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Thread Statistics | Show CCP posts - 7 post(s) |

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 16:22:00 -
[1] - Quote
Hello all ,
So the title of this thread is pretty bold in its assertion. First before I get to "the ideas" let me spin you a little tale of yesteryear. A tale of a Eve that I had been part of. Once upon a time before capitals existed and before anyone ever heard of a jump bridge Eve was exciting. I started out in nullsec in the Querious region in a alliance called Firmus Ixion. In that time there weren't any capitals or jumpbridges. Living in nullsec was exciting and dangerous. We depended on keeping logistic lanes safe so we could stay supplied in nullsec. This meant pipes to empire had to be controlled which also meant hotbed areas for small to medium engagements.
Nullsec entrances were/are sparse so opposing entities would jockey over controlling them daily. There would be fights and skirmishes to win the right to control the nullsec entrance. Keeping markets and pilots stocked was important in those days. Because you could beat/break an alliance as you do now but you could also starve them out. Literally siege them and strangle they're logistics and run them out of ships to fight you. Miners were important to nullsec alliances because importing minerals wasn't practical ( no jumpfreighters or jumpbridges ). This meant mining ops were a daily affair. Which in turn meant defense gangs were a thing and hostile raiding parties were also a thing spurring even more fights. Builders/Industrialist were important because again just simply importing everything from empire was not practical. This meant creating a safe environment so they can do their work.
You see surviving as a sov holding alliance in nullsec was like being part of a village or a team. Everyone depended on eachother to do something to help the village/team survive. There were other things during that time that were different. Alliances still had allies but you had less allies than the giant monolithic coalitions of today. Reasons being was because there were no jumpdrives or bridges you had to travel for PVP content. Nobody likes to travel an hour to find there first neutral. So typically you had regional blocks. The old south had 6 different coalitions at one point alone. You still had epic fights but conflicts were mostly smaller.
Now I know you all are sitting here saying "Manny is all nostalgic recalling the old days with rose tinted glasses ". I have been having this conversation with friends for a few years. I have been listening to the reasons my ideas won't work even though people agree it would solve current issues. Things l have been told are "CCP will never remove jumpdrives and jumpbridges people like easy & convenient stuff too much" "If you remove jumpbridges and jumpdrives you won't see anymore B-Rs, Asakais etc etc. CCP depends on those headlines to draw new customers" . To which I say removing them is imperative and a piece of what needs to be done to change the game in a positive manner for everyone.
So here is the problem with Nullsec now and Nullsec is important because the headlines us nullsec'rs make are the headlines that CCP uses for marketing. We are down to 2 coalitions left. It is not in either coalitions best interest to let any new parties into nullsec unless they can be subverted or be used for cheap farming at a later date ( Hi Hero coalition soz but its the the truth ). Neither coalition is going to give up space to just let some new guys come out to nullsec. The only way you are getting out here is to join an existing coalition or become a renter. All of the money from moons and renters are controlled by the 2 coalitions. We make agreements to protect those incomes so we can keep on living the "good life". Conflict will only happen when we have to give content to line members so we can justify our existance. That conflict will be in the form of Proxy wars not full on attack. So expect once a year for there to be a war in nullsec and the rest of the time coalitions will maneuver for advantage on the next conflict. Im sorry to say but this is where we are at unless CCP changes something. Lets face it most of all the changes we've heard about can be gamed and only hurt the little guy. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 16:22:00 -
[2] - Quote
reserved @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 16:25:00 -
[3] - Quote
reserved @EveManny
https://twitter.com/EveManny |

Rivr Luzade
Coreli Corporation Ineluctable.
606
|
Posted - 2014.07.02 16:39:00 -
[4] - Quote
New parties into the current state of 00 sec? Why? Are they big? Can they create headlines like the 2 BBB? I doubt it. And since they cannot create headlines nor otherwise meaningful content, they are not needed in the current state of 00 sec. With the current mechanics and, probably more importantly, the very simple-minded meta gaming around Sov 00 sec, you cannot get into Sov 00 without succumbing to one of the blocks or get kicked out. Even with your changes.
Your suggestions, especially the JF bubble immunity, is very funny. ^^ If you can only jump to the next system, where's the point of having a jump drive at all? They are expensive, they need a cyno everyone can warp to, they then offer no benefit anymore. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1136
|
Posted - 2014.07.02 16:52:00 -
[5] - Quote
Do ya have any group actually supporting this change? Because I could see CCP making sweeping changes like that only if everybody currently "important" in null were to stand behind those change and push them as a group effort but the current statu-quo won't be completely changed because :reasons: just because someone else have posted his own personal point of view. |

Aryndel Vyst
GoonWaffe Goonswarm Federation
746
|
Posted - 2014.07.02 17:00:00 -
[6] - Quote
You could have summed this post up by just saying "Hey here's how I want to fix nullsec: Remove jump drives"
Because that's pretty much what you are saying. |

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 17:00:00 -
[7] - Quote
Frostys Virpio wrote:Do ya have any group actually supporting this change? Because I could see CCP making sweeping changes like that only if everybody currently "important" in null were to stand behind those change and push them as a group effort but the current statu-quo won't be completely changed because :reasons: just because someone else have posted his own personal point of view.
I havn't campaigned anyone to support this. All I can say is if you don't dismiss the idea immediately and give it some real thought then this is a good idea. I am one of the FC's in one of the top alliances in the game that arguably is one of the most powerful and influential in nullsec. With the current status quo my alliance is making isk hand over fist we can do what we want when we want where we want and there are very few that can stop that. If I were looking at the issue merely from whats best for my alliance right now id say "No F'ing way " to these changes. But ultimately I see a healthier robust nullsec as a good thing for Eve as a whole and in turn better for my alliance and myself. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 17:02:00 -
[8] - Quote
Aryndel Vyst wrote:You could have summed this post up by just saying "Hey here's how I want to fix nullsec: Remove jump drives"
Because that's pretty much what you are saying.
Well yeah but removing jumpdrives messes other things up like logistics and supplies in nullsec. So you need changes to compensate for that so you aren't punishing people you are simply creating a new alternative to a old broken system.
@EveManny
https://twitter.com/EveManny |

Retar Aveymone
GoonWaffe Goonswarm Federation
489
|
Posted - 2014.07.02 17:20:00 -
[9] - Quote
I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. |

Rivr Luzade
Coreli Corporation Ineluctable.
606
|
Posted - 2014.07.02 17:22:00 -
[10] - Quote
Manfred Sideous wrote:Aryndel Vyst wrote:You could have summed this post up by just saying "Hey here's how I want to fix nullsec: Remove jump drives"
Because that's pretty much what you are saying. Well yeah but removing jumpdrives messes other things up like logistics and supplies in nullsec. So you need changes to compensate for that so you aren't punishing people you are simply creating a new alternative to a old broken system.
Uh...
Quote: Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)
*is slightly confused* |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 17:35:00 -
[11] - Quote
Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining.
before jumpdrives and jumpbridges @EveManny
https://twitter.com/EveManny |

Rivr Luzade
Coreli Corporation Ineluctable.
606
|
Posted - 2014.07.02 17:49:00 -
[12] - Quote
Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining.
It almost sounds like you are proud of that. *facepalm* |

Retar Aveymone
GoonWaffe Goonswarm Federation
491
|
Posted - 2014.07.02 17:57:00 -
[13] - Quote
Manfred Sideous wrote:Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. before jumpdrives and jumpbridges so your entire "golden age of eve" was the eight months between when alliances were introduced (november 2004) and capitals were introduced (july 2005), back when all of the superhighways still existed to Yulai (and you did all this building without even freighters, which didn't exist yet, shuffling trit from the one refinery station per region to one of the two factory stations per region, in an iteron)
that's just wrong, and back then so little existed of the game we know today and people's skills were so low compared to where they are today that it's just not a relevant point to look at. I have a great deal of sympathy for the general idea that 0.0 needs to be made vast again so that anyime you start a minor tiff on the other side of the galaxy we can't barrel in for laughs and vice versa, but pointing to a "golden age" of outpost-free, dictor-free, freighter-free, 0.0 where miners mined without hulks and then lovingly transported their ore to the refinery station, then lovingly transported their trit to the factory station where they built things (instead of just convoying from yulai) either didn't exist, or was only fun because it was still novel |

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 17:58:00 -
[14] - Quote
Rivr Luzade wrote:Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. It almost sounds like you are proud of that. *facepalm*
Not really just stating how it is. I mean I am proud to be part of my alliance I am proud that we are a effective team. In that sense im very proud. @EveManny
https://twitter.com/EveManny |

Retar Aveymone
GoonWaffe Goonswarm Federation
491
|
Posted - 2014.07.02 17:59:00 -
[15] - Quote
Manfred Sideous wrote:Rivr Luzade wrote:Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. It almost sounds like you are proud of that. *facepalm* Not really just stating how it is. I mean I am proud to be part of my alliance I am proud that we are a effective team. In that sense im very proud. He's talking to me, but what point he thinks he's poorly making is unclear to me. |

Manfred Sideous
North Eastern Swat Pandemic Legion
459
|
Posted - 2014.07.02 18:00:00 -
[16] - Quote
Retar Aveymone wrote:Manfred Sideous wrote:Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. before jumpdrives and jumpbridges so your entire "golden age of eve" was the eight months between when alliances were introduced (november 2004) and capitals were introduced (july 2005), back when all of the superhighways still existed to Yulai (and you did all this building without even freighters, which didn't exist yet, shuffling trit from the one refinery station per region to one of the two factory stations per region, in an iteron) that's just wrong, and back then so little existed of the game we know today and people's skills were so low compared to where they are today that it's just not a relevant point to look at. I have a great deal of sympathy for the general idea that 0.0 needs to be made vast again so that anyime you start a minor tiff on the other side of the galaxy we can't barrel in for laughs and vice versa, but pointing to a "golden age" of outpost-free, dictor-free, freighter-free, 0.0 where miners mined without hulks and then lovingly transported their ore to the refinery station, then lovingly transported their trit to the factory station where they built things (instead of just convoying from yulai) either didn't exist, or was only fun because it was still novel
Yeah because the moment they released capitals and supercapitals everyone had them that instant and were using them at such a rate that it had the impact on the game that they do today or even close for that matter :colbert:
@EveManny
https://twitter.com/EveManny |

Rivr Luzade
Coreli Corporation Ineluctable.
606
|
Posted - 2014.07.02 18:13:00 -
[17] - Quote
Retar Aveymone wrote:Manfred Sideous wrote:Rivr Luzade wrote:Retar Aveymone wrote:I haven't finished analyzing the rest of your ideas, but you do yourself no favors by claiming mineral importation didn't exist before jump freighters. Mineral importation existed - and was even more effective - before jump freighters through carrier jumping of passive targeters in iterons stuffed in a carrier SMA, or oversized guns fitted to destroyers in a carrier SMA. It has never been the case that 0.0 alliances supplied themselves trit locally through mining. It almost sounds like you are proud of that. *facepalm* Not really just stating how it is. I mean I am proud to be part of my alliance I am proud that we are a effective team. In that sense im very proud. He's talking to me, but what point he thinks he's poorly making is unclear to me.
I highlighted it. Pardon that I didn't consider your situation more. |

Retar Aveymone
GoonWaffe Goonswarm Federation
491
|
Posted - 2014.07.02 18:39:00 -
[18] - Quote
aaugh forum ate my post |

Allison A'vani
North Eastern Swat Pandemic Legion
139
|
Posted - 2014.07.02 19:17:00 -
[19] - Quote
I don't know the last time you had to do any alliance logistical work Manny, but as someone in PL who uses their JF more than any other ship in the game I have to 100% disagree with you. If this became a thing, then 0.0 would essentially die. Regardless of any resource localization done in 0.0 from mining, ratting, or plexing, you still have to import a ton of things for basic industry as they are region bound (go look at a T2 reaction flow/build chart) adding in a resource trading NPC would not be that useful either as that would end up price fixing all the materials, then you also run into issues of how you define racial building materials? Do you mean the basic moon goo? Do you mean reacted moon goo? Do you mean advance construction parts? Do you mean exploration research items? Do you mean isotopes?
If this happened then no one in 0.0 would ever use t2 modules nor ships as sourcing them would be near impossible without an extreme amount of work, especially as most of the exploration sites spawn in high-sec and low-sec space.
Price of t2 ships and modules would skyrocket overnight as fueling a pos would be a nightmare and moving moon goo would be suicide. Additionally there are a limited amount of lowsec systems with a high-sec system next door. This would choke-hold the number of moons available in the game for reactions both T2 and T3.
Moons and systems in deep 0.0 would be abandoned as there would be no way to move products out of those systems in any way that was not a complete chore. Other than the bounty isk itself there would be no reason to kill any rats since selling the drops is not worth the time of moving said drops as you could make more isk/hour just killing more rats rather than wasting time trying to move the loot drops. Currently, most of the Zydrine and Nocxium in the game is produced from ores mined in 0.0 and would result in a massive shortage of both, so t1 ship prices would also skyrocket.
Basically the entire 0.0 outside of border regions to empire space would be abandoned and you would see a mass exodus back to high/low sec.
The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF could not jump more than 1 system at a time I would strait up unsub my accounts. |

SFM Hobb3s
Wrecking Shots Black Legion.
87
|
Posted - 2014.07.02 19:25:00 -
[20] - Quote
Everyone loves 'content' IE explosions. I agree with pretty much everything you are saying. Logically, if you break down the entities, create more possible 'fronts' in null, then you are definitely going to have more content, even if smaller scale (who says that isn't great?)
I'd love to see a system where claiming sov on a system incurs a HUGE financial cost to a coalition, and this is only offset, on a continual (possibly daily) basis by performing the required amount of ratting/mining in that system. The alliance then sees a positive gain once enough of this is done on a continual basis.
And make it so jump bridges can only be set up on systems where all the systems in between have reached that required useage level. Perhaps it could be scaled much the same way I see the occasional system status scale on incursions. For one, you'd have much higher concentrations of activity (make those system chock-full of ratters/miners) which accomplishes considerable content you spoke of (ie a target rich environment for roaming, plus opportunity and need for defensive fleets).
This might force all the coalitions to condense a fair bit, because maintaining space is now actually a challenge, but it could open space for new entities. Getting rid of jump drives though...I dunno. If I was going to do this, I might first do something else, like make it so that cynos can only be opened by much bigger and expensive ships. |
|

Tikitina
Imperial Academy Amarr Empire
136
|
Posted - 2014.07.02 19:51:00 -
[21] - Quote
Nobody used to the current "easy" system will ever support a more realistic "hard" system.
Outstanding logistics supports power projection.
No one doing logistics now will ever support going to a more realistic system where logistics is harder.
Real World logistics can require 30-60% of total forces involved, and can be more readily interdicted by equal combatants.
Logistics in this game should be mostly NPC, which would allow for more realistic lines of communication interdiction.
No one used to the current system will ever support it. They feel it shouldn't exist in the game in the first place. (truly)
Truly vulnerable and interdict-able logistics that combat forces require far from home systems would be the best limitation to power projection.
But, those who already do the current system and reap in the benefits of unlimited power projection will never support it. Why should they?
|

Alternative Splicing
Center for Advanced Studies Gallente Federation
74
|
Posted - 2014.07.02 20:39:00 -
[22] - Quote
Manfred Sideous wrote:So here is the problem with Nullsec now and Nullsec is important because the headlines us nullsec'rs make are the headlines that CCP uses for marketing.
Yes, but even after a huge battle and spike in new subscription numbers, how many of those people stick around? What they read about or watch, and what they experience will probably be so different as to be irreconcilable. Creating environments that foster persistent subscriptions, interest, and content would seem to go farther in the long run. |

Manfred Sideous
North Eastern Swat Pandemic Legion
461
|
Posted - 2014.07.02 20:56:00 -
[23] - Quote
Allison A'vani wrote:I don't know the last time you had to do any alliance logistical work Manny, but as someone in PL who uses their JF more than any other ship in the game I have to 100% disagree with you. If this became a thing, then 0.0 would essentially die. Regardless of any resource localization done in 0.0 from mining, ratting, or plexing, you still have to import a ton of things for basic industry as they are region bound (go look at a T2 reaction flow/build chart) adding in a resource trading NPC would not be that useful either as that would end up price fixing all the materials, then you also run into issues of how you define racial building materials? Do you mean the basic moon goo? Do you mean reacted moon goo? Do you mean advance construction parts? Do you mean exploration research items? Do you mean isotopes?
Not price fixing if the exchange rate is based off market differences. So if you trade a helium Isotope it might be worth 1.2 hydrogen isotopes based off what the current market average was.
Allison A'vani wrote: If this happened then no one in 0.0 would ever use t2 modules nor ships as sourcing them would be near impossible without an extreme amount of work, especially as most of the exploration sites spawn in high-sec and low-sec space.
Really because I mean you can take a wormhole to empire or you could move any sort of industrial type to empire via a pipe. I mean I was around when this thing was done on a daily basis. Hell I can remember doing it myself because I could make a hauler run or 2 too empire a day and seed it in my alliances market and make a easy 20% it was easy isk.
Allison A'vani wrote:Price of t2 ships and modules would skyrocket overnight as fueling a pos would be a nightmare and moving moon goo would be suicide. Additionally there are a limited amount of lowsec systems with a high-sec system next door. This would choke-hold the number of moons available in the game for reactions both T2 and T3.
We got along just fine before jumpfreighters on fueling pos and moving moongoo. But in order to do so your alliance would want to police its space so you could move about. Also we used these things back in the day when we moved haulers and freighters called scouts and intel channels they were so OP.
Allison A'vani wrote:Moons and systems in deep 0.0 would be abandoned as there would be no way to move products out of those systems in any way that was not a complete chore. Other than the bounty isk itself there would be no reason to kill any rats since selling the drops is not worth the time of moving said drops as you could make more isk/hour just killing more rats rather than wasting time trying to move the loot drops. Currently, most of the Zydrine and Nocxium in the game is produced from ores mined in 0.0 and would result in a massive shortage of both, so t1 ship prices would also skyrocket.. Basically the entire 0.0 outside of border regions to empire space would be abandoned and you would see a mass exodus back to high/low sec.
Friend ASCN , Prime Orbital Systems , D2 , Razor would like to disagree with you. They used that space quite well . About the loot again you are incorrect I use to sell my loot wholesale to industrialist.
Allison A'vani wrote:The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts.
Its funny the economy got along just fine before jumpfreighters.
@EveManny
https://twitter.com/EveManny |

The Ironfist
Nordgoetter Negative Waves
23
|
Posted - 2014.07.02 21:05:00 -
[24] - Quote
Industry needs to more localized but making logistics sooo painful that one wants to kill himself what is the point of that? This is a game and it is supposed to be fun eve is already the most unfun MMO ever. There should be better ways to achieve what you are looking for. I'm not interested in paying 150 quit per month for a game this is 10 hours of logistics work to be able to fight one hour.
Besides I for one prefer to wait how the changes that CCP is doing to industry this month will play out. 30% material req. in all amarr outposts in nullsec and the ability to upgrade them even further should change the landscape a bit. Because the size of wallets wont matter as much anymore when carriers and dreads cost 200 and 350mil to build respectively. Making PVP cheaper means there'll be more of it all over the place. When you can "rat up" a battleship in 30minutes of ratting hopefully risk aversion will go away. |

Manfred Sideous
North Eastern Swat Pandemic Legion
461
|
Posted - 2014.07.02 21:05:00 -
[25] - Quote
Tikitina wrote:
But, those who already do the current system and reap in the benefits of unlimited power projection will never support it. Why should they?
I support it because its best for the game. It's not about making things harder its about accomplishing the same task through different means. I think it would be awesome for miners and industrialist to have an important impactful place in nullsec. One where PVPrs are encouraged to create an environment where those activities could be undertaken. Where hostiles would have reasons to raid and interdict those activities. These are conflict drivers that are real and tangible. Something were solely lacking in nullsec. Currently you attack a R64 a CSAA or you attack Sov. Thats it for in-game conflict drivers. The rest is made up narratives used to motivate people. Small to medium sized gangs have no way of spurring combat other than to show up and hope their opponent is sporting and fancy's a fight. @EveManny
https://twitter.com/EveManny |

Current Habit
Get LP or Die Trying
2
|
Posted - 2014.07.02 21:22:00 -
[26] - Quote
The Ironfist wrote: [...] Because the size of wallets wont matter as much anymore when carriers and dreads cost 200 and 350mil to build respectively[...].
Those numbers seem really low, can you explain how do you get to them? (I assume it's optimizing everything with teams, thukker cap component arrarys etc.) |

The Ironfist
Nordgoetter Negative Waves
23
|
Posted - 2014.07.02 21:30:00 -
[27] - Quote
Current Habit wrote:The Ironfist wrote: [...] Because the size of wallets wont matter as much anymore when carriers and dreads cost 200 and 350mil to build respectively[...].
Those numbers seem really low, can you explain how do you get to them? (I assume it's optimizing everything with teams, thukker cap component arrarys etc.)
Amarr outpost in 0.0? Go on testserver and have a look they get a flat 30% req. reduction on everything for capitals that means 30% less minerals to build the capital parts and again 30% less capital components to build the capital itself and if you upgrade the station you can get that bonus up even higher.. It seems CCP is been really quite about it which is wired given that it is on SISI. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:45:00 -
[28] - Quote
Manfred Sideous wrote: We got along just fine before jumpfreighters on fueling pos and moving moongoo. But in order to do so your alliance would want to police its space so you could move about. Also we used these things back in the day when we moved haulers and freighters called scouts and intel channels they were so OP. ... Its funny the economy got along just fine before jumpfreighters.
you used a carrier
seriously, do you not remember that a carrier used to be the logistical backbone of 0.0 and the jump freighter was introduced when the carrier was nerfed? (edit: fun fact, goonswarm's first supercapital was built as a logistics ship, xttz's nyx)
also there has never been a time when jump-capable ships did not exist and freighters did. i don't know if people used logistics dreads, but I sure would have.
the forums ate my post deconstructing your faulty memory about what eve used to be, and I'll have to go back and redo it but you appear to badly misremember how things worked based on what was patched in when and I do not believe this era of mining locally and producing locally ever actually existed - much less in FIX, which lived in Querious, a region with its conq refinery seven jumps from the nearest conq factory - but highsec a mere 9 jumps from the closest conq station to highsec. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:48:00 -
[29] - Quote
The Ironfist wrote:Amarr outpost in 0.0? Go on testserver and have a look they get a flat 30% req. reduction on everything for capitals that means 30% less minerals to build the capital parts and again 30% less capital components to build the capital itself and if you upgrade the station you can get that bonus up even higher.. It seems CCP is been really quite about it which is wired given that it is on SISI. someone fatfingered a change on sisi: amarr is supposed to 30% TIME reduction and someone goofed on sisi. the plan is with a mere 12 eggs moved from highsec in a freighter, 12 eggs worth of fillings moved, and about 60b isk you can get an amarr factory to 5% ME off once crius hits
it won't be 30% off |

The Ironfist
Nordgoetter Negative Waves
23
|
Posted - 2014.07.02 21:52:00 -
[30] - Quote
Retar Aveymone wrote:The Ironfist wrote:Amarr outpost in 0.0? Go on testserver and have a look they get a flat 30% req. reduction on everything for capitals that means 30% less minerals to build the capital parts and again 30% less capital components to build the capital itself and if you upgrade the station you can get that bonus up even higher.. It seems CCP is been really quite about it which is wired given that it is on SISI. someone fatfingered a change on sisi: amarr is supposed to 30% TIME reduction and someone goofed on sisi. the plan is with a mere 12 eggs moved from highsec in a freighter, 12 eggs worth of fillings moved, and about 60b isk you can get an amarr factory to 5% ME off once crius hits it won't be 30% off
It has 30% time as well right now. So not sure on how much of that is fat-fingered. And 5% for 60b would be a really bad deal. I'd call it pointless. |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:56:00 -
[31] - Quote
Manfred Sideous wrote: Yeah because the moment they released capitals and supercapitals everyone had them that instant and were using them at such a rate that it had the impact on the game that they do today or even close for that matter :colbert:
Ok, so here's the problem: your recollections don't really match reality. Back before jump drives, there were no outposts. In 0.0, each region had three stations: two factories, one refinery. If you wanted to build locally, you had to mine minerals, move them to the refinery, refine, then move to the factory.
You had to do this all in an iteron because hulks and freighters did not exist.
Most regions have the refinery nowhere near the factory. Querious didn't. You'd be moving small amounts of minerals tons of jumps. And you're claiming people didn't just mine the ABC (which were hugely valuble), they mined the veld and stuff as well and produced locally. But people who did that were idiots, even back then. ABC was worth far, far more than veld, not least because you could produce infinite trit in empire with NPC seeded shuttles. So if you wanted to build something, you'd mine ABC, bring the minerals to empire in an iteron (billions fits in one iteron), bring those minerals to yulai, and sell them.
Then for a battleship or anything big you'd just fly the stupid thing back. But if you really wanted to build locally, you'd bring in an iteron of passive targeters, built from the infinite shuttle trit, and then refine that for gadzooks of trit in your conquerable refinery. You'd then putter your iteron back and forth 7 jumps to the factory station. Now, given that you're stuck with an iteron, and are moving less than one battleship's worth of minerals at a time, you're far better off just flying prebuilt battleships from Yulai (brought in on the superhighways to your jumpoff point). You're only going to be building cruisers or below with this god-awful backwards setup that was only fun at the time because it was novel - you were exploring a new type of gameplay and it was interesting. Novelty wears off.
I would suggest you actually sit down with a list of what got patched in when and figure out which of your recollections simply couldn't have happened. This pre-jumpdrive golden age of 0.0 simply didn't exist, except the novelty that you remember. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 21:58:00 -
[32] - Quote
The Ironfist wrote:
It has 30% time as well right now. So not sure on how much of that is fat-fingered. And 5% for 60b would be a really bad deal. I'd call it pointless.
They've said the 30% mineral off is a bug (amarr stations right now have 30% time off and are supposed to retain that bonus in crius). The 5% is direct from the devblog, and it's the highest ME off you can get from 0.0 (each manufacturing slot upgrade becomes a 1% me off upgrade, and an amarr can fit the most at 5). |

Manfred Sideous
North Eastern Swat Pandemic Legion
461
|
Posted - 2014.07.02 22:01:00 -
[33] - Quote
Retar Aveymone wrote:Manfred Sideous wrote: Yeah because the moment they released capitals and supercapitals everyone had them that instant and were using them at such a rate that it had the impact on the game that they do today or even close for that matter :colbert:
Ok, so here's the problem: your recollections don't really match reality. Back before jump drives, there were no outposts. In 0.0, each region had three stations: two factories, one refinery. If you wanted to build locally, you had to mine minerals, move them to the refinery, refine, then move to the factory. You had to do this all in an iteron because hulks and freighters did not exist. Most regions have the refinery nowhere near the factory. Querious didn't. You'd be moving small amounts of minerals tons of jumps. And you're claiming people didn't just mine the ABC (which were hugely valuble), they mined the veld and stuff as well and produced locally. But people who did that were idiots, even back then. ABC was worth far, far more than veld, not least because you could produce infinite trit in empire with NPC seeded shuttles. So if you wanted to build something, you'd mine ABC, bring the minerals to empire in an iteron (billions fits in one iteron), bring those minerals to yulai, and sell them. Then for a battleship or anything big you'd just fly the stupid thing back. But if you really wanted to build locally, you'd bring in an iteron of passive targeters, built from the infinite shuttle trit, and then refine that for gadzooks of trit in your conquerable refinery. You'd then putter your iteron back and forth 7 jumps to the factory station. Now, given that you're stuck with an iteron, and are moving less than one battleship's worth of minerals at a time, you're far better off just flying prebuilt battleships from Yulai (brought in on the superhighways to your jumpoff point). You're only going to be building cruisers or below with this god-awful backwards setup that was only fun at the time because it was novel - you were exploring a new type of gameplay and it was interesting. Novelty wears off. I would suggest you actually sit down with a list of what got patched in when and figure out which of your recollections simply couldn't have happened. This pre-jumpdrive golden age of 0.0 simply didn't exist, except the novelty that you remember.
So you are arguing about semantics now? I mean now that we have all these outpost and all these other industrial ships that can move much higher volumes than a Iteron what's the problem? @EveManny
https://twitter.com/EveManny |

The Ironfist
Nordgoetter Negative Waves
23
|
Posted - 2014.07.02 22:12:00 -
[34] - Quote
Retar Aveymone wrote:The Ironfist wrote:
It has 30% time as well right now. So not sure on how much of that is fat-fingered. And 5% for 60b would be a really bad deal. I'd call it pointless.
They've said the 30% mineral off is a bug (amarr stations right now have 30% time off and are supposed to retain that bonus in crius). The 5% is direct from the devblog, and it's the highest ME off you can get from 0.0 (each manufacturing slot upgrade becomes a 1% me off upgrade, and an amarr can fit the most at 5).
If thats true whoever is running CCP's dev teams is a moron. Because 5% for 60b is just plain bad and does nothing to make eve at least somewhat interesting again. Then again CCP has been sh!t for years so no surprise there. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 22:14:00 -
[35] - Quote
Manfred Sideous wrote: So you are arguing about semantics now? I mean now that we have all these outpost and all these other industrial ships that can move much higher volumes than a Iteron what's the problem?
Your post begins with your recollection of how great yesteryear was and all of the great things that happened. My point is basically that you remember it completely incorrectly, and that the glories of pre-Cold War EVE are not a thing to use as inspiration.
I've always advocated for greater self-sufficiency for 0.0 and I greatly dislike the bipolar cold war nature of current 0.0, where a conflict anywhere is a conflict with everyone. The former we're actually getting somewhat in this patch and I hope CCP continues iterating on it. The latter is a hard problem that is not advanced by pointing to a glorious past that never happened. If you want to argue we should remove jump drives, then you've got to do it by saying how it will make today better tomorrow, not by saying weren't things great as I recall them when your recollection is faulty. |

Manfred Sideous
North Eastern Swat Pandemic Legion
461
|
Posted - 2014.07.02 22:20:00 -
[36] - Quote
Retar Aveymone wrote:Manfred Sideous wrote: So you are arguing about semantics now? I mean now that we have all these outpost and all these other industrial ships that can move much higher volumes than a Iteron what's the problem?
Your post begins with your recollection of how great yesteryear was and all of the great things that happened. My point is basically that you remember it completely incorrectly, and that the glories of pre-Cold War EVE are not a thing to use as inspiration. I've always advocated for greater self-sufficiency for 0.0 and I greatly dislike the bipolar cold war nature of current 0.0, where a conflict anywhere is a conflict with everyone. The former we're actually getting somewhat in this patch and I hope CCP continues iterating on it. The latter is a hard problem that is not advanced by pointing to a glorious past that never happened. If you want to argue we should remove jump drives, then you've got to do it by saying how it will make today better tomorrow, not by saying weren't things great as I recall them when your recollection is faulty.
Ill concede that perhaps my timeline might be blurred together. But ultimately a more inclusive nullsec with more conflict drivers is for the best. Currently both of our alliances are part of the problem. I honestly can't see any changes CCP can make that would shake up nullsec enough. Other than changing jumpdrives jumpbridges to like I suggest other than adding a ton of new space. But im afraid that would only be a temporary stopgap. @EveManny
https://twitter.com/EveManny |

Allison A'vani
North Eastern Swat Pandemic Legion
139
|
Posted - 2014.07.02 22:32:00 -
[37] - Quote
The problem is the same reason that we use large cargo ships for moving goods between China and the United States. The economy is much larger now than it was then. This is besides the fact that carriers have been in the game since Exodus: Red Moon Rising which was released in December 16, 2005 and POSes were only added to the game a year beforehand in the Exodus expansion which was released November 17, 2004. There have only been 2 years in all of EvE when 0.0 ever existed without jump capable ships being in the game. 0.0 was released in the Castor expansion December 18, 2003. Your main Mainfred Sideous was created 2005/12/17 which means you have never once, other than maybe by a few hours, unless you had a character before Manfred Sideous, played eve before Carriers were available in the game.
Freighters and Jump Freighters were added in the Trinity expansion December 5, 2007. EvE was a major pain in the ass back then. Regardless of how rose tinted your shades. As someone who started in 2009, part of alliances that did not have the isk to afford a JF (especially back when T2 prices were so insanely expensive during the height of OTEC), doing alliance OPs to escort freighters and Orcas through low-sec into null sucks. It is not fun, it is not enjoyable, it is not "cool," it sucks.
That does not lower the barrier to entry into 0.0 either, as you need a massive fleet to protect your freighter/JF with your proposed changes. As soon as you are spotted on the out-gate from high-sec to low sec a fleet will be forming to kill or suicide gank that freighter going gate to gate through lowsec.
This concept of yours may have worked back 250k less subs ago, but EvE hit 500k subs back in 2013. The player base is much larger and more diverse. Besides, some of us have jobs to do IRL. |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 22:37:00 -
[38] - Quote
Manfred Sideous wrote: Ill concede that perhaps my timeline might be blurred together. But ultimately a more inclusive nullsec with more conflict drivers is for the best. Currently both of our alliances are part of the problem. I honestly can't see any changes CCP can make that would shake up nullsec enough. Other than changing jumpdrives jumpbridges to like I suggest other than adding a ton of new space. But im afraid that would only be a temporary stopgap.
Yeah, agreed: bipolar eve is boring and a great staring contest between the East/West Gap with their finger on the massive escalation button is not exactly the sort of compelling gameplay that's going to keep people playing eve. I would love to go back to the 2007 sort of map where every power was regional at best. I'm just not sure how you do it that we don't all immediately exploit the **** out of, or that just makes it generally miserable to be in 0.0 but doesn't drive conflict and just speeds up the content creators getting tired and unsubbing.
The entirely new space with constructable stargates is a thing to rekindle that nobody knows what's going on everyone against everyone landrush again but that's years out and without something shaking up EVE now there won't be many people around then to build them. But part of it is just that everyone is so much more sophisticated than they used to be: you take all of the half-decade or more vets from current EVE and dump them into 2006-2007 and you'll see things get homoginized pretty quickly. We all know how best to run most aspects of an 0.0 alliance or an 0.0 war.
In 2006 everyone was basically an amateur at the 0.0 game and a lot of the fun was just figuring out how best to play the game: the clash of the BoB ideal of quality vs. the Goonswarm idea of quantity is just one of the examples. There was also "well what if we build an industrial alliance" ASCN vs the purely militaristic BoB. Now, we all know the answers and relative merits of those and the competition is mostly about execution of the basic strategies with much less development of the basic theories.
Mudflation is also something of a culprit: back when jump drives were well out of most people's reach an alliance could maintain its lifeline, but the average person was not making a habit of shopping in jita. Now, shopping in jita is about as easy as shopping on Amazon for me: it just shows up a day or two later in my home. And that's not even (mostly) mechanics changes: that's just people figuring out exactly how best to run a shipping service.
I'm not sure there's any good way to get that back short of a complete Chaos Reigns redo of the basic underpinnings of how null works thats so drastic most of our current experience doesn't really apply. |

Manfred Sideous
North Eastern Swat Pandemic Legion
461
|
Posted - 2014.07.02 22:43:00 -
[39] - Quote
Allison A'vani wrote:
Freighters and Jump Freighters were added in the Trinity expansion December 5, 2007. EvE was a major pain in the ass back then. Regardless of how rose tinted your shades. As someone who started in 2009, part of alliances that did not have the isk to afford a JF (especially back when T2 prices were so insanely expensive during the height of OTEC), doing alliance OPs to escort freighters and Orcas through low-sec into null sucks. It is not fun, it is not enjoyable, it is not "cool," it sucks.
T2 has been cheap since like 2007. I remember 80mil isk for a covert ops cloak 2. 15mil for 1 T2 large gun. Mods are so cheap now its laughable. Yeah freighter ops aren't a fun thing to do everyday. That's why you would change things so more can be done locally negating the need of freighter ops or at least limiting the need for them.
Allison A'vani wrote: That does not lower the barrier to entry into 0.0 either, as you need a massive fleet to protect your freighter/JF with your proposed changes. As soon as you are spotted on the out-gate from high-sec to low sec a fleet will be forming to kill or suicide gank that freighter going gate to gate through lowsec.
Hahahahaha talk about barrier for entry. You need 1500 man capable fleets as we stand to own sov in Nullsec because if you don't and CFC or N3/PL affix there gaze at you you are done. Its as simple as that. So the barrier of entry of a 100 dudes or so to move a freighter isn't bad. Especially since ill repeat you would change as much as possible to make doing things locally as in "not bringing everything in via empire" limiting the need for freighter ops.
Allison A'vani wrote:This concept of yours may have worked back 250k less subs ago, but EvE hit 500k subs back in 2013. The player base is much larger and more diverse. Besides, some of us have jobs to do IRL. This concept scales across any size so uh yea.
@EveManny
https://twitter.com/EveManny |

Retar Aveymone
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.07.02 22:44:00 -
[40] - Quote
To be honest jump ships always seemed backwards to me: it would make more sense that the giant lumbering siege warships would have to be the ones to slowly waddle towards combat and waddle out while the smaller ships could jump much farther distances much faster. Instead, our giant lumbering siege ships blink into combat and out while our smaller ships have to take the long slow route (or at least did until every fc finally got their own titan alt).
It would be much less problematic for a small border war that doesn't want to escalate into the next galactic war if goonfleet or PL could only cyno in their subcap fleet but not their capital fleet into the battle instead of the other way around. |
|

Allison A'vani
North Eastern Swat Pandemic Legion
139
|
Posted - 2014.07.03 00:21:00 -
[41] - Quote
I can understand where you are coming from on all your points Manny, I guess I just don't think that is fun. It really just sounds like boring work to me. I might agree with things like having constellation wide solv with constellation wide cyno jamers, but essentially making everything prohibitively more expensive or more of a pain to move just sounds like bad game design to me.
BTW when I started in 2009 a T2 ship was an extremely expensive investment that I would have never spent the money on, even if I had the proper skills to fly it. All your proposals are fine in the world view where you can freely replace what ever you want, but for those who do not have mountainous isk reserves, t2 cruisers were as far away a pipe dream as owning a capital. Even at current prices, my Rhea is worth more isk than I went through my first three years in the game combined (2009, 2010 and 2011).
Furthermore, if these kind of changes went into effect, what reason is there to bother living in 0.0 at all other than to have your name on the map? You make more isk in WH, and in terms of ISK per Effort you would be better off in Low Sec or High Sec. Your changes basically just sound like you want all of New Eden to be WH space. |

Manfred Sideous
North Eastern Swat Pandemic Legion
461
|
Posted - 2014.07.03 00:43:00 -
[42] - Quote
Allison A'vani wrote:I can understand where you are coming from on all your points Manny, I guess I just don't think that is fun. It really just sounds like boring work to me. I might agree with things like having constellation wide solv with constellation wide cyno jamers, but essentially making everything prohibitively more expensive or more of a pain to move just sounds like bad game design to me.
BTW when I started in 2009 a T2 ship was an extremely expensive investment that I would have never spent the money on, even if I had the proper skills to fly it. All your proposals are fine in the world view where you can freely replace what ever you want, but for those who do not have mountainous isk reserves, t2 cruisers were as far away a pipe dream as owning a capital. Even at current prices, my Rhea is worth more isk than I went through my first three years in the game combined (2009, 2010 and 2011).
Furthermore, if these kind of changes went into effect, what reason is there to bother living in 0.0 at all other than to have your name on the map? You make more isk in WH, and in terms of ISK per Effort you would be better off in Low Sec or High Sec. Your changes basically just sound like you want all of New Eden to be WH space.
Some people like to build castles. Others just want to watch the world burn 
@EveManny
https://twitter.com/EveManny |

Frostys Virpio
The Mjolnir Bloc The Bloc
1137
|
Posted - 2014.07.03 01:54:00 -
[43] - Quote
Retar Aveymone wrote:To be honest jump ships always seemed backwards to me: it would make more sense that the giant lumbering siege warships would have to be the ones to slowly waddle towards combat and waddle out while the smaller ships could jump much farther distances much faster. Instead, our giant lumbering siege ships blink into combat and out while our smaller ships have to take the long slow route (or at least did until every fc finally got their own titan alt).
It would be much less problematic for a small border war that doesn't want to escalate into the next galactic war if goonfleet or PL could only cyno in their subcap fleet but not their capital fleet into the battle instead of the other way around.
7 minutes across the universe sure is kind of stupid for a ship like an archon when an interceptor need an hour. |

christmascaveman
Love Squad Pasta Syndicate
47
|
Posted - 2014.07.03 04:09:00 -
[44] - Quote
Jump bridges and jump drives provide enough force projection that large entities can move entire fleets across half of eve for a defense fleet. If there is a POS times at 0800 eve in the deklein and a post timer at 1000 eve in period basis, its possible for the entire coalition to be at both timers. If someone deploys to the other side of eve, you can't start a second front and try to take their home region because they are able cover timers in different regions. |

Anthar Thebess
551
|
Posted - 2014.07.03 06:49:00 -
[45] - Quote
+1 from me. I don't agree in most terms, but for sure. Something have to be done.
Sorry but EVE becomes boring. Hotdrops, capitals , supers everywhere.
I own 4 capital characters - but this is wrong way :/ Support Needed : Jump Fuel Consumption |

Speedkermit Damo
Demonic Retribution
292
|
Posted - 2014.07.03 10:37:00 -
[46] - Quote
Manfred Sideous wrote:Retar Aveymone wrote:Manfred Sideous wrote: So you are arguing about semantics now? I mean now that we have all these outpost and all these other industrial ships that can move much higher volumes than a Iteron what's the problem?
Your post begins with your recollection of how great yesteryear was and all of the great things that happened. My point is basically that you remember it completely incorrectly, and that the glories of pre-Cold War EVE are not a thing to use as inspiration. I've always advocated for greater self-sufficiency for 0.0 and I greatly dislike the bipolar cold war nature of current 0.0, where a conflict anywhere is a conflict with everyone. The former we're actually getting somewhat in this patch and I hope CCP continues iterating on it. The latter is a hard problem that is not advanced by pointing to a glorious past that never happened. If you want to argue we should remove jump drives, then you've got to do it by saying how it will make today better tomorrow, not by saying weren't things great as I recall them when your recollection is faulty. Ill concede that perhaps my timeline might be blurred together. But ultimately a more inclusive nullsec with more conflict drivers is for the best. Currently both of our alliances are part of the problem. I honestly can't see any changes CCP can make that would shake up nullsec enough. Other than changing jumpdrives jumpbridges to like I suggest other than adding a ton of new space. But im afraid that would only be a temporary stopgap.
CCP could remove sov altogether, or at least from a very significant percentage of null.
Don't Panic.
|

Rivr Luzade
Coreli Corporation Ineluctable.
606
|
Posted - 2014.07.03 10:50:00 -
[47] - Quote
Speedkermit Damo wrote:Manfred Sideous wrote:Retar Aveymone wrote:Manfred Sideous wrote: So you are arguing about semantics now? I mean now that we have all these outpost and all these other industrial ships that can move much higher volumes than a Iteron what's the problem?
Your post begins with your recollection of how great yesteryear was and all of the great things that happened. My point is basically that you remember it completely incorrectly, and that the glories of pre-Cold War EVE are not a thing to use as inspiration. I've always advocated for greater self-sufficiency for 0.0 and I greatly dislike the bipolar cold war nature of current 0.0, where a conflict anywhere is a conflict with everyone. The former we're actually getting somewhat in this patch and I hope CCP continues iterating on it. The latter is a hard problem that is not advanced by pointing to a glorious past that never happened. If you want to argue we should remove jump drives, then you've got to do it by saying how it will make today better tomorrow, not by saying weren't things great as I recall them when your recollection is faulty. Ill concede that perhaps my timeline might be blurred together. But ultimately a more inclusive nullsec with more conflict drivers is for the best. Currently both of our alliances are part of the problem. I honestly can't see any changes CCP can make that would shake up nullsec enough. Other than changing jumpdrives jumpbridges to like I suggest other than adding a ton of new space. But im afraid that would only be a temporary stopgap. CCP could remove sov altogether, or at least from a very significant percentage of null.
That. Of course you just crush any small entity that takes a "claim" on a system and cultivates it. However, if you continue doing that, you should ask yourself why you complain about lack of activity and conflict in Sov 00 to begin with and why you constantly post this kind of threads. On the other hand, if there is no sov as we know it, big blocks lose a lot of control over space and especially space they don't use. This allows other people and entities to get a foothold deep inside their territory and spark off conflicts, without the need to directly infiltrate an alliance first and rot it from within (which can be done in addition to make the assault all the more effective). No sov as we know it forces encourages people to own less space, but to cultivate that space to their full potential in order to use fancy structures, bonuses and modules. And it allows more people to do things in Sov 00, who don't want to be part of a big block.
But in the end, and as so many people tout day in day out: EVE is just a game; and as in real-life, a situation with many possibilities and lots of choice always and inevitably boils down to only 2 remainders. Black and White. And since humans, and especially EVE players, don't want to change their mentality, because it's difficult, whatever change to mechanics and features are introduced, it will always end back in the initial situation. IT is even surprisingly that we have had so many power blocks for such a long time. If I remember right, it was around 8 in 2011/12, down to 6 in 2012, down to 4 in 2013, down to 3 in 2013/2014 and now down to 2.
Go figure... |

Anthar Thebess
554
|
Posted - 2014.07.03 11:14:00 -
[48] - Quote
Look at current map. There is nothing more than CFC and NCPL. *
* Provi is left to farm some kills, the same reason for Brave sov.
Power projection, and the ability to relocate on the other side of the map all your forces < 1h makes the eve nullsec one big nonsense.
Support Needed : Jump Fuel Consumption |

mynnna
GoonWaffe Goonswarm Federation
3645
|
Posted - 2014.07.03 12:50:00 -
[49] - Quote
There are literally no redeeming qualities to your post whatsoever, everything from "let's remove jump drives but not ACTUALLY remove them" to "let's give people a way to disable hub upgrades for a day at a time within a fifteen minute window, yeah THAT won't get abused in odd timezones at all with no recourse whatsoever" just screams "Let's make the game so awful and unfun that half of nullsec quits."
**** needs changing, I'm happy to admit that, but goddamn am I glad you have no involvement in it.
Manfred Sideous wrote:Some people like to build castles. Others just want to watch the world burn 
Least you admit it. Member of the Goonswarm Economic Warfare Cabal |

mynnna
GoonWaffe Goonswarm Federation
3646
|
Posted - 2014.07.03 12:58:00 -
[50] - Quote
I think the most offensive part of your whole idea is actually, believe it or not, that NPC trader thing. It's like you remembered at the last minute that regional resources are a thing and can create interesting choices and options but decided that, rather than seek a way to keep those interactions player-based (because doing so would require scrapping much of the rest of your plan) that you'd just throw in this blatant, ridiculous bandaid instead. Member of the Goonswarm Economic Warfare Cabal |
|

Tchulen
Trumpets and Bookmarks The Volition Cult
812
|
Posted - 2014.07.03 13:17:00 -
[51] - Quote
One thing that people don't seem to understand is this (cold war coalitions) is a natural progression and given enough time would probably self-regulate. Now, I'm not suggesting that it should be given enough time to self-regulate, just that it probably would. Stability provides profitability. Warfare costs... a lot!
The problem with most of the "lets fix sov nullsec" ideas is when you boil it down it hurts the little guy just as much as the big coalitions and in most cases the big coalitions could mitigate whatever the changes are but the little guys couldn't.
There's also the issue of screwing those who are "winning" just because people are complaining about it. How would you like it if you were winning at a computer game and just because others didn't like it the game provider changed the game so you weren't. Not because you'd actually done anything wrong, just because there wasn't currently anyone to challenge you and a few people whined about it.
Well, in this situation there is someone to challenge. In an all out war between N3/PL and CFC the outcome is far from predetermined. But... they don't seem to want all out war, presumably because it would threaten the empires that they've built. Well, not until one side thinks they can pretty much guarantee squashing the other, perhaps.
Here's a question for you: If everyone who's sick of sov nullsec joined Provi or HERO, would it be enough bodies to threaten CFC or N3/PL? What about if this happened and Provi and HERO joined together?
Now, I'm not saying change isn't needed because I think it is but only if it's fair and doesn't unduly penalise those that have built up empires because they don't deserve to have their efforts squashed just because some people complain on the forums. |

Dhaq
Anonymous Posters
9
|
Posted - 2014.07.03 13:39:00 -
[52] - Quote
Tchulen wrote:Here's a question for you: If everyone who's sick of sov nullsec joined Provi or HERO, would it be enough bodies to threaten CFC or N3/PL? What about if this happened and Provi and HERO joined together?.
For a lot of people I think the problem is having to be part of a mega entity, more so than who those entities are. So everyone joining Provi or HERO would just be more of the same.
|

Tchulen
Trumpets and Bookmarks The Volition Cult
813
|
Posted - 2014.07.03 14:16:00 -
[53] - Quote
Dhaq wrote:Tchulen wrote:Here's a question for you: If everyone who's sick of sov nullsec joined Provi or HERO, would it be enough bodies to threaten CFC or N3/PL? What about if this happened and Provi and HERO joined together?. For a lot of people I think the problem is having to be part of a mega entity, more so than who those entities are. So everyone joining Provi or HERO would just be more of the same. Yes, and that is a problem. Whilst one can argue (and I have) that this is a natural progression and that if you want to play in the big leagues you have to either grow into it or join one of the teams already in it, I can agree that it would be better if there was room for the smaller players.
So, there are a number of potential avenues to consider, some of which are:
1) Expand Sov Space - This is my favorite. If there was new space with significantly larger distances between stars that spread out from the outer boundaries of current Sov space it might alleviate the issue. The closer you are to Empire the easier it is to travel. The further out you go the less impact your jump drive has. Then shift nearly all the good moons further out making that the desirable space. It would massively increase the time for a fleet to get from one side of the map to the other. It would also mean that a lot of the space closer to Empire would be freed up as the current 2 massive coalitions took the more profitable space further out meaning that there would (hopefully) be space for smaller entities to take due to the distance issues making the big coalitions let go of the less profitable space. It would also mean that the better space you have the more pain in the backside it is to get to highsec and back. This is all off the top of my head so there are probably holes in it.
2) Reduce current sov holding through mechanics changes - This is rather intrusive and would likely garner complaint from the two main power blocs. Lots of potentials for this have been suggested on this forum and most have been soundly shot down.
3) Remove or massively reduce jump capability to enlarge the EVE galaxy by increasing travel times by a large factor - I'm pretty sure this isn't going to happen as it has WAY to many people against it, understandably.
It sure is a thorny subject though.
|

SFM Hobb3s
Wrecking Shots Black Legion.
87
|
Posted - 2014.07.03 15:22:00 -
[54] - Quote
Hm, you know, with the new Region and/or Regions opening up in hopefully near future expansions, we might actually start to see some answers to a lot of these concerns. Its possible CCP might even give us the cake and let us eat it too. Current regions/sov mechanics may be left as-is, and who knows what possibilities will be open with the new region.
Perhaps they will be set up in a way that doesn't support projection, or allows for independant self-contained sustenance. We shall see. Hopefully sooner rather than later. |

Allison A'vani
North Eastern Swat Pandemic Legion
139
|
Posted - 2014.07.03 15:41:00 -
[55] - Quote
Looking back through this thread, I think you might be happier creating and leading a WH corp Manny. Just food for thought. |

Manfred Sideous
North Eastern Swat Pandemic Legion
471
|
Posted - 2014.07.03 15:59:00 -
[56] - Quote
mynnna wrote:There are literally no redeeming qualities to your post whatsoever, everything from "let's remove jump drives but not ACTUALLY remove them" to "let's give people a way to disable hub upgrades for a day at a time within a fifteen minute window, yeah THAT won't get abused in odd timezones at all with no recourse whatsoever" just screams "Let's make the game so awful and unfun that half of nullsec quits." **** needs changing, I'm happy to admit that, but goddamn am I glad you have no involvement in it. Manfred Sideous wrote:Some people like to build castles. Others just want to watch the world burn  Least you admit it.
I see you can throw stones well but in you're superior mind do you actually have any real ideas that bring us to a endstate of revitalizing nullsec and deals with the power projection problem? Or are you just a naysayer with insults?
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
471
|
Posted - 2014.07.03 16:00:00 -
[57] - Quote
Allison A'vani wrote:Looking back through this thread, I think you might be happier creating and leading a WH corp Manny. Just food for thought.
I am quite happy where I am. How about you go run and fetch a shut the hell up with your jump freighter ok. Thanks great talk. @EveManny
https://twitter.com/EveManny |

Two step
Aperture Harmonics No Holes Barred
4692
|
Posted - 2014.07.03 16:10:00 -
[58] - Quote
Retar Aveymone wrote: also there has never been a time when jump-capable ships did not exist and freighters did. i don't know if people used logistics dreads, but I sure would have.
Yes, they did. Revelations with lows full of expanded cargoholds used to be a thing. A hilarious thing. CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
|

Manfred Sideous
North Eastern Swat Pandemic Legion
471
|
Posted - 2014.07.03 16:13:00 -
[59] - Quote
The fact remains that nullsec as it stands is broken and has been for some time. I really think it would be cool to see a more diverse nullsec. I mean N3/PL control over 1500 systems and 500 stations and CFC controls a similar amount as well. Thats just dumb but we all are just playing with the tools and rules we are given. Everyone likes winning so in the end will exploit any advantage to improve chances of victory or victorious endstate. Real change needs to happen. @EveManny
https://twitter.com/EveManny |

Scooter McCabe
SUNDERING Goonswarm Federation
425
|
Posted - 2014.07.03 17:29:00 -
[60] - Quote
Allison A'vani wrote:Looking back through this thread, I think you might be happier creating and leading a WH corp Manny. Just food for thought.
Not empty quoting this. |
|

Lloyd Roses
Artificial Memories Vertical.
649
|
Posted - 2014.07.03 17:45:00 -
[61] - Quote
Manfred Sideous wrote:CHANGES
Hey all. We had a good run with our supers but sadly CFC caught up and now fights us on even footing, so I suggest it's time to finally fix those mechanics.
I'm pretty sure you're the only guy in your alliance who thinks that way. "I honestly thought I was in lowsec"
|

Manfred Sideous
North Eastern Swat Pandemic Legion
471
|
Posted - 2014.07.03 17:59:00 -
[62] - Quote
Lloyd Roses wrote:Manfred Sideous wrote:CHANGES
Hey all. We had a good run with our supers but sadly CFC caught up and now fights us on even footing, so I suggest it's time to finally fix those mechanics. I'm pretty sure you're the only guy in your alliance who thinks that way.
Not at all I want to go full on war with CFC ( or anyone that size ) and not stop. If you are under the impression I give a single F about losing space pixels then let me introduce myself , Hi I'm Manfred Sideous I am known for not giving a crap about losing ships. If a ship hull is the price of admission for an amazing fight then lets do this. Maybe its your ship maybe its mine that dies who cares.
@EveManny
https://twitter.com/EveManny |

Allison A'vani
North Eastern Swat Pandemic Legion
139
|
Posted - 2014.07.03 23:34:00 -
[63] - Quote
Double Posted by accident |

Allison A'vani
North Eastern Swat Pandemic Legion
139
|
Posted - 2014.07.03 23:36:00 -
[64] - Quote
Manfred Sideous wrote:Allison A'vani wrote:Looking back through this thread, I think you might be happier creating and leading a WH corp Manny. Just food for thought. I am quite happy where I am. I like nullsec warfare I like the idea of sovreignty and being able to take it from someone. I like epic battles with supercaps. I don't think anyone in this game has sat tackled and fighting with capitals than me. I love high intensity situations. Only nullsec can deliver that. Well unless you can tell me how to get a supercapital fleet into a wormhole. But in response to your condescending passive aggressive undertone go fetch yourself a book of shut the hell up with you're jumpfreighter ok , thanks great talk.
It was neither passive aggressive nor condescending, was a legitimate friendly remark based on what I derived from your posts thus far in the thread. You took it that way. The exact jump drive changes you posted about are essentially what is the status Quo in C6 WHs with out supers or titans. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1137
|
Posted - 2014.07.04 00:57:00 -
[65] - Quote
What if jump range were reduced by some but only on combat ships while the logistic part of jumping was left as it to not create even more of a clusterfuck of anger for anybody doing logistics? Could that reduce power projection at some point or would it only be a matter of "light more cynos/jump more often"? Bringing supplies to the other side of the map is kinda "required" to prevent complete burnout of logi people by now but but can we put something to prevent people from fighting on the other side of the map the same "x whatever unit of time" as they did on the first side? |

Galphii
Caldari Provisions Caldari State
237
|
Posted - 2014.07.04 02:02:00 -
[66] - Quote
I've advocated something along these lines in the past, as have others. Allowing capital ships to use stargates, but still having them use their own jump drives (and use that fuel) is a sound plan. Instead of huge swaths of 'buffer' space against bridging, space will actually be used. Smaller alliances will be able to move into space abandoned by the larger alliances who can't maintain a proper defence on such a large area. Scouts will be able to see fleets coming instead of a neutral alt dropping a cyno being the first warning. Escorting convoys will be a thing again. Nullsec industry gets another boost. Hardcore pvper's start to appreciate having miners and industrialists in their midst. It's all good. X |

J A Aloysiusz
Precision Strike Brigade Easily Excited
36
|
Posted - 2014.07.04 02:32:00 -
[67] - Quote
I'm against most of your proposed changes, but I will say that I agree that importation and exportation is far too easy with jump freighters. They are essentially impossible to kill in low and null sec.
In my opinion, null sec pvp blocs should be significantly more reliant on local industry, rather than just importing everything from jita. I won't speculate on the best way to achieve this. |

terri edelweis
Perkone Caldari State
0
|
Posted - 2014.07.04 06:44:00 -
[68] - Quote
I like these ideas. With the exception that I would limit the changes to combat capitals. Leave JF as they are or nerf them only slightly. This would solve the logistical problems many have pointed out in this thread. |

mynnna
GoonWaffe Goonswarm Federation
3649
|
Posted - 2014.07.04 07:02:00 -
[69] - Quote
Manfred Sideous wrote:mynnna wrote:There are literally no redeeming qualities to your post whatsoever, everything from "let's remove jump drives but not ACTUALLY remove them" to "let's give people a way to disable hub upgrades for a day at a time within a fifteen minute window, yeah THAT won't get abused in odd timezones at all with no recourse whatsoever" just screams "Let's make the game so awful and unfun that half of nullsec quits." **** needs changing, I'm happy to admit that, but goddamn am I glad you have no involvement in it. Manfred Sideous wrote:Some people like to build castles. Others just want to watch the world burn  Least you admit it. I see you can throw stones well but in you're superior mind do you actually have any real ideas that bring us to a endstate of revitalizing nullsec and deals with the power projection problem? Or are you just a naysayer with insults?
Bits and pieces, more to some problems than others. But when I see a gangrenous limb I don't look to cut it off along with the other three limbs as well as the patient's head. Member of the Goonswarm Economic Warfare Cabal |

Tikitina
Imperial Academy Amarr Empire
136
|
Posted - 2014.07.04 07:15:00 -
[70] - Quote
Frostys Virpio wrote:Retar Aveymone wrote:To be honest jump ships always seemed backwards to me: it would make more sense that the giant lumbering siege warships would have to be the ones to slowly waddle towards combat and waddle out while the smaller ships could jump much farther distances much faster. Instead, our giant lumbering siege ships blink into combat and out while our smaller ships have to take the long slow route (or at least did until every fc finally got their own titan alt).
It would be much less problematic for a small border war that doesn't want to escalate into the next galactic war if goonfleet or PL could only cyno in their subcap fleet but not their capital fleet into the battle instead of the other way around. 7 minutes across the universe sure is kind of stupid for a ship like an archon when an interceptor need an hour.
I agree, the bigger the ship the longer it should take to get places. Supporting fleets outside your home base should require some logistical effort though.
We need more realistic logistics.
Ideas -Remove jump drives from caps/super caps -Add jump drivers to all sub cap combat ships, and still allow them to use gates, with a jump range of about what a dread has now, or less, with fuel usage comparable to current bridging usage by mass, or more -Maybe reduce all ships warp speed significantly and allow in system jumps -Allow subcaps to jump without cynos within a few AU of the destination star, to allow interdiction by probers in destination system -Ban freighters from being able to carry jump fuel -Give transports ships and special industrials the ability to carry fuel
Change jump fuel to be very in-expensive high volume so the challenge is not having enough isk to buy it... The challenge is getting enough shipped to where you need it.
Also, for your sub cap to move at greatest rate of speed, you need jump fuel, otherwise you need to warp gate to gate at a reduced speed.
This could be done to not affect miners too much by simple increasing rates mined
That in itself would do a lot to limit power projection since only smaller sized ship raiding forces would have the ability to get places quick.
This would also promote locals to keep fuel off the public markets so they don't end up fueling hostile raids.
|
|

Rivr Luzade
Coreli Corporation Ineluctable.
607
|
Posted - 2014.07.04 07:19:00 -
[71] - Quote
Tikitina wrote: That in itself would do a lot to limit power projection since only smaller sized ship raiding forces would have the ability to get places quick.
How's that? You'd just bridge or jump Alpha Maels 100 km away from a bubbled fleet and kill them. For instance.  |

Tikitina
Imperial Academy Amarr Empire
136
|
Posted - 2014.07.04 07:26:00 -
[72] - Quote
Rivr Luzade wrote:Tikitina wrote: That in itself would do a lot to limit power projection since only smaller sized ship raiding forces would have the ability to get places quick.
How's that? You'd just bridge or jump Alpha Maels 100 km away from a bubbled fleet and kill them. For instance. 
Since we are talking primarily about the power projection of Cap Fleets...
I don't think your Alpha Maels will make up the difference.
|

Rivr Luzade
Coreli Corporation Ineluctable.
607
|
Posted - 2014.07.04 07:43:00 -
[73] - Quote
I am pretty sure that 250 Maels or Megas make a difference. ^^ |

Anthar Thebess
557
|
Posted - 2014.07.04 08:43:00 -
[74] - Quote
1. Add new pockets of npc space having stations / create new gate connections that each SOV region have connection to NPC space
2. Make SuperCapitals different than normal capitals, make them burn more fuel ( titan is burning the same amount of fuel like a carrier, but is few dozen times bigger ) and force them to use additional structures to initiate regional, or even a constellation jump.
3. Make capital jump drives different and crossing regions can be allowed only on specific locations, what more important regional jump will use 90% of capital fuel ... so better have fuel track ready.
4. Limit JF usage , at the cost of increasing null -> low wormhole chance.
5. Remove titan bridges , or at least make them less desirable * for example people jumping to the systems get : - spread ~ 5 AU from cyno - AND have 1-2 minute session that don't allow them to do nothing ( "Excessive EM radiation from titans bridge requires all ship systems to reboot")
6. Make cynos mas dependent , so you cannot bridge a whole 255 man battleship fleet to one ibis cyno ship, or even better make cyno unstable after using 1/4 of its "transit" mass. It can go into unstable mode , not allowing any one else to bridge , and at the same time locking titans ability to bridge any one more until cyno will die , or ends its cycle.
7. Make holding sov more absorbing. - you have to fight incursions, if you will not , you will loose SOV in those systems after 2 days, and in order to get it back you have to achieve some few day objective - local rats assaulting player operations , why not let them shoot poses , do mini incursions to take back their systems ( please don't tell me that SOV should be only about PVP - check in game map "rats killed 24h", most of the nullsec players are farmers. And this 5-10% population mostly focused on pvp will have much more targets this way , as players will have to defend their poses, fight those incursions , or uprising)
8. Make sov status depended on your activity. The more rats you kill , the higher sec status (-1.0 -> 0.0 ) , so less spawns, and worst type. If system is idle it have its status lowering slowly ( 0.0 -> -1.0 ) and at -0.9 you get a local npc pirate uprising , if you will not fight it within 3 days after sov drops to -1.0 , they are victorious and all sov infrastructure is going off-line ( rats will hit those structures , so eventually they will kill TCU and ihub.
9. Force TCU location on 5 AU from any object , not on pos, stations etc.
There are many ways , but this require work , and CCP don't want to put any work in nullsec , and player base is shrinking. Support Needed : Jump Fuel Consumption |

Drak d'Amral
Pandora Developments Boese Onkels
6
|
Posted - 2014.07.04 09:25:00 -
[75] - Quote
i like your point about make unused system more expensiv, and i like the idea that when a system is more away from a homesystem of a alliance it will be more expensive for the sov
Quote:7. Make holding sov more absorbing. - you have to fight incursions, if you will not , you will loose SOV in those systems after 2 days, and in order to get it back you have to achieve some few day objective - local rats assaulting player operations , why not let them shoot poses , do mini incursions to take back their systems ( please don't tell me that SOV should be only about PVP - check in game map "rats killed 24h", most of the nullsec players are farmers. And this 5-10% population mostly focused on pvp will have much more targets this way , as players will have to defend their poses, fight those incursions , or uprising)
8. Make sov status depended on your activity. The more rats you kill , the higher sec status (-1.0 -> 0.0 ) , so less spawns, and worst type. If system is idle it have its status lowering slowly ( 0.0 -> -1.0 ) and at -0.9 you get a local npc pirate uprising , if you will not fight it within 3 days after sov drops to -1.0 , they are victorious and all sov infrastructure is going off-line ( rats will hit those structures , so eventually they will kill TCU and ihub.
i like i like, it would make 0.0 more dynamic |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
273
|
Posted - 2014.07.04 10:30:00 -
[76] - Quote
Manfred Sideous wrote: Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant) I think you could probably do with allowing jumps within the constellation (I don't want to say region because they can vary in size pretty wildly), you're still talking about short range here if you do that but it seems to me that jump drives would only be useful for skipping through a gate camp if you're going to allow all capitals to jump through star gates. Additionally a system at the center of a constellation would get a lot more bang for the buck for using a jump bridge than one on a pipe system.
I haven't been playing since the beginning but I have been playing long enough to remember when people kept an up-to-date list of Titan pilots because it was still worth your time to do so. I believe when I started that number was 6. I also remember raids on sovereign space being a common thing. At one point I lived in Dekelin and we had systems within 5 jumps of the station in 3JN that were red systems despite technically being owned by us (or at least surrounded by us, my memory on this isn't perfect but there was an NPC station there). Content from them was daily at least.
Any changes made will not address the core issue which is that those in control of null must like it the way it is. If they didn't it is literally within their power to change it. Only a massive divide in the major coalitions can shake things up at this stage and failing that about the only other thing I can think of is merging our server with the Chinese one. The Mittani wouldn't have to try to find stories to write about then. The only other thing to do would be to add a few more regions in different areas of null sec which are vastly more lucrative than any currently in existence and let greed work its magic. If the two existing super coalitions could survive that intact then we would just have to wait out their lifespans before we will see any excitement ever again.
If it really is true that the richer you get the more you're afraid to lose any of it then this is going to get a whole lot worse before it gets better. I have seen people with enough cash to afford a personal Titan who won't go on a duo roam with me in a pair of T1 cruisers and an empty clone. My largest ship is an Archon and I keep just enough to replace it should it be lost (EVE golden rule and all that). Any suggestion which has any hope of shaking things up will be vetoed by coalitions with the most invested. We may simply have to wait for the rich coalitions to get bored enough to stop playing to the point where their sov lapses and hope beyond hope there is a possibility of reviving the game's numbers later on. Reality has an almost infinite capacity to resist oversimplification. |

Alavaria Fera
GoonWaffe
6210
|
Posted - 2014.07.04 11:33:00 -
[77] - Quote
Valleria Darkmoon wrote:We may simply have to wait for the rich coalitions to get bored enough to stop playing to the point where their sov lapses and hope beyond hope there is a possibility of reviving the game's numbers later on. I certainly didn't expect an "eve is dying" argument here.
Why not suggest some measures aimed at just making the people who run things really miserable so they all burn out. Then other people can come in and, well, burn out too... but at least you'll have many different alliances all burning out. Seems to be the logic behind some of the power projection based suggestions here. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Elusive Panda
Gendry's Leech Nerfed Alliance Go Away
44
|
Posted - 2014.07.04 13:50:00 -
[78] - Quote
+1 (except the NPC trader thingy... find a better way to fix that).
To everyone saying that implementing those idea would make logistics impossible to keep things running on the current scale, that's the whole point of the changes proposed.
We're not looking for a solution that would do nothing, they HAVE TO make sustaining such incredibly large empire ~impossible or very tedious. The current status quo is the worst thing to happen in EVE in a long time. 2 coalitions with infinite income, agreeing to not attack each other, 2 smaller coaliton who are permitted to exist to generate "gud fights" for the line members. It's artificial, I love good fights like anybody else, but if it's ONLY fighting for the sake of fighting all the time, we're losing the sense of purpose here.
Maybe we could take a look at how WH corp lives and the mechanics in which they live in? I'm not saying turn all space to WH mechanics, but maybe we can learn something about it, there is no "supreme overlord" of WH space, everything happens on a much smaller scale. These corp do not have access to a JF and yet, they still manage to exist, don't they?
You could argue with me that they have much less jumps to do to reach empire space and resupply compared to the furthest 0.0 regions and that's true, maybe player buildable (and destructable) stargate would be the answer? Imagine, you live in Period Basis with your own little alliance who control the region and then you build a smuggler like stargate that links to querious and another one from there to Khanid. So in a very respectable number of jumps, you could be in low-sec empire space and then make your way to a trade hub.
You would need to patrol the supply pipe(s) and escort transport ship (Deep space transport with more cargo than they currently have could be nice here, mini-freighter designed for... deep space, you know?). Moving large fleets could still be possible throught this new player made network of long range gate, but would be much more localized, static, predictable and counterable. |

Speedkermit Damo
Demonic Retribution
293
|
Posted - 2014.07.04 14:38:00 -
[79] - Quote
Tchulen wrote:Dhaq wrote:Tchulen wrote:Here's a question for you: If everyone who's sick of sov nullsec joined Provi or HERO, would it be enough bodies to threaten CFC or N3/PL? What about if this happened and Provi and HERO joined together?. For a lot of people I think the problem is having to be part of a mega entity, more so than who those entities are. So everyone joining Provi or HERO would just be more of the same. Yes, and that is a problem. Whilst one can argue (and I have) that this is a natural progression and that if you want to play in the big leagues you have to either grow into it or join one of the teams already in it, I can agree that it would be better if there was room for the smaller players. So, there are a number of potential avenues to consider, some of which are: 1) Expand Sov Space - This is my favorite. If there was new space with significantly larger distances between stars that spread out from the outer boundaries of current Sov space it might alleviate the issue. The closer you are to Empire the easier it is to travel. The further out you go the less impact your jump drive has. Then shift nearly all the good moons further out making that the desirable space. It would massively increase the time for a fleet to get from one side of the map to the other. It would also mean that a lot of the space closer to Empire would be freed up as the current 2 massive coalitions took the more profitable space further out meaning that there would (hopefully) be space for smaller entities to take due to the distance issues making the big coalitions let go of the less profitable space. It would also mean that the better space you have the more pain in the backside it is to get to highsec and back. This is all off the top of my head so there are probably holes in it. 2) Reduce current sov holding through mechanics changes - This is rather intrusive and would likely garner complaint from the two main power blocs. Lots of potentials for this have been suggested on this forum and most have been soundly shot down. 3) Remove or massively reduce jump capability to enlarge the EVE galaxy by increasing travel times by a large factor - I'm pretty sure this isn't going to happen as it has WAY to many people against it, understandably. It sure is a thorny subject though.
The "little guy" that everyone keeps referring to has access to NPC nullsec. The problem is that there's not a lot of npc null, not enough anyway and what there is has become quite crowded. Which is why I advocate expanding NPC nullsec space at the expense of sov-nullsec.
If CCP wants more players in nullsec, then we need more NPC nullsec space. Don't Panic.
|

GodsWork
Realm of God
0
|
Posted - 2014.07.04 15:05:00 -
[80] - Quote
Hey mate look at this see what you think. This will not only solve the sov problem but also eventually disolve mega alliances or coalitions
https://forums.eveonline.com/default.aspx?g=posts&t=356422&find=unread |
|

Elusive Panda
Gendry's Leech Nerfed Alliance Go Away
44
|
Posted - 2014.07.04 15:53:00 -
[81] - Quote
I really don't think putting rules on the size of alliances/corp will solve anything, these entities exist outside the game, the only thing this will create is a multiplication of assets holding "alt" alliances controlled by the same people. |

Gospadin
School of Applied Knowledge Caldari State
163
|
Posted - 2014.07.04 18:35:00 -
[82] - Quote
Power projection is an issue for sure, and definitely something they should think about, however, to me the real problem is the lack of any real link between how many players use an area, and the ease/difficulty of defending it.
What if jumps in excess of 2LY could only be done in the pilot's own SOV, and there is a mass limit on non-SOV bridges? If you want to deploy outside your own SOV you can, it just takes extra logistics effort. This would mean assistance by coalition partners outside the SOV-holding alliance would be more difficult.
Similar to how wormholes have mass limits, I also think it'd help if there was a distance:mass ratio on bridging and/or jumping, along with a game-imposed rate throttle. Maybe ships transit a jump to a specific cyno at a rate of one per 2 seconds or something, so it takes 10 minutes for a full fleet to land. More cynos, more chance for disruption, more midpoints to defend/attack, etc.
It might also be interesting to re-think ammo sizing. To me, a battle that lasts 20 hours (granted, only 2 hours of in-game time) should require some amount of logistics, and the disruption of the logistics should be able to swing the outcome. Maybe you make a remote rep booster charge of some kind that's relatively small and cheap, but that can run out eventually.
|

mynnna
GoonWaffe Goonswarm Federation
3649
|
Posted - 2014.07.04 21:41:00 -
[83] - Quote
Anthar Thebess wrote:1. Add new pockets of npc space having stations / create new gate connections that each SOV region have connection to NPC space This isn't a half bad idea though it'd definitely need more NPC space pockets to make it work. There are a lot of areas in eve that are incredibly isolated like that. Gate connections like you're talking about though, to NPC space or even back to lowsec, could be interesting. One thing they'd do for residents in deep nullsec is open up new options for logistics. In manny's scenario any sort of commerce to and from empire, if you live in deep null like that, is either "get ****ed", "blue up everyone closer to empire than you and still have to slog freighters 30+ jumps", or "hope you can find convenient wormholes." Those gate connections would offer a fourth option - a rapid transitway that'd take you right to your doorstep, or at least a lot closer... but that very same thing makes them predictable routes and thus dangerous to use.
The fact that you have to be in a massive coalition now doesn't mean that the opposite is optimal, ideal or desirable. If sov nullsec is meant as a place to carve out and build your own nation then, well, nations can be large or small and the mechanics should recognize and support this.
Elusive Panda wrote:Maybe we could take a look at how WH corp lives and the mechanics in which they live in? I'm not saying turn all space to WH mechanics, but maybe we can learn something about it, there is no "supreme overlord" of WH space, everything happens on a much smaller scale. These corp do not have access to a JF and yet, they still manage to exist, don't they? What they do have are usually short connections back to Empire, a population constrained by mechanics (limiting how much logistics has to happen in the first place) and the ability to influence if not outright control the ability to get into their system at all. And if player build stargates weren't already meant, from what's been said, to go to new space, maybe you'd have an idea. Anthar's suggestion would have a similar effect, though.
Speedkermit Damo wrote: The "little guy" that everyone keeps referring to has access to NPC nullsec. The problem is that there's not a lot of npc null, not enough anyway and what there is has become quite crowded. Which is why I advocate expanding NPC nullsec space at the expense of sov-nullsec.
If CCP wants more players in nullsec, then we need more NPC nullsec space.
The problem with NPC nullsec is that it's increasingly becoming "worse lowsec but with bubbles and bombs". More of it could be interesting (see first quote in the chain) but it could do with some love as well. Member of the Goonswarm Economic Warfare Cabal |

Anthar Thebess
558
|
Posted - 2014.07.04 22:45:00 -
[84] - Quote
mynnna wrote: To credit, though, it's spawned some decent discussion.
But no one from CCP responded. We can write whatever we want , but CCP will again do nothing. Industry changes - yes they bring something new.
But what player asked ? About reworking industry or changing sov/capitals. Support Needed : Jump Fuel Consumption |

mynnna
GoonWaffe Goonswarm Federation
3650
|
Posted - 2014.07.04 23:15:00 -
[85] - Quote
So two points there. First, the fact that you don't care about industry doesn't mean that it's not something that a lot of other players do care about. And second, it's rather intimately tied to some of the points I was making about 'things being overlooked' with regards to (for example) locally based industry. So, it might be a couple degrees removed, but the industry revamp (in my mind, at least) is part of a step towards overhauling nullsec and sov. ;P Member of the Goonswarm Economic Warfare Cabal |

Sugar Kyle
Calamitous-Intent Feign Disorder
630
|
Posted - 2014.07.05 01:52:00 -
[86] - Quote
Freighters were added with Cold War (along with Dreadnoughts). That brings them in on June 29th 2005.
Carriers came with Red Moon Rising in December of 2005. Also Supers and Titans although the first Titan was not built until until September of 2006.
The Rorqual was introduced in in the Revelations II midpoint release around August/September of 2007.
Jump freighters came in Trinity which was December of 2007.
This dev blog from Trinity 1.1 comments on cargo expanded dreadnoughts as a cargo transport.
Just to help out with the historic accuracy of rose tinted glasses.
Low Sec Lifestyle - A Blog |

Manfred Sideous
North Eastern Swat Pandemic Legion
490
|
Posted - 2014.07.05 02:19:00 -
[87] - Quote
mynnna wrote:e: My reaction to Manny's set of suggestions the other day was about as vitriolically over the top as I feel his power projection changes are.  The real problem I've got with it isn't so much what I feel are the bad ideas (NPC trader, hubs hackable in the way he describes, over the top projection nerf) nor the good ones (I like the notion of tying the other indices into sov more though not quite so much in the way he's describing) but in what it fails to really address or even apparently think about. Some of it got touched on above - ****ing over people living in deep null with no alternatives, no thought to upsides of living there. Some just aren't touched on at all - what's the carrying capacity of a system for player income, how does that as well as value of alliance income sources drive the meta (hint: extensively, at least in my opinion), is production based entirely on locally sourced materials really that feasible (up for debate), etc. So I guess you could summarize that all as "some good, some bad, but mostly just feels half assed." To credit, though, it's spawned some decent discussion.
Hi hello let me tell you about Eve online. Its a sandbox game with a incredibly steep learning curve. Everything in Eve is hard but then again if you wanted easy there are plethora of choices to choose from ( wow , wildstar , old republic etc etc etc etc etc infinite) . If you are here in Eve online its because you respect a challenge. You think dedicating thousands of hours of your existence as human to making spreadsheets , erecting pixel structures then spending months on end of your free time to destroy others. Perhaps you travel to one of the most remote countries on the planet or are a politician representing other players spending inordinate amounts of time on this game. It's pretty clear that by playing Eve Online you like a challenge. If you live in nullsec you are dependant on your friends to help you survive there. Therefore I would deduce you probably like the idea of teamplay.
Hmmm Teamplay and challenging.
So I am not sure how balancing nullsec industry and changing things so people aren't reliant on empire to survive is so hard. I mean if they do need to go to empire there are these things called wormholes . I have seen alliances be damn near self sufficient before like ASCN and Prime Orbital in the very bottom of nullsec. Perhaps you change ores they give more trit or whatever you need to balance it out better.
CCP has had this expansion on the books for ever called Colonization. Its the crap they have been sperging about for the last year thats coming. Well Colonization has been a thing in the backlog for many many years. I heard about it back in 07. Anyway Colonization is space cutoff from the rest of the game that you then go out and build gates and stations and pretty much everything. I mean so thats where CCP is headed anyway. So why can't nullsec become self-reliant.
I tell you what you or anyone give me some non bullshit non platitude talk on how we fix power projection ( not some abortion of a idea bandaid like tope usage ) and fix sov so its more inclusive as in ( Its not the major blocks holding 90% of it) then. Because so far all I hear is (TEARS Logistic too hard we cant handle doing things a new way or changing things to fix a major problem that has degenerated the state of nullsec into a coldwar standoff).
I've been hearing bullshit excuses and platitudes and committees talk about this and that for years and nullsec just keep sliding further. This where a intervention needs to happen and say "Hey I know you are hooked on being able to jingle up a jumpfreighter and have anything you want from Jita in 30 minutes or less and unlimited power projection on top of it,. However you are killing yourself its time to stop". Things don't have to get hard they just need to be different because as innocent as it is to be able to go get what you need when you need it scaling is bad because groups of players abuse that to such a point that it is sucking the life out of nullsec. So much that you are either with party A or party B or you are a renter.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
490
|
Posted - 2014.07.05 02:33:00 -
[88] - Quote
I have heard so many ideas over the years to nerf power projection.
Increase tope usage ( doesn't hurt the big guys just the small guy ) decrease jump range ( cool no problem few more cyno accounts few more cyno beacons ) Spool up timers ( Ops start earlier ) NPC Islands ( great more small groups the big blocks can hellcamp when they get butthurt) Constellation Cyno Jammers ( yeah totally helping the small guy out . I can just see it now ) If I could be bothered to look up and catalog all the other ideas over the years I am sure it can be explained how they can be gamed by players or only hurt or hamper small groups.
Power Projection and Monolithic life sucking coalitions hogging up 90% of all sov doesn't change until we either add so much space that there is enough left over for the little guy or we make it so you can't just move around from one side of the game to the other at will.
Look I know you like fossil fuel but ...... @EveManny
https://twitter.com/EveManny |
|

CCP Fozzie
C C P C C P Alliance
10733

|
Posted - 2014.07.05 02:41:00 -
[89] - Quote
Anthar Thebess wrote:mynnna wrote: To credit, though, it's spawned some decent discussion.
But no one from CCP responded.
Just because we're not posting in every thread doesn't mean we're not reading.
I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
|

Vincent Athena
V.I.C.E.
2818
|
Posted - 2014.07.05 03:36:00 -
[90] - Quote
"Projecting power" requires having three assets in position: 1) The ships 2) The pilots 3) The players
Lets see how the players would respond if we start limiting the ability to move any of these assets.
If we nerf moving ships, by making bridging or jumping harder, then large alliances will preposition ships about their territory. This will require more ships, which means the average ship size will take a down tick. Many may think this is a move in the right direction; having supercarriers instead of Titans, carriers in place of supers, etc. But when null was battlecruiser blobs, people still said it was a problem that people blobbed.
Power would now be projected by players using jump clones to access their ships at the remote location.
Result: We still have huge blobs. We still have the ability for large alliances to project power over vast distances.
So we got to make it harder for the pilots to be projected by nerfing jump clones. But if we do that, players will get themselves into position by logging into a character that has been prepositioned.
So to stop power projection we need to: 1) Stop the ability for ships to be moved rapidly by getting rid of bridges and jump drives, 2) Stop the ability for pilots to be moved rapidly by getting rid of jump clones, 3) Stop the ability for players to be moved rapidly by limiting all players to one character and one account.
Anything less, and power can still be projected. Maybe with a little less convenience than now, but still quite effectively. http://vincentoneve.wordpress.com/ |
|

mynnna
GoonWaffe Goonswarm Federation
3650
|
Posted - 2014.07.05 03:46:00 -
[91] - Quote
Manfred Sideous wrote:A bunch of condescending bull****
Yeah so that's the last time I come anywhere near apologizing to you or people like you.
Call me when you've gotten over the idea that because some things were better (or "better") in 2006, they all were. Member of the Goonswarm Economic Warfare Cabal |

Manfred Sideous
North Eastern Swat Pandemic Legion
492
|
Posted - 2014.07.05 03:57:00 -
[92] - Quote
mynnna wrote:Manfred Sideous wrote:A bunch of condescending bull****
Yeah so that's the last time I come anywhere near apologizing to you or people like you.
Yeah don't be our elected servant or anything. I am just replying in kind your original reply was full of condescending and insult based reply. I'm sorry babby I thought you would be able to handle back what you dished out. You set the tone with a adversarial approach so uh yea.
mynnna wrote: There are literally no redeeming qualities to your post whatsoever
**** needs changing, I'm happy to admit that, but goddamn am I glad you have no involvement in it.
Yeah don't be our elected servant or anything. I am just replying in kind your original reply was full of condescending and insult based reply. I'm sorry I thought you would be able to handle back what you dished out. I mean you havn't presented a credible alternative at all just stood and shouted " No I don't like it " . Lead follow or get the F out of the way but don't try to stand in the way and act like you are some source on high. I've heard so many times no Manny this idea or that idea won't work. So many times I have proven you naysayers wrong. Because in the end all you can do is say nay. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
492
|
Posted - 2014.07.05 04:00:00 -
[93] - Quote
So again do you have a better idea Mynna or is no and insults the extent of you're rebuke? @EveManny
https://twitter.com/EveManny |

Arronicus
Caldari Navy Reconnaissance
1080
|
Posted - 2014.07.05 04:28:00 -
[94] - Quote
Elusive Panda wrote:I really don't think putting rules on the size of alliances/corp will solve anything, these entities exist outside the game, the only thing this will create is a multiplication of assets holding "alt" alliances controlled by the same people.
GodsWork is pretty thoroughly convinced that the large alliances like PL/BOT, Gewns/PRBLD, and NC./NA. would rather split apart and give up most of their sov, than to use alts to create a pile of compartment alliances, and hold just as much sov as before, but with new added bonuses to counterbalance the increased effort. |

Manfred Sideous
North Eastern Swat Pandemic Legion
492
|
Posted - 2014.07.05 04:30:00 -
[95] - Quote
Yeah you can't put arbitrary limits on social paradigms and not expect players to game it. @EveManny
https://twitter.com/EveManny |

Mashka Cybertrona
Vanishing Point. The Initiative.
0
|
Posted - 2014.07.05 05:17:00 -
[96] - Quote
So it boils back down to variables, throw us some dam curve balls CCP!
How about cosmic storms that sometimes accelerate a jump drives range putting them randomly on the other side of the map (or even in unknown space!), make electrical interference screw up your ability to plot a jump correctly so you land in random areas of space, even fail to jump occasionally so you end up with 2-3 capitals that are stranded on the field.
Lets have Star gates malfunction from time to time and leave it up to the players to fix them. Have them fluctuate in destination as a glitch sometimes making travel easier other times making it harder. Turn jump bridges into more reliable gates, sepeate them from POS and have them as an anchorable structure that can be hacked to gain access, how about hacking a jumpbridge to land pilots that jump through it at a different destination? used for a dirty trap or a cunning get away plan.
What about restricting what is visible to you in a system to your ships scanner? change certain ships default scan ranges based on class, suddenly scanning/max scanner range ships become more useful to fleet movement (via fleet warp mechanics), lets get rid of local chat as a broken intel tool in favor of the for-mentioned. Build up more specialist roles within fleets so 1 person can't just login 12 accounts and do it all (like most large scale FC these days).
How about adding bigger critical strike bonuses so you randomly get that sweet shot that actually "wrecks" and enemy vessel? or have ships malfunction so sometimes the MWD will not shutdown, the guns jam, the drones turn on each other, the smartbomb hits your hull, reps and remote reps overload shield (or armor counterparts respectively) causing them to shut down for a cycle due to an error.
Throw some more tactical choices our way so ships are not all one cookie cutter fitting and doesn't have a counter cookie cutter fitting. Hell lets do something crazy like throw out the idea of racial guns that are slowly becoming practically the same weapon systems and give turret ships a generic turret bonus and switch it up with the weapon systems, make laser beams actual beams that slowly increase in damage over time so hitting larger/tankier ships makes them the choice weapon but against fast hard hitting ships less desirable, Artillery actually artillery hitting way out there but having 0 close range ability.
Lets have dreads that can shoot broadcasted targets from across a system, like an actual dread would. Lets enable carriers/supers to have multiple pilots that can take control and warp fighter wings around system.
Why not have deployable Titans which can become a kind of private defended star gate, connect two up to establish a link to a warzone from your deployment zone that can extend their shields similar to a POS with the same reinforcement mechanics in place.
Why not allow super-capitals to refuel themselves on energy harvested from stars? make it a finite resources so multiple super-capitals would have to travel to different systems to recharge their fuel bay. Maybe depleating a systems star could cause system wide effects, everything becomes colder as an example. If this refueling system was implemented it would put supers more at risk to gain their benefits, refueling a titan so you can use it to jump a fleet would mean babysitting the titan at the sun prior to the op, putting said titan at risk.
Lets have Ewar back, force multipliers were nerfed because they were "OP" just like speed was "OP" now power projection is "OP". I miss force multipliers, I miss having an ewar wing, you know what if 10 falcon pilots want to jam 4 people from the hostile fleet each essentially tieing up 40 pilots with 10 I guess removing that threat becomes priority rather than an all out turkey shoot of blob a shoots blob b in the kneecaps until one of the blobs can remember what they were fighting over in the first place and goes home.
While we are at it, lets remove Cyno. Instead let everyone use the capital navigation tab to find out were they can jump to and allow them to jump blindly into systems, jumping to the largest celestial in the system (usually the sun). Lets see Star Harvesting combined with Star Camping. Combined with all the variables mentioned ealier in the thread, you could accidentally find yourself in the middle of a hostile zone, your alliance could send a fleet to defend you but although 90% would make it, 10% would end up slightly off course and they too could fall prey to awaiting hostile entities.
Oh how eve would be so much more fun I I owned it :D
|

Galphii
Caldari Provisions Caldari State
237
|
Posted - 2014.07.05 06:45:00 -
[97] - Quote
Looking at just the removal of jump drives in their current form, it brings about some interesting changes. Consider sovereign space to be represented by the pacific and Atlantic oceans, and the entity is the US. They maintain naval bases on both coasts and in strategic locations to respond to threats from the surrounding area. If their ships had jump drives, they'd have one base, and simply send their entire fleet where it's needed as required. You could look on them holding the entire pacific as 'buffer' space against hostile fleets.
But as this is reality, navies have to escort cargo ships through hostile waters, and patrol shipping lanes. They have to do surveillance on neighbours to predict possible threats. Jump drives, especially jump freighters, remove the need for all of that. Captains and crews simply sit around and wait for something to happen. Hardly makes for compelling gameplay. Jump drives make nullsec easier, and while there is a concern about too much drudgery with logistics, quick and safe access to all of eve was not the right solution.
There are other factors to consider when fixing so in general, such as reasons to fight, but the OP has the right idea. X |

mynnna
GoonWaffe Goonswarm Federation
3650
|
Posted - 2014.07.05 07:16:00 -
[98] - Quote
Manfred Sideous wrote:So again do you have a better idea Mynna
Not so much when it comes to power projection. Criticism could have been more constructive but I certainly don't need an idea of my own to deliver it, no more than a doctor has to catch something to recognize and diagnose it. Far as I'm concerned virtually everything about power projection is wrapped tightly around other mechanics that extensively dictate how and why and to what extent power is projected and I'd rather work from the perspective of revamping those to inform power projection changes, instead of blindly swinging for a 2006 era that never actually existed the way you remember and definitely never will again.
Call it a difference in philosophy.
But hey - it's a starting point, and to be fair here, I do see one tiny, almost insignificant aspect about it that I like, so who can say where that leads.
Manfred Sideous wrote:Yeah you can't put arbitrary limits on social paradigms and not expect players to game it. Least we can unequivocally and reasonably agree on something. Member of the Goonswarm Economic Warfare Cabal |

Smugest Sniper
Salient Logistics Inc. Northern Associates.
15
|
Posted - 2014.07.05 08:01:00 -
[99] - Quote
Actually I'll tell you pretty much entirely why you can not ever have local null production outscale highsec in production levels needed for even some small corporations.
-Tritanium Pyrite and Mexalon shortage Holes -Volume output differences -"chinese labor syndrome"
I've been a miner in null for 6 years, I've operated in almost every ******* space in the game, and I can tell you bar none why you can't get most of what you need out of null operations entirely.
Tritanium requirements of Stations, Capitals, and anything really done en mass are so staggeringly huge, that given the lack of veldspar in null belts, it takes you far too long to even reasonably aquire the trit you need efficiently.
Even when you do, you can run into regional holes for Pyrite and Mex,
To quote for scale on a Niddahoger you need 57,938,273 trit (me 3) compared to 13,991,433 pyrite(also me3)
To mine the trit alone, you need to spend almost 65% of your mining hours on Spud or cherry picking veld which is godawful to do.
If you wanted to make local production better, give us a bigger Tritanium haul on top of the other changes to ABC's so it's actually practical to mine them.
Also a better spread and refresh time on industrial upgraded belts would be a major help on it too.
As it stands the Bloodtear industial report from back in 2012 is still the holy bible of null mining.
As to force projection issues, all it would take is making it so a cyno jammed system would stop all cyno's Black-ops or not, and make the system uncyclable, if it's jammed you can't turn it off except blowing up the expensive IHUB upgrade inside it.
Since blops fleets are almost worse than capitals for basic infrastructure and just trying to fly around and have fun making isk in null.
Capitals are fine, so are all that other ****, the problem is in the extent at which it becomes harder and harder to obtain, build, and use them for anything.
As it stands in 3 days of 16 hour operation times(or more) I could build a carrier by mining with 1 character. Prints etc not withstanding.
Double that or so for a freighter or a dread.
There is a discrepancy in that fact, I can build a carrier the omni-tool of power, for less than a giant cargo ship, or a combat exclusive power house.
Then of course, it would take a month or so to build a super given the same parameters, and maybe 2-3 for a titan.
Divide this time over more toons (N+1) and you can crap out any ship you want in days.
That is the fundamental disadvantage of null over high-sec. Because noobs will sell hours of labor at chinese sweatshop prices compared to what it's actually worth for work done.
Highsec has a higher N+ and generally always will than null unless you can make it reasonably safer, and more freindly for someone who's running mining operations to do so.
In short, if null alliances could get past the culture of abhoring rock touching filth wizards and Hulkageddons, null could see a proliferation of massive scaled industrial improvements and make high-sec a ghost town of noobs and stubborn cowards.
Culturally we've done more to harm this game than help, and if we don't stop ******* **** up for logistical and support structures. |

mynnna
GoonWaffe Goonswarm Federation
3650
|
Posted - 2014.07.05 08:28:00 -
[100] - Quote
Smugest Sniper wrote:words
tl;dr: Importing from highsec means drawing on the mining power of "every miner in highsec", and (based on old diagoras numbers) there are something like three times as many of them as there are miners in all of nullsec, but any given corp or alliance obviously only gets a tiny fraction of that and trit production in nullsec is (from the best trit/m3 ratio ore) about 6-7 times what you get in highsec, with the end result being that local production means having a miniscule fraction of the output that you have available to you by importing.
Is that about the gist of what you're saying?
To be fair, the fact that CCP buffed compressed ore so as to leave compression/importation mechanisms available despite the refining nerf means they realize and acknowledge this. I think.
I don't think there's anything to be concerned with around your point about looking down on miners and so forth. If it's worth the time and effort people in nullsec will mine and do industry and so forth and just look down on those doing the same in empire. It's not exactly a large culture shift for the common "Industrial players are a bunch of whiny entitled carebears who contribute nothing and expect everything" attitude to become "Most industrial players are a bunch of whiny entitled carebears who contribute nothing and expect everything but I'm a valued member overcoming the challenges for the betterment of my alliance" Member of the Goonswarm Economic Warfare Cabal |
|

Zappity
Stay Frosty. A Band Apart.
1199
|
Posted - 2014.07.05 09:27:00 -
[101] - Quote
Frostys Virpio wrote:7 minutes across the universe sure is kind of stupid for a ship like an archon when an interceptor need an hour. Yeah, pretty much this. New Eden is far too small with the current mechanics.
More broadly, I WANT to want to go to null. But the current options of join the blob, bow the knee or rent have zero appeal for me. And no, I don't know how to fix it :) Zappity's Adventures for a taste of lowsec. |

Corraidhin Farsaidh
Hello-There
592
|
Posted - 2014.07.05 09:32:00 -
[102] - Quote
Zappity wrote:Frostys Virpio wrote:7 minutes across the universe sure is kind of stupid for a ship like an archon when an interceptor need an hour. Yeah, pretty much this. New Eden is far too small with the current mechanics. More broadly, I WANT to want to go to null. But the current options of join the blob, bow the knee or rent have zero appeal for me. And no, I don't know how to fix it :)
Completely agree with this, the current options are very unpalatable to many I think hence the 80/20 split between other areas and null. WH space has much more appeal to me as it limits the blob/renting mechanics. |

Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
142
|
Posted - 2014.07.05 10:10:00 -
[103] - Quote
Let us not also forget the nerfs to Capital industry that have occurred multiple times to make mineral moving more cumbersome.. Drone alloys vanished which we were able to move massive amounts of minerals with to build Capitals.. and as of the 22nd Module compression gets Burned. While they are adding POS compressing to everything and turning the rorqual to an overpriced Booster. Instant Refining, Instant Compression. In order for PL, CFC, N3 to maintain Capital superiority it needs logistical supplies to maintain building Capitals. By nerfing down the Logistical aspect of EVE, you are killing Null Industry that CCP has been working so hard to get established.
I love combat as much as the next guy.. Hate Tidi, but love super battles. But If Industry gets Nerfed all the way down, so does replacement lines for Titans, Carriers, dreads, supercaps. While we all Scream Thank F'n god.. Death to all Supers.. you are also now slaughtering all the Capsuleers spent years on creating the perfect titan or supercap pilots. Why keep that titan alt Subbed.. his titan Died and since Supply trains got nerfed.. there isnt even a supercap available to put him in. While power projection does need a fix, I won't argue that. This would not be a good way to do it.
Many players have mentioned forcing Alliances to actually use all that empty space. I think that Idea tends to work out best. If alliances actually have to remain in their space and keep it farmed, that forces them to stay at home more often and to hold less space. If suddenly your Ihub itself or TCU had requirements to meet then having forces in that system to use it would be more of a requirement. Renters are one way to look at it now. But say if there is space not being used.. It might degrade and the longer it's left alone.. start degrading quicker to the point the System Drops as the Populace revolts from the Sov holder. Things like EVE LEGION/Dust 514 could be used to throw further monkey wrenches in unused systems to cause them to revolt from the Sov holder, forcing them to return to the system to grab it back. I would say drop the Sov Costs of holding the aspect since now you actually have to tend to the system. This makes All that massive space suddenly have to be used, it's not easily handleable to keep all areas of Null farmed. Just make it to the point that it's doable to maintain decent Sov systems, But also a hassle if you want to own the world. That lets small and large blocs hold space Or fight over it etc.
With the amount of Nullbears out there, this type of a system wouldn't be that hard to maintain while not also owning everything due to having to move to those empty systems more often to maintain them. Systems drop to low services can be effected, instead of just... I owned X system deep behind the blue wall.. havent visited it for months.. but its still sov 5..
Just my 30 cents. |

Benny Ohu
Chaotic Tranquility
3529
|
Posted - 2014.07.05 10:18:00 -
[104] - Quote
Zappity wrote:More broadly, I WANT to want to go to null. But the current options of join the blob, bow the knee or rent have zero appeal for me. And no, I don't know how to fix it :) you don't want to go to sov null, then. what's to fix? |

Corraidhin Farsaidh
Hello-There
592
|
Posted - 2014.07.05 11:08:00 -
[105] - Quote
Benny Ohu wrote:Zappity wrote:More broadly, I WANT to want to go to null. But the current options of join the blob, bow the knee or rent have zero appeal for me. And no, I don't know how to fix it :) you don't want to go to sov null, then. what's to fix?
What's to fix is the current system where there is no point going to null without joining one of the existing coalitions. People want to be able to try to carve out their own chunk of space but it is currently in a choke hold of the existing groups so there is no point. It's fair enough that the greatest power can exert the greatest control but when this impacts the game by putting people off even bothering with null (about 80% of the players I think?) then it is an issue. CCP want more people in null so there needs to be incentives to do so. |

Shallazar
Biohazard. WINMATAR.
5
|
Posted - 2014.07.05 12:00:00 -
[106] - Quote
Manfred Sideous wrote:CHANGES
Maybe PL can take the initiative and drive some player initiated projection changes and stop dropping Aeon/Nyx fleets and anything and everything in lowsec space! |

Abrazzar
Vardaugas Family
4030
|
Posted - 2014.07.05 12:05:00 -
[107] - Quote
IMHO the main problem with sov is the grind and rigidity of the current system. You grind indexes, or structures and have to keep grinding indexes just for maintenance and not grinding them is not an option else your system is worthless. To take a system you need to grind structures, then grind them again and it's a binary system where you either fail or completely break the opposition and grind some more structures.
It's not malleable. It offers no access point for smaller fleets. It is a must, not a can. It's an imperative, not a choice. That's where my ideas are coming from. To smash the big rigid structures and have the sov holders assemble them to their needs and allow smaller entities to bite at the giant's heels when they can't get to the balls. Sovereignty and Population New Mining Mechanics |

Benny Ohu
Chaotic Tranquility
3529
|
Posted - 2014.07.05 12:31:00 -
[108] - Quote
Corraidhin Farsaidh wrote:What's to fix is the current system where there is no point going to null without joining one of the existing coalitions. that's not what zap said and i don't care what ccp want |

GodsWork
Realm of God
1
|
Posted - 2014.07.05 13:37:00 -
[109] - Quote
mynnna wrote:Manfred Sideous wrote:A bunch of condescending bull****
Yeah so that's the last time I come anywhere near apologizing to you or people like you. Call me when you've gotten over the idea that because some things were better (or "better") in 2006, they all were.
mynnna we don't like tyrants... you are the problem and we are trying to solve you the problem. Just do us all a favor you and your whole bunch just quit eve.... |

Kaarous Aldurald
ROC Deep Space The ROC
7593
|
Posted - 2014.07.05 13:49:00 -
[110] - Quote
GodsWork wrote:mynnna wrote:Manfred Sideous wrote:A bunch of condescending bull****
Yeah so that's the last time I come anywhere near apologizing to you or people like you. Call me when you've gotten over the idea that because some things were better (or "better") in 2006, they all were. mynnna we don't like tyrants... you are the problem and we are trying to solve you the problem. Just do us all a favor you and your whole bunch just quit eve....
Do it yourself, then. Quit crying for CCP to do it for you. At least have the intestinal fortitude to do your own dirty work.
Because if you aren't willing to actually play the game unless CCP stacks the deck in your favor, do us all a favor and quit the game. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Clean Up Local 2014.-á |
|

KanashiiKami
105
|
Posted - 2014.07.05 14:13:00 -
[111] - Quote
read and see what is fun to implement
key is make TCU the focus, no more need of other sov flipping structures like SBU
TCU enables upgrade of system resource architectures directly and it must be anchored inside a POS. TCU onlining and offlining requires 72 hours, TCU upgrade paths requires 72hours per cycle. each alliance/corp can hold on to a maximum of 10 TCUs (so in effect 10 systems max). this can be a new skill branch under leadership, or a flip over of
in order to hold 10 TCUs, each TCU in use need to be upgraded to level 10. a level 2 TCU enables the alliance to hold 2 TCU in operation max, until both TCU is upgraded to 3, then they are allowed to operate a 3rd TCU. each level of TCU upgrade also allows a system fleet wide passive buff (like the incursion debuff), shield resistance, damage etc. 10 upgrades, 10 buffs selectable, each system can be a different mix of buff.
and based on this TCU mechanism, it can be expanded into ship "license" granting roles. bare individuals can by themselves pilot a single ship, corp/alliance fleet ops have a piloting limiting factor, maximum number of cap units allowed undocked universe wide starts at 3 capital units. each TCU level upgraded adds 1 more cap piloting slots, maxing out at 13 (including freightors, roqs, orca, etc, as 1 cap unit, supercap could count as 1.5 units, a titan is maybe 3units). piloting license can be set by the generic corp leadership skill level 5, and cap piloting can be a corp level flag bestowed on pilots deemed fit to fly capital level ships (which could be added bonus to corp hangar security
a TCU-ed POS can field the option of a jump portal structure, this structure features POS to POS jumping w/o distance limits (a POS is powerful after all). the said jump modules can have a 72hr timer (so larger freightor corps will find this a nice feature)
the alliance can choose to have only 1 sov system and have only 1 TCU at level 10 and still field the max number of 13 cap ships if he has all 13 cap pilots under him.
onlining a TCU will create an auto system wide alliance fleet and system wide buffing countdown bar (opposite of incursion debuff), which after 72 hrs will give the full blown buff of whatever the alliance chief has trained for or chosen (cyno jam? mining yield? anomalies bonus? shield resistance?). pilots joining system wide fleet will need 72hrs to move from holding wing to fully buffed wings, only alliance members can join this fleet. consequently, attacking fleets must field a command ship armed with counter-TCU mod, and same rule applies, 72hrs in fleet to achieve full buff benefit.
in the actual warring system, only TCU buffed fleets will exact full damage on each other (subject to extra buffs so any ship/structure is effectively 4x more in EHP). pilots not under TCU buff of either side gets a 90% debuff inside a TCU-ed system (extent of debuff may vary). a TCU POS in the process of going online cycling a full 72hrs only get hit at a debuffed rate of damage.
addition to maxed level 10 TCU in the POS, a last final unlock can be achieve to unlock capital POS status. this enables cyno and warp gate lock for said system and enables a 2nd POS to be anchored 100km of capital POS. such an unlock can only be done at 1 POS per corp/alliance. a capital POS also enables ability to use additional capital sized POS weaponry at reduced PG/CPU costs. the said special capital POS defense module will be special, as normal ship armaments can be inserted into said structure, and it will be amplified into a capital sized weapon. eg : large nos --> capital nos, large hybrid --> capital hybrid, item stats are multiplied accordingly to reflect slower traversal and higher damage etc.
in TCU enabled fleet vs fleet war, only 1 each of opposing fleet can effectively fight each other in a single system. max pilots 50 + 50. non TCU-buffed fleets may interfere but with strong debuff, it will take over 2500 pilots to have same effect, by which time, latency will make any play very unpleassant. POS defensive guns and other operable structures like ECM are now also listed in the system fleet view for direct access and to effectively control maximum pilot limit.
a counter-TCU buffed fleet will feature vastly buffed stats for logistics groups (yes groups, long drawn war, you need more than a few of these pilots)
now with the above - rate of flipping sov is broken up into a longer than 24hr affair - a TCU unit is now the main focus structure to "manage" sov/system control and effects - a TCU can have 10 levels of upgrades and finally a capital tier. - a TCU will occupy approx 33% of a single large POS, but a capital TCU gives a double POS anchoring expansion - limit number of sovs per alliance/corp - limit number of cap/super cap deplyable. reduce capital swarms - improve defensive capability of POSs, with maximum TCU able to addon capital armaments. - TCU resistance buffs and reduced max ship count on both sides to the extent it is impossible to single volley any sub-cap ship let alone capital ships. - to completely wipe 10 TCUs will mean the losing side will have to restart buidling sov from square 1 totally starting from TCU level 1. so apart from TCU mechanics in play, large fleets swarming over each other are still possible, but now are limited to active TCU level limits maxing at 13 capital units per alliance fleet. - smaller POS operator can choose to expend 10 units of this cap limitation to online a concord protection module. yes pay concord to actively protect your POS in any sec space. - in non-null space. TCU will only affect a radius up to 300km. and running TCU is not cheap - there is now reason to form active smaller corps and hold active sov space, AND have some variety in null space - POS onlined defensive modules appear as units in fleet panel, including hired concord SWAT units. WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 14:49:00 -
[112] - Quote
... continued
so the above format, allows for a single entity to field max 4 titans? (or maybe titan unit count can be 8, so max titans fielded per alliance is now only 1, plus other misc cap ships. then freightors / indy cap ships could count as 0.5 units?) WUT ??? |

Harvey James
The Sengoku Legacy
841
|
Posted - 2014.07.05 15:49:00 -
[113] - Quote
removing the OP mechanic that jumpbridges/jumpdrives are would mostly fix power projection and would immediately create far more gameplay in general .. the things people actually want .. pretty simple solution CCP just be brave enough too do it 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

WarFireV
Blackwater USA Inc. Pandemic Legion
362
|
Posted - 2014.07.05 15:56:00 -
[114] - Quote
There are really thousands of different SOV systems you could come up with that might or might not be better then the current. Some of these would most likely just not be possible, but talking about what would make for a better system can lead to some general ideas of what everyone is looking for. Here are just a few points I see in common with everyone mostly.
1) SOV that is not being actively defended should be able to be taken much more easily then SOV that is being defended.
2) People actually defending their SOV should get some sort of advantage besides timezone advantage and docking rights.
Something that has been brought up a few times, but has not been talked about here yet is the idea of better terrain on the Eve map. Most of the North and the South of the map are flat plains with a bunch of forest for people to hind in(NPC nullsec/lowsec). This make them both very easy to invade. It is just down right impossible for someone to not have a foothold some where if they actually invade.
Any place there is actually some type of gap on the map becomes very powerful to those that own it. I can explain, the dronelands is basically a valley surround by a huge mountain range. There are a few paths you can invade with subcaps, but if you want capitals in there, you have only two ways to get in. There are a few more gaps in the map, like the divide between catch and delve, but not a whole lot more.
Adding in more gaps or some sort of blocks for jump drive. Forcing people to have to use certain gates/systems to go into certain regions, this would go along way to helping out in an overall SOV change. Maybe even moving the NPC nullsec pockets so people cant only just base out of them to defend/attack entire regions. Although let me be clear, if that was the only thing done it would be terrible. |

mynnna
GoonWaffe Goonswarm Federation
3653
|
Posted - 2014.07.05 16:09:00 -
[115] - Quote
GodsWork wrote:mynnna wrote:Manfred Sideous wrote:A bunch of condescending bull****
Yeah so that's the last time I come anywhere near apologizing to you or people like you. Call me when you've gotten over the idea that because some things were better (or "better") in 2006, they all were. mynnna we don't like tyrants... you are the problem and we are trying to solve you the problem. Just do us all a favor you and your whole bunch just quit eve....
Come out and say what you really feel, because I don't think "you should quit" is it. Member of the Goonswarm Economic Warfare Cabal |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.05 16:18:00 -
[116] - Quote
GodsWork wrote:mynnna wrote:Manfred Sideous wrote:A bunch of condescending bull****
Yeah so that's the last time I come anywhere near apologizing to you or people like you. Call me when you've gotten over the idea that because some things were better (or "better") in 2006, they all were. mynnna we don't like tyrants... you are the problem and we are trying to solve you the problem. Just do us all a favor you and your whole bunch just quit eve....
Actually the game does like tyrants. If it wouldn't, not that many people would hush under the overly protective wings of neither CFC nor N3. However, neither tyrants nor saints should be able to hold systems they don't actively use.
No sov, only implied claims. Benefits like current sov depending on your usage. Easily solves the problems. That would also give the term "Influence Map" the proper mechanics in the game and satisfy its definition. |
|

ISD Ezwal
ISD Community Communications Liaisons
1742

|
Posted - 2014.07.05 17:02:00 -
[117] - Quote
Thread temporarily locked for some cleaning. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
508
|
Posted - 2014.07.05 21:50:00 -
[118] - Quote
Corraidhin Farsaidh wrote:Benny Ohu wrote:Zappity wrote:More broadly, I WANT to want to go to null. But the current options of join the blob, bow the knee or rent have zero appeal for me. And no, I don't know how to fix it :) you don't want to go to sov null, then. what's to fix? What's to fix is the current system where there is no point going to null without joining one of the existing coalitions. People want to be able to try to carve out their own chunk of space but it is currently in a choke hold of the existing groups so there is no point. It's fair enough that the greatest power can exert the greatest control but when this impacts the game by putting people off even bothering with null (about 80% of the players I think?) then it is an issue. CCP want more people in null so there needs to be incentives to do so.
I feel for you bro. I think nullsec would be much cooler place if there were many smaller groups. If those smaller groups didn't have to worry about giant monolithic groups swooping in and crushing them. Or for that matter elite pvp groups with high concentrations of supercaps that can just overwhelm small groups. See the problem is when you make it easy for groups to move great distance and easy to hold sov without using it or living in it this state will exist. So we must deal with those 2 things. How we do that is making it so you need to use the space to hold it and make it so you can be self reliant in nullsec so you are not dependant on easy empire logistics.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
508
|
Posted - 2014.07.05 22:02:00 -
[119] - Quote
Harvey James wrote:removing the OP mechanic that jumpbridges/jumpdrives are would mostly fix power projection and would immediately create far more gameplay in general .. the things people actually want .. pretty simple solution CCP just be brave enough too do it
The catch is to change things so nullsec are not reliant to a tether to empire to survive. That means they need to be able to attract miners and builders to be able to supply them with needed goods and services. I don't think people will mind giving up jumpbridges and jumpdrives as we know them now for a more vibrant and healthy nullsec. I say that if there are mechanics to supplement for how we do things now. Or we can be self reliant in nullsec without the tether to empire.
I personally benefit greatly from the current status quo. My alliance is one of the richest and best oufitted and most powerful in the game. However I love this game and care for its welfare. The current status quo is not conducive to a healthy or vibrant nullsec that encourages player growth. Because the bar for entry is so high and the lack of content drivers is so low. Myself a 10 year veteran and willing to adapt to a whole new way of doing things if it means that we end up with a more vibrant and healthier nullsec and by extension game. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
508
|
Posted - 2014.07.05 22:16:00 -
[120] - Quote
Harvey James wrote:removing the OP mechanic that jumpbridges/jumpdrives are would mostly fix power projection and would immediately create far more gameplay in general .. the things people actually want .. pretty simple solution CCP just be brave enough too do it
It's not about bravery its about offering a credible alternative to why we need jumpdrives ( currently we need them to survive in nullsec because we cannot be self reliant we depend on our tether to empire).
@EveManny
https://twitter.com/EveManny |
|

Paynus Maiassus
Capital Munitions
33
|
Posted - 2014.07.05 22:29:00 -
[121] - Quote
mynnna wrote:There are literally no redeeming qualities to your post whatsoever, everything from "let's remove jump drives but not ACTUALLY remove them" to "let's give people a way to disable hub upgrades for a day at a time within a fifteen minute window, yeah THAT won't get abused in odd timezones at all with no recourse whatsoever" just screams "Let's make the game so awful and unfun that half of nullsec quits."
*Snip* Please refrain from personal attacks. ISD Ezwal. *Snip* Removed reply to a deleted post. ISD Ezwal.
Manfred, Mynna is correct here.
First, the rental system isn't all that bad. I am looking to rent and insodoing I will have opportunities to do things that I, as a more or less independent entity would not be able to do otherwise. 'Back in the day' I would be forced to get in with a big alliance and suck everybody off for years in order to find myself in a position to where I could do what I wanted to do. The rental system adds a financial and contractual element that works in the stead of trust. If I screw anybody over I get reset, blown out of new eden, and lose the 50 billion ISK worth of crap I have out in my system. If my rental alliance screws me over I go straight to TMC and EN24 and let everybody know not to rent from my renter. And I'll tell you, the changes you suggest would make it utterly impossible for a little guy, and independent, like me, to have a system out in Paragon Soul. So the current system actually does offer the little guy some things that would go away in your miserable nerf world.
As for combat, the problem is not so much the game is that you won't take the meta to its conclusion. I personally dream of a world without Goons in it. The only person that can make that happen is you. But you flat out said you won't be fighting real wars, just little proxy ones that make the masses happy. You know, I am an industrialist and every time I mention invulnerable Rorquals or super tanky freighters the gankers always whine and throw risk vs. reward at me. Well, the super coalitions are being bad at Eve. You need a little less on risk vs. reward, apparently. Stop with the proxy wars and figure out how to go at the Goons at the throat.
Yes, the current meta does lead us to the blue donut. However, the blue donut is not here yet. Actually we have a situation that has never existed before in Eve's history where there is the potential for more massive battles than ever before in Eve's history. All it takes is you super coalitions deciding to fight them. I'll gladly participate in them. I'll gladly sell you ships to blow up in them. I'll have a lot of fun with this. But the problem isn't really CCP at this stage, it's you.
So we are hearing that there will be player built star gates. The sandbox will change. New futures will come to us. But let that happen when it's ready. If that weren't coming, and we were in a blue donut, then the game would be broke. However, we have some time for the biggest parties Eve has ever put together to blow the hell out of each other and actually create the blue donut (that will probably be rendered obsolete by the new constellations coming with the new stargates).
Don't fear the present. Make use of it. |

Galphii
Caldari Provisions Caldari State
237
|
Posted - 2014.07.05 23:17:00 -
[122] - Quote
Since this thread has turned into a general discussion about ideas to fix sov, I'll throw in a few ideas I'd like to see.
Small gangs should matter.
Sov structures shouldn't need supercapitals to deal with. Supercaps can be used to deal with other supercaps.
I'm thinking of making attacking a constellation more like a bank heist. There's a big central structure, plus a number of smaller structures that have to be dealt with around the constellation. Nodes, if you will. Have the central constellation structure armed to the teeth, with possibly upgrades such as a strategic weapon, long range scanners, or supercapital construction bay. The smaller nodes can be destroyed or hacked (the faster but non-permanent option) by players using the hacking minigame. SInce the hacker will be exposed during this time, it'd be good to have escorts. Small, fast moving hacking gangs could hit these nodes while the main fleet moves towards the primary target.
Destroying the nodes does not help weaken the sov structure. Only successful hacking will do this. So, a big fleet of capitals could attack it as they do now (losing dreads to its powerful weapons), or a smaller fleet can be clever and disable its defenses before hitting it.
Nodes could have number of different purposes when hacked. * Disable local for a time. * Lower shield strength on the main structure to greatly reduce its resistance. * Disable placeable sentry guns throughout the system. * Disable sensors place around the constellation which provide information on hostile fleet movements.
Etcetera
Oh, and this plan would work better if jump drives weren't a thing. Having to move a big fleet around is a disincentive to bring one. Small, fast fleets would have an advantage. X |

Manfred Sideous
North Eastern Swat Pandemic Legion
511
|
Posted - 2014.07.05 23:20:00 -
[123] - Quote
Paynus Maiassus wrote:mynnna wrote:There are literally no redeeming qualities to your post whatsoever, everything from "let's remove jump drives but not ACTUALLY remove them" to "let's give people a way to disable hub upgrades for a day at a time within a fifteen minute window, yeah THAT won't get abused in odd timezones at all with no recourse whatsoever" just screams "Let's make the game so awful and unfun that half of nullsec quits."
*Snip* Please refrain from personal attacks. ISD Ezwal. *Snip* Removed reply to a deleted post. ISD Ezwal. Words.
So I am all for all out war but I cannot call what others want to do. I am the minority here most will want to make agreements so they have some reasonable measure of security. I think its stupid in a video game that people are so attached to pixels that they would deny themselves fun in order to protect those pixels. We aren't going to wake up anytime soon and see each coalition going at eachother in full out war. It's sad and makes me sad. @EveManny
https://twitter.com/EveManny |

Hemmo Paskiainen
459
|
Posted - 2014.07.06 00:29:00 -
[124] - Quote
Good Idea's!
I think ppl can see the eve economy as a real capitalistic economy. Such a economy runs perfect when its tiny to medium sized. When it gets bigger and scaling up of multinationals (Coalitions) take place than problems occour. In such a economy everything is dominated by $ (ISK) which makes those multinationals be able to buy more power (ISK = Powerprojection (supers, fc's, bribes (spy's), ect ect) until a point of no return where the system loses itsselve into enslavery (dont watch too much tv these days).
Scaling up go's faster and faster and happens usualy right after a crisis (30's, 70's, 2010). In EVE it went really fast after the hugh tech isk injections. To respond on your good post; you can change the system (sov mechanics) but aslong as the same amount of gained powerprojection stay's into the coalitions; changes will only be small to moderate. Maybe steeper measurements ontop of your idea's are needed to come even close to the admosphere of the old days (i was there). Maybe a very steep exponential sovholding cost factor for big coalitions; so that beyond a point a financial disadvantage will naturaly cap the scaling up (connected to member amount, bluelist ect?)
Ontop of this, my oppinion is that EVE and sov is beyond a broken point. Sov and supers are interrelated and thus something must happen to this too. Shared corporation/Alliance super accounts, yes 1 guy flying 5 supers.... i have seen that before somewhere . Without somehow hitting super powerprojection & current possesion (yes, its a very very delicate issue but so is the problem that they cause (my head spins when thinking of amounts build with tech isk)) with a nerfbat, no other small "new independant" coalition will arise for a very long time even if the sandbox rules are changed.....
I do find it quet funny that this problem was predicted 2 years ago by me and manny other people, just after the alchemi changes (dominion?)
Srry for the broken englisch, drunk grammar noob in progress... CCP FIX BLACK OPS FFS
|

KanashiiKami
105
|
Posted - 2014.07.06 05:43:00 -
[125] - Quote
Hemmo Paskiainen wrote:Good Idea's!
Srry for the broken englisch, drunk grammar noob in progress...
i agree
therefore there has to be a new mechanism in place that dissociates a pilot in a sov. and pilots trying to take on sov and pilots trying to make a sov. in short, break up the large swarms of caps.
the tweak has to be in the fleeting mechanism, and the sov flipping, etc
and like they say, eve has to be bold and yet not afraid to offend with new moves, otherwise in a few years, all thats left is probably 1 man playing all 1000 accounts in eve HAHAHA ... and he doesnt need to pay as he can plex it HAHAHA WUT ??? |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.06 07:21:00 -
[126] - Quote
KanashiiKami wrote:but i dont think ccp will do it. because they are using EVE as a real life simulator for real world statistics somehow
In the real world, we don't have invulnerable structures guaranteeing the sovereignty over a certain area. There are borders and border guards; however, mostly the borders of your influence are agreed upon in treaties and via negotiations, and they can easily be removed, changed or your sovereign space taken over or occupied by a new group. (All happening right now).
The same would happen in EVE without sov structures and sov as it is:
First of: I am opposed to limiting power projection with capitals. Whatever you do to limit that, you hurt exactly those smaller entities more in the process than big alliances and coalitions. As always.Gäó
Secondly, your influence and your sovereignty as an alliance and coalition would stretch as far and wide as you make use of your system and can enforce your claims. With enough usage (PVE (as it is right now) and PVP (something new, I guess), you can solidify the claims on your systems and if you have reached a certain threshold, you can deny docking for non-blues, with a little bit more, you can upgrade your system in your station (or if there is no station, with some kind of marker) and use fancy POS modules. If you don't use your claimed space, your claim decays and everyone else can do thingsGäó in that system. If you don't have used that system to begin with, you have no right to claim it to begin with. Moreover, until you have reached that threshold of activity, the whole world can dock in stations in 00.
And don't start complaining about that PVE is the hinge on where your claims dangle round. This is already the case, has been for many years, and is a good and easily quantifiable measurement. Giving you the opportunity to use PVP as well in order to solidify your, is a risk as some people have nothing better to do to exploit it right from the start -- By trying to kill thousands of rookie ships or dozens of battleships to keep their claim. If it's that what you want to do in the game, you should surely have the freedom to do so.  |

Ugly Eric
Fistful of Finns Triumvirate.
34
|
Posted - 2014.07.06 07:32:00 -
[127] - Quote
I dont know Manny my friend. I agree 100% that something needs to be done. Somehow I just cant believe the changes you suggested would make it any better. Quite the controverse.
As I am and have pretty much always been on the smaller guys alliance, I have some experience on that. However I am so new to this game, that I have not seen the days w/o jumping ships and w/o the JF logistic backbone. Somehow I see it nearly impossible to think this game could have any fun in it anymore without said logistics tools.
But so frustrated I am in the current state of eve, that I will back you up anyway, beacause this is after all the best thought thru plan I have seen so far. I will throw few smaller change ideas to the soup as addition to your ideas though, as the points I am about to represent are something that I as the small guy have been forced to fight constantly against.
- If system has online SBU's on more than 50% of the gates, IHUB goes to anchored mode and thus will stop all sov upgrades from system. Once SBU's are destroyed it takes the 3 hours to online the IHUB again and everything will go back to normal again. Also, if system have a anchored SBU, anyone should be able to pick it up. --- This would stop the retardation of defencive SBU's, this would force the sov owner to actually defend their system from the getgo of an invasion. Yes, this would be abused by roaming gangs, but then again the current system is abused by sov owners. Maybe increase the SBU price by tenfold or something to lessen the abuse factor.
- To your idea of sov cost limit, I had an idea, that every next system you have sov in doubles the price from the previous system. So first system could be the current 84m/2weeks if I remember correctly. Next would be 168m/2weeks, then next 336m/2weeks, etc. This would ofc divide us into even more smaller alliances, who each hold 1-2 systems. However, it would leave a LOT of space w/o sov. And all those sovless systems would be on the plate for the small guy. Yes, as soon as someone notices the small guy got sov, the big guy comes and cleans it up again, but if the small dudes does this much enough / often enough, the big guy eventually is forced to a) take sov there or b) just leave the small guy to be. With time this would I believe lessen renting aswell, as the small guy actually have a chanche to gain sov on their own.
- Jump bridges could IMO excist, but only to owning alliance usage. No standings usage to JB. Also they should be IHUB upgrade, not pos module. Thus jumping into them blindly would create a lot more content, as you could not use them blindly and safely by deafault, but need to scout them, or have a ship, that can handle the possible unknown threat on other side.
- Finally the stations. Make the destructable. When a station pops, it leaves a indestroyable wreck, that has loot in it. This would give the sov owners an actual reason to fight for their assets. This would create a lot of conflict in form of "lets see if that station is a loot pinata".
However, I am in a state in eve, where something needs to be done and needs to be done FAST. The game is broken atm. The game I love so much is nearly unplayable.
-U |

Dun'Gal
Myriad Contractors Inc.
137
|
Posted - 2014.07.06 07:59:00 -
[128] - Quote
Why is there a blue dev tag here, and no dev post??? |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.06 08:40:00 -
[129] - Quote
I guess Ezwal's sweeping was a little bit to throughout. CCP Fozzie had posted in this thread, that even though there's no dev response, they would still read topics. Guess, Ezwal forgot to untick the check box. Or Fozzie remove the post himself ...  |

Harvey James
The Sengoku Legacy
842
|
Posted - 2014.07.06 10:25:00 -
[130] - Quote
Galphii wrote:Since this thread has turned into a general discussion about ideas to fix sov, I'll throw in a few ideas I'd like to see.  Small gangs should matter.  Sov structures shouldn't need supercapitals to deal with. Supercaps can be used to deal with other supercaps. I'm thinking of making attacking a constellation more like a bank heist. There's a big central structure, plus a number of smaller structures that have to be dealt with around the constellation. Nodes, if you will. Have the central constellation structure armed to the teeth, with possibly upgrades such as a strategic weapon, long range scanners, or supercapital construction bay. The smaller nodes can be destroyed or hacked (the faster but non-permanent option) by players using the hacking minigame. SInce the hacker will be exposed during this time, it'd be good to have escorts. Small, fast moving hacking gangs could hit these nodes while the main fleet moves towards the primary target. Destroying the nodes does not help weaken the sov structure. Only successful hacking will do this. So, a big fleet of capitals could attack it as they do now (losing dreads to its powerful weapons), or a smaller fleet can be clever and disable its defenses before hitting it. Nodes could have number of different purposes when hacked. * Disable local for a time. * Lower shield strength on the main structure to greatly reduce its resistance. * Disable placeable sentry guns throughout the system. * Disable sensors place around the constellation which provide information on hostile fleet movements. Etcetera Oh, and this plan would work better if jump drives weren't a thing. Having to move a big fleet around is a disincentive to bring one. Small, fast fleets would have an advantage.
some good points here ... just the option too not have too grind for hours with a capital fleet .. instead being able too use a more mobile fleet too cause disruption .. maybe be able too raid some structures using hacking too steal resources, ships, modules etc... Capitals shouldn't be a requirement too do anything .. they should be an option .. capitals should be rarer in fights more like a couple of capitals with say 100 various other ships .. rather than massive blobs of carriers.. 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

Draahkness
The Oasis Group TOG - The Older Gamers Alliance
0
|
Posted - 2014.07.06 10:47:00 -
[131] - Quote
I have been gone from game some 3 years now and I just got back. If my suggestions are outdated please have some understanding. Constructive critisism appreciated.
1. Remove AFK income for alliances. Remove the r16, r32 and r64 minerals from moons all together. Insert them again in PI, Hacking and deadspace mining sites. And obviously they can still be refined from lesser materials.
2. Reduce the usefullness of supers in sov-war by making sov-structures invunurabe to the supers-only weapons.
3. Make system cyno-jamming part of the sov system. When sov drops, only then does cyno jamming go down.
4. Make titan jump bridges work like pos or covert jump bridges. Fuel consuption per weight jumping through.
5. Make sov in a system dependant on a number of node structures placed around the constellation. Say 3 or 4. If one of them is active the sov structure in invunurable. Nodes can be hacked (inactive for 10 mins) or reinforced (inactive until repaired). Nodes can be scooped or destroyed if sov in the "mother" system drops or changes.
6. Ramp up the cost of having more then 3 or 4 sov systems by ALOT. As promised some 15 expansions ago. |

Tredionis
Hedion University Amarr Empire
0
|
Posted - 2014.07.06 11:39:00 -
[132] - Quote
It`s not about game mechanics it`s about people mentality and needs for safe. Good example of it is CFC PL/N3 that wont attack eachother becouse thay prefer confort of safty and stady big income (PL CFC renters pact , N3 farming provi for fights )but thay want welcome evry newcomer ? so why Null sec expect others to risk and do something if thay wont. There is place for small scale pvp it`s called low sec FW and WH and there is plenty of PL in low sec hunting supers titans so its already say something. Decisions in Eve are driven by isk you get or you lost so sorry to say but null have nothing to offer if i want null i rent it i get more money that way and i wont get fights anyway becouse i got 300 supers on grid. You make null the way it is and no one come to fight you if you are to afriad to fight each other or its to risky for your comfort.
Jump range cost change nothing bring nothing it will be harder whay you want make things harder for null that have noting to offer already ?
I see few solutions 1. Changes in pvp that 100 people can not win but at least fight with 1000 for example be able to destroy something. 2. Small entites should be able to harras sov like system upgrades with ihub if you lose 1 times it lowering system upgrades be 1 that way defending upgrades that are so important for renters raters will be esential and people that live thare should be able to do so . 3. If you want changes that hit big guy not small its very simple make each ship that use Titan brige to use fuel like all jump capable ships that way jumping 1000 men fleet across eve will cost 30b for big guy and for 100 people small fleet 3b and eaven if thay droping on your 100 people 1000 thay already spend 30b op succes.
Big blocs should become content for small entites not the way around becouse there is noting that can change red vs blue in null becouse all decisions in Eve are dictated by isk |

Anthar Thebess
559
|
Posted - 2014.07.06 12:06:00 -
[133] - Quote
Check current player base , im not talking about active accounts, but on those that are actively playing. I know many players that just burn their plex/isk reserve keeping their account running hoping that something change. At the same time i know many players that stopped subbing their accounts from the same reason , as like they say : "EVE become very booing game." you cannot do nothing in small scale , as for sure you will get capital hot drop , that will be few times bigger than numbers of ships currently on grid.
Ha ha, you can say. This is sandbox , we can do it - so we are doing it. But when you ask why you hot drop every thing you will the same answer : "EVE become very booing game."
Support Needed : Jump Fuel Consumption |

KanashiiKami
105
|
Posted - 2014.07.06 12:42:00 -
[134] - Quote
additions to previous post https://forums.eveonline.com/default.aspx?g=posts&m=4775223#post4775223
change the way POS/outposts work when POS/outposts are destroyed, a wreck remains that decompose over 72hrs. after that, then any new setup can be done over it.
and for any system that requires a TCU to be online, a presence of 3 active POS must be online before TCU can be anchored.
instead of feeding ISK to TCU, CCP should devise it into fuel like POS.
sometimes i think the CSM have already influenced what changes they want CCP to make and these open channels are just for show .... in the end CCP will be forced to make CSM groups happy and the rest just left sucking thumbs WUT ??? |

Anthar Thebess
559
|
Posted - 2014.07.06 13:14:00 -
[135] - Quote
Actually CCP is in bad position here. Yes CSM is elected by big player base, big coalition put there most of those people , but at the same place. Current eve state is prohibiting big new player base to be formed, and what is even worst , this state is directly responsible for reduction of people that actually play.
Don't bring here BRAVE and their acquire of catch , as the only reason why they get it in the first place is those blobs creating them self a place for easy kills and some content. BRAVE numbers grow, but how many of them actually play? How many of them are dead and already unsubbed accounts , or old players that just joined them?
Have you checked character baazar recently? For last years i didn't see so many high level characters sold , so many characters sold for 3/4 or even half of their value.
Support Needed : Jump Fuel Consumption |

Gabriel Karade
Noir. Noir. Mercenary Group
187
|
Posted - 2014.07.06 15:10:00 -
[136] - Quote
WarFireV wrote: Something that has been brought up a few times, but has not been talked about here yet is the idea of better terrain on the Eve map. Most of the North and the South of the map are flat plains with a bunch of forest for people to hind in(NPC nullsec/lowsec). This make them both very easy to invade. It is just down right impossible for someone to not have a foothold some where if they actually invade.
Any place there is actually some type of gap on the map becomes very powerful to those that own it. I can explain, the dronelands is basically a valley surround by a huge mountain range. There are a few paths you can invade with subcaps, but if you want capitals in there, you have only two ways to get in. There are a few more gaps in the map, like the divide between catch and delve, but not a whole lot more.
Adding in more gaps or some sort of blocks for jump drive. Forcing people to have to use certain gates/systems to go into certain regions, this would go along way to helping out in an overall SOV change. Maybe even moving the NPC nullsec pockets so people cant only just base out of them to defend/attack entire regions. Although let me be clear, if that was the only thing done it would be terrible.
That's a really good point, the landscape in Eve is generally far too 'flat'; having more 'mountains' and 'valleys' - gaps between regions/pockets of space that cannot be traversed by jump drives - would shake things up significantly.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Heat-seeking Moisture Missile
Republic Military School Minmatar Republic
0
|
Posted - 2014.07.06 15:30:00 -
[137] - Quote
Manfred Sideous wrote:CHANGES Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)  All capitals can use stargates.  One Jumpbridge per system can only connect to adjacent system (lightyear distance is irrelevant)
Is this a troll?
|

Red Teufel
Drunk-n-Irate
379
|
Posted - 2014.07.06 15:54:00 -
[138] - Quote
1. Jumpdrive limited to adjacent system only. It's a dumb idea just no. 2. All capitals can use stargates. Again no. it would be too easy to deagress, jump the gate, then jump to your adjacent system with a cyno. 3. your jump bridge range idea is still really bad. I prefer the limited mass idea. on top of that idea different cynos can be fit. so if you light a small cyno with a stealth bomber you will only be able to bridge 1 carrier as an example. |

Belinda HwaFang
Coreli Corporation Ineluctable.
13
|
Posted - 2014.07.06 16:49:00 -
[139] - Quote
I wrote quite an essay on this subject but sadly through the wonders of forum web apps it was all piped to /dev/null 
TLDR version:
1. People are used to status quo, it's normal to hear them whineif you take away the simply toys they are used to. Look at the outcry from industrialists that they can't just predict their profits by plugging in numbers into EveIPH every day and mass running jobs!
2. To experience some of the magic of EVE Sov, some of the mechanics like Sov levels from the old days , or things which take it out of the control of a small number of supermassive supercapital fleets are welcome.
3. Thank you to the OP for bringing up (again) this important topic.
4. Your ideas could work , but simply removing jump drives all together (without replacing it with something else that is fun) is probably just going to make the (sov) players angry.
5. I choose to live in NPC partly because I see no future in the game in sov.
6. Perhaps this new Rubicon of unexplored space will be the Sov 2.0 , the sov "done right". Let's hope so.
-- Fang |

