossible if you wanted to keep your old space.
This flowchart looks in essence like the system we have, just a bit faster. If our next sov system can't differentiate between deep pockets enabling vast vacant empires and the busy alliance working their space everyday it's just not worth having.
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Darkdood
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Posted - 2009.09.17 00:01:00 -
[54]
I'm sure we are missing other parts of the whole picture but it does seem allot like sov is the same basic system. Its just shifted to these markers rather than POS's and speeded up a bit. I fail to see how this helps small alliances. Even if a large alliance doesn't hold and pay for sov over X set system they can still wage a short but effective blob campaign to prevent other people from taking that sov.
Plz tell me there is more to this???
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steave435
Caldari Sniggerdly Pandemic Legion
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Posted - 2009.09.17 00:12:00 -
[55]
So, instead of having to spend a few hours shooting towers, with the ability to do a few at a time, we get to spend 12 hours guarding the disruptor, and not paying attention to it even for a short time would mean that it has to be started all over again...The current system is bad, but that's worse.
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Naku Moontear
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Posted - 2009.09.17 00:15:00 -
[56]
Nice Blog and ideas. Also I'm glad there is no Dust in it ^^
I think 12h is way to short. Make it 24h or better 36h+. There is no need that an Alliance can set the timer, the marker can be destroyed all the time anyway.
Intersting would be the anchor/online time as the HP of the Marker.
btw, how much dmg do the Fighter-Bombers ?
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TeRata
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Posted - 2009.09.17 00:17:00 -
[57]
Seems like fun - Also seems like initial testing of basic mechanics. Is everyone forgetting that later features will see improvements being able to be built in the systems, perhaps for better defense etc. But don't forget theres only 1 week of testing so perhaps some of these timers have also been shortened for this experience.
Can't wait to see what improvements can be made in a system you have Sov in.
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ShadowMaster
Gallente No Limit Productions
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Posted - 2009.09.17 00:24:00 -
[58]
Every one needs to keep in mind that this is a part of how to conquer a system. Remember Dust 514? CCP has stated before, on multiple occasions, that they intend on having more options in how you conquer a system. What they are testing here is clearly just part of the system. Fairly certain that if it was the WHOLE sov system they would have had a dev blog dedicated just for it, not a section of one. Please calm down... wait, nvm asking internet people to calm down is pointless.
Anyways, yea, more to the sov system. They gave us all the information we need to test this part of the system. Most of your questions, are probably the same questions CCP has (how disruptors can an alliance place?) and is why they want to have a 5 day testing of the system. |

Cadde
Gallente FireworX
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Posted - 2009.09.17 00:28:00 -
[59]
Originally by: MoonsOverMyHammy
Originally by: Daedalus II *snip* ... Even if all defenders are in the same time zone, given that a normal person sleeps 8 hours each night, that should mean 4 hours where the defenders are able to mount a resonably large fleet. What are you complaining about?
r u unemployed?
He sells his ISK to buy speed so he can sit in front of eve the entire 16 hours he's awake?
...
On a more serious note, i would have to say...
Depending on the time it takes to set up a disruptor/kill it and the time it takes to set up a claim flag/kill it. The process of killing sov for someone would take 13 to 14 hours. (In the best case scenario) I will just assume that the average player spends 8 hours sleeping, 3 hours putting on clothes/cooking/eating/toilet breaks/traveling to work and 9 hours at work. That's 18 hours of the day spent on Reality. Add some family time to that or whatnot and the average player would maybe spend 3 hours a day on playing the game. Now, with that generalization out of the way, lets assume the current alliances that are from the same timezone play EvE between 8pm and 11pm each day. This means they have that 3 hour window where they can retaliate and claim space.
The current sov mechanic makes it so that it takes at least a week to get sov, right? This basically means (if i am right) that one alliance trying to take sov from another alliance of the same timezone is forced to overpower the defenders since they play at the same time. While on the other hand, alliances that are not of the same timezone will have trouble defending against their attacker effectively. Even IF they have 24 hours or a week to do anything about it.
So my first point is, it doesn't really matter how long the takedown and set-up times are. Players usually follow their schedule.
The second problem is that making the timer too short makes it possible to just throw sov around like golfballs on the golf course. That is, if the timer is less than 6 hours it is possible for any alliance, same timezone or not, to just switch off sov on a daily basis. And if you make it too long, we are back at the "grind" situation, it just happens to be that there is no more pos bashing for hours on end. You simply wait for your stuff to take effect. Let me emphasize on the "waiting for" part here... If you place 5 disruptors in a system and simply leave hoping that not a single soul will bother killing them off... Well... You are out of luck! That means you will have to have someone maintain your offensive effort, in this case, for 12 hours straight! If CCP where to lengthen this time, you would also have to maintain your offensive assault for that time to actually make something happen. I don't know that many players who would be willing to keep that up for longer than a few hours.
My second point is therefore, Sov change has to be quick enough to fit inside 2 days work (weekend of takedown and claiming your own) which is the case with CCP's suggestion. Otherwise it becomes a grind/blobfest.
...
Finally, if your alliance is dead set on having the same timezone members and friends then i don't think you will make it in the new system. Sorry... :(
There are three major game timezone in eve...
- US - Spans 7 hours in 4 timezones (10 to 11 hours including Hawaii, alaska and the easternmost parts)
- Europe - 6 hours over 3 timezones
- The rest - 13 to 14 hours over 10 timezones (including china that is...
)
That is 31 effective gameplay hours over the 24 hour cycle.
...
Make sure your alliance can cover at least 50% of these timezones and you are good to go. US/Europe is a good mix really!
In short, ADAPT OR DIE
Also, make sure you test this in SISI before deciding whether this is really a crappy setting or not. And for this one time, keep an open mind about it. If you couldn't change the timers. What would you change to make it work? Be constructive!
My opinions belong to me, you can't have them!
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.09.17 00:28:00 -
[60]
Originally by: ShadowMaster Every one needs to keep in mind that this is a part of how to conquer a system. Remember Dust 514? CCP has stated before, on multiple occasions, that they intend on having more options in how you conquer a system. What they are testing here is clearly just part of the system. Fairly certain that if it was the WHOLE sov system they would have had a dev blog dedicated just for it, not a section of one. Please calm down... wait, nvm asking internet people to calm down is pointless.
Anyways, yea, more to the sov system. They gave us all the information we need to test this part of the system. Most of your questions, are probably the same questions CCP has (how disruptors can an alliance place?) and is why they want to have a 5 day testing of the system.
Yes please let another game interface with this game and then determine though a magical set of numebers something in this game? what you think that's a ****ing great idea?
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Solidatus
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Posted - 2009.09.17 00:29:00 -
[61]
Edited by: Solidatus on 17/09/2009 00:31:25 Shamelessly stolen from SHC (many thanks to Vanden for digging this up):
On Sisi right now:
Territorial Claim Marker
This unit contains a large fluid router array. By establishing an alternate data route to CONCORD networks, it grants de-facto administrative control of the system it's in to its owners.
Once online, it installs defensive protocols into the local data net, which cause targeting systems to consider it an invalid target. The only way to remove this structure once established is to seed override protocols into all stargates in the system simultaneously, using System Restore Hubs.
http://img.photobucket.com/albums/v473/W4lly/capture2.png
System Restore unit-
This computing unit will interface with any nearby stargate, and attempt to restore default operating protocols to it. This process takes twelve hours to accomplish, and will only succeed when all stargates in the system have been overriden in this manner.
Once a successful override has been made, any Territorial Control Units in the system will become vulnerable to attack.
http://img.photobucket.com/albums/v473/W4lly/capture3.png
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Zilnam Haa
Gallente Brood of Redemption
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Posted - 2009.09.17 00:32:00 -
[62]
A welcome change to SOV for us younger players - Well Done CCP 
To the test days with skills @ lvl 5 & test a "SuperCap" - \o/ Thx Weirdfish
The game evolves......as only EvE does.
See you on Sing  |

Niitsitapi
Amarr
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Posted - 2009.09.17 00:42:00 -
[63]
Edited by: Niitsitapi on 17/09/2009 00:43:08 read it wrong
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Notorious Fuzz
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Posted - 2009.09.17 00:46:00 -
[64]
Is it just me, or does it seem too easy for a roaming gang to drag a whole bunch of disruptor fields with them and drop them all over an opposing alliance's space? I presume they have enough HP to make them difficult to take down, but so should a sov marker. How many disruptor fields are needed? There should need to be a considerable amount to counteract sov based on the value of the system itself. Perhaps institute a roll-back system, the more valuable the system, the longer it takes to make the sov marker vulnerable.
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ShadowMaster
Gallente No Limit Productions
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Posted - 2009.09.17 00:49:00 -
[65]
Originally by: Professor Dumbledore
Originally by: ShadowMaster Every one needs to keep in mind that this is a part of how to conquer a system. Remember Dust 514? CCP has stated before, on multiple occasions, that they intend on having more options in how you conquer a system. What they are testing here is clearly just part of the system. Fairly certain that if it was the WHOLE sov system they would have had a dev blog dedicated just for it, not a section of one. Please calm down... wait, nvm asking internet people to calm down is pointless.
Anyways, yea, more to the sov system. They gave us all the information we need to test this part of the system. Most of your questions, are probably the same questions CCP has (how disruptors can an alliance place?) and is why they want to have a 5 day testing of the system.
Yes please let another game interface with this game and then determine though a magical set of numebers something in this game? what you think that's a ****ing great idea?
Yea, um what? Again, it is ONE of the options, Dust is another OPTION. One thing that must be done is to ensure that all options work on their own. Hence the testing of this option on its own with no other factors involved. If they suddenly introduced everything for testing, this, dust 514, all the planet control mechanics, any other ways to take/effect sov all at once **** would hit the fan. Finding bugs and balance issues becomes increasingly more difficult and yea. And no I do not think magicly having one game effect another through an unknown set of variables is a good idea. However I have no doubt that CCP will inform us how that all works when the time comes, AFTER they get the first options working. Some Eyes Demand Respect, Some Eyes Demand Fear, Mine ..... Mine earn it The Definition of an Upgrade: Take old bugs out, put new ones in. Cannot find REALITY.SYS. Universe halted. COFFEE.EXE Missing - Insert Cup and Press Any Key |

Steve Thomas
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Posted - 2009.09.17 00:50:00 -
[66]
Originally by: Professor Dumbledore And this does nothing to stop timezone wars you idiots. Make it longer then 12 hours.
They already know that you idiot. they went with 12 hours for SiSi because they want to see how it works without haveing to wait 2-3 days for all of this to work. but then you obviously have never put your nose into sisi or you would realise they already do all kinds of weird **** on it that never makes it in game (instant granting all skills to 5 for example in stead of makeing the people who show up on Sisi train them from nothing ) because they want people to test things in a reasonable amount of time. They left the 24 hours cycle alone because they want to make sure that disrupters work properly in the first place(no droping unscanable disrupters in an unclaimed system just to keep said system from being instantly vulnerable) Right now we dont know if there final goal is for it to take 24 hours 12 hours or 12 miliseconds.
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Stop freaking worrying about why things the developers did 5 years and more ago no longer make sense. |

Steve Thomas
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Posted - 2009.09.17 01:04:00 -
[67]
Edited by: Steve Thomas on 17/09/2009 01:05:06 Edited by: Steve Thomas on 17/09/2009 01:04:36 ok let me spell it out for all the clueless whiners trolling this thread.
the people who are whining about how 12 hours is not enough time dont realise that they already know.
NEWS FLASH SISI IS NOT THE LIVE SERVER. Anything on there now will not be that way a month from now let alone when it goes live
They have also already said that this will not go live for 2-3 months
just to give one example if Wormholes and T3 production worked the way they did originaly on SiSi T3 production would be a fraction of what it is now.
or to spell it out
Originally by: CCP Abathur Good morning, thread. I'd like to start off by saying a few things that you all should consider in your feedback.
Dominion is not being released tomorrow or next week; it's still 2-3 months from deployment. We have no intention of springing changes on the player base at the last minute. One of the reasons we are putting out so much information now is that we want to get this stuff onto the test server and allow you all to play with it and provide feedback.
We appreciate the scope of the changes we are implementing and are not just planning to just ignore your concerns. At this stage of development, there are still quite a few things we can alter in terms of balance. We want to include you in the process and the Dev team will be following these threads, and subsequent ones on the Test Server forum, very closely.
Please bear this in mind in your replies. 
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Stop freaking worrying about why things the developers did 5 years and more ago no longer make sense. |

Tetragammatron Prime
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Posted - 2009.09.17 01:14:00 -
[68]
12 hours is too short!
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Sentinel Eeex
Caldari DarkStar 1 GoonSwarm
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Posted - 2009.09.17 01:27:00 -
[69]
Edited by: Sentinel Eeex on 17/09/2009 01:29:49
Originally by: Daedalus II What's wrong with the 12 hour timer?
Attackers: If they can't maintain a presence in a system for 12 hours they shouldn't be able to get it anyway. Defenders: If someone leaves their entire empire open for attack during 12 whole hours they shouldn't have it anyway.
Even if all defenders are in the same time zone, given that a normal person sleeps 8 hours each night, that should mean 4 hours where the defenders are able to mount a resonably large fleet. What are you complaining about?
Hehe. This was a really good troll 
e: I still can't decide what is a better troll - this one here, or CCP's flowchart with new sov mechanics. Both are work of art.
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Avatoin
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Posted - 2009.09.17 01:39:00 -
[70]
ok i got it... the disruptor modules have to be anchored to a POS...
wait then you got the POS problem again...
ok... the disruptor's don't have to be anchored to a POS and can be anchored anywhere within say 20 AU of the system's star and have to be probed out. (Issue remains, although modified)
OK.... SOV/CMs: òSOV is claimed via Claim Markers (CMs) which are large POS modules that have an effective HP equal to that of one small POS. òUp to three CMs may be placed in a system at a rate of no more than one CM per downtime period per alliance. òThe resistance of CM shield is relative to the number of CMs in a system, the length of time the CMs have been in system, and the number of neighboring systems with alliance CMs in them. òCMs have 100% shield resistance when there are three CMs in a system and all neighboring systems and the CMs of system and all neighboring systems have been online for no less than 24 hours. Otherwise the highest resistance capable of a CM module is 85%. òCMs emit an area of effect ECM, dampener, tracking disruptor, and missile defenders at a range of no more than the number of CMs that have been online for no less than 24 hours times 75kms that effects pilots who are ranked not higher than 3.0 to the alliance, are not allied to the alliance, or who do not have the POS's shield password. òAlliances that are allied to the alliance or have a treaty with the alliance with an official term being the sharing of SOV. Disruptors òDisruptor modules are medium and large POS modules that have an effective HP equal to that of one-half of one small POS with a base Shield resistance of fifty percent. òUp to 6 disruptor modules may be placed in a system at a rate of no more than two disruptor modules per system per downtime cycle per alliance. òDisruptors may only be placed in low-sec and alliance systems. òDisruptors disrupt the shield resistance and area of effect of CMs of neighboring systems except those of the alliance, the alliance's allies, Non-Aggression Pacted alliances, and other alliances that who have treaties with the alliance with an official term being that the treaty alliance will not be effected by the disruptors. òThe shield resistance and CM defenses of neighboring systems will be reduced by a factor of the number of CMs in system minus one divided by the number of neighboring disruptors [(CMs-1) / Dis]. òThe disruptors must be online for no less than four hours and the effected alliance must be an effectible alliance for no less than seventy-two hours before CMs are affected. Removing SOV: òTo remove SOV from a system all of the CMs must be removed or destroyed. òSOV is lost at the succeeding downtime. òThe removal of CMs will immediately affect the CMs of neighboring system, causing the lost of the full defense bonuses. òAlliances may sign treaties that include the exchange of SOV ownership which will take effect after the downtime that occurs after 24 hours after the signing of the treaty. Treaties ò òPossible treaty agreements involving SOV. òNeighboring systems will not be effected by disruptors and will act as if no disruptors were in the systems. òNeighboring systems will share SOV so that CMs will be able to receive the full resistance/defense bonus as if the systems were owned by the same alliance (this treaty implies compliance to the previous treaty). òSOV may be exchanged between the two alliances with the agreed corporation(s) receiving ownership of CM POSs (the exchange will take place after the downtown that occurs after 24 hours of the signing of the treaty). òAn alliance may take management of the agreed systems, receiving all of the privileges/responsibilities of SOV in addition to the New Eden map showing the managing alliance as the owning alliance of agreed systems in exchange for compensation. The managing/renting alliance may make decisions that effect the agreed systems second only to the owner.
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Sentinel Eeex
Caldari DarkStar 1 GoonSwarm
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Posted - 2009.09.17 01:40:00 -
[71]
System Restore Unit is 90m3 atm? Heh. This is a good one too.
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Draco Argen
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Posted - 2009.09.17 01:41:00 -
[72]
First of WOOT! Lvl V Cap fest day on the weekend of the 25-27th lol. I've actually just moved a camping holiday so i can be around for the friday at least :D
Second the new sov claim mechanism sounds fine. Set up, takes 24 hours, online. Ok. Harder when done under fire, but nothing I don't think you should expect to handle for the sake of claiming a system.
But I have to admit, attacking a claimed system worries me . Especially given the Sisi item description kindly posed above, how you can legitimately "attack" by placing as many disruptor as there are stargates and defend ALL these disruptor's for 12 hours. Even if the defending alliance is asleep when you start. In fact its more likely you will be asleep when they attack your disruptor's. Ok, so I could get back from work, and begin at 18:00 eve time, after 6 hours I will die from exhaustion and my US mates can try and take over for the rest. Or spend my whole Saturday trying to to A) die, B) let any of the disruptor's die
Slight side note: If disruptors need one per gate as described above, 9UY in providence is going to be impenetrable I must say, which fits with some places being higher or lower quality spots, regardless of player "improvements" installed. Which I like. I love the idea of tying to gates. It actually flips current thinking (one gate, easy to defend) on it's head. Or at least balances how vulnerable "gateway" systems traditionally are.
I can only hope there is a more complex mechanic for the disruptor's, perhaps an oscillating window of weakness. eg Every two hours it becomes vulnerable. While I see what those who have said "you need to be international alliance or die" mean, I'm not sure that's what CCP meant by the new system. I do not see how making this a requirement, and changing the required duration on an attack from a few hours POS bashing to 12 hours defending Multiple gate based aggression modules, makes 0.0 more accessible to small alliances.
I have said elsewhere I have NO idea how you can make a sov fight timezone proof. My own ideas began down a similar route as above, then died on the very issue I have hi-lighted. I hate to propose a problem, without offering a better solution. (Anything else is just whining). But I am seriously short of ideas.
So help people, what is a constructive alternative to a 12 hour defence slog?
Perhaps the disruptor should become "incapacitated" not destroyed, allowing the attackers to rep it up again. Would making the disruptor's health really strong or weak help?
Or should it genuinely be this hard to conquer a system by force? Is the ISK rent meant to be a bigger reason to drop a system than a pure attack? Will this have the effect we all want on 0.0? Has anyone got battle strategies (Drag bubbles would work well here i suspect) that would make defending disruptor's easier?
Perhaps if a dev could pipe up and just reassure us there is more to it than what we have presumed here. Don't have to tell us what yet, if you haven't decided, but a calm, knowing nod would help. I think the person(s) that have said we might just need to wait for the test, are right though.
I think this could work VERY well, but it needs polishing.
Dev blogs coming thick and fast, great stuff guys. Thanks for involving us.
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Steve Thomas
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Posted - 2009.09.17 01:44:00 -
[73]
yes it has to be ancored at a pos. but is indestructable so long as they dont drop a disrupter.
Basicaly the whole marker-disrupter thing is Wardec 4 nosec.
the attacker has to decide if they are going to disrupt first then attack or attack and drop a disrupter.
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Stop freaking worrying about why things the developers did 5 years and more ago no longer make sense. |

