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Abrazzar
Vardaugas Family
1459
|
Posted - 2013.04.27 09:45:00 -
[1] - Quote
~ What is a sovereign without people? ~
Current sov mechanics are rather detached from the systems that are laid claim upon. It almost completely consists of grinding structures and arbitrary indexes to claim, improve and conquer systems.
This thread examines a method to make sovereignty more involved with the planets and their populace, giving methods to project their workforce into space and improve systems individually with structure complexes that give different sized targets for a variety of fleet sizes offering different tactics and opportunities to harass and conquer systems.
This is a first draft, just one step after a simple brainstorming and the concepts are little refined. Any numbers are more or less arbitrary and only used to better outline the concepts. Filling in the variables only makes sense when the equations are defined and finalized, not at this stage.
If you find holes, logic mistakes and/or contradictions, please point them out and resolve them. If you want to merely display your support or rejection of this idea, please create a thread in the Assembly Hall. If you want to discuss whether or not a change of sov mechanics are necessary, please create a thread in General Discussion
Let's flesh this out and create something awesome! Sovereignty and Population |
Abrazzar
Vardaugas Family
1459
|
Posted - 2013.04.27 09:46:00 -
[2] - Quote
Population and Workforce
To control a system, you must control the people. People loyal to you will support with Workforce. This Workforce can be directed to different areas with Deadspace colonies and Planetary Administration Stations.
Maximum population is defined by the planet type. Planetary habitability by type from lowest to highest: Gas (5), Plasma (5), Lava (5), Storm (25), Ice (25), Barren (25), Oceanic (50), Temperate (100). Population mechanics could be more defined by a PI extension/overhaul.
Every Outpost adds population to the system, the more and higher the upgrades, the more Workforce will be available. As long as the system is claimed by the same alliance as the Outpost, the Outpost is invulnerable.
Every system has a number of Deadspace areas that can be build up with colonies, adding population or focussing the work force. Workforce in those Deadspace Colonies (DeCo) is assigned by source. This means if control of population is lost, the workforce in the assigned location disappears and the Colony, Section or Module goes offline. Offline Colonies are vulnerable to conquest.
Unassigned Workforce will produce a small amount of ISK from taxes and small scale trade.
Sovereignty and Population |
Abrazzar
Vardaugas Family
1459
|
Posted - 2013.04.27 09:46:00 -
[3] - Quote
Sovereignty
Planets are controlled through the Ownership of the Player Owned Customs Office (POCO). A POCO can be upgraded to a Planetary Administrations Station (PAS) that allows installation of Sections and Modules to it for improving the planet via Workforce support. This upgrade is only available when sovereignty through installation of a System Administration Complex (SAC) is claimed. Other than DUST Integration, a PAS follows the same rules for conquest and destruction as Deadspace Colonies.
DUST 514 Integration Instead of a destroying the PAS in orbit, the planetary Districts can be taken over with DUST troops. Once all Districts of a planet are controlled a POCO or PAS becomes vulnerable to conquest.
If you have a majority influence of the system population, you can build a System Administration Complex in a Deadspace location to claim Sovereignty of the system. Sovereignty is required to use Workforce in any installations.
As long as the Sovereignty is stable, the SAC is invulnerable on top of normal vulnerability mechanics of Deadspace Colonies.
Should you lose the majority of population support for any reason, the SAC becomes vulnerable like any other DeCo.
Some Structures are tacked with 'corruption'. Any Workforce assigned to those Structures will reduce the effectively controlled population, making the system's Sovereignty less stable. For example, you control 150 Population and assigned 100 of them to work with corruption, the effective controlled Population will be 50 and a enemy entity taking over 55 Population will threaten your Sovereignty.
Should you lose the Workforce that keeps the SAC running, it will be scheduled to go offline and become vulnerable until sufficient Workforce is assigned to it. As a Outpost is invulnerable until Sovereignty drops, it is advisable to use Workforce gained from Outposts to staff a SAC.
Should the Sovereignty Bill for the system not get paid, the SAC will be scheduled to go offline until the payment goes through.
