| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Yeep
GoonWaffe Goonswarm Federation
400
|
Posted - 2013.10.31 10:20:00 -
[1] - Quote
Dracvlad wrote:The only thing that will work in my opinion is the following:
1. Create cheap and effective mobile bases - CCP have done this details still awaited 2. Create a way to attack passive moon income, - CCP have done this, may need adjustment 3. Reduce the EHP of sov modules where NPC pirates have not been kept down, will turn off IHUB and also reduces the time taken to online an SBU 4. Dread cycle reduced to 2 minutes 5. Remove automated mails of stucture/POS attacks 6. Limit the mass that can jump through a cyno 7. Make a portable covert cyno jammer as well as the portable normal cyno jammer
Do that and then see how it develops.
Why? |

Yeep
GoonWaffe Goonswarm Federation
400
|
Posted - 2013.10.31 10:34:00 -
[2] - Quote
Infinity Ziona wrote:Yeep wrote:Dracvlad wrote:The only thing that will work in my opinion is the following:
1. Create cheap and effective mobile bases - CCP have done this details still awaited 2. Create a way to attack passive moon income, - CCP have done this, may need adjustment 3. Reduce the EHP of sov modules where NPC pirates have not been kept down, will turn off IHUB and also reduces the time taken to online an SBU 4. Dread cycle reduced to 2 minutes 5. Remove automated mails of stucture/POS attacks 6. Limit the mass that can jump through a cyno 7. Make a portable covert cyno jammer as well as the portable normal cyno jammer
Do that and then see how it develops. Why? Because we don't want to play EvE Online - Rental Space Sim, we want to play EvE Online - Blowing Shitt Up
Cool, so explain how the things listed here would work towards that goal.
Otherwise you're just throwing tantrum and screaming "But I want a pony!" |

Yeep
GoonWaffe Goonswarm Federation
400
|
Posted - 2013.10.31 11:17:00 -
[3] - Quote
Dracvlad wrote: Biggest issue for anyone being attacked is the base of operations, this is why getting the Personal Structure right is so important, you need a base to be able to fight from. Also this attack people for lol's and to get good fights has to have a way that the defender can get back at them, the siphon unit does that. The target of course is the lessor used systems, so that people feel that they can actually take them, of course holding them means time and effort in keeping the EHP high of the sov modules, this means that people will try to camp them to reduce the control and people will have to kill NPC's to keep it high, resulting in more small gang combat. But all those poor systems sitting in there with a TCU now become very vulnerable to attack.
There is this persistant myth that large alliances leave space unused just to wind up highsec pubbies when in actual fact the reason huge chuncks of 0.0 is unused is because it sucks, hard. If you want people to use all the space they claim (which is a worthwhile goal) you need to make it worth living in. That means changing personal income from even the worst truesec 0.0 to be better than level 4s and having it scale upwards from there.
Siphons in their current form will not generate fights but that has been sufficiently covered in the devblog thread so I won't get into it here.
Dracvlad wrote:Dreads are the ships that smaller entities would prefer to use, cost with insurance is rather small, and 2 minutes suits smaller entities better as they can fire off a few rounds and GTFO leaving the residue EHP to sub caps.
This is a very one-sided way of looking at things. I'd actually rather see dread timers go back up to 10 minutes. Your small alliance is much more likely to need the full 5 minute timer to reinforce a tower. Reduce the timer to 2 minutes and now the 255 man CFC dread fleet can reinforce twice as many things. Right now they're sat vulnerable doing nothing.
Dracvlad wrote:The mails are evident, you need to patrol your space.
Space in Eve is too porous for any mechanic that relies on guarding entrances or constant patrols to work. Unless you make significant changes to how ships behave when you log off, cloaking and cyno mechanics strucutre mails are necessary. In addition, if you're looking for fights you want people to know when you're attacking them.
Dracvlad wrote:Cyno's give too great a force projection, therefore limit it, this will not hurt small people as they cannot get too many in a fleet anyway, I know that the major alliances will use multiple cyno's, but that has an impact in perhaps resulting in split forces etc.
Major alliances are also much better positioned to keep ship stores around the universe. I can't imagine the CFC would have that much difficulty just storing 20 dreads in each region it owned. They could probably come close right now by just asking people to re-sub capital alts they have lying around. The people you really hurt by reducing jump range are those who want to get in, reinforce a structure and get out again quickly because their cyno chain is going to show up on the map much longer in advance.
In general your ideas are all stick and no carrot. The thing is if you make living in 0.0 suck enough that the current occupants leave you some space, why would you want to live there? |

Yeep
GoonWaffe Goonswarm Federation
400
|
Posted - 2013.10.31 12:34:00 -
[4] - Quote
Jenn aSide wrote: Some people just don't understand that people WILL NOT act in ways others can reliably predict. This is why EVERY game has problems with balance (for example) because game makers many times don't understand how creative and devious so people can be.
If we change this game mechanic in my favour everyone except me will continue to act exactly as they do now and I will surely reap all the rewards! |