Vaal Erit
Science and Trade Institute
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Posted - 2009.09.17 02:00:00 -
[74]
How do you break the statemate of two alliances fighting in different timezones. I see: -Alliance A knocks down enemy marker, plants their own (takes 24 hrs) and goes to sleep -Alliance B wakes up, knocks down enemy marker and plants their own (takes 24 hrs) and goes to sleep
And that repeats pretty much forever. I am assuming there will be some defensive enhancements in order for the defenders to utilize in order to combat a larger or stronger force but after the sov goes neutral I assume all defenses will be hell purged after the first 12 hrs when the first claim marker goes down.
I see a move from "Okay guys, we set our towers to this time, we gotta blob up at that time or it is over" changed to "Okay guys we just need to wait and blob the attackers once during the next 24 hrs and we'll be ok"
Defenders need to honor every attack into their systems, but they still just need to gather up at their strongest and blob the enemy and win. Still seeing this as a system favorable to blobbers.
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
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Henri LeChasseur
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Posted - 2009.09.17 02:46:00 -
[75]
Originally by: Vaal Erit
I see a move from "Okay guys, we set our towers to this time, we gotta blob up at that time or it is over" changed to "Okay guys we just need to wait and blob the attackers once during the next 24 hrs and we'll be ok"
Defenders need to honor every attack into their systems, but they still just need to gather up at their strongest and blob the enemy and win. Still seeing this as a system favorable to blobbers.
See, you're smart. You're smart because you say "blobbers" and that has this negative ring to it. And then everyone goes, "Yeah, i hate those blobbers too!"
But lets dispense with that term, just for a sec here. Lets use a factual statement.
This system favors those with superior numbers. Wait what?! How outrageous!!! In what sort of strange world does combat favor the larger force? People cry of fairness in 0.0, but what is more fair than the most people with the biggest guns win?
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Cayleu
GoonFleet GoonSwarm
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Posted - 2009.09.17 02:49:00 -
[76]
Originally by: Solidatus
System Restore unit-
This computing unit will interface with any nearby stargate, and attempt to restore default operating protocols to it. This process takes twelve hours to accomplish, and will only succeed when all stargates in the system have been overriden in this manner.
Once a successful override has been made, any Territorial Control Units in the system will become vulnerable to attack.
http://img.photobucket.com/albums/v473/W4lly/capture3.png
If this screenshot is accurate, then it appears that it takes 24 hours to online a disruptor. If thats the case, we are talking about 36 hours to lose sov.
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Darkdood
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Posted - 2009.09.17 03:20:00 -
[77]
I'm sorry but I've said this 2-3 other times. Making it based on gates is a mistake. Some systems have 5 gates others have 1. It just moves the blobs from the POS's at the moons to the gates and then later the sov beacon. What good does this do anyone? I thought the whole point was the change sov not rehash it so it works the same with different objects to fight over.
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.09.17 03:38:00 -
[78]
Edited by: Vorononv Circut on 17/09/2009 03:39:56
Originally by: Cayleu
If this screenshot is accurate, then it appears that it takes 24 hours to online a disruptor. If thats the case, we are talking about 36 hours to lose sov.
Awesome, 36 hours is very reasonable. Now I wonder what they'll do to prevent people from dropping your sov right before patch downtimes? 
Edit: I mean during... whatever; you get the idea
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Pyrhus Taavi
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Posted - 2009.09.17 03:40:00 -
[79]
Originally by: Sentinel Eeex System Restore Unit is 90m3 atm? Heh. This is a good one too.
u scared?
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Cayleu
GoonFleet GoonSwarm
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Posted - 2009.09.17 03:44:00 -
[80]
Edited by: Cayleu on 17/09/2009 03:45:07 There's another critical piece of information that we do not have. What, if anything, will system sov really mean? What do you get? We are still thinking in terms of how sov works today. Remember this blog? (Scroll down to "where we're going with this")
http://www.eveonline.com/devblog.asp?a=blog&bid=695
The way they describe it, they seem to want system sov to be just the flag you plant in the ground to declare that you won and control the system, but not necessarily that system sov will be extremely important. The big unanswered question is how do you control and take away docking rights? It may not necessarily be by system sov anymore, we just dont know how this works yet.
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.09.17 03:47:00 -
[81]
Quick thoughts after seeing the item description.
- 36 hours to drop sov is very reasonable.
- It's a tiny mod... small enough for a hac gang to drop, which is a mixed blessing.
- If there's really no resists it's got 200k EHP. That's one volley from a larger roaming BS gang. My first comment (page 1) still stands then. This thing is going to be hard as hell to defend when disrupting sov.
- What skills will it require to drop? I'd hope the same as POS ecm mods (anchoring 3) just to prevent complete sov-spam by every member of a roaming fleet.
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.09.17 03:55:00 -
[82]
Originally by: Cayleu
There's another critical piece of information that we do not have. What, if anything, will system sov really mean?
He mentioned stuff like JBs and cynojammers still being around. Although he said *maybe* cynojammers would only be allowed in outpost systems, etc. So I think sov will prettymuch function exactly the same as it does now, but with additional statistics/intel tools, maybe gate fees, etc. The real kicker is potential lack of sov4.
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something somethingdark
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Posted - 2009.09.17 04:01:00 -
[83]
as long as its not 3 stress tests in disguise again 
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Toksyuryel
Gallente Domestic Tentacle Supply
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Posted - 2009.09.17 04:01:00 -
[84]
Originally by: Henri LeChasseur
Originally by: Vaal Erit
I see a move from "Okay guys, we set our towers to this time, we gotta blob up at that time or it is over" changed to "Okay guys we just need to wait and blob the attackers once during the next 24 hrs and we'll be ok"
Defenders need to honor every attack into their systems, but they still just need to gather up at their strongest and blob the enemy and win. Still seeing this as a system favorable to blobbers.
See, you're smart. You're smart because you say "blobbers" and that has this negative ring to it. And then everyone goes, "Yeah, i hate those blobbers too!"
But lets dispense with that term, just for a sec here. Lets use a factual statement.
This system favors those with superior numbers. Wait what?! How outrageous!!! In what sort of strange world does combat favor the larger force? People cry of fairness in 0.0, but what is more fair than the most people with the biggest guns win?
Guerrilla warfare. |