After 24 hours of the SAC being offline, Sovereignty in the system will drop with all consequences. Should Sovereignty drop, all Workforce assignment is lost and all DeCos and PASes will be scheduled to go offline. PASes will still act as POCOs for PI functions.
When a structure is scheduled to go offline there is a grace period of 8 hours before going offline, allowing to rectify the situation. ISK needs to be paid, before the counter stops, depending on how long it went on. Onlining again will cost the full 8 hours grace period, even when all other conditions are met. The System Governor can offline structures without the timer and it will not incur a fee to online them again. Sovereignty and Population |
Abrazzar
Vardaugas Family
1459
|
Posted - 2013.04.27 09:46:00 -
[4] - Quote
Warfare
-Vulnerability
A Module is always Vulnerable until it is Incapacitated A Section is Vulnerable when all connected Modules are Incapacitated until it itself is Incapacitated A Colony is Vulnerable when all connected Sections are Incapacitated until it enters Reinforced The SAC is Vulnerable when the controlling entity no longer has a system Population majority A Outpost is Vulnerable when the controlling entity has no Sovereignty in the system
-Incapacitation
When a Module or Section takes Hull damage, Hull is reset to 100% and the Structure is considered Incapacitated until all Armor is repaired and Shields are back above 25%. Incapacitated structures with some kind of cargo capacity will have all cargo accessible by any player. This will allow shipyard theft and bandit raids.
-Destruction
A Module can be Destroyed when the associated Section is Incapacitated. A Section can be Destroyed when the associated Colony is Reinforced. A Colony can be Destroyed when the Reinforced Timer has run out.
-Conquest
A Colony can be Conquered when it is offline. A SAC can be Conquered when the attacking entity has a system Population majority. A POCO or PAS can be Conquered when the Planet is controlled by the attacking entity (DUST). A Outpost can be Conquered when the attacking entity has system Sovereignty.
To Conquer a Structure, a Conquistador Bunker must be anchored next to it and survive through the conquest timer. At the end of the timer the ownership switches to the attacker. If the condition for Conquest is no longer valid when the timer finishes, the conquest fails.
-Demolition
The System Governor can Demolish a Module or Section if it is Incapacitated instead of repairing it, yielding a proportionate amount of construction components to the hull damage received. Demolition is not possible when the Structure has cargo capacity and still contains items. There is a demolition timer that can be aborted at any time and a container with the components will be dropped once it runs out. Demolishing is useful for replacing Structures faster than repairing takes or to quickly remove threatened assets.
If a system is without sovereignty and the complexes are offline, anyone can incapacitate and demolish the structures to salvage the abandoned facilities, albeit at a lower yield.
-Transfer and Defection
Alliance Leadership appoints System Governors on a system per system basis. These Governors are Corporations through their CEOs and Directors and may be a role available to the members. The corporation has to be part of the alliance (possible entry point for Pet Contracts, giving out governorship for money).
If the Governor changes Alliances, the System Sovereignty switches in 24 hours. If the Governor drops out of any alliance, the SAC is scheduled to go offline in 24 hours unless a new Governor is assigned. If the Alliance dissolves, the Governor has 24 hours to join up into a new one and transfer Sovereignty. If the Governor dissolves, the Alliance has 24 hours to assign a new one. Sovereignty and Population |
Abrazzar
Vardaugas Family
1459
|
Posted - 2013.04.27 09:47:00 -
[5] - Quote
Deadspace Colonies
A Deadspace colony consist of three types of installations: - The Colony, which defines the purpose of the installation. - The Section, which define the areas within the purpose that can be upgraded - The Modules, which define the type and amount of upgrade.
A Deadspace location has room for one Colony, which can be upgraded thrice to host up to four Sections, which can be upgraded thrice to host four modules, which can be upgraded twice for increased performance.
To online a Colony 8 Workforce need to be directed towards it. The Workforce need increases by 4 for each upgrade to a total of 20 by the third.
To online a Section you need 2 Workforce and 2 more per upgrade to a total of 8.