Manfred Sideous
North Eastern Swat Pandemic Legion
530
|
Posted - 2014.07.06 17:16:00 -
[140] - Quote
Elusive Panda wrote: +1 (except the NPC trader thingy... find a better way to fix that).
To everyone saying that implementing those idea would make logistics impossible to keep things running on the current scale, that's the whole point of the changes proposed.
We're not looking for a solution that would do nothing, they HAVE TO make sustaining such incredibly large empire ~impossible or very tedious. The current status quo is the worst thing to happen in EVE in a long time. 2 coalitions with infinite income, agreeing to not attack each other, 2 smaller coaliton who are permitted to exist to generate "gud fights" for the line members. It's artificial, I love good fights like anybody else, but if it's ONLY fighting for the sake of fighting all the time, we're losing the sense of purpose here.
Maybe we could take a look at how WH corp lives and the mechanics in which they live in? I'm not saying turn all space to WH mechanics, but maybe we can learn something about it, there is no "supreme overlord" of WH space, everything happens on a much smaller scale. These corp do not have access to a JF and yet, they still manage to exist, don't they?
You could argue with me that they have much less jumps to do to reach empire space and resupply compared to the furthest 0.0 regions and that's true, maybe player buildable (and destructable) stargate would be the answer? Imagine, you live in Period Basis with your own little alliance who control the region and then you build a smuggler like stargate that links to querious and another one from there to Khanid. So in a very respectable number of jumps, you could be in low-sec empire space and then make your way to a trade hub.
You would need to patrol the supply pipe(s) and escort transport ship (Deep space transport with more cargo than they currently have could be nice here, mini-freighter designed for... deep space, you know?). Moving large fleets could still be possible throught this new player made network of long range gate, but would be much more localized, static, predictable and counterable.
I would caution smugglers gates and streamlining gate travel as it could only strengthen power projection. People who live in the outlying areas of space should do so because its more remote and space further from empire should be richer. Again the idea with a power projection nerf would be to create new mechanics that allow nullsec groups to get rid of the tether to empire.
@EveManny
https://twitter.com/EveManny |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
530
|
Posted - 2014.07.06 17:22:00 -
[141] - Quote
Speedkermit Damo wrote: The "little guy" that everyone keeps referring to has access to NPC nullsec. The problem is that there's not a lot of npc null, not enough anyway and what there is has become quite crowded. Which is why I advocate expanding NPC nullsec space at the expense of sov-nullsec.
If CCP wants more players in nullsec, then we need more NPC nullsec space.
The little guy will just get camped into those NPC stations by mega coalitions when the little guy pisses off the mega coalition. @EveManny
https://twitter.com/EveManny |

Kaarous Aldurald
ROC Deep Space The ROC
7614
|
Posted - 2014.07.06 17:23:00 -
[142] - Quote
Manfred Sideous wrote:Speedkermit Damo wrote: The "little guy" that everyone keeps referring to has access to NPC nullsec. The problem is that there's not a lot of npc null, not enough anyway and what there is has become quite crowded. Which is why I advocate expanding NPC nullsec space at the expense of sov-nullsec.
If CCP wants more players in nullsec, then we need more NPC nullsec space.
The little guy will just get camped into those NPC stations by mega coalitions when the little guy pisses off the mega coalition.
Why is that a problem? I'm serious. People are allowed to lose, you realize. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Clean Up Local 2014.-á |

Manfred Sideous
North Eastern Swat Pandemic Legion
530
|
Posted - 2014.07.06 17:27:00 -
[143] - Quote
Vincent Athena wrote:
If we nerf moving ships, by making bridging or jumping harder, then large alliances will preposition ships about their territory. This will require more ships, which means the average ship size will take a down tick. Many may think this is a move in the right direction; having supercarriers instead of Titans, carriers in place of supers, etc. But when null was battlecruiser blobs, people still said it was a problem that people blobbed.
.
With the changes I suggested groups will only be holding the sov in which they can use/need. Because unused or underutilized space will cost them more money and be easier to take. I mean you will still be seeing very large blobs on special occasions as in " ZOMG THESE BAD GUYS OVER HERE ARE TAKING OUR MAIN STATION WE NEED HELP". This will spur very large fights that create headlines. But the frequency of them will be smaller. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
530
|
Posted - 2014.07.06 18:00:00 -
[144] - Quote
Perhaps the concession that needs to happen from my original suggestion is: A logistic capital remains with current jumpfreighter range that can haul any base mineral or component or bpo/bpc. I still hate this idea because I can see it being abused so groups can power project. So a capital that can haul fuel blocks minerals t2 components gas components and wh components. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
532
|
Posted - 2014.07.06 18:55:00 -
[145] - Quote
Belinda HwaFang wrote:I wrote quite an essay on this subject but sadly through the wonders of forum web apps it was all piped to /dev/null 
TLDR version: 1. People are used to status quo, it's normal to hear them whineif you take away the simply toys they are used to. Look at the outcry from industrialists that they can't just predict their profits by plugging in numbers into EveIPH every day and mass running jobs! 2. To experience some of the magic of EVE Sov, some of the mechanics like Sov levels from the old days , or things which take it out of the control of a small number of supermassive supercapital fleets are welcome. 3. Thank you to the OP for bringing up (again) this important topic. 4. Your ideas could work , but simply removing jump drives all together (without replacing it with something else that is fun) is probably just going to make the (sov) players angry. 5. I choose to live in NPC partly because I see no future in the game in sov. 6. Perhaps this new Rubicon of unexplored space will be the Sov 2.0 , the sov "done right". Let's hope so. -- Fang
I guess we shall see. @EveManny
https://twitter.com/EveManny |

Caleb Seremshur
The Atomic Fallout Kids
321
|
Posted - 2014.07.06 19:44:00 -
[146] - Quote
Csn you provide me a reason to join sov null? This is an important first question. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
|

Corraidhin Farsaidh
Hello-There
597
|
Posted - 2014.07.06 19:46:00 -
[147] - Quote
Manfred Sideous wrote:Belinda HwaFang wrote:I wrote quite an essay on this subject but sadly through the wonders of forum web apps it was all piped to /dev/null 
TLDR version: 1. People are used to status quo, it's normal to hear them whineif you take away the simply toys they are used to. Look at the outcry from industrialists that they can't just predict their profits by plugging in numbers into EveIPH every day and mass running jobs! 2. To experience some of the magic of EVE Sov, some of the mechanics like Sov levels from the old days , or things which take it out of the control of a small number of supermassive supercapital fleets are welcome. 3. Thank you to the OP for bringing up (again) this important topic. 4. Your ideas could work , but simply removing jump drives all together (without replacing it with something else that is fun) is probably just going to make the (sov) players angry. 5. I choose to live in NPC partly because I see no future in the game in sov. 6. Perhaps this new Rubicon of unexplored space will be the Sov 2.0 , the sov "done right". Let's hope so. -- Fang I hope they allow for no sov whatsoever so the only way you can control the space is with actual pilot and force presence. I also hope that the new space is so unstable it doesn't allow for anything bigger than a BC or BS without tearing it apart due to space environment problems, gravitational flux, giant monsters with a taste for cap ships, whatevers... I guess we shall see.
|

Paynus Maiassus
Capital Munitions
34
|
Posted - 2014.07.06 19:55:00 -
[148] - Quote
Caleb Seremshur wrote:Csn you provide me a reason to join sov null? This is an important first question. Industry. It's the only reason really. PvP in low sec is where its at. PvP in null is pretty boring. |

Saisin
State War Academy Caldari State
90
|
Posted - 2014.07.06 21:47:00 -
[149] - Quote
Tredionis wrote: Big blocs should become content for small entites not the way around becouse there is noting that can change red vs blue in null becouse all decisions in Eve are dictated by isk
Spot on! And It is unfortunate that content designed to that effect, like ESS or siphons, get either nerfed to uselessness for small groups even before they enter the game, or use in-game exploits to change their original design intents... "surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |

Saisin
State War Academy Caldari State
90
|
Posted - 2014.07.06 22:02:00 -
[150] - Quote
Allison A'vani wrote:I Basically the entire 0.0 outside of border regions to empire space would be abandoned and you would see a mass exodus back to high/low sec. . Wrong.. There are some types of players that would settle it, with all these difficulties.. It would not become abandoned. After all, wh space is being settled too. Sure, it would not be the current type of players that currently enjoy their null sect riches without much risks... Those would leave null sec 
"surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |
|

Saisin
State War Academy Caldari State
90
|
Posted - 2014.07.06 22:34:00 -
[151] - Quote
SFM Hobb3s wrote:Hm, you know, with the new Region and/or Regions opening up in hopefully near future expansions, we might actually start to see some answers to a lot of these concerns. Its possible CCP might even give us the cake and let us eat it too. Current regions/sov mechanics may be left as-is, and who knows what possibilities will be open with the new region.
Perhaps they will be set up in a way that doesn't support projection, or allows for independant self-contained sustenance. We shall see. Hopefully sooner rather than later. Agreed! Rather tha fundamentally changing things in existing space, create new space that takes in account the issues highlighted by all the existing space types. After all, the introduction of WH was a success, at least for me, it kept me in the game. 
The SOV grinding mechanics still need to be addressed though,to make the gameplay more engaging. "surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |

Galphii
Caldari Provisions Caldari State
239
|
Posted - 2014.07.06 23:54:00 -
[152] - Quote
One of the reasons for the introduction of jump drives was to circumvent gate camps and choke points. This can stil be achieved with a slight change in the function of stargates. They currently function as pitchers and catchers, providing transit between star systems by putting you ship into a wormhole cannon and pulling the trigger.
To get around the possibility of the destination gate being a choke point, simply change the stargates so instead of sending you to the destination gate in the other system, they shoot you to within several million kilometres of the destination star, effectively using its stellar mass as the target.
This prevents bottlenecks, gate camping, and that issue of rushing back to the gate, de-agressing etc. warp to 0 on gates might need to be removed, resulting in a return to the days when the exit gate was the hot spot. Perhaps warp to 10km would be a better choice than warp to 15. Hunting ships near the target star as a hostile fleet comes through could make things very interesting indeed. X |

mynnna
GoonWaffe Goonswarm Federation
3656
|
Posted - 2014.07.07 03:24:00 -
[153] - Quote
Manfred Sideous wrote:
I would caution smugglers gates and streamlining gate travel as it could only strengthen power projection. People who live in the outlying areas of space should do so because its more remote and space further from empire should be richer. Again the idea with a power projection nerf would be to create new mechanics that allow nullsec groups to get rid of the tether to empire.
Unfortunately nullsec is much too flat right now and the regions that supposedly should be richer to make this work, aren't.
The other thing with the point you're making about gates is that it's true if they're player built and then put up everywhere. If they were for whatever reason NPC gates, carefully placed and limited to facilitate an option for travel into deep nullsec, that'd be another matter. Yes you could cut twenty, thirty jumps off your freighter convoy, but man isn't that an obvious route to take with no way around once you're on it, it'd be a shame if someone were waiting for you. Member of the Goonswarm Economic Warfare Cabal |

Dr Cedric
Independent Miners Corporation Care Factor
54
|
Posted - 2014.07.07 03:36:00 -
[154] - Quote
First things first, i will give a shameless plug for my Sov Idea!!!
Now, I'm very glad to see that there is a good amount of debate happening over Sov, power projection and the like.
My quick suggestions:
- As noted in my proposal, make sov space upgradeable to accommodate any number of players that are willing to put the time, effort and ISK forward to do so.
- Make it so that activity in a Sov. system is necessary to maintain Sov, and areas that are less used cannot maintain their Sov. (This keeps empty space available to take - conflict driver)
- Make it so that bringing a larger force (hot dropping Supers or using Titans to bridge) is a necessary logistical tactic, rather than something to do out of boredom (unless you want to waste ISK/resources) (this gives smaller groups a small buffer against being blapped out of existence "just because I can")
- Make it so that if a group (alliance/corp) wants to produce something locally, the logistics of it are not untenable if that group does not have a JF(in such a way that I can mine/react things to make what I need to a certain extent)
- Make is so that if a smallish group is active and wants to maintain a small area of Sov space, they have the tools to reasonably defend against a larger entity (by creating Sov mechanics that give the defender certain advantages when ACTIVELY defending)
- Make it so that a cyno field either has a spool up time to be available to jump to, or make it so that only a single ship can pass through a bridge at a time, and there is a short cool down timer between successive jumps. (for one, to slow down the escalation of supers/Capitals, and for two, to give the defender a reasonable ability to muster a defense)
- Make moongoo mining similar to PI, and allow any number of extraction opportunities for that moon, and make the requirements for moongoo significantly larger. The idea of moon mining is antiquated and serves as a poor conflict driver and forces coalitions to expand more and more to keep their SRP funded. If CCP wants a regionally created conflict driver, this shouldn't be it, because it hasn't become it yet!
Cedric
|

Manfred Sideous
North Eastern Swat Pandemic Legion
540
|
Posted - 2014.07.07 04:04:00 -
[155] - Quote
mynnna wrote:Manfred Sideous wrote:
I would caution smugglers gates and streamlining gate travel as it could only strengthen power projection. People who live in the outlying areas of space should do so because its more remote and space further from empire should be richer. Again the idea with a power projection nerf would be to create new mechanics that allow nullsec groups to get rid of the tether to empire.
Unfortunately nullsec is much too flat right now and the regions that supposedly should be richer to make this work, aren't. The other thing with the point you're making about gates is that it's true if they're player built and then put up everywhere. If they were for whatever reason NPC gates, carefully placed and limited to facilitate an option for travel into deep nullsec, that'd be another matter. Yes you could cut twenty, thirty jumps off your freighter convoy, but man isn't that an obvious route to take with no way around once you're on it, it'd be a shame if someone were waiting for you.
Most of the fun of freighter ops back in the day was the content it created. More content drivers! @EveManny
https://twitter.com/EveManny |

mynnna
GoonWaffe Goonswarm Federation
3656
|
Posted - 2014.07.07 04:19:00 -
[156] - Quote
You have a straaaange idea of what 'content' means or when it's actually fun, I think (the first time you get jumped maybe, the thirtieth time you don't, not so much...) but the option to take a faster but more obvious (and so quite possibly riskier) route wouldn't diminish from the idea either.  Member of the Goonswarm Economic Warfare Cabal |

Amber Lana
Core World Imperium Some Say
9
|
Posted - 2014.07.07 05:14:00 -
[157] - Quote
I like the idea of making null more spread out, reducing cap ships' ability to get very far very quickly. |

Manfred Sideous
North Eastern Swat Pandemic Legion
540
|
Posted - 2014.07.07 06:07:00 -
[158] - Quote
Amber Lana wrote:I like the idea of making null more spread out, reducing cap ships' ability to get very far very quickly.
It's not just caps its subcaps moving via expansive Jumpbridge networks. My side uses Capitals and Jumdrives the otherside uses Subcaps and Jumpbridges. There is no way for new parties to enter nullsec without the blessing of the existing two blocks. I think that is stupid I know there are tons of players , corporations and alliances that would like to come to nullsec and have a piece for themselves. They aren't asking for much all they want is a fair chance. One that won't see a giant coalition come down on them. As it stands they have very few choices. The barrier for entry is so high its ridiculous. Even if they do have the assets and isk to make a play they need the out of game infrastructure experienced block level FC & the ability to compete in the Meta Game. As things stand they are beaten before they ever decide to start.
@EveManny
https://twitter.com/EveManny |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.07 07:17:00 -
[159] - Quote
Manfred Sideous wrote: Most of the fun of freighter ops back in the day was the content it created. More content drivers!
You mean the nowadays 100% assured drop on your freighter protection fleet, which instablaps the freighter and smokes the rest of the fleet? ^^
That's not really content... that's shallow entertainment because the opposing party is incapable of creating meaningful content on their own. Instead, the dire need for easy targets to fix killboards or have something green show up killboards at all prohibits such activities in most cases these days. |

Anthar Thebess
564
|
Posted - 2014.07.07 07:23:00 -
[160] - Quote
Exactly both things have to be changed jumpdrives and jump bridges (both pos and titan ones )
Still spreading universe a bit could be some way to do it without even touching this mechanic , but i don't know what will be simpler.
Let say that all current regions will be moved away from each other so no direct capital jumps are possible ( SOV Region <> SOV Region ) The only way to move a capital to some region is using some NPC <> SOV connection (closer constellation a system that is much closer or something like this)
This will be also interesting from other perspective , as keeping this system safe will be the point of securing some region.
Still the best solution is to mix them and get as much changes into this game as possible.
I know that this is probably bad idea , what do you think about putting to a supers additional requirement that when activating regional jump they have to spoil their drive on a sun for few minutes ? Support Needed : Jump Fuel Consumption |
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Anthar Thebess
564
|
Posted - 2014.07.07 07:26:00 -
[161] - Quote
Rivr Luzade wrote:Manfred Sideous wrote: Most of the fun of freighter ops back in the day was the content it created. More content drivers!
You mean the nowadays 100% assured drop on your freighter protection fleet, which instablaps the freighter and smokes the rest of the fleet? ^^ That's not really content... that's shallow entertainment because the opposing party is incapable of creating meaningful content on their own. Instead, the dire need for easy targets to fix killboards or have something green show up killboards at all prohibits such activities in most cases these days.
But that's the reason why many people stopped to play eve , as it become boring. Hotdrops, and especially capital hotdrops (NCPL) everywhere on everything. This is not denying of afk ratting by a lone cloaky bomber , but this is killing actual content for every one.
Support Needed : Jump Fuel Consumption |

Saisin
State War Academy Caldari State
90
|
Posted - 2014.07.07 07:44:00 -
[162] - Quote
mynnna wrote:
e: In some ways this touches on one of the merits of jump freighters, really - they enable the boring tedium that is "moving crap around", especially for those out in null, to be done by one dude or a small team, who are often handsomely compensated for their labor. When it comes to "doing tedious crap", one player or a small group of players having good tools to do it isn't actually a bad thing, after all.
Totally disagree with your statement here.
This is *because* large groups can do a lot in-game with small numbers of actual players "doing" and large numbers of players "following" that the control these groups achieve appears so overwhelming, as they don't suffer the natural loss of efficiency effect or splinter risk that should be inherent to any large scale organization.
It is interesting that CCP has implemented an design in the modules fitting to decrease exponentially the efficiency of redundant extra modules of the same type that nobody is questioning, and yet the same principles somehow would not be applied beyond module fitting, where they could be a solution to reduce the efficiency of large groups (and improve game play for the majority
For example...
In a large fleet, applying more than three non DPS effects on the same ship would not provide any extra benefits. The FC would need to break down their fleets in squad with a real role to play for each squad leader, multiplying the risk of independent decision making at each squad level.
The cost of jumping to a cyno, or jbridging ships , or using jump bridges, could be exponential when done over a short period of time. This would be making jumping large fleets numbers from the same starting point very expensive very quickly, where this cost would be kept lower by multiplying the starting points , and as such involving more players, rather than having a single alt from one of the boss doing all the work.
SOV structure could decay over time, lowering their hit points and their timers duration with an exponential acceleration rythmu, and requiring a specific type of maintenance at regular intervals to replenish hit points and timers. Maintenance would require a specific type of ship that can only be assembled in high sec, can't be hauled, and can't use any bridges. These would be fairly fragile while doing the maintenance work on a SOV structure., and fairly resistant while traveling, but without any combat capabilities. They would require some local protection to be brought to SOV locations, as well as when performing maintenance, thus forcing large alliances to keep active players in each constellation.
"surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |

Kethry Avenger
Stay Frosty. A Band Apart.
129
|
Posted - 2014.07.07 09:44:00 -
[163] - Quote
Make EVE bigger.
1. Nerf range, (jump clones, jump bridges, jump drives) (**** all you can do about alts)
or
2. add lots of space, 75000+ new systems. 65% null, 15% low, 5% high( I would also add newb training grounds here4-20 systems), 15% WH
And some of the better suggestions from this thread.
|

Anthar Thebess
565
|
Posted - 2014.07.07 10:10:00 -
[164] - Quote
I say more clones , but just limit maximum number of locations you can have them , max 2-3 locations. No change timer on a clones in the same station, just isk cost , so no longer a 2b+ clone will hold someone from going to AF/Ceptor roam.
More space , 75 000 systems? Yes this could be nice , but I don't think that this will ever happen. 1. More systems, needs bigger infrastructure. 2. Bigger infrastructure , cost more 3. Player base is dropping
Will the CCP risk increased cost to raise their customer numbers ? No when the issue is not in the size of universe , but in the reason why it become so small.
I suggest more small NPC pockets , and connections to the NPC space from each SOV region. You could say, that this will make eve even smaller , but from my perspective, it will put more pressure to live in this regions . and i also assume that other changes will be done. Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 10:22:00 -
[165] - Quote
Limiting how far a capital ship can jump just doe snto work because makes impossble to traverse high sec using the low sec pockets as is done now.
Simply creating a timer between any jump drive activation of like 5-10 minutes would be more than enough to make capital ship fleet movement slower, but not harder.
Also titan bridges are much much more problematic on the fast response field than t capital ship jump drives. Somethign shoudl be done so they are not so overhelmingly powerful. That is by far the most powerful ability in game ( and rightfully belongign on the largest of the ships), but if its used as commonly as I use my cell phone, then something is amiss.
On the sov things. I left 0.0 after dominion because the sov changes just pushed even MORE towards the worst thing in 0.0. Massive HP grinding of structures.
Remember station services? Why the disabling of services basically failed as a feature? Because the ammount of EHP is ridiculous . No one wants to spend 1 hour with an average fleet to take services out or need to bring a capital ship blob to take services of a station.
We need more targets that are EASY to disable (and then also easy to repair) so that smaller incursions are doable and not everythign need huge fleets.
Station services woudl be a start. Cut their EHP to 10% of current. Half Jump bridges EHP. Move moon mining pos modules to outside POS shield so they can be disabled in a reasonably short time by a moderate gagn that is not responded when incursioning at an enemy space... Things like that make smaller gangs more meaningful, promoting more chances of combats (and smaller combats) and usually way more fun engagements that wehn combined with a timer on capital jump drives woudl mean not every single fight is under constang risk of a hotdrop.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
565
|
Posted - 2014.07.07 10:46:00 -
[166] - Quote
Kagura Nikon wrote:Limiting how far a capital ship can jump just doe snto work because makes impossble to traverse high sec using the low sec pockets as is done now.
Sorry , but no. The whole point of people suggestions is to change this, and there is no difference if this is lowsec or a nullsec. What eve needs is to be big again, where moving from one edge of universe to another in a capital or super will not take <1h.
You suggest timer between jumps, it will not change nothing. Ops will just start a bit ealier , and this will make capital, and especially supercapital usage more safer.
I think , whole point of changes made by CCP should focus on making sov holding alliances much more tied up to space they own.
There will be always place for deployment in other side of eve , as eve is a game of alts.
I'm not saying that this will be easy job , but it is something that ccp have to do.
Just look at this webpage , and "all times" graph. Players Online
Current numbers put active player base number around 2011 , and it is still dropping.
You can say that every thing CCP gained since Incarna it is now gone or even more from what i see Quantum Rise was also expansion that put the active player base above this number , and this is 2008.
People where not waiting for Industry re haul , yes it is nice , players online will jump a bit for 2-3 months and then again they will start dropping.
People where asking CCP for certain changes , and where again ignored. How long people are asking for pos system rehaul? or for a sov mechanic changes? or for different cyno / jump mechanics? supercapital changes?
Something that relay matters , and what we will get? More expensive ships, more expensive logistics , so less people willing to burn their isk in ships. Nice industry interface , that will benefit a very small group of players , as one skilled character have 50? or more production lines , but when on grid , he can fly only one ship.
Eh, yes you can say that i'm worried about eve. This is nice game , but it is falling apart, because instead of growing ... devs are cutting roots just to make it more colourful and shiny , like this is the reason why most of the players play in this game. Support Needed : Jump Fuel Consumption |

Syd Unknown
4
|
Posted - 2014.07.07 11:25:00 -
[167] - Quote
In my opinion one of the big problems that causes powerprojection are the timers... People can set the timers to their likings, so they have WAY to much time to get their defending numbers in. Timers should be MUCH shorter, so the defenders have to be CLOSE to their defending system to be able to always defend it. If an Alliance wants to take SOV they can prepare for it and Blitz it. The Defending Alliance should be either there to defend it, or loose it. timers should not be ANY longer then 24 hours. (or maybe even 3 stages of 8 hours each) |

Tchulen
Trumpets and Bookmarks The Volition Cult
813
|
Posted - 2014.07.07 11:37:00 -
[168] - Quote
Anthar Thebess wrote:Eh, yes you can say that i'm worried about eve. This is nice game , but it is falling apart, because instead of growing ... devs are cutting roots just to make it more colourful and shiny , like this is the reason why most of the players play in this game.
Just for a bit of clarity, people have been complaining about a "big blue donut" for years and people have been complaining that "EVE is dying" and "EVE is falling apart" for years as well.
This doesn't necessarily mean it is. People complain about a lot of stuff. For some people EVE is working just fine as it is.
What roots are the devs cutting? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 11:46:00 -
[169] - Quote
Anthar Thebess wrote:Kagura Nikon wrote:Limiting how far a capital ship can jump just doe snto work because makes impossble to traverse high sec using the low sec pockets as is done now.
Sorry , but no. The whole point of people suggestions is to change this, and there is no difference if this is lowsec or a nullsec. What eve needs is to be big again, where moving from one edge of universe to another in a capital or super will not take <1h. You suggest timer between jumps, it will not change nothing. Ops will just start a bit ealier , and this will make capital, and especially supercapital usage more safer. I think , whole point of changes made by CCP should focus on making sov holding alliances much more tied up to space they own. There will be always place for deployment in other side of eve , as eve is a game of alts. I'm not saying that this will be easy job , but it is something that ccp have to do. Just look at this webpage , and "all times" graph. Players OnlineCurrent numbers put active player base number around 2011 , and it is still dropping. You can say that every thing CCP gained since Incarna it is now gone or even more from what i see Quantum Rise was also expansion that put the active player base above this number , and this is 2008. People where not waiting for Industry re haul , yes it is nice , players online will jump a bit for 2-3 months and then again they will start dropping. People where asking CCP for certain changes , and where again ignored. How long people are asking for pos system rehaul? or for a sov mechanic changes? or for different cyno / jump mechanics? supercapital changes? Something that relay matters , and what we will get? More expensive ships, more expensive logistics , so less people willing to burn their isk in ships. Nice industry interface , that will benefit a very small group of players , as one skilled character have 50? or more production lines , but when on grid , he can fly only one ship. Eh, yes you can say that i'm worried about eve. This is nice game , but it is falling apart, because instead of growing ... devs are cutting roots just to make it more colourful and shiny , like this is the reason why most of the players play in this game.
Making harder and making it impossible are different things. Your proposal would make even less conflicts possible because would be impossible to wage war against someone that you have no borders with. It should be harder.. but not nearly impossible. You can extend the timer to whatever you need to adjust. Even make is 15 minutes.. then 30 minutes to next, then 60 min .. keep growing... until you wait 24 h for the jump drive to reload.
Planned ops would still have capitals ships present but the fights happenign at other system would not escalate so fast to capital fights, because comiting to a hotdrop could mean you woudl have your capital fleet strained in a system for hours.. unable to respond to an action somewhere else.... and there is where easier to kill targets also come by. On this time laspe, it must be possible for the agressors to cause real damage.
You do not make people more tied up to their own sov by making them stuck there. You make them tied up there because going too far will make you vulnerable and strained.. and making that a very bad move strategically wise. You need to make hard to return to defend your home before a third party causes heavy damage to your infrastructure. I fyou make travelign so hard and only that.. you make harder for an alliance to project power.. but make their own home system EVEN SAFER!!! That goes all against the target of tieing up alliances to their local territories!
Simple exaplanation. We have 3 imaginary countries... each one could mobilize their forces and invade deep enemy territory in 1h and return on same time. Takes about 10 hours to hurt enough an undefended country. What that means? That any country can project their power into other territory and feel safe enough that nothing wrong can happen at home before they can return. IF you multiply the travel time by 5. The result is EXACLTY the same!!!! How you change this? You make the time to cause serious damage to be UNDER the time it takes for the forces to be redeployed back home.
Also another HUGE impact is.. what happens to all the people with capital ships strained in low sec pockets inside high sec?
You cannot make any change that will make capital ships currently in game stuck somewhere.
Eve player downfall is due to the stupid grind focused combat that ccp started to enforce in Dominion. That makes everythgin take eges, made everythign static. Back in BOB wars age we coudl take over a system with smaller forces, respond more quickly and the fightign did nto need to culminate ina huge battle to grind a structure or attack the grinding force. It was way more tactical . Now eve focus in HUGE numbers on a fleet to do anything... ANYTHING. Anythign relevant to shot have BILLIONS EHP ( hyperbole here) . We need several WEAK and important targets that can be hit and disabled by small groups (and no small is not a 50 man gang.. small is 10 people) to promote more of smaller engagements.
Also CCP needs to make far far more intertesting PVE, because like it or not a lot of players like PVE and even if we do not understand why.. they are still players and help pay the bill. I woudl even go to say.. bring level 5 missiong into high sec with the appropriate reduction of income...
Also something that ALWAYS attract people back.. NEw ships... but make new T1 ships.. so they are not hugely expensive ships that people do not want to risk in pvp. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 11:47:00 -
[170] - Quote
Syd Unknown wrote:In my opinion one of the big problems that causes powerprojection are the timers... People can set the timers to their likings, so they have WAY to much time to get their defending numbers in. Timers should be MUCH shorter, so the defenders have to be CLOSE to their defending system to be able to always defend it. If an Alliance wants to take SOV they can prepare for it and Blitz it. The Defending Alliance should be either there to defend it, or loose it. timers should not be ANY longer then 24 hours. (or maybe even 3 stages of 8 hours each)
That is part of the problem... as I explained in my previous post. THe problem is that is irrelevant to leave your home systems undefended!!! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Paynus Maiassus
Capital Munitions
35
|
Posted - 2014.07.07 12:09:00 -
[171] - Quote
Well, if we wanna go the route of limiting power projection, how about starting with something smaller and more incremental? How about we just remove Titan bridging? I mean it wouldn't solve the whole problem but it would be a start.
I've always felt uneasy about the idea that 99% of Titans' role in Eve is just to sit in a POS and bridge. |

Anthar Thebess
566
|
Posted - 2014.07.07 12:12:00 -
[172] - Quote
Yes you are right. There is a problem in timers, but at the same time way current blobs are handling them. You just drop into the system 200 capitals or 600 subcapitals and wait for someone to come or escalate. TIDI will allow to put more people on the grid if they are needed. It will be hard to brake this , that's why i suggest escalating cost , so there will be no point of dropping 500 man fleet to defend pos in lowsec or in space that you don't live , as cost of this one time timer will be so high that this pos will be working for next 2-3 months to pay for it. Someone will ref it again next day , you will come - then this is half year , and ...
Timers timings , yes somewhat important , but again look at current game status. Without dividing big blobs no one else will be able to hold every thing.
Eve Dying? No, just loosing player base. Less players is less content. Every one confirm this, and current sov, and null mechanic enforces those blobs.
Less content if space will be held by hundred alliances and moving on the other edge of universe will be taking a lot of time? No, outcome will be much opposite. Now there is no content unless big entities clash , and even then it is about grinding hundreds of poses, ihubs, stations on a totally nonsense timers. Fight? "We have 600 people in the system , come to us ... meanwhile rep every thing" Big Fight? "10%" TIDI, but real will be around 0.05% for 17hours.
Now think about small scale version, where we have fleets up to 100 people clashing on main timers all around eve, as more alliances means more reasons to have a fight.
Next stuff , spool up timer on capitals. From my perspective : im a poor guy that owns 4 capital characters , each have capital ships , i train , and still training them in a way that all use the same ones. Cheaper logistics - each character can trade capital to another , etc. So i will just use other ship. In case of fight , this will be big nonsense , as first person that will come to the system will have big advantage - his capitals can evacuate asap , so something is going wrong? Clear tackle , jump out.
What kind of roots? Like in tree. How many people started to play eve to build? How many where lured by the possibility to fly spaceships? How many are here to blow those ships?
So increasing availability of spaceships, and increasing the price is a step in the wrong way. Ships should be cheaper , so you can loose/kill more of them for the same amount of isk.
Support Needed : Jump Fuel Consumption |

Anthar Thebess
566
|
Posted - 2014.07.07 12:22:00 -
[173] - Quote
Paynus Maiassus wrote:Well, if we wanna go the route of limiting power projection, how about starting with something smaller and more incremental? How about we just remove Titan bridging? I mean it wouldn't solve the whole problem but it would be a start.
I've always felt uneasy about the idea that 99% of Titans' role in Eve is just to sit in a POS and bridge.
You cannot do only this. I hate them, as much as you probably. I still remember moment when someone hacked titans accounts and most of our titans where gone. Alliance on line number went up, as "we will not be sitting on the F***g titan"
Back to the topic.
Now we have 2 big powers : CFC NCPL
Nerf capital jump capabilities : - NCPL is bad at subcapitals , and they have low numbers to win CFC sub capital blob
Nerf titan bridge: - CFC is bad at capitals, they have many , but like NCPL at some point that is not enough. Titan bridging sub capitals saves their capital fleets.
Both sides are at "Cold War" : You don't touch us , we won't touch you. During Hallowen War , on the critical moment CFC pulled their forces from the fields , just to not kill the only coalition that could provide "enemy" for their empire, as empires without enemy fall very fast. That's why this is big blue donut. Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 12:45:00 -
[174] - Quote
You make a good point about replacement caps to avoid the timmers. But at least would keep super capitals as slow response.
What you want to achieve is good, but limitign jump to adjacent system is not because will not curtail mobility. Will create serious choke points and even more stagnations. Unless you add several dozen extra low sec system just to provide alternative routes on those points. And then you need to solve the problem of the low sec pockets.... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Ab'del Abu
Atlantis Ascendant
56
|
Posted - 2014.07.07 13:02:00 -
[175] - Quote
I like OP's vision of nullsec! If it ever became that way, might be I'd consinder going back there ...
My two cents:
- power projection: while drastic measures might be in order to really fix null, OP's proposal for jump tech. seems to be somewhat extreme. Rendering capital ships pretty much stationary would essentially render them useless (I'd rather see all caps removed from the game, but I fear we're well past that point ).
Excluding jump freighters (making logistics harder might not necessarily be healthy for the game) and BLOPS , there should be a hard limit on jump range (say 10 ly) with a cooldown of 12-16h. This would include titan bridges. Capital ships themselves get the cooldown as well to prevent people from using alts to move their stuff. Allow capital ships one gate-jump per 12-16h oO
Why? - Spontaneous usage of capitals is now restricted to the current region + maybe adjacent regions - Deploying capitals takes time and leaves your home vulnerable if you're going to conquer another region or help out allies - The one gate-jump allows for using the inter-regional stargates that often times cover very huge distances
- as for more/other conflict drivers: - FW-style complexes that have an impact on SOV --> interesting for solo and micro-gang stuff - Player initiated incursions that shut down or reduce bounty payments for a constellation or whole region - Rats on gates --> No bounties at all in the system
And on a slightly different topic: Make AFKtars work EVERYWHERE in nullsec :>
|

Anthar Thebess
566
|
Posted - 2014.07.07 13:07:00 -
[176] - Quote
Spool timers are bad, as it will just lead to more capitals. You need to use capitals 5 times a day? Buy 10 carriers , you will have plenty of reserve. Fast relocation ? Un - rigged carriers here we come. Repackage on each station, bit annoying , but it can be done.
Support Needed : Jump Fuel Consumption |

Steph Livingston
Neko's Blanket
39
|
Posted - 2014.07.07 13:23:00 -
[177] - Quote
I haven't been in a 0.0 alliance for quite awhile, but it seems to me the problem with stagnation isn't the ability for alliances to move their forces from point to point but the time, and fire power, required to dislodge an entrenched alliance.
Reinforcement timers allow alliances ample time to re-position fleets and, for the most part, choose when to engage. It's useful for small alliances with a few members, but makes the big coalitions almost impossible to dislodge. A few hours to a small alliance is a few dozen ships, to a coalition it's putting the system into TDI.
Instead of limiting force projection, I rather like the idea of an area of influence mechanic in sov space. Each alliance chooses a system to be their seat of power, where their influence will strongest. Every jump away from this system will have a lower influence score, eventually resulting in systems where the alliance has 0 influence.
As a mechanic, influence would represent how long a system would hold out against aggressors. The Seat of power would have the longest re-reinforcement timers, letting alliances set up defenses, and boarder systems would be reinforced for mere hours, if at all.
It allows the current system to be more fluid. If you wanted to hold lots of territory, you can do it but you need pilots available at a moment's notice. If you want to hold small amounts of territory, you can afford to be a little more strategic and choose your battles.
It also allows small groups to actually be a little more effective. You don't have to send a capital fleet in to battle every time, if the boarder systems have no reinforcement timer you could run and try to grab systems before a defense could be mounted. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 13:36:00 -
[178] - Quote
Anthar Thebess wrote:Spool timers are bad, as it will just lead to more capitals. You need to use capitals 5 times a day? Buy 10 carriers , you will have plenty of reserve. Fast relocation ? Un - rigged carriers here we come. Repackage on each station, bit annoying , but it can be done.
Tie the timer to the pilot.. easy. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
566
|
Posted - 2014.07.07 13:40:00 -
[179] - Quote
SOV HOLDING ALLIANCE A SOV HOLDING ALLIANCE B SOV HOLDING ALLIANCE C SOV HOLDING ALLIANCE D ...
Easy to overcome, but can be part of solution. Why? Because the more things to manage , the bigger possibility for something go wrong.
I think instead of influence , increasing sov bill for the distance from capitol , will be enough.
No one will want to pay 7bill to keep sov in a system on the 3 regions away. This will force also changes to the JB network. Support Needed : Jump Fuel Consumption |

Anthar Thebess
566
|
Posted - 2014.07.07 13:41:00 -
[180] - Quote
Kagura Nikon wrote:Anthar Thebess wrote:Spool timers are bad, as it will just lead to more capitals. You need to use capitals 5 times a day? Buy 10 carriers , you will have plenty of reserve. Fast relocation ? Un - rigged carriers here we come. Repackage on each station, bit annoying , but it can be done.
Tie the timer to the pilot.. easy. A bit harder to overcome, i have 4 capital pilots. Damn need more.
Support Needed : Jump Fuel Consumption |
|

Ab'del Abu
Atlantis Ascendant
56
|
Posted - 2014.07.07 14:00:00 -
[181] - Quote
Anthar Thebess wrote:Kagura Nikon wrote:Anthar Thebess wrote:Spool timers are bad, as it will just lead to more capitals. You need to use capitals 5 times a day? Buy 10 carriers , you will have plenty of reserve. Fast relocation ? Un - rigged carriers here we come. Repackage on each station, bit annoying , but it can be done.
Tie the timer to the pilot.. easy. A bit harder to overcome, i have 4 capital pilots. Damn need more.
Hmm well if you put timers on ships (regardless of them being repacked inbetween - surely CCP can make that happen) and on pods/characters, that might work |

Anthar Thebess
566
|
Posted - 2014.07.07 14:02:00 -
[182] - Quote
Well i don't say no. Something is better than nothing. But you need to include the same thing for titan bridges. What about jump freighters.
For some regions you just made a very long trip for a JF. Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 14:27:00 -
[183] - Quote
Anthar Thebess wrote:Well i don't say no. Something is better than nothing. But you need to include the same thing for titan bridges. What about jump freighters.
For some regions you just made a very long trip for a JF.
Titan bridges are even more critical than jump drives sure. I would say probably a limit on how many times a ship can cross a titan bridge ( if you put the limit on the titans themselves that will change nothing).
The fine details are irrelevant the problem is that your original proposal cannot be implemented because severeal parts of low sec become completely disconnected from the rest of universe and some rather large regions get chockepointed bya single system (just increasing the any fight will be a full super capital fight dilema).
I can appreciate the feeling that a 1 system per time advance would create. The need to make a frontline move slowly.. But on current even geography that would cause so many problems that it becomes almost unfeasible.
Other thing that could help would be to create a class of cyno jammer that is way easier to install. No need of sov. Just make it fragile and appear on overview of everybody in system. That would mean that you NEED to send initial forces to deal with those before capital movements. Yes its only a small delay but at least create chance for smaller scale fights to matter.
Also, MY PERSONAL VIEW THAAT WILL MAKE LOTS OF PEOPLE ANGRY.. I think supercapital ships shoudl have a manteinance fee. Just like real life warships are a strain on the economy of their countries because of huge mantaeinace costs. Make that SERIOUS cost. Like Titans would cost 20 BIL per month or they become unusable. Half of that for motherships shoudl be ok.
THe result? Creates a situation that having a huge fleet and not using it becomes stupid. THere will be an urge to use them , because in a full stagnated year the ship will have costed itself again in fees. Eventually that would reduce the incentive to have super massive super capital fleets mothballed waitign for wars that will never happen. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Araneatrox
Sanctuary of Shadows Honorable Third Party
38
|
Posted - 2014.07.07 14:41:00 -
[184] - Quote
I find it rare that i agree with PL on things, but i must say i do like alot of these changes. |

Retar Aveymone
GoonWaffe Goonswarm Federation
504
|
Posted - 2014.07.07 14:44:00 -
[185] - Quote
Paynus Maiassus wrote:Well, if we wanna go the route of limiting power projection, how about starting with something smaller and more incremental? How about we just remove Titan bridging? I mean it wouldn't solve the whole problem but it would be a start.
I've always felt uneasy about the idea that 99% of Titans' role in Eve is just to sit in a POS and bridge. The problem is that the titan as a combat ship is a broken idea, and that we want to increase it's non-combat uses so there is more room to decrease its combat uses. The titan has been a nonstop problem for combat balance since it was introduced with the hilarious idea there would only ever be a few of them. It's too late to simply delete them, so a non-combat role has to be found. You won't get there by nerfing the only good one it's got. |

Midori Tsu
Evolution Northern Coalition.
133
|
Posted - 2014.07.07 14:45:00 -
[186] - Quote
I think that having timers and costs affected by usage are something that should be added. But i do have worries over this making the game tedious and unfun, which not every enjoys.
I may of missed it, but how will this affect blackops? |

Retar Aveymone
GoonWaffe Goonswarm Federation
504
|
Posted - 2014.07.07 14:46:00 -
[187] - Quote
Anthar Thebess wrote: Easy to overcome, but can be part of solution. Why? Because the more things to manage , the bigger possibility for something go wrong.
I think instead of influence , increasing sov bill for the distance from capitol , will be enough.
No one will want to pay 7bill to keep sov in a system on the 3 regions away. This will force also changes to the JB network.
This is a bad idea because you're still just trying to tweak a bad system that has incredible difficulty getting around being gamed by alt alliances. The correct solution is to go back to something like pos fuel: the farther-stretched your empire is, the more your logistics are overtaxed and something will go wrong. |

Wentworth III
Sniggerdly Pandemic Legion
5
|
Posted - 2014.07.07 15:19:00 -
[188] - Quote
Interesting solutions but I'm afraid the coalitions would not break up as a result. When the best income is directly dependent on the amount of sov owned, it makes sense for alliances to collaborate rather than fight.
The only way to really break up the coalitions would be to make renting less profitable to the extent that it could not support a coalition of 50,000+ characters. But that's impossible if you think about it. The only other option is to outlaw renting, but CCP wouldn't dare interfere with the whole ~sandbox~ narrative. |

Anthar Thebess
566
|
Posted - 2014.07.07 15:22:00 -
[189] - Quote
Retar Aveymone wrote:Anthar Thebess wrote: Easy to overcome, but can be part of solution. Why? Because the more things to manage , the bigger possibility for something go wrong.
I think instead of influence , increasing sov bill for the distance from capitol , will be enough.
No one will want to pay 7bill to keep sov in a system on the 3 regions away. This will force also changes to the JB network.
This is a bad idea because you're still just trying to tweak a bad system that has incredible difficulty getting around being gamed by alt alliances. The correct solution is to go back to something like pos fuel: the farther-stretched your empire is, the more your logistics are overtaxed and something will go wrong.
I don't think that this is perfect idea, but it is better than nothing , and it should be applied with others. We already have multiple material sinks, but eve lacks good isk sinks.
Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 15:29:00 -
[190] - Quote
Retar Aveymone wrote:Anthar Thebess wrote: Easy to overcome, but can be part of solution. Why? Because the more things to manage , the bigger possibility for something go wrong.
I think instead of influence , increasing sov bill for the distance from capitol , will be enough.
No one will want to pay 7bill to keep sov in a system on the 3 regions away. This will force also changes to the JB network.
This is a bad idea because you're still just trying to tweak a bad system that has incredible difficulty getting around being gamed by alt alliances. The correct solution is to go back to something like pos fuel: the farther-stretched your empire is, the more your logistics are overtaxed and something will go wrong.
wow wowo no no.. he might be right... conceptually That system is basically what civilization 3 used to cosntrain the limits of your empire. The metagame result was that players tryed to concentrate their empire a lot.
Problem arises in the coalitions.
How to solve it? You pay a price for EACH station that your alliance CAN DOCK! BE it yours or not. With price increasing with distance. Obviously you must have the option to remove your own alliance docking rights from stations that you do not want to dock (avoid enemy abusing).
Just throwing ideas... mmmmmmm
That will make extremely undesirable to hold a station far far away from your capital..... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Naecuss
Higher Than Everest Black Legion.
0
|
Posted - 2014.07.07 15:39:00 -
[191] - Quote
Excellent discussion Manfred, hopefully something comes out of it. Jump Bridges and distances one can Titan bridge needs changing and changing fast.
|

Xolve
Sniggerdly Pandemic Legion
2459
|
Posted - 2014.07.07 15:40:00 -
[192] - Quote
I like how all of you assume that making gross changes to the way capitals navigate the known game world will somehow have some mystical ability on players way to undermine even the best changes, to simply make more jumps, or to just quit playing this awful game.
"Power Projection" was a neat catch phrase during the CSM, but when most of the nullsec populace is capital ready (in many cases with several racial variants at that) what you're experiencing isn't 'power projection breaking the game' it's the influx of more and more players with higher and higher skill points. |

John Ending
GoonWaffe Goonswarm Federation
40
|
Posted - 2014.07.07 15:46:00 -
[193] - Quote
Manfred Sideous wrote: The fact remains that nullsec as it stands is broken and has been for some time. I really think it would be cool to see a more diverse nullsec. I mean N3/PL control over 1500 systems and 500 stations and CFC controls a similar amount as well. Thats just dumb but we all are just playing with the tools and rules we are given. Everyone likes winning so in the end will exploit any advantage to improve chances of victory or victorious endstate. Real change needs to happen. I dont know how to fix it but I think all of us can agree on this. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1409
|
Posted - 2014.07.07 15:53:00 -
[194] - Quote
Xolve wrote:
Making Sov cost more might do something to break up huge swathes of space owned by a single entity, but if the space is unused in a 40k man coalition, why is going to be more desirable to a much, much smaller group? Bad space is bad.
There was a lot more to this, but the forum ate it (twice); this is the draft, and I can't be ****** to re-write it all again. TL;DR Tinkering with Sov, sure; ******* with jump drives, meh.
It is not only sov that is the problem. If we tie up costs to sov we jusut split the alliances within a coalition, not the coalition itself.
If we could make life be more expensive the more blues you have that would result in the ideal solution, the problem lies in how to do it in an elegant way that is not easily circunvented.
That is why I proposed (rough and very very initial idea) that the alliance manteinance bill be tied to the number of player owned outposts it is allowed to dock "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kel hound
Lycosa Syndicate Surely You're Joking
103
|
Posted - 2014.07.07 16:01:00 -
[195] - Quote
Zappity wrote:Frostys Virpio wrote:7 minutes across the universe sure is kind of stupid for a ship like an archon when an interceptor need an hour. Yeah, pretty much this. New Eden is far too small with the current mechanics. More broadly, I WANT to want to go to null. But the current options of join the blob, bow the knee or rent have zero appeal for me. And no, I don't know how to fix it :)
I feel the same. I have had a few personal peaks into the nulsec life and a large serving of second hand accounts. What I have observed is not encouraging and yet, I still want to want to go to nulsec. Nulsec was one of those things that caught my interest in EVE in the first place, and yet, with the current mechanics and setup, I would not choose to live there if you paid me.
Saisin wrote:Allison A'vani wrote:I Basically the entire 0.0 outside of border regions to empire space would be abandoned and you would see a mass exodus back to high/low sec. . Wrong.. There are some types of players that would settle it, with all these difficulties.. It would not become abandoned. After all, wh space is being settled too. Sure, it would not be the current type of players that currently enjoy their null sect riches without much risks... Those would leave null sec 
As a wormholer I can confirm that the idea of remote, hard to reach space appeals to me in a strange way. I would love to set up in some remote corner of 0sec, trading and/or fighting with my neighbors.
I remain unconvinced that the effective removal of jumpdrives and bridges is the answer to this obvious problem, but it is definitely a key factor that must be considered when overcoming it. That we are talking about it in a (semi) serious manner is a good thing. Power projection does feed into the N+1 problem, and while it would help to alleviate it, addressing it directly is treating the symptom, not the cause.
If we did (effectively) remove jump drives, how would this change anything? What would stop people from adopting old tactics of alpha fleets made up of tornados and naga? How can you be confident this would meaningfully change anything at all? |

ProphetGuru
Evolution Northern Coalition.
0
|
Posted - 2014.07.07 16:15:00 -
[196] - Quote
I've been around a fairly long time as well, and I can't say I recall the early days of Eve with any great fondness. Yes their is the nostalgia element, looking back on being part of discovering new things, pushing the boundaries of the limited tools we had, being part of things that helped shape the game in a lot of ways etc is neat, but the game itself wasn't all that compelling.
I believe the compelling part of Eve back then, and the nostalgia some look on it with, mainly came from the social aspect and bonds people, and groups of corporations used to have. You actually did a lot of corporation based activities, be it pvp, and or pve stuff, and usually built more relationships. A lot of that went away with large alliances, and even more of it has gone away with mega coalitions. Yeah you have some leadership groups that still converse, but in general the social dynamic has changed. Their are certainly exceptions to this, but in general you don't have that kind of connection with the people in your 1500 man fleet, or your 30,000 person coalition.
That's the real genie you are trying to put back in the bottle, but I'm not sure that it is possible.
CCP is in the unenviable position of having to make decisions not based on just making a widely diverse subscriber group happy, but having to take into account how it affects the sandbox as a whole. The fact that they typically lack the courage to tackle large issues, doesn't help. (wanna guess how many re-balance passes I've seen in 11 years while fundamental game play aspects are left ignored because they are too hard or hot to handle?)
That said, in regards to Manny's proposal, I'm not sure it would have the desired effect, other then making a lot of logistics teams want to slash their own wrists, and coalitions placing fleets of capitals, and jump clones, in every region they own.
I'm also unsure if we even know where CCP stands on power projection. Their is a general assumption among a lot of players that CCP wants to nerf it, but on the other hand, they use the results of that power projection capability as a marketing tool. (see b-r) . If they really are not happy with the mechanic, their would be a certain amount of hypocrisy in making videos and publishing reports lauding it.
I think all the game mechanic changes in the world won't help, until you figure out away to break the usefulness of coalitions, and the blob mentality of Eve that has existed since 2004. Rebuilding Sov from the ground up might go a long way in doing that. |

Marlona Sky
D00M. Northern Coalition.
5358
|
Posted - 2014.07.07 16:18:00 -
[197] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. I just hope you realize this simple fact:
If the time it takes to conquer a system is less than the time it takes for a group to move capitals over a longer distance, join in on the fight for the system and then move back home before they lost their system; nothing will change for the political landscape. Please tell me you understand that. The Paradox |

Anthar Thebess
566
|
Posted - 2014.07.07 16:22:00 -
[198] - Quote
Marlona Sky wrote:CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. I just hope you realize this simple fact: If the time it takes to conquer a system is less than the time it takes for a group to move capitals over a longer distance, join in on the fight for the system and then move back home before they lost their system; nothing will change for the political landscape. Please tell me you understand that. I hope this is obvious.
Support Needed : Jump Fuel Consumption |

Draahkness
The Oasis Group TOG - The Older Gamers Alliance
0
|
Posted - 2014.07.07 16:22:00 -
[199] - Quote
Some more random ideas:
1. Make pos-jump bridges only take industrial ships. IE any ship made by ORE or any ship that requires the racial Industrial skill.
2. Make titan jump bridges use fuel and also make the titan fuel bay really small. Bridging tons of players would be possible but only in waves between refuelling.
3. Limit station docking rights to the alliance owning it rather then the blue-list. Bit unfair againnst people trying to be 0.0-traders I agree but common good...
4. Increase sov cost per system beyond 4-5 by alot. I'm talking BILLIONS and rising.
5. Reduce hitpoints of station services to a few thousand. If a system is lived in and a random roam pops in and destroy services it shouldnt take more then a few minutes to rep. If no one lives there services may be down for weeks.
6. Make supers weapons not work on anything but ships.
7. Remove carriers remote rep bonus and triage module. Make a new capital with no fighters and bonus to rep drones only to give capital reps and triage to.
Finally I just wanted to say to the people using the argument "This will only cause more alt alliances and renters" that renters and alt-alliances have turned on their masters many many times. RAT is a good example. RA pirate corp who formed their own alliance and went to war agaisnt RA. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
672
|
Posted - 2014.07.07 16:25:00 -
[200] - Quote
A common mistake that is made in these threads is to attempt to use cost to limit throughput or power projection. As we can see with the proliferation of titans, cost is NOT a balancing factor; money is just too easy to make in this game for that to ever be the case.
In particular, the popular idea wherein ships or pilots can only execute a limited number of jumps in a time period is actually an indirect attempt to limit power projection through cost. Personally, I own six jump freighter pilots and a jump freighter for each; if a jump cooldown timer was added to jump freighters, I would set up a Pony Express style jump chain and continue business as usual. Meanwhile, people with only one jump freighter are completely screwed. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
|

jack1974
Reikoku Pandemic Legion
31
|
Posted - 2014.07.07 16:27:00 -
[201] - Quote
A few pages in and it is nice to see the conversation evolving.
In my opinion the main problem will nullsec, AND THE ONLY PROBLEM WITH NULLSEC, is the sov mechanics. I'm no expert at creating rules but I feel the solution is simple:
Speed up all timers so a system can change owners in less than a day.
Example: Alliance B could destroy Alliance A's station in under 18 hours(6 hour reinforcement timers).
Potential Situation: Ally B knows that Ally A has a horrible USTZ and an even worse Aussie TZ. Ally B waits for Ally A to have a bad EUTZ showing so they begin to siege a strategic hub. Unless Ally A pulls a rabbit out of their @ss their station is lost.
How is this a solution? Alliances today rule out strategic hits/death blows because you can see them coming from a mile away.
With todays mechanics Ally A would reinforce Ally B's station on a wednesday. Ally B now has 3 days to plan its defense for the weekend. 3 days to move cynos, dictors, etc. WAY TOO MUCH TIME.
In current times, as we learned from Germanys Blitzkrieg, the faster you can hit the better!
Advanced Situation: Coalition A needs to remove Coalition B from a region. They alarm clock on a Monday after DT for their coalition to reinforce and now CAPTURE every system in said region by Monday night. Come Monday afternoon Coalition B would be backpedaling due to the abrupt, vast attack on their space. Either they pull together numbers within the next 12 hours to defend every system or they face to lose all of their hardwork.
Que Mannies solution: Stations can be destroyed(assets beamed to lowsec/jita)
If a coalition did a deathblow to another alliances main station, the defender would then logistically have to get all of their assets back out of lowsec/jita to the frontline again That would be a pain and people would gladly defend their turf to prevent the extra work.
All together this solution would do the following: require all alliances to be on high alert at all times SOV wars to be more FPS like, high death/action logistic networks ready to retrieve lost assets from destroyed stations potential more cap use(='s greater chance of cap loss)(more fuel usage) more wars as alliances run the risk of losing their entire space in a week or two(nowadays 1 system a week) |

Marlona Sky
D00M. Northern Coalition.
5358
|
Posted - 2014.07.07 16:29:00 -
[202] - Quote
Anthar Thebess wrote:Marlona Sky wrote:CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. I just hope you realize this simple fact: If the time it takes to conquer a system is less than the time it takes for a group to move capitals over a longer distance, join in on the fight for the system and then move back home before they lost their system; nothing will change for the political landscape. Please tell me you understand that. I hope this is obvious. You would be surprised how most of the players, especially null players, do not comprehend this fact. The Paradox |

Kirluin
44
|
Posted - 2014.07.07 16:29:00 -
[203] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally.
any chance you could post some "null-sec statistics that may surprise you" data?
It might help direct the discussion towards things that are actually not working, vs what we think is not working.
also, real data is cool. |

Retar Aveymone
GoonWaffe Goonswarm Federation
506
|
Posted - 2014.07.07 16:37:00 -
[204] - Quote
Marlona Sky wrote:CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. I just hope you realize this simple fact: If the time it takes to conquer a system is less than the time it takes for a group to move capitals over a longer distance, join in on the fight for the system and then move back home before they lost their system; nothing will change for the political landscape. Please tell me you understand that. "please tell me you understand that fire is wet"
that's wrong and you have a history of not really grasping the details of why power projection is a problem or how to fix it. of the many, many wrong things with your post the single biggest one is your casual acceptance of one of the biggest problems with "power projection" and sov issues: the defender-takes-all nature of sov fight victories where a single win by the defender resets all progress in the system. if you were to go back to the tug-of-war nature of pos warfare that you CAN show up in time for one fight wouldn't be enough because one fight would not be enough.
your ideas on power projection tend to be really really bad because you are heavily blinkered and generally make that sort of casual assumption that various things are fixed, so you must heavily nerf the things you haven't casually fixed without thinking about it or make other seriously bad changes because they're the only ones you see. if you must continue posting, please stop posting as if you are an authority on the subject and have some idea of what "simple facts" people need to understand. you're generally wrong and you generally don't even put an argument in the post so that I can explain the errors in your thinking and correct them for the benefit of the reader or you |

Logan PewPew
Crazy Bird Inc. The Fire Nation Syndicate
16
|
Posted - 2014.07.07 16:47:00 -
[205] - Quote
Kaarous Aldurald wrote:Manfred Sideous wrote:Speedkermit Damo wrote: The "little guy" that everyone keeps referring to has access to NPC nullsec. The problem is that there's not a lot of npc null, not enough anyway and what there is has become quite crowded. Which is why I advocate expanding NPC nullsec space at the expense of sov-nullsec.
If CCP wants more players in nullsec, then we need more NPC nullsec space.
The little guy will just get camped into those NPC stations by mega coalitions when the little guy pisses off the mega coalition. Why is that a problem? I'm serious. People are allowed to lose, you realize.
But losing simply because you've been around for less time and have less members is just harmful to the game. The issue at hand, i think, is that there should be other avenues of approach. Ultimately the game is really just a game is it really fun when there is no competition? i suppose but it seems like not everyone agrees. |

Cherry Yeyo
3
|
Posted - 2014.07.07 16:49:00 -
[206] - Quote
I can tl;dr this whole problem:
1. Its too easy to control large swaths of space via capitals and capitals are too hard to kill in large numbers
Why would anyone do that?
2. Theres not enough localized value in 0.0
If I have one lump of coal that isnt worth much but I have the ability to gather 500 lumps of coal that will be pretty great, I will gather 500 lumps of coal to the best of my ability.
If you make my one lump of coal more valuable, enough to sustain a reasonable living and make it impossible for me to gather 500, I will learn to live with that.
This is a simplified analogy about garbage space and collecting a ton of it then renting it out, no one can contest my 19 regions of space because of my capital blob that can move anywhere in it in minutes. |

Retar Aveymone
GoonWaffe Goonswarm Federation
506
|
Posted - 2014.07.07 16:54:00 -
[207] - Quote
Cherry Yeyo wrote:I can tl;dr this whole problem:
1. Its too easy to control large swaths of space via capitals and capitals are too hard to kill in large numbers Supercapitals are too hard to kill in large numbers. Capitals are quite well balanced, except for problems caused by supercapitals (threat of escalation if you drop dreads on the capitals, mostly). |

Cherry Yeyo
3
|
Posted - 2014.07.07 16:58:00 -
[208] - Quote
Retar Aveymone wrote:Cherry Yeyo wrote:I can tl;dr this whole problem:
1. Its too easy to control large swaths of space via capitals and capitals are too hard to kill in large numbers Supercapitals are too hard to kill in large numbers. Capitals are quite well balanced combat-wise, except for problems caused by supercapitals (threat of escalation if you drop dreads on the capitals, mostly). What if they cut titan and supercarrier EHP in half and removed ewar immunity? |

jack1974
Reikoku Pandemic Legion
31
|
Posted - 2014.07.07 17:01:00 -
[209] - Quote
Another solution to power projection is similar to escalations.
Mechanics:
A SUBCAP Cyno will allow the mass of any subcap to come through its tunnel but is limited to the use of only 1 capital ship. 1 Capital ship coming through the tunnel would result in the cyno overheating and burning out. can only fit to subcaps
A CAPITAL Cyno will allow the mass of any subcap, carrier, or dread to come through the tunnel. 1 Supercapital may come through the tunnel but then the cyno would overheat and burnout.can only fit to capital ships
A SUPERCAPITAL Cyno will allow the mass of any supercap, carrier, dread, subcap to come through its tunnel without overheating.can only fit to super capitals
Supporting ideas:
cynos will now be sized small/medium/large. This would make it impossible for a hound to fit a supercapital cyno in its highs. Larger cynos means more LO
in order for a super to come on a field there would have to be a sacrificial carrier cyno(limited to 1 super) or a super lit cyno. In order for there to be a carrier on grid there would have to be a subcap lit cyno. This would ensure a version of subcap dominance in order to ESCALATE to supers.
supers can no longer get across the universe in 20 minutes. If you want to move a super fleet you will consequently need a super cyno for each mid. Since cyno's last a while the fleet will have to wait for the cyno to end or they risk losing the super that lit the cyno. This would apply to carriers/dreads too. |

Retar Aveymone
GoonWaffe Goonswarm Federation
507
|
Posted - 2014.07.07 17:04:00 -
[210] - Quote
Xolve wrote: Making Sov cost more might do something to break up huge swathes of space owned by a single entity, but if the space is unused in a 40k man coalition, why is going to be more desirable to a much, much smaller group? Bad space is bad.
Most "unused" space is rented out. I don't want it, goons don't want it, but we can control it and rent it to the people who do want it. You look at PBLRD and NA space and most of it should be the **** space that we don't care about but new alliances can try to carve out and plant their flag and eventually grow into something worthwhile. But instead, we are absentee landlords until someone comes in force and it's filled with ratters in organizations with no real hope of advancement.
The space is desirable to a much smaller group because it's a foothold. It's why goons wanted Scalding Pass way back in the day: **** space, **** moons, **** logistics but it was a start and it got us on the map. And as much as BoB and other real powers claimed to want it it just wasn't close enough to them or valuable enough to them to really bother.
Again though I think just making it cost more in isk doesn't do the trick: we have plenty of money, and new organizations don't. You need holding **** space to be costly in terms of effort but not isk, so poor but hungry organizations can outcompete a goonswarm or a PL for **** space we just really can't be bothered to put much effort into holding. |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
507
|
Posted - 2014.07.07 17:07:00 -
[211] - Quote
Cherry Yeyo wrote:Retar Aveymone wrote:Cherry Yeyo wrote:I can tl;dr this whole problem:
1. Its too easy to control large swaths of space via capitals and capitals are too hard to kill in large numbers Supercapitals are too hard to kill in large numbers. Capitals are quite well balanced combat-wise, except for problems caused by supercapitals (threat of escalation if you drop dreads on the capitals, mostly). What if they cut titan and supercarrier EHP in half and removed ewar immunity? That would probably be a good start. Honestly just removing ewar immunity would do a lot: it's their ewar immunity that means they just don't give a **** about any subcap that's not a dictor. I'd probably add in some sort of siege-mode like thing so you can't ninja hit things with supercarriers risk-free anymore. |

Manfred Sideous
North Eastern Swat Pandemic Legion
580
|
Posted - 2014.07.07 17:08:00 -
[212] - Quote
Anthar Thebess wrote:Exactly both things have to be changed jumpdrives and jump bridges (both pos and titan ones )
Still spreading universe a bit could be some way to do it without even touching this mechanic , but i don't know what will be simpler.
Let say that all current regions will be moved away from each other so no direct capital jumps are possible ( SOV Region <> SOV Region ) The only way to move a capital to some region is using some NPC <> SOV connection (closer constellation a system that is much closer or something like this)
This will be also interesting from other perspective , as keeping this system safe will be the point of securing some region.
Still the best solution is to mix them and get as much changes into this game as possible.
I know that this is probably bad idea , what do you think about putting to a supers additional requirement that when activating regional jump they have to spoil their drive on a sun for few minutes ?
No offense but its still just a matter of lighting a extra cyno or 2. When you have experienced players like my alliance for instance we can pre-postion cynos to create a net that expands the entire game. We can be anywhere we want when we want.
@EveManny
https://twitter.com/EveManny |

Zeus Maximo
Mentally Assured Destruction The Pursuit of Happiness
661
|
Posted - 2014.07.07 17:11:00 -
[213] - Quote
jack1974 wrote:Another solution to power projection is similar to escalations. Mechanics:  A SUBCAP Cyno will allow the mass of any subcap to come through its tunnel but is limited to the use of only 1 capital ship. 1 Capital ship coming through the tunnel would result in the cyno overheating and burning out. can only fit to subcaps A CAPITAL Cyno will allow the mass of any subcap, carrier, or dread to come through the tunnel. 1 Supercapital may come through the tunnel but then the cyno would overheat and burnout. can only fit to capital ships A SUPERCAPITAL Cyno will allow the mass of any supercap, carrier, dread, subcap to come through its tunnel without overheating. can only fit to super capitalsSupporting ideas:  cynos will now be sized small/medium/large. This would make it impossible for a hound to fit a supercapital cyno in its highs. Larger cynos means more LO  in order for a super to come on grid there would have to be a sacrificial carrier cyno(limited to 1 super) or a super lit cyno. In order for there to be a carrier on grid there would have to be a subcap lit cyno. This would ensure a version of subcap dominance in order to ESCALATE to supers.  supers can no longer get across the universe in 20 minutes. If you want to move a super fleet you will consequently need a super cyno for each mid. Since cyno's last a while the fleet will have to wait for the cyno to end or they risk losing the super that lit the cyno. This would apply to carriers/dreads too.
+1 jack1974 > can still call me zeus :) if you want Danalee > Jack is more humble :) |

Manfred Sideous
North Eastern Swat Pandemic Legion
580
|
Posted - 2014.07.07 17:16:00 -
[214] - Quote
Kagura Nikon wrote:Limiting how far a capital ship can jump just doe snto work because makes impossble to traverse high sec using the low sec pockets as is done now.
Simply creating a timer between any jump drive activation of like 5-10 minutes would be more than enough to make capital ship fleet movement slower, but not harder.
Also titan bridges are much much more problematic on the fast response field than t capital ship jump drives. Somethign shoudl be done so they are not so overhelmingly powerful. That is by far the most powerful ability in game ( and rightfully belongign on the largest of the ships), but if its used as commonly as I use my cell phone, then something is amiss.
On the sov things. I left 0.0 after dominion because the sov changes just pushed even MORE towards the worst thing in 0.0. Massive HP grinding of structures.
Remember station services? Why the disabling of services basically failed as a feature? Because the ammount of EHP is ridiculous . No one wants to spend 1 hour with an average fleet to take services out or need to bring a capital ship blob to take services of a station.
We need more targets that are EASY to disable (and then also easy to repair) so that smaller incursions are doable and not everythign need huge fleets.
Station services woudl be a start. Cut their EHP to 10% of current. Half Jump bridges EHP. Move moon mining pos modules to outside POS shield so they can be disabled in a reasonably short time by a moderate gagn that is not responded when incursioning at an enemy space... Things like that make smaller gangs more meaningful, promoting more chances of combats (and smaller combats) and usually way more fun engagements that wehn combined with a timer on capital jump drives woudl mean not every single fight is under constang risk of a hotdrop.
You know I had a idea of being able to hack an ihub and disable upgrades. Would be cool if you could do this to station services as well. Mynnna pointed out that this would create chaos in off timezones. So I think the trade-off is to reinstate services or upgrades they would need to be hacked to unhack the hack. LOL alot of hacking one might say. When the hacking is taking place it shoots a Evemail and a system wide emote. That way the owner can respond thereby making conflict drivers. The hack should take 15ish minutes from start to complete.
@EveManny
https://twitter.com/EveManny |

Cherry Yeyo
3
|
Posted - 2014.07.07 17:21:00 -
[215] - Quote
Manfred Sideous wrote:No offense but its still just a matter of lighting a extra cyno or 2. When you have experienced players like my alliance for instance we can pre-postion cynos to create a net that expands the entire game. We can be anywhere we want when we want These are just symptoms of the problem, the problem being: theres not enough localized value in 0.0
In the Tech days you guys didnt bother with any sov because you could live off of moons. Moons lost value so you look around for something that can sustain a reasonable living. Theres nothing, its all garbage but if we collect enough garbage (regions) that'll do.
There is nothing in Oasa with any value, no one is going to fight over it. A small alliance would probably like to live there but they cannot because it takes too many man hours to contest sov and the defender will just drop a slowcat blob to rep up any objective anyway.
Why would they have to do that?
Because Oasa + 15 other regions is somebodies new Tech moon |

Manfred Sideous
North Eastern Swat Pandemic Legion
580
|
Posted - 2014.07.07 17:22:00 -
[216] - Quote
Anthar Thebess wrote:Kagura Nikon wrote:Limiting how far a capital ship can jump just doe snto work because makes impossble to traverse high sec using the low sec pockets as is done now.
Sorry , but no. The whole point of people suggestions is to change this, and there is no difference if this is lowsec or a nullsec. What eve needs is to be big again, where moving from one edge of universe to another in a capital or super will not take <1h. You suggest timer between jumps, it will not change nothing. Ops will just start a bit ealier , and this will make capital, and especially supercapital usage more safer. I think , whole point of changes made by CCP should focus on making sov holding alliances much more tied up to space they own. There will be always place for deployment in other side of eve , as eve is a game of alts. I'm not saying that this will be easy job , but it is something that ccp have to do. Just look at this webpage , and "all times" graph. Players OnlineCurrent numbers put active player base number around 2011 , and it is still dropping. You can say that every thing CCP gained since Incarna it is now gone or even more from what i see Quantum Rise was also expansion that put the active player base above this number , and this is 2008. People where not waiting for Industry re haul , yes it is nice , players online will jump a bit for 2-3 months and then again they will start dropping. People where asking CCP for certain changes , and where again ignored. How long people are asking for pos system rehaul? or for a sov mechanic changes? or for different cyno / jump mechanics? supercapital changes? Something that relay matters , and what we will get? More expensive ships, more expensive logistics , so less people willing to burn their isk in ships. Nice industry interface , that will benefit a very small group of players , as one skilled character have 50? or more production lines , but when on grid , he can fly only one ship. Eh, yes you can say that i'm worried about eve. This is nice game , but it is falling apart, because instead of growing ... devs are cutting roots just to make it more colourful and shiny , like this is the reason why most of the players play in this game.
Good Post. I think CCP sometimes gets muddled in Signal to Noise ratio from the player base. This thread is great and we already have confirmation that a Dev is watching it so lets keep the discussion going. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
580
|
Posted - 2014.07.07 17:27:00 -
[217] - Quote
Syd Unknown wrote:In my opinion one of the big problems that causes powerprojection are the timers... People can set the timers to their likings, so they have WAY to much time to get their defending numbers in. Timers should be MUCH shorter, so the defenders have to be CLOSE to their defending system to be able to always defend it. If an Alliance wants to take SOV they can prepare for it and Blitz it. The Defending Alliance should be either there to defend it, or loose it. timers should not be ANY longer then 24 hours. (or maybe even 3 stages of 8 hours each)
Timers have to be over 24 hours and here is the reason. We are playing a game with players from around the world. A defender who is russian would not be able to defend timers realistically if they exit in american timezones. Groups have to be able to set timers to when they can actually be online to play.
@EveManny
https://twitter.com/EveManny |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:30:00 -
[218] - Quote
With the timer discussion, I think another thing that's been forgotten is the distinction between tower timing (takes some effort to get the timer right) and the new system of preset timers. I am not convinced that the "set time, timer is within the variance based on that time" is a better idea than the old system of tower timing where there were things like ******* up stront timing, or the ability to kite towers. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1410
|
Posted - 2014.07.07 17:32:00 -
[219] - Quote
Manfred Sideous wrote:Syd Unknown wrote:In my opinion one of the big problems that causes powerprojection are the timers... People can set the timers to their likings, so they have WAY to much time to get their defending numbers in. Timers should be MUCH shorter, so the defenders have to be CLOSE to their defending system to be able to always defend it. If an Alliance wants to take SOV they can prepare for it and Blitz it. The Defending Alliance should be either there to defend it, or loose it. timers should not be ANY longer then 24 hours. (or maybe even 3 stages of 8 hours each) Timers have to be over 24 hours and here is the reason. We are playing a game with players from around the world. A defender who is russian would not be able to defend timers realistically if they exit in american timezones. Groups have to be able to set timers to when they can actually be online to play.
The timers for critical stuff yes. But smaller things should be possible to be disabled faster, like station services, jump rbidge networks and moon mining operation.
We msut have strategical targets, that need a 24h timers, and tactical targets that must be handled quite fast to force an active defense when attacked during the play time of the home alliance. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Manfred Sideous
North Eastern Swat Pandemic Legion
580
|
Posted - 2014.07.07 17:34:00 -
[220] - Quote
Paynus Maiassus wrote:Well, if we wanna go the route of limiting power projection, how about starting with something smaller and more incremental? How about we just remove Titan bridging? I mean it wouldn't solve the whole problem but it would be a start.
I've always felt uneasy about the idea that 99% of Titans' role in Eve is just to sit in a POS and bridge.
Removing titan bridging then gives a unfair advantage to capitals then. You can't do it in increments because it will leave a very imbalanced state . @EveManny
https://twitter.com/EveManny |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:34:00 -
[221] - Quote
Kagura Nikon wrote: The timers for critical stuff yes. But smaller things should be possible to be disabled faster, like station services, jump rbidge networks and moon mining operation.
We msut have strategical targets, that need a 24h timers, and tactical targets that must be handled quite fast to force an active defense when attacked during the play time of the home alliance.
All three things can be disabled without any timers at all. |

Manfred Sideous
North Eastern Swat Pandemic Legion
580
|
Posted - 2014.07.07 17:37:00 -
[222] - Quote
Kagura Nikon wrote:You make a good point about replacement caps to avoid the timmers. But at least would keep super capitals as slow response.
What you want to achieve is good, but limitign jump to adjacent system is not because will not curtail mobility. Will create serious choke points and even more stagnations. Unless you add several dozen extra low sec system just to provide alternative routes on those points. And then you need to solve the problem of the low sec pockets....
Thats why you can take the gate or you can bypass the gate and jump in anywhere in system via cyno.
@EveManny
https://twitter.com/EveManny |

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 17:42:00 -
[223] - Quote
Manfred Sideous wrote:CHANGES
- Proximity to other owned sov. So if you own a system and your other sov is not connected to that system then the cost is increased of the unconnected system.
- Pirate & Mining index affects sov cost. So if you are at level 4 or higher than there is no cost modifier. But 3 , 2 , 1 affects the cost. (levels are subjective and clearly open to debate/adjustment)
One point I'd like to bring out is that this model would encourage/require sovereignty over low value systems with no real use, except as interconnects between one developed and useful part of space and another.
Because it is desirable to keep alliance players who own space relatively close to home, low value systems would be great points of contest for blowing up an alliance's sovereignty costs-but only if it is trivial to contest sovereignty in systems that are minimally developed or utilized.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1410
|
Posted - 2014.07.07 17:43:00 -
[224] - Quote
Manfred Sideous wrote:Kagura Nikon wrote:You make a good point about replacement caps to avoid the timmers. But at least would keep super capitals as slow response.
What you want to achieve is good, but limitign jump to adjacent system is not because will not curtail mobility. Will create serious choke points and even more stagnations. Unless you add several dozen extra low sec system just to provide alternative routes on those points. And then you need to solve the problem of the low sec pockets.... Thats why you can take the gate or you can bypass the gate and jump in anywhere in system via cyno.
And about the capitals strained in low sec pockets? This solution needs a failsafe. Somethign like.... you can jump to any system the current system have a gate to... PLUS the closest system that allows a cyno. Then it could work.. to avoid peopel get stuck in low sec pockets. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:44:00 -
[225] - Quote
Evelgrivion wrote: Because it is desirable to keep alliance players who own space relatively close to home, low value systems would be great points of contest for blowing up an alliance's sovereignty costs-but only if it is trivial to contest sovereignty in systems that are minimally developed or utilized.
It should not be trivial to win space ever. Even unused space. However, like I said before I think that unused space should cost effort to hold and defend, because while rich and powerful alliances have amounts of isk that are effectively inexhaustable in a fight against an up and coming alliance, they don't have infinite effort. |

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 17:47:00 -
[226] - Quote
Retar Aveymone wrote: It should not be trivial to win space ever. Even unused space. However, like I said before I think that unused space should cost effort to hold and defend, because while rich and powerful alliances have amounts of isk that are effectively inexhaustable in a fight against an up and coming alliance, they don't have infinite effort.
If it's not hilariously easy to attack (or, likewise, to defend against), people will not have to live in the space they have in order to keep it. The contests will simply be decided by whoever can motivate the most pilots to burn their defending fleet across N systems in time for the sovereignty structure timer(s). In this scenario, the design would ultimately not make much difference in permitting smaller entities to persist in anything resembling close proximity to large ones. With the modern timer model, the window of reaction would still be large enough to bring out the mighty glacier fleets, which stop any systems from changing hands, even when it is stationed dozens of jumps from home, with little advanced notice. |

Manfred Sideous
North Eastern Swat Pandemic Legion
581
|
Posted - 2014.07.07 17:50:00 -
[227] - Quote
Steph Livingston wrote:I haven't been in a 0.0 alliance for quite awhile, but it seems to me the problem with stagnation isn't the ability for alliances to move their forces from point to point but the time, and fire power, required to dislodge an entrenched alliance.
Reinforcement timers allow alliances ample time to re-position fleets and, for the most part, choose when to engage. It's useful for small alliances with a few members, but makes the big coalitions almost impossible to dislodge. A few hours to a small alliance is a few dozen ships, to a coalition it's putting the system into TDI.
Instead of limiting force projection, I rather like the idea of an area of influence mechanic in sov space. Each alliance chooses a system to be their seat of power, where their influence will strongest. Every jump away from this system will have a lower influence score, eventually resulting in systems where the alliance has 0 influence.
As a mechanic, influence would represent how long a system would hold out against aggressors. The Seat of power would have the longest re-reinforcement timers, letting alliances set up defenses, and boarder systems would be reinforced for mere hours, if at all.
It allows the current system to be more fluid. If you wanted to hold lots of territory, you can do it but you need pilots available at a moment's notice. If you want to hold small amounts of territory, you can afford to be a little more strategic and choose your battles.
It also allows small groups to actually be a little more effective. You don't have to send a capital fleet in to battle every time, if the boarder systems have no reinforcement timer you could run and try to grab systems before a defense could be mounted.
This one of those ideas that seems great in a vacuum or in a new Eve. However we are at a state where some alliances are over 9000 players ( sorry couldn't resist ). Also you cannot create a system where people have to respond immediately or they lose sov. This game is played by people all over the world. Asian players can't be online when Americans are playing in American primetime. Also a large alliance is going to need more space than a small alliance so although your seat of power Idea is neat. It cannot be a static limit or arbitrarily set.
I maintain that I think the solution is you tie sov cost and structure tenacity to the usage of the system ( Building , Refining , Mining , PVE ). The more you do the more tenacity your structures have and the lower the sov cost is. The less you do the opposite effect happens. This incentivizes utilization of space and not taking more than what you can utilize. Now some space is better than other space and CCP has stated throughout the years they want to maintain that. So if you have ****** space you will always have you're eye on greener pastures. Or as you grow and expand you will vie to take more space. These are all viable content drivers.
@EveManny
https://twitter.com/EveManny |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1410
|
Posted - 2014.07.07 17:51:00 -
[228] - Quote
Retar Aveymone wrote:Kagura Nikon wrote: The timers for critical stuff yes. But smaller things should be possible to be disabled faster, like station services, jump rbidge networks and moon mining operation.
We msut have strategical targets, that need a 24h timers, and tactical targets that must be handled quite fast to force an active defense when attacked during the play time of the home alliance.
All three things can be disabled without any timers at all.
Not by a small fleet. If people want more of smaller alliances/power blocs, then you NEED to stop thinking on the terms of fleets always having 200 members or more. The majority of the people that I know and that left 0.0, did it because they do not want that scale of fleets as the standard to do anything meaningful. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Quinn Corvez
Probe Patrol Ixtab.
238
|
Posted - 2014.07.07 17:54:00 -
[229] - Quote
I like the ideas put forward in the OP but i doubt CCP would be willing to take such a drastic action, as too many things would need to be changed/re-balanced .
Changes to the sov mechanic has a better chance of reduce power projection and revitalizing null sec. There needs to be an incentive for alliances to maintain a small but well developed territory, instead of it just being a land grab. Moon mining arras should be removed and instead, moon goo should be collected by individual specialized ships. If the mobile cyno inhibitor was better designed and jump bridges were not at a pos but instead in a vulnerable location in space, capital projection would not be an issue.
|

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 17:54:00 -
[230] - Quote
Kagura Nikon wrote:Not by a small fleet. If people want more of smaller alliances/power blocs, then you NEED to stop thinking on the terms of fleets always having 200 members or more. The majority of the people that I know and that left 0.0, did it because they do not want that scale of fleets as the standard to do anything meaningful.
This blog entry by Kaeda Maxwell is very relevant to this topic:
http://kaedamaxwell.blogspot.com.au/2014/05/theres-small-and-than-there-is-small.html
Quote:I have to ask that question because when I say small I mean anything between about 6 or 7 and 20. It's not uncommon for 0.0 FC's or even just residents to consider a 50 man fleet a 'small gang'. You may wonder why that qualification is relevant? Well it's relevant because the term 'small gang' has been coming up a lot in balance discussions on the forums over the past few expansions. And when the word 'small' doesn't mean the same thing on both sides of a debate it leads to unnecessary misunderstandings.
As I already alluded to in the second paragraph, definitions of small are in part tied to where in New Eden you live. In lowsec 50 people is a *sizeable* fleet, it's not a gang size that is unheard of but if you move around lowsec with 50 people in fleet you stand out. Even for some of lowsecs largest groups like say Shadow Cartel or the Waffles a casual fleet of 50 is a bit of a novelty, usually when I see them roam (or sit on a Titan) their numbers tend to be somewhere between 20 and 40. And numbers for entities like SCUM. or combined militia fleets tend to be in that ball park too. For corporations like say the Tuskers or Calamitous-Intent a 50 man fleet literally requires half of the membership to be logged in all at once (and the paper membership numbers include alts and people on extended afks). And even for entities that have comparatively high participation rates like Snuff Box or Balex I rarely see a battle report that has more then 30-35 of them on it at once.
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Dirty Sanchezco
Get in the van I have candy.
0
|
Posted - 2014.07.07 17:57:00 -
[231] - Quote
-Posting on request of MrRive-
I'm going to go into conspiracy theory mode for a second. I'm also going to explain why the current trend of 0.0 politics will be the end of this game and the end of all the 'headline breaking' nonsense that CCP loves so much. I'll try and suggest what I think should be done to improve 0.0 space for everyone involved except a select few at the top.
I've been involved in high end eve politics for a very long time. I've not been active for the past couple of years, but before that I was in PL high command for at least 5 years, so i got to know on first term basis most of the high command of most of the biggest coalitions in eve.
Back in '05/'06, just when large coalitions started to control huge segments of eve (BoB, the russian block ect.), there was a massive trend in selling isk for real life cash. The first alliance I was in was Prime Orbital Systems, and in our home system of 16p there was a 10/10 DED plex which would net over 5bisk/day on a good day. BoB used to control a lot of them in delve
and fountain, and the russians controlled a hell of a lot more. they were pretty large coalitions, and there was a hell of a lot of behind the scenes fighting over these plexes, because alliances were bankrolled on them, back in the days when moons and the like netted less isk/reward than running an hours worth of DED plex. The russians were so enamored to these complexes they would send people
RL threats if they tried to contest them, and they would pull every dirty trick in the book to run the plexes before anyone else could get into them. There was a HUGE trade back then for isk/cash transfers, and people would make their livings running these plexes. To them it wasn't a game, it was their job and their livelihood and a lot of them took it very seriously.
Right in the middle of BoB's power, moons were buffed, and plexes nerfed heavily. Funnily enough, most of the high end moons were in BoB space (who would have thought it, I mean it almost smells as if it was set up that way by someone in CCP) dysprosium prices rocketed and each moon was worth over 15b/month, and BoB controlled at least 100 of these things spread around
Fountain and delve. The russians controlled a lot of them in the east, and a lot of people were cashing out a hell of a lot of isk. You could make a very good living from POS income. When PL entered the scene in Fountain, dyspro moons were still incredibly valuable, and we managed to take all of the moons in fountain from BoB because they were fighting a war on two fronts. All the isk which those moons provided BoB (trillions and trillions) was never found in its entirety.
PL in fountain was incredibly legitimate compared to most other alliances with a large moon income. The vast majority of isk went into building the alliance and buying titans and the like. It's what made PL one of the strongest alliances, even though we were vastly smaller than a lot of the alliances out there. Even so, I know of two people who 'cashed out' and bought cars
or in one case a house on the money they gained skimming isk off the top of the pot. Thing is, when you have over 100 moons to take care of, high command doesn't really mind if a few percent goes the way of the logistics guys running the poses, and as this was part of the reward for running a pos, as far as anyone was concerned, what those people did with the isk didn't really matter as it was theirs. If they got banned, that was their fault as long as the alliance's income got paid.
Times changed, and the income from moons changed too, but generally it was always incredibly profitable to own space with moons in, because they would net you hundreds of billions a month. 4-5 years have passed since those russians were cashing out on plexes, and the only thing that has changed is the revenue stream source. When you have to control space to make the isk,
that isk has to be protected at all costs. These massive coalitions you see today have absolutely nothing to do with the grunts. the ONLY reason these large coalitions exist is to provide inestimable amounts of moon income to alliance coffers, because it is in the best interests of those alliances to keep the lucrative partnership going. If you think the big battles in eve have anything to do
with 'gudfites' rather than keeping the grunts in line so people can keep making isk, then you are sorely deluded.
The state of eve politics will not change until it is no longer profitable to own large swathes of moon income. It's just not going to happen. The conspiracy theorist in me is saying 'I wonder how much isk certain people are skimming off the top to line their RL pockets with'.
The coalitions are a ruse set up to keep people interested in protecting those isk generation sources, both sides are so big now that it doesnt matter whose blue or red to who, because they all know that no one will attack the other's income, because that would be financial suicide.
You want to fix eve? You MUST make space bigger, moon income less OP, and make people work for their ships and space. Manny's idea works I think, but either way, radical changes need to be made, or eve wont last another 2 years. Personally, I would massively nerf moon income and buff nullsec mining, make NPC's more powerful to induce people to rat in null, improving roaming
opportunities for small gang warfare and protection fleets. Nerf the heck out of supercaps, and get rid of jumpbridges. Nothing done to try and improve the game will be popular, but sometimes you have to burn things to the ground to make way for new growth. 0.0 used to be a lot of fun, lets make it that way again. |

Saraki Ishikela
Deep Space Adventure Time
43
|
Posted - 2014.07.07 17:58:00 -
[232] - Quote
I remember playing in 03 and actually raiding shipping lanes and corporate mining ops. A strategy for wars at the time was to prevent your opponent from mining and building ships and ammo to fight you with. my corp at the time was too small and our pilots too new to take head on engagements but we loved scouting mining ops and doing real damage to our opponents.
I remember participating in our defense fleets for our own mining ops and mass producing our own ships to fight with. There was more more conflict that game was more dangerous. Your accomplishments felt so much better you were fighting for your right to survive in that space. Kudos to this post and I support it.
My only advice is nerfing jump bridges to a single system is very drastic and would kill the function completely (maybe a good thing) I think keeping them within a 5 jump range is more plausible and still allows your corp to respond within a small radius. Or just remove the function completely.
Just my 2 cents.
One newbies quest to ExploreEVE: Youtube:www.youtube.com/exploreeve- Blogspot:http://exploreeve.blogspot.com Twitter:www.twitter.com/exploreeve - Facebook:www.facebook.com/exploreeve |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 17:58:00 -
[233] - Quote
Kagura Nikon wrote: Not by a small fleet. If people want more of smaller alliances/power blocs, then you NEED to stop thinking on the terms of fleets always having 200 members or more. The majority of the people that I know and that left 0.0, did it because they do not want that scale of fleets as the standard to do anything meaningful.
Yes by a small fleet. Saying flatly wrong things is not going to win you any points. All three things do not require timers. All three things are small gang targets: it's just that shooting structures is boring for small gangs. |

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 18:06:00 -
[234] - Quote
Dirty Sanchezco wrote: The coalitions are a ruse set up to keep people interested in protecting those isk generation sources, both sides are so big now that it doesnt matter whose blue or red to who, because they all know that no one will attack the other's income, because that would be financial suicide.
you're dumb
coalitions exist because to not join a coalition, or to have a coalition noticeably weaker than the other guy's, means you're going to get crushed and booted out of 0.0
they exist because as much as everyone hates them everyone knows they need them - or they're TEST and no longer own space |

Manfred Sideous
North Eastern Swat Pandemic Legion
582
|
Posted - 2014.07.07 18:07:00 -
[235] - Quote
Midori Tsu wrote:I think that having timers and costs affected by usage are something that should be added. But i do have worries over this making the game tedious and unfun, which not every enjoys.
I may of missed it, but how will this affect blackops?
I disagree with your assertion to tedious and unfun. Lets look at a simple comparison. Do you go to the shops and buy the place out of food because you can? No you buy what you can afford , need and can use before it goes bad aka rots.
@EveManny
https://twitter.com/EveManny |

WarFireV
Blackwater USA Inc. Pandemic Legion
363
|
Posted - 2014.07.07 18:10:00 -
[236] - Quote
The amount of effort it require is more of a factor then "protecting the income!!!". |

Manfred Sideous
North Eastern Swat Pandemic Legion
582
|
Posted - 2014.07.07 18:16:00 -
[237] - Quote
Wentworth III wrote:Interesting solutions but I'm afraid the coalitions would not break up as a result. When the best income is directly dependent on the amount of sov owned, it makes sense for alliances to collaborate rather than fight.
The only way to really break up the coalitions would be to make renting less profitable to the extent that it could not support a coalition of 50,000+ characters. But that's impossible if you think about it. The only other option is to outlaw renting, but CCP wouldn't dare interfere with the whole ~sandbox~ narrative.
If you limit power projection people will have to spend time to travel to find content. Time is the commodity because players can't spend there day traveling to find the content. So logical choices will have to be made like " Hey if were blue to everyone within reasonable travel distance then we have nothing to do" " Likewise a group on the otherside of the universe will not travel here reasonably everyday " "Therefore why don't we unblue some of these groups so that our members have the ability to have content without traveling a unreasonable amount of time". You would still see epic battles for pivotal timers ( Home Systems ) when people "phone a friend to come to their aid". I also think this would give rise again to mercenaries ( Nomadic groups that can be contracted to augment stationary groups ). @EveManny
https://twitter.com/EveManny |

Bobmon
Habitual Euthanasia Pandemic Legion
67
|
Posted - 2014.07.07 18:23:00 -
[238] - Quote
This is a very interesting thread!
My suggestions would be as followed:
The fact that 1 alliance (Coalition) can hold 1/3 of the game is weird to me. The Hacking module would be a excellent module to put into the game so that smaller alliances can poke the bigger ones for fun to gain sov. But then you come to the point where alliances will just jump in a lot of stuff to protect their sov without much real effort.
The solution would be to change the cost of sov. Basicly i would like to see that once you get above the a X amount of systems that it will cost more to keep it. This can then function as a Stacking penalty and will directly effect the bigger guy. This will make it so that its actually cost effective to have smaller alliance hold a smaller amount of systems and it will become extremely expensive to hold as many systems as some alliances do right now.
Also more alliances mean more changes for f*ck ups which will result in interesting content. It will also allow smaller alliances to take some sov and grow overtime resulting in them possibly becoming the next powerhouse. This will directly increase the content available in Nullsec on short term and long term...
You could even change the fact of owning a region is not beneficial but owning a constellation is. Once Constellations get important enough then it will invite smaller alliances to take that constellation and then expand once they are ready. This would basically mean that within a region multiple alliances could fight over who gets what. You could also have this effect your structure EHP. Basically the more you own the more you get weaker. This will allow smaller alliances to engage into DPS races because they have less to chew through. while larger alliances will have to shoot through a lot more EHP when the station is owned by a smaller alliance with less space
Eve was a lot more GÇÿGÇÖsmall allianceGÇÖGÇÖ friendly when old alliances that by have passed away. most of these alliances could simply not keep up with the increase of sizes of the fleet fights. With my ideas you will return this to the game and hopefully make it possible for new alliances to step up and maybe become the next Goonswarm / PL / Solar / CVA / Razor / NCDOT etc.
WIth my ideas you will give players the idea that they are possible of doing something while now everybody just sits and waits around until their FC pings. So in the end it will directly increase content in 0.0
SHIP SECTION
I think the issues that we are currently experiencing lay with how somethings are designed but not in the way they playout. I would for instance redesign the carrier drastically. The Carrier is literally the best option for almost every 0.0 engagement which is pretty scary. They should return to being a support vessel and keep the Supercarrier to deal the damage. This would immediately affect the ways people pick their capitals. The list would then return as following:
Carrier = Support Dread = Damage Super = able to do both Titan = damage
Changing this will increase sub cap usages extremely which will result in more subcap fights and less reasons to escalate with super capitals or even titans.
also now that i've mentioned titans. Titans should return to being a ship that can actually do something other than live in a pos to bridge somebody. Titans are a big investment and I think they should be possible to at least fight something off. Yes its time to say it but bring back the Tracking!!!
It used to be an issue that bigger alliances (cough) would have problems with 30 titans dropping on their 40 man battleship fleet. U know how to clear that?? Indeed drop in a equal amount of dreads and haze them or get on zero of them. Another thing could be is a small AOW Doomsday that would do a set amount of damage but the more it hits the less damage it does.
Returning tracking titans to the game will not mean that it will return to what it used to be (thanks raiden xD) because right now alliances will just return the favor to quick. But it will allow individual titan pilots to do a bit more with their investment.
Now on to fuel. Fuel is definitely in no need of getting more expensive or more used because it will affect smaller alliances a lot more then bigger alliances. Bigger alliances simply increase their fuel budget and do a little bit more runs back and forth from jita. Changing ships that use isotopes will affect the game a lot more than just increasing the usages.
lowering prices of hulls won't change much either. its all about giving mainly bigger alliances a reason to pick subcaps over the option of carriers and their insane good at everything style of warfare.
just something I could come up with after browsing through everything @BobmonEve
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction." Albert Einstein |

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 18:24:00 -
[239] - Quote
Manfred Sideous wrote:If you limit power projection people will have to spend time to travel to find content. Time is the commodity because players can't spend there day traveling to find the content. So logical choices will have to be made like " Hey if were blue to everyone within reasonable travel distance then we have nothing to do" " Likewise a group on the otherside of the universe will not travel here reasonably everyday " "Therefore why don't we unblue some of these groups so that our members have the ability to have content without traveling a unreasonable amount of time". You would still see epic battles for pivotal timers ( Home Systems ) when people "phone a friend to come to their aid". I also think this would give rise again to mercenaries ( Nomadic groups that can be contracted to augment stationary groups ).
I'm not under the impression that anyone who participates in territorial conflicts is in it to have fun. It seems dominated by Victory At All Costs, including any resemblance of fun, if it will achieve victory.
|

Alternative Splicing
Center for Advanced Studies Gallente Federation
74
|
Posted - 2014.07.07 18:26:00 -
[240] - Quote
Make a deployable specifically designed to punish overextended empires and give potential for smaller ones to out harass a larger one. Upon deployment, the structure no longer sends notifications of any sort to its owners. For every day beyond the first, the total amount of HP required for reinforcement or destruction is cut by 10%. Obviously it should be very easy to destroy once discovered, and only gross negligence could let one of these last long enough to be effective. |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
582
|
Posted - 2014.07.07 18:41:00 -
[241] - Quote
Xolve wrote:I like how all of you assume that making gross changes to the way capitals navigate the known game world will somehow have some mystical ability on players way to undermine even the best changes, to simply make more jumps, or to just quit playing this awful game.
"Power Projection" was a neat catch phrase during the CSM, but when most of the nullsec populace is capital ready (in many cases with several racial variants at that) what you're experiencing isn't 'power projection breaking the game' it's the influx of more and more players with higher and higher skill points.
Making Sov cost more might do something to break up huge swathes of space owned by a single entity, but if the space is unused in a 40k man coalition, why is going to be more desirable to a much, much smaller group? Bad space is bad.
There was a lot more to this, but the forum ate it (twice); this is the draft, and I can't be ****** to re-write it all again. TL;DR Tinkering with Sov, sure; ******* with jump drives, meh.
We don't buy capitals because we think " Wow I can cross the Universe fast " I would like to think we train and buy them because we think " Wow these things are big and cool and they make cool explosions and I am in awe of their destructive power" . Changing the way in which they travel does not affect that assumption.
For my alliance Pandemic Legion if my suggested changes were to happen I could see us sliding back into the mercenary role. We would base from Lowsec as we do now dominating the immediate area until a Nullsec group contracted us. We would then mobilize and organize logistics and prep what assets we need to complete or perform the mandate of our contract and move to the contract area. It would be a task to get there and setup not something we do willy nilly or with just a few cynos and jumpfreighters. Consequently our sphere of influence would be tied to where we are operating.
For Goonswarm Federation they would have to shrink their sov holdings to what they could reasonably manage , use and afford. They wouldn't be able to redeploy their whole force to other parts of the galaxy because if they do so and leave they're space unused. Unused space would become more expensive and easier to take. This would limit Gfed's sphere of influence.
I used PL and Gfed as examples as we are both seen as some of the great power of Eve. @EveManny
https://twitter.com/EveManny |

Arronicus
Caldari Navy Reconnaissance
1085
|
Posted - 2014.07.07 18:43:00 -
[242] - Quote
KanashiiKami wrote:read and see what is fun to implement
key is make TCU the focus, no more need of other sov flipping structures like SBU
TCU enables upgrade of system resource architectures directly and it must be anchored inside a POS. TCU onlining and offlining requires 72 hours, TCU upgrade paths requires 72hours per cycle. each alliance/corp can hold on to a maximum of 5 TCUs (so in effect 5 systems max).
Ah, and here we are, back to the 'If a huge alliance can only hold sov in 5 systems, that will fix the blue doughnut' argument. Please see the extensive list of well thought out replies as to why this will not only have none of the intended benefit, but will stifle new alliances, and make the idea of 'carving out your own tract of space' less of an appealing aspiration. |

Mr Rive
SniggWaffe WAFFLES.
42
|
Posted - 2014.07.07 18:44:00 -
[243] - Quote
Manny is right. People should stop arguing with him. He knows more about this game than you |

Manfred Sideous
North Eastern Swat Pandemic Legion
582
|
Posted - 2014.07.07 18:45:00 -
[244] - Quote
Kagura Nikon wrote:Xolve wrote:
Making Sov cost more might do something to break up huge swathes of space owned by a single entity, but if the space is unused in a 40k man coalition, why is going to be more desirable to a much, much smaller group? Bad space is bad.
There was a lot more to this, but the forum ate it (twice); this is the draft, and I can't be ****** to re-write it all again. TL;DR Tinkering with Sov, sure; ******* with jump drives, meh.
It is not only sov that is the problem. If we tie up costs to sov we jusut split the alliances within a coalition, not the coalition itself. If we could make life be more expensive the more blues you have that would result in the ideal solution, the problem lies in how to do it in an elegant way that is not easily circunvented. That is why I proposed (rough and very very initial idea) that the alliance manteinance bill be tied to the number of player owned outposts it is allowed to dock
This is a arbitrary limit even if its dynamic in its application. It can be gamed by creating alt alliances. So that way you only control a set amount of stations for the cost to not be driven up. Instead you tie sov cost to usage. If you use it its cheap if you don't its expensive.
@EveManny
https://twitter.com/EveManny |

Mr Rive
SniggWaffe WAFFLES.
42
|
Posted - 2014.07.07 18:46:00 -
[245] - Quote
Retar Aveymone wrote:Dirty Sanchezco wrote: The coalitions are a ruse set up to keep people interested in protecting those isk generation sources, both sides are so big now that it doesnt matter whose blue or red to who, because they all know that no one will attack the other's income, because that would be financial suicide.
you're dumb coalitions exist because to not join a coalition, or to have a coalition noticeably weaker than the other guy's, means you're going to get crushed and booted out of 0.0 they exist because as much as everyone hates them everyone knows they need them - or they're TEST and no longer own space
Youre calling me dumb but you basically said the same thing i did. Coalitions need coalitions to control moons. That's the end of it. They need to control space. Why do they need to control space? Moons. Nice work saying exactly what I did brah. |

Karash Amerius
Sutoka
184
|
Posted - 2014.07.07 18:52:00 -
[246] - Quote
I would like to chime in that Cyno mechanics in general are extremely 'bad gameplay'. The way it is now, you are forced to use throwaway alts to move capitals around. Does CCP really believe this is good design? I understand that a percentage of accounts, especially from old and established players and/or alliances, make up a good portion of subscriptions, but it's a real slap in the face.
And just to get on the nostalgic train...I too remember the 'old days' where everything was localized and exciting. I patrolled 3WE-KY for 3 months making sure the supply lines to the first Fountain Alliance were clear. It was the major choke point into fountain; the link to Delve wasn't created then. We had convoys of 30 bestowers, properly escorted...and m0o would still hit them. Fun was had by all.
Eve is very small now. As much as I like Wormholes...it only adds to it. Moving to another part of Eve was a "big deal". Venal seemed like an exotic destination from Fountain for example.
But having things too localized kills populations as well. CCP would be wise to remember this. Karash Amerius Operative, Sutoka |

SFM Hobb3s
Wrecking Shots Black Legion.
90
|
Posted - 2014.07.07 18:52:00 -
[247] - Quote
Hopefully the new space focuses on 'the little guys' and not huge coalitions. Who knows how CCP will set up the new space, but I'd bet that they are looking at all the ideas being discussed here. I see it as the testing grounds for fixing the rest of Eve's sov/projection problems.
The potential is there for sure, for meaningful space that can be held and secured by small groups. Player built/controlled stargates would likely be the first big step in stopping a huge coalition entering the system dead in its tracks. Hopefully the builders of the gates will have some measure of control, ie, force mass limits that recharge after certain amount of time (allows for small roaming both ways), to downright turning it off for a period of time.
I hope in these new systems they disallow cynos and jump drives altogether, but still make it possible for a super to exit or enter the system via the player-build stargate (make it so one super uses up the entire mass limit for that period of time). Or disallow supers in the new system altogether, I'm cool with that too.
As for the gates being destructable...make it so that the gate has to go through reinforcement timers on the Other side first, before the outside of the gate is vulnerable. Destruction of the gate could leave the surviving occupants forced with teaming up to do what they can to build a new exit gate...for which the other end could open up in a worse or better place than before... Suddenly, Eve becomes KRULL!!!!
Also I'd like to see logging off outside a station in these new systems be a death sentence...your ships still does emergency warp...but stays in system until you log back in.That should discourage long-term cloaky campers.
|

Retar Aveymone
GoonWaffe Goonswarm Federation
508
|
Posted - 2014.07.07 18:53:00 -
[248] - Quote
Mr Rive wrote: Youre calling me dumb but you basically said the same thing i did. Coalitions need coalitions to control moons. That's the end of it. They need to control space. Why do they need to control space? Moons. Nice work saying exactly what I did brah.
i said a reasonable and sensible thing
you and your sockpuppet said a dinsdale-esque rmt conspiracy theory
i did not in any sense say the same thing you did, and your idea about moons is stupid as well: you're outdated on the source of alliance wealth, and you are conflating having space at all with moons
basically you have no idea what you're talking about and the discussion would be exactly as productive if we replaced any of your posts with a randomly selected dinsdale post |

Manfred Sideous
North Eastern Swat Pandemic Legion
583
|
Posted - 2014.07.07 18:54:00 -
[249] - Quote
jack1974 wrote:A few pages in and it is nice to see the conversation evolving. In my opinion the main problem will nullsec, AND THE ONLY PROBLEM WITH NULLSEC, is the sov mechanics. I'm no expert at creating rules but I feel the solution is simple:  Speed up all timers so a system can change owners in less than a day. Example: Alliance B could destroy Alliance A's station in under 18 hours(6 hour reinforcement timers). Potential Situation: Ally B knows that Ally A has a horrible USTZ and an even worse Aussie TZ. Ally B waits for Ally A to have a bad EUTZ showing so they begin to siege a strategic hub. Unless Ally A pulls a rabbit out of their @ss their station is lost. How is this a solution? Alliances today rule out strategic hits/death blows because you can see them coming from a mile away. With todays mechanics Ally A would reinforce Ally B's station on a wednesday. Ally B now has 3 days to plan its defense for the weekend. 3 days to move cynos, dictors, etc. WAY TOO MUCH TIME. In current times, as we learned from Germanys Blitzkrieg, the faster you can hit the better! Advanced Situation: Coalition A needs to remove Coalition B from a region. They alarm clock on a Monday after DT for their coalition to reinforce and now CAPTURE every system in said region by Monday night. Come Monday afternoon Coalition B would be backpedaling due to the abrupt, vast attack on their space. Either they pull together numbers within the next 12 hours to defend every system or they face to lose all of their hardwork. Que Mannies solution: Stations can be destroyed(assets beamed to lowsec/jita)  If a coalition did a deathblow to another alliances main station, the defender would then logistically have to get all of their assets back out of lowsec/jita to the frontline again  That would be a pain and people would gladly defend their turf to prevent the extra work. All together this solution would do the following: require all alliances to be on high alert at all times SOV wars to be more FPS like, high death/action logistic networks ready to retrieve lost assets from destroyed stations potential more cap use(='s greater chance of cap loss)(more fuel usage) more wars as alliances run the risk of losing their entire space in a week or two(nowadays 1 system a week)
Due to timezone restraints there has to be timers of at least 24 hours. You would not wan't to hold sov with mechanics where you go to bed and then wake up and its gone.
@EveManny
https://twitter.com/EveManny |

Cherry Yeyo
3
|
Posted - 2014.07.07 18:57:00 -
[250] - Quote
Manfred Sideous wrote:This is a arbitrary limit even if its dynamic in its application. It can be gamed by creating alt alliances. So that way you only control a set amount of stations for the cost to not be driven up. Instead you tie sov cost to usage. If you use it its cheap if you don't its expensive So then you just fill the space with renters and we're back to square one
Until living in and using space for YOURSELF and your members is more profitable, fun, beneficial and entertaining than renting it out and unsubbing is addressed, all this power projection talk is just bandaids on a bigger problem. |
|

Mr Rive
SniggWaffe WAFFLES.
42
|
Posted - 2014.07.07 18:57:00 -
[251] - Quote
Retar Aveymone wrote:Mr Rive wrote: Youre calling me dumb but you basically said the same thing i did. Coalitions need coalitions to control moons. That's the end of it. They need to control space. Why do they need to control space? Moons. Nice work saying exactly what I did brah.
i said a reasonable and sensible thing you and your sockpuppet said a dinsdale-esque rmt conspiracy theory i did not in any sense say the same thing you did, and your idea about moons is stupid as well: you're outdated on the source of alliance wealth, and you are conflating having space at all with moons basically you have no idea what you're talking about and the discussion would be exactly as productive if we replaced any of your posts with a randomly selected dinsdale post
Where the income comes from is irrelevant quite frankly. The fact remains to get large amounts of income, you need space to do it. While it remains profitable to hold large swathes of space, you will still get massive coalitions.
You can make edgy posts at me all you like, but I know more about the politics of this game than you, and manny certainly knows more than me, so why dont you moonwalk back to VFK into another 1000man fleet to defend a POS against 50 guys where you belong, okay buddy? |

Manfred Sideous
North Eastern Swat Pandemic Legion
587
|
Posted - 2014.07.07 19:03:00 -
[252] - Quote
Retar Aveymone wrote:With the timer discussion, I think another thing that's been forgotten is the distinction between tower timing (takes some effort to get the timer right) and the new system of preset timers. I am not convinced that the "set time, timer is within the variance based on that time" is a better idea than the old system of tower timing where there were things like ******* up stront timing, or the ability to kite towers.
+1 @EveManny
https://twitter.com/EveManny |

Varrakk
Burning Napalm
0
|
Posted - 2014.07.07 19:05:00 -
[253] - Quote
Moon income (depletable moons) and renters needs to be dealt with.
Worm Holes would still be a very efficient logistics backdoor. |

Orontes Ovasi
Nex Exercitus Northern Coalition.
2
|
Posted - 2014.07.07 19:17:00 -
[254] - Quote
The mere omnipotence of current sov-holding coalitions in regards to their own assets is a major issue with sov as well. The removal of structure mails and a reversion to a more decentralized sov system (POS structure or something akin to POS sov in that there were multiple objectives that might be coming out at once) would place a limit on the ability of major sov blocs (N3 and the CFC) to project power.
IE, if you are living in Querious you shouldn't be able to know your POS in Black Rise is reinforced a mere 10 min after it is attacked without at least logging in a toon. The same sort of logic would apply to sov. However, sov itself needs to change because the current structure favors the human inclination to form massive groups designed to pulverize any enemy. POS sov would at least allow multiple timers over the course of a day to come out and put the same system at risk and at least discourage the dropping of 900~ people over and over. Whereas as it stands, systems (or the sov mods vital to it) are only really vulnerable every few days. |

Retar Aveymone
GoonWaffe Goonswarm Federation
511
|
Posted - 2014.07.07 19:21:00 -
[255] - Quote
Mr Rive wrote: Where the income comes from is irrelevant quite frankly. The fact remains to get large amounts of income, you need space to do it. While it remains profitable to hold large swathes of space, you will still get massive coalitions.
You can make edgy posts at me all you like, but I know more about the politics of this game than you, and manny certainly knows more than me, so why dont you moonwalk back to VFK into another 1000man fleet to defend a POS against 50 guys where you belong, okay buddy?
I can assure you you're going to get nowhere trying to chestbeat about how much more you know about the game and the metagame than me, and that you keep making basic errors about the politics and the metagame while doing so is not helping you.
The issue is you think coalitions are all about income protection. They're not. They're about survival. With EVE as it exists today, any fight can easily have the entire universe show up. As a result, you need to be assured that in any fight that matters, you can call on at least half the universe. If you can't, you get crushed like a bug. If you start getting crushed your only real option is to grovel and beg admittance to the other coalition (certainly not on equal terms of course, but enough that you get the help you need). Just look at TEST in the Fountain war.
That's it. Income is irrelevant. Income is not all that important to alliances: isk is necessary to do a lot of things well, but isk doesn't actually buy you all that much. Goonswarm had close to double the income it had during the tech era than during the last year. Goonswarm is considerably more powerful now nonethless. Income is nice to have but if you double the CFC's income you won't double it's power.
Plus, your "Income is the only thing that matters!" idioticy has the subtle implication that PL is essentially part of the CFC just like any other member is because PL and the CFC don't **** with each other's income (within certain defined terms). Anyone who knows anything about the politics of this game would double over in laughter at the idea. Your idea that moons are the only income that matters, then your claim to know more about the politics of the game, is stupefying given that your coalition is currently supported by renters, not moons. |

Manfred Sideous
North Eastern Swat Pandemic Legion
587
|
Posted - 2014.07.07 19:22:00 -
[256] - Quote
Cherry Yeyo wrote:Manfred Sideous wrote:This is a arbitrary limit even if its dynamic in its application. It can be gamed by creating alt alliances. So that way you only control a set amount of stations for the cost to not be driven up. Instead you tie sov cost to usage. If you use it its cheap if you don't its expensive So then you just fill the space with renters and we're back to square one Until living in and using space for YOURSELF and your members is more profitable, fun, beneficial and entertaining than renting it out and unsubbing is addressed, all this power projection talk is just bandaids on a bigger problem.
Perhaps some renters still would exist. However its still based on what I can reasonably travel too and protect. So If a renter system in cobalt edge is in reinforced mode and comes out @ 18:00 and a system in the spire comes out @ 18:15 I can only defend one because I cannot make it between those 2 points in time. This is where the power projection nerf comes into play. My sphere of influence is dictated by the fairest measure ( Time). Everyone everywhere will be affected fairly by the same rule.
@EveManny
https://twitter.com/EveManny |

Cherry Yeyo
6
|
Posted - 2014.07.07 19:32:00 -
[257] - Quote
Manfred Sideous wrote:Perhaps some renters still would exist. However its still based on what I can reasonably travel too and protect. So If a renter system in cobalt edge is in reinforced mode and comes out @ 18:00 and a system in the spire comes out @ 18:15 I can only defend one because I cannot make it between those 2 points in time. This is where the power projection nerf comes into play. My sphere of influence is dictated by the fairest measure ( Time). Everyone everywhere will be affected fairly by the same rule But what made you have a timer in Cobalt Edge and The Spire? Wouldnt it make sense to live in one constellation, one region, one pocket? No, it doesnt make sense because theres not enough value in that space.
OK, let me get more space! More space = more renters = more isk
Why do alliances need isk? To guard their sandcastle or kick over someone elses |

Mr Rive
SniggWaffe WAFFLES.
42
|
Posted - 2014.07.07 19:32:00 -
[258] - Quote
Retar Aveymone wrote:Mr Rive wrote: Where the income comes from is irrelevant quite frankly. The fact remains to get large amounts of income, you need space to do it. While it remains profitable to hold large swathes of space, you will still get massive coalitions.
You can make edgy posts at me all you like, but I know more about the politics of this game than you, and manny certainly knows more than me, so why dont you moonwalk back to VFK into another 1000man fleet to defend a POS against 50 guys where you belong, okay buddy?
I can assure you you're going to get nowhere trying to chestbeat about how much more you know about the game and the metagame than me, and that you keep making basic errors about the politics and the metagame while doing so is not helping you. The issue is you think coalitions are all about income protection. They're not. They're about survival. With EVE as it exists today, any fight can easily have the entire universe show up. As a result, you need to be assured that in any fight that matters, you can call on at least half the universe. If you can't, you get crushed like a bug. If you start getting crushed your only real option is to grovel and beg admittance to the other coalition (certainly not on equal terms of course, but enough that you get the help you need). Just look at TEST in the Fountain war. That's it. Income is irrelevant. Income is not all that important to alliances: isk is necessary to do a lot of things well, but isk doesn't actually buy you all that much. Goonswarm had close to double the income it had during the tech era than during the last year. Goonswarm is considerably more powerful now nonethless. Income is nice to have but if you double the CFC's income you won't double it's power. Plus, your "Income is the only thing that matters!" idioticy has the subtle implication that PL is essentially part of the CFC just like any other member is because PL and the CFC don't **** with each other's income (within certain defined terms). Anyone who knows anything about the politics of this game would double over in laughter at the idea. Your idea that moons are the only income that matters, then your claim to know more about the politics of the game, is stupefying given that your coalition is currently supported by renters, not moons.
wow so many words so little said.
It DOES NOT MATTER where the income stream is coming from. AS LONG AS IT IS PROFITABLE to hold large areas of space, large coalitions will form to hold it.
Do you really think eve politics has changed so much in a year and a half that my vastly superior knowledge to yours doesnt matter any more? Please, I help set the foundations up for the coalitions that exist today. I'm one of the people that's responsible for the way eve is right now. I know most of the big players on first name basis. Gudfites went out of the window a long time ago, and are only a ruse so that big powerblocks can have safe spaces to build supercaps and build big wallets so that when they lose them all they can just build another round. That's how its worked for the past 6 years. People get space rich, and coalitions keep having the excuse to have big coalitions.
|

Onnen Mentar
Murientor Tribe Defiant Legacy
84
|
Posted - 2014.07.07 19:34:00 -
[259] - Quote
I could not agree more that power projection needs to be nerfed severely. It's the only way you'll get truly epic fights that actually mean something. Meaning comes from effort invested, not from numbers.
How about allowing a single character to move more at once, but make the move itself considerably slower and more dangerous?
Imagine carriers/freighters could carry 10 times what they carry now, but moving from the north to the south would take days and requires traveling through every damn system. With some bad luck, by the time you arrive, it turns out your best friends are stabbing you in the back... It would make conflicts slower and somewhat more predictable.
Other than that, I believe sov warfare should be very "minimalist". As few sov structures as possible.. no need for cyno jammers and what not. The main advantage defenders should get is that they're already there and nicely stocked on ships and ammo. If the attackers handle the logistics well, then props to them.
Logistics should be a team effort that requires a proper fleet to guard the convoy. It should involve fighting your way there.
But...there is a fundamental flaw in EVE's industry design: industry is more complex than it should be (too many different components) and anything T2 requires components from all regions.
This encourages trade, sure, but at the same time obliterates any possible local identity. What if the great wildlands provided all raw materials needed for the production of minmatar T2 ships? I am dreaming now, but that is the kind of flavour EVE industry sadly lacks. |

Manfred Sideous
North Eastern Swat Pandemic Legion
590
|
Posted - 2014.07.07 19:39:00 -
[260] - Quote
Cherry Yeyo wrote:Manfred Sideous wrote:Perhaps some renters still would exist. However its still based on what I can reasonably travel too and protect. So If a renter system in cobalt edge is in reinforced mode and comes out @ 18:00 and a system in the spire comes out @ 18:15 I can only defend one because I cannot make it between those 2 points in time. This is where the power projection nerf comes into play. My sphere of influence is dictated by the fairest measure ( Time). Everyone everywhere will be affected fairly by the same rule But what made you have a timer in Cobalt Edge and The Spire? Wouldnt it make sense to live in one constellation, one region, one pocket? No, it doesnt make sense because theres not enough value in that space. OK, let me get more space! More space = more renters = more isk Why do alliances need isk? To guard their sandcastle or kick over someone elses
Ok so just to be clear I am replying under the rationalization that my suggested changes were implemented. So first any space I own or control must be utilized or it becomes more expensive and easier to conquer. Secondly the space I do control has to be in a proximity of what I can reasonably protect. This is affected by the size of my alliance what assets I can bring to bare and the time in which it takes for me to get there. You see I might be able to take a system far away and I might be able to rent it. But protecting it means I need to be able to get there to do so. By doing so I might not be able to protect a system I own somewhere else. Now if I am a larger alliance perhaps I can have fleets in 2 or 3 different places. But being a larger alliance I will need more space to utilize to support my larger player base. So you see it still comes down to what can I utilize what can my sphere of influence cover.
@EveManny
https://twitter.com/EveManny |
|

Jen Seltier
New Eden Alt Corp Industries
0
|
Posted - 2014.07.07 19:41:00 -
[261] - Quote
This topic has been discussed many times with many different options discussed.
i like the direction and the acceptance of this stand point so far with several parts to it.
however i believe finding the middle ground is the key.
I believe their should be no rental empires/buffer zones and no jump bridge/jump beacon networks to move 200 men across the whole of EVE in 10-20 minutes. i have done that, we even got to the fight in its early stages due to tidi and we raped the hostile fleet, it was a blast yet soooo over powered.
Quote: Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)
Limiting jump drives is a must, the range of this limitation is the major question. I believe 1/2 to 2/3 reduction is optimal to really reduce the ability to switch region easily without the use of a gate. the ability to use a gate would need to be added as suggested.
Or the other option or even combined fix, is to extend the time between jumps. At this time, the time between being able to jump is completely based of capacitor, if you have a cyno/beacon chain ready. A timer should be enacted which means that you can only use a drive drive/bridge once every 10 minutes, with the exception being blackops which would have a set % reduction on this timer, i suggest 75% to 90%.
Quote: All capitals can use stargates. Agreed in order to enable them to switch regions if needed.
Quote: Jumpfreighters gain bubble immunity Agreed, however with the exception that they can not jump from high sec directly. A jump drive can only be activated from low sec or below if this change was to occur.
Quote: Regional Trade NPC is created to exchange racial building materials for other racial building materials. i agree within reason and with a price increase, however i still do believe the logistic chains and industrialists should be able to cover this without much issue and is therefore not needed. My questions to this option is: where would this trade happen from? NPC station? so adding NPC stations to sov only areas?
the rest i completely agree with. Stations should need to be stronted, with a max of 36 hours if max fueled and must be refueled to enact the second timer, and shield regen or it just sit there waiting to be destroyed. |

Manfred Sideous
North Eastern Swat Pandemic Legion
592
|
Posted - 2014.07.07 19:51:00 -
[262] - Quote
Onnen Mentar wrote:I could not agree more that power projection needs to be nerfed severely. It's the only way you'll get truly epic fights that actually mean something. Meaning comes from effort invested, not from numbers.
How about allowing a single character to move more at once, but make the move itself considerably slower and more dangerous?
Imagine carriers/freighters could carry 10 times what they carry now, but moving from the north to the south would take days and requires traveling through every damn system. With some bad luck, by the time you arrive, it turns out your best friends are stabbing you in the back... It would make conflicts slower and somewhat more predictable.
Other than that, I believe sov warfare should be very "minimalist". As few sov structures as possible.. no need for cyno jammers and what not. The main advantage defenders should get is that they're already there and nicely stocked on ships and ammo. If the attackers handle the logistics well, then props to them.
Logistics should be a team effort that requires a proper fleet to guard the convoy. It should involve fighting your way there.
But...there is a fundamental flaw in EVE's industry design: industry is more complex than it should be (too many different components) and anything T2 requires components from all regions.
This encourages trade, sure, but at the same time obliterates any possible local identity. What if the great wildlands provided all raw materials needed for the production of minmatar T2 ships? I am dreaming now, but that is the kind of flavour EVE industry sadly lacks.
This was why I "threw" the trade NPC into my suggested changes. I know its not a perfect idea but I think it could be fair if it was based off market values. Perhaps someone has a better idea I am all ears. If we were to nerf power projection and create a nullsec that wasn't reliant or dependant on the tether to empire there would have to be some mechanism in which things could be acquired that are not obtainable locally. Thats was the basis of my idea for a trade NPC. Perhaps this Trade NPC is a upgrade you install into a ihub or perhaps a upgrade to a station. Perhaps that upgrade could be disabled or interrupted by the Hacking minigame. Also you would restore it by the hacking minigame. These are conflict drivers and ways in which small parties could create chaos and trouble.
The Trade NPC would basically work the way a villager works in Minecraft. You trade goods and you get a good you need/desire. The exchange rate would be based off the median value of the item you offer for trade versus the item wish to receive. Rounded of course so if you want Hydrogen Isotope and you have Helium Isotope for trade and the Hydrogen is worth 500 a unit and the helium is worth 1000 per unit then the resulting exchange would be you get 2 units of Hydrogen for your 1 unit of Helium. Perhaps a transaction fee ( isk sink ) is also exchanged that can then be modified by trade skills. Perhaps in player owned stations the owner gets a cut of the NPC fee.
@EveManny
https://twitter.com/EveManny |

James Amril-Kesh
4S Corporation Goonswarm Federation
10600
|
Posted - 2014.07.07 20:04:00 -
[263] - Quote
Manfred Sideous wrote:CHANGES Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)  All capitals can use stargates.  Jumpfreighters gain bubble immunity  One Jumpbridge per system can only connect to adjacent system (lightyear distance is irrelevant)  Regional Trade NPC is created to exchange racial building materials for other racial building material lol what a gigantic crock of **** No, this isn't it at all. Make it more... psssshhhh. |

Zappity
Stay Frosty. A Band Apart.
1205
|
Posted - 2014.07.07 20:05:00 -
[264] - Quote
Just a few thoughts.
Premises 1. Sprawling empires are bad. This is bad because it makes it more difficult for smaller entities to get into the null game. 2. Dependence on a large number of players/allies to survive is bad. There is only one logical endpoint to this after a period of coalescence: two enormous coalitions which balance each other (see point 1). 3. Alliances would not form coalitions if they did not have to. I am assuming that lack of fights and a desire for independence would be enough to stop coalition formation if point 2 (i.e. survival) was solved.
Actions 1. Nerf power projection. 2. Institute GÇÿdynamic true secGÇÖ to increase rewards for active space and decrease rewards for inactive space against an unmodified sec. 3. Institute GÇÿdynamic defence indexGÇÖ to increase the defensibility of active space and decrease defensibility of inactive space. Somehow.
Results Rental empires will be maintained as long as it is possible to defend multiple parts of your empire simultaneously over great distances. Nerfing power projection will increase the probability of successful rebellion and territorial wars. This will continue until the optimal empire size is achieved, i.e. small enough to adequately defend all borders.
Alliances need the ability to grow GÇÿupwardGÇÖ instead of sprawl GÇÿoutwardGÇÖ and this must include both rewards and defence. A GÇÿtallGÇÖ, active alliance should be very difficult (impossible?) to dislodge from a small area of the map. If an alliance chooses to grow upward (focus their activity in a smaller area of space) then they should attain greater income (GÇÿdynamic true secGÇÖ), preferably player-generated rather than moon-generated. They should also attain greater security as a natural consequence of concentrated force but also from sov mechanics (the GÇÿSomehowGÇÖ above), allowing them to defend against a stronger force (GÇÿdynamic defence indexGÇÖ).
Conversely, if an alliance chooses to grow outward then their reward is rental income. Power projection nerfs mean that such an alliance would be inherently unstable, vulnerable to coordinated attacks.
A potential problem with this approach is that an active rental alliance would also grow in defensive strength. Maybe that is alright if the renter would need to be involved in sov defence. If they are strong enough and good enough to repel a strong invader then the chance of rebellion would also be increased. Zappity's Adventures for a taste of lowsec. |

Manfred Sideous
North Eastern Swat Pandemic Legion
593
|
Posted - 2014.07.07 20:09:00 -
[265] - Quote
James Amril-Kesh wrote:Manfred Sideous wrote:CHANGES Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)  All capitals can use stargates.  Jumpfreighters gain bubble immunity  One Jumpbridge per system can only connect to adjacent system (lightyear distance is irrelevant)  Regional Trade NPC is created to exchange racial building materials for other racial building material lol what a gigantic crock of ****
Exactly what kind of crock can you elaborate please?
@EveManny
https://twitter.com/EveManny |

Retar Aveymone
GoonWaffe Goonswarm Federation
512
|
Posted - 2014.07.07 20:11:00 -
[266] - Quote
Mr Rive wrote: wow so many words so little said.
It DOES NOT MATTER where the income stream is coming from. AS LONG AS IT IS PROFITABLE to hold large areas of space, large coalitions will form to hold it.
Do you really think eve politics has changed so much in a year and a half that my vastly superior knowledge to yours doesnt matter any more? Please, I help set the foundations up for the coalitions that exist today. I'm one of the people that's responsible for the way eve is right now. I know most of the big players on first name basis. Gudfites went out of the window a long time ago, and are only a ruse so that big powerblocks can have safe spaces to build supercaps and build big wallets so that when they lose them all they can just build another round. That's how its worked for the past 6 years. People get space rich, and coalitions keep having the excuse to have big coalitions.
like i said, income really isn't as important as you think it is and that you think income really matters this much shows you don't get at a basic level how things work. income is great, gives you things to fight over, but at the end of the day survival is what drives the meta of coalitions, not income. income is merely a tool.
gudfites never went out the window because it never actually existed
and there are few people who have as useless knowledge as someone who has been out of the game for years and doesn't really understand what's going on and just keeps saying crazy things about BACK IN MY DAY while everyone just rolls their eyes at the senile grandpa and politely ignores him to avoid causing him embarrassment. however that's really only PL people who are required to do that at this point so you should probably just post there and cease embarrassing yourself by trying to post as one of the big boys when you don't even know who the current ones are. |

Manfred Sideous
North Eastern Swat Pandemic Legion
593
|
Posted - 2014.07.07 20:11:00 -
[267] - Quote
Zappity wrote:Just a few thoughts.
Premises 1. Sprawling empires are bad. This is bad because it makes it more difficult for smaller entities to get into the null game. 2. Dependence on a large number of players/allies to survive is bad. There is only one logical endpoint to this after a period of coalescence: two enormous coalitions which balance each other (see point 1). 3. Alliances would not form coalitions if they did not have to. I am assuming that lack of fights and a desire for independence would be enough to stop coalition formation if point 2 (i.e. survival) was solved.
Actions 1. Nerf power projection. 2. Institute GÇÿdynamic true secGÇÖ to increase rewards for active space and decrease rewards for inactive space against an unmodified sec. 3. Institute GÇÿdynamic defence indexGÇÖ to increase the defensibility of active space and decrease defensibility of inactive space. Somehow.
Results Rental empires will be maintained as long as it is possible to defend multiple parts of your empire simultaneously over great distances. Nerfing power projection will increase the probability of successful rebellion and territorial wars. This will continue until the optimal empire size is achieved, i.e. small enough to adequately defend all borders.
Alliances need the ability to grow GÇÿupwardGÇÖ instead of sprawl GÇÿoutwardGÇÖ and this must include both rewards and defence. A GÇÿtallGÇÖ, active alliance should be very difficult (impossible?) to dislodge from a small area of the map. If an alliance chooses to grow upward (focus their activity in a smaller area of space) then they should attain greater income (GÇÿdynamic true secGÇÖ), preferably player-generated rather than moon-generated. They should also attain greater security as a natural consequence of concentrated force but also from sov mechanics (the GÇÿSomehowGÇÖ above), allowing them to defend against a stronger force (GÇÿdynamic defence indexGÇÖ).
Conversely, if an alliance chooses to grow outward then their reward is rental income. Power projection nerfs mean that such an alliance would be inherently unstable, vulnerable to coordinated attacks.
A potential problem with this approach is that an active rental alliance would also grow in defensive strength. Maybe that is alright if the renter would need to be involved in sov defence. If they are strong enough and good enough to repel a strong invader then the chance of rebellion would also be increased.
This person gets it. /applaud
@EveManny
https://twitter.com/EveManny |

Karash Amerius
Sutoka
185
|
Posted - 2014.07.07 20:12:00 -
[268] - Quote
Clones need to be thrown into the mix about power projection as well. Although not usually important right now on a mass scale...any attempt to curb power projection will see clones being gamed pretty heavily. Karash Amerius Operative, Sutoka |

James Amril-Kesh
4S Corporation Goonswarm Federation
10600
|
Posted - 2014.07.07 20:12:00 -
[269] - Quote
Manfred Sideous wrote:James Amril-Kesh wrote:Manfred Sideous wrote:CHANGES Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)  All capitals can use stargates.  Jumpfreighters gain bubble immunity  One Jumpbridge per system can only connect to adjacent system (lightyear distance is irrelevant)  Regional Trade NPC is created to exchange racial building materials for other racial building material lol what a gigantic crock of **** Exactly what kind of crock can you elaborate please? Making the game tedious and unenjoyable, obviously. No, this isn't it at all. Make it more... psssshhhh. |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 20:18:00 -
[270] - Quote
Manfred Sideous wrote:Allison A'vani wrote:The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts. Its funny the economy got along just fine before jumpfreighters.
Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here.
For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations).
And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities.
I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones?
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
|

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 20:20:00 -
[271] - Quote
Teckos Pech wrote:Manfred Sideous wrote:Allison A'vani wrote:The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts. Its funny the economy got along just fine before jumpfreighters. Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here. For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations). And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities. I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones?
The environment that cynos built is toxic and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics. |

James Amril-Kesh
4S Corporation Goonswarm Federation
10601
|
Posted - 2014.07.07 20:23:00 -
[272] - Quote
Evelgrivion wrote:The environment that cynos built is toxic and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics. Sure it is. If you make things ****** for them they'll either stop doing logistics, or they'll stop playing EVE altogether. I'm sure that'll be great for the health of the game.  No, this isn't it at all. Make it more... psssshhhh. |

Manfred Sideous
North Eastern Swat Pandemic Legion
593
|
Posted - 2014.07.07 20:24:00 -
[273] - Quote
James Amril-Kesh wrote:Manfred Sideous wrote:James Amril-Kesh wrote:Manfred Sideous wrote:CHANGES Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)  All capitals can use stargates.  Jumpfreighters gain bubble immunity  One Jumpbridge per system can only connect to adjacent system (lightyear distance is irrelevant)  Regional Trade NPC is created to exchange racial building materials for other racial building material lol what a gigantic crock of **** Exactly what kind of crock can you elaborate please? Making the game tedious and unenjoyable, obviously.
Can you elaborate please. Because here is what I envision. I envision alliances living in nullsec that are more diverse in the type of player that is part of the alliance. So you would ideally see more builders and miners among other types of industrial individuals. I see PVP'rs guarding there space to create an environment in which the builders , miners and industrialist can go about there business. I see raiding parties going out to interfere interdict or obstruct enemies activities in there home space. Doing things like ganking ratters and miners or hacking ihub or station upgrades and services or siphoning off moons. I see parties gatecamping logistic pipes or pipes leading to low/hisec. I see other parties wanting to disrupt those camps and patrols.
I see entities waging war over border disputes or vieing to control more or better space based off needs and capabilities. Ultimately I see a more diverse vibrant and healthy nullsec where team oriented play is the cornerstone and interaction at every level is taking place.
@EveManny
https://twitter.com/EveManny |

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 20:25:00 -
[274] - Quote
James Amril-Kesh wrote:Evelgrivion wrote:The environment that cynos built is toxic and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics. Sure it is. If you make things ****** for them they'll either stop doing logistics, or they'll stop playing EVE altogether. I'm sure that'll be great for the health of the game. 
I'm not convinced that it's necessary for logistics guys to play the game as you perceive they do right now. |

Retar Aveymone
GoonWaffe Goonswarm Federation
512
|
Posted - 2014.07.07 20:25:00 -
[275] - Quote
Manfred Sideous wrote: Its funny the economy got along just fine before jumpfreighters.
once again: in a manner of speaking yes, but that manner of speaking was that carriers were cheaper, longer range jump freighters (and before that, cargo-expanded dreadnaughts). the jump freighter exists because they had to replace the niche of "thing that jumps lots of cargo to nullsec" when they nerfed the carrier. I do not believe the economy ever got along before the introduction of that niche of ships in any real way because null has never really had the capability to be self-sufficient. |