Mskpath3
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Posted - 2009.09.17 04:41:00 -
[85]
Edited by: Mskpath3 on 17/09/2009 04:44:27
Originally by: Vorononv Circut
36 hours to drop sov is very reasonable.
Ok. Unless there's a mechanic here I'm missing, what's stopping an offensive alliance from placing disruptors in -every- system you have sov in simultaneously?
There's two possibilities I see here.
- The timing and cost of placing disruptors is high and is a serial operation. In this case, it becomes a different form of POS warfare.
- The timing and cost of placing disruptors is low and is a parallelizable operation across multiple systems. In this case, no one holds space ever. Or alliances hold 2-3 systems and can provide precisely zero incentive to their members to stay.
There's middle ground in there somewhere. But the bottom line is, unless the disruptor thing is inherently a serial operation (one system at a time, per alliance or something) this will obliterate all space holding entities.
Right now space is held by hardcore players. After this it will require some sort of race of robots to be awake in force at all hours to hold just a fraction. Carebears and the "ooh, this is so GREAT!" cheerleaders will stand about 1/100th of the chance they do these days.
I don't like to join the sky is falling crowd, but this has a potential NGE factor of about 8.5
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.09.17 04:59:00 -
[86]
Edited by: Vorononv Circut on 17/09/2009 05:01:24
Originally by: Mskpath3
Ok. Unless there's a mechanic here I'm missing, what's stopping an offensive alliance from placing disruptors in -every- system you have sov in simultaneously?
I honestly don't see the problem with that. If they want to go drop one sov beacon per gate per system they can.
So - ccp thinks we'll have fewer systems. Ok, let's say 20. I'll take a random guess of 2.5 gates (on average) per system.
So... some alliance with nothing better to do drops 50 sov disruptors. Not hard to do, it would take one hac gang roaming through the territory.
Now what? Are they actually going to defend them?!? No. If the attacking alliance only has to remove one disruptor per system, it becomes trivial to 'reclaim' your space.
In fact, I'd argue that an attacking force would need to maintain a near constant presence in the system over 36 hours to keep the assault going. If they lose ground for even a few minutes a BS (or even stealth bomber - lol) gang will quickly level a disruptor. In fact... if the 200k EHP is accurate, they'd basically need to keep logistics on it, just to prevent a 100-man bs gang from warping in, popping the thing and warping off, enemy fleet be damned.
edit: 'while' != 'will' *proofread*
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Tetrix Akuta
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Posted - 2009.09.17 04:59:00 -
[87]
I think some folks are missing the point here. One of the ideas that keeps getting repeated in all of these DEV Blogs is that after Dominion hits its going to be to your advantage to have people other than the ones just in your alliance in your space. That the mentality of NBSI will be some what gone.
This Sov system is proof of that. Here we have a system that could be "gamed" by time zone in the current nullsec atmosphere, however if I am not mistaken in the new post-Dominion world having more people in your space other than just your Alliance will be a good thing. If you are providing a home for corps, and they like your rule they will want to help defend it. If you are careful to seed your space with people from more than one time zone you have around the clock protection.
Honestly some of you sound like carebears that say they can't defend themselves from canflippers/ninjas/pirates. You can, you just have to man up and wardec someone or hire some mercs that have the balls to shoot people.
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Mskpath3
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Posted - 2009.09.17 05:06:00 -
[88]
Originally by: Tetrix Akuta I think some folks are missing the point here. One of the ideas that keeps getting repeated in all of these DEV Blogs is that after Dominion hits its going to be to your advantage to have people other than the ones just in your alliance in your space. That the mentality of NBSI will be some what gone.
I don't understand why you would think this. What -exactly- would be the advantage to have non-alliance people in your space?
If they're not defending sov for you, they are pointless (in fact, worse than pointless). They are in fact basically just squatters, so why not shoot them?
If they -are- defending sov, they're more or less in your alliance. As it is now, larger alliances hold more space. If this new system comes in....larger alliances hold more space.
A bunch of 0 effort carebears doesn't fit into either side of that picture.
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Mskpath3
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Posted - 2009.09.17 05:13:00 -
[89]
Edited by: Mskpath3 on 17/09/2009 05:14:26
Originally by: Vorononv Circut
Now what? Are they actually going to defend them?!? No. If the attacking alliance only has to remove one disruptor per system, it becomes trivial to 'reclaim' your space.
I suppose this is true. As long as the sov-claimer EHP is way high compared to the disruptor EHP. Otherwise, imagine rolling waves of disruptor anchorings + sov-claimer attacks at 2 hour intervals.
- Place disruptors in system. - 2 hours later, place disruptors in another system far from the first. - Repeat continuously. Heck, do it for days on end. Send a little squad of alts with viators into a region with thousands of the things. - As defenders tire and start failing to destroy the disruptors, start blowing up the sov-claimers. Take your pick which one - you've got them in 60 systems.
Requires very little effort on the part of the attackers, but -extreme- super vigilance on the part of the defenders. With the proposed timescales, that would be nearly impossible to sustain. People will start to reminisce about the lazy days of POS bashing :)
Seems like it would require some extreme number jiggling to offset that sort of advantage.
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DRACO selen
The Executives IT Alliance
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Posted - 2009.09.17 05:17:00 -
[90]
Edited by: DRACO selen on 17/09/2009 05:17:08 serious question incomming  Does it take 24h or 24h+next dt to claim sov?
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Tetrix Akuta
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Posted - 2009.09.17 05:20:00 -
[91]
Originally by: Mskpath3
Originally by: Tetrix Akuta I think some folks are missing the point here. One of the ideas that keeps getting repeated in all of these DEV Blogs is that after Dominion hits its going to be to your advantage to have people other than the ones just in your alliance in your space. That the mentality of NBSI will be some what gone.
I don't understand why you would think this. What -exactly- would be the advantage to have non-alliance people in your space?
If they're not defending sov for you, they are pointless (in fact, worse than pointless). They are in fact basically just squatters, so why not shoot them?
If they -are- defending sov, they're more or less in your alliance. As it is now, larger alliances hold more space. If this new system comes in....larger alliances hold more space.
A bunch of 0 effort carebears doesn't fit into either side of that picture.
Well my thinking comes from a few things.
1. You will be able to formally rent out space to corps. 2. You will be able to formalize your relationships between corps/alliances.
I don't know about you but I am fine with being a land lord and renting to other people, that doesn't mean I want them in my family however. I do not believe Sov and residents will be the same thing.
So why have a non-ally in your space? To pay bills! To produce things you don't want to produce, to **** block another less friendly group from moving in.
Here is how I see it happening, lets say the Mskpath3 Alliance claims some space. You are doing well but there are some resources that you want to take advantage of but you don't the people to do so. You find another smaller alliance or corp that would like to fill that niche, but they dont want to join your alliance and frankly you think they smell funny. So you could rent to them X Space (what ever that is) and you could also sign a formalized NAP or Mutual Defense Pact. Still not in your alliance but helping to defend the area all the same.
I could be massively wrong on things... but from all I have read in the blogs I believe thats how they intend for things to work.
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Jadal McPieksu
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Posted - 2009.09.17 05:20:00 -
[92]
Originally by: Daedalus II What's wrong with the 12 hour timer?
Attackers: If they can't maintain a presence in a system for 12 hours they shouldn't be able to get it anyway. Defenders: If someone leaves their entire empire open for attack during 12 whole hours they shouldn't have it anyway.
Even if all defenders are in the same time zone, given that a normal person sleeps 8 hours each night, that should mean 4 hours where the defenders are able to mount a resonably large fleet. What are you complaining about?
Everything.
There must be a way to time the battle for the sov by the defenders - otherwise attackers will always time it for them, giving us a lot of ping pong. As described by the flowchart, every sov claim will go like this:
- Determine defender TZ. Very few alliances have very strong presence in more than one TZ. - Drop disruptors just after defending alliance has gone to bed. For European TZ alliance, this would be a bit after midnight on a day before a workday. - Sov goes neutral sometime after noon the next day - when the vast majority of the defending alliance is at work. They come back home to see the system sov neutral.
Granted, they then have 24h to setup a fight over the onlining sov claimer, but that is kinda late assuming you lose a bunch of stuff for losing the sov (for example, stations vulnerable to flipping etc)
Attackers can always coordinate odd-TZ ninja attacks at their terms. Requiring defenders to enter the field with under 12 hour warning just doesn't work. It is very easy to hold a system with only 30-40 people during the TZ when the defense is sleeping or at work.
New Sov system so far = Epic Fail.
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Vorononv Circut
The Maverick Navy Atlas Alliance
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Posted - 2009.09.17 05:21:00 -
[93]
Originally by: Mskpath3
Requires very little effort on the part of the attackers, but -extreme- super vigilance on the part of the defenders.
I think you have it backwards. Let's say I'm attacking you. Your system has 3 gates.
I park a 300-person fleet in your system and launch three disruptors. I split my forces and defend one disruptor each. 100 people per disruptor.
You want to stop me. You only have to come in w/ a 100-man fleet to counter (on equal terms) my 300-man fleet. If I consolidate my forces against yours, you'll just warp to an under-defended disruptor and blast it to smithereens.
---- Say you don't do all that. The fight isn't immediate.
I've got my 300 ships parked in system. They're bored, we're ratting. We've been there 4 hours. Cool... only 32 more to go... If I ever leave, you'll come in and blast one of my disruptors. The whole cycle then starts over again.
So, in short: attackers need overwhelming numbers, and they need a virtually constant presence.
Don't get me wrong, POS bashing sucks. But at least you get to shoot the thing and then go home.
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Haakelen
Gallente Angels.
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Posted - 2009.09.17 05:24:00 -
[94]
Originally by: Tetrix Akuta That the mentality of NBSI will be some what gone.
Dream on.
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Tetrix Akuta
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Posted - 2009.09.17 05:28:00 -
[95]
Originally by: Haakelen
Originally by: Tetrix Akuta That the mentality of NBSI will be some what gone.
Dream on.
Hey I am just going by what the DEV's have said in their blogs. I think thats a tall order, but if not having the NBSI pov works out better for people then I think they will use it. We will just have to wait and see.
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Mskpath3
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Posted - 2009.09.17 05:29:00 -
[96]
Originally by: Tetrix Akuta
So why have a non-ally in your space? To pay bills! To produce things you don't want to produce, to **** block another less friendly group from moving in.
What you are describing already exists. They are called alliances. There are even renter alliances (FTZ, Shadows) that do exactly this.
You are imagining this solving problems that don't actually exist. If they are not allied to you (not blue) they are going to get shot. That is a reality that will never change. If they are blue to you, it is because they are providing either a military service (an alliance) or income (a renter) to you.
This is the case already.
I'll repeat it again.
This is the case already.
Ask anyone in a renter alliance how well defended they get by their landlords (answer == they don't). It is impossible to imagine landlords defending you in this new system. So you'll have to do it yourself. If your only reason to exist is to defend sov, then you're part of the alliance. If you won't do that, and you're not some kind of freakshow economic powerhouse you are useless and will be shot for 'teh lulz'.
I am constantly amazed by people's weird perceptions of how things already work.
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Mskpath3
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Posted - 2009.09.17 05:37:00 -
[97]
Originally by: Vorononv Circut
You want to stop me. You only have to come in w/ a 100-man fleet to counter (on equal terms) my 300-man fleet. If I consolidate my forces against yours, you'll just warp to an under-defended disruptor and blast it to smithereens.
I dunno. The possibility for spamming of these things in massive quantities in many systems gives the attacker the ability to pick his place and time. Defenders will have to be on 24/7 to prevent this situation (disruptor saturation) from happening. But once it does, the attacker can cyno in (or slowboat it depending on jammer mechanics) and blow the **** out of your sov-claimer at his leisure.
Here's what I do:
- Take 10 alts who can fly viators. Fill each one with 100 jammers. - Zoom this squad into the target region. - Split up into two groups. 5 haulers should be able to cover a system. You don't start in the core systems. You start out in the sticks. - Each alt only has to anchor one module, so total disruptor-anchoring time for a system is 1 anchor cycle. Unless that anchor time is super huge (longer than a large tower) you just keep doing this. - In a few hours, you've disrupted 10 systems. In a day, 30. The defenders would need like an eternal 50 man BS cleaner fleet to stop this from happening. That....is hard.
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Tetrix Akuta
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Posted - 2009.09.17 05:40:00 -
[98]
Originally by: Mskpath3
What you are describing already exists. They are called alliances. There are even renter alliances (FTZ, Shadows) that do exactly this.
I believe this is the case because there isnt many other choices at the moment. Also I am not the one proposing any of this or making any of this up, read the last 3 or 4 dev blogs. Yes I agree that with what I describe in todays world you would just be in the alliance. However I believe that in the future that will not be as desirable.
I will have to go grad the quotes from the Dev Blogs to show you how I am seeing this possible future.
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Tetrix Akuta
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Posted - 2009.09.17 05:51:00 -
[99]
Originally by: Mskpath3
Here's what I do:
- Take 10 alts who can fly viators. Fill each one with 100 jammers. - Zoom this squad into the target region. - Split up into two groups. 5 haulers should be able to cover a system. You don't start in the core systems. You start out in the sticks. - Each alt only has to anchor one module, so total disruptor-anchoring time for a system is 1 anchor cycle. Unless that anchor time is super huge (longer than a large tower) you just keep doing this. - In a few hours, you've disrupted 10 systems. In a day, 30. The defenders would need like an eternal 50 man BS cleaner fleet to stop this from happening. That....is hard.
Good plan... and I agree that would make things hard on the defender. I think as a defender you would have to return the favor to the attacking alliance. Now you both have things to worry about.
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Mskpath3
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Posted - 2009.09.17 05:54:00 -
[100]
Edited by: Mskpath3 on 17/09/2009 05:54:31 Ok, but if you think this somehow promotes greater stability or livability for people who can't currently hack it in 0.0, you're out of your mind.
Lord of the Flies I tells ya.
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velocity7
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Posted - 2009.09.17 05:54:00 -
[101]
People in this thread seem to be making the assumption that these modules anchor and online almost instantaneously. Notice the descriptions?
http://img.photobucket.com/albums/v473/W4lly/capture2.png http://img.photobucket.com/albums/v473/W4lly/capture3.png
They both need 24 hours to online in the first place, during which time they can be blown up. Once the Territorial Control Unit (TCU) is online, it's invincible. To take down the TCU, you need to put System Restore Hubs (SRH) across all the stargates. Anchoring them isn't enough, and neither is getting them online after 24 hours. Once they are all online after 24 hours, you need to protect them all for at least 12 hours to take the system; if even one of them goes down, the cycle starts again.
I fail to see how this lets roaming gangs take sovereignty so easily.
In a nutshell, this new system demands that the enemy blob all the stargates, and particularly all at once. However, you only have so many ships, and thus if you have a system with five stargates, you basically drop your attacker blob by a factor of five. The defending alliance, on the other hand, only needs to worry about one of them; once one is down, the attackers will be circumvented.
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Mskpath3
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Posted - 2009.09.17 06:02:00 -
[102]
Edited by: Mskpath3 on 17/09/2009 06:04:45 Hmm. I suppose the super long online time does defeat the roaming/spamming situation since each guy would basically have to sit on his thumbs until it was done (assuming they behave like POS modules - one operation per character at a time). I had assumed they had to be online for 12 hours for their effect to take place, not that the onlining process took 12 hours. Requiring anchoring V would be a useful twist as well.
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velocity7
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Posted - 2009.09.17 06:10:00 -
[103]
Another alternative, instead of making it so more SRUs are needed to take down a TCU...
Let's have a strontium bay in the TCU. Once an SRU is up and online, the TCU goes into "reinforced" mode, with the strontium being the ticker. The defending allies only have that much time to protect the TCU; now they could go and refill the TCU, but if the enemies blob and prevent logistics from getting to it, then it will eventually run dry and then the opposition can destroy the TCU. If an alliance hasn't put any strontium in the TCU to begin with, then they don't deserve to hold that system.
All while this is happening, the SRU will not have a strontium bay, and will be subject to the same problem as before. Under this particular concept, only one SRU can be anchored per system (so you cannot just spam anchor a lot of SRUs). Not only that, should the SRU fall into armor, it cannot be unanchored (so as to prevent the opposition from offlining an SRU and ninja'ing it). It will need at least 100% hull and 100% armor to be unanchored (could be offlined at any time, however).
Finally, the TCU should only hold 12 hours worth of strontium.
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Cayleu
GoonFleet GoonSwarm
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Posted - 2009.09.17 06:12:00 -
[104]
Edited by: Cayleu on 17/09/2009 06:14:51
Originally by: Vorononv Circut
Originally by: Mskpath3
Requires very little effort on the part of the attackers, but -extreme- super vigilance on the part of the defenders.
I think you have it backwards. Let's say I'm attacking you. Your system has 3 gates.
I park a 300-person fleet in your system and launch three disruptors. I split my forces and defend one disruptor each. 100 people per disruptor.
You want to stop me. You only have to come in w/ a 100-man fleet to counter (on equal terms) my 300-man fleet. If I consolidate my forces against yours, you'll just warp to an under-defended disruptor and blast it to smithereens.
---- Say you don't do all that. The fight isn't immediate.
I've got my 300 ships parked in system. They're bored, we're ratting. We've been there 4 hours. Cool... only 32 more to go... If I ever leave, you'll come in and blast one of my disruptors. The whole cycle then starts over again.
So, in short: attackers need overwhelming numbers, and they need a virtually constant presence.
Don't get me wrong, POS bashing sucks. But at least you get to shoot the thing and then go home.
Yep, given how difficult it would be for an invading force to take sov, and given ccp's comments 2 blogs ago that system sov should be far less important, I'm thinking that "taking sov" will be the last thing an invader does, after the defender has given up and moved out.
We are still thinking about sov in terms of what it means today, that it determines station docking, JB, etc. We simply dont know that, the way ccp described their intent two blogs ago, system sov may very well just be bragging rights and a fueling bonus. Right now, an attacker is trying to take sov when they invade. Why? Because thats how you destroy defensive advantages and take stations. If sov no longer controls those things, then the "point" of invading would just be to blow up the enemy's stuff and take their stations. Taking sov could just be a way to plant your flag, get your name on the map, and prove you control the system, because after all, you wouldnt have taken sov if there was a defending force left.
We might know a bit of the mechanics of sov, but we still dont know what having sov really means yet. I'm more interested in what controls docking rights, system upgrades, and how to take those things away.
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Tetrix Akuta
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Posted - 2009.09.17 06:16:00 -
[105]
Originally by: Mskpath3 Edited by: Mskpath3 on 17/09/2009 05:54:31 Ok, but if you think this somehow promotes greater stability or livability for people who can't currently hack it in 0.0, you're out of your mind.
Lord of the Flies I tells ya.
Hee hee oh I dont think its going to be all puppies and sunshine. I think its going to open the doors for some really messed up drama. I am just trying to read the signs and go by what they have said in the blogs. 
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velocity7
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Posted - 2009.09.17 06:24:00 -
[106]
Yet another alternative...
A mix of my previous proposals. TCU upgrades, okay. More upgrades to TCU means more SRUs are needed. By the way, if it hasn't been made clear, SRUs can't be anchored together on the same grid in any of my concepts.
Once all the needed amount of SRUs are up, then the strontium timer in the TCU starts ticking. Now, changing it a little bit: you can't refill the TCU while the timer is ticking. You can, however, once you blow up one of the SRUs.
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Vaal Erit
Science and Trade Institute
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Posted - 2009.09.17 06:35:00 -
[107]
Originally by: Henri LeChasseur
See, you're smart. You're smart because you say "blobbers" and that has this negative ring to it. And then everyone goes, "Yeah, i hate those blobbers too!"
But lets dispense with that term, just for a sec here. Lets use a factual statement.
This system favors those with superior numbers. Wait what?! How outrageous!!! In what sort of strange world does combat favor the larger force? People cry of fairness in 0.0, but what is more fair than the most people with the biggest guns win?
You on the other hand, are not so smart. You should not be able to win just because you can bring server crashing numbers to a system. I actually have read the dev blogs, unlike yourself, and in them CCP CLEARLY states that they do not like the Super-Mega-Alliance-Coalitions (SMAC) taking up all of 0.0 and smaller, newer organizations getting jack all.
Of course a battle between 500 ships and 50 ships, well the 500 ships should win, but my point is that an alliance doesn't have to defend except to gather all of its forces at one point in time and overwhelm the attackers during their weakest time. It is difficult to design a system where the defenders get advantages but not too huge advantages and throw in time zones into that mix, sure. I prefer a more offensive system with lots of strategies for attacking because it fits in with EVE's harsh environment and 0.0 goes through lots of dull periods where no main fighting takes place and that is boring as all hell.
CCP is on the right track here. Could the timer be modified by how close it is to the capital of the alliances? That way territory far away can be attacked more easily and needs more rapid defenses while an attacker who breaks through the outlying systems has to fight harder the deeper he goes into enemy territory as the defenders have longer to react.
Just giving the opinion of someone who is not a talentless blob follower.
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
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Rakshasa Taisab
Caldari Sane Industries Inc. Novus Auctorita
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Posted - 2009.09.17 07:06:00 -
[108]
Originally by: Sgt Blade
Originally by: The Mittani Edited by: The Mittani on 16/09/2009 21:35:29 also what methods do you have to prevent spamming of disruptors, the first obvious thing to do is just send people out willy-nilly with disruptors, tossing them up and running away
I am pretty sure that there would be a limit on how many disruptors you can put down at once, like up to 3-5 ish, and it would be obvious that the claiming beacon will have a lot more HP then your disruptors. That and we don't know how much they cost and how big they are so if you need expanded haulers to carry them simply running in a dropping them might not be so easy
There's one disruptor per gate in system, didn't you guys pay attention in class?
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Papa Digger
OEG GoonSwarm
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Posted - 2009.09.17 07:13:00 -
[109]
Disruptors/Markers shootable during online time or invlunerable?? And you need to wait 12 hours since disruptor _finish onlining_ or _start onlining_ to make marker vulnerable? ---- ex-CEO. |

Kanuo Ashkeron
Wormhole supervisory and Investigation team
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Posted - 2009.09.17 07:36:00 -
[110]
Edited by: Kanuo Ashkeron on 17/09/2009 07:37:08 First, the assumptions:
- Both structures need only a few hits before they are blown up if not invulnerable - TCU is vulnerable after all SRU are online (that means all gates are hacked) - Both structures are relatively cheap - These structures are not allowed to be anchored at a POS
Based on 0% resistances:
Gang has 1000 dps: -TCU blows up in 100s (a little bit more than 1.5 mins) -SRU 400s, 6.6 mins
Gang has 10k dps - TCU 10s - SRU 40s
I think a 1000dps gang is like two cruisers, and 10k dps is still a medium roaming gang.
So what will happen?
I think this is the way how CCP wants to implement small scale warfare. As one guy already pointed out, you could just send 10 hauler alts out to plant SRUŠs. But to counter that, the defending party would probably just need a single(!) cruiser to destroy all this SRUŠs again (well, aslong this hauler is not a threat to the cruiser :) ).
Next suggestion was to warp in a 300 man fleet and protect one system. The key here is, you have to keep the defending party out of the system. If they are in, how long will it take to take down one SRU? Correct, one volley (except one alliance wants to counter a 300 men fleet with a 3 cruiser gang). So it doesnŠt really matter how many guys you have in the system. If just a decent fleet gets in there (during the time of 12 or 24 hours, depends on who trust more, the dev blog or the screen shot), itŠs one shot and itŠs over.
So plant many SRUs, and defend them against the raiding gangs, because defender has to split up. That creates a big frontline, so many small skirmishes. Hopefully I am right.
Edit for spelling
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Cayleu
GoonFleet GoonSwarm
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Posted - 2009.09.17 07:38:00 -
[111]
Originally by: Papa Digger Disruptors/Markers shootable during online time or invlunerable?? And you need to wait 12 hours since disruptor _finish onlining_ or _start onlining_ to make marker vulnerable?
It takes 24 hours to online, so I'm guessing after online. Especially since nothing in this game does anything when its offline/anchored.
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Lindsay Logan
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Posted - 2009.09.17 07:40:00 -
[112]
Edited by: Lindsay Logan on 17/09/2009 07:41:40 Its so fun to see all the tears of the large allainces (well, some of the at least), rageing on like whiners 
Just wait a while guys, not all info is yet on the table.
Originally by: Cayleu Edited by: Cayleu on 17/09/2009 06:14:51
Originally by: Vorononv Circut
Originally by: Mskpath3
Requires very little effort on the part of the attackers, but -extreme- super vigilance on the part of the defenders.
I think you have it backwards. Let's say I'm attacking you. Your system has 3 gates.
I park a 300-person fleet in your system and launch three disruptors. I split my forces and defend one disruptor each. 100 people per disruptor.
You want to stop me. You only have to come in w/ a 100-man fleet to counter (on equal terms) my 300-man fleet. If I consolidate my forces against yours, you'll just warp to an under-defended disruptor and blast it to smithereens.
---- Say you don't do all that. The fight isn't immediate.
I've got my 300 ships parked in system. They're bored, we're ratting. We've been there 4 hours. Cool... only 32 more to go... If I ever leave, you'll come in and blast one of my disruptors. The whole cycle then starts over again.
So, in short: attackers need overwhelming numbers, and they need a virtually constant presence.
Don't get me wrong, POS bashing sucks. But at least you get to shoot the thing and then go home.
Yep, given how difficult it would be for an invading force to take sov, and given ccp's comments 2 blogs ago that system sov should be far less important, I'm thinking that "taking sov" will be the last thing an invader does, after the defender has given up and moved out.
We are still thinking about sov in terms of what it means today, that it determines station docking, JB, etc. We simply dont know that, the way ccp described their intent two blogs ago, system sov may very well just be bragging rights and a fueling bonus. Right now, an attacker is trying to take sov when they invade. Why? Because thats how you destroy defensive advantages and take stations. If sov no longer controls those things, then the "point" of invading would just be to blow up the enemy's stuff and take their stations. Taking sov could just be a way to plant your flag, get your name on the map, and prove you control the system, because after all, you wouldnt have taken sov if there was a defending force left.
We might know a bit of the mechanics of sov, but we still dont know what having sov really means yet. I'm more interested in what controls docking rights, system upgrades, and how to take those things away.
This.
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Franga
NQX Innovations
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Posted - 2009.09.17 07:45:00 -
[113]
Absolutely loving the regularity of these blogs and what they're telling us. MOAR! _____________________________

Please resize sig to a file size no greater than 24000 bytes - Mitnal |

Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2009.09.17 07:46:00 -
[114]
Originally by: Weaselior what the christ 12 hours to lose a system? Don't you think that's just a tad bit insane?
Have to share this sentiment. 12 h might be a bit short don't ya guys think. Considering that jump clone timer is 24 h. The whole process should be 36+ h approx to leave time to respond to threats, approx same as current stronts timers, that are as long as they are for good reason.
I can kinda see why you want to limit the time interval for 12h or so, as it's impossible to guard your totems reliably longer than that, but if you decide to keep that short time please reconsider the jump clone timer. Even if you have to introduce skill that makes it shorter. In my opinion jump clone timer should be shorter than timeframe you will have to react to the threatening of your sov. So somewhere around 6 - 8 h if your sov switch timer is 12h. Not everyone can afford carriers to just haul their own arse around EVE.
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CCP WeirdFish

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Posted - 2009.09.17 08:00:00 -
[115]
Originally by: Sidrat Flush I love the devblogs and the flow chart, and hello to CCP Weirdfish.
Right so you anchor the claim marker and if it's still there 24 hours later Sov is yours (which leads to Pi - I like spreadsheets more than cake).
In order to lose it, the hostiles/renters will have to plant a module 'disruptor field' and keep it alive for twelve hours which makes the claim marker vulnerable to attack - before this however it's not. Seems simple enough, and I'm not going to ask questions that can change after testing or even overnight, like hp and m3 size, but I will ask two questions.
Will claim markers and disruptor fields bpo's be seeded on the market?
Will you be able to anchor them anywhere at all in the system and, wether you're limited to a moon/planet/gate will they appear on the overview for everyone and their Orca of doom to warp in and try to take it out/defend it?
Alliances that want 0.0 access should be able to cover the entire 23 hour game day. If you're trying to defend twenty systems you'll need the man power to do it as well, although in most regions there's choke points a-plenty which could be focused on instead.
I like the direction it's going in, there'll be work-arounds of course and if these modules can be anchored anywhere it could mean going in with a smaller force will be harder to probe down, just depends on the actual points on the modules and the ship you need to carry a few AS WELL AS getting your own marker through as well!
I hope I'll be able to get to the test servers for the fun and games.
The only information you are missing is that one disruption beacon must be anchord on every stargate of the solersystem you are trying to take before the claim marker becomes vulnerable to attack.
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CCP WeirdFish