To online a module you need 1 Workforce and 1 more per upgrade to a total of 3.
This means, a fully upgraded and operational colony will need 100 Workforce. [Colony (20) + 4 x [Section (8) + 4 x Module (3)]
Following is a collection of ideas what kinds of Colonies could be available and the improvements they can give. They are in no way exhaustive, set in stone, they merely give a overview of the possible complexity and display the necessity to choose what to upgrade with the limited population available in a system. Sovereignty and Population |
Abrazzar
Vardaugas Family
1459
|
Posted - 2013.04.27 09:47:00 -
[6] - Quote
System Administration Complex - Station Defence Bunker -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Outpost Administration Center -- Manufacturring slot -- Copy slot -- Invention slot - Starbase Administration Center -- Fuel usage -- Shield recharge -- Sentry damage -- Silo capacity - System Administration Center -- Workforce increase by percentage -- Tax income -- Structure shield hitpoints -- Complex sentry damage
Planetary Administration Station - Station Defence Bunker -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Planetary Administration Center -- PCC PG -- PCC CPU -- PI production duration - Planetary Transportation Control -- PI expedited transfer cooldown -- PI storage capacity -- PI link PG/CPU need - Planetary Prospection Array -- PI extraction rate -- PI scan resolution - Orbital Colony -- Population - Orbital Market -- Buy order slot -- Sell order slot
Military Installation - Station Defence Bunker -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Surveillance Post -- Magnetometric site count -- Magnetometric site quality -- RADAR site count -- RADAR site quality - Armored Warfare Command Bunker -- Damage control link -- Passive defence link -- Rapid repair link - Information Warfare Command Bunker -- Electronic superiority link -- Recon operation link -- Sensor integrity link - Siege Warfare Command Bunker -- Active shielding link -- Shield efficiency link -- Shield harmonizing link - Skirmish Warfare Command Bunker -- Evasive manoeuvring link -- Interdiction manoeuvres link -- Rapid deployment link
Logistics Depot - Station Defence Bunker -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Jump Portal -- Fuel capacity -- Fuel usage -- Jump range - Cyno Jammer -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Cyno Generator -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Super Capital Docking Facility -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot - Super Capital Logistics Support - Alliance logistics
Mining Colony - Refinery -- Refinery slot -- Refinery efficiency general -- Refinery efficiency maximum, ore specific above 100% - Foreman Post -- Foreman link - harvester capacitor -- Foreman link - laser optimization -- Foreman link - mining laser field -- Ore hold capacity -- Mining drone velocity -- Ore compression speed -- Industrial configuration fuel use - Prospecting Station -- Gravimetric site count -- Gravimetric site quality -- Gravimetric site specific ore -- LADAR site count -- LADAR site quality
Science Station - Metallurgy Laboratory -- ME slot -- ME research speed - Research Laboratory -- PE slot -- PE research speed - Science Laboratory -- Copy slot -- Copy speed - Experimental Laboratory -- Reverse Engineering slot -- Reverse Engineering speed -- Wormhole count - Invention Laboratory -- Invention chance -- Invention speed - Fundamental Research Laboratory -- Datacore production (specific)
Civilian Colony -Residential District -- Population - Market Hub -- Tax income - Pirate Outpost (corruption) -- LP store -- Pirate agent - Pleasure Hub (corruption) -- Pirate anomaly count -- Pirate anomaly quality - Black Market Hub (corruption) -- Pirate site count -- Pirate site quality
Industrial Complex - Assembly line -- Manufacturing slot - Prefab Facility -- Manufacturing time -- Manufacturing waste - Recycling plant -- Reprocessing facility -- Reprocessing efficiency -- Manufacturing waste - Super Capital Shipyard -- Manufacturing slot -- Manufacturing time -- Small sentry slot -- Medium sentry slot -- Large sentry slot -- Ewar sentry slot
Trading Post - Alliance Market -- Corporation store front - Public Market -- Corporation store front - Storage Facility -- Storage capacity - Pleasure Hub (corruption) -- Pirate anomaly count -- Pirate anomaly quality - Black Market Hub (corruption) -- Pirate site count -- Pirate site quality Sovereignty and Population |
Abrazzar
Vardaugas Family
1517
|
Posted - 2013.04.29 11:31:00 -
[7] - Quote
Alright, post FanFest bump and some more stuff from my side.