Wentworth III
Sniggerdly Pandemic Legion
5
|
Posted - 2014.07.07 20:26:00 -
[276] - Quote
Manfred Sideous wrote:Wentworth III wrote:Interesting solutions but I'm afraid the coalitions would not break up as a result. When the best income is directly dependent on the amount of sov owned, it makes sense for alliances to collaborate rather than fight.
The only way to really break up the coalitions would be to make renting less profitable to the extent that it could not support a coalition of 50,000+ characters. But that's impossible if you think about it. The only other option is to outlaw renting, but CCP wouldn't dare interfere with the whole ~sandbox~ narrative. If you limit power projection people will have to spend time to travel to find content. Time is the commodity because players can't spend there day traveling to find the content. So logical choices will have to be made like " Hey if were blue to everyone within reasonable travel distance then we have nothing to do" " Likewise a group on the otherside of the universe will not travel here reasonably everyday " "Therefore why don't we unblue some of these groups so that our members have the ability to have content without traveling a unreasonable amount of time". You would still see epic battles for pivotal timers ( Home Systems ) when people "phone a friend to come to their aid". I also think this would give rise again to mercenaries ( Nomadic groups that can be contracted to augment stationary groups ).
Yeah, the first thing that came to mind when I read the original post was the comeback of true nullsec mercenary alliances.
I'm still not convinced people would give up their blues in favor of content and specifically, I cannot see the CFC doing this. As we've seen over the past years alliances within the CFC have been completely OK with sacrificing content for security and income (evidenced by the stagnation in nullsec we experience today.) Every alliance complains about the lack of content but none want to give up their massive safety net of blues.
Bottom line, I don't see most of the CFC alliances which are quite frankly not capable of standing on their own resetting their blues to get content. If content is what they wanted in the first place they wouldn't have joined the largest blue list the game has ever seen. They'll just live with less ability to deploy as a coalition, or will all live on the fringes of CFC controlled space. |

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 20:32:00 -
[277] - Quote
Wentworth III wrote:I'm still not convinced people would give up their blues in favor of content and specifically, I cannot see the CFC doing this. As we've seen over the past years alliances within the CFC have been completely OK with sacrificing content for security and income (evidenced by the stagnation in nullsec we experience today.) Every alliance complains about the lack of content but none want to give up their massive safety net of blues.
Bottom line, I don't see most of the CFC alliances which are quite frankly not capable of standing on their own resetting their blues to get content. If content is what they wanted in the first place they wouldn't have joined the largest blue list the game has ever seen. They'll just live with less ability to deploy as a coalition, or will all live on the fringes of CFC controlled space.
Winning seems to take priority over fun, especially for strategic objectives. If that's the case, winning is the thing that is broken, and needs to be fixed. I think the changes proposed by Manfred Sideous will serve that end well. |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 20:32:00 -
[278] - Quote
Retar Aveymone wrote:Manfred Sideous wrote: Its funny the economy got along just fine before jumpfreighters.
once again: in a manner of speaking yes, but that manner of speaking was that carriers were cheaper, longer range jump freighters (and before that, cargo-expanded dreadnaughts). the jump freighter exists because they had to replace the niche of "thing that jumps lots of cargo to nullsec" when they nerfed the carrier. I do not believe the economy ever got along before the introduction of that niche of ships in any real way because null has never really had the capability to be self-sufficient.
Just curious here...
Since this predates my time in game (which is fairly long now), can any of your rally bitter vets ( ) describe this nerf ot carriers?
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 20:35:00 -
[279] - Quote
Teckos Pech wrote:Just curious here... Since this predates my time in game (which is fairly long now), can any of your rally bitter vets (  ) describe this nerf ot carriers?
Many years ago, there were no restrictions on what could be inside of a ship's cargohold when it was placed in a carrier. People would pack Iteron Mark Vs full of stuff, put them in carriers, and then jump to their destinations.
|

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 20:37:00 -
[280] - Quote
Evelgrivion wrote:Teckos Pech wrote:Manfred Sideous wrote:Allison A'vani wrote:The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts. Its funny the economy got along just fine before jumpfreighters. Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here. For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations). And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities. I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones? The environment that cynos built is, in my opinion, toxic, and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics.
So, run it more like a business so it is less like a business? Is that your suggestion? Sorry, but you'll have to pardon me for finding that kind of rhetoric completely daft.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
513
|
Posted - 2014.07.07 20:38:00 -
[281] - Quote
Teckos Pech wrote:Just curious here... Since this predates my time in game (which is fairly long now), can any of your rally bitter vets (  ) describe this nerf ot carriers? You can't have cargo in the cargohold of a ship in a carrier's SMA.
Before, people would fill iterons up to the brim then load them into a carrier. You could fit like 3 iterons giving you something like 150km of space (I don't remember exactly what the best packing for maximum space was) being hauled around in your carrier's SMA. The nerf was that now you can't put things that have things in their cargohold into a carrier SMA.
This is, incidentally, why many way-oldschool carrier alts also have gallente industrial V: so they could pack their own carriers. |

Marlona Sky
D00M. Northern Coalition.
5358
|
Posted - 2014.07.07 20:39:00 -
[282] - Quote
Retar Aveymone wrote:Marlona Sky wrote:CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. I just hope you realize this simple fact: If the time it takes to conquer a system is less than the time it takes for a group to move capitals over a longer distance, join in on the fight for the system and then move back home before they lost their system; nothing will change for the political landscape. Please tell me you understand that. "please tell me you understand that fire is wet" that's wrong and you have a history of not really grasping the details of why power projection is a problem or how to fix it. of the many, many wrong things with your post the single biggest one is your casual acceptance of one of the biggest problems with "power projection" and sov issues: the defender-takes-all nature of sov fight victories where a single win by the defender resets all progress in the system. if you were to go back to the tug-of-war nature of pos warfare that you CAN show up in time for one fight wouldn't be enough because one fight would not be enough. your ideas on power projection tend to be really really bad because you are heavily blinkered and generally make that sort of casual assumption that various things are fixed, so you must heavily nerf the things you haven't casually fixed without thinking about it or make other seriously bad changes because they're the only ones you see. if you must continue posting, please stop posting as if you are an authority on the subject and have some idea of what "simple facts" people need to understand. you're generally wrong and you generally don't even put an argument in the post so that I can explain the errors in your thinking and correct them for the benefit of the reader or you Please link something where I have said the current sov system is fine. Or you could continue making up more stuff about me I suppose. The Paradox |

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 20:41:00 -
[283] - Quote
Teckos Pech wrote:So, run it more like a business so it is less like a business? Is that your suggestion? Sorry, but you'll have to pardon me for finding that kind of rhetoric completely daft.
You've got a massive uphill climb to convince me that your convenience is worth more than the game's overall health. |

Mr Rive
SniggWaffe WAFFLES.
42
|
Posted - 2014.07.07 20:43:00 -
[284] - Quote
Retar Aveymone wrote:Mr Rive wrote: wow so many words so little said.
It DOES NOT MATTER where the income stream is coming from. AS LONG AS IT IS PROFITABLE to hold large areas of space, large coalitions will form to hold it.
Do you really think eve politics has changed so much in a year and a half that my vastly superior knowledge to yours doesnt matter any more? Please, I help set the foundations up for the coalitions that exist today. I'm one of the people that's responsible for the way eve is right now. I know most of the big players on first name basis. Gudfites went out of the window a long time ago, and are only a ruse so that big powerblocks can have safe spaces to build supercaps and build big wallets so that when they lose them all they can just build another round. That's how its worked for the past 6 years. People get space rich, and coalitions keep having the excuse to have big coalitions.
like i said, income really isn't as important as you think it is and that you think income really matters this much shows you don't get at a basic level how things work. income is great, gives you things to fight over, but at the end of the day survival is what drives the meta of coalitions, not income. income is merely a tool. gudfites never went out the window because it never actually existed and there are few people who have as useless knowledge as someone who has been out of the game for years and doesn't really understand what's going on and just keeps saying crazy things about BACK IN MY DAY while everyone just rolls their eyes at the senile grandpa and politely ignores him to avoid causing him embarrassment. however that's really only PL people who are required to do that at this point so you should probably just post there and cease embarrassing yourself by trying to post as one of the big boys when you don't even know who the current ones are.
You just sound as if youre making excuses because you dont want the current meta to change. I don't really care about your opinion, youre wrong. It's clear its pointless tryingto reason with you.
|

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 20:48:00 -
[285] - Quote
Evelgrivion wrote:Teckos Pech wrote:So, run it more like a business so it is less like a business? Is that your suggestion? Sorry, but you'll have to pardon me for finding that kind of rhetoric completely daft.
You've got a massive uphill climb to convince me that your convenience is worth more than the game's overall health. I have long since concluded that making it easy, or even possible to move bulk material from point A to point B in an instant was not a good direction for Eve Online. Its past time it got a second look, and it is, in my opinion, worth throwing away the things you like about the status quo to make Eve a better game.
My convenience (and everyone else's) is essential for the game's health. Making the game inconvenient is not that far from making the game un-fun.
You also appear to be conflating easy and fun. That does not necessarily have to be the case.
FYI: Just to be clear, I don't do logistics for my alliance or corp. So I'm not here complaining about how my own in game activities would suddenly suck alot more with these changes. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Tara Read
Immortalis Inc. Shadow Cartel
714
|
Posted - 2014.07.07 20:50:00 -
[286] - Quote
I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income. Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Wentworth III
Sniggerdly Pandemic Legion
5
|
Posted - 2014.07.07 20:57:00 -
[287] - Quote
Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income.
Reading the first two lines of your post I'm not convinced you read the original message. The whole point of the proposed changes is to make entities like PL and NC. (and the CFC but I'm too sold on them) incapable of defending these vast renter holdings from coordinated attacks.
PL wouldn't have the choice of dumping the rental empire, the idea is it would have to dump the rental empire (or at least give up a large part of it) as soon as it got attacked on multiple fronts.
|

Andraea Sarstae
Circle of Steel Inc. Care Factor
9
|
Posted - 2014.07.07 21:03:00 -
[288] - Quote
You can achieve much of what you want with some smaller changes:
- Mass limits on individual cynos
- Jump drive cool downs on combat capitals
- Titans can no longer bridge
- Capitals can use stargates
- Military/Industry index gives bonuses to defending a system
- Cyno jammer cost decreases with each level of military/industrial index, reaching zero when both are maxed.
- Sov costs increase exponentially with number of systems held, and number of systems held by blued entities. (i.e. prevent Goon1, Goon2, Goon3, NC1, NC2, NC3, etc). This may need additional work to prevent out of game blocs from circumventing this intention.
- Super capitals have a monthly maintenance fee (XX% of their value) that must be paid before they're able to perform any combat action. This accumulates even if the account is unsubbed. This is intended to return super capitals to semi-rare alliance level assets that take significant resources to use, in the spirit they were originally designed to be, rather than personal IWin buttons that accumulate in mass numbers and break the overall design of the Eve universe.
|

Tara Read
Immortalis Inc. Shadow Cartel
715
|
Posted - 2014.07.07 21:04:00 -
[289] - Quote
Wentworth III wrote:Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income. Reading the first two lines of your post I'm not convinced you read the original message. The whole point of the proposed changes is to make entities like PL and NC. (and the CFC but I'm too sold on them) incapable of defending these vast renter holdings from coordinated attacks. PL wouldn't have the choice of dumping the rental empire, the idea is it would have to dump the rental empire (or at least give up a large part of it) as soon as it got attacked on multiple fronts.
I understand the rental empire model would be scrapped. My only qualm is how in the hell are you going to convince people who are used to easy isk and pretty much owning vast swathes of sov to give it up?
I'm actually pretty open to anything that breaks up the monotony null sec has mired itself in including Manfreds ideas. I remember the Great War, BoB, conflicts of a regional nature Manfred spoke of.
I even remember the little headlines you'd get as you log in declaring a Titan was destroyed. You know back when Titans were big news.
There's another glaring question as well in regards to force projection. What happens to these dozens of now unusable Supers? Because pretty much a capital becomes a lumbering giant able to use gates but like the battleship fleets of old cumbersome.
Again great brainstorming but in order for these ideas to work they need tweaking and for CCP to get off their assets and realize the very game they created is too small for the current player base and power projection mechanics. Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Mr Rive
SniggWaffe WAFFLES.
42
|
Posted - 2014.07.07 21:06:00 -
[290] - Quote
Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income.
PL has been through times where we were scraping along on the bones of our arses. The vast majority of PL pilots are PvPers first and foremost. If it meant we got to go back to our old way of life, living out of NPC stations and taking contracts on people, fighting against 100 man fleets instead of 1000 man fleets, PL would take it.
If, by then, there were good fights to be had, then people would quickly get bored of dropping no risk supers on everything and go back to flying conventional ships and just having fun. A lot of people would take a hit, but I doubt any of them would mind if it meant we got to go back to what we were doing when eve was not about how much you can bring to a fight.
It's probably hard to believe, and you're right, if supers stay as they are now, you will always get bored PL members dropping them on people. That's why they need nerfing. |
|

Tiger Tesla
Periphery Bound
1
|
Posted - 2014.07.07 21:07:00 -
[291] - Quote
I agree with most of these proposed changes, but one of the main reasons why I agree with them is that jump drives, and the gate limitations for capital ships, should be a disadvantage instead of an advantage for ships.
As a design goal I believe that a capital fleet should move across the galaxy slower than a battleship fleet.
Content in Eve is created by the players, but when content is created for contents sake we all end up with a hollow meaning, with little holding us to the game other than "good fights". If a pilot feels that he is fighting for his system, or is deployed far away from home to conquor an important region or to help an ally fight off invaders, it should mean something and be of consiquence.
By promoting industry in 0.0 with the Crios, and making it possible to defend your system from ulterior, you promote players being in space. Everyone In Eve wants more people in space.
And as a final note, something needs to be done about Local as a catch-all Intel tool. I live in wormholes currently because I love covert operations, but if I jump through a nullsec hole everyone knows who I am, what I like to fly (kb). Leaving scouts at entry points and using d-scan should be part of nullsec life. |

Mr Rive
SniggWaffe WAFFLES.
42
|
Posted - 2014.07.07 21:09:00 -
[292] - Quote
Tara Read wrote:Wentworth III wrote:Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income. Reading the first two lines of your post I'm not convinced you read the original message. The whole point of the proposed changes is to make entities like PL and NC. (and the CFC but I'm too sold on them) incapable of defending these vast renter holdings from coordinated attacks. PL wouldn't have the choice of dumping the rental empire, the idea is it would have to dump the rental empire (or at least give up a large part of it) as soon as it got attacked on multiple fronts. I understand the rental empire model would be scrapped. My only qualm is how in the hell are you going to convince people who are used to easy isk and pretty much owning vast swathes of sov to give it up? I'm actually pretty open to anything that breaks up the monotony null sec has mired itself in including Manfreds ideas. I remember the Great War, BoB, conflicts of a regional nature Manfred spoke of. I even remember the little headlines you'd get as you log in declaring a Titan was destroyed. You know back when Titans were big news. There's another glaring question as well in regards to force projection. What happens to these dozens of now unusable Supers? Because pretty much a capital becomes a lumbering giant able to use gates but like the battleship fleets of old cumbersome. Again great brainstorming but in order for these ideas to work they need tweaking and for CCP to get off their asses and realize the very game they created is too small for the current player base and power projection mechanics.
Supers are goddamn boring and if we were to get rid of supers altogether I don't think many tears would be shed tbh. The only reason WE have them is because other people have them and the only reason other people have them is because we have them.
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
673
|
Posted - 2014.07.07 21:10:00 -
[293] - Quote
Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Manfred Sideous
North Eastern Swat Pandemic Legion
594
|
Posted - 2014.07.07 21:11:00 -
[294] - Quote
Teckos Pech wrote:Evelgrivion wrote:Teckos Pech wrote:So, run it more like a business so it is less like a business? Is that your suggestion? Sorry, but you'll have to pardon me for finding that kind of rhetoric completely daft.
You've got a massive uphill climb to convince me that your convenience is worth more than the game's overall health. I have long since concluded that making it easy, or even possible to move bulk material from point A to point B in an instant was not a good direction for Eve Online. Its past time it got a second look, and it is, in my opinion, worth throwing away the things you like about the status quo to make Eve a better game. My convenience (and everyone else's) is essential for the game's health. Making the game inconvenient is not that far from making the game un-fun. You also appear to be conflating easy and fun. That does not necessarily have to be the case. FYI: Just to be clear, I don't do logistics for my alliance or corp. So I'm not here complaining about how my own in game activities would suddenly suck alot more with these changes.
Changing things doesn't mean they have to be hard it could mean you arrive to same endstate via a new or different means.
@EveManny
https://twitter.com/EveManny |

Querns
GBS Logistics and Fives Support Goonswarm Federation
673
|
Posted - 2014.07.07 21:11:00 -
[295] - Quote
I will repeat it until my fingers are bloodied, useless stumps:
COST DOES NOT ACT AS A LIMITING FACTOR IN EVE: ONLINE, A SPACESHIP GAME. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Tara Read
Immortalis Inc. Shadow Cartel
715
|
Posted - 2014.07.07 21:13:00 -
[296] - Quote
Mr Rive wrote:Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income. PL has been through times where we were scraping along on the bones of our arses. The vast majority of PL pilots are PvPers first and foremost. If it meant we got to go back to our old way of life, living out of NPC stations and taking contracts on people, fighting against 100 man fleets instead of 1000 man fleets, PL would take it. If, by then, there were good fights to be had, then people would quickly get bored of dropping no risk supers on everything and go back to flying conventional ships and just having fun. A lot of people would take a hit, but I doubt any of them would mind if it meant we got to go back to what we were doing when eve was not about how much you can bring to a fight. It's probably hard to believe, and you're right, if supers stay as they are now, you will always get bored PL members dropping them on people. That's why they need nerfing.
It seems we are of the same mindset then. I gotta say I certainly smiled reading a response I was hoping to get. Content over anything else. And isn't that a shame though? That people put profit over content, fights are secondary instead of a focus?
Man the game has shifted terribly these last few years. Eve has just outgrown itself in some regards.
Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 21:16:00 -
[297] - Quote
Evelgrivion wrote:Teckos Pech wrote:Manfred Sideous wrote:Allison A'vani wrote:The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts. Its funny the economy got along just fine before jumpfreighters. Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here. For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations). And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities. I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones? The environment that cynos built is, in my opinion, toxic, and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics.
I'm going to try again....
What I was trying to suggest, and my fault that I failed, is that one solution might be to make null logistics less important. If "stuff" is sourced locally more than bought in bulk in empire and then jumped out to null then logistics becomes less of a thing.
Right now, and even with the various changes to industry, making things in null is not going to be much of a thing except for various high end commodities. For example, making JFs in null might become a big thing. Making cruiser hulls, probably not.
I agree with much of Manny's goals (more people mining in null, more people manufacturing in null, systems being more intensely used, I'm not even against seeing the current null empires contract in size and opening up huge swaths of space for potential new comers). I'm just not sure making things inconvenient is the way to go. Trying to force people into an outcome is not as easy or healthy as providing incentives where people willingly move towards that outcome.
Most people focus on "force". Change the rules so people can't do something anymore instead of changing the rules so they don't want to do what they are currently doing and do something else, that also could have positive long term "health" benefits for the game.
Yes, the latter is probably quite a bit harder, but at the same time it is more consistent with the notion of the sandbox game. The former, however, is less consistent with a sandbox game. It really comes down to: you aren't sandboxing like I think you should, so I'm going to stop you from sandboxing that way. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Tara Read
Immortalis Inc. Shadow Cartel
715
|
Posted - 2014.07.07 21:17:00 -
[298] - Quote
Mr Rive wrote:Tara Read wrote:Wentworth III wrote:Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income. Reading the first two lines of your post I'm not convinced you read the original message. The whole point of the proposed changes is to make entities like PL and NC. (and the CFC but I'm too sold on them) incapable of defending these vast renter holdings from coordinated attacks. PL wouldn't have the choice of dumping the rental empire, the idea is it would have to dump the rental empire (or at least give up a large part of it) as soon as it got attacked on multiple fronts. I understand the rental empire model would be scrapped. My only qualm is how in the hell are you going to convince people who are used to easy isk and pretty much owning vast swathes of sov to give it up? I'm actually pretty open to anything that breaks up the monotony null sec has mired itself in including Manfreds ideas. I remember the Great War, BoB, conflicts of a regional nature Manfred spoke of. I even remember the little headlines you'd get as you log in declaring a Titan was destroyed. You know back when Titans were big news. There's another glaring question as well in regards to force projection. What happens to these dozens of now unusable Supers? Because pretty much a capital becomes a lumbering giant able to use gates but like the battleship fleets of old cumbersome. Again great brainstorming but in order for these ideas to work they need tweaking and for CCP to get off their asses and realize the very game they created is too small for the current player base and power projection mechanics. Supers are goddamn boring and if we were to get rid of supers altogether I don't think many tears would be shed tbh. The only reason WE have them is because other people have them and the only reason other people have them is because we have them.
My analogy of Supers being Eve's ICBM was correct then. They seem to be more of a deterrent than anything else. If you could get seriously backing in PL for Manfreds ideas there would be some weight to it. Not that Manfred himself isn't weight enough behind them.
You got my support on this. Gate camping shipping lanes? Holy **** it's almost like Piracy would be profitable again!
Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Evelgrivion
Calamitous-Intent Feign Disorder
298
|
Posted - 2014.07.07 21:17:00 -
[299] - Quote
Querns wrote:I will repeat it until my fingers are bloodied, useless stumps:
COST DOES NOT ACT AS A LIMITING FACTOR IN EVE: ONLINE, A SPACESHIP GAME.
This.
There is a good, crucial, question that must be asked of every design: given infinite manpower and infinite resources, does the system break down? If it breaks, the system is no good, and should be reworked until it can withstand the scenarios that sound impossible. |

Arindel Heideran
Ad Perpetuam Memoriam Heideran VII Silent Infinity
4
|
Posted - 2014.07.07 21:19:00 -
[300] - Quote
While I do agree that restricting jump drives to adjacent systems is a little too harsh (significant range penalties would be preferable in my opinion), I think people decrying how any reduction to JF projection ruins logistics to the point that null will empty are also overreacting. Admittedly I live in a highly populated region close to empire space at the moment, but it seems most of the concerns about logistics still make the assumption that groups will try to maintain their multi-region empire. The idea of Manfred's changes is to make this a thing of the past. Yes, maintaining logistics for 3 or 4 regions with your current number of logistics pilots and the proposed changes would be hard. That is the idea. This would encourage reduction in the amount of space held, thus opening up null to more groups, and would also encourage the development of null industry to allay those logistics issues through local production. Frankly, the reason why things like sov timers and logistics work is because the only way to prevent players from simply burning everything is to make the means to do it distasteful. The only way you will break up the current super-coalitions is if it is more of a pain for them to remain and fight together than to break out into their own little sections of space and set up a whole bunch of little blobs.
To draw a real-world comparison, you have the world pre-industrial era and the world in the modern era. If you want to promote massive, devastating wars, certainly modern transportation and infrastructure has facilitated this in the past century. If you wanted to look for tons of small wars, you want to look back to when food and equipment were serious impediments to the mobility of your armies. Since unlike in the real world, in Eve, most of us WANT fights, its better off if we have a less globally connected, more isolated universe if we want to promote hundreds of small conflicts, rather than tedious peace interspersed with massive wars where a single pilot or small group simply doesn't matter.
|
|

Manfred Sideous
North Eastern Swat Pandemic Legion
596
|
Posted - 2014.07.07 21:21:00 -
[301] - Quote
Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income.
Let me first just say I am but one man. I do not encompass the decision making for PL or CCP. I can tell you PL has weathered many changes in the game and been fine. I am sure we can weather more. We play as a team and strive for excellence. Ultimately I would like to think that EVERYONE wants a healthier Eve. One that continues to grow and is around for a very long time. I personally and willing to unclutch these so called "pearls" for that endstate. I think it would be exciting to see a more vibrant nullsec one where new groups can come out and carve themselves out a piece. I still think we would still see massive headline making fights. But I also think that not every fight will be a %10 Tidifest that we have now. I think the blocks will break up and the ones that refuse will atrophy from lack of content. There members will become disengaged. Groups like PL would have to change drastically we would either have to live in our sov to protect the rental space around it ( this limits us from being the boogeyman elsewhere) or we become the nomadic mercenary ( which means we can be the boogeyman anywhere but not at the same time). @EveManny
https://twitter.com/EveManny |

Evelgrivion
Calamitous-Intent Feign Disorder
298
|
Posted - 2014.07.07 21:24:00 -
[302] - Quote
Tara Read wrote:CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
The stories told by players to their friends have always been worth more for gaining and keeping subscribers than these flash in the pan battles ever were. |

Retar Aveymone
GoonWaffe Goonswarm Federation
514
|
Posted - 2014.07.07 21:24:00 -
[303] - Quote
Tara Read wrote: My analogy of Supers being Eve's ICBM was correct then. They seem to be more of a deterrent than anything else. If you could get seriously backing in PL for Manfreds ideas there would be some weight to it. Not that Manfred himself isn't weight enough behind them.
Not quite. They're absolutely necessary for grinding sov once resistance has been broken because you need to kill a staggering amount of EHP even when someone has fled to empire. Ask BNI just how much fun grinding sov, even unopposed, is without a supercap fleet. It's just another one of the "**** you" things about Dominiuon.
Mr Rive wrote: You just sound as if youre making excuses because you dont want the current meta to change. I don't really care about your opinion, youre wrong. It's clear its pointless tryingto reason with you.
It is pointless for you to try to "reason" with me when the extent of your reasoning is "i was somebody, once" while saying many wrong things, yes. When you're somebody again you probably won't make as many basic errors about how the game works. |

Darirol
Origin. Black Legion.
9
|
Posted - 2014.07.07 21:24:00 -
[304] - Quote
i always was a big fan for removing every way to move more then one system at once.
sending freighter, jumpfreighter, capitals and supercapitals through gates would probably the best thing ever and would solve almost every problem in eve.
but ccp will never do something like that because there would be epic threadnoughts against this. |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 21:24:00 -
[305] - Quote
Manfred Sideous wrote:Teckos Pech wrote:Evelgrivion wrote:Teckos Pech wrote:So, run it more like a business so it is less like a business? Is that your suggestion? Sorry, but you'll have to pardon me for finding that kind of rhetoric completely daft.
You've got a massive uphill climb to convince me that your convenience is worth more than the game's overall health. I have long since concluded that making it easy, or even possible to move bulk material from point A to point B in an instant was not a good direction for Eve Online. Its past time it got a second look, and it is, in my opinion, worth throwing away the things you like about the status quo to make Eve a better game. My convenience (and everyone else's) is essential for the game's health. Making the game inconvenient is not that far from making the game un-fun. You also appear to be conflating easy and fun. That does not necessarily have to be the case. FYI: Just to be clear, I don't do logistics for my alliance or corp. So I'm not here complaining about how my own in game activities would suddenly suck alot more with these changes. Changing things doesn't mean they have to be hard it could mean you arrive to same endstate via a new or different means.
I don't mind hard. What I do mind is not fun. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Manfred Sideous
North Eastern Swat Pandemic Legion
596
|
Posted - 2014.07.07 21:30:00 -
[306] - Quote
Tara Read wrote:
My analogy of Supers being Eve's ICBM was correct then. They seem to be more of a deterrent than anything else. If you could get seriously backing in PL for Manfreds ideas there would be some weight to it. Not that Manfred himself isn't weight enough behind them.
You got my support on this. Gate camping shipping lanes? Holy **** it's almost like Piracy would be profitable again!
You saying im Fat bro ? Thats it Fite me now!
@EveManny
https://twitter.com/EveManny |

Retar Aveymone
GoonWaffe Goonswarm Federation
514
|
Posted - 2014.07.07 21:32:00 -
[307] - Quote
Marlona Sky wrote: Please link something where I have said the current sov system is fine. Or you could continue making up more stuff about me I suppose.
it's your post I quoted
the thing you said is true if and only if the current sov system stays the way it is. if the sov system is changed, the core assumption (that you must be there for one fight) goes out the window and your supposed fundamental truth goes out the window. the only way your post is at all correct is with Dominion sov (and even then, not really, because you don't really bother to think about effort or friction. that something is POSSIBLE doesn't mean that you can do it repeatedly without people telling you to go **** yourself and playing a different game). |

Manfred Sideous
North Eastern Swat Pandemic Legion
596
|
Posted - 2014.07.07 21:33:00 -
[308] - Quote
Teckos Pech wrote:Evelgrivion wrote:Teckos Pech wrote:Manfred Sideous wrote:Allison A'vani wrote:The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts. Its funny the economy got along just fine before jumpfreighters. Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here. For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations). And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities. I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones? The environment that cynos built is, in my opinion, toxic, and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics. I'm going to try again.... What I was trying to suggest, and my fault that I failed, is that one solution might be to make null logistics less important. If "stuff" is sourced locally more than bought in bulk in empire and then jumped out to null then logistics becomes less of a thing. Right now, and even with the various changes to industry, making things in null is not going to be much of a thing except for various high end commodities. For example, making JFs in null might become a big thing. Making cruiser hulls, probably not. I agree with much of Manny's goals (more people mining in null, more people manufacturing in null, systems being more intensely used, I'm not even against seeing the current null empires contract in size and opening up huge swaths of space for potential new comers). I'm just not sure making things inconvenient is the way to go. Trying to force people into an outcome is not as easy or healthy as providing incentives where people willingly move towards that outcome. Most people focus on "force". Change the rules so people can't do something anymore instead of changing the rules so they don't want to do what they are currently doing and do something else, that also could have positive long term "health" benefits for the game. Yes, the latter is probably quite a bit harder, but at the same time it is more consistent with the notion of the sandbox game. The former, however, is less consistent with a sandbox game. It really comes down to: you aren't sandboxing like I think you should, so I'm going to stop you from sandboxing that way.
I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind. @EveManny
https://twitter.com/EveManny |

Tara Read
Immortalis Inc. Shadow Cartel
715
|
Posted - 2014.07.07 21:35:00 -
[309] - Quote
Manfred Sideous wrote:Tara Read wrote:I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.
Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.
Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.
Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.
And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.
CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.
So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.
These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income. Let me first just say I am but one man. I do not encompass the decision making for PL or CCP. I can tell you PL has weathered many changes in the game and been fine. I am sure we can weather more. We play as a team and strive for excellence. Ultimately I would like to think that EVERYONE wants a healthier Eve. One that continues to grow and is around for a very long time. I personally and willing to unclutch these so called "pearls" for that endstate. I think it would be exciting to see a more vibrant nullsec one where new groups can come out and carve themselves out a piece. I still think we would still see massive headline making fights. But I also think that not every fight will be a %10 Tidifest that we have now. I think the blocks will break up and the ones that refuse will atrophy from lack of content. There members will become disengaged. Groups like PL would have to change drastically we would either have to live in our sov to protect the rental space around it ( this limits us from being the boogeyman elsewhere) or we become the nomadic mercenary ( which means we can be the boogeyman anywhere but not at the same time).
You gotta look at it from an outside opinion Manfred. It is very uncouth for someone to just give it all up for the sake of the good of everyone else. And maybe that's exactly what Eve needs.
We've been shouted at from mountains by CCP and others "Greed Is Good!" But in the process the very heart and soul of this little universe we call New Eden has suffered altogether at the sake of isk and risk aversion.
To be honest I wish your ideas would be instantaneous. Regional conflicts, Pirate raids on shipping convoys, gate camps locking down pipes, local wars making Sov more of a small gang and intimate experience.
I mean Eve is and always should be about the experience. The fight. There's nothing quite like skilled pvp going toe to toe out scrapping and fighting tooth and nail. It's almost like people have forgotten these fights exist.
Let's do it. Let's make Eve content and pvp something worthy again. Difficult, skill based. Not on the number of Supers you can drop, or how many lemmings can cram into a system.
And for all of you blathering about logistics being hard go talk to some of the grey beards who did it back in the day. Hell Industry would have a valued place again in Eve too.
These changes are needed desperately. If not more pilots will become bored, more will unsub, more will not even look back and then all that isk will be utterly worthless and the only people who will play are the vets desperate for the old days and renters who know nothing else.
Let's make Eve great again guys. Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Tara Read
Immortalis Inc. Shadow Cartel
716
|
Posted - 2014.07.07 21:36:00 -
[310] - Quote
Manfred Sideous wrote:Tara Read wrote:
My analogy of Supers being Eve's ICBM was correct then. They seem to be more of a deterrent than anything else. If you could get seriously backing in PL for Manfreds ideas there would be some weight to it. Not that Manfred himself isn't weight enough behind them.
You got my support on this. Gate camping shipping lanes? Holy **** it's almost like Piracy would be profitable again!
You saying im Fat bro ? Thats it Fite me now!
No cyno's at top belt? Fine : P And no you aren't fat. I'm the fat American riding a power scooter lol.
Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |
|

Mr Rive
SniggWaffe WAFFLES.
43
|
Posted - 2014.07.07 21:39:00 -
[311] - Quote
Manfred Sideous wrote:Mr Rive wrote: Supers are goddamn boring and if we were to get rid of supers altogether I don't think many tears would be shed tbh. The only reason WE have them is because other people have them and the only reason other people have them is because we have them.
I think supers and capitals are cool and exciting. They make cool headlines and we need them for the hitpoints of structures. The problem has always has been power projection. Hell we have so many of the things because its easy as hell for 1 guy to move the minerals to build one to nullsec in a single day.
They're exciting 1% of the time. You know yourself owning a super that to have one you basically have to pay sub for an alt you might use for something important once a month.
Yeah, the idea of supers is incredibly cool and I would like nothing more than to see them work. Maybe your ideas would work, I don't know, but personally, I would rather see no supers in game than have them be what they are today.
If you can think of a way to make them work, I'm completely on board. Right now though, I would rather not have them in the game altogether, dreads and carriers fighting it out is pretty cool too. What's more fights where thousands of dreads are lost are a great possibility right now, because it is far easier to reship into one than it is a super.
I love the idea of supers, but the implementation of them right now is awful. I mean for god's sake seleene invented it. |

Manfred Sideous
North Eastern Swat Pandemic Legion
597
|
Posted - 2014.07.07 21:40:00 -
[312] - Quote
Tara Read wrote:Manfred Sideous wrote:
You saying im Fat bro ? Thats it Fite me now!
No cyno's at top belt? Fine : P And no you aren't fat. I'm the fat American riding a power scooter lol.
jkay I am a fatty. @EveManny
https://twitter.com/EveManny |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 21:47:00 -
[313] - Quote
Manfred Sideous wrote:
I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.
I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan? Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Manfred Sideous
North Eastern Swat Pandemic Legion
598
|
Posted - 2014.07.07 21:50:00 -
[314] - Quote
Teckos Pech wrote:Manfred Sideous wrote:
I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.
I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan?
I don't I just hope this discussion helps CCP in some way that in part or parcel. Honestly I think this all can be implemented at once just plenty of advance warning and testing for bugs and etc.
@EveManny
https://twitter.com/EveManny |

Saraki Ishikela
Deep Space Adventure Time
44
|
Posted - 2014.07.07 21:50:00 -
[315] - Quote
An idea in response to the cost of sov. I liked the useage idea but why not have something like growing costs. Have an Alliance set up a home system, have the cost of sov increase for every jump away from the system. Have a smaller cost if the alliance holds connecting sov and have a much higher cost for every jump away without connecting sov.
This will cause an exponential cost increase for sov holding to put a soft cap on you will on the size of an alliances holdings. Additionally they'll want to consolidate their sov to reduce cost instead of just holding sections of valuables moons which can be held via jump bridges. One newbies quest to ExploreEVE: Youtube:www.youtube.com/exploreeve- Blogspot:http://exploreeve.blogspot.com Twitter:www.twitter.com/exploreeve - Facebook:www.facebook.com/exploreeve |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.07 21:59:00 -
[316] - Quote
Manfred Sideous wrote:Teckos Pech wrote:Manfred Sideous wrote:
I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.
I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan? I don't I just hope this discussion helps CCP in some way that in part or parcel. Honestly I think this all can be implemented at once just plenty of advance warning and testing for bugs and etc.
Quick technical question:
What exactly do you mean by adjacent?
Connected by gate--i.e. a JB would be a "safish" way to get from one system to the next and avoid gate camps.
Or some other definition? The reason I as is that on a 2-d map systems that are "adjacent" can be rather far away and involve a number of gates.
Sorry if this were answered somewhere else in the thread....15 pages is a bit of slog to read.
Update:
http://evemaps.dotlan.net/map/Deklein/S-B1E4#sec
In looking at that constellation, would LT-DRO be adjacent to....? 8S28-3? How about E3UY-6? Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Retar Aveymone
GoonWaffe Goonswarm Federation
514
|
Posted - 2014.07.07 22:01:00 -
[317] - Quote
Basically the idea that you can just nerf specific things and solve power projection is a fantasy. It's garbage and while you can slap on individual bandaids to prolong the time people will suffer through the current model the best you can do is manage the symptoms.
The complaints about power projection really add up to complaints about one thing and its side effects: bipolar eve. Bipolar eve is the creation of tons of factors that make it so that the only viable way to survive is to be able to count on about half the universe being blue to you if things really go down. That is the child of tons of factors, most poorly understood by the Marlonas of the world. Manny - though I disagree with him a lot on the changes you need to make - gets that you need really fundamental changes that rework core aspects of the game.
The main driving forces behind bipolar eve are:
1) Survival. It is possible for any war to become a galactic war. Just being bigger than your neighbor doesn't mean you can beat them, because your neighbor can beg admission to a coalition and suddenly call in a lot more support. This support can come from anywhere. Many people focus too much on rapid movement - that PL can be anywhere on the map in 10 minutes. That's a thing, yes, but not a big one. If PL takes two days to deploy, they still can deploy and suddenly shift the tide. As a result, even if you have resisted joining a coalition, any war you get into can rapidly escalate to one with a coalition on the other side and you simply must be friendly with their enemy to survive. Most stupid responses to bipolar eve just tell people to have less blues. Idiots who follow this advice end up like TEST. You may not like coalitions, but you'll learn to live with them or you'll learn to live in highsec in the current system. There are countless things that feed into this. That you can cyno capitals from one end of the map to another, and fight on two fronts at once. That modern doctrines use small ships (HACs, T3s, etc) that can often be imported much more easily than battleship fleets. That alliances are rich enough to stock markets themselves and not rely on motivating their members to do it. That alliances can import battleships en masse anyway when they're not using small ships. Jump clones. Podding. Dominion sov. All of these feed into it and you can't just hit one and expect the problem to go away.
2) Lack of serious inhibitions in controlling space. It is trivial to have bills automatically paid and maintain sov over an entire region without any serious effort. As a result there's nothing that really disincentivizes sprawling as far as you can. Keeping sov only requires effort when you face an attack. With pos warfare, you'd have to fuel a tower in each system you wanted to keep - but having only a single tower meant it was easy for a surprise attack to overwhelm you as your attacker got up more POS by surprise because you were lazy about the region. Now, any attacker hitting some renter system that no goon has been to in a year faces nearly the same obstacles as if they choose to invade Deklein itself. Sprawl does not strain an organization. Many people try to say that cost should go up exponentially. That's just not workable: cost does not balance things well in EVE, especially in 0.0 where the old guard will always be richer than the upstarts. Plus, you just evade the exponential costs through one of many obvious and unpatchable ways around it. Maintaining an empire needs to cost effort. We can always find more isk. We can't always find more people to run towers, in space we don't live in.
3) Dominion Sov: Nobody likes this. The fundamental problems with it however are generally not comprehensively understood: people see individual things wrong with it but rarely assemble them into a coherent whole because Dominion Sov is bad both for the attacker AND the defender, something people often miss.
Why dominion sov is bad for the attacker is generally understood: that all your progress resets entirely if you lose a single fight, fights are based on gigantic bricks of EHP, and that when facing an enemy who has given up you still have to grind every bit of that EHP anyway.
What's less often focused on is how bad it is for the defender. If you can't win a fight there's nothing you can do to fight a guerilla war, to strain your attacker and force him to decide its not worth the effort. A gaggle of supercaps that you can't scratch smashes your ihub and station into paste and then moves on. As a result once you're done, you're done: you've got no hope so just make sure you're not the last one holding the bag. You can't try to spam towers, you can't try to retake systems through relentlessly trying to get up towers of your own, and you can't convince your people that if you retreat and hold in a different system anything will change. The ground you fight on in every system is exactly the same. There's no fortress systems where you can tower every moon. There's no systems with so many moons that it's a matter of will and money more than actual fights. Everything is the same so once you've lost, you've got no hope.
Dominion sov, by reducing everything to timer fights over EHP, screws everyone.
4) Supercaps. Death to supercaps. It is one of the great things about B-R that now that there is rough supercap parity, everyone can finally agree on death to supercaps in theory without it being nearly as political. Supercaps make it essentially impossible for anyone to field any supercaps or capitals without being able to batphone 51% of the galaxy's supercaps. Their speed and their invulnerability to anything but more supercaps make them utter death to new alliances in EVE. Nobody can build a capital fleet or a supercap fleet without being on good terms with their local supercap lords - and with Dominion sov, you need those. |

Manfred Sideous
North Eastern Swat Pandemic Legion
600
|
Posted - 2014.07.07 22:04:00 -
[318] - Quote
Teckos Pech wrote:Manfred Sideous wrote:Teckos Pech wrote:Manfred Sideous wrote:
I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.
I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan? I don't I just hope this discussion helps CCP in some way that in part or parcel. Honestly I think this all can be implemented at once just plenty of advance warning and testing for bugs and etc. Quick technical question: What exactly do you mean by adjacent? Connected by gate--i.e. a JB would be a "safish" way to get from one system to the next and avoid gate camps. Or some other definition? The reason I as is that on a 2-d map systems that are "adjacent" can be rather far away and involve a number of gates. Sorry if this were answered somewhere else in the thread....15 pages is a bit of slog to read.
I think for definition sake adjacent would be defined by gate connection.
@EveManny
https://twitter.com/EveManny |

Retar Aveymone
GoonWaffe Goonswarm Federation
517
|
Posted - 2014.07.07 22:08:00 -
[319] - Quote
Manfred Sideous wrote: I think supers and capitals are cool and exciting. They make cool headlines and we need them for the hitpoints of structures. The problem has always has been power projection. Hell we have so many of the things because its easy as hell for 1 guy to move the minerals to build one to nullsec in a single day.
We shouldn't, though. Grinding EHP sucks. Grinding EHP is also the only way to take sov right now. Those can't go together when the only thing that lets you grind EHP without suicide involves 300b+ in supercaps and a batphone to your friendly neighborhood CFC/PL/N3 supercap FC who will show up to save your bacon if your unfriendly neighborhood PL/N3/CFC supercap FC shows up to blow you up for giggles.
They are cool and exciting because they're the only thing left where losses are significant - back in the day wiping a dread fleet was a horrific disaster, while today we could have the HED turkey shoot and have the CFC show up next week with a brand new dreadfleet. But you risk mudflation by just saying well now supercaps must be a thing because we must have a more expensive thing.
And we have so many of the things because for years you needed supercaps to be anyone. Moving minerals to 0.0 might be an easy day's work, but getting them compressed, and getting them uncompressed and into the tower...not so much (you're looking at 50 round trip freighter runs on the 0.0 side - you can outsource the highsec ones if you can afford to risk your build station being overloaded when they arrive). People would have built nearly as many if they were five times as hard to build because you simply had to have them to be anyone in the AOE/Tracking titan era. Now, less so, but you're building as fast as you can con people into flying them and so are we because we can'r risk the other side getting a definitive supercap edge. |

Oshtree
V0LTA Triumvirate.
1
|
Posted - 2014.07.07 22:09:00 -
[320] - Quote
Eve suffers contradictions in its core concepts.
CCP has created a massive universe with the idea that players will travel around space doing stuff. Traveling in nullsec involves the inherent danger of other players, also traveling in space, to destroy your ship or somehow disrupt your activities. This is the player driven content that makes EVE a game. CCP has introduced mechanics that allow players to move around the universe without actually traveling through space. Nullsec, in its existing construct, is fundamentally static, reducing interaction between players, and suffocating the player-driven content that EVE exclusively relies upon as a game.
The null sec environment encourages polarization of the player population into a few massive coalitions, yet the game cannot support a coalition-sized battle. This was clearly demonstrated in B-R5RB.
In general, the mobility and maneuverability of a ship or fleet decreases with the size of the ships (you can bend this rule to a certain extent if you purchase expensive ships, i.e. faction BS and T3s). This concept applies to all ships, except of course, the biggest ships in the game - makes sense right? Titan bridging allows all ships to contradict this concept entirely. |
|

Mr Rive
SniggWaffe WAFFLES.
43
|
Posted - 2014.07.07 22:13:00 -
[321] - Quote
Retar Aveymone wrote:Manfred Sideous wrote: I think supers and capitals are cool and exciting. They make cool headlines and we need them for the hitpoints of structures. The problem has always has been power projection. Hell we have so many of the things because its easy as hell for 1 guy to move the minerals to build one to nullsec in a single day.
We shouldn't, though. Grinding EHP sucks. Grinding EHP is also the only way to take sov right now. Those can't go together when the only thing that lets you grind EHP without suicide involves 300b+ in supercaps and a batphone to your friendly neighborhood CFC/PL/N3 supercap FC who will show up to save your bacon if your unfriendly neighborhood PL/N3/CFC supercap FC shows up to blow you up for giggles. They are cool and exciting because they're the only thing left where losses are significant - back in the day wiping a dread fleet was a horrific disaster, while today we could have the HED turkey shoot and have the CFC show up next week with a brand new dreadfleet. But you risk mudflation by just saying well now supercaps must be a thing because we must have a more expensive thing. And we have so many of the things because for years you needed supercaps to be anyone. Moving minerals to 0.0 might be an easy day's work, but getting them compressed, and getting them uncompressed and into the tower...not so much (you're looking at 50 round trip freighter runs on the 0.0 side - you can outsource the highsec ones if you can afford to risk your build station being overloaded when they arrive). People would have built nearly as many if they were five times as hard to build because you simply had to have them to be anyone in the AOE/Tracking titan era. Now, less so, but you're building as fast as you can con people into flying them and so are we because we can'r risk the other side getting a definitive supercap edge.
If it were just supers that were the problem, nerfing them would be the solution. Supers still need to be nerfed - make them twice as good as a dread and cost 5 times the price, but its not the only thing that needs fixing. |

Retar Aveymone
GoonWaffe Goonswarm Federation
517
|
Posted - 2014.07.07 22:19:00 -
[322] - Quote
Mr Rive wrote: If it were just supers that were the problem, nerfing them would be the solution. Supers still need to be nerfed - make them twice as good as a dread and cost 5 times the price, but its not the only thing that needs fixing.
It's not. I posted above what I consider the core problems to be, I just was reiterating my super point (because it got compressed due to the character limit) that supers in their current state are really bad for the game.
It's also not good enough to just make them super-dreads though, given how different they are from dreads - mostly ewar immunity and no siege mode makes them too good to just be sort of a t2 dread. |

Arkon Olacar
Imperial Guardians Spaceship Samurai
368
|
Posted - 2014.07.07 22:19:00 -
[323] - Quote
This ******* thread Warping to zero |

Tara Read
Immortalis Inc. Shadow Cartel
718
|
Posted - 2014.07.07 22:19:00 -
[324] - Quote
Retar Aveymone wrote:As a result, even if you have resisted joining a coalition, any war you get into can rapidly escalate to one with a coalition on the other side and you simply must be friendly with their enemy to survive. Most stupid responses to bipolar eve just tell people to have less blues. Idiots who follow this advice end up like TEST. You may not like coalitions, but you'll learn to live with them or you'll learn to live in highsec in the current system.
And this paragraph essentially sums up the state of Null Sec from politics, to power projection and sov. This game is no longer about staking your own claim in a violent universe, it's now about joining two sides or being eaten alive.
Ironically the highest posts objecting to Manfreds ideas are members of the CFC. Which really should come at no surprise. TEST may have died but for all their blathering at least they broke away and did things away from the HBC.
What I find particularly offensive is that those of us who pay for our own subscription? For those of us who log in we need to in your own words "live with" coalitions or go to highsec. I actually do neither and laugh at your assumption that any of us give a crap about 1000 man blobs.
Your idea of Eve and our idea of Eve is entirely different and why these changes need to take place. People need to stop hiding behind numbers and Supers and actually play the game.
You need to play the game. Or does my post offend you? The CFC needs to die. The NC as well need to die. Or this game will die. It's already started. Yesterday the CFC formed a 1000 man blob to fight against BL's 100.
When BL logged your members raged including Blarf. How dare we deny your 1000 people content? You don't get it do you? There's too many fish in this ever shrinking blue sea.
And eventually when your line members unsub and become bored maybe then it will make sense. Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Bobmon
Habitual Euthanasia Pandemic Legion
71
|
Posted - 2014.07.07 22:20:00 -
[325] - Quote
What you guys think about my idea's? https://forums.eveonline.com/default.aspx?g=posts&m=4780924#post4780924 Chief Editor of Evenews24.com GÖ¢GÖ¢ #Third Party And #Loan Service GÖ¢GÖ¢ @BobmonEve |

Retar Aveymone
GoonWaffe Goonswarm Federation
517
|
Posted - 2014.07.07 22:27:00 -
[326] - Quote
Tara Read wrote:Ironically the highest posts objecting to Manfreds ideas are members of the CFC. Which really should come at no surprise. TEST may have died but for all their blathering at least they broke away and did things away from the HBC. ... When BL logged your members raged including Blarf. How dare we deny your 1000 people content? You don't get it do you? There's too many fish in this ever shrinking blue sea.
TEST died because they're morons. They got the full backing of the N3 coalition despite their idioticy - they just had to cede an entire region to get it. They just lost anyway because they were irredeemable morons. You've got to love that every offensive N3 managed while Goonswarm was cocking up the initial phases of the war ground to a halt without us lifting a finger because TEST didn't notice the altcorp we had in their alliance despite months of SBUs vanishing, and that was just one of the many hilarious TEST cockups. As to the second thing, I don't know what nonsense you're referring to but it assuredly didn't happen.
More to the point, your entire post is emblematic of the biggest mistake people make discussing the survival issue. EVE's gameplay forces coalitions. You cannot solve it by whining about hostile coalition lords: they're coalition lords because that's the only way to win. People who won't play the game get thrown out by people who will. You can't solve the problem by bitching about the bad people who are winning the current game because if you take them out they'll just be replaced by new people willing to play the game as it is instead of how you want it to be. Evolution is a ***** when it's selecting for something you don't want. |

PotatoOverdose
Handsome Millionaire Playboys
1894
|
Posted - 2014.07.07 22:29:00 -
[327] - Quote
Retar Aveymone wrote:Basically the idea that you can just nerf specific things and solve power projection is a fantasy. It's garbage and while you can slap on individual bandaids to prolong the time people will suffer through the current model the best you can do is manage the symptoms.
The complaints about power projection really add up to complaints about one thing and its side effects: bipolar eve. Bipolar eve is the creation of tons of factors that make it so that the only viable way to survive is to be able to count on about half the universe being blue to you if things really go down. That is the child of tons of factors, most poorly understood by the Marlonas of the world. Manny - though I disagree with him a lot on the changes you need to make - gets that you need really fundamental changes that rework core aspects of the game.
The main driving forces behind bipolar eve are:
1) Survival. It is possible for any war to become a galactic war. Just being bigger than your neighbor doesn't mean you can beat them, because your neighbor can beg admission to a coalition and suddenly call in a lot more support. This support can come from anywhere. Many people focus too much on rapid movement - that PL can be anywhere on the map in 10 minutes. That's a thing, yes, but not a big one. If PL takes two days to deploy, they still can deploy and suddenly shift the tide. As a result, even if you have resisted joining a coalition, any war you get into can rapidly escalate to one with a coalition on the other side and you simply must be friendly with their enemy to survive. Most stupid responses to bipolar eve just tell people to have less blues. Idiots who follow this advice end up like TEST. You may not like coalitions, but you'll learn to live with them or you'll learn to live in highsec in the current system. There are countless things that feed into this. That you can cyno capitals from one end of the map to another, and fight on two fronts at once. That modern doctrines use small ships (HACs, T3s, etc) that can often be imported much more easily than battleship fleets. That alliances are rich enough to stock markets themselves and not rely on motivating their members to do it. That alliances can import battleships en masse anyway when they're not using small ships. Jump clones. Podding. Dominion sov. All of these feed into it and you can't just hit one and expect the problem to go away.
2) Lack of serious inhibitions in controlling space. It is trivial to have bills automatically paid and maintain sov over an entire region without any serious effort. As a result there's nothing that really disincentivizes sprawling as far as you can. Keeping sov only requires effort when you face an attack. With pos warfare, you'd have to fuel a tower in each system you wanted to keep - but having only a single tower meant it was easy for a surprise attack to overwhelm you as your attacker got up more POS by surprise because you were lazy about the region. Now, any attacker hitting some renter system that no goon has been to in a year faces nearly the same obstacles as if they choose to invade Deklein itself. Sprawl does not strain an organization. Many people try to say that cost should go up exponentially. That's just not workable: cost does not balance things well in EVE, especially in 0.0 where the old guard will always be richer than the upstarts. Plus, you just evade the exponential costs through one of many obvious and unpatchable ways around it. Maintaining an empire needs to cost effort. We can always find more isk. We can't always find more people to run towers, in space we don't live in.
3) Dominion Sov: Nobody likes this. The fundamental problems with it however are generally not comprehensively understood: people see individual things wrong with it but rarely assemble them into a coherent whole because Dominion Sov is bad both for the attacker AND the defender, something people often miss.
Why dominion sov is bad for the attacker is generally understood: that all your progress resets entirely if you lose a single fight, fights are based on gigantic bricks of EHP, and that when facing an enemy who has given up you still have to grind every bit of that EHP anyway.
...
Dominion sov, by reducing everything to timer fights over EHP, screws everyone.
4) Supercaps. Death to supercaps. It is one of the great things about B-R that now that there is rough supercap parity, everyone can finally agree on death to supercaps in theory without it being nearly as political. Supercaps make it essentially impossible for anyone to field any supercaps or capitals without being able to batphone 51% of the galaxy's supercaps. Their speed and their invulnerability to anything but more supercaps make them utter death to new alliances in EVE. Nobody can build a capital fleet or a supercap fleet without being on good terms with their local supercap lords - and with Dominion sov, you need those. Honestly, this is probably the best post in the thread. If you think that making logistics a PITA for everyone in eve is a magic bullet that will get rid of coalitions and make sov fun again, you aren't thinking things through.
Coalitions will still exist. 2000+ man fleets will still exist. Jump cloning and death cloning will still exist. Fast warping ships (intys, grav capacitor T3s) will still exist. So it take capitals a day to stage on the other side of eve instead of an hour, so what? The blocs will still move their caps in to steamroll any serious opposition.
Until you get rid of some of the reason for coalitions existing (e.g. Massive EHP structure shoots, little effort to actually hold vast tracks of sov in peacetime), the coalitions will continue to do what they have been doing. |

Manfred Sideous
North Eastern Swat Pandemic Legion
602
|
Posted - 2014.07.07 22:32:00 -
[328] - Quote
Retar Aveymone wrote:Long and very good post.
Along with the power projection nerf it adds in things like attrition. For a force to come to your home and try to conquer it they must overcome your resupply capability. Remember neither the attacker or defender can whistle up a fleet of jumpfreighters to resupply from Jita. Material and resource management would become integral parts of any attacker or defenders strategy. A sov holder who is less capable PVP wise might be able to withstand a siege better than attacker who is better at PVP shearly via being able to stockpile or replace losses easier and better. The defender would have a inherent advantage because they would have the infrastructure in place to build locally then a invader. So conquest would have added new dimensions of gameplay in the overall battleplan.
Things Like
Interdiction - Attackers and Defenders would seek to deter , interfere or disrupt activities to resupply be it by logistics via empire or by miners and builders. So you are talking about things like gatecamping raiding parties on logistic activites. You are talking about protecting and raiding mining parties. You are talking hacking and disabling things like mining upgrades on ihubs or the refinery at the station or factory lines. Having coverage of siphons on moons.
To be clear on the hacking mechanic. Have you ever watched a movie where someone is trying to break into a safe? You got the guy trying to break into a safe meanwhile the alarm is going off and his/her cohorts are doing there best to protect the guy cracking the safe so he isn't interrupted. The same would apply on unhacking the hack or it would expire after a certain period of time.
So in the context of how it fits into gameplay. A roaming gang could come in and start a hack on some service or upgrade it sets off alarms in the form of system wide emote and evemail notification. Now the sov owner can respond and wham you have content. On the conquest scale you would want to disable services and upgrades to aid in attrition.
@EveManny
https://twitter.com/EveManny |

Tara Read
Immortalis Inc. Shadow Cartel
718
|
Posted - 2014.07.07 22:45:00 -
[329] - Quote
Retar Aveymone wrote:Tara Read wrote:Ironically the highest posts objecting to Manfreds ideas are members of the CFC. Which really should come at no surprise. TEST may have died but for all their blathering at least they broke away and did things away from the HBC. ... When BL logged your members raged including Blarf. How dare we deny your 1000 people content? You don't get it do you? There's too many fish in this ever shrinking blue sea.
TEST died because they're morons. They got the full backing of the N3 coalition despite their idioticy - they just had to cede an entire region to get it. They just lost anyway because they were irredeemable morons. You've got to love that every offensive N3 managed while Goonswarm was cocking up the initial phases of the war ground to a halt without us lifting a finger because TEST didn't notice the altcorp we had in their alliance despite months of SBUs vanishing, and that was just one of the many hilarious TEST cockups. As to the second thing, I don't know what nonsense you're referring to but it assuredly didn't happen. More to the point, your entire post is emblematic of the biggest mistake people make discussing the survival issue. EVE's gameplay forces coalitions. You cannot solve it by whining about hostile coalition lords: they're coalition lords because that's the only way to win. People who won't play the game get thrown out by people who will. You can't solve the problem by bitching about the bad people who are winning the current game because if you take them out they'll just be replaced by new people willing to play the game as it is instead of how you want it to be. Evolution is a ***** when it's selecting for something you don't want.
When did I ever mention Mittani or Progod? They are only faces to entities that are larger than anything Eve's creators could have envisioned 10 years ago.
Evolution is very basic. Evolving. Changing. Morphing into something that benefits the entity. Except these coalitions aren't evolving they are stagnating! Your line members are clamoring for something so bad that now the major power players have gone to Provi for even scraps of pvp.
And you assume that should these changes take place another coalition will rear it's ugly head to take as much sov as the CFC holds now? This is what the discussion is about.
How to prevent and avoid the sort of bloated stagnation your coalition now provides as "content" to thousands of players. And this is what the average null player cannot grasp. Do you know how many people apply to low sec Alliance's desperate for fights?
Do you know how many people have flowed back to low sec because they are utterly sick of the same tired bullshit being wrought about the "next" good war? People want content. They want conflict.
What good is isk if you can't use it? This is the dilemma groups like PL are facing now. Sure you got a Super, a Titan, and isk out the ass but no one to fight?
Therein lies the fundamental problem Manfred is trying to solve. You can't provide content when you outlaw conflict.
Here is the root of the problems now facing Null Sec. It Is BOTH mechanic and player driven based. How we fix these issues require drastic changes. If you truly want a vibrant Eve you can't just have two sides making fake wars while getting rich with no effort. Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Lucas Quaan
Sniggerdly Pandemic Legion
71
|
Posted - 2014.07.07 22:51:00 -
[330] - Quote
Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead.
This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people.
If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. |
|

Cyaron wars
VMF-214 Blacksheep
76
|
Posted - 2014.07.07 22:58:00 -
[331] - Quote
Manny, very nice article. Glad someone else apart from Marlona pointed out that JBs and JDs are screwing this game by making roaming useless or a blobfest.
Inb4goonwhine about how somebody will screw their ratting with that ihub hack :D |

Manfred Sideous
North Eastern Swat Pandemic Legion
602
|
Posted - 2014.07.07 22:59:00 -
[332] - Quote
Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway.
Cool you burn you're inteceptors over here and project you're power with the stockpile you have. While you are gone I am gonna burn your house to the ground. What are you gonna do burn 250 back? Great your power has been halved in both places. @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys
1894
|
Posted - 2014.07.07 23:01:00 -
[333] - Quote
Tara Read wrote: Ironically the highest posts objecting to Manfreds ideas are members of the CFC. Which really should come at no surprise. TEST may have died but for all their blathering at least they broke away and did things away from the HBC.
I object to Manfreds ideas and I'm in Moa. You'd be hard pressed to find a nominally more anti-CFC entity out there. This isn't a partisan issue. The problem of coalitions and stagnation needs to be dealt with, no one disagrees with that. But nerfing jump ranges across the board won't fix that. You have to tackle the underlying issues (explained very well in this post) which caused the stagnation in the first place. |

ProphetGuru
Evolution Northern Coalition.
0
|
Posted - 2014.07.07 23:05:00 -
[334] - Quote
PotatoOverdose wrote: Coalitions will still exist. 2000+ man fleets will still exist.
Until you get rid of some of the reason for coalitions existing (e.g. Massive EHP structure shoots, little effort to actually hold vast tracks of sov in peacetime), the coalitions will continue to do what they have been doing.
This is what I was trying to say earlier. This is the real issue in eve. The rest of it are just symptoms grown out of the blob mentality that has spiraled out of control since 2004.
You need to break the usefulness of the blob. You have to make people WANT to not be in 2000 man fleets. I'm not sure these changes do it. They target and make one aspect difficult for a portion of the player base, but they don't really address the underlying issue. They could be part of the solution, but not the solution.
That is not going to be an easy sell given the power blob wielding entities possess right now.
CCP doesn't exactly have a history of making such fundamental changes. It's taken them 10 years to do an industry revamp for petes sake. They usually go the route of enabling the majority. If it gets too hot they just re-balance battleships again to distract the masses. |

Lucas Quaan
Sniggerdly Pandemic Legion
71
|
Posted - 2014.07.07 23:05:00 -
[335] - Quote
Manfred Sideous wrote:Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. Cool you burn you're inteceptors over here and project you're power with the stockpile you have. While you are gone I am gonna burn your house to the ground. What are you gonna do burn 250 back? Great your power has been halved in both places. I set my timers accordingly.
And pay my sov bills. ;) |

Cyaron wars
VMF-214 Blacksheep
76
|
Posted - 2014.07.07 23:05:00 -
[336] - Quote
Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway.
Burning a fleet far away from home make it very vulnerable to ambush, even if it's inty fleet. None of the FCs is protected from retards in fleet and number of retards in fleet grows with geometric proportion compared to size of the fleet. That itself will encourage people to camp the route from point A to point B in order to kill strugglers, slowpokes etc. Also don't forget that in order to stockpile ships somewhere u must deliver them there first, which won't be an easy task as well. |

Lucas Quaan
Sniggerdly Pandemic Legion
72
|
Posted - 2014.07.07 23:11:00 -
[337] - Quote
Cyaron wars wrote:Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. Burning a fleet far away from home make it very vulnerable to ambush, even if it's inty fleet. None of the FCs is protected from retards in fleet and number of retards in fleet grows with geometric proportion compared to size of the fleet. That itself will encourage people to camp the route from point A to point B in order to kill strugglers, slowpokes etc. Also don't forget that in order to stockpile ships somewhere u must deliver them there first, which won't be an easy task as well. It still favours the big player who can just put enough players over at point B to mine and build the crap on site if needed under this new regime.
My point, which is very simple, is that no arbitrary limitation on projection will have any bearing on how much power I have in the first place and the little guy, whom all these grand plans claim to help, will still get stomped by the numbers. |

Manfred Sideous
North Eastern Swat Pandemic Legion
603
|
Posted - 2014.07.07 23:11:00 -
[338] - Quote
Lucas Quaan wrote:Manfred Sideous wrote:Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. Cool you burn you're inteceptors over here and project you're power with the stockpile you have. While you are gone I am gonna burn your house to the ground. What are you gonna do burn 250 back? Great your power has been halved in both places. I set my timers accordingly. And pay my sov bills. ;) edit: If you are questioning the ability to have those stockpiles in the first place, let me tell you about this alliance that used to do just that. You might have heard of them.
Accept that when deployed your index's fall and your sov gets more expensive and your sov structures become easier to kill. There again we are talking about the power you can project being tied to the time it takes you to travel. Furthermore how are you going to stockpile those ships? Build them locally? Freighter them in? Both of these take time and take people to do. All of which can be interdicted. Because those 500 BS hulls aren't getting jumped in in Jumpfreighters or in the holds of carriers supercarriers or titans anymore. Unless they are moving by gate. Moving by gate hmmm you are gonna need some protection or that logistic chain is easy pickings.
@EveManny
https://twitter.com/EveManny |

Anthar Thebess
570
|
Posted - 2014.07.07 23:14:00 -
[339] - Quote
Nice, this topic is thriving.
I think the most important thing is to move income outside of the alliance control to something that will bring income to alliance member.
I think it is better when alliance members have bigger income rather when large alliances gain their isk in a passive way.
Boost income of all player activities requiring player actions. Nerf moon mining , shift acquiring those minerals to miners.
If in gallente region of space we have galente moon minerals , then why we cannot find those minerals in ore belts? So when someone is mining belts there is slight chance that on each cycle few units of local minerals will spawn in ore hold.
I agree about ground control, something that this games need, and the wormholes are excellent back door for logistics. Someone will finally install upgrades increasing their numbers.
Capitals , by all means they need changes . Limiting range , increasing fuel consumption for super capitals , why we will not rework how the jump drive works ?
WHY this have to be INSTANT jump? Why capitals cannot "warp" to their destination based on their mas, so low mass shield capitals arrive quicker , instead of traveling 2 minutes per LY crossed they will use 3/4 of this time.
Lets at the same time bind capitals to the systems , while in the interstellar warp (for example) let say 10LY maximum jump range , so something like this should be possible : http://evemaps.dotlan.net/jump/Thanatos,444/B-VIP9:BRT-OP
but what if we add that capitals cannot leave 2 LY from the nearest sun, while keeping this maximum range? We will get something like this : http://evemaps.dotlan.net/jump/Thanatos,444/B-VIP9:WE3-BX:BRT-OP
So your jump path will have to correspond system placements.
Look at this from the other side: 11.653 LY distance, so instead of insta jumping we have capitals that will spend over 22minutes to cross this space.
"But someone will be waiting on the end of the cyno" Yes , unless we add randomness in jump out place , so you can appear anywhere in the system.
"What about jump freighters , they will be scanned down and tackled before they will be able to warp" I don't have bloody idea , but i don't like exceptions. Maybe it is time to guard exit points for a jump freighters?
Still i hope that something good will come out of this. Ground control is something i miss in this game , every one every time can get everywhere.
Think about new type of game play , where one cynojamed system can block in/out capital movements for few constellations ... as this is the only system on the route where capitals will be able to keep 2LY from sun flight path.
Support Needed : Jump Fuel Consumption |

Manfred Sideous
North Eastern Swat Pandemic Legion
603
|
Posted - 2014.07.07 23:15:00 -
[340] - Quote
Lucas Quaan wrote: It still favours the big player who can just put enough players over at point B to mine and build the crap on site if needed under this new regime.
Ok so you are going to mine and build the crap on site. Cool while you are trying to mine and build I am going to raid your mining party. Now you are going to need to protect it. Or do you think the local inhabitants are going to sit idly by and watch you build up a stockpile cache in which to harm them?
@EveManny
https://twitter.com/EveManny |
|

so3ke
Republic University Minmatar Republic
1
|
Posted - 2014.07.07 23:16:00 -
[341] - Quote
PotatoOverdose wrote: Until you get rid of some of the reason for coalitions existing (e.g. Massive EHP structure shoots, little effort to actually hold vast tracks of sov in peacetime), the coalitions will continue to do what they have been doing.
Which is why he proposed sov that has to be used to be kept? One of the changes doesn't work without the others .. which is why they were proposed together? And I would like to see more under the name of 'use' than just ratting or mining in a system. Why can't I run a market hub for my two neighbors and get usage points for that?
PotatoOverdose wrote: I object to Manfreds ideas and I'm in Moa. You'd be hard pressed to find a nominally more anti-CFC entity out there. This isn't a partisan issue. The problem of coalitions and stagnation needs to be dealt with, no one disagrees with that. But nerfing jump ranges across the board won't fix that. You have to tackle the underlying issues (explained very well in this post) which caused the stagnation in the first place.
There is a whole number of ways you could nerf moving big fleets round quickly without breaking NPC nullsec pockets. But they would probably also make them more accessible to less skilled players and who wants that? You better start trading ore/ships/modules for ice/pirate faction stuff/moon goo with random Wormhole People cause those supply convoys don't come through anymore.
Lucas Quaan wrote: If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway.
Why would they though? What drives 1000 people to jump back and forth 5 times a day to defend something they don't use? That's the question that needs an answer. The only way the blob can end is by making it even more unfun than it is already.
Adding to the hacking thing: I think the hack should go away with the fleet (over time) that does it. Since not every alliance has a round the clock guard online ready to defend every structure. And having to 'unhack' your sov upgrades every day because some Aussie is pissed and wants you to be pissed as well doesn't sound so great. |

Manfred Sideous
North Eastern Swat Pandemic Legion
606
|
Posted - 2014.07.07 23:19:00 -
[342] - Quote
so3ke wrote:PotatoOverdose wrote: Until you get rid of some of the reason for coalitions existing (e.g. Massive EHP structure shoots, little effort to actually hold vast tracks of sov in peacetime), the coalitions will continue to do what they have been doing.
Which is why he proposed sov that has to be used to be kept? One of the changes doesn't work without the others .. which is why they were proposed together? And I would like to see more under the name of 'use' than just ratting or mining in a system. Why can't I run a market hub for my two neighbors and get usage points for that? PotatoOverdose wrote: I object to Manfreds ideas and I'm in Moa. You'd be hard pressed to find a nominally more anti-CFC entity out there. This isn't a partisan issue. The problem of coalitions and stagnation needs to be dealt with, no one disagrees with that. But nerfing jump ranges across the board won't fix that. You have to tackle the underlying issues (explained very well in this post) which caused the stagnation in the first place.
There is a whole number of ways you could nerf moving big fleets round quickly without breaking NPC nullsec pockets. But they would probably also make them more accessible to less skilled players and who wants that? You better start trading ore/ships/modules for ice/pirate faction stuff/moon goo with random Wormhole People cause those supply convoys don't come through anymore. Lucas Quaan wrote: If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway.
Why would they though? What drives 1000 people to jump back and forth 5 times a day to defend something they don't use? That's the question that needs an answer. The only way the blob can end is by making it even more unfun than it is already. Adding to the hacking thing: I think the hack should go away with the fleet (over time) that does it. Since not every alliance has a round the clock guard online ready to defend every structure. And having to 'unhack' your sov upgrades every day because some Aussie is pissed and wants you to be pissed as well doesn't sound so great.
Perhaps you should get usage off that I mean it is utilization of the system
yeah I clarified later on in the thread that they should expire after a time period. Spitballing i'd say 8 hours. @EveManny
https://twitter.com/EveManny |

Lucas Quaan
Sniggerdly Pandemic Legion
72
|
Posted - 2014.07.07 23:20:00 -
[343] - Quote
Manfred Sideous wrote:Accept that when deployed your index's fall and your sov gets more expensive and your sov structures become easier to kill. There again we are talking about the power you can project being tied to the time it takes you to travel. Furthermore how are you going to stockpile those ships? Build them locally? Freighter them in? Both of these take time and take people to do. All of which can be interdicted. Because those 500 BS hulls aren't getting jumped in in Jumpfreighters or in the holds of carriers supercarriers or titans anymore. Unless they are moving by gate. Moving by gate hmmm you are gonna need some protection or that logistic chain is easy pickings.
I have over 9000 nerds at my disposal and can tell 2000 of them to set up shop and stomp on the locals for a week. Have them mine and build on the spot if need be or just roam like locusts, chewing up one upstart alliance and their budding constellation per week.
Seriously, you know this is something we could do with this change and all the mom and pop outfits would have no more control than they used to. They either pay the piper or get kicked back to empire. It might be a different name in the top left corner of your screen, but since space is all about the rent these days the outcome would still be the same. |

jiujitsutou
Outrider's Black. Sails
1
|
Posted - 2014.07.07 23:26:00 -
[344] - Quote
I like Manfreds Ideas. However i would like to add the following point : Sov grind really needs to be made easyer (assuming youll have the same ehp strcutures to kill that are in right now ) in order to gain sov in the first place. I see 2 options to get there : 1) (Proposed Retar) reduce the ehp of structures drasticly (even before any usage effects can be applyed or lost) or 2) enable supercarrier production in lowsec (and by that get a giant increase in sc numbers , but independent from the sov holder) |

so3ke
Republic University Minmatar Republic
1
|
Posted - 2014.07.07 23:28:00 -
[345] - Quote
Lucas Quaan wrote: Seriously, you know this is something we could do with this change and all the mom and pop outfits would have no more control than they used to. They either pay the piper or get kicked back to empire. It might be a different name in the top left corner of your screen, but since space is all about the rent these days the outcome would still be the same.
Well since those smaller entities would have the need and ability to work on their own and defend their space to random neighbors while their big brother is doing the same to their space. They might actually rather defend their own space than help the big brother kick the teeth of someone 500 jumps away they have never met and will never meet again?
Right now most of those strong independent coalition members wouldn't last a day on their own cause they never had to work on their own FCs or figure out how to do industry or logistics. |

Cherry Yeyo
6
|
Posted - 2014.07.07 23:29:00 -
[346] - Quote
Anthar Thebess wrote:Boost income of all player activities requiring player actions. Nerf moon mining , shift acquiring those minerals to miners Thats what I'm saying. Theres not enough value in any given system, constellation or region. Buff all 0.0 pve activities, mining, ratting, PI, plexes and let alliances tax them. Nerf passive income- moons, renters.
The renter thing is a sticky issue but if there was enough value in pve activities in 0.0 alliances could say to their leaders: Yo, dont rent that space out- we want to live there and work that space |

Querns
GBS Logistics and Fives Support Goonswarm Federation
677
|
Posted - 2014.07.07 23:49:00 -
[347] - Quote
Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. You're completely misunderstanding the point of my post.
The point was to say that adding cooldowns to jump-capable ships actually makes the rich able to outcompete the poor based on the merit of the rich being able to afford the multiple characters / hulls needed to set up the Space Pony Express model I keep alluding to in this thread. Power projection has be tackled with a different method than this. I only keep harping on it because this particular idea is a very convenient one to adopt or derive independently and keeps getting mentioned when it has obvious drawbacks that completely undermine the spirit of the proposal. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Mashka Cybertrona
Vanishing Point. The Initiative.
2
|
Posted - 2014.07.07 23:54:00 -
[348] - Quote
or we could have travel time in jumps tied to the same speed as in warps so jumping a carrier to max range would be like 5mins of warp tunnel, drastically slowing down movement of capitals and also delaying their deployment thus giving sub-capitals a window to achieve an objective prior to capital support arriving. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
678
|
Posted - 2014.07.07 23:57:00 -
[349] - Quote
Mashka Cybertrona wrote:or we could have travel time in jumps tied to the same speed as in warps so jumping a carrier to max range would be like 5mins of warp tunnel, drastically slowing down movement of capitals and also delaying their deployment thus giving sub-capitals a window to achieve an objective prior to capital support arriving. This is a decent idea, but time dilation largely kills it. When time in the Big Fight System is running at 1/10th speed and jump tunnels are operating at normal speed, an extra 20 minutes isn't going to make a significant difference in the outcome of the fight. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Mashka Cybertrona
Vanishing Point. The Initiative.
2
|
Posted - 2014.07.07 23:59:00 -
[350] - Quote
Querns wrote: This is a decent idea, but time dilation largely kills it. When time in the Big Fight System is running at 1/10th speed and jump tunnels are operating at normal speed, an extra 20 minutes isn't going to make a significant difference in the outcome of the fight.
Except TIDI would kick in during the last jump to the TIDI system and thus increase the amount of travel time by a factor set based on the TIDI in the destination system. |
|

Evelgrivion
Calamitous-Intent Feign Disorder
301
|
Posted - 2014.07.08 00:17:00 -
[351] - Quote
mynnna wrote:There are literally no redeeming qualities to your post whatsoever, everything from "let's remove jump drives but not ACTUALLY remove them" to "let's give people a way to disable hub upgrades for a day at a time within a fifteen minute window, yeah THAT won't get abused in odd timezones at all with no recourse whatsoever" just screams "Let's make the game so awful and unfun that half of nullsec quits."
*Snip* Please refrain from personal attacks. ISD Ezwal. *Snip* Removed reply to a deleted post. ISD Ezwal.
I'm going to go a bit off topic here - how many players have already quit because of how awful playing in today's nullsec is for them? The CFC seems positively desperate to hold onto the advantages presently afforded by their girth, and you're constantly shouting down every conceivable inconvenience proposed to the lifestyle lived by the coalitions. You can't have your cake and eat it, too; the way you play the game works to your advantage, but within it is every reason why the null game sucks. |

MagicToes
Dr Pepper Sales Team
0
|
Posted - 2014.07.08 00:26:00 -
[352] - Quote
Fair play for advocating something which isn't directly in the best interest of your alliance, but about improving the gaming experience for everybody.
I don't have any amazing solutions to this very complex problem but I do think that roaming gangs of all size and types (not just blobs and capitals) should be able to disturb defenders enough that they would want to form a defence fleet. It's pretty crappy that the best defence to a small roaming gang is to sit in station whenever they get within a couple of jumps until the roamer/s get bored. As Manny said there is a lack of content drivers... Although I worry that if production was restricted to require being done locally would that make players even more averse to risking them in fights?
Totally agree that smaller entities should be able to exist in sov space too, there is many many players that would be interested in playing in that region of space if the current mechanics weren't restricting players to such a boring and unrewarding existence. The choice of joining the blob or getting steamrolled isn't attractive to a lot of people. Until we see major changes I think many of the what I consider 'real pvpers' that is people who when they log in look for fights, will stay in lowsec or npc 0.0, or worse yet go inactive because sov 0.0 isn't fun. |

Manfred Sideous
North Eastern Swat Pandemic Legion
626
|
Posted - 2014.07.08 00:45:00 -
[353] - Quote
MagicToes wrote:Fair play for advocating something which isn't directly in the best interest of your alliance, but about improving the gaming experience for everybody.
I don't have any amazing solutions to this very complex problem but I do think that roaming gangs of all size and types (not just blobs and capitals) should be able to disturb defenders enough that they would want to form a defence fleet. It's pretty crappy that the best defence to a small roaming gang is to sit in station whenever they get within a couple of jumps until the roamer/s get bored. As Manny said there is a lack of content drivers... Although I worry that if production was restricted to require being done locally would that make players even more averse to risking them in fights?
Totally agree that smaller entities should be able to exist in sov space too, there is many many players that would be interested in playing in that region of space if the current mechanics weren't restricting players to such a boring and unrewarding existence. The choice of joining the blob or getting steamrolled isn't attractive to a lot of people. Until we see major changes I think many of the what I consider 'real pvpers' that is people who when they log in look for fights, will stay in lowsec or npc 0.0, or worse yet go inactive because sov 0.0 isn't fun.
Thanks for the support and I reassert a more inclusive and diverse nullsec is better for everyone most importantly to CCPs profit margin. @EveManny
https://twitter.com/EveManny |

Tau Cabalander
Retirement Retreat Working Stiffs
3838
|
Posted - 2014.07.08 00:46:00 -
[354] - Quote
I don't think the problem is power projection. It is just a scapegoat / catch-phrase for a bigger problem.
Touched upon: * Conflict drivers: need more. R64, CSAA, sec, and sov are not enough. * SOV linked to indexes: use it or lose it.
CCP has it that some space should be more valuable than others to promote conflict, which seems reasonable until the defender becomes un-removable.
But there still needs to be incentive towards movement and conflict. The list of conflict drivers needs to be a LOT longer, and some randomness needs to be thrown into the mix. |

Lucas Quaan
Sniggerdly Pandemic Legion
72
|
Posted - 2014.07.08 00:49:00 -
[355] - Quote
Querns wrote:Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. You're completely misunderstanding the point of my post. The point was to say that adding cooldowns to jump-capable ships actually makes the rich able to outcompete the poor based on the merit of the rich being able to afford the multiple characters / hulls needed to set up the Space Pony Express model I keep alluding to in this thread. Power projection has be tackled with a different method than this. I only keep harping on it because this particular idea is a very convenient one to adopt or derive independently and keeps getting mentioned when it has obvious drawbacks that completely undermine the spirit of the proposal. I was mostly agreeing with you that projection is largely based around having isk and manpower, thus power, in the first place. No amount of cooldown or range nerf is going to change that, although I support the idea of cooldown since it would help limit the speed of projection, if not projection itself.
For what it's worth, I could see decent balance towards that end would be to slow down capital movement to around the same timescale as it would take to project a fleet of subcaps an equivalent distance, albeit with the ability to take "shortcuts". |

Manfred Sideous
North Eastern Swat Pandemic Legion
626
|
Posted - 2014.07.08 00:49:00 -
[356] - Quote
Tau Cabalander wrote:I don't think the problem is power projection. It is just a scapegoat / catch-phrase for a bigger problem.
Touched upon: * Conflict drivers: need more. R64, CSAA, sec, and sov are not enough. * SOV linked to indexes: use it or lose it.
CCP has it that some space should be more valuable than others to promote conflict, which seems reasonable until the defender becomes un-removable.
But there still needs to be incentive towards movement and conflict. The list of conflict drivers needs to be a LOT longer, and some randomness needs to be thrown into the mix.
Power projection starves out new groups from entering nullsec. I mean if we only change sov to indexes ( use it or lose it) you will see groups like PL/N3/CFC continuing business as usual. There sov footprint might be smaller but they will just rent more space.
@EveManny
https://twitter.com/EveManny |

Angsty Teenager
Broski North
503
|
Posted - 2014.07.08 00:55:00 -
[357] - Quote
All of what is said in the OP is completely correct, and I think the changes are fantastic.
The fact is that what everybody is saying in this thread as counterpoints are wrong. What I've seen a lot of are things like:
"This isn't tackling the underlying issues for why the coalitions exist." "This will make 0.0 logistics impossible." "2000 man blobs will still exist."
First of all, the underlying issue for why coalitions exist is that you all are bloody cowards. There is no tackling that issue, ever. The only way to get around it is to make it hilariously boring for you to be a coward. His changes do this, so as far as I'm concerned that's as close to tackling the issue are you're going to get.
Secondly, anybody complaining about how 0.0 logistics will be hard now doesn't get the point. Fact is that all logistics are way too easy now. People look at this change and think, "How will i bring in hundreds of CTA ships for my alliance now?", when they don't realize that they won't have to bring in hundreds of CTA ships because their alliance won't be that big. The whole point of these changes is to spread out the playerbase, so logistics becomes a local issue rather than a global "just JF it from jita" issue.
Finally, yes, 2000 man blobs will STILL exist, and that's perfectly fine. They're fantastic for marketing, and are reasonably fun once in a while. These changes don't remove all the supers we have in the game, so there is still room for huge planned fights. But the changes also make it so that these huge 10% tidi fights are not the only fights that can happen. The changes proposed here make it such that coalitions cannot drum up 1000 man fleets willy nilly and move them anywhere in eve on short notice. If the coalitions want to exist, that's fine, but they'll end up finding that they won't be able to respond to threats with a 1000 man fleet or a huge supercap force anytime they want. Instead they'll either have to split up those fleets and defend multiple objectives, or just abandon one altogether.
These are fantastic changes and I hope that CCP rolls them out. Force projection needs to be changed, and these changes are the best way of doing that I've seen so far. You can't just make things harder (i.e. increasing fuel costs etc...), you have to make the IMPOSSIBLE, otherwise big entities are the favored result as they will be the only ones who can deal with the harder mechanics (procuring huge amounts of fuel etc...). |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 00:57:00 -
[358] - Quote
As a potential future Titan Pilot, as well as being a part of the null bloc game for quite awhile, I can honestly say that even though these changes look decent on paper, I can see a long term burnout for most of them. Looking at the 'engaging border disputes' comment a few pages back from you, Manfred, I can see the exact thing that is happening with BOTLORD now repeating in terms of logistical movements. We don't touch yours, you don't touch ours, all is ok in the neighborhood. What could potentially be fun for a few months will eventually be paved over by Politics, and null will go back to it's current state of 'Not doing much'.
I can't pretend to have been playing for as long as the lot of you posting in this thread, but I'd like to think I have enough of my whits about me to see a rather large bandaid that you are potentially giving CCP here. Light changes could be made to make things more interesting, but the primary problem, as most people see, which is Industry and logistics in Null, will be hurt more by this than helped. All you are doing is slowing things down a little, and inconveniencing people a little. Most of these changes will light the forums on fire for months on end, until CCP reverts / loosens things a little to keep people happy. While I am thrilled to see some really potentially good changes coming from this thread otherwise, your initial 'Radical' ones are really painful. No one will be happy to see most of these go through, especially those dealing with Alliance Starbase and Logistics causes on the day to day.
That being said, at least this thread so far has been relatively civil. Some of the ideas like Mass on Cynos is really interesting, and maybe bringing in the potential of Tech II Cynos with more mass stability and less cycle time would be something in the future, but that's not really something to be brought up in this thread in the 'going out on a limb' clause. Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Angsty Teenager
Broski North
503
|
Posted - 2014.07.08 01:13:00 -
[359] - Quote
Ivory Kantenu wrote:As a potential future Titan Pilot, as well as being a part of the null bloc game for quite awhile, I can honestly say that even though these changes look decent on paper, I can see a long term burnout for most of them. Looking at the 'engaging border disputes' comment a few pages back from you, Manfred, I can see the exact thing that is happening with BOTLORD now repeating in terms of logistical movements. We don't touch yours, you don't touch ours, all is ok in the neighborhood. What could potentially be fun for a few months will eventually be paved over by Politics, and null will go back to it's current state of 'Not doing much'.
Ah! But friend, wait! Here is where the beauty of his changes is evident.
Even if botlord esque argreements happen between two parties over logistical routes, the difference is that with these changes, it makes is very possible for a 3rd party to come in and mess with these logistical routes, as only the people in the region where this logistical movements are happening (i.e. some 0.0 chokepoint, like doril), will be able to respond and deal with the threat. People living regions away, even if they are in an agreement to be try to defend this system, simply will not be able to without committing fleets to sit in that system 24/7--at which point their OWN home systems are now undefended and ripe for the picking.
Currently, there are no 3rd parties that can do anything, because there are no groups large enough to fight goons or n3pl. The point of these changes is to make it so that EVEN IF large coalitions still exist (and they won't since they'll face too much logistical strain to exist), they will not be able to respond with a large enough force to threats from 3rd parties on a local scale. |

Manfred Sideous
North Eastern Swat Pandemic Legion
629
|
Posted - 2014.07.08 01:16:00 -
[360] - Quote
Ivory Kantenu wrote:As a potential future Titan Pilot, as well as being a part of the null bloc game for quite awhile, I can honestly say that even though these changes look decent on paper, I can see a long term burnout for most of them. Looking at the 'engaging border disputes' comment a few pages back from you, Manfred, I can see the exact thing that is happening with BOTLORD now repeating in terms of logistical movements. We don't touch yours, you don't touch ours, all is ok in the neighborhood. What could potentially be fun for a few months will eventually be paved over by Politics, and null will go back to it's current state of 'Not doing much'.
I can't pretend to have been playing for as long as the lot of you posting in this thread, but I'd like to think I have enough of my whits about me to see a rather large bandaid that you are potentially giving CCP here. Light changes could be made to make things more interesting, but the primary problem, as most people see, which is Industry and logistics in Null, will be hurt more by this than helped. All you are doing is slowing things down a little, and inconveniencing people a little. Most of these changes will light the forums on fire for months on end, until CCP reverts / loosens things a little to keep people happy. While I am thrilled to see some really potentially good changes coming from this thread otherwise, your initial 'Radical' ones are really painful. No one will be happy to see most of these go through, especially those dealing with Alliance Starbase and Logistics causes on the day to day.
That being said, at least this thread so far has been relatively civil. Some of the ideas like Mass on Cynos is really interesting, and maybe bringing in the potential of Tech II Cynos with more mass stability and less cycle time would be something in the future, but that's not really something to be brought up in this thread in the 'going out on a limb' clause.
You and a few neighbors might make agreements. Your pvp'rs will suffer for it when they are forced to go extra jumps to find pvp content. Furthermore you arent going to go take more sov than what you can handle or use because you won't be able to hold it or afford it. As far as day to day logistics you will need to have more miners and builders in your space. Alot of the goods you need will be able to be used or produced locally. Sure you will still export some but it will be nowhere what it is now. Meaning the pos fuel will come locally and the goo will be used locally. Any extra can then be moved off to empire markets or used to augment stockpile/warchest.
@EveManny
https://twitter.com/EveManny |
|

Marlona Sky
D00M. Northern Coalition.
5361
|
Posted - 2014.07.08 01:17:00 -
[361] - Quote
Querns wrote:I will repeat it until my fingers are bloodied, useless stumps:
COST DOES NOT ACT AS A LIMITING FACTOR IN EVE: ONLINE, A SPACESHIP GAME. Reached that conclusion when I made my suggestion about changing the teleportation mechanics (power projection) a while back. It needed a cap and system that ignores a players wallet and group they belong to.
One of the main reasons why some hated it. There was no feasible way to buy your way around it.
I'm just happy to see someone else beat on the drum. This topic we are talking about affects almost every aspect of the game. It is important real changes start happening real soon. The Paradox |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 01:19:00 -
[362] - Quote
Angsty Teenager wrote:Ivory Kantenu wrote:As a potential future Titan Pilot, as well as being a part of the null bloc game for quite awhile, I can honestly say that even though these changes look decent on paper, I can see a long term burnout for most of them. Looking at the 'engaging border disputes' comment a few pages back from you, Manfred, I can see the exact thing that is happening with BOTLORD now repeating in terms of logistical movements. We don't touch yours, you don't touch ours, all is ok in the neighborhood. What could potentially be fun for a few months will eventually be paved over by Politics, and null will go back to it's current state of 'Not doing much'.
Ah! But friend, wait! Here is where the beauty of his changes is evident. Even if botlord esque argreements happen between two parties over logistical routes, the difference is that with these changes, it makes is very possible for a 3rd party to come in and mess with these logistical routes, as only the people in the region where this logistical movements are happening (i.e. some 0.0 chokepoint, like doril), will be able to respond and deal with the threat. People living regions away, even if they are in an agreement to be try to defend this system, simply will not be able to without committing fleets to sit in that system 24/7--at which point their OWN home systems are now undefended and ripe for the picking. Currently, there are no 3rd parties that can do anything, because there are no groups large enough to fight goons or n3pl. The point of these changes is to make it so that EVEN IF large coalitions still exist (and they won't since they'll face too much logistical strain to exist), they will not be able to respond with a large enough force to threats from 3rd parties on a local scale.
Im not against the 'honorable third party' thing, trust me I'm not. However, if something needs to be moved that's of any sort of Logistical and Industrial priority, what major power ISN'T going to form to defend it? A smaller third party can only do so much to cause havoc, and will likely not risk the potential losses to MAYBE get a Freighter or two. A few might, such as Snuffbox, etc, but most won't even bother. It's a huge 'Maybe' in a long list of them, and I really can't see it working out to anything other than the occasional annoyance and maybe a good ALOD Post or two. Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Manfred Sideous
North Eastern Swat Pandemic Legion
631
|
Posted - 2014.07.08 01:21:00 -
[363] - Quote
Yeah isk insn't a issue. I havnt made isk on a personal level since like 2009. My alliance made 11 trillion in the past 16 months. A alliance of 2000 people. @EveManny
https://twitter.com/EveManny |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 01:22:00 -
[364] - Quote
Manfred Sideous wrote: You and a few neighbors might make agreements. Your pvp'rs will suffer for it when they are forced to go extra jumps to find pvp content. Furthermore you arent going to go take more sov than what you can handle or use because you won't be able to hold it or afford it. As far as day to day logistics you will need to have more miners and builders in your space. Alot of the goods you need will be able to be used or produced locally. Sure you will still export some but it will be nowhere what it is now. Meaning the pos fuel will come locally and the goo will be used locally. Any extra can then be moved off to empire markets or used to augment stockpile/warchest.
"In a perfect world". You, of all people should know this.
Your changes, though potentially interesting, are a huge stretch that stand to either help things along greatly, or completely make the game a hassle to be a part of, or just outright tedious to the point it completely trashes Null Logistics and Industry. I can't help but see outcome two being the more likely one, no matter how you spin it. Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Manfred Sideous
North Eastern Swat Pandemic Legion
631
|
Posted - 2014.07.08 01:22:00 -
[365] - Quote
Ivory Kantenu wrote:Angsty Teenager wrote:Ivory Kantenu wrote:As a potential future Titan Pilot, as well as being a part of the null bloc game for quite awhile, I can honestly say that even though these changes look decent on paper, I can see a long term burnout for most of them. Looking at the 'engaging border disputes' comment a few pages back from you, Manfred, I can see the exact thing that is happening with BOTLORD now repeating in terms of logistical movements. We don't touch yours, you don't touch ours, all is ok in the neighborhood. What could potentially be fun for a few months will eventually be paved over by Politics, and null will go back to it's current state of 'Not doing much'.
Ah! But friend, wait! Here is where the beauty of his changes is evident. Even if botlord esque argreements happen between two parties over logistical routes, the difference is that with these changes, it makes is very possible for a 3rd party to come in and mess with these logistical routes, as only the people in the region where this logistical movements are happening (i.e. some 0.0 chokepoint, like doril), will be able to respond and deal with the threat. People living regions away, even if they are in an agreement to be try to defend this system, simply will not be able to without committing fleets to sit in that system 24/7--at which point their OWN home systems are now undefended and ripe for the picking. Currently, there are no 3rd parties that can do anything, because there are no groups large enough to fight goons or n3pl. The point of these changes is to make it so that EVEN IF large coalitions still exist (and they won't since they'll face too much logistical strain to exist), they will not be able to respond with a large enough force to threats from 3rd parties on a local scale. Im not against the 'honorable third party' thing, trust me I'm not. However, if something needs to be moved that's of any sort of Logistical and Industrial priority, what major power ISN'T going to form to defend it? A smaller third party can only do so much to cause havoc, and will likely not risk the potential losses to MAYBE get a Freighter or two. A few might, such as Snuffbox, etc, but most won't even bother. It's a huge 'Maybe' in a long list of them, and I really can't see it working out to anything other than the occasional annoyance and maybe a good ALOD Post or two.
Content will be created.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
633
|
Posted - 2014.07.08 01:24:00 -
[366] - Quote
Ivory Kantenu wrote:Manfred Sideous wrote: You and a few neighbors might make agreements. Your pvp'rs will suffer for it when they are forced to go extra jumps to find pvp content. Furthermore you arent going to go take more sov than what you can handle or use because you won't be able to hold it or afford it. As far as day to day logistics you will need to have more miners and builders in your space. Alot of the goods you need will be able to be used or produced locally. Sure you will still export some but it will be nowhere what it is now. Meaning the pos fuel will come locally and the goo will be used locally. Any extra can then be moved off to empire markets or used to augment stockpile/warchest.
"In a perfect world". You, of all people should know this. Your changes, though potentially interesting, are a huge stretch that stand to either help things along greatly, or completely make the game a hassle to be a part of, or just outright tedious to the point it completely trashes Null Logistics and Industry. I can't help but see outcome two being the more likely one, no matter how you spin it.
No spin I remember when invention came along and everyone screamed the sky was falling and this would ruin industry and markets. You simply have a hard time seeing doing things a new way to reach the same destination. @EveManny
https://twitter.com/EveManny |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 01:24:00 -
[367] - Quote
Manfred Sideous wrote: Content will be created.
Ops will be posted. Ships will be formed. The larger entity will prove the victor. Fleets will redock after sitting around for 20 minutes and stood down. Blue balls will be had. The cycle of null shall continue. Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Myxx
744
|
Posted - 2014.07.08 01:26:00 -
[368] - Quote
mynnna wrote:Manfred Sideous wrote:
I would caution smugglers gates and streamlining gate travel as it could only strengthen power projection. People who live in the outlying areas of space should do so because its more remote and space further from empire should be richer. Again the idea with a power projection nerf would be to create new mechanics that allow nullsec groups to get rid of the tether to empire.
Unfortunately nullsec is much too flat right now and the regions that supposedly should be richer to make this work, aren't. The other thing with the point you're making about gates is that it's true if they're player built and then put up everywhere. If they were for whatever reason NPC gates, carefully placed and limited to facilitate an option for travel into deep nullsec, that'd be another matter. Yes you could cut twenty, thirty jumps off your freighter convoy, but man isn't that an obvious route to take with no way around once you're on it, it'd be a shame if someone were waiting for you.
That's why you have an escort fleet with a competent FC.
Not that Goonswarm would know anything about that. Maybe you can get DBRB to help with that.
That was a joke. haha. fat chance. :GladOS: |

Lyyraia
Hax. Triumvirate.
5
|
Posted - 2014.07.08 01:27:00 -
[369] - Quote
After reading alot of good ideas and the usual goon-tears i'd like to trow in my 2 cents:
It's been said already, but i find it very important that you can only maintain SOV by acutally living in that system.
By living i mean not just being in system, docked 24/7 with alts, but actually mining/ratting/plexing/PI/building and so on... The more ppl live there the better the system gets, also dynamic true-sec...
SOV should be disrubtable by a small scale fleet to a certain extend and structures/stations should be hackable. Imagin if you manage to hack the docking permissions on a station for a short amount of time... hrhrhrhr :D So the residents either need to fight back or lose something valuable to said fleet.
I'd also like to add, my ideas on moon mining:
Moon Mining should be similar to PI:
1. Minerals Every moon has more then just up to 3 minerals, maybe up to 5-6 like a planet does. The rarity determins how much of what there is. Maybe some mineral-slots are fixed, 1-2 can be random, once depleted. For example a moon has Silicates, Hydrocarbons and Cobalt-, Tungsten- and Neodymium-Veins. Similar to roids, like ever 3 days they respawn, with a fixed amount of units per vein, that can add up if the vein is not getting mined. They can also deplete, and shift location over time on the moon.
2. The Harvester Only one per POS. The harvester needs adjustment... every 1-2 days maybe, so you need to live close to your POSes, or bind the effectivnes to SOV level/activity. Like Strip Miners they should use crystals for the metals. The yield scales. The rarer the mineral, the harder it should be to mine. The harvester should be outside the shield like someone already suggested to create content.
3. Rorqual With the moon minerals shifting moons, you can find a r64 vein on an empty moon. Lets give the Rorqual Capital Moon Miners. In order to use them it fould need to siege up, but should also be able to "ninja" a valuable vein in a reasonable amount of time, while still beeing in danger if doing so. Imagin fancy graphics mining a moon or stealing the veins from an unarmed mining POS :]
4. Miners "Everything is made of stardust." There should be a chance, that once the roids spawn every DT, there should be new roids added to a belt that contain x amount of x moon mineral. Maybe the same type of minerals that currently can be found in the moons orbiting the same planet as the belts. Which makes some belt more interesting, or can give hints if a good vein has appeard on a moon. |

Manfred Sideous
North Eastern Swat Pandemic Legion
633
|
Posted - 2014.07.08 01:28:00 -
[370] - Quote
Ivory Kantenu wrote:Manfred Sideous wrote: Content will be created.
Ops will be posted. Ships will be formed. The larger entity will prove the victor. Fleets will redock after sitting around for 20 minutes and stood down. Blue balls will be had. The cycle of null shall continue.
Opinions vary. I think you and many others want exciting dynamic gaming. I thinks Eves best days could still be well ahead of us or at least I passionately hope so because I love this game and the community. Even though I equally love killing you and witnessing the lamentations of your woman.
@EveManny
https://twitter.com/EveManny |
|

Angsty Teenager
Broski North
504
|
Posted - 2014.07.08 01:29:00 -
[371] - Quote
Ivory Kantenu wrote:
Im not against the 'honorable third party' thing, trust me I'm not. However, if something needs to be moved that's of any sort of Logistical and Industrial priority, what major power ISN'T going to form to defend it? A smaller third party can only do so much to cause havoc, and will likely not risk the potential losses to MAYBE get a Freighter or two. A few might, such as Snuffbox, etc, but most won't even bother. It's a huge 'Maybe' in a long list of them, and I really can't see it working out to anything other than the occasional annoyance and maybe a good ALOD Post or two.
Ok. Sure if it's a priority and they form up and fly a big fleet taking their time and effort to defend this logistics run, that's fine, it should be hard to deal with.
I'm not sure what you're point is?
The changes are making it so that this cannot happen on a daily basis. The changes are making it so that if you want to do huge large scale logistical/strategic movements, you have to put a LOT more effort, and sacrifice strategic advantages elsewhere.
Plus, I'm not sure how big you think the "major powers" will be. The point is that they will be small, and they won't be able to move a huge BS fleet or super cap fleet from a few regions over on a whim. If they do, then the third parties in the area where the fleet was moved from can go wreck havoc. The changes make it so that no longer is there no strategic downside to moving your fleet around (since you currently can just titan bridge/jump it back wherever whenever you want), and instead you have to deal with very realistic concerns that you're leaving a part of your space undefended for a significant (read: a couple hours) amount of time.
AND THAT'S ASSUMING that your alliance members are even willing to fly a region over, 30 jumps in a battleship fleet to escort your allies freighters. This is like max boring dude, nobody is going to do it. And if they do, whatever, that's fine, they'll end up with 6-7 towers in their home region getting reinforced by some scrub 3rd party with 4 dreads because now that 3rd party doesn't have to worry about getting dropped on by anybody, because the dudes left their home with little or no defense, and cannot possibly get back in under 30 minutes. |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 01:29:00 -
[372] - Quote
Manfred Sideous wrote: No spin I remember when invention came along and everyone screamed the sky was falling and this would ruin industry and markets. You simply have a hard time seeing doing things a new way to reach the same destination.
Ive seen my share of 'The Sky Is Falling' since 2009. Regardless of what you think, most null players are ready for a serious shake up. This isn't that, this is guillotine therapy. Completely taking how a class of ship works and completely bass-ackwarding it might work well with Tech I Frigates and Cruisers, but some of these proposals are absolutely insane.
Angsty Teenager wrote: AND THAT'S ASSUMING that your alliance members are even willing to fly a region over, 30 jumps in a battleship fleet to escort your allies freighters. This is like max boring dude, nobody is going to do it. And if they do, whatever, that's fine, they'll end up with 6-7 towers in their home region getting reinforced by some scrub 3rd party with 4 dreads because now that 3rd party doesn't have to worry about getting dropped on by anybody, because the dudes left their home with little or no defense, and cannot possibly get back in under 30 minutes.
This paragraph right here. Tell me how this fixes ANYTHING. Small entitys within Null already play the 'Take what you can' game, and just end up losing it within a week or two. So we've done what, generated minor content? Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

MagicToes
Dr Pepper Sales Team
0
|
Posted - 2014.07.08 01:34:00 -
[373] - Quote
@ Ivory
Yes, but the point is that it isn't so easy to get so much of a coalitions combat capability on field so quickly. Increasing the effort getting accross the universe is the kind of cost that would be effective at thinning out fleets so smaller entities can be effective. The risk thing works both ways too, if the major power block sends a large amount of its combat capability to protect a supply line that will leave other areas exposed and vulnerable to damage. |

Manfred Sideous
North Eastern Swat Pandemic Legion
633
|
Posted - 2014.07.08 01:35:00 -
[374] - Quote
Lyyraia wrote:After reading alot of good ideas and the usual goon-tears  i'd like to trow in my 2 cents: It's been said already, but i find it very important that you can only maintain SOV by acutally living in that system. By living i mean not just being in system, docked 24/7 with alts, but actually mining/ratting/plexing/PI/building and so on... The more ppl live there the better the system gets, also dynamic true-sec... SOV should be disrubtable by a small scale fleet to a certain extend and structures/stations should be hackable. Imagin if you manage to hack the docking permissions on a station for a short amount of time... hrhrhrhr :D So the residents either need to fight back or lose something valuable to said fleet. I'd also like to add, my ideas on moon mining: Lyyraia wrote:Moon Mining should be similar to PI:
1. Minerals Every moon has more then just up to 3 minerals, maybe up to 5-6 like a planet does. The rarity determins how much of what there is. Maybe some mineral-slots are fixed, 1-2 can be random, once depleted. For example a moon has Silicates, Hydrocarbons and Cobalt-, Tungsten- and Neodymium-Veins. Similar to roids, like ever 3 days they respawn, with a fixed amount of units per vein, that can add up if the vein is not getting mined. They can also deplete, and shift location over time on the moon. Someone smarter than me should tackle this. Its been suggested before I know. Lyyraia wrote: 2. The Harvester Only one per POS. The harvester needs adjustment... every 1-2 days maybe, so you need to live close to your POSes, or bind the effectivnes to SOV level/activity. Like Strip Miners they should use crystals for the metals. The yield scales. The rarer the mineral, the harder it should be to mine. The harvester should be outside the shield like someone already suggested to create content..
I kinda think this is cool. I like the idea of outside the tower. Because with all the other changes you will be living closer to your moons due to power projection. So there is no reason why people wouldn't be able to look after there moon. Perhaps the harvester becomes hackable. 3. RorqualWith the moon minerals shifting moons, you can find a r64 vein on an empty moon. Lets give the Rorqual Capital Moon Miners. In order to use them it fould need to siege up, but should also be able to "ninja" a valuable vein in a reasonable amount of time, while still beeing in danger if doing so. Imagin fancy graphics mining a moon or stealing the veins from an unarmed mining POS :].
This is pretty cool.
4. Miners "Everything is made of stardust." There should be a chance, that once the roids spawn every DT, there should be new roids added to a belt that contain x amount of x moon mineral. Maybe the same type of minerals that currently can be found in the moons orbiting the same planet as the belts. Which makes some belt more interesting, or can give hints if a good vein has appeard on a moon.[/quote]
This is what Comets were supposed to be. Then Comets got tossed on the back burner for ~some reason. @EveManny
https://twitter.com/EveManny |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 01:38:00 -
[375] - Quote
MagicToes wrote:@ Ivory
Yes, but the point is that it isn't so easy to get so much of a coalitions combat capability on field so quickly. Increasing the effort getting accross the universe is the kind of cost that would be effective at thinning out fleets so smaller entities can be effective. The risk thing works both ways too, if the major power block sends a large amount of its combat capability to protect a supply line that will leave other areas exposed and vulnerable to damage.
I seriously cannot see if we're making it 'Harder for larger entities to move' how smaller are going to have any easier of a time. Theyre still bound by the same rules and restrictions. Any 'power bloc' will have the ability to move things en-masse when required. And with the current way Sov works, your second point is moot. The amount of time it takes for you to actually damage sov outside of maybe reffing a tower or incapping a structure is silly. It's all minor, and nothing major like reffing a station or ihub is an instantaneous thing. If it were, holding Sov would be arguably pointless, and it would take nothing to headshot a primary system.
If anything, this makes it WORSE for smaller entities. So now they've committed to attacking something, and then end up failing. How are they going to properly handle a retreat / pull out when the larger one can just camp them into a region of space, or just more easily pick off their supply lines? Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Angsty Teenager
Broski North
505
|
Posted - 2014.07.08 01:41:00 -
[376] - Quote
Ivory Kantenu wrote:
This paragraph right here. Tell me how this fixes ANYTHING. Small entitys within Null already play the 'Take what you can' game, and just end up losing it within a week or two. So we've done what, generated minor content?
It fixes a lot of things. You end up with many smaller entities that hold areas.
There is always a point of quasi-equilibrium here. You say that the smaller entities will attack and lose their holdings quickly, but that's not true. There are many more small entities than large ones currently. The changes make it so that the large entity cannot defend (or if they can, they must do it at large cost, manpower/effort wise), all points of attack on their current space. Even if they retake part of what they've lost to one small entity, while they do that, they get hit in the back by another. Eventually they'll have to make the decision whether they want to continously put in a horrendous amount of effort to keep moving between different areas of their huge swath of sov, or if they want to simply drop part of it and consolidate to a smaller area leaving that dropped part of their sov for a smaller party.
This is what will happen. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1894
|
Posted - 2014.07.08 01:43:00 -
[377] - Quote
Angsty Teenager wrote:Force projection needs to be changed, and these changes are the best way of doing that I've seen so far. You can't just make things harder (i.e. increasing fuel costs etc...), you have to make the IMPOSSIBLE, otherwise big entities are the favored result as they will be the only ones who can deal with the harder mechanics (procuring huge amounts of fuel etc...). Except this won't make force projection impossible.....at all.
Force projection requires precisely two things: 1) Having force (i.e. numbers) 2) Having the will to project that force (i.e. telling grunts to deploy to region x)
You want to nerf Jumping/Bridging? Here's how coalitions will adapt:
Jump/death clone to lowsec staging system nearest to deployment area. Lowsec logistics with the proposed changes are still largely trivial, so fleet ships will be staged in the low sec systems most convenient for deployment. Once strat op is done, jump/death clone back to home region.
Example: CFC deployment to catch: Deathclone from VFK to Khanid/Nourbal, pickup fleetship, do strat op in catch, deathclone back to VFK.
A jump range nerf doesn't matter when you can move 2000 warm bodies across the map in an instant. |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 01:48:00 -
[378] - Quote
Angsty Teenager wrote:Ivory Kantenu wrote:
This paragraph right here. Tell me how this fixes ANYTHING. Small entitys within Null already play the 'Take what you can' game, and just end up losing it within a week or two. So we've done what, generated minor content?
It fixes a lot of things. You end up with many smaller entities that hold areas. There is always a point of quasi-equilibrium here. You say that the smaller entities will attack and lose their holdings quickly, but that's not true. There are many more small entities than large ones currently. The changes make it so that the large entity cannot defend (or if they can, they must do it at large cost, manpower/effort wise), all points of attack on their current space. Even if they retake part of what they've lost to one small entity, while they do that, they get hit in the back by another. Eventually they'll have to make the decision whether they want to continously put in a horrendous amount of effort to keep moving between different areas of their huge swath of sov, or if they want to simply drop part of it and consolidate to a smaller area leaving that dropped part of their sov for a smaller party. This is what will happen.
Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.
Didn't want that space anyway, etc. Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Manfred Sideous
North Eastern Swat Pandemic Legion
634
|
Posted - 2014.07.08 01:50:00 -
[379] - Quote
PotatoOverdose wrote:Angsty Teenager wrote:Force projection needs to be changed, and these changes are the best way of doing that I've seen so far. You can't just make things harder (i.e. increasing fuel costs etc...), you have to make the IMPOSSIBLE, otherwise big entities are the favored result as they will be the only ones who can deal with the harder mechanics (procuring huge amounts of fuel etc...). Except this won't make force projection impossible.....at all.Force projection requires precisely two things: 1) Having force (i.e. numbers) 2) Having the will to project that force (i.e. telling grunts to deploy to region x) You want to nerf Jumping/Bridging? Here's how coalitions will adapt: Jump/death clone to lowsec staging system nearest to deployment area. Lowsec logistics with the proposed changes are still largely trivial, so fleet ships will be staged in the low sec systems most convenient for deployment. Once strat op is done, jump/death clone back to home region. Example: CFC deployment to catch: Deathclone from VFK to Khanid/Nourbal, pickup fleetship, do strat op in catch, deathclone back to VFK. A jump range nerf doesn't matter when you can move 2000 warm bodies across the map in an instant.
Great you are around for a few timers. You aren't across the universe for months on end. Power Projection nerfed. You can effect a few battles with your deathcloning but you cannot deploy and stay there. The hilarious thing would be to let you all deathclone buy your ships travel there blueball the timer let you start traveiing back to lowsec and pipebomb you. I mean because you have to take gates. Or just drag bubble you. I would punish you and make the entire adventure a miserable trip. Do that a few times and you will get less and less to ~Deathclone and go through all that trouble to effect a single fight. Id also tell Pizza or whoever that hey " Goons just deathcloned to the south they will be gone for hours go mess stuff up in there empty house".
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
634
|
Posted - 2014.07.08 01:51:00 -
[380] - Quote
Ivory Kantenu wrote:
Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.
Didn't want that space anyway, etc.
If you aren't utilizing it then the cost goes up. What can you afford?
@EveManny
https://twitter.com/EveManny |
|

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 01:53:00 -
[381] - Quote
Manfred Sideous wrote:Ivory Kantenu wrote:
Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.
Didn't want that space anyway, etc.
If you aren't utilizing it then the cost goes up. What can you afford?
If you can't afford the space you're in, then your Alliance is getting closer to the point of death. Even then, renting has more than proven that income is easily obtained from those willing to part with their own. It's worked for various entities, and honestly, I think Renting will become even more popular with changes like these. Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

mynnna
GoonWaffe Goonswarm Federation
3666
|
Posted - 2014.07.08 01:58:00 -
[382] - Quote
Cherry Yeyo wrote: Thats what I'm saying. Theres not enough value in any given system, constellation or region. Buff all 0.0 pve activities, mining, ratting, PI, plexes and let alliances tax them. Nerf passive income- moons, renters.
The renter thing is a sticky issue but if there was enough value in pve activities in 0.0 alliances could say to their leaders: Yo, dont rent that space out- we want to live there and work that space
Point income sources like moons are good things because they drive conflict; the problem with them is not the income itself or that it's "passive" (which is nonsensical garbage but we'll leave it be for now) but that their relatively low value (go ahead and calculate the hourly value of the 5b isk a dysprosium moon spits out in a month, I'll wait) means you have to take a lot of them to get income an organization can live on, and that the mechanics let you get away with taking a lot of them.
As to renters, also not inherently bad. Again, the problem with renting is the hourly value of the rental fee for any given system is tiny. 5b isk, even 10b isk a month? 10b isk a month is ~14m per hour. When you think about the value the renters themselves are getting out of it it's actually kind of hilarious how cheap renting is. So, all the huge quantities of unused space we take gets rented out and collectively becomes good money.
But, wave our hands, pretend everything's a lot more localized and holding five regions is a laughable idea, maybe you just hold one if you're our size (I don't think anyone can argue that in a "utilization matters" system that Goonswarm couldn't hold all of Deklein...), maybe less. But maybe you're entirely a PvP alliance, like Pandemic Legion. You just don't PvE enough to really bolster your space the way you need to. That's okay - rent it out, rely on the renters to get the utilization you need, plus put some cash in your pocket. In that case renting is really a hell of a lot more symbiotic relationship than it is now, as both parties have something the other needs and if you just go and play absentee landlord, people ****ing all over your bears are, in short order, going to render your space exceedingly vulnerable to attack.
So tl;dr neither moons nor renters are inherently bad on their own right now, nor would they be bad things in the kind of future Manny's envisioning.
Myxx wrote:mynnna wrote:Manfred Sideous wrote:
I would caution smugglers gates and streamlining gate travel as it could only strengthen power projection. People who live in the outlying areas of space should do so because its more remote and space further from empire should be richer. Again the idea with a power projection nerf would be to create new mechanics that allow nullsec groups to get rid of the tether to empire.
Unfortunately nullsec is much too flat right now and the regions that supposedly should be richer to make this work, aren't. The other thing with the point you're making about gates is that it's true if they're player built and then put up everywhere. If they were for whatever reason NPC gates, carefully placed and limited to facilitate an option for travel into deep nullsec, that'd be another matter. Yes you could cut twenty, thirty jumps off your freighter convoy, but man isn't that an obvious route to take with no way around once you're on it, it'd be a shame if someone were waiting for you. That's why you have an escort fleet with a competent FC. Not that Goonswarm would know anything about that. Maybe you can get DBRB to help with that. That was a joke. haha. fat chance. :GladOS:
Where did I say anything about lack of escort? Freighter running along one of those superhighways unescorted is just as vulnerable as a freighter flying anywhere else in nullsec, hth. Now, are you going to actually read what you reply to and make useful points that make sense or are you just here to spit nonsensical grrgoon garbage?
Ivory Kantenu wrote:[
If you can't afford the space you're in, then your Alliance is getting closer to the point of death. Even then, renting has more than proven that income is easily obtained from those willing to part with their own. It's worked for various entities, and honestly, I think Renting will become even more popular with changes like these. It would and that's not a bad thing. Read above. Member of the Goonswarm Economic Warfare Cabal |

Manfred Sideous
North Eastern Swat Pandemic Legion
634
|
Posted - 2014.07.08 01:58:00 -
[383] - Quote
Ivory Kantenu wrote:Manfred Sideous wrote:Ivory Kantenu wrote:
Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.
Didn't want that space anyway, etc.
If you aren't utilizing it then the cost goes up. What can you afford? If you can't afford the space you're in, then your Alliance is getting closer to the point of death. Even then, renting has more than proven that income is easily obtained from those willing to part with their own. It's worked for various entities, and honestly, I think Renting will become even more popular with changes like these.
Why would someone pay you when they can hold space elsewhere on there own. Maybe you come try to take it from them they hire mercs to stop you. You seem to think you can still just jump around or that attrition won't play into conflict. @EveManny
https://twitter.com/EveManny |

MagicToes
Dr Pepper Sales Team
0
|
Posted - 2014.07.08 02:01:00 -
[384] - Quote
Ivory Kantenu wrote:MagicToes wrote:@ Ivory
Yes, but the point is that it isn't so easy to get so much of a coalitions combat capability on field so quickly. Increasing the effort getting accross the universe is the kind of cost that would be effective at thinning out fleets so smaller entities can be effective. The risk thing works both ways too, if the major power block sends a large amount of its combat capability to protect a supply line that will leave other areas exposed and vulnerable to damage. I seriously cannot see if we're making it 'Harder for larger entities to move' how smaller are going to have any easier of a time. Theyre still bound by the same rules and restrictions. Any 'power bloc' will have the ability to move things en-masse when required. And with the current way Sov works, your second point is moot. The amount of time it takes for you to actually damage sov outside of maybe reffing a tower or incapping a structure is silly. It's all minor, and nothing major like reffing a station or ihub is an instantaneous thing. If it were, holding Sov would be arguably pointless, and it would take nothing to headshot a primary system. If anything, this makes it WORSE for smaller entities. So now they've committed to attacking something, and then end up failing. How are they going to properly handle a retreat / pull out when the larger one can just camp them into a region of space, or just more easily pick off their supply lines?
Because small entities wouldn't be living in one place and then trying to protect some asset far away... and the point of the thread isn't about the current sov system ;) one of Manny's suggestions was being able to do more immediate damage to a sov defender.
The threat isn't that goonies or n3 or whoever turn up, the threat is that they can so easily cover vast distances with huge force at very little risk to anything on another front. |

Ivory Kantenu
Sons of The Forge SpaceMonkey's Alliance
68
|
Posted - 2014.07.08 02:04:00 -
[385] - Quote
Manfred Sideous wrote:Ivory Kantenu wrote:Manfred Sideous wrote:Ivory Kantenu wrote:
Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.
Didn't want that space anyway, etc.
If you aren't utilizing it then the cost goes up. What can you afford? If you can't afford the space you're in, then your Alliance is getting closer to the point of death. Even then, renting has more than proven that income is easily obtained from those willing to part with their own. It's worked for various entities, and honestly, I think Renting will become even more popular with changes like these. Why would someone pay you when they can hold space elsewhere on there own. Maybe you come try to take it from them they hire mercs to stop you. You seem to think you can still just jump around or that attrition won't play into conflict.
I never said 'Hey were dying, let's start renting' will work in this situation. I apologize if I worded it poorly, because even I can see it now. However, those who are looking to make ends meet and do have a feasible force to defend their space will, or have at least, considered renting out un-used space. No space within anyone sov is rarely 'un-used'. It will always hold some purpose, be it chokepoint to certain areas, or easily used to drop a station for researching / etc that the constellation might lack. Everything has value to it in 0.0. There are very few areas that you can point to and say 'That's completely useless, why don't we just drop sov?'. Having any sort of backdoor into your space that easily claimable is just outright insane regardless.
Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread
|

Ironwulf
Incompertus INC Fatal Ascension
3
|
Posted - 2014.07.08 02:05:00 -
[386] - Quote
Manny, Your changes are very dramatic, that being said I will not say some are not needed. I believe the game needs to back track to 2009ish and before! Titans/Supers killed a lot of the game play that happened and required more and more pople to bunch together to make their Super Fleet "the biggest". I miss the Large Dread fights and such. I think with a bit of rewind with SOV/Big toys could cure a bit of the Grouping of people. More people would prob branch off to do things! |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1894
|
Posted - 2014.07.08 02:06:00 -
[387] - Quote
Manfred Sideous wrote:You aren't across the universe for months on end.
Why not? Deathclone to staging system across the universe and stay there. I'll grant you that staging systems will be chosen differently for logistical concerns then they are currently, but nothing stops you from sending your coalition or a portion of it across the map.
Taking gates? Bubbles? Who cares. Get 2000 nullified T3s instead of 2000 ishtars. Big deal. T3s are cheap.
People tunnel vision on jump drives a lot when they talk about power projection. There's more than one way to project power in Eve. |

Aliventi
Southern Cross Empire Flying Dangerous
756
|
Posted - 2014.07.08 02:13:00 -
[388] - Quote
Alright.
We need to make holding large areas of space challenging while making it so the fewer systems you still do hold on to can support a large number of pilots. Here we go:
1. Taking Sov require activity: % ownership determines who owns the system. Multiple entities can hold % control at the same time. You need 75% ownership before ownership flips (think democracy/anarchy from TPP). Stations and the iHub flips when ownership flips. For every aniom run, X m3 of ore mined, x mods/ships produced your % ownership goes up by a small percentage. Overall, it should take a day or two to take a completely inactive system from someone. Every day it loses a flat 10% ownership to the local pirates as upkeep that goes up every day there is not activity (10, 15, 20, etc). Simple to recover from if you are active. If you are not you will soon find your hundreds of systems falling in to pirate control to be taken by someone who is more active in the area. Pluses: No more EHP grind. Make money while taking SOV. Difficult to hold regions of space.
2. No more notifications: You should only know that someone is taking your space if you actively patrol your space. No more anchored POS notifications, No more POS RF'ed notifications, no % ownership reports, etc. unless you pass through the system to get any reports. Pluses: Smaller entities can take inactive systems without alerting the afk overlords. No need to hold large areas of space to see if anyone anchors a POS.
3. Ring mining: No more moon mining. Shift all moon goo to asteroids. Pluses: No more need to hold large swaths of space to control valueable moons. No more SOV holders complaining about the amount of effort it takes to keep those moons running.
4. Redo anioms: Think incursions. Each systems can be above HQ, HQ, Assault, or Vanguard system. Each system starts out spawning 5 beacons. Each beacon is the gate to an aniom. Above HQ system is essentially 80-100 man fleet sized incursions with difficulty bumped up to accommodate. 4b. Roamers can destroy these beacons in around 5 minutes with a 30 man fleet (2 min to RF, 3 minute RF timer that counts up as people warp away, post RF timer you can finish it off quickly) with a reasonable fleet. Each beacon destroyed disallows that beacon to respawn for an exponential amount of time (then 30 minutes after for the first, 1, 2, 4, 8 hours for the rest) and has a small bounty payout (250-500 mil isk divided up across roamer fleet)to the roamers. The roamers also gain a small amount of system control for each beacon destroyed. SOV holder can buy back beacons early at escalating costs (1, 2, 4, 8, 16 bil isk). 4c. Player owned stations can have mission agents. Standard lvl 1-4 missions for those who don't want to do anioms or too new. 4d. Each system has an iHub. From there you can purchase beacons, upgrade to HQ, HQ, assault, and VG for an flat isk fee, hire more mission agents, reassign them to different stations, buy belt upgrades, etc. Pluses: Fewer systems can support large numbers of pilots which means you need less space for PvE (upwards of 500 pilots in the above HQ systems). Fleets required to do the anioms are premade PvP fleets with active people to defend space. Roamers have an incentive to roam. SOV holder wants to prevent destruction of the beacons so they can make isk.
5. Make alliances in game entities with the ability to have a tax. Pluses: Allows for a more coordinated and fair taxation of pilots if the alliance chooses to use it. Taking away moon goo and such so there should be a way to still easily gain alliance level isk.
6. Nerf power projection: Now that capital ships are pretty much useless for taking/holding SOV they will pretty much be only used for PvP. I am a big fan of non-JF capitals needed to take gates to get around with 2 full range jumps every 4-6 hours or so. Makes it so you can still get from place to place, just not quickly or safely, while preserving the ability to hot drop. Titan bridges work the same (2 bridges in 4-6 hours). The countdown timer is tied to characters. JFs get unlimited jumps as they are needed to haul in lots of minerals and such. Pluses: Caps are useless when it comes to taking SOV. So having 1000+ supers won't make you any better at SOV grinding. Other than that "localized conflicts are better" etc.
All told smaller entities can take less wanted space. Large alliances can support large numbers of pilots with far less space and without moon goo. Power projection is fixed. Roamers have an incentive to roam. SOV holders have an incentive to defend. Did I miss anything? |

Myxx
744
|
Posted - 2014.07.08 02:32:00 -
[389] - Quote
mynnna wrote:
Where did I say anything about lack of escort? Freighter running along one of those superhighways unescorted is just as vulnerable as a freighter flying anywhere else in nullsec, hth. Now, are you going to actually read what you reply to and make useful points that make sense or are you just here to spit nonsensical grrgoon garbage?
If you're looking for security for your freighters... you will not find it in changes like these. Honestly, thats perfectly fine. There was a time in EVE where escorting freighters ten or even thirty jumps into nullsec was a common thing. Sure, losses happened. That is part of the allure - its risky as hell. But, back then, it was the ONLY way to supply fleets in nullsec with the fuel, ammo and mods that were needed. And honestly? It worked well like that. Over quite a long period of time I have watched the game slowly stagnate from a game where 100-200 others could go to nullsec and take over a small constellation, and basically succeed as a small group in the sov game... the point we are at right now.
I'm not even going to mince words, but your alliance in specific, Mynna, has played a large role in promoting the stagnation. Not the only alliance by far, but it is a large one. It would be nice if you took a step back and could try to divorce your own desire for profit for you and your alliance, to one that is actually able to look at how best to better the game going forward.
The basic points are these:
Force projection across the entire universe needs a heavy nerf. by heavy, I mean to suggest that it should take a long time (2h+) to get today's supercapitals and capital fleets a third of the way across the universe. That is to say, it should take what I consider to be a fairly average gameplay session to move a massive fleet from one end of the universe to the other. That is, roughly, 6-8 hours.
Jump bridges should just... die. Remove them outright. Why? Because just look at provi. Its absurd as to how efficent you can make a region. It should not be that easy, or efficient for anyone. Moving across an entire region should take time and a fair amount of planning.
Capitals and supercapitals should not be the primary answer in the toolbox of escalation of a fight. Their proliferation as it is right now pretty much means that if you don't have a fleet of supercaps, backed up by dreads and carriers... you will die. Hilariously. In fact, it should be very difficult, if not prohibitively so, to move a fleet of supercaps multiple regions. They should be more or less inclined to stick to particular regions, and moving them should be both costly and difficult. In other words, if a supercap fleet is about to come down on you, you should have advanced notice that is painfully obvious to everyone, in order to start retreating. It should not be a simple matter of 'cyno up! jump~'
Starbases need to die. Or be replaced with something that doesn't suck.
It should cost far more to own two regions than to own one. In other words, the more space you 'own' or are blue to people that own nearby space, your costs should inflate to a point that its impractical to keep blue lists or to try to settle more space.
Tl;dr: The more land you have, and the more bigger toys you own, should basically make it painful and highly impractical to exist as a coalition or alliance. |

mynnna
GoonWaffe Goonswarm Federation
3666
|
Posted - 2014.07.08 02:42:00 -
[390] - Quote
Myxx wrote:
I'm not even going to mince words, but your alliance in specific, Mynna, has played a large role in promoting the stagnation. Not the only alliance by far, but it is a large one. It would be nice if you took a step back and could try to divorce your own desire for profit for you
"Possibly interesting alternative routes for movement in null" = "profit for me".
Get out.
Quote:Tl;dr: The more land you have, and the more bigger toys you own, should basically make it painful and highly impractical to exist as a coalition or alliance. "People who don't play in small groups as I prefer should not exist." What was that about personal motives again? Member of the Goonswarm Economic Warfare Cabal |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
634
|
Posted - 2014.07.08 02:48:00 -
[391] - Quote
PotatoOverdose wrote:Manfred Sideous wrote:You aren't across the universe for months on end.
Why not? Deathclone to staging system across the universe and stay there. I'll grant you that staging systems will be chosen differently for logistical concerns then they are currently, but nothing stops you from sending your coalition or a portion of it across the map. Taking gates? Bubbles? Who cares. Get 2000 nullified T3s instead of 2000 ishtars. Big deal. T3s are cheap. People tunnel vision on jump drives a lot when they talk about power projection. There's more than one way to project power in Eve.
So you are going to move 2000 T3s and replacements to sustain a deployment in some other part of the game that you wont be able to hold? At the cost of empty homespace that people are hacking your moon miners , reactors , factory lines RFing things. Your indexes are dropping from lack of activity so your sov cost is going up and your sov structures are losing resist making them easier to kill? Hmm ok
@EveManny
https://twitter.com/EveManny |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
761
|
Posted - 2014.07.08 02:50:00 -
[392] - Quote
Handcuffing everyone into creating content/conflict closer to where they live would just seem to make the game smaller which, to me, would just make it frustrating and boring to play. Soooo....why not make it bigger?
Yes I'm going to go there but before I do I wanted to mention the system upgrades. Why do they need to be tied to SOV? Can't they just upgrade the system when they are anchored and used as intended? I'll be the first to admit that I don't know as much as most about "SOV Upgrades" but I'm sure CCP can figure a way to keep them running as intended after they..........get rid of SOV.
SOV seems to be the only reason I keep hearing for these Coalitions and SC blobs to exist so if CCP got rid of it wouldn't we have the following happen:
Manfred Sideous wrote:"We want to break up the coalitions to give room for the little guy and for newer groups to have a chance in nullsec." Now the little guys can deploy to those hundreds of unused stations/outposts across 0.0 and actually use the space. 30,000 renters can say "**** you" to the man and fight to keep their current station and systems etc.
Manfred Sideous wrote:"Because lets face it is your alliance going to keep its blue list if you literally have to travel a hour or more in 1 direction to find PVP content? Maybe so and if they do you will atrophy from lack of pvp content." With all the stations/outposts open in 0.0 and corps having the option to upgrade systems you're going to see pirating come back, and new local Alliances, or even just Corps, using only the space that they can police/manage.
Manfred Sideous wrote:"O also you canGÇÖt just deploy your alliance to another part of the game thats hostile to get easy content while your blue home is safe. Because if you do that your sov cost goes up as your indexes fall and your structures become easier to destroy " How about someone can just move in while your gone? Why all the costs, indexes, and shooting structures again and again etc.....
Clean the SOV slate and open 0.0 up to breath and get new life into it. Let the blood flow and after a year step back to see if making outposts destructible makes sense still. Now I know most of you are going to go bat **** crazy over "docking games" and station services being available to "everyone" but with all the effort you'd put into crying about the "best SOV" system, with that gone, put your efforts into the "best station" services system for those who live there vs. those who don't etc.
If you "live" in system does it mean you have to fuel the station and therefore the docking radius is bigger for you but a kick out station for everyone else? If you "live" is the system does it mean you're the only ones that can put clones there etc.? Like I said, with a little effort the benefits to "living" in a system can translate well to what the station can offer if we put our heads to it instead of proudly looking over the hundreds of unused stations littering 0.0 ffs.
I gotta say that the moment you handcuff a SC/Titan pilot to going system by system to move, it might be the last time you see them log in. If you're trying to solve SC proliferation, that might be the way to do it. Keep the jump ranges the same as they are now.
Make jump bridges Alliance only and not tied to SOV. Who cares if they run a chain around EVE, its more beacons for pirates to camp etc. Cyno Jammers and other "SOV" items can be tweaked to work without needing SOV.
The folks that keep coming up with these complicated and intricate ways to GÇ£fixGÇ¥ SOV just stagnate the process. Focus on adding new content drivers rather than trying to fix something that's "never going to work as intended".
Sorry for the rant, just can't believe that this issue has lasted this long in a game advertised as a sand box as we look out over the slab of concrete we have produced with the "game mechanics" we have on hand. Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

mynnna
GoonWaffe Goonswarm Federation
3666
|
Posted - 2014.07.08 02:53:00 -
[393] - Quote
Manfred Sideous wrote:Ivory Kantenu wrote:Manfred Sideous wrote:Ivory Kantenu wrote:
Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.
Didn't want that space anyway, etc.
If you aren't utilizing it then the cost goes up. What can you afford? If you can't afford the space you're in, then your Alliance is getting closer to the point of death. Even then, renting has more than proven that income is easily obtained from those willing to part with their own. It's worked for various entities, and honestly, I think Renting will become even more popular with changes like these. Why would someone pay you when they can hold space elsewhere on there own. Maybe you come try to take it from them they hire mercs to stop you. You seem to think you can still just jump around or that attrition won't play into conflict. Perhaps they're carebears, industrialists, pure PvErs who would rather a stable, mutually rewarding relationship than rely on the fickle whims of mercenaries. Frankly, some rent so the pvp group they buddy up with has an operations budget is probably cheaper than mercs and they'd likely get it back by selling their pals ships and equipment.
Something related: treaties. If you're going to have utilization matter, there ought be a mechanism to formally assign that usage to someone else's claim.
It probably goes without saying that you can expand on the usage thing both to further promote further upgrades of space (five levels is boring, lots more potential there) as well as develop the idea of "hostile usage" or something. If someone is not only stopping you from using your space, but using it in your stead...that should matter. Member of the Goonswarm Economic Warfare Cabal |

Nex Killer
Perkone Caldari State
78
|
Posted - 2014.07.08 02:59:00 -
[394] - Quote
X_D on reddit said this and I think its a good idea.
X_D - Reddit Post wrote:Are you guys ready for this?
All capitals / supercapitals / titans / whatever can now go through regional gates. Maybe all gates if it helps, idk w/e
You can no longer jump drive in between regions, but can still jump within the same region (Catch -> Catch is okay, Catch -> Providence isn't).
Regional gates now become the only way to travel between regions, creating bottlenecks to defend/scout/whatever on.
If you want to stage in a region, you have to actually take and hold sov in said region, preferably on the border system(s).
X_D - Reddit Post wrote:You could start getting crazy and making it so holding an entire region gave some kind of bonus or something as well, incentivise holding a region completely, and encourage other entities to try and prevent you from holding said region. This would allow a small dedicated group to sneak in and say, knock out a system over a day or three and totally **** everything up if they don't defend it. |

Retar Aveymone
GoonWaffe Goonswarm Federation
523
|
Posted - 2014.07.08 03:02:00 -
[395] - Quote
Myxx wrote: If you're looking for security for your freighters... you will not find it in changes like these. Honestly, thats perfectly fine. There was a time in EVE where escorting freighters ten or even thirty jumps into nullsec was a common thing.
I doubt it. Even if it was, it was never a smart thing and it died out quickly.
Myxx wrote: I'm not even going to mince words, but your alliance in specific, Mynna, has played a large role in promoting the stagnation. Not the only alliance by far, but it is a large one. It would be nice if you took a step back and could try to divorce your own desire for profit for you and your alliance, to one that is actually able to look at how best to better the game going forward.
Of course we have. Playing to win given the current game promotes stagnation, and what we do that the collection of nobodies in your corp history does not is win.
Give us a way to win that does not promote stagnation and we will make chaos reign while continuing to win. |