Yeep
GoonWaffe Goonswarm Federation
400
|
Posted - 2013.10.31 12:49:00 -
[5] - Quote
Dracvlad wrote: But the changes I have suggested would create the pain in the butt alliances that don't give up, which is what I am pushing, imagine more than one of these types nibbling at your low level systems, fun for all, but then again you don't want fun do you, so speaks a member of the coalition that was pushing to be able to impact NPC stations so people could not base there. We can see why FA would not like this to happen as you already have these pain in the butt alliances in Fountain.
Your ideas are bad because they are trying to reduce the number of people in 0.0 by making things more painful so you with your supposedly higher tolerance for tedium can step in and take their place which is basically a variation on "I deserve this space so much more than the people who currently have it because...". What you should be doing is thinking of ways to increase the carrying capacity of space so there is less reason for it's current owners to hold it all.
More carrot, less stick. |

Yeep
GoonWaffe Goonswarm Federation
400
|
Posted - 2013.10.31 15:11:00 -
[6] - Quote
Dracvlad wrote:your just blind to having Eve on easy mode.
Playing Eve on easy mode? Check my employment history.
I was there right at the start of Goonfleet when we were newbies in frigates. I was there when we fought for even the tiniest amount of NPC nullsec space and I was intimately involved in our (failed) first attempts to take conquerable space. I am very aware of how many thousands of people have put in millions of cumulative hours for GoonSwarm to be where it is now and you think I'm the one demanding easy mode? |

Yeep
GoonWaffe Goonswarm Federation
403
|
Posted - 2013.10.31 16:57:00 -
[7] - Quote
Dracvlad wrote: EDIT: Do you seriously think you would have beaten BOB with the current Sov system, because I seriously don't think you would have!
I actually wasn't around for most of the BoB war. My experience lies mostly in the D2/LV era. One thing that might be quite hard to understand now is that Battleships and anything T2 used to be pretty expensive and a nightmare to fight with T1 kit. On top of that a POS hit way for way more of your HP than it does now and it was possible to win a system by quite literally outspending your opponent. While the challenges faced by an alliance now might be different I'm not convinced they're harder.
I'm not happy with the way Sov works right now and I posted a bit in the thread on The Mittani about how I think things should change (you can go read it here if you want) but the gist of it is: People should want to live in the space they own but shouldn't be forced to The default level of defense for sovereignty should be low (much lower than it is now) Alliances should be able to increase the defenses of their systems if they want but at an ISK and human cost Alliances should be free to decide how important a system is to them Where timers are necessary (and they are necessary) there should be room for human error in setting them
The most important thing to realise is there is no magic set of game mechanics that will stop a larger alliance from destroying a smaller neighbour if that neighbour persists in attacking them. You either need to be friends, pretend to be friends (something a young Goonfleet did a lot of, don't be above lying) or have the threat of your own, bigger friends. The small, lone wolf, spaceholding alliance has never existed and never will. |

Yeep
GoonWaffe Goonswarm Federation
404
|
Posted - 2013.11.01 00:46:00 -
[8] - Quote
Marlona Sky wrote:We spend so much time arguing over how to get there and no one really asks themselves, "What exactly is there?"
Obviously this will vary from person to person, but I am really interested in what 'there' means to each of you.
Yeep wrote: People should want to live in the space they own but shouldn't be forced to The default level of defense for sovereignty should be low (much lower than it is now) Alliances should be able to increase the defenses of their systems if they want but at an ISK and human cost Alliances should be free to decide how important a system is to them Where timers are necessary (and they are necessary) there should be room for human error in setting them
|

Yeep
GoonWaffe Goonswarm Federation
406
|
Posted - 2013.11.01 10:23:00 -
[9] - Quote
Marlona Sky wrote:Yeep wrote:Where timers are necessary (and they are necessary) there should be room for human error in setting them I'm not saying it is right or wrong, but I was wondering if you would go more in depth on why timers and maybe other things should be subject to human error? The pros and cons as you see it.
Sure, although I thought this was the least controversial of the suggestions.
Right now a defender always gets to choose the time of engagement. One of the nice parts of the old POS system was you could force them to defend outside of their comfort zone using a number of methods. You could attack at a time or place they weren't expecting and get a badly stronted tower. You could repeatedly reinforce lots of towers to make the defender either burn out their current logistics people or recruit new ones (who might be incompetent or untrustworthy) and you could kite a tower, choosing to leave your capital fleet at risk for longer in exchange for a more favourable timer. Smart, bold or persistent attackers should be able to get an engagement time more to their liking and that can't happen while setting a defending timer is almost infallible. Hence the need for the possibility of human error. |

Yeep
GoonWaffe Goonswarm Federation
406
|
Posted - 2013.11.01 15:30:00 -
[10] - Quote
Onictus wrote:Destructable stations are still a bad idea.
I'd be ok with destructible stations if all your assets appeared in the closest NPC station after a delay of say a week. You could even have NPC haulers people could attack to slow the moving process down. |
| |
|