Target Sizes
The modular system is intended to offer different sized targets for different sized fleets. So a roaming gang can harass the Colonies but most likely will not be able to outright destroy them. So a Module has around 1-2 million HPs, a Section 10-20 million and the Colony 100-200 million.
Keep in mind, you don't have to grind through all Colonies to take over a system.
The vulnerability mechanics are there to prevent a roaming gang to outright destroying all Modules in every system they pass. They can Incapacitate them, but destruction is put up another tier as they would first need to Incapacitate the Section before the Modules can be destroyed.
Keep in mind, Incapacitated structures with cargo can be accessed by anyone, so it is possible to Incapacitate the Fundamental Research Laboratory of a Science outpost and steal any Datacores stored in there from production.
Tactics
Let me outline some tactics for warfare I had in mind while designing the mechanics.
Overwhelming Force: You jump in with everything you have, reinforce up all POCOs and PACs to make the SAC vulnerable, then you reinforce that one and blow it up once the timer is down. Then you replace everything with your own structures and take over sovereignty.
Step by step: You blow up one POCO or PAC after the other, replace them with your own to take over Population majority, reinforce the SAC once it's vulnerable and Conquer it with a Conquistador Bunker, taking over sovereignty.
Bunny Invasion: You take over every planet with DUST, conquer every POCO and PAC with bunkers, then conquer the SAC, taking over sovereignty.
Thanks for all the Fish: You infiltrate the enemy alliance, become system Governor of any desired system, then promptly defect to your original alliance with all the sovereignty.
I'm sure you can come up with more tactics, but that would be the gist of it. Sovereignty and Population Moulds and water for the sandbox. |
Elizabeth S
11
|
Posted - 2013.05.04 08:43:00 -
[8] - Quote
This... is very interesting. +1 |
Abrazzar
Vardaugas Family
1706
|
Posted - 2013.05.12 12:01:00 -
[9] - Quote
A little bump from page 10
On Population
With the numbers given, most systems will have around 200-300 population to use when fully controlled. Some systems may be below 100 and others can go up to 600. This will give a system varying value for claiming and will influence whether it will be considered worth maintaining and how it will be used and upgraded. A uneven distribution among space of high population systems may create a source of conflict and a shift in alliance occupation.
As 100 population are needed to fully upgrade a complex, systems will rarely support multiple purposes and the alliance will have to decide how to use a system (or just rent it out and let the governors figure it out. While upgrading a POCO into a PAS may increase defensibility of a planet and thus the system, it is also a investment of resources and it will use up population that could be used for other system upgrades. A outpost supersedes control of a POCO/PAS, so those are best placed on strategically important planets, usually of the temperate type, to secure the population of the SAC with the circular vulnerability prerequisites. At least until a majority of the population is controlled by the opponents.
On Deadspace
The number of available deadspace areas should be limited. Somewhere between 3 and 6 areas to put DeCos in should suffice and put enough restriction in to make choices matter. They could initially either be public beacons or require scanning down or be simply available as bookmarks through the System Governor interface and only become public beacons when a complex is established. The amount could either be random or fixed and/or increase with the upgrading of the SAC, for example starting with 3 and adding one more per SAC upgrade to a maximum of 6.
Why Deadspace is used for those complexes has a simple strategic reason: The warp in location for the complex can be determined, is fixed and can thus be easier protected. A warp disruption bubble at the warp-in can put a combatant in a predicament and dug in pilots can position them at the perfect optimal range for dealing with enemies. Area of effect weapons can be used effectively when a fleet is piling up at the warp in and the bomber pilots will know exactly where the pile with heap up. This of course works both ways, depending on who gets there first.