Manfred Sideous
North Eastern Swat Pandemic Legion
634
|
Posted - 2014.07.08 03:04:00 -
[396] - Quote
mynnna wrote:[
Perhaps they're carebears, industrialists, pure PvErs who would rather a stable, mutually rewarding relationship than rely on the fickle whims of mercenaries. Frankly, some rent so the pvp group they buddy up with has an operations budget is probably cheaper than mercs and they'd likely get it back by selling their pals ships and equipment.
Something related: treaties. If you're going to have utilization matter, there ought be a mechanism to formally assign that usage to someone else's claim.
It probably goes without saying that you can expand on the usage thing both to further promote further upgrades of space (five levels is boring, lots more potential there) as well as develop the idea of "hostile usage" or something. If someone is not only stopping you from using your space, but using it in your stead...that should matter.
Perhaps they have a identity they don't want to dilute by becoming co-dependant on someone else. Perhaps they don't want to bend the knee to a space fuhrer. I think most rent because realistically they have no alternative with the current status quo. What would happen post changes cannot be accurately predicted by anyone. @EveManny
https://twitter.com/EveManny |

mynnna
GoonWaffe Goonswarm Federation
3666
|
Posted - 2014.07.08 03:07:00 -
[397] - Quote
Nex Killer wrote:X_D on reddit said this and I think its a good idea. X_D - Reddit Post wrote:Are you guys ready for this?
All capitals / supercapitals / titans / whatever can now go through regional gates. Maybe all gates if it helps, idk w/e
You can no longer jump drive in between regions, but can still jump within the same region (Catch -> Catch is okay, Catch -> Providence isn't).
Regional gates now become the only way to travel between regions, creating bottlenecks to defend/scout/whatever on.
If you want to stage in a region, you have to actually take and hold sov in said region, preferably on the border system(s). X_D - Reddit Post wrote:You could start getting crazy and making it so holding an entire region gave some kind of bonus or something as well, incentivise holding a region completely, and encourage other entities to try and prevent you from holding said region. This would allow a small dedicated group to sneak in and say, knock out a system over a day or three and totally **** everything up if they don't defend it.
Sort of assuming this to mean "no restrictions but capitals have to use gates to cross between regions."
It'd be interesting. I guarantee you that what'd happen is that each region would have a mini-bloc (or single alliance, depending on size) that overwhelms and crushes everyone else within the bounds of that region, so inside any given region you join them or die. Between regions, open warfare, maybe. Basically, the current EVE meta writ small, albeit with more inter-regional conflict.
Could be interesting. Member of the Goonswarm Economic Warfare Cabal |

Marlona Sky
D00M. Northern Coalition.
5361
|
Posted - 2014.07.08 03:10:00 -
[398] - Quote
Lucas Quaan wrote:Cyaron wars wrote:Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. Burning a fleet far away from home make it very vulnerable to ambush, even if it's inty fleet. None of the FCs is protected from retards in fleet and number of retards in fleet grows with geometric proportion compared to size of the fleet. That itself will encourage people to camp the route from point A to point B in order to kill strugglers, slowpokes etc. Also don't forget that in order to stockpile ships somewhere u must deliver them there first, which won't be an easy task as well. It still favours the big player who can just put enough players over at point B to mine and build the crap on site if needed under this new regime. My point, which is very simple, is that no arbitrary limitation on projection will have any bearing on how much power I have in the first place and the little guy, whom all these grand plans claim to help, will still get stomped by the numbers. You could not be more wrong.
A small group enters null in the current situation. Boom! 1,100 warm bodies show up from all over the north, west and south side of the coalition block to engage in glorious battle with the 150 newbros. The small group has no choice due the impossible odds they could win against that.
Now if those 1,100 had to make a strategic choice on amassing everyone into one system and abandoning their assets from all those distant regions away...
Do you honestly think they will still burn 1,100 from three corners of the game to deal with 150 guys? Considering that some will have to engage in combat along the way. Things that will slow them down and possibly kill them, thus forcing them to start over. Also not to be ignored is while they are out, their territory and assets are left undefended and ripe for the taking?
Unless of course, you like the current situation where they can zip (almost completely immune to any danger) to anywhere, camp in a fraction of their force (netting little to no fights) and zip back home in time for lunch. All the while their territory and assets were in no danger what so ever... just like the way things are right now. The Paradox |

Alternative Splicing
Center for Advanced Studies Gallente Federation
74
|
Posted - 2014.07.08 03:14:00 -
[399] - Quote
Just a thought experiment: what if all/some of these changes Manfred is proposing do not affect all of null space, but just certain regions? It looks like that could create some very interesting situations where projection stops at the entry systems, and everything within must be fought, won and protected the old fashioned way. Obviously it would really help if he numbers on the structures were adjusted within the confines of one of these zones. Just as an experiment, it would be fun to see what happens.
|

mynnna
GoonWaffe Goonswarm Federation
3666
|
Posted - 2014.07.08 03:20:00 -
[400] - Quote
Alternative Splicing wrote:Just a thought experiment: what if all/some of these changes Manfred is proposing do not affect all of null space, but just certain regions? It looks like that could create some very interesting situations where projection stops at the entry systems, and everything within must be fought, won and protected the old fashioned way. Obviously it would really help if he numbers on the structures were adjusted within the confines of one of these zones. Just as an experiment, it would be fun to see what happens.
The groups living in those regions would get crushed by the coalitions that'd continue to exist elsewhere, as new rules or not they'd still have an overwhelming advantage in basically every way.
Variations by region or constellation or even system in the "terrain" would be intersting but at some basic level everyone has to be playing by the same set of rules. Member of the Goonswarm Economic Warfare Cabal |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
635
|
Posted - 2014.07.08 03:21:00 -
[401] - Quote
mynnna wrote:Alternative Splicing wrote:Just a thought experiment: what if all/some of these changes Manfred is proposing do not affect all of null space, but just certain regions? It looks like that could create some very interesting situations where projection stops at the entry systems, and everything within must be fought, won and protected the old fashioned way. Obviously it would really help if he numbers on the structures were adjusted within the confines of one of these zones. Just as an experiment, it would be fun to see what happens.
The groups living in those regions would get crushed by the coalitions that'd continue to exist elsewhere, as new rules or not they'd still have an overwhelming advantage in basically every way. Variations by region or constellation or even system in the "terrain" would be intersting but at some basic level everyone has to be playing by the same set of rules.
What Mynnna said. @EveManny
https://twitter.com/EveManny |

Tara Read
Immortalis Inc. Shadow Cartel
719
|
Posted - 2014.07.08 03:24:00 -
[402] - Quote
So far there has been some very good points made. I think aside from those who want Eve to remain comfortable and dull all of us can agree upon a few things:
1. Power Projection needs to be severely limited and localized.
2. JF's need to be limited as well so that markets and industry is local as well.
3. Sov itself needs to provide bonuses and incentives for local groups to fight and maintain it.
4. Supers need to be limited in range and useage.
5. Sov mechanics ie. Structure grinding is ******** and needs to be reworked into something non supercap based.
Just some final thoughts on this. I really think that the idea of regional conflict, growth etc is truly what Eve is meant to be. Throughout the lore based history of New Eden humanity has been forced to deal with harsh realities and conflict.
There needs to be a sense of accomplishment. A sense of risk and even fear. Eve needs to be this wide eyed universe again that captivated players since it's creation in 2003.
Eve is not an easy game. It's not meant to be. There is no "win" except in that journey we all experience be it good fights, good friends, stories we can tell that no other community can experience.
Eve needs to be unique again. Null needs to be this mystical harsh place whispered about fought with peril and riches beyond a capsuleers wildest dreams.
You want to be the top dog? You want to truly be masters of your own house? Building and creating? Conquering and pillaging? Prove it.
Prove to all of New Eden that you are just as valuable in a fleet of 10, 20, 50, 100 as you are in a tidi ridden blob of 1000. I for one am excited and even giddy at the prospects of Eve having new life breathed into it. Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Manfred Sideous
North Eastern Swat Pandemic Legion
639
|
Posted - 2014.07.08 03:27:00 -
[403] - Quote
So I just want to share some knowledge. Pandemic Legion took the largest losses in any single fight in the history of gaming during B-R. We have already COMPLETELY recovered and expanded our titan force and are still expanding at a rate never seen before. This is all in the span of 5 months. @EveManny
https://twitter.com/EveManny |

Marlona Sky
D00M. Northern Coalition.
5361
|
Posted - 2014.07.08 03:28:00 -
[404] - Quote
mynnna wrote:Nex Killer wrote:X_D on reddit said this and I think its a good idea. X_D - Reddit Post wrote:Are you guys ready for this?
All capitals / supercapitals / titans / whatever can now go through regional gates. Maybe all gates if it helps, idk w/e
You can no longer jump drive in between regions, but can still jump within the same region (Catch -> Catch is okay, Catch -> Providence isn't).
Regional gates now become the only way to travel between regions, creating bottlenecks to defend/scout/whatever on.
If you want to stage in a region, you have to actually take and hold sov in said region, preferably on the border system(s). X_D - Reddit Post wrote:You could start getting crazy and making it so holding an entire region gave some kind of bonus or something as well, incentivise holding a region completely, and encourage other entities to try and prevent you from holding said region. This would allow a small dedicated group to sneak in and say, knock out a system over a day or three and totally **** everything up if they don't defend it. Sort of assuming this to mean "no restrictions but capitals have to use gates to cross between regions." It'd be interesting. I guarantee you that what'd happen is that each region would have a mini-bloc (or single alliance, depending on size) that overwhelms and crushes everyone else within the bounds of that region, so inside any given region you join them or die. Between regions, open warfare, maybe. Basically, the current EVE meta writ small, albeit with more inter-regional conflict. Could be interesting. Keeping the current blocs is still possible in that system. You just fly your caps into those regional gates and voil+á, your massive capital force is now the biggest thing in that adjacent region. Continue down the cyno chain until you reach the region that is the destination. The opposing force is either crushed at the final destination or the in gate to the region where that bloc has entered. Sure it will slow them down a little, but let's be honest here. Unless that opposing force was as powerful as that bloc to begin with, they would not stand a chance anyways now or with that change. The Paradox |

mynnna
GoonWaffe Goonswarm Federation
3666
|
Posted - 2014.07.08 03:32:00 -
[405] - Quote
Quote:2. JF's need to be limited as well so that markets and industry is local as well.
To be fair this isn't strictly true. What's necessary for markets and industry to be local is for the means of production and resource acquisition to be up to the task. Crius is a good start in the production category, at least to the point where GSF will probably supply most of our fleets with ships and equipment built locally, because the cost advantage of doing so (even without factoring in not having to import the hulls) will be considerable. Much of the minerals to do that will still come from empire though, because things are still lacking in the resource acquisition department.
Limiting JFs and similar logistics may give more room to make more radical changes in those regards, but it's not necessary. Member of the Goonswarm Economic Warfare Cabal |

Tara Read
Immortalis Inc. Shadow Cartel
719
|
Posted - 2014.07.08 03:42:00 -
[406] - Quote
mynnna wrote:Quote:2. JF's need to be limited as well so that markets and industry is local as well. To be fair this isn't strictly true. What's necessary for markets and industry to be local is for the means of production and resource acquisition to be up to the task. Crius is a good start in the production category, at least to the point where GSF will probably supply most of our fleets with ships and equipment built locally, because the cost advantage of doing so (even without factoring in not having to import the hulls) will be considerable. Much of the minerals to do that will still come from empire though, because things are still lacking in the resource acquisition department. Limiting JFs and similar logistics may give more room to make more radical changes in those regards, but it's not necessary.
To be fair and I understand your point the JF pretty much killed off Low Sec Piracy in the form of neutering trade routes that were vital supply chains to Null Sec systems.
Limiting it's usage would make local trade and industry more important especially mining fleets, ship production, etc. If you really want people to feel the burn limit supplies and especially the means in which to transport them.
Think in terms of the collapsing of the Eve Gate which gave birth to this universe. Cut off or at least limit an entities ability to import resources and you either live off the land or die.
And let's be honest here. Miners, Industrialists, all the people that build and create need to be worth their salt and will be if such changes are implemented.
I remember an entity from long ago called M0o who camped a vital trade route system called Mara, effectively forcing CCP themselves to step in and thus Concord was created!
Trade routes need to be vital again to spur conflict, increase risk, make logistics truly challenging and worth while. Plus a little ransom to a freighter full of goodies never hurt... Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

mynnna
GoonWaffe Goonswarm Federation
3666
|
Posted - 2014.07.08 03:47:00 -
[407] - Quote
Tara Read wrote:mynnna wrote:Quote:2. JF's need to be limited as well so that markets and industry is local as well. To be fair this isn't strictly true. What's necessary for markets and industry to be local is for the means of production and resource acquisition to be up to the task. Crius is a good start in the production category, at least to the point where GSF will probably supply most of our fleets with ships and equipment built locally, because the cost advantage of doing so (even without factoring in not having to import the hulls) will be considerable. Much of the minerals to do that will still come from empire though, because things are still lacking in the resource acquisition department. Limiting JFs and similar logistics may give more room to make more radical changes in those regards, but it's not necessary. To be fair and I understand your point the JF pretty much killed off Low Sec Piracy in the form of neutering trade routes that were vital supply chains to Null Sec systems. Uh, as has been reiterated time and time again in this thread, the JF only streamlined jump drive based logistics; they'd still been a thing with carriers, cargo dreadnaughts, etc. I guess maybe JFs (and the rise of organized, centralized, for-pay JF services, really) might have killed off piracy on hauling through lowsec by individuals but that'd be about it.
Tara Read wrote:And let's be honest here. Miners, Industrialists, all the people that build and create need to be worth their salt and will be if such changes are implemented. Which is the problem. Industrialists do (or will after Crius), bu miners or rather the task of mining remains lacking.
Tara Read wrote:[I remember an entity from long ago called M0o who camped a vital trade route effectively forcing CCP themselves to step in and they in turn also died. Thus Concord was created! The fact that you have to go as far back as M0o is kinda proving my point re: jump drive based logistics.
Anyway we are not entirely disagreeing, I think, we're just saying it in very different ways. Member of the Goonswarm Economic Warfare Cabal |

Kaarous Aldurald
ROC Deep Space The ROC
7655
|
Posted - 2014.07.08 03:51:00 -
[408] - Quote
Tara Read wrote: I remember an entity from long ago called M0o who camped a vital trade route system called Mara, effectively forcing CCP themselves to step in and they in turn also died. Thus Concord was created!
Lol wow. That is some Oklahoma level ignorance you have got going. Here, let me help you. m0o did not, in fact, defeat CCP.
https://wiki.eveonline.com/en/wiki/M0o#Developer_Interaction
That took me about forty seconds to look up by the way. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Clean Up Local 2014.-á |

Tara Read
Immortalis Inc. Shadow Cartel
719
|
Posted - 2014.07.08 03:55:00 -
[409] - Quote
To Mynna silly quote limiting.
Well as for the "about it" portion killing off local low sec Pirates to those of us it was our bread and butter. But enough of that. Jump Drive logistics in general need to be reworked not just the JF so we can agree on that.
Also am I the only one who remembers M0o? I'm waxing nostalgic but think of the explosions and the prey again if Pirates and other merc groups tried to prey upon Null logistical protection fleets.
Ah it almost sounds too good to be true...
Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Tara Read
Immortalis Inc. Shadow Cartel
720
|
Posted - 2014.07.08 03:58:00 -
[410] - Quote
Kaarous Aldurald wrote:Tara Read wrote: I remember an entity from long ago called M0o who camped a vital trade route system called Mara, effectively forcing CCP themselves to step in and they in turn also died. Thus Concord was created!
Lol wow. That is some Oklahoma level ignorance you have got going. Here, let me help you. m0o did not, in fact, defeat CCP. https://wiki.eveonline.com/en/wiki/M0o#Developer_InteractionThat took me about forty seconds to look up by the way.
Bah I cocked up and redited the post. I thought originally that CCP tried to fight them several times before and had lost. Actually it's quite funny reading about them running away or being sent into other systems to break up the gatecamp.
Apologies on my Oklahoma level of ignorance. Sometimes my cousins just look that good : P
Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |
|

Kaarous Aldurald
ROC Deep Space The ROC
7655
|
Posted - 2014.07.08 04:03:00 -
[411] - Quote
Tara Read wrote:Kaarous Aldurald wrote:Tara Read wrote: I remember an entity from long ago called M0o who camped a vital trade route system called Mara, effectively forcing CCP themselves to step in and they in turn also died. Thus Concord was created!
Lol wow. That is some Oklahoma level ignorance you have got going. Here, let me help you. m0o did not, in fact, defeat CCP. https://wiki.eveonline.com/en/wiki/M0o#Developer_InteractionThat took me about forty seconds to look up by the way. Bah I cocked up and redited the post. I thought originally that CCP tried to fight them several times before and had lost. Actually it's quite funny reading about them running away or being sent into other systems to break up the gatecamp. Apologies on my Oklahoma level of ignorance. Sometimes my cousins just look that good : P
Yeah, that was a bit more harsh than I intended, I just got done talking to my in laws for two hours. >.<
But yeah, m0o actually cut and ran when the developer ships showed up, except one guy who got one shotted. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Clean Up Local 2014.-á |

Kaarous Aldurald
ROC Deep Space The ROC
7655
|
Posted - 2014.07.08 04:06:00 -
[412] - Quote
Tara Read wrote:To Mynna silly quote limiting.
Well as for the "about it" portion killing off local low sec Pirates to those of us it was our bread and butter. But enough of that. Jump Drive logistics in general need to be reworked not just the JF so we can agree on that.
Also am I the only one who remembers M0o? I'm waxing nostalgic but think of the explosions and the prey again if Pirates and other merc groups tried to prey upon Null logistical protection fleets.
Ah it almost sounds too good to be true...
I hadn't played at the time, but their exploits were one of the reasons I joined. Personally, although I do realize that Jump Freighters took a bite out of lowsec traffic, if it hadn't been that, it would have been a bunch of other things eventually.
What's wrong with lowsec right now can't just be chalked up to one mechanic. Same thing with nullsec. People who gnash their teeth about Power Projection and drumbeat about taking it away are failing to see the bigger picture. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Clean Up Local 2014.-á |

Tara Read
Immortalis Inc. Shadow Cartel
720
|
Posted - 2014.07.08 04:37:00 -
[413] - Quote
Kaarous Aldurald wrote:Tara Read wrote:To Mynna silly quote limiting.
Well as for the "about it" portion killing off local low sec Pirates to those of us it was our bread and butter. But enough of that. Jump Drive logistics in general need to be reworked not just the JF so we can agree on that.
Also am I the only one who remembers M0o? I'm waxing nostalgic but think of the explosions and the prey again if Pirates and other merc groups tried to prey upon Null logistical protection fleets.
Ah it almost sounds too good to be true...
I hadn't played at the time, but their exploits were one of the reasons I joined. Personally, although I do realize that Jump Freighters took a bite out of lowsec traffic, if it hadn't been that, it would have been a bunch of other things eventually. What's wrong with lowsec right now can't just be chalked up to one mechanic. Same thing with nullsec. People who gnash their teeth about Power Projection and drumbeat about taking it away are failing to see the bigger picture.
To be fair there are a myriad of issues both mechanic and player driven that have lead to the issues we are dealing with now. Hopefully though solutions can be found and more importantly implemented.
Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Tara Read
Immortalis Inc. Shadow Cartel
720
|
Posted - 2014.07.08 04:42:00 -
[414] - Quote
Kaarous Aldurald wrote:Tara Read wrote:Kaarous Aldurald wrote:Tara Read wrote: I remember an entity from long ago called M0o who camped a vital trade route system called Mara, effectively forcing CCP themselves to step in and they in turn also died. Thus Concord was created!
Lol wow. That is some Oklahoma level ignorance you have got going. Here, let me help you. m0o did not, in fact, defeat CCP. https://wiki.eveonline.com/en/wiki/M0o#Developer_InteractionThat took me about forty seconds to look up by the way. Bah I cocked up and redited the post. I thought originally that CCP tried to fight them several times before and had lost. Actually it's quite funny reading about them running away or being sent into other systems to break up the gatecamp. Apologies on my Oklahoma level of ignorance. Sometimes my cousins just look that good : P Yeah, that was a bit more harsh than I intended, I just got done talking to my in laws for two hours. >.< But yeah, m0o actually cut and ran when the developer ships showed up, except one guy who got one shotted.
I also think alot of them ended up getting banned right? I still remember that video from Tank CEO bringing this mining thorax that was killed onto their comms and the guy flipping ****. Hilarious. Visit my blog for all the latest in jeers and tears as well as news at http://hoistthecolors.org |

Kaarous Aldurald
ROC Deep Space The ROC
7658
|
Posted - 2014.07.08 04:49:00 -
[415] - Quote
Tara Read wrote: To be fair there are a myriad of issues both mechanic and player driven that have lead to the issues we are dealing with now. Hopefully though solutions can be found and more importantly implemented.
As long as people keep fixating with "X mechanic that I don't like is the problem with everything!" style thought processes, it's not going to happen.
EVE has needed a comprehensive rework for years. Something with a vision and ideas for every area of space, not just null, not just low, not just w-space, and not just highsec.
The whole blasted game. The Crius industry rework gives me hope for this, but it's just a start, and it's a long road. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Clean Up Local 2014.-á |

Kethry Avenger
Stay Frosty. A Band Apart.
129
|
Posted - 2014.07.08 04:50:00 -
[416] - Quote
Random Thoughts to add. What I'd like to see and some stuff I think might help.
I would like EVE bigger. 7-10 times bigger, # of systems. (As to cost for CCP. Clearly this would not get used immediately and as more players come to the game they could then afford more nodes etc, etc.) the population of EVE is much bigger than it was 7-10 years ago and the size of EVE has not kept up. New games are coming that will make EVE feel tiny, but still might not to amount to much if they are split shard, not player controlled economy etc.
I think this could help the game grow. Not just by itself but in conjunction with changes that make Alliances be rewarded for for using more concentrated space and negatively impacted by controlling more than one region(ish).
There should be ways to add more open routes to deep null sec. Could be player built stargates. But not things requiring a password.
Passive income streams should not be supported. I would prefer not to see support added for renters to keep some room for hijinks to ensue if a corp became more competent in the future and wanted to break away. Drama has always been good for EVE the game if not specific groups or players.
Moon mining should become a active process requiring a capsuleer in space. (either in a ship(preferred) or actively at a POS). Or at least something like PI where it can scale and shrink and there are controls and smaller things to shoot(POCO).
I think part of dynamic true sec should be earning the ability to have mission agents spawn in you Station. Thus removing the bottleneck of belts and anomalies as ability to scale bottom up income from player activities. Still couldn't get more than a 1000 people or so in one system before lag became annoying but much better than whatever low number of people one average null system supports now. (Imagine all of the highest reported number of subs could be happy in null in 500 systems.)
Nullsec should be about choice for who to work for. Either Anti or Pro Empire or neither. Emprie NPC's should be added, as Anomaly and Belt spawns. Fighting the Pirates spawns. You have choice of shooting one the other or both. If your Corp/Alliance just picks one side to fight against, that is how you earn support for getting agents from the side your fighting for to spawn in your station. However in Nullsec there is no Empire there should be no change in any sec status for activities preformed there.
That's part of what Lowsec should be best at. Where you go to increase your sec status with the Empires fastest(or lose it by shooting those people and taking their stuff). Should also add low level pirate NPC to mission for in Lowsec. Lowsec is supposed to be the area of space contested by empire rules, both between each other, and there efforts to expand into NPC pirate space and Capsuleer Null space.
For Sov I like defensive scaling based on activity. It should be dynamic. The best defense is reserved for the one most active system of an Alliance. A home system, created based on activity of the members. Creating a tension between a larger Alliance and multiple smaller ones, that create room for hijinks and drama. Umm love me reading about EVE drama on the Alliance scale.
In line with that, though I support more tools for Alliances basically making them bigger corps. I do not support any ingame tools at all for Coalitions. In game support for larger groups has to stop at some point or we will just keep ending up with 2-3 big groups controlling everything no matter how many systems are added to the game.
Well unless EVE added a Million solar systems and spread that around so it would take a month of Real time travel to setup all the cynos and such. Then EVE would always be fractured. Why hasn't this happened yet?
Oh yeah, make Null sec be self sufficient. (Change T2 ships to only need the end components of one set of R64s.) A coordinated group would want 4 areas of the game spread out. Makes trade of R 64 a good practice across regions. Make everything else available through alchemy.
Let very advanced players start really inventing. Making T1 BPO's from scratch, well some kind of drop or resource. Let it work up from small items to larger. Have it be done in a POS.
Have implants be build able.
Oh and as before if you don't make EVE bigger you have to make it feel bigger. Nerf Combat power projection. Jump ranges on all combat ships and bridges. Might be ok to leave Black Ops alone for now. Something with Jump Frieghters.
Did I miss anything? Other than agreeing with someone else's point of view. |

Mashka Cybertrona
Vanishing Point. The Initiative.
3
|
Posted - 2014.07.08 04:51:00 -
[417] - Quote
With all the data collected via EVE API and now CREST, why has a new influence based sov mechanic not been implemented?
Kills, Deaths, Active Pilots, NPC Kills, Resources gathered, isk killed/loss ratio, the list is extensive. Out of all of this data you could put together an influenced based system for sov holding. Power projection would then no longer become an issue. The general idea is, the people that use the space get the space.
Some of you maybe thinking that a system such as this can be gamed. Well isn't that the whole point of eve, finding out how to game systems into your favor? So someone kills their alt 1000 times to gain sov influence, diminishing returns would solve that problem.
INFLUENCE BASED SOVEREIGNTY
Would mean that a small force could take areas from larger ones purely by living/eating/breathing that area of space.
Larger entities would need to spread across all their claimed sov in order to maintain it.
Sovereignty would be given to the more active/efficient entities of coalitions regardless of their position within said coalition. Renters for example who share space with an "overlord" would claim the space from their masters. Allies that use the same areas of space could become potential threats just by using the space.
Tactics to weaken front line systems would emerge, attacking an alliances home system for example or a strategically valuable system would draw more influence generators to defend it, weakening the influence gains in other sectors.
Alliances would be rewarded for efficiency and input rather than pure numbers they can form once a day. Carebearing losses would not only be a financial loss written off by the amount of isk generated because it would also have negative impacts on your sovereignty claim. Losing ratting carriers to stealth bombers as an example would not only be a heavy blow to your sov claim but would also be a massive boost to a hostile entities claim of the system.
No more Sov Blockade/Ihub bashing for sov. The upgrades in an Ihub should benefit the system regardless of the owner of sov and killing an Ihub would be done for the same reasons you now kill PoS.
If you want to hold space, you need to manage space. Each entity within your ranks would have to contribute to sov generation, High generators would be valued/rewarded (such as miners/industry/ratters) and negative generators would be trimmed (players/corporations that consistently die, do not contribute to maintaining sov).
A Break up of the sov blocks as we know it. Being able to pull 250 capitals together for timers once or twice a week will not have as big an impact on sov claims as 50 players spending 3-4 hours a day using the space. |

mynnna
GoonWaffe Goonswarm Federation
3668
|
Posted - 2014.07.08 04:59:00 -
[418] - Quote
Mashka Cybertrona wrote:Sovereignty would be given to the more active/efficient entities of coalitions regardless of their position within said coalition. Renters for example who share space with an "overlord" would claim the space from their masters. Allies that use the same areas of space could become potential threats just by using the space.
Or we could do this the smart way and seek to facilitate cooperation within an area for groups that may desire it, for example the PvP & industrial corp teaming up together, and seek to mitigate territorial sprawl (or whatever...) in other ways.
This goes for any form & scale of "utilization matters", really. Member of the Goonswarm Economic Warfare Cabal |

Marlona Sky
D00M. Northern Coalition.
5361
|
Posted - 2014.07.08 05:29:00 -
[419] - Quote
mynnna wrote:Fair point; I suppose you managed to find a nut.
Does it pain you so much to agree with me on something that you can't do it without the insults?  The Paradox |

Adolf Kaundur
Harbingers of Chaos Inc Gentlemen's.Club
5
|
Posted - 2014.07.08 05:50:00 -
[420] - Quote
Mashka Cybertrona wrote:So it boils back down to variables, throw us some dam curve balls CCP!
How about cosmic storms that sometimes accelerate a jump drives range putting them randomly on the other side of the map (or even in unknown space!), make electrical interference screw up your ability to plot a jump correctly so you land in random areas of space, even fail to jump occasionally so you end up with 2-3 capitals that are stranded on the field.
Lets have Star gates malfunction from time to time and leave it up to the players to fix them. Have them fluctuate in destination as a glitch sometimes making travel easier other times making it harder. Turn jump bridges into more reliable gates, sepeate them from POS and have them as an anchorable structure that can be hacked to gain access, how about hacking a jumpbridge to land pilots that jump through it at a different destination? used for a dirty trap or a cunning get away plan.
What about restricting what is visible to you in a system to your ships scanner? change certain ships default scan ranges based on class, suddenly scanning/max scanner range ships become more useful to fleet movement (via fleet warp mechanics), lets get rid of local chat as a broken intel tool in favor of the for-mentioned. Build up more specialist roles within fleets so 1 person can't just login 12 accounts and do it all (like most large scale FC these days).
How about adding bigger critical strike bonuses so you randomly get that sweet shot that actually "wrecks" and enemy vessel? or have ships malfunction so sometimes the MWD will not shutdown, the guns jam, the drones turn on each other, the smartbomb hits your hull, reps and remote reps overload shield (or armor counterparts respectively) causing them to shut down for a cycle due to an error.
Throw some more tactical choices our way so ships are not all one cookie cutter fitting and doesn't have a counter cookie cutter fitting. Hell lets do something crazy like throw out the idea of racial guns that are slowly becoming practically the same weapon systems and give turret ships a generic turret bonus and switch it up with the weapon systems, make laser beams actual beams that slowly increase in damage over time so hitting larger/tankier ships makes them the choice weapon but against fast hard hitting ships less desirable, Artillery actually artillery hitting way out there but having 0 close range ability.
Lets have dreads that can shoot broadcasted targets from across a system, like an actual dread would. Lets enable carriers/supers to have multiple pilots that can take control and warp fighter wings around system.
Why not have deployable Titans which can become a kind of private defended star gate, connect two up to establish a link to a warzone from your deployment zone that can extend their shields similar to a POS with the same reinforcement mechanics in place.
Why not allow super-capitals to refuel themselves on energy harvested from stars? make it a finite resources so multiple super-capitals would have to travel to different systems to recharge their fuel bay. Maybe depleating a systems star could cause system wide effects, everything becomes colder as an example. If this refueling system was implemented it would put supers more at risk to gain their benefits, refueling a titan so you can use it to jump a fleet would mean babysitting the titan at the sun prior to the op, putting said titan at risk.
Lets have Ewar back, force multipliers were nerfed because they were "OP" just like speed was "OP" now power projection is "OP". I miss force multipliers, I miss having an ewar wing, you know what if 10 falcon pilots want to jam 4 people from the hostile fleet each essentially tieing up 40 pilots with 10 I guess removing that threat becomes priority rather than an all out turkey shoot of blob a shoots blob b in the kneecaps until one of the blobs can remember what they were fighting over in the first place and goes home.
While we are at it, lets remove Cyno. Instead let everyone use the capital navigation tab to find out were they can jump to and allow them to jump blindly into systems, jumping to the largest celestial in the system (usually the sun). Lets see Star Harvesting combined with Star Camping. Combined with all the variables mentioned ealier in the thread, you could accidentally find yourself in the middle of a hostile zone, your alliance could send a fleet to defend you but although 90% would make it, 10% would end up slightly off course and they too could fall prey to awaiting hostile entities.
Oh how eve would be so much more fun I I owned it :D
I would rather Hack via ship, Deus Ex WiS, or Space Marines (any or all of the above) a TCU to [temporarily] control or disable local along with the possibility of storms.
Aside from that one nitpick, This is all stuff I was hoping would be in eve way back when I first got into it. Let people use other peoples stuff against them, and let no one escape the wrath of Murphy.
|
|

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.08 07:07:00 -
[421] - Quote
20 pages and few commonly repeated words: "Blob", "cynos jumps", "titan bridges", "timers" "sov bashing" - my favourite.
I don't live in null, i don't know how sov mechanism is working but i may have some picture from all above posts.
So coalitions likes current status quo. Any "new", non null corps who wants to join sov wars will be "cyno jumped" and "blobed". Conquest needs structure "bashing" for some time. Right?
So imagine well organized, 50 man, players incursion from highsec corp to null, that will raid whole region, destroying all sov structures on the way. Just for mayhem, glory, fun etc. Are you living in null? Then defend what's yours. Is it possible? No, they will stop on first structure for "bashing" and then they will will "jumped" and "blobed". It's trench war. Stagnation. Paradox with such abilitity to move large forces.
If there's no conflict driver beetwen null corporation make it possible beetwen low-null or hisec-null. Not necessarily to claim teritorry.
There must be some limitation to move such large group of capitals. You own 6 regions? Place your forces wisely. The larger territory the harder to defend it.
Bacon tastes so much better when it's marinated in vegan tears.-á |

Yun Kuai
Justified Chaos
176
|
Posted - 2014.07.08 07:12:00 -
[422] - Quote
First, I'd like to say I agree with a lot of what's has been said here. The "make EvE more dynamic on the LY map" seems to make a lot of sense and is a great way to strongly limit power projection without implementing arbitrary, artificially high cost that already established groups won't be affected by. I would like to further comment on how it might look:
Intra-constellation travel
Inter-constellation travel (Intra-region travel)
Inter-regional travel
To keep with the Middle Ages references, intra-constellation travel would be like traveling amongst villages and towns outlying the city of Rome. The travel would be easy as it was close and had a good road network, although there were still random villages that were further away or logistically difficult to access. The inter-constellation travel would be like traveling between Rome and Paris. The trip would take much longer even though the paths were established with multiple trade routes, some designed for time efficiency and some designed to hit more trade-stops along the way. The inter-region travel would be like traveling the Silk Road. There were dozens of trade routes but the trip took months to cover from Europe to Asia. TL:DR make EVE bigger on the map without actually adding more systems in game.
The next issue that has been discussed is the issue of Jump Bridges and the JB networks. The proposal to remove JB's from the POS and make it a stand alone module is an excellent idea. Make the structure something monolithic (art team here's your chance to have fun) given how powerful they are and make it so they must be anchored at a planet that has no other structure already anchored like a POCO. There is now much more risk in using the jump bridges as you're not protected by POS guns and provides more chances for content to happen. The next step is to limit JB networks to be established only among intra-constellation systems with a maximum of 2 JB's per constellation; here's the kicker: it does not matter who owns the JB's inside a constellation, but only 2 can anchored and onlined at once. The final step is to limit JB access to the SOV owner's alliance or corp if there is no alliance. This is another conflict driver and also reduces allies sharing random systems in a region to make extremely long JB networks. These changes would also mean it would be more time consuming to move across regions (limiting power projection) and it also gives more chances for fleets to be intercepted as they can't move as safely across vast areas of space
TL:DR- JB moved away from POS and are now anchored on a planet JB networks are limited to intra-constellation only Maximum of 2 JB per constellation regardless of who owns them Only alliance (corp if no alliance) members can access the JB
Titan bridging is something that needs to be addressed as well. I understand the ship cost billions of ISK and has been nerfed into the ground repeatedly, but the ability to safely move a 250man fleet instantly with no risk is broken. There are several options but I'm not sure which one is really the best or if there is a single answer to fix it so I won't comment on it now. --------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::------- |

Anthar Thebess
570
|
Posted - 2014.07.08 07:38:00 -
[423] - Quote
Don't let this thread die.
Yes for :
- random moon minerals, that spawn randomly and can be depleted - moon minerals accessible by asteroids - sov ownership based on activity - reducing jump range , and forcing every one to pass regional gates , including capitals - yes for moon miners outside pos shields ( why not give moon miner storage for products , and every one can try to hack it and pull resources from it) - Yes to all minerals needed to produce T2 stuff of , local race in given region. - YES TO GROUND CONTROL - YES TO PATROLS - YES TO REMOVE / LIMIT JUMP BRIDGES - YES TO REMOVE TITAN BRIDGES
Why we cannot shift ratting to system defence , and base most of the activity on this? We took sov from guristas/angel/serpentis/sansha/ etc. It is normal thing that they want to get it back.
They will attack ihubs / TCU / structures , so if you are gone this activity will make you loose sov or some of the system installations.
Lets pull upgrades from Ihub , and make them target for NPC ships.
Support Needed : Jump Fuel Consumption |

Draahkness
The Oasis Group TOG - The Older Gamers Alliance
1
|
Posted - 2014.07.08 09:38:00 -
[424] - Quote
I am liking the idea of lived-in-sov. So how about something like this:
Anyone who does (pretty much) anything in a system pushes his/her corp/alliance sov uppwards in the form of sov-points. The corp/alliance with the highest sov-points will be the sov owner after DT. Set a maximum points at say 1000 to ensure it will not take 50 months to get rid of someone who has been entrenched a while.
Examples of things to affect sov: Kill a rat: 1 point Sell an item on the market: 5 points per transaction (ammo, charges and shuttles excepted to minimise abuse) "Pop" a roid: 1 point Sov structure of some sort (few hitpoints, short reinforce timer and hackable): 200 points, lost if reinforced or hacked, lost permanently if destroyed. Destroy a piloted ship that belongs to different alliance/corp: 5 points (shuttles and noob ships excepted) Destroy a capsule belongs to different alliance/corp: 10 points Successfully complete a hacking site: 10 points PI: 1 point per 1000 units moved off planet. Owning the customs office 25 points/office, lost if CO is reinf
A few examples and the numbers may be stupid but you get my point. This means A/ Renters will be the sov owners within a week or two. B/ Taking systems require some effort apart from blowing the sov-strucure. C/ The more a system is "lived in" the more work is required to dislodge the owners even for a hugely superior force. D/ Less or not at all "lived in" systems can be taken quite easily. E/ Everyone, from the JF "import" guy to the grizzled combat pilot contributes daily.
Thoughts? |

kidkoma
Catastrophic Overview Failure Brave Collective
8
|
Posted - 2014.07.08 09:39:00 -
[425] - Quote
There are 20 pages so I may be rehashing some Ideas. I read to maybe page 8?
The problem isn't all Jump Drives/ Bridges. Black Ops for example are fine, fun and reasonably balanced. I would be surprised/sad if they were to go.
But caps/supers are kind of op, massive DPS/Reps anywhere on the map at basically a moments notice?
Part of me wants Caps/Supers to just be pulled from the game, value of the ship + mods converted into isk and ploped into your wallet. SP refunded. Freighters and Blops would be spared.
For logistics, CCP could open up a **** ton more K->K wormholes, give them a bit more mass, and you could run your logistics through holes, or you could blops blockade runners in/out or to an appropriate WH you've found.
Something something about rats grinding your sov until it drops as well.
Something something about the faster sites get run, the more sites that spawn, perhaps of a higher quality??? Thus bringing the number of sites to a reasonable proportion to the number of people running them
Something something about system activity making it harder to take.
Something something about less system activity making it easier to take.
Something something about all stations being dockable (repair rates/ refine tax still decided by the corp who owns the system) Good luck milking renters when they can get the same **** for free, good luck patrolling all that space too.
Also CCP Rise in bike shorts again.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.08 09:56:00 -
[426] - Quote
Retar Aveymone wrote:Kagura Nikon wrote: Not by a small fleet. If people want more of smaller alliances/power blocs, then you NEED to stop thinking on the terms of fleets always having 200 members or more. The majority of the people that I know and that left 0.0, did it because they do not want that scale of fleets as the standard to do anything meaningful.
Yes by a small fleet. Saying flatly wrong things is not going to win you any points. All three things do not require timers. All three things are small gang targets: it's just that shooting structures is boring for small gangs.
Station services are not killable by a small fleet. Timers are irrelevant. You are trying to niptick on a part of the setnece irrelevant for the argument and the subject in question.. that is not goign to win you any points. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.08 10:05:00 -
[427] - Quote
Anthar Thebess wrote:- reducing jump range , and forcing every one to pass regional gates , including capitals
I think it would lead to key systems camping.
The more "toys" null sec have the better. Now its veni vidi vici and they don't care anymore. Clone jump when needed. We don't need more systems. Wherever player build gates will take us, without changing sov system it will be the same. Boring. They don't have motivation to fight. If not fighting maybe managing conquered systems? Colonization of planets and moons? Random events: plagues, pirates raids, planetary revolts, keeping peace in pax romana way etc. Something that keeps players there and give an oportuninty to build an empire. Empire worth conquer or defend.
I just realised that timers may be helpfull for players playing in different time zones. Without it corp from Australia would lose assets to corp from East Coast. One server is a blessing and a curse. Shame because it's prevents swift strikes. Bacon tastes so much better when it's marinated in vegan tears.-á |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.08 10:05:00 -
[428] - Quote
Anthar Thebess wrote:Don't let this thread die.
Yes for :
- random moon minerals, that spawn randomly and can be depleted - moon minerals accessible by asteroids - sov ownership based on activity - reducing jump range , and forcing every one to pass regional gates , including capitals - yes for moon miners outside pos shields ( why not give moon miner storage for products , and every one can try to hack it and pull resources from it) - Yes to all minerals needed to produce T2 stuff of , local race in given region. - YES TO GROUND CONTROL - YES TO PATROLS - YES TO REMOVE / LIMIT JUMP BRIDGES - YES TO REMOVE TITAN BRIDGES
Why we cannot shift ratting to system defence , and base most of the activity on this? We took sov from guristas/angel/serpentis/sansha/ etc. It is normal thing that they want to get it back.
They will attack ihubs / TCU / structures , so if you are gone this activity will make you loose sov or some of the system installations.
Lets pull upgrades from Ihub , and make them target for NPC ships.
generally that is the thread feeling. Although some specifics might need to be analyzed to avoid some pitfalls. For example titan bridges ... might just need a rework. Force the titan to jump trough along the fleet. That by itself would make its usage much more... tactical...
The adjustment of the capitals needing to use gates into .. can work as of now inside same region but need to cross regional gates would be a reasonable compromise.
We can also think on new things to be added (that are simple) and can be used as soft targets that when left undefende d woudl hurt your economy. The deployable thing that collects the percentage of the rattign in system was clearly an attempt of CCP to do that. But 0.0 powers whined like children.... and they were nerfed to a point that combined to how they are hidden, made the whole work f ccp useless. We need to find solutions and acccept that to have a more interestign game there will be a COST for everyone. No one can expect changes to bring a better gam e that will hurt only OTHERS.... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Lucas Quaan
Sniggerdly Pandemic Legion
72
|
Posted - 2014.07.08 10:18:00 -
[429] - Quote
Marlona Sky wrote:A small group enters null in the current situation. Boom! 1,100 warm bodies show up from all over the north, west and south side of the coalition block to engage in glorious battle with the 150 newbros. The small group has no choice due the impossible odds they could win against that.
Now if those 1,100 had to make a strategic choice on amassing everyone into one system and abandoning their assets from all those distant regions away...
Do you honestly think they will still burn 1,100 from three corners of the game to deal with 150 guys? Considering that some will have to engage in combat along the way. Things that will slow them down and possibly kill them, thus forcing them to start over. Also not to be ignored is while they are out, their territory and assets are left undefended and ripe for the taking?
Unless of course, you like the current situation where they can zip (almost completely immune to any danger) to anywhere, camp in a fraction of their force (netting little to no fights) and zip back home in time for lunch. All the while their territory and assets were in no danger what so ever... just like the way things are right now. The thing is, those 1100 nerds (who by the way are burning to their BS cache in interceptors, so they can cross the galaxy in ~30min without risk) are still leaving 10k nerds at home to defend if needed. Besides, where do you think these magical homeland invaders are coming from anyway?
The point is that there is no proposal regarding artificial limitations on movement that are going to tell 11k goons, or 2k PL for that matter, to split into these smaller entities that would battle it out one constellation at a time with rainbows and unicorn roaming on a daily basis. Those with power can still project it on those who have none. Yes, there will be a different name in the top left corner, but you are still living there on my terms. Renters by any other name...
There are suggestions in here that give options for the little guy (hacking, POS disruption, activity indexes), but most seem stuck on the wrong part of power projection. You are certainly not helping them by taking away jumpdrives. |

Oshtree
V0LTA Triumvirate.
1
|
Posted - 2014.07.08 10:27:00 -
[430] - Quote
Want to break up large coalitions in nulsec?
Remove stations from 0.0.
A system's capacity to house players goes from infinite (station) to limited via POSes. This forces large coalitions to spread out, occupy otherwise empty systems for simple real estate. You would see a lot of movement between these systems. A sprawling coalition spread out over multiple systems would have peripheral regions vulnerable to small gang attacks.
|
|

Anthar Thebess
571
|
Posted - 2014.07.08 10:33:00 -
[431] - Quote
Wormholes should be only addition to logistics. Why all gates allow all types of ships to pass?
So we have grate idea about capitals passing regional gates , as the only way to change regions. I suggested more connections for each region so each region have NPC space connection. This gate don't have to be capital mass capable.
Why not add gates that will only allow moving smaller ships. So we can have gates that will allow to move : - XXL ( so every possible ship ) - XL ( every thing smaller from mothership and titan) - L ( so current sips allowed , including JF) - M ( every thing not capital -> so this will exclude freighters and jump freighters) - S ( Smaller than battle cruisers , but industrial ships will be also allowed)
Now each SOV region have at least : - one XXL Stargate in the direction of the NPC Space - XL gates in the direction of other SOV space - one M gate linking to the nearest NPC space , unless there is already direct XXL Stargate to NPC space
For the NPC space itself. All NPC nullsec space will have few S size gates to 0.1 sec Lowsec , number will be dependent on the system count.
This way there will be always logistic window.
I live in Stain, and it is a bit on the edge of the map, so while keeping current connection styles. We have XXL Gates to : - Esoteria - Catch - Period Basis
In order to move capitals to Lowsec we have to go : Catch -> Providence -> Lowsec
As Stain don't have direct access to lowsec we will have 2-3 S gates to lowsec created. At the same time Stain will get M gates to regions : - Paragon Soul - Impass - Feythabolis - Omist? unless Curse is not closer
Support Needed : Jump Fuel Consumption |

Mashka Cybertrona
Vanishing Point. The Initiative.
3
|
Posted - 2014.07.08 10:33:00 -
[432] - Quote
We already have a simple method of activity tracked upgrades in the form of sovereignty. Remember Military 5, Industrial 5 and Sovereignty 5? All I'm asking for is an extension on existing mechanics.
Final note on Draahkness's idea, your giving a lot more influence to market trading than to combat which I wouldn't do. Market transactions would be an ease thing to manipulate, the cost of just buying and reselling for example limited to the minimal transaction/brokers fees.
An influence system would need to be a fair balance of things that can be done to influence sov, with incentives to doing a range of other activities so it doesn't boil down to grinding the hell out of a single "most effective" method. Lack of industrial activity in a region for example could trigger a bonus to sov generation via that method to promote and make that activity more useful to alliances.
To be truly effective sov holding entities you would nee to utilize the space in all aspects of eve, opening the door to a setup which is more inclusive and less directed by a single action (like it currently is with structure grinds). This would lead to alliance structures more like an entity actually living in its space rather than an entity that apears out of the blue occasionally to shoot structures then disappear into the night xD |

Draahkness
The Oasis Group TOG - The Older Gamers Alliance
1
|
Posted - 2014.07.08 11:18:00 -
[433] - Quote
Lucas Quaan wrote:Marlona Sky wrote:A small group enters null in the current situation. Boom! 1,100 warm bodies show up from all over the north, west and south side of the coalition block to engage in glorious battle with the 150 newbros. The small group has no choice due the impossible odds they could win against that.
Now if those 1,100 had to make a strategic choice on amassing everyone into one system and abandoning their assets from all those distant regions away...
Do you honestly think they will still burn 1,100 from three corners of the game to deal with 150 guys? Considering that some will have to engage in combat along the way. Things that will slow them down and possibly kill them, thus forcing them to start over. Also not to be ignored is while they are out, their territory and assets are left undefended and ripe for the taking?
Unless of course, you like the current situation where they can zip (almost completely immune to any danger) to anywhere, camp in a fraction of their force (netting little to no fights) and zip back home in time for lunch. All the while their territory and assets were in no danger what so ever... just like the way things are right now. The thing is, those 1100 nerds (who by the way are burning to their BS cache in interceptors, so they can cross the galaxy in ~30min without risk) are still leaving 10k nerds at home to defend if needed. Besides, where do you think these magical homeland invaders are coming from anyway? The point is that there is no proposal regarding artificial limitations on movement that are going to tell 11k goons, or 2k PL for that matter, to split into these smaller entities that would battle it out one constellation at a time with rainbows and unicorn roaming on a daily basis. Those with power can still project it on those who have none. Yes, there will be a different name in the top left corner, but you are still living there on my terms. Renters by any other name... There are suggestions in here that give options for the little guy (hacking, POS disruption, activity indexes), but most seem stuck on the wrong part of power projection. You are certainly not helping them by taking away jumpdrives.
The thing is. With my doctrine found on page 20 that 1100 man bs fleet would in the end not acomplish anything really. Destroy a few poses, sov-structures and customs offices perhaps, hellcamp the station for 4-5 days until sov switches due to decay or whatever. Then what? Go back home? Then Mom and Pop alliance will just creap back out of the station and get back to work, retaking sov in a few days. |

Anthar Thebess
571
|
Posted - 2014.07.08 11:29:00 -
[434] - Quote
Why are you worried about death cloning. This is so simple to solve.
For all lowsec/nullsec systems: You can only change your main cloning bay to the station you are actually docked, no remote changes.
For safe reasons , don't change this mechanic for higsec stations.
So there will be no issue about people death cloning for some timer , and then going instantly back. Support Needed : Jump Fuel Consumption |

Lucas Quaan
Sniggerdly Pandemic Legion
72
|
Posted - 2014.07.08 11:36:00 -
[435] - Quote
Draahkness wrote:Lucas Quaan wrote:Marlona Sky wrote:A small group enters null in the current situation. Boom! 1,100 warm bodies show up from all over the north, west and south side of the coalition block to engage in glorious battle with the 150 newbros. The small group has no choice due the impossible odds they could win against that.
Now if those 1,100 had to make a strategic choice on amassing everyone into one system and abandoning their assets from all those distant regions away...
Do you honestly think they will still burn 1,100 from three corners of the game to deal with 150 guys? Considering that some will have to engage in combat along the way. Things that will slow them down and possibly kill them, thus forcing them to start over. Also not to be ignored is while they are out, their territory and assets are left undefended and ripe for the taking?
Unless of course, you like the current situation where they can zip (almost completely immune to any danger) to anywhere, camp in a fraction of their force (netting little to no fights) and zip back home in time for lunch. All the while their territory and assets were in no danger what so ever... just like the way things are right now. The thing is, those 1100 nerds (who by the way are burning to their BS cache in interceptors, so they can cross the galaxy in ~30min without risk) are still leaving 10k nerds at home to defend if needed. Besides, where do you think these magical homeland invaders are coming from anyway? The point is that there is no proposal regarding artificial limitations on movement that are going to tell 11k goons, or 2k PL for that matter, to split into these smaller entities that would battle it out one constellation at a time with rainbows and unicorn roaming on a daily basis. Those with power can still project it on those who have none. Yes, there will be a different name in the top left corner, but you are still living there on my terms. Renters by any other name... There are suggestions in here that give options for the little guy (hacking, POS disruption, activity indexes), but most seem stuck on the wrong part of power projection. You are certainly not helping them by taking away jumpdrives. The thing is. With my doctrine found on page 20 that 1100 man bs fleet would in the end not acomplish anything really. Destroy a few poses, sov-structures and customs offices perhaps, hellcamp the station for 4-5 days until sov switches due to decay or whatever. Then what? Go back home? Then Mom and Pop alliance will just creap back out of the station and get back to work, retaking sov in a few days. But I'm not there to take your sov, I'm just shutting down your operations until you pay me to go away or leave for empire. You are vastly overestimating the current renters interest in defending themselves rather than just paying a small fee for "protection". Nothing you do to restrict movement by jumpdrive is actually going to prevent me from just doing this in subcaps.
I'm sure your doctrine that I'm not going to bother reading is great and all for the people owning the sov. It's just not going to change the current balance of power, because the value of space is not in living there and hasn't been for quite some time. Welcome to Mafia Online. |

Emma Muutaras
State War Academy Caldari State
20
|
Posted - 2014.07.08 11:46:00 -
[436] - Quote
my idea is simple it wont solve power projection though it will hinder it
a new battle cruiser designed to light cyno's (1 for each race). cynos changed to a true/false fitting like a siege module ( can only be fitted to ships that have cyno true) while cyno is lit tank is buffed in the same way a siege module does with the same draw backs such as not getting help via reps,ect
covert cynos can only be fitting to force recon ships such as the pilgrim (they will be unable to fit standard cyno)
i believe this will at least help with power projection as it will be a lot harder to get a slow uncloaked battle cruiser to the desto obviously the closer the desto is the more likely it is to get there in 1 piece. i would also make it that these specially designed ships can not be bridged/carried in a carrier in a attempt to get round the leap frog effect. not sure how that would work with the game canon idk maybe they could make some BS that the unstable nature of a cyno prevents them from being moved on a fitted ship.
It will also make the cyno ship have value once more and actuly worth defending
this is only a basic outline of a idea |

Anthar Thebess
572
|
Posted - 2014.07.08 11:46:00 -
[437] - Quote
Lucas Quaan wrote:Welcome to. Content
Now there is no content because of blobs, throwing supers and capitals on every possible timer , just to have sure no one will escalate or bother to come.
When evicting someone from some constellation will cost you 30bil in logistics, you are unable to manage this space by yourself, and potential people who you put there will not be able to defend them self without your constant presence. Quite soon someone else will take over this space.
He will not be throwing hundreds of capitals , but it will take this space by being persistent , and actually living in this space.
How often you will WANT to fly 50 jumps ( no titan bridges, no jump bridges , capitals have to cross multiple regional gates, and have midpoints in each region) just to reinforce 1-2 poses or go and kill them 2 days later?
Yes bigger groups will have more space , not only one they use, but also space that is close to theirs. But there will be many places where in one region few groups live and fight every day.
Yes there will be again BIG need for mercenary groups, but again space will be floating between different groups on the daily basis.
This is what EVE is spouse to be. Support Needed : Jump Fuel Consumption |

Lan Wang
Coreli Corporation Ineluctable.
27
|
Posted - 2014.07.08 11:53:00 -
[438] - Quote
Pretty new to the game but the way nullsec sounded back then sounds like great fun |

Mashka Cybertrona
Vanishing Point. The Initiative.
3
|
Posted - 2014.07.08 12:14:00 -
[439] - Quote
I don't believe its a problem with movement of capitals, its instant teleportation of capitals. It does not make any sense that warps inside a system take longer than jumps between systems...
Travel time needs to be light year based for ALL ships. |

Emma Muutaras
State War Academy Caldari State
21
|
Posted - 2014.07.08 12:20:00 -
[440] - Quote
Mashka Cybertrona wrote:I don't believe its a problem with movement of capitals, its instant teleportation of capitals. It does not make any sense that warps inside a system take longer than jumps between systems...
Travel time needs to be light year based for ALL ships.
as a rule i would agree with you as a game design it would suck bad 10% tidi sucks as it is nobody likes it traveling x lightyears to the fight in your carrier wats it gonna say on your screen jump active will land on grid in 35 mins so feel free to go take a shower/mow your lawn ect.
my point is sitting looking at what is basicly a loading screen while your in your jump i dont think is the way to go |
|

Mashka Cybertrona
Vanishing Point. The Initiative.
3
|
Posted - 2014.07.08 12:33:00 -
[441] - Quote
Emma Muutaras wrote:Mashka Cybertrona wrote:I don't believe its a problem with movement of capitals, its instant teleportation of capitals. It does not make any sense that warps inside a system take longer than jumps between systems...
Travel time needs to be light year based for ALL ships. as a rule i would agree with you as a game design it would suck bad 10% tidi sucks as it is nobody likes it traveling x lightyears to the fight in your carrier wats it gonna say on your screen jump active will land on grid in 35 mins so feel free to go take a shower/mow your lawn ect. my point is sitting looking at what is basicly a loading screen while your in your jump i dont think is the way to go
If anything slowing down the speed of escalation of a fight would assist the server is being able to prepair and respond. If it has 1000 capitals about to hit a system currently, its an instant hit on the node, if travel required time based on light years the node would have ample time to reinforce itself prior to the capitals landing.
Personally, I would rather have an extended travel time and lower overall TIDI than be able to jump instantly into 10% TIDI.
|

Emma Muutaras
State War Academy Caldari State
21
|
Posted - 2014.07.08 12:39:00 -
[442] - Quote
Mashka Cybertrona wrote:Emma Muutaras wrote:Mashka Cybertrona wrote:I don't believe its a problem with movement of capitals, its instant teleportation of capitals. It does not make any sense that warps inside a system take longer than jumps between systems...
Travel time needs to be light year based for ALL ships. as a rule i would agree with you as a game design it would suck bad 10% tidi sucks as it is nobody likes it traveling x lightyears to the fight in your carrier wats it gonna say on your screen jump active will land on grid in 35 mins so feel free to go take a shower/mow your lawn ect. my point is sitting looking at what is basicly a loading screen while your in your jump i dont think is the way to go If anything slowing down the speed of escalation of a fight would assist the server is being able to prepair and respond. If it has 1000 capitals about to hit a system currently, its an instant hit on the node, if travel required time based on light years the node would have ample time to reinforce itself prior to the capitals landing. Personally, I would rather have an extended travel time and lower overall TIDI than be able to jump instantly into 10% TIDI.
your right it prolly would help the node still i feel sitting there at a loading screen for x mins is not the way forward make it some kinda mini game to keep the jump aligned you fail the mini game you drop out of your jump in a random system on the route lol
ccp seam to like mini games at the moment this idea will prolly be taken seriously and added |

Cyaron wars
VMF-214 Blacksheep
79
|
Posted - 2014.07.08 12:58:00 -
[443] - Quote
I see you all started discussing jump drive mechanics while ignoring bigger issue with current sov. While jump drive allows deployment of massive fleet from one corner of eve to another in no time, the bigger issue here is security of your home regions.
Huge HP of structures, time that take to fully capture one station system is the key here. An alliance can fully deploy god knows where and don't feel like they are leaving home vulnerable. It takes one week to grind down one system with station. So even if small alliance enters a region and will try curve their name on small part of map, it still remains impossible. Attacker has one week time to gear up, get his troops ready and go defend home whenever is needed.
Proposed changes to structure hp that OP provides is very reasonable. You should not be able to leave home with doors open and hoping nobody will enter there while you are away. Even if people will completely ignore the timers and let attacker take undefended region, it'll take a huge effort to grind down half of it before alliance CEO will not get pissed by notification mails and come down to finally fend off the attacker.
Ability to take control over the region or completely burn it down while owner is out on Haway will ignite more conflicts and generate more content.
I will repeat this - Nobody should be able to leave home region undefended and not pay a high price for this. |

Anthar Thebess
572
|
Posted - 2014.07.08 13:14:00 -
[444] - Quote
Especially when you link their speed to current mass, or type.
Mass is better, but it will put more pressure to servers, but on the other hand, making once per 20 minutes calculation for capitals is not something you can stress up eve servers.
Lets assume that Jump Time is based on mass, the calculation for this is very simple :
LY*Mass / 1000000000
Based on this capital pilots that will travel 7 LY will see warp tunnel for : Type Mass Outcome Avatar2,278,125,00015.946875 = 16 minutes aeon1,546,875,00010.828125 = 11 minutes archon1,113,750,0007.79625 = 8 minutes
Lets apply similar logic to the titan bridging , the same calculation. Type Mass outcome abaddon103,200,000 0.7224 = 43 seconds eagle 11,720,000 0.08204 = 5 seconds
This will put interesting pressure on capital movements. For example: http://evemaps.dotlan.net/jump/Aeon,554/37S-KO:A1RR-M So we are talking about 85.6 LY that give us 132 minutes just in warp tunel.
Still i think Mass for super capitals should be increased.
Support Needed : Jump Fuel Consumption |

mynnna
GoonWaffe Goonswarm Federation
3668
|
Posted - 2014.07.08 13:31:00 -
[445] - Quote
Going to just leave these here to help shape the discussion a bit - they are indicative of how CCP was thinking about sov and nullsec, at least once upon a time. I have no idea if any of it is still relevant but from my perspective there's a bunch of good direction here, and frankly a lot of the principles are getting echoed here already, without realizing it.
http://community.eveonline.com/news/dev-blogs/nullsec-development-rules-and-guidelines http://community.eveonline.com/news/dev-blogs/nullsec-development-design-goals/ Member of the Goonswarm Economic Warfare Cabal |

Anthar Thebess
572
|
Posted - 2014.07.08 13:43:00 -
[446] - Quote
Quote: Bigger ships/fleets travel slower
As the amount of power your fleet can deploy increases, its mobility should decrease. Small, flimsy fleets should always maintain a mobility advantage over big, dangerous ones. This ensures that a wider range of fleet compositions and sizes remain valuable, catering to more preferences and playstyles. It also makes fleet composition more a case of selecting the right tools, and less of just dumping the whole toolbox onto the floor, encouraging players to innovate tactically and strategically.
Something went wrong CCP. Very wrong.
Edit : I think that this dev blog have bad name : How we will not make nullsec working.
As most of statements there are in opposite to the things CCP created in eve. Support Needed : Jump Fuel Consumption |

Cyaron wars
VMF-214 Blacksheep
79
|
Posted - 2014.07.08 13:45:00 -
[447] - Quote
No matter what CCP thinks, because WE are those who play the game, WE are those who push every single mechanics to it's limits, WE generate the content not Devs, WE ignite conflicts, WE create blobfest, WE pay for damn subscription. I guess you are really annoyed with even an idea that somebody can come and screw up your ihubs so your ISBoxing won't be that productive, or that somebody can come to your home and just burn it down while you are away. But before you will drag rest of us in that swamp remember that it is YOUR alliance that put a lot of effort to get where we all are today, it is YOUR alliance that made all it's allies incapable of fending anything on it's own. I clearly see that with proposed changes CFC is will be getting greatest punch in the nuts and might seize it's existence. I understand that you feel uncomfortable realizing that if said mechanics will be implemented your house of cards will fall apart. I do understand that you don't want to lose that throne, we all got your point. Now please step aside and let us pass.
P.S. Do you actually copy everything that mittens tells you or u just gave him your log in details so he could type it himself? :) |

Ejderdisi
Body Count Inc. Pandemic Legion
7
|
Posted - 2014.07.08 13:46:00 -
[448] - Quote
Ok this is actually quite a good thread to read on :)
From what I have gathered and in addition from what I want to propose:
Force Projection:
JUMP DRIVES
Manny's 1 system jump drive ideas will create burden as it will change(enhance/deteriorate?) the game play. Forexample I also remember a time when I wanted to buy something from empire I should manually warp around 20 jumps by stargates and I was quite happy when I saw the first jump bridge ... ( Yes they are exploited I'll add my thoughts later.)
Carrier dread titan super carrier force projection ? It is a big no-no..
With very easy solution. Regardless of cap, make them stranded for 15mins after a cyno jump, you may even add a - can not cloak due to rewinding of jump drives massage and let cyno and bridge to give aggresion.
For small guy small capital guy : He can still jump around his carrier to a safe or NPC station. Dock up and wait. If he is the kind moving for that escalation or officer he is in risk now.. 15 minutes no clock and active beacon is a `content creator`. If he wants to do 2 jumps he is truly vulnerable outside of his comfort zone of 12 light years. As he has to be docked or in space not cloaked for same duration.
For small guy big capital (AKA supers) guy : You can still make the jump but you can't dock up and now u can not even cloak.. This is grim for that solo super guy with gazillion alts who randomly moves around systems. 2 jumps is very very risky without deep safes or POS network to shield the super.
For small alliance normal capitals : They can still move around their force.. It will take just longer. 12 light year is easy as cake but even a 1 mid situation will make them lose 15minutes while they are charging up. They can strategically relocate to systems (and this means logistics and planning) but they can not head rush to that nyx tackled in deep ratting empire in 7 minutes. Also even 1 mid means fleet should have some proper defenses in case there is no station or Pos to hide in mids.
Small alliance super capitals: 12 light year np but outside that they will need to shield or defend their supers. Or they can easily be prey while going hunting by some other alliance who has some capitals 12 light year to any of their mids. As above they can catch the BIG WARS as they will take hours and hours but they have to think about randomly drop on a single ratting carrier. Because if that ratting carrier can some how call his big brothers, supers will be extremely vulnerable with their warp drives still charging and without cloak ability.
Big alliance normal capitals : This is easy .. They will make backup dread and carrier fleets docked in central NPC stations in various parts of EvE. They will clone jump and commit to fight and that part of the EvE for at least for 24 hours. They may even pod jump around various parts of EvE with a negligible cost and exploit 24 hour timer. Still it is not really efficient to drop a carrier in the other part of the universe just for killmail. But if more than 1 small entity starts wars on big alliances, jumping around and fighting between different fronts will probably quickly deplete the resolve of the giants.
Big alliance super capitals : This is kinda hard. Probably manny can comment on this much better than me. But I guess big alliance should take a decision now. Should they keep all their supers in same area and limit their projection to smaller threats or spread them around and let them hit the enemy when you know that other big boys supers are at least 2 mids 30mins away?
As long as BR incident happens it will still allow every party to join the fight with tidi.
TITAN BRIDGES :
Make titan bridges stay open for 15 min and with max cap of 50 ships
Small alliance titan bridge : You can still hot drop the **** out of the stupid gate camp as long as your fleet number is below 50. You can still fish in low sec for pirates and dump carriers. As long as you are not trying to go out to other side of map with a scout titan you should be fine. In that case first mid you will arrive instantly. Titan arrives 15 mins later. You jump at 15th minute to second mid. Titan arrives there 15 mins later(remember the above proposed idea). Btw Titan will be hugely exposed if you are using neutral systems for travel.
Big alliance titan bridge : As long as there is nothing important and your fleet is lower than 50 ships, above conditions apply.
If fleet is capped at 250 then you will need 5 titans for the last jump or else your fleet will be killed going in 50 by 50. Force projection is not hindered at first glance but if you have 5 titans logged in each mid to your destination that is kinda a lot of titans. EvE is roughly 8 jumps from 1 side to side means 40 titans are needed seeded in systems. Ofcourse normally you would like to stay 1 mid away from the hell so it means you need only 10 titans to fleet your 250 men gang. Ah to bring in 1000 you have to use gates or 40 titans yours choice. It is manageable as long as stakes are high enough.. But you will not catapult or can not catapult 250 men gang to other side of the universe for Friday roam. |

Ejderdisi
Body Count Inc. Pandemic Legion
7
|
Posted - 2014.07.08 13:47:00 -
[449] - Quote
JUMP BRIDGES
Time and volume cap them. For 1 hour only 1 freighter worth of volume (17.5mil m3) can pass thorough. Time resets at each start of the new clock (For example 1200, 1300, 1400 etc ).
Small alliance logistical operations : You can not jump your freighter as easily. You have to announce your passage to alliance so no one else use it for that hour. IT means to all SPIES too. Good luck. Ah due to restriction you can not even bring in your escort fleet with you.. But as long as you are safe that there are no one in next JB system and you believe in your alliance mates and scouts, you can try to make a run for it.
Small alliance daily operations : As long as a freighter didn't pass recently you can move around your empire freely. Good day to you alliance grunt. Random offline massages of JB because your fellow freighter pilot has used them will bring a good smile to your face.
Small alliance pvp : It allow 34 BS to move in the start of the hour or 170 cruiser... Force projection is allowed but restricted. End of the hour should be great time to move far away to use the last hour's remaining volume and next's fresh volume.
Big alliance logistical operations : Same with above but they are already accomplished with JFs and we will look to them later.
Big alliance daily operations : Same with above
Big alliance pvp : Well here money comes into play again.. They may try to seed every system to other every system. So when 1 is out of volume you can jump to next system and try to move from there.. Even then, splitting a 250 men gang into 34 bs parts will be a nightmare. Better announce your CTA and let them form there in 24 hours.. And Volaa! Force projection no more.
JUMP FREIGHTERS :
Well they don't actually project force. They carry stuff. Give them a special ability to lower the 15 min timer so at JF 5 they start to jump in 5minutes. As long as you boost null sec enough it will flourish. For argument sake if you can build a carrier at 0.0 for half the price no one will built one in low-sec. It WILL create much more trade between high-sec low ores and nul-sec building stations and Poses.
P.S : Time delay on cynos is not my idea I just elaborate it to show feasibility. |

Anthar Thebess
572
|
Posted - 2014.07.08 13:58:00 -
[450] - Quote
The issue is also in the instant capital jumps. Currently you are just flooding grid just after lighting the cyno.
Lets just assume we going to add FLY TO cyno option.
IF this will be at delay that will be closely connected to range you have to travel , then jumping directly from staging points is not so viable any more , and you have to : 1. include sub capitals that will tackle , and hold every thing before carriers arrive - titan bridge is closer than carrier jump range, so you will have to keep supers in different places 2. if you loose cyno ship, then arriving capitals will be spread out around the system , easy to tackle and kill before fleet reassembles
Support Needed : Jump Fuel Consumption |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.08 14:31:00 -
[451] - Quote
Anthar Thebess wrote:The issue is also in the instant capital jumps. Currently you are just flooding grid just after lighting the cyno.
Lets just assume we going to add FLY TO cyno option.
IF this will be at delay that will be closely connected to range you have to travel , then jumping directly from staging points is not so viable any more , and you have to : 1. include sub capitals that will tackle , and hold every thing before carriers arrive - titan bridge is closer than carrier jump range, so you will have to keep supers in different places 2. if you loose cyno ship, then arriving capitals will be spread out around the system , easy to tackle and kill before fleet reassembles
Theorethically interesting but need to be careful because that might make jumping into a capital fight suicide, and therefore reduce a lot the number of engagements.
The important is not so much the movement but the need to make middle ground work before jumping to deep enemy territory.
Instead of time.. you coudl add imprecision of the jump if you are too far.. you might end up at a different planet in the same system... so precise jumping INTO a dangerous zone must be done from very close . But trivial jump into the backends of your own territory.. whatever.. you do not care(so much) if you land a bit off. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Skia Aumer
Atlas Research Group
75
|
Posted - 2014.07.08 14:51:00 -
[452] - Quote
Manfred Sideous wrote:So I am all for all out war but I cannot call what others want to do. I am the minority here most will want to make agreements so they have some reasonable measure of security... It's sad and makes me sad. And the reason you remain a part of this despised majority is - what? Why dont you quit PL, create your own alliance, call it Against ALL... ehm... Carebears, and wreck the havoc?
That's because it involves efforts and risks, and you're either too lazy or too scared (or both). Instead, you go for ranting on forums, starting a topic #723467529346 about "how to fix sov". The sov is fine.
Sov is fine, yes.
Sov mechanics is broken, indeed - but the sovereignity map itself represents the state of mind of nullsec population and is therefore fine. Most people are risk-averse, deal with it. Those who chose to fight - they have all kinds of tools for that. They have NPC nullsec to live in, they have blackops to hunt the renters and siphons to drain the moons (since recently). Those tools may be sub-optimal and require some balancing/revamping, but they are there.
You may say - oh no, it's not for me, it's just pathetic guerilla warfare, and I want all out, I want to welp yet another 59 titans. Well, those titans, I remember them... and what triggered that fight. It was a Halloween War, which started... let me remember... after Solar Fleet and Darkness of Despair formed a coalition. And who are those DD dudes? I guess those were some try-hards from Stain, who (in the beginning) were not even able to take a single R64 moon. That's how you create content, Manny.
And also obligatory - your tears are delicious. |

Dhaq
Anonymous Posters
17
|
Posted - 2014.07.08 14:53:00 -
[453] - Quote
Kagura Nikon wrote: Theorethically interesting but need to be careful because that might make jumping into a capital fight suicide, and therefore reduce a lot the number of engagements.
How many capital fights do we have a year now? Does it really matter if they get reduced? It seems like the only reason they exists is to sit around 9-10 months out of the year, and simply deter smaller engagements from happening.
For as much pain as it is going to cause, capitals (or at least supers), and insta-jumping half-way across the universe need to be head-shot and taken out of the equation. There is simply no way to allow them to be used as it currently stands and have any type of productive environment. Those that amassed the most of these wonderful massively unbalanced ships first have won the game.
|

Yroc Jannseen
Enlightened Industries Goonswarm Federation
46
|
Posted - 2014.07.08 14:53:00 -
[454] - Quote
Interesting thread so far but it seems a lot of people are prepared to throw the baby out with the bathwater pretty quick. For all the people crying for the days of old, I think it's important to remember that there was a reason things were changed and features were added in the first place. Was I personally around for all of them? Nope. But a lot of things don't sound all that fun to go back to to be honest. Of course there's a lot of problems with the current system but everything developed to this point for a reason.
The idea of "regional gates" that capitals have to go through to get from one region to another is interesting. But the fact is a similar mechanic essential already exists. Distance
Problem is too many of the regions in null are too close together. More of a problem in the east then the west.
Look at the Fountain War. For a good portion of that conflict there was constant fighting on the B-D/J5A gate. The CFC held both sides of the gate, but we had no station in J5A (despite local philanthropists best efforts) so we had to go through that gate to titan bridge anywhere in Fountain. Carriers could make the regional jump but dreads couldn't. It was a natural geographic chokepoint that generated content.
The only thing that changed that was 4-EP reaching sov level three so that we could put up a jammer allowing us to stage from there. How did the system get to sov level three? Waited an arbitrary number of days. An influence based system would of made that interestingGǪ
So now what if every null region was separated by enough distance that capitals had to mid through low or npc null. It's not huge but it would make things more difficult. To go great distances. There are already a lot of natural chokepoints that jump bridges can't cross, but people don't bother to camp them.
Of course as it is now Cap fleets just use station cynos in NPC null and aside from having the cyno popped and needing to light another one, they are completely safe. So make it impossible to light a cyno within docking range of a station. Yes supers essentially have this restriction now, so this only deals with caps, but think about the impact of having to midpoint through a limited number of systems in low or null and having to jump to a pos. You either go the the edge or go 200km's off, you could get ambushed, you could get ****-caged, you could have idiots who don't know how to enter pos passwords.
Then create an extra module called a logistics or freight cyno that only JF's can jump to. Sorry null logistics does not need to get harderGǪ.
The most boring and the worst missions I ever played in single player games were the ones where you have to guard or escort some slow defenceless NPC who inevitably spends most of their time running into walls. Hopefully human platers wouldn't run into walls. As the defender they are boring. In order for the system to function and null sec to thrive MOST of the time the object being escorted would have to make it through otherwise the system is broken. So what you would end up with, is the defenders having 9/10 or 8/10 escort ops being boring as ****. For the nomadic pirate types, once they have intel, they pretty much get to choose when they want to strike or if they just want to go after them next time.
The other question is, what is in those freighters and who is it of value to? It's nice to think that JF's that are going back and forth are carrying "super important materials of war" all the time, but most of the time they are not. There's a lot of "personal" moon goo, reaction outputs, ratting ships etc, going back forth. So think about how exciting "hey guys we have to do a freighter escort because Theta lost a bunch of ishtars" sounds.
There are already things that need escorts and need freighters to move. They are alliance or strategic assets that are too big. If freighter escorts online, really is a desirable form of gameplay, than perhaps there needs to be more "things" that are of value to an entity to a whole, that need to be bigger. While dominion sov is awful, what if we suddenly had two forms of SBU's, one with low hit points that could fit in a blockade runner, then another one with more hit points that needed a JF, a rorq or maybe even as small as a carrier fleet hangar to deploy. What if there were more objects that could only fit in a freighter. Things that take a whole entity to defend, should be of value to the whole entity.
The one other thing that I think contributed to coalitions that I think people forget, is how many things that it takes to run an alliance or a coalition, that are almost completely outside of CCP's control and are created and utilized by the player base. CCP still has some control because of the API, but the IT infrastructure and all of the third party apps and web tools are the things that make coalitions possible. And a lot of them are created because managing an alliance with the tools in game sucks.
Besides all of the previous mentioned reasons that cost is a horrible limiting factor, the other one is that it's really hard to know from an alliance stand point, where all the isk is going. Third party accounting and auditing tools should not be something the player base has to create and that's just one example.
The fact is if you want to get into null now as a new alliance or entity, there is a ton of outside IT things, that without, the whole experience will make you want to kill yourself. One of the biggest strengths of the established coalitions, is this infrastructure. Outright removing things from the API or just saying everything should be dark and scary is not a solution. As boring as it sounds CCP needs to look at management tools and perhaps this could even be tied to a mechanic where you get better management tools for "x effort". |

Lyyraia
Hax. Triumvirate.
5
|
Posted - 2014.07.08 14:57:00 -
[455] - Quote
Anthar Thebess wrote:The issue is also in the instant capital jumps. Currently you are just flooding grid just after lighting the cyno.
Lets just assume we going to add FLY TO cyno option.
IF this will be at delay that will be closely connected to range you have to travel , then jumping directly from staging points is not so viable any more , and you have to : 1. include sub capitals that will tackle , and hold every thing before carriers arrive - titan bridge is closer than carrier jump range, so you will have to keep supers in different places 2. if you loose cyno ship, then arriving capitals will be spread out around the system , easy to tackle and kill before fleet reassembles
You posted earlier that it should take time to arrive @ destination based on mass.
I think this is a very very bad idea, becasue you still play a game. It's not fun spenidng alof of money on a powerfull ship, just to wait 2hrs for it to acutally use it. And nobody wants to watch a warp/FTL tunnel for that long. I know it makes sence on a more realistic base, but EVE is still a game.
I think the right way to go is with a mass limit on a cyno and if you want do bring sub-caps on the grid you need to risk a capital for it.
I think every capital should be able to bridge ships, but in a different way.
A Carrier has a SMB of 1mio km-¦. So allow ships to "dock" in the carrier, and then he jumps, then you "undock" again and fight. Thats a max of 2 BS per Carrier.
I know, the big blobs can field 100+ carriers and bring with them 200+ BS or even 500+ HACs, but thats where the mass-limit of the cyno comes in.
Say it's 10mio kg per cyno, that would be 2 titans with 10 BS each and some carries. The mass of the ships in the bay add up to the mass of the capital.
So everytime you jump you need to bring your capitals with you, if you want to skip space with sub-caps.
Carriers & Supers would become support platforms, with limited offensive capability, while Titans have both, support and offensive capabilitys. Dreads would be the dedicated anti-capital platform.
There is alot of number tweaking required to get it right and balanced.
Also the fact that each capital in can just light a new cyno, but the more cynos are close to each other, they get unstabil and collapse and each cyno mod still has finish the 10min cycle. |

mynnna
GoonWaffe Goonswarm Federation
3668
|
Posted - 2014.07.08 15:04:00 -
[456] - Quote
Cyaron wars wrote:No matter what CCP thinks, because WE are those who play the game, WE are those who push every single mechanics to it's limits, WE generate the content not Devs, WE ignite conflicts, WE create blobfest, WE pay for damn subscription. I guess you are really annoyed with even an idea that somebody can come and screw up your ihubs so your ISBoxing won't be that productive, or that somebody can come to your home and just burn it down while you are away. But before you will drag rest of us in that swamp remember that it is YOUR alliance that put a lot of effort to get where we all are today, it is YOUR alliance that made all it's allies incapable of fending anything on it's own. I clearly see that with proposed changes CFC is will be getting greatest punch in the nuts and might seize it's existence. I understand that you feel uncomfortable realizing that if said mechanics will be implemented your house of cards will fall apart. I do understand that you don't want to lose that throne, we all got your point. Now please step aside and let us pass. P.S. Do you actually copy everything that mittens tells you or u just gave him your log in details so he could type it himself? :)
Kid, Manny's proposing changes that would effectively dismantle Pandemic Legion as it exists today. Sure, they'd continue to exist, but not really anything like they do now. And this is purportedly for the good of the game. Is it really so hard to imagine a goon might be interested in the health of the game as well? If you came out of the myopic shell that "grr-goons" weaves around its adherents and thought about it for a few minutes, maybe it wouldn't be.
Or if that's just too much to wrap your mind around and you want to go on insisting we're out to make things the best they can be for ourselves, chew on this - all the things people talk about being really great in this thread - using your space mattering, local industry & production, etc - Goonswarm already does or is in a position to do. Emphasizing sub-capital power and minimizing capital superiority? We've been on the back foot compared to our foes in capital and supercapital terms for most of our existence. By the standards of what this thread says about how things should work and how great they'd be for the game, we're already playing it "right" and most of what's here would just make it righter still. What I take issue with are some specifics of implementation (I think his jump drive nerf is a bit over the top and even he acknowledged that the inherent timezone vulnerability his hacking suggestion would create is a bit daft, for example) but no, by and large, a lot of these concepts are great. And it's not like I haven't been talking about topicslike this for a long time or anything.
Member of the Goonswarm Economic Warfare Cabal |

Colt Blackhawk
Dissident Aggressors Mordus Angels
297
|
Posted - 2014.07.08 15:11:00 -
[457] - Quote
This post is already worth reading becaue of all the "mynna" and goon tears.  Most of his time this toon lived in bleak lands and this is almost completely in perfect PL droprange. I have seen guys dropping several cynabals on a a lonely atron. PL dropping supers on on lonely bs... Yes power projection as it is now needs to burn in a fire because it ruins the game when all you need is caps and cynoalts to hit everywhere and almost immediately in whole eve. It would not only be healthy for 0.0 but also for low. [09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks. |

Wentworth III
Sniggerdly Pandemic Legion
5
|
Posted - 2014.07.08 15:24:00 -
[458] - Quote
Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes. |

Rastlor
EVE Corporation 987654321-POP The Marmite Collective
29
|
Posted - 2014.07.08 15:30:00 -
[459] - Quote
Fascinating thread although not much has been said about what is a an appropriate level of block / alliance / corp / personal income?
At the moment the majority of the "have's" in the two main blocks have what can only be described as healthy SRP schemes (CFC's is bordering on absurd), alliance funded / part funded capitals / skillbooks for all etc etc. Everyone should train for a super / titan and every system should have a station. They are awash with Isk and with the current mechanics / agreements will be for the foreseeable future.
A fundamental question should be is this an appropriate level of income? Should blocs / alliances be able to derive such levels of revenue that events like BR are just a drop (a significant drop I concede) in the river of Isk? Should a bloc be able to grind half the map with horrific ship losses and win by virtue of having more warm bodies (skill of grunt does not really factor in the current bloc on bloc fights outside of perhaps Interdictors) and still pay double SRP and fund Capital programmes? Or is it time to stem the flow and strive for a more frugal existence, where losses mean something and whelping a fleet has some serious consequences other than an opportunity to laugh at the opposing FC?
Isk in it's current form is simply too easy to earn (in all areas of space anyone that tells you different is lying) - in addition to Manfreds proposed changes and some of the saner other ideas income I believe should be suppressed significantly.
I'm not proposing a hand to mouth existence for anyone - nor do I have any firm ideas about how to deal with the current wealth that players / blocs have built up (perhaps for the good of the game the blocs could have at it until they are down to their last titian supper - here's wishing ) - but a more sustainable model needs to be found. |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.08 15:31:00 -
[460] - Quote
Retar Aveymone wrote: The main driving forces behind bipolar eve are:
1) Survival.
2) Lack of serious inhibitions in controlling space.
3) Dominion Sov: Nobody likes this.
4) Supercaps. Death to supercaps.
A very good post and I have to wonder about the law of unintended consequences. Given the Dominion sov system attacking even far flung regions of a coalitions space will that both the attacker and the defender will have to move men and material into position. If anything logistics will become even more important, not less. Further, given the deep pockets of existing coalitions could the suggested changes ossify the current null state situation, at least for a significant timer period?
I'm wondering if a big and rich coalition could not build up weapons/ship cache's at strategic spots around their various holdings and along with jump clones, death cloning, and so forth forces could not still deploy somewhat quickly for defense where as attackers, especially new ones, might have the problem of the force build up would basically signal to the defender where the attack is going to come from.
Add on the Dominion Sov structure which gives time to the defenders it could make breaking into null sec harder at least initially.
Mainly I'm thinking of the CFC which has lots of pilots and are much more spread out vs. their rivals PL/N3 which rely on a smaller number of pilots, but with greater mobility and good super capital numbers. After all, N3 and PL through their rental empire control quite a few systems, but how many PvP pilots are in close proximity to those systems? Not many. And PL/N3 rely on dropping capitals and super capitals into fights quite a bit.
Now the CFC on the other hand is much more widely dispersed. You'll have alliances residing in a region or part of a region to provide an initial level of resistance and intelligence. If a group decides to go after say, Pure Blind, well there are people who live there day-in and day-out. They'll likely see the build of hostile forces and will be right there with their own supply of ships to provide an initial defensive response until the rest of the CFC can send in additional support.
My point being, could the CFC "model" end up being the end result with a null sec map still looking like it does now? With big sprawling coalitions? Granted there might be more use of systems and more targets for roaming and small scale warfare and guerrilla actions, but is the goal to radically change the null sec map and create more opportunities for smaller scale fights? If so, then just nerfing power projection alone might lead to perverse results. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
|

Naecuss
Higher Than Everest Black Legion.
2
|
Posted - 2014.07.08 15:46:00 -
[461] - Quote
jack1974 wrote:Another solution to power projection is similar to escalations. Mechanics:  A SUBCAP Cyno will allow the mass of any subcap to come through its tunnel but is limited to the use of only 1 capital ship. 1 Capital ship coming through the tunnel would result in the cyno overheating and burning out. can only fit to subcaps A CAPITAL Cyno will allow the mass of any subcap, carrier, or dread to come through the tunnel. 1 Supercapital may come through the tunnel but then the cyno would overheat and burnout. can only fit to capital ships A SUPERCAPITAL Cyno will allow the mass of any supercap, carrier, dread, subcap to come through its tunnel without overheating. can only fit to super capitalsSupporting ideas:  cynos will now be sized small/medium/large. This would make it impossible for a hound to fit a supercapital cyno in its highs. Larger cynos means more LO  in order for a super to come on grid there would have to be a sacrificial carrier cyno(limited to 1 super) or a super lit cyno. In order for there to be a carrier on grid there would have to be a subcap lit cyno. This would ensure a version of subcap dominance in order to ESCALATE to supers.  supers can no longer get across the universe in 20 minutes. If you want to move a super fleet you will consequently need a super cyno for each mid. Since cyno's last a while the fleet will have to wait for the cyno to end or they risk losing the super that lit the cyno. This would apply to carriers/dreads too.
Very interesting, this does slow down the epic speed caps and supers project their power me likey....
|

Dhaq
Anonymous Posters
18
|
Posted - 2014.07.08 15:47:00 -
[462] - Quote
Additionally, people keep quoting the number of members the large coalitions/alliances currently have and how they would use those numbers in any other system that is put into place. But if a system is made that allowed for more entities to be involved, how many groups would leave the larger coalitions to form smaller ones?
So the argument "durdurdur CFC/PL/N3 has 10,000 people and will still stomp anyone", is little more than chest thumping and irrelevant. If you think that all those members will still stand beneath you given the opportunity to do more, what do you think will happen? |
|

ISD Ezwal
ISD Community Communications Liaisons
1824

|
Posted - 2014.07.08 16:01:00 -
[463] - Quote
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay. Please people, keep it on topic and above all civil!
The Rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
21. Posting regarding RMT (Real Money Trading) is prohibited.
Posts discussing, linking to, or advertising RMT, including but not limited to the sale of in game items, assets, currency, characters or game accounts for real life money are strictly prohibited.
31. Rumor mongering is prohibited.
Rumor threads and posts which are based off no actual solid information and are designed to either troll or annoy other users will be locked and removed. These kinds of threads and posts are detrimental to the well being and spirit of the EVE Online Community, and can create undue panic among forum users, as well as adding to the workload of our moderators. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Kyle Brutor
The Dark Space Initiative Scary Wormhole People
3
|
Posted - 2014.07.08 16:15:00 -
[464] - Quote
Without going into too much detail into the problem of power projection itself, I'd like to introduce you to my simple concept to control it. This is simply a concept that I would be interested in hearing feedback on. I don't know whether it would be good or bad for the game but it wouldn't be as drastic as a change as some of the other ideas mentioned here.
Idea: all jump drive capable ships have a calibration amount that recharges kind of like capacitor does. The points of calibration are based upon how many light years the ship can jump. The exact numbers for capacity and recharge rate could be debated but an example would be that a ship could jump 50 light years and their calibration recharges at 10 light years per hour. (I don't know if those are even close to reasonable numbers, I just picked random ones.) Maybe even have skills that can increase the capacity and recharge rate as well. It would basically put a hard limit on to how far ships could jump within a certain time frame but also leave choices available. For instance, you may decide to jump into a fight but not have the calibration to jump out to even the nearest star system for at least 15 minutes. Moving across the galaxy would have to actually be a thing that takes a little bit of time and planning. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
681
|
Posted - 2014.07.08 16:23:00 -
[465] - Quote
Kyle Brutor wrote:Without going into too much detail into the problem of power projection itself, I'd like to introduce you to my simple concept to control it. This is simply a concept that I would be interested in hearing feedback on. I don't know whether it would be good or bad for the game but it wouldn't be as drastic as a change as some of the other ideas mentioned here.
Idea: all jump drive capable ships have a calibration amount that recharges kind of like capacitor does. The points of calibration are based upon how many light years the ship can jump. The exact numbers for capacity and recharge rate could be debated but an example would be that a ship could jump 50 light years and their calibration recharges at 10 light years per hour. (I don't know if those are even close to reasonable numbers, I just picked random ones.) Maybe even have skills that can increase the capacity and recharge rate as well. It would basically put a hard limit on to how far ships could jump within a certain time frame but also leave choices available. For instance, you may decide to jump into a fight but not have the calibration to jump out to even the nearest star system for at least 15 minutes. Moving across the galaxy would have to actually be a thing that takes a little bit of time and planning. This is not a meaningful restriction; I can use multiple hulls and pilots to achieve the same travel that I do today, while people who cannot afford multiple hulls and pilots are screwed. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Cyaron wars
VMF-214 Blacksheep
80
|
Posted - 2014.07.08 16:24:00 -
[466] - Quote
mynnna wrote:Cyaron wars wrote:No matter what CCP thinks, because WE are those who play the game, WE are those who push every single mechanics to it's limits, WE generate the content not Devs, WE ignite conflicts, WE create blobfest, WE pay for damn subscription. I guess you are really annoyed with even an idea that somebody can come and screw up your ihubs so your ISBoxing won't be that productive, or that somebody can come to your home and just burn it down while you are away. But before you will drag rest of us in that swamp remember that it is YOUR alliance that put a lot of effort to get where we all are today, it is YOUR alliance that made all it's allies incapable of fending anything on it's own. I clearly see that with proposed changes CFC is will be getting greatest punch in the nuts and might seize it's existence. I understand that you feel uncomfortable realizing that if said mechanics will be implemented your house of cards will fall apart. I do understand that you don't want to lose that throne, we all got your point. Now please step aside and let us pass. P.S. Do you actually copy everything that mittens tells you or u just gave him your log in details so he could type it himself? :) Kid, Manny's proposing changes that would effectively dismantle Pandemic Legion as it exists today. Sure, they'd continue to exist, but not really anything like they do now. And this is purportedly for the good of the game. Is it really so hard to imagine a goon might be interested in the health of the game as well? If you came out of the myopic shell that "grr-goons" weaves around its adherents and thought about it for a few minutes, maybe it wouldn't be. Or if that's just too much to wrap your mind around and you want to go on insisting we're out to make things the best they can be for ourselves, chew on this - all the things people talk about being really great in this thread - using your space mattering, local industry & production, etc - Goonswarm already does or is in a position to do. Emphasizing sub-capital power and minimizing capital superiority? We've been on the back foot compared to our foes in capital and supercapital terms for most of our existence. By the standards of what this thread says about how things should work and how great they'd be for the game, we're already playing it "right" and most of what's here would just make it righter still. What I take issue with are some specifics of implementation (I think his jump drive nerf is a bit over the top and even he acknowledged that the inherent timezone vulnerability his hacking suggestion would create is a bit daft, for example) but no, by and large, a lot of these concepts are great. And it's not like I haven't been talking about topicslike this for a long time or anything (hmm those ideas are really old and kinda shaky, I ought to revisit them...) vvvv More myopia sufferers 
Please, keep yourself away from claiming your alliance achieved everything on it's own :) We all know that you are nothing, always were nothing and always will remain big nothing without your precious pile of warm bodies. GSF was a parasitic alliance, still is a parasitic alliance and will always remain as such. Linking Sov map and claiming your alliance did it all right on it's own makes you look like a poor deluded guy :) |

Kyle Brutor
The Dark Space Initiative Scary Wormhole People
3
|
Posted - 2014.07.08 16:27:00 -
[467] - Quote
Querns wrote:Kyle Brutor wrote:Without going into too much detail into the problem of power projection itself, I'd like to introduce you to my simple concept to control it. This is simply a concept that I would be interested in hearing feedback on. I don't know whether it would be good or bad for the game but it wouldn't be as drastic as a change as some of the other ideas mentioned here.
Idea: all jump drive capable ships have a calibration amount that recharges kind of like capacitor does. The points of calibration are based upon how many light years the ship can jump. The exact numbers for capacity and recharge rate could be debated but an example would be that a ship could jump 50 light years and their calibration recharges at 10 light years per hour. (I don't know if those are even close to reasonable numbers, I just picked random ones.) Maybe even have skills that can increase the capacity and recharge rate as well. It would basically put a hard limit on to how far ships could jump within a certain time frame but also leave choices available. For instance, you may decide to jump into a fight but not have the calibration to jump out to even the nearest star system for at least 15 minutes. Moving across the galaxy would have to actually be a thing that takes a little bit of time and planning. This is not a meaningful restriction; I can use multiple hulls and pilots to achieve the same travel that I do today, while people who cannot afford multiple hulls and pilots are screwed.
Well, I was actually thinking based upon a character, not a ship. It would be a neurological limit. Your brain can't handle all the jumping, much like how you can't jump clone but every so often. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
681
|
Posted - 2014.07.08 16:27:00 -
[468] - Quote
Cyaron wars wrote:Please, keep yourself away from claiming your alliance achieved everything on it's own :) We all know that you are nothing, always were nothing and always will remain big nothing without your precious pile of warm bodies. GSF was a parasitic alliance, still is a parasitic alliance and will always remain as such. Linking Sov map and claiming your alliance did it all right on it's own makes you look like a poor deluded guy :) [citation needed] This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Yroc Jannseen
Enlightened Industries Goonswarm Federation
46
|
Posted - 2014.07.08 16:30:00 -
[469] - Quote
Kyle Brutor wrote:Without going into too much detail into the problem of power projection itself, I'd like to introduce you to my simple concept to control it. This is simply a concept that I would be interested in hearing feedback on. I don't know whether it would be good or bad for the game but it wouldn't be as drastic as a change as some of the other ideas mentioned here.
Idea: all jump drive capable ships have a calibration amount that recharges kind of like capacitor does. The points of calibration are based upon how many light years the ship can jump. The exact numbers for capacity and recharge rate could be debated but an example would be that a ship could jump 50 light years and their calibration recharges at 10 light years per hour. (I don't know if those are even close to reasonable numbers, I just picked random ones.) Maybe even have skills that can increase the capacity and recharge rate as well. It would basically put a hard limit on to how far ships could jump within a certain time frame but also leave choices available. For instance, you may decide to jump into a fight but not have the calibration to jump out to even the nearest star system for at least 15 minutes. Moving across the galaxy would have to actually be a thing that takes a little bit of time and planning.
You are essentially describing what the capacitor already does. The only difference being that you also have to juggle the capacitor with the mods you're using. One of the big advantages of the Naglfar is the fact that projectiles don't use cap.
The other big difference is that capital move ops most of the time use station cynos, so refilling capacitor is a matter of docking and undocking.
If you want a limitation like this, than you simply need to manipulate cap re-gen rates, usage and or the cap needed to jump. Adding a whole new mechanic that you need to monitor just seems messy. |

Baron' Soontir Fel
Justified Chaos
192
|
Posted - 2014.07.08 16:35:00 -
[470] - Quote
Sov Mechanics idea: The SOV mechanics system needs a way for small groups to be able to hurt and effectively take systems that are undefended without having to invest huge ships or unnecessary amounts of time. However, it also needs a way for large groups to completely smash small groups when they bring their full might against them. There should be no way a small group can stand up to a much larger one (in a head-on fight). However, because the large group concentrated all of their might into one system, they should be defenseless at their other border systems which may be lost.
In my opinion, null sec needs to relate more to Faction Warfare, just scaled up.
In FW, the earliest newbie in a frigate can make an impact to the warzone, and he can be solo. In null-sec, make that a slightly experienced player in a cruiser can make an impact and he can be in a small gang, ~5 people. Say 1500dps needed, easily achievable with 4-5 Cruisers, 7 Destroyers, or 15ish Frigates.
Have many many small, medium, and large targets throughout the system. The small targets can be killed by small groups in cruisers in a short time, the mediums by BC/BS in a medium group, and larges in a large group. When I say short time, I mean in 15 minutes or less. This would allow small gangs to be able to make an impact on the sov without needing huge numbers or ship sizes. These targets are in no way limited to small ships however, so if a major organization wanted to quickly flip a system, they could bring in caps and BS's and kill the small and medium targets very quickly.
The idea for small, medium, and large targets allows small groups to have an impact and still be able to do some damage. Large targets will have more hp, but still doable in short periods of time if bringing a larger fleet, and will contribute more towards flipping a system.
The small rewards and small groups will lead to small gangs roaming around looking for similar sized gangs doing these sites, which will increase PvP in the area, which will in turn lead to pirate/non-affiliated groups looking to kill both sides.
|
|

Kyle Brutor
The Dark Space Initiative Scary Wormhole People
3
|
Posted - 2014.07.08 16:40:00 -
[471] - Quote
Yroc Jannseen wrote:Kyle Brutor wrote:Without going into too much detail into the problem of power projection itself, I'd like to introduce you to my simple concept to control it. This is simply a concept that I would be interested in hearing feedback on. I don't know whether it would be good or bad for the game but it wouldn't be as drastic as a change as some of the other ideas mentioned here.
Idea: all jump drive capable ships have a calibration amount that recharges kind of like capacitor does. The points of calibration are based upon how many light years the ship can jump. The exact numbers for capacity and recharge rate could be debated but an example would be that a ship could jump 50 light years and their calibration recharges at 10 light years per hour. (I don't know if those are even close to reasonable numbers, I just picked random ones.) Maybe even have skills that can increase the capacity and recharge rate as well. It would basically put a hard limit on to how far ships could jump within a certain time frame but also leave choices available. For instance, you may decide to jump into a fight but not have the calibration to jump out to even the nearest star system for at least 15 minutes. Moving across the galaxy would have to actually be a thing that takes a little bit of time and planning. You are essentially describing what the capacitor already does. The only difference being that you also have to juggle the capacitor with the mods you're using. One of the big advantages of the Naglfar is the fact that projectiles don't use cap. The other big difference is that capital move ops most of the time use station cynos, so refilling capacitor is a matter of docking and undocking. If you want a limitation like this, than you simply need to manipulate cap re-gen rates, usage and or the cap needed to jump. Adding a whole new mechanic that you need to monitor just seems messy.
Except the capacitor wasn't designed to limit the macro-maneuverability of jump drives, which is why the problem exists. This mechanic, while it is something else you have to watch occasionally, would not be modifiable and is designed to limit migration in the large scale. The capacitor is decent for what it does (which is limit short-term in-and-out jumping without sacrifice to combat effectiveness), but this would be completely independent.
|

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
593
|
Posted - 2014.07.08 16:51:00 -
[472] - Quote
Welcome to the fight Manny great to see you still kicking. Ideas are sound and the game was more fun back in the day. Hope to see some of these come about. There are many vets wanting this to happen and have written many articles maybe this time it will work.
Ask your self this would you quit playing eve if you couldn't jump or be bridge to a cyno?
My answer is NO.
We lost our chess game board of old eve and replaced it with the game of checkers with only 8 squares. |

Antillie Sa'Kan
Forging Industries Silent Infinity
513
|
Posted - 2014.07.08 17:04:00 -
[473] - Quote
Manfred Sideous wrote:Harvey James wrote:removing the OP mechanic that jumpbridges/jumpdrives are would mostly fix power projection and would immediately create far more gameplay in general .. the things people actually want .. pretty simple solution CCP just be brave enough too do it The catch is to change things so nullsec are not reliant to a tether to empire to survive. That means they need to be able to attract miners and builders to be able to supply them with needed goods and services. I don't think people will mind giving up jumpbridges and jumpdrives as we know them now for a more vibrant and healthy nullsec. I say that if there are mechanics to supplement for how we do things now. Or we can be self reliant in nullsec without the tether to empire. I personally benefit greatly from the current status quo. My alliance is one of the richest and best oufitted and most powerful in the game. However I love this game and care for its welfare. The current status quo is not conducive to a healthy or vibrant nullsec that encourages player growth. Because the bar for entry is so high and the lack of content drivers is so low. Myself a 10 year veteran and willing to adapt to a whole new way of doing things if it means that we end up with a more vibrant and healthier nullsec and by extension game. This man understands what is wrong with nullsec. |

Yroc Jannseen
Enlightened Industries Goonswarm Federation
46
|
Posted - 2014.07.08 17:06:00 -
[474] - Quote
Kyle Brutor wrote:
Except the capacitor wasn't designed to limit the macro-maneuverability of jump drives, which is why the problem exists. This mechanic, while it is something else you have to watch occasionally, would not be modifiable and is designed to limit migration in the large scale. The capacitor is decent for what it does (which is limit short-term in-and-out jumping without sacrifice to combat effectiveness), but this would be completely independent.
You are talking about an arbitrary mechanic that doesn't create interesting choices. Would things take longer ? Yes, but is it because the players made a choice or are sacrificing something? No. By having it effected by skill all you are doing is adding something like "Jump Time Calibration V" as a required skill for capital fleets.
As it is now if you are in a carrier you can't run more than one rep and stay cap stable without sacrificing some tank. Okay, so what if you penalized carriers drone damage and Drone Damage mods suddenly used Cap? Well now you can't apply damage without losing the ability to jump out.
What if dreads could no longer fit Capacitor boosters as we know them now, but instead could use a Capital Capacitor Booster that burned Liquid Ozone or stront or heavy water. Well now you can either take up part of your fuel bay with capacitor booster fuel or refit to other cap mods and sacrifice tank/DPS.
What if certain capital modules increased the capacitor % needed to jump? There's been more than a few cap pilots who can't remember what jump cap is now that it's a static number, so if it was suddenly something that changed they'd have even more of a problem.
If you can't light a cyno on a station and you eliminate the ability of capital fleets to just regen cap by docking and undocking, things would get interesting. Add on top of that more ways to penalize the capacitor on capitals and you can further restrict their movement or make those restrictions based on a players choices.
And before someone brings up Supers and says "oh they don't have that restriction and they can move across the galaxy in 7 minutes", sorry, no the CFC at least, has never been able to move a super fleet across the galaxy quickly or easily. It is always a big thing that takes days to plan. |

Baron' Soontir Fel
Justified Chaos
192
|
Posted - 2014.07.08 17:33:00 -
[475] - Quote
Power Projection: (Separate post for different idea) You shouldn't be able to move across the galaxy in one jump. But I don't believe Cyno's should be eliminated, just limited.
Caps should be only be able to jump to a cyno within 5 jumps. And in order to cyno jump, they need to spool up their jump drives which takes 5-10 minutes, leaving them defenseless, unable to activate other modules, massive signatures, but able to cancel it at any time. An outbound cyno does not need to be lit to spool up. They will be able to jump through regular stargates.
This gives you power projection within 5 jumps of your cap home base. It will take 10 mins to go 10 jumps, 20 mins to go 15j, 30 mins to go 20j, etc. This allows smaller alliances to be able to bring their full might to their borders relatively quickly, but larger alliances will have to sacrifice more and more. Think about the time you will need in order to jump your capitals back to your home base as well.
As an intel perspective, you could easily get warning of an incoming cap fleet by having scouts roaming the systems 5j's out from you. The massive signatures the capitals will be giving up by spooling up their cyno drives should be a huge indication about an impending cyno drop and the defending fleet should be able to take effective actions against it. "Sneak" attacks could be possible, by jumping in from 6 jumps away, and taking the gate instead of jumping straight into the target system.
Jump freighters should be given a role bonus, maybe they get 10 jumps/cyno. I really don't know how to make logistics difficult/dangerous yet not a stupidly ridiculous and annoying hassle that has to be done on a weekly basis. Maybe have them keep the 5J limit, but can spool up faster. So interceptors and quick thinkers will be able to see that a JF is doing a run, and try to scan&catch it when it spools up 5 J down the line.
In order to facilitate smaller groups, I believe Smuggler/Mini Gates should be implemented. These gates would be restricted to smaller mass warships (BC's maybe/Cruisers and under) and will connect many systems together in order to implement massive shortcuts that smaller ships can take. Every system should have at least one regular stargate to it, but having a smuggler gate would allow smaller craft and raiding parties to hit deep, avoid gate camps, and lose heavy opposition. These gates should be shortcuts through null-sec and should allow interceptors and other small craft to travel through null sec relatively quickly and sometimes safer (but not both). There should still be bottlenecks with only stargates connecting them, but maybe a lone smugglers gate 3 jumps away that allows you to spend a little more time traveling but safer. -Overlaps too much with wormholes? Maybe, but wormholes require you to fit a probe launcher which significantly disrupts any PvP build, and the destinations aren't constant. |

Cap'n Schmitty
Critical Mass Inc. Nexus Fleet
5
|
Posted - 2014.07.08 17:43:00 -
[476] - Quote
I've only skimmed half this thread, so this idea may have already been discussed and found to be terrible, but here's a little food for thought if nothing else:
What if capitals could only cyno within a constellation, but could use constellation and region sized gates? Supers, a step up, could cyno between constellations (though perhaps with a nerfed range or only allowed to jump 1-2 constellations away at a time?) but must use region-sized gates to go between regions.
A small group could own a constellation and be easily able to move their capital assets around to fend off attackers. If they want to take more space, they'd have to expend some more effort and risk a little more to move their capitals out (and back in). However, it would also be easier to defend against an invasion involving caps, since there's only a set number of places they could enter from - the defenders could entrench themselves on their constellation gates in hopes of killing caps that the attackers bring through. Could make for interesting small capital/support skirmishes on gates.
Supers might be a bigger problem... enough dreads could take down one or two, but if someone really wanted to they could jump a bigger gang of supers in anywhere. Of course, those supers would have to come in without support and wait for the smaller ships to arrive with them, which could provide some interesting strategic problems?
Other interesting ideas could come of it too, though I'm at work and don't really have time to list many. The downside is large fleets of caps and supers can still move fairly well together, they'd just be slower. Juggernauts could still steamroll through your space if they wanted to, but they'd be spread thinner and potentially left vulnerable in other areas while they're attacking.
Discuss? @CaptainCrutches |

Dhaq
Anonymous Posters
19
|
Posted - 2014.07.08 17:55:00 -
[477] - Quote
Baron' Soontir Fel wrote: This gives you power projection within 5 jumps of your cap home base. It will take 10 mins to go 10 jumps, 20 mins to go 15j, 30 mins to go 20j, etc. This allows smaller alliances to be able to bring their full might to their borders relatively quickly, but larger alliances will have to sacrifice more and more. Think about the time you will need in order to jump your capitals back to your home base as well.
So it takes 2 hours to get there. They crush your face. Two hours to get back and everyone is home in time for dinner. Nothing has changed but a slight delay in your fate. Or anyone else's fate unless your part of the Big Three.
Until the equation isn't Caps > everything, nothing will change. |

Phoenix Jones
Isogen 5
494
|
Posted - 2014.07.08 17:58:00 -
[478] - Quote
I would just do this.
Change Jump Drives Completely by taking these steps.
1) All Jump Drive Capable ships are limited to jumping within the Constellation they are in (exceptions and expansions below). 2) Jumping a ship no longer requires a cyno alt (no more lightbulb sub 900,000 noob ship toon) 3) Jump Drive Capable ships can target a system within the constellation they are in, and jump directly into it. There drop off point will be somewhere random in the system (somewhere between 1,000,000 km to 2 au from the sun). 4) Inter constellation jumping is no longer possible (can't jump drive from one constellation to another). 5) to change constellations, you have to jump the constellation gate (so yes Capitals can now jump through inter-constellation gates). For example. If I wanted to go from HED-GP to QSM-LM. I would first have to Jump to 36N, then warp to the gate, and jump THROUGH it. 6) Jump Drive Calibration no longer affects Carriers, Dreadnoughts, Supercarriers, Titans (no longer needed). 7) Jump Drive Calibration only affects the following ships. (Jump Freighters, Rorqual). 8) Ships with Jump Drive Calibration can inter regional jump.
Jump Bridge (pos mod). 1) Jump Bridge range is to next door constellation only (to clarify, anchor a jump bridge, its destination can only be to the next door constellation).
Black Ops. 1) Inter Constellation Jump Portal possible, Inter region jumps impossible. Black Ops Range is determined by the Skill Jump Portal Generation. Skill is modified as follows. Distance increased by 4 jumps per level. To clarify. You cannot jump to a new region using this skill. You can jump to nearby constellations and systems, but you can't traverse to a new region.
Titan Jump Bridge.
1) Same applies to the black ops jump bridge. It is constellation bound, and cannot jump to new regions. Range is the same as the black ops ship (based on skill, up to 20 jumps within the region.
To summarize.
1) Capitals, Super Capitals, Titans can now use Regional and Constellation gates. Gates within constellations are not usable (traveling inside of a constellation requires use of your jump drive, between two regions or between two constellations, you must use gates).
2) Inter-regional travel restricted to Jump Freighters and Rorquals (they can jump from 1 region to another without using region gates), all other ships must jump a region gate.
3) Cyno's no longer required. Jump Drives can now target systems directly (scouts highly advisable).
4) Hot Drops Limited to inter constellation battles (or you can slowboat your ship through gates to engage/escalate).
5) Regional Gate camp returns, escorts matter, scouting matters, projection is now constellation based instead of region based. Logistics made more difficult, but not impossible (in some cases easier as the distance traversed would be more significant).
This is a huge change. I'd do something like that or at least open up the discussion on reducing range, making regions matter, making constellations matter, making roaming matter. Its partially broken, the jump range of the rorqual and the jump freighters need to be looked at, but I would look at this as a path.
There is broken stuff here, but the coverage of a system should be more constellation based and not region based. Yaay!!!! |

Royaldo
Kongsberg Vaapenfabrikk Amarr branch. Sev3rance
105
|
Posted - 2014.07.08 18:00:00 -
[479] - Quote
So, according to the forums rules, we cant discuss the reason why 0.0 is stagnant.
So whatever, lets blow up some stations YEAH BABY YEAH!
|

Dhaq
Anonymous Posters
19
|
Posted - 2014.07.08 18:05:00 -
[480] - Quote
If null sec is so large that the majority of it is empty and that people just can't play without being able to skip most of the travel, then maybe null sec needs to shrink to a more manageable size for the amount of players it holds. Then if it starts to become too crowded, slowly expand it over time.
|
|

Snape Dieboldmotor
Minotaur Congress
34
|
Posted - 2014.07.08 18:13:00 -
[481] - Quote
Attack the problem by providing more counters to supers. For example, create a sub_capital that can fit a doomsday device, or landmines that damage supers. In other words, give sub_capitals an anti super role. |

Dhaq
Anonymous Posters
19
|
Posted - 2014.07.08 18:20:00 -
[482] - Quote
Snape Dieboldmotor wrote:Attack the problem by providing more counters to supers. For example, create a sub_capital that can fit a doomsday device, or landmines that damage supers. In other words, give sub_capitals an anti super role.
I started a thread about creating a larger version of the stealth bomber aimed at targeting capitals here. |

mynnna
GoonWaffe Goonswarm Federation
3670
|
Posted - 2014.07.08 18:45:00 -
[483] - Quote
Cyaron wars wrote:mynnna wrote:Cyaron wars wrote:No matter what CCP thinks, because WE are those who play the game, WE are those who push every single mechanics to it's limits, WE generate the content not Devs, WE ignite conflicts, WE create blobfest, WE pay for damn subscription. I guess you are really annoyed with even an idea that somebody can come and screw up your ihubs so your ISBoxing won't be that productive, or that somebody can come to your home and just burn it down while you are away. But before you will drag rest of us in that swamp remember that it is YOUR alliance that put a lot of effort to get where we all are today, it is YOUR alliance that made all it's allies incapable of fending anything on it's own. I clearly see that with proposed changes CFC is will be getting greatest punch in the nuts and might seize it's existence. I understand that you feel uncomfortable realizing that if said mechanics will be implemented your house of cards will fall apart. I do understand that you don't want to lose that throne, we all got your point. Now please step aside and let us pass. P.S. Do you actually copy everything that mittens tells you or u just gave him your log in details so he could type it himself? :) Kid, Manny's proposing changes that would effectively dismantle Pandemic Legion as it exists today. Sure, they'd continue to exist, but not really anything like they do now. And this is purportedly for the good of the game. Is it really so hard to imagine a goon might be interested in the health of the game as well? If you came out of the myopic shell that "grr-goons" weaves around its adherents and thought about it for a few minutes, maybe it wouldn't be. Or if that's just too much to wrap your mind around and you want to go on insisting we're out to make things the best they can be for ourselves, chew on this - all the things people talk about being really great in this thread - using your space mattering, local industry & production, etc - Goonswarm already does or is in a position to do. Emphasizing sub-capital power and minimizing capital superiority? We've been on the back foot compared to our foes in capital and supercapital terms for most of our existence. By the standards of what this thread says about how things should work and how great they'd be for the game, we're already playing it "right" and most of what's here would just make it righter still. What I take issue with are some specifics of implementation (I think his jump drive nerf is a bit over the top and even he acknowledged that the inherent timezone vulnerability his hacking suggestion would create is a bit daft, for example) but no, by and large, a lot of these concepts are great. And it's not like I haven't been talking about topicslike this for a long time or anything (hmm those ideas are really old and kinda shaky, I ought to revisit them...) vvvv More myopia sufferers  Please, keep yourself away from claiming your alliance achieved everything on it's own :) We all know that you are nothing, always were nothing and always will remain big nothing without your precious pile of warm bodies. GSF was a parasitic alliance, still is a parasitic alliance and will always remain as such. Linking Sov map and claiming your alliance did it all right on it's own makes you look like a poor deluded guy :)
Blinding myopia it is, then, with a generous side-serving of "making **** up that no one actually said." No skin off my teeth really.  Member of the Goonswarm Economic Warfare Cabal |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.08 18:58:00 -
[484] - Quote
Baron' Soontir Fel wrote:Sov Mechanics idea:
In my opinion, null sec needs to relate more to Faction Warfare, just scaled up.
In FW, the earliest newbie in a frigate can make an impact to the warzone, and he can be solo.
Right because a solo newbie in a frig should be able to pose a real threat to an alliance of 1,000+ members.
No.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.08 19:02:00 -
[485] - Quote
Baron' Soontir Fel wrote:Power Projection: (Separate post for different idea)
Caps should be only be able to jump to a cyno within 5 jumps.
Might want to rework this. Right now dreads cannot cross even a single jump in some areas (e.g. B-D in Cloud Ring to J5A in Fountain). Your idea would make power projection in that case easier, not harder.
Come to think of it, Manny's idea of even a single jump, in that specific context would make power projection easier. Maybe a light year limit is still needed.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Bogna Markowska
FR corp
0
|
Posted - 2014.07.08 19:11:00 -
[486] - Quote
changes to jump drive that could actualy work (not like the chages that sugested the OP)
jump drive:
-a jump drive can store energy for 2 jump (a jump still use cap) and it takes 3-6h regenerate for 1 jump -add mods that speed this up but they need to be active mods so u can't be docked or cloaked (my proposition is that be a hi-slot mod) -add rigs that add 1 more jump -add role bonus to JF to significantly decrease that timer (to like 15-30 min) -titan bridge can also store only 2 bridge (bridge and jump are separate so u can jump twice and bridge twice)
so now: -u can stil jump on someone and run home. -it takes longer to move capital fleet on long distances -u need to think twice if u whant to get in a fight on the second jump |

Cap'n Schmitty
Critical Mass Inc. Nexus Fleet
5
|
Posted - 2014.07.08 19:12:00 -
[487] - Quote
Teckos Pech wrote:Baron' Soontir Fel wrote:Sov Mechanics idea:
In my opinion, null sec needs to relate more to Faction Warfare, just scaled up.
In FW, the earliest newbie in a frigate can make an impact to the warzone, and he can be solo.
Right because a solo newbie in a frig should be able to pose a real threat to an alliance of 1,000+ members. No. Real threat, certainly not. Under such a mechanic, you shouldn't be able to take a system just by running novice plexes (indeed, the difficulty might be related to both current sov level and sec).
But in a relatively unused system, he might be an annoyance, and annoyances start fights. @CaptainCrutches |

Manfred Sideous
North Eastern Swat Pandemic Legion
678
|
Posted - 2014.07.08 19:26:00 -
[488] - Quote
I am trying to catch up on all the discussion and post. But man so many good ideas and everyone is being very constructive. Lets keep this going. Lets make this thread the most peaceful constructive threadnaught that CCP is forced to look at in whole. I may not like or agree with all ideas in this thread (itt). However knowledge grows by challenging existing knowledge opinion and thought so keep it coming. @EveManny
https://twitter.com/EveManny |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.08 19:33:00 -
[489] - Quote
Cap'n Schmitty wrote:Teckos Pech wrote:Baron' Soontir Fel wrote:Sov Mechanics idea:
In my opinion, null sec needs to relate more to Faction Warfare, just scaled up.
In FW, the earliest newbie in a frigate can make an impact to the warzone, and he can be solo.
Right because a solo newbie in a frig should be able to pose a real threat to an alliance of 1,000+ members. No. Real threat, certainly not. Under such a mechanic, you shouldn't be able to take a system just by running novice plexes (indeed, the difficulty might be related to both current sov level and sec). But in a relatively unused system, he might be an annoyance, and annoyances start fights.
You already have this, able to be an annoyance (heck go look at the afk cloaking camper threads). Problem is most people simply turtle up and only do things that are low risk in null (and if you aren't your are daft, since those high risk things you can do in null you can also do in empire without the risk or substantially reduced risk).
I think where Manny is trying to go is that people start also doing risky things in null either because they have too, or the benefits outweigh the costs. Once you get to this point, roaming hostile gangs become viable, as do roaming/gate camping defense fleets.
And part of the problem is that CCP has stated that they think null needs to be dependent on empire. While some dependence is probably reasonable, right now null is almost totally dependent (aside from moon goo, officer mods, and high end ores). Manny's vision is at least somewhat hostile to this, that null can become more self-supporting. Lets go back to Manny's early posts on this:
Manfred Sideous wrote:Now bringing everything in from empire to survive in nullsec is hard as hell unless you want to do freighter ops all day. So the answer is you will want miners and builders in your home to supply your markets with the goods you need/want to survive. Perhaps you are really good at producing making things.
When Manny says, "you will want miners and builders in your home," he means alliances will want those dirty nasty carebear industrialists in their alliance, in their systems, shooting rocks, researching BPOs and installing jobs. Alliance and corp chat will not only have conversations about PvP and RL, but about whether or not your hulks should be fit for tank or max yield or to what level a BPO should be researched, etc. For many alliances this would be a cultural shift that might not even be possible.
But these same nasty dirty carebears also become potential targets. Hopefully, they'll also become something like yeomen farmers--i.e. normally they are out there gathering resources for making stuff (the alliance needs, and for a profit no less), but when trouble starts they can reship into combat ships and you can have your fights. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.08 19:35:00 -
[490] - Quote
Manfred Sideous wrote:I am trying to catch up on all the discussion and post. But man so many good ideas and everyone is being very constructive. Lets keep this going. Lets make this thread the most peaceful constructive threadnaught that CCP is forced to look at in whole. I may not like or agree with all ideas in this thread (itt). However knowledge grows by challenging existing knowledge opinion and thought so keep it coming.
Agree wholeheartedly.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
|

Shadow Tycho
AQUILA INC Verge of Collapse
1
|
Posted - 2014.07.08 19:41:00 -
[491] - Quote
Hey so, i play in wormholes so im not as effected by the cap power projection thing as other people, but i was talking with my mates and had a idea and was told to post it here cause we all thought it was cool, so here goes.
rather than buffing or nerfing caps themselves, it seems to me a lot of the problem could be solved by buffing system wide cyno jammers. Simply:
- Buff system wide cyno jammers so that you can not jump through a system that you can not jump into.
- Have high sec act as cyno jammed systems in this regard.
- Give jump freighters immunity to this effect(but not portals).
This makes cyno blocking upgrades have a distance beyond the system that they are in, which makes sense its not like if you get 100AU from the system upgrade suddenly you can cyno stuff in.
Off the cuff i would say the sphere of inhibition should be dependant on the mass of stars(currently unused thing thats in game) big stars would prevent huge area's from being jumped through. tiny ones would not. Basicly the star's gravity well is poisoned for cyno's by the upgrade. for a star like ours that would be about 52,500 AU(about halfway through the oort cloud) or .8 light years.
Ideally this would make it so big empires could make fortresses, with walls that prevent people from getting in(and out) with out using gates. It would become hard to have just one system as a staging point as systems around it could be walled off preventing mobility... and making people fight for this. In essence, the problem with jumping is that subspace or hyper space or whatever the movement plane you use to jump in eve is fundamentally flat moving in every direction is equally easy. If you give it contours, that creates superior positions and then that in turn creates jockeying and things to fight over. This could even be used to set up traps, locking a fleet in hostile space.
The biggest things in game that might be needed to be changed to make this a truly interesting rebalance would be solar masses, but no one really cares if they get upgraded to a different start or downgraded to a white dwarf do they?
Various capitals being balanced i don't know anything about but i think this would be cool. my 2 cents. Addendum: to be clear jump freighters shouldn't be allowed to jump into jammed systems, just through their sphere of influence like they can now. |

Retar Aveymone
GoonWaffe Goonswarm Federation
533
|
Posted - 2014.07.08 19:50:00 -
[492] - Quote
Cyaron wars wrote:Please, keep yourself away from claiming your alliance achieved everything on it's own :) We all know that you are nothing, always were nothing and always will remain big nothing without your precious pile of warm bodies. GSF was a parasitic alliance, still is a parasitic alliance and will always remain as such. Linking Sov map and claiming your alliance did it all right on it's own makes you look like a poor deluded guy :) i guess we'll have to console ourselves with our entire half of the galaxy while we cry ourselves to sleep in our titans that cyaron wars feels that our unparalleled dominance was not sufficiently honourable for his well-regarded seal of approval
god this solid dysprosium hanky to wipe away the tears is completely ineffective why did we think making dysprosium hankys was a good idea |

Retar Aveymone
GoonWaffe Goonswarm Federation
533
|
Posted - 2014.07.08 19:58:00 -
[493] - Quote
Ejderdisi wrote:Small alliance logistical operations : You can not jump your freighter as easily. You have to announce your passage to alliance so no one else use it for that hour. IT means to all SPIES too. Good luck. Ah due to restriction you can not even bring in your escort fleet with you.. But as long as you are safe that there are no one in next JB system and you believe in your alliance mates and scouts, you can try to make a run for it.
Anyone moving a freighter in nullsec is doing it to move freighter-sized assets: alliance assets. Alliance assets warrant titan bridging. This is just another "nobody without titans is allowed to play in 0.0" idea because nobody takes jbs with a freighter unless all the titans are asleep and they're deep in their own space. Even if you're just going to the other system and back (like moving mins) you'd use a JF because it's faster for the m3 usually. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
729
|
Posted - 2014.07.08 20:11:00 -
[494] - Quote
Thanks for the links. I remember reading those devblogs as I took a nulsec vacation back then. It allowed me to believe that maybe CCP was working on nulsec iteration and that it might improve. That and The 99 Percent kept me from leaving the game.
After 3 years it is interesting to see how many of those goals CCP has failed or succeeded on.
I like what has been done with exploration. Industry look like its on the right track. Hopefully logistics will be following.
The objectives for small gang pvp are non-existent in nulsec and have been for 10 years. It is strictly the real of nofuks given pvp.
For large fleets there aren't any objectives in nulsec other than to dunk on someone weaker than you and hope you don't get hot-dropped by one of several bored super-capital heavy alliances. Thanks to lots of rebalance work, there are more options available for fleet comps. Kudos.
Quote:Everyone involved in this sort of fight should feel like they're glad they took the time and effort to get involved, and that it left them feeling satisfied. People should not be sitting at a starbase for three hours, warping into a fight and getting instapopped before they've really done anything. Winning and losing should matter, but taking part should be valuable too.
The sitting waiting for hours then getting instapopped part is everything wrong with large-scale pvp in eve. It is why drone assist got nerfed and why titan tracking got nerfed.
Small holding does not exist anymore. It is literally dead.
Sov is broken on literally every point.
Intel is broken on nearly every point.
Home. RIP Tribe. RIP Period Basis. Catch just isn't catching my interest.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
729
|
Posted - 2014.07.08 20:12:00 -
[495] - Quote
Retar Aveymone wrote:Cyaron wars wrote:Please, keep yourself away from claiming your alliance achieved everything on it's own :) We all know that you are nothing, always were nothing and always will remain big nothing without your precious pile of warm bodies. GSF was a parasitic alliance, still is a parasitic alliance and will always remain as such. Linking Sov map and claiming your alliance did it all right on it's own makes you look like a poor deluded guy :) i guess we'll have to console ourselves with our entire half of the galaxy while we cry ourselves to sleep in our titans that cyaron wars feels that our unparalleled dominance was not sufficiently honourable for his well-regarded seal of approval god this solid dysprosium hanky to wipe away the tears is completely ineffective why did we think making dysprosium hankys was a good idea
woot, the sarcasm is strong with this one. Made me lol.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Baron' Soontir Fel
Justified Chaos
192
|
Posted - 2014.07.08 20:20:00 -
[496] - Quote
Dhaq wrote:Baron' Soontir Fel wrote: This gives you power projection within 5 jumps of your cap home base. It will take 10 mins to go 10 jumps, 20 mins to go 15j, 30 mins to go 20j, etc. This allows smaller alliances to be able to bring their full might to their borders relatively quickly, but larger alliances will have to sacrifice more and more. Think about the time you will need in order to jump your capitals back to your home base as well.
So it takes 2 hours to get there. They crush your face. Two hours to get back and everyone is home in time for dinner. Nothing has changed but a slight delay in your fate. Or anyone else's fate unless your part of the Big Three. Until the equation isn't Caps > everything, nothing will change.
The issue here is that the larger alliance is spending 2 hours to get all the way to where you are. If you don't somehow have intel of them spending two hours to get to you, you need to learn how to play. When they arrive, you leave, and when they leave, you come back. Classic guerrilla tactics. They spend 4 hours traveling while you spend 4 hours hitting their system. Either they have to commit to defending the system with a constant presence (drives PvP) or let it fall (consequence of not splitting forces/ too large alliance). This also assuming that there won't be a single structure they have to defend at a pre-determined time to keep the system. It should be in constant flux. Mining, doing DED sites, industry, (defending FW targets in my other idea), just living and doing things in a system, should bring it up.
Teckos Pech wrote:Baron' Soontir Fel wrote:Sov Mechanics idea:
In my opinion, null sec needs to relate more to Faction Warfare, just scaled up.
In FW, the earliest newbie in a frigate can make an impact to the warzone, and he can be solo.
Right because a solo newbie in a frig should be able to pose a real threat to an alliance of 1,000+ members. No.
Wow take my words out of context much?
Baron' Soontir Fel wrote:In my opinion, null sec needs to relate more to Faction Warfare, just scaled up.
In FW, the earliest newbie in a frigate can make an impact to the warzone, and he can be solo. In null-sec, make that a slightly experienced player in a cruiser can make an impact and he can be in a small gang, ~5 people. Say 1500dps needed, easily achievable with 4-5 Cruisers, 7 Destroyers, or 15ish Frigates.
Read the bolded part. You know, the very next sentence in my proposal. Anyway, one person in one ship no matter how small should make a difference in the warzone. He might not be a "real" threat when he first starts, but you leave one person alone and given enough time he will be a real threat. This is what drives people to come stop him, and then more people to attack, and then more people to attack both of them, and then you get escalation, and then you have constant PvP'ing at all ship types and in all group sizes.
Also, AFK cloakers do not exist in offensive plexes any more. Hell, even AFK ships have disappeared. I suggest you update yourself with the new FW changes. |

Smugest Sniper
Salient Logistics Inc. Northern Associates.
17
|
Posted - 2014.07.08 20:40:00 -
[497] - Quote
mynnna wrote: tl;dr: Importing from highsec means drawing on the mining power of "every miner in highsec", and (based on old diagoras numbers) there are something like three times as many of them as there are miners in all of nullsec, but any given corp or alliance obviously only gets a tiny fraction of that and trit production in nullsec is (from the best trit/m3 ratio ore) about 6-7 times what you get in highsec, with the end result being that local production means having a miniscule fraction of the output that you have available to you by importing.
Is that about the gist of what you're saying?
Yes, it's literally a man-hours of resource collection game.
Quote: To be fair, the fact that CCP buffed compressed ore so as to leave compression/importation mechanisms available despite the refining nerf means they realize and acknowledge this. I think.
I don't think there's anything to be concerned with around your point about looking down on miners and so forth. If it's worth the time and effort people in nullsec will mine and do industry and so forth and just look down on those doing the same in empire. It's not exactly a large culture shift for the common "Industrial players are a bunch of whiny entitled carebears who contribute nothing and expect everything" attitude to become "Most industrial players are a bunch of whiny entitled carebears who contribute nothing and expect everything but I'm a valued member overcoming the challenges for the betterment of my alliance"
Pretty much, though I can tell you from first hand experience that when you are trying to mine for 8-16 hours a day, or need to have that level of output to make any serious amount of product required on an alliance level then have your system camped for 30 minutes every 2-3 hours, or worse have one of your miners get caught, it hurts you pretty bad.
Then have your PVP elitists complaining about supply, fittings, and availability of ships when they don't help defend your space (to name names -A- in 09, and HONOR/HERO this year for me) and ***** incessantly about how **** you are at PVP when you are in a mining barge that dies incredibly fast to any kind of real gang and interceptors being bubble immune making things so much harder to mount home defense. |

Manfred Sideous
North Eastern Swat Pandemic Legion
679
|
Posted - 2014.07.08 20:43:00 -
[498] - Quote
Op Updated due to ongoing discussions. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
679
|
Posted - 2014.07.08 20:49:00 -
[499] - Quote
Yun Kuai wrote: TL:DR- JB moved away from POS and are now anchored on a planet JB networks are limited to intra-constellation only Maximum of 2 JB per constellation regardless of who owns them Only alliance (corp if no alliance) members can access the JB
.
I think if we limit Jumpbridges to only reaching a adjacent system then that is a enough of a hit. I think sov owners should be able to have their JB at a pos. I mean they are spending the isk and maintaining the Jumpbridge it should have some reasonable means of defense.
As far as limiting to only the alliance that owns it I think think with the nerf to jumpbridges only reaching a adjacent system that the owner should retain the right on who uses their jumpbridge.
@EveManny
https://twitter.com/EveManny |

Querns
GBS Logistics and Fives Support Goonswarm Federation
682
|
Posted - 2014.07.08 21:01:00 -
[500] - Quote
I guess I don't get the whole "jump bridges must be neutered" thing floating around. Ever since jump bridges were limited to one per system, these travel corridors are very easy to interdict -- simply focus your efforts on the gates between two links. It's certainly more interdictable than a titan bridge, which can not only reach farther, but can utilize beacons to more covertly move pilots between systems (in that a cyno is not required, which is broadcast to everyone in the game.) Compare this to jump bridges, which, by and large, do not change their links, and are typically published publicly, or at least widely enough to make their existence common knowledge. Hell; you can even divine the destination of a jump bridge by getting within 2500 meters of it and right clicking, even if you are hostile to the jump bridge haver in question!
Certainly, jump bridges are an advantage, but their use today is a symptom of the sprawl required to maintain a nullsec empire today, not the cause. Case in point: we prefer to use wormholes for moving our troops over large distances, despite the fact that we have an expansive jump bridge network. The jump bridge network is too easy to disrupt to be a reliable troop transport mechanism, so we use an alternative. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
|

Kynric
Sky Fighters
93
|
Posted - 2014.07.08 21:10:00 -
[501] - Quote
Bogna Markowska wrote:changes to jump drive that could actualy work (not like the chages that sugested the OP)
jump drive:
-a jump drive can store energy for 2 jump (a jump still use cap) and it takes 3-6h regenerate for 1 jump -add mods that speed this up but they need to be active mods so u can't be docked or cloaked (my proposition is that be a hi-slot mod) -add rigs that add 1 more jump -add role bonus to JF to significantly decrease that timer (to like 15-30 min) -titan bridge can also store only 2 bridge (bridge and jump are separate so u can jump twice and bridge twice)
so now: -u can stil jump on someone and run home. -it takes longer to move capital fleet on long distances -u need to think twice if u whant to get in a fight on the second jump
All of this seems really complicated. Why not just cut the jump range in lightyears to a third of its current distance. Geography would then naturally restrict the projection even further as routes become greatly constrained it would not be a simple matter to move a significant distance.
As for jump bridges limit their connections to within the constellation and increase their power/cpu requirement such that they take up nearly all available pos resources. This would allow small gangs to camp them in much the same way as they do gates. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
682
|
Posted - 2014.07.08 21:15:00 -
[502] - Quote
Kynric wrote:As for jump bridges limit their connections to within the constellation and increase their power/cpu requirement such that they take up nearly all available pos resources. This would allow small gangs to camp them in much the same way as they do gates. You're greatly overestimating the offensive power of a POS. A 10 man gang of ishtars and 2-3 scimitars can incapacitate all the guns on a bridge tower easily and leave the bridge online, allowing anyone to camp anyone coming out of the bridge at will. This happens pretty much on a daily basis along our travel corridors. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Kynric
Sky Fighters
93
|
Posted - 2014.07.08 21:34:00 -
[503] - Quote
Querns wrote:Kynric wrote:As for jump bridges limit their connections to within the constellation and increase their power/cpu requirement such that they take up nearly all available pos resources. This would allow small gangs to camp them in much the same way as they do gates. You're greatly overestimating the offensive power of a POS. A 10 man gang of ishtars and 2-3 scimitars can incapacitate all the guns on a bridge tower easily and leave the bridge online, allowing anyone to camp anyone coming out of the bridge at will. This happens pretty much on a daily basis along our travel corridors.
That's a bit bigger than the gangs I roam with and incaping mods sounds like unpleasant structure grinding. If the tower is unable to deploy significant defenses what you have is a form of player made stargate. As it stands now with defenses it is something a lot stronger and harder to camp than a player made stargate.
The entire point of this thread was to suggest ways to reduce projection, which is perhaps not a goal everyone agrees with. However, if that is the goal than increasing the vulnerability to camping would be a way, especially if it was neutered to the point that a duo or trio could make a nuisance of themselves. Seems odd that the player made stargate (jump bridge) would be much less vulnerable to harassment than the usual gates. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
682
|
Posted - 2014.07.08 21:54:00 -
[504] - Quote
Kynric wrote:Querns wrote:Kynric wrote:As for jump bridges limit their connections to within the constellation and increase their power/cpu requirement such that they take up nearly all available pos resources. This would allow small gangs to camp them in much the same way as they do gates. You're greatly overestimating the offensive power of a POS. A 10 man gang of ishtars and 2-3 scimitars can incapacitate all the guns on a bridge tower easily and leave the bridge online, allowing anyone to camp anyone coming out of the bridge at will. This happens pretty much on a daily basis along our travel corridors. That's a bit bigger than the gangs I roam with and incaping mods sounds like unpleasant and time consuming structure grinding. A jump bridge is at some level a player made stargate. As it stands now with defenses it is something a lot stronger and harder to camp than a normal gate. The entire point of this thread was to suggest ways to reduce projection, which is perhaps not a goal everyone agrees with. However, if that is the goal than increasing the vulnerability to camping would be a way, especially if it was neutered to the point that a duo or trio could make a nuisance of themselves. Seems odd that the player made stargate (jump bridge) would be much less vulnerable to harassment than the usual gates.
You can also bypass the guns on a pos completely by setting up a drag 400km+ off the jump bridge, if you don't want to shoot guns. You can camp with one character doing this. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Saisin
State War Academy Caldari State
90
|
Posted - 2014.07.08 21:59:00 -
[505] - Quote
jack1974 wrote:Another solution to power projection is similar to escalations. Mechanics:  A SUBCAP Cyno will allow the mass of any subcap to come through its tunnel but is limited to the use of only 1 capital ship. 1 Capital ship coming through the tunnel would result in the cyno overheating and burning out. can only fit to subcaps A CAPITAL Cyno will allow the mass of any subcap, carrier, or dread to come through the tunnel. 1 Supercapital may come through the tunnel but then the cyno would overheat and burnout. can only fit to capital ships A SUPERCAPITAL Cyno will allow the mass of any supercap, carrier, dread, subcap to come through its tunnel without overheating. can only fit to super capitalsSupporting ideas:  cynos will now be sized small/medium/large. This would make it impossible for a hound to fit a supercapital cyno in its highs. Larger cynos means more LO  in order for a super to come on grid there would have to be a sacrificial carrier cyno(limited to 1 super) or a super lit cyno. In order for there to be a carrier on grid there would have to be a subcap lit cyno. This would ensure a version of subcap dominance in order to ESCALATE to supers.  supers can no longer get across the universe in 20 minutes. If you want to move a super fleet you will consequently need a super cyno for each mid. Since cyno's last a while the fleet will have to wait for the cyno to end or they risk losing the super that lit the cyno. This would apply to carriers/dreads too. Neat! "surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |

Manfred Sideous
North Eastern Swat Pandemic Legion
679
|
Posted - 2014.07.08 22:01:00 -
[506] - Quote
Anthar Thebess wrote:Wormholes should be only addition to logistics. Why all gates allow all types of ships to pass?
So we have grate idea about capitals passing regional gates , as the only way to change regions. I suggested more connections for each region so each region have NPC space connection. This gate don't have to be capital mass capable.
Why not add gates that will only allow moving smaller ships. So we can have gates that will allow to move : - XXL ( so every possible ship ) - XL ( every thing smaller from mothership and titan) - L ( so current sips allowed , including JF) - M ( every thing not capital -> so this will exclude freighters and jump freighters) - S ( Smaller than battle cruisers , but industrial ships will be also allowed)
Now each SOV region have at least : - one XXL Stargate in the direction of the NPC Space - XL gates in the direction of other SOV space - one M gate linking to the nearest NPC space , unless there is already direct XXL Stargate to NPC space
For the NPC space itself. All NPC nullsec space will have few S size gates to 0.1 sec Lowsec , number will be dependent on the system count.
This way there will be always logistic window.
I live in Stain, and it is a bit on the edge of the map, so while keeping current connection styles. We have XXL Gates to : - Esoteria - Catch - Period Basis
In order to move capitals to Lowsec we have to go : Catch -> Providence -> Lowsec
As Stain don't have direct access to lowsec we will have 2-3 S gates to lowsec created. At the same time Stain will get M gates to regions : - Paragon Soul - Impass - Feythabolis - Omist? unless Curse is not closer
I like the spirit of your idea but this can be gamed to easy. It only slows power projection a little not by a margin we need to really change the face of nullsec. But this is good thinking for sure. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
679
|
Posted - 2014.07.08 22:06:00 -
[507] - Quote
Draahkness wrote:I am liking the idea of lived-in-sov. So how about something like this:
Anyone who does (pretty much) anything in a system pushes his/her corp/alliance sov uppwards in the form of sov-points. The corp/alliance with the highest sov-points will be the sov owner after DT. Set a maximum points at say 1000 to ensure it will not take 50 months to get rid of someone who has been entrenched a while.
Examples of things to affect sov: Kill a rat: 1 point Sell an item on the market: 5 points per transaction (ammo, charges and shuttles excepted to minimise abuse) "Pop" a roid: 1 point Sov structure of some sort (few hitpoints, short reinforce timer and hackable): 200 points, lost if reinforced or hacked, lost permanently if destroyed. Destroy a piloted ship that belongs to different alliance/corp: 5 points (shuttles and noob ships excepted) Destroy a capsule belongs to different alliance/corp: 10 points Successfully complete a hacking site: 10 points PI: 1 point per 1000 units moved off planet. Owning the customs office 25 points/office, lost if CO is reinf
A few examples and the numbers may be stupid but you get my point. This means A/ Renters will be the sov owners within a week or two. B/ Taking systems require some effort apart from blowing the sov-strucure. C/ The more a system is "lived in" the more work is required to dislodge the owners even for a hugely superior force. D/ Less or not at all "lived in" systems can be taken quite easily. E/ Everyone, from the JF "import" guy to the grizzled combat pilot contributes daily.
Thoughts?
I disagree with the idea of ship losses affecting influence over sov. Poor groups like brave newbies would be in empire in no time if PVP prowess was a factor. They are newbies of course they are going to lose more ships than vets. This only would strengthen the veteran player base and deter newer players from coming to nullsec. I think we should look for ways to make nullsec more inclusive. I like the idea of well utilized system being very hard to take versus a underutilized system being easy to take. That way if you have a PVE/Industrial centric alliance that utilizes there space well they cannot be steamrolled by a Elite PVP group or a Zerg of Bees (heh). @EveManny
https://twitter.com/EveManny |

GodsWork
Realm of God Triple Penetration Empire
1
|
Posted - 2014.07.08 22:26:00 -
[508] - Quote
Manfred Sideous wrote:Draahkness wrote:I am liking the idea of lived-in-sov. So how about something like this:
Anyone who does (pretty much) anything in a system pushes his/her corp/alliance sov uppwards in the form of sov-points. The corp/alliance with the highest sov-points will be the sov owner after DT. Set a maximum points at say 1000 to ensure it will not take 50 months to get rid of someone who has been entrenched a while.
Examples of things to affect sov: Kill a rat: 1 point Sell an item on the market: 5 points per transaction (ammo, charges and shuttles excepted to minimise abuse) "Pop" a roid: 1 point Sov structure of some sort (few hitpoints, short reinforce timer and hackable): 200 points, lost if reinforced or hacked, lost permanently if destroyed. Destroy a piloted ship that belongs to different alliance/corp: 5 points (shuttles and noob ships excepted) Destroy a capsule belongs to different alliance/corp: 10 points Successfully complete a hacking site: 10 points PI: 1 point per 1000 units moved off planet. Owning the customs office 25 points/office, lost if CO is reinf
A few examples and the numbers may be stupid but you get my point. This means A/ Renters will be the sov owners within a week or two. B/ Taking systems require some effort apart from blowing the sov-strucure. C/ The more a system is "lived in" the more work is required to dislodge the owners even for a hugely superior force. D/ Less or not at all "lived in" systems can be taken quite easily. E/ Everyone, from the JF "import" guy to the grizzled combat pilot contributes daily.
Thoughts? I disagree with the idea of ship losses affecting influence over sov. Poor groups like brave newbies would be in empire in no time if PVP prowess was a factor. They are newbies of course they are going to lose more ships than vets. This only would strengthen the veteran player base and deter newer players from coming to nullsec. I think we should look for ways to make nullsec more inclusive. I like the idea of well utilized system being very hard to take versus a underutilized system being easy to take. That way if you have a PVE/Industrial centric alliance that utilizes there space well they cannot be steamrolled by a Elite PVP group or a Zerg of Bees (heh).
Its a nice idea the bee zombie invasion has to stoppp...... before it reaches empire and caldari loose sov to BEEZZZZZ
|

Doris VanGit
The Rusty Muskets
0
|
Posted - 2014.07.08 22:32:00 -
[509] - Quote
Unfortunatally its been along time since i lived in Null, so i cant really comment in detail.
However, looking at some of the posts on here there are some interesting points being put across.
A few suggestions i would throw on the table are;
1. Remove the Titan bridge, afterall is this ship not powerful enough without putting a fleet of 200 ships straight on a POS. This means that peeps have to fly to the destination, which could lead to that fleet being attacked on route. May reduce a little lag as well. That way if you want BS on field straight away they use Black Ops with Capital support.
Or reduce the the number of ships to 20, and but a timer on the timer for bridge usage.
Will peeps really want to fly so far just to held some renters out? Will this change how the larger alliances conduct there wars? I dont know
2. Remove Supers and Titans from low sec. This means that smaller corps can have there fun as well, without being counter dropped by bigger more powerful alliances just because there are caps on the field. Also see 1, in regards to the Black Ops and caps in low sec. Therefore less Bat Phoneing and peeps may have to fight there own battles. If the cant fight them, there loose the space.
3. Think i have to agree with the passive income, that someone mentioned in an earlier reply. Remove the expensive moons and put them into mining sites. After all its the bigger alliances that control these and dont give the smaller alliances/corps a chance. Why should the bigger alliances have a free run to all the high end isk by doing a little work?
Just my 2 pennies worth |

Manfred Sideous
North Eastern Swat Pandemic Legion
681
|
Posted - 2014.07.08 22:45:00 -
[510] - Quote
Skia Aumer wrote:Manfred Sideous wrote:So I am all for all out war but I cannot call what others want to do. I am the minority here most will want to make agreements so they have some reasonable measure of security... It's sad and makes me sad. And the reason you remain a part of this despised majority is - what? Why dont you quit PL, create your own alliance, call it Against ALL... ehm... Carebears, and wreck the havoc? That's because it involves efforts and risks, and you're either too lazy or too scared (or both). Instead, you go for ranting on forums, starting a topic #723467529346 about "how to fix sov". The sov is fine. Sov is fine, yes. Sov mechanics is broken, indeed - but the sovereignity map itself represents the state of mind of nullsec population and is therefore fine. Most people are risk-averse, deal with it. Those who chose to fight - they have all kinds of tools for that. They have NPC nullsec to live in, they have blackops to hunt the renters and siphons to drain the moons (since recently). Those tools may be sub-optimal and require some balancing/revamping, but they are there. You may say - oh no, it's not for me, it's just pathetic guerilla warfare, and I want all out, I want to welp yet another 59 titans. Well, those titans, I remember them... and what triggered that fight. It was a Halloween War, which started... let me remember... after Solar Fleet and Darkness of Despair formed a coalition. And who are those DD dudes? I guess those were some try-hards from Stain, who (in the beginning) were not even able to take a single R64 moon. That's how you create content, Manny. And also obligatory - your tears are delicious.
First I have created more content then you could ever even dream up and will continue to do so as much as possible. Secondly I don't leave PL because its my home my friends are here and I enjoy playing Eve with them. I have done the hard things I have innovated and I will continue. Siege fleet , Slowcats , Wrecking Ball , Deadzoning , Crushing Providence , Removing RUS from the drone regions. These are just a few things I have had an integral part of. Now that I have swung my E-peen around a little let me continue.
This isn't a cry thread I created because im unhappy the game isn't to my liking. Albeit that is true but I have been playing this game for a decade and wanting to play it for many many more years. I have a vested interest in its health and stability. I play in Nullsec so I have a vested interest in it's health and stability. CCP are on the cusp of making huge changes to nullsec and I want to participate in that discussion. I want Nullsec to be a more diverse and healthy place that embraces more than Blobs , Supercaps & Coalitions. With that said I play with the tools and rules I am given and I want to win. So before you tell me to just not win in the current set of rules and tools let me stop you and tell you noway. I am going to win or do my damndest trying. So the obvious answer is to change the tools and rules so that others have a fair shake. Because currently they don't Nobody has a chance of killing CFC nobody has a chance of killing N3 or PL. We have the people , the isk , the knowledge & talent to stop any wouldbe force that wants to unseat and destroy us.
@EveManny
https://twitter.com/EveManny |
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
682
|
Posted - 2014.07.08 22:45:00 -
[511] - Quote
All this obsession with putting timers on things. Speaking from a biased, empire haver perspective, I say put timers on jumps and bridges -- it hurts us way less than it does anyone else. If you want to perpetuate the status quo, adding timers to everything is the way to go. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Manfred Sideous
North Eastern Swat Pandemic Legion
681
|
Posted - 2014.07.08 22:46:00 -
[512] - Quote
Dhaq wrote:Kagura Nikon wrote: Theorethically interesting but need to be careful because that might make jumping into a capital fight suicide, and therefore reduce a lot the number of engagements.
How many capital fights do we have a year now? Does it really matter if they get reduced? It seems like the only reason they exists is to sit around 9-10 months out of the year, and simply deter smaller engagements from happening. For as much pain as it is going to cause, capitals (or at least supers), and insta-jumping half-way across the universe need to be head-shot and taken out of the equation. There is simply no way to allow them to be used as it currently stands and have any type of productive environment. Those that amassed the most of these wonderful massively unbalanced ships first have won the game.
So when you create Eve 2 please exclude them but were all playing Eve 1 and are stuck with our pandora's box. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
681
|
Posted - 2014.07.08 22:54:00 -
[513] - Quote
Yroc Jannseen wrote:Words I think most of youre suggestions are great in a vacuum ultimately though I see them aiding bigger groups and handicapping smaller groups. Also nullsec logistics don't have to get harder with my changes they are just accomplished by a different means. You and most people are looking at the tether to Jita and thinking " How do I survive without being able to buy sell there and transport easily to where I live". The answer is we boost nullsec industry and local resource harvesting to such a point that you can be self - reliant without needing the tether to empire. Sure you might make a run into the city for some specialty items that you cant get in the local shops. But it takes more time to run into the city and you use more gas and have to fight traffic and pesky things like that. You dont have a express lane that just whisk you there and back. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
684
|
Posted - 2014.07.08 22:58:00 -
[514] - Quote
Kyle Brutor wrote:Without going into too much detail into the problem of power projection itself, I'd like to introduce you to my simple concept to control it. This is simply a concept that I would be interested in hearing feedback on. I don't know whether it would be good or bad for the game but it wouldn't be as drastic as a change as some of the other ideas mentioned here.
Idea: all jump drive capable ships have a calibration amount that recharges kind of like capacitor does. The points of calibration are based upon how many light years the ship can jump. The exact numbers for capacity and recharge rate could be debated but an example would be that a ship could jump 50 light years and their calibration recharges at 10 light years per hour. (I don't know if those are even close to reasonable numbers, I just picked random ones.) Maybe even have skills that can increase the capacity and recharge rate as well. It would basically put a hard limit on to how far ships could jump within a certain time frame but also leave choices available. For instance, you may decide to jump into a fight but not have the calibration to jump out to even the nearest star system for at least 15 minutes. Moving across the galaxy would have to actually be a thing that takes a little bit of time and planning.
Can be gamed by rich/organized player groups who pony express via additional hulls or alts. @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:02:00 -
[515] - Quote
Manfred Sideous wrote: Regional Trade NPC is created to exchange racial building materials for other racial building materials the exchange rate would be based off the market trading average. So if you want to trade Helium Isotopes for Hydrogen isotope and Helium is 1000 p/u and Hydrogen is 500 p/u you would receive 2 units of hydrogen.  NPC Traders would be seeded initially in the conquerable stations in null sec and in a smattering of NPC Nullsec stations. There would be a station upgrade available that then could be added into player built stations.  NPC Trader upgrades would be hackable to disable the service for a period of 8 hours or until someone unhacks the hack. One of the key selling points of Eve is the player driven economy. NPCs selling fuel as a convenience (even if npc prices are pegged to player markets) go completely against one of eve's chief distinguishing features. If NPCs sell fuel, why not ammunition and ships too?
Anyone that has off-racial towers or caps in a given region would be faced with a horrific logistical nightmare in your bold new vision of Eve. You quite evidently saw the logistical nightmare that ensued and came up with the brilliant idea of having NPCs fix it for you. Great. But if NPCs can fix one logistical nightmare, why don't we use them to fix other logistical nightmares (e.g. modules, ships, ammo, drones, etc.). NPC sell orders for everything!
Except that would leave you without chokepoints to camp for easy freighter kills. If everything is to be produced locally or imported, fuel should also be produced locally or imported. Don't half ass your changes, embrace them and all that they imply. |

Manfred Sideous
North Eastern Swat Pandemic Legion
684
|
Posted - 2014.07.08 23:06:00 -
[516] - Quote
Querns wrote:I guess I don't get the whole "jump bridges must be neutered" thing floating around. Ever since jump bridges were limited to one per system, these travel corridors are very easy to interdict -- simply focus your efforts on the gates between two links. It's certainly more interdictable than a titan bridge, which can not only reach farther, but can utilize beacons to more covertly move pilots between systems (in that a cyno is not required, which is broadcast to everyone in the game.) Compare this to jump bridges, which, by and large, do not change their links, and are typically published publicly, or at least widely enough to make their existence common knowledge. Hell; you can even divine the destination of a jump bridge by getting within 2500 meters of it and right clicking, even if you are hostile to the jump bridge haver in question!
Certainly, jump bridges are an advantage, but their use today is a symptom of the sprawl required to maintain a nullsec empire today, not the cause. Case in point: we prefer to use wormholes for moving our troops over large distances, despite the fact that we have an expansive jump bridge network. The jump bridge network is too easy to disrupt to be a reliable troop transport mechanism, so we use an alternative.
Jumpbridges are a huge advantage and stifle small gang pvp. I know they are in large part why I stopped roaming. Whats the point of bringing a small gang around only to get blobbed. Ok so you take fast mobile ships but the large blob can cutoff your escape by taking ever expansive jumpbridges. Then you find you're small gang camped in and are forced to be annihilated or logoff in disgust. It happened so much that it changed roaming to the point now you have roaming fleets. The days of solo roaming or 5-10 guys are gone. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
684
|
Posted - 2014.07.08 23:12:00 -
[517] - Quote
PotatoOverdose wrote:Manfred Sideous wrote: Regional Trade NPC is created to exchange racial building materials for other racial building materials the exchange rate would be based off the market trading average. So if you want to trade Helium Isotopes for Hydrogen isotope and Helium is 1000 p/u and Hydrogen is 500 p/u you would receive 2 units of hydrogen.  NPC Traders would be seeded initially in the conquerable stations in null sec and in a smattering of NPC Nullsec stations. There would be a station upgrade available that then could be added into player built stations.  NPC Trader upgrades would be hackable to disable the service for a period of 8 hours or until someone unhacks the hack. One of the key selling points of Eve is the player driven economy. NPCs selling fuel as a convenience (even if npc prices are pegged to player markets) go completely against one of eve's chief distinguishing features. If NPCs sell fuel, why not ammunition and ships too? Anyone that has off-racial towers or caps in a given region would be faced with a horrific logistical nightmare in your bold new vision of Eve. You quite evidently saw the logistical nightmare that ensued and came up with the brilliant idea of having NPCs fix it for you. Great. But if NPCs can fix one logistical nightmare, why don't we use them to fix other logistical nightmares (e.g. modules, ships, ammo, drones, etc.). NPC sell orders for everything! Except that would leave you without chokepoints to camp for easy freighter kills. If everything is to be produced locally or imported by gate, fuel should also be produced locally or imported by gate. Don't half ass your changes, embrace them and all that they imply.
NPCs wouldn't be selling anything. It would be a barter/exchange system with market averages setting the value of the item bartered. You couldn't exchange your loot for some topes or minerals. You could exchange locally mined resources for resources not available locally. So Helium for Hydrogen , Nitrogen , Oxygen Isotopes. Things like that. The exchange rate fluctuates daily based off what the gamewide market average is. So if your Helium is worth 1k p/u and the isotope you want to exchange for is 500 you would receive 2 units. HTH @EveManny
https://twitter.com/EveManny |

Mario Putzo
Welping and Dunking.
930
|
Posted - 2014.07.08 23:14:00 -
[518] - Quote
And what impacts would this have on Low Sec which is arguably at much greater risk in terms of logistics than Nullsec is currently.
Should lowsec once again take a shot so Nullsec can untangle its rats nest of shittiness? |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.08 23:17:00 -
[519] - Quote
Doris VanGit wrote:Unfortunatally its been along time since i lived in Null, so i cant really comment in detail.
However, looking at some of the posts on here there are some interesting points being put across.
A few suggestions i would throw on the table are;
1. Remove the Titan bridge, afterall is this ship not powerful enough without putting a fleet of 200 ships straight on a POS. This means that peeps have to fly to the destination, which could lead to that fleet being attacked on route. May reduce a little lag as well. That way if you want BS on field straight away they use Black Ops with Capital support.
Or reduce the the number of ships to 20, and but a timer on the timer for bridge usage.
Will peeps really want to fly so far just to held some renters out? Will this change how the larger alliances conduct there wars? I dont know
2. Remove Supers and Titans from low sec. This means that smaller corps can have there fun as well, without being counter dropped by bigger more powerful alliances just because there are caps on the field. Also see 1, in regards to the Black Ops and caps in low sec. Therefore less Bat Phoneing and peeps may have to fight there own battles. If the cant fight them, there loose the space.
3. Think i have to agree with the passive income, that someone mentioned in an earlier reply. Remove the expensive moons and put them into mining sites. After all its the bigger alliances that control these and dont give the smaller alliances/corps a chance. Why should the bigger alliances have a free run to all the high end isk by doing a little work?
Just my 2 pennies worth
If you are going to remove the titan bridge then the jumpbridge has to go then so its fair. Because a Jumpbridge can send the same amount of people forward. Or Perhaps the titan bridge can only bridge people to the sun . @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:18:00 -
[520] - Quote
Manfred Sideous wrote: NPCs wouldn't be selling anything. It would be a barter/exchange system with market averages setting the value of the item bartered. You couldn't exchange your loot for some topes or minerals. You could exchange locally mined resources for resources not available locally. So Helium for Hydrogen , Nitrogen , Oxygen Isotopes. Things like that. The exchange rate fluctuates daily based off what the gamewide market average is. So if your Helium is worth 1k p/u and the isotope you want to exchange for is 500 you would receive 2 units. HTH
You're still having NPCs run logistics for you, effectively having NPCs supply your market. That's just great. But if NPCs can run large volumes of fuel everywhere, why can't they run guns, ammo, modules, drones, or ships?
What your asking for is a nerf to logistics while simultaneously having NPCs fix one of the biggest logistical nightmares in Eve: fueling all of those off racial towers and caps in any given region.
NPCs delivering goods to your station is not a player driven economy. If your jump changes to Eve don't work without NPCs propping up every single station in null, your changes are crap. |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.08 23:21:00 -
[521] - Quote
Mario Putzo wrote:And what impacts would this have on Low Sec which is arguably at much greater risk in terms of logistics than Nullsec is currently.
Should lowsec once again take a shot so Nullsec can untangle its rats nest of shittiness?
Those jumpfreighters can no longer just jump past lowsec from edge to edge. They have to pass through. Seems like a stealth boost to me. Because people will want to protect there JF's so you will see escorts that you can fight and kill or extort from. @EveManny
https://twitter.com/EveManny |

Mario Putzo
Welping and Dunking.
930
|
Posted - 2014.07.08 23:25:00 -
[522] - Quote
Also if this is simply about limiting the power of Capitals and JF and bridges etc.
Why not just split all the regions in EVE into ranges that can not be jumped to or bridged to. Example. Tenal > Cobalt Edge.
Give Capitals the ability to jump gates, and the only way a capital fleet can go region to region is by jumping through that regional access gate.
So you can move about as normal (by todays standards) within any particular region. But moving Region to Region would require you to take gates and Super Carriers and Titans would not be able to bridge into, or jump inter regionally. Unless perhaps CCP gave us the capacity to create a unique player built gate that would facilitate Super Capitals jumping through it or something.
Manfred Sideous wrote:Mario Putzo wrote:And what impacts would this have on Low Sec which is arguably at much greater risk in terms of logistics than Nullsec is currently.
Should lowsec once again take a shot so Nullsec can untangle its rats nest of shittiness? Those jumpfreighters can no longer just jump past lowsec from edge to edge. They have to pass through. Seems like a stealth boost to me. Because people will want to protect there JF's so you will see escorts that you can fight and kill or extort from.
Ya that doesn't really impact LS in that capacity. You would just simply have people...as they do today, Staging in the first lowsec system outside of Highsec, with no way to actually remove those people from that space (unlike null where a starved alliance can and will likely lose access to that space etc.). Ultimately it would lead to a similar problem that Nullsec currently faces with the bigger entities pushing out the little guys.
As it is today a small corporation or alliance can be effective in Lowsec because JF's allow them access to the market, changing the mechanics of that simply means guys like PL who sit in Ammake will essentially dominate a entire regional access simply by sitting in Gulm or Houla. |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.08 23:29:00 -
[523] - Quote
PotatoOverdose wrote:Manfred Sideous wrote: NPCs wouldn't be selling anything. It would be a barter/exchange system with market averages setting the value of the item bartered. You couldn't exchange your loot for some topes or minerals. You could exchange locally mined resources for resources not available locally. So Helium for Hydrogen , Nitrogen , Oxygen Isotopes. Things like that. The exchange rate fluctuates daily based off what the gamewide market average is. So if your Helium is worth 1k p/u and the isotope you want to exchange for is 500 you would receive 2 units. HTH
You're still having NPCs run logistics for you, effectively having NPCs supply your market. That's just great. But if NPCs can run large volumes of fuel everywhere, why can't they run guns, ammo, modules, drones, or ships? What your asking for is a nerf to logistics while simultaneously having NPCs fix one of the biggest logistical nightmares in Eve: fueling all of those off racial towers and caps in any given region. NPCs delivering goods to your station is not a player driven economy. If your jump changes to Eve don't work without NPCs propping up every single station in null, your changes are crap.
NPCs aren't delivering anything. You are trading something that is deleted from the database in exchange for a item thats created in the database on a fair even and equal level. You have to obtain the original source item by mining it somewhere along the line. Or do you think villagers in minecraft are secretly out mining all those diamonds you are trading emeralds for. Also if you can point me to the villagers emerald stash they have acquired from all those trades it would be awesome. /sarcasm
So yeah the main thing you hear anytime you talk about nerfing power projection is making logistics harder unfun and zomg how people who do logistics are going to kill themselves (in game) or quit. So this is a fair and equitable way to achieve power projection nerf without burdening logistics people. I mean they will still make trips to export goods and to import goods but the amount should be way less thereby limiting their desire to kill themselves (in game) or quit. Also when they are making these trips they will have friends and comrades to help them along their way. @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:30:00 -
[524] - Quote
Just to reiterate my point here, having NPCs magically run/"exchange" fuel to remote null outposts is a complete Non-starter.
Players should have to deliver those topes to your outposts, not NPCs. Player driven economy is important. You should probably rework your idea with that in mind. All those off-racial towers and caps? Players need to supply them and every part of the supply chain leading to them, not NPCs. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:33:00 -
[525] - Quote
Manfred Sideous wrote: NPCs aren't delivering anything. You are trading something that is deleted from the database in exchange for a item thats created in the database on a fair even and equal level.
So NPCs are taking Helium sold in Amarr and making it available for exchange in VFK for locally mined nitrogen? Yeah, that's called NPC logistics and NPC delivery. If a player didn't bring those topes to VFK or wherever, then it's not a player driven economy, is it? |

Mario Putzo
Welping and Dunking.
930
|
Posted - 2014.07.08 23:34:00 -
[526] - Quote
PotatoOverdose wrote:Just to reiterate my point here, having NPCs magically run/"exchange" fuel to remote null outposts is a complete Non-starter. Players should have to deliver those topes to your outposts, not NPCs. Player driven economy is important. You should probably rework your idea with that in mind. All those off-racial towers and caps? Players need to supply them and every part of the supply chain leading to them, not NPCs.
Having NPC's deliver goods does not limit the player driven market. It simply reduces player service opportunity. Organizations like Black Frog would likely get hit, but people would still buy and sell, create and destroy the same products as they do today.
|

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:36:00 -
[527] - Quote
Mario Putzo wrote:PotatoOverdose wrote:Just to reiterate my point here, having NPCs magically run/"exchange" fuel to remote null outposts is a complete Non-starter. Players should have to deliver those topes to your outposts, not NPCs. Player driven economy is important. You should probably rework your idea with that in mind. All those off-racial towers and caps? Players need to supply them and every part of the supply chain leading to them, not NPCs. Having NPC's deliver goods does not limit the player driven market. It simply reduces player service opportunity. Organizations like Black Frog would likely get hit, but people would still buy and sell, create and destroy the same products as they do today. So we're fine with NPCs magically echanging fuel between Amarr and some god forsaken null sec system, why can't those same NPCs exchange modules, ammo, and ships?
Bringing goods to market is as much a part of the market as selling them. You can't have a grocery store without the trucks to bring the groceries to market. |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.08 23:36:00 -
[528] - Quote
I'd like to ask does anyone think its reasonable that a single player with a jumpfreighter can just jump back and forth from nullsec to empire and buy literally anything from empire and bring it back. Does that seem like a immersive experience? I mean where do you live that Joe the Lorry driver goes off and supplies you and all your mates with what you need to live and survive from a single point. @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:39:00 -
[529] - Quote
Manfred Sideous wrote:I'd like to ask does anyone think its reasonable that a single player with a jumpfreighter can just jump back and forth from nullsec to empire and buy literally anything from empire and bring it back. Does that seem like a immersive experience? I mean where do you live that Joe the Lorry driver goes off and supplies you and all your mates with what you need to live and survive from a single point. Is it more reasonable for an NPC to magically teleport Helium from Amarr to VFK and Nitrogen from VFK back to Amarr? That's what your "exchange" system amounts to, and it's a lot worse than the current jump freighter actually jumping their ship back and forth. |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.08 23:40:00 -
[530] - Quote
PotatoOverdose wrote:Mario Putzo wrote:PotatoOverdose wrote:Just to reiterate my point here, having NPCs magically run/"exchange" fuel to remote null outposts is a complete Non-starter. Players should have to deliver those topes to your outposts, not NPCs. Player driven economy is important. You should probably rework your idea with that in mind. All those off-racial towers and caps? Players need to supply them and every part of the supply chain leading to them, not NPCs. Having NPC's deliver goods does not limit the player driven market. It simply reduces player service opportunity. Organizations like Black Frog would likely get hit, but people would still buy and sell, create and destroy the same products as they do today. So we're fine with NPCs magically echanging fuel between Amarr and some god forsaken null sec system, why can't those same NPCs exchange modules, ammo, and ships? Bringing goods to market is as much a part of the market as selling them. You can't have a grocery store without the trucks to bring the groceries to the store.
Because you can produce those T1 modules ships and ammo locally with locally sourced materials. Now when you get to the T2 ships and modules that where you would need the exchange because not all of those materials could be sourced locally but you can exchange your locally sourced T2 resources for foreign resource.
The only flaw in this is T3 because that only comes from WH. So the T3 specific ingredients to build T3 would have to be sourced from empire or by another means.
@EveManny
https://twitter.com/EveManny |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.08 23:43:00 -
[531] - Quote
PotatoOverdose wrote:Manfred Sideous wrote:I'd like to ask does anyone think its reasonable that a single player with a jumpfreighter can just jump back and forth from nullsec to empire and buy literally anything from empire and bring it back. Does that seem like a immersive experience? I mean where do you live that Joe the Lorry driver goes off and supplies you and all your mates with what you need to live and survive from a single point. Is it more reasonable for an NPC to magically teleport Helium from Amarr to VFK and Nitrogen from VFK back to Amarr? That's what your "exchange" system amounts to, and it's a lot worse than the current jump freighter actually jumping their ship back and forth.
Is this NPC going to transplant your war stocks and fuel and all the things you need to a foreign deployment zone like a jumpfreighter can and does? Is the NPC going to resupply you so you don't have to worry about attrition in a conflict zone like a jumpfreighter does? Or a jumpbridge network or a Titan bridge. @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:44:00 -
[532] - Quote
Look, I don't know how else to say this: If your system requires NPCs to magically teleport Isotopes between all of the stations in Eve, then your system is bad. It goes against the very nature of Eve.
Go back and rework it without the magically isotope teleporting NPCs, please. |

Yroc Jannseen
Enlightened Industries Goonswarm Federation
46
|
Posted - 2014.07.08 23:51:00 -
[533] - Quote
Manfred Sideous wrote: NPCs wouldn't be selling anything. It would be a barter/exchange system with market averages setting the value of the item bartered. You couldn't exchange your loot for some topes or minerals. You could exchange locally mined resources for resources not available locally. So Helium for Hydrogen , Nitrogen , Oxygen Isotopes. Things like that. The exchange rate fluctuates daily based off what the gamewide market average is. So if your Helium is worth 1k p/u and the isotope you want to exchange for is 500 you would receive 2 units. HTH
So basically you are talk about cutting off null regions economically from the rest of the game but keeping the existing racial/geographic variances that exist in items.
So let's take something like Mercury, which basically doesn't exist in the west. If I'm now in the west my main/only way of obtaining this is "bartering" with NPC's. The price is based on a global average price. Well the only spot that Mercury is being sold/traded is in the East. What's to stop a group in the East from now driving up the price they are selling Mercury to each other, to the point it becomes 2 x Technetium/Caesium so they can now go and barter for double the tech/cae?
I guess they wouldn't bother because there would be no point in producing more than they need locally, because selling to the wider world would be prohibitively expensive/difficult |

Mario Putzo
Welping and Dunking.
930
|
Posted - 2014.07.08 23:52:00 -
[534] - Quote
PotatoOverdose wrote:Mario Putzo wrote:PotatoOverdose wrote:Just to reiterate my point here, having NPCs magically run/"exchange" fuel to remote null outposts is a complete Non-starter. Players should have to deliver those topes to your outposts, not NPCs. Player driven economy is important. You should probably rework your idea with that in mind. All those off-racial towers and caps? Players need to supply them and every part of the supply chain leading to them, not NPCs. Having NPC's deliver goods does not limit the player driven market. It simply reduces player service opportunity. Organizations like Black Frog would likely get hit, but people would still buy and sell, create and destroy the same products as they do today. So we're fine with NPCs magically echanging fuel between Amarr and some god forsaken null sec system, why can't those same NPCs exchange modules, ammo, and ships? Bringing goods to market is as much a part of the market as selling them. You can't have a grocery store without the trucks to bring the groceries to the store.
No I am fine with NPCs delivering goods to and from locations in EVE in exchange for some form of equalized commodity.
If I buy an Item from the market, the guy who put it on market still gets his ISK. If I sell an item on the market, the guy who buys it still pays me ISK.
The only thing being altered is how the item gets from point A to point B.
If JD's are reduced significantly in ability, then you will see a stark fall off in delivery services. Or an outrageous influx in pricing by players performing the service. Goods will no longer move from Jita to the far corners of space, because who the hell wants to jump 30 jumps to drop off some power converters to some dude in NS that probably kill you anyway.
If you remove the capacity for JF's to exist you must fill that void with a reliable alternative method for getting goods moved around the galaxy. Otherwise your precious player economy will fall apart. You can't just take access of product away from the largest consumers in the game and expect the economy to remain the same as it is today.
I think NPC trading should have been implemented long ago anyway. If I buy something from market I should have the following options.
Get it myself Pay another player to get it Or select an option to have it delivered by NPC over the course of X number of hours and/or days.
If I lose potential for the first 2 options, you better hope I can still get items, or I just won't play because seriously, have you ever tried moving freighters around with ****. Forget about losing your ship, try losing your mind from the sheer irritation that is going 10 jumps, let alone 20+ |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.08 23:53:00 -
[535] - Quote
Yroc Jannseen wrote:Manfred Sideous wrote: NPCs wouldn't be selling anything. It would be a barter/exchange system with market averages setting the value of the item bartered. You couldn't exchange your loot for some topes or minerals. You could exchange locally mined resources for resources not available locally. So Helium for Hydrogen , Nitrogen , Oxygen Isotopes. Things like that. The exchange rate fluctuates daily based off what the gamewide market average is. So if your Helium is worth 1k p/u and the isotope you want to exchange for is 500 you would receive 2 units. HTH So basically you are talk about cutting off null regions economically from the rest of the game but keeping the existing racial/geographic variances that exist in items. So let's take something like Mercury, which basically doesn't exist in the west. If I'm now in the west my main/only way of obtaining this is "bartering" with NPC's. The price is based on a global average price. Well the only spot that Mercury is being sold/traded is in the East. What's to stop a group in the East from now driving up the price they are selling Mercury to each other, to the point it becomes 2 x Technetium/Caesium so they can now go and barter for double the tech/cae? I guess they wouldn't bother because there would be no point in producing more than they need locally, because selling to the wider world would be prohibitively expensive/difficult
Except that empire and lowsec doesn't get trade NPC's so they will still need use it and buy it on the market.
@EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.08 23:57:00 -
[536] - Quote
Mario Putzo wrote: No I am fine with NPCs delivering goods to and from locations in EVE in exchange for some form of equalized commodity.
You may be fine with NPCs magically teleporting Isotopes between all of the stations in Eve, I however am not. And I seriously doubt CCP will entertain the idea either.
|

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.09 00:07:00 -
[537] - Quote
Mario Putzo wrote: Get it myself Pay another player to get it Or select an option to have it delivered by NPC over the course of X number of hours and/or days.
If I lose potential for the first 2 options, you better hope I can still get items, or I just won't play because seriously, have you ever tried moving freighters around with ****. Forget about losing your ship, try losing your mind from the sheer irritation that is going 10 jumps, let alone 20+
So, we have NPCs providing un-interdictable isotope trade between all the stations of Eve. Wonderful. That's totally not worse than what we currently have. Hell, at least Jump Freighters actually die once in a blue moon.
Unless your NPCs go gate to gate in freighters, or cyno to cyno in jump freighters (where players can gank/interdict them), then the proposed system is MUCH worse than the current one.
You know, I never thought I'd have to explain why magical isotope teleporting NPCs are a bad idea, but there you have it. |

Mario Putzo
Welping and Dunking.
930
|
Posted - 2014.07.09 00:11:00 -
[538] - Quote
PotatoOverdose wrote:Mario Putzo wrote: No I am fine with NPCs delivering goods to and from locations in EVE in exchange for some form of equalized commodity.
You may be fine with NPCs magically teleporting Isotopes between all of the stations in Eve, I however am not. And I seriously doubt CCP will entertain the idea either.
Ya but your argument against it is pretty irrational and devoid of any concrete reasoning. Yes delivery groups like Black Frog will see a large reduction in profitability. But they are not at the core of the economy, they are enablers of the economy. The economy doesn't fluctuate depending on what Black Frog does, the economy fluctuates depending on what players create, consume and destroy.
I am sure if the idea was fleshed out more than just NPC Trading and actually developed into a concrete system CCP would give it a look, heck lord knows we could use some more ISK sinks in this game.
PotatoOverdose wrote:Mario Putzo wrote: Get it myself Pay another player to get it Or select an option to have it delivered by NPC over the course of X number of hours and/or days.
If I lose potential for the first 2 options, you better hope I can still get items, or I just won't play because seriously, have you ever tried moving freighters around with ****. Forget about losing your ship, try losing your mind from the sheer irritation that is going 10 jumps, let alone 20+
So, we have NPCs providing un-interdictable isotope trade between all the stations of Eve. Wonderful. That's totally not worse than what we currently have. Hell, at least Jump Freighters actually die once in a blue moon. Unless your NPCs go gate to gate in freighters, or cyno to cyno in jump freighters (where players can gank/interdict them), then the proposed system is MUCH worse than the current one. You know, I never thought I'd have to explain why magical isotope teleporting NPCs are a bad idea, but there you have it.
Or you just allow them to deliver from buy orders making players stock the market as they currently do with sell orders, thus making NPCs only fill the role held by a very few individuals in EVE who already transport stuff around with impunity as is. |
|

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
3228

|
Posted - 2014.07.09 00:24:00 -
[539] - Quote
Removed some off topic posts. ISD Dorrim Barstorlode Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.09 00:25:00 -
[540] - Quote
Mario Putzo wrote: Or you just allow them to deliver from buy orders making players stock the market as they currently do with sell orders, thus making NPCs only fill the role held by a very few individuals in EVE who already transport stuff around with impunity as is.
So....completely un-interdictable trade is still a go. Ok.....
Look, moving isotopes around with impunity is just as much a problem as moving ships or ammo around with impunity. It's still power projection. Getting fuel to your off-racial POS with absolute impunity makes holding and extracting wealth from your sov sprawl that much easier. Moving fuel with impunity allows you to more readily supply caps which are the subject of the proposed changes.
On the one hand, we say nerf the ability to move things with impunity. On the other, you make moving fuel even easier than it was before, allowing for many of the same excesses.
But NPCs moving goods with impunity will never happen. You know why? Look at how CCP reacted to freighters autopiloting to zero in Hi-sec. You really think CCP will let NPC freighters move topes around with impunity in Nullsec?  |
|

Mario Putzo
Welping and Dunking.
930
|
Posted - 2014.07.09 00:42:00 -
[541] - Quote
PotatoOverdose wrote:[quote=Mario Putzo] But NPCs moving goods with impunity will never happen. You know why? Look at how CCP reacted to freighters autopiloting to zero in Hi-sec. You really think CCP will let NPC freighters move topes around with impunity in Nullsec? 
Sure they will if it means people will continue to play the game.
People are leaving the game right now because it is stagnant. CCP has to address the fact that the Dominion Sov experience has run its course. Its done, the people in NS do not want to fight over it anymore, mostly because there is no reason to, and it is relatively impractical. Couple big fights, some ooh and ahh, then several weeks of grinding a region.
If CCP seriously wants to address the issues with NS they will need to essentially limit the capacity of current NS entities from what they are today. This means massive changes to how sov works, and the ease of which one can move throughout New Eden. In order to provide a foothold for the next generation of Sov (lets call it 3rd Gen since BOB all but won round 1 back in the old POS days) new entities must be able to establish a foothold with similar equality in accessibility. (Otherwise you just end up back where you are today).
Now once you start reducing the ease of transport in EVE, which absolutely must happen to facilitate accessibility for newer entities to emerge, CCP will need to counter balance that with mechanics that still allow NS groups to maintain their relative rate of consumption. If you make the game to tedious for people to acquire basic necessities then you already begin alienating them from day 1.
People will not tolerate jumping 30 jumps back and forth in order to acquire minerals, materials or even products. People will just say **** it, and quit because it would be absolute bullshit, and nor is the current method of moving stuff an effective format because it again leaves the current paradigm in NS as is and limits accessibility for new players. So if CCP wishes to retain people, and CCP wishes to grow the game over another decade, then they absolutely would have to consider a variable method of getting Items from point A to point B, because ultimately this game comes down to Create, Consume, Destroy. If those metrics can not be met or maintained, then this game ultimately falls apart until the only guys playing are mining bots who wonder why no one will buy their trit anymore.
Is NPC Transport feasible. Yes. Does it have a valid position within potential future game mechanics. Yes. Is it the only solution. No.
|

Cronus Maximus
Amok. Goonswarm Federation
1
|
Posted - 2014.07.09 01:06:00 -
[542] - Quote
Quote:NPCs Should Trade 'Topes!
Quote:That's not player Driven!
Cutting off realistic access to other isotopes is not reasonable, but neither is having to import through dozens of gates.
So we want a player driven solution that allows local sourcing of isotopes without invoking magic NPCs or preventing some form of interdiction.
Why not alchemy? If I can turn moo goo into different moo goo then surely turning some Nitrogen 'topes into Helium 'topes should be easy. Either have the process incur a small loss, or if you want to allow for greater interaction then require a reactant that can be sourced either locally in mass or imported from the racial area you want to react into. Maybe both these are options maybe only one.
In one scenario we have an additional mining operation that can be specifically targeted. Enemy just got back from a long deployment and jumped around a lot? Send in the covops to drive them nuts and put a chokehold on them while you beat their ally who can't get help senseless.
In the other we have you guarding your borders to prevent ninja extraction of a resource that if you maintain control of gives you power over your enemies, or a bargaining chip with allies.
Onerous? maybe. Content creating? maybe, if the balance is right. 100% based in fake internet science? Definitely.
This is just off the cuff so if someone has a different take along the same lines I'd be interested to hear it. |

Retar Aveymone
GoonWaffe Goonswarm Federation
534
|
Posted - 2014.07.09 01:09:00 -
[543] - Quote
Manfred Sideous wrote:I'd like to ask does anyone think its reasonable that a single player with a jumpfreighter can just jump back and forth from nullsec to empire and buy literally anything from empire and bring it back. Does that seem like a immersive experience? I mean where do you live that Joe the Lorry driver goes off and supplies you and all your mates with what you need to live and survive from a single point. It's better than NPCs. At least the jump freighter is going back and forth, and for things like fuel it's going back and forth a lot (and each time risking the wrath of CODE or miniluv).
However you've mostly got the cause and effect backwards. People import because 0.0 is terrible for industry. Crius is changing this and it's possible that in the future industry in 0.0 will be effective enough you can start tampering down the effectiveness of the logistical links to empire. But you can't kill the links, then fix local industry: you'll just wind up with a dead 0.0. Once there's a contingent of nullsec industrialists campaigining to kill jump freighters to get rid of those pesky importers the situation might be at a point where it's discussable.
However you still have to get around the problem that T2 REQUIRES the ability to shuffle great amounts of fuel out to 0.0, and then raws back, as moon minerals are regional. You can't sever those links without breaking the whole process for everyone. And those links, as unimmersive as you think they are, provide infinitely more gameplay than npc stations that trade you hafnium for technetium. |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.09 01:15:00 -
[544] - Quote
Cronus Maximus wrote:Quote:NPCs Should Trade 'Topes! Quote:That's not player Driven! Cutting off realistic access to other isotopes is not reasonable, but neither is having to import through dozens of gates. So we want a player driven solution that allows local sourcing of isotopes without invoking magic NPCs or preventing some form of interdiction. Why not alchemy? If I can turn moo goo into different moo goo then surely turning some Nitrogen 'topes into Helium 'topes should be easy. Either have the process incur a small loss, or if you want to allow for greater interaction then require a reactant that can be sourced either locally in mass or imported from the racial area you want to react into. Maybe both these are options maybe only one. In one scenario we have an additional mining operation that can be specifically targeted. Enemy just got back from a long deployment and jumped around a lot? Send in the covops to drive them nuts and put a chokehold on them while you beat their ally who can't get help senseless. In the other we have you guarding your borders to prevent ninja extraction of a resource that if you maintain control of gives you power over your enemies, or a bargaining chip with allies. Onerous? maybe. Content creating? maybe, if the balance is right. 100% based in fake internet science? Definitely. This is just off the cuff so if someone has a different take along the same lines I'd be interested to hear it.
Winner Winner Chicken Dinner this man wins
@EveManny
https://twitter.com/EveManny |

Mario Putzo
Welping and Dunking.
931
|
Posted - 2014.07.09 01:17:00 -
[545] - Quote
Cronus Maximus wrote:Quote:NPCs Should Trade 'Topes! Quote:That's not player Driven! Cutting off realistic access to other isotopes is not reasonable, but neither is having to import through dozens of gates. So we want a player driven solution that allows local sourcing of isotopes without invoking magic NPCs or preventing some form of interdiction. Why not alchemy? If I can turn moo goo into different moo goo then surely turning some Nitrogen 'topes into Helium 'topes should be easy. Either have the process incur a small loss, or if you want to allow for greater interaction then require a reactant that can be sourced either locally in mass or imported from the racial area you want to react into. Maybe both these are options maybe only one. In one scenario we have an additional mining operation that can be specifically targeted. Enemy just got back from a long deployment and jumped around a lot? Send in the covops to drive them nuts and put a chokehold on them while you beat their ally who can't get help senseless. In the other we have you guarding your borders to prevent ninja extraction of a resource that if you maintain control of gives you power over your enemies, or a bargaining chip with allies. Onerous? maybe. Content creating? maybe, if the balance is right. 100% based in fake internet science? Definitely. This is just off the cuff so if someone has a different take along the same lines I'd be interested to hear it.
And this is a good idea. |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.09 01:25:00 -
[546] - Quote
Updated op to reflect changes including Cronus Maximus Alchemy Idea. @EveManny
https://twitter.com/EveManny |

Mario Putzo
Welping and Dunking.
931
|
Posted - 2014.07.09 01:32:00 -
[547] - Quote
I still think you need to address the potential impacts on Low Sec.
Unlike NS you can't evict people from space to secure an avenue, you can't bubble gates to secure a system, you can't flick on a cyno jammer to protect an asset. or op
While I understand that LS is the red headed step child of EVE, its accessibility to industry is much less and more risky than that of NS, or HS, and reducing that further will turn it into even more of a barren waste land. |

Manfred Sideous
North Eastern Swat Pandemic Legion
689
|
Posted - 2014.07.09 01:48:00 -
[548] - Quote
Mario Putzo wrote:I still think you need to address the potential impacts on Low Sec.
Unlike NS you can't evict people from space to secure an avenue, you can't bubble gates to secure a system, you can't flick on a cyno jammer to protect an asset. or op
While I understand that LS is the red headed step child of EVE, its accessibility to industry is much less and more risky than that of NS, or HS, and reducing that further will turn it into even more of a barren waste land.
Lowsec like Nullsec needs a rework. If I were to take a stab in the dark I would move production lines out of hisec or at least create great incentives to do so in Lowsec. The treaty system would be real handy in lowsec. I envision Faction Warfare vieing to take and hold space from other empires. I envision Builders and Miners buying protection from Faction Warfare in the form of paying protection money through the treaty system. If Amarr Faction warfare provides the safest space and deliver on their treaties better builders and industrialist will gravitate to those areas. Faction Warfare players get a cut of the collected isk for the treaties. Now this sounds nominal and perhaps at first it could be. But if builders are getting much higher ME/PE from lowsec factory lines than from hisec than money says they are going to go where the profits are. Furthermore opposing factions will want some of that sweet sweet treaty isk and will look to disrupt or take those production centers. This creates a ton of new conflict drivers.
Of course if you want to be safe and are willing to accept less profit and longer production by all means stay in the comfort of hisec.
So you have FW with a vested interest in protecting their customers from pirates and opposing factions so they can retain their business. Opposing factions will be battling and skirmishing to disrupt that environment and to enlarge they're empires. @EveManny
https://twitter.com/EveManny |

Mario Putzo
Welping and Dunking.
931
|
Posted - 2014.07.09 02:29:00 -
[549] - Quote
and what of the areas that don't include FW as an option? or should CCP consider expanding on the FW system to perhaps include all LS areas?
I think a treaty system is reasonable but the issue becomes more apparent that when the stop of materials flowing from nullsec occurs because of no JFs or what not to bring them to market, exactly what does LS then do with itself?
I think more intertrading would be required in the new scheme of things, simply backending all of NS requirements into NS would leave both HS and LS short changed. Perhaps something like the following layout.
HS> Mid Tier Minerals (stuff common in LS atm)
LS> High End Moon Goo (stuff common in NS atm) High Tier Mins (from NS)
NS> Low End Moon Goo (stuff common in LS atm) Low End Minerals.(from LS)
This make LS essentially the bridge for required materials. Guys from NS will have to come to LS or deal in LS in order to get High End Goo, and Minerals, as will guys from HS. Guys from LS will be required to deal with guys in HS and NS in order to get low end minerals and moon goo.
With the reduction in power projection localized lowsec groups will be more capable of controlling or contesting the moons against Null Sec power blocs, and there should be some synergy established between the regional groups in order to facilitate production.
It also draw more people into "open" conflict zones, in the sense HS guys can't simply hide behind Concord, and NS guys can't hide behind cyno jammers and bubbled gates. Everyone would have to come into the no mans land that is lowsec where your protection is essentially limited to the friends you have at the time.
I |

amber mbd
Innovative Sandbox Solutions
8
|
Posted - 2014.07.09 02:46:00 -
[550] - Quote
Mario Putzo wrote:and what of the areas that don't include FW as an option? or should CCP consider expanding on the FW system to perhaps include all LS areas?
I think a treaty system is reasonable but the issue becomes more apparent that when the stop of materials flowing from nullsec occurs because of no JFs or what not to bring them to market, exactly what does LS then do with itself?
I think more intertrading would be required in the new scheme of things, simply backending all of NS requirements into NS would leave both HS and LS short changed. Perhaps something like the following layout.
HS> Mid Tier Minerals (stuff common in LS atm)
LS> High End Moon Goo (stuff common in NS atm) High Tier Mins (from NS)
NS> Low End Moon Goo (stuff common in LS atm) Low End Minerals.(from HS)
This make LS essentially the bridge for required materials. Guys from NS will have to come to LS or deal in LS in order to get High End Goo, and Minerals, as will guys from HS. Guys from LS will be required to deal with guys in HS and NS in order to get low end minerals and moon goo.
With the reduction in power projection localized lowsec groups will be more capable of controlling or contesting the moons against Null Sec power blocs, and there should be some synergy established between the regional groups in order to facilitate production.
It also draw more people into "open" conflict zones, in the sense HS guys can't simply hide behind Concord, and NS guys can't hide behind cyno jammers and bubbled gates. Everyone would have to come into the no mans land that is lowsec where your protection is essentially limited to the friends you have at the time.
I
"take all the high end resources away from nullsec and give them to lowsec"
lol and people say the goonies are trying to rig it for themselves. are u for real?  |
|

Kynric
Sky Fighters
102
|
Posted - 2014.07.09 02:55:00 -
[551] - Quote
Wouldn't it be simpler to just put some off racial area ice into the spawn table, but at a low rate than the normally associated type. Thus each region would have all of the ice, but would of course have much more of its racial variety. Seems a lot easier than adding npcs or alchemy. |

Mashka Cybertrona
Vanishing Point. The Initiative.
6
|
Posted - 2014.07.09 03:05:00 -
[552] - Quote
I asked the question to some people on coms tonight, I want to ask you all the same question;
seeing how we all share the same interests and hobbies, we are fundamentally the same demographic. Anyone that has been in this game long enough has associates on both sides of the current nullsec divide because we are practically the same. All the bickering, trolling, flaming and local spam is an effort to try and generate conflict between groups when realistically there isn't.
The question then is, why play in a way none of us enjoy?
If we all want the same thing, small/medium sized fleet roaming and good fights, why not make an agreement with the good fight in mind. Declare a deployment zone/Hunting ground (like catch right now) and put some loose mechanics in play to make it interesting.
NIP across the region, no towers to be placed from any external entities. Let HERO keep their space.
No fleets larger than 50, multiple independent fleets are ok. Hell you could even run NPSI (not purple shoot instantly).
Agreement to not use Meta-gaming such as the use of spies, keep it fun and spontaneous.
Anyone that decides to try and screw up the fun and break the rules will have the entire CFC and N3 to deal with.
Each entity would declare a staging system on the fringe of the deployment zone, players for all factions would be welcome to come and pvp in a setting created by the players for the players.
Set our fictional differences aside, trust each other to turn EvE back into a playable game by working together to produce an environment/deployment that we can all enjoy without having to grind endless amounts of sov space and/or fight in heavy TIDI.
What an experience that would be. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1895
|
Posted - 2014.07.09 03:23:00 -
[553] - Quote
Alchemy is of course a better option than npc traders.
However, in the broad sense I don't see the point of nerfing Jump freighters, as I don't believe they're part of the problem. Take today's fight for example. PL lost ~30 caps and 1 super to BL, and they may have lost more had NC. not shown up in their carriers and Supers. Classic Power projection issue, right? Was it a projection of Subcaps that ended the fight? No. It was carriers and supers that broke up the fight, as usual.
Even looking at subcap projection, for most Pvp ops subcaps are bridged by Titans. They aren't moved in on JF, unpackaged, and fitted with a fleet waiting on the whole process. JFs only help people stage in a given system. You can nerf JFs, and it will take people a day or two to stage instead of an hour or two. Big deal.
The only motivation I see in nerfing JFs is to camp chokepoints and region gates. And while I'm sure gatecamping for freighters will be very fun it doesn't really affect power projection. The worst offenders regarding power projection are Titans, Supers, Carriers, and Dreads. It is their that any nerf needs to focus.
Regarding industry, as posted here, as industry in null is buffed in Crius and beyond, it is very likely we'll see more production, mining, and general activity in null. Likewise, nerfing the links between empire and nullsec will cripple distribution of T2 moon minerals. I don't think anyone wants that, as first and foremost this will stifle the null industry we hope to foster.
Lastly, what of Blops, where do they fit in this brave new world? Kinda pointless when the target sees a bunch of cloakies sitting next door in local. Your changes would nerf a ship class that has only seen the light of day thanks to an increase in jump range. And now that range will be reduced to nothing. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
177
|
Posted - 2014.07.09 03:50:00 -
[554] - Quote
Mario Putzo wrote:I still think you need to address the potential impacts on Low Sec.
Unlike NS you can't evict people from space to secure an avenue, you can't bubble gates to secure a system, you can't flick on a cyno jammer to protect an asset. or op
I just thought i'd address this thing specifically.
I underlined and bolded the cyno jammer thing. So if this change does go into effect you'll have no need for this thing, so we could probably get rid of it.
But you have to understand, a lot of the problems in null AND low sec currently are caused by power projection. There is always the looming threat of hot drop.
With the threat of hot drop gone there is a whole world of difference in your ability to secure your own safety.
You can evict people from space to a major extent, for at least the period of time you're active. You don't really need to worry about bubbling gates to secure a system because if one or two ships get through, big deal, they can't cyno in the rest of their forces on top of you. (unless they have a titan in a pos next door obviously)
Your ability to ensure your own safety will once again be in your own hands.
Not having power projection will change everything in a very positive manner.
I'd rather see lots of small meaningful fights happening at the same time, than another B-R that is staged for the sake of "content" by the two remaining blocks.
Some people may feel that removing the Jump mechanic is sort of a "pulling the rug out from under" type of change. I think that's good. In fact i'd like to suggest the removal of alliance and or even corporate level Standings. Maybe they could design a standings system for alliances that functions like wardecs do in high sec. Kind of a reverse war dec where you pay to get someone to be your ally temporarily and the cost scales for the same reasons. Yeah that'd be nice. ;) More isolation! |

Mario Putzo
Welping and Dunking.
931
|
Posted - 2014.07.09 03:52:00 -
[555] - Quote
amber mbd wrote:"take all the high end resources away from nullsec and give them to lowsec" lol and people say the goonies are trying to rig it for themselves. are u for real? 
What's wrong afraid of actually having to apply risk to get reward? Low Sec is the most dangerous space in the game for POSes and Mining. It should offer the highest end resources. Even more so with the proposed changes in this thread. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
177
|
Posted - 2014.07.09 04:06:00 -
[556] - Quote
PotatoOverdose wrote:Alchemy is of course a better option than npc traders. However, in the broad sense I don't see the point of nerfing Jump freighters, as I don't believe they're part of the problem. Take today's fight for example. PL lost ~30 caps and 1 super to BL, and they may have lost more had NC. not shown up in their carriers and Supers. Classic Power projection issue, right? Was it a projection of Subcaps that ended the fight? No. It was carriers and supers that broke up the fight, as usual. Even looking at subcap projection, for most Pvp ops subcaps are bridged by Titans. They aren't moved in on JF, unpackaged, and fitted with a fleet waiting on the whole process. JFs only help people stage in a given system. You can nerf JFs, and it will take people a day or two to stage instead of an hour or two. Big deal. The only motivation I see in nerfing JFs is to camp chokepoints and region gates. And while I'm sure gatecamping for freighters will be very fun  it doesn't really affect power projection. The worst offenders regarding power projection are Titans, Supers, Carriers, and Dreads. It is their that any nerf needs to focus. Regarding industry, as posted here, as industry in null is buffed in Crius and beyond, it is very likely we'll see more production, mining, and general activity in null. Likewise, nerfing the links between empire and nullsec will cripple distribution of T2 moon minerals. I don't think anyone wants that, as first and foremost this will stifle the null industry we hope to foster. Lastly, what of Blops, where do they fit in this brave new world? Kinda pointless when the target sees a bunch of cloakies sitting next door in local. Your changes would nerf a ship class that has only seen the light of day thanks to an increase in jump range. And now that range will be reduced to nothing.
I think the whole idea is about logistic chains/lanes. Without jump freighters logistics becomes an alliance level concern. An alliance will thrive and die by the strength of it's own supply line. There will be more strategy when it comes to war. There will be more important fights than just "maybe we should defend this tower when it comes off of reinforce". And small victories can have a lot more impact on the overall war. It's really a great thing.
I'd say that JFs exist more because of power projection. Not inspite of.
I think that Blops would thrive in this system too. Sure you can see that they're in your system next door, but unlike a titan that needs a PoS to sit at securely, a blops can be floating around wherever cloaked and you arn't able to keep eyes on them. So in fact Blops would be even more effective since you can't see them cyno in or out.
Conversely, If there is a Titan next door in a pos, well what options does the titan have if you decide to attack that pos? They can jump one system away so they're very limited in their ability to escape. Which means that Titan bridging will be most likely used for defense rather than offense. So there again Blops Bridging will most likely end up your go to offensive maneuver.
I really like all this strategy stuff ;) |

amber mbd
Innovative Sandbox Solutions
9
|
Posted - 2014.07.09 04:29:00 -
[557] - Quote
Mario Putzo wrote:amber mbd wrote:"take all the high end resources away from nullsec and give them to lowsec" lol and people say the goonies are trying to rig it for themselves. are u for real?  What's wrong afraid of actually having to apply risk to get reward? Low Sec is the most dangerous space in the game for POSes and Mining. It should offer the highest end resources. Even more so with the proposed changes in this thread.
nullsec is "safe" because the people there make it safe, and if using ur space mattered like in these changes that would be more true. lowsec is "dangerous" because u cant or wont put in the effort, so ur basically saying "waah i'm a lazy pvper who doesn't want to organize, reward me for it". |

Draahkness
The Oasis Group TOG - The Older Gamers Alliance
2
|
Posted - 2014.07.09 04:36:00 -
[558] - Quote
Well. How about making blops the exeption to the rule? Give them the range carriers have today and let them jump between regions.
Pros: Small alliances that needs less volume of supplies and also has less people/skills to run escort fleets can use blockade runners. Hot dropping with bombers or recons becomes a thing. Fuel consumption per mass of bridger prevents huge blob-hotdrops.
Cons: The biggest gamers, like PL, can hotdrop with 300 blops rather then bombers thus cirkomnavigating the fuel problem. |

Kusum Fawn
State Protectorate Caldari State
498
|
Posted - 2014.07.09 04:37:00 -
[559] - Quote
>Each alliance has a Capitol seat, each corp in the alliance has a Home system >Make sov require contiguous systems and scale the cost to how many systems are owned. >system bonuses are tied to distance from capitol, and home >Sov costs are based on useage (reverse scale, more used systems are cheaper) >Map statistic intel is no longer published (docked active pilots/active pilots in space) >Grav/ice sites become signatures again and better balanced for lowend minerals (just make them easy to find) >Everything gets an alchemy (Goo, Ice, minerals, gas) >system sov index tied to useage, Naturaly degrading sov means that sov can be lot due to inactivity by owners. >allow more then one outpost per system and remove outpost ownership from sov influence. add monthly upkeep costs per station.
-Jump bridges are now for only moving around in your own space because the sov necessary has to be attached to other sov. -Individual nullsec empires are smaller to control costs, while encouraging small alliances to take space, While this doesnt change renting, it encourages more alliances owning space. and reduced the sprawl of single entities. -multiple outposts not affected by system sov means that A. Real market hubs can be built, with refining, manufacturing and research can be centered in a home or capital system, B. Services can be rendered and upkept by third parties (neutral black frog stations anyone?) -more alchemy allows for greater freedoms in ship types in non-native regions, with reduced logistical need for fuel importation. -Ice and ore signatures means greater security for miners in null, low and wh, while better balance of mineral composition means less reliance on importation
Comments? Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Anthar Thebess
572
|
Posted - 2014.07.09 06:49:00 -
[560] - Quote
Keep alive this thread pls Support Needed : Jump Fuel Consumption |
|

Kel hound
Lycosa Syndicate Surely You're Joking
103
|
Posted - 2014.07.09 08:13:00 -
[561] - Quote
Reading this thread I find myself slowly being won over, however I still see a fairly major problem.
All these changes ignore the problem of jump clones.
An example.
Entity A and entity B (hereafter referred to as A and B) hold sov in the same region (hereafter referred to as region AB). Both are roughly equal power with A holding a capital ship advantage over B. Things have been quiet in region AB so A decide to go and invade entity C in the region next door with a large battleship gang. In the week that they are gone from region AB, A's structures and sov decays. B sees an opportunity to expand their sov and begins to RF A's towers and structures.
Ideally with the proposed changes what would happen is that entity A would either have to give up on their invasion of C, or risk losing their already established sov. However, all A need do is jump clone back to their home system, swap back into their capital ships, and go save their ****. They could then JC back to the staging system in C and continue their little invasion.
Would these proposed changes still be effective even if jump clones remained untouched? |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
|
Posted - 2014.07.09 09:06:00 -
[562] - Quote
I'm not a capital pilot so I'm probably gonna get burned here but.....
From the times I've used a bridge or I've been bridged in I've noticed that there doesn't seem to be any time involved in the travel other than the time it takes to drop the cyno, broadcast it, open the portal, r-click and jump. Then the final travel time is basically how long it takes you to load the system. So....
What if jumping had a "speed"? I mean, it seems to me that it's mostly about the time it takes to move a fleet a long way so.....
If there was a speed at which you travel during a jump would this help to reduce power projection? We could say that we're traversing "Jump Space" and we can travel at so many fractions of a lightyear per second. This could even be linked to your ships current warp drive speed. Because the jump drive opens a wormhole which essentially reduces the distance to travel significantly so we're warping accross "Jump Space". Then, there would be a significant delay in travel time after the cyno is dropped. It would also mean that fast ships would arrive first or have to time their jump after the larger ships (Easily done but easily ****** up). Giving defenders a significant oppotunity to destroy the cyno ship and cause a "mis-jump".
With the travel time the mis-jump caused by cyno destruction before landing could drop you into an entirely different system causing massive problems with the fleet ending up in several systems.
This is just my random idea.
|

Anthar Thebess
573
|
Posted - 2014.07.09 09:41:00 -
[563] - Quote
The Capitol (again some idea about )
Only one system per alliance. System gains immense bonus on all timers, managing those timers, buff to structure EHP , etc. ?Can be only erected in real stations systems, not player made outposts, or capitol in those systems will give more real bonuses. In this system you can install some additional upgrades , for example something that will allow to decloak ships. ( why not , 1 system per alliance ) Have pos structures that will boost even ships of alliance members.
All sov bills , structure ehp , possible upgrades is measured by the distance from this system. So more gates you have to pass to get into capitol , the more you pay for unkeep, and less upgrades you can install. Different constellation or even region escalate base cost few times.
Perfect example what i have in mind are those constellations : http://evemaps.dotlan.net/map/Feythabolis/3-PC31 http://evemaps.dotlan.net/map/Feythabolis/OFQ-HG
Summary: So we have 1 system with not destroyable station , place where alliance lives , upgrades provide most security , timers are nightmare for attackers, you cannot cloaky camp people , etc ... and surrounding systems that can have destroyable outpoosts , less upgrades etc
How to limit renting? Lets mess with the holding corps a bit. A. Why not capitol system activity ( that defines ehp, timers etc ) base on : 80% on system holding corp activity 20% on alliance member activity 0% on out of alliance activity B. Corp ownership over the capitol base on some defined actives in this system, and it is based on a monthly basis. So system ownership can change hands if current holders will be sitting idle.
People put so many outposts that ccp can upgrade some of them to stations. Stations should be not destroyable , outposts yes. Why keep stations untouchable? Because this is still game, and people go to vacations, get sick ... and you are giving one more reason to fight back. Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 09:56:00 -
[564] - Quote
amber mbd wrote:Mario Putzo wrote:and what of the areas that don't include FW as an option? or should CCP consider expanding on the FW system to perhaps include all LS areas?
I think a treaty system is reasonable but the issue becomes more apparent that when the stop of materials flowing from nullsec occurs because of no JFs or what not to bring them to market, exactly what does LS then do with itself?
I think more intertrading would be required in the new scheme of things, simply backending all of NS requirements into NS would leave both HS and LS short changed. Perhaps something like the following layout.
HS> Mid Tier Minerals (stuff common in LS atm)
LS> High End Moon Goo (stuff common in NS atm) High Tier Mins (from NS)
NS> Low End Moon Goo (stuff common in LS atm) Low End Minerals.(from HS)
This make LS essentially the bridge for required materials. Guys from NS will have to come to LS or deal in LS in order to get High End Goo, and Minerals, as will guys from HS. Guys from LS will be required to deal with guys in HS and NS in order to get low end minerals and moon goo.
With the reduction in power projection localized lowsec groups will be more capable of controlling or contesting the moons against Null Sec power blocs, and there should be some synergy established between the regional groups in order to facilitate production.
It also draw more people into "open" conflict zones, in the sense HS guys can't simply hide behind Concord, and NS guys can't hide behind cyno jammers and bubbled gates. Everyone would have to come into the no mans land that is lowsec where your protection is essentially limited to the friends you have at the time.
I "take all the high end resources away from nullsec and give them to lowsec" lol and people say the goonies are trying to rig it for themselves. are u for real? 
After a point it become obvious even to them that the current path will destroy the game for them as well. Eve is a combat game, if combats cannot happen because of current geopolitical scenario, then it loses its fun. Better to be poor and happy than rich and miserable.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 10:05:00 -
[565] - Quote
Manfred Sideous wrote:I am trying to catch up on all the discussion and post. But man so many good ideas and everyone is being very constructive. Lets keep this going. Lets make this thread the most peaceful constructive threadnaught that CCP is forced to look at in whole. I may not like or agree with all ideas in this thread (itt). However knowledge grows by challenging existing knowledge opinion and thought so keep it coming.
ITs easy to make it constructive and peaceful discussion when the problem is so clear for several years that absolutely everyone that pay attention to the game agrees something must change. Only hard part is finding a good set of changes that does not offend eve principles and does not have super nasty side effects.
What we all agree? We need to make changes so that powerblocks are not the only viable way to play eve, in fact up to the point that several smaller groups become a good way to play. More, we need to find a way so that renting 90% of the universe is not a reality. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 10:08:00 -
[566] - Quote
Dhaq wrote:Additionally, people keep quoting the number of members the large coalitions/alliances currently have and how they would use those numbers in any other system that is put into place. But if a system is made that allowed for more entities to be involved, how many groups would leave the larger coalitions to form smaller ones?
So the argument "durdurdur CFC/PL/N3 has 10,000 people and will still stomp anyone", is little more than chest thumping and irrelevant. If you think that all those members will still stand beneath you given the opportunity to do more, what do you think will happen?
That is why we need systems where having too many blues become a hindrance.
If for example , sov was based on your PVP activity, havign too many blues would be bad, because you would not have things to kill. If the alliance maintenance fees took the number of players that can dock at your stations on an exponential multiplier, then suddenly having lots of blues become non pratical.
On my eyes, these types of changes are mandatory. You can curb power projection as much as you want, but without that, the now stablished power block s will never split. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
575
|
Posted - 2014.07.09 11:00:00 -
[567] - Quote
Making eve BIG again, by changing jump drives, jump bridges and all similar stuff will solve issue in to many blue or blobs.
Changing to activity based sov will also solve issues about renters , as long as activity will be based on alliance members, especially on sov holding corp members.
Yes people will find a way to overcome this. Big and strong aliances and coalitions will have still dozens of smaller alliances that will be controlled by them and holding some space near their core holdings.
But this will not be regions any more, as relocating to timers will be nightmare , and renters will not be to interested in defending structures and you can easily lower their activity by roaming , or living in their space.
What we need is CCP opening dialogue to players , not only to CSM , as like you see in this and other similar topics CSM members often represent will of their alliance leadership - and in most cases actions of this leaderships put current sov mechanic in current situation.
What is worrying me , is that this kind of discussion is raised by players for years.
Yet , almost nothing have changed. Dev's posted that they are looking at this topic comparing player thoughts with their own ideas. But that don't put us anywhere.
Can CCP commit their self that sov changes will be made within next 2 -3 years, as probably within next year we get 2-3 frigate and cruiser rebalances. Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 11:29:00 -
[568] - Quote
I am still skeptical about the power projection solvign the too many blues. It will just make attacking a corner of a too large coalition easier because the other parts cannot reinforce them asap. But it does NOTHING to make people WANT to split from said blocs. IT will still be worse to be in a smaller group than i na larger group.
NErfign power projection and mobility only reduces the advantages of having a larger bloc, but still does not give any bennefit for wantign to split from a power bloc you are on.
If your plan is to make peopel bored because they do nto get fights within a 1 hour travel time so they want to spli, I fear the main effect will be losing players BEFORE they admit spliting from the larger group . Mainly because the first alliance the slips out.. it gets a bullseye painted on its forehead.
Your proposals are needed, but not enough. You must not think only on how the mechanics will work and expect peopel to react as you would react. You need to remember this is a psycological game and people will react in other ways. A lot of them will only answer to PUSH into a direction, and reducign the pull into the other direction will not be enough. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
575
|
Posted - 2014.07.09 11:50:00 -
[569] - Quote
Well , that's the difference between people looking for PVE or PVP content , and to what degree they want to have it.
If 10 alliances will just want to rat/ mine/ produce - nothing holds them from creating coalition that will have every one blue in region or two.
If you want to have skirmishes each time you login - you will do probably something different.
What will change when you compare this to NOW ?
Well big blocks have large quantity of space that no one use , they keep it because it is cheap when you include current power projection ( you can be every where almost instantly ).
Without this possibility , when moving to some timer will take you 2-3 hours, and will cost you adequately to LY you will have to travel most of the empty space will be free to take for smaller groups , as they by just living there will be able to take ownership of every thing valuable at first , and then the sov.
Let say that increased upkeep of constellation in different region cost you 25bil / month - it is far so you pay much more . You get from renters 5bil and from the moons 30bil ( so this have to be very , very rich constellation)
Now small group move in , put poses, and camp the renters inside of the station. Reinforce all income towers. What will you do ?
Now : - put 1-2 cynos, reinforce everything, and come at main timers to save your poses. - if this small group will try something else more , they are in your hotdrop range, you need just 10 minutes to ping for the people.
After proposed changes: - you will think , if going there is worth your time. One way trip is 2-3 hours , will cost you 10bil in fuel and you have to stay there probably to be on all offensive and defensive timers. You will have to calculate, how long you can stay there, and do you really want to come back 3 days later to attend new timers.
Support Needed : Jump Fuel Consumption |

Cochise
20th Legion
4
|
Posted - 2014.07.09 12:05:00 -
[570] - Quote
Nice post Bro,
In my humble opinion the underlying effect of the Capitols has been the lessening of the challenges that null sec used to create. It was never easy to take a region of space and then develop it. It was then even harder to secure it and make it reasonably safe so the wallets could grow. The challenges provided volumes of content for the players involved and was an ongoing never ending task keeping large numbers of players involved and busy.
In addition it kept it more local, rarely did an Alliance go after sovereignty in a region 80 jumps away, they dealt with the day to day growth and expansion close by. The challenges also regulated the moves that an Alliance would or could make. Taking a region was hard work unlike today when a power block can flip a region limited only by the timers with their 200 plus Super fleet half way across the map.
I could speak volumes of the what, how and who of the old days in Eve only to be called nostalgic, however it is important to say that when my old school vet bros talk about the old days they donGÇÖt talk about the grind of say escorting freighters across dangerous space or how much of an ordeal it was to get that POS moved in and set up. They talk about how much fun they used to have and how fulfilling it was to work together, take risks together and die together defending what we called home.
I donGÇÖt have an ultimate answer although I have spent hundreds of hours pondering it. I do however yield a lot of serious consideration when the FC of one of the largest Capitol Fleets in the game talks about the changes needed to them and their cause and effect on the game. He speaks from a perspective that only a very small handful of people can.
Bottom line, it is time for serious changes and that is something most of us can agree on.
|
|

Anthar Thebess
576
|
Posted - 2014.07.09 12:19:00 -
[571] - Quote
[quote=Cochise [/quote]
Well exactly that's the point. If you are group living elsewhere, you will be not able to maintain proper activity in the system.
For example transporting ihubs , upgrades - you will not be able to do it without using every WH possibility - and without living in this part of eve you will not be knowing that 8j away there is a WH that will allow you to bring replacement upgrade.
Camping out people LIVING in some , by group not interested in replacing them will be hard as hell.
They have stocked up stuff - you have to move yours , will this much of effort will be worth , just to put few renters that you will have to defend next day you move your forces away?
There will be local coalitions, There will be NIP's in local groups But what is most important - there will be a lot of content between them. There will be backstabbing, there will be small scale capital brawls every day.
Simply there will be fun, and not " they have 600 people already in system, and more on titans - stand down" and "no fight today again , they stand down".
Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 12:29:00 -
[572] - Quote
Anthar Thebess wrote:Well , that's the difference between people looking for PVE or PVP content , and to what degree they want to have it.
If 10 alliances will just want to rat/ mine/ produce - nothing holds them from creating coalition that will have every one blue in region or two.
If you want to have skirmishes each time you login - you will do probably something different.
What will change when you compare this to NOW ?
Well big blocks have large quantity of space that no one use , they keep it because it is cheap when you include current power projection ( you can be every where almost instantly ).
Without this possibility , when moving to some timer will take you 2-3 hours, and will cost you adequately to LY you will have to travel most of the empty space will be free to take for smaller groups , as they by just living there will be able to take ownership of every thing valuable at first , and then the sov.
Let say that increased upkeep of constellation in different region cost you 25bil / month - it is far so you pay much more . You get from renters 5bil and from the moons 30bil ( so this have to be very , very rich constellation)
Now small group move in , put poses, and camp the renters inside of the station. Reinforce all income towers. What will you do ?
Now : - put 1-2 cynos, reinforce everything, and come at main timers to save your poses. - if this small group will try something else more , they are in your hotdrop range, you need just 10 minutes to ping for the people.
After proposed changes: - you will think , if going there is worth your time. One way trip is 2-3 hours , will cost you 10bil in fuel and you have to stay there probably to be on all offensive and defensive timers. You will have to calculate, how long you can stay there, and do you really want to come back 3 days later to attend new timers.
Your proposal will just split into several alliances still blue to each other trying to use more effectively the space in an economic point of view. Will change nothing on the standing listings. Just make people take more time to get to a fight. That doe snot make any incentive for smaller groups to exist.
They will STIL be smahed as soon as they try to stablish themselves if they do nto want to be blue .. why? Because people will just have capitals in more stations aroudn their blue donut and just jump clone there. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
576
|
Posted - 2014.07.09 12:49:00 -
[573] - Quote
It will take "EFFORT" How much time you are willing to spend , just to hit someone? Find enough people that will spend 2h-3h just to relocate somewhere. Next find a good reason why to spend a lot of assets to do it - without possibility to earn more because of this actions. I give you a hint : because people will want to have fun.
Yes you are right there will be people that will just wonder around eve and attack others - but that's about in this game.
As for smaller groups , well you have many blue in vast territory - few regions. There are no jump bridges, there are no titan bridges , or they work in a way that you cannot abuse , or even use them as you are blue but in different alliance.
Capitals, have different range, different mechanic, they for example have to use regional gates.
Summarizing , we are talking about big relocation of assets , this is why this will take 2-3h , you are using gates ... something my go wrong, someone my bomb you , attack one of the groups while you are still moving by smaller groups.
Yet every thing went well ..... You and 500 of your friends arrived to save a timer on a r64 moon, you outbloob your enemy , so he don't attack. You pomp the tower, restront it and start to move home.
This is next 2-3 hours of moving ops. Enemy might chaise you , as you are using gates , he will hunt for stranglers, try to disturb your movement.
When you are halfway home , he drops dreads , and reinforce the tower again, and 2-3 more in the same constellation, but on totally different timers.
Nothing you cannot handle, but will those 500 people tomorrow again come to save those timers , and spend 4-5hours just on moving ops.
No one want to live there, as this is just far from their ratting grounds, and even more , in those 500 people fleet you are again missing 2 of your blue alliances - they just don't want to come as this is to far for them, and they live 2 regions away from you.
What the reason to have them blue?
What about roams? Nothing will relay change , they are usually gate by gate any way , but when there will not be so much empty space , there will be more people to have fun with.
Support Needed : Jump Fuel Consumption |

Seldjan
Cryptologix Inc. Bounty Hunter Alliance
0
|
Posted - 2014.07.09 13:13:00 -
[574] - Quote
Mashka Cybertrona wrote:
The question then is, why play in a way none of us enjoy?
If we all want the same thing, small/medium sized fleet roaming and good fights, why not make an agreement with the good fight in mind. Declare a deployment zone/Hunting ground (like catch right now) and put some loose mechanics in play to make it interesting.
NIP across the region, no towers to be placed from any external entities. Let HERO keep their space.
No fleets larger than 50, multiple independent fleets are ok. Hell you could even run NPSI (not purple shoot instantly).
Agreement to not use Meta-gaming such as the use of spies, keep it fun and spontaneous. .
It would be an experience but it would never happen. Too many enjoy the metagame. Too many enjoy never honouring a 1v1 just so they can farm "tears". Too many enjoy scamming and lieing or griefing highsec haulers and missioners while grinding Level 4's or hauling on an alt account.
What you are appealing to is the nature of extended human cooperation as exemplified in the Prisoner's Dilemma
This only works in a very limited capacity in EVE due to the facility of having several identities, even at the same time. In full pay to play MMO's (When Everquest 2 was pay to play it was possible to *burn* ones reputation and be blacklisted by the players) the dilemma can go a bit further due to the expense of garnering new accounts (unless the player acquires them illegally, but that's moot here), but the free to play nature of EVE allowing the ultra rich to train armies of alt accounts with in game wealth makes trust a pretty hard commodity to come by.
CCP has successfully influenced player behaviour in the past by changing the rules of the game, however usually in not the intended way. I'm sure they recognise this and are not going to make any knee-jerk changes but try to think very carefully about how the players who control the sov game will respond.
yours,
Seldjan
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 13:15:00 -
[575] - Quote
Anthar Thebess wrote:It will take "EFFORT" How much time you are willing to spend , just to hit someone? Find enough people that will spend 2h-3h just to relocate somewhere. Next find a good reason why to spend a lot of assets to do it - without possibility to earn more because of this actions. I give you a hint : because people will want to have fun.
Yes you are right there will be people that will just wonder around eve and attack others - but that's about in this game.
As for smaller groups , well you have many blue in vast territory - few regions. There are no jump bridges, there are no titan bridges , or they work in a way that you cannot abuse , or even use them as you are blue but in different alliance.
Capitals, have different range, different mechanic, they for example have to use regional gates.
Summarizing , we are talking about big relocation of assets , this is why this will take 2-3h , you are using gates ... something my go wrong, someone my bomb you , attack one of the groups while you are still moving by smaller groups.
Yet every thing went well ..... You and 500 of your friends arrived to save a timer on a r64 moon, you outbloob your enemy , so he don't attack. You pomp the tower, restront it and start to move home.
This is next 2-3 hours of moving ops. Enemy might chaise you , as you are using gates , he will hunt for stranglers, try to disturb your movement.
When you are halfway home , he drops dreads , and reinforce the tower again, and 2-3 more in the same constellation, but on totally different timers.
Nothing you cannot handle, but will those 500 people tomorrow again come to save those timers , and spend 4-5hours just on moving ops.
No one want to live there, as this is just far from their ratting grounds, and even more , in those 500 people fleet you are again missing 2 of your blue alliances - they just don't want to come as this is to far for them, and they live 2 regions away from you.
What the reason to have them blue?
What about roams? Nothing will relay change , they are usually gate by gate any way , but when there will not be so much empty space , there will be more people to have fun with.
Again, I foreseee a lot of peopel leaving the game before your scenario reaches the positive effect. Need something to make it reacht he positive part BEFORE that loss is too great. SOVIET UNION collapsed, that did not made NATO split.... safety after achieved is hard to let go. Its human nature.
BUT if leavign NATO woudl ahve given great economical bennefits we woudlhave seen NATO disintegrate within 5 years. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
576
|
Posted - 2014.07.09 13:30:00 -
[576] - Quote
But why people will leave the game? They will still keep all the regions they relay live in. Just most of the current renting space will be occupied by smaller alliances , as defending space without living in it will be logistical and financial nightmare.
What will change for one person in case of mobility. Yes moving capitals will be a bit more hard, but moving 1-2 ships by gates will take the same amount of time.
Fleet movements without titan and titan bridges will be hard and time consuming.
1. Moving 500 people gate by gate will cause some TIDI. 2. They have to move by group, or you loose many ships to smaller gangs 3. They will be more vulnerable to bombers , as there will be more gates someone might catch you
http://evemaps.dotlan.net/route/3:VFK-IV:HED-GP 67 jumps by gates as some of the people cannot go into the higsec.
Give 30 minutes for people to gather in VFK Make 2 minutes per system while warping : 67*2=134 Now add few minutes every few constellations , that you have to gather all your pilots as someone got tackled by natives, or there are bubbles on the gates. Now add time when you have to be waiting as someone got dropped, and he is logging in. Time for people that got lost along the way. And many more situations that can happen.
Look that many jumps on this route is using long jumps by regional gates.
Now multiply all this time by 2 if you want to take capitals along this route.
Eve will become big, not unreachable but big.
Remember - you have to get back.
Support Needed : Jump Fuel Consumption |

Wentworth III
Sniggerdly Pandemic Legion
5
|
Posted - 2014.07.09 13:40:00 -
[577] - Quote
Wentworth III wrote:Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes.
I think this probably got overlooked but I seriously can't see any downside to this. |

Ejderdisi
Body Count Inc. Pandemic Legion
7
|
Posted - 2014.07.09 13:45:00 -
[578] - Quote
0.0 Stagnation or : How I Learned to Stop Worrying and Love the Bomb
There is a theory in real world. It is why earth is turning into a **** hole. It is called `Tragedy of Commons`. In short it means that common resources was and always exploited by everyone. Because if you exploit more it's benefits are greater for you. So everybody tries to exploit it. Until the common resource dries up. At that moment your investment in the area turns **** and you lose your resource source.
In an ideal world, people should consume enough resource so it recycles (grows) back , so consuming the resource becomes sustainable. (This is interestingly the state of the EvE . EvE is actually never dries up.)
But in real world, this theory is doom and gloom of the earth. Earth resources are destined to stop earth economical growth in very near future.. 2070 or so.
And this is the number 1 reason on earth for starting wars (Resource wars aka 1st and 2nd world war, middle east and what not).
So what this is all about.. What about EvE?
In EvE, commons are infinite. You can mine same moon for years without a drop in efficiency. You can farm a constellation by ratting and mining... If anything it will make systems better as they upgrade according to your ratting and mining operations.
So is it wrong? Well .. It makes 0.0 so static. Same towers are mining same minerals for years. You can make a small heaven in a few constellation for your pve guys and they can exploit it to eternity(or untill CCP goes bankrupt).
Don't get me wrong I know people wants stability. We are humans but also mammals who want to have homes instinctively. We want to upgrade our stations, systems etc.
But we need `tragedy` to shake up the 0.0
Ill try to explain it in different concepts :
Ratting : For example, a system can deliver 2 bil isk (numbers must be calculated with statistical data I just throw it here) a day at most... If you over rat the system. System starts to dry up. After a week its military rating goes down. If you under rat let's say more than 1 bil isk but under 2 bil isk.. military rating goes up. You can have tons of money making systems in a constellation so it shouldn't kill ratting instantly. You should just manage it. Move around systems etc. Let's say macro manage your ratting empire.
Mining : Same principle if you mine 1 bil unit to 2 bil unit, u make it better. Over 2 bil worse(ofcourse I make up these numbers I need better tools of CCP to see what is overmining but you can easily see that most of high sec will dry up pretty soon and even in high sec wars will start for mining grounds. ).
Moon mining : This is a deal breaker.. They should dry up. They should start up 200% capacity of today's moons. In their half life %100 and when they end %0. Best part when a moon is mined out a new one should be allocated to another moon in all of the eve... (or region). This will **** ppl of. Make a gold rush for new moons. Make constant moon scanning very important part of moon mining. Make big fishes cry out in pain and attack anyone who starts a new mining operation.
Industry : Factories may loose slots ever so slow due to overcrowding and empty factories may gain new slots. It will be nerf to some parts of highsec again. but also make it shift too. It will force industry to be liquid. Make ppl carry their BPOs around etc.
Hehehe it is wall of text so here is;
TLDR:
Add economic attrition to game. When u over mine,rat,moon mine it should just dry up. So this will cause great wars.
Further readings http://en.wikipedia.org/wiki/Tragedy_of_the_commons http://www.clubofrome.org/?p=5366 http://www.clubofrome.org/?p=6166 http://creativecommons.org/weblog/entry/18426 (nobel prize to govern the commons) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 13:51:00 -
[579] - Quote
You have a good point. Making resources deplenish and unreliable creates tensions. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

bartos100
Living Ghost
26
|
Posted - 2014.07.09 13:54:00 -
[580] - Quote
i think most of the problems with current 0.0 is mostly due to the massive grind sov warefare has become
i would sugest a revamp of the sov system
my idea is the following (all numbers concerning timers are up for debate)
first link ownership of the station to the sov owner the corp that has sov also owns the station
next take the Ihub and turn every possible upgrade into an anchorable structure on its own ownership of the upgrades is also linked to sov so if you take the sov you get all the upgrades that are in the system as well every upgrade can be dissabled by hostile forces either temporary of permanent requiring a new upgrade
all stations get an option to selfdestruct that can be activated by the owner it results in a station husk and every player that has some assets in that station will get a notification at the husk all assets that where in the station are still in it and the player/corp that owns the assets can collect them there if they want you don't lose anything the husk can be used to build any new outpost on top of it thus also giving the option for the owner to change what kind of outpost they have in the system
now for the most important part : how to take sov from someone :)
first all sov can be attcked except a system where all conecting systems are owned by the same allience so if an allience has a system with 3 gates and all 3 of the systems it connects to are also owned by that same allience the system in the center is "safe" meaning that if someone wants to take it they will first have to take any of the 3 systems conecting to it
any other system is always vulnerable to attack
to attack a system all you have to do is go to the TCU and start warp disrupting it with any warp disruption mod available however it only works if there is an uncloaked ship not belonging to the owning allience within 150Km of the TCU once you start disrupting the members of the owning allience get a notification and after 10 min you start "damaging" the TCU at a set rate 30min after that it goes into the first reff timer ref timers could stay as they currently are to give defenders some advantage after the first timer there is a second after that the TCU and everything conected to it schanges hands the attacker can then chose what to do either claim the system for their own or burn it to the ground destroying everything conected to the TCU (upgrades and/or station)
now what can the defenders do ?
when someone is attacking the TCU the only thing they have to do to stop the disruption timer is to have 1 uncloaked ship within 150Km of the TCU of course blowing up the attacker also works :)
as for the upgrades they get the same system but only 1 ref timer and the time needed to disrupt it depends on the upgrade
i think those changes will give some serious problems for large coalitions as they can not defend 200 systems at the same time unlees they have 200 small gangs running around
those changes will torn sov warefare from a numbers game to a highly complex tactical war
at least that is my idea feel free to poke holes in it so i can try to refine the idea |
|

SFM Hobb3s
Wrecking Shots Black Legion.
91
|
Posted - 2014.07.09 13:59:00 -
[581] - Quote
Mashka Cybertrona wrote:I asked the question to some people on coms tonight, I want to ask you all the same question;
If we all want the same thing, small/medium sized fleet roaming and good fights, why not make an agreement with the good fight in mind. Declare a deployment zone/Hunting ground (like catch right now) and put some loose mechanics in play to make it interesting.
NIP across the region, no towers to be placed from any external entities. Let HERO keep their space.
No fleets larger than 50, multiple independent fleets are ok. Hell you could even run NPSI (not purple shoot instantly).
Agreement to not use Meta-gaming such as the use of spies, keep it fun and spontaneous.
Anyone that decides to try and screw up the fun and break the rules will have the entire CFC and N3 to deal with.
Each entity would declare a staging system on the fringe of the deployment zone, players for all factions would be welcome to come and pvp in a setting created by the players for the players.
Set our fictional differences aside, trust each other to turn EvE back into a playable game by working together to produce an environment/deployment that we can all enjoy without having to grind endless amounts of sov space and/or fight in heavy TIDI.
What an experience that would be.
A pipedream there for sure. There's no way a group with an opportunity to put down a tower (either for moon goo revenue or for tactical/strategic advantage) will pass up on that opportunity.
And you can guarantee that pretty much everyone will continue to use at least twelve spies regardless of any agreement. And CFC/N3 etc certainly would never limit to 50 in a fleet. Maybe that might be their first wave but you can guarantee, every time, they will bring everyone they can. Who wouldn't do this? Everyone wants to win, doesn't matter how. |

Dhaq
Anonymous Posters
20
|
Posted - 2014.07.09 14:05:00 -
[582] - Quote
Ejderdisi wrote: Good Stuff
I agree. We have already seen this done with ice belts. WH are similar to a degree. It should be the same with everything else. Static, infinite resources produce laziness and complacency.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 14:22:00 -
[583] - Quote
Dhaq wrote:Ejderdisi wrote: Good Stuff I agree. We have already seen this done with ice belts. WH are similar to a degree. It should be the same with everything else. Static, infinite resources produce laziness and complacency.
They produce predictability.. and that leads to stagnation. But before implementign an automatic depletionof resources and reseeding in the universe you need to make sure that the mechanics make impossible to 1 or 2 groups to control ALL space (makign irrelevant where int that space the resources are) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
596
|
Posted - 2014.07.09 15:04:00 -
[584] - Quote
They fixed tech issue, but not the passive moon resource gathering. The article below was written 2.5 years ago. The moon passive collection can remain if we get rid of jump drives.
http://archive.evenews24.com/2012/11/29/a-letter-to-csm-7-back-to-the-gates/
During my CSM video blog series.
https://m.youtube.com/watch?v=1aTNTzgdXsg
1. Remove Titan bridging.
2. Remove all jump drives in caps and super caps. Allow them to go thru gates / jump bridges and super cap pilots to dock and get out of their coffins. This will ramp up regional placement of fleets and increase regional fighting. This will return us to the back to the good old days of fighting. It would establish battle lines and increase troop movement. Supers are immune to bubbles but allow the focus beam to fitted to more class of ships but lack the bubble side of the mod.
3. Industrial ships can jump in a region only before having to go thru a regional gate and then jump again. They can not use JB.
4. EGGS, HuBs and all civ building should be made smaller and fit in a jump freighter. Fire gators can go thru a JB but jump freighters can't. Allow stations to go boom tastic
5. Give my black ops the ability to warp cloaked and you can keep the bridge and jump mechanic.
Manny when we were fighting together we use to chat about the good old days and how fun it was building a group and fighting the regional fight. The slow progression of a war and so on. Now do to the atom bomb (super caps and bridging ). The fun of war is gone and we a re now in what we call a Cold War. I hope they fix this soon and get this game back to the gates and re establish the game board of eve and make it big again. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 15:38:00 -
[585] - Quote
DNSBLACK wrote:They fixed tech issue, but not the passive moon resource gathering. The article below was written 2.5 years ago. The moon passive collection can remain if we get rid of jump drives. http://archive.evenews24.com/2012/11/29/a-letter-to-csm-7-back-to-the-gates/During my CSM video blog series. https://m.youtube.com/watch?v=1aTNTzgdXsg1. Remove Titan bridging. 2. Remove all jump drives in caps and super caps. Allow them to go thru gates / jump bridges and super cap pilots to dock and get out of their coffins. This will ramp up regional placement of fleets and increase regional fighting. This will return us to the back to the good old days of fighting. It would establish battle lines and increase troop movement. Supers are immune to bubbles but allow the focus beam to fitted to more class of ships but lack the bubble side of the mod. 3. Industrial ships can jump in a region only before having to go thru a regional gate and then jump again. They can not use JB. 4. EGGS, HuBs and all civ building should be made smaller and fit in a jump freighter. Fire gators can go thru a JB but jump freighters can't. Allow stations to go boom tastic 5. Give my black ops the ability to warp cloaked and you can keep the bridge and jump mechanic. Manny when we were fighting together we use to chat about the good old days and how fun it was building a group and fighting the regional fight. The slow progression of a war and so on. Now do to the atom bomb (super caps and bridging ). The fun of war is gone and we a re now in what we call a Cold War. I hope they fix this soon and get this game back to the gates and re establish the game board of eve and make it big again.
again.. how you then fix the capital ships strained in our out of the low sec pockets surrounded by high sec?
I really doubt ANY proposal to remove jump drives will ever go trough simply because of that.
Changing eve geography would be a solution but would cause MASSIVE side effects.
The changes cannot be binary. Nothing like that will ever be accepted by CCP.
Think on something that create difficulties and rewards for other actions....
The same thing with station destruction. You need to solve the issue of people having their possessions inside the station and that do not log in durign whatever grace period you might think on giving them. If you magically evacuate stuff to lwo sec then that will be exploited surely.
People need to think more on the hard situations, and not only think on concepts that tackle only the most common ground.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 15:53:00 -
[586] - Quote
Wentworth III wrote:Wentworth III wrote:Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes. I think this probably got overlooked but I seriously can't see any downside to this. It's yet another variation of "artificially limit jumps" that can be completely ignored by simply owning multiple hulls or pilots. Any and all ideas in this vein are terrible and should be discarded out of hand. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 15:58:00 -
[587] - Quote
I don't mean to sound like a broken record here, but the "JUST MAKE IT SO THEY CAN'T JUMP AS MUCH" idea just keeps coming up. Frankly, I blame the rest of you for either failing to engage in critical thinking or for failing to read the thread. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Karash Amerius
Sutoka
187
|
Posted - 2014.07.09 16:13:00 -
[588] - Quote
If you are going to take away the jump drives (and cynos FFS), then you will have to let capitals into high sec.
I am fine with that, but let them go suspect immediately when gating to and through highsec. Chribba would be upset, but some eggs must be broken. Karash Amerius Operative, Sutoka |

Marlona Sky
D00M. Northern Coalition.
5363
|
Posted - 2014.07.09 16:20:00 -
[589] - Quote
Anthar Thebess wrote:Why are you worried about death cloning. This is so simple to solve.
For all lowsec/nullsec systems: You can only change your main cloning bay to the station you are actually docked, no remote changes.
For safe reasons , don't change this mechanic for higsec stations.
So there will be no issue about people death cloning for some timer , and then going instantly back. This is a good idea. The Paradox |

Marlona Sky
D00M. Northern Coalition.
5363
|
Posted - 2014.07.09 16:24:00 -
[590] - Quote
Querns wrote:Wentworth III wrote:Wentworth III wrote:Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes. I think this probably got overlooked but I seriously can't see any downside to this. It's yet another variation of "artificially limit jumps" that can be completely ignored by simply owning multiple hulls or pilots. Any and all ideas in this vein are terrible and should be discarded out of hand. I'm pretty sure every line member can't afford a few hundred carriers and a few hundred dreads to accomplish what they can do today with just one of each.
Such a change Wentworth III suggest would have a real impact. So please, stop the fear mongering. The Paradox |
|

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 16:27:00 -
[591] - Quote
Just get rid of sov. Sov has become a form of welfare for the space rich. It discourages PVP and 0.0 warfare is tedious. Competitors actually agree not to compete now and access to 0.0 is basically controlled by an oligarchy.
Get rid of the "alliance" too. This would cure stagnation, promote warfare and increase the risk with exposing game assets. Let every corp hold as much 0.0 as it can without help from CCP.
This would do more to meet the spirit of hyper capitalism and conflict espoused by Eve than adding taxes and destabilizing high sec. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 16:29:00 -
[592] - Quote
Querns wrote:Wentworth III wrote:Wentworth III wrote:Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes. I think this probably got overlooked but I seriously can't see any downside to this. It's yet another variation of "artificially limit jumps" that can be completely ignored by simply owning multiple hulls or pilots. Any and all ideas in this vein are terrible and should be discarded out of hand.
The exact same can be used to circunvent ANYTHING you can think regarding power projection. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Andy Koraka
Blackwater USA Inc. Pandemic Legion
39
|
Posted - 2014.07.09 16:29:00 -
[593] - Quote
If this change goes live I propose we adopt Nidhoggurs as our predominant small-gang fleet concept (move aside Vultures).
http://i.imgur.com/KDXE4dD.png
Highlights:
- With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)
- Incredible rep potential, when refit full armor each Nidhoggur (2x reps) repairs the target for almost 6500 EHP/second, for our 15 Niddy gang that's 97,500 dps of rep power!
- With 2 scripted Tracking Links and a Navigational computer, your Einherji will chew apart subcaps with a combined fleet DPS up to 25,000! If frigates get you down watch as your Warrior IIs rip those interceptors to shreds.
The ideal composition for this fleet in my estimation would be 10-15 Nidhoggurs with 3-5 heavy tackle (webbing lokis/tackle proteus), off grid Armor/Skirmish/info boosts and scout interceptors for a rough fleet size of 25.
And for the true Ballers out there, your Hel can come too! http://i.imgur.com/XzkokUO.png
All joke-crafting aside, people would just put i-stabs/hyperspatial accelerators in their Carrier lowslots and convoy ships 1,000,000m3 at a time. In terms of fending off roaming gangs, no gatecamp ever is going to try and attack a 20 man carrier fleet, and with some basic scouting your convoy could dock long before a comparable hostile fleet can even get close. Personal logistics would take a hit, but for an alliance or even a large corp moving would be as safe as ever.
As far as how long it would actually take to travel in normal rigged caps: http://i.imgur.com/6XAloka.png 2.6 AU/s warp speed (with a 20m implant) 13.3s align, which if you can be assed to do the MWD trick really drops to 10s. That's faster than moving battleships gate to gate. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 16:30:00 -
[594] - Quote
Querns wrote:I don't mean to sound like a broken record here, but the "JUST MAKE IT SO THEY CAN'T JUMP AS MUCH" idea just keeps coming up. Frankly, I blame the rest of you for either failing to engage in critical thinking or for failing to read the thread.
And all the other alternatives simply break completely the game. I blame people sttuborn pushign the no jumps anymore in failing to engage critical analysis of the game outside your little bubble of reality. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 16:31:00 -
[595] - Quote
Mixed idea.. Allow capitals to jump with a long reload time in low sec. And deny them the jumping in 0.0. That coudl also be added as lore reason why 0.0 was not colonized.. because that regions have some geographycal issues... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 16:33:00 -
[596] - Quote
Marlona Sky wrote:Querns wrote:Wentworth III wrote:Wentworth III wrote:Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes. I think this probably got overlooked but I seriously can't see any downside to this. It's yet another variation of "artificially limit jumps" that can be completely ignored by simply owning multiple hulls or pilots. Any and all ideas in this vein are terrible and should be discarded out of hand. I'm pretty sure every line member can't afford a few hundred carriers and a few hundred dreads to accomplish what they can do today with just one of each. Such a change Wentworth III suggest would have a real impact. So please, stop the fear mongering. It would indeed have a real impact on the people who can't afford multiple hulls. "One hundred" is hyperbole; as little as 3-6 hulls would afford you a significant advantage. All these sorts of changes do is gate out the "little guy" even harder than the status quo.
Don't be mistaken; as a moderately rich player, and as part of the most successful coalition in the game, I am absolutely for such a change. Bring it on. It's clearly terrible for the health of the game as a whole, however. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 16:36:00 -
[597] - Quote
Kagura Nikon wrote:Querns wrote:I don't mean to sound like a broken record here, but the "JUST MAKE IT SO THEY CAN'T JUMP AS MUCH" idea just keeps coming up. Frankly, I blame the rest of you for either failing to engage in critical thinking or for failing to read the thread. And all the other alternatives simply break completely the game. I blame people sttuborn pushign the no jumps anymore in failing to engage critical analysis of the game outside your little bubble of reality. What part of "owning multiple hulls and pilots allows you to ignore jump cooldown restrictions" is indicative of any sort of gossamer vignette? It's just facts. If, after jumping, my hull has a 15 minute cooldown before it can jump again, I just jump into another hull and continue. Carriers are inexpensive enough to make this feasible. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
|
Posted - 2014.07.09 16:47:00 -
[598] - Quote
Marlona Sky wrote: I'm pretty sure every line member can't afford a few hundred carriers and a few hundred dreads to accomplish what they can do today with just one of each.
Such a change Wentworth III suggest would have a real impact. So please, stop the fear mongering.
Once again, you really just haven't thought this through. Pony-express style deployments require only additional isk, and any restriction that can be lifted with only isk is yet another barrier to entry to nullsec and should be trashed immediately.
You need to start thinking things through: your post starts off obviously factually wrong (pony-express setups don't require a few hundred per character), then on the basis of that obviously wrong comment you try to dismiss one of the people who has repeatedly contributed intelligent responses to this thread as "fear mongering" which is just a dumb insult. |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
|
Posted - 2014.07.09 16:48:00 -
[599] - Quote
Kagura Nikon wrote: The exact same can be used to circunvent ANYTHING you can think regarding power projection.
Nope. |

SFM Hobb3s
Wrecking Shots Black Legion.
91
|
Posted - 2014.07.09 16:52:00 -
[600] - Quote
I'd like to see it take several minutes to 'spool' a jump drive up (and yes, you can pre-spool it before its needed provide you have the cap to do so).
Make the spooltime be impacted by any Tidi within maximum jump range (jcal5). |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 17:11:00 -
[601] - Quote
Querns wrote:Kagura Nikon wrote:Querns wrote:I don't mean to sound like a broken record here, but the "JUST MAKE IT SO THEY CAN'T JUMP AS MUCH" idea just keeps coming up. Frankly, I blame the rest of you for either failing to engage in critical thinking or for failing to read the thread. And all the other alternatives simply break completely the game. I blame people sttuborn pushign the no jumps anymore in failing to engage critical analysis of the game outside your little bubble of reality. What part of "owning multiple hulls and pilots allows you to ignore jump cooldown restrictions" is indicative of any sort of gossamer vignette? It's just facts. If, after jumping, my hull has a 15 minute cooldown before it can jump again, I just jump into another hull and continue. Carriers are inexpensive enough to make this feasible.
I do not contest that. What I contest is the Illusion that you can achieve completely what you desire without completely breaking the game (for example isolating large zones of low sec from the rest of universe)
I want the same effect as you.. but I am more focused on the side effects taht woudl not be bearable. And if you try to push only somethign that has an inherent side effect taht CCP will never tolerate, then you are scrapign your own idea.
That is why I cannot see a "remove cyno jump" level of change beign ever implemented. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Cronus Maximus
Amok. Goonswarm Federation
3
|
Posted - 2014.07.09 17:20:00 -
[602] - Quote
Ejderdisi wrote:0.0 Stagnation or : How I Learned to Stop Worrying and Love the Bomb
Industry : Factories may loose slots ever so slow due to overcrowding and empty factories may gain new slots. It will be nerf to some parts of highsec again. but also make it shift too. It will force industry to be liquid. Make ppl carry their BPOs around etc.
I agree overall that having push-pull to resources is a great way to avoid stagnation.
On the one highlighted point I would mention that slot based gating is soon to be a thing of the past, but this is a minor quibble really. There is always different implementations possible and I really like the core idea here.
On some of the other mechanics I think depleting to 0 yield might be too much, being FORCED to make war might be too strong of a motivator and would push some indy based people out. That said if you are down to 50% when your neighbors are at 100% because they are space lazy...that's a reason to invade, but not an imperative.
Again minor quibbles and overall I think this has potential. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 17:22:00 -
[603] - Quote
Kagura Nikon wrote: I do not contest that. What I contest is the Illusion that you can achieve completely what you desire without completely breaking the game (for example isolating large zones of low sec from the rest of universe)
I want the same effect as you.. but I am more focused on the side effects taht woudl not be bearable. And if you try to push only somethign that has an inherent side effect taht CCP will never tolerate, then you are scrapign your own idea.
That is why I cannot see a "remove cyno jump" level of change beign ever implemented.
You're taking too many steps in a direction we're not going here. Truthfully, I don't have any good answers to the power projection or sov problems being discussed in this thread. (Incidentally, no one else here has painted a consistently good one either!) However, being the man that I am, I am exceedingly good at deconstructing terrible ideas, and I post as such. Post-jump timers are simply infeasible. There may yet be ways to curb power projection that aren't immediately exploitable, and I eagerly await their inclusion, so that I can take them apart.
I exist only to destroy. Somehow, I make this a positive thing. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 17:29:00 -
[604] - Quote
Querns wrote:Kagura Nikon wrote: I do not contest that. What I contest is the Illusion that you can achieve completely what you desire without completely breaking the game (for example isolating large zones of low sec from the rest of universe)
I want the same effect as you.. but I am more focused on the side effects taht woudl not be bearable. And if you try to push only somethign that has an inherent side effect taht CCP will never tolerate, then you are scrapign your own idea.
That is why I cannot see a "remove cyno jump" level of change beign ever implemented.
You're taking too many steps in a direction we're not going here. Truthfully, I don't have any good answers to the power projection or sov problems being discussed in this thread. (Incidentally, no one else here has painted a consistently good one either!) However, being the man that I am, I am exceedingly good at deconstructing terrible ideas, and I post as such. Post-jump timers are simply infeasible. There may yet be ways to curb power projection that aren't immediately exploitable, and I eagerly await their inclusion, so that I can take them apart. I exist only to destroy. Somehow, I make this a positive thing.
And I am just trying to proposed a dampener on the power projection, not a wall. Because even a dampener is better than nothing as long as it cannot be easily circunvented by larger groups but not by smaller groups.
If we cannot remove jumps becuse of reasons I stated, we cannto delay jumps.. because of what you beleive. Then we are doomed. Maybe we should go opposite direction and any capital ship can jump to any system they want just clicking on the map..
But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 17:34:00 -
[605] - Quote
Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists.
Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
|
Posted - 2014.07.09 17:35:00 -
[606] - Quote
Kagura Nikon wrote: And I am just trying to proposed a dampener on the power projection, not a wall. Because even a dampener is better than nothing as long as it cannot be easily circunvented by larger groups but not by smaller groups.
you're not reading
what querns is telling you is that your plan fails your own test (though it is more "can be circumvented trivially by the rich but not the poor" which is more problematic) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 17:41:00 -
[607] - Quote
Retar Aveymone wrote:Kagura Nikon wrote: And I am just trying to proposed a dampener on the power projection, not a wall. Because even a dampener is better than nothing as long as it cannot be easily circunvented by larger groups but not by smaller groups.
you're not reading what querns is telling you is that your plan fails your own test (though it is more "can be circumvented trivially by the rich but not the poor" which is more problematic)
And yet.. that is the only possibility. Because we all agree what we have now is bad. And CCP will NEVER remove jumps because of low sec.
So the only way is finding a way so that any sort of timmers cannot be circunvented by being rich.
Simple example I posted about 20 pages ago.. attach jump timers to the PILOT. Make it the SAME timer as the jump clone timer.
You can trasverse gates... OK.. AND you can jump normally, but only if your jump clone timer allows and that restart the timmer... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Vaju Enki
Secular Wisdom
1356
|
Posted - 2014.07.09 17:42:00 -
[608] - Quote
After the industry iteration, SOV really need to be the next priority. The Tears Must Flow |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1412
|
Posted - 2014.07.09 17:43:00 -
[609] - Quote
Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together?
No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 17:49:00 -
[610] - Quote
Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money.
This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1413
|
Posted - 2014.07.09 17:59:00 -
[611] - Quote
Querns wrote:Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money. This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online.
it is, because it grows directly in relation to the income capability. Cost is a limiting factors. Th problem is that fixed costs are never going to be a limiting factor. And what you described is exactly what i was thinking. Blue donuts would not be effective at a scalation fight but would be still powerful in planned battles? The result? Now we have a reason to make " hit and run "(for lack of a better term) strikes.
Couple that with a delay of a few hours to change standings...
You may propose whatever change you might dream, as long you ALLOW a blue list to have 10 K people, it will have 10 K people. That is human nature. If it is impossible to limit blue list then we are doomed and this thread is meaningless because if there is something impossible is to curtail human nature and to think that any approach that relies on psycological pressure will work (because that is the same fail as all the other attempts to use such factors, because it ignores the fact that people will usually not think the same way as the one that created the mechanism).
You may make travel as hard as you want, that will NOT solve the blue donut. It will make the stronger part of the blue group to kick the weaker part and pray on them. But the stronger parts that could fight each other in an interestign way will NOT depart. Why? because cowardice is deeply and strongly at the center of human mind. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

DragonOfTheArmory
0
|
Posted - 2014.07.09 18:02:00 -
[612] - Quote
I have been reading through a lot of the suggestions and it sounds great.
I haven't seen a suggestion about off loading some of the stuff that comes with being in null to low sec. It would give low sec more of a purpose. The balance on risk versus reward seems to be skewed based on how the power projection works at a given moment and who is in control of it.
If you limit particular ship class, for example supers and titans, from going into a system above a set value, you could use it to remove the ability to use low sec as a jump point for long range deployments, and it would keep them out of low sec. If you want to get to the other side of null sec to help out someone do whatever, then you might have to fight your way through another alliances space. This would also remove the full on titan and supers comedy drops onto a small fleet that could be handled with a few interceptors and cruiser level fire power. The balance of power would shift to dreads and carriers as the high end of the food chain in low sec conflicts without having to phone-a-friend with supers and titan bridges full of support. It would also introduce a medium to get the middle of the road players with the income that they could run dreads and carriers into low sec and start to populate it.
Make null sec stations fully destructible. This would remove the ping-pong game that comes with establishing sovereignty via station games. The closest place to stage ships would be the low sec stations. This would also cause certain bottle neck systems and regions to close up to protect their home systems in 0.0 and some alliances wouldn't be able to project out as far because they would be over extended given the nature of the time zone games that come with staging and mounting full of offensive and defensive actions. You want to put up a station, the resources are in 0.0, so fight to establish a presence there. Of course, the stuff would have to be held in low sec until you can put it all together to start the station construction.
Move some of the industry around so that if you want to make a capital you have to acquire the resources to do it in 0.0. This off loads a lot of the high sec industry onto 0.0 as far as capital production goes since everything you need is in high sec to do it already.
Most of this is just a passing thought on how to fix various things. Low sec seems to be a medium of just passing through to get to a location. More of a two |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 18:04:00 -
[613] - Quote
Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money. This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online. it is, because it grows directly in relation to the income capability. Cost is a limiting factors. Th problem is that fixed costs are never going to be a limiting factor. And what you described is exactly what i was thinking. Blue donuts would not be effective at a scalation fight but would be still powerful in planned battles? The result? Now we have a reason to make " hit and run "(for lack of a better term) strikes. Couple that with a delay of a few hours to change standings... You may propose whatever change you might dream, as long you ALLOW a blue list to have 10 K people, it will have 10 K people. That is human nature. If it is impossible to limit blue list then we are doomed and this thread is meaningless because if there is something impossible is to curtail human nature and to think that any approach that relies on psycological pressure will work (because that is the same fail as all the other attempts to use such factors, because it ignores the fact that people will usually not think the same way as the one that created the mechanism). You may make travel as hard as you want, that will NOT solve the blue donut. It will make the stronger part of the blue group to kick the weaker part and pray on them. But the stronger parts that could fight each other in an interestign way will NOT depart. Why? because cowardice is deeply and strongly at the center of human mind. You're not understanding my point -- mechanically limiting the blue list does not actually do anything. Out of game software can easily compensate.
There's a similar example with CVA -- their NRDS policy led them to accumulate more people set to red standings than the game would mechanically allow them to have. (The list got too big.) CVA compensated by making a website that one could paste a name into and determine if the pilot in question was hostile or not. Sure, this is clunky as hell and the delay probably causes a few deaths here and there, but it adequately compensates for the mechanical limitation in game. Your proposal would only exist as a small speedbump until sufficient countermeasures were put into place.
You can't regulate friendship (or hatred, apparently!) with mechanical limitations. It just doesn't work. If you dilute the value of the standings mechanic, we'll just make a workaround. Meanwhile, people with fewer resources of either software or intellect will suffer disproportionately to those of us richer in these regards. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Lady Rift
What Shall We Call It
33
|
Posted - 2014.07.09 18:06:00 -
[614] - Quote
Querns wrote:Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money. This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online.
use orange as the new blue. and use chat channels to issue invites to people for emergency fleets or blue them for set fleets. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1413
|
Posted - 2014.07.09 18:06:00 -
[615] - Quote
DragonOfTheArmory wrote:I have been reading through a lot of the suggestions and it sounds great.
I haven't seen a suggestion about off loading some of the stuff that comes with being in null to low sec. It would give low sec more of a purpose. The balance on risk versus reward seems to be skewed based on how the power projection works at a given moment and who is in control of it.
If you limit particular ship class, for example supers and titans, from going into a system above a set value, you could use it to remove the ability to use low sec as a jump point for long range deployments, and it would keep them out of low sec. If you want to get to the other side of null sec to help out someone do whatever, then you might have to fight your way through another alliances space. This would also remove the full on titan and supers comedy drops onto a small fleet that could be handled with a few interceptors and cruiser level fire power. The balance of power would shift to dreads and carriers as the high end of the food chain in low sec conflicts without having to phone-a-friend with supers and titan bridges full of support. It would also introduce a medium to get the middle of the road players with the income that they could run dreads and carriers into low sec and start to populate it.
Make null sec stations fully destructible. This would remove the ping-pong game that comes with establishing sovereignty via station games. The closest place to stage ships would be the low sec stations. This would also cause certain bottle neck systems and regions to close up to protect their home systems in 0.0 and some alliances wouldn't be able to project out as far because they would be over extended given the nature of the time zone games that come with staging and mounting full of offensive and defensive actions. You want to put up a station, the resources are in 0.0, so fight to establish a presence there. Of course, the stuff would have to be held in low sec until you can put it all together to start the station construction.
Move some of the industry around so that if you want to make a capital you have to acquire the resources to do it in 0.0. This off loads a lot of the high sec industry onto 0.0 as far as capital production goes since everything you need is in high sec to do it already.
Most of this is just a passing thought on how to fix various things. Low sec seems to be a medium of just passing through to get to a location. More of a two
Again, the objective re great. But about the problems? Peopel with supers already in low sec and that are with accounts suspended. Are they stuck there when they return? Not saying there is no sulution, but we need one.
Same issue with destructable stations.
The direction is right, but the path si a bit more complex. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Marlona Sky
D00M. Northern Coalition.
5363
|
Posted - 2014.07.09 18:20:00 -
[616] - Quote
It is hilarious to see those who want nothing to change run in this thread and start banging the fear mongering drum. The Paradox |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1413
|
Posted - 2014.07.09 18:21:00 -
[617] - Quote
Lady Rift wrote:Querns wrote:Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money. This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online. use orange as the new blue. and use chat channels to issue invites to people for emergency fleets or blue them for set fleets.
Do I need to write the obvious fixes? Or are you trying to just find anything to argue about? Make ANY standing set to cost you. Simple.
You need to try harder.
And yes I want them to use invites to fleets. That way at least scalations will have a limit. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1413
|
Posted - 2014.07.09 18:22:00 -
[618] - Quote
Marlona Sky wrote:It is hilarious to see those who want nothing to change run in this thread and start banging the fear mongering drum.
Some of them at least come up with arguments. The problem is that some are trying to deadlock thing on the current status quo. They just prove my point hat fear and cowardice are central in human mind "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Lord Fudo
Center for Advanced Studies Gallente Federation
93
|
Posted - 2014.07.09 18:26:00 -
[619] - Quote
Kagura Nikon wrote:DragonOfTheArmory wrote:I have been reading through a lot of the suggestions and it sounds great.
I haven't seen a suggestion about off loading some of the stuff that comes with being in null to low sec. It would give low sec more of a purpose. The balance on risk versus reward seems to be skewed based on how the power projection works at a given moment and who is in control of it.
If you limit particular ship class, for example supers and titans, from going into a system above a set value, you could use it to remove the ability to use low sec as a jump point for long range deployments, and it would keep them out of low sec. If you want to get to the other side of null sec to help out someone do whatever, then you might have to fight your way through another alliances space. This would also remove the full on titan and supers comedy drops onto a small fleet that could be handled with a few interceptors and cruiser level fire power. The balance of power would shift to dreads and carriers as the high end of the food chain in low sec conflicts without having to phone-a-friend with supers and titan bridges full of support. It would also introduce a medium to get the middle of the road players with the income that they could run dreads and carriers into low sec and start to populate it.
Make null sec stations fully destructible. This would remove the ping-pong game that comes with establishing sovereignty via station games. The closest place to stage ships would be the low sec stations. This would also cause certain bottle neck systems and regions to close up to protect their home systems in 0.0 and some alliances wouldn't be able to project out as far because they would be over extended given the nature of the time zone games that come with staging and mounting full of offensive and defensive actions. You want to put up a station, the resources are in 0.0, so fight to establish a presence there. Of course, the stuff would have to be held in low sec until you can put it all together to start the station construction.
Move some of the industry around so that if you want to make a capital you have to acquire the resources to do it in 0.0. This off loads a lot of the high sec industry onto 0.0 as far as capital production goes since everything you need is in high sec to do it already.
Most of this is just a passing thought on how to fix various things. Low sec seems to be a medium of just passing through to get to a location. More of a two Again, the objective re great. But about the problems? Peopel with supers already in low sec and that are with accounts suspended. Are they stuck there when they return? Not saying there is no sulution, but we need one. Same issue with destructable stations. The direction is right, but the path si a bit more complex.
What if they don't return? Should all of CCPs changes be determined on whether players are active or unsubbed?
All they'd have to do is have a one time option on that class ship to be able to make a current type jump to a cyno. If they jump to lowsec, then they would be stuck there, if they jump to null then they go on. If they can give us a bonus neural remap, they could give a one time long jump to everyone. That would give any caps in a lowsec island one opportunity to jump out of the island or stay there.
|

Retar Aveymone
GoonWaffe Goonswarm Federation
536
|
Posted - 2014.07.09 18:44:00 -
[620] - Quote
Kagura Nikon wrote: And yet.. that is the only possibility. Because we all agree what we have now is bad. And CCP will NEVER remove jumps because of low sec.
it's not the only possibility, and your argument "this is bad, ergo we must do something" is wrong: you've given no evidence that something will be better (and are basically sticking your fingers in your ears when told that and leaving those points entirely unrebutted) |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
536
|
Posted - 2014.07.09 18:45:00 -
[621] - Quote
Marlona Sky wrote:It is hilarious to see those who want nothing to change run in this thread and start banging the fear mongering drum.
everyone supposedly "fear mongering" is discussing the things in this thread intelligently and is generally proposing things against their self-interest
you, one presumes because you're unable to join in to a conversation at this level, are reduced to...well, the above |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 18:50:00 -
[622] - Quote
Hell -- I have repeatedly stated that I, personally, on a level solely consisting of my self-interest, would enjoy and welcome per-ship cooldowns on jump drives. This is because I have the means to circumvent the restriction, and those with whom I compete do not. It would be a unilateral benefit to me.
Yet, I am cautioning against it. Repeatedly. Bloody stumps. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Alternative Splicing
Center for Advanced Studies Gallente Federation
74
|
Posted - 2014.07.09 19:01:00 -
[623] - Quote
Kagura Nikon wrote:
But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
This is a chicken and the egg sort of problem. If you cannot have thousands of ships projected then it does not matter how many blues you have.
All the arbitrary scaling ideas, such as sov being more expensive per system, or limiting the number of blues, seem to fail on the same grounds, and are surface solutions to much deeper problems. Creating and maintaining a larger empire should come with inherit risks of defending forces being spread too thin to defend it.
|

Manfred Sideous
North Eastern Swat Pandemic Legion
705
|
Posted - 2014.07.09 19:49:00 -
[624] - Quote
Andy Koraka wrote:If this change goes live I propose we adopt Nidhoggurs as our predominant small-gang fleet concept (move aside Vultures). http://i.imgur.com/KDXE4dD.pngHighlights:
- With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)
- Incredible rep potential, when refit full armor each Nidhoggur (2x reps) repairs the target for almost 6500 EHP/second, for our 15 Niddy gang that's 97,500 dps of rep power!
- With 2 scripted Tracking Links and a Navigational computer, your Einherji will chew apart subcaps with a combined fleet DPS up to 25,000! If frigates get you down watch as your Warrior IIs rip those interceptors to shreds.
The ideal composition for this fleet in my estimation would be 10-15 Nidhoggurs with 3-5 heavy tackle (webbing lokis/tackle proteus), off grid Armor/Skirmish/info boosts and scout interceptors for a rough fleet size of 25. And for the true Ballers out there, your Hel can come too! http://i.imgur.com/XzkokUO.pngAll joke-crafting aside, people would just put i-stabs/hyperspatial accelerators in their Carrier lowslots and convoy ships 1,000,000m3 at a time. In terms of fending off roaming gangs, no gatecamp ever is going to try and attack a 20 man carrier fleet, and with some basic scouting your convoy could dock long before a comparable hostile fleet can even get close. Personal logistics would take a hit, but for an alliance or even a large corp moving would be as safe as ever. As far as how long it would actually take to travel in normal rigged caps: http://i.imgur.com/6XAloka.png2.6 AU/s warp speed (with a 20m implant) 13.3s align, which if you can be assed to do the MWD trick really drops to 10s. That's faster than moving battleships gate to gate.
They will see you coming a mile away and have supers and titans at the ready. You wont be able to just cyno in your titans and supers as backup. Say goodbye to your ~Niddys and morale Hel.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
705
|
Posted - 2014.07.09 19:58:00 -
[625] - Quote
Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible.
M8 then people go NRDS or they have alliance tags on overview and they dont shoot X alliance because they are friends. You cannot put arbitrary limits on social paradigms. It WILL be gamed and will end up accomplishing nothing. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
706
|
Posted - 2014.07.09 20:05:00 -
[626] - Quote
Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money. This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online. it is, because it grows directly in relation to the income capability. Cost is a limiting factors. Th problem is that fixed costs are never going to be a limiting factor. And what you described is exactly what i was thinking. Blue donuts would not be effective at a scalation fight but would be still powerful in planned battles? The result? Now we have a reason to make " hit and run "(for lack of a better term) strikes. Couple that with a delay of a few hours to change standings... You may propose whatever change you might dream, as long you ALLOW a blue list to have 10 K people, it will have 10 K people. That is human nature. If it is impossible to limit blue list then we are doomed and this thread is meaningless because if there is something impossible is to curtail human nature and to think that any approach that relies on psycological pressure will work (because that is the same fail as all the other attempts to use such factors, because it ignores the fact that people will usually not think the same way as the one that created the mechanism). You may make travel as hard as you want, that will NOT solve the blue donut. It will make the stronger part of the blue group to kick the weaker part and pray on them. But the stronger parts that could fight each other in an interesting way will NOT depart. Why? because cowardice is deeply and strongly at the center of human mind.
If someone wants to have 10k friends then by all means they should have 10k friends. Thats awesome MMOs are supposed to be social. With my suggested changes the day they are implemented the landscape will slowly start to change. Groups will start to make conscious choices on what they can afford and utilize. When they start dropping those systems it creates open land for new parties to consider moving out and taking for themselves. So now slowly you have new groups settling in nullsec. As time goes on parties will seek content they will seek expansion due to growth. Others will shrink as they die off. This will create shifts in null sec on a smaller scale then what we are use too. More localized. Friendships and Enemies will be forged.
@EveManny
https://twitter.com/EveManny |

Mazzara
Gale Force Contractors
12
|
Posted - 2014.07.09 20:31:00 -
[627] - Quote
Rivr Luzade wrote:New parties into the current state of 00 sec? Why? Are they big? Can they create headlines like the 2 BBB? I doubt it. And since they cannot create headlines nor otherwise meaningful content, they are not needed in the current state of 00 sec.  With the current mechanics and, probably more importantly, the very simple-minded meta gaming around Sov 00 sec, you cannot get into Sov 00 without succumbing to one of the blocks or get kicked out. Even with your changes. Your suggestions, especially the JF bubble immunity, is very funny. ^^ If you can only jump to the next system, where's the point of having a jump drive at all? They are expensive, they need a cyno everyone can warp to, they then offer no benefit anymore. And by the way: Why is there yet another thread about this topic? It has been discussed over and over, even in several topics in the last couple of weeks...
oh look another, oh no you can't do that, this game is for just us, and anyone ideas that would change how we play the game is wrong No matter how much you scrub, how hot of water you use,-áyou can't wash shame! |

Manfred Sideous
North Eastern Swat Pandemic Legion
707
|
Posted - 2014.07.09 20:47:00 -
[628] - Quote
So I am just waking up sipping my morning coffee and reading all the great replies. Good discussion and a few really great ideas. Netflix put submarine movies up this month so I went to bed and then proceeded to watch The Hunt for Red October and Das Boot Sooooooo goood. Tonight I will watch crimson tide and hopefully wake up at a somewhat more respectable time tomorrow. But I digress , I think the idea of depletable resources has some promise and one that should be explored more. I also very much like the idea of changing deathclones in conjunction with the other changes. It makes sense and is reasonable. I think the exception would be that you would need to be able to set your deathclone somewhere else at least. Like perhaps your character's birth system.
I'd like to just caution that I think many of the ideas suggested itt are great. I think most would work in a vacuum and most although great in spirit are too easily gamed and hurt the little guy more. We all make choices everyday in the sandbox that effect others . Those choices are based off the rules and tools in which CCP give us. All changes in a sandbox should take into consideration a few things.
Does this make things dynamic more/less
Does this change interaction more/less
Is this change equitable more/less
How does this change scale micro/macro
Does this offer immersion more/less
I know there is more to add to that list but I have only consumed 1 cup of coffee so far and my brain isn't at peak performance yet. @EveManny
https://twitter.com/EveManny |

Kusum Fawn
State Protectorate Caldari State
498
|
Posted - 2014.07.09 20:51:00 -
[629] - Quote
I havent seen any replies to what i posted,, and am curious as to what people think of it.
https://forums.eveonline.com/default.aspx?g=posts&m=4785725#post4785725 Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Mashka Cybertrona
Vanishing Point. The Initiative.
8
|
Posted - 2014.07.09 20:53:00 -
[630] - Quote
this is a sandbox, the community has the power to "fix" a lot of the problems itself. It simply requires enough of us to get on board with an ideology and stick with it.
Saying that everyone wants to win and so they will just cast aside any agreements in favor of "winning at any cost", you have a different definition of winning that I do. If you have to break agreements, blob a system to the point of locking it down to achieve strategic victory that is not winning in my book, that if anything is a loss.
And my idea was not about sovereignty. It was about content generation. Wars currently are used to generate content, a direct side effect is having to force an enemy to defend an asset or risk losing it. What I'm proposing is an enviroment that generates content without the sov grinding.
N3 and CFC keep their existing space, generate content in a warzone region (I vote for catch/Provi) and nobody has to remain in this scenario of kicking each other in the nuts until one guy falls over xD
TLDR:
If you don't want the space If you hate the sov grind If you want good fights
Why not come to an agreement to generate wargames/fun fighting in a warzone? At least until CCP fixes eve 
|
|

Manfred Sideous
North Eastern Swat Pandemic Legion
707
|
Posted - 2014.07.09 20:58:00 -
[631] - Quote
Mazzara wrote:Rivr Luzade wrote:New parties into the current state of 00 sec? Why? Are they big? Can they create headlines like the 2 BBB? I doubt it. And since they cannot create headlines nor otherwise meaningful content, they are not needed in the current state of 00 sec.  With the current mechanics and, probably more importantly, the very simple-minded meta gaming around Sov 00 sec, you cannot get into Sov 00 without succumbing to one of the blocks or get kicked out. Even with your changes. Your suggestions, especially the JF bubble immunity, is very funny. ^^ If you can only jump to the next system, where's the point of having a jump drive at all? They are expensive, they need a cyno everyone can warp to, they then offer no benefit anymore. And by the way: Why is there yet another thread about this topic? It has been discussed over and over, even in several topics in the last couple of weeks... oh look another, oh no you can't do that, this game is for just us, and anyone ideas that would change how we play the game is wrong
Jumpdrives will still exist cynos will still exist they will still have value. Bypassing gatecamps , Jumping into battles in a preferred position. Cynoing onto a station things like that.
@EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.09 20:59:00 -
[632] - Quote
Andy Koraka wrote:
With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)
Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive.
I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead.
You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf. |