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Posted - 2009.09.17 08:04:00 -
[116]
Originally by: DRACO selen Edited by: DRACO selen on 17/09/2009 05:17:08 serious question incomming  Does it take 24h or 24h+next dt to claim sov?
Once the claim marker is online fully you have sov , there is no waiting until downtine
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Merdaneth
Amarr PIE Inc.
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Posted - 2009.09.17 08:09:00 -
[117]
12 hours is not a short time, its a *long* time!
You attack a system with three stargates, place disruption fields at each. Then you need to have the people to defend each of those disruption fields for 12 hours. Within those 12 hours, perhaps only one or maybe two attacks are coming, and likely those attacks are coming at your poorest time and the enemies best time, meaning you likely to be outnumbered.
I don't know about you, but I have no intention of staring at my screen for many, many hours until the blob comes in and I must run away. Attack requires 12 hours of vigilance with spread out forces, defense requires only a few minutes of space superiority.
For those who are afraid of ping-pong by roaming gangs who drop disruption fields everywhere: that's intentional, roaming gangs will only be able to harass the current broad but largely deserted 'afk-empires' of powerful 0.0 entities. Dropping a disruption field in a heavy populated and patrolled area will only cause you to lose isk since someone *will* come across them. It's not like you are dropping a POS that the enemy needs to look for and is hard to remove once anchored, you are dropping something at a stargate, a heavily traveled location, and that object has no where near POS like defenses.
Attackers will need dedication to take systems, defenders merely need presence (enough population) to defend against non-dedicated attackers.
____
The Illusion of Freedom | The Truth about Slavery |

Merdaneth
Amarr PIE Inc.
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Posted - 2009.09.17 08:19:00 -
[118]
Originally by: Carniflex
I can kinda see why you want to limit the time interval for 12h or so, as it's impossible to guard your totems reliably longer than that, but if you decide to keep that short time please reconsider the jump clone timer. Even if you have to introduce skill that makes it shorter. In my opinion jump clone timer should be shorter than timeframe you will have to react to the threatening of your sov. So somewhere around 6 - 8 h if your sov switch timer is 12h. Not everyone can afford carriers to just haul their own arse around EVE.
I'm afraid jump clones have become one of the problems of the afk-empires currently in existence. They allow people to happily live in empire and only move out to 0.0 for a fight. CCP wants more people to actually 'live' in 0.0 is my guess.
Oh, and by the way, you still have 36 hours for the decisive fight for the claim marker. ____
The Illusion of Freedom | The Truth about Slavery |

Solanio
Vanishing Point. The Initiative.
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Posted - 2009.09.17 08:23:00 -
[119]
Regarding the upcoming testing, it would be nice to know what consequences having / not having sov will have on a starsystem (if this is/can be part of the testing scope). For example: vulnerability of outposts / POS / maybe even POS modules, current POS fuel bonuses, etc. Especially with sov changing live and not just over DT. |

Caldor Mansi
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Posted - 2009.09.17 08:24:00 -
[120]
Maybe I am missing something but what's the point of this new mechanics?
You could keep sovereingty level 1 as it is now, cut the timer for 24 hours and get pretty much same results. Old mechanics or new, it will be the same POS bashing. In fact, the principle remained unchanged - you take down enemy POS to erect your own, doing this back and forth.
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CCP WeirdFish

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Posted - 2009.09.17 08:39:00 -
[121]
I would like to take the opportunity to reiterate that the system detailed here is only the first iteration of the new sovereignty and there are more parts yet to be announced and explained. Also that all the mechanics timers and the like are as i explain in my blog subject to change. Don't panic!
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2009.09.17 08:40:00 -
[122]
Originally by: Merdaneth
Originally by: Carniflex
I can kinda see why you want to limit the time interval for 12h or so, as it's impossible to guard your totems reliably longer than that, but if you decide to keep that short time please reconsider the jump clone timer. Even if you have to introduce skill that makes it shorter. In my opinion jump clone timer should be shorter than timeframe you will have to react to the threatening of your sov. So somewhere around 6 - 8 h if your sov switch timer is 12h. Not everyone can afford carriers to just haul their own arse around EVE.
I'm afraid jump clones have become one of the problems of the afk-empires currently in existence. They allow people to happily live in empire and only move out to 0.0 for a fight. CCP wants more people to actually 'live' in 0.0 is my guess.
Oh, and by the way, you still have 36 hours for the decisive fight for the claim marker.
Zerozero can't support population densities atm that are needed today to keep sov. I mean, 3 guys ratting in a system is already crowd. Add there 1-2 people per system (if you are lucky) for exploration content. Mining scales better to some extent, but there is very few systems where it's actually 'worth it'.
Before jump clones there were combat alts or carebear alts on the same account. Capitals also made moving long distances in rapid manner relatively easy. It's nobrainer if you live somewhere 50 jumps deep in 0.0 if you spend few mil on carrier fuel or fly all that way to empire if you need skills or whatever. So should the jump clone timer remain as long as it is it might mean that even more people are 'forced' to get themselves carriers. Granted 36h is a lot better timeframe, assuming that this disruptor thingy takes 24h to online. With only 200 000 EHP tho any passing fleet will onevolley it without defenders being able to do anything about it, unless they have logistiks pilots with godlike reflexses and even then increasing blob size it's possible to get into point where it just pops from burst damage regardless of logistiks.
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CCP Sisyphus

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Posted - 2009.09.17 09:07:00 -
[123]
Some of you have raised some questions, or made comments that might not be completely correct. So some summarization of the mechanics and reasons might be in order. (Also note - numbers are preliminary, they are subject to change depending on feedback of play on Singularity)
Sovereignty is just: While you have sovereignty all your Starbases will have a 10% (subject to change) fuel bonus. The system will be marked as belonging to your alliance. You will have the ability to upgrade the system (via infrastructure hubs and investments).
You have to pay upkeep for all systems you claim.
Claiming a system is as simple as: Anchor Claim Marker, online it (takes 24 hours).
During those 24 hours it is vulnerable to being destroyed. Once online it is invulnerable.
To contest a system (i.e., make the claim marker vulnerable again): You need to have System Restore Units ONLINE at every gate. Onlining takes 12 hours. They are vulnerable to being destroyed at all times.
If the system is unclaimed, there will be a battle between different alliances planting Claim markers and trying to defend them while trying to destroy enemy claim markers.
If the system is claimed, there will be battles at every gate trying to destroy the System Restore units while the enemy tries to defend them. Once they are online, you need to defend your Claim marker while simultaneously trying to destroy one of the System Restore Units.
The advantage is inherently with the defenders, as they only need to destroy one (1) of the System Restore units, while the invaders need to defend all of them.
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Gartel Reiman
Civis Romanus Sum Core Factor
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Posted - 2009.09.17 09:18:00 -
[124]
Originally by: Carniflex Zerozero can't support population densities atm that are needed today to keep sov.
Which is probably why one of the major changes in Dominion is the ability to upgrade your space so that it can.
Originally by: Mskpath3 I dunno. The possibility for spamming of these things in massive quantities in many systems gives the attacker the ability to pick his place and time. Defenders will have to be on 24/7 to prevent this situation (disruptor saturation) from happening. But once it does, the attacker can cyno in (or slowboat it depending on jammer mechanics) and blow the **** out of your sov-claimer at his leisure.
Here's what I do:
- Take 10 alts who can fly viators. Fill each one with 100 jammers. - Zoom this squad into the target region. - Split up into two groups. 5 haulers should be able to cover a system. You don't start in the core systems. You start out in the sticks. - Each alt only has to anchor one module, so total disruptor-anchoring time for a system is 1 anchor cycle. Unless that anchor time is super huge (longer than a large tower) you just keep doing this. - In a few hours, you've disrupted 10 systems. In a day, 30. The defenders would need like an eternal 50 man BS cleaner fleet to stop this from happening. That....is hard.
I don't think you'd be very successful like that, for a number of reasons.
Firstly, judging by mail templates I've seen, alliances/corps will get mailed when a claim disruptor is anchored. So they'll know what you're doing, and in fact you'll be constantly pinging them updates of your position.
Secondly, you're just leaving those disruptors sitting in space undefended and hoping they can stay there for 12 hours. They don't have a huge amount of EHP - even a lone ratter who comes across one (and they will, as they're on stargates) could probably take it down in 5-10 minutes or so (with current EHP figures).
Thirdly, I presume there's some kind of anchoring time for the disruptors themselves where your Viator would have to be uncloaked for 30-60 seconds. Without a defence force of your own, you'd be quite liable to being destroyed, or at least terminally disrupted, in any remotely active system.
Basically, this would only work against an alliance that isn't able to destroy relatively fragile, completely undefended structures anchored on gates in its territory, within a 12=hour period. And I definitely support the assertion that if that happens, the alliance didn't deserve to own that space anyway.
The workings of your 10-man viator squad could easily be undone by a 10-man HAC/BC squad in about the same time - if any of your undefended claim disruptors are still alive 12 hours later, it's a sign that the alliance definitely isn't active in that system, and can't even be bothered to sent out a small force to pop the claim disruptors.
Just don't count on anything coming from this. It looks like if you really want to claim a system, you need to maintain combat supremacy there for 36 hours. Which kind of ties into an earlier devblog mentioning that sov was something you claimed "once the dust settled" - if there's active contesting of a system with roughly equal numbers it looks like it'll be hard for either side to maintain sov, which is probably right. If on the other hand you have "de facto" ownership of a system, it will not be difficult to translate that into "de jure" ownership by planting the beacon and not having enemies take it down within 24 hours.
One thing that might be wrong with current values is that claim disruptors may be a little too fragile; if they can be driveby-sniped by a moderately-sized BS gang that might be a bit over-the-top. But perhaps the intention is that you cannot anchor them without combat supremacy in the system...
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Trefnis
Minmatar Viper Squad Triumvirate.
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Posted - 2009.09.17 09:19:00 -
[125]
so it is 12h to take down the sov, that is good, defender still have next 24h to destroy attacker sov marker.
and to those saying that it will take only to attack at the end of defender tz becouse then they go to sleep and then to work, you have to know the attacker is either skiping work or not sleeping aswell. its still 12h.
and even if it fall you are now in easy position to take it back again (just as you said its easier).
it does promotes people that play all the time against weekend warrios as of said presence in space is a must to detect invasion.
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Xthril Ranger
hirr Morsus Mihi
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Posted - 2009.09.17 09:20:00 -
[126]
I got a problem with that the attacker is the one choosing all the engagements timezone. If the attacker choose when the first engagement happens, the defender should get to choose the second. If the attacker get to choose both and you only got 12 hours you will find that certain timezones are at an advantage. We will get "holiday wars" where alliances take advantage of having a day off work or that other alliances got to do those family gatherings stuff. . you'll never jump alone
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Caldor Mansi
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Posted - 2009.09.17 09:22:00 -
[127]
Edited by: Caldor Mansi on 17/09/2009 09:25:05
Originally by: CCP Sisyphus
Some of you have raised some questions, or made comments that might not be completely correct. So some summarization of the mechanics and reasons might be in order. (Also note - numbers are preliminary, they are subject to change depending on feedback of play on Singularity)
Sovereignty is just: While you have sovereignty all your Starbases will have a 10% (subject to change) fuel bonus. The system will be marked as belonging to your alliance. You will have the ability to upgrade the system (via infrastructure hubs and investments).
You have to pay upkeep for all systems you claim.
Claiming a system is as simple as: Anchor Claim Marker, online it (takes 24 hours).
During those 24 hours it is vulnerable to being destroyed. Once online it is invulnerable.
To contest a system (i.e., make the claim marker vulnerable again): You need to have System Restore Units ONLINE at every gate. Onlining takes 12 hours. They are vulnerable to being destroyed at all times.
If the system is unclaimed, there will be a battle between different alliances planting Claim markers and trying to defend them while trying to destroy enemy claim markers.
If the system is claimed, there will be battles at every gate trying to destroy the System Restore units while the enemy tries to defend them. Once they are online, you need to defend your Claim marker while simultaneously trying to destroy one of the System Restore Units.
The advantage is inherently with the defenders, as they only need to destroy one (1) of the System Restore units, while the invaders need to defend all of them.
How do you expect the game to keep dynamics when you enforce defending mechanics while putting attackers into such a difficult position?
Attacking enemy territory should be encouraged, not penalized.
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Kanuo Ashkeron
Wormhole supervisory and Investigation team
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Posted - 2009.09.17 09:24:00 -
[128]
Originally by: CCP Sisyphus
Sovereignty is just: ...
So the big question is: WhatŠs about station ownership?
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Trefnis
Minmatar Viper Squad Triumvirate.
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Posted - 2009.09.17 09:28:00 -
[129]
Originally by: Kanuo Ashkeron
Originally by: CCP Sisyphus
Sovereignty is just: ...
So the big question is: WhatŠs about station ownership?
it was mentioned that stations wont be connected to sov somewhere
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Jarnis McPieksu
Insidious Existence RAZOR Alliance
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Posted - 2009.09.17 09:37:00 -
[130]
There is also one huge missing variable...
Rough idea of a cost of both structures.
I would imagine that the claimers (being vulnerable to be popped rather easily) would be priced as "disposable", but how about the actual claiming structure? 12h of disruption -> sov structure goes boom, sov holders finally get back from work and now have 24 hours to counter-blow the sov structure. If these things are expensive, back-and-forth fighting over these could get messy.
Also I'm unclear if these sov claiming things are anchored at a POS? If so, what happens if you just blow up the POS while the sov structure is invulnerable? Or does it give invulnerability to the POS in question?
Also will infrastructure updates work like stations do today or like POSes - effectively, will they survive a landlord change or not and can you raze them or not?
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Caldor Mansi
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Posted - 2009.09.17 09:40:00 -
[131]
Originally by: Jarnis McPieksu There is also one huge missing variable...
Rough idea of a cost of both structures.
I would imagine that the claimers (being vulnerable to be popped rather easily) would be priced as "disposable", but how about the actual claiming structure? 12h of disruption -> sov structure goes boom, sov holders finally get back from work and now have 24 hours to counter-blow the sov structure. If these things are expensive, back-and-forth fighting over these could get messy.
Also I'm unclear if these sov claiming things are anchored at a POS? If so, what happens if you just blow up the POS while the sov structure is invulnerable? Or does it give invulnerability to the POS in question?
Also will infrastructure updates work like stations do today or like POSes - effectively, will they survive a landlord change or not and can you raze them or not?
Think about those as bunkers such as in FW...
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malcotch
Gallente DEATHFUNK Atlas Alliance
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Posted - 2009.09.17 09:41:00 -
[132]
This really does seem to favour the defender more, as all you have to do is create a blob once in a 12hour period and remove one System Restore Unit, then repeat this in another 12hr period if another system restore unit is anchored. If the attackers want to claim sov they would have to tie a system down for 12hrs and counteract any blobs at any time, then tie the system down for a further 24hrs whilst the claim marker is onlining!
Defenders will be able to make attackers give up due to fatigue. Small alliances will have no hope in being able to claim new sov.
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CCP Abathur

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Posted - 2009.09.17 09:52:00 -
[133]
Originally by: CCP WeirdFish I would like to take the opportunity to reiterate that the system detailed here is only the first iteration of the new sovereignty and there are more parts yet to be announced and explained. Also that all the mechanics timers and the like are as i explain in my blog subject to change. Don't panic!
Quoting this for emphasis. What's presented in WeirdFish's blog is the sov system at its most basic level. The timers are subject to testing and feedback and there are numerous bits that are still to be introduced and explained.
We had a choice in how we planned to release these changes and we chose to go with the 'more information sooner' strategy. Please keep your feedback constructive and helpful as we go forward. Thank you. 
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Rakshasa Taisab
Caldari Sane Industries Inc. Novus Auctorita
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Posted - 2009.09.17 09:55:00 -
[134]
Originally by: Jarnis McPieksu I would imagine that the claimers (being vulnerable to be popped rather easily) would be priced as "disposable", but how about the actual claiming structure? 12h of disruption -> sov structure goes boom, sov holders finally get back from work and now have 24 hours to counter-blow the sov structure. If these things are expensive, back-and-forth fighting over these could get messy.
I would imagine they'd be priced such that you can't just spam them all over the place, and instead have to actually bring a proper fleet to defend them.
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CCP Greyscale