As you can see, the use of limited resources, the vulnerability of the resource, the strategic considerations required when using these resources and the influence on tactical decisions when fighting in or over the complexes makes for a much more interesting and dynamic gameplay than the current rather grindy and static sovereignty mechanics. Sovereignty and Population New Mining Mechanics |
Alexila Quant
Strategic Acquisitions Group Tactical Research Lab
55
|
Posted - 2013.05.17 19:54:00 -
[10] - Quote
Holy **** this is long. Gonna read this on the way to my movie later :) |
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Michael Loney
Skullspace Industries
105
|
Posted - 2013.05.17 20:23:00 -
[11] - Quote
+1
I like it! |
Abrazzar
Vardaugas Family
2074
|
Posted - 2013.06.21 11:04:00 -
[12] - Quote
Well, it's been a month and all the stickies are gone from the front page, so here's a bump for exposure. I don't have anything in my head at the moment to add, so the first response gets to decide what aspect of the concept I'll elaborate on next time I post a bump. Sovereignty and Population New Mining Mechanics |
Vincenzo Arbosa
Badabing Salvage Corp
28
|
Posted - 2013.06.25 15:46:00 -
[13] - Quote
These are great ideas to explore, I hope something along these lines is being looked at by CCP. You shoot em, we loot em.. that's mother truckinGÇÖ right http://www.youtube.com/watch?v=JuyLTDAC7fE http://www.youtube.com/watch?v=_oz3RpU45_E
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Grace Ishukone
Ishukone Advanced Research
22
|
Posted - 2013.06.25 18:20:00 -
[14] - Quote
Outstanding ideas ...
....but it won't work.
The critical issue with nullsec at the moment is that it is too hard to get to for non-mega alliance players, and too hard to keep systems for independent alliances. There are three or four alliances who control all of that null space, and you must be one of their pets to live there. The Odyssey changes have reinforced that, not diminished it, sadly. Bad design consequences have made null invalid for many small alliances.
So the above changes, while exciting and well thought through, would amount to nothing more than extending the sov grind for the major alliances. Until the fundamental problems in nullsec are addressed, these changes would be qonderful but meaningless. |
Decoe DeTouront
Federal Navy Academy Gallente Federation
15
|
Posted - 2013.06.25 18:27:00 -
[15] - Quote
Very nice! I like it. This could be the best integration of DUST, PI and EVE ever. Now I hope, that ccp will think about and comment it. |
Alvatore DiMarco
Capricious Endeavours Ltd
522
|
Posted - 2013.06.25 18:41:00 -
[16] - Quote
I didn't read the whole thing, but what I did read seemed good. I especially like that you planned for DUST integration, although Districts only exist on Temperate planets. It seems to me that this means POCOs around temperate planets would be less vulnerable (or perhaps more vulnerable if your alliance's mercs are terrible) than POCOs around other planets that don't have districts. |
Abrazzar
Vardaugas Family
2139
|
Posted - 2013.08.21 11:42:00 -
[17] - Quote
Last day of my subscription (for now), so let's bump these one last time. Sovereignty and Population New Mining Mechanics |
Harvey James
Deep Core Mining Inc. Caldari State
457
|
Posted - 2013.08.21 11:57:00 -
[18] - Quote
It would certainly make sense that having sov over a system would require and utilise actual planets in that system .
PI could be expanded to include proper colonies that can be used to improve bonuses from that system and keeping them happy and secure should be necessary to hold sov over them and the system
- say there are 5 planets in that system then you should have to develop and defend them and keep any colonised planets happy.
-Pirates could play an active part in eroding sov if they are unchallenged much like an incursion ... so it would have to be actively defended to keep the sov of that system... perhaps pirates could take over systems and behave like real alliances and expand build ships/ POS etc.. and start attacking real alliances/corps .. possibilities.. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Harvey James
Deep Core Mining Inc. Caldari State
457
|
Posted - 2013.08.21 12:04:00 -
[19] - Quote
you could have structures that are owned by the planet so whoever gains sov gets access to those structures ..