Manfred Sideous
North Eastern Swat Pandemic Legion
707
|
Posted - 2014.07.09 21:23:00 -
[633] - Quote
Kusum Fawn wrote:>Each alliance has a Capitol seat, each corp in the alliance has a Home system >Make sov require contiguous systems and scale the cost to how many systems are owned. >system bonuses are tied to distance from capitol, and home >Sov costs are based on useage (reverse scale, more used systems are cheaper) >Map statistic intel is no longer published (docked active pilots/active pilots in space) >Grav/ice sites become signatures again and better balanced for lowend minerals (just make them easy to find) >Everything gets an alchemy (Goo, Ice, minerals, gas) >system sov index tied to useage, Naturaly degrading sov means that sov can be lot due to inactivity by owners. >allow more then one outpost per system and remove outpost ownership from sov influence. add monthly upkeep costs per station.
-Jump bridges are now for only moving around in your own space because the sov necessary has to be attached to other sov. -Individual nullsec empires are smaller to control costs, while encouraging small alliances to take space, While this doesnt change renting, it encourages more alliances owning space. and reduced the sprawl of single entities. -multiple outposts not affected by system sov means that A. Real market hubs can be built, with refining, manufacturing and research can be centered in a home or capital system, B. Services can be rendered and upkept by third parties (neutral black frog stations anyone?) -more alchemy allows for greater freedoms in ship types in non-native regions, with reduced logistical need for fuel importation. -Ice and ore signatures means greater security for miners in null, low and wh, while better balance of mineral composition means less reliance on importation
Comments?
Alliance Home system I don't agree because under you're suggested change larger alliances are punished. Goonswarm Federation as a example have 10k members. They require more systems and from what I gather from your post is that the further away from the home system the less benefits they get. This punishes someone like GFed for no good reason.
I think everyone agrees sov cost should be tied to utilization. Heavy utilization should give discounts to the sov bill and increase the tenacity of sov structures. Whereas underutilization ( levels are all debatable) should increase sov cost and sov structures have less tenacity.
Idisagree completely with map statistics being removed. I think they are a fair and equitable way for people to use for intel. You still need to travel to the system to see who and what is doing things.
Grav Sites - Perhaps in a nullsec where you rely on producing locally this makes sense. Tucking miners away in some site that needs to be probed down seems silly. We want people working together and PVP'rs actively protecting miners. Well hostile parties seeking to destroy miners need some reasonable measure of being able to get to the miners before they can simply dock up. Not to say that miners should die when a hostile enters system.
Alchemy - Yeah this would be a no brainer in a nullsec that exist post power projection nerf.
Outpost - I am not sure that we would want more than one outpost per system. Why wouldn't you just want to upgrade your current outpost eliminating the need for more outpost. I think outpost upgrades should become cheaper and there should be a greater selection of upgrades and more levels. Goonswarm Federation has a ton of corps they should be able to upgrade a station to the point that all of those corps could have a office. It shouldn't cost a bajillion isk either. A upgrade like office upgrade should cost a flat amount and give you X amount of slots.
Jumpbridges being attached - I agree they should be attached to other sov. No more islands. You can have an island somewhere but that island can only have jumpbridges within that island.
Stations not affected by sov - I like the spirit of the idea ( I can recall ISS and how they were a neutral party that offered services just like you describe) . However how stations are conquered needs to be fleshed out. The sov owner has to have some means of control over the station should the other party become fowl or default on the terms of use. Perhaps the treaty system could come into play here with station owners being able to lease a station to 3rd parties while still retaining ownership.
HTH @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
707
|
Posted - 2014.07.09 21:30:00 -
[634] - Quote
PotatoOverdose wrote:Andy Koraka wrote:
With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)
Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive. I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead. You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf.
Really ? because you won't have intel channels or anything ? You won't have people in space doing things downpipe that can notify you that hey so and so is coming? Furthermore why are they coming? What will being there accomplish unless they intend to stay there. Absenteeism no longer works with sov holding. You have to be there you have to live there in order to keep it. So maybe the 1000 nids make you dock up. Perhaps they RF some stuff. Then what?
They have no lasting power unless they can commit to being there. Because sure they can project power in that place but that place only. Again I would drag bubble , dictor bubble them to hell and back and make them miserable for ever coming. Burn your 1000 nids through dictor bubbles every jump. Or cap up and jump every jump. Go for it bro just go for it.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
707
|
Posted - 2014.07.09 21:36:00 -
[635] - Quote
Mashka Cybertrona wrote:this is a sandbox, the community has the power to "fix" a lot of the problems itself. It simply requires enough of us to get on board with an ideology and stick with it. Saying that everyone wants to win and so they will just cast aside any agreements in favor of "winning at any cost", you have a different definition of winning that I do. If you have to break agreements, blob a system to the point of locking it down to achieve strategic victory that is not winning in my book, that if anything is a loss. And my idea was not about sovereignty. It was about content generation. Wars currently are used to generate content, a direct side effect is having to force an enemy to defend an asset or risk losing it. What I'm proposing is an enviroment that generates content without the sov grinding. N3 and CFC keep their existing space, generate content in a warzone region (I vote for catch/Provi) and nobody has to remain in this scenario of kicking each other in the nuts until one guy falls over xD TLDR: If you don't want the space If you hate the sov grind If you want good fights Why not come to an agreement to generate wargames/fun fighting in a warzone? At least until CCP fixes eve 
Shadoo , Mister Vee , Vince Draken and I had this idea a year ago. In the end it could be fun for a short time but it would be hollow and meaningless. Much as most of the fighting that blocks are doing now. Both blocks have everything they want there is no need or little will to go all in and risk destruction. Why risk it we got the goodlife now is the mentality. Peacetime reimbursements , Endless Supers with isk to rebuild them when the occasional woops happens. I know I am the minority I say F it all lets just get it on because it will be epic. But most people have attachment to their space pixels and are only willing to risk them if there is a reasonable chance of success.
@EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.09 21:37:00 -
[636] - Quote
Manfred Sideous wrote:PotatoOverdose wrote:Andy Koraka wrote:
With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)
Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive. I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead. You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf. Really ? because you won't have intel channels or anything ? You won't have people in space doing things downpipe that can notify you that hey so and so is coming? Furthermore why are they coming? What will being there accomplish unless they intend to stay there. Absenteeism no longer works with sov holding. You have to be there you have to live there in order to keep it. So maybe the 1000 nids make you dock up. Perhaps they RF some stuff. Then what? They have no lasting power unless they can commit to being there. Because sure they can project power in that place but that place only. Again I would drag bubble , dictor bubble them to hell and back and make them miserable for ever coming. Burn your 1000 nids through dictor bubbles every jump. Or cap up and jump every jump. Go for it bro just go for it. So.....just to be clear......people that are willing to bring 1000 domis to a fight won't be willing to bring 1000 nidhoggurs that warp/align as fast or faster (and come with a jump drive for what that's worth).
Yeah, no, you're right. No one would ever go for that.  |

Manfred Sideous
North Eastern Swat Pandemic Legion
707
|
Posted - 2014.07.09 21:48:00 -
[637] - Quote
PotatoOverdose wrote:Manfred Sideous wrote:PotatoOverdose wrote:Andy Koraka wrote:
With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)
Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive. I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead. You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf. Really ? because you won't have intel channels or anything ? You won't have people in space doing things downpipe that can notify you that hey so and so is coming? Furthermore why are they coming? What will being there accomplish unless they intend to stay there. Absenteeism no longer works with sov holding. You have to be there you have to live there in order to keep it. So maybe the 1000 nids make you dock up. Perhaps they RF some stuff. Then what? They have no lasting power unless they can commit to being there. Because sure they can project power in that place but that place only. Again I would drag bubble , dictor bubble them to hell and back and make them miserable for ever coming. Burn your 1000 nids through dictor bubbles every jump. Or cap up and jump every jump. Go for it bro just go for it. So.....just to be clear......people that are willing to bring 1000 domis to a fight won't be willing to bring 1000 nidhoggurs that warp/align as fast or faster (and come with a jump drive for what that's worth). Yeah, no, you're right. No one would ever go for that. 
Again to what end are they bringing 1000 of whatever to a fight. If its a system they plan to take that borders there existing space that they can utilize I say good for them. They had a 1000 dudes obviously they needed that system. Because if they take it and don't need it and can't utilize it its going to cost them a fortune. Now if those 1000 whatevers are traveling to some distant spot to take something or help take something I say ok great that 1000 helped take it. Now what happens when they leave and the 1000 whatevers aren't there to protect it? Are those 1000 whatevers going to travel back and forth everyday. I mean if the 1000 whatevers are traveling back and forth everyday then damn thats a 1000 whatevers not at there home to defend. I'd dial up some mercs or enemies of the 1000 whatevers and say " hey 1000 whatevers are traveling here everyday all there stuff is undefended" . Bam now 1000 whatevers have a choice to make " Do we take our 1000 whatevers over here or do we need our 1000 whatevers to stop stuff happening in our own space. You know since we already established they like using 1000 whatevers to get the job done.
Like I feel like you are not connecting the dots here. Only seeing part of the equation that reinforces your bias. During the Haloween war the attackers CFC , RUS , BL tried doing exactly what I am suggesting. The problem with that idea was that because of power projection N3/PL specifically me for a large part was able to bounce slowcat/subcap/super fleets all over the universe and put out fires as they were lit. CFC , RUS , BL were a impressive force able to create REAL pressure all over the map. But because of power projection I was able to counter that pressure.
*Edit to expand on my point. @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.09 21:59:00 -
[638] - Quote
Manfred Sideous wrote:
Like I feel like you are not connecting the dots here. Only seeing part of the equation that reinforces your bias.
Maybe. But where I live, I see 100-200 man Roaming fleets every day. Those fleets often bring ishtars, apocs, etc. In the past some of them used domis.
Do you see why I might have a problem with those same roaming fleets using Nidhoggurs that warp/align faster than those same battleships, can use the same gates everyone uses, have far more ehp, dps, and rep available than those same battleships, and on top of everything else can refit to any other loadout on a whim? Do you seriously not see the problem with that?
Maybe the mighty pandemic legion doesn't see that as a problem. But I'm a little dude in a relatively small and insignificant outfit that fights outnumbered every day. And you know what? I can't kite those nidhoggurs. I can't kill them off one by one. I can't do anything to them except batphone some bigger friends. But your changes make even that bat phone bit harder (which is a good thing - the only good thing about these proposed changes).
So tell me, how should I connect those dots? |

Manfred Sideous
North Eastern Swat Pandemic Legion
707
|
Posted - 2014.07.09 22:18:00 -
[639] - Quote
PotatoOverdose wrote:Manfred Sideous wrote:
Like I feel like you are not connecting the dots here. Only seeing part of the equation that reinforces your bias.
Maybe. But where I live, I see 100-200 man Roaming fleets every day. Those fleets often bring ishtars, apocs, etc. In the past some of them used domis. Do you see why I might have a problem with those same roaming fleets using Nidhoggurs that warp/align faster than those same battleships, can use the same gates everyone uses, have far more ehp, dps, and rep available than those same battleships, and on top of everything else can refit to any other loadout on a whim? Do you seriously not see the problem with that? Maybe the mighty pandemic legion doesn't see that as a problem. But I'm a little dude in a relatively small and insignificant outfit that fights outnumbered every day. And you know what? I can't kite those nidhoggurs. I can't kill them off one by one. I can't do anything to them except batphone some bigger friends. But your changes make even that bat phone bit harder (which is a good thing - the only good thing about these proposed changes). So tell me, how should I connect those dots?
Ok the reasons why you see those 100-200 man roaming fleets everyday are easy to explain.
- They are from coalitions. Whose individual alliances all live in different regions. But because of jumpbridges they can all come together very easy to form these 100-200 man fleets.
- These 100-200 man fleets don't have anything else to do. They don't have miners or builders to protect in there home space. They don't have logistic pipes to patrol. The only thing they can do is form a fleet big enough to go somewhere to get pvp content and the fleet has to be big enough to deal with what they deem as expected possible escalation.
- Perhaps these pilots are all staging from VFK or something like that. They are doing so because there is nothing for them to do in there home area. I mean they can run some anoms but other than that they are where the action is.
With the changes I suggested you will see much more focus on home space. Doing things in home space and protecting it. Raiding other neighboring space to disrupt those activities like mining and etcetra. They definitely won't be able to skip large swaths of space via cynos and jumpbridges. So coming together to form those fleets will in itself be a chore. @EveManny
https://twitter.com/EveManny |

jiujitsutou
Outrider's Black. Sails
1
|
Posted - 2014.07.09 22:45:00 -
[640] - Quote
Hi i would like to throw in some more ideas into the discusion some of wich allready have been mentioned in one or another way , so are my own and some come from talking with people. This is a very limited model and only focuses on the power projection aspect .
So basicly: I like the idea that capitals have a special way of traveling (cyno jumping) . So my model wouldnt touch this part but . -> SC-¦s and Titans would receive a (as suggested earlyer in this massive thread) jump timer wich is char bound (15 min per jump maybe ? dont want to focus on details here) The story idea behind it is that moving so huge ships really shakes and bends the space-time continuum and it needs some time to get back into normal swing . The gameplay idea is : Sc-¦s and Titans are the tools of power , they can only be build in 00 they are damn tough to crack (atleast for non sov superpower) and sov holder (and pl) have massive stocks so they are one part of the problem of small(er) alliances getting into sov 00 Also: Titans get their bridges removed (and get a proper (combat?)role) , sov bridges get a limitation to the owner only
Moving onto Caps: Dreads alone are vulnerable so i dont think they need additional restrictions in terms of movement added. Carrier: Well the are damn hard to bring into ballance , in a super logi role (triage) they are as limited and usefull as dreads . But as Super RR Domis they are indeed a problem (for wich i cant really offer a solution) maybe limiting them to fighter only might be a solution (they are very strong i know but they are mobile drones and mobile drones can fall victim to smart- and dumb bombs
Jumpclones: I would leave JC untouched as they allready have a timer added (19h atleast) Medical clones: I would limit MC-¦s so you could only get one when you go to the station you want one in and create the contract there (If i want a MC in some lowsec or friendly 00 i would need to go there and create one rather than jsut remotely set one) that would in total limit the amount of clone jump you could do per day to two (1: You use the jc and 2: you suicide yourself to your mc).
Blackops: mabye we should think about removing the tech3s from the list of ships that can use the portal , but aside from that i dont think they need major changes either .
What do you guys think about this (very limited) model ? |
|

Kusum Fawn
State Protectorate Caldari State
498
|
Posted - 2014.07.09 22:53:00 -
[641] - Quote
Manfred Sideous wrote:Sniped for character limit HTH Part of the issue with the current system is the single sprawl of one alliance that is too big to take on no? while its true that capital and home systems doesn't affect the coalition issue, it does affect the sprawl issue. encouraging multiple smaller alliances seems to me to be a way to prune some of the sprawl and combined with the requirement for activity to maintain sov spaces, it would open a lot of space for new groups to gain foot holds. You mentioned 10k Goonswarm members (Grr Goons) I agree that it would penalize goons and other large sov holding alliances, but i believe that they would find a balance between the space they can use and the space they can pay for. Again combine this with Sov needing to be contiguous, Nullsec Alliances wouldn't in general cover three regions, while a coalition might still anyways. It makes sense to me that the farther out from the seat of government a place is, the lesser the control of the government in that location. Much like how lowsec is still Empire sov, but not patrolled by concord or empire navy. Its restrictions are lesser because of its distance from the Government seat.
I dislike the map intel because it doesnt require a person to go to a system and see its utilization, when looking for fights or miners one only has to watch the map for locations in the target area where pilots are active, or have been active in the last half hour. If sov is tied to utilization, watching the map over the course of a day can give a pretty good idea of when a good time to find a fight will be. With the shrinking of individual sov areas, it becomes a lot easier to tell where but not as easy as to tell when. Map data should be removed.
Grav sites, With the changes to many ships warp speeds and acceleration to warp and the continued slowness of barges and exhumers, miners in null do need something to help them not die as soon as someone notices them. changing sites back to sigs instead of anoms is an added amount of protection for miners. And if nullsec ever wants to be independent of hisec importation its pretty important to give miners some protections form the pvp fleets that roam. Its no accident that the vast majority of belts in null systems arent mined out, or mined at all. Buffing ore yields can only go so far if the ships themselves are too vulnerable in a systems belts. When was the last time you sat around for 8 hours "protecting" hulks in system belts? I know that sometimes people will form a HD fleet to try to kill the roaming fleet but I dont know when the last time that actually happened. (this is not to say that it never happens, I am just unaware of when it does, because it seems like never)
Multiple outposts because everyone likes to get things shipped. It also allows large alliances to create the stations they may/may not need to protect their coalition without needing to own the sov in noncontigious locations. Third party People seeding a region can gain access to particular corp stations and not others. It allows Player sov to act like NPC sov and get more activity. However i agree that outposts need to be quite a bit cheaper and the opgrades need to be a lot cheaper. If CCP ever makes outposts destructable, They need to have a lot more flexability in upgrading, Fortress Black Frog Market Station and all that. Modular Outposts? IF null is ever supposed to be more active in its own markets, more stations owned by more people will breed conflict and provide places where third parties can gain foot holds and supply themselves and those in conflict. Personally i would love it if you could oust the sov holders while not disturbing the renters. and simply inherit the serfs as part of the system.
But yes you are correct that the whole outpost system needs to be redone. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.09 23:01:00 -
[642] - Quote
Manfred Sideous wrote:Ok the reasons why you see those 100-200 man roaming fleets everyday are easy to explain.
- They are from coalitions. Whose individual alliances all live in different regions. But because of jumpbridges they can all come together very easy to form these 100-200 man fleets.
- These 100-200 man fleets don't have anything else to do. They don't have miners or builders to protect in there home space. They don't have logistic pipes to patrol. The only thing they can do is form a fleet big enough to go somewhere to get pvp content and the fleet has to be big enough to deal with what they deem as expected possible escalation.
- Perhaps these pilots are all staging from VFK or something like that. They are doing so because there is nothing for them to do in there home area. I mean they can run some anoms but other than that they are where the action is.
Except this isn't really true. If you live in NPC Pure blind, for example, You will be ~10 jumps out from the home system of 3-4 relatively large alliances (GSF, SMA, CO2, TNT for the case of pure blind) at any given time. Each of those home systems will have many hundreds of dudes at any given time. The same is true for NPC venal or any number of other npc regions. ~10 jumps isn't a lot of distance or time to cover with or without jump bridges.
Maybe with your changes the pvp-minded will stick around their home system and camp a gate to protect their miners, but I doubt it.
Manfred Sideous wrote: I think most would work in a vacuum and most although great in spirit are too easily gamed and hurt the little guy more. You mention the little guy quite a bit. In the past 4+ years, barring a brief stint in sov, I've spent all of my time in little-guy alliances. Let me tell you something about the little guy.
The little guy lives in NPC 0.0 or Lowsec (I'm ignoring the WH duders for now). The little guy in NPC 0.0 uses a handful of jump freighters and carriers to seed his alliance's market hub and provide doctrine ships. He does this because he does not have the numbers to control the sov pockets that lead to his little pocket of space. Even with your changes, he would not be able to hold any of the sov entry systems. So convoys are out.
Take these jump freighters away, force him to go through sov space, and you kill every alliance living in npc 0.0 that isn't syndicate. I mentioned pure blind earlier, let's have a look at it again. 4 NPC stations, all of them a minimum of 5 jumps away from lowsec through goon sov, through a pipe. Guess who's getting their ships through that pipe? Not the little guy.
And pure blind is an easy case. Look at Stain. Stain has precisely 2 systems that are in jump range of non-sov space: NRT4 and T-NN. Only one of those systems (NRT4) has a non-kickout station. From those 2 systems, you can barely range to Saminer or Sagain (Amarr lowsec). Nerf Jump range even the tiniest bit and JFs can't make the trip. Nerf it a tiny bit more and neither can carriers. Your alternative is 60 jumps to the nearest lowsec. Good luck. Remove current jump drive logistics, and you basically **** every npc 0.0 entity living in that region.
But, but, but people will mine and produce their ships locally!
Really? I'll just moon mine/siphon the vast swathes of dyspro or hafnium/other moon goo required to produce my T2 guns, ammo, and ships from my local region since every type of moon goo is available in every region. Sure.
Hopefully, you see the cause for my concern. Your changes **** the little guy in the back door with a splintered broom handle, since he doesn't have a prayer of holding a regional entry system. So his choices are blue-up or go to low sec. Yay, stagnation is fun! |

Manfred Sideous
North Eastern Swat Pandemic Legion
710
|
Posted - 2014.07.09 23:35:00 -
[643] - Quote
PotatoOverdose wrote:
Really? I'll just moon mine/siphon the vast swathes of dyspro or hafnium/other moon goo required to produce my T2 guns, ammo, and ships from my local region since every type of moon goo is available in every region. Sure.
Hi let me introduce you to Alchemy & Wormhole.
Hello Potato my name is Alchemy you can use me like a cheap ***** to take one thing and it turn it into another.
Hi Potato im Wormhole you can also use me like your little slave to find shortcuts from one place to another. @EveManny
https://twitter.com/EveManny |

Cronus Maximus
Amok. Goonswarm Federation
3
|
Posted - 2014.07.09 23:39:00 -
[644] - Quote
PotatoOverdose wrote:
Cut to not break forums in half.
I understand what you are saying about the little guys needing access but I think that you are only looking at the effect this has on the little guy, not both parties.
Lets for argument sake just say CFC / N3 / PL want no one in null sec, or traveling through their space to get to other space behind it. Right now you are correct that you can simply bypass that space(albeit just barely so in some cases) and I'd also agree that it becomes much harder to do so later on.
But now we have to consider that the same force keeping you from bypassing is also channeling the efforts CFC / N3 / PL have to make to keep you out. For every single choke point that you want to get through they need warm bodies sitting there, or VERY close by to stop you, I can't just sit in VFK and wait for the cyno to go up. Because if I do you are 10 jumps on before I get there.
So now we have some guys living deeper in the territory and some at the borders keeping them secure, but does even that work? now its not just you that wants into null, its every single small alliance in NPC null that is hammer on my door and forcing me to alarm clock. Can the combined forces of all the little groups in null beat a bloc? Almost definitely not, but if a large pool of resources are being spent just keeping people out what about those already in? I open myself up to attack if my combat pilots are forward deployed constantly.
This is to all say nothing of the wormholes Manfred mentioned while I was typing this. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.09 23:43:00 -
[645] - Quote
Manfred Sideous wrote:PotatoOverdose wrote: Really? I'll just moon mine/siphon the vast swathes of dyspro or hafnium/other moon goo required to produce my T2 guns, ammo, and ships from my local region since every type of moon goo is available in every region. Sure.
Hi let me introduce you to Alchemy & Wormhole. Hello Potato my name is Alchemy you can use me like a cheap ***** to take one thing and it turn it into another. Hi Potato im Wormhole you can also use me like your little slave to find shortcuts from one place to another. Using Alchemy to fill all of your needs for t2 production. Right, good luck with that.
Using wormholes for all of your null-empire logistical needs. Right.........Been there, done that, not doing it again.
I take it you don't actually have any counter points to the post above yours? Unless you REALLY think a full T2 production line is viable with alchemy alone. In that case: lol.
Then again, this coming from the guy that's fine with faster-than-battleship roaming and refitting nidhoggurs, I'm not surprised. It's good that you dropped the whole "helping the little guy" facade though. Much more honest now. |

Mario Putzo
Welping and Dunking.
931
|
Posted - 2014.07.09 23:48:00 -
[646] - Quote
^ Right because when changing the mechanics of how NS currently operates CCP couldn't ever look at changing the mechanics of how production could be enhanced to help facilitate the changes.
Can I use your vacuum mine is broken. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.09 23:51:00 -
[647] - Quote
Cronus Maximus wrote: This is to all say nothing of the wormholes Manfred mentioned while I was typing this.
First of all, running logistics through Wormholes (from stain specifically) is something I have personally done. Extensively. If you legit believe that people will play this game to do THAT on a regular basis, you are horrendously out of touch. At best they'll move to low or blue-up as I mentioned before, which brings us back to stagnation, yay. At worst they'll unsub, but vOv.
Cronus Maximus wrote: I understand what you are saying about the little guys needing access but I think that you are only looking at the effect this has on the little guy, not both parties.
Lets for argument sake just say CFC / N3 / PL want no one in null sec, or traveling through their space to get to other space behind it. Right now you are correct that you can simply bypass that space(albeit just barely so in some cases) and I'd also agree that it becomes much harder to do so later on.
But now we have to consider that the same force keeping you from bypassing is also channeling the efforts CFC / N3 / PL have to make to keep you out. For every single choke point that you want to get through they need warm bodies sitting there, or VERY close by to stop you, I can't just sit in VFK and wait for the cyno to go up. Because if I do you are 10 jumps on before I get there.
So now we have some guys living deeper in the territory and some at the borders keeping them secure, but does even that work? now its not just you that wants into null, its every single small alliance in NPC null that is hammer on my door and forcing me to alarm clock. Can the combined forces of all the little groups in null beat a bloc? Almost definitely not, but if a large pool of resources are being spent just keeping people out what about those already in? I open myself up to attack if my combat pilots are forward deployed constantly.
Here's the thing though: If I can only move stuff when the blocs are busy touching each other (and even then at great risk), I'm not gonna live in NPC null. Why would I choose to live in a place where my supply lines are interdicted 90% of the time? I'll move to low sec.
Is that what we want? People moving out of NPC Null into Lowsec? Because that's what's gonna happen.
|

Mario Putzo
Welping and Dunking.
931
|
Posted - 2014.07.10 00:00:00 -
[648] - Quote
PotatoOverdose wrote: Here's the thing though: If I can only move stuff when the blocs are busy touching each other (and even then at great risk), I'm not gonna live in NPC null. Why would I choose to live in a place where my supply lines are interdicted 90% of the time? I'll move to low sec.
Is that what we want? People moving out of NPC Null into Lowsec? Because that's what's gonna happen.
Better yet, get rid of NPC null altogether, and just make it new conquerable space. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.10 00:01:00 -
[649] - Quote
Mario Putzo wrote:^ Right because when changing the mechanics of how NS currently operates CCP couldn't ever look at changing the mechanics of how production could be enhanced to help facilitate the changes.
Can I use your vacuum mine is broken. So......how much of eve are we going to change to accomodate sov blocs? I mean FFS we're already assuming that fuel alchemy is gonna be implemented which will affect every single region (Hisec (towers, ice mining), WH's (towers), Lowsec (Caps and towers), NPC 0.0 (Caps and Towers), Sov (Caps and Towers)). Jump drive changes will additionally affect Low, NPC, and Sov but also the T2 market in Hisec.
Let's screw with everything just because we cant stop the guys with caps in null sec from setting everyone blue.
Manfred Sideous wrote: Hello Potato my name is Alchemy you can use me like a cheap ***** to take one thing and it turn it into another.
**** it, ALCHEMY ALL THE THINGS! You get some alchemy! And you get some alchemy! NEED FUEL? ALCHEMY THAT **** BRO. Alchemy for EVERYBODY!
Please, take a step back and recognize your solution is terrible if your plan is to alchemy everything. Please and thank you. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.10 00:03:00 -
[650] - Quote
Mario Putzo wrote: Better yet, get rid of NPC null altogether, and just make it new conquerable space.
Good luck with that. |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
710
|
Posted - 2014.07.10 00:08:00 -
[651] - Quote
PotatoOverdose wrote:Manfred Sideous wrote:PotatoOverdose wrote: Really? I'll just moon mine/siphon the vast swathes of dyspro or hafnium/other moon goo required to produce my T2 guns, ammo, and ships from my local region since every type of moon goo is available in every region. Sure.
Hi let me introduce you to Alchemy & Wormhole. Hello Potato my name is Alchemy you can use me like a cheap ***** to take one thing and it turn it into another. Hi Potato im Wormhole you can also use me like your little slave to find shortcuts from one place to another. Using Alchemy to fill all of your needs for t2 production. Right, good luck with that. Using wormholes for all of your null-empire logistical needs. Right.........Been there, done that, not doing it again. I take it you don't actually have any counter points to the post above yours? Unless you REALLY think a full T2 production line is viable with alchemy alone. In that case: lol. Then again, this coming from the guy that's fine with faster-than-battleship roaming and refitting nidhoggurs, I'm not surprised. It's good that you dropped the whole "helping the little guy" facade though. Much more honest now.
Look I have not been able to reason with you. You see things your way I and others see them differently. Believe it or not I want people like you in null sec. I want more of you. In fact I would think it would be awesome if nullsec was comprised of small groups like yours . However we will never get there or anywhere close with the current set of rules. Ultimately CCP is going to decide which direction to go. They use part of my ideas or anyones ideas ITT or they might just have another way of doing things we havn't even considered. All we can do is try to have a intelligent discussion about it that might perhaps give them a view of perspective or ideas they may not have discovered themselves. I think nullsec could be self sustaining without being dependant on the tether to empire. You have to use your imagination to explore that scenario. It can't be based off what you currently know and accept as normal. In regards to your comment about nidhoggers there is always going to be some op ship in the game. The thing thats constant is that thing thats op changes has changed many times before and will continue to change.
@EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.10 00:18:00 -
[652] - Quote
Manfred Sideous wrote:Good Stuff
Look, I agree with what you're generally going for, but disagree with some of the details. Specifically:
-Alchemy Fuel and T2 production line based mostly on alchemy. Alchemy all the things is bad. Alchemy was introduced as a band-aid for supply issues, not a permenant solution for all our woes. -Cutting NPC 0.0 supply lines. People will just move to lowsec, no one is going to stay in a particular area if they're cut off from supplies 90% of the time. -Complete independence from hisec: Might be possible for an alliance with many thousands of characters at it's disposal. Never possible for the little guy though.
Those are three simple points which I feel need to be addressed in any sort of global eve revamp. Because that's what this is. Your not proposing just a change to jump drives. Fuel alchemy itself is a MASSIVE change.
edit: Anyway I've said my piece. Feel free to ignore any/all of it as you see fit. |

DragonOfTheArmory
0
|
Posted - 2014.07.10 00:23:00 -
[653] - Quote
Kagura Nikon wrote:Peopel with supers already in low sec and that are with accounts suspended. Are they stuck there when they return? Not saying there is no sulution, but we need one.
If this is the single, overriding concern as to why changes should not be made to the capital ship classes in regards to the mechanics by which they operate, any changes at any level will never work and we are left with the status quo.
|

Mario Putzo
Welping and Dunking.
931
|
Posted - 2014.07.10 00:25:00 -
[654] - Quote
PotatoOverdose wrote:Mario Putzo wrote:^ Right because when changing the mechanics of how NS currently operates CCP couldn't ever look at changing the mechanics of how production could be enhanced to help facilitate the changes.
Can I use your vacuum mine is broken. So......how much of eve are we going to change to accomodate sov blocs?
Well considering that Sov Blocks represent the largest % of accounts (including their lowsec and highsec alts) I would think changing enough to either maintain, or grow the game. Since Conflict is EVE's primary selling point, I would think enough to either add new accessible and engageable conflict scenarios.
The game is not working as it is right now, and the single largest consumer of product in EVE gets smaller every day (that consumer is NS).
It doesn't take someone with very strong math skills to understand that as NS activity declines, as does the rest of this game.
So I would think entertaining massive changes to the games climate to facilitate an increase or at the least maintaining current Nullsec volume would be a very important issue.
As I said a few pages ago, if nothing changes, then the only guys left playing will be the Mining Bots wondering why no one is buying their trit.
Of course that assumes that NS is the only region to get a look at in a restructuring of EVEs mechanics. The game is old, the content is stale, and it is time for a shake up, and as someone who has pretty much exclusively played in LowSec, fixing NS is #1 on my priority list, because the road to NS is through LS and that road has been pretty freaking barren for the last 2-3 years. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.10 00:28:00 -
[655] - Quote
Mario Putzo wrote:PotatoOverdose wrote: So......how much of eve are we going to change to accomodate sov blocs?
Well considering that Sov Blocks represent the largest % of accounts (including their lowsec and highsec alts) Not to be overly pedantic, but [citation needed]. |

Cronus Maximus
Amok. Goonswarm Federation
3
|
Posted - 2014.07.10 01:30:00 -
[656] - Quote
PotatoOverdose wrote:
Here's the thing though: If I can only move stuff when the blocs are busy touching each other (and even then at great risk), I'm not gonna live in NPC null. Why would I choose to live in a place where my supply lines are interdicted 90% of the time? I'll move to low sec.
Is that what we want? People moving out of NPC Null into Lowsec? Because that's what's gonna happen.
My point was not that you COULD get though SOMETIMES, but the pressures that you and many others like you TRYING to get through makes a situation wherein its less advantageous to stop you and more advantageous to just stay in space closer to home that is more defensible.
I'm a bit busy with guests at the moment but I'll try to go more into depth on this later this evening as I am not sure I can fully communicate them now. |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
596
|
Posted - 2014.07.10 03:10:00 -
[657] - Quote
Manny it is ok they dont have the full picture. Most of the people who are against the idea have never played the game when it was the norm. the don't realize we are leaving cause the game is not what it use to be. It is sad the second generation of eve does not know game that made it great. This by far is the single most important change CCP has to look at . Get us back to the gates and making EVE big again and the WARS NOT FIGHTS EPIC not a dunking match. The game was regional once it can be regional again but it has to be a hard change and create a challenge for all eve players and removing the jump ability and bridging ability of all ships would reset the table and make it so. Call me shallow but playing this game was so mucjh more fun when they was the case |

Caleb Seremshur
The Atomic Fallout Kids
326
|
Posted - 2014.07.10 05:42:00 -
[658] - Quote
Is the secret to make the game less appealing for big coalitions? Sov null is ****** yes we get it ad nauseum. Heavily penalise systems with no use. Sov decay. Higher upkeep. Easier to capture. Gate guns for aov owners.
Lots of things. https://forums.eveonline.com/default.aspx?g=posts&t=348015 T3 OHing subsystem review and rebalance https://forums.eveonline.com/default.aspx?g=posts&t=290346 LP faction weapon store costs rebalancing
|

Draahkness
The Oasis Group TOG - The Older Gamers Alliance
2
|
Posted - 2014.07.10 05:55:00 -
[659] - Quote
Nidhoggurs: Nerf warp speed. Wanna use 1000 nids 60 jumps away, have fun travelling for 12 hours, call it 8 hours with rigs.
Suppies for little guy: I already posted this idea but apperanlty in invisible ink. Don't make this nerf to blops, rather increase their bridge range even more. Then the little guy can bring in T2 cruisers and mining barges one at the time with blockade runners.
Moon goo: Remove moon goo, seriosly, let passive income die in fire. Make those materials come from PI, hacking and mining anoms so that eveyone can do it.
Depleting resources: Sounds good on paper but how would it affect 1-station alliances? They work their space for weeks to make their sov as strong as possible and just as it becomes strong enough that a larger entity might not bother, then you get nothing but frig spawns in your anoms and have to go take new sov and start over? |

mynnna
GoonWaffe Goonswarm Federation
3673
|
Posted - 2014.07.10 06:18:00 -
[660] - Quote
PotatoOverdose wrote: -Alchemy Fuel and T2 production line based mostly on alchemy. Alchemy all the things is bad. Alchemy was introduced as a band-aid for supply issues, not a permenant solution for all our woes..
Point of order: No opinion either way on "alchemy for ______" but Alchemy was originally introduced as a bandaid and later expanded as part of a comprehensive system to balance moongoo without making "super-moons". Regardless, why limit your thinking? Right now it's a woefully inefficient system meant as a pressure relief valve, but these new additions could easily just be "isotope plus cheap catalyst equals another isotope"
DNSBLACK wrote:Manny it is ok they dont have the full picture. Most of the people who are against the idea have never played the game when it was the norm or they are vets and realize how much isk they are making and how easy it is. They don't realize good people are leaving cause the game is not what it use to be. Fleets are not about navigation and the rule never fly what you cant afford to lose no longer applies. It is sad the second generation of eve does not know the game that made it great. This by far is the single most important change CCP has to look at . Get us back to the gates and making EVE big again and the"WARS" NOT FIGHTS EPIC not a dunking match. The game was regional once it can be regional again but it has to be a hard change and create a challenge for all eve players and removing the jump ability and bridging ability of all ships would reset the table and make it so. Call me shallow but playing this game was so much more fun when that was the case.
The amount of hubris contained in this post is astonishing. Not terribly surprising though  Member of the Goonswarm Economic Warfare Cabal |
|

Cronus Maximus
Amok. Goonswarm Federation
3
|
Posted - 2014.07.10 06:43:00 -
[661] - Quote
mynnna wrote:PotatoOverdose wrote: -Alchemy Fuel and T2 production line based mostly on alchemy. Alchemy all the things is bad. Alchemy was introduced as a band-aid for supply issues, not a permenant solution for all our woes..
Point of order: No opinion either way on "alchemy for ______" but Alchemy was originally introduced as a bandaid and later expanded as part of a comprehensive system to balance moongoo without making "super-moons". Regardless, why limit your thinking? Right now it's a woefully inefficient system meant as a pressure relief valve, but these new additions could easily just be "isotope plus cheap catalyst equals another isotope"
I mentioned the catalyst idea earlier I think it would be interesting to have to import "nitrogen distillates" from other areas of null to your local area and combine with the local ice to make nitrotopes. Make it rather small and its a quick but tense wormhole trip away for the little guy or a blackops raid for the alliance players. Either way that is content being created. |

Anthar Thebess
578
|
Posted - 2014.07.10 08:20:00 -
[662] - Quote
Just to bump this topic.
I already suggested ealier to create new gate connections from each sov region to nearest NPC space. If this NPC space don't have connection to lowsec/higsec create them.
Idea was also to create different gate sizes so those new gates will have class limit , and will only allow moving of up to cruiser and non capital industrial ships.
This way there will be always a way to move in and out goods. There will be place for ground control, patrols, piracy , and what is most important. For fun.
Ofcourse after nerfing jump drives. Support Needed : Jump Fuel Consumption |

Erutpar Ambient
The Flying Tigers Black Core Alliance
177
|
Posted - 2014.07.10 08:39:00 -
[663] - Quote
PotatoOverdose wrote: **** it, ALCHEMY ALL THE THINGS! You get some alchemy! And you get some alchemy! NEED FUEL? ALCHEMY THAT **** BRO. Alchemy for EVERYBODY!
Why alchemy when you can just fill Blockade Runners full of moon goo (instead of jump freighters).
PotatoOverdose wrote:
Here's the thing though: If I can only move stuff when the blocs are busy touching each other (and even then at great risk), I'm not gonna live in NPC null. Why would I choose to live in a place where my supply lines are interdicted 90% of the time? I'll move to low sec.
Is that what we want? People moving out of NPC Null into Lowsec? Because that's what's gonna happen.
Here's the thing, do you really think it's possible to interdict supply lines 90% of the time? Without being able to jump across the universe in minutes how much space will the current large blocks (or at least the corps) be able to maintain AND be able to lock down supply lines. How many people would they have to dedicate to the shipping lanes constantly to be able to effectively lock them down from groups of whatever sizes?
Expecting this to happen is extremely unrealistic.
On the other hand, expecting people to engage the shipping lane defense force would not be unrealistic. Nor would informing/hiring people to attack said entity from a different front to recall those pilots.
The only thing that we need to really worry about is pod express. But that could be taken care of to a major extent by requiring pilots to have to actually be in the station they want to install their med clone.
The biggest benefits to this change would be the inability for huge coalitions to be effective. Currently all the capitals/supers have such mobility that they're able to be counted collectively throughout all of space. With jump drives effectiveness gone, you'll have localized capital forces that'll have to be moved around to be effective. And because of their slow nature, either you'll just be able to circumvent a capital force, or the capital force will be limited to defending a very small range of the most important systems. And strategy will play a much larger role in wars, where a smaller amount of pilots can do a much larger amount of damage than could have happened previously with just a little bit of strategy. |

Anthar Thebess
578
|
Posted - 2014.07.10 08:44:00 -
[664] - Quote
Erutpar Ambient wrote: The only thing that we need to really worry about is pod express. But that could be taken care of to a major extent by requiring pilots to have to actually be in the station they want to install their med clone.
I also suggested this , but to also expanded to to remote main cloning bay changes.
So you cannot change cloning station to other one in nullsec or lowsec , just to the one you are actually in. You can store more than 1 clone on each station. You don't have clone change timer to those on station - you just pay isk.
This way power projection by death cloning will be also limited , as you cannot pod yourself to timers, and get back the same way after the ops.
I think this could be implemented even now if we exclude more than 1 clone on the station.
Support Needed : Jump Fuel Consumption |

Erutpar Ambient
The Flying Tigers Black Core Alliance
177
|
Posted - 2014.07.10 08:47:00 -
[665] - Quote
Anthar Thebess wrote:Just to bump this topic.
I already suggested ealier to create new gate connections from each sov region to nearest NPC space. If this NPC space don't have connection to lowsec/higsec create them.
Idea was also to create different gate sizes so those new gates will have class limit , and will only allow moving of up to cruiser and non capital industrial ships.
This way there will be always a way to move in and out goods. There will be place for ground control, patrols, piracy , and what is most important. For fun.
Ofcourse after nerfing jump drives.
Who knows, maybe in the future we can build small destructible Jump Gates with low mass allowances to sneak around space. Maybe we could start manufacturing structures using nanites sort of like they do in "Total Annihilation", nanolathing the materials and the more ships you have doing it the faster it constructs. And obviously it wouldn't have a "disable/reinforce" it would just be destroyed like a ship, or maybe they'd be hackable for them to be used against the installer. The possibilities are endless!
|

Zetaomega333
HIFI INDUSTRIAL The Kadeshi
78
|
Posted - 2014.07.10 09:10:00 -
[666] - Quote
Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. |

Anthar Thebess
578
|
Posted - 2014.07.10 09:18:00 -
[667] - Quote
Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution.
But this is the whole point of those changes. You cannot limit power projection without touching JF.
You will have to use local industry to limit all possible shortages. The more you make locally , the less you will have to move in. You will have to make transport ops , and escort industrial ships brining all what you are missing. You will patrol supply lines, fight pirates. Use every possible WH to do some additional logistics.
We are talking about fun, group play. Think how fun will be to keep all those gates clear of pirates. Think how fun will be to BE one of those pirates. Support Needed : Jump Fuel Consumption |

Zetaomega333
HIFI INDUSTRIAL The Kadeshi
78
|
Posted - 2014.07.10 09:33:00 -
[668] - Quote
Anthar Thebess wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. But this is the whole point of those changes. You cannot limit power projection without touching JF. You will have to use local industry to limit all possible shortages. The more you make locally , the less you will have to move in. You will have to make transport ops , and escort industrial ships brining all what you are missing. You will patrol supply lines, fight pirates. Use every possible WH to do some additional logistics. We are talking about fun, group play. Think how fun will be to keep all those gates clear of pirates. Think how fun will be to BE one of those pirates.
You have never done large scale logistics, not one bit of that sounds remotely fun. Not only can you NOT get everything you need in null and im talking alot about minerals here but thats not how any of it would play out. Doing this to jump ships will slap all those in the face who have spent time and money earning them and take this game nullsec wise back about 8 years.
|

Manfred Sideous
North Eastern Swat Pandemic Legion
713
|
Posted - 2014.07.10 09:39:00 -
[669] - Quote
Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution.
M8 I once moved 11 freighter loads of war stocks from lowsec khanid to the bottom of stain where it borders Esoteria. O I did that with 1 single freighter ( my own) on my character Thronde which I sold to some guy back in 2006. Alliance mates and I did it and it took a whole weekend with one freighter. It was for a planned invasion against Prime Orbital System by my alliance Firmus Ixion. We were too be the vanguard into Eso for Band of Brothers. The invasion fell apart and too this day I still have a bunch of assets from that move in the bottom of Stain. Also when Firmus Ixion use to have mining ops in FAT-GP ( there were no other stations in catch other than V2-VC2 and 5-N) I would move freighter loads of minerals from FAT to H74.
Furthermore when I was in 0utbreak I handled logistics for a time when we were very nomadic. Carriers stuffed with Itty 5s full of small tractor beams. We moved them into null refined them and then built BS hulls. So yes I have done quite a bit of logistics in my day. I just did it before most of the current player base knew what Eve even was.
@EveManny
https://twitter.com/EveManny |

Anthar Thebess
578
|
Posted - 2014.07.10 09:42:00 -
[670] - Quote
You know that there will be new expansion about industry. Building stuff in nullsec will be more than desired, because of the price difference. Jump freighters will be more expensive in use , as the fuel will go up, and they will be burning more.
Mineral compression will be gone, yes you will be able haul compressed veldspar from higsec, but it will be still a bit expensive way to build supers.
I think CCP goal is to make JF only as a way to haul small amount of missing high end stuff, and not base minerals. Support Needed : Jump Fuel Consumption |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1413
|
Posted - 2014.07.10 09:44:00 -
[671] - Quote
Alternative Splicing wrote:Kagura Nikon wrote:
But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
This is a chicken and the egg sort of problem. If you cannot have thousands of ships projected then it does not matter how many blues you have. All the arbitrary scaling ideas, such as sov being more expensive per system, or limiting the number of blues, seem to fail on the same grounds, and are surface solutions to much deeper problems. Creating and maintaining a larger empire should come with inherit risks of defending forces being spread too thin to defend it.
At same time if you have even more friends you do not need to project so much of your power. Because you surely will ahve lots of friends nearby. The very same solution USA found in NATO to deal with USSR presence.
If you press too much on one side the players will just push even more into the lots of blues to not need capital ship projection so much.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1413
|
Posted - 2014.07.10 09:45:00 -
[672] - Quote
Zetaomega333 wrote:Anthar Thebess wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. But this is the whole point of those changes. You cannot limit power projection without touching JF. You will have to use local industry to limit all possible shortages. The more you make locally , the less you will have to move in. You will have to make transport ops , and escort industrial ships brining all what you are missing. You will patrol supply lines, fight pirates. Use every possible WH to do some additional logistics. We are talking about fun, group play. Think how fun will be to keep all those gates clear of pirates. Think how fun will be to BE one of those pirates. You have never done large scale logistics, not one bit of that sounds remotely fun. Not only can you NOT get everything you need in null and im talking alot about minerals here but thats not how any of it would play out. Doing this to jump ships will slap all those in the face who have spent time and money earning them and take this game nullsec wise back about 8 years.
I helped on the deployment of Outposts 5 times.. back BEFORE we had jump bridges, when there were only 2 titans in game and there were no jump freighters.
And that was WAY more fun for the game than we have now. So no, you cannot point fingers to us and say we have no idea.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Zetaomega333
HIFI INDUSTRIAL The Kadeshi
78
|
Posted - 2014.07.10 09:46:00 -
[673] - Quote
Manfred Sideous wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. M8 I once moved 11 freighter loads of war stocks from lowsec khanid to the bottom of stain where it borders Esoteria. O I did that with 1 single freighter ( my own) on my character Thronde which I sold to some guy back in 2006. Alliance mates and I did it and it took a whole weekend with one freighter. It was for a planned invasion against Prime Orbital System by my alliance Firmus Ixion. We were too be the vanguard into Eso for Band of Brothers. The invasion fell apart and too this day I still have a bunch of assets from that move in the bottom of Stain. Also when Firmus Ixion use to have mining ops in FAT-GP ( there were no other stations in catch other than V2-VC2 and 5-N) I would move freighter loads of minerals from FAT to H74. Furthermore when I was in 0utbreak I handled logistics for a time when we were very nomadic. Carriers stuffed with Itty 5s full of small tractor beams. We moved them into null refined them and then built BS hulls. So yes I have done quite a bit of logistics in my day. I just did it before most of the current player base knew what Eve even was. Funny story I once had to evade a hostile gang in 4-07 while moving minerals from the FAT station to H74 to refine them. I warped my freighter to a deep safe that was 1200au out. It took me a hour to warp to the safe lol.
So you want to wish this on the current logistic backbone? A run to jita in a ship that holds 340k m3 and back would not only take hours and hours it would require handholding on alot of pvpers, Its bad enough how the majority of pvpers **** on those who do this grunt work allready but for these logistics pilots to rely on more people? ALso the game was much smaller back then no? There are a great deal more people now, who i know would take great pleasure locking down the entrances and exists to and from nullsec. As it is ccp has made nullsec completely reliant on empire to the point to where you can mine almost all you need but 3 of the needed minerals for ships and have to ship most of that down. Racial ice would have to be a thing of the past, Racial salvage as well. Jump freighters would need to massivly change while either getting bigger hulls or becomine dust collecting peices of ****. There is so much work here ccp would need to do and they allready balk at rewriting pos code why do you think for a minute they would put the effort into this?
|

Anthar Thebess
578
|
Posted - 2014.07.10 09:47:00 -
[674] - Quote
Judging from what you say here, the only thing that is keeping you in PL are friends or possibility for epic battles. Sadly PL become more old -A- rather merc they where before.
I really miss that i was not here , when game was having this approach.
 Support Needed : Jump Fuel Consumption |

Erutpar Ambient
The Flying Tigers Black Core Alliance
179
|
Posted - 2014.07.10 09:47:00 -
[675] - Quote
Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution.
The biggest problem I see with your example is that this single pilot is required to supply so many people. What is the ratio of logistics pilots to pvp pilots relying on them for their stuff? In the neighborhood of 100:1 maybe?
Also, somehow i don't think you're going to be seeing any JFs flying from gate to gate. You're going to be seeing regular Freighters that have at this point nearly 10x the storage capacity. So doing that once instead of 10 JF runs would be more reasonable and would also warrent a good defense force to scout and help move from place to place. The best part about this whole thing is you don't have to worry about your Freighter getting hot dropped by dreads/supers. So 1 person in a system isn't going to be a huge threat anymore since hot drops will be at best, next door.
And that brings up another great point. And by great i mean GREAT!!!
Without threat of getting hot dropped by 30+ dudes from 15+ jumps away one person in a system isn't going to be a big threat anymore. So nobody is going to care about cloaky campers since the vast majority of their threat projection is tied directly to power projection. And because cloaky camping will become so insignificant, I'd say it wouldn't be too unreasonable to replace null sec local chat with the wormhole style delayed local. And there in Blops will retain a large portion of their power and utility even if their mobility is stifled significantly.
So many birds, so little stones. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1414
|
Posted - 2014.07.10 09:48:00 -
[676] - Quote
DragonOfTheArmory wrote:Kagura Nikon wrote:Peopel with supers already in low sec and that are with accounts suspended. Are they stuck there when they return? Not saying there is no sulution, but we need one. If this is the single, overriding concern as to why changes should not be made to the capital ship classes in regards to the mechanics by which they operate, any changes at any level will never work and we are left with the status quo.
Ok, but then SUGGEST those changes. Because if there is no good ideas and CCP wil remember of that issue, any idea that smash on that issue will be discarded. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Manfred Sideous
North Eastern Swat Pandemic Legion
713
|
Posted - 2014.07.10 09:48:00 -
[677] - Quote
Zetaomega333 wrote:Manfred Sideous wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. M8 I once moved 11 freighter loads of war stocks from lowsec khanid to the bottom of stain where it borders Esoteria. O I did that with 1 single freighter ( my own) on my character Thronde which I sold to some guy back in 2006. Alliance mates and I did it and it took a whole weekend with one freighter. It was for a planned invasion against Prime Orbital System by my alliance Firmus Ixion. We were too be the vanguard into Eso for Band of Brothers. The invasion fell apart and too this day I still have a bunch of assets from that move in the bottom of Stain. Also when Firmus Ixion use to have mining ops in FAT-GP ( there were no other stations in catch other than V2-VC2 and 5-N) I would move freighter loads of minerals from FAT to H74. Furthermore when I was in 0utbreak I handled logistics for a time when we were very nomadic. Carriers stuffed with Itty 5s full of small tractor beams. We moved them into null refined them and then built BS hulls. So yes I have done quite a bit of logistics in my day. I just did it before most of the current player base knew what Eve even was. Funny story I once had to evade a hostile gang in 4-07 while moving minerals from the FAT station to H74 to refine them. I warped my freighter to a deep safe that was 1200au out. It took me a hour to warp to the safe lol. So you want to wish this on the current logistic backbone? A run to jita in a ship that holds 340k m3 and back would not only take hours and hours it would require handholding on alot of pvpers, Its bad enough how the majority of pvpers **** on those who do this grunt work allready but for these logistics pilots to rely on more people? ALso the game was much smaller back then no? There are a great deal more people now, who i know would take great pleasure locking down the entrances and exists to and from nullsec. As it is ccp has made nullsec completely reliant on empire to the point to where you can mine almost all you need but 3 of the needed minerals for ships and have to ship most of that down. Racial ice would have to be a thing of the past, Racial salvage as well. Jump freighters would need to massivly change while either getting bigger hulls or becomine dust collecting peices of ****. There is so much work here ccp would need to do and they allready balk at rewriting pos code why do you think for a minute they would put the effort into this?
Do you think they want to go out of business?
@EveManny
https://twitter.com/EveManny |

Zetaomega333
HIFI INDUSTRIAL The Kadeshi
78
|
Posted - 2014.07.10 09:48:00 -
[678] - Quote
Kagura Nikon wrote:Zetaomega333 wrote:Anthar Thebess wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. But this is the whole point of those changes. You cannot limit power projection without touching JF. You will have to use local industry to limit all possible shortages. The more you make locally , the less you will have to move in. You will have to make transport ops , and escort industrial ships brining all what you are missing. You will patrol supply lines, fight pirates. Use every possible WH to do some additional logistics. We are talking about fun, group play. Think how fun will be to keep all those gates clear of pirates. Think how fun will be to BE one of those pirates. You have never done large scale logistics, not one bit of that sounds remotely fun. Not only can you NOT get everything you need in null and im talking alot about minerals here but thats not how any of it would play out. Doing this to jump ships will slap all those in the face who have spent time and money earning them and take this game nullsec wise back about 8 years. I helped on the deployment of Outposts 5 times.. back BEFORE we had jump bridges, when there were only 2 titans in game and there were no jump freighters. And that was WAY more fun for the game than we have now. So no, you cannot point fingers to us and say we have no idea.
If 6 to 8 hour freighter trips are your idea of fun you must be a painter, what with being able to watch all that paint dry and getting errections from it. |

Zetaomega333
HIFI INDUSTRIAL The Kadeshi
78
|
Posted - 2014.07.10 09:51:00 -
[679] - Quote
Manfred Sideous wrote:Zetaomega333 wrote:Manfred Sideous wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. M8 I once moved 11 freighter loads of war stocks from lowsec khanid to the bottom of stain where it borders Esoteria. O I did that with 1 single freighter ( my own) on my character Thronde which I sold to some guy back in 2006. Alliance mates and I did it and it took a whole weekend with one freighter. It was for a planned invasion against Prime Orbital System by my alliance Firmus Ixion. We were too be the vanguard into Eso for Band of Brothers. The invasion fell apart and too this day I still have a bunch of assets from that move in the bottom of Stain. Also when Firmus Ixion use to have mining ops in FAT-GP ( there were no other stations in catch other than V2-VC2 and 5-N) I would move freighter loads of minerals from FAT to H74. Furthermore when I was in 0utbreak I handled logistics for a time when we were very nomadic. Carriers stuffed with Itty 5s full of small tractor beams. We moved them into null refined them and then built BS hulls. So yes I have done quite a bit of logistics in my day. I just did it before most of the current player base knew what Eve even was. Funny story I once had to evade a hostile gang in 4-07 while moving minerals from the FAT station to H74 to refine them. I warped my freighter to a deep safe that was 1200au out. It took me a hour to warp to the safe lol. So you want to wish this on the current logistic backbone? A run to jita in a ship that holds 340k m3 and back would not only take hours and hours it would require handholding on alot of pvpers, Its bad enough how the majority of pvpers **** on those who do this grunt work allready but for these logistics pilots to rely on more people? ALso the game was much smaller back then no? There are a great deal more people now, who i know would take great pleasure locking down the entrances and exists to and from nullsec. As it is ccp has made nullsec completely reliant on empire to the point to where you can mine almost all you need but 3 of the needed minerals for ships and have to ship most of that down. Racial ice would have to be a thing of the past, Racial salvage as well. Jump freighters would need to massivly change while either getting bigger hulls or becomine dust collecting peices of ****. There is so much work here ccp would need to do and they allready balk at rewriting pos code why do you think for a minute they would put the effort into this? Do you think they want to go out of business?
After watching blizzard slowly and deliberately kill 2 of thier major IP's it would not suprise me one little bit if CCP went that way. |

Manfred Sideous
North Eastern Swat Pandemic Legion
713
|
Posted - 2014.07.10 09:53:00 -
[680] - Quote
Zetaomega333 wrote:Kagura Nikon wrote:Zetaomega333 wrote:Anthar Thebess wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. But this is the whole point of those changes. You cannot limit power projection without touching JF. You will have to use local industry to limit all possible shortages. The more you make locally , the less you will have to move in. You will have to make transport ops , and escort industrial ships brining all what you are missing. You will patrol supply lines, fight pirates. Use every possible WH to do some additional logistics. We are talking about fun, group play. Think how fun will be to keep all those gates clear of pirates. Think how fun will be to BE one of those pirates. You have never done large scale logistics, not one bit of that sounds remotely fun. Not only can you NOT get everything you need in null and im talking alot about minerals here but thats not how any of it would play out. Doing this to jump ships will slap all those in the face who have spent time and money earning them and take this game nullsec wise back about 8 years. I helped on the deployment of Outposts 5 times.. back BEFORE we had jump bridges, when there were only 2 titans in game and there were no jump freighters. And that was WAY more fun for the game than we have now. So no, you cannot point fingers to us and say we have no idea. If 6 to 8 hour freighter trips are your idea of fun you must be a painter, what with being able to watch all that paint dry and getting errections from it.
We did stuff as a team it was dangerous and exciting and you felt like you really achieved something when you completed it. It wasnt a guy and some cyno alts. It was a team of scouts and protection detail that would clear out hostiles as you came through. I would give anything to go back to that kind of play. Working as a team to conquer a challenge or realize a vision was ******* cool. I am sorry you didn't get to experience that . JF's , JB's and Jumpdrives offer convenience but they have spiraled us to the situation we now find ourselves in.
@EveManny
https://twitter.com/EveManny |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1414
|
Posted - 2014.07.10 09:53:00 -
[681] - Quote
Manfred Sideous wrote:
If someone wants to have 10k friends then by all means they should have 10k friends. Thats awesome MMOs are supposed to be social. With my suggested changes the day they are implemented the landscape will slowly start to change. Groups will start to make conscious choices on what they can afford and utilize. When they start dropping those systems it creates open land for new parties to consider moving out and taking for themselves. So now slowly you have new groups settling in nullsec. As time goes on parties will seek content they will seek expansion due to growth. Others will shrink as they die off. This will create shifts in null sec on a smaller scale then what we are use too. More localized. Friendships and Enemies will be forged.
I keep my stance that you are being too optimistic. I really doubt the critical mass will push trough the initial dificulties in order to go in the direction you suggest. Everyone will try to let the others do it first, and just take profit on that by living at the border of their own territory and raiding their new weakened enemies.
Your plan has logic and would work wonders if everyone tought that same way. But its exact same virtues as comunism... yet no one will want to be the first to try that, because that is a clearly bad move (to be the first).
So you need a more direct incentive.
And no, after alliances ( social level concept, not the in game concept) are made, they are much unlikely to be diluted unless some conflict over a set of interests arise.
Implementing your idea without anythign else will jsut keep the very exact status quo, but the size of the fights will reduce and the scalation in capital fights as well. THe same 2 powerblocs will continue exactly as of now.
And the powerblocs are the major reason why 0.0 is no where as interesting as used to be. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Manfred Sideous
North Eastern Swat Pandemic Legion
713
|
Posted - 2014.07.10 09:54:00 -
[682] - Quote
Zetaomega333 wrote:Manfred Sideous wrote:Zetaomega333 wrote:Manfred Sideous wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution. M8 I once moved 11 freighter loads of war stocks from lowsec khanid to the bottom of stain where it borders Esoteria. O I did that with 1 single freighter ( my own) on my character Thronde which I sold to some guy back in 2006. Alliance mates and I did it and it took a whole weekend with one freighter. It was for a planned invasion against Prime Orbital System by my alliance Firmus Ixion. We were too be the vanguard into Eso for Band of Brothers. The invasion fell apart and too this day I still have a bunch of assets from that move in the bottom of Stain. Also when Firmus Ixion use to have mining ops in FAT-GP ( there were no other stations in catch other than V2-VC2 and 5-N) I would move freighter loads of minerals from FAT to H74. Furthermore when I was in 0utbreak I handled logistics for a time when we were very nomadic. Carriers stuffed with Itty 5s full of small tractor beams. We moved them into null refined them and then built BS hulls. So yes I have done quite a bit of logistics in my day. I just did it before most of the current player base knew what Eve even was. Funny story I once had to evade a hostile gang in 4-07 while moving minerals from the FAT station to H74 to refine them. I warped my freighter to a deep safe that was 1200au out. It took me a hour to warp to the safe lol. So you want to wish this on the current logistic backbone? A run to jita in a ship that holds 340k m3 and back would not only take hours and hours it would require handholding on alot of pvpers, Its bad enough how the majority of pvpers **** on those who do this grunt work allready but for these logistics pilots to rely on more people? ALso the game was much smaller back then no? There are a great deal more people now, who i know would take great pleasure locking down the entrances and exists to and from nullsec. As it is ccp has made nullsec completely reliant on empire to the point to where you can mine almost all you need but 3 of the needed minerals for ships and have to ship most of that down. Racial ice would have to be a thing of the past, Racial salvage as well. Jump freighters would need to massivly change while either getting bigger hulls or becomine dust collecting peices of ****. There is so much work here ccp would need to do and they allready balk at rewriting pos code why do you think for a minute they would put the effort into this? Do you think they want to go out of business? After watching blizzard slowly and deliberately kill 2 of thier major IP's it would not suprise me one little bit if CCP went that way.
Remind me again how many other IPs do CCP have that are currently creating revenue? @EveManny
https://twitter.com/EveManny |

Anthar Thebess
578
|
Posted - 2014.07.10 09:56:00 -
[683] - Quote
That is the difference between eve being BIG and current state , where every thing is close.
People will adapt soon. You live in amarr space, and flying thanny ... well , time to train archon. Don't say you use caldari poses while having minmatar ice in system.
Salvage? Just haul stuff you are relay missing.
Check other posts, idea is that in each region you will have ALL , again ALL materials to construct T2 ships and equipment of local race.
So you will have cheep local doctrines , and expensive from other side of eve.
Items will get new price , how? Why zealot have to cost so much? , will it cost 1/5 if you have all the minerals , and put those ships by yourself ( on alliance level).
Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 09:59:00 -
[684] - Quote
Anthar Thebess wrote:That is the difference between eve being BIG and current state , where every thing is close.
People will adapt soon. You live in amarr space, and flying thanny ... well , time to train archon. Don't say you use caldari poses while having minmatar ice in system.
Salvage? Just haul stuff you are relay missing.
Check other posts, idea is that in each region you will have ALL , again ALL materials to construct T2 ships and equipment of local race.
So you will have cheep local doctrines , and expensive from other side of eve.
Items will get new price , how? Why zealot have to cost so much? , will it cost 1/5 if you have all the minerals , and put those ships by yourself ( on alliance level).
You underestimate a bit how much people will travel. I live in high sec as mercenary (not the camp the pipe type). We gdladly travel 30 jumps to kill mission battleship, then travel it back to kill a t3 etc... And several otherts will do it as well.
people will not forego their safety and sense of power to make shorter travels. That is another normal reaction. When your workplace (where you have worked for 5 years and is well established )move 20 km further away from your house, do you jump out of work ? or you just resign to drive 20 minutes more?
The absolute majority of people will just drive... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Manfred Sideous
North Eastern Swat Pandemic Legion
713
|
Posted - 2014.07.10 10:02:00 -
[685] - Quote
Anthar Thebess wrote:Judging from what you say here, the only thing that is keeping you in PL are friends or possibility for epic battles. Sadly PL become more old -A- rather merc they where before. I really miss that i was not here , when game was having this approach. 
If these changes took place I would still be in PL. On top of the friendships PL would be a exciting place with adjusting to all the new rules and PL more than likely refocusing on the mercenary role. I think it would be awesome to be contracted by someone to help them achieve some goal or vision in nullsec. I think it would be awesome helping the logistic team organize everything we need to start on the contract and then figuring out how to provide security to move to the contract area. We would have to come together and be the team that PL actually is when we are SWITCHED ON. In short I would relish every moment. @EveManny
https://twitter.com/EveManny |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 10:05:00 -
[686] - Quote
Manfred Sideous wrote: Alliance Home system I don't agree because under you're suggested change larger alliances are punished. Goonswarm Federation as a example have 10k members. They require more systems and from what I gather from your post is that the further away from the home system the less benefits they get. This punishes someone like GFed for no good reason.
That is where I respectfully disagree. Having too many members should be punished if we want to have a flourishing war environment.
Why Europe Is more stable than in the 19th century? Because humans suddenly got more civilized? Nope, because the forces were combined and combined until 2 super powerful blocks arose. Blocks so massive that that idea of an engagement became absurd, because .. no conflict of interests,... no mutually desired resources... no nothign woudl ever come close to matching the risk of such engagement.
That is why the smaller the scale of the parts the more likely they are to engage in conflicts. Because the conflicting interests, mutually desired resources.. etc.. are worth MUCH more compared to the total risks and costs of such engagements.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Erutpar Ambient
The Flying Tigers Black Core Alliance
179
|
Posted - 2014.07.10 10:07:00 -
[687] - Quote
Kagura Nikon wrote:Anthar Thebess wrote:That is the difference between eve being BIG and current state , where every thing is close.
People will adapt soon. You live in amarr space, and flying thanny ... well , time to train archon. Don't say you use caldari poses while having minmatar ice in system.
Salvage? Just haul stuff you are relay missing.
Check other posts, idea is that in each region you will have ALL , again ALL materials to construct T2 ships and equipment of local race.
So you will have cheep local doctrines , and expensive from other side of eve.
Items will get new price , how? Why zealot have to cost so much? , will it cost 1/5 if you have all the minerals , and put those ships by yourself ( on alliance level).
You underestimate a bit how much people will travel. I live in high sec as mercenary (not the camp the pipe type). We gdladly travel 30 jumps to kill mission battleship, then travel it back to kill a t3 etc... And several otherts will do it as well. people will not forego their safety and sense of power to make shorter travels. That is another normal reaction. When your workplace (where you have worked for 5 years and is well established )move 20 km further away from your house, do you jump out of work ? or you just resign to drive 20 minutes more? The absolute majority of people will just drive... I thought we were talking about Power projection.... This sounds like the arguments i hear in the "Separate the Empires with Low Sec space" lol..... Which we should also add to the game. And the 2 changes would definitely have some synergistic properties. ;)
JFs only role would be to avoid gate camps, instead of jump halfway across the game.
but really, i don't understand your point |

Manfred Sideous
North Eastern Swat Pandemic Legion
714
|
Posted - 2014.07.10 10:10:00 -
[688] - Quote
Kagura Nikon wrote:Manfred Sideous wrote: Alliance Home system I don't agree because under you're suggested change larger alliances are punished. Goonswarm Federation as a example have 10k members. They require more systems and from what I gather from your post is that the further away from the home system the less benefits they get. This punishes someone like GFed for no good reason. That is where I respectfully disagree. Having too many members should be punished if we want to have a flourishing war environment. Why Europe Is more stable than in the 19th century? Because humans suddenly got more civilized? Nope, because the forces were combined and combined until 2 super powerful blocks arose. Blocks so massive that that idea of an engagement became absurd, because .. no conflict of interests,... no mutually desired resources... no nothign woudl ever come close to matching the risk of such engagement. That is why the smaller the scale of the parts the more likely they are to engage in conflicts. Because the conflicting interests, mutually desired resources.. etc.. are worth MUCH more compared to the total risks and costs of such engagements.
We will have to disagree then. Goons are my space enemy with that said they are a solid and tight knit community with strong bonds that transcend Eve Online. Telling them you can't be on the same team as some of you're friends because we need some artificial limit is well Crazy Dumb and just BAD all together. We are playing a video game for leisure. We are playing a MMORPG because we want to play with other people. Telling someone to come play your mmorpg but telling they cant play with some friends is a complete contradiction to the very core of what a MMORPG is.
@EveManny
https://twitter.com/EveManny |

Anthar Thebess
578
|
Posted - 2014.07.10 10:18:00 -
[689] - Quote
Kagura Nikon wrote: You underestimate a bit how much people will travel. I live in high sec as mercenary (not the camp the pipe type). We gdladly travel 30 jumps to kill mission battleship, then travel it back to kill a t3 etc... And several otherts will do it as well.
people will not forego their safety and sense of power to make shorter travels. That is another normal reaction. When your workplace (where you have worked for 5 years and is well established )move 20 km further away from your house, do you jump out of work ? or you just resign to drive 20 minutes more?
The absolute majority of people will just drive...
Because of this roams will not change. We are talking about power projection . 1 or more full fleets moving from one edge of the universe to another in the matter of minutes.
Titan bridges , that drop whole fleets directly to battlefields.
Why most of the people don't move those fleets by gates now? Because on rare occasion they have to , FC quickly notices : - this just takes to long - people do stupid things along the way - someone is killing stranglers - people DC and you have to wait even more - bombers - gate bubbles - bombers again - "omg who told you to bubble this neutral ibis on gate, fleet burn out of the bubble" - "what do you mean you are lost, what ship you are in? Logistics , ok , we wait" - "do not logout , i know we are short on time, we are almost there" - "do not bubble, i sad do not bubble without the order , next one who will bubble whole fleet on gate dies!" - "i told you to warp to me not to the gate, burn out from this bubble and rewarp" - "who got tackled again?"
  
Support Needed : Jump Fuel Consumption |

Erutpar Ambient
The Flying Tigers Black Core Alliance
179
|
Posted - 2014.07.10 10:27:00 -
[690] - Quote
Kagura Nikon wrote:Manfred Sideous wrote: Alliance Home system I don't agree because under you're suggested change larger alliances are punished. Goonswarm Federation as a example have 10k members. They require more systems and from what I gather from your post is that the further away from the home system the less benefits they get. This punishes someone like GFed for no good reason. That is where I respectfully disagree. Having too many members should be punished if we want to have a flourishing war environment. Why Europe Is more stable than in the 19th century? Because humans suddenly got more civilized? Nope, because the forces were combined and combined until 2 super powerful blocks arose. Blocks so massive that that idea of an engagement became absurd, because .. no conflict of interests,... no mutually desired resources... no nothign woudl ever come close to matching the risk of such engagement. That is why the smaller the scale of the parts the more likely they are to engage in conflicts. Because the conflicting interests, mutually desired resources.. etc.. are worth MUCH more compared to the total risks and costs of such engagements. I acutally have to agree with this sentiment.
I do agree there should be something resisting the trend of bloated corp/alliance membership. Not necessarily a hard cap on members, but something that makes it harder or less beneficial to cram as many people into one entity.
I don't really like the idea of a home system that much unless it had some kind of sov defense scaling thing associated. But there definitely needs to be a limit on how many people a system can adequately support. So 10k people require much more space than now, and they'll be required to defend a large swath with limited mobility. That would be a good limiting factor.
Or maybe the upkeep cost of I-Hubs could scale exponentially as the number of I-Hubs increases? It would be a soft cap, limited only by viability.
As with Coalitions now, i feel like having Corps/Alliances becoming arbitrarily large would be a detriment to null sec in general. |
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
179
|
Posted - 2014.07.10 10:36:00 -
[691] - Quote
Manfred Sideous wrote: We will have to disagree then. Goons are my space enemy with that said they are a solid and tight knit community with strong bonds that transcend Eve Online. Telling them you can't be on the same team as some of you're friends because we need some artificial limit is well Crazy Dumb and just BAD all together. We are playing a video game for leisure. We are playing a MMORPG because we want to play with other people. Telling someone to come play your mmorpg but telling they cant play with some friends is a complete contradiction to the very core of what a MMORPG is.
It's not about telling them you can't be on the same team, it's about making it less beneficial to have 10,000 people on one team in a game where the average team size is around 500? (just a random assumption, i don't even know if this data is available anywhere)
If you make it less beneficial to have 10k people in one alliance, well.... They'd probably just split into 2 alliances and be forever buddies. Though there may come a time down the road when there's a split and some animosity and then new epic content plays out in front of us.
Either way, i don't think there should be a benefit to having arbitrarily large memberships.
.....
How "tight knit" can 10,000 people really be anyways? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 10:47:00 -
[692] - Quote
Manfred Sideous wrote:Kagura Nikon wrote:Manfred Sideous wrote: Alliance Home system I don't agree because under you're suggested change larger alliances are punished. Goonswarm Federation as a example have 10k members. They require more systems and from what I gather from your post is that the further away from the home system the less benefits they get. This punishes someone like GFed for no good reason. That is where I respectfully disagree. Having too many members should be punished if we want to have a flourishing war environment. Why Europe Is more stable than in the 19th century? Because humans suddenly got more civilized? Nope, because the forces were combined and combined until 2 super powerful blocks arose. Blocks so massive that that idea of an engagement became absurd, because .. no conflict of interests,... no mutually desired resources... no nothign woudl ever come close to matching the risk of such engagement. That is why the smaller the scale of the parts the more likely they are to engage in conflicts. Because the conflicting interests, mutually desired resources.. etc.. are worth MUCH more compared to the total risks and costs of such engagements. We will have to disagree then. Goons are my space enemy with that said they are a solid and tight knit community with strong bonds that transcend Eve Online. Telling them you can't be on the same team as some of you're friends because we need some artificial limit is well Crazy Dumb and just BAD all together. We are playing a video game for leisure. We are playing a MMORPG because we want to play with other people. Telling someone to come play your mmorpg but telling they cant play with some friends is a complete contradiction to the very core of what a MMORPG is.
Should I really believe that a goon, or any other human being, have 10 thousand friends? I really doubt anyone in this game have more than 2 hundred friends, and I am STRECHING A LOT!!!
Friendship is not an excuse, because 10 thousand people never ever gathered in human history due to friendship bounds. In fct no one without a brain disfuntion can remember 10 thousand identities (be by name, voice, iamge etc...) Sorry, but your argument is very weak (again I do not want to be disrespectful) . These people are not banded because they are friends, they are banded because banding makes them stronger, despite the fact that they very likely dislike MOST of the people on those 10k.
Btw friends can very well play on opposing teams and still be friends. In fact that is why sports are considered integration tools. If playign on other team was a sign of not being a friend or buddy then no sport competitiosn would ever have evolved. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 10:51:00 -
[693] - Quote
Erutpar Ambient wrote:Kagura Nikon wrote:Anthar Thebess wrote:That is the difference between eve being BIG and current state , where every thing is close.
People will adapt soon. You live in amarr space, and flying thanny ... well , time to train archon. Don't say you use caldari poses while having minmatar ice in system.
Salvage? Just haul stuff you are relay missing.
Check other posts, idea is that in each region you will have ALL , again ALL materials to construct T2 ships and equipment of local race.
So you will have cheep local doctrines , and expensive from other side of eve.
Items will get new price , how? Why zealot have to cost so much? , will it cost 1/5 if you have all the minerals , and put those ships by yourself ( on alliance level).
You underestimate a bit how much people will travel. I live in high sec as mercenary (not the camp the pipe type). We gdladly travel 30 jumps to kill mission battleship, then travel it back to kill a t3 etc... And several otherts will do it as well. people will not forego their safety and sense of power to make shorter travels. That is another normal reaction. When your workplace (where you have worked for 5 years and is well established )move 20 km further away from your house, do you jump out of work ? or you just resign to drive 20 minutes more? The absolute majority of people will just drive... I thought we were talking about Power projection.... This sounds like the arguments i hear in the "Separate the Empires with Low Sec space" lol..... Which we should also add to the game. And the 2 changes would definitely have some synergistic properties. ;) JFs only role would be to avoid gate camps, instead of jump halfway across the game. but really, i don't understand your point
The point is, people will still project their power anyway. They will prefer to travel for HOURS, and increase even more their blue list so they can traverse even more space safely, so that they can fight and win. Making traveling hard achieves NOTHING by itself when the perceived alternative is defeat.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
578
|
Posted - 2014.07.10 10:57:00 -
[694] - Quote
No one here wants to kill CFC, NCPL and any of their pet alliances. Both of those powers will still be most powerful in the game , provi will be still provi.
Idea is just to make all those empty and renter space obsolete. CFC having large numbers will not have issues with maintaining the sov. Yes they will loose 1-2 regions that no one use, few constellations in other regions - from the same reason.
NCPL , will still have small number of systems and 1-2 regions each way 'allied' alliances paying rent.
Every thing will be just limited to "reasonable" time you have to spend to get there.
Why there is no sov fights recently, and when someone is loosing after 1-2 lost battles he is falling apart as fast as next timers follow?
Because broken power projection allow to move endless amounts of ships in any edge of eve universe without any consequence , cheep, and what is most important FAST.
If eve would be in healthy condition : - we should had systems changing hands each day - constant movements of alliances on eve sov map - small scale capital skirmishes every day - raising , or not falling online numbers - less post about "how to fix the sov", "how to reduce power projection", "how to change cyno"
If you haven't noticed current online numbers are equal to ones that EVE had in 2008 , and that is 6 years ago. The more renting space show up on map - the less players actually play.
Tell BRAVE to kick all inactive people , and their numbers will instantly drop by half.
Nothing is happening - so many people just don't login. Yes they skill their characters - but they don't login. Support Needed : Jump Fuel Consumption |

Oshtree
V0LTA Triumvirate.
2
|
Posted - 2014.07.10 11:28:00 -
[695] - Quote
Massive coalitions is not the problem. The issue is the concentration of thousands of players able to safely live and go about their business inside one system is a problem.
The environment must change to force these coalitions to spread out over multiple systems.
There is a reason why WH corps cant support a thousand members living in one system. In WH-S moons are real estate. There is actually a SPACE CAPACITY factor. There is no infinite capacity safe zone station.
Perhaps there needs to be a limit on how many players a station can support. Maybe a registration system? If your not registered then you cant use any of the services. Maybe you cant even dock there?
Perhaps stations can be upgraded with external living space mods that house more members and their assets. However, those upgrades can be attacked, and if destroyed, all the assets go with them (or loot-able). |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1898
|
Posted - 2014.07.10 11:32:00 -
[696] - Quote
Zetaomega333 wrote: If 6 to 8 hour freighter trips are your idea of fun you must be a painter, what with being able to watch all that paint dry and getting errections from it.
QFT. Eve is a game first and foremost.
Manfred Sideous wrote: JF's , JB's and Jumpdrives offer convenience but they have spiraled us to the situation we now find ourselves in.
No, Supers and Titans are responsible for spiraling us into the ******** stagnation of which we are apart. Then maybe carriers. Dreads a tiny bit. JF's and JB's are a footnote at best.
No one is in an arms race to get more jump freighters. No one is setting black frog blue to avoid a confrontation with their jump freighter fleet. It wasn't a jump freighter fleet that crossed to the other side of the galaxy to nip a developing fight in the bud the day before yesterday.
Let's be honest about where the problem resides: Supers and Titans. Pointing to JF's and JB's is a smokescreen, plain and simple. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 11:49:00 -
[697] - Quote
Oshtree wrote:Massive coalitions is not the problem. The issue is the concentration of thousands of players able to safely live and go about their business inside one system is a problem.
The environment must change to force these coalitions to spread out over multiple systems.
There is a reason why WH corps cant support a thousand members living in one system. In WH-S moons are real estate. There is actually a SPACE CAPACITY factor. There is no infinite capacity safe zone station.
Perhaps there needs to be a limit on how many players a station can support. Maybe a registration system? If your not registered then you cant use any of the services. Maybe you cant even dock there?
Perhaps stations can be upgraded with external living space mods that house more members and their assets. However, those upgrades can be attacked, and if destroyed, all the assets go with them (or loot-able).
But you do not solve that jsut by makign travelign harder. You must make resources and richness be achieved by being present all over the space.
Anyway. now that the borders are set.. even if you do that the coalitions will remain. And as long as we have 2 super power blocks the game will continue to be crap because any way is a Universe war.
Let me show a real world example. Is it easy for Russian army to fast respond to an invasion on their far sibearian territory where basically no one lives (comapred to the european part of the country) ? No.. not at all. they would take a lot of time to prepare and engage a response.
Does that make any country think is a wise idea to poke the bear just because the bear will take several weeks before it can rip their heads out? NO it does not.
The Very same will happen in eve if you just nerf power projection. IF PL/N# and Goons have a treaty and openly declare that regions X, Y and Z are theirs. Even if NONE of their ships are there... will smaller groups try to grab it? NO.. THEY WILL NOT! Because it is irrelevant if PL can smash their heads within 4 hours or within 4 days.. they will smash it anyways!!!
The problem is NOT SPEED of power projection... if the POWER ITSELF that is too concentrated and there is no incentive to not be. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
578
|
Posted - 2014.07.10 12:42:00 -
[698] - Quote
Check earlier posts.
I go to this systems. Choose place where i want to live. (A) Put 1-2 small towers , and live in this system.
No one else is there from holding alliance, so activity is dropping. Structure ehp drops, or even whole sov is gone.
I put my own TCU , 3h later i get PL fleet in the system. They reinforce my towers, kill tcu. They even come to finish those towers.
But i just go to : (A) Each time they come they have to do 50 jumps one way.
At some point they even put some renters to this system, so i just camp them. They are here to make isk, im searching for a new home. Paying for sitting on a station - well this won't happen.
PL comes again, and try to camp me. So i hide for 1 week and then go to point (A)
How long until they realize that this takes to much time , and they get nothing from it?
Now think - the same thing they have in 20 different places.
For sure bigger alliances will have bigger space, they will burn some regions to the grounds from time to time. Buts that what all those people want.
There will be constant flow of places you can go and do something.
For example: Without instant power projection all poses in lowsec will be back again to people living in those systems. How often you will get 200 people willing to do 50 jumps to pomp a tower, and after this do another 30 jumps to pomp another pos in lowsec, and at the same time you are late for 5 other lowsec timers. Support Needed : Jump Fuel Consumption |

mynnna
GoonWaffe Goonswarm Federation
3673
|
Posted - 2014.07.10 12:43:00 -
[699] - Quote
Kagura Nikon wrote:
Should I really believe that a goon, or any other human being, have 10 thousand friends? I really doubt anyone in this game have more than 2 hundred friends, and I am STRECHING A LOT!!!
Friendship is not an excuse, because 10 thousand people never ever gathered in human history due to friendship bounds. In fct no one without a brain disfuntion can remember 10 thousand identities (be by name, voice, iamge etc...) Sorry, but your argument is very weak (again I do not want to be disrespectful) . These people are not banded because they are friends, they are banded because banding makes them stronger, despite the fact that they very likely dislike MOST of the people on those 10k.
So I'm gonna go ahead and say flat out that you don't know **** about the motives of any individual or corp in Goonswarm or why they joined or were invited to join or the environment inside the alliance.
Anthar Thebess wrote:No one here wants to kill CFC, NCPL and any of their pet alliances.
What reality do you live in, exactly?  Member of the Goonswarm Economic Warfare Cabal |

Anthar Thebess
578
|
Posted - 2014.07.10 13:07:00 -
[700] - Quote
mynnna wrote:What reality do you live in, exactly? 
Sorry, i had wrong feeling that this is a game. If all those changes will be relay in game what do you think will change? I think most of the north will be still yours , as you simply have then numbers. Or if you decide , you will also keep some of the west.
Yes i think you will loose at least 50% of your holdings, but this will be no one from GF is relay using.
NC and PL will loose more, as they have much less members , still they will keep 1-2 regions full of renters.
The rest space will be occupied by smaller alliances.
Support Needed : Jump Fuel Consumption |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 13:08:00 -
[701] - Quote
Anthar Thebess wrote:Check earlier posts. I go to this systems. Choose place where i want to live. (A) Put 1-2 small towers , and live in this system. No one else is there from holding alliance, so activity is dropping. Structure ehp drops, or even whole sov is gone. I put my own TCU , 3h later i get PL fleet in the system. They reinforce my towers, kill tcu. They even come to finish those towers. But i just go to : (A) Each time they come they have to do 50 jumps one way. At some point they even put some renters to this system, so i just camp them. They are here to make isk, im searching for a new home. Paying for sitting on a station - well this won't happen. PL comes again, and try to camp me. So i hide for 1 week and then go to point (A) How long until they realize that this takes to much time , and they get nothing from it? Now think - the same thing they have in 20 different places. For sure bigger alliances will have bigger space, they will burn some regions to the grounds from time to time. Buts that what all those people want. There will be constant flow of places you can go and do something. For example: Without instant power projection all poses in lowsec will be back again to people living in those systems. How often you will get 200 people willing to do 50 jumps to pomp a tower, and after this do another 30 jumps to pomp another pos in lowsec, and at the same time you are late for 5 other lowsec timers.
Minimal activity may exist. But you will not be able to seriously develop. You will not deploy a capital array and start selling motherships because you will be spanked (just an example).
And The perblocs will NOT get bored of doing it! Spanking weaker groups is what made them like what they are... they will rejoice in doiing it again and again and again.
Of course your set of solutions create the start. What I am advocating is that they are not enough because they create only a false sense of fragmentation. Your sovernty there would be a real as south american soberany during the 60's... they were officially democracies, but as soon as they did ANYTHING that USA did not like, they suffered a coup and were replaced forcefully.
If a slavery fake system is enough for you (and I can see that beign enough to alreayd members of the power blocks).. good for you. But some here want TRUE improvements. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
578
|
Posted - 2014.07.10 13:37:00 -
[702] - Quote
Well the point of eve is conflict. Online is dropping, as smaller entities are gone from sov map, low scale conflicts are minimal , and hard as you will get instant hotdrop.
You have 2 power block doing war games, and trying to blob each other. Not many people are interested in this kind of 0.5% TIDI fun.
Players cannot solve this by them self , as issue is in power projection offered by JB / titans/ capitals / mother ships , and each day we have more of them.
But i think every one here agree that there is an issue , that players cannot solve by them self and CCP have to make some steps to heal this situation . Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 14:03:00 -
[703] - Quote
Anthar Thebess wrote:Well the point of eve is conflict. Online is dropping, as smaller entities are gone from sov map, low scale conflicts are minimal , and hard as you will get instant hotdrop.
You have 2 power block doing war games, and trying to blob each other. Not many people are interested in this kind of 0.5% TIDI fun.
Players cannot solve this by them self , as issue is in power projection offered by JB / titans/ capitals / mother ships , and each day we have more of them.
But i think every one here agree that there is an issue , that players cannot solve by them self and CCP have to make some steps to heal this situation .
Yes we agree there is an issue. I just disagree taht the problem is in power projection speed. Power projection speed just accelerates it.
At the old age of bob they would still act in an imperialistic way and the absolute majority of their presence was trough subcapital ships without the usage of titans to travel(because they had 2 at the peak of their power).
What kept them unable to enforce over even larger space areas was the fact that they were mere 1300 of them.
If you have too many in a group, does not matter that they are slow.. because you can just spread them in pockets and keep everything within distance of a killing force.
20-30K players oepratign under an unified command do not need jump bridges, long capital jumps etc to enforce their imperialism. It just makes faster... imperialism existed in the 17th century... and was at its peak back then. After that the traveling and power projection increased hundred fold, but the imperialism enforcement of " this place is mine even If i do not live here" did not increase.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.10 14:24:00 -
[704] - Quote
Caleb Seremshur wrote:Is the secret to make the game less appealing for big coalitions? Sov null is ****** yes we get it ad nauseum. Heavily penalise systems with no use. Sov decay. Higher upkeep. Easier to capture. Gate guns for aov owners.
Lots of things.
No, not necessarily. The idea is so that even if there are big coalitions they can get by with smaller space. At least I think that is part of the goal. Or if it isn't, it should be. Theoretically it could also be possible to hold vast swaths of space, it will just be considerably harder.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 14:28:00 -
[705] - Quote
mynnna wrote:Kagura Nikon wrote:
Should I really believe that a goon, or any other human being, have 10 thousand friends? I really doubt anyone in this game have more than 2 hundred friends, and I am STRECHING A LOT!!!
Friendship is not an excuse, because 10 thousand people never ever gathered in human history due to friendship bounds. In fct no one without a brain disfuntion can remember 10 thousand identities (be by name, voice, iamge etc...) Sorry, but your argument is very weak (again I do not want to be disrespectful) . These people are not banded because they are friends, they are banded because banding makes them stronger, despite the fact that they very likely dislike MOST of the people on those 10k.
So I'm gonna go ahead and say flat out that you don't know **** about the motives of any individual or corp in Goonswarm or why they joined or were invited to join or the environment inside the alliance. [
And I will go ahead and say , anyone that believes he, or she has 1 thousand friends, most likely never even had a single one in their life to know the difference.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
597
|
Posted - 2014.07.10 14:44:00 -
[706] - Quote
http://www.artofmanliness.com/2014/07/01/communities-vs-networks-to-which-do-you-belong/
Please take the time to read this article. This is what is wrong with force projection. Networks are shrinking the sand box for communities to grow in. We use to be a game all based on communities now we are a game dominated by networks. |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.10 15:00:00 -
[707] - Quote
Manfred Sideous wrote:Zetaomega333 wrote:Manfred Sideous wrote:Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
[snip to save space/characters]
M8 I once moved 11 freighter loads of war stocks from lowsec khanid to the bottom of stain where it borders Esoteria. O I did that with 1 single freighter ( my own) on my character Thronde which I sold to some guy back in 2006. Alliance mates and I did it and it took a whole weekend with one freighter. It was for a planned invasion against Prime Orbital System by my alliance Firmus Ixion. We were too be the vanguard into Eso for Band of Brothers. The invasion fell apart and too this day I still have a bunch of assets from that move in the bottom of Stain. Also when Firmus Ixion use to have mining ops in FAT-GP ( there were no other stations in catch other than V2-VC2 and 5-N) I would move freighter loads of minerals from FAT to H74. Furthermore when I was in 0utbreak I handled logistics for a time when we were very nomadic. Carriers stuffed with Itty 5s full of small tractor beams. We moved them into null refined them and then built BS hulls. So yes I have done quite a bit of logistics in my day. I just did it before most of the current player base knew what Eve even was. Funny story I once had to evade a hostile gang in 4-07 while moving minerals from the FAT station to H74 to refine them. I warped my freighter to a deep safe that was 1200au out. It took me a hour to warp to the safe lol. So you want to wish this on the current logistic backbone? A run to jita in a ship that holds 340k m3 and back would not only take hours and hours it would require handholding on alot of pvpers, Its bad enough how the majority of pvpers **** on those who do this grunt work allready but for these logistics pilots to rely on more people? ALso the game was much smaller back then no? There are a great deal more people now, who i know would take great pleasure locking down the entrances and exists to and from nullsec. As it is ccp has made nullsec completely reliant on empire to the point to where you can mine almost all you need but 3 of the needed minerals for ships and have to ship most of that down. Racial ice would have to be a thing of the past, Racial salvage as well. Jump freighters would need to massivly change while either getting bigger hulls or becomine dust collecting peices of ****. There is so much work here ccp would need to do and they allready balk at rewriting pos code why do you think for a minute they would put the effort into this? Do you think they want to go out of business?
I think part of what Manny is getting at, and he can comment if I'm wrong, is that part of his goal is to make current logistics alot less important. That is instead of making a Jita run to buy 500 cruiser hulls and move them out to null, you'd source those cruiser hulls out in null itself. Now logistics would entail moving the hulls from your production yards to where you need them, which in theory could be shorter distance. Maybe.
Note in Manny's initial set of posts he talks about mining ops in null. This has two benefits:
1. Logistics in its current form could change and be reduced dramatically. 2. These guys out running around in mining ships, freighters, industrials and so forth make for juicy targets.
The latter will hopefully draw in hostile gangs, which in turn would provide an opportunity for a defense fleet. In other words, more opportunity for small to medium sized engagements.
Right now the current state of war is that you often have to out bore the other side. Why? Because it is nearly impossible to disrupt current logistics/supply processes. With neutral alts, jumping station-to-staion, this is the only option. You could try hitting their money moons and renters, but that is often just slightly less boring.
However, if null sec alliances have to actually use their space much more than they currently do, then you could cause lots of problems for an alliance/coalition simply by roaming through their space. If they don't form up and try to defend their space, the people who use the space to produce hulls, keep the JB systems running, keep the various POSes running, and even other money making ventures will be shut down. Keep that up long enough and things could go really badly for that alliance/coalition.
Currently though, if a hostile gang comes into your space turtling up and waiting for them to leave (of boredom) is a pretty decent strategy. Yeah, you can't rat all that much, but if they hang around long enough jump clone to empire and run missions (yeah it sucks, but hey at least the isk still flows to some extent). Sure they could hit a POS or three, but with the current mechanics you have time to call on allies and schedule an OP to defend/repair the POS. There is very little downside to turtling up. This makes for very boring game play. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.10 15:02:00 -
[708] - Quote
Kagura Nikon wrote:mynnna wrote:Kagura Nikon wrote:
Should I really believe that a goon, or any other human being, have 10 thousand friends? I really doubt anyone in this game have more than 2 hundred friends, and I am STRECHING A LOT!!!
Friendship is not an excuse, because 10 thousand people never ever gathered in human history due to friendship bounds. In fct no one without a brain disfuntion can remember 10 thousand identities (be by name, voice, iamge etc...) Sorry, but your argument is very weak (again I do not want to be disrespectful) . These people are not banded because they are friends, they are banded because banding makes them stronger, despite the fact that they very likely dislike MOST of the people on those 10k.
So I'm gonna go ahead and say flat out that you don't know **** about the motives of any individual or corp in Goonswarm or why they joined or were invited to join or the environment inside the alliance. [ And I will go ahead and say , anyone that believes he, or she has 1 thousand friends, most likely never even had a single one in their life to know the difference.
I don't even see the point of this kind of comment other than to be argumentative and a troll. This is a good thread, stop trying to ruin it due to your own personal biases.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 15:03:00 -
[709] - Quote
DNSBLACK wrote:http://www.artofmanliness.com/2014/07/01/communities-vs-networks-to-which-do-you-belong/
Please take the time to read this article. This is what is wrong with force projection. Networks are shrinking the sand box for communities to grow in. We use to be a game all based on communities now we are a game dominated by networks.
Great article.. Explains exactly what I mean when I said no one is a member of a 10 K community of friends. Because such thing cannot exist. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1415
|
Posted - 2014.07.10 15:04:00 -
[710] - Quote
Teckos Pech wrote:Kagura Nikon wrote:mynnna wrote:Kagura Nikon wrote:
Should I really believe that a goon, or any other human being, have 10 thousand friends? I really doubt anyone in this game have more than 2 hundred friends, and I am STRECHING A LOT!!!
Friendship is not an excuse, because 10 thousand people never ever gathered in human history due to friendship bounds. In fct no one without a brain disfuntion can remember 10 thousand identities (be by name, voice, iamge etc...) Sorry, but your argument is very weak (again I do not want to be disrespectful) . These people are not banded because they are friends, they are banded because banding makes them stronger, despite the fact that they very likely dislike MOST of the people on those 10k.
So I'm gonna go ahead and say flat out that you don't know **** about the motives of any individual or corp in Goonswarm or why they joined or were invited to join or the environment inside the alliance. [ And I will go ahead and say , anyone that believes he, or she has 1 thousand friends, most likely never even had a single one in their life to know the difference. I don't even see the point of this kind of comment other than to be argumentative and a troll. This is a good thread, stop trying to ruin it due to your own personal biases.
Re read hi/her post and check who made the personal finger pointing...
My observation is not personal. I am just rebukign that the 10 k friends shoudl be able to play alone is not a valid cocnern because no one has 10 k friends. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Kusum Fawn
State Protectorate Caldari State
501
|
Posted - 2014.07.10 15:07:00 -
[711] - Quote
Anthar Thebess wrote:No one here wants to kill CFC, NCPL and any of their pet alliances.
I just want to say that i am in favor of killing CFC, NCPL and all of their pet alliances. I just don't think that game mechanics should be the ones to do it.
However i also believe that CFC, NCPL and all the pets are not using the space they own in a way that is conducive to an expanding EVE. I think that these entities own sov in places they do not occupy, rent or otherwise use. Any sort of usage based sov would kill large swaths of sov from many sov owners in null, and thats something that i think is needed. I haven't seen any arguments as to why CFC and the other alliances should continue in their current forms, the two coalition Null being the main issue of the thread no? Wouldnt 10k players in an alliance be able to support themselves and nominally the space they actually want to use? or am i missing something about how many people in that 10k actually want to play in nullsec?
Im not sure how to counter the force projection issues that are in evidence. Reducing jump ranges doesn't fix anything that i can see, it only hurts smaller entities trying to gain a foot hold. while larger groups will simply take strategic locations for the burden of additional jumps.
Even if the smaller alliances that i would liek to see in null become coalitions or are simply extensions of the existing coalitions, adding usages and distance from centers would make owning sov a thing that had to be worked at and induce more raiding and fleets in null. having to be marginaly active within your own space would go a long way to getting people to log in and find pvp activity. If i know that a system has to have activity to remain sov, there's a much greater chance that im going to find a fight there.
On the other side of this issue is the complete lack of ability to secure space in any way, cloaked Cyno ships are the bane of null miners, I dont think there has been a month without a nerf cloaks thread since the introduction of cloaks into the game. This too i am not sure how to fix. I suggest that cov ops cloaks and regular cynos be mutually exclusive, this does not stop covert cynos from cov ops ships, nor does this stop someone from using a mobile depot to swap a covert travel cloak to a standard cloak and cyno once in the target system, this just changes the mechanics of hot dropping someone. This does not make a system secure, nor does it keep drops from happening. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Teckos Pech
The Executives Executive Outcomes
2410
|
Posted - 2014.07.10 15:16:00 -
[712] - Quote
Kagura Nikon wrote:Teckos Pech wrote:Kagura Nikon wrote:mynnna wrote:Kagura Nikon wrote:
Should I really believe that a goon, or any other human being, have 10 thousand friends? I really doubt anyone in this game have more than 2 hundred friends, and I am STRECHING A LOT!!!
Friendship is not an excuse, because 10 thousand people never ever gathered in human history due to friendship bounds. In fct no one without a brain disfuntion can remember 10 thousand identities (be by name, voice, iamge etc...) Sorry, but your argument is very weak (again I do not want to be disrespectful) . These people are not banded because they are friends, they are banded because banding makes them stronger, despite the fact that they very likely dislike MOST of the people on those 10k.
So I'm gonna go ahead and say flat out that you don't know **** about the motives of any individual or corp in Goonswarm or why they joined or were invited to join or the environment inside the alliance. [ And I will go ahead and say , anyone that believes he, or she has 1 thousand friends, most likely never even had a single one in their life to know the difference. I don't even see the point of this kind of comment other than to be argumentative and a troll. This is a good thread, stop trying to ruin it due to your own personal biases. Re read hi/her post and check who made the personal finger pointing... My observation is not personal. I am just rebukign that the 10 k friends shoudl be able to play alone is not a valid cocnern because no one has 10 k friends.
Ok, so what? So they aren't all friends, this is helpful in discussing power projection how?
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
|

ISD Ezwal
ISD Community Communications Liaisons
1832

|
Posted - 2014.07.10 15:19:00 -
[713] - Quote
I have removed a rule breaking post and those quoting it.
The Rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
684
|
Posted - 2014.07.10 15:56:00 -
[714] - Quote
It is adorable, seeing all the attempts to artificially limit the size of an organization. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1416
|
Posted - 2014.07.10 16:01:00 -
[715] - Quote
Querns wrote:It is adorable, seeing all the attempts to artificially limit the size of an organization.
I can say its adorable seeing the attempts to justify a situation that benefits only some in disregard for the problem we are trying to solve.
As I said, I understand that fear is part of human nature and people want to band together to compensate for their sense of lack of security. But this game must be fun, and super large blocks are NOT fun.
If they cannot be constrained, or gently pushed towards splitting, then there is nothign to do here. And in here I mean in whole eve online 0.0 future. Be happy to sit in your tomb of boredom. But other people are more capable of putting the welfare of the game they like ahead of their own fear of having to face difficulties in game "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Querns
GBS Logistics and Fives Support Goonswarm Federation
684
|
Posted - 2014.07.10 16:07:00 -
[716] - Quote
Kagura Nikon wrote:Querns wrote:It is adorable, seeing all the attempts to artificially limit the size of an organization. I can say its adorable seeing the attempts to justify a situation that benefits only some in disregard for the problem we are trying to solve. As I said, I understand that fear is part of human nature and people want to band together to compensate for their sense of lack of security. But this game must be fun, and super large blocks are NOT fun. If they cannot be constrained, or gently pushed towards splitting, then there is nothign to do here. And in here I mean in whole eve online 0.0 future. Be happy to sit in your tomb of boredom. But other people are more capable of putting the welfare of the game they like ahead of their own fear of having to face difficulties in game I dunno -- I have quite a bit of fun being in a large organization. I have opportunities that are unmatched in smaller-scale play. For instance, I probably would not have been a part of this if I had not been part of the organizations to which I belong.
Also, have you considered that it isn't CCP's job to split up large organizations? It may very well be that it is the obligation of the players who play the game to do that job. Certainly, organized subversion from within is going to be a lot more effective than any hamfisted external attempt to limit player organization size. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Retar Aveymone
GoonWaffe Goonswarm Federation
539
|
Posted - 2014.07.10 16:19:00 -
[717] - Quote
Teckos Pech wrote: I think part of what Manny is getting at, and he can comment if I'm wrong, is that part of his goal is to make current logistics alot less important. That is instead of making a Jita run to buy 500 cruiser hulls and move them out to null, you'd source those cruiser hulls out in null itself. Now logistics would entail moving the hulls from your production yards to where you need them, which in theory could be shorter distance. Maybe.
Note in Manny's initial set of posts he talks about mining ops in null. This has two benefits:
1. Logistics in its current form could change and be reduced dramatically. 2. These guys out running around in mining ships, freighters, industrials and so forth make for juicy targets.
The latter will hopefully draw in hostile gangs, which in turn would provide an opportunity for a defense fleet. In other words, more opportunity for small to medium sized engagements.
The fundamental distinction, I think, between Manny one the one side and Mynnna and myself, among others, on the other is how you get to this point. I think we all agree that we'd like 0.0 to be more self-sufficient and less dependent on the pipeline to empire.
However, Manny tends to approach this by saying "sever the pipeline, then people will be forced to adapt and produce locally". I think we argue that people need to be incentivized to produce locally, and then they simply won't need that logistical backbone anymore and you can start slowly nerfing it. I think that our approach is better because I think there's already too little incentive to try to break into null, so you can't force behaviors by making it harder. Instead you've got to do things like the Crius industry buffs that make people start to reorganize how they make things and create more local 0.0 mining and industry.
The regionality of certain resources poses an unavoidable problem to really killing the logistical links. Manny solves that through essentially writing it out of the game - alchemy, NPC, whatever, the end result is that the interregion trade is effectively killed off. I disagree with that, I think that the interlocking economy is neat and that properly buffed 0.0 industry will make it far more expensive to import finished products than build locally, so you'll only use importing for regional trade.
A much better solution for Manny's "no jumps allowed" thing than alchemy or npcs, incidentally, would be a JF variant that could only hold fuel or only hold moongoo that retained long-jump capability. I don't like that idea, but it's much better than just axing trade entirely. |

Retar Aveymone
GoonWaffe Goonswarm Federation
539
|
Posted - 2014.07.10 16:23:00 -
[718] - Quote
Kagura Nikon wrote:Querns wrote:It is adorable, seeing all the attempts to artificially limit the size of an organization. I can say its adorable seeing the attempts to justify a situation that benefits only some in disregard for the problem we are trying to solve. As I said, I understand that fear is part of human nature and people want to band together to compensate for their sense of lack of security. But this game must be fun, and super large blocks are NOT fun. If they cannot be constrained, or gently pushed towards splitting, then there is nothign to do here. And in here I mean in whole eve online 0.0 future. Be happy to sit in your tomb of boredom. But other people are more capable of putting the welfare of the game they like ahead of their own fear of having to face difficulties in game
I have not seen anyone with well-thought out ideas - even ones I disagree with entirely - need to resort to things like the above. I have, however, seen people with poorly thought out ideas resort to the above when a hole is poked in their idea.
If you want to be able to discuss a subject like this you need to be able to realize when someone else is right and you need to come up with a new idea. You keep arguing that your ideas are the only workable ones besides the status quo. They're not, and they're not very good ideas. They have gigantic problems that people keep pointing out and you simply petulantly say that those people must be bad people. Even if that's true, guess what: we're in this game, and we will continue to be bad people and just evade your change in the exact way we tell you we're going to do so. If we tell you that your idea is trivial to evade and people will see an advantage in doing so, then that means if it was implemented we would trivially evade it and stomp the crap out of anyone silly enough to not evade it. Anytime your idea relies on us playing poorly it will not work. |

Karash Amerius
Sutoka
187
|
Posted - 2014.07.10 16:27:00 -
[719] - Quote
How about getting rid of WTZ as well as blocking any sort of tacticals 30km from a gate?
I mean...if we really do want to make Eve bigger.
(Sorry, could not resist) /bittervet Karash Amerius Operative, Sutoka |

Querns
GBS Logistics and Fives Support Goonswarm Federation
684
|
Posted - 2014.07.10 16:28:00 -
[720] - Quote
Karash Amerius wrote:How about getting rid of WTZ as well as blocking any sort of tacticals 30km from a gate?
I mean...if we really do want to make Eve smaller.
(Sorry, could not resist) /bittervet Smell that? It's the bookmarks table catching fire. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
|

Veskrashen
Justified Chaos
314
|
Posted - 2014.07.10 16:50:00 -
[721] - Quote
Just a couple quick thoughts, based on Mynna's link to the nullsec whiteboards.
1. "Bigger ships should move slower."
This gets violated massively by Capital ships of all sizes, which are faster than anything else in moving long distances due to jump drives. Adding cooldowns to the ships is impractical, as it can be sidestepped by having more ships. Tying cooldowns to pilots is harder to dodge, though not impossible. Other ideas I found intriguing were some sort of "jump travel time", wherein your jump takes X amount of time per LY traveled, and another where your jump time is scaled by TiDi in target system / max jump range.
Essentially anything to slow down the movement of capital ships / jump enabled travel is a good thing, as it helps return balance to this part of the equation.
2. "Diseconomies of scale."
Again, there ain't any. EVE has essentially devolved into N+1 for nullsec. How you create those diseconomies of scale I don't know, but I do like the idea of no permanent resources / resources getting depleted. Especially with current permanent sources of income such as moons. Posters here are right that cost alone isn't a barrier in EVE, and there's plenty of ways to get around arbitrary limits to organization size. I do feel that adding a logistical burden to sov beyond pure isk would go a long way to disincentivizing scale - forcing alliances to fuel their iHubs and TCUs, with escalating requirements based on system upgrades, would introduce a logistical burden to the equation that would need to be addressed. Obviously organizational skill would be key here, but man hours would still have to be devoted to the effort... and those are the hardest things to find in EVE. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1416
|
Posted - 2014.07.10 17:34:00 -
[722] - Quote
Karash Amerius wrote:How about getting rid of WTZ as well as blocking any sort of tacticals 30km from a gate?
I mean...if we really do want to make Eve bigger.
(Sorry, could not resist) /bittervet
Sorry i cannot resist.. People will make a bookmark 100km behind gate and warp to 100 ;)
Only way to have a non warp to zero would be making ALL warps imprecise by around 10 km. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Marlona Sky
D00M. Northern Coalition.
5363
|
Posted - 2014.07.10 18:06:00 -
[723] - Quote
Nice troll.
For those unaware. The above was a massive exploit. CCP seized all the assets from it and those involved were punished. The Paradox |

Querns
GBS Logistics and Fives Support Goonswarm Federation
685
|
Posted - 2014.07.10 18:17:00 -
[724] - Quote
Marlona Sky wrote:Nice troll. For those unaware. The above was a massive exploit. CCP seized all the assets from it and those involved were punished. You, too, are adorable. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Daniel Plain
Science and Trade Institute Caldari State
2067
|
Posted - 2014.07.10 18:27:00 -
[725] - Quote
fwiw: https://forums.eveonline.com/default.aspx?g=posts&m=4761470
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Anthar Thebess
579
|
Posted - 2014.07.10 22:20:00 -
[726] - Quote
Bump for CCP, just to refresh visibility of this topic. Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1416
|
Posted - 2014.07.10 22:25:00 -
[727] - Quote
Retar Aveymone wrote:Kagura Nikon wrote:Querns wrote:It is adorable, seeing all the attempts to artificially limit the size of an organization. I can say its adorable seeing the attempts to justify a situation that benefits only some in disregard for the problem we are trying to solve. As I said, I understand that fear is part of human nature and people want to band together to compensate for their sense of lack of security. But this game must be fun, and super large blocks are NOT fun. If they cannot be constrained, or gently pushed towards splitting, then there is nothign to do here. And in here I mean in whole eve online 0.0 future. Be happy to sit in your tomb of boredom. But other people are more capable of putting the welfare of the game they like ahead of their own fear of having to face difficulties in game I have not seen anyone with well-thought out ideas - even ones I disagree with entirely - need to resort to things like the above. I have, however, seen people with poorly thought out ideas resort to the above when a hole is poked in their idea. If you want to be able to discuss a subject like this you need to be able to realize when someone else is right and you need to come up with a new idea. You keep arguing that your ideas are the only workable ones besides the status quo. They're not, and they're not very good ideas. They have gigantic problems that people keep pointing out and you simply petulantly say that those people must be bad people. Even if that's true, guess what: we're in this game, and we will continue to be bad people and just evade your change in the exact way we tell you we're going to do so. If we tell you that your idea is trivial to evade and people will see an advantage in doing so, then that means if it was implemented we would trivially evade it and stomp the crap out of anyone silly enough to not evade it. Anytime your idea relies on us playing poorly it will not work.
The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. And no I ma not wrong, my ideas are well tough, maybe you are unabler to grasp them, but I can understand taht since I am far superior intellectaually (although challanged gramatically due to my dislexia) ina level that is hard to be understood by most.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Querns
GBS Logistics and Fives Support Goonswarm Federation
688
|
Posted - 2014.07.10 22:46:00 -
[728] - Quote
Kagura Nikon wrote:The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. Deconstructing a single idea due to its poor design is not the same thing as "defendign the status quo." I am not rejecting any changes to the status quo out of hand; merely attempting to cinch off an obviously faulty line of thinking before it gains traction and infects others. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Manfred Sideous
North Eastern Swat Pandemic Legion
723
|
Posted - 2014.07.10 23:03:00 -
[729] - Quote
Querns wrote:Kagura Nikon wrote:The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. Deconstructing a single idea due to its poor design is not the same thing as "defendign the status quo." I am not rejecting any changes to the status quo out of hand; merely attempting to cinch off an obviously faulty line of thinking before it gains traction and infects others.
Goons are my Grrr space enemies but they are just people , good people playing a video game together as a community. As much as I would savor every delicious tear in there ruination I will stand with them or anyone like them against something like is being suggested. You cannot put artifical limits on social paradigms its not fair its not right.
@EveManny
https://twitter.com/EveManny |

Galphii
Caldari Provisions Caldari State
241
|
Posted - 2014.07.10 23:07:00 -
[730] - Quote
Kagura Nikon wrote:Karash Amerius wrote:How about getting rid of WTZ as well as blocking any sort of tacticals 30km from a gate?
I mean...if we really do want to make Eve bigger.
(Sorry, could not resist) /bittervet Sorry i cannot resist.. People will make a bookmark 100km behind gate and warp to 100 ;) Only way to have a non warp to zero would be making ALL warps imprecise by around 10 km. Prevent bookmarks within 120km of a gate. Fixed.
Another note on logistics. In both the world wars the germans tried desperately to cut off england's supply line from america - the north atlantic shipping lanes. The frigate class ship was(re)invented as a long range escort to defend against u-boat attacks. Ships were lost on both sides but the supply line was kept open and England prevailed. Without those supplies, they would have lost to the invaders.
That's the kind of EvE I want to be playing. Content for small fleets raiding supply lines to cut off a foe and force a retreat, or a fight.
At the moment, logistics is almost untouchable and it perpetuates the fights to the point only boredom causes a win or a loss. X |
|

Promiscuous Female
GBS Logistics and Fives Support Goonswarm Federation
406
|
Posted - 2014.07.10 23:15:00 -
[731] - Quote
Kagura Nikon wrote:The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. And no I ma not wrong, my ideas are well tough, maybe you are unabler to grasp them, but I can understand taht since I am far superior intellectaually (although challanged gramatically due to my dislexia) ina level that is hard to be understood by most.
holy dunning-krueger effect batman
also there is a cure for dyslexia, it is called "The Spell Checker That Exists In Every Modern Web Browser"
but i am sure that a genius-level intellect such as yourself didn't need to be told that |

Ranamar
Valkyries of Night Of Sound Mind
62
|
Posted - 2014.07.11 00:02:00 -
[732] - Quote
Manfred Sideous wrote:I'd like to ask does anyone think its reasonable that a single player with a jumpfreighter can just jump back and forth from nullsec to empire and buy literally anything from empire and bring it back. Does that seem like a immersive experience? I mean where do you live that Joe the Lorry driver goes off and supplies you and all your mates with what you need to live and survive from a single point.
This is a total driveby comment on my part, but... I call it amazon.com
Sure, it's not your neighbor Timmy the Truck Driver, (although it might be!) but there isn't much difference between these two setups: 1) Order stuff on web site; pay 2) Amazon Fulfillment Services puts together a package at a distribution center 3) UPS moves the package from the distribution center to the local post office 4) UPS has the USPS do final-mile deliveries because it's cheaper for them 5) Package arrives on your doorstep
1) Buy stuff on purchasing alt in Jita 2) Contract stuff to Red Frog Freight 3) Red Frog Freight transports package to alliance hisec JF endpoint 4) Alliance JF service jumps stuff from hisec to your home in nullsec 5) Remote-contract stuff from purchasing alt to your nullsec character
Sometimes alliance freight even goes all the way to a hub, which would be equivalent (in this example) to Amazon just handing things straight to the postal service.
Sure, it's not just Timmy the Truck Driver, but that's just because people like to go home at the end of the day. If the fulfillment center were close, he absolutely could go get the packages for you and all your neighbors and deliver them... assuming he was the one Amazon contracted with, of course. |

Zappity
Stay Frosty. A Band Apart.
1216
|
Posted - 2014.07.11 00:24:00 -
[733] - Quote
Manfred Sideous wrote:Querns wrote:Kagura Nikon wrote:The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. Deconstructing a single idea due to its poor design is not the same thing as "defendign the status quo." I am not rejecting any changes to the status quo out of hand; merely attempting to cinch off an obviously faulty line of thinking before it gains traction and infects others. Goons are my Grrr space enemies but they are just people , good people playing a video game together as a community. They are not being particularly constructive in this thread, though. After all, to say that you are only capable of punching holes in other people's theories is also saying that you are not imaginative enough to come up with solutions of your own. Such is tiring to read and liable to misinterpretation. Zappity's Adventures for a taste of lowsec. |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1899
|
Posted - 2014.07.11 02:23:00 -
[734] - Quote
So, rather than criticize further I'm going to propose an alternative set of changes that I believe will better resolve the issues raised by the OP. These suggestions will be based on three core concepts:
1) Logistics to deep null via JF should be possible. However, that does not mean it should be cost effective. 2) Supers, Titans, Carriers, and Dreads are currently the most mobile combat ships in the game. This does not make sense. 3) Null sec industry needs buffs to low-end production beyond what is proposed in Crius.
The proposed changes are:
(A) Cap all pilots and cap ships to 11 LY of Travel or per day.
Example: If Alice jumps an archon 5 LY, both Alice and the Archon are now limited to an additional 6 LY on that day. If Alice leaves the Archon, and Bob hops into that Archon, Bob inherits the Archon's limitation of 6 LY for that day. If Alice were to hop into a Nyx, that Nyx would inherit Alice's limitation of 6 LY for the day as well.
So If someone moved a Hel 11 LY and then either switched pilots or ships, neither the new pilot or the new ship would be able to jump anywhere.
(B) Titan Bridging uses the same cap. If you make a bridge that spans 6 LY, you loose 6 of your LY for that day.
(C) JF fuel consumption and fuel bay are both increased by 100% over Crius values.
(D) Titans and Supers loose 50% of their raw HP. They also loose EWAR immunity (standard points,webs, Tracking disruptors, ECM, damps all work against supers and titans).
(E) Titan tracking is buffed. Due to loss of Ewar immunity, Titans can also receive remote tracking links. Titans and Supers would be able to receive remote sebos as well.
(F) Increase the yield of low end minerals (e.g. Trit) mined and refined in nullsec such that mining low ends in nullsec is significantly more viable. Say, increase low-end yield by a factor of five.
(G) Station destruction, because it needs to happen.
These changes would result in a few immediate consequences. First, it would Take no less than 5 days for an entity to deploy supers or titans from say Etherium Reach to Delve or Aridia. Once Deployed, said said supers, titans, and caps would be limited to a maximum range of one 5.5 LY hotdrop + 5.5 LY return trip per day unless POS's had been sorted in the target system negating the need for a return trip. Obviously, multiple smaller jumps could also occur instead. Likewise, your ally's supers wouldn't be able to cross the galaxy in an instant to save you if you **** up.
Second, If a smaller entity knows that the bulk of the N3PL and CFC supers are deployed 20 LY away, smaller entities will be more inclined to use their shiny toys for stupid things. Effectively, you reduce the "And Then PL Dropped Supers" effect and give the little guy a chance to do something stupid.
Third, Titans especially will be something to be feared. While the new tracking Titan is more powerful than before, it is also VERY limited in effective range. And it needs lots of subcap support to deal with Ewar that WILL be present. Insufficient support = overwhelmed by ewar.
Fourth, Subcaps will be the kings of mobility again. If you can't take on their supers and Caps directly, attack a target +11 LY away. If hostile supers move across the galaxy (50+ LY) to invade your space, it will take take them a minimum of 5 day to return to their home regions. Send a couple squads of subcaps to reinforce their home regions while the enemies' super fleet is away. A nerf to sov structure EHP may also be in order.
Fifth, JF Logistics would be possible, but expensive. If an alliance was inclined to move to Stain (for example) they could make the move from Amarr lowsec to Stain in a single trip. But that trip would cost them 300 Mil per round trip from the edge of Amarr Lowsec to the edge of Stain. Costs would increase the deeper they went. In this way, you could initially take some combat and industrial ships, but once you unpack you'll want to setup mining for all of the ores that you need (including mining the new improved low ends) and production for all of your ships.
T2 Mats and non-regional fuel would have to be imported, but a JF can actually hold quite a bit of those, so it wouldn't be *that* expensive to setup. The vast majority of towers would probably shift to regional ice, which isn't necessarily a bad thing as it adds a certain amount of flavor imo.
I'm aware some of the changes can be gamed by having multiple different pilots sitting in different caps/jf's per account, however I believe this problem will be largely self limiting. JFs will be an expensive asset to use frequently, and the improved low ends should make nullsec mining and production far more localized and attractive. Carrot and stick, if you will. No matter how many combat caps you have, the total area you cover per day with each cap+cap pilot group will be limited.
Anyway, I'm sure the idea is terrible and the post is far too long, but that's what the Eve-O forums are for, so why not? |

Manfred Sideous
North Eastern Swat Pandemic Legion
730
|
Posted - 2014.07.11 03:20:00 -
[735] - Quote
PotatoOverdose wrote:So, rather than criticize further I'm going to propose an alternative set of changes that I believe will better resolve the issues raised by the OP. These suggestions will be based on three core concepts: 1) Logistics to deep null via JF should be possible. However, that does not mean it should be cost effective. 2) Supers, Titans, Carriers, and Dreads are currently the most mobile combat ships in the game. This does not make sense. 3) Null sec industry needs buffs to low-end production beyond what is proposed in Crius.The proposed changes are:  (A) Cap all pilots and cap ships to 11 LY of Travel or per day. Example: If Alice jumps an archon 5 LY, both Alice and the Archon are now limited to an additional 6 LY on that day. If Alice leaves the Archon, and Bob hops into that Archon, Bob inherits the Archon's limitation of 6 LY for that day. If Alice were to hop into a Nyx, that Nyx would inherit Alice's limitation of 6 LY for the day as well. So If someone moved a Hel 11 LY and then either switched to another ship or put another pilot in the Hel, neither the new pilot or the new ship would be able to jump anywhere.  (B) Titan Bridging uses the same cap. If you make a bridge that spans 6 LY, you loose 6 of your LY for that day.  (C) JF fuel consumption and fuel bay are both increased by 100% over Crius values.  (D) Titans and Supers loose 50% of their raw HP. They also loose EWAR immunity (standard points,webs, Tracking disruptors, ECM, damps all work against supers and titans).  (E) Titan tracking is buffed. Due to loss of Ewar immunity, Titans can also receive remote tracking links. Titans and Supers would be able to receive remote sebos as well.  (F) Increase the yield of low end minerals (e.g. Trit) mined and refined in nullsec such that mining low ends in nullsec is significantly more viable. Say, increase low-end yield by a factor of five.  (G) Station destruction, because it needs to happen.
These changes would result in a few immediate consequences. First, it would Take no less than 5 days for an entity to deploy supers or titans from say Etherium Reach to Delve or Aridia. Once Deployed, said said supers, titans, and caps would be limited to a maximum range of one 5.5 LY hotdrop + 5.5 LY return trip per day unless POS's had been sorted in the target system negating the need for a return trip. Obviously, multiple smaller jumps could also occur instead. Likewise, your ally's supers wouldn't be able to cross the galaxy in an instant to save you if you **** up.
Second, If a smaller entity knows that the bulk of the N3PL and CFC supers are deployed 20 LY away, smaller entities will be more inclined to use their shiny toys for stupid things. Effectively, you reduce the "And Then PL Dropped Supers" effect and give the little guy a chance to do something stupid. Third, Titans especially will be something to be feared. While the new tracking Titan is more powerful than before, it is also VERY limited in effective range. And it needs lots of subcap support to deal with Ewar that WILL be present. Insufficient support = overwhelmed by ewar. Fourth, Subcaps will be the kings of mobility again. If you can't take on their supers and Caps directly, attack a target +11 LY away. If hostile supers move across the galaxy (50+ LY) to invade your space, it will take take them a minimum of 5 day to return to their home regions. Send a couple squads of subcaps to reinforce their home regions while the enemies' super fleet is away. A nerf to sov structure EHP may also be in order. Fifth, JF Logistics would be possible, but expensive. If an alliance was inclined to move to Stain (for example) they could make the move from Amarr lowsec to Stain in a single trip. But that trip would cost them 300 Mil per round trip from the edge of Amarr Lowsec to the edge of Stain. Costs would increase the deeper they went. In this way, you could initially take some combat and industrial ships, but once you unpack you'll want to setup mining for all of the ores that you need (including mining the new improved low ends) and production for all of your ships. T2 Mats and non-regional fuel would have to be imported, but a JF can actually hold quite a bit of those, so it wouldn't be *that* expensive to setup. The vast majority of towers would probably shift to regional ice, which isn't necessarily a bad thing as it adds a certain amount of flavor imo. I'm aware some of the changes can be gamed by having multiple different pilots sitting in different caps/jf's per account, however I believe this problem will be largely self limiting. JFs will be an expensive asset to use frequently, and the improved low ends should make nullsec mining and production far more localized and attractive. Carrot and stick, if you will. No matter how many combat caps you have, the total area you cover per day with each cap+cap pilot group will be limited. Anyway, I'm sure the idea is terrible and the post is far too long, but that's what the Eve-O forums are for, so why not?
Well you went 11ly today john time for you to logoff and go play a different game.
Well we live in Omist we can't afford the jump fuel to even bring in supplies to keep the supers that will be here in a few days from destroying us.
I can't undock , this tracking titan is killing us and I only have this one ship left to fight with.
I understand the spirit of what you are trying to do. But it only hurts the little guy people who live further from empire. It also tells people who trained for ships for very long periods and saved lots of isk that they can only play with them for a fraction of the day and then they must logoff and go play another game. @EveManny
https://twitter.com/EveManny |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1899
|
Posted - 2014.07.11 03:40:00 -
[736] - Quote
Manfred Sideous wrote: Well you went 11ly today john time for you to logoff and go play a different game.
There should be more to eve than just caps. If there isn't maybe it is time to play another game? Maybe there's a better way to deal with capital power projection, but so far I haven't seen it.
Manfred Sideous wrote: Well we live in Omist we can't afford the jump fuel to even bring in supplies to keep the supers that will be here in a few days from destroying us.
Perhaps, but if you know they're coming and can't defeat their supers, why not be somewhere else? Say hitting your opponents money moons or their home regions with subcaps? Lots of options appear on the table when "and then X dropped supers" isn't the norm anymore.
Also, the people living in omist would be way more screwed with your changes than my changes, I think.
Manfred Sideous wrote: I can't undock , this tracking titan is killing us and I only have this one ship left to fight with.
So get a few friends to damp his ass down to zero lock range. No Ewar immunity. 
Manfred Sideous wrote: I understand the spirit of what you are trying to do. But it only hurts the little guy people who live further from empire. It also tells people who trained for ships for very long periods and saved lots of isk that they can only play with them for a fraction of the day and then they must logoff and go play another game.
You are of course correct. My proposed changes are far from perfect. However, I think the little guy would be far better off with a jump freighter that can actually do the whole jump freighting thing it does now, even if it is more expensive. As opposed to the "you can only hit neighboring systems" which would limit all the little guys in eve to low sec, syndicate, or renting. |

mynnna
GoonWaffe Goonswarm Federation
3674
|
Posted - 2014.07.11 03:56:00 -
[737] - Quote
Zappity wrote: They are not being particularly constructive in this thread, though. After all, to say that you are only capable of punching holes in other people's theories is also saying that you are not imaginative enough to come up with solutions of your own. Such is tiring to read and liable to misinterpretation.
Two points.
- Having holes punched in arguments is a good thing, either you address the holes and so make your argument stronger, or you admit it's a bad argument and go back to the drawing board.
- Having your own idea is not necessary for the above to be constructive and useful.
And actually a third - I have plenty of ideas and solutions of my own. A couple of them are even half finished drafts over on my blog. It's just a matter of finding the time... 
PotatoOverdose wrote: There should be more to eve than just caps. If there isn't maybe it is time to play another game? Maybe there's a better way to deal with capital power projection, but so far I haven't seen it.
We could just delete them instead. 
You need to consider what you're saying when you say better way. A better way will not only solve the problem, but creating interesting gameplay & gameplay choices for all parties, including those you're seeking to nerf. Member of the Goonswarm Economic Warfare Cabal |

Manfred Sideous
North Eastern Swat Pandemic Legion
730
|
Posted - 2014.07.11 04:10:00 -
[738] - Quote
mynnna wrote:Zappity wrote: They are not being particularly constructive in this thread, though. After all, to say that you are only capable of punching holes in other people's theories is also saying that you are not imaginative enough to come up with solutions of your own. Such is tiring to read and liable to misinterpretation.
Two points.
- Having holes punched in arguments is a good thing, either you address the holes and so make your argument stronger, or you admit it's a bad argument and go back to the drawing board.
- Having your own idea is not necessary for the above to be constructive and useful.
And actually a third - I have plenty of ideas and solutions of my own. A couple of them are even half finished drafts over on my blog. It's just a matter of finding the time...  PotatoOverdose wrote: There should be more to eve than just caps. If there isn't maybe it is time to play another game? Maybe there's a better way to deal with capital power projection, but so far I haven't seen it.
We could just delete them instead.  You need to consider what you're saying when you say better way. A better way will not only solve the problem, but creating interesting gameplay & gameplay choices for all parties, including those you're seeking to nerf.
Mynnna to the rescue.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
730
|
Posted - 2014.07.11 04:13:00 -
[739] - Quote
Edited Op*
Deathclone changes to only closest station with dockable access or players birth system. @EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
730
|
Posted - 2014.07.11 04:15:00 -
[740] - Quote
Im curious to hear what roleplayers have to say about these changes. Any CVA or etc in the thread? @EveManny
https://twitter.com/EveManny |
|

Capt Harlock
Band of Builders Inc. Firmus Ixion
0
|
Posted - 2014.07.11 04:17:00 -
[741] - Quote
FIX lives!
we are still around manfred.. =) drop in to spooky central and say hi to band of builders.. =) |

Teckos Pech
The Executives Executive Outcomes
2411
|
Posted - 2014.07.11 04:33:00 -
[742] - Quote
Kagura Nikon wrote:Querns wrote:It is adorable, seeing all the attempts to artificially limit the size of an organization. I can say its adorable seeing the attempts to justify a situation that benefits only some in disregard for the problem we are trying to solve. As I said, I understand that fear is part of human nature and people want to band together to compensate for their sense of lack of security. But this game must be fun, and super large blocks are NOT fun. If they cannot be constrained, or gently pushed towards splitting, then there is nothign to do here. And in here I mean in whole eve online 0.0 future. Be happy to sit in your tomb of boredom. But other people are more capable of putting the welfare of the game they like ahead of their own fear of having to face difficulties in game
The topic of this thread is power projection, not alliance/coalition size. The latter has no real boundary based on game mechanics so I just can't help but think you are trying to bring in your own personal bias on this.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Niko Lorenzio
United Eve Directorate
358
|
Posted - 2014.07.11 04:39:00 -
[743] - Quote
Just removing jump bridges will go a long way towards "fixing" EVE. Capitals without sub cap support can be dealt with.
I too remember those days, except I used to live in lowsec. A lowsec which was filled with life and activity, and in some cases was busier than many popular high sec systems. Mission hubs, mining hubs, trade lanes, gate camping, breaking gate camps, regular patrols etc. were all part of lowsec life as well. So was territorial control and security.
In those days we could count the amount of capitals in our region on one hand. The only Titan bridge we ever saw was an occasional BOB fleet moving through our space.
Then the proliferation of capitals got so bad that everyone and their dog had a capital, and lowsec died. It died because there is always bigger fish that never misses an opportunity to drop on a weaker neighbor for lols. They could come in and annihilate any active system at a drop of a hat. No warning, no time to setup camps at choke points, no way to counter the instant death from beyond.
Welcome to EVE 2.0, where you're either one of the biggest fishes, or it's lapdog. |

Teckos Pech
The Executives Executive Outcomes
2411
|
Posted - 2014.07.11 04:41:00 -
[744] - Quote
Retar Aveymone wrote:Teckos Pech wrote: I think part of what Manny is getting at, and he can comment if I'm wrong, is that part of his goal is to make current logistics alot less important. That is instead of making a Jita run to buy 500 cruiser hulls and move them out to null, you'd source those cruiser hulls out in null itself. Now logistics would entail moving the hulls from your production yards to where you need them, which in theory could be shorter distance. Maybe.
Note in Manny's initial set of posts he talks about mining ops in null. This has two benefits:
1. Logistics in its current form could change and be reduced dramatically. 2. These guys out running around in mining ships, freighters, industrials and so forth make for juicy targets.
The latter will hopefully draw in hostile gangs, which in turn would provide an opportunity for a defense fleet. In other words, more opportunity for small to medium sized engagements.
The fundamental distinction, I think, between Manny one the one side and Mynnna and myself, among others, on the other is how you get to this point. I think we all agree that we'd like 0.0 to be more self-sufficient and less dependent on the pipeline to empire. However, Manny tends to approach this by saying "sever the pipeline, then people will be forced to adapt and produce locally". I think we argue that people need to be incentivized to produce locally, and then they simply won't need that logistical backbone anymore and you can start slowly nerfing it. I think that our approach is better because I think there's already too little incentive to try to break into null, so you can't force behaviors by making it harder. Instead you've got to do things like the Crius industry buffs that make people start to reorganize how they make things and create more local 0.0 mining and industry. The regionality of certain resources poses an unavoidable problem to really killing the logistical links. Manny solves that through essentially writing it out of the game - alchemy, NPC, whatever, the end result is that the interregion trade is effectively killed off. I disagree with that, I think that the interlocking economy is neat and that properly buffed 0.0 industry will make it far more expensive to import finished products than build locally, so you'll only use importing for regional trade. A much better solution for Manny's "no jumps allowed" thing than alchemy or npcs, incidentally, would be a JF variant that could only hold fuel or only hold moongoo that retained long-jump capability. I don't like that idea, but it's much better than just axing trade entirely.
I agree with most of what you are saying, a number of pages back I made this point myself. Create incentives to utilize null space, even the low true sec systems. Trying to take away current means of doing something hoping players will then start to utilize their space strikes me as particularly risky, in that some people might decide not to do that and go play another game. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1899
|
Posted - 2014.07.11 05:20:00 -
[745] - Quote
mynnna wrote: You need to consider what you're saying when you say better way. A better way will not only solve the problem, but creating interesting gameplay & gameplay choices for all parties, including those you're seeking to nerf.
I would hope the same level of thought and consideration would be given to the entities whose gameplay & gameplay choices would be removed should some of Manny's proposals ever get implemented in-game.
I am sure that the CFC or PL would have no issues securing freighter and capital convoys through nullsec entry systems. I am equally sure that a small npc 0.0 entity attempting to do the same will always be prey to the bigger fish. Eve isn't fair and so on, but I am not so eager to see my own choice of gameplay rendered obsolete.
And I think that is exactly what would happen, especially when someone in this thread tells me to use wormholes for null-hisec logistics. This I have done in the past, and I know most (including myself) would not choose do do it again given the time commitment involved. I am likewise familiar with the difficulties that smaller entities face when trying to support themselves locally through industry.
At the end of the day anyone can propose any changes they want, but don't pretend to be helping the little guy when said changes would render him obsolete.  |

Dr Cedric
Independent Miners Corporation Care Factor
54
|
Posted - 2014.07.11 05:40:00 -
[746] - Quote
Sheesh, 3 days ago this was 7 pages long, now its at 34! I love that we are talking about Sov changes and making that part of the game new again!
Quick few ideas here:
For power projection: Add a random decay/destabilization factor to Cyno's. You never know how many ships will make it through before it collapses. On top of this, if there was a minimal distance that the next cyno could be lit at, like maybe 5 AU or something, then it would slow things down abit. Also, perhaps a max # of cyno fields able to be lit in a system would make things spread out as well. What this seems to cause, from my perspective, is that the group has to be more spread out, and in that way, more vulnerable. Also, a single cyno field in a system (although it could be easily abused) means that if you want to get the next cyno lit quickly, you'll use a recon for it (ship specialization is good, m'kay!) It also means the possibility of ships arriving in Waves rather than on big drop. Maybe that would be nice for the server.
A far as the single cyno idea go, perhaps one is a little steep, maybe 2 or 3? Something like that. I think for sure, the fact that a cyno could all of a sudden die out once too many ships have passed through (and nobody knows EXACTLY how many ships/how much mass that is) could make moving large fleets difficult. It probably wouldn't affect the small guy that much, or the logistician using a JF. Food for thought.
Also, somewhere in pages 8-10, somebody mentioned, and I strongly agree, that sov should be based on the space holders' activities in the system. I won't shamelessly link my original proposal, suffice to say, I roughly fleshed out a system that does exactly that. If renters or groups that are focuses solely on one aspect of eve (PL and PvP for example) it would be easy enough in a "points for sovereignty" system to let "friendly" (standings based relationships) groups acrue points for your sov, without actually giving them sov. Could be an interesting income method if you think about it... "We promise to get your sov index up by 200% in the next 2 weeks, the cost is a low low 1.5B... )
So, thats it for now Cedric
|

Draahkness
The Oasis Group TOG - The Older Gamers Alliance
2
|
Posted - 2014.07.11 06:49:00 -
[747] - Quote
It feels as if the discussion is now somewhat cirkular. I am going to end my involmenet in the thread by condensing the message we want to send to CCP.
1. Power projection in all it's forms needs a major nerf. EVE should be big and attacks very far from home should take many hours just in travel time. Some sort of revamp needs to be done to jump bridges, jump drives and clones. A new system, or an extension of an old system, is needed to allow small enteties to resupply even if they are far from empire.
2. In addition to allowing small amounts of supplies to be moved long distance more systems need to be in place to facilitate local production. More low-ends per hour in the belts. Dispersed tech2 materials rather then a few ultra-valuable moons. "Alchemy" to transform local ice products to other racial fuels.
3. Sovereignty needs a major overhaul. "Blocks of EHP" needs to be gone. Replaced by a system of "lived in sovereignty" - if you use the space you own it. Any rule that changes the amount of stars you can own however is bad, if people wants to have 11k big alliances it is their right.
I am ending with the note that the people I played with as a child managed to stomp FIX (before BoB helped them) and take space from the original NC despite severe numerical disadvantage - and barely any caps. I want a version of those days back too. |

Smugest Sniper
Salient Logistics Inc. Northern Associates.
18
|
Posted - 2014.07.11 07:19:00 -
[748] - Quote
I think people should know that capital proliferation is gonna get pretty sexy soon, as with coming changes it will be faster, cheaper, and easier to start building capitals for new people than ever before in Null-sec with the current changes to Amarr Outposts.
450mil or less Carriers at production cost.
Have a nice Day. |

mynnna
GoonWaffe Goonswarm Federation
3676
|
Posted - 2014.07.11 07:26:00 -
[749] - Quote
Smugest Sniper wrote:I think people should know that capital proliferation is gonna get pretty sexy soon, as with coming changes it will be faster, cheaper, and easier to start building capitals for new people than ever before in Null-sec with the current changes to Amarr Outposts. 450mil or less Carriers at production cost.  Have a nice Day.
The 30% material reduction that's enab is a bug on sisi and won't be on live.
Have a nice Day. Member of the Goonswarm Economic Warfare Cabal |