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Posted - 2009.09.17 10:00:00 -
[135]
Sorry about the confusion on this matter; it turns out that the design doc was wrong 
The onlining time for the System Restore Unit / Disruption Marker is correctly set at 24 hours. The text description and the flowchart in this blog are both using an incorrect value of 12 hours because that's what it says in the design. Which is wrong.
We are having a ponder over whether the claiming unit should be less vulnerable - either moving its cycle to 12 hours, or giving it a longer invulnerable anchoring time and a shorter vulnerable onlining time or similar.
Also, when considering how easy/hard sov is to take/disrupt, it's informative to ask yourself why you're trying to do so in the first place. Specifically, bear in mind that sov has no impact on station ownership under the current design.
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Washell Olivaw
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Posted - 2009.09.17 10:04:00 -
[136]
Originally by: CCP WeirdFish I would like to take the opportunity to reiterate that the system detailed here is only the first iteration of the new sovereignty and there are more parts yet to be announced and explained. Also that all the mechanics timers and the like are as i explain in my blog subject to change. Don't panic!
Needs the same fontsize as the hollywood sign, and be blinking. 
Originally by: Signature Everybody has a photographic memory, some people just don't have film.
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Caldor Mansi
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Posted - 2009.09.17 10:07:00 -
[137]
Edited by: Caldor Mansi on 17/09/2009 10:11:09 Edited by: Caldor Mansi on 17/09/2009 10:09:46
Originally by: CCP Abathur
Quoting this for emphasis. What's presented in WeirdFish's blog is the sov system at its most basic level. The timers are subject to testing and feedback and there are numerous bits that are still to be introduced and explained.
We had a choice in how we planned to release these changes and we chose to go with the 'more information sooner' strategy. Please keep your feedback constructive and helpful as we go forward. Thank you. 
This is not about timers, it is the concept.
1) Hostile fleet erect a Disruptor Field at Gate 1. then => a) hostiles weaken their fleet and split it in order to control Gate 2 b) hostiles move whole fleet to Gate 2 leaving Gate 1 undefended
2) Defending fleet gathered at Claiming Mark watitng for hostile move after controling Gate 1 then => a) as soon as part fo the hostile fleet moves from Gate 1, defenders jump in full force and devastate hostiles forces at Gate 1 or Gate 2 b) as soon as hostile fleet moves to Gate 2, defenders jump to Gate 1 and take down Disruptor Field
None of those is good and that is exactly how this mechanics works. You can imagine what pain it is as the number of gates in the system scales up.
How did you think this could work?
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Sturmwolke
Genyosha Legion
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Posted - 2009.09.17 10:15:00 -
[138]
The sovereignty flowchart is odd and it doesn't quite make sense in the strategic aspect.
So you have control of a system. Someone attacks, drops a nuclear time-bomb at a place of their choosing. The defenders would have to scramble and intercept/destroy the package before its timer runs out. This means, instead of defending, they're the ones that actually have to be on the offensive (4 out 5 times).... and the attacking side is put on a defensive. All the attacking fleet need to do is sit tight, keep cohesion and minimize fleet damage and keep up constant stable pressure if engaged. Time is on the invading side.
It makes no sense, imo.
The attackers should be on a time sensitive schedule and the advantage of time should fall to the defenders. In addition, defenders should almost always be running a defensive engagement. Defender counter-attacks are ok, but default mode should always be defensive.
Make that happen CCP.
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Spartan dax
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Posted - 2009.09.17 10:19:00 -
[139]
Originally by: CCP Sisyphus
Claiming a system is as simple as: Anchor Claim Marker, online it (takes 24 hours).
During those 24 hours it is vulnerable to being destroyed. Once online it is invulnerable.
To contest a system (i.e., make the claim marker vulnerable again): You need to have System Restore Units ONLINE at every gate. Onlining takes 12 hours. They are vulnerable to being destroyed at all times.
How about instead we have: Anchor Claim Marker. And nothing else.
However Sov only goes up if you work the system through "activites" The "strenght" of the sov depends on how much activites you put into the system.
To contest a system the opposing team just needs to drop a sov marker of their own and then clear out the inhabitants, destroy/disrupt their "activites" and achieve an activity rate higher than the defendants which will start reducing the defenders Sov strength to zero and eventually start gaining sov of their own. Sov markers would selfdestruct after a period of time if they didn't have sov in system.
Basically a tug of war concept. People could gain sov in unclaimed systems extremely fast but they would be of low strength and easily taken by anyone that were willing to put in a bigger effort.
There's just no need in this type of concept to gather huge fleets to go off and shoot/defend a descriptive arbitrary object in space. You only need to live there to keep/take sov.
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RaZ RUS
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Posted - 2009.09.17 10:25:00 -
[140]
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Gartel Reiman
Civis Romanus Sum Core Factor
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Posted - 2009.09.17 10:27:00 -
[141]
Originally by: Caldor Mansi How do you expect the game to keep dynamics when you enforce defending mechanics while putting attackers into such a difficult position?
Attacking enemy territory should be encouraged, not penalized.
Again it seems like claiming sov is not the attack itself, but what you do afterwards to cement and legitimise your ownership.
You attack the enemy territory by moving in, disrupting their operations, establishing superiority over the system, forcing your enemies out. Then once you've done all that, and the fight for "control" over the system has been won, you will be able to plant your anchorables and get sovereignty over the system without much fuss.
It seems right to me that if there is an enemy present that hasn't yet been subdued, it will be difficult to plant an "I own this system" flag without it being knocked down.
So unlike the current mechanics where you win the system itself through claiming sovereignty, in Dominion it looks like sov will be less of a big deal mechanically, and you claim the system through "soft" means first then legitimise it with the flag. In that respect the flag mechanics don't really matter that much - the question becomes how hard is it for you to subdue the current occupants and establish military dominance over them?
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Caldor Mansi
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Posted - 2009.09.17 10:35:00 -
[142]
Originally by: Gartel Reiman
Again it seems like claiming sov is not the attack itself, but what you do afterwards to cement and legitimise your ownership.
You attack the enemy territory by moving in, disrupting their operations, establishing superiority over the system, forcing your enemies out. Then once you've done all that, and the fight for "control" over the system has been won, you will be able to plant your anchorables and get sovereignty over the system without much fuss.
It seems right to me that if there is an enemy present that hasn't yet been subdued, it will be difficult to plant an "I own this system" flag without it being knocked down.
So unlike the current mechanics where you win the system itself through claiming sovereignty, in Dominion it looks like sov will be less of a big deal mechanically, and you claim the system through "soft" means first then legitimise it with the flag. In that respect the flag mechanics don't really matter that much - the question becomes how hard is it for you to subdue the current occupants and establish military dominance over them?
If claiming sovereintgy is something to be done after you force all inhabitans to leave the system, there is no point in erecting Disruptor fields and whole presented mechanics. You just take down Claim Mark and Erect your own with no hussle.
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Evelgrivion
Ignatium. Rote Kapelle
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Posted - 2009.09.17 10:36:00 -
[143]
Originally by: CCP Greyscale Sorry about the confusion on this matter; it turns out that the design doc was wrong 
The onlining time for the System Restore Unit / Disruption Marker is correctly set at 24 hours. The text description and the flowchart in this blog are both using an incorrect value of 12 hours because that's what it says in the design. Which is wrong.
We are having a ponder over whether the claiming unit should be less vulnerable - either moving its cycle to 12 hours, or giving it a longer invulnerable anchoring time and a shorter vulnerable onlining time or similar.
Also, when considering how easy/hard sov is to take/disrupt, it's informative to ask yourself why you're trying to do so in the first place. Specifically, bear in mind that sov has no impact on station ownership under the current design.
I thought station ownership was a given if you took sovereignty of a system and had captured said outpost, so this statement begs the question: what does taking sovereignty actually do for you?
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Jarnis McPieksu
Insidious Existence RAZOR Alliance
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Posted - 2009.09.17 10:44:00 -
[144]
Originally by: CCP Greyscale
Also, when considering how easy/hard sov is to take/disrupt, it's informative to ask yourself why you're trying to do so in the first place. Specifically, bear in mind that sov has no impact on station ownership under the current design.
So what does?
Currently you want sov so you can capture a station which forces the defenders to stage somewhere else. The only other option is to stage a 23/7 bubblecamp which is a somewhat unpleasant job.
Stations can't be openly attackable/flippable or we'll have madness. So what determines when a station can be taken over?
Also, if "sov doesn't matter" for station ownership, for what does it matter for? People won't pay or fight for pretty flags if they have no practical use.
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Arte
The Darkness Within
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Posted - 2009.09.17 10:52:00 -
[145]
Edited by: Arte on 17/09/2009 10:52:27 I like the idea behind this design for taking control of systems.
The potential vulnerability at the edge of claimed space places the front line in those systems. Concentrating forces there is a must and therefore the stated aim of encouraging alliances to occupy the space they need, not want, is achieved by virtue of the fact that you can take their space by harrassment 1 system at a time, away from the occupied systems if an alliance has over-extended itself.
The route of your advance to contact, counter-attacks against reds, encirclement of enemy systems, are more readily viable now as the number of gates in a system will affect defensibility and so strategy and not just tactics come into play.
These are all good things imo.
Please may you consider the following questions.
1. How far do the disruptors have to be from the gate to be effective? a) on Grid b) Within a set amount of kilometers
2. Is there remit to have them within a certain amount of au of the gate (not necessarily on grid) to be effective, therefore meaning that some element of 'search' comes before 'destroy'. This would also mean that in some systems, one disruptor might cover multiple gates meaning it is more strategically viable to attack that system.
3. Will pilots be able to warp to them in space like celestial objects; if they can see them on overview?
4. What is the process of notification with regards to ajoining systems being claimed, and claimed systems being contested? Will you have to be a director in a corp, or can any pilot realise something is amiss and try to stem the danger?
I am really quite looking forward to seeing how this develops. Have to laugh at the nay sayers screaming blue murder already without even testing or proposing other options. --------------------------------------------------------------------------------
Originally by: CCP Whisper "So you're going to have to do some actual thinking..."
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Kanuo Ashkeron
Wormhole supervisory and Investigation team
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Posted - 2009.09.17 10:55:00 -
[146]
Originally by: Gartel Reiman
Originally by: Caldor Mansi How do you expect the game to keep dynamics when you enforce defending mechanics while putting attackers into such a difficult position?
Attacking enemy territory should be encouraged, not penalized.
Again it seems like claiming sov is not the attack itself, but what you do afterwards to cement and legitimise your ownership.
You attack the enemy territory by moving in, disrupting their operations, establishing superiority over the system, forcing your enemies out. Then once you've done all that, and the fight for "control" over the system has been won, you will be able to plant your anchorables and get sovereignty over the system without much fuss.
It seems right to me that if there is an enemy present that hasn't yet been subdued, it will be difficult to plant an "I own this system" flag without it being knocked down.
So unlike the current mechanics where you win the system itself through claiming sovereignty, in Dominion it looks like sov will be less of a big deal mechanically, and you claim the system through "soft" means first then legitimise it with the flag. In that respect the flag mechanics don't really matter that much - the question becomes how hard is it for you to subdue the current occupants and establish military dominance over them?
There was a post in another thread about formal sovereignity and legitimacity. It seems Dominion sovereignity is legitimacity. Formal sovereignity will be station ownership (however that changes).
So, imagine following scenario: Attackfleet moves in and starts attacking the station. Finally there emerges a big battle (in which caps play a big role) about the station. The attacking fleet wins, and gains formal sovereignity. It controls the station and has the "police" force on the street. However, they need to have legitimacity to reign the system and earn all the profits of it. And there are still rebels in the backyards who disturbing the operations (gaining Dominion sovereignity by destroying the SRUs).
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2009.09.17 11:02:00 -
[147]
So (system) attackers need to defend while (system) defenders need to attack? Brilliant system imo.
And I like the notion that contesting sovereignty might be the LAST thing to consider when planning an invasion instead of being the first like under the current mechanics. ---------------- Mr. Science & Trade Institute
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Jowen Datloran
Caldari Science and Trade Institute
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Posted - 2009.09.17 11:07:00 -
[148]
Originally by: Evelgrivion
I thought station ownership was a given if you took sovereignty of a system and had captured said outpost, so this statement begs the question: what does taking sovereignty actually do for you?
Without sovereignty you are properly not allowed to improve the quality of the system. What ever that means has yet to be seen. ---------------- Mr. Science & Trade Institute
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Kanuo Ashkeron
Wormhole supervisory and Investigation team
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Posted - 2009.09.17 11:12:00 -
[149]
Originally by: Jowen Datloran What ever that means has yet to be seen.
It seems some sweets are involved ;)
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The Mittani
GoonFleet GoonSwarm
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Posted - 2009.09.17 12:33:00 -
[150]
Edited by: The Mittani on 17/09/2009 12:33:46 if you intend this to give an advantage to the defender, as you say, a 24-hour cycle is better.
there's some confusion about the System Restore function. The 'onlining' time on Sisi is 24 hours. Once it is online, does it immediately count as disrupting its gate? Or does it start its countdown once online?
ie:
SRU onlining for 24 hours -> Onlined, Sov Disruption countdown begins for X (12? 24?) hours -> sov claiming widget vulnerable (assuming SRUS on all gates)
or
SRU onlining for 24 hours -> sov claiming widget vulnerable (assuming SRUs on all gates)
Sins of a Solar Spymaster: my ~fair and balanced~ column TheMittani @ Twitter
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Sophie Daigneau
CAPITAL Assistance in Destruction Society GoonSwarm
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Posted - 2009.09.17 12:35:00 -
[151]
Originally by: CCP Greyscale
Also, when considering how easy/hard sov is to take/disrupt, it's informative to ask yourself why you're trying to do so in the first place. Specifically, bear in mind that sov has no impact on station ownership under the current design.
What about pos modules that currently require sov in order to anchor? Especially CSAAs?
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Zhentor
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Posted - 2009.09.17 12:37:00 -
[152]
What about the infrastructure upgrades? Will those require sov in the system to be applied, or are they permanent increases no matter if there is sov held in the system or not?
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Nidhiesk
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Posted - 2009.09.17 12:45:00 -
[153]
Originally by: CCP Greyscale Sorry about the confusion on this matter; it turns out that the design doc was wrong 
The onlining time for the System Restore Unit / Disruption Marker is correctly set at 24 hours. The text description and the flowchart in this blog are both using an incorrect value of 12 hours because that's what it says in the design. Which is wrong.
We are having a ponder over whether the claiming unit should be less vulnerable - either moving its cycle to 12 hours, or giving it a longer invulnerable anchoring time and a shorter vulnerable onlining time or similar.
Also, when considering how easy/hard sov is to take/disrupt, it's informative to ask yourself why you're trying to do so in the first place. Specifically, bear in mind that sov has no impact on station ownership under the current design.
I don't know if it was you or another dev but I'm givin the feeling you want more people in null sec and more populated. In that case, although just a suggestion, I suggest making it easy to claim the system and harder disrupt it.
why harder to disrupt it ? well making it a bit easy for "smaller" corp that can't be in the game 24h. Lots of people here are working very long hours and not everyone is on welfare or school. That way, the disruption covers all timezone giving a chance for the corp to defend it self properly. (notice the word chance hehe)
why easy for taking it ? you guess it, so corps can settle in quickly when its unclaimed. This makes sense to me since CCP gives the feeling they want more people in zero. If it harder (24h or more) this will be a bit harder to do since smaller corp have "USUALLY" less people which don't cover all timezones. so by making it 12h it should be enough.
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Caldor Mansi
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Posted - 2009.09.17 13:24:00 -
[154]
While this is not related to this dev blog in particular but... Can you get rid of the Upkeep thing, please?
There is no problem in owning large empty space but that the defending severity of your space does not scale up with the size.
I would say it is better to address the real problem and apply appropriate fixing then doing...'such things'.
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Sidus Isaacs
Gallente
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Posted - 2009.09.17 13:28:00 -
[155]
I for one applaud CCP for putting this out to test on Sisi so early, and letting players take part and give feedback. Should m ake for a better overall system that more of us can enjoy. --------------------------------------------------------------------------------
http://desusig.crumplecorn.com/sigs.html |

Gartel Reiman
Civis Romanus Sum Core Factor
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Posted - 2009.09.17 13:43:00 -
[156]
Originally by: Nidhiesk I don't know if it was you or another dev but I'm givin the feeling you want more people in null sec and more populated. In that case, although just a suggestion, I suggest making it easy to claim the system and harder disrupt it.
It already looks like it will work close to what you propose. Claiming an uncontested system is pretty simple - set your claim unit anchoring, and get sov 24 hours later. Depending on how system upgrades are handled, it may even be possible to start setting these up while you're waiting for the 24 hour timer (e.g. if the upgrades only worked when you had sov, I don't see any loopholes to letting them be built any time).
And it sounds like it would be very difficult to "snatch" sov away from an enemy that was actively using a system; you just need to let your guard down for a few minutes, at just one of the gates, for them to be able to blitz your claim module to the ground, and then you have to start the 12 hour countdown all over again. To actually successfully take over sovereignty you'd have to be able to maintain a fairly overwhelming and unwavering combat supremacy for 36 hours (12 + knocking out enemy's claim module to merely drop sov back to neutral). And by combat supremacy I don't just mean a bigger blob; if you park a bunch of short-range battleships on top of the relatively fragile claim disruptor, then long-range ships can come in and take it down from long-range. If you don't have any kind of RR, then a fairly small suicide squad (compared to your own) can probably take down the disruptor before you kill them all. And so on.
Thus it looks like you'll need to have already knocked the stuffing out of the defending alliance, so to speak, in order to disrupt their sovereignty. Disrupting sov in an system with an active, combat-capable alliance looks extremely difficult (which I initially considered a bad thing, but now I think it actually fits in with the desired intentions).
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Aaron Min
Genco Curatores Veritatis Alliance
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Posted - 2009.09.17 14:00:00 -
[157]
It seems to me that under this new system it is also going to be harder to defend a dead end system with 1 gate and easier to defend a system with 3 or more gates, in my mind that just doesn't seem right.
It also doesn't seem like there is much of a purpose to sov unless you have a station in the system, and then not to control the station, but so you can upgrade the system.
I really think you should make the station invulnerable to flipping until sov is lost. Why bother engaging a station systems sov claimers if I can simply take the station and then all my people can start docking there, repairing for free, loading the location with loads of back up sov disruption markers etc etc.
Gaining sov shouldn't flip the station right away, whatever mechanic you have in mind for flipping the station should stay, but the station should only be flippable when sov is neutral or in your control.
This would make the station (or stations as I'm hoping you do in fact let us build multiple stations in the same system) you last bastions of hope once you loose sov.
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Sun Liping
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Posted - 2009.09.17 14:49:00 -
[158]
I am not certain if all of you know that
THE CAKE IS A LIE!!!
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Ulstan
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Posted - 2009.09.17 14:59:00 -
[159]
You know, the past few devblogs have all been awesome.
I have to say that giving everyone every skill at V for a particular test is a great way to ramp up participation.
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Refazed
Interstellar eXodus BricK sQuAD.
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Posted - 2009.09.17 14:59:00 -
[160]
Originally by: CCP Greyscale Sorry about the confusion on this matter; it turns out that the design doc was wrong 
The onlining time for the System Restore Unit / Disruption Marker is correctly set at 24 hours. The text description and the flowchart in this blog are both using an incorrect value of 12 hours because that's what it says in the design. Which is wrong.
We are having a ponder over whether the claiming unit should be less vulnerable - either moving its cycle to 12 hours, or giving it a longer invulnerable anchoring time and a shorter vulnerable onlining time or similar.
Also, when considering how easy/hard sov is to take/disrupt, it's informative to ask yourself why you're trying to do so in the first place. Specifically, bear in mind that sov has no impact on station ownership under the current design.
How do you envision station ownership to be determined and contested? It's a big deal to 0.0 owners since significant assets can be stored in a station.
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Weaselior
GoonFleet GoonSwarm
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Posted - 2009.09.17 15:09:00 -
[161]
Edited by: Weaselior on 17/09/2009 15:10:48 I presume that sov dictates who controls the infrastructure hub? In that case, given that you've said parts of it require station upgrades, what happens when the ownership of the infrastructure hub and the station is split - are those upgrades destroyed? Is the hub inactive when the station and sov are not aligned? Do you lose your cynojammers/bridges if you lose sov? Does the person with sov get those upgrades even without a station?
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.09.17 15:13:00 -
[162]
The design of the sov system is wrong.
It should be easier to defend a dead end system and very difficult to defend a system with many entries. But it is the the contrary. Very very easy to defend a system with many gates and really hard/impossible to defend a dead end system.
But it is to late to change that design, sadly enough.
The 24 hour counter for the claim disruptors to kick in is far to long. Makes it almost impossible for anyone but a super-alliance to attack sov space. Result will be even bigger blobs.
The whole 'sov disruptors online at ALL gate for xxx hours' is wrong. But in the meanwhile you can make a quick addition that would help.
Allow claim disruptors on BOTH sides of the stargate to disrupt the claim. Allow claim disruptors inside and outside the system to affect the system!
This already would be a quick help if a complete change of the system is out of order. I don't know if you guys have enough time to consider a new sov-system approach or if you are only tweaking numbers now at best.
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.09.17 15:18:00 -
[163]
Originally by: CCP Greyscale Sorry about the confusion on this matter; it turns out that the design doc was wrong 
The onlining time for the System Restore Unit / Disruption Marker is correctly set at 24 hours. The text description and the flowchart in this blog are both using an incorrect value of 12 hours because that's what it says in the design. Which is wrong.
We are having a ponder over whether the claiming unit should be less vulnerable - either moving its cycle to 12 hours, or giving it a longer invulnerable anchoring time and a shorter vulnerable onlining time or similar.
Also, when considering how easy/hard sov is to take/disrupt, it's informative to ask yourself why you're trying to do so in the first place. Specifically, bear in mind that sov has no impact on station ownership under the current design.
How exactly does sov not have anything to do with holding stations now? That's how it is currently so unless you tell us otherwise and explain it we are totally out of the loop.
It would really be nice to have all of this stuff written down somewhere so we can actually mabye try to understand it.
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Doytard
Amarr FaDoyToy
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Posted - 2009.09.17 15:35:00 -
[164]
Originally by: CCP WeirdFish I would like to take the opportunity to reiterate that the system detailed here is only the first iteration of the new sovereignty and there are more parts yet to be announced and explained. Also that all the mechanics timers and the like are as i explain in my blog subject to change. Don't panic!
I have heard a few devs say subject to change (or not final), and as such have been totally disappointed when subject to change was a) not changed, or b) inadequately changed. Hi how are you
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Orange Faeces
Sebiestor tribe
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Posted - 2009.09.17 15:37:00 -
[165]
I have read the devblog and I'm just a tad concerned here. How is this any different than the current system we have? Its essentially the same except without POSs.
How about we make a real change to Sov. and require that any claimed system must have a sovereign system or a station system adjacent to it. This would solve two general things in the current "emergence." First, you can't hop all the way across eve and take other people's sov. Second, you have to grow organically from a claimable station, low-sec, or a station drop.
Simple stuff, CCP. Fallout's blog certainly had some hopeful sentiments about how things need to change, but without making adjacent systems dependent on one-another there is little difference.
O. Faeces
---
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Illectroculus Defined
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Posted - 2009.09.17 15:47:00 -
[166]
So with all these Disruptors taking a day or so to render a system vulnerable to attack does this mean that you'll be able to select the top vulnerable systems at downtime and make sure they're running on reinforced nodes in anticipation of a monster fleet engament?
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Letifer Deus
Bannable Offense. Minor Threat.
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Posted - 2009.09.17 15:53:00 -
[167]
Edited by: Letifer Deus on 17/09/2009 15:54:49 How is the transition between the current sov system and the new one going to work? Are all of the sov 1/2/3/4s just going to drop and it's going to become the space equivalent of the Oklahoma land grab, or what? If yes, what is going to happen to items in place that require certain sov levels (and will require certain "infrastructure" levels afterwards) such as jammers and capital ship assembly arrays?
Originally by: Sophie Daigneau What about pos modules that currently require sov in order to anchor? Especially CSAAs?
Crap you beat me to it.  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.09.17 15:58:00 -
[168]
So with all these crazy radical changes your saying to the plays you better stop ****ing around with the current system and prepare for this new stupid **** right? because that what it looks like to me.
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GPFS
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Posted - 2009.09.17 16:19:00 -
[169]
About the new SOV mechanic. Will there be some kind of notification when a disruptor is anchored, for the ally that currently holds SOV in the system? Will the disruptor be visible in the Overview? Or you have to scan like 1k radius from the gate to find out someone has anchored a disruptor? Didn't see someone ask those questions...
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Gartel Reiman
Civis Romanus Sum Core Factor
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Posted - 2009.09.17 16:51:00 -
[170]
Originally by: Aaron Min It seems to me that under this new system it is also going to be harder to defend a dead end system with 1 gate and easier to defend a system with 3 or more gates, in my mind that just doesn't seem right.
I can see that and see where you're coming from. However, if you want to look at it another way, a dead-end system is actually more fragile in terms of sov, since it only has a single link to other systems by which "the sovereignty can flow" (in some handwavy RP logic). If the attackers set up what is effectively a small blockade on that gate, the system is cut off from the rest of your empire. Conversely, a hub system has lots of gates and so lots of redundant connections to the rest of your empire. To break the sov links, an attacker has to sever every connection, which is going to be much harder.
Part of the apparent paradox here is that for the purposes of disrupting sovereignty, the attacking force is actually effectively defending. They anchor their disruption module, and then must defend it for a given amount of time. And as you've rightly said, the system is easier to defend - in this case, for them.
Or in other words, you think of the system as secure because it only has one way in - it's also vulnerable to disruption because it only has one way out.
Quote: It also doesn't seem like there is much of a purpose to sov unless you have a station in the system, and then not to control the station, but so you can upgrade the system.
I believe sov itself is tied to the upgrades; I wasn't under the impression that you required an outpost in the system to benefit from them too (though perhaps they would count as outpost upgrades; I'm sure a future devblog will clarify this).
Quote: I really think you should make the station invulnerable to flipping until sov is lost. Why bother engaging a station systems sov claimers if I can simply take the station and then all my people can start docking there, repairing for free, loading the location with loads of back up sov disruption markers etc etc. ... This would make the station (or stations as I'm hoping you do in fact let us build multiple stations in the same system) you last bastions of hope once you loose sov.
There's going to be a separate mechanic for outpost capture that should cover this. My understanding of taking sov is that it's not something you do as a precursor to a conquest, but something you do near the end once the attempt has been successful. If you needed to take sov to attack a station, then that would be "prescriptive" rather than "descriptive". It would be hard to take control of a system without depriving the owners of the tactical advantage of the outpost; so if you needed sov to do this, you'd essentially have to take it early on (which would be almost impossible with an enemy station in the system from which they could strike at your claim disruptors).
Decoupling the two makes sense if sov is not meant to be the first crippling blow to an enemy's infrastructure as it is now. The situation you describe (take the station first, establish dominance, force the other alliance out, then take sov) is in fact exactly how I understand CCP want things to play out. Again, sov gets claimed "once the dust has settled", not as a precursor to a conflict.
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De Guantanamo
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Posted - 2009.09.17 17:05:00 -
[171]
Originally by: Letifer Deus Edited by: Letifer Deus on 17/09/2009 15:54:49 How is the transition between the current sov system and the new one going to work? Are all of the sov 1/2/3/4s just going to drop and it's going to become the space equivalent of the Oklahoma land grab, or what?
look how stupid you are
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Gartel Reiman
Civis Romanus Sum Core Factor
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Posted - 2009.09.17 17:08:00 -
[172]
Originally by: Orange Faeces I have read the devblog and I'm just a tad concerned here. How is this any different than the current system we have? Its essentially the same except without POSs.
There's a few major differences as I see it:
- The structure to be destroyed has much much less hitpoints, so that it won't require massive amounts of DPS to destroy it. Tactics will outdo capital blobs here.
- No damage from the structures being attacked/defended - ships of all sizes can play a part in its assault (especially with the lower hitpoints).
- Rather than blasting a POS into reinforced and starting a timer, the end of which ends up in a fight - a presence must be maintained in the contested system to prevent your claim disruptor being destroyed.
- Claim disruptor modules probably much much much cheaper than POSes to the point of being nearly expendable - certainly if an enemy suicides a few BSes or a capital to kill one you should be way up.
- No more fuelling logistics to maintain sov \o/
The first few are pretty important - instead of having these huge, barely-destructable armed towers that you had to knock down multiple of, it's now merely about being able to demonstrate military dominance in the system. If you can plant moderately fragile objects in an enemy system and then stop them from being destroyed for 12/24 hours, it's a better indication of system control than having to fire at POSes.
And it allows a more interest contest over the system than getting a mail with the time a tower comes out of reinforced, and hoping your defensive blob is bigger than the attacker's blob - then being forced with the task of repping up the tower.
Having POSes separate to sov claims is nice as well from a "refactoring" perspective; they can be developed a lot more along industry lines without having the dead weight of having to pull in lots of directions and the associated balance issues.
Quote: How about we make a real change to Sov. and require that any claimed system must have a sovereign system or a station system adjacent to it. This would solve two general things in the current "emergence." First, you can't hop all the way across eve and take other people's sov. Second, you have to grow organically from a claimable station, low-sec, or a station drop.
I suspect you have to grow organically anyway, whether the mechanics force you to or not. If you travel all the way across EVE to take sov, it's not simply a case of popping + planting POSes and then cynoing back if they get attacked. You have to maintain a presence there in order to take sov initially, and after that to respond to any counter-claims. I don't think that would be very feasible if you also wanted to maintain presence on the other side of the universe - short of splitting into two groups, which would be similar to creating a coalition of two alliances anyway (which could do this under your proposed system).
Secondly, in the spirit of emergence, surely letting someone try this ridiculously challenging situation is better than outlawing it outright through game mechanics?
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Southern Suzy
Minmatar Brutor tribe
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Posted - 2009.09.17 17:09:00 -
[173]
hmm all nice and I wanna test it but please with creaming on top stop throtteling the test patch downloads So wait this is the end of my post allready?
I'm not in multiple alliances to spy! I'm in them so I'll always be on the winning team |

Orange Faeces
Sebiestor tribe
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Posted - 2009.09.17 17:25:00 -
[174]
Originally by: Gartel Reiman There's a few major differences as I see it:
- The structure to be destroyed has much much less hitpoints, so that it won't require massive amounts of DPS to destroy it. Tactics will outdo capital blobs here.
- No damage from the structures being attacked/defended - ships of all sizes can play a part in its assault (especially with the lower hitpoints).
- Rather than blasting a POS into reinforced and starting a timer, the end of which ends up in a fight - a presence must be maintained in the contested system to prevent your claim disruptor being destroyed.
- Claim disruptor modules probably much much much cheaper than POSes to the point of being nearly expendable - certainly if an enemy suicides a few BSes or a capital to kill one you should be way up.
- No more fuelling logistics to maintain sov \o/
I think you missed the point of FallOut's blog. Its not just that they want to make smaller ships useful for sov. action, but that smaller alliances need to be able to take space. If you don't make sov. growth continuous with current space then the nap-train, in whatever form it takes in the future, just hops over and pops your sov. and you can't get into 0.0. Thats the problem that needs to be solved. Not whether or not you feel useful in your Caracal.
Originally by: Gartel Reiman I suspect you have to grow organically anyway, whether the mechanics force you to or not. If you travel all the way across EVE to take sov, it's not simply a case of popping + planting POSes and then cynoing back if they get attacked. You have to maintain a presence there in order to take sov initially, and after that to respond to any counter-claims. I don't think that would be very feasible if you also wanted to maintain presence on the other side of the universe - short of splitting into two groups, which would be similar to creating a coalition of two alliances anyway (which could do this under your proposed system).
Secondly, in the spirit of emergence, surely letting someone try this ridiculously challenging situation is better than outlawing it outright through game mechanics?
No, you don't have to grow organically in the current system and these sov. rules are exactly the same. Current superalliances have pockets of sov. all over the damn place, grabbing high-end moons and strategic stations. Jump clones make this a completely viable approach.
Complaining that some game mechanic is arbitrary is an oxymoron. The whole thing is arbitrary anyway. So, lets choose some rules that constrain sov. sprawl, and leave the space that you don't need for all the other people who play eve.
oF ---
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Cayleu
GoonFleet GoonSwarm
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Posted - 2009.09.17 17:40:00 -
[175]
Edited by: Cayleu on 17/09/2009 17:45:40
Originally by: Orange Faeces I think you missed the point of FallOut's blog. Its not just that they want to make smaller ships useful for sov. action, but that smaller alliances need to be able to take space. If you don't make sov. growth continuous with current space then the nap-train, in whatever form it takes in the future, just hops over and pops your sov. and you can't get into 0.0. Thats the problem that needs to be solved. Not whether or not you feel useful in your Caracal.
You may have missed how they intend to (attempt to) accomplish this. Its not practical to design a game mechanic that somehow allows tiny alliances to defeat an alliance 20 times their size, and it would be silly to attempt it. Rather, they seem to be trying to make 0.0 available to more people by making it possible for large alliances to improve their space to the point where they dont NEED a lot of space like they do now, combined with making it more inconvenient or expensive to hold huge amounts of space thats not needed. (ie perhaps by having upgrades that improve truesec, quadrupling the number of belts or exploration sites, introducing agents, you may have systems where you can comfortably fit 30 people online at once). If space can be upgraded and defended to the point where a huge alliance only needs 1 region or a few constellations, and you reduce the value of r64 moons to the point where its not worth the expense of holding extra space just for the moons, then perhaps the biggest alliances carve out the best corners to call home, freeing up space for new alliances.
Thats what their "plan" seems to be, whether it is a good idea and/or works or not, whether it encourages people to fight interesting wars or just causes everyone to settle down and stagnate into boring peace, who the hell knows.
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Orange Faeces
Sebiestor tribe
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Posted - 2009.09.17 17:57:00 -
[176]
Originally by: Cayleu You may have missed how they intend to (attempt to) accomplish this. Its not practical to design a game mechanic that somehow allows tiny alliances to defeat an alliance 20 times their size, and it would be silly to attempt it. Rather, they seem to be trying to make 0.0 available to more people by making it possible for large alliances to improve their space to the point where they dont NEED a lot of space like they do now, combined with making it more inconvenient or expensive to hold huge amounts of space thats not needed. (ie perhaps by having upgrades that improve truesec, quadrupling the number of belts or exploration sites, introducing agents, you may have systems where you can comfortably fit 30 people online at once). If space can be upgraded and defended to the point where a huge alliance only needs 1 region or a few constellations, and you reduce the value of r64 moons to the point where its not worth the expense of holding extra space just for the moons, then perhaps the biggest alliances carve out the best corners to call home, freeing up space for new alliances.
Oh thats a good point, g00nswarm. The NAP-train absolutely HAS to cleanse all the other alliance that aren't blue from 0.0 because you needed their resources. When no one's space is, in itself, worth enough to conquer it'll be safe to venture sov. claims in 0.0.
We'll all keep that in mind when we're reading your essays on CAOD.
oF ---
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Cayleu
GoonFleet GoonSwarm
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Posted - 2009.09.17 18:05:00 -
[177]
Originally by: Orange Faeces
Originally by: Cayleu You may have missed how they intend to (attempt to) accomplish this. Its not practical to design a game mechanic that somehow allows tiny alliances to defeat an alliance 20 times their size, and it would be silly to attempt it. Rather, they seem to be trying to make 0.0 available to more people by making it possible for large alliances to improve their space to the point where they dont NEED a lot of space like they do now, combined with making it more inconvenient or expensive to hold huge amounts of space thats not needed. (ie perhaps by having upgrades that improve truesec, quadrupling the number of belts or exploration sites, introducing agents, you may have systems where you can comfortably fit 30 people online at once). If space can be upgraded and defended to the point where a huge alliance only needs 1 region or a few constellations, and you reduce the value of r64 moons to the point where its not worth the expense of holding extra space just for the moons, then perhaps the biggest alliances carve out the best corners to call home, freeing up space for new alliances.
Oh thats a good point, g00nswarm. The NAP-train absolutely HAS to cleanse all the other alliance that aren't blue from 0.0 because you needed their resources. When no one's space is, in itself, worth enough to conquer it'll be safe to venture sov. claims in 0.0.
We'll all keep that in mind when we're reading your essays on CAOD.
oF
Hey, I'm only putting up my opinion of what ccp is trying to do, which is pretty obvious based on the blogs. I'm not saying that I believe they will be successful.
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Caldor Mansi
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Posted - 2009.09.17 18:09:00 -
[178]
Originally by: Cayleu Edited by: Cayleu on 17/09/2009 18:05:59 Hey, I'm only putting up my opinion of what ccp is trying to do, which is pretty obvious based on the blogs. I'm not saying that I believe they will be successful.
I am affraid that only conclusion based on latest blogs and presented mechanics is that they don't really have a clue what they are doing :-(
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Lord Helghast
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Posted - 2009.09.17 18:28:00 -
[179]
they didnt say their trying to remove nullsec violence or confine aliances to their smaller sections, but alliances tend to defend/kick people out of their controlled spaces faster than unclaimed territory, this isnt meant to aleviate the threat of pirates or lowsec fighting, its to make alliances want more people to come into their regions and help get more cash, its so that alliances might want more carebears on their roster to mine in their capitals to help take advantage of all the upgrades etc that will be possible...
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Rieger VaunBraun
3P1C F41L
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Posted - 2009.09.17 18:34:00 -
[180]
Originally by: Cayleu
You may have missed how they intend to (attempt to) accomplish this. Its not practical to design a game mechanic that somehow allows tiny alliances to defeat an alliance 20 times their size, and it would be silly to attempt it. Rather, they seem to be trying to make 0.0 available to more people by making it possible for large alliances to improve their space to the point where they dont NEED a lot of space like they do now, combined with making it more inconvenient or expensive to hold huge amounts of space thats not needed. (ie perhaps by having upgrades that improve truesec, quadrupling the number of belts or exploration sites, introducing agents, you may have systems where you can comfortably fit 30 people online at once). If space can be upgraded and defended to the point where a huge alliance only needs 1 region or a few constellations, and you reduce the value of r64 moons to the point where its not worth the expense of holding extra space just for the moons, then perhaps the biggest alliances carve out the best corners to call home, freeing up space for new alliances.
Thats what their "plan" seems to be, whether it is a good idea and/or works or not, whether it encourages people to fight interesting wars or just causes everyone to settle down and stagnate into boring peace, who the hell knows.
I could not have put it better myself. I can only hope that your "vision" of what CCP is trying to do plays out. I think it will make 0.0 more accessible to smaller groups and get more people out of empire.
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Caldor Mansi
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Posted - 2009.09.17 18:49:00 -
[181]
Originally by: Lord Helghast they didnt say their trying to remove nullsec violence or confine aliances to their smaller sections, but alliances tend to defend/kick people out of their controlled spaces faster than unclaimed territory, this isnt meant to aleviate the threat of pirates or lowsec fighting, its to make alliances want more people to come into their regions and help get more cash, its so that alliances might want more carebears on their roster to mine in their capitals to help take advantage of all the upgrades etc that will be possible...
The only problem is that this will not work.
People live in high security space because of it's safety. No matter how attractive you make 0.0 with opportunities and high rewards, it has no effect on majority of playerbase. We have lately seen this concept to fail with T3 production when wormholes space did not happen to attract enough people even though you could make easily +100M per hour just by clearing out easiest wormholes, space that was totaly empty and pretty safe. We can notice this pattern through whole EVE and even other MMOs. People are generaly unwilling to accept any kind of loss.
Unless you make 0.0 safer, you won't really attract more people in there. Surely you can utilize the space but that will result in even greater hollownes of null sec space.
Upkeep mechanics makes this only worse, not to mention how pointless it is in principle.
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Gil Danastre
Amarr Aeon Of Strife Dominatus Atrum Mortis
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Posted - 2009.09.17 20:19:00 -
[182]
Edited by: Gil Danastre on 17/09/2009 20:19:39 It may have been mentioned by a player already, but what this sov system change seems to be intending is that you are primarily gonna want to go after your opponents actual place of residence first, ie taking over their stations. Once that objective is accomplished, the attacker would then move on to claim sov, made easier by the fact that you took over the defenders primary staging area(s). The defending players will still have sov though, so they'll have pos's and the like floating about, plus they'll still control the access to the advanced features of the space, making the attempt to retake their stations a difficult but not impossible task.
This is just what i've read out of it, especially as they've said they want to reduce costs on stations, and that station conquering will not be tied to system sovereignty anymore.
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Mskpath3
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Posted - 2009.09.17 20:33:00 -
[183]
More musings.
One way the current arrangement will backfire in terms of "making it easier for small corps" I can think of:
It may take 36 hours to take sov (12 + 24), thereby making it easier on the "little guy" defenders. But - who cares? All you will likely need to do to cause a small group of people to gtfo is simply remove their sov, which takes 12 hours. That's a plausible (albeit boring) amount of time for a military alliance. Then, just wait until they're sick of getting blown up and leave the area, then claim your own sov.
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Crackzilla
The Shadow Order
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Posted - 2009.09.17 20:41:00 -
[184]
Originally by: Mskpath3 Then, just wait until they're sick of getting blown up and leave the area, then claim your own sov.
But it works both ways. While you're trying to remove this irritant you might be distracted from other attacks on your border.
Eventually the small corp can hit the same weakness over and over and over but the large alliance will be forced to focus elsewhere. Otherwise they'd have to manage a multifront war.
If the corp is persistent enough then you might as well try and charge them rent. Its all about if they can keep attacking the same spot for weeks or months.
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Daedalus II
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Posted - 2009.09.17 20:44:00 -
[185]
Originally by: Caldor Mansi
The only problem is that this will not work.
People live in high security space because of it's safety. No matter how attractive you make 0.0 with opportunities and high rewards, it has no effect on majority of playerbase. We have lately seen this concept to fail with T3 production when wormholes space did not happen to attract enough people even though you could make easily +100M per hour just by clearing out easiest wormholes, space that was totaly empty and pretty safe. We can notice this pattern through whole EVE and even other MMOs. People are generaly unwilling to accept any kind of loss.
Unless you make 0.0 safer, you won't really attract more people in there. Surely you can utilize the space but that will result in even greater hollownes of null sec space.
Upkeep mechanics makes this only worse, not to mention how pointless it is in principle.
Let me put my carebear perspective on this: Yes I want to be safe. I don't want to waste ships on battles where I'm not resonably sure I'll win. However, HOW I'm safe doesn't matter to me. I don't care if it's CONCORD or players that protect me, as long as I know there is someone to come to my aid should I need it.
As it is now PvPers generally look down on industrialists as something that just leech on their hard work and give nothing in return. Therefore they won't protect me in 0.0 and I don't want to come, both due to the risks and due to the unappreciation.
If there were some sort of mechanic that made industrialists and carebears valuable to PvPers, so valuable that they would actually protect them, then I would move to 0.0 in a heartbeat as it seems much more fun that high sec. I have no idea how that mechanic would work though, without messing up a lot of other stuff in the process.
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Xorth Adimus
Caldari The Perfect Storm Gentlemen's Club
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Posted - 2009.09.17 20:46:00 -
[186]
Franky some other non-interactive boring floating thing to shoot at /set up is not what I was thinking of as immersive or emergent gameplay form a leading edge MMO.
I was hoping for planet interaction (as has been promised for some time) and influance/ loyalty of the local populations. Introduce planetary stations in 0.0 on one inhabited planet/ or even on one belt per system (not a dockable outpost!).
Planetary/belt stations spawn haulers/ ships. Shoot the station and NPC ships and after a while of 'siege' the locals give up on their current owners for being hopeless. If sov is lost some key upgrades or structures are destroyed or badly damaged
If a station/planet is 'sieged' for some time it would be possible to damage the upgrades and actually 'reset' the world by pillaging it for assets (ISK, LOOT, SLAVES!) rather then claiming sov .
Bring in trade goods they need couple of 10^9 m^3 of medicines for isk (whilst they produce veld you can buy or some other basic useful good perhaps?) and they start to shift their alliance to you as being a helpfull bunch they can work with.
or claim all the major NPC planet trade hubs in nearby systems and upgrade them and you start to gain influance or complete missions to drive off local raiders (missions/rats/ complexes?) to gain their loyalty or shoot players shooting them to gain their loyalty more content, more to shoot, more to protect, more pew, more carebearing.. we all win. Or better yet do all of it to gain a higher bonus with your dusties adding some 'shock' loyalty gains!
For a timer I would have it so that whilst influance change is shown it doesnt come into effect until downtime, in addition a system an alliance has worked hard on to improve for 2 months will take some time and effort to sway.
Win sov and you can interact more with the planet/belt facility via the station upgrade on top of the planetary station and tax them (lowering loyalty the higher it is) for trade products
You can then interact with them more and by helping them develop their planet gain more tax and loyalty.
Dust could also directly affect the populations loyalty to a similar amount especially over a short term (which could be counteracted by heavy long term activity on EVE) and it would be pretty easy to add this and exchange loyalty points gained from dusties doing the ground ops in exchange for equipment they can use to gain more!
Then you can nerf the gold mining on moons as planned so that the wealth can be created by holding sov on systems that produce these key materials if you develop them, and hence hold them.
No some stupid shoot/plant the flag.. immersive ..yea current pos sov is better then that .. 
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Typhado3
Minmatar Ashen Lion Mining and Production Consortium Aeternus.
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Posted - 2009.09.17 21:03:00 -
[187]
disruptor linky?
you realise how hard that's going to be to defend.
Even if you have a fleet there ready to defend it they could just warp in and snipe it off in a min or so. It's possible they could just pull off warp in snipe warp out tactics for half an hour and it would die.
well I spose this does put things on the side of the defender and on tactics rather than just blob the gate and hope for the best.... will also likely cause an attacker to split up his forces. ------------------------------
Just a crazy inventor ccp fix mining agent missions % pls
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Daedalus II
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Posted - 2009.09.17 21:18:00 -
[188]
Originally by: Typhado3 disruptor linky?
you realise how hard that's going to be to defend.
Even if you have a fleet there ready to defend it they could just warp in and snipe it off in a min or so. It's possible they could just pull off warp in snipe warp out tactics for half an hour and it would die.
well I spose this does put things on the side of the defender and on tactics rather than just blob the gate and hope for the best.... will also likely cause an attacker to split up his forces.
Have you considered that it might be possible to remote rep it? having 5 triaged carriers repping it should make it a tad more difficult to kill.
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Volir
Dot.
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Posted - 2009.09.17 21:20:00 -
[189]
Originally by: Typhado3 disruptor linky?
you realise how hard that's going to be to defend.
Even if you have a fleet there ready to defend it they could just warp in and snipe it off in a min or so. It's possible they could just pull off warp in snipe warp out tactics for half an hour and it would die.
well I spose this does put things on the side of the defender and on tactics rather than just blob the gate and hope for the best.... will also likely cause an attacker to split up his forces.
Its not meant to be defensible. I think that when you are conquering an area, the last thing you want to do is disrupt/claim SOV. CCP has stated that the SOV mechanics are decoupled from station ownership. So strategically, whoever has SOV might not really matter too much. Your will want to first drive your enemies before you, hear the lamentations of their women, and then claim SOV.
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Hammering Hank
Caldari
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Posted - 2009.09.17 21:59:00 -
[190]
Originally by: Caldor Mansi
The only problem is that this will not work.
People live in high security space because of it's safety. No matter how attractive you make 0.0 with opportunities and high rewards, it has no effect on majority of playerbase. We have lately seen this concept to fail with T3 production when wormholes space did not happen to attract enough people even though you could make easily +100M per hour just by clearing out easiest wormholes, space that was totaly empty and pretty safe. We can notice this pattern through whole EVE and even other MMOs. People are generaly unwilling to accept any kind of loss.
Unless you make 0.0 safer, you won't really attract more people in there. Surely you can utilize the space but that will result in even greater hollownes of null sec space.
Upkeep mechanics makes this only worse, not to mention how pointless it is in principle.
I think you are missing the aspect of the small corporations and alliances who do want to get into 0.0, but don't have a capital fleet able to down the POS's and fend off the attacks of the current sov holders. This change gives these smaller players the ability to go into an area, drop some disruptors, and see how many survive to remove the current sov. This easy sov change also means the current sov holders are going to have to patrol their space more, and just not POS spam a system. The space becomes "used" instead of just property, either by the current sov holder or a new smaller player who wants in.
Some specifics I have not seen addressed are that of cyno jammers, the sov levels, and outpost and POS ownership as sov changes. Constellation capitals are a good idea, the sov levels for capitals should be maintained. The ability to have a well fortified empire needs to be continued, or 0.0 becomes a lawless pirate infested zone (like the pirate faction regions are today).
(T)Hank(s) (T)Hank(s) |

Avatoin
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Posted - 2009.09.17 22:30:00 -
[191]
This system does nothing/very little to allow small alliance to compete with larger alliance or combat the timezone problem. Small alliances are less likely to have a reasonable number of people online across the different timezones, so they will be unable to defend their disruptors while a large alliance is more likely to be able to build a force large enough to take on any disruptor at virtually any point and time. Not to mention the fact having SOV is not the same as owning a system. Smaller alliances cannot enforce their hold over a system as well as a large alliance so we are still stuck with a system that will only work with large alliance against another large alliance or a small alliance against another small alliance and if a large alliance decides to go up against a small alliance, their seer numbers will be enough to overwhelm smaller alliances. Like in real life, its one thing for a country to say that it owns a specific territory but it is something entirelly different for a country to be able to actually hold that territory.
Why exactly is it a bad thing that only the elites are live in 0.0? For a long time 0.0 felt to me as the place where only the strong or most networked could survive and it was a goal for me to try a be able to one day live in 0.0 when I too became strong enough and networked enough to live their. It offers the best stuff and the worst enemies. The best of one world balanced by the worst of another coming together to create an elitist society. While I agree that the original POS banging, station Ping-Ponging system needs a facelife, this is not the facelift I was imaginging and it certainly does not create a timezone proof system.
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Caldor Mansi
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Posted - 2009.09.17 22:43:00 -
[192]
Originally by: Hammering Hank
I think you are missing the aspect of the small corporations and alliances who do want to get into 0.0, but don't have a capital fleet able to down the POS's and fend off the attacks of the current sov holders. This change gives these smaller players the ability to go into an area, drop some disruptors, and see how many survive to remove the current sov. This easy sov change also means the current sov holders are going to have to patrol their space more, and just not POS spam a system. The space becomes "used" instead of just property, either by the current sov holder or a new smaller player who wants in.
Some specifics I have not seen addressed are that of cyno jammers, the sov levels, and outpost and POS ownership as sov changes. Constellation capitals are a good idea, the sov levels for capitals should be maintained. The ability to have a well fortified empire needs to be continued, or 0.0 becomes a lawless pirate infested zone (like the pirate faction regions are today).
(T)Hank(s)
Small alliance will be always eaten by bigger one. It's natural food chain no matter of sovereingty system.
If small players have no posibilities to defend their space now, they won't have it with new changes either. There will be the same size or bigger fleets as we see nowadays. The proposed mechanics does not change anything about it.
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Mskpath3
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Posted - 2009.09.17 22:44:00 -
[193]
Edited by: Mskpath3 on 17/09/2009 22:44:02
Originally by: Hammering Hank
This change gives these smaller players the ability to go into an area, drop some disruptors, and see how many survive to remove the current sov.
And then what? You do realize that living in a -single- system is a hopeless endeavor, right? Even if you do manage to get sov in 1 system, you're going to have HAC fleets up your ass every day until you leave. Because of the nature of Eve's travel mechanics, 1 system in a region where you have an alliance that controls 50 is hopeless. You'll be hounded into oblivion for the exact same reason that you're
There is absolutely no reason to believe this will allow "small corps" to accomplish anything in even the medium term. Curb stomping will commence once the local alliance realizes there's a plucky bunch of carebears next door, sov or not.
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Aaron Min
Genco Curatores Veritatis Alliance
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Posted - 2009.09.17 22:55:00 -
[194]
Who cares about small alliance or corps anyways :P.
This won't help them get into 0.0 without appealing to a higher power. What it will do though is give the bigger alliances the power to control that space without maintaining their own sov. Since the time to siege is reduced, large alliances really will be able to rent space, without having to run the infrastructure. And, they won't cause as much conflict because the large alliances will be able to upgrade their core systems so that the Full Fledged members can all rat/mine/explore/build/etc... in a much smaller # of systems.
This will increase population density, and it will free up more space that large alliances can then rent out. And if their pets get out of hand, *curb stomp*, and if their pets carefully maneuver and plan... perhaps they can overthrow the super power!
Should be interesting to say the least.
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Caldor Mansi
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Posted - 2009.09.17 23:06:00 -
[195]
Originally by: Daedalus II
Let me put my carebear perspective on this: Yes I want to be safe. I don't want to waste ships on battles where I'm not resonably sure I'll win. However, HOW I'm safe doesn't matter to me. I don't care if it's CONCORD or players that protect me, as long as I know there is someone to come to my aid should I need it.
As it is now PvPers generally look down on industrialists as something that just leech on their hard work and give nothing in return. Therefore they won't protect me in 0.0 and I don't want to come, both due to the risks and due to the unappreciation.
If there were some sort of mechanic that made industrialists and carebears valuable to PvPers, so valuable that they would actually protect them, then I would move to 0.0 in a heartbeat as it seems much more fun that high sec. I have no idea how that mechanic would work though, without messing up a lot of other stuff in the process.
It pretty much sums up the issue I hinted. I think CCP should make an interview with you :)
Carebears often look down on PVPers too, I would say both parties are equal at that point - not respecting the other's gameplay. And don't get fooled, carebears and industrialist are damn valuable for PVP! It also applies vice versa.
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Yon Krum
The Knights Templar R.A.G.E
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Posted - 2009.09.18 04:32:00 -
[196]
I have one question, and one concern:
Question: How many SRUs can be onlining at a given stargate at once? In other words, how much redundancy can we build into an attack so that once the sniper-hac gang does a drive-by and alphas that 200k HP, we don't have to wait another 24h?
Concern: I would have thought that the SRU would be more like 1000m3 or something, to make taking sov by the attacker a slightly more involved process requiring more advanced planning than "I stuck an SRU in the cargo hold, let's screw with 'em a bit--lulz!" Of course, if they take more space, they should also have more base HP.
I'm very concerned that the answer to my question will be "1 onlining at a time", which makes the whole process very, very silly with the current HP level of these devices.
--Krum
--Krum |

Kanuo Ashkeron
Wormhole supervisory and Investigation team
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Posted - 2009.09.18 06:47:00 -
[197]
Edited by: Kanuo Ashkeron on 18/09/2009 06:48:25
Originally by: Yon Krum I have one question, and one concern:
Question: How many SRUs can be onlining at a given stargate at once? In other words, how much redundancy can we build into an attack so that once the sniper-hac gang does a drive-by and alphas that 200k HP, we don't have to wait another 24h?
Concern: I would have thought that the SRU would be more like 1000m3 or something, to make taking sov by the attacker a slightly more involved process requiring more advanced planning than "I stuck an SRU in the cargo hold, let's screw with 'em a bit--lulz!" Of course, if they take more space, they should also have more base HP.
I'm very concerned that the answer to my question will be "1 onlining at a time", which makes the whole process very, very silly with the current HP level of these devices.
--Krum
I think your concern stated in question one (sniper hac gangs) is an answer to your actual concern . First, as stated above a dozen times, it is quite probable, that sovereignity after Dominion is not meant to be the first thing taken from a system. Second, even if you would do it, you would probably need some sort of 1k SRUs, distributed over a whole bunch of systems, so it wouldnŠt be nice if everyone of them had 1000m3 volume.
And once again: I think dropping a few SRUs with a lonely whatever pilot, will not going to disturb anyone.
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CRUSH3R
Rage and Terror Against ALL Authorities
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Posted - 2009.09.18 07:11:00 -
[198]
Originally by: Daedalus II
Originally by: Typhado3 disruptor linky?
you realise how hard that's going to be to defend.
Even if you have a fleet there ready to defend it they could just warp in and snipe it off in a min or so. It's possible they could just pull off warp in snipe warp out tactics for half an hour and it would die.
well I spose this does put things on the side of the defender and on tactics rather than just blob the gate and hope for the best.... will also likely cause an attacker to split up his forces.
Have you considered that it might be possible to remote rep it? having 5 triaged carriers repping it should make it a tad more difficult to kill.
cariers repping it for 24 hours without stops? I'd like to see someone ready to do this.
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Kanuo Ashkeron
Wormhole supervisory and Investigation team
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Posted - 2009.09.18 07:12:00 -
[199]
Originally by: CRUSH3R
cariers repping it for 24 hours without stops? I'd like to see someone ready to do this.
And even that wouldnŠt help if you pop it with one volley.
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Tairon Usaro
The X-Trading Company RAZOR Alliance
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Posted - 2009.09.18 07:20:00 -
[200]
i am very disappointed that after xillion posts of feedback CCP "invents" this
Compared to the original Sov mechanism in its current state, this is the pre-kindergarden version compared to university. Seriously this redenders als empire build void any meaning, nobody will invest into a system that is "protected" by this nonsense. Wake up CCP, an aggressor has always the advantage to choose time and location. If that is not countered by a timeable invulnerability (i.e. the strontium timer) then all that happens will be the stupid timezone pingpong. Nobody will spent some ISKs into system perks anymore, because the risk to loose the investment is just way too high.
If you say, we could concquer it back, thats true, but that just replaces boaring POS warfare by infinite claimer/disruptor pingpong killing.
There is no bonus for focussing on a connected territory, there is no bonus for longterm occupancy. It a plain and simple hit-the-****-no-brainer
FAIL ! ________________________________________________ Some days i loose, some days the others win ... |

Miklas Laces
tr0pa de elite Triumvirate.
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Posted - 2009.09.18 07:48:00 -
[201]
Originally by: CCP Sisyphus To contest a system (i.e., make the claim marker vulnerable again): You need to have System Restore Units ONLINE at every gate.
Lol at the carebears who dropped a station in a dead-end system with only 1 gate.
________________________________________________ CCP Claw > Sokata has been destroyed for boundary violation Drug Kito > Sokata you'll always be remembered as a noob in history of alliance tourname |

Meissa Anunthiel
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Posted - 2009.09.18 09:10:00 -
[202]
Originally by: Miklas Laces
Originally by: CCP Sisyphus To contest a system (i.e., make the claim marker vulnerable again): You need to have System Restore Units ONLINE at every gate.
Lol at the carebears who dropped a station in a dead-end system with only 1 gate.
Well, it's a double edged sword. On the one hand it's harder to defend, sure, but on the other hand it's not going to be a prime target for contestation either, provided the alliance controls more than one system, because to get to that system they'll have to go through other systems owned by the alliance...
There is no signature |

Caldor Mansi
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Posted - 2009.09.18 09:59:00 -
[203]
Edited by: Caldor Mansi on 18/09/2009 10:00:29
Originally by: Meissa Anunthiel
Well, it's a double edged sword. On the one hand it's harder to defend, sure, but on the other hand it's not going to be a prime target for contestation either, provided the alliance controls more than one system, because to get to that system they'll have to go through other systems owned by the alliance...
How is that double edged? The fact that the system is deep in alliance territory is irrelevant to sovereingty mechanics.
It is like saying that your cars breaks do not work most the time but it is all fine and you wont get it repaiered because there is a 15MPH speed limit all along your way to work and to the shopping mall in the neighborhood, so it doesn't really matter.
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T'san Manaan
Minmatar
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Posted - 2009.09.18 10:51:00 -
[204]
Originally by: Caldor Mansi Edited by: Caldor Mansi on 18/09/2009 10:30:13 Edited by: Caldor Mansi on 18/09/2009 10:00:29
Originally by: Meissa Anunthiel
Well, it's a double edged sword. On the one hand it's harder to defend, sure, but on the other hand it's not going to be a prime target for contestation either, provided the alliance controls more than one system, because to get to that system they'll have to go through other systems owned by the alliance...
How is that double edged? The fact that the system is deep in alliance territory is irrelevant to sovereingty mechanics.
It is like saying that your cars breaks do not work most the time but it is all fine and you wont get it repaiered because there is a 15MPH speed limit all along your way to work and to the shopping mall in the neighborhood.
Worst analogy ever!
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Caldor Mansi
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Posted - 2009.09.18 11:03:00 -
[205]
Originally by: T'san Manaan
Worst analogy ever!
That might be true. Also it's lucky having you here because you certainly have better one that you are going to post.
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Trebor Daehdoow
Gallente Sane Industries Inc. Novus Auctorita
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Posted - 2009.09.18 12:13:00 -
[206]
Second to the comments about how the proposed structure makes hub systems much easier to defend than deadends.
One way to make things both simpler, and make hubs more vulnerable, might be something like this (off the top of my only marginally caffeinated head):
* In order to have sov in a system, you must have claiming modules active on both sides of every gate in that system; that is, claiming modules claim individual gates, not systems. The modules would be within X km of the gate.
* Similarly, the disruptors affect individual gates.
* You cannot anchor a disruptor in a system that has sov. But if you can kill a claiming module on the other side of any gate in that system, sov gets lost.
This would mean that hub systems not surrounded by other systems with sov are vulnerable. And note also that non-sov systems might have several alliances claiming gates in the system -- these would be border systems.
This would make deadend constellations into bastions with a single point where all the fighting occurs.
But realistically, without know what military benefits sov will provide (if any), it's impossible to tell whether this mechanic will be a primary cause of conflict or just a mopping-up activity after the front-lines move on.
World Domination - It's fun for the entire family! EViE - The iPhone / iPod Touch Skill Training Monitor
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Nikuno
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Posted - 2009.09.18 12:52:00 -
[207]
One thing puzzled me; You said that a disruptor would need to be placed at every gate to make the claim to a system vulnerable, which would mean a dead-end system with a single entry point would be more difficult to defend than a system with 5 entry points. This is the exact opposite of how defence works. A single choke point should always make life easier for the defender, and a wide open system more difficult. I understand that you've based this on game mechanics, but surely there must be a better solution than something so counter-intuitive?
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Gartel Reiman
Civis Romanus Sum Core Factor
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Posted - 2009.09.18 12:56:00 -
[208]
Originally by: Caldor Mansi
Originally by: Meissa Anunthiel Well, it's a double edged sword.
How is that double edged? The fact that the system is deep in alliance territory is irrelevant to sovereingty mechanics.
It's double-edged because the single gate makes it easier to control entry into and out of the system - it's easier to defend.
However, if you let an enemy gang get into position and set up their claim disruptor, it's going to be tricky for you because it's easier to defend. It's easier for them to defend their claim disruptor, which makes it harder for you to destroy it.
Hence the double-edged sword; a defensible position within your borders becomes a real pain if you let an enemy gang break through your borders and fortify themselves there.
Originally by: Tairon Usaro Wake up CCP, an aggressor has always the advantage to choose time and location. If that is not countered by a timeable invulnerability (i.e. the strontium timer) then all that happens will be the stupid timezone pingpong. Nobody will spent some ISKs into system perks anymore, because the risk to loose the investment is just way too high.
It is countered by a timeable invulnerability, there's a 24-hour period during which the attackers need to maintain their claim disruptors. If you destroy just one disruptor at any point during that period, they need to start from zero again. There's no real risk of pingpong unless your alliance is dormant for more than 24 hours (in which case arguably you should lose your territory while "AFK").
Quote: At the moment Sov means something, it is not a 100% indicator but a pretty reliable indicator who actually owns a system. In the new system Sov tells you nothing at all about who owns a system.
I'd say it's by far the other way round. At the moment, sov tells you who has the most large POSes up in a system. The proposed version of sov will require the claimants to be able to erect and maintain a fairly fragile structure within the system for 24 hours - and then be able to repel any opposing claims made similarly. I'd say that is a much better measure of actually having control of a system than how many POSes you have anchored.
Originally by: Xorth Adimus Franky some other non-interactive boring floating thing to shoot at /set up is not what I was thinking of as immersive or emergent gameplay from a leading edge MMO.
The claim disruptor (or whatever) isn't really what you're shooting at in a sov dispute. It's only there as a marker, so that there's some definitive area to be claimed. What you'll actually be shooting at in a sov claim, is the other side's fleet(s). If they don't have a fleet, you can pop the structure in a few minutes with a handful of subcapital ships.
If you can destroy the other fleet, or force them to disengage - you win, and you pop the beacon as a matter of formality. If you can't, they keep the beacon intact. It's vastly removed from the big obstacle to taking sov being getting enough damage to kill the floating thing itself.
Re: posts saying this won't help smaller alliances - I think it will, for a couple of reasons.
Firstly, it becomes more difficult, and probably less desirable, for alliances to hold the large areas of space they do now. So they are likely to consolidate in a smaller area. This has been discussed before, etc., and is not really the main point I wanted to make.
Secondly - you don't require a large capital fleet to be able to compete when it comes to POS bashing. If you only have a dozen dreads, and can't afford to keep churning out more, it's going to be almost impossible to take the POS of an alliance that can plop down 30 dreads, because of the limited-tactics nature of capital battles. Now, however, solid and skilful subcapital fleets, and actually controlling space, can let you take systems rather than requiring a larger capital blob.
Rubbish small alliances will still lose of course. 
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Erick Odin
Amarr UNIX ALLSTARS
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Posted - 2009.09.18 14:08:00 -
[209]
For some reason this sov thing makes me thing of that Robin Williams bit where he is a cat walking around spraying things and saying "Mine"
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.09.18 14:34:00 -
[210]
Originally by: Erick Odin For some reason this sov thing makes me thing of that Robin Williams bit where he is a cat walking around spraying things and saying "Mine"
Didn't he steal that from Red Dwarf? ------------------ Ironfleet.com |

Caldor Mansi
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Posted - 2009.09.18 15:05:00 -
[211]
Originally by: Gartel Reiman
It's double-edged because the single gate makes it easier to control entry into and out of the system - it's easier to defend.
However, if you let an enemy gang get into position and set up their claim disruptor, it's going to be tricky for you because it's easier to defend. It's easier for them to defend their claim disruptor, which makes it harder for you to destroy it.
Hence the double-edged sword; a defensible position within your borders becomes a real pain if you let an enemy gang break through your borders and fortify themselves there.
I think I am a bit slow on this one, sorry. What are the edges here? 1) When agressor is capturing a system with 1 gate, they jump in and try to erect a Distruptor. Once erected, considerable force must stay to defend the Disruptor and with the rest of the fleet agressor is supposed to make an attempt to kill the Claim Mark of the defenders. 2) When agressor is capturing a system with more gates, it all gets so stupid and so much force is required that it is not even worth to mention...
So the 'edges' of 1 gate systems is that the conquering process might include challenging fight BUT, hence the other edge - it will be not that stupid?
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Gartel Reiman
Civis Romanus Sum Core Factor
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Posted - 2009.09.18 16:43:00 -
[212]
Originally by: Caldor Mansi
Originally by: Gartel Reiman It's double-edged because the single gate makes it easier to control entry into and out of the system - it's easier to defend.
I think I am a bit slow on this one, sorry. What are the edges here?
The fact that the single-gate system is easier for the occupants to keep people out of (only one gate to set up a camp on, get intel from, etc.). But then by the same token, if an enemy force does get through the gate and set up in that system, it's harder for you to get through and dislodge them, by the very same logic.
In case you don't understand the expression (English not primary language etc.), it comes from double-edged sword - the two edges being the one that points towards the enemy (easy for you to defend) and the one pointing towards you (easy for your enemy to defend if he can turn the situation against you momentarily).
In the context of keeping sov - if you imagine sustained sovereignty as being maintained by the flow of civilian traffic (which was flippantly alluded to in a dev comment), then this makes a lot more sense. If attackers blockade one stargate in a hub system, the traffic can just take a different route; the system has a lot of redundancy in its connectivity. However, in a dead-end system, if the attackers blockade just that one gate, then no traffic can get through at all. The single stargate leading out is a signle point of failure, and makes it easier for enemies to disrupt your usual operations (i.e. sovereignty) in that system.
Think of the difference in involvement of completely cutting off rail transport in and out of a hub such as London (where you'd have to destroy literally dozens of tracks) compared to somewhere remote like, say, St Ives (which only has a single line running to it). If you were to destroy a single line leading into London, rail traffic could be diverted onto other lines, and critically there would be at least one line through which supplies could get in and out. If you destroy a single line leading into St Ives, there's no way to get any rail traffic in or out until that line is repaired.
So single-gate systems are easier for you to defend if you've got a defensive perimeter set up, but easier for your attacker to disrupt (and defend his disruptions) if you let him into the system.
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Cathrine Kenchov
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Posted - 2009.09.18 16:47:00 -
[213]
Originally by: CCP Greyscale Specifically, bear in mind that sov has no impact on station ownership under the current design.
Greyscale, my appologies for being so frank, but...
Thats f'ing ******ed. Alliance X owns sov, but Alliance Y owns the station? Does that make sense to anyone else here? I love the idea of the claimer / upgrading sov ideas, but if my alliance owns sov in the system, I fully expect to own the station too, instead having to go about another Claim funtion to get it. And if its back to the old... well damn, cause ping-pong worked so damn well. I think you are making a lot of changes most are happy to hear, but I doubt that is one of them.
Tie station ownership into sov. Its what people are used to, its what makes sense, and although you are making some radical changes, seriously, don't go too far.
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0dos0
H A V O C Against ALL Authorities
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Posted - 2009.09.18 17:09:00 -
[214]
Originally by: Cathrine Kenchov
Originally by: CCP Greyscale Specifically, bear in mind that sov has no impact on station ownership under the current design.
Greyscale, my appologies for being so frank, but...
Thats f'ing ******ed. Alliance X owns sov, but Alliance Y owns the station? Does that make sense to anyone else here? I love the idea of the claimer / upgrading sov ideas, but if my alliance owns sov in the system, I fully expect to own the station too, instead having to go about another Claim funtion to get it. And if its back to the old... well damn, cause ping-pong worked so damn well. I think you are making a lot of changes most are happy to hear, but I doubt that is one of them.
Tie station ownership into sov. Its what people are used to, its what makes sense, and although you are making some radical changes, seriously, don't go too far.
I think planting your flag on the bunker with the enemy still inside it does not mean you own the bunker. As others have touched on before, it isnt going to be the sov system of old. Think infrastructure, think taking your enemy to pieces - dismantling his ability to maintain logistics, a military presence and the will to fight in the very system he owns.
The flag (sov) is a sign to everyone else that you now own something that may be worth taking.
If the above holds true (and i hope it does) i'm looking forward to the next blogs about infrastructure - hopefully that's where the meat and two veg will be.
-0ds
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Caldor Mansi
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Posted - 2009.09.18 19:55:00 -
[215]
Edited by: Caldor Mansi on 18/09/2009 19:55:59
Originally by: Gartel Reiman
The fact that the single-gate system is easier for the occupants
Ahhh...I think I finaly got it. It is the perspective. Because this is about sovereingty mechanics and EVE, I look at everything from aggressor POV.
EVE can work only if there is enough PVP and ship blowing is encouraged.
It does not matter wheter you own an empty unused space, your space is an achievement, it is a power you posses, you show and take from your enemies. What will be 0.0 alliances brag about after those changes? How many carebears they have running themeparks they build in their contested space?
What will you take from your enemies when sovereingty and space is not important any more? What is the trophy now?
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Orange Faeces
Sebiestor tribe
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Posted - 2009.09.18 21:46:00 -
[216]
Originally by: Tairon Usaro There is no bonus for focussing on a connected territory, there is no bonus for longterm occupancy. It a plain and simple hit-the-****-no-brainer
FAIL !
yup.
basically, it needs some work, CCP.
<3 ---
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Sidus Isaacs
Gallente
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Posted - 2009.09.19 06:24:00 -
[217]
Originally by: Marlenus
Originally by: Erick Odin For some reason this sov thing makes me thing of that Robin Williams bit where he is a cat walking around spraying things and saying "Mine"
Didn't he steal that from Red Dwarf?
Yes --------------------------------------------------------------------------------
http://desusig.crumplecorn.com/sigs.html |

Trenjeska
Chumly Incorporated Space Exploration and Logistic Services
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Posted - 2009.09.19 13:52:00 -
[218]
Originally by: Daedalus II What's wrong with the 12 hour timer?
Attackers: If they can't maintain a presence in a system for 12 hours they shouldn't be able to get it anyway. Defenders: If someone leaves their entire empire open for attack during 12 whole hours they shouldn't have it anyway.
Even if all defenders are in the same time zone, given that a normal person sleeps 8 hours each night, that should mean 4 hours where the defenders are able to mount a resonably large fleet. What are you complaining about?
Like Duh? 8 hour sleep 8 hour JOB 4 hour staying alive (cook, clean, commute) 4 hours playtime. So if you are all in EU tz that means NOONE can be reasonably on from 1AM till 7PM that is 18 hours noone on
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Daedalus II
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Posted - 2009.09.19 16:59:00 -
[219]
Originally by: Trenjeska
Like Duh? 8 hour sleep 8 hour JOB 4 hour staying alive (cook, clean, commute) 4 hours playtime. So if you are all in EU tz that means NOONE can be reasonably on from 1AM till 7PM that is 18 hours noone on
Yeah so you have a 0.0 empire that you defend 4 hours each day? How do you possibly expect to survive then? Do you put up a sign like "Open 16 to 20, come back later" at your entrance systems? How can you possibly even survive now?
So in a 2000 people alliance you have no one working shifts, no one being out of work, no one being home sick, no one going to school, and everyone living in exactly the same timezone? That sounds less than ideal to me.
No matter what, they did say it was an error, and supposed to be 24 hours so it doesn't even matter anymore.
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Kaahles
Kentucky Fried Capitals
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Posted - 2009.09.20 01:13:00 -
[220]
Why attack sovereignty directly anyways with that system? I didn’t read every single post but I got to ask: Did it ever occur to you, that this system maybe intended to strongly encourage you to attack other targets than the claiming module itself? We don’t know how the system upgrades and the other stuff CCP will implement work but how about this:
Disrupt supply lines, continuously cripple the enemies defensive forces, disable upgrades like cynojammer, jump bridges etc. , shoot station services, cripple their industry by disabling station factories and/or POS operations. Get them to spent loads of money directly by killing their stuff and indirectly by forcing them to spent time repairing damage instead of making more money. Do that until they can’t afford the space anymore and either they retreat or they can’t pay the bills anymore and the claiming module goes offline anyways.
Of course if they got an outpost in a dead end system with only one gate it’s pretty easy to take it, at least if you got people present in multiple time zones and can give you a nice advantages but to me it seems taking systems with loads of gates by just attacking sovereignty directly isn’t worth the effort.
Let’s see what the other changes bring, especially the space upgrades and all that stuff. If it will become what I thin/hope it will be, than this thing here is just awesome.
----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |

Bilbo Baggin
Gallente The Scope
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Posted - 2009.09.24 02:58:00 -
[221]
why is this not a stickie?
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GavinGoodrich
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Posted - 2009.10.07 00:44:00 -
[222]
Sov lost ---> :(
Devs with a sense of humor ftw
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Hammering Hank
Caldari
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Posted - 2009.10.16 06:10:00 -
[223]
Has CCP answered the question about Titan and Mothership (or Supercarrier) building? Doesn't a corp or alliance need a certain sov level in order to build these ships? How will this work in this new sov system?
(T)Hank(s) (T)Hank(s) |
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