- orbital satellite system - Trade Station - orbital defense system - Asteroid belt stations ( at belts) stores ore and can refine - Research Facility - Factories ( produce products/ammo etc. ) Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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CCP Gargant
C C P C C P Alliance
639
|
Posted - 2013.11.26 11:48:00 -
[20] - Quote
Reopening this thread CCP Gargant | Community Representative | Tournament Referee |
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novellus
The Special Snowflakes
88
|
Posted - 2013.11.26 13:35:00 -
[21] - Quote
Very interesting. I like the immersion factor, probably more than anything. The idea of controlling colonies really appeals to me, and the integration with DUST just makes me feel all warm and fuzzy.
SOMETHING needs to be done with SOV, and SOMETHING needs to be done with DUST. Honestly I think this is the best proposal presented to the community to solve both simultaneously (albeit a little complicated, be what the heck, EVE is complicated -- which is why it's so much fun).
I believe this is definitely worthy of discussion. A smart post deserves smart responses. |
Xia Kairui
united system's commonwealth
65
|
Posted - 2013.12.01 08:12:00 -
[22] - Quote
Where does "What is a sovereign without people?" come in?
All I see is some arbitrary number called "workforce" that you can assign, not people. You're also simply replacing blowing up SBUs and TCUs by blowing up other stuff - and mind you, you want to blow up stuff like hostile POCOs anyway.
I'd rather like to see a system where the number of players that work on a system actually count. As in, real people |
Endovior
Osmosis Inc Li3 Federation
124
|
Posted - 2013.12.01 17:39:00 -
[23] - Quote
Interesting ideas, and worthy of further consideration... it'd be more interesting than grinding existing sov structures, at least, and the more valuable colonial structures could serve as targets for roaming gangs.
That said, a couple points. One is that there should be some reason for the governors to be the actual players living in the space, instead of the alliance leadership (notably; it should not be possible for one person in the alliance holding corporation to personally be the governor of all the systems controlled by the alliance). Two, similarly, is that although the proposed system is more scalable than the current system, it still has more to do with control over structures than the individual players involved. |
Seranova Farreach
Lion Squadron
459
|
Posted - 2013.12.01 21:11:00 -
[24] - Quote
maybe use the FW mechanic for takeing/holding/loseing land but for nullsec? and the plexs can be restricted too perhaps to ship type so you can effectivly block the hotdrops and such and keep dreads and carriors for the blob warfare nullbears just love to waste isk on :P |
Preto Black
Solar Clipper Trading Company
0
|
Posted - 2013.12.01 22:56:00 -
[25] - Quote
I really like the ideas expressed in this thread and hope they are adopted in some form.
However, going back to controlling the people, this could be done by the more or less benevolent means as suggested here, but there should also be some scope for control by just military force.
This could be done with some sort of planetary garrision force (using all those marine units?), say put in place by a DUST related mechanism and/or orbital bombardment structures which force the planet and system to be under the control of the tyrannical military conquerors.
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Caleb Seremshur
Gladiators of Rage Fidelas Constans
143
|
Posted - 2013.12.02 01:46:00 -
[26] - Quote
let's analyse the problem.
there are too many systems relative to the game population.
there's your sovereignty and population problem. Click here for LP store weapon cost rebalancing |
Ivan Malik
Viziam Amarr Empire
0
|
Posted - 2013.12.02 02:47:00 -
[27] - Quote
I like where this is going, but I think it can be refined a bit... mainly in the realm-ish of what Xia is referring to without over doing it. What if you expanded your idea of corruption to decrease your workforce upon an attack? For example if you get the shields of a colony/section/module below 50% you lose x amount of the workforce working on that colony/section/module and/or from that colony/section/module. Then at 25% shields or armor (the numbers are just place holders) you would lose more of that population to corruption. The actual intervals of a loss are who knows what but you get the idea. Basically it adds a more fluid feel to the system and requires constant policing, people actually have to watch all of their colonies or they wont be utilizing them to there fullest. Even a random roams could pose a small threat to sov if unchecked. Death by a thousand cuts? It might make breaking into sov a bit easier... keeping it on the other hand...