Smugest Sniper
Salient Logistics Inc. Northern Associates.
18
|
Posted - 2014.07.11 07:30:00 -
[750] - Quote
mynnna wrote:Smugest Sniper wrote:I think people should know that capital proliferation is gonna get pretty sexy soon, as with coming changes it will be faster, cheaper, and easier to start building capitals for new people than ever before in Null-sec with the current changes to Amarr Outposts. 450mil or less Carriers at production cost.  Have a nice Day. The 30% material reduction that's enab is a bug on sisi and won't be on live. Have a nice Day.
Yet they still haven't posted what the real numbers are gonna be, and if it's going to be only 3%(which I've heard mentioned) It does not really seem all that beneficial between PoS or station, but we're shitting up Manni's thread but the issue still relevant. |
|

Anthar Thebess
580
|
Posted - 2014.07.11 08:11:00 -
[751] - Quote
Smugest Sniper wrote:I think people should know that capital proliferation is gonna get pretty sexy soon, as with coming changes it will be faster, cheaper, and easier to start building capitals for new people than ever before in Null-sec with the current changes to Amarr Outposts. 450mil or less Carriers at production cost.  Have a nice Day.
THis is bug, read earlier posts. There will be no 30% reduction in materials , but 30% reduction in time.
I hope it will never come to this that eve will be only caps ... and im saying this while having 4 capital pilots.
Other idea. Remove jump drives from all capital ships except Jump Freighters.
Add 4th Rig slot to them, called drive management. All installed modules are permanent . Yes you can repackage those, but make this "rig" 150k m3 big , it will be using normal minerals. This way repackaging will be not an option. You have ability to install there : - jump drive ( T1 / T2) - jump drive gate optimization ( T1 / T2) - reactive armour , ancillary shield capacitors ( T1 / T2) ( can be fitted only on stations)
What are the differences?
1. Jump drive - it will allow ship to jump between systems. - for carriers it will reduce ship maintenance bay by 50%, reduce shield / armor / hull to 30% of current levels , it will force using triage module to maximize reps at increased cycle time - for dread it will force using siege modules at increased cycle time - T2 version should be more expensive , and it will only have 10% increased jump range
2 . jump drive gate optimization - ship cannot jump, well almost, it is jumping between gates at very reduced fuel usage. - it have no drawbacks on defense , ships operate at current levels.
3. reactive armour , ancillary shield capacitors - ship cannot jump any where , they are tied to a system - carriers/dreads gain immense ehp boost while in siege/triage - siege provides extreme tracking speed - triage modules doubles or triples capacitor amount or repair amount - titans , can mount jump portal generator or something like old AOE , but limited to 100 km in diameter. - mother ships mini version of this weapon that will do 1/3 of damage - etc
Summarizing, all capitals using jump drive will be mobile, but at expense of defensive capabilities. Jump drive gate optimization will make capitals almost like now, but it forces them to travel by gates. Last defensive upgrade , ties them to the system , but gives them immense EHP boost, firepower or options.
Capitals that we tie to system give this location immense defensive boost , and supers will make all blobs hard time .
The only thing that worries me , is how to prohibit this kind of capitals in the WH space , as there they will be just better way for farming sleepers. Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1417
|
Posted - 2014.07.11 09:43:00 -
[752] - Quote
Promiscuous Female wrote:Kagura Nikon wrote:The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. And no I ma not wrong, my ideas are well tough, maybe you are unabler to grasp them, but I can understand taht since I am far superior intellectaually (although challanged gramatically due to my dislexia) ina level that is hard to be understood by most.
holy dunning-krueger effect batman also there is a cure for dyslexia, it is called "The Spell Checker That Exists In Every Modern Web Browser" but i am sure that a genius-level intellect such as yourself didn't need to be told that
Spell checkers must be set to one language. When you need to deal with people in 4 different languages during the day you select the most important as the target of the checking. But I know that might be hard to understand to most people that think there is only 1 language in the world. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1417
|
Posted - 2014.07.11 09:45:00 -
[753] - Quote
Manfred Sideous wrote:Edited Op*  Deathclone changes to only closest station with dockable access or players birth system.
naaa Corp headquarters and birth station. Those re the ones LOGICAL targets. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1417
|
Posted - 2014.07.11 09:48:00 -
[754] - Quote
Draahkness wrote:It feels as if the discussion is now somewhat cirkular. I am going to end my involmenet in the thread by condensing the message we want to send to CCP.
1. Power projection in all it's forms needs a major nerf. EVE should be big and attacks very far from home should take many hours just in travel time. Some sort of revamp needs to be done to jump bridges, jump drives and clones. A new system, or an extension of an old system, is needed to allow small enteties to resupply even if they are far from empire.
2. In addition to allowing small amounts of supplies to be moved long distance more systems need to be in place to facilitate local production. More low-ends per hour in the belts. Dispersed tech2 materials rather then a few ultra-valuable moons. "Alchemy" to transform local ice products to other racial fuels.
3. Sovereignty needs a major overhaul. "Blocks of EHP" needs to be gone. Replaced by a system of "lived in sovereignty" - if you use the space you own it. Any rule that changes the amount of stars you can own however is bad, if people wants to have 11k big alliances it is their right.
I am ending with the note that the people I played with as a child managed to stomp FIX (before BoB helped them) and take space from the original NC despite severe numerical disadvantage - and barely any caps. I want a version of those days back too.
Everyone that played that better eve want it too.
All thos thigns you say.. are needed. But will not be enough. As long as we have no reason to not be part of the 2 super blocks, then the stagnation will continue ( one reason to not be there is as some suggested make resources finite, so that they cannot happily supply everyone inside the block that is not pushing above its own weight, resulting in internal attrition and the eventual descontinuation of the mutual protection networks in favor of conflicts) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1417
|
Posted - 2014.07.11 10:01:00 -
[755] - Quote
Manfred Sideous wrote:Querns wrote:Kagura Nikon wrote:The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. Deconstructing a single idea due to its poor design is not the same thing as "defendign the status quo." I am not rejecting any changes to the status quo out of hand; merely attempting to cinch off an obviously faulty line of thinking before it gains traction and infects others. Goons are my Grrr space enemies but they are just people , good people playing a video game together as a community. As much as I would savor every delicious tear in there ruination I will stand with them or anyone like them against something like is being suggested. You cannot put artifical limits on social paradigms its not fair its not right.
No one proposed a limit. Propose only an incentive to be different. There is no freacking reason to not be in a power block (if your target is really living in 0.0). If you just want good fights it is and it will continue to be better to live in an NPC region and "raid" the fat empires.
The same thing already exist on the alliance manteinance fees, limits to excessive proliferations that coalitions just avoid. At the end that statement of yours make no sense, because you are just trying another way to push limits on a social paradigma of imperialism. Get a grip... just because You do not like an idea doe snot make it wrong, if you gonna assault it at least use arguments that does not refute your own thread.
Also you can dream as much as you want, but the truth is that eve was far more intense and interesting when there were 6-8 smaller power blocks. The smaller the number of actors, the less complex the scene can be. That is basics of politics theory. No amount of illusion will change that. If everyone in the game is in the same group then zero wars can happen. If absolutely every players was on its own , that would be the maximum possible conflict level ( in an unbearable level, true). Unfortunately, you can change everything else in universe and 2 will still be at the same distance of 1.. and still incredbly close to stagnation.
That is not my opinion, is sociologic and politics theory. There are hundreds of examples in history (the clearest one being the cold war).
No amount of changes anywhere will change the humans nature.. and you guys gonna achieve absolutely NOTHING. If your changes were implemented BEFORE this status that we live now was achieved, then they could have delayed it a lot. But now that we are here, no amount of speed bumps will matter, because the problem is not the reduction of the granularity of possibilities, since it is already at the near bottom of the pool. The problem is how you make things go into the opposite direction...
Without any incentive to people to split, absolutely NOTHING will happen on the short and medium term, and when the long term arrives then will be too late and eve will have lost already too many peopel double bored with a 0.0 with no geopolitical possibilities and where traveling is a pain in the ass at the same time. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
580
|
Posted - 2014.07.11 11:04:00 -
[756] - Quote
Ok some people are afraid that changes will be to much. So why not split eve a bit. Some regions will stay , and use current mechanics. Some regions will have some additional effects , like reduced range of jump drive, jump bridge , and at the same time gates big enough for capital ships to use them.
So small steps , but in right direction.
Current nullsec. All blobs have thier space in north , and most of the renting grounds in southern part of eve.
"Sansha engineers managed to spawn in southern regions multiple micro black holes resulting in reduced range of jump drives, blocking also jumps between some regions. Their agenda is unknown, but response of CONCORD forces is was fast , as already some gates in southern regions are being upgraded to allow capital movements. "
We can start from Stain - home of Sansha , and slowly expand it to all sov regions owned by Sansha. If people will be happy about it , we can slowly expand this.
Changes to eve itself will be very simple. 1. Add 1 additional gate size , allowing Capitals and supers to use them. 2. In the affected area reduce jump/bridge length to 30% , or even more. ( Just by effect like we see in wormholes. ) 3. Disallow jumping from area without this effect to area having this effect. (This way people will be forced to use regional XL size gates while moving capitals) 4. Increase amount of WH spawns in affected regions.
Of course this is just for the start , and test how people will react.
Additionally making one NPC region different at the start will not harm any big blue blob, so probably every one will be happy.
I think that this is very simple to implement. - create 1 additional effect - apply it to bunch of systems - 1 simple code to check if someone is not trying to move from area without this effect to area having one - Add 1 gate type , that will override "disallow gate usage"
Less than week of work for CCP , ad no major re-haul is needed , just to test this in Stain. Support Needed : Jump Fuel Consumption |

AngelMerc
TemplarisNocti
0
|
Posted - 2014.07.11 12:48:00 -
[757] - Quote
Really good one. but i don't see CCP to implement that, as this will need to force them to be a bit creative that usually. |

Anthar Thebess
581
|
Posted - 2014.07.11 12:54:00 -
[758] - Quote
That's the reason why my idea to implement it first on NPC Stain. If the initial tests will be good , then expand it slowly to sansha owned Sov regions , and again wait for feedback.
Just to start working on this , and why every region have to be similar?
Let sansha experiments on the WH actually make something Support Needed : Jump Fuel Consumption |

SFM Hobb3s
Wrecking Shots Black Legion.
92
|
Posted - 2014.07.11 14:38:00 -
[759] - Quote
If it took, say, five minutes to spool up your jump drive when you activate it, before you could jump, imagine the impact on the game as is.
Supercapital fights are still as possible as they are now, but if those reinforcement fleets are several mids away...your looking at much extra time before capital reinforcements can arrive (five minutes spool-up per mid). Enough so, that most combatants might actually start preferring to send subcaps in instead. Most players prefer subcap blobs to super blobs, at least with those you have a chance of a meaningful fight, usually without so much tidi.
...and capitals can still get involved in a brawl, but reinforcements may arrive late in the battle.
It would be easy for CCP to give jump freighters a bonus to spool-up time so that they are not as impacted as combat capital ships in this regard. This is a power projection nerf to combat capital ships, not to logistics.
Make no mistake, you will still have supercap blobs to fight, but no longer will they be traversing most of eve within minutes. Now, having intel on enemy supercap fleet movement is actually meaningful.
|

Mazzara
Gale Force Contractors
13
|
Posted - 2014.07.11 15:21:00 -
[760] - Quote
Manfred Sideous wrote:Mazzara wrote:Rivr Luzade wrote:New parties into the current state of 00 sec? Why? Are they big? Can they create headlines like the 2 BBB? I doubt it. And since they cannot create headlines nor otherwise meaningful content, they are not needed in the current state of 00 sec.  With the current mechanics and, probably more importantly, the very simple-minded meta gaming around Sov 00 sec, you cannot get into Sov 00 without succumbing to one of the blocks or get kicked out. Even with your changes. Your suggestions, especially the JF bubble immunity, is very funny. ^^ If you can only jump to the next system, where's the point of having a jump drive at all? They are expensive, they need a cyno everyone can warp to, they then offer no benefit anymore. And by the way: Why is there yet another thread about this topic? It has been discussed over and over, even in several topics in the last couple of weeks... oh look another, oh no you can't do that, this game is for just us, and anyone ideas that would change how we play the game is wrong Jumpdrives will still exist cynos will still exist they will still have value. Bypassing gatecamps , Jumping into battles in a preferred position. Cynoing onto a station things like that.
I think its a great idea. No matter how much you scrub, how hot of water you use,-áyou can't wash shame! |
|

Karash Amerius
Sutoka
187
|
Posted - 2014.07.11 16:06:00 -
[761] - Quote
Whiteboarding (power projection):
- Get rid of Cyno mechanics...instead let Capitals jump to any ship that has a cyno module fitted and active. No beacon created, and the ship does not get locked into a death sentence. ** Alternatively, give capitals only the option of jumping to the zenith or nadir of a star within the target system and get rid of cynos completely. Much fun and bloodshed will ensue. This would also directly impact the "JF problem" **
- Severely curtail jump range, and increase fuel for both jump and bridge operations. Maybe add mass restrictions to a bridge like we have with wormholes - of course I haven't used a Titan bridge since 2008, so maybe it's like this now. We would need a new UI to accurately gauge this information regardless.
- Get rid of the smuggler gates. Null regions need more choke points, not less. This would make bridging more important.
- POS bridges I think are fine as is...a 'defender' should have some advantages. This includes using inter region bridges after the removal of the smuggler gates (if in range obviously). POS fights at bridge stations become way more important than currently since Everyone just uses a Titan now in operations. (As a recap, above, severely limit range of a Titan bridge, but leave alone deployed pairings of bridges).
- Hacking can disable bridges, affect sov bonus ratings, and provide some sort of system intel not available through the API or ingame map.
/random ideas most likely not worth salt. Karash Amerius Operative, Sutoka |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
597
|
Posted - 2014.07.11 16:39:00 -
[762] - Quote
Karash Amerius wrote:Whiteboarding (power projection):
- Get rid of Cyno mechanics...instead let Capitals jump to any ship that has a cyno module fitted and active. No beacon created, and the ship does not get locked into a death sentence. ** Alternatively, give capitals only the option of jumping to the zenith or nadir of a star within the target system and get rid of cynos completely. Much fun and bloodshed will ensue. This would also directly impact the "JF problem" **
/random ideas most likely not worth salt.
This idea is out of the box and I like it. But I rather get rid of jumping all together in a combat sense. |

Shadow Tycho
AQUILA INC Verge of Collapse
1
|
Posted - 2014.07.11 18:29:00 -
[763] - Quote
Karash Amerius wrote:Whiteboarding (power projection):
- Get rid of Cyno mechanics...instead let Capitals jump to any ship that has a cyno module fitted and active. No beacon created, and the ship does not get locked into a death sentence. ** Alternatively, give capitals only the option of jumping to the zenith or nadir of a star within the target system and get rid of cynos completely. Much fun and bloodshed will ensue. This would also directly impact the "JF problem" **
/random ideas most likely not worth salt. I also like this idea.
Make cynos not better then stargates, if cyno technology is so good, why do we use stargates?
we don't if given the option. doesn't mesh with lore and makes for other problems. |

Alavaria Fera
GoonWaffe
6222
|
Posted - 2014.07.11 19:07:00 -
[764] - Quote
Shadow Tycho wrote:Make cynos not better then stargates, if cyno technology is so good, why do we use stargates? Because subcaps don't have jumpdrives? ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Ioci
Bad Girl Posse Somethin Awfull Forums
505
|
Posted - 2014.07.11 19:17:00 -
[765] - Quote
I look forward to 450 mill carriers.
Isn't the idea here to have more fights? A 450 carrier still needs fit, rigs and fighters. It's still a billion or more to launch. Most people will lose them left right and center. If Capital is the name of the game in Null sec, why is more fights bad? R.I.P. Vile Rat |

Alavaria Fera
GoonWaffe
6223
|
Posted - 2014.07.11 19:28:00 -
[766] - Quote
You're headed for disappointment then, since that won't be happening. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Ioci
Bad Girl Posse Somethin Awfull Forums
505
|
Posted - 2014.07.11 19:31:00 -
[767] - Quote
Alavaria Fera wrote:You're headed for disappointment then, since that won't be happening.
U skeerd I break your blue donut?
Have no fear, see see pee pertekt you. R.I.P. Vile Rat |

Veskrashen
Justified Chaos
333
|
Posted - 2014.07.11 19:51:00 -
[768] - Quote
Ioci wrote:Alavaria Fera wrote:You're headed for disappointment then, since that won't be happening. U skeerd I break your blue donut? Have no fear, see see pee pertekt you. No, your 450mil Archons are based on a SiSi bug, which won't be ported to TQ. Thus, your entire gloating argument is based on a falsehood.
In short, you are bad, and should feel bad about it. |

Anthar Thebess
583
|
Posted - 2014.07.11 21:01:00 -
[769] - Quote
Bump to the top of CCP list. Support Needed : Jump Fuel Consumption |

Alavaria Fera
GoonWaffe
6225
|
Posted - 2014.07.11 21:25:00 -
[770] - Quote
Veskrashen wrote:Ioci wrote:Alavaria Fera wrote:You're headed for disappointment then, since that won't be happening. U skeerd I break your blue donut? Have no fear, see see pee pertekt you. No, your 450mil Archons are based on a SiSi bug, which won't be ported to TQ. Thus, your entire gloating argument is based on a falsehood. In short, you are bad, and should feel bad about it. Haha, someone just checked the OP and didn't see the rest of the posts before they immediately posted blue donut arguments ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |
|

Cronus Maximus
Amok. Goonswarm Federation
4
|
Posted - 2014.07.11 22:55:00 -
[771] - Quote
Kagura Nikon wrote: Without any incentive to people to split, absolutely NOTHING will happen on the short and medium term.
This is what I think a lot of people are missing here. You can make all the changes you want but unless those changes ALSO include or are preceded by incentives to split up into smaller groups nothing will really happen.
I think the foremost issue here is Power Projection, because it allows a smaller group of people with more power(Capitals) to overwhelm multiple groups with less power. If those smaller groups cannot be fought off at basically the same time(jump range nerf) then that helps the smaller group but it does not stop the more powerful group from simply dividing their forces and still overpowering the less powerful ones as the lack of defensive mobility is also a lack of offensive mobility(granted this ignores the advantage having the initiative grant, I feel the advantage of being on grid first and the spy networks of the major coalitions largely offsets this)
In order I feel the following changes need to happen.
1) The Crius industrial overhaul + the next step. Crius is looking great, but it needs to go further.
2) A Major resource and incentive overhaul to null and low sec.
3) A Significant Power Projection nerf. There have been more options than just the OP mentioned but whichever happens it has to be a mechanic that having N*X hulls, ISK or Pilots(not players) does not break.
I say Pilots not player because if the incentives are sufficiently changed than having N*X the players should mean there is not enough to go around to keep everyone happy.
Comets, moons, 'roids. I think these are the areas that need the most work before PP can get meaningfully fixed. |

Oshtree
V0LTA Triumvirate.
2
|
Posted - 2014.07.11 23:53:00 -
[772] - Quote
If anyone here wants to see some of these ideas implemented to fix Sov, the old boys club, the power brokers, the key leadership behind the major alliances and coalitions need to get behind a petition to CCP.
Go ahead and scoff: that will never happen.
I say: how can it not happen?
All of these changes suggested here directly impact how the powers that be conduct business in 0.0. How can they possibly afford not to get involved?
Every day less players log in to EvE. This is a fact. Why? Because EVE is 100% dependent upon player-driven content. Less activity = less content.
Ask yourself: is your corp suffering from some level of inactivity? Join the club. Times that by a thousand and try to imagine how bad inactivity is for a coalition.
Now tell me sov-holding leadership is not interested in backing some serious changes to bring members back online.
If the blue donut can come together to fabricate staged PvP battles (thunderdome), why can't they agree to some critical changes to fix 0.0?
If you think CCP doesn't consider 0.0 a priority because the majority of players are HS bears, you couldn't be more wrong. I believe most HS bears play EvE because something like 0.0 exists. Its EVE's end game. When the end game goes down the drain, everything in between ceases to matter.
The EvE community has come together to critically affect CCP's game development plan. Its been done before - it can be done again. |

Xolve
Sniggerdly Pandemic Legion
2460
|
Posted - 2014.07.12 00:57:00 -
[773] - Quote
WTB Fresh Cluster, sans Sov, Alliances and Standings (literally remove the standings crap entirely). |

Cronus Maximus
Amok. Goonswarm Federation
4
|
Posted - 2014.07.12 00:57:00 -
[774] - Quote
Oshtree wrote:If anyone here wants to see some of these ideas implemented to fix Sov, the old boys club, the power brokers, the key leadership behind the major alliances and coalitions need to get behind a petition to CCP.
Go ahead and scoff: that will never happen.
I say: how can it not happen?
All of these changes suggested here directly impact how the powers that be conduct business in 0.0. How can they possibly afford not to get involved?
Every day less players log in to EvE. This is a fact. Why? Because EVE is 100% dependent upon player-driven content. Less activity = less content.
Ask yourself: is your corp suffering from some level of inactivity? Join the club. Times that by a thousand and try to imagine how bad inactivity is for a coalition.
Now tell me sov-holding leadership is not interested in backing some serious changes to bring members back online.
If the blue donut can come together to fabricate staged PvP battles (thunderdome), why can't they agree to some critical changes to fix 0.0?
If you think CCP doesn't consider 0.0 a priority because the majority of players are HS bears, you couldn't be more wrong. I believe most HS bears play EvE because something like 0.0 exists. Its EVE's end game. When the end game goes down the drain, everything in between ceases to matter.
The EvE community has come together to critically affect CCP's game development plan. Its been done before - it can be done again.
Seems to me like a portion of those alliances is participating in this thread and CCP is certainly watching it.
All that remains to be done on our part is to have the most in depth and productive conversation possible. |

Dr Cedric
Independent Miners Corporation Care Factor
54
|
Posted - 2014.07.12 02:47:00 -
[775] - Quote
It would be nice to have at least some sort of framework or outline or boundary that CCP thinks they are willing to go to.
If they are unwilling to change the code behind sov, and only tweak a few stats here and there (jump range, isotope usage, sov costs, mineral density...), then it would be nice to start the talking process for that.
If the boundary goes further from what we know, (all the better!) then again, it would be nice to have a bit of direction for the conversation
CCP, any chance for some input? Cedric
|

Anthar Thebess
583
|
Posted - 2014.07.12 08:41:00 -
[776] - Quote
Dr Cedric wrote:CCP, any chance for some input?
Bump. But i guess this will after they will rebalance capital ships for the fifth time.
Support Needed : Jump Fuel Consumption |

Ioci
Bad Girl Posse Somethin Awfull Forums
506
|
Posted - 2014.07.12 10:53:00 -
[777] - Quote
Veskrashen wrote:Ioci wrote:Alavaria Fera wrote:You're headed for disappointment then, since that won't be happening. U skeerd I break your blue donut? Have no fear, see see pee pertekt you. No, your 450mil Archons are based on a SiSi bug, which won't be ported to TQ. Thus, your entire gloating argument is based on a falsehood. In short, you are bad, and should feel bad about it.
Maybe I should...
But I don't  R.I.P. Vile Rat |

Manssell
OmiHyperMultiNationalDrunksConglomerate
210
|
Posted - 2014.07.12 14:20:00 -
[778] - Quote
Just throwing this out there for discussion, but I want to come at this from a slightly different angle just to explore the idea. (And I think this would have to go with some power projection nerfs too)
What if we just removed SOV and/or executor corps altogether?
Let anyone build a supper/get SOV benefits anywhere in 0.0 and let anyone put up deployables to upgrade any space. Get rid of this whole artificial concept of GÇ£officialGÇ¥ SOV. Want a system, well take it. Move the other people out. But thereGÇÖs no Ihub or structures to to shoot (grind) to get them to fight? Right, you want to fight themGǪ move in. Actually place people or corps to live there until the other guy has to fight or leave. ItGÇÖs the way much of lowsec and NPC Null works now and it generates fights all the time. But the GÇ£renters wonGÇÖt fightGÇ¥GǪ well teach them or actually protect them then.
Next, one of the biggest complaints about 0.0 is that it's "stagnate". Not that nobody moves (or perhaps moves too much), just that the power blocks are set and only really seem to fall from internal pressures. Well why do things that help decrease those pressures? Many of the 0.0 pilots I talk to identify with their alliance more than their corps now, it seems the more tools we give to alliance management, the more alliances become the new corps. There just isn't much internal alliance drama outside of personal epeen grudges.
But what if you removed the executor corp (if you could?) and replaced it with a treaty system instead? Make the alliances more "loose" in their membership. That way the assets the mega alliances have now would still exist, but they would be even more in the hands of the corps that actually controlled them, and they would have to be given to the alliance voluntarily. With GÇ£SOVGÇ¥ now just being the corps that live somewhere and keep others out, the mega alliances would start to have huge internal pressures on them if they grew to big. Why would X corp now fly 30 jumps to protect Y corps moons, if Y is getting most of the income (or suspected to be hold some back from the alliance, see more political drama). Sure they might still, but they also might think twice out it. Or if the treaty that set up the alliance permitted it, X corp, could even attack Y corp to fight over assets within the alliance. If Z corp has most of the suppers, why should they risk them over M corps anoms? Would they abandon allies in a fight? And would the rest of the alliance care if they are dependent on Z corps suppers? Perhaps, or perhaps not, but the possibilities would all be there, possibilities that don't seem to happen much now.
It just seems that the more tools we give for helping alliances to manage themselves the less reasons people seem to have to fight one another outside of the personal grudges of a few alliance leaders. But GÇ£we will still have mega alliances, it will just be more workGÇ¥, well how much work are you willing to do for what size? Is it worth all the GÇ£workGÇ¥ to organize 3000 people now if 1500 will do? Why not let the huge amount of effort to run huge alliance be an upper cap itself?
|

Manfred Sideous
North Eastern Swat Pandemic Legion
744
|
Posted - 2014.07.12 16:29:00 -
[779] - Quote
I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it. I think the conversation has been good. You know it's a funny thing about Eve. Throughout our history as a game and as a community you can always gauge how important a issue is by what the community does. When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen.
I think changes that need to happen are much like a 3 legged stool. It requires changes to all three sides or the whole thing falls on its face. So let me layout the three legs to the stool.
Power Projection
Sovereignty System
Nullsec Industry & Resource Collection
I assert that in order to change nullsec in a meaningful way all three of these legs have to be attacked at the same time. All three have to remain in balance in order for nullsec to be able to function. If you change one it will have connotations on the others. For example we cannot simply change power projection without touching the other two. How would we supply ourselves with the goods and materials needed to survive in nullsec if there was no way to reasonably obtain them. Thats just a small & simple example.
@EveManny
https://twitter.com/EveManny |

Red Teufel
Drunk-n-Irate
379
|
Posted - 2014.07.12 17:50:00 -
[780] - Quote
Manfred Sideous wrote:I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it. I think the conversation has been good. You know it's a funny thing about Eve. Throughout our history as a game and as a community you can always gauge how important a issue is by what the community does. When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen. I think changes that need to happen are much like a 3 legged stool. It requires changes to all three sides or the whole thing falls on its face. So let me layout the three legs to the stool.  Power Projection  Sovereignty System  Nullsec Industry & Resource Collection I assert that in order to change nullsec in a meaningful way all three of these legs have to be attacked at the same time. All three have to remain in balance in order for nullsec to be able to function. If you change one it will have connotations on the others. For example we cannot simply change power projection without touching the other two. How would we supply ourselves with the goods and materials needed to survive in nullsec if there was no way to reasonably obtain them. Thats just a small & simple example.
SoV needs something and I hope CCP doesn't mess it up. |
|

samualvimes
Quantum Cats Syndicate Repeat 0ffenders
219
|
Posted - 2014.07.12 17:59:00 -
[781] - Quote
Really enjoying all the chat about this guys
I always thought that Cynos should be much more restrictive.
Spool ups definitely but not long ones. Around 30 seconds or so.
But on top of that either a mass limit or work like jump bridges with fuel used per mass of ship. Mainly to stop one cyno being able to just bring in everything.
with these two combined you need to be able hold the field with subcaps to allow your fleet to come through. You also need a reasonable amount of logistics to get the cynos in place first each time.
Any thoughts? If this has been discounted before as a dumb idea I'm willing to accept I'm dumb If you've never tried PvP in EvE it's quite possible you've missed out on one of the greatest rushes available in modern gaming. |

Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
266
|
Posted - 2014.07.12 20:13:00 -
[782] - Quote
samualvimes wrote:Really enjoying all the chat about this guys
I always thought that Cynos should be much more restrictive.
Spool ups definitely but not long ones. Around 30 seconds or so.
But on top of that either a mass limit or work like jump bridges with fuel used per mass of ship. Mainly to stop one cyno being able to just bring in everything.
with these two combined you need to be able hold the field with subcaps to allow your fleet to come through. You also need a reasonable amount of logistics to get the cynos in place first each time.
Any thoughts? If this has been discounted before as a dumb idea I'm willing to accept I'm dumb
I had an idea of having the ships being jumped to the cyno using the cyno ships capacitor based off of mass of whats coming through the cyno. This would allow people to neut out a cyno ship to prevent the entire fleet from jumping in, but the first couple ships jumping through could just cap xfer the cyno ship. The big thing about this is people wouldn't be able to use a rookie ship to instantly drop 250 battleships. It would actually give cap batteries some use as well on cyno boats to allow a larger fleet to jump through. Lowering the average to make you look better since 2012. |

Manfred Sideous
North Eastern Swat Pandemic Legion
746
|
Posted - 2014.07.13 14:18:00 -
[783] - Quote
samualvimes wrote:Really enjoying all the chat about this guys
I always thought that Cynos should be much more restrictive.
Spool ups definitely but not long ones. Around 30 seconds or so.
But on top of that either a mass limit or work like jump bridges with fuel used per mass of ship. Mainly to stop one cyno being able to just bring in everything.
with these two combined you need to be able hold the field with subcaps to allow your fleet to come through. You also need a reasonable amount of logistics to get the cynos in place first each time.
Any thoughts? If this has been discounted before as a dumb idea I'm willing to accept I'm dumb
This does nothing to stop power projection. Cyno goes up carrier jumps through with giant holds for ozone and lights cyno rest of caps come pouring in.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
746
|
Posted - 2014.07.13 14:21:00 -
[784] - Quote
Hopelesshobo wrote:samualvimes wrote:Really enjoying all the chat about this guys
I always thought that Cynos should be much more restrictive.
Spool ups definitely but not long ones. Around 30 seconds or so.
But on top of that either a mass limit or work like jump bridges with fuel used per mass of ship. Mainly to stop one cyno being able to just bring in everything.
with these two combined you need to be able hold the field with subcaps to allow your fleet to come through. You also need a reasonable amount of logistics to get the cynos in place first each time.
Any thoughts? If this has been discounted before as a dumb idea I'm willing to accept I'm dumb I had an idea of having the ships being jumped to the cyno using the cyno ships capacitor based off of mass of whats coming through the cyno. This would allow people to neut out a cyno ship to prevent the entire fleet from jumping in, but the first couple ships jumping through could just cap xfer the cyno ship. The big thing about this is people wouldn't be able to use a rookie ship to instantly drop 250 battleships. It would actually give cap batteries some use as well on cyno boats to allow a larger fleet to jump through.
Too easily gamed. The first ship through will just light a cyno and cap inject to maintain it.
@EveManny
https://twitter.com/EveManny |

Mario Putzo
Welping and Dunking.
933
|
Posted - 2014.07.13 20:09:00 -
[785] - Quote
You know I was thinking about the last couple days. I don't see an issue with Jump Freighters to be quite honest. They don't project any real power, you still need pilots to be in whatever system the JF goes to. I don't believe JF's are a crutch, but I also don't think removing them provides any real saving grace. In fact removing them would likely amount to a reduction in overall activity. Perhaps this is what you desire in 0.0 I don't know. But removing JF without putting in a reliable metric for moving **** will make certain areas of this game dry up pretty fast. I think that while some of the stuff mentioned is an improvement that JFs are fine as they are in the grand scheme of things.
I think when you look at everything, it all comes back to how sov works at its core. Not the ease of moving around, not the ease of getting stuff, thats all symptoms of a problem.Sov control should be based more on activity rather than paying bills and saving timers. In my ideal situation you would have a fleet per region active, with wings in constellations, and fleets patrolling systems.
This helps move people around, if someone could for example set up a gate camp in one of your systems, and have a mining op and a ratting/plexing thing going on, they should be able to over time flip control of that system, unless you actively defend it or use it to counter balance what they do. If that was the case you would want as many people out patrolling an area as possible to keep your space clear of infaltrators as well as keep up activity in the region.
I think that while reducing the ability for fleets to move so far so fast would be an improvement not only to spreading EVE out, but also allow for smaller groups to play a larger role in sov null.
This would lead to a rise in PVE OPS as PVE activity would become a part of dictating sov control. But having more miners or plexers in a system also increases potential PVP activity, ultimately you would need a balance of PVP and PVE in order to maintain control...and if you wanted to control a whole region, or many many regions, you would need to have pilots spread throughout your space, instead of hold up in a few key staging systems.
A quick example of trackable activity stats would be similar to what CCP did with the Gecko contest. Track activity through corp or alliance API and each day at down time determine if the API who did the most activity matches the API holding the sov. If it does, the guys keep the sov, if it doesn't it the system becomes vulnerable after the down time, and there is a full day period where people can attack structures, or attempt to reassert dominance in activity. |

Anthar Thebess
585
|
Posted - 2014.07.13 21:38:00 -
[786] - Quote
JF are part of power projection, a very important one.
IF CCP ever will nerf the cyno you can also power project using their cargo space.
Lets assume you want to move 200 people from point A to point B. Moving people is easy, and should be quite easy after those changes. So the only what do you need is 200 interceptors , and people will arrive safe and fast.
Now those people need ships. So Attack Cruisers, why? 10k m3 packaged. Rest of equipment and T1 Rigs <1k m3 300k m3 in each JF, this gives 27 ships for each person. So 8 JF is capable to move ships for those people, and some additional equipment. In those 8 JF there will be still enough place for a small tower, fuel , and installations to fit those ships.
Yes this is more demanding op than current , pack up carrier and jump to cyno , but it is still possible , and will be abused.
Now we have 2 blocks. NCPL base on capitals CFC base on numbers.
Nerfing capitals, and leaving JF intact could be just unfair for NCPL.
I already suggested new gates, and different gate sizes. Whole idea, is that we move stuff in this kind of way : - jump freighter to nearest "smugglers gate" , or place where JF is safe. - split stuff to smaller industrial ships capable of moving goods by smugglers gate to lowsec , or to a place where next JF will be capable to pick it up, or directly to higsec if it is close enough.
No more 1-4 pilots doing logistics for the whole alliance. You will have to actually guard those industrials.
Support Needed : Jump Fuel Consumption |

Mario Putzo
Welping and Dunking.
933
|
Posted - 2014.07.13 21:55:00 -
[787] - Quote
JFs are not the problem, step out of the vacuum for a minute and just look at what a JFless environment will do. People will just stop playing, because building locally will be ******* as ******** as it is today. You either import materials, or you import completed product, because you can not produce everything yourself. The only problem with JF's is it greatly empowers death cloning. Get rid of death cloning and JF's do not have any real offensive threat capacity.
The real problem is the sov system. timers most notably. If you can't hold space actively over the course of a day you don't deserve the space indefinitely. Timers completely negate the actual use of space.
"We got SBU'd and have a timer, give everyone notice and say be ready to go in 5 days when the only timer that matters is up."
|

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1909
|
Posted - 2014.07.13 23:12:00 -
[788] - Quote
Mario Putzo wrote:JFs are not the problem, step out of the vacuum for a minute and just look at what a JFless environment will do. People will just stop playing, because building locally will be ******* as ******** as it is today. You either import materials, or you import completed product, because you can not produce everything yourself. The only problem with JF's is it greatly empowers death cloning. Get rid of death cloning and JF's do not have any real offensive threat capacity.
The real problem is the sov system. timers most notably. If you can't hold space actively over the course of a day you don't deserve the space indefinitely. Timers completely negate the actual use of space.
"We got SBU'd and have a timer, give everyone notice and say be ready to go in 5 days when the only timer that matters is up." ~ Some brilliant tactician I am sure. QFT.
30 pages of people bending over backwards to nerf JFs for some strange reason. People proposed fuel alchemy, magical fuel teleporting npcs, and other ridiculous notions which just don't make sense in the wider context of eve. You "fix" (debatable) one thing and break twelve others.
There are two paradigms you can take in a sov system. Dynamic Sov or Stagnant Sov.
Stagnant Sov is what you have now in nullsec. Horrific ehp grinds with timers measured in days. Multiply that by every single system in a given region, and you seriously ask why there's no sov level conflict, why everything stagnates? If you make sov warfare a miserable thing, are you really surprised when players en mass choose the status quo?
Dynamic Sov is what you have (or had before the latest batch of changes in Kronos) in fac war. By now everyone knows about cyclical fac war. First Gallente takes all of caldari sov, then caldari rally and strike back. Minmatar asserted dominance, then Amarr surged, and Minmatar regrouped to gain dominance again. Change, potentially rapid change, was the name of the game.
During the first gallente offensive where we took all Caldari systems, we would occasionally have supers knock out a hub for us on some nights. It was nice, but not necessary because a small number of subcaps could reasonably kill the hub and flip a system too.
The reason you have massive super fleets, dread fleets, etc. is that you must have them in order to do the horrific structure grind in sov in a timely fashion. Moreover, fail one timer, and you have to do the whole thing over again. And your opponent has days in advance to form up. You need to bring the hammer; there is no alternative. And you need to do this for each system, every system that your opponent contests.
Reduce sov structure ehp, reduce timer duration, draw inspiration from fac war to create a system where sov changes can happen quickly, and power projection will solve itself. Why drop a super fleet when 40 cruisers can knock out an objective in the time it takes you to move your super fleet? Even if a massive coalition was to send out fifty 40-man fleets to reinforce a region or two, when they leave my small group will simply retake our home. Occupancy correlating to ownership will become a fact of life and renting will go the way of the dodo. |

Drakadon
Republic University Minmatar Republic
0
|
Posted - 2014.07.14 01:28:00 -
[789] - Quote
First let me say that these ideas are not all good ones, we all have opinions but I think we all agree that SOV needs to be fixed. With that said even though some or all of these ideas are bad, maybe someone can take one of the bad/good ideas and evolve it into something that will help contribute to the problems with sov.
Few ideas on how to acquire sov. Maybe make sov activity based. You could think about this on a system based, constellation, or region based. Use the rats killed or asteroids mined as a way to acquire the sov. If you did it system based you could use the sec status as a way to set guidelines for the amounts to hold system. You could do daily amounts like the system upgrades or make it weekly/bi-weekly. If amount is not met then system becomes un-sov. If someone wanted to take the system they would come in and do structure grinds. If it was constellation based maybe make it 2 structures for that constellation, and let the alliance/corp holding the sov choose the systems that had these structures so they could better defend it. If it was region based same concept but make it 5-10 structures for the whole region.
I like the idea of removing jump freighters, and nerfing the range of jump drives to like 5-8 jumps of adjacent stargates. I think it would also be a good idea to make titan pilots have to choose to either jump or bridge with a cooldown timer. For example if i chose to bridge in a fleet, i couldnt jump my titan or bridge again for a set amount of time like 10 mins or something that seems reasonable.
I also dont see the point of so many sov systems that are not getting used, so maybe take away 10-15% of systems in a region.
How about nerfing/buffing moon goo??? Just a few ideas on this. Put all types of moons in every sec space even high sec. But nerf the amount that moon harvesters mine by 50-70%, then give bonuses to moon harvesters on a system sec status (high sec would get no bonuses). For example
low sec bonus 0.4 10% 0.3 15% 0.2 20% 0.1 25% 0.0 30% 0.1 35% etc etc Of course not every system would have good moons or any moons, i just mean put more into the game and ccp/the eve community could figure out which % values would be fair.
If we make sov more dangerous but easier to acquire, we also need to make it more profitable, so maybe like wormholes give system bonuses that contribute to ore mined or rat bounties, or player dps increased to NPC's only.
Like i said i dont believe that these ideas are good ones, but if a player or ccp employee can take an idea/concept and evolve it into something that helps then please do it. Im just trying to help. |

Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
267
|
Posted - 2014.07.14 04:58:00 -
[790] - Quote
Manfred Sideous wrote:
Too easily gamed. The first ship through will just light a cyno and cap inject to maintain it.
It would still force a second cyno, and during the times that the second cyno is between cap booster cycles, half the fleet could be still sitting on the titan. Lowering the average to make you look better since 2012. |
|

Zenshift
Down In My Plums
1
|
Posted - 2014.07.14 06:28:00 -
[791] - Quote
It's nice to see all these ideas being tossed around. Talking about this will hopefully lead to some forward movement on the stagnation issue that really has a strangle hold on the game. I think one thing people tend to forget is that good and bad ideas all come from the same place. This is hopefully a place to paint with a broad brush on potential solutions and fixes. Even a bad idea can lead to more critical thinking on the subject.
CCP seems to have painted themselves into a corner and the decay of the game is accelerating as a result. I'm not a fan of the term "power projection". It's a buzz term that gets the point across but I tend to think about the issue as stemming from all the ways mobility is achieved in EVE. So many mechanics to shorten travel times have created a situation where it is not hard to see why the game map feels so small. Mix that with a sov system that encourages organizations to be as big as possible because whoever wins the arms race of warm bodies in fleets or caps wins.
Remember how big eve felt as a new player? Before you had the skills for fast ships, jump drives and clones? I don't think the importance of Infomorph Psychology and the ability to set jump clones can be understated for how game changing it is for a player. And once it happens, there is no going back. Even for a solo player in high sec, it opens so many doors. Instead of adding skills to reduce the cooldown, it might be time to look at this mechanic as a factor in many of the core problems in the game right now.
Jump cloning in its current form allows for a ridiculous amount of mobility (ie power projection) on an individual level, not to mention when done as part of a coordinated staging with thousands of players. It's already been pointed out multiple times in this thread how this one game mechanic completely circumnavigates most changes to the game that would attempt to limit mobility of alliances/coalitions. The level of organization the average null entity has, as well as the size the coalitions, are well past the point where this one mechanic allows them to continually beat down the proverbial "little guy" trying to stake a claim in 0.0. This problem would remain if you deleted every jump capable ship in the game and needs to be addressed directly.
Speaking of jump capable ships, not much more needs to be said on how wrong it is that the largest, most powerful and most necessary ships (based on the current sov system) are the easiest to move quickly around the map en masse. I personally think changing structures to be less of an HP grind and make moving capitals more of a chore through a change to jump drive distances would do a lot to help. Capital doctrines have their place, but it has gotten to the point that they are too much firepower to be allowed to move so quickly around the map.
And logistics isn't hard... but it isn't fun or engaging either. It's able to be done in such a way to minimize the amount of people (but not accounts) involved and is almost impossible to interdict. I don't advocate anything as draconian as deleting jump freighters to fix this but something does need to be done. It's hard to come up with a solution because nobody who has joined the game post 2005?...2006? can really picture anything different. In my own experience I know of small groups of players who have moved out to NPC null and what two ships did they rely on...? JFs and carriers. The issue is I don't think some of my in game experiences would have happened without jump capable ships so it is hard to completely villainize them for their role in "easy" logistics. I don't think rolling back to the days of freighter escorts (way before my time so I have to plead ignorance) will do much for the simple reason that the rest of the game is very different. The days are gone where fleets of 100 were god-like, organizations were small and everyone was new to the game and low on SP. You'd have to roll back cap proliferation, blops and I don't know what all else just to make that old school style of logistics feasible. |

Anthar Thebess
585
|
Posted - 2014.07.14 06:54:00 -
[792] - Quote
Clones are OP not because you have so many of them (i think CCP should increase their number even. ) The issue with clones is that you can have them in so many places. Limit number of places you can have them to 2-3 places. Multiple clones on one station.
You can exchange clones on the same station without using your jump clone colddown - for 20mil. If you want to jump to clone located on the other station , normal conditions and colddowns apply.
You are somewhere far away , and need to jump back from the station you are in : "You have reach maximum number of jump clone storing facilitates. You can successfully jump to designated clone , but current clone will be reprocessed. Yes/No"
Death clone jumping. Now , change your cloning station to every possible, undock, self destruct ... and you are on place. After op, do reverse thing, and you are home.
This is something very easy to fix. YOU CANNOT CHANGE CLONING STATION REMOTELY , TO ANY STATION IN LOWSEC AND NULLSEC.
In all lowsec/nullsec station you have to be on a station to assign it as as your main cloning point.
This change CCP should apply ASAP, as it is something easy, and will also help EVE.
Support Needed : Jump Fuel Consumption |

CS10
Yoga Enki Haven.
0
|
Posted - 2014.07.14 13:26:00 -
[793] - Quote
I'd just like to add a couple of comments from a "liitle person" on soverign null and some ways to improve it based on some of the great ideas in the thread so far.
There is a lot of debate about logistics & the difficulty corporations and the pilots who do corporation specific logistics would face if jump freighters were nerfed. The solution (now removed) was to have NPC trade routes. This has been changed to a form of alchemy to allow for transforming racial goods from one type to another. I very strongly believe that the market shold be, as much as possible, built, stocked and priced by players and that artificial solutions should be avoided.
The original post states: " Miners were important to nullsec alliances because importing minerals wasn't practical ( no jumpfreighters or jumpbridges ). [...] Builders/Industrialist were important because again just simply importing everything from empire was not practical. This meant creating a safe environment so they can do their work. "
A lot of people are against the nerfing of jump freighters because in order to build T2 goods or to fuel POSes etc, you need to import feedstock from other regions. This means that being able to jump items in is vital to establishing a manufacturing base and beter local markets. The issue with this is that, due to the simplicity of jumping items in from Jita, local markets are significantly penalised as everything can be bought from one location far easier than it is to establish a production & market hub locally. Cirus will help a little in this regard, but it will still be simple to import items en mass from Jita.
I think that people need to look at what "soverign null" should mean. It doesn't mean that your corporation has to do all of the logistics if it does not want to (allthough it should be able to make that choice if it wishes).
I propose that anyone can see (either on map or in some other location) if they are allowed to dock at a soverign station. There should be sevral options for the owner of the station: - Allow docking by everyone; - Allow docking only for neutrals and above; Allow docking only for blues; - Allow docking only for corporation members; - Disallow docking for all members of a certain corporation (say an NPC corporation); - Blacklist characters/corporations; - Charge people for docking; Disallow access to certain station facilities (such as medical bays), while allowing docking.
If independents can see that we can dock at soverign stations, there will be a lot of neutral importation of goods into soverign null. For example, we may import Blood Raiders salvage into Guristas space so that rigs can be made. Trade, even with neutrals, should be possible within soverign null.
Ovbiously, any owner of a station would retain full control over their station and set docking permissions to whatever they please based upon their goals. If we are going to make changes to the value of the space (utilised space is better than empty space), we should also trade within soverign null and that trade should be able to be done by neutrals. NB. I am not suggesting for one moment that soverign holding corporations should be forced to accept trade with neutrals, just that we recieve in - game information about if we can trade/import/export from a particular station.
If we have better information about where we can dock, we will be able to start to develop local markets in soverign null and take away some of the burden from the logistics specialists of a corporation. Some corporations may wish to take advantage of this, some may not, but there is little downside in providing the information to everyone about where you can or cannot dock.
EVE is supposed to be a big game where you can make your way as a pirate, as a footsoldier in large wars, as a soverign commander, an industruialist, a trader, an explorer etc. Right now if you are not in a soverign holding corporation you are effectivly barred from soverign null space as there is no way to have any sort of economic interaction as there is a lack of information.
It may be that there are lots of downsides to corporations allowing neutral trade and that is fine. It may be that most corporations still refuse neutral trade and that is fine but what we need is information so that is the option of more economic interaction between different players, corporations and alliances. Right now, there is no way to tell if you can dock without physically visiting a station and that is unsatisfactory. More player/player interaction and information is a good thing. |

Anthar Thebess
590
|
Posted - 2014.07.14 13:48:00 -
[794] - Quote
Sorry , but i will block any one neutral from docking on my station. You have the ability now to do it - check how this is working in Provi.
Support Needed : Jump Fuel Consumption |

CS10
Yoga Enki Haven.
0
|
Posted - 2014.07.14 14:12:00 -
[795] - Quote
You can still block access, if you read what I said you will see that I state, on multiple occasions, that you should be allowed to block access if you choose. All I am suggesting is that there is a way for neutrals to see (without being at the station in question) if they are allowed to dock.
Additionally, station owners should be able to block access to certain facilities (manufacturing, medical bays etc) as well as levy taxes on trades. |

Seven Koskanaiken
DIVINE CHA0S The Bastion
1332
|
Posted - 2014.07.14 16:02:00 -
[796] - Quote
Zetaomega333 wrote:Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.
Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution.
If huge sweeping changes are made to mechanics then someone, somewhere, will no longer be able to play the same game they do now. Logistics guys, Super pilots, "the little guy", denizens of cobalt edge, blue donutites, someone is going to have to say goodbye to their current playstyle.
If everyone wants to keep playing as they do now, then you must keep everything exactly the same as now.
|

Vayn Baxtor
Brutor Tribe Minmatar Republic
142
|
Posted - 2014.07.14 17:33:00 -
[797] - Quote
Smashing playstyles of individuals is nothing new in MMORPGs. If it is for the greater good, then it should be done. Yes, there are many who will always get that end of the little stick - I can't even count how many times that happened in other ones.
@Clones I'd have to agree that being able to JC everywhere is extreme and imbalanced these days. I am not all too deep into that discussion just yet so I can't really say anything smart for the moment, but I do find that one should not just nerf JCs to the ground. There are times in 0.0 where you can't do anything alone and having a JC (or deathclone) to go elsewhere to do stuff is quite useful as it is a way to use the time. But yes, it is being abused as a tool to teleport all across EVE with ease.
I'm not going to wall-text now, but I hope something can be done about this SOV/Stagnation subject. EVE is everything factor is sort of waning the more features I see elsewhere in other games/MMOGs. HTFU can be done by going to other games too.
In my opinion, the only problem I see is the (hopefully correction expression) fraternization, the buddy-buddy stuff that just come up. In another oldschool MMORPG nobody cares much about, that was a blunt no-go and never-gonna-happen thing. This does not mean the "big alliances" are big friends - no, we see conflicts - but I'm starting to find these "too big". The last time I looked, such war campaigns are just about pulling back and retreating because the others got simply too many caps and such. Also, I've seen a row things in EVE happen like in WoW, where the Alliance and the Horde ally yet again against some other moronic evil -> just bull. I'd hope that at least here we wouldn't see this "enemy of my enemy is my friend" crap here.
In a perfect world, I'd almost say "alliances mechanics need to go" and focus more on corporations, while at the same time making sure that corps cannot fraternize easily either. I'd love to see more of a confederations of feisty corps trying to get the upper hand of the EVE'verse than just mega alliances and their CEOs sipping wine with each other. Medium corps and such could lead more to having not just armies of capital ships either. I'd also hope more that capital ships would be very special vessels and flagships per Corporation than just another chunky box on the overview list. And with that must come a reset on several areas, though. Not just SOV.
But that's just me. Using tablet, typoes are common and I'm not going to fix them all. |

Anthar Thebess
590
|
Posted - 2014.07.14 17:47:00 -
[798] - Quote
I remember once someone did funny thing. Guy jumped to wrong station, they bobbled him, and cargo scanned. As he was empty they gave him choice die or dock - docking fee was around 85% value of the JF.
Just to point you how this can be easily abused. Support Needed : Jump Fuel Consumption |

CS10
Yoga Enki Haven.
0
|
Posted - 2014.07.14 18:27:00 -
[799] - Quote
Most mechanics can be abused but that doesn't mean they aren't in the game.
I don't see the problem with giving independents information about where they can trade and giving corporations the tools to send signals to independents about needing trade. All there should be is an in game tool (on the map, market, station info etc.) that tells you if you can dock. There is no compulsion to allow people to dock and there is nothing to stop ganking, ransoms or anything else which is as it should be. If F20Y-X shows up as dockable, but every time you go there there are helish bubble and station camps you wont go there for long. If 5ZXX-K shows up as dockable, but has a 50% transaction tax you won't trade there.
The OP's main point is to nerf jump drives to:
1. Nerf military power projection. (I've never participated in soverign or alliance warfare so I have no opinion as to wether this is good or bad).
2. Encourage local markets in null to break the terther to empire (mass import/export of items from Jita), meaning that the economic development of local markets & regions of null. This never occurs as it is more cost effective to jump items in/out en mass.
The issues people have had with this are that 1. Logistics pilots in corporations will have a very hard time supplying goods needed and 2. Racial salvage, ice and T2 components means that any local manufacturing hub would be limited to specific racial items.
What I propose is that, instead of NPC trade routes or alchemy, players should stock those markets (noting that I am replying to the OP's suggestion of nerfing Jump Freighters). For some corporations (like yours), you won't allow docking rights. Some will use it to gank and ransom. Some will use it as a way of supplying their local markets. All that needs to happen is that there is a way to see if you can dock at a station without physically going there. There is no compulsion on anyone to do anything they don't want to.
There should be a way, if Jump Drives are to be nerfed, for independents to be able to stock markets. We all know the risk of null as an independent and that's part of the attraction of the game. I don't see why anyone would object to people being able to see if they can dock at a station remotley.
There are lots and lots of traders, haulers and smugglers in the game. They should be able to see (there is no compulsion on anyone to allow access) if you can dock at a station before you physically get there. |

Inquisitor Tyr
Phantom Squad DARKNESS.
64
|
Posted - 2014.07.14 19:53:00 -
[800] - Quote
The issue is the fact that everyone has become buddies and only two mega colations exist, stomping out all other life.
No gameplay changes can affect this because its still an issue of two groups with 25,000+ members in their coalitions.
The best we can hope for is that when the west and east finally crash that one of the sides is completely irradicated and the other side gets bored and starts a civil war that breaks up the coaltions into their component alliances. At this point new groups may arrive on the scene and things will get interesting until the cycle repeats.
What we need are changes that encourage the existing mega powers to collide - right now I get the feeling that both sides believe they have too much to loose (aka multi region renter zones generating near trillions of isk) and nothing much to gain. |
|

Harvey James
The Sengoku Legacy
843
|
Posted - 2014.07.14 20:29:00 -
[801] - Quote
These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ... 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Manfred Sideous
North Eastern Swat Pandemic Legion
748
|
Posted - 2014.07.14 21:07:00 -
[802] - Quote
Harvey James wrote:These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ...
We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"?
@EveManny
https://twitter.com/EveManny |

Harvey James
The Sengoku Legacy
843
|
Posted - 2014.07.14 21:16:00 -
[803] - Quote
Manfred Sideous wrote:Harvey James wrote:These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ... We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"?
dangling a fraction of your wealth too achieve what exactly?
'THE' sacrifice would be all coalitions disbanding completely ... and encouraging many more independent entities too hold SOV and create non capital content .. not renters and pets ... no blue donuts ... stop the ridiculous capital hot drops that happen willy nilly ... amongst other things.. 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Manfred Sideous
North Eastern Swat Pandemic Legion
751
|
Posted - 2014.07.14 22:00:00 -
[804] - Quote
Harvey James wrote:Manfred Sideous wrote:Harvey James wrote:These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ... We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"? dangling a fraction of your wealth too achieve what exactly? 'THE' sacrifice would be all coalitions disbanding completely ... and encouraging many more independent entities too hold SOV and create non capital content .. not renters and pets ... no blue donuts ... stop the ridiculous capital hot drops that happen willy nilly ... amongst other things..
Yeah everyone is going to just disband and decide not to win. Mhmmm ok. @EveManny
https://twitter.com/EveManny |

Cronus Maximus
Amok. Goonswarm Federation
6
|
Posted - 2014.07.15 00:41:00 -
[805] - Quote
Manfred Sideous wrote:I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it. I think the conversation has been good. You know it's a funny thing about Eve. Throughout our history as a game and as a community you can always gauge how important a issue is by what the community does. When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen. I think changes that need to happen are much like a 3 legged stool. It requires changes to all three sides or the whole thing falls on its face. So let me layout the three legs to the stool.  Power Projection  Sovereignty System  Nullsec Industry & Resource Collection I assert that in order to change nullsec in a meaningful way all three of these legs have to be attacked at the same time. All three have to remain in balance in order for nullsec to be able to function. If you change one it will have connotations on the others. For example we cannot simply change power projection without touching the other two. How would we supply ourselves with the goods and materials needed to survive in nullsec if there was no way to reasonably obtain them. Thats just a small & simple example.
I agree with the main drive here. However (and correct me if I am taking you too literally here) but I do not think these changes need to take place at the same time.
For obvious reason you can't nerf PP first and hope the rest fix themselves organically until you patch them. But I do feel like there could be a resource and industry re-balance, then a sov rework and THEN a PP nerf. While it would likely be more painful than skipping to the finished iteration I sincerely doubt CCP or ANY game company could do this level of re-balancing across such a wide number of interdependent game system at once and not screw it up. |

Manfred Sideous
North Eastern Swat Pandemic Legion
754
|
Posted - 2014.07.15 00:47:00 -
[806] - Quote
Cronus Maximus wrote:Manfred Sideous wrote:I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it. I think the conversation has been good. You know it's a funny thing about Eve. Throughout our history as a game and as a community you can always gauge how important a issue is by what the community does. When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen. I think changes that need to happen are much like a 3 legged stool. It requires changes to all three sides or the whole thing falls on its face. So let me layout the three legs to the stool.  Power Projection  Sovereignty System  Nullsec Industry & Resource Collection I assert that in order to change nullsec in a meaningful way all three of these legs have to be attacked at the same time. All three have to remain in balance in order for nullsec to be able to function. If you change one it will have connotations on the others. For example we cannot simply change power projection without touching the other two. How would we supply ourselves with the goods and materials needed to survive in nullsec if there was no way to reasonably obtain them. Thats just a small & simple example. I agree with the main drive here. However (and correct me if I am taking you too literally here) but I do not think these changes need to take place at the same time. For obvious reason you can't nerf PP first and hope the rest fix themselves organically until you patch them. But I do feel like there could be a resource and industry re-balance, then a sov rework and THEN a PP nerf. While it would likely be more painful than skipping to the finished iteration I sincerely doubt CCP or ANY game company could do this level of re-balancing across such a wide number of interdependent game system at once and not screw it up.
Agreed
Industry & Resource > Sov System > Power Projection. From the looks of it thats the path CCP is on.
@EveManny
https://twitter.com/EveManny |

Dally Lama
Republic University Minmatar Republic
66
|
Posted - 2014.07.15 04:00:00 -
[807] - Quote
Timers and structures.
"Abandoned" sov systems should have 30 minute timers "Maxed out" sov systems should have 12 hour timers New Fitting Window | Distances above 10km | Maximums for buy orders |

Dr Cedric
Independent Miners Corporation Care Factor
55
|
Posted - 2014.07.15 04:01:00 -
[808] - Quote
Manfred Sideous wrote:Cronus Maximus wrote:[quote=Manfred Sideous]I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it.
Not complaining, just pointing out that what you stated hasn't happened and i'm seeing alot of your opinions (mostly they're good... in MY opinion!)
I'm adding a quick bump and reiterating my previous post:
CCP, any thoughts on directions that you are taking this. This is turning into a smallish thread-naught (nothing like the Titan Guns rebalance thread...) so I'm hoping that you have ANYTHING to add.
Thanks! Cedric
|

Skia Aumer
Atlas Research Group
75
|
Posted - 2014.07.15 07:06:00 -
[809] - Quote
Manfred Sideous wrote:When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen. I can remember things too.
Manfred Sideous wrote:Yeah everyone is going to just disband and decide not to win. Mhmmm ok. If you're winning the game - then enjoy it. If you cant enjoy - then you're not winning. Ever thought of it?
|

Anthar Thebess
592
|
Posted - 2014.07.15 07:45:00 -
[810] - Quote
Skia Aumer wrote:Manfred Sideous wrote:When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen. I can remember things too. Manfred Sideous wrote:Yeah everyone is going to just disband and decide not to win. Mhmmm ok. If you're winning the game - then enjoy it. If you cant enjoy - then you're not winning. Ever thought of it?
Few PL people noticed that they don't have any real targets. They cannot attack CFC because of agreement. They cannot attack NC as this is their ally.
Most of the stuff in lowsec is dead. No content from contracts, as there is nothing more than NCPL and CFC. They are bored, especially when every thing is going to less content for them. Old core of PL simply want something more than frigate and interceptors brawls, yes they will hunt some super or few capitals in lowsec , but this is more like shooting from a tank to a sheep , not something that will be grate.
I still remember early fights in the Halloween War , before cfc arrived , and NCPL started to drop FuckOff Ball. Those fights where epic , people clashing each other, whole fleets of battleships dying , and people reshipping while fight was still on and getting back to fight.
Moment when on grid someone dropped 4-5 triage carriers , and all the things you needed to do brake them.
This was fun. Then after some whelps we got FuckOff Ball on each timers, NCPL didn't want to loose , and as this was "I WIN" button , we got this on every possible timer.
The same tactic use now CFC - but they drop few hundred sub capitals, any one that will try to do something about this will get instant TIDI 3% and any one will be able to pull stuff from any part of eve and join this battle.
This is the reason why power projection is so OP. If you have enough capitals or subcapitals on the grid - you are getting to the point where no more escalation is possible.
How many times we where bridged to a system with a big brawl ... and no modules where responsive as simply SERVERS where not capable of handling this amount of load.
How many times bombers - ultimate weapons against any thing proved to be useless , as deployed bombs flew endlessly without exploding. Some allied ceptor pilot bored decided to fly next to bombs just to see when they will explode - he got bored after 30 minutes.
Is the current situation player fault ? Yes Can players solve this issue by them self - no . Simply servers are not capable of keeping up. HED was the best example. Drooping hundreds of dreads lead to their massacre - because no one could do any thing, activate modules, jump out , any thing. People where getting their KM while still in warp tunel , or sitting still in a jump out location.
CCP came out then with the "massive player engagement" , something that allow them to say NO to all reimbursement claims ( as yes servers where working properly , there was nothing wrong after all ), as they didn't claim for all those years that " come play eve online , place where you can play with thousands of other players".
BR is the best example of CCP inability to provide stuff they promised all those years. CFC had to pull out as many sub capitals as they can from this system in order for this fight to go one.
Now lets see current situation , next BR will be utilizing MORE supers and more capitals, as that is the only thing people are asked to invest. Will this be good for CCP marketing ? Yes, unless this will end up like HED . Why didn't see informations about this fight in media / web pages - as there every thing went wrong, and you are not promoting your failures.
Support Needed : Jump Fuel Consumption |
|

Kim Briggs
Aurora Armaments The Bastion
14
|
Posted - 2014.07.15 07:46:00 -
[811] - Quote
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
|

Anthar Thebess
592
|
Posted - 2014.07.15 07:57:00 -
[812] - Quote
Yes this was suggested many times, including suggestion about making ships spread around the system instead of landing directly on cyno. Support Needed : Jump Fuel Consumption |

Cyaron wars
VMF-214 Blacksheep
80
|
Posted - 2014.07.15 08:33:00 -
[813] - Quote
Kim Briggs wrote:Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
Why not make them all use damn gates? Make them be gankable? |

Anthar Thebess
592
|
Posted - 2014.07.15 08:38:00 -
[814] - Quote
Cyaron wars wrote:Kim Briggs wrote:Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
Why not make them all use damn gates? Make them be gankable?
Also suggested more than once. 1.Jump drive range limited 2.Capitals and supers have to use the regional gates to pass between regions. Support Needed : Jump Fuel Consumption |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
|
Posted - 2014.07.15 08:45:00 -
[815] - Quote
Kim Briggs wrote:Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
I suggested this quite a few pages ago. Think it got completely ignored.
Glad to see someone else sees the logic in giving "jumping" a speed.
Instant teleportation is probably the problem as people aren't afraid to drop a fleet on people as they know the cyno will probably survive as it only needs to tank for approx 5 seconds.
So we're together on this one but I think the jump speed should be related to the ships warp speed. The jump portal opens up a portal into "Jumpspace" and ships warp accross it and exit "Jumpspace" at the cyno. Think Babylon 5 kinda style. Maybe we could even have fights in "jumpspace". It's more content as you could interdict an incoming fleet and all that jazz |

Milton Middleson
Rifterlings Point Blank Alliance
490
|
Posted - 2014.07.15 08:47:00 -
[816] - Quote
Logistics and power projection are inseparable. If you possess the ability to move hulls rapidly and securely for logistical purposes, you are able to move them quickly and rapidly for combat purposes and vice versa. You might eliminate some of the more egregious occurences (e.g. a capital fleet crossing the cluster in 30 minutes or absurdly rapid escalations) by tweaking jump mechanics, but that won't do anything about the underlying system unless you fundamentally change logistics as well. |

Anthar Thebess
592
|
Posted - 2014.07.15 08:51:00 -
[817] - Quote
Milton Middleson wrote:Logistics and power projection are inseparable. If you possess the ability to move hulls rapidly and securely for logistical purposes, you are able to move them quickly and rapidly for combat purposes and vice versa. You might eliminate some of the more egregious occurences (e.g. a capital fleet crossing the cluster in 30 minutes or absurdly rapid escalations) by tweaking jump mechanics, but that won't do anything about the underlying system unless you fundamentally change logistics as well.
Thats why all changes will be also applied to JF. Support Needed : Jump Fuel Consumption |

Cyaron wars
VMF-214 Blacksheep
80
|
Posted - 2014.07.15 09:02:00 -
[818] - Quote
So main idea with TELEPORTATION (c) Marlona Sky is that no ship should be traveling so safely from one point of universe to another. The gates are there and they must be used by everything. When it comes down to fights for territory, delivering reinforcement to battlefield should be FC's living nightmare as it once was when support fleets (frigs, cruisers, BCs) were camping multiple routes, killing every slowpoke from reinforcement fleet and thus making an impact on main course of the battle without even being in system where main fight was raging. Right now in order to disrupt enemy reinforcement one must bring a large fleet to staging system and just buble undock, if enemy will break out from that bubble, there's nothing stopping them using 2-3 jumps via JBs or titans and get to battlefield 20-30 jumps from place where they actually started. |

Anthar Thebess
592
|
Posted - 2014.07.15 09:20:00 -
[819] - Quote
Yes, this TELEPORTATION is broken power projection.
Currently issue is that you can drop on each timer enough ships to : - kill node if someone will escalate - create massive TIDI that you can easily bring reinforcements from other TZ - get back home 15min after this battle.
When you will have limited jump drive range, mandatory gate crossing on each changing regions , sov structure EHP and timers based only on your own alliance members usage , JF that you will have to escort this will change.
You will not be able to coverage so much space.
Support Needed : Jump Fuel Consumption |

Cyaron wars
VMF-214 Blacksheep
80
|
Posted - 2014.07.15 09:33:00 -
[820] - Quote
Ability to stockpile worm bodies in one place is also a huge issue. That was the trigger for creation of massive supercap/titan fleets. When one side cannot bring enough worm bodies it will bring something that can live long enough to do some damage. Right now main goal in battleship fleet fights is to volley your opponent faster then he will volley you. This kind of approach generates need of more pilots in system to win the battle. Structures are tough to kill and have a very long reinforcement timer giving a huge advantage to defender. I would fully agree on structure changes provided by OP, wonder if CCP thinks the same.
Can we actually get some sort of feedback from CCP itself regarding this issue? CCP Fozzie wrote several pages back, that they are monitoring this thread. Would be nice to hear what they view as an issue and how they think it might be solved, because some things that players call an issue CCP calls it a feature and visa versa. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1427
|
Posted - 2014.07.15 10:09:00 -
[821] - Quote
Cyaron wars wrote:Kim Briggs wrote:Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
Why not make them all use damn gates? Make them be gankable?
For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets.
That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
592
|
Posted - 2014.07.15 10:15:00 -
[822] - Quote
Kagura Nikon wrote: Why not make them all use damn gates? Make them be gankable?
For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets.
That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study.[/quote]
You are wrong. Read again. JUMP DRIVE using limited range. NO REGIONAL jumps. XL REGIONAL GATES usable by supers and capitals , and those gates in the direction of closest NPC space.
This way all space will be reachable. If some pockets of space will be to far for capitals to jump , just upgrade gate to this pocket to XL size - something what can be reported to CCP and fixed between DT.
Some Lowsec pockets unreachable to supers capitals? Single stranded systems surrounded by High Sec? Yey! Good for them , some variety will be good.
People can still build there capitals.
Support Needed : Jump Fuel Consumption |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1427
|
Posted - 2014.07.15 10:16:00 -
[823] - Quote
One chance ccp missed was with the moon goo siphon. Why? Because they should have kept the identity of the deployer a secret. That would certainly generate distrust between corps and members of the huge alliances (because it is impossible to thrust 10K people as you do with 50). Yes I know you can use an alt, but moving an alt into deep alliance territory is still more trouble than using oneof your mains that already live there and already have the skills. Most peopel cannot be hassled to try doing it with their alts. But a LOT woudl try if their mains identity would be kept a secret.
But there must be MORE more. More reasons that having a tight and trustworthy group would be better than a lot of cannon fooders. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1427
|
Posted - 2014.07.15 10:18:00 -
[824] - Quote
Remove the quote of your failed quote because was unreadable.
If the low sec pokects can get isolated then peoel will get stuck there.
And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
592
|
Posted - 2014.07.15 10:27:00 -
[825] - Quote
Kagura Nikon wrote:Remove the quote of your failed quote because was unreadable.
If the low sec pokects can get isolated then peoel will get stuck there.
And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care.
In some cases being stuck somewhere is good, even for game. If old player returning will find himself stranded in this kind of system , then he can petition. We are talking about very low number of system, usually without stations that will be in this position.
As for the XL gate schema : http://evemaps.dotlan.net/map
What do you need more?
Creating for CCP simple script that will identify from each region closest ( in LY ) route to nearest NPC space and based on this locations for regional XL gates is 1 day job - including deep analysis.
How hard is to calculate where you have to add additional XL gates to constellations when you reduce jump range ?
Even more WHY it is so bad for game that some of the systems will be unreachable by capitals and supers?
Because someone will build 100 titans to perma smartbomb entry gate - so no one will ever come in? Well he just locked 100 supers in one system. I have nothing against this.
Check earlier posts. I also suggested that each region will get a smugglers gate ( S size ) to nearest NPC space. Gate that can be only used by cruisers and non capital industrial ships. Those connections can be created from the most distant constellation from the NPC space in specific region.
If some NPC don't have connection to low space , it will also get this kind of connection. Support Needed : Jump Fuel Consumption |

Cyaron wars
VMF-214 Blacksheep
80
|
Posted - 2014.07.15 10:28:00 -
[826] - Quote
Kagura Nikon wrote:Cyaron wars wrote:Kim Briggs wrote:Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
Why not make them all use damn gates? Make them be gankable? For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets. That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study.
None of proposed changes require some minor tweaks. They all need HUGE and deep study, but if CCP will not start doing this we will end up in a very stagnant game and eventually people will start leaving. |

Anthar Thebess
592
|
Posted - 2014.07.15 10:32:00 -
[827] - Quote
Well there is a suggestion that will fix some stuff and don't require lot of work.
In lowsec and nullsec , you can only change cloning station to one you are currently in. So no more podding near the timer , and returning the same way after the op.
This is very simple fix , and every one will appreciate it. Support Needed : Jump Fuel Consumption |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1911
|
Posted - 2014.07.15 10:35:00 -
[828] - Quote
Fun fact of the day: reducing sov structure ehp (e.g. by reducing ihub ehp from 175 million (sov) to 25 million ( fac war) or less) reduces the need for entities to field both 1000 man megathron fleets and massive supercap fleets to take sov.
This has been your fun fact for the day. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1427
|
Posted - 2014.07.15 10:42:00 -
[829] - Quote
Anthar Thebess wrote:Kagura Nikon wrote:Remove the quote of your failed quote because was unreadable.
If the low sec pokects can get isolated then peoel will get stuck there.
And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care. In some cases being stuck somewhere is good, even for game. If old player returning will find himself stranded in this kind of system , then he can petition. We are talking about very low number of system, usually without stations that will be in this position. As for the XL gate schema : http://evemaps.dotlan.net/mapWhat do you need more? Creating for CCP simple script that will identify from each region closest ( in LY ) route to nearest NPC space and based on this locations for regional XL gates is 1 day job - including deep analysis. How hard is to calculate where you have to add additional XL gates to constellations when you reduce jump range ? Even more WHY it is so bad for game that some of the systems will be unreachable by capitals and supers? Because someone will build 100 titans to perma smartbomb entry gate - so no one will ever come in? Well he just locked 100 supers in one system. I have nothing against this. Check earlier posts. I also suggested that each region will get a smugglers gate ( S size ) to nearest NPC space. Gate that can be only used by cruisers and non capital industrial ships. Those connections can be created from the most distant constellation from the NPC space in specific region. If some NPC don't have connection to low space , it will also get this kind of connection.
Because random changes like that will make certain regions far far far more powerful than others due to geography restrictions. That can and will be seen and preferential actions by CCP towards a group or other. Therefore there must be a deep analysis to avoid creating obvious super fortresses.
You really underestimate the HUGE impact on economy and warfare that a SINGLE extra gate would create. The XL network would have an even LARGER impact on new eden than the capital jump drive changes. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1427
|
Posted - 2014.07.15 10:43:00 -
[830] - Quote
PotatoOverdose wrote:Fun fact of the day: reducing sov structure ehp (e.g. by reducing ihub ehp from 175 million (sov) to 25 million ( fac war) or less) reduces the need for entities to field both 1000 man megathron fleets and massive supercap fleets to take sov.
This has been your fun fact for the day.
Well yes, everyone have pointed that since dominion, but I do nto knwo why ccp was so sttuborn on their love for multi billion EHP structures. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1427
|
Posted - 2014.07.15 10:44:00 -
[831] - Quote
Anthar Thebess wrote:Well there is a suggestion that will fix some stuff and don't require lot of work.
In lowsec and nullsec , you can only change cloning station to one you are currently in. So no more podding near the timer , and returning the same way after the op.
This is very simple fix , and every one will appreciate it.
So if you are in a station that is sieged and your cloen is there, then you cannot change your cloen to other one and are doomed to keep dieing and loosign skill points (because you cannot remake the clone after the station is taken).
Nope. There must be always a way to set your clone to at least 1 high sec or low sec system. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1427
|
Posted - 2014.07.15 10:46:00 -
[832] - Quote
Cyaron wars wrote:Kagura Nikon wrote:Cyaron wars wrote:Kim Briggs wrote:Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
Why not make them all use damn gates? Make them be gankable? For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets. That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study. None of proposed changes require some minor tweaks. They all need HUGE and deep study, but if CCP will not start doing this we will end up in a very stagnant game and eventually people will start leaving.
Yet if the work and study are too hard the changes will enver be implemented because somethign will always become priority over it and nothign will ever be done (trust me,t hat is how ANY software development company is, you need to set achievable goals otherwise nothign ever gets done) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Cyaron wars
VMF-214 Blacksheep
80
|
Posted - 2014.07.15 11:12:00 -
[833] - Quote
Kagura Nikon wrote:Anthar Thebess wrote:Kagura Nikon wrote:Remove the quote of your failed quote because was unreadable.
If the low sec pokects can get isolated then peoel will get stuck there.
And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care. In some cases being stuck somewhere is good, even for game. If old player returning will find himself stranded in this kind of system , then he can petition. We are talking about very low number of system, usually without stations that will be in this position. As for the XL gate schema : http://evemaps.dotlan.net/mapWhat do you need more? Creating for CCP simple script that will identify from each region closest ( in LY ) route to nearest NPC space and based on this locations for regional XL gates is 1 day job - including deep analysis. How hard is to calculate where you have to add additional XL gates to constellations when you reduce jump range ? Even more WHY it is so bad for game that some of the systems will be unreachable by capitals and supers? Because someone will build 100 titans to perma smartbomb entry gate - so no one will ever come in? Well he just locked 100 supers in one system. I have nothing against this. Check earlier posts. I also suggested that each region will get a smugglers gate ( S size ) to nearest NPC space. Gate that can be only used by cruisers and non capital industrial ships. Those connections can be created from the most distant constellation from the NPC space in specific region. If some NPC don't have connection to low space , it will also get this kind of connection. Because random changes like that will make certain regions far far far more powerful than others due to geography restrictions. That can and will be seen and preferential actions by CCP towards a group or other. Therefore there must be a deep analysis to avoid creating obvious super fortresses. You really underestimate the HUGE impact on economy and warfare that a SINGLE extra gate would create. The XL network would have an even LARGER impact on new eden than the capital jump drive changes.
So what? There are places that are good to live and price of an apartment in such districts is high while in suburbs you can rent whole building for same price. Yes, regions must be different from each other not only by god damn type of NPCs spawning there. Some regions must be good because of their proximity to highsec routes, others must be good for for quality of products you can get there. For example Catch region is good for living because it's close to Empire border, while Period Basis is in the ass of New Eden, but CCP could balance that by giving that region something good like better mineral belts, better spawn rate of hidden belts or anomalies, greater bounty from NPCs or higher spawn rate of faction/officer NPCs, more moons. While handling logistics to that region will be pain in the ass, benefits that inhabitants will get from that region will be proportionally greater to Catch inhabitants.
As for geographical advantage from military point of view, I agree that there must be several entrances to each region. So if somebody will decide to invade he must first cut of all routes.
|

Anthar Thebess
592
|
Posted - 2014.07.15 11:28:00 -
[834] - Quote
Kagura Nikon wrote:Anthar Thebess wrote:Well there is a suggestion that will fix some stuff and don't require lot of work.
In lowsec and nullsec , you can only change cloning station to one you are currently in. So no more podding near the timer , and returning the same way after the op.
This is very simple fix , and every one will appreciate it. So if you are in a station that is sieged and your cloen is there, then you cannot change your cloen to other one and are doomed to keep dieing and loosign skill points (because you cannot remake the clone after the station is taken). Nope. There must be always a way to set your clone to at least 1 high sec or low sec system.
Like stated in LOWSEC and NULLSEC , so you can change to usual higsec stations. Support Needed : Jump Fuel Consumption |

Anthar Thebess
592
|
Posted - 2014.07.15 11:51:00 -
[835] - Quote
Cyaron wars wrote:
So what? There are places that are good to live and price of an apartment in such districts is high while in suburbs you can rent whole building for same price. Yes, regions must be different from each other not only by god damn type of NPCs spawning there. Some regions must be good because of their proximity to highsec routes, others must be good for for quality of products you can get there. For example Catch region is good for living because it's close to Empire border, while Period Basis is in the ass of New Eden, but CCP could balance that by giving that region something good like better mineral belts, better spawn rate of hidden belts or anomalies, greater bounty from NPCs or higher spawn rate of faction/officer NPCs, more moons. While handling logistics to that region will be pain in the ass, benefits that inhabitants will get from that region will be proportionally greater to Catch inhabitants.
As for geographical advantage from military point of view, I agree that there must be several entrances to each region. So if somebody will decide to invade he must first cut of all routes.
Idea is that every region will have all materials needed for construction needed to produce local T2 modules and ships.
Quote:
Because random changes like that will make certain regions far far far more powerful than others due to geography restrictions. That can and will be seen and preferential actions by CCP towards a group or other. Therefore there must be a deep analysis to avoid creating obvious super fortresses.
You really underestimate the HUGE impact on economy and warfare that a SINGLE extra gate would create. The XL network would have an even LARGER impact on new eden than the capital jump drive changes.
Yes that is the point. More variety , more styles of game play , more groups in the game .
Will be there super fortress ? Yes , not because of the geographic location, but because of amount of players living there. If they can hold those gates secure , then they deserve this part of space.
You cannot analyse each suggestion separately but all of them.
Regions will be still accessible from multiple locations, especially for the sub capital fleets. Capitals and supers will be still ultimate weapons. But in order to move them into some region , you will be forced to make planed ops to escort them to those XL gates , and then allow them to move to desired regions.
Your attacker will have to move in to attacked region, not arrive from the other side of eve on the timer. Ground control , escorting JF , industrial ships. Incorporating Industry / mining guys to most of the alliances. To limit the stuff you need to import.
Think about eve after those changes this way: You will have current roaming / small gang mechanic without 90% of hotdrops, supers will not drop on cruisers in lowsec, and every one will be having plenty work, to keep their alliance running.
What is most important - you will have 1-2 constellation away similar entity, if it will be blue - that is your choice , not like now, mandatory stuff to keep sov , and have hundreds people in fleets.
If you can put hundreds people in fleets - you can control region, or two. If you can put 100 people , few constellations. if you put 50 people , a bit less , depending on region 25 people ? 1 -2 systems? Why not !
Support Needed : Jump Fuel Consumption |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
|
Posted - 2014.07.15 11:53:00 -
[836] - Quote
As I, and another has stated earlier, how about we remove instant teleportation.
I would suggest doing this by:
Step one: Cyno is dropped. Step two: Portal is created (bridge). This portal is essentially two wormholes. One at the Cyno and one at the location of the portal creator. Inbetween these two portals is a new type of space called "Jump Space"(J-Space). It is just like W-Space but it looks like the old "Recon Mission Nebula". Inside J-Space there are no celestials. Just two portals on the overview which are however many AU's apart as the lightyears distance between the two systems being jumped to x5. A 14ly jump (maximum jump range I believe for a carrier) would have a 73 AU J-Space system to cross. This distance would take a capital ship 60 seconds to cross without any warp speed modifiers. Now, Because the portal is two way and can be entered on the Cyno end you can send a ship into the portal to interdict the incoming fleet. You also have time to kill the cyno ship unless it's got support with it which prevents a single cyno pilot from bringing 1500 of his friends to the fight instantly. He'll need to enter system with support to "Hot Drop" to keep the cyno alive or Cyno in at a safe spot.
J-Space is weird space and would have negative effects on your ship like reduced resistances and capacitor recharge rates etc etc. These would be designed to make fighting in J-Space undesirable but not impossible. It would also have weird mobility effects like very large increases in agility but decreased max velocity (cuts align times but stops bonkers mobility stuff happening in J-Space)
Potentially, a fleet that is interdicted in J-Space and the exit portal lost could find themselves stranded in J-Space. Unless the entrance portal was kept open to retreat to.
It is now difficult to project power instantly without actually working at it. JF's would require a little more than just a Velator cyno to get where they are going as someone could easily interdict the JF in J-Space or kill the cyno whilst the JF transits J-Space.
Additional: Single jumping ships (Caps/Blops) would not create an entrance portal. Just an exit portal at the cyno and would jump directly into J-Space. |

Phoenix Jones
Isogen 5
500
|
Posted - 2014.07.15 12:20:00 -
[837] - Quote
Subcaps have no artillery platform to deal with or handle Capitals or Supers. They need one.
I would modify the Heavy Interdictors and grant them the following.
1) Heavy Interdictors should get a siege engine weapon, capable of shooting Capitals, Supercaps, Structures, but not subcaps (aka no blap Heavy Interdictor). Damage comparable to a Moros when using the siege engine weapon. So yes a single heavy interdictor should be able to solo a dreadnought and possibly a carrier. A small group should be able to oblitherate a Super, but a heavy interdictor would not be able to deploy a siege engine and shoot a Cruiser, Battleship, interceptor, Iteron, etc.
2) Modify the Heavy interdictor to grant them resistance to Capitals and Supers Fighters and Fighter Bombers (decrease the sig of a Heavy Interdictor even farther when deploying a bubble).
So a small group can say something like. Bring the HIC, and the HIC pilot begins to obliterate the Capitals. It makes sense as the HIC currently has no actual role except to bubble and trap crap. It might as well become the Subcap artillery platform against Capitals and Supers (as it is pretty much one of the only ships that can tackle them).
I would do something like that to start. Currently the HIC's have no role except to bubble or infinite point then light cyno and wait.
You might as well make them the offensive powerhouse against all capitals. A subcap that can destroy Capitals. Yaay!!!! |

Anthar Thebess
592
|
Posted - 2014.07.15 12:27:00 -
[838] - Quote
I think that most of people agree, that we want to limit instant teleportation as much as it possible. Your suggestion is just creating new way people can do it. Support Needed : Jump Fuel Consumption |

Anthar Thebess
592
|
Posted - 2014.07.15 12:31:00 -
[839] - Quote
Phoenix Jones wrote:Subcaps have no artillery platform to deal with or handle Capitals or Supers. They need one.
I would modify the Heavy Interdictors and grant them the following.
1) Heavy Interdictors should get a siege engine weapon, capable of shooting Capitals, Supercaps, Structures, but not subcaps (aka no blap Heavy Interdictor). Damage comparable to a Moros when using the siege engine weapon. So yes a single heavy interdictor should be able to solo a dreadnought and possibly a carrier. A small group should be able to oblitherate a Super, but a heavy interdictor would not be able to deploy a siege engine and shoot a Cruiser, Battleship, interceptor, Iteron, etc.
2) Modify the Heavy interdictor to grant them resistance to Capitals and Supers Fighters and Fighter Bombers (decrease the sig of a Heavy Interdictor even farther when deploying a bubble).
So a small group can say something like. Bring the HIC, and the HIC pilot begins to obliterate the Capitals. It makes sense as the HIC currently has no actual role except to bubble and trap crap. It might as well become the Subcap artillery platform against Capitals and Supers (as it is pretty much one of the only ships that can tackle them).
I would do something like that to start. Currently the HIC's have no role except to bubble or infinite point then light cyno and wait.
You might as well make them the offensive powerhouse against all capitals. A subcap that can destroy Capitals.
So you are saying create mini dreads? Why then someone will use Dreads? HICs will be cheaper. Easier to transport ( so many of them on one carrier , and how many packaged on a JF), just drop one carrier so every Resistances against Fighters , so i will just use OGRES from my carrier. Sorry but this is bad idea.
The best weapon against capitals and supers is to limit their mobility especially between regions. What will happen to NCPL supers, when CFC will bridge 500 hic against them?
Balance must be on both sides. Support Needed : Jump Fuel Consumption |

Phox Jorkarzul
Deep Void Merc Syndicate
100
|
Posted - 2014.07.15 13:23:00 -
[840] - Quote
I could get behind all these ideas. Well thought out thoughts are the best. Blasters for life
https://neverpheedthetroll.blogspot.com |
|

Skia Aumer
Atlas Research Group
75
|
Posted - 2014.07.15 14:57:00 -
[841] - Quote
Anthar Thebess wrote:Few PL people noticed that they don't have any real targets. They cannot attack CFC because of agreement. They cannot attack NC as this is their ally.
Most of the stuff in lowsec is dead. No content from contracts, as there is nothing more than NCPL and CFC. They are bored, especially when every thing is going to less content for them. Old core of PL simply want something more than frigate and interceptors brawls, yes they will hunt some super or few capitals in lowsec , but this is more like shooting from a tank to a sheep , not something that will be grate. Bravo! No more hypocrisy, in this thread we're discussing ways to please a few people from the alliance "Pandemic Legion". We're brainstorming ideas to give contents to them. To let them have some fun.
Do they deserve it? Indeed, they do. They are dedicated players and loyal customers. Do they deserve it more desperately than miners and mission runners? I dont think so. Seriously, how many FCs for mining fleets do you know? Are there FCs at all? Now grasp that feeling of frustration and imagine PVP were as engaging as mining. Dont get me wrong, mining is a fun activity to do time after time, but it severely lacks depth. Yet, a lot of people are doing that. And hell yes, they deserve a bit of attention of CCP developers.
Back to the topic. I'm all for having a vibrant nullsec with many alliances suggesting different options for players of different styles. But Manny. He has options already. And he choose to sign a NIP with goonswarm and to form a sizable coallition to support this NIP. His choice is peace. And brotherhood. Why should we or CCP (or whoever) interfere and force him to change that choice? |

Red Teufel
Drunk-n-Irate
379
|
Posted - 2014.07.15 16:09:00 -
[842] - Quote
Can't wait to see what ccp is thinking of doing to resolve the SOV issue |

Speedkermit Damo
Demonic Retribution
293
|
Posted - 2014.07.15 16:58:00 -
[843] - Quote
Manfred Sideous wrote:Harvey James wrote:These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ... We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"?
And yet your alliance signed BOTLORD.
Personally, I think it's already much too late. If the rumours are true, Eve is hemorrhaging subs. It feels like a lot of peoples patience with CCP has finally run out.
Don't Panic.
|

Axe Coldon
46
|
Posted - 2014.07.15 17:13:00 -
[844] - Quote
Well my take on the state of EVE is the universe is too small. With minor exceptions its the same size with 600,000 subs as it was with 30,000 subs. 20x the people in the same space.
The EVE Universe needs to grow. It's more of an Eve Galaxy atm. Not a Universe.
It should grow so large that to cyno a cap from one end to the other cost more then the value of the cap. 5x bigger then it is now. With other High Secs and other Low Secs surrounded by other Nulls. All interconnected (with obvious dead space between).
And the things you could do to isolate existing caps is easy. Make the jump gate range further then the longest cyno jump..and walla..anyone can get a sub cap there but not a cap. And so the new places have a fresh start without being blob'd by a cap fleet from the "old galaxy". OR have it so only special ships can use the inter galaxy gates. so people can get there easy but not all the crap they own back here.
Code wise is it just more gates and planets and such.
It would relieve congestion here and create new opportunities for players. And give CCP a chance to try other ideas in the new places. Different high sec rules in the different high secs. New NPC empires to discover.
In the 1800's there was a saying in America. GO West Young Man. Do that here. Give us somewhere to go west too! _________________________________________________________________________________________________ No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced. |

Anthar Thebess
592
|
Posted - 2014.07.15 18:02:00 -
[845] - Quote
Eve will not grow. Look at it this way : More systems = bigger infrastructure bigger infrastructure = bigger costs Bigger costs are acceptable , only when you get bigger income.
Eve is not gaining players , but loosing them. Support Needed : Jump Fuel Consumption |

Mario Putzo
Welping and Dunking.
933
|
Posted - 2014.07.15 18:19:00 -
[846] - Quote
Eve isn't a Universe. It is a Galaxy like the Milky Way,
Solar System is part of a Regional Neighborhood is part of a Galaxy is part of a Supercluster etc.
http://www.wallpaperfly.com/thumbnails/detail/20120313/science%20outer%20space%20galaxies%20solar%20system%20earth%20milky%20way%20diagram%20solar%20interstellar%20neighborhood%20lo_www.wallmay.com_54.jpg
New Eden would take the place of the Milky Way in this picture set.
In regards to expanding the size of New Eden. CCP should consider making interregional travel all out of jump/bridge range, except by gate travel. Similar to the connection between Tenal and Cobalt Edge. In addition to this make Capitals capable of jumping gates.
In regards to Supers and Titans. It is my strong opinion these get downscaled and become tech 2 branches of Dreads and Carriers, and rebalanced to fit into the Capital ship size. From there CCP can essentially create a rebalanced Capital Ship class, where all 4 ship types perform varying fleet roles, similar to other ship class sizes.
|

Harvey James
The Sengoku Legacy
844
|
Posted - 2014.07.15 18:25:00 -
[847] - Quote
capitals are too cheap nowadays ... supercarriers should have its own skillbook which CCP have admitted .. and there needs too be T2 versions ... so instead of 1 carrier does all at T1 level .. there should be T2 versions of each individual role .. with T1's becoming more basic 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Dr Cedric
Independent Miners Corporation Care Factor
55
|
Posted - 2014.07.15 18:53:00 -
[848] - Quote
Spugg Galdon wrote:As I, and another has stated earlier, how about we remove instant teleportation.
I would suggest doing this by:
Step one: Cyno is dropped. Step two: Portal is created (bridge). This portal is essentially two wormholes. One at the Cyno and one at the location of the portal creator. Inbetween these two portals is a new type of space called "Jump Space"(J-Space). It is just like W-Space but it looks like the old "Recon Mission Nebula". Inside J-Space there are no celestials. Just two portals on the overview which are however many AU's apart as the lightyears distance between the two systems being jumped to x5. A 14ly jump (maximum jump range I believe for a carrier) would have a 73 AU J-Space system to cross. This distance would take a capital ship 60 seconds to cross without any warp speed modifiers. Now, Because the portal is two way and can be entered on the Cyno end you can send a ship into the portal to interdict the incoming fleet. You also have time to kill the cyno ship unless it's got support with it which prevents a single cyno pilot from bringing 1500 of his friends to the fight instantly. He'll need to enter system with support to "Hot Drop" to keep the cyno alive or Cyno in at a safe spot.
J-Space is weird space and would have negative effects on your ship like reduced resistances and capacitor recharge rates etc etc. These would be designed to make fighting in J-Space undesirable but not impossible. It would also have weird mobility effects like very large increases in agility but decreased max velocity (cuts align times but stops bonkers mobility stuff happening in J-Space)
Potentially, a fleet that is interdicted in J-Space and the exit portal lost could find themselves stranded in J-Space. Unless the entrance portal was kept open to retreat to.
It is now difficult to project power instantly without actually working at it. JF's would require a little more than just a Velator cyno to get where they are going as someone could easily interdict the JF in J-Space or kill the cyno whilst the JF transits J-Space.
Additional: Single jumping ships (Caps/Blops) would not create an entrance portal. Just an exit portal at the cyno and would jump directly into J-Space.
This is a super cool idea. It slows things down (a bit) and forces true logistical/tactical decision making on the use of Jump drives. To add to this, it should take 2 cynos (or perhaps it should be renamed to portal generator) to make this happen. One portal generator in the origination system, one in the destination system, those two have to produce the portal then link them. Then, once the portals are produced and linked, then the ships can start the process of traversing the J-Space. If either end of the portal is abruptly closed (SPIES!!!) then the ships still in J-Space would get dropped in a random location anywhere in New-eden. This would also place a suspect flag on that ship (or whichever flag it is that gets rid of concord) and so if your titan accidentally ends up in New Caldari, then you can bet your blessed ASSurance that everyone and their mother will come to drop you.
It could be fun :)
Cedric
|

Shirolayyn
Nordgoetter Negative Waves
4
|
Posted - 2014.07.15 20:10:00 -
[849] - Quote
Hi all,
removing jump capability entirely probably is too much - but I agree that something should be done. I particularly endorse the idea of the destruction and hacking mechanic.
I propose some other ideas that some of my corpmates and myself discussed:
- limit the number of souverenity a corporation can hold by the number of members of that corp. Suggestion is to use log(members)+1, i.e. 1 System for up to 9 members, 2 Systems for up to 99 etc. This will make huge holding corps as used by big alliances impossible. The Empire strikes back, by restricting sov awards. (Capsuleers are currently way to powerful, so CONCORD and the empires may devise such tactics to devide them)
- replace the static security status of a system by a system that is linked to player activity in the system. The more activity, the lower the security status will become (as pirates find out that there is something worth to plunder). This could be linked to an already existing mechanic of the industry and military status of a system. Effect: populated systems with high military and industry levels get the best anomalies as well, supporting more players than systems with lower populations. On the other side, neglected systems will loose security status with time. Everyone can make his haven everywhere and prosper, and regions deserted of populations literally become a desert.
- pirate factions (including drones) should - as capsuleers do - squabble over territory with other pirate factions. And it may be that one side wins - and whole regions change pirate inhabitants. Capsuleers should be able to interfere and help one side or the other - thus choosing their pirate faction. Such pirate wars should have NPC ships fielded comparable to incursions. And if the new pirate faction wins, they attack any sov structures present to make their victory complete. If systems are unpopulated or too weak to defend, they will loose their sov structures. This will most probably change the pirate faction territory immensely (as I expect Gueristas and Sanchas gain territory as I expect drones to loose territory). As an added gimmik, pirate factions that already lost much territory might get more ferocious, fielding larger or more dangerous fleets to conquer new turf.
Just some thoughts.
Shirolayyn
|

Corraidhin Farsaidh
Hello-There
616
|
Posted - 2014.07.15 20:16:00 -
[850] - Quote
Shirolayyn wrote:
- replace the static security status of a system by a system that is linked to player activity in the system. The more activity, the lower the security status will become (as pirates find out that there is something worth to plunder). This could be linked to an already existing mechanic of the industry and military status of a system. Effect: populated systems with high military and industry levels get the best anomalies as well, supporting more players than systems with lower populations. On the other side, neglected systems will loose security status with time. Everyone can make his haven everywhere and prosper, and regions deserted of populations literally become a desert.
If the goal is to spread people out more to maintain areas of sovereignty wouldn't it be better to have the sec rating scale the other way? The more people in system and the higher the indexes the higher the security rating...this would make players venture into the empty space for better bounties etc. Then the secure areas (alliance home systems) would become higher sec system and this would fit with S&I activities (it makes no sense for S&I to be better in a warzone...). Of course taxes would go to the sov owner rather than the empires / CONCORD.
Excuse me whilst I wrap myself in foil so that I roast nicely in the incoming flames... |
|

Harvey James
The Sengoku Legacy
844
|
Posted - 2014.07.15 21:15:00 -
[851] - Quote
its a little nonsensical that the empires pay capsuleers in 0.0 for killing pirates ... you would think with the empires decline they would do anything too reduce the power of capsuleers 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Corraidhin Farsaidh
Hello-There
617
|
Posted - 2014.07.15 23:32:00 -
[852] - Quote
Harvey James wrote:its a little nonsensical that the empires pay capsuleers in 0.0 for killing pirates ... you would think with the empires decline they would do anything too reduce the power of capsuleers
Actually I'd think they would do more to get empire friendly capsuleers onside. Planetary Governershps, make them CONCORD agents (much like making gunslingers deputies in the Wild West), that sort of thing. The only thing that would save the empires from capsuleers from null would be hisec Privateers. |

Doris VanGit
The Rusty Muskets
1
|
Posted - 2014.07.16 01:22:00 -
[853] - Quote
Manfred Sideous wrote:Doris VanGit wrote:Unfortunatally its been along time since i lived in Null, so i cant really comment in detail.
However, looking at some of the posts on here there are some interesting points being put across.
A few suggestions i would throw on the table are;
1. Remove the Titan bridge, afterall is this ship not powerful enough without putting a fleet of 200 ships straight on a POS. This means that peeps have to fly to the destination, which could lead to that fleet being attacked on route. May reduce a little lag as well. That way if you want BS on field straight away they use Black Ops with Capital support.
Or reduce the the number of ships to 20, and but a timer on the timer for bridge usage.
Will peeps really want to fly so far just to held some renters out? Will this change how the larger alliances conduct there wars? I dont know
2. Remove Supers and Titans from low sec. This means that smaller corps can have there fun as well, without being counter dropped by bigger more powerful alliances just because there are caps on the field. Also see 1, in regards to the Black Ops and caps in low sec. Therefore less Bat Phoneing and peeps may have to fight there own battles. If the cant fight them, there loose the space.
3. Think i have to agree with the passive income, that someone mentioned in an earlier reply. Remove the expensive moons and put them into mining sites. After all its the bigger alliances that control these and dont give the smaller alliances/corps a chance. Why should the bigger alliances have a free run to all the high end isk by doing a little work?
Just my 2 pennies worth If you are going to remove the titan bridge then the jumpbridge has to go then so its fair. Because a Jumpbridge can send the same amount of people forward. Or Perhaps the titan bridge can only bridge people to the sun .
Firstly thanks for your reply. Yeah remove both bridges, i like that. Also following your comments about the SOV units. I like the idea they should be able to be destroyed fairly quickly. But how about once anchored they cant be attacked for say 4 weeks. Then all pos's customs offices etc have to pay a tax to the owner of the new units. Just for being anchored in that system. This should be automatic, similar to the allianace fee. And from the same account.
After a while peeps will start to get a little fed up with this, and maybe go back to occupying smaller areas. Therefore giving others the oppotunity to live in null, without the need to bow down to a larger alliance. Only a thought |

FT Diomedes
The Graduates Forged of Fire
487
|
Posted - 2014.07.16 03:00:00 -
[854] - Quote
Jump bridges probably need to go, but that is not enough. We also need adjustments to the Eve map.
Before my corporation moved to Delve, we were in Tenal. Our closest hostiles were across the regional boundary in Cobalt Edge. We could not hot drop them from our secure areas in Tenal. They could not hot drop us from their secure bases in Cobalt Edge. Even though it was only one gate jump from SF- to HB-, it took something like 7 jumps to move a carrier between those two systems. This made it a wonderful boundary. We roamed across that border into their space, they roamed across the border into our space. If we wanted to do a Black Ops drop on them, we at least had to sneak into their region to do that. If someone from their side wanted to AFK cloak all day in our best ratting systems, it wasn't that big a deal - we knew they couldn't bridge a gank fleet on to us without us completely losing track of all the little corners in our region. This encouraged us to keep tabs on what was going on in our space. The small gang stuff was great, until we accidentally crushed IRC. Then it took a while to get new active roamers over there - but once they got there we all had fun.
I think Eve needs more regional boundaries like that - ones that cannot be jumped across by any capital or super capital ship. Other places it would be good if Jump Drive Calibration V carriers could jump across, but super capitals could not. It might also be a good thing to allow capitals (but not super capitals) to take certain gates.
As you got further away from the high sec core, the distance between constellations would get slightly larger. Additionally, the distance between systems should be slightly increased. Just make it slightly harder to jump from one side of a region to another.
The inter and intra region connectors should also be considered. All too often Eve regions have a central pipe that is easily camped. Make it so that there are more ways around some of the choke points.
If super capitals could not jump from one region to another as easily, it might be easier for smaller entities to hold on to a small, remote place once they got a toe hold there. Yes, it would also be easier for the established defenders to hold the space, but they could not hold as much. People would have to make the choice as to where they want to concentrate. If an established bloc wants to put 200 super carriers into Deklein, they probably won't ever lose it, but they will have a harder time controlling Branch, Tribute, Fountain, etc.
If it is harder for you to get curb-stomped, then you give renters an incentive to become more independent.
Additionally, on a regional level, the reduced risk from hostile super capitals could make it more likely that they actually get used in small numbers - making them more vulnerable to sub capital gangs.
Now, over time, what could happen is that the major blocs have 200 super carriers in each region they control. So, we accompany that with a major nerf to super capitals. First, get rid of the electronic warfare immunity. That was a pants-on-head stupid decision. Then nerf them down so that super carriers are roughly 2x the EHP of a carrier (or whatever number works). Leave the price alone. Titans get nerfed down to where they are roughly 2x the EHP of a dread (or whatever number works). Basically, super carriers to carriers and Titans to dreadnoughts is the same as HACs to T1 cruisers. Like everything else in Eve, you get something that is marginally better, but the costs are exponentially higher. As it is, super carriers and Titans are exponentially better to match the exponential price tag.
Obviously, this would also change logistics. Logistics across different regions would require more risk, because more ships would have to take some gates. Those choke points would be ideal conflict generators - or force people to live and build in their region. Regional logistics would become more dependent on locally produced minerals and fuels. Producing local materials gets easier because it is harder for the random AFK cloaker to hot drop you from far away.
In conjunction with this change, I'd recommend that jump fuel for all capitals become a separate item from racial isotopes. Instead, jump fuel would be a standardized commodity that could be produced from any regional ice. Or, add different kinds of ice to each belt in each region, while keeping the overall amount the same.
And, while we are messing with the map, add a low security belt around each empire. Make it so it is harder to haul everything to Jita in a freighter and you will have four distinct regions with their own market hubs.
Don't let jump freighters jump straight from high sec to a cyno. Make them take at least one gate or WH to get out of high sec.
Then stick NPC 0.0 or low sec constellations in between sovereign space as buffer regions. Each 0.0 region should become sovereign space, so someone could get sovereignty in Venal for instance. But groups that want to harass the sovereign entities could work the space between to harass logistics or lead roaming gangs into the sovereign space. By the same token, since there are no NPC stations in the middle of a region, it becomes harder for NPC 0.0 based groups to hot drop from the safety of an NPC station. They can hit the edges of each region, but they have to get away from the safe space to get deep inside of it. By the same token, if a sovereign capital fleet tries to move from one region to another, they can be harassment bubbled by anyone in that station system if they try to use the station as a jump point.
That's a lot of thoughts that I have been kicking around the past few weeks. Interested to hear your feedback.
This is my signature. There are many like it, but this one is mine. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
179
|
Posted - 2014.07.16 05:27:00 -
[855] - Quote
Manfred Sideous wrote:Yeah everyone is going to just disband and decide not to win. Mhmmm ok. If you're winning the game - then enjoy it. If you cant enjoy - then you're not winning. Ever thought of it? [/quote]
http://psychcentral.com/news/2014/07/11/winning-not-essential-for-having-fun-in-sports/72347.html "winning not essential for having fun in sports"
There is no correlation between winning and fun.
Currently the problem we have is that there are only 2 Coalitions (effectively) left. So basically this is the EvE version of the Cold War. Nobody can attack anybody without everyone going to war completely. Using your capitals (analogous to nukes) will basically cause a capital counter strike and a counter counter strike of which nobody is very sure who will win, if there is indeed a victor. And then if someone does win, then what? There'll be only 1 coalition. But yeah, no more 3rd parties to attack (except for scuffs in provi of course).
So yeah, what we need are anti-coalition mechanics. Removal of Power Projection is a very good way to diminish the effectiveness of a coalition. Currently someone in the most opposite of sides of the galaxy can effectively support each other with ships and people by way of jump drive/bridge. Take that away then there is no reason for the most northern entity to be allied with the most southern entity. You'll be limited pretty much to those in direct proximity to you. For there to be any reasonable ties. |

Skia Aumer
Atlas Research Group
75
|
Posted - 2014.07.16 08:18:00 -
[856] - Quote
Erutpar Ambient wrote:"winning not essential for having fun in sports" This is true.
Erutpar Ambient wrote:There is no correlation between winning and fun. This is not. "John is hay" doesnt mean "hay is John". Logics, use it.
Erutpar Ambient wrote:Currently the problem we have is that there are only 2 Coalitions (effectively) left. If this is a problem for you - why dont you join the third coallition? Or the forth? Or create a fifth? Or at least urge that someone should create it for you to join? Why the hell instead of doing something, you just go to forums and start ranting and whining. Oh CCP! Oh please! Break those dudes apart! That's just pathetic. And dishonest. Those dudes want to be together. They like each other. They enjoy flying back to back in one fleet. And you want to cruelly break that harmony with CCP's hands. Why?[/quote]
|

Anthar Thebess
592
|
Posted - 2014.07.16 11:54:00 -
[857] - Quote
Skia Aumer wrote:Erutpar Ambient wrote:"winning not essential for having fun in sports" This is true. Erutpar Ambient wrote:There is no correlation between winning and fun. This is not. "John is hay" doesnt mean "hay is John". Logics, use it. Erutpar Ambient wrote:Currently the problem we have is that there are only 2 Coalitions (effectively) left. If this is a problem for you - why dont you join the third coallition? Or the forth? Or create a fifth? Or at least urge that someone should create it for you to join? Why the hell instead of doing something, you just go to forums and start ranting and whining. Oh CCP! Oh please! Break those dudes apart! That's just pathetic. And dishonest. Those dudes want to be together. They like each other. They enjoy flying back to back in one fleet. And you want to cruelly break that harmony with CCP's hands. Why?
There is only one issue with your logic. EvE is game, it is not life. You play games for fun , and friends. If in one game there is less fun , some of your fiends will search for other games , and they will be pulling other people after them. ( check how many people moved from 90% in eve 10% in other games to 5% eve:Skill Quene , 95% other games)
This leads to less players and less fun , this leads to constantly dropping active player base. Like i already stated before , current number of players actively logging in is at levels this game had in 2008. You can say 24k is still a lot of people .
Yes , but those 24k include also people that play currently in EVE:Put New Skills Online.
This is bad , this is not END of eve , but this is simply bad.
Upcoming expansion is focused on Industry. Sorry CCP , like you stated , you didn't touched this for years. Yes it was a bit outdated, but people didn't say : we are bored because industry UI is not shiny. People sitting deeply in industry , play most of the game out side of game. This is simply different type of players , they sit in excel sheets and recalculate every thing over and over again, to maximize profit. They have maximum number of production/research slots on multiple characters. Yes they will be happy to have something shiny. But may i ask simple question :
CCP was those 20 thousand active players eve gained and lost since 2008 industry focused people?
In other games i was always "multi crafter" and i always liked complexity , something that eve already had.
From my personal experience those 20 thousand active players where : 1. PVE people : - that at some point got bored constantly doing the same missions, over and over again. - rat farmers that have enough doing belts , or warping from one anomaly to another 2. PVP people: - that simply lost their "love" to the game when they got hotdroped for the 50th time this week - people not liking constant blobs every where - people that don't like 2% TIDI 3. New players : - discouraged at the beginning, because before they actually can do something they need to skill up, especially when they discovered that for the last 2 weeks they were skilling wrong set of skills - people that stated simple "NO" to EvE when fiend told them that they will fly fully fitted frigate in a week , and they will be still missing core fitting skills for the next year. - people that current item prices made this game a nightmare. Loosing first cruiser hour after buying it , is always a serious blow , especially when those people still don't know how to make isk. - annoyed , that no one want them to corporations, as they don't have isk, knowledge, can be spies.
But , hell , we will have shiny industry interface , and probably 4k less active players in 4 months. Who cares about issues raised by players? After all they are just players, how they can now what are the issues in this game? Support Needed : Jump Fuel Consumption |

h4kun4
Heeresversuchsanstalt
17
|
Posted - 2014.07.16 13:12:00 -
[858] - Quote
tl;dr all of the 40 Sites
All Math i provide are just ideas, mostly i just made them up so you have Math Examples. I am sorry if my capitalizing irritates you, bad habit from the german language writing. (Germans not only capitalize Names, but also all Substantives.)
Jump Drives should be unaffected, at least for Blops, JFs, Carriers, Dreads and Rorquals, SuperCaps should experience an increase in fuel consumption and Super Carriers a range drop to be head on with Blops and Titans.
Caps shouldn't use stargates, its ok like how it is now
No need for JF bubble immunity and warp core strengh changes
The alchemy idea is not bad at all
Leave Military and Industry level mechanics as they are, but change strategic level mechanics to a mechanic where a System con only level up strategic when its actually used.
Suggestion: Strategic Level = (Military + Idustry) /2, if the quotient is a deciaml number, its always rounded down. Example: Mil level 3 + indu level 3 = 6/2 = Strat Level 3 Example 2: Mil level 5, Indu level 2 = 7/2 = 3.5 = Start Level 3
Since you are not only ratting and mining there should be another way to level up strategic.
Suggestion 2: x = jumps in the last 24 hrs * 100 / 25 || GêÜx = >35 = 0,5 Strat Level cumulative (if GêÜx = >70 = +1 Strat Level) Example: AB-CDE had 327 Jumps between the last two downtimes 327 * 100 = 32700 / 25 = GêÜ1308 = 36,166[...] = System gains 0,5 Strat Level
You can only place an IHub if the Strat level is 1 or higher, if it decreases to 0 with an IHub inside, after Next DT it switches to Anchored mode and the IHub can be killed without RF, if Strat level reaches 1 again, i can be onlined manually. If the IHub drops under the needed Strat level for certain upgrades (like Cyno Jammers) they stop working right after the next DT.
Also a like on Sov cost modifiers. Unused Sov or "Colonial" Sov costs more I also have an Idea for that one, i didnt think about it too much because i just got it while writing this: Adding some sort of Home System/Consteallation/Region to the Alliances Executor Corp, all Sov within theese borders has a cost modifier (of -50%) - Systemwide is added automatically at skill Empire Control 5 - Constellational is added automatically at skill Sov 3 - Regional is added automatically at skill Sov 5 Home Sys/const/Region gets a Bonus of 100% to the Strat Level Modifier of Jumps between the DTs.
I would also like to introduce more modifiers (only small ones: 2,5%; maybe 4% max): Sov Costs, Bountys, Refinery Yield, POS Fuel consumption, LP, Mission Rewards The System/Constellation/Region used is the one where the Executor Corps HQ is set.
The ideas on modifiers for Home Sys/const/Region could also be added to HighSec/LowSec/FW and NPC Null Corps and Alliances. Highsec: Charters, Industry Job install, (bountys, LP, Mission reward?) refining yield - (2,5%) Lowsec: POS Fuel, Industry Jobs, bountys, LP, mission reward, refining yield, office rental fees (3,5%) FW: LP Output, industry jobs, refining yield (3,5%) NPC Null: POS Fuel, industry jobs, bountys, LP, mission rewards, refining yield, office rental fees (4%)
Also a like from me for the Idea with the RF and HP modifiers, but i would line it up with the Strategic Sov level Idea. Strategic Level modifies the RF timers and structure resistances by 5% Each level: 0 = -10% RF Time; -10% Resistance 1 = -5% RF Time; -5% Resistances 2 = Current Level 3 = +5%.... ... and so on
I don't apprechiate the Idea of destroying Stations, but honestly, i have no idea if there has to be a change...if i had to - the only one that jumps in my mind right now is a 24-48 hour deadzone timer after flipping, but that makes sov tanking even more to a test of patience
That Idea of hacking stuff....i dont know if i should like it, because i can be an annyoing cloaky neut **** then or if i should hate it, because all cloaky neuts become even more annyoing dicks
Ores need to be rebalanced somehow in null, the permanent shortage of mexallon and the senselessness to import it due to fuel pices and the actual obsolescence of Meta 0 425mm Rails after cruis are not good for the economy.
Deathclone changes are in my opinion needed, but i would rather cap the number ofices or increase wakeup station costs by the distance its away (1 mil per lightyear?)
|

h4kun4
Heeresversuchsanstalt
17
|
Posted - 2014.07.16 14:08:00 -
[859] - Quote
accidental, repost... |

Vesan Terakol
Sad Face Enterprises
75
|
Posted - 2014.07.16 15:19:00 -
[860] - Quote
FT Diomedes wrote: Stuff about restricting jumps between certain regions.
What you described can be easily facilitated by lore, as certain anomalies do exist on the New Eden map ( E.G. Black Rise, Trace Cosmos, Vapor Sea) that are impossible to navigate. While cynosural navigation bypasses the requirements that jump gates have, this doesn't mean that it is not susceptible to interference.
Presence of such areas could be used to provide limitations to power projection across certain areas in a lore-friendly manner without the need of a major map rearrangement. The only thing it needs is a clear way to display such forbidding regions.
And its lore-friendly and all :)
I see it as one of those old maps, with illustrations of sea serpents and krakens and giant whirpools. https://forums.eveonline.com/default.aspx?g=posts&m=4259327 - more suff in the Zero.Zero collection |
|

SFM Hobb3s
Wrecking Shots Black Legion.
93
|
Posted - 2014.07.16 17:37:00 -
[861] - Quote
Seeing a lot of huge change suggestions in this thread. Many of them seem to focus on the idea of making holding sov more work...but I really don't think that's the way to go. Making it more work, or more costly, won't change anything. Ever seen one of the coalitions take on an SBU in solely bombers? I've seen it. It's more work, and the masses will willingly do it, resulting in a net zero change.
What's needed is a forced technical limitation. |

Mario Putzo
Welping and Dunking.
935
|
Posted - 2014.07.16 18:02:00 -
[862] - Quote
SFM Hobb3s wrote:Seeing a lot of huge change suggestions in this thread. Many of them seem to focus on the idea of making holding sov more work...but I really don't think that's the way to go. Making it more work, or more costly, won't change anything. Ever seen one of the coalitions take on an SBU in solely bombers? I've seen it. It's more work, and the masses will willingly do it, resulting in a net zero change.
What's needed is a forced technical limitation.
It greatly depends on the manner of work required. If CCP was to implement activity based sov control it would force the big blocs to have multiple divisions of people in varying areas all working at keeping sov contention high (similar to FW contention).
This would mean instead of having blobs fighting blobs once or twice every few months you would have fleets fighting fleets more frequently that could escalate into large conflicts.
If you were required to be active in holding systems (lets say the metrics tracked during the Gekko Contest) you would see something like this.
Fleet A responsible for [Region] Wing 1 Responsible for [Constellation] Squad 1 Responsible for [System] (etc)
So lets say a big enemy is scouted en route to said region. Squads would form up to wings, and wings would for into the fleet within the region. Should the need arise, neighboring Fleets in other Regions could begin to form up as support fleets.
With the increase in PVE activity you would have an increase in PVP activity in order to defend or assault.
The level of work is relatively unchanged, the only change is the ease of retention. You could go around an take all the space you want, using makes it harder for enemies to flip it back. So you either defend constantly by using the space for PVE/PVP or you choose to sit in staging system and wait for Jabber to say ok we lost these systems last night, lets go flip them back. |

WarFireV
Blackwater USA Inc. Pandemic Legion
364
|
Posted - 2014.07.16 19:04:00 -
[863] - Quote
Vesan Terakol wrote:FT Diomedes wrote: Stuff about restricting jumps between certain regions.
What you described can be easily facilitated by lore, as certain anomalies do exist on the New Eden map ( E.G. Black Rise, Trace Cosmos, Vapor Sea) that are impossible to navigate. While cynosural navigation bypasses the requirements that jump gates have, this doesn't mean that it is not susceptible to interference. Presence of such areas could be used to provide limitations to power projection across certain areas in a lore-friendly manner without the need of a major map rearrangement. The only thing it needs is a clear way to display such forbidding regions. And its lore-friendly and all :) I see it as one of those old maps, with illustrations of sea serpents and krakens and giant whirpools.
Other lore reasons can be also be attributed to the Empires trying to crack down on the pod pilots power. I mean they did just release a trailer of the Amarr Navy vs a fleet of pod pilots. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
181
|
Posted - 2014.07.17 04:37:00 -
[864] - Quote
Skia Aumer wrote:Erutpar Ambient wrote:There is no correlation between winning and fun. This is not. "John is hay" doesnt mean "hay is John". Logics, use it. EvE would be the best example where losing is just as much fun as winning. And also where winning can also not be fun a significant portion of the time. (F1 was bad, then came Drone Assist)
Also your example needs work. How about this: All lesbians are homosexual, but not all homosexuals are lesbians.... I like lesbians ;)
Quote:Erutpar Ambient wrote:Currently the problem we have is that there are only 2 Coalitions (effectively) left. If this is a problem for you - why dont you join the third coallition? Or the forth? Or create a fifth? Or at least urge that someone should create it for you to join? Why the hell instead of doing something, you just go to forums and start ranting and whining. Oh CCP! Oh please! Break those dudes apart! That's just pathetic. And dishonest. Those dudes want to be together. They like each other. They enjoy flying back to back in one fleet. And you want to cruelly break that harmony with CCP's hands. Why? I explained why this is a problem in general, not just for me. But i guess you weren't able to comprehend it. Maybe you should reread what i said assuming a small paragraph isn't in the TLDR category for you. The truth is, there's no way for another coalition to be formed with the current mechanics. The 2 remaining blocs are comprised of almost ALL of the previous coalitions combined. They have the power to stamp out any new groups that try to emerge as well as the most recent 3rd bloc comprised of not new groups of players.
This is why we are here! Because this is the problem. |

Cyaron wars
VMF-214 Blacksheep
81
|
Posted - 2014.07.17 06:39:00 -
[865] - Quote
CCP, please give us some highlights on your vision of nullsec in future. |

Skia Aumer
Atlas Research Group
76
|
Posted - 2014.07.17 06:41:00 -
[866] - Quote
Erutpar Ambient wrote:Skia Aumer wrote:Erutpar Ambient wrote:Currently the problem we have is that there are only 2 Coalitions (effectively) left. If this is a problem for you - why dont you join the third coallition? I explained why this is a problem in general, not just for me. But i guess you weren't able to comprehend it. Indeed, I cannot comprehend what is "problem in general". If this is the problem for you - go and do something about it. And by "something" I dont mean ranting. If it doesnt concern you - keep having a good time in EVE, why whould you bother?
Erutpar Ambient wrote:The truth is, there's no way for another coalition to be formed with the current mechanics. And I want to be a part of that impossible coalition, and laugh in the face of likes of you when we crush our enemies. That is a challenge, I know. But I like challenges, they are the reasons I play EVE. I dont want CCP to stand on my way. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
181
|
Posted - 2014.07.17 07:26:00 -
[867] - Quote
Skia Aumer wrote: Indeed, I cannot comprehend what is "problem in general". If this is the problem for you - go and do something about it. And by "something" I dont mean ranting. If it doesnt concern you - keep having a good time in EVE, why whould you bother?
This does concern me (as with a great many people) however, there is nothing any one person can actually do about it. Thus the problem is not of a personal nature, but is just a problem in general. What it would take to fix it is basically everyone agreeing not to coalesce into large groups. Which to a lot of those entities would put them at an extreme disadvantage. So that option is not viable. Does that make sense to you?
Skia Aumer wrote:Erutpar Ambient wrote:The truth is, there's no way for another coalition to be formed with the current mechanics. And I want to be a part of that impossible coalition, and laugh in the face of likes of you when we crush our enemies. That is a challenge, I know. But I like challenges, they are the reasons I play EVE. I dont want CCP to stand on my way. While i admire your zeal, it is unfortunately without impact on this issue. If you're character is any indication to your experience then it would appear your ignorance has gotten the best of you.
To be able to get to the point of being on part with the current 2 remaining coalitions, first you'd have to recruit, what? some 30,000 pilots/alts? Then you'd have to build up a force of Super Carriers and Titans if you want to be effective in the least. But in order to build those Supers you have to own Sovereignty in a system for long enough to be able to build those ships in the first place, and then in the numbers required to rival the current contenders. But because they have the already existing super fleet they can just come in and wipe out your sov before you can even put up a capital ship assembly array.
So basically null sec is the Polaris skill. -To inject Polaris, you have to already have Polaris V. -To obtain and hold sov in null sec you need to have a massive super fleet, and to build a massive super fleet you need to be able to obtain and hold sov in null sec.
In other words, you can't learn Polaris. |

Anthar Thebess
592
|
Posted - 2014.07.17 07:57:00 -
[868] - Quote
Every day i learn that players from Polish community ( alliances across the whole universe ) just have enough of this nonsense , and going to other games.
Now i'm just waiting to see if the failure of newest expansion will persuade CCP do actually do something within next 2-3 months , before doing the same.
Yes at first - new industry will make spike of players that will reactivate, just to check what's new , but i don't believe that this will put any thing positive to game.
Reason is simple.
PVE/PVP 1 account = max 1 ship on grid.
Industry 1 account max: Trade : 3x 300 orders Manufacturing : 3x 11 production lines Research : 3x 11 lab operations
Just to compare impact : Player can put 1 ship per account or/and run at max skills (900 trade orders , 33 manufacturing and 33 laboratory operations)
So every thing that CCP will do for a pilot sitting in a ship is from 33 to 900 times more important than for industry people. I don't have any thing against people that actually do industry , but like in the life. Whatever they produce, someone have to buy this , and current CCP approach allowed CCP to gain 20 thousand active players since 2008 and then loose those players.
Why people already stated this for last years what is the reason , this topic is the best example what is NOT wrong as intended in eve. What is the reason that after each spike we have bigger downfall of players.
Yes it will be probably fun producing now, it will be so shiny , but there is less active people in this game - who will buy what you produce? Support Needed : Jump Fuel Consumption |

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.17 09:02:00 -
[869] - Quote
Anthar Thebess wrote:Now i'm just waiting to see if the failure of newest expansion will persuade CCP do actually do something within next 2-3 months , before doing the same.
I think you'll have to wait till autumn. They have vacations now.
CCP took strange way to expand this game. They don't deal with main issiues. Rebalance, rebalance, paint job, rebalance. Do something with sov!!! no, we must rebalance first. Rebalance for what? I don't know, is it a game code? Lack of boldness? Is it hard to conclude that even with imbalance ships people would have reason to fight, they just need purpose?
I don't think removing coaltions will change anything. Players don't have motivation to fight because current mechanism is ill. It evolved to a state of "cold war". All those big word about EvE as "sandbox, big players battles, living breathing unniverse" are bait. This is a simple build-destroy game at the end. We will have "build" soon, now we lack "destroy".
Bacon tastes so much better when it's marinated in vegan tears.-á |

Anthar Thebess
593
|
Posted - 2014.07.17 09:16:00 -
[870] - Quote
They successfully rebalanced their players. That is for sure.
I don't care about how many active subscriptions they have - what matters to me is active players , that actually bring something creative to game.
Think about that we have around 24k players logging in. - divide this by people flying on multiple accounts ; i usually do 2 , and every day login on 4 , now think about all this isboxer 50 account miners - exclude players that just login for EVE : Skills Online - exclude players that login , ask about if something will going to happen , but as many other players are doing the same , they logout 10 minutes later
How many from those 24k people online we will be left?
1. Hell, we will get new industry , faster in sov - more players will be able to produce more in the same amount of time! 2. We will get in next months next frigate rebalance and cruiser pass! 3. We will get bigger roaming fleets!
ad 1. But there will be less player to sell this to, damn my excel calculations where grate , if only there was enough people to buy stuff i produce!
ad 2. Those ships are grate , now only 40 jumps for someone to test this on , and not to get killed by 200 man bored firg roam.
ad 3. Roam tomorrow, finally there will be a reason to login again! We got 4 kills in our 200 man fleet ! Ops success , and we will have next roam in 3 days. Perfect timing , i will login and update my skills then.
Grate Job CCP! EVE Online : Players Rebalanced Support Needed : Jump Fuel Consumption |
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
181
|
Posted - 2014.07.17 09:58:00 -
[871] - Quote
Jeremiah Saken wrote: Rebalance, rebalance, paint job, rebalance. Lack of boldness?
First we had too many Jesus features slopped on our plates. Now we have zero Jesus features. Where's the balance between Jesus and basics??!!??
DEAR CCP
http://www.quickmeme.com/img/b6/b63ece67bfd4da2cd2c20fa48544e360850f87a139cc6e0361ab074e2caad995.jpg |

Anthar Thebess
593
|
Posted - 2014.07.17 10:26:00 -
[872] - Quote
I think that is the reason why we lost 20k active players. (of course this is much more than 20k , as people are shifting places all the time )
Focusing on some small features while ignoring bigger issues discourages new and old players. Changes that needs to be done for higsec players : - no corp ship aggression , we have duels (this will lead corporations to be more friendly towards new players) - more secure pos/corporation asset management. (new people cannot own poses as the same roles will grant access to all corp poses. - Account API limitation. (many people don't like giving away all their informations , no more full account api, limited character api without ability to see whole account. Some new policy that will forbid enforcing by big blobs giving them full api) - Staring skills , 1 character per account making new player actually able to do something! - Reduction of new ship cost, 1 cheap ship per class in each race , so new player don't have to farm 200mil just to buy new battleship , that he will loose 3 days later.
And of course every thing you have in this topic regarding sov and power projection changes. Support Needed : Jump Fuel Consumption |

Speedkermit Damo
Demonic Retribution
295
|
Posted - 2014.07.17 10:29:00 -
[873] - Quote
The biggest obstacle to CCP ever getting around to fixing (Sov/Null/Supers/Power Projection) which are all horribly unbalanced, is many veteran players enormous sense of entitlement.
I've been reading the FHC thread discussing this. It's depressing. Don't Panic.
|

Anthar Thebess
593
|
Posted - 2014.07.17 10:32:00 -
[874] - Quote
Speedkermit Damo wrote:The biggest obstacle to CCP ever getting around to fixing (Sov/Null/Supers/Power Projection) which are all horribly unbalanced, is many veteran players enormous sense of entitlement.
I've been reading the FHC thread discussing this. It's depressing. FHC thread? Support Needed : Jump Fuel Consumption |

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.17 10:49:00 -
[875] - Quote
I just check sov structures "hitpoints" (shield+hull+structure) on evelopedia
Hub - 192 500 000 TCU - 21 000 000
I've heard some ghost stories about sov "bashing", but this? Hilarious
Also is this guide accurate (most of evelopedia is trash):
SOV guide
It's hard to work out ideas without knowing current system. Bacon tastes so much better when it's marinated in vegan tears.-á |

Anthar Thebess
593
|
Posted - 2014.07.17 11:48:00 -
[876] - Quote
Jeremiah Saken wrote:I just check sov structures "hitpoints" (shield+hull+structure) on evelopedia Hub - 192 500 000 TCU - 21 000 000 I've heard some ghost stories about sov "bashing", but this? Hilarious Also is this guide accurate (most of evelopedia is trash): SOV guideIt's hard to work out ideas without knowing current system.
This EHP is nothing when you have enough supers. The issue is that you have timers , a few day ones, and multiple on Hub or a station. In order to move to this timer from the other side of eve , he needs about 30minutes. If he is few regions away - he need even less time.
Amount of ehp forces you to use large numbers , and if those are sub capital numbers , a lot of time. If you use capitals or supers - this will be still enough time to drop his fleet on top of your head.
Now lets assume that you where ready for this. You placed a trap. Now the next SOV nonsense come into the play : - TIDI , it kick in , and trap is turning against you , as enemy can ping for every one and bring back every friend he have , even when this friend will login to the game 4 hours later , the fight will be still there.
Why? You have TIDI 10% in reality much less. So in the TIDI system pass 1h while outside in the rest of eve 10h already passed. Your modules are affected by overloaded node - you deal much less damage.
Now motherships can have around 60.000.000 ehp , titans way more. But what is more important they will be repaired all the time, so in order to kill them you have to do few times more damage. Now imagine yourself 70 those ships on grid , and 200+ on the way from the all upcoming time zones , until the downtime.
As long as moving large group of players+ ships AND (super)capitals from one side of eve to another will take less than time needed to kill a super under a TIDI, or kill something before timer runs out. Nothing will change, and game will be still bleeding players.
Support Needed : Jump Fuel Consumption |

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.17 12:09:00 -
[877] - Quote
Anthar Thebess wrote:This EHP is nothing when you have enough supers. The issue is that you have timers , a few day ones, and multiple on Hub or a station. In order to move to this timer from the other side of eve , he needs about 30minutes. If he is few regions away - he need even less time.
Do you mean a timer that reinforce hub when holder is not present? Bacon tastes so much better when it's marinated in vegan tears.-á |

Punctator
Billionaires Club Aureus Alae
18
|
Posted - 2014.07.17 12:16:00 -
[878] - Quote
stupid ccp. let people destroy give them real power not ******* 5% boost pear skill level. let them destroy stations - let them destroy moons, planets, let them destroy gates and make thair own ships into big bomb makeing KABOOM killing half of grid. this game will die, this game is dieing for long time, because of stupid game developers.
rebalances is WASTE of TIME. It is not problem one ship is better then another it is even better in fact. but one player even with 200.000.000.000SP can do notheing... and it is realy realy bad.
players with skills should be able MANY like in other games - this is that simple |

Anthar Thebess
593
|
Posted - 2014.07.17 12:51:00 -
[879] - Quote
Jeremiah Saken wrote: Do you mean a timer that reinforce hub when holder is not present?
You reinforce ihub, usually no one is even bothering to come when you are doing this. You get timer 2d and 4h This means that in 2d and 4 hours you can come and put ihub to next reinforce timer ( not the final).
So you are waiting, and alliance that owns this system, can easily attend this timer.
In theory this was ok. People are from different timezones , have life... But this lead to this (those are only renter alliances, but many small holding alliances actually rent this sov from bigger entity, mostly NCPL) : Northern Associates. systems : 695 Brothers of Tangra systems : 365 Brothers of Tangra Systems : 128
If you check most of large alliances that hold space from the both blue blobs you will notice very bad things : - they own a large amount of space - space that is really used is minimal - most of the systems have 1-2 random jumps per day , and even if they are on some pipe , most of the jumps come from non associated people
Why all they keep this space? Because they can drop on each of this multi day timer people from the other side of eve universe , and go back to the space they actually live within 30 minutes.
Some times they don't even bother to come in full force. Just send enough people to do the job, while keeping most of the forces 2-3 regions away - because broken mobility allows them to arrive to spot within few minutes.
Support Needed : Jump Fuel Consumption |

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.17 13:13:00 -
[880] - Quote
So to claim system players must anchor TeritorailClaimUnits, then they may place Hubs there for benefits . To contest sovereignty they have to deploy SovereigntyBlocadeUnits in order to have possibilty to shoot Hubs which has dual reinforcement timer, one for shields and one for armor (days). Now with ability to deploy as much forces as want to anywhere they want...no wonder null is empty. This is tremendously boring. For how long have you guys been playing this way? This is most hardcore game community i've ever met.
You want to claim territory shoot TCU and anchor own. Why using BCU? (who get this insanely idea, what is this? chess?). Reduce the TCU EHP a lot. 20 man suicidal raid should get this down (cruisers maybe). Remove timers from HUBs. You get attacked? Defend the thing and/or repair it.
Bacon tastes so much better when it's marinated in vegan tears.-á |
|

Harvey James
The Sengoku Legacy
844
|
Posted - 2014.07.17 13:31:00 -
[881] - Quote
Jeremiah Saken wrote:So to claim system players must anchor TeritorailClaimUnits, then they may place Hubs there for benefits . To contest sovereignty they have to deploy SovereigntyBlocadeUnits in order to have possibilty to shoot Hubs which has dual reinforcement timer, one for shields and one for armor (days). Now with ability to deploy as much forces as want to anywhere they want...no wonder null is empty. This is tremendously boring. For how long have you guys been playing this way? This is most hardcore game community i've ever met.
You want to claim territory shoot TCU and anchor own. Why using BCU? (who get this insanely idea, what is this? chess?). Reduce the TCU EHP a lot. 20 man suicidal raid should get this down (cruisers maybe). Remove timers from HUBs. You get attacked? Defend the thing and/or repair it.
they seem too be glorified flags that take a beating .. it shouldn't really be what determines SOV at all ... roman empire didn't dominate the world because they could protect there flags better than anyone else.. 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Anthar Thebess
593
|
Posted - 2014.07.17 13:35:00 -
[882] - Quote
Well this was working, at least partially. Until both coalitions didn't get their numbers so high that there is no way to brake them on the timer. Because : - they will put enough people in the contested system just before timer , that putting your , will crash the node OR you will get TIDI 1% and this fight will be for next 20hours , until DT - they will put enough capitals and supers , that will block you from any thing, as DPS needed to BRAKE their spider tank is so big that again node will die , or TIDI will make this fight till the DT without ability to achieve any thing
Support Needed : Jump Fuel Consumption |

SFM Hobb3s
Wrecking Shots Black Legion.
93
|
Posted - 2014.07.17 13:53:00 -
[883] - Quote
Anthar Thebess wrote:Well this was working, at least partially. Until both coalitions didn't get their numbers so high that there is no way to brake them on the timer. Because : - they will put enough people in the contested system just before timer , that putting your , will crash the node OR you will get TIDI 1% and this fight will be for next 20hours , until DT - they will put enough capitals and supers , that will block you from any thing, as DPS needed to BRAKE their spider tank is so big that again node will die , or TIDI will make this fight till the DT without ability to achieve any thing
Agreed. It's too easy for ships to flood a system under tidi. To easy for reinforcements all the way across Eve to get there before any significant tidi-time passes in the contested system.
With current game mechanics you'll never be able to stop gate-to-gate travel, but CCP could certainly do something effectively about caps and titan bridging into tidi-systems.
And I would bet most of the needed code to do so is already in place. You could have Tidi generate a meter much like you get for the border systems around an incursion...the higher the tidi, the higher the meter, the longer it takes to bridge or jump into the system. Or, if CCP introduces a spool up timer for all titan bridges and jump drives, it could be linked to those instead. This wouldn't stop any ships that were already on stand-by with their bridge or jump engine pre-spooled, but it would certainly significantly slow down the arrival of any reinforcements, allowing a potentially meaningful battle to occurr in the contested system. |

Brib Vogt
Deep Core Mining Inc. Caldari State
46
|
Posted - 2014.07.17 14:15:00 -
[884] - Quote
Just remove ALL notifications.
If your POS gets attacked... Look after it! If your SOV gets attacked... LOOK after it! Timer?... Fly to the POS and check it out! |

Altirius Saldiaro
Royal Amarr Institute Amarr Empire
8
|
Posted - 2014.07.17 14:19:00 -
[885] - Quote
Brib Vogt wrote:Just remove ALL notifications.
If your POS gets attacked... Look after it! If your SOV gets attacked... LOOK after it! Timer?... Fly to the POS and check it out!
Remove the war dec notification. That would be interesting. Players and corps would actually have to check their corp/alliance info to see if any are pending or active. |

Speedkermit Damo
Demonic Retribution
295
|
Posted - 2014.07.17 15:11:00 -
[886] - Quote
Anthar Thebess wrote:Speedkermit Damo wrote:The biggest obstacle to CCP ever getting around to fixing (Sov/Null/Supers/Power Projection) which are all horribly unbalanced, is many veteran players enormous sense of entitlement.
I've been reading the FHC thread discussing this. It's depressing. FHC thread?
Failheap challenge
http://failheap-challenge.com/showthread.php?17149-CCP-Fozzie-and-team-are-discussing-my-favorite-subject-in-a-thread
Don't Panic.
|

Speedkermit Damo
Demonic Retribution
295
|
Posted - 2014.07.17 15:17:00 -
[887] - Quote
Look at this
http://themittani.com/news/amarrmatar-fw-huolas-irregulars
Seems like everyone involved is having lots of fun. Why can't sov-warfare be like this? Don't Panic.
|

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.17 15:52:00 -
[888] - Quote
Harvey James wrote:they seem too be glorified flags that take a beating .. it shouldn't really be what determines SOV at all ... roman empire didn't dominate the world because they could protect there flags better than anyone else..
Ahh Roman Empire. Romans keeped peace by pax romana (and good politics to the conquered nations). 30 legions deployed among empire provinces. It was good in primes inter pares period. After great conquest era they build great limes along their borders. Without good mobile armies, and reforms they were flooded by roaming "barbarian" nations. If they had cynos...every general wet dream. Firepower and mobility. Maybe copy some of that to EvE. Coalitions as clay legs titans.
What if CCP:
-remove cynos option for combat ships or restrict to cruisers and lower classes, -capitals can jump only to closest systems with 15 minutes timer to recharge drives, leviatans with huge fire power but slow, -give ability to roams into coalitions sov system (like "barbarian" raids) for planetary resources etc. Some motivation to attack this "land of plenty", swift attacks, to steal or destroy and loot, not necessary to conquer, real conflict driver, far more than ESS. CCP you have huge oportunities, think huge, -Sov structures will have reduced EHP greatly (defends whats yours), -rebalance resources in null, some system with greatly increased ISK oportunities (conflict driver), -pirates trying to recapture systems, attacking players sov and poses, -sov is establised by some kind of loyality to corporation, some kind of pax romana, money, fear etc. players choice, -reduce JF abilities. Conflict driver. Is it better to stay in far systems, good to defend or close to empire borders with good logistics but vulnerable.
Any weakness of above points?
Anthar Thebess wrote:In theory this was ok. People are from different timezones , have life...
This is what coalitions are for, gather people from all timezones.
Bacon tastes so much better when it's marinated in vegan tears.-á |

Karash Amerius
Sutoka
187
|
Posted - 2014.07.17 16:12:00 -
[889] - Quote
In the grand scheme of things, I would not assume that keeping track of capacitor (or shield) levels inside station would be difficult to accomplish. Why do we auto-magically get filled up at station? Might be a small piece to the puzzle to finally fix this. Karash Amerius Operative, Sutoka |

Harvey James
The Sengoku Legacy
844
|
Posted - 2014.07.17 16:54:00 -
[890] - Quote
add a science ship designed for cyno's and make them the only ship able too carry one.. remove cynos from everything else
then increase spool up time on anything jumping through .. thus giving the opponents a chance too react .. -either kill the science ship - or have time too move off or get reinforcements - or time add deploy a mobile cyno inhibitor which cancels any cyno field up in range of it.. 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

Mario Putzo
Welping and Dunking.
936
|
Posted - 2014.07.17 17:10:00 -
[891] - Quote
Harvey James wrote:add a science ship designed for cyno's and make them the only ship able too carry one.. remove cynos from everything else
then increase spool up time on anything jumping through .. thus giving the opponents a chance too react .. -either kill the science ship - or have time too move off or get reinforcements - or time add deploy a mobile cyno inhibitor which cancels any cyno field up in range of it..
Right because the timers over ~5 days isn't enough time to react already.
The problem isn't with ships getting from point A to point B. The problem is that you have a week to move those ships there, contest a timer, and reset the whole progress. You need to stop trying to remedy a symptom of a problem. The problem is Sov mechanics, fix sov mechanics and the rest will work itself out.
The problem is that Sov contestation is not even remotely impacted by actually playing the game, if people actually had to use space in order to claim ownership of it, you wouldn't have 1K man fleets showing up to every fight, because those fleets would have to be at home protecting easily flipped sov.
Making sov easier to hold is not the solution. Making it easier to take is. You shouldn't need 1K dudes to take sov, you shouldn't need 1K dudes to defend sov. Fix that and you will fix the "problem" with power projection.
|

Anthar Thebess
593
|
Posted - 2014.07.17 17:20:00 -
[892] - Quote
Because we have supers, capitals, timers, doomsdays, dictor bubbles , and other fun stuff, that is just not working as CCP intended.
Support Needed : Jump Fuel Consumption |

Jeremiah Saken
The Fall of Leviathan
59
|
Posted - 2014.07.17 17:56:00 -
[893] - Quote
Mario Putzo wrote:Making sov easier to hold is not the solution. Making it easier to take is. You shouldn't need 1K dudes to take sov, you shouldn't need 1K dudes to defend sov. Fix that and you will fix the "problem" with power projection.
Agree. You don't need atomic bomb to kill a fly. It would be good mechanism to thin the "blob". Fleet would have to be spread. Bacon tastes so much better when it's marinated in vegan tears.-á |

Mario Putzo
Welping and Dunking.
936
|
Posted - 2014.07.17 18:01:00 -
[894] - Quote
Jeremiah Saken wrote:Mario Putzo wrote:Making sov easier to hold is not the solution. Making it easier to take is. You shouldn't need 1K dudes to take sov, you shouldn't need 1K dudes to defend sov. Fix that and you will fix the "problem" with power projection. Agree. You don't need atomic bomb to kill a fly. It would be good mechanism to thin the "blob". Fleet would have to be spread.
Pretty much.
CCP needs to give sov a use it or lose it make over. Force people to actually use the space if they want to claim it as their own. Take what they did with FW and apply it to sov control. If you can't actively defend your space by using it...to bad, don't try and hold as much then. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
181
|
Posted - 2014.07.17 21:03:00 -
[895] - Quote
Mario Putzo wrote:Jeremiah Saken wrote:Mario Putzo wrote:Making sov easier to hold is not the solution. Making it easier to take is. You shouldn't need 1K dudes to take sov, you shouldn't need 1K dudes to defend sov. Fix that and you will fix the "problem" with power projection. Agree. You don't need atomic bomb to kill a fly. It would be good mechanism to thin the "blob". Fleet would have to be spread. Pretty much. CCP needs to give sov a use it or lose it make over. Force people to actually use the space if they want to claim it as their own. Take what they did with FW and apply it to sov control. If you can't actively defend your space by using it...to bad, don't try and hold as much then. This is what the effect of removing jump drives would have to a major extent. You won't be able to protect 200+ systems with 1 group of capitals. They're just too slow moving from gate to gate. And if you bubble their path, oh lord, think how long it would take to travel through a bubble to the gate. |

Estella Osoka
Deep Void Merc Syndicate
414
|
Posted - 2014.07.17 21:08:00 -
[896] - Quote
I kinda like the idea of removing cynos, but I also like the idea of cynos only being limited to a certain ship.
I say:
1. Allow ships to jump without cynos, but they will be randomly placed in a system. 2. Only allow Battlecruisers and Command Ships the ability to fit cynos. Covert cynos remain the same. This could have the happy side-effect of getting fleet boosters on grid. 3. Jumping to a cyno will land you within a radius of 50km. 4. Add a new cyno skill to reduce that radius, with level 5 allowing the ship to land right on the cyno. You could call it Cyno Pinpointing or something. |

Anthar Thebess
593
|
Posted - 2014.07.17 21:14:00 -
[897] - Quote
Estella Osoka wrote:I kinda like the idea of removing cynos, but I also like the idea of cynos only being limited to a certain ship.
I say:
1. Allow ships to jump without cynos, but they will be randomly placed in a system. 2. Only allow Battlecruisers and Command Ships the ability to fit cynos. Covert cynos remain the same. This could have the happy side-effect of getting fleet boosters on grid. 3. Jumping to a cyno will land you within a radius of 50km. 4. Add a new cyno skill to reduce that radius, with level 5 allowing the ship to land right on the cyno. You could call it Cyno Pinpointing or something.
1-2 months to skillup alts, while using some other caracters. The whole jumping direcly to cyno is the issue. Make 1-2 first ships droping to cyno, and rest scattered across the system. Support Needed : Jump Fuel Consumption |

Estella Osoka
Deep Void Merc Syndicate
414
|
Posted - 2014.07.17 22:00:00 -
[898] - Quote
Anthar Thebess wrote:Estella Osoka wrote:I kinda like the idea of removing cynos, but I also like the idea of cynos only being limited to a certain ship.
I say:
1. Allow ships to jump without cynos, but they will be randomly placed in a system. 2. Only allow Battlecruisers and Command Ships the ability to fit cynos. Covert cynos remain the same. This could have the happy side-effect of getting fleet boosters on grid. 3. Jumping to a cyno will land you within a radius of 50km. 4. Add a new cyno skill to reduce that radius, with level 5 allowing the ship to land right on the cyno. You could call it Cyno Pinpointing or something. 1-2 months to skillup alts, while using some other caracters. The whole jumping direcly to cyno is the issue. Make 1-2 first ships droping to cyno, and rest scattered across the system.
Yeah, but if only BCs and CCs can use them, then you still have to get those ships to the target system. |

Anthar Thebess
593
|
Posted - 2014.07.17 22:25:00 -
[899] - Quote
Estella Osoka wrote:Anthar Thebess wrote:Estella Osoka wrote:I kinda like the idea of removing cynos, but I also like the idea of cynos only being limited to a certain ship.
I say:
1. Allow ships to jump without cynos, but they will be randomly placed in a system. 2. Only allow Battlecruisers and Command Ships the ability to fit cynos. Covert cynos remain the same. This could have the happy side-effect of getting fleet boosters on grid. 3. Jumping to a cyno will land you within a radius of 50km. 4. Add a new cyno skill to reduce that radius, with level 5 allowing the ship to land right on the cyno. You could call it Cyno Pinpointing or something. 1-2 months to skillup alts, while using some other caracters. The whole jumping direcly to cyno is the issue. Make 1-2 first ships droping to cyno, and rest scattered across the system. Yeah, but if only BCs and CCs can use them, then you still have to get those ships to the target system.
This is nullsec. You have 1st account : main 2nd : first alt , no more! You need eyes. 3rd account: because 3 capitals is better than one 4,5 for cyno alts.
And each account have 3 chars.
Plex prices went up so i already reduced my accounts to 4. There will be 3 in next month , and 2 in the future. But i can always reactivate them , and every where i have cyno alts.
My point is : - if i have so many accounts ( and i have just few ) there is no issue to move alt to destination system at any ealier time, and simply logout it there.
Support Needed : Jump Fuel Consumption |

Speedkermit Damo
Demonic Retribution
295
|
Posted - 2014.07.18 06:39:00 -
[900] - Quote
Anthar Thebess wrote:Because we have supers, capitals, timers, doomsdays, dictor bubbles , and other fun stuff, that is just not working as CCP intended.
We don't know how lucky we are.
Don't Panic.
|
|

Anthar Thebess
593
|
Posted - 2014.07.18 08:09:00 -
[901] - Quote
Free bump for CCP! Support Needed : Jump Fuel Consumption |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
464
|
Posted - 2014.07.18 08:34:00 -
[902] - Quote
This was probably the best suggestion I've ever seen for Null Sec Space in general: Link
Covers a hell of a lot of issues. Unfortunately it seemed to slip completely under the radar of CCP. Probably due to timing.
Couple this with removing instant teleportation with a "J-Space" mechanic for jumping and I think we might actually have working Sov!! |

Anthar Thebess
593
|
Posted - 2014.07.18 08:47:00 -
[903] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=4815864#post4815864 Some additional idea. Support Needed : Jump Fuel Consumption |

Corraidhin Farsaidh
Hello-There
619
|
Posted - 2014.07.18 09:22:00 -
[904] - Quote
h4kun4 wrote: Ores need to be rebalanced somehow in null, the permanent shortage of mexallon and the senselessness to import it due to fuel pices and the actual obsolescence of Meta 0 425mm Rails after cruis are not good for the economy.
I thought the idea of low mex in null was to make sure people had to move back and forth from null the empire and back. If anything I think we need more of this. The more people that actually jump across systems the more people will see this and want to do the same. |

Speedkermit Damo
Demonic Retribution
295
|
Posted - 2014.07.18 09:26:00 -
[905] - Quote
After hearing about the recent fighting for Huola, and having dabbled in factional warfare myself, I honestly think applying the FW mechanics to sov warfare would be great. All it would need would be a few tweaks.
It can't be worse than the crap we have now. Don't Panic.
|

Anthar Thebess
593
|
Posted - 2014.07.18 09:45:00 -
[906] - Quote
Speedkermit Damo wrote:After hearing about the recent fighting for Huola, and having dabbled in factional warfare myself, I honestly think applying the FW mechanics to sov warfare would be great. All it would need would be a few tweaks.
It can't be worse than the crap we have now. I think you are right. Support Needed : Jump Fuel Consumption |

Callduron
Occupational Hazzard The Bastion
614
|
Posted - 2014.07.18 19:00:00 -
[907] - Quote
Allison A'vani wrote:I don't know the last time you had to do any alliance logistical work Manny, but as someone in PL who uses their JF more than any other ship in the game I have to 100% disagree with you. If this became a thing, then 0.0 would essentially die.
Check your privilege. The kind of traffic congestion Manny was talking about sounds amazing fun, hardly anyone else thinks it should stay sacrificed so you get to titan bridge your freighters around your renter empire.
Quote: Regardless of any resource localization done in 0.0 from mining, ratting, or plexing, you still have to import a ton of things for basic industry as they are region bound
Basic industry is T1. Nothing T1 needs regional mats.
T2 regional mats could be sourced and moved pretty easily in blockade runners. Enough mats for 2 scimis fit in one Blockade runner. We want those gankable targets moving around.
Quote:If this happened then no one in 0.0 would ever use t2 modules nor ships as sourcing them would be near impossible without an extreme amount of work, especially as most of the exploration sites spawn in high-sec and low-sec space.
Bizzarrely ships are capable of flying into nullsec from elsewhere even if they have T2 modules on.
Price of t2 ships and modules would skyrocket overnight as fueling a pos would be a nightmare and moving moon goo would be suicide.
Great. This would create a gold rush towards nullsec which would create content.
Quote:Moons and systems in deep 0.0 would be abandoned as there would be no way to move products out of those systems in any way that was not a complete chore.
People mine Veldspar in high sec. Eve is full of people doing things which are a complete chore. The trick is to get these chores to generate pvp content.
In fact tell you what. Give me a Neo moon and I'll promise to only fuel it and collect my goo in a Blockade Runner. Do we have a deal?
Basically the entire 0.0 outside of border regions to empire space would be abandoned and you would see a mass exodus back to high/low sec.
No. It is currently abandoned. It would become interesting.
Quote:The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts.
You can't make an omelette without breaking eggs. Eve is dull, it's a space conquest game with no space conquest. It's a game that inspires and excites but then breaks the promises it seemed to give. There's a generation of players that joined because of B-R who will be gone by the end of the year because Eve is nothing like as exciting as reports of those stories seem to suggest. I write http://stabbedup.blogspot.co.uk/
I post on reddit as /u/callduron. |

X Gallentius
Justified Chaos
2386
|
Posted - 2014.07.18 20:11:00 -
[908] - Quote
Create some sort of mechanism that scales sov grinding based on how much a system is used.
If your alliance kills 10k rats / day mines hundreds of thousands of roids, sucks all the moon goo out of the system, runs all the anoms, etc.... then the sov grind should be hard.
If your alliance occasionally passes through a system once a day but otherwise does nothing, then sov should be much easier to grind.
Reason: Just because you pay CONCORD for sov doesn't mean you get to keep it. CONCORD wants you to use your system to its full economic potential as well. |

Dr Cedric
Independent Miners Corporation Care Factor
57
|
Posted - 2014.07.18 22:43:00 -
[909] - Quote
So, I'll do it again, since a few people have shamelessly plugged their ideas.
The shameless plug
the TL;DR:
Using your space earns you points to keep/upgrade it. Bad guys take away your points forcing you to lose/downgrade it. Does not address power projection, cynos, or capitals. Sparsely addresses the blob. Very much addresses the "blue donut"
Please enjoy!
Cedric
|

Pidgeon Saissore
DNS Requiem Brothers of Tangra
37
|
Posted - 2014.07.19 03:25:00 -
[910] - Quote
The feeling that I get from reading most of the intelligent comments here is that the best thing that could possibly happen to the game is for someone to get a director level spy in all alliances and hit the big shiny disband button. They would also need to go beyond the game to alliance coms servers and forums and lock them down too.
Short of this there is really no way to change the way the game is going away from the monolithic power blocks. Yes I know this wouldn't be good for anyone in the short term but it is the only way to break the stalemate that the game is in.
The point is that CCP can't revitalize null, only someone on the inside of the power blocks can, and that only by destroying them. Somehow I doubt that someone in the position to do that would sacrifice everything it gives them just for that purpose though I do suspect there are several people actively seeking to get in position to do just that. |
|

Alavaria Fera
GoonWaffe
6231
|
Posted - 2014.07.19 03:47:00 -
[911] - Quote
Dr Cedric wrote:So, I'll do it again, since a few people have shamelessly plugged their ideas. The shameless plugthe TL;DR: Using your space earns you points to keep/upgrade it. Bad guys take away your points forcing you to lose/downgrade it. Does not address power projection, cynos, or capitals. Sparsely addresses the blob. Very much addresses the "blue donut" Please enjoy! Northern Associatesdot will murder us all with their use of space
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Doris VanGit
The Rusty Muskets
1
|
Posted - 2014.07.19 12:00:00 -
[912] - Quote
I think what would be nice at this point, is some more interaction from the Dev's. To my knowledge there is only one dev post on this thread!
But the general idea from all i think, is find away for smaller units to hold null, whilst making it a pain for larger units to maintain it.
Come on CCP, give us your thoughts. So we may agree or disagree, we are the paying customers after all! |

Draahk Chimera
0ne Percent.
22
|
Posted - 2014.07.19 15:54:00 -
[913] - Quote
Just wanted to say I just finished watching the 2014 EVE fanfest keynote adress. CCP Seagull actually made their current work-flow quite clear: Industry (because the sandbox does not work without it) > Sov and warfare > Future (including player built gates).
I am sure they are looking at the thread and taking notes. They just can't say anything yet. Imagine they are working on a way to rebalance null by removing jumping but has not yet envisioned what to buff to compensate. Then a dev jumps in the thread like "Yeah we are removing jump drives and bridges". People would go bananas.
Kepp the faith friends, keep the faith. [IMG]http://i155.photobucket.com/albums/s302/nattravn/EVE/draakhchimeranaglfar.png[/IMG] |

Mario Putzo
Welping and Dunking.
937
|
Posted - 2014.07.19 16:57:00 -
[914] - Quote
Hard to keep the faith when players have been asking for CCP to look at sov mechanics for what, 4 years now? The reason EVE is the way it is, is because of CCP inaction. Instead of addressing real concerns they have rebalanced ship lines a couple time each, and added gimmicky **** that is essentially useless in practical usage situations.
Even this industry change is just change for the sake of change. It is already more profitable and efficient to produce product in Nullsec. The changes to industry are not going to make people go rushing to null any more than they do now. In fact all the changes do is "punish" people for not living in Null by making their production slightly less efficient than it was.
"Kicking the can down the road" CCP Games. |

Axe Coldon
46
|
Posted - 2014.07.19 17:12:00 -
[915] - Quote
Unless CCP wants to die that slow death a gaming company experiences when they don't innovate, they will do something.
I suspect that have something in mind but can't or won't say.
To me its simple. Expansion. More space to fight over. Much more. Make Eve Bigger! _________________________________________________________________________________________________ No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced. |

Dhaq
Anonymous Posters
25
|
Posted - 2014.07.19 17:20:00 -
[916] - Quote
Axe Coldon wrote:To me its simple. Expansion. More space to fight over. Much more. Make Eve Bigger!
Simply adding more systems would just result in the number of systems held by the current blocs being incremented by X. Maybe some small skirmishes to begin with, and then we are right back to where we are today.
|

Rivr Luzade
Coreli Corporation Ineluctable.
634
|
Posted - 2014.07.19 18:18:00 -
[917] - Quote
Dhaq wrote:Axe Coldon wrote:To me its simple. Expansion. More space to fight over. Much more. Make Eve Bigger! Simply adding more systems would just result in the number of systems held by the current blocs being incremented by X. Maybe some small skirmishes to begin with, and then we are right back to where we are today.
Especially since you need to go through their space in the most likely case to get from High/Low sec to that kind of remote space.
|

Manfred Sideous
North Eastern Swat Pandemic Legion
765
|
Posted - 2014.07.19 21:58:00 -
[918] - Quote
Sup bros and broettes.
So you all know CCP is actually working on all this right now. They are just giving it to us in small digestible pieces. The industry changes they are making is feeding in to a much larger picture. This as well as all the anchorable units like Mobile Tractor beams and etc. 2015 will be the year just believe with me just believe. This conversation ITT however is important we are helping them see new options , poke holes in existing theories and ideas. We all have to understand I am sure CCP developers have alot they would like to say on this subject. However I am sure they understand its better to let this conversation happen organically versus wading in and injecting bias. They are watching bros so lets keep this going. @EveManny
https://twitter.com/EveManny |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
168
|
Posted - 2014.07.20 04:27:00 -
[919] - Quote
1. next time you post practice brevity.
2. allowing caps into lowsec means the end of lowsec (it's already tough to go out there).
3. I like the idea of hackables the more headache a small group can do the better (this would take quite a bit of balancing so that a single individual doesn't become to powerful vs a nullsec cartel).
4. confused by your sov next to other sov reduces defense and increases cost, seems this would be counter to your desire to get more small corps out into nullsec since their first sov would have no adjacent sov of their kind and so be weak and expensive or am i understanding your idea wrong?
5. destructible stations should loot spew and leave behind salvage just like ships do not magically jump someplace.
6. For those desiring that nullsec stay as it is because it makes good marketing; wow, seriously that is your justification?!?
7. one thing that surprised me when i first started playing EVE a year and a half ago was that 1 alliance had not achieved absolute game domination, the current game mechanics favor this outcome. (further the direction it seems CCP intends for the game will likely hasten this 1 alliance domination, in my opinion). Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Callduron
Occupational Hazzard The Bastion
614
|
Posted - 2014.07.20 09:02:00 -
[920] - Quote
Doris VanGit wrote:I But the general idea from all i think, is find away for smaller units to hold null, whilst making it a pain for larger units to maintain it.
You've put your finger on the heart of the problem but I think your analysis is flawed.
If logistics is manageable player effort will always scale up. I believe Mittani said in the Halloween War that they didn't want the extra space because it would burn out their logistics team. They still have a team that can maintain sov structures, ihub upgrades, defensive sbus, poses, moon mining over the whole left side of the universe. It's too easy to manage. It's currently a design feature that a logistics team that isn't so huge that it can be easily inflitrated by spies can't get through the work of managing more than about 10 regions. That's on a spectrum, want PL/BOT and CONDI/PBLRD to run less space make logistics harder.
Now space logistics is not good content.
Not only is it content for only a very few people but it's more or less pvp free. Occasionally a blockade runner might get caught on a gate but generally logistics is done without generating any pvp content at all. Eve is meant to be a game where the economics feeds conflict but this huge economy of renters and moon goo exists while rarely generating content.
I thought the idea of the Farms and Fields proposal was that people should hold sov by being active. I think that's still a direction worth exploring. So you control your space by mining and ratting and that attracts ganks which in turn encourages defence. To make defence viable we'd need to take a hard look at hotdrops. I can defend a mining fleet by putting out scouts next door against conventional roams but the possiblity to being hotdropped means that any neut in local suggests I should dock everyone up until they go away.
We're getting to the heart of things here - home defence should be viable and necessary. It really isn't now - I've been in a null sec alliance where we got told not to do home defence on the basis it would encourage trouble.
The key to a game of conquerable space countries is that the mechanics should force people to pvp to hold the space. If someone invaded a port in the real world and started blowing up buildings a country would respond with troops. In Eve they are usually best to just dock up. For example Black Legion took every R64 in Tribute, mostly unopposed, earlier this year. They then got outnumbered, deployed elsewhere and the poses were recaptured by the CFC. Player v POS, it's dull.
Crius is a start of this vision because if your POSes build your ships it's more worth undocking to defend them but ultimately we need pvp that's generated from threats rather than boredom. And I think that's where CCP is going. We know something of the schedule: Industry > Corp & Alliance revamp > POS revamp > Sov revamp > buildable stargates which will likely unlock new regions of space. This was revealed in the Eve keynote at Fanfest.
So if we're going to have all hands on deck red pen level 5 CTAs to defend space that''s a more exciting Eve than "I'll convo PGL and see if he'll bring a fleet out to fight us." And it does seem that that's the Eve CCP is trying to build.
There should be defensive advantage. Like wormhole effects but only applying to the alliance that owns the system. Something like +10% hit points and damage per sov level. That means attacking a major capital like VFK will usually necessitate interdicting ratting and mining first to degrade the sov level so you don't have to fight against people getting +50% damage and hit points.
Do you remember last year when Shadoo proposed an Alterac Valley style war games event in Cloud Ring instead of a sov war? When challenged he simply said "That's what happens now, you guys just don't know it." That's what Eve is now, war by consent, war games not real war. The current Delve campaign is NC. pushing for good fights and the CFC deployed down to give them those fights. It's based in Delve because both sides want to farm HERO and Provi between strat ops. It's all arranged and non-threatening.
To make threatening fights we need to design towards an Eve of small squabbling Balkanised countries. I'd actually like to see most of the logistics side disappear. Want sov? Grab some friends and go mine in an empty system. A one time operation that is done secretly by a dude titan bridging his freighter in is rubbish content.
Coalitions will only crumble if it's not in the interest of the members to stay in and if it's not manageable to defend so much space. And targeting the coalitions in quite a hostile way is the design requirement to make a sov game based on danger rather than consensual arranged pvp. I write http://stabbedup.blogspot.co.uk/ I post on reddit as /u/callduron. |
|

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
1488
|
Posted - 2014.07.20 11:34:00 -
[921] - Quote
I know nothing of nullsec, so I'll just leave this idea here on the 1% chance it has some potential. Y'all experts just ignore it if it doesn't.
Make moon mining equipment be anchorable only outside of POS shields, with no warning if it's being attacked. EVE Online: Death-o-meter |

Skia Aumer
Atlas Research Group
76
|
Posted - 2014.07.20 18:34:00 -
[922] - Quote
Erutpar Ambient wrote:This does concern me (as with a great many people) however, there is nothing any one person can actually do about it. Thus the problem is not of a personal nature, but is just a problem in general. What it would take to fix it is basically everyone agreeing not to coalesce into large groups. Which to a lot of those entities would put them at an extreme disadvantage. So that option is not viable. Does that make sense to you? It does not. Do you attend elections? According to your logics, elections are useless, because - and I quote - "there is nothing any one person can actually do about it".
Erutpar Ambient wrote:While i admire your zeal, it is unfortunately without impact on this issue. If you're character is any indication to your experience then it would appear your ignorance has gotten the best of you.
To be able to get to the point of being on part with the current 2 remaining coalitions, first you'd have to recruit, what? some 30,000 pilots/alts? Then you'd have to build up a force of Super Carriers and Titans if you want to be effective in the least. But in order to build those Supers you have to own Sovereignty in a system for long enough to be able to build those ships in the first place... No, I'm not posting with my main character here. And no, you dont need to own sov to get supers and titans. You can either buy them, or recruit players that already have those. And again no, you dont need gazilions of the big toys to win sov warfare. 2-3 ninja Nyxes can RF an IHUB in a timely manner. Thus even one small corp can be a PITA for the whole coalition. It can create timers and take systems if the blob choose not to respond. If they form up - oh well, try again. And again. And yet again. Time after time you'll see their fleets shrink. Who wants to rep that useless IHUB in a useless system in the middle of nowhere? And this is the time you bite.
Now I'm not telling you that sov mechanics is fine. It's ****. A large issue is a timezone warfare, for example. It's a common practice to set timers to 04:00 at night so that attackers have no chance to form a fleet. That trick was used extensively during the Hallowing War, and was among the major reasons why RUS block crumbled. But fixing it has nothing to do with jump drives, bridges and blue doughnuts. |

M1k3y Koontz
Thorn Project Surely You're Joking
588
|
Posted - 2014.07.20 18:47:00 -
[923] - Quote
Cherry Yeyo wrote:I can tl;dr this whole problem:
1. Its too easy to control large swaths of space via capitals and capitals are too hard to kill in large numbers
Why would anyone do that?
2. Theres not enough localized value in 0.0
If I have one lump of coal that isnt worth much but I have the ability to gather 500 lumps of coal that will be pretty great, I will gather 500 lumps of coal to the best of my ability.
If you make my one lump of coal more valuable, enough to sustain a reasonable living and make it impossible for me to gather 500, I will learn to live with that.
This is a simplified analogy about garbage space and collecting a ton of it then renting it out, no one can contest my 19 regions of space because of my capital blob that can move anywhere in it in minutes.
^ This is a great analogy that really hits the heart of the problem. Power projection is a symptom of the real problem: that holding half a galaxy is not only possible, but also advantageous.
If space were more valuable on the small scale (more resources), and harder to control on the large scale (tie sov to who actually occupies the space, if you don't occupy your space you'll lose it, just like real life), nullsec wouldn't face the problems it has today. How much herp could a herp derp derp if a herp derp could herp derp. |

Skia Aumer
Atlas Research Group
76
|
Posted - 2014.07.20 19:15:00 -
[924] - Quote
Anthar Thebess wrote:There is only one issue with your logic. EvE is game, it is not life. EVE is more than a game. Why do you think people like The Mittani play it? Not to shoot red crosses for sure, so why? Cause in EVE we have a huge social experiment and it's amazingly interesting to watch it evolves. And guess what? In merely several years we've managed to repeat the history of the mankind from the Age of Discovery to the present. Dont you see the analogy between the current real life political map and EVE sov map? The forum dosnt allow for RL political discussion, so I'm not going into details. But seriously, the two worlds have very much in common. And the thing is - if we keep this frightfully accurate model (which is EVE) running for some time more, we have a chance to look into the future if our RL world.
Call me a madman, but if there's a 1% chance this time machine will work, then it's worth trying. But if they change the rules, for the sake of "fun" or whatever, the precious model can get broken, and EVE turns into a mere game. |

FT Diomedes
The Graduates Forged of Fire
496
|
Posted - 2014.07.20 20:02:00 -
[925] - Quote
Gully Alex Foyle wrote:I know nothing of nullsec, so I'll just leave this idea here on the 1% chance it has some potential. Y'all experts just ignore it if it doesn't.
Make moon mining equipment be anchorable only outside of POS shields, with no warning if it's being attacked.
Get rid of moon mining altogether. Get players out in ships gathering T2 raw materials and watch people fight each other, rather than structures. This is my signature. There are many like it, but this one is mine. |

Mario Putzo
Welping and Dunking.
938
|
Posted - 2014.07.20 20:19:00 -
[926] - Quote
FT Diomedes wrote:Gully Alex Foyle wrote:I know nothing of nullsec, so I'll just leave this idea here on the 1% chance it has some potential. Y'all experts just ignore it if it doesn't.
Make moon mining equipment be anchorable only outside of POS shields, with no warning if it's being attacked. Get rid of moon mining altogether. Get players out in ships gathering T2 raw materials and watch people fight each other, rather than structures.
Hell ya. Could even go further and tie moon goo elements into gas and mineral mining using alchemy. Put more people in space. |

Carniflex
StarHunt Mordus Angels
258
|
Posted - 2014.07.20 21:21:00 -
[927] - Quote
Callduron wrote: Not only is it content for only a very few people but it's more or less pvp free. Occasionally a blockade runner might get caught on a gate but generally logistics is done without generating any pvp content at all. Eve is meant to be a game where the economics feeds conflict but this huge economy of renters and moon goo exists while rarely generating content.
Without picking at rest of your post (which is pretty ok in general) I will have to point out that if you want to kill someone and that someone does not want to get killed it is also a pvp. If no shots are fired it just means the other guy is winning.
Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Alavaria Fera
GoonWaffe
6235
|
Posted - 2014.07.20 21:55:00 -
[928] - Quote
FT Diomedes wrote:Gully Alex Foyle wrote:I know nothing of nullsec, so I'll just leave this idea here on the 1% chance it has some potential. Y'all experts just ignore it if it doesn't.
Make moon mining equipment be anchorable only outside of POS shields, with no warning if it's being attacked. Get rid of moon mining altogether. Get players out in ships gathering T2 raw materials and watch people fight each other, rather than structures. More mining action.
Mmm, a procurer battlegroup has been spotted moon mining. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Alavaria Fera
GoonWaffe
6235
|
Posted - 2014.07.20 21:59:00 -
[929] - Quote
M1k3y Koontz wrote:Cherry Yeyo wrote:This is a simplified analogy about garbage space and collecting a ton of it then renting it out, no one can contest my 19 regions of space because of my capital blob that can move anywhere in it in minutes. ^ This is a great analogy that really hits the heart of the problem. Power projection is a symptom of the real problem: that holding half a galaxy is not only possible, but also advantageous. If space were more valuable on the small scale (more resources), and harder to control on the large scale (tie sov to who actually occupies the space, if you don't occupy your space you'll lose it, just like real life), nullsec wouldn't face the problems it has today. This is a pretty great solution: garbage space and collecting a ton of it then renting it out ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Corraidhin Farsaidh
Hello-There
621
|
Posted - 2014.07.20 22:30:00 -
[930] - Quote
Carniflex wrote:Callduron wrote: Not only is it content for only a very few people but it's more or less pvp free. Occasionally a blockade runner might get caught on a gate but generally logistics is done without generating any pvp content at all. Eve is meant to be a game where the economics feeds conflict but this huge economy of renters and moon goo exists while rarely generating content.
Without picking at rest of your post (which is pretty ok in general) I will have to point out that if you want to kill someone and that someone does not want to get killed it is also a pvp. If no shots are fired it just means the other guy is winning.
Agreed, a point I have tried to make many times myself... |
|

Dhaq
Anonymous Posters
27
|
Posted - 2014.07.21 00:17:00 -
[931] - Quote
Skia Aumer wrote: EVE is more than a game. Why do you think people like The Mittani play it? Not to shoot red crosses for sure, so why? Cause in EVE we have a huge social experiment and it's amazingly interesting to watch it evolves. And guess what? In merely several years we've managed to repeat the history of the mankind from the Age of Discovery to the present. Dont you see the analogy between the current real life political map and EVE sov map? The forum dosnt allow for RL political discussion, so I'm not going into details. But seriously, the two worlds have very much in common. And the thing is - if we keep this frightfully accurate model (which is EVE) running for some time more, we have a chance to look into the future if our RL world.
Call me a madman, but if there's a 1% chance this time machine will work, then it's worth trying. But if they change the rules, for the sake of "fun" or whatever, the precious model can get broken, and EVE turns into a mere game.
This is unfortunately accurate. Part of me doesn't want anything to change just so we can see how things would play out. It like looking into a little snow globe where one EVE year is equal 200 RL years. It is pretty awesome to see it unfold.
Mankind's future hangs in the balance on what happens within the next year in New Eden. The future is written in the systems of EVE. |

Alavaria Fera
GoonWaffe
6237
|
Posted - 2014.07.21 00:52:00 -
[932] - Quote
I don't think progodlegend will approve of any unity government with us dirty blobbers ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Carniflex
StarHunt Mordus Angels
259
|
Posted - 2014.07.21 06:33:00 -
[933] - Quote
Alavaria Fera wrote: This is a pretty great solution: garbage space and collecting a ton of it then renting it out
Would it be better with tons of good space and then renting it out? In my opinion - no. The quality of space in itself is of secondary concern although it contributes to the current situation in that regard that no one but some n00b renters does not want to live in there. Established players can get better or more convinient income by farming FW or Incursions. Other than the few that are farming anoms in their smart-bombing motherships in select few systems.
A note about NPC null sec. With all the boosts to empire low sec it is slowly turning into the "low sec without boosts but with bubbles and bombs". Same boosts that have been applied to regular low sec should be applied there as well. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Anthar Thebess
597
|
Posted - 2014.07.21 06:55:00 -
[934] - Quote
Manfred Sideous wrote:Sup bros and broettes.
So you all know CCP is actually working on all this right now. They are just giving it to us in small digestible pieces. The industry changes they are making is feeding in to a much larger picture. This as well as all the anchorable units like Mobile Tractor beams and etc. 2015 will be the year just believe with me just believe. This conversation ITT however is important we are helping them see new options , poke holes in existing theories and ideas. We all have to understand I am sure CCP developers have alot they would like to say on this subject. However I am sure they understand its better to let this conversation happen organically versus wading in and injecting bias. They are watching bros so lets keep this going.
Manfred , i was very enthusiastic about eve , for a very long time. I was trying to get some stuff fixed, some stuff changed , and what more important , keep my friends in this game , and pull new players.
Now i cannot honestly say this is still true. I'm a bit angry , well more than a bit , about current situation. What you say : " 2015 will be the year just believe with me just believe " sounds good at first glance. Unless you take into consideration few things : - THIS IS A GAME - we have now 07/ 2014 - we are not talking about upcoming changes , we are talking about things that CCP PROBABLY will do in 2015. - This will not be January of 2015 , but probably DECEMBER - even if this will be DECEMBER 2015 we have no idea what will be changed, to what degree , and if those will be things that we want ( we are talking about CCP, they are "masters" of planing after all , and no unexpected things happen , no rework, re balance , re everything else than people want ... is ever done. Right?)
Now very simple question. When you take into consideration that THIS IS A GAME , we have now 07/2014 , and CCP will PROBABLY do some changes in DECEMBER 2015 , those changes will be again not the stuff people need / ask , just some things that needs to be rebalanced few times in order to be even named by CCP "WORKING AS INTENDED(TM)". Tell me WHY for the next 17 months PEOPLE SHOULD PLAY EVE. This is serious question - because i have no argument to all my friends that are leaving this game. After this weekend , more of my friends stopped to play eve - and all those people are pulling more people from this game. I simply cannot find argument to hold them in this game.
Your post actually made the situation even worst , because many people read it , and what should i say to them. WAIT, DON'T GO - in the next 17 months something will change CCP way.
Those people want fun, and they want fun now. Something that EVE is not able to provide any more. If not you can someone from CCP can provide me this reason , as right now im trying to persuade still few guys , to not "GO AWAY".
You just took all my arguments.
Support Needed : Jump Fuel Consumption |

Zappity
Stay Frosty. A Band Apart.
1229
|
Posted - 2014.07.21 07:09:00 -
[935] - Quote
Yeah, gotta say it's time for a blue F&I sticky. Everyone is disenchanted about sov and the discussion will not be productive for long. It has all been said too many times with bugger all actually done about it. Zappity's Adventures for a taste of lowsec. |

Anthar Thebess
598
|
Posted - 2014.07.21 07:13:00 -
[936] - Quote
But can you provide me something that will help me keep my friends in game. Now they just saying - why do you even play , for next 1 and a half year NOTHING WILL CHANGE - and even then this will be again changes made by CCP , not players. This will be again bugged ...
Just a reason why ... Support Needed : Jump Fuel Consumption |

Corraidhin Farsaidh
Hello-There
621
|
Posted - 2014.07.21 07:40:00 -
[937] - Quote
I posted a simple idea in another thread along these lines. How about simply removing sov structures and making system control actually come from controlling the system with players and ships? Perhaps gate control system plexes similar to FW plexes could be used to provide a corp governance over a gate. Control all gates and you control the system. Make it a plex like a deaspace plex and aggressors then need to fight their way through defenses (and can in turn defend their rearguard) to gain control. In addition some kind of structure or module would be required to prevent forces bridging into a system. Make them fight their way in with beachheads at gates etc. Spread the combat across multiple fleets hitting several gates to spread TiDi. Just a few ideas... |

Anthar Thebess
598
|
Posted - 2014.07.21 07:53:00 -
[938] - Quote
Corraidhin Farsaidh wrote:I posted a simple idea in another thread along these lines. How about simply removing sov structures and making system control actually come from controlling the system with players and ships? Perhaps gate control system plexes similar to FW plexes could be used to provide a corp governance over a gate. Control all gates and you control the system. Make it a plex like a deaspace plex and aggressors then need to fight their way through defenses (and can in turn defend their rearguard) to gain control. In addition some kind of structure or module would be required to prevent forces bridging into a system. Make them fight their way in with beachheads at gates etc. Spread the combat across multiple fleets hitting several gates to spread TiDi. Just a few ideas...
Sorry nothing will change for next 17 months. CCP Please tell me if i'm wrong. Support Needed : Jump Fuel Consumption |

Manfred Sideous
North Eastern Swat Pandemic Legion
774
|
Posted - 2014.07.21 07:58:00 -
[939] - Quote
Zappity wrote:Yeah, gotta say it's time for a blue F&I sticky. Everyone is disenchanted about sov and the discussion will not be productive for long. It has all been said too many times with bugger all actually done about it.
Crius is a big first step to redoing nullsec. They have to attack the industry side first before they hit power projection and sov. @EveManny
https://twitter.com/EveManny |

Arknos III
School of Applied Knowledge Caldari State
0
|
Posted - 2014.07.21 07:58:00 -
[940] - Quote
Anthar Thebess wrote:Corraidhin Farsaidh wrote:I posted a simple idea in another thread along these lines. How about simply removing sov structures and making system control actually come from controlling the system with players and ships? Perhaps gate control system plexes similar to FW plexes could be used to provide a corp governance over a gate. Control all gates and you control the system. Make it a plex like a deaspace plex and aggressors then need to fight their way through defenses (and can in turn defend their rearguard) to gain control. In addition some kind of structure or module would be required to prevent forces bridging into a system. Make them fight their way in with beachheads at gates etc. Spread the combat across multiple fleets hitting several gates to spread TiDi. Just a few ideas... Sorry nothing will change for next 17 months. CCP Please tell me if i'm wrong. It's unfortunate but we have to accept that. There are a lot of issues in the game as important as SOV that need addressing. For instance the anti-social culture in highsec likely causes more boredom and subscription losses than the annoying SOV mechanics. |
|

Rivr Luzade
Coreli Corporation Ineluctable.
635
|
Posted - 2014.07.21 08:15:00 -
[941] - Quote
Arknos III wrote:Anthar Thebess wrote:Corraidhin Farsaidh wrote:I posted a simple idea in another thread along these lines. How about simply removing sov structures and making system control actually come from controlling the system with players and ships? Perhaps gate control system plexes similar to FW plexes could be used to provide a corp governance over a gate. Control all gates and you control the system. Make it a plex like a deaspace plex and aggressors then need to fight their way through defenses (and can in turn defend their rearguard) to gain control. In addition some kind of structure or module would be required to prevent forces bridging into a system. Make them fight their way in with beachheads at gates etc. Spread the combat across multiple fleets hitting several gates to spread TiDi. Just a few ideas... Sorry nothing will change for next 17 months. CCP Please tell me if i'm wrong. It's unfortunate but we have to accept that. There are a lot of issues in the game as important as SOV that need addressing. For instance the anti-social culture in highsec likely causes more boredom and subscription losses than the annoying SOV mechanics.
And how do you suggest, CCP should resolve the "anti-social culture" in High sec? It's not like they are doing anything to improve that with Crius; in fact, they make it worse. And to be quite frank: Everything that forces encourages people into more cooperation without any benefits and only increased risk (or in my case even if there were more benefits), is only going to drive people away instead of making them engage in more cooperation. There is already a great deal of cooperation possible, if players desire to do that; forcing encouraging then to cooperate more against their will is a poor approach. |

Corraidhin Farsaidh
Hello-There
621
|
Posted - 2014.07.21 08:22:00 -
[942] - Quote
Arknos III wrote:Anthar Thebess wrote:Corraidhin Farsaidh wrote:I posted a simple idea in another thread along these lines. How about simply removing sov structures and making system control actually come from controlling the system with players and ships? Perhaps gate control system plexes similar to FW plexes could be used to provide a corp governance over a gate. Control all gates and you control the system. Make it a plex like a deaspace plex and aggressors then need to fight their way through defenses (and can in turn defend their rearguard) to gain control. In addition some kind of structure or module would be required to prevent forces bridging into a system. Make them fight their way in with beachheads at gates etc. Spread the combat across multiple fleets hitting several gates to spread TiDi. Just a few ideas... Sorry nothing will change for next 17 months. CCP Please tell me if i'm wrong. It's unfortunate but we have to accept that. There are a lot of issues in the game as important as SOV that need addressing. For instance the anti-social culture in highsec likely causes more boredom and subscription losses than the annoying SOV mechanics.
I have to say that I don't find hisec to be anti-social. I often end up chatting with those I'm competing with for sites etc. I find the idea of being one of the major sov holders renter ***** far more anti-social (unless anybody believes that extortion and absolute control are pleasant behaviour?). I also thought that it was an 80/20 split between hisec/losec/WH folks and nullsec. I would think that statistic shows much more where people currently prefer to be... |

Zappity
Stay Frosty. A Band Apart.
1229
|
Posted - 2014.07.21 08:40:00 -
[943] - Quote
Manfred Sideous wrote:Zappity wrote:Yeah, gotta say it's time for a blue F&I sticky. Everyone is disenchanted about sov and the discussion will not be productive for long. It has all been said too many times with bugger all actually done about it. Crius is a big first step to redoing nullsec. They have to attack the industry side first before they hit power projection and sov. Yes, I agree. Crius is released tomorrow and invention will be dealt with subsequently. If power projection and sov is next it is surely time to start talking about it. Zappity's Adventures for a taste of lowsec. |

Anthar Thebess
598
|
Posted - 2014.07.21 08:44:00 -
[944] - Quote
Manfred Sideous wrote:Zappity wrote:Yeah, gotta say it's time for a blue F&I sticky. Everyone is disenchanted about sov and the discussion will not be productive for long. It has all been said too many times with bugger all actually done about it. Crius is a big first step to redoing nullsec. They have to attack the industry side first before they hit power projection and sov.
Sorry , but this is not a reason why people should keep play eve , for next 17 or more months. People are asking for : - fixing sov - power projection - bridging
I ask simple question : " WHY people should keep playing until current issues are fixed ?"
I'm just saying CCP give us reason. People are angry , people are leaving. You cannot say "we will try to fix those issues within 2 years" 2 years is a lot of time.
Half of a year is a lot of time. CCP needs to find a way to fix at least some issues , without this it will just bleed more and more players. Support Needed : Jump Fuel Consumption |

Zappity
Stay Frosty. A Band Apart.
1229
|
Posted - 2014.07.21 08:48:00 -
[945] - Quote
Anthar Thebess wrote:Manfred Sideous wrote:Zappity wrote:Yeah, gotta say it's time for a blue F&I sticky. Everyone is disenchanted about sov and the discussion will not be productive for long. It has all been said too many times with bugger all actually done about it. Crius is a big first step to redoing nullsec. They have to attack the industry side first before they hit power projection and sov. Sorry , but this is not a reason why people should keep play eve , for next 17 or more months. People are asking for : - fixing sov - power projection - bridging I ask simple question : " WHY people should keep playing until current issues are fixed ?" I'm just saying CCP give us reason. People are angry , people are leaving. You cannot say "we will try to fix those issues within 2 years" 2 years is a lot of time. Half of a year is a lot of time. CCP needs to find a way to fix at least some issues , without this it will just bleed more and more players. I think that CCP engaging seriously about upcoming changes WILL stop a lot of people leaving. Seeing the 'light at the end of the tunnel' will help. Zappity's Adventures for a taste of lowsec. |

Davader
Space Cleaners The Gorgon Empire
55
|
Posted - 2014.07.21 09:04:00 -
[946] - Quote
Absolutely support ideas of first two posts. |

Anthar Thebess
598
|
Posted - 2014.07.21 09:15:00 -
[947] - Quote
Zappity wrote: I think that CCP engaging seriously about upcoming changes WILL stop a lot of people leaving. Seeing the 'light at the end of the tunnel' will help.
We are talking about commitment from CCP side. Something that we will not get. Or a time line where we have what will be changed/fixed. Something again we will not get.
We have a lot of ideas, some of those ideas are not changing for years. Some of hem are pointing and addressing the same issues. But we are talking about YEARS of waiting , for issues addressed to CCP for YEARS. For YEARS people hoped that something change , and for YEARS people didn't get what they asked for. Now from Manfred- not from CCP , but from person in PL - we hear, that something can change within 17 months. We can assume that this is info leaked from CSM.
This is NOT a proper way to do any communication to a customers. Right now this information is a "silver bullet" for EVE.
What people are getting is : " You need to just wait 2 more years , to see if something will really change "
Now ask yourself - will people pay for next two years for a HOPE that something will finally change? Support Needed : Jump Fuel Consumption |

Okropniak
Zabijaki i Pijaki YARRR and CO
0
|
Posted - 2014.07.21 13:12:00 -
[948] - Quote
Anthar Thebess wrote:Zappity wrote: I think that CCP engaging seriously about upcoming changes WILL stop a lot of people leaving. Seeing the 'light at the end of the tunnel' will help.
What people are getting is : " You need to just wait 2 more years , to see if something will really change " Now ask yourself - will people pay for next two years for a HOPE that something will finally change?
For me answer is quite simple - I wont pay, just waiting for sub end. Hope CCP fix what's broken, or some other game worth to pay for it appear and we'll meet there :) o7 |

Tchulen
Trumpets and Bookmarks The Volition Cult
818
|
Posted - 2014.07.21 14:07:00 -
[949] - Quote
Anthar Thebess wrote:We are talking about commitment from CCP side. ...snipped... Now ask yourself - will people pay for next two years for a HOPE that something will finally change? Considering these changes mostly affect nullsec so one can imagine most if not all of your suggested account cancellations would come from that set and taking the assumption that nullsec is (almost) split in two it would seem likely that less than 10% (half of nullsec) would unsub. I suspect it would be significantly less than that but even at 10% CCP could weather that. If they change the system to make it more fun they'd get a lot more people resubbing and also joining the game.
So, whilst the wait might look bleak and you might want the changes sooner I don't think it'll actually be as much of an impact on the company or game as you think it will be.
I for one am having plenty of fights and fun in null so I'm happy to wait so they can get it right. |
|

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
3277

|
Posted - 2014.07.21 19:32:00 -
[950] - Quote
Removed an off topic post. ISD Dorrim Barstorlode Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|
|

Madbuster73
V0LTA Triumvirate.
109
|
Posted - 2014.07.21 19:50:00 -
[951] - Quote
Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1145
|
Posted - 2014.07.21 20:17:00 -
[952] - Quote
Manfred Sideous wrote:Zappity wrote:Anthar Thebess wrote:Manfred Sideous wrote:Zappity wrote:Yeah, gotta say it's time for a blue F&I sticky. Everyone is disenchanted about sov and the discussion will not be productive for long. It has all been said too many times with bugger all actually done about it. Crius is a big first step to redoing nullsec. They have to attack the industry side first before they hit power projection and sov. Sorry , but this is not a reason why people should keep play eve , for next 17 or more months. People are asking for : - fixing sov - power projection - bridging I ask simple question : " WHY people should keep playing until current issues are fixed ?" I'm just saying CCP give us reason. People are angry , people are leaving. You cannot say "we will try to fix those issues within 2 years" 2 years is a lot of time. Half of a year is a lot of time. CCP needs to find a way to fix at least some issues , without this it will just bleed more and more players. I think that CCP engaging seriously about upcoming changes WILL stop a lot of people leaving. Seeing the 'light at the end of the tunnel' will help. I love this game and the community. There is no other game that can deliver what Eve Online can deliver. With that said yea the current state is stale as 5 day old bread. CCP saving grace is there is no other game that can deliver what Eve does. To quote a friend "Phalanx III: F-+r th-¦se br-ûef 2-3 hours every 6 months.... There -ûs no b-¦tter game."
But are those 2-3 hours every 6 month worth ~90$ in entertainment or is your ROI better if you burn that 90$ elsewhere? |

MeBiatch
GRR GOONS
1898
|
Posted - 2014.07.21 23:04:00 -
[953] - Quote
got to give my support... the best time i had in EVE was back in FREGE days escorting freighters up the pipe and getting past burn eden gate camps in l4x... There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.22 05:03:00 -
[954] - Quote
Anthar Thebess wrote:But can you provide me something that will help me keep my friends in game. If there were 5-10 more of your friends, they could have killed a titan. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
168
|
Posted - 2014.07.22 05:22:00 -
[955] - Quote
If you want to create chaos in the system:
Make the cyno unable to open at less thant 15km from structures...
Create a new mobile structure able to hack jump bridges and make ships that use them to jump on it instead on the Jump Bridge itself... Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all. |

Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.22 06:45:00 -
[956] - Quote
Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs.
You mean the farming in T1 ships with stabs?
|

Anthar Thebess
600
|
Posted - 2014.07.22 07:06:00 -
[957] - Quote
Rivr Luzade wrote:Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs. You mean the farming in T1 ships with stabs?
In nullsec stabs , don't help to much, or 2 years waiting for change.
Support Needed : Jump Fuel Consumption |

Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.22 08:26:00 -
[958] - Quote
Anthar Thebess wrote:Rivr Luzade wrote:Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs. You mean the farming in T1 ships with stabs? In nullsec stabs , don't help to much, or 2 years waiting for change.
I was rather referring to the general practice of mindless farming practices that FW really is. |

Anthar Thebess
600
|
Posted - 2014.07.22 08:48:00 -
[959] - Quote
In case of farming , well currently people are farming anomalies. You can rename them to complexes. If you don't kill enough complexes in the system - index drops , and eventually you can loose your system, because of lack of activity.
Link this activity only to alliance members, so activity of other alliances , will have no effect on your sov. Add few gated locations connected to sov holding alliance - that have to be defended , or enemy can degrade your SOV faster.
If you are in your systems - sov will be healthy , you leave it empty , it will root , very fast.
Support Needed : Jump Fuel Consumption |

Madbuster73
V0LTA Triumvirate.
111
|
Posted - 2014.07.22 09:21:00 -
[960] - Quote
Rivr Luzade wrote:Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs. You mean the farming in T1 ships with stabs?
You go ahead and try to farm a Medium plex in a stabbed frigate after the recent changes :)
And as I mentioned above the complexes should be harder to take, starting from Mediums. And the X-Large Complexes would have Capital NPC wich would require a lot of dps to kill.
Its just an idea, there is a lot of room for iteration. Ofcourse it shouldnt be as easy as in FW. But it has proven to be a system that will give a lot of traffic in space and it will also make smaller forces more significant. |
|

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.07.22 11:51:00 -
[961] - Quote
Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs.
This. FW mechanics while not 100% perfect, are much much better than dominion sov. Don't Panic.
|

Anthar Thebess
600
|
Posted - 2014.07.22 11:54:00 -
[962] - Quote
Well CCP don't have to drop every one in deep water. It can have both mechanics (old and copy -> paste from FW) running on the server. Just transform 2-3 regions that have most of the renting space to new mechanic and see what is going to happen there.
Support Needed : Jump Fuel Consumption |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.07.22 11:54:00 -
[963] - Quote
Madbuster73 wrote:Rivr Luzade wrote:Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs. You mean the farming in T1 ships with stabs? You go ahead and try to farm a Medium plex in a stabbed frigate after the recent changes :) And as I mentioned above the complexes should be harder to take, starting from Mediums. And the X-Large Complexes would have Capital NPC wich would require a lot of dps to kill. Its just an idea, there is a lot of room for iteration. Ofcourse it shouldnt be as easy as in FW. But it has proven to be a system that will give a lot of traffic in space and it will also make smaller forces more significant.
And this system will also disperse the blob into smaller fleets.
Don't Panic.
|

Estella Osoka
Deep Void Merc Syndicate
419
|
Posted - 2014.07.22 16:35:00 -
[964] - Quote
Speedkermit Damo wrote:Madbuster73 wrote:Rivr Luzade wrote:Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs. You mean the farming in T1 ships with stabs? You go ahead and try to farm a Medium plex in a stabbed frigate after the recent changes :) And as I mentioned above the complexes should be harder to take, starting from Mediums. And the X-Large Complexes would have Capital NPC wich would require a lot of dps to kill. Its just an idea, there is a lot of room for iteration. Ofcourse it shouldnt be as easy as in FW. But it has proven to be a system that will give a lot of traffic in space and it will also make smaller forces more significant. And this system will also disperse the blob into smaller fleets.
I'd say start from novice all the way up to the extra large plexes. That way nullseccers will have a use/reason for 2 week old characters. |

Manfred Sideous
North Eastern Swat Pandemic Legion
782
|
Posted - 2014.07.22 17:04:00 -
[965] - Quote
I can remember back in the day being self supportive almost purely from my PVP activities. We use to anchor cargo cans in deep safes in hostile space. As we would roam or gatecamp we would drop off loot at our can spots ( usually a quiet system). Once we gathered enough loot we would make a hauler run and retrieve the loot and take it home and put it on market or move it out to empire and sell it. A good PVPr could pay for there ships and buy GTC's from the isk they made from recovered loot. @EveManny
https://twitter.com/EveManny |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
597
|
Posted - 2014.07.22 18:21:00 -
[966] - Quote
Manfred Sideous wrote:I can remember back in the day being self supportive almost purely from my PVP activities. We use to anchor cargo cans in deep safes in hostile space. As we would roam or gatecamp we would drop off loot at our can spots ( usually a quiet system). Once we gathered enough loot we would make a hauler run and retrieve the loot and take it home and put it on market or move it out to empire and sell it. A good PVPr could pay for there ships and buy GTC's from the isk they made from recovered loot.
I hear you brother. We can only hope we get back to the gates. |

Manfred Sideous
North Eastern Swat Pandemic Legion
782
|
Posted - 2014.07.22 18:36:00 -
[967] - Quote
DNSBLACK wrote:Manfred Sideous wrote:I can remember back in the day being self supportive almost purely from my PVP activities. We use to anchor cargo cans in deep safes in hostile space. As we would roam or gatecamp we would drop off loot at our can spots ( usually a quiet system). Once we gathered enough loot we would make a hauler run and retrieve the loot and take it home and put it on market or move it out to empire and sell it. A good PVPr could pay for there ships and buy GTC's from the isk they made from recovered loot. I hear you brother. We can only hope we get back to the gates.
Ransom was always good too. If we were in a sporting mood we would ransom for Haikus. @EveManny
https://twitter.com/EveManny |

MeBiatch
GRR GOONS
1899
|
Posted - 2014.07.22 19:09:00 -
[968] - Quote
I think it would be cool if the titan instead of being safe in a pos it had to jump to the destination system and what is left over is an unstable wormhole which has a random mass limit. so that means you could jump and entire fleet or maybe only 10 ships... it would be random and also two way street.
I think if they did that we would not have to worry about so many damn hot drops as they would only happen now if the player was fully willing to commit thier super cap force There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Anthar Thebess
601
|
Posted - 2014.07.22 22:14:00 -
[969] - Quote
Players online , day new mini expansion is going live , keeping <30k players , i think something went wrong. It looks like that industry changes are something not worth to click Reactivate Account button, as the real issues are elsewhere. Lets hope that this flat line , or minimal spike give CCP good arguments to rethink what they should finally fix. Support Needed : Jump Fuel Consumption |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.23 07:08:00 -
[970] - Quote
Manfred Sideous wrote:A good PVPr could pay for there ships and buy GTC's from the isk they made from recovered loot. Today, even a bad PVPer can pay for his ships by merely cleaning a gate from NPCs. Risk free frig fights, yay! |
|

Anthar Thebess
603
|
Posted - 2014.07.23 07:21:00 -
[971] - Quote
Lets hope that this success they got from yesterday expansion, shake CCP enough to actually start do something. http://eve-offline.net/?server=tranquility
Based on those graphs more players where logged day before expansion than on expansion day. Almost all earlier expansions had big spike when they went live. Now players online it is still falling down.
Yes industry was not touched for years. But it was not the big issue, a thing that made people resub.
Funny is that people where aware about upcoming changes , but talks on few channels that i got yesterday where on : - there will be harder to get ships - they will be more expensive - time to find something new - plex is expensive - ships will be much more expensive - there is nothing going on - no real changes - what the point or subbing
No industry talks , almost, one guy was angry that his lab didn't have ME slots any more.
WAKE UP CCP. ARE YOU AWARE how many players are waiting for their subscription to end?
Time for some real commitments , changes , and fast ones - as you are starting to loose money. Support Needed : Jump Fuel Consumption |

Sara Tosa
School of Applied Knowledge Caldari State
42
|
Posted - 2014.07.23 09:47:00 -
[972] - Quote
Anthar Thebess wrote:Lets hope that this success they got from yesterday expansion, shake CCP enough to actually start do something. http://eve-offline.net/?server=tranquilityBased on those graphs more players where logged day before expansion than on expansion day. Almost all earlier expansions had big spike when they went live. Now players online it is still falling down. Yes industry was not touched for years. But it was not the big issue, a thing that made people resub. its the fundament of bigger things, nobody is particulary elated of fundaments but when they arent there or are made badly and their house fall around their ears, you can bet that they will miss them. |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.23 12:34:00 -
[973] - Quote
I'm so glad that this useless discussion has vanished. Rest in peace, Pandemic Legion. Literally. |

Kynric
Sky Fighters
121
|
Posted - 2014.07.23 18:44:00 -
[974] - Quote
Perhaps what null needs is balkinization as more smaller organizations might be more interesting than the current super sized blocks. How to do that is likely the question and the answer might be to look at the differences between null and wormholes. In wormholes the size if an organization seems to reach a certain level but no more and the organizations themselves are rather unstable. If you pack too many people into a wormhole system the tend to starve as the isk available for each member shrinks rapidly as more and more people are crammed in. If the organization tries to solve this by occupying two different locations they often find that they split into two different organizations as sharing interests and content with distant friends is difficult.
So, perhaps the solution is simply reducing the number of available pve plexes and resources such that it is too low to sustain overly large numbers while making travel more difficult by greatly decreasing the range of junpdrives, bridges, jump bridges and perhaps making smuggler stargates have inactive periods where they are not available for use. No doubt that this is a painful method but it would perhaps deal with the stagnation issue that the OP noted without requiring any significant new magic. |

Madbuster73
V0LTA Triumvirate.
112
|
Posted - 2014.07.23 18:47:00 -
[975] - Quote
Estella Osoka wrote:Speedkermit Damo wrote:Madbuster73 wrote:Rivr Luzade wrote:Madbuster73 wrote:Everybody is looking for a better SOV system, while there is already one right under their nose. Use the Faction Warfare SOV mechanics, but only bigger... Instead of novice, small, medium and large plexes, go for: Medium, Large and Extra Large Plexes.
Everybody can see how Faction Warfare mechanics drive good conflicts and brings a lot of players in space. That is exactly what 0.0 needs. You mean the farming in T1 ships with stabs? You go ahead and try to farm a Medium plex in a stabbed frigate after the recent changes :) And as I mentioned above the complexes should be harder to take, starting from Mediums. And the X-Large Complexes would have Capital NPC wich would require a lot of dps to kill. Its just an idea, there is a lot of room for iteration. Ofcourse it shouldnt be as easy as in FW. But it has proven to be a system that will give a lot of traffic in space and it will also make smaller forces more significant. And this system will also disperse the blob into smaller fleets. I'd say start from novice all the way up to the extra large plexes. That way nullseccers will have a use/reason for 2 week old characters.
I really dont think 0.0 should be dominated by 2 week old alts, thats why starting from mediums is better. FW is a good training ground for newbies, they can do the novices there to get used to them.
|

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
598
|
Posted - 2014.07.23 19:12:00 -
[976] - Quote
Kynric wrote:Perhaps what null needs is balkinization as more smaller organizations might be more interesting than the current super sized blocks. How to do that is likely the question and the answer might be to look at the differences between null and wormholes. In wormholes the size if an organization seems to reach a certain level but no more and the organizations themselves are rather unstable. If you pack too many people into a wormhole system the tend to starve as the isk available for each member shrinks rapidly as more and more people are crammed in. If the organization tries to solve this by occupying two different locations they often find that they split into two different organizations as sharing interests and content with distant friends is difficult.
So, perhaps the solution is simply reducing the number of available pve plexes and resources such that it is too low to sustain overly large numbers while making travel more difficult by greatly decreasing the range of junpdrives, bridges, jump bridges and perhaps making smuggler stargates have inactive periods where they are not available for use. No doubt that this is a painful method but it would perhaps deal with the stagnation issue that the OP noted without requiring any significant new magic.
MOON income supported by jump drives. That is what 0.0 is about, not owning space. |

Madbuster73
V0LTA Triumvirate.
112
|
Posted - 2014.07.23 19:30:00 -
[977] - Quote
DNSBLACK wrote:Kynric wrote:Perhaps what null needs is balkinization as more smaller organizations might be more interesting than the current super sized blocks. How to do that is likely the question and the answer might be to look at the differences between null and wormholes. In wormholes the size if an organization seems to reach a certain level but no more and the organizations themselves are rather unstable. If you pack too many people into a wormhole system the tend to starve as the isk available for each member shrinks rapidly as more and more people are crammed in. If the organization tries to solve this by occupying two different locations they often find that they split into two different organizations as sharing interests and content with distant friends is difficult.
So, perhaps the solution is simply reducing the number of available pve plexes and resources such that it is too low to sustain overly large numbers while making travel more difficult by greatly decreasing the range of junpdrives, bridges, jump bridges and perhaps making smuggler stargates have inactive periods where they are not available for use. No doubt that this is a painful method but it would perhaps deal with the stagnation issue that the OP noted without requiring any significant new magic. MOON income supported by jump drives. That is what 0.0 is about, not owning space.
SO, they should implement the FW SOV mechanics in 0.0 and then make it so that you can only use harvesters and such if you OWN the system. Everybody else should still be able to anchor a POS but can not use Harvesters and such.
|

Akashi Suenobu
Raven's Flight Reconstructed Criticism
9
|
Posted - 2014.07.23 19:36:00 -
[978] - Quote
Tchulen wrote:
1) Expand Sov Space - This is my favorite. If there was new space with significantly larger distances between stars that spread out from the outer boundaries of current Sov space it might alleviate the issue. The closer you are to Empire the easier it is to travel. The further out you go the less impact your jump drive has. Then shift nearly all the good moons further out making that the desirable space. It would massively increase the time for a fleet to get from one side of the map to the other. It would also mean that a lot of the space closer to Empire would be freed up as the current 2 massive coalitions took the more profitable space further out meaning that there would (hopefully) be space for smaller entities to take due to the distance issues making the big coalitions let go of the less profitable space. It would also mean that the better space you have the more pain in the backside it is to get to highsec and back. This is all off the top of my head so there are probably holes in it.
I think CCP is already planning to add more systems with the upcoming expansions. Didn't they say they were putting in buildable gates that went to new areas of space at some point? I think we might get whole regions out of that, possibly. |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.23 20:07:00 -
[979] - Quote
Nullsec is inaccessible to most players, and CCP keep making it worse by putting even more resources into the hands of those who make it their business to shut the rest of us out.
I hope null sec is as boring as it sounds, people deserve the government they get. |

MeBiatch
GRR GOONS
1901
|
Posted - 2014.07.23 20:12:00 -
[980] - Quote
Fourteen Maken wrote:Nullsec is inaccessible to most players, and CCP keep making it worse by putting even more resources into the hands of those who make it their business to shut the rest of us out.
I hope null sec is as boring as it sounds, people deserve the government they get.
well csm has been dominated for years by null sec alliances. if anything the csm have killed eve There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
|

Manfred Sideous
North Eastern Swat Pandemic Legion
785
|
Posted - 2014.07.23 21:11:00 -
[981] - Quote
CCP I am sure you are all busy but perhaps a few live streams or VODs to let us players know where you are headed. Wild speculation and disenchantment is the product of silence. @EveManny
https://twitter.com/EveManny |

GreasyCarl Semah
A Game as Old as Empire
151
|
Posted - 2014.07.23 21:14:00 -
[982] - Quote
The grand ideas get interesting but why must we reinvent the wheel here? Does this have to be a comprehensive plan of reform to the system? Why not start with a simple change by doubling or tripling the cost to cyno a fleet? Or make a cooldown timer that applies to a character. Or do both and just see how this affects the system.
One of my fondest early memories of Eve is when a friend and I finished an Angel site. He had his Noctis in the site cleaning it up. I had to go take a leak and walked away from my machine. I was gone for a few minutes at most. I came back and he was in station with me and his Noctis had been destroyed. In the time it took me to take care of my business, a gang had synoed in a fleet of about twelve players using a Titan bridge and had blown up his Noctis and then cynoed out again. Pretty amusing but I feel that something is wrong in the game when that sort of gameplay makes economic sense. |

DNSBLACK
Dirt Nap Squad Dirt Nap Squad.
599
|
Posted - 2014.07.24 02:34:00 -
[983] - Quote
Question?
a. If Jump drives were removed and the combat ability of your jump drive ship remained would you stop playing? My answer is hell NO.
b. If you could dock and get out of your super cap would you?
c. If the ability to travel was thru gates only, would you think about who you called friend.
It is simple the game was fun when there was a game board and terrain in play. All we have now are a few generals and a red button no one wants to push. Cause the last time it was pushed it was 21 hours of really bad game play. We use to have day after day of fun game play as we march to kill our enemy. Now we have timers that are set for a conflict no one wants and the real weapon that is used is lag or boring your enemy to death.
I know many of you think this issue is more complex and grand ideas need to be brought forward. In reality it is very simple the new eve players, have no idea of what made this game great. I promise you this the minute the jump drive is removed the regional fighting for moons and space will explode. There are many leaders waiting to break out and go at it on there own.
groups like brave newbies would be feared, now they are used as pawns. make people come thru the gates to take players space you have a war that will last for years.
I can only hope you guys get to play the game that made EVE great.
Manny if this is our Alamo then so be it at least we tried. |

Phox Jorkarzul
Deep Void Merc Syndicate
101
|
Posted - 2014.07.24 02:41:00 -
[984] - Quote
Manny, I was wondering what if hacking was a way to make systems vulnerable. You hack the system (15mins like you said) then it gets a RF timer (less than a day in my opinion.) Systems with station can have services hacked, but without a station the system can be flipped in less than 25 hours.
ALSO CCP LET US DESTROY STATIONS!!! Blasters for life
https://neverpheedthetroll.blogspot.com |

Erutpar Ambient
The Flying Tigers Black Core Alliance
182
|
Posted - 2014.07.24 03:52:00 -
[985] - Quote
Manfred Sideous wrote:CCP I am sure you are all busy but perhaps a few live streams or VODs to let us players know where you are headed. Wild speculation and disenchantment is the product of silence. Agreed! This is getting ridiculous.
Anthar makes a great point. There are less people on now than before the expansion.
But what he forgot to point out is....
We are at population levels we haven't seen since 2008!!!!!!!
Before Industry we should fix the force that is actually driving industry.... Or at least the force that should be driving industry.... PvP! (not the actual force driving industry now: station trading)
Null Sec Is stagnant Non-FW Low Sec Is stagnant High Sec is Consensual PvP stagnant WH space... No Idea, is it stagnant too?
Basically EvE online is Stagnant. There is nothing going on.
The current mechanics in all of these areas have taken EvE in the direction that they would take it eventually. But it has reached the end of the line. We are now hitting a brick wall.
Jump Mechanics Give every player access to the entire map within moments. This allows all Regions in the game to project their force to EVERY Region in the game. Basically Jump Mechanics make EvE a very small place. This pushes entities to coalesce into the 2 blocs we have today. Once enough people quit playing, one or both of the blocs will lose power. Then there will either be one bloc that owns everything or they both fade away with EvE. This will lead to 1 of 2 endings. Either EvE will just fade away completely, or there will finally be room for new players to realize their own dreams of owning Null Sec and new life will be breathed into the game. (my guess would be on the former)
We need Jump Mechanics changed! We need Security Status mechanics that actually have meaning and game play value! We need Low Sec to be an integral part of High Sec, not just a buffer region to Null Sec. We need Awoxing gone and non-consensual War Decs to have some game play goal to exist. We need Logistics to be scaled down immensely!!! some how. We don't need Industry UI revamp. We don't need to lock S-Foils in attack(or warp) position. We don't need WiS We don't need to build our own stargates.
Give us what we need and hold off on what would be nice.
And for the love of god please tell us you're working on something that we NEED! |

Cold Burrito
Master B8ers Brawls Deep
41
|
Posted - 2014.07.24 04:22:00 -
[986] - Quote
I'm trying to project what any given change will have on group dynamics and the projection and consolidation of power. Given enough time, the present system has resulted in people organizing into large groups for mutual protection, aided by vast intelligence networks both from players ("boots on the ground") and automated (API).
One possibility to remove the centralization of power would be to remove the instant access to information that we've come to rely on to support the "absentee landlord" system we have today. So, it's time to pull out the What-if Machine.
What if we allowed the disruption of communications between players and structures.
Have a deployable object which, when placed within say 50Km of a structure, disrupts the communications link between players and the structure. This would jam all outbound communications (under attack, reinforced, API retrieval of information, etc. ) from the structure until the jammer is destroyed. This wouldn't stop groups from defending, but it would slow the flow of information vital to the defense and utilization of unattended assets.
The extent of this communications disruption is debatable. In my view, I think all automated communications should be vulnerable to this effect. This would include polling market orders and contracts of a station remotely, communicating with planets, and the sending of sovereignty broadcasts. On this last point, I also believe that the "unclaimed" sovereignty status should be removed and replaced with "unknown" and allow a jammer to induce this status. A system is only considered to have changed hands after a different claim is observed.
I also have another idea that has been hashed to death already, but I'm in favour of removing local chat in sov null by default and making an anchorable structure at a POS provide that function. Maybe something of similar size and placement as a jump bridge. Communications if you want it, disruptable if someone wants to get rid of it.
Additionally, it might be fun to toy with the idea of intelligence-gathering devices that would relay to the deploying player/corp/alliance some system stats. I haven't fleshed out this one though, but it might be a nice counter-idea to counter-intelligence.
So anyway, that's just my 2c on the idea. I like the ideas proposed in this thread regarding the limitation of power projection and thought I'd throw in a couple more to add to the pile of possibilities. I think information warfare should be more flexible in allowing the disruption of these networks of automated tools that established groups have to defend vast swaths of space. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
183
|
Posted - 2014.07.24 04:44:00 -
[987] - Quote
Cold Burrito wrote: What if we allowed the disruption of communications between players and structures.
This actually has some interesting implications. First off, I want to point out that this information actually increases conflict in general. However, with the current climate we find ourselves in, it is actually the opposite. Because of the current bloc cold war we have, nobody is going to actually attack structures.
So for right now, in this current climate, this would be a great change. Small groups can ninja kill structures. Huge blocs would have to keep track of their giant swaths of unused space by visual inspection.
However, if things were to change eliminating the mechanics driving bloc coalescence, this could be a detriment to the amount of conflicts we would see. So if the current climate was changed, i wouldn't recommend this idea totally.
Quote: I also have another idea that has been hashed to death already, but I'm in favour of removing local chat in sov null by default
"hashed to death already" yes it has This of course, as we all already know, is a bit of a tricky subject. It would/could synergize with force projection to a never before seen level.
However, if jump mechanics were taken away, then there really wouldn't be much of an argument to counter this one. That is to say, this change would be fine if jump mechanics were removed. This way a covert ops ship no longer represents potentially all of the force of a coalition. Or in more reasonable cases, the force of an entire alliance roam. Thus cloakies in system are little to no threat other than intel gathering. |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 05:03:00 -
[988] - Quote
Fourteen Maken wrote:Nullsec is inaccessible to most players, and CCP keep making it worse by putting even more resources into the hands of those who make it their business to shut the rest of us out. What exactly is stopping you from entering nullsec? 1. Dont tell me you cant pass through gatecamps, and with those new anti-bubble captors it's cheaper than ever. 2. Dont tell me you cant dock, as there are gazilions of NPC stations in nullsec. Also, there are dockable stations in Provi. BTW, people in WHs dont even have docks at all, and I never see them whining about it. 3. Dont tell me you cant live in deep sov space either. You can set a POS, or - it you're space poor - anchor a depot. 4. Now if you're a lazy spoiled carebear, and want to dock in sov space with -1.0 sec.status and run anomalies all day long - then guess what? You can do that too! Just need to rent that system.
So again, what is your problem? This is EVE. This is nullsec. HTFU, and dont expect you'll get everything you desire on a silver platter. |

Cold Burrito
Master B8ers Brawls Deep
41
|
Posted - 2014.07.24 05:29:00 -
[989] - Quote
Quote:So for right now, in this current climate, this would be a great change. Small groups can ninja kill structures. Huge blocs would have to keep track of their giant swaths of unused space by visual inspection.
However, if things were to change eliminating the mechanics driving bloc coalescence, this could be a detriment to the amount of conflicts we would see. So if the current climate was changed, i wouldn't recommend this idea totally.
About halfway through writing out this idea I reread Manny's original post and had similar thoughts. But that's what I like about this thread: there are so many combinations of ideas that can be put together by us armchair game designers. Coming up with obscure mechanics to alter power projection has become a sort of bus passtime for me this last month. A particularly nutty idea I've posted elsewhere was altering the landing distance from target cyno's, increasing with mass jumped in and decreasing in time. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
184
|
Posted - 2014.07.24 05:43:00 -
[990] - Quote
Skia Aumer wrote:Fourteen Maken wrote:Nullsec is inaccessible to most players, and CCP keep making it worse by putting even more resources into the hands of those who make it their business to shut the rest of us out. What exactly is stopping you from entering nullsec? I'm fairly certain he's talking about more than just sitting in null sec space in his ship or renting. No new entities can obtain sov in the current climate.
Cold Burrito wrote:Coming up with obscure mechanics to alter power projection has become a sort of bus passtime for me this last month. A particularly nutty idea I've posted elsewhere was altering the landing distance from target cyno's, increasing with mass jumped in and decreasing in time. I've put plenty of thought into it. But i keep coming to the same conclusion.
Any mechanics we can think of to limit Jump Power Projection are just arguing semantics. I was in the camp of limiting jump range at one point in time. But after reading Manny's post on the subject it became clear.
The only way to really fix Null sec is to remove teleportation entirely. Jump drive/bridge Clone Jump Pod Express And then WHs will need a jump count limit too otherwise we'll just have null sec wh mappers. |
|

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 06:04:00 -
[991] - Quote
Erutpar Ambient wrote:Skia Aumer wrote:What exactly is stopping you from entering nullsec? I'm fairly certain he's talking about more than just sitting in null sec space in his ship or renting. No new entities can obtain sov in the current climate.
Yes we can. So tell me what are those things that you folks want to do in nullsec, exactly. Like: - I want to mine - I want to run anomalies - I want scan sites - I want to shoot people into the face - I want to shoot structures And after you write them, you'll see that in 90% cases you can already do it, right now. No intervention from CCP is required to allow you that. And the only obstacle is you laziness. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
184
|
Posted - 2014.07.24 06:38:00 -
[992] - Quote
Skia Aumer wrote:Erutpar Ambient wrote:Skia Aumer wrote:What exactly is stopping you from entering nullsec? I'm fairly certain he's talking about more than just sitting in null sec space in his ship or renting. No new entities can obtain sov in the current climate. Yes we can.So tell me what are those things that you folks want to do in nullsec, exactly. Like: - I want to mine - I want to run anomalies - I want scan sites - I want to shoot people into the face - I want to shoot structures And after you write them, you'll see that in 90% cases you can already do it, right now. No intervention from CCP is required to allow you that. And the only obstacle is you laziness. I want to own a piece of space. Not rent it. But nobody can do that anymore. |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 06:59:00 -
[993] - Quote
Erutpar Ambient wrote:I want to own a piece of space. So basically you want to online a TCU, right? That, or you want to be recognized as a power to deal with?
About a couple of weeks ago I personally have "claimed" a system in nullsec. I didnt online a TCU there, mind you. But if carebears in that system wouldn't pay a rent to me, they will suffer consequences. And they know that, so they pay. You see the difference? When I want a piece of space - I go and take it. |

Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.24 07:06:00 -
[994] - Quote
Skia Aumer wrote:Erutpar Ambient wrote:I want to own a piece of space. So basically you want to online a TCU, right? That, or you want to be recognized as a power to deal with? About a couple of weeks ago I personally have "claimed" a system in nullsec. I didnt online a TCU there, mind you. But if carebears in that system wouldn't pay a rent to me, they will suffer consequences. And they know that, so they pay. You see the difference? When I want a piece of space - I go and take it.
So you are proving his point that you cannot have space in Sov 00 without renting it?  |

Erutpar Ambient
The Flying Tigers Black Core Alliance
184
|
Posted - 2014.07.24 07:10:00 -
[995] - Quote
Rivr Luzade wrote:Skia Aumer wrote:Erutpar Ambient wrote:I want to own a piece of space. So basically you want to online a TCU, right? That, or you want to be recognized as a power to deal with? About a couple of weeks ago I personally have "claimed" a system in nullsec. I didnt online a TCU there, mind you. But if carebears in that system wouldn't pay a rent to me, they will suffer consequences. And they know that, so they pay. You see the difference? When I want a piece of space - I go and take it. So you are proving his point that you cannot have space in Sov 00 without renting it?  lol, never thought you'd be on my side |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 07:12:00 -
[996] - Quote
Rivr Luzade wrote:So you are proving his point that you cannot have space in Sov 00 without renting it?  :facepalm: That is me who gets money. I dont pay the rent, I take it. Oh, and I'm not a goon or n3. |

Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.24 07:37:00 -
[997] - Quote
Skia Aumer wrote:Rivr Luzade wrote:So you are proving his point that you cannot have space in Sov 00 without renting it?  :facepalm: That is me who gets money. I dont pay the rent, I take it. Oh, and I'm not a goon or n3.
Exactly. 
|

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.24 11:09:00 -
[998] - Quote
Skia Aumer wrote:Fourteen Maken wrote:Nullsec is inaccessible to most players, and CCP keep making it worse by putting even more resources into the hands of those who make it their business to shut the rest of us out. What exactly is stopping you from entering nullsec? 1. Dont tell me you cant pass through gatecamps, and with those new anti-bubble ceptors it's cheaper than ever. 2. Dont tell me you cant dock, as there are gazilions of NPC stations in nullsec. Also, there are dockable stations in Provi. BTW, people in WHs dont even have docks at all, and I never see them whining about it. 3. Dont tell me you cant live in deep sov space either. You can set a POS, or - it you're space poor - anchor a depot. 4. Now if you're a lazy spoiled carebear, and want to dock in sov space with -1.0 sec.status and run anomalies all day long - then guess what? You can do that too! Just need to rent that system. So again, what is your problem? This is EVE. This is nullsec. HTFU, and dont expect you'll get everything you desire on a silver platter.
When I first started I was in a small corp and a few of us wanted to move to nul, but we were told it was all controlled by massive alliances and we would have to pay them rent just to be allowed to live in a system, that's reason enough, then the price we were quoted was some billions a month and billions more for upgrades... then billions for a pos and billions for getting stuff out there and at the end of it all we weren't even sure if we did get there we wouldn't have someone else start demanding rent, or just get blobbed by some big corp and lose everything in a day. Considering most of my isk comes from buying plex and selling them on the market, the whole adventure would cost me real money, not space money and its just not worth paying real money to be a space slave.
There is no option to go out there and build something from scratch, you have to buy your way in and high seccers don't have that kind of ISK to risk and they definitely don't want to be dealing with the kind of arrogant scum I had to speak with. We'd like to go out there, set up in an empty system and build something for ourselves, not be serfs for other players who think they're more important than everyone else. The sickening thing is CCP panders to people like you, but it's people like me that pay to keep the servers on. |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.24 11:30:00 -
[999] - Quote
nul blocs have huge resources and they can focus all of it into one area if they need to because they don't have to worry about losing the rest, so everything in nulsec is at their mercy. If they decide they want something they just take it, and there's nothing you or any other small/medium/large/huge corp or alliance can do about it. CCP tried to make null sec rich in an attempt to get more players out there from high sec, but all they've done is unbalance the game and ensured a tiny minority have more resources and influence than the rest of eve put together and the the means to make sure it stays that way with minimal effort.
- Resources should be more evenly spread across null, so every system has roughly equal potential.
- Remove Sov so every system has to be actively defended, and that means they will be controlled by whoever is most active there. In low sec, there are no billion ehp flag poles but corps and alliances can control entire systems and groups of systems through sheer force, as long as they are on... as soon as they stop logging in or become less active other groups can start moving in. It's not like that in Null where systems are practically empty for months on end but still they are in the iron grip of the coalitions because of the big flag pole.
- Moon mining has to be removed, or radically altered so it's not physically possible for a small number of people to run every moon in the game because they require minimal interaction.
- There should be at least one NPC station in every system, so that smaller corps can store their assets without being at the mercy of blobs.
- More gates connecting null to empire space, and more gates from high sec to low sec to let people move more freely.
There would still be a place for massive power blocs and player entities, but it would allow smaller groups to move out there and chose whether they want to cooperate with the power blocs or not. It would take a long time to change but it would make nul a feasible option for all the people stuck in high sec who want to move out but can't. |

Anthar Thebess
608
|
Posted - 2014.07.24 11:58:00 -
[1000] - Quote
Sorry but nullsec is not about stations. You can use poses.
In most of the cases you are right. There are big blocks that have almost unlimited isk / month and extreme assets. Because of this they are capable to have vast renting space. Overall - i have nothing against this. They put a lot of work to get to this point.
So why so many people is angry , why so many people leaves this game, and number of players is dropping? There is no alternative for other players as eve universe is big if you fly in battleship, but very small if you do the same in carrier, or super. Because of this we have this kind of situations : http://eve-kill.net/?a=kill_related&kll_id=24524472 9 motherships , and 4 carriers on a armor tanked raven kill in some remote lowsec. Players from those big blocks are bored, and even as they have vast amount of space under their alliance ticker - owning this space from them does not demand any more work. (no one is challenging it because of the long timers, big ehp, and extremely fast capital movements)
Look at this raven kill again. Do you think that this is remote situation? Eve needs rework , or a large amounts of remote NPC space. Space that will allow smaller groups to grow without possibility of constant hotdrops by dozens of capitals and super capital ships. Not all players are interested in SOV, or big fights - some of them prefer small groups chasing each other - something that was core of eve pvp for many years , and something that just died.
From a small gang perspective, what are current issues? - every ship can be a hot drop of dozens of capitals or bigger fleet that is just bored and sitting on a titan ( had this more than once , way more than few dozen times) - constant bubbled gates , dozens of large bubbles , each gate - interceptor roams - well those are very fast , and usually they fly in hundreds. Big blobs don't have any thing else to do sometimes ( yes they have no issues in gate bubbles , while your ships have ) Many people think that this buff , was big nerf to eve game play. - vast renting grounds , renters usually don't want to fight, they just dock up. - and many more
But wait! - check renting alliances , they are full of players! - BRAVE are in Catch! So so many new players in null sec - where is the issue!
Check , players on line graph. I will link it again : http://eve-offline.net/?server=tranquility We have players online like in 2008. This is 12.000 players active than in top moment for eve, and the line keeps falling down. Every one is complaining about lack of content.
Less content = lack of fun. Lack of fun = less players Less players = Less content
So yes eve is in very bad place in its history now. Last expansion is best example, how players reacted. I wonder will CCP give us someday data how many accounts where reactivated , and at the same time how many where discontinued during this time.
Support Needed : Jump Fuel Consumption |
|

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 12:08:00 -
[1001] - Quote
Fourteen Maken wrote:We'd like to go out there, set up in an empty system and build something for ourselves Could you explain, what is the exact obstacle that prevents you from doing this? I seriously dont understand that. I am not a part of CFC or N3, nor do I pay the rent, yet I live in nullsec. Why cannot you do the same? |

Tchulen
Trumpets and Bookmarks The Volition Cult
819
|
Posted - 2014.07.24 12:32:00 -
[1002] - Quote
Change carriers and supercarriers so they can't use drones or fighters/bombers and can use gates. They're capital logistics/EWAR ships. Logistics in terms of reps and moving stuff. EWAR in terms of the remote ECM burst on supers. They can both still jump as they can now.
Change Titans so they can only bridge or jump once per day but can use gates. Make it so all characters have a timed flag associated which allows them to use a titan bridge once a day. This means that defending your area/region by hotdropping an invading fleet is possible and hot dropping once a day into a neighbouring region is possible but massive titan jump chains aren't.
Change Dreads so they can use gates and can't jump (except through a titan bridge).
Change it so an alliance can chose one region in which it can use jump bridges and that's it. That way no alliance can jump from one end of the galaxy to the other with jump bridges but they can be used for defensive positioning in your home region.
Don't touch black ops bridging/jumping or jump frighters.
At the moment, a fleet of subcaps can only move as fast as it's slowest ship. This would mean that if you wanted to use caps you would need to move them with your subcap fleet, mostly. That means that the bigger ships you have in your fleet the slower the fleet moves.
Logistics ships can't cause damage and so jumping is fine. Logistically moving things around en masse is still possible. Same with jump frieghters. Black ops should be able to move about more easily than normal fleets.
For sovreignty, make the sov cost for a system increase when the system remains unused. I don't have the skills to suggest a formula for it but have mining, ratting/anoms & pvp cause positive points for a system and time cause negative points and have the sov bills based on the system usage score.
Just my opinion on the matter. |

SFM Hobb3s
Wrecking Shots Black Legion.
93
|
Posted - 2014.07.24 13:54:00 -
[1003] - Quote
LImiting jumps or bridges to one per day will change absolutely nothing. Just like trying to put a mass limit on cynos, all you'll do is have more titans or cynos standing by to accomplish the same situation.
you can slow down capital movement and titan bridging to an extent, but the ONLY way it will get done is to put a spool-up timer on jump drives and titan bridges. If it takes several minutes to spool before each jump, this means it will take quite a long time to jump across eve. Imagine it taking an hour to jump a cap fleet 4 or five mids. |

Tchulen
Trumpets and Bookmarks The Volition Cult
819
|
Posted - 2014.07.24 14:22:00 -
[1004] - Quote
SFM Hobb3s wrote:LImiting jumps or bridges to one per day will change absolutely nothing. Just like trying to put a mass limit on cynos, all you'll do is have more titans or cynos standing by to accomplish the same situation.
you can slow down capital movement and titan bridging to an extent, but the ONLY way it will get done is to put a spool-up timer on jump drives and titan bridges. If it takes several minutes to spool before each jump, this means it will take quite a long time to jump across eve. Imagine it taking an hour to jump a cap fleet 4 or five mids.
If the using a titan bridge once per day was per character as I suggested you could only use one titan. The second titan in the chain would be useless as the fleet couldn't bridge using it as they'd already done their one jump per day. It would limit the effective range of any jump capable fleet to one jump per day.
A spool-up timer would just increase the time to travel a bit but you could still travel a massive distance across the galaxy in that hour you're talking about. Limiting it to one per day would have more of an effect. |

Knight Draco
Crunchy Crunchy The Obsidian Front
0
|
Posted - 2014.07.24 16:39:00 -
[1005] - Quote
I know it wouldn't do a whole lot to change how things work out in null sec and that it would, realistically, be only a fix to what is most likely a part of the problem and not a total solution to the issue, but there is always the idea that you could completely restrict supercarriers and titans to Null space complete. Don't allow them in Low Sec at all, those that are there are moved to the nearest NPC null (so that way no one's really stuck where they can't escape). This way you can still have carrier and dread engagements and ways to take on (and down) towers, but you also then remove a lot of the crazy bridging that goes on (Looking at you PL, you naughty, hilariously awesome bridgers you), usually just for a single kill. While it's a cool mechanic and it's nice that it sees action...erm...I don't think CCP meant for it to be used this way. A small fleet bridging onto a single target just seems...unfair. Even if that target's a carrier or dread >.>. But like I said, that would only help a part of the problem. |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.24 17:01:00 -
[1006] - Quote
Skia Aumer wrote:Fourteen Maken wrote:We'd like to go out there, set up in an empty system and build something for ourselves Could you explain, what is the exact obstacle that prevents you from doing this? I seriously dont understand that. I am not a part of CFC or N3, nor do I pay the rent, yet I live in nullsec. Why cannot you do the same?
Anyone can go to null any time they want, but what do they do when they get there? Take a look around you, look at the state of null there's nothing happening out there it's just a big isk farm with nothing for people like me to do except grind for slum lords. I'd rather live in low sec where everything is up for grabs instead of being tied up by a few elitist scumbags who give nothing back.
When it becomes clear people are gaining an unfair advantage over others due to broken game mechanics that's called an exploit and devs should try to fix it or the game becomes unbalanced, the sov system, moon goo, and the relative poverty of alliances in empire space is what makes it so easy for them to control everything with minimum effort and nobody can challenge them. It needs looked at, people will stay in empire space or leave the game rather than live under the yoke of groups like cfc, because ironically there's more freedom in high sec than there is in supposedly lawless nullsec. |

Cliverunner
EVE University Ivy League
6
|
Posted - 2014.07.24 17:10:00 -
[1007] - Quote
What if instead of limiting Jump drives to 1 jump, you remove the idea of LY distance and limit the range to current and neighboring constellations? That would have much the same effect, but still allow for jump drives to be useful.
Maybe just change the jump system for combat caps, but leave the JFs as they are (or reduce their LY range by 10-20%).
Otherwise, I like the ideas you have posted. |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 17:40:00 -
[1008] - Quote
Fourteen Maken wrote:Skia Aumer wrote:Fourteen Maken wrote:We'd like to go out there, set up in an empty system and build something for ourselves Could you explain, what is the exact obstacle that prevents you from doing this? I seriously dont understand that. I am not a part of CFC or N3, nor do I pay the rent, yet I live in nullsec. Why cannot you do the same? Anyone can go to null any time they want, but what do they do when they get there? Take a look around you, look at the state of null there's nothing happening out there it's just a big isk farm with nothing for people like me to do except grind for slum lords. I'd rather live in low sec where everything is up for grabs instead of being tied up by a few elitist scumbags who give nothing back. A few messages ago you wanted to settle a system and build something for yourself, now you changed your mind obviously, so my question repeats - what exactly do you want to do in nullsec? Those slum lords - they prevent you from doing what?
As for the elitist scumbags... if you hate them so much, why dont you kill them? |

Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.24 18:09:00 -
[1009] - Quote
Skia Aumer wrote:Fourteen Maken wrote:We'd like to go out there, set up in an empty system and build something for ourselves Could you explain, what is the exact obstacle that prevents you from doing this? I seriously dont understand that. I am not a part of CFC or N3, nor do I pay the rent, yet I live in nullsec. Why cannot you do the same?
Where're your ships and your equipment? Low sec or NPC 00? |

SFM Hobb3s
Wrecking Shots Black Legion.
93
|
Posted - 2014.07.24 18:19:00 -
[1010] - Quote
Cobalt Edge no doubt. |
|

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 18:20:00 -
[1011] - Quote
NPC null
|

Dhaq
Anonymous Posters
39
|
Posted - 2014.07.24 18:28:00 -
[1012] - Quote
Skia Aumer wrote:NPC null
So you don't mind living in an apartment complex. That's fine. But, some people would like a spot to build their own house. Different strokes and all that. |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.24 18:37:00 -
[1013] - Quote
And building own house involves exactly what? Please unroll your metaphor back to EVE. Also, it's still better to live in in apartment complex and work your way to the house of your dream, rather than sit at a city square and shout "government! give me a house! now! or else! I'll commit a suicide!" |

Dhaq
Anonymous Posters
39
|
Posted - 2014.07.24 18:48:00 -
[1014] - Quote
Skia Aumer wrote:And building own house involves exactly what? Please unroll your metaphor back to EVE. Also, it's still better to live in in apartment complex and work your way to the house of your dream, rather than sit at a city square and shout "government! give me a house! now! or else! I'll commit a suicide!"
Having the ability to work your way up would be fine. But that is not possible. Other than renting or somehow being graced by the larger blocs, you will never be able to own a piece.
|

X Gallentius
Justified Chaos
2411
|
Posted - 2014.07.24 18:56:00 -
[1015] - Quote
Rivr Luzade wrote:Skia Aumer wrote:Erutpar Ambient wrote:I want to own a piece of space. So basically you want to online a TCU, right? That, or you want to be recognized as a power to deal with? About a couple of weeks ago I personally have "claimed" a system in nullsec. I didnt online a TCU there, mind you. But if carebears in that system wouldn't pay a rent to me, they will suffer consequences. And they know that, so they pay. You see the difference? When I want a piece of space - I go and take it. So you are proving his point that you cannot have space in Sov 00 without renting it?  He's the Wizard and he's telling you what he told the Scarecrow. "There are many entities out there that exert influence over a system no better than you do, but they have something you don't - a TCU." If your goal is a title, then yes that's out of reach. If your goal is to dominate a system to some degree, then you can do it. Put your valuable stuff in a low sec or high sec station. Put up a cheap POS or station container that contains mobile unit whatevers, and go harrass the locals until they start paying you isk. No TCU required.
|

Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.24 20:27:00 -
[1016] - Quote
Skia Aumer wrote:NPC null
So you are not living in that 00 sec, you demand rent from Sov 00 holders and henceforth Eruptar's point stands: You either need to be part of a big blob, or you rent to live in Sov 00 sec.
How about you try to live in Sov 00 without being part of their gang for a change to see how your statement works out? |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
790
|
Posted - 2014.07.24 21:27:00 -
[1017] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. Don't hurt yourself responding so quickly to anything posted here so far.... . Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Gizznitt Malikite
Agony Unleashed Agony Empire
4040
|
Posted - 2014.07.24 21:39:00 -
[1018] - Quote
I firmly want Sov to encourage more flying in space.
To do this, I'd make it very easy to destroy Sov if you aren't using the system.
Reduce Station, TCU, and IHUB EHP to 25% of what they currently are. Remove Station RF timers. Once the IHUB is destroyed, the Station is vulnerable to flipping. Give the IHUB 0 RF timers until the system has system activity.
Use system activity indexes to measure in-space system activity. The Military Index (Shooting NPCs) and Industrial Index (Mining) already measure in-space PvE activity. Add a PvP Index (combat ships destroyed in system) and Logistics Index (average jumps per day).
Any index at level 4 adds 1 RF timer to your IHUB. Indexes should change slowly, like perhaps based on a 14 day rolling average with anomalies capped to limit their influence on the average.
Level 4 PvP Index may require 75 Combat vessels destroyed / day, with a single days combat activity maxing out at 225 ships destroyed. Level 4 Logistics Index may require 500 jumps / day, with a single days jump activity maxed out at 1500 jumps per day. Now, if you use the system, you get RF timers to defend your System. If you don't use it, then anyone can blitz your system and destroy your claim on it.
Claim all the space you want.... if you don't see the system regularly used, it will easily be lost to an attack. Rent all you want... if your renters don't utilize the system, it will be vulnerable. Use Jump bridges all you want.... it means you aren't using the systems in between and they may become vulnerable.
I realize I don't include Trading or Science & Industry in my "system activities". This is because they generally don't involve flying in space. Finally, if system flipping is an issue, perhaps start the system with a PvP-RF timer when you successfully online the IHUB. |

X Gallentius
Justified Chaos
2413
|
Posted - 2014.07.24 22:06:00 -
[1019] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. The key is that "Sovereignty" should involve both overwhelming force as well as persistence on field. Not only do you have to defeat those who invade your lands (overwhelming force), you need to be able to keep your area safe and orderly (persistence).
Currently 0.0 Sov is all about overwhelming force.
How you add "keep area safe and secure" is up to you. Right now you've given the "guerrillas" great tools to harass the local population (mobile depots, inties immune to bubbles), but they have no tools to take Sovereignty even if the established powers make zero attempt to get rid of them.
You could envision a system where the guerrillas spend X amount of time on the persistence feature to gain Sov only to have the current "government" come in with overwhelming force to take Sov back. A sort of asymmetrical fight. The key is that the established powers would need to spend the effort to defend their space - either develop their own set of "special forces", or roll through the area every now and then with their main forces to clear out the area. |

Dr Cedric
Independent Miners Corporation Care Factor
60
|
Posted - 2014.07.24 23:21:00 -
[1020] - Quote
Just though of this:
MJD's have a 3 minute cool-down and Marauders get a bonus to the speed of the cool down.
Make Capital Jump Drives a Module (and give every (super)capital ship the fitting they'd need to use it), and make the module have a 10 minute cooldown. Also, make Cloaks unusable for that 10 minute cooldown (spatial disruption or somesuch)
Hot-Drop for lolz issue fixed. Choosing to send your (Super)caps into a system should be a logistical/tactical necessity, not an "i'm-bored-wanna-hot-drop-a-raven" choice.
Cedric
|
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Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.24 23:31:00 -
[1021] - Quote
X Gallentius wrote:Rivr Luzade wrote:Skia Aumer wrote:Erutpar Ambient wrote:I want to own a piece of space. So basically you want to online a TCU, right? That, or you want to be recognized as a power to deal with? About a couple of weeks ago I personally have "claimed" a system in nullsec. I didnt online a TCU there, mind you. But if carebears in that system wouldn't pay a rent to me, they will suffer consequences. And they know that, so they pay. You see the difference? When I want a piece of space - I go and take it. So you are proving his point that you cannot have space in Sov 00 without renting it?  He's the Wizard and he's telling you what he told the Scarecrow. "There are many entities out there that exert influence over a system no better than you do, but they have something you don't - a TCU." If your goal is a title, then yes that's out of reach. If your goal is to dominate a system to some degree, then you can do it. Put your valuable stuff in a low sec or high sec station. Put up a cheap POS or station container that contains mobile unit whatevers, and go harrass the locals until they start paying you isk. No TCU required.
and thats the difference between low sec and null sec. If you're not online enforcing yourself you don't own anything in low sec, but the people who control most of null probably don't even log in the game anymore, that's a load of balls, and it seems to be what eve is about now: slum lords and space peasants. |

Tiberius Funk
Last Huzzah
0
|
Posted - 2014.07.24 23:39:00 -
[1022] - Quote
My 2 pennyworth. Here goes...
How about nullsec sov becoming like an inverse incursion. Nullsec belongs to the rats right? If you want their sov you have to take it from them. The lower the sec the harder and the bigger the forces you face with -0.4 and above having a chance of being clobbered with rat capitals and -0.7 and above having a chance of being dropped on by rat supers and possibly titans.
You'd have to clear a system of rats a la incursions maybe or a version thereof in order to put down your control centres a la FW but the control centres would belong to you rather than say the gallente empire for instance and ihub. These would then start to grant you upgrades the longer you defended the system from rat and player attack, the more you rat, do plexes, mine etc. You'd have an incursion bar to show you your level of control and the bonuses it grants. You'd need to be on your toes though coz both rat and players could turn up at any given time to attack your control centres. Lose control of say 75%+ of your control centres your ihub becomes vulnerable. Cue scramble to smash ihub or regain control of centres.
Different control centres would allow in different classes of ships but you would have top down or specific hull type control centres. You couldn't have all of the same but you could say have one for supers, caps and BS only. In fact you would have to have one or more of those in say sec lower than -0.7. You'd need to be on your **** though because you could have a rat cap ship fleet drop in it and start smashing your control level.
If you go below say 25% control for long enough you start to lose control centres and would have to either anchor new ones or decide to GTFO. There would be a maximum number of centres of certain types needed per system depending on sec. If you have all of yours down you can get max control, if not then you lose a percentage of your control.
Here's where things get more interesting... no really stick with me here!
If you fly in rat home region space and say mission run and have good standing with the rats you can assist the rats in attacking a player sov holding entity. You will be able to choose pvp combat missions which will send you off into nullsec to help assist a rat invasion force. You would get LP for helping a ranks a la FW. The higher your rank the fancier loot you can get from the LP store (makes sense huh?). If you get high enough then maybe you can get a chance at some of the rarest loot or even bring into Eve one off super rare ultimate items. These would also be very rarely dropped by rat commanders of the sov attacking fleets.
Rats would regularly of course go after your miners too and try and disrupt your control level so you'd have to look after your miners. And of course mining disruption could also be a pvp combat mission for the home region rat mission runners. Everything would be mined by the way. None of this isk being shat out for free by moons. You'd have to mine the moon which would involve.... MINING CAPITAL SHIPS!!!! Voila! You get these ships actually into the game doing something and make a big target out of them. If you want moon mins you gotta put some expensive **** on the field to get em :)
The sec for a system would slowly drop though as the system is depleted of good ore it becomes less valuable and of course no one likes taking a pasting all the time, so rats will slowly give up/have their forces destroyed and will regroup elsewhere. The loss in sec rating will affect rat bounties and ores you can mine etc. So you would have to move.
There would also be random finds in areas or random happening that would all link into eve lore and the ongoing background story in eve. These events would randomly make areas suddenly more valuable or less valuable or change the dynamic of an area e.g. you have a supernova = lots of gas for mining and drugs etc but also creates super gravity meaning ship speed is halved a missile speed quartered or something similar. Like WH effects. These random events could permanently change a region e.g. that supernova aint gonna un-supernova itself or they could be temporary.
The events could be player driven. Like the aforementioned supernova could be stopped by say some kinda crazy angel super cap that can help re-invigorate a star. If the supercap stays in position long enough the star doesn't go supernova but if the super cap goes down the star explodes. You'd get to see it go boom as well and could say that you were there! The angel super would drop ultra rare loooots and also grant anyone there LP depending on the damage they did/time on field or something like that.
You'd end up with combing pve with pvp making everything much more interesting I reckon AND be involved in helping to tell the eve story. They could bring back the weekly stories that used to come up when you logged in and this time you might actually want to read them! Okay, maybe I'm going a little too far there! :D
I reckon that this would result in the higher end of nullsec security space being open to small entities because say below -.03 you would not have to put down control centres that only took BCs and above or something like that and you would not be at risk of having rat supers or caps dropped on you.
Oh one other idea, not related to the above and I'm sure someone musta come up with it before but there should be a ship like a HIC but has a module on it that creates a cyno free zone up to 100k away or even makes the whole grid un-cynoable i.e. you can't drop a cyno whilst the ship is on grid and it's module is running. However, like a HIC if the mod is running the ship moves at two miles a fortnight or something like that. Only one allowed on grid at a time maybe or some other limiting factor to their power to stop cynos. Whhhhaddya think?
TiBBeH!!! |

MeBiatch
GRR GOONS
1903
|
Posted - 2014.07.25 01:03:00 -
[1023] - Quote
how about every system has an ihub and you dont have to kill it but capture it? the only way to make the ihub vulnerable is to capture all the system adim areas which include sensors, stellar cartography, administrative centres, and all such in space buildings that are required to run a system.
it would scale simular to how fw works but be defended by incursion like npc's.
the lore would be that all npc pirates want all the capsuller space and they are constantly attempting to take over the space.
so if you dont actively live in the space you loose it to a pirate faction.
once a pirate faction takes over the system it becomes like regular npc space but can be re captured.
all current annoms would be changed to the new capture zones.
the ihub would be defended by a capital npc force.
once you get an entire constalation you can declare a capital which allows things such as jump bridge assembly and super cap construction. but also once a capital is declared the assault from npc also increases which will reinfoce you have to activley live in an area to keep it.
0.0 should also be dynamic there should be "gold rushes" and "market crashes" which will influence migration. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.25 02:38:00 -
[1024] - Quote
Tiberius Funk wrote:My 2 pennyworth. Here goes...
How about nullsec sov becoming like an inverse incursion. Nullsec belongs to the rats right? If you want their sov you have to take it from them. The lower the sec the harder and the bigger the forces you face with -0.4 and above having a chance of being clobbered with rat capitals and -0.7 and above having a chance of being dropped on by rat supers and possibly titans.
You'd have to clear a system of rats a la incursions maybe or a version thereof in order to put down your control centres a la FW *SNIP*
TiBBeH!!!
FW is great and very accessible, all the mechanics promote solo and small gang warfare. There's no point in hundreds of players huddling up in one plex to overwhelm the other side when there are hundreds of plexes open across the warzone which all need to be plexed too. It's usually more efficient for people to split up into small groups or run them individually unless it's a push for a specific system with strategic value. Of course the LP system also rewards solo play more than fleets, and I don't see that being workable in null sec.
I like the idea of maintaining sov requiring a daily grind and potential small scale pvp in plexes instead of a small monthly fee, a big flag pole and fleets of supercaps; It might make the null blocs withdraw from systems that are of no use to them but could be useful to other players. Maybe it would allow people to negotiate rental agreements for reasonable terms so it's less like slave labour and more like paying for protection because the sov would belong to the individual corps who run the plexes and maintain the system instead of the coalitions. |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.25 05:58:00 -
[1025] - Quote
Rivr Luzade wrote:So you are not living in that 00 sec, you demand rent from Sov 00 holders and henceforth Eruptar's point stands: You either need to be part of a big blob, or you rent to live in Sov 00 sec.
How about you try to live in Sov 00 without being part of their gang for a change to see how your statement works out? My face and my palm will accrete soon. I store my ships in NPC station. I fly them anywhere, including sov null. If I have something to do in the systems I visit, then I stay there and do whatever I want. Sometimes I mine in sov null, for example. I run anomalies once in a while. I dont scan relics, by my mates do that a lot. We roam and we do blackops. We play moon warfare. So yeah, I live there.
That example with carebears paying the rent to me - was to show you that you dont need to set up TCU in order to control the system. And thus you dont need a blob of supers. Just go down there and take whatever you want. You will have to fight of course, but that is a kind of fight that even a solo player can stand.
Folks, you are misled by the original poster. He's trying to convince you that you cannot fight back. I'm telling you - yes you can! How? 1. Choose on of two coallitions you hate most. 2. Go to their backyard. 3. Start harassing their renters. Set siphons. 4. Soon you will find that you're not alone. Other players fight for the same goal. Make friends with them. 5. Proceed to reinforcing enemy POSes. Dont expect you will take them down instantly. 6. Advertise yourself. More people will join you to have a chance to punish the blob. 7. One day, when stars align right and you take down that damn POS that was reinforced for 100 times in a row, you will understand - you are the power. Now sky's the limit. 8. ??? 9. PROFIT! |

Skia Aumer
Atlas Research Group
77
|
Posted - 2014.07.25 06:02:00 -
[1026] - Quote
Or, stay here and go on with that "eve is dying" BS. |

Mario Putzo
Welping and Dunking.
938
|
Posted - 2014.07.25 06:12:00 -
[1027] - Quote
Skia Aumer wrote: 1. Choose on of two coallitions you hate most. 2. Go to their backyard. 3. Start harassing their renters. Set siphons. 4. Soon you will find that you're not alone. Other players fight for the same goal. Make friends with them. 5. Proceed to reinforcing enemy POSes. Dont expect you will take them down instantly. 6. Advertise yourself. More people will join you to have a chance to punish the blob. 7. One day, when stars align right and you take down that damn POS that was reinforced for 100 times in a row, you will understand - you are the power. Now sky's the limit. 8. ??? 9. PROFIT!
10/10 |

Rivr Luzade
Coreli Corporation Ineluctable.
638
|
Posted - 2014.07.25 06:48:00 -
[1028] - Quote
Our definitions of living somewhere are clearly very different. For me, it implies that you have your ships, equipment and in-space assets around your base of operations. What you do, however, is storing them away in a random area or space and then roam around far away from that area. That's not living in the operation area,
With the rest of the harassing people who support big blocks, however, I agree completely. More people should do it. But I am afraid that the big blocks then find ways to impeded that by influencing CCP... vOv
|

Anthar Thebess
608
|
Posted - 2014.07.25 07:57:00 -
[1029] - Quote
Just an idea. Can a buff to most balanced capital : Dreadnought , can be some temporary remedy on current situation?
Introduce 2 rigs ( just to not make them to OP) Both rigs takes whole calibration , so you cannot have both , or any other rig on your dread. ( so quite big drawback )
- Structural Analyser * Designed to track armor and structure week points making all damage that penetrates the shield triple as effective. Because of the heavily focused bursts - any damage against the shield is halved.
- Shield Analyser * Designed to track shield overload points. Wilde spread burst around those spots, put extreme stress to ship shields . Again all anty capital damage against shields tripled , while damage against armor and hull halved.
In both cases fire against small targets is pointless.
So dread that is dedicated to fight other capitals get tripple damage against specified defence of enemy ship. Something that , used on arty dreads can be truly devastating.
This idea is to make temporary fix for current situation. When fire-power needed to brake tank of spider tanked carriers and supers simply overloads the node.
Alpha based dreads will something every one have to be watchful, as they can eat your capital fleet on dinner. Support Needed : Jump Fuel Consumption |

Syd Unknown
5
|
Posted - 2014.07.25 10:53:00 -
[1030] - Quote
X Gallentius wrote:CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. The key is that "Sovereignty" should involve both overwhelming force as well as persistence on field. Not only do you have to defeat those who invade your lands (overwhelming force), you need to be able to keep your area safe and orderly (persistence). Currently 0.0 Sov is all about overwhelming force. How you add "keep area safe and secure" is up to you. Right now you've given the "guerrillas" great tools to harass the local population (mobile depots, inties immune to bubbles), but they have no tools to take Sovereignty even if the established powers make zero attempt to get rid of them. You could envision a system where the guerrillas spend X amount of time on the persistence feature to gain Sov only to have the current "government" come in with overwhelming force to take Sov back. A sort of asymmetrical fight. The key is that the established powers would need to spend the effort to defend their space - either develop their own set of "special forces", or roll through the area every now and then with their main forces to clear out the area.
And this where the Faction Warfare SOV mechanics come in.... With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently. Where FW in low sec have novice, small, medium and large complexes, Null should have Medium, Large and X-Large (for capitals) Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them. |
|

vipeer
Prima Legia
0
|
Posted - 2014.07.25 13:57:00 -
[1031] - Quote
There I was writing a long winded post. Deleted it and decided to make it short and sweet:
I support OP's idea to make 0.0 more balkanized.
I would say this could be achieved by making the galaxy bigger in terms of Ly. Move regions apart.
Move 0.0 space so far away from empire you need to use one of the chokepoints and/or introduce a mini JF that can jump the distance but has limited cargo hold. Ship would be useful, for example, for hauling precious minerals (zydrine, megacyte etc) from 0.0, where they are produced, to empire and T2 modules back. Moving ships back and forth would become more expensive which would mean ppl would build more of them in 0.0 and would sometimes even use smaller ships for pvp.
As for the latter clone costs would need to go way down. Scale with the size of the ship or something. Speaking for myself. Even in 2009 I refused to fly anything less pricey than a T2 fit BC because in anything smaller my clone would cost more than the ship.
All in all: Make it so that the power projection is viable within one region and quite some less viable in it's neighbouring regions, but hardly viable three or more regions away.
Sov assets that are not being used should atrophy over time, what the OP said. This way a populated part of the galaxy would be almost impregnable while abandoned systems would be easy pickings. (think middle ages with castles, towns, villages and forests, with castles being nigh impregnable, towns a tough but crackable nut, villages offering little resistance and forests (almost unused systems) offering none)
Hostiles should get rewards for taking these assets out and it would be at the expense of the alliance who was not defending their domain. Could be monetary, in terms of every ally having to have 500m ISK on deposit for every system they claim.
Move best minerals and ice to the outskirts of the Galaxy. Fill the middle ground with agents, cosmos stuff etc...
Introduce camera drones or some sov mechanic that enables precise remote detection of hostiles, to make 0.0 logistisc less dangerous.
Encourage building of 0.0 markets and production by allowing station owners to give docking rights, that can be only revoked with a 1-3 month delay, to outsiders. This way ppl wont be afraid of being locked out of the station all of a sudden and will be more inclined to set up shop.
This change would also need to do away with afk cloakers but would also need a boost to black ops.
Tbh. These days only time ppl in EVE really band together is to do pvp. Logistics, NPC'ing, Mining and probably also industy are mainly done solo.
There were times when we organized a freighter convoy into 0.0 and did T2 production in a team of six players.
|

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
792
|
Posted - 2014.07.25 17:23:00 -
[1032] - Quote
What the hell is wrong with you people? CCP has said they are looking at changing the one game mechanic thatGÇÖs simply the most horrendous part about playing this game and the best most of you can come up with is to ask for adjustments to this same ****** game mechanic? Why the **** arenGÇÖt you asking them to get rid of it?
Just get rid of the SOV structures and associated timers!! GÇ£OwnGÇ¥ your space by living in it, farming it, policing it, and defending it. If you canGÇÖt, and needed to hide behind millions of HP and timers, then gtfo you donGÇÖt deserve to be in that space! The GÇ£timersGÇ¥ associated with these things fuel the GÇ£Power ProjectionGÇ¥ and associated blobbing problem since PL and others can plan days in advance to form up for these timers. Without timers fights happen/grow organically, hit TiDi less often, and allow less time for word to travel and for PL to ping enough people online to get there effectively before itGÇÖs over. If they doGǪGǪGǪGǪfine, it wonGÇÖt happen as often as it does now.
Most Alliances fear losing their GÇ£SOVGÇ¥ simply because of the numbers, Super caps, and ridiculous amount of time and effort it took to GÇ£takeGÇ¥ the space the now live in. Take that horrifying experience out of the equation and I bet many of them wouldn't put up with being the political hostages/puppets they currently are. Keep in mind that just because SOV structure and timers go away it doesnGÇÖt mean you GÇ£lose your spaceGÇ¥, it just means you own what you can control/police/defend/and farm with your Corp or Alliance. NIPs, NAPs, BoTLRDs, and standings could still provide the GÇ£protectionGÇ¥ you covet if you still want them after having the weight/threat of GÇ£grinding structures and timersGÇ¥ lifted off your back.
Get rid of GÇ£docking rightsGÇ¥ to the hundreds of unused stations and outposts that litter 0.0. Use the ones in your space that you already do and hunt those that show up to use the others, or donGÇÖt, and negotiate standings with them like you would renters to be left alone for a fee etc. Whoever GÇ£controlsGÇ¥ the space (region, constellation, or systems) would control the local diplomacy and politics of the area. Not millions of HP, timers, and some guy who never logs in from an Alliance 6 regions away ffs.
But where is my Alliance name on the EVE map!!! Alliance Capital Stations (ACS) - Each Alliance can launch only one GÇ£Capital StationGÇ¥. When you anchor the ACS you have to name it and the name can never be changed unless Alliance is disbanded (ownership drops) or itGÇÖs destroyed and a new one put up. I see these as the GÇ£Castle BlacksGÇ¥ or PLGÇÖs GÇ£The SphereGÇ¥ stronghold of EVE driving the narrative and actual history for the future books and stories of EVE to come.
Obviously the current size of some Alliances could be too big for pilots to use just one Region or they want to GÇ£ownGÇ¥ two or more Regions. Welp theyGÇÖd need to develop new Alliances and CEOs to drop Alliance Cap Stations in more Regions and this would add stress to the power dynamic and diplomatic scene that EVE needs so much. New Alliance leaders would actually matter a lot more than they do these days and when directors decide to press the "button" on an Alliance Cap Station it could be a little more interesting than just mopping up SOV structures with Super fleets. Anyways, this stacks the house of cards a lot higher which creates content.
It takes an Alliance to up keep itGǪ.they take fuel, ammo, food, dancers, janitors, cows, booze, drugs, etc. to operate/maintainGǪor it goes off line. It takes the ACS Construction Skill book, ACS Station Management Skill Book, BPO, and construction costs which could rival that of what it currently costs to build a Titan. ACS Upgrade Mod Construction Skill Books and BPOs, ACS Regional Embassy Upgrade Mod Construction Skill Books and BPOs, Upgrade Mod Construction costs, and the cost to up keep the ACS would provide the significant isk sinks and industrial activity needed, just like current sov bills do. It might take a little while to actually see many of these out there in null sec but talk about an Alliance goal to be achieved and the pride pilots would have once they got one up.
ACS Regional Embassy Station Upgrade Mods could be fitted to provide bonuses to all open stations in your Region selected as EmbassyGÇÖs and POSGÇÖs anchored in the Region for specific things which would draw players to your Region because others donGÇÖt have that Mod fitted to their ACS. Bonuses are based on your standings with the ACS owner. Your ACS has a SC construction Upgrade fitted? Well guess where all the SC builders could headed with their CSAAs and POSGÇÖsGǪ. Maybe you can only fit 4 on your ACS so your Region could be pretty well known for select bonuses.
EmbassyGÇÖs GÇô (Its already going on so why not make it official) An Alliance holding a Region with a ACS, can secure an GÇ£EmbassyGÇ¥ in a Regional station or outpost in each of the Constellations within the Region held. The additional benefits aside from what the ACS supplies an Embassy can be decided as this mechanics are hammered out. Maybe some sort of benefits to anyone using the station for trade, industry, or whatever which in turn allows the Alliance to tax the goings on in that station etc.
The ACS is destructible. Mechanics of how itGÇÖs destructible, timersGǪGǪGǪGǪ..yes I said GÇ£timersGÇ¥, and what drops is something CCP/Players can toy with. If weGÇÖre going to have timers we should probably have them on **** that matters like POSGÇÖs and these things. These could be your B-R situations of the future. Hire PL to attack of defend one of these things.
Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
792
|
Posted - 2014.07.25 17:23:00 -
[1033] - Quote
Benefits: ACS allow for Super Carriers to dock ACS docking rights can be set in Capital Stations unlike the local out posts and stations Super Carrier Construction Upgrade Slots to be added to the ACS Anchorable mods on the station, large guns, webs, etc. so gunners can use them and station can defend itself like a POS. Industry upgrades can be added, taxes collected, etc. If it ever happens, walking in station upgrades, Licenses granted for such things as Casinos, bars, shops etc..only available at Alliance Capital StationsGǪthe more come the more isk you make. Anything else that you think would be cool that GǣyourGǥ station can do that will help you let go of your TCUs and SBUs and focus on this as your name on the EVE map.
If the Region has an Alliance Cap Station, new comers to the area could negotiate special "SOV" standings with the owner which would allow them to anchor specific system upgrades the ACS doesnGÇÖt provide or they can simply ninja live without the standings and upgrades if they don't want to be under the rental "thumb" of any Alliance and are willing to take the risk living there. Maybe the levels of GÇ£SOVGÇ¥ standings do things like expand the docking radius of the Regions open stations and outposts to those with them adding a layer of protection. Maybe they provide better refining rates and other things that can be discussed and fleshed out.
IGÇÖm not a big fan of any SC suggested changes being promoted because I think removing the GÇ£timersGÇ¥ would curb the power projection issue a lot and that these things are supposed to be awesome to fly and everything IGÇÖve seen so far basically castrates them and takes the fun out of flying them for those who arenGÇÖt in them yet, and allows the ones that have flown them to say, GÇ£well at least I got the fly them while they were fun so who caresGÇ¥GǪGǪ Keep reading I think youGÇÖll like the SC ideas below.
Furthermore, Caps going gate to gate? Are you shitting me? The align time on these things is ridiculous and after jumping through the gate as well as the fact that youGÇÖd now be in a capital log jammed blob bumping as you try to align to next gate, would take so much time half the people I know would probably insure before ops and self-destruct rather than go gate to gate home from just about anything etc.
CCP add all new Agents/Missions to these new stations! People love running these things getting the LP, isk, implants, sec status, and all the other stuff that comes with them. Make these missions unique to the area driving competition for them. And for all who just said GÇ£make it all NPC Null SecGÇ¥GǪGǪGǪ.yes! CCP can now invest in creating mission content and more isk value to these new areas to drive content. If a Mission Agent gets pissed off because no one is running his missions because what he provides has saturated that local market or for whatever reason then maybe he/she up and moves to another Region so the Missions and drops cycle through EVE 0.0 etc. IGÇÖm not a mission player but I think there is a good opportunity here for CCP to be creative here driving content etc.
Add 0.0 Mission Complexes that take Capital Fleets to complete. All we hear about is GÇ£SC ProliferationGÇ¥ and that there is not content available to remove or slow there proliferation in the game other than ganks and once a year Asakais and B-Rs. CCP can now GÇ£catch upGÇ¥ to the numbers in game by creating Mission Complexes so bad ass you need a full Capital Fleet with SC and Titans to complete the Mission. Talk about an Alliance event! Get a ping for one of these things and everyone would be getting use out of the coffins theyGÇÖve been in for years. Reading about a Capital fleet lost during a Mission has the trade mark GÇ£death to all SCGÇ¥ all over it.
AnywaysGǪGǪ.thatGÇÖs my updated spin on the idea IGÇÖve been screaming about for over a year now. I just canGÇÖt believe that CCP could be ready to address the SOV mechanic that has caused the most pain of any created and your all not simply requesting that it be removed which would allow them to focus more effort on doing cool **** that would keep you logging in and fleeting up?
Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Zappity
Stay Frosty. A Band Apart.
1247
|
Posted - 2014.07.25 21:13:00 -
[1034] - Quote
You might want to check out Seagull's Reddit thread: http://www.reddit.com/r/Eve/comments/2bp2cp/i_am_andie_nordgren_ccp_seagull_the_new_executive/
There are some interesting comments about null. Zappity's Adventures for a taste of lowsec. |

Hiply Rustic
A Private Space Venture
81
|
Posted - 2014.07.25 21:44:00 -
[1035] - Quote
Vincent Athena wrote: 1) Stop the ability for ships to be moved rapidly by getting rid of bridges and jump drives, 2) Stop the ability for pilots to be moved rapidly by getting rid of jump clones, 3) Stop the ability for players to be moved rapidly by limiting all players to one character and one account.
Anything less, and power can still be projected. Maybe with a little less convenience than now, but still quite effectively.
It's possible that you are now into some serious shark jumping. Ralph King-Griffin wrote: "Eve deliberately excludes the stupid and the weak willied." EvE: Only the stong-willied need apply.
|

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
172
|
Posted - 2014.07.25 22:59:00 -
[1036] - Quote
Arknos III wrote: It's unfortunate but we have to accept that. There are a lot of issues in the game as important as SOV that need addressing. For instance the anti-social culture in highsec likely causes more boredom and subscription losses than the annoying SOV mechanics.
I would disagree that an anti-social culture exists in highsec but rather CCP has not really put much into the game that rewards group behavior by carebears like myself.
Be warned I will be saying the "w" word, those unable to handle it can stop reading now.....
WOW encouraged group game play by adding dungeons (read as missions) that simply cannot be done solo. Further, they added a grouping mechanic so that you didnt have to spam local for 2 hours just to find a group. Yes there are L5's but you can tell if you follow this game that carebears aren't running them and they wont unless they are moved to highsec.
Surely more game mechanics 'could' be added to the game that would reward grouping behavior by highsec carebears but this is not something CCP has shown any significant interest in and I doubt they will, which is fine if that is how they prefer their game but stating that highsec is anti-social because their is little incentive to group play EVE as a carebear is mislabeling the situation. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Syd Unknown
5
|
Posted - 2014.07.26 12:31:00 -
[1037] - Quote
I vote for Faction Warfare Mechanics in Null-sec!
http://themittani.com/features/fw-vs-sov-null-setting-phasers-fun
|

Harvey James
The Sengoku Legacy
846
|
Posted - 2014.07.26 19:22:00 -
[1038] - Quote
ah .. the vastness of space .. oh wait in eve it only takes a couple of cynos and wahay!!!! space is tiny ... 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.26 19:54:00 -
[1039] - Quote
Syd Unknown wrote:
And this where the Faction Warfare SOV mechanics come in.... With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently. Where FW in low sec have novice, small, medium and large complexes, Null should have Medium, Large and X-Large (for capitals) Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them.
I think they should have novice plexes too, that would give corps a reason to bring rookies out to null so they could run the clocks on the novices while everyone else is doing more important things.
Corps sign up and create factions of their own, they could set LP payouts to provide additional reward their pilots for running plexes to take and hold sov but the plexes themselves would be similar to running NPC sites with waves of rats dropping bounties and loot. Pirates would become NPC factions similar to low sec FW millitia's. I was going to say individuals and corps could enlist with them to run plexes for pirate LP but that might be exploitable in nulsec, but it would be cool if that could be done in a way that doesn't open it to abuse. either way the pirates constantly spawn the plexes in their respective systems and its up to the corps to capture them to maintain/ take sov.
There might be a situation where several different corps are vying for the same system, in which case I think some kind of victory points system would work better than an IHUB bash, maybe set it so that Sov goes to the corp who has won the most victory points from the last 'x' number of plexes spawned. It would require ~60% of the victory points to take sov. So if we say Corp A is defending and they won 39% of the VP, Corp B is attacking and won 15% of the VP, Corp C is attacking and won 25% of the VP, the other plexes were completed by the rats then Corp A keeps sov. If at any point one of the other corps or the pirates manage to capture 60% of the VP from the last 100 plexes to spawn then the system flips at the next down time, no ihub bash, it just flips.
|

Syd Unknown
5
|
Posted - 2014.07.26 23:53:00 -
[1040] - Quote
Fourteen Maken wrote:Syd Unknown wrote:
And this where the Faction Warfare SOV mechanics come in.... With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently. Where FW in low sec have novice, small, medium and large complexes, Null should have Medium, Large and X-Large (for capitals) Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them.
I think they should have novice plexes too, that would give corps a reason to bring rookies out to null so they could run the clocks on the novices while everyone else is doing more important things. Corps sign up and create factions of their own, they could set LP payouts to provide additional reward their pilots for running plexes to take and hold sov but the plexes themselves would be similar to running NPC sites with waves of rats dropping bounties and loot. Pirates would become NPC factions similar to low sec FW millitia's. I was going to say individuals and corps could enlist with them to run plexes for pirate LP but that might be exploitable in nulsec, but it would be cool if that could be done in a way that doesn't open it to abuse. either way the pirates constantly spawn the plexes in their respective systems and its up to the corps to capture them to maintain/ take sov. There might be a situation where several different corps are vying for the same system, in which case I think some kind of victory points system would work better than an IHUB bash, maybe set it so that Sov goes to the corp who has won the most victory points from the last 'x' number of plexes spawned. It would require ~60% of the victory points to take sov. So if we say Corp A is defending and they won 39% of the VP, Corp B is attacking and won 15% of the VP, Corp C is attacking and won 25% of the VP, the other plexes were completed by the rats then Corp A keeps sov. If at any point one of the other corps or the pirates manage to capture 60% of the VP from the last 100 plexes to spawn then the system flips at the next down time, no ihub bash, it just flips. P.S. Every time a pilot captures a plex a payment could be made to the wallet of the corp they fly for as well, this would be another incentive for corps to run as many plexes even when the system is stable. It might generate too much pve, so maybe it might be better to up the percentage closer to 80% so corps could hold their system by just running novices, and it would have to pay well enough to take the place of ratting in null so that players would chose to do this instead of ratting or running missions regardless of sov.
You dont need novices in Null, you can run a Medium with a small frig gang. That way you can teach them the ropes without sending them alone out there. |
|

Irya Boone
Never Surrender.
371
|
Posted - 2014.07.27 02:32:00 -
[1041] - Quote
+1 to FW mechanic in 0.0
but te real problem is power projection too much people can be send on the field by a single titan/Blops reduce the amount of people you can drive and put a timer 50 subcapevery 15 minutes for example 10 cap every 30 min etc etc.
And to shake up the blue donut a little bit make the universe live :
In real World Stars die ,why would'nt they die in EVE ? make systems collapse , create new ones.
-Dynamic environnement but increase income , rewards accordingly
-Timers for Jump drives/cyno jumps/drives and if you want to send cap on the field the titan has to come too.
-Mass limitation ( you already have the code for that )
RENAME WH systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome.
GalMIl>>ALL |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.27 03:30:00 -
[1042] - Quote
Syd Unknown wrote:Fourteen Maken wrote:Syd Unknown wrote:
And this where the Faction Warfare SOV mechanics come in.... With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently. Where FW in low sec have novice, small, medium and large complexes, Null should have Medium, Large and X-Large (for capitals) Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them.
I think they should have novice plexes too, that would give corps a reason to bring rookies out to null so they could run the clocks on the novices while everyone else is doing more important things. Corps sign up and create factions of their own, they could set LP payouts to provide additional reward their pilots for running plexes to take and hold sov but the plexes themselves would be similar to running NPC sites with waves of rats dropping bounties and loot. Pirates would become NPC factions similar to low sec FW millitia's. I was going to say individuals and corps could enlist with them to run plexes for pirate LP but that might be exploitable in nulsec, but it would be cool if that could be done in a way that doesn't open it to abuse. either way the pirates constantly spawn the plexes in their respective systems and its up to the corps to capture them to maintain/ take sov. There might be a situation where several different corps are vying for the same system, in which case I think some kind of victory points system would work better than an IHUB bash, maybe set it so that Sov goes to the corp who has won the most victory points from the last 'x' number of plexes spawned. It would require ~60% of the victory points to take sov. So if we say Corp A is defending and they won 39% of the VP, Corp B is attacking and won 15% of the VP, Corp C is attacking and won 25% of the VP, the other plexes were completed by the rats then Corp A keeps sov. If at any point one of the other corps or the pirates manage to capture 60% of the VP from the last 100 plexes to spawn then the system flips at the next down time, no ihub bash, it just flips. P.S. Every time a pilot captures a plex a payment could be made to the wallet of the corp they fly for as well, this would be another incentive for corps to run as many plexes even when the system is stable. It might generate too much pve, so maybe it might be better to up the percentage closer to 80% so corps could hold their system by just running novices, and it would have to pay well enough to take the place of ratting in null so that players would chose to do this instead of ratting or running missions regardless of sov. You dont need novices in Null, you can run a Medium with a small frig gang. That way you can teach them the ropes without sending them alone out there.
true, it would probably have to be scaled up so a novice in null would take at least a cruiser to complete.
I also think the plexes need to work fundamentally differently or null would be crawling with farmers.
1) Block warping until the plex is done so anyone that enters can't leave until its finished, if someone shows up you just have to suck it up and make the best of it but I don't think the warp disruption should apply to pods unless tackled by a player. Corps with a POS in system have an advantage since they can ship up if they see someone in a plex, which is a good thing imo. It could also lead to bait and switch tactics where you send a gang of cheap t1 bait cruisers knowing they will show up in something bigger, and then they are stuck so you could have a fleet of battleships or caps or whatever waiting to go in and finish them off, which might lead to escalations and tough choices for fc's.
2) Offensive plexing (in a hostile or NPC controlled system) pays nothing except what your corp chooses to pay for any corp LP you win. So a Corp CEO could identify the systems they want