Corruption due to attack actually leading to sov being vulnerable would have to be a Goldilocks situation, if possible at all. You would need to loose enough population that your sov could be affected if everything is perfectly aligned and I mean perfectly and someone has to be an idiot, but at the same time you don't want this to be a remotely common occurrence. The idea is to have this be a "hey we dented them! I wonder if we come back in something better how far can we push our luck?" It is a piece of feedback to make people feel as though they are making a difference no matter how small that difference is. The pecked to death should be one of those stories that you hear about and cant believe that they took the castle with only a handful of people and are now local heroes. At the same time though you need to lose enough population that you can potentially affect them and they feel it enough to actually be there next time you come knocking. There needs to be a threat of losing the castle, but you rarely ever do; the thing that every small timer dreams of pulling off, but only one in a million ever does.
The second piece of this is an NPC component.
Harvey James wrote:Pirates could play an active part in eroding sov if they are unchallenged much like an incursion ... so it would have to be actively defended to keep the sov of that system... If you pair the part of Harvey's idea that is shown here with the increase in corruption upon attack stated above, and make NPC pirates attack colonies/sections/modules then there is even a threat to sov inside giant blue blobs... if systems go unchecked regularly. Have them be big, lots of rats of all shapes and sizes, like a whole mission warped on you at once, but your not ready for it and have no warning. If they really go unchecked and a module is incapacitated then you could have some of the cargo spill into space, as a double whammy. A short term loss in productivity/vulnerability to the system as well as a long term loss of product/supplies as a double penalty for negligence.
I personally would shy away from NPC pirates attacking heavy military installations like outposts and focus more on the lower hanging lighter defended colonies. This would limit them to the dead space pockets, meaning that their impact would be limited to the sov mechanic and potentially not obvious as soon as you enter system. This means you actually have to stay in the system longer than a hot sec to know if they are there. Also it is way more inline with what a pirate actually would do.
The downside to this is there is potential for farming and removing bounties on these guys really wouldn't make much sense. This could however provide an income for the guys who are supposed to be on patrol so that it is actually kind of profitable for them, and it would help to "level out" the loss of isk that could stem from the potentially smaller power blocs... the NPC section is the weak link, but the purpose it serves is needed. Ideas? |
Travasty Space
Pilots of Epic
32
|
Posted - 2013.12.02 02:52:00 -
[28] - Quote
Giving this a general +1 Would like to see a bit more fleshing out of the corruption mechanic side of things. |
Bobby Frutt
Federal Navy Academy Gallente Federation
0
|
Posted - 2013.12.02 07:22:00 -
[29] - Quote
CCP Gargant wrote:Reopening this thread Are you the same person as the OP? |
Abrazzar
Vardaugas Family
2277
|
Posted - 2013.12.02 11:53:00 -
[30] - Quote
With the corruption I was only touching the topic of population status. I basically only felt the need to include it because I felt pirates needed a reason to be more abundantly around and allowing them to have a foothold in your system would be a good enough reason to stick around despite getting blown up constantly. A mechanic that has pirates creep in and corrupt a system slowly over time unless they get farmed could be used to allow growing of pirates like crops in frontier systems that don't need much stability. It would be the inversion of what we have now with the indexes and it would in my opinion make much more sense.
This basic link in can of course be expanded on with more influence of population status (happiness, loyalty, etc.) which could spawn a huge load of content linking in with PI and DUST: New planetary structures like District Capitals and Planetary Capitals with surface to orbit defences and the option for planetary bombardment and/or DUST assaults.
Diplomacy and covert operations to incite rebellions, create insurgencies, sabotage and all of that in counter format to allow a DUST independent takeover of a planet's population for conquests or to temporarily disable workforce to offline DeCos.
The whole slew of Civilization games kind of population interaction could be added, making sovereignty more a turn based strategy game with real time strategic space (and ground) battles. Sovereignty and Population New Mining Mechanics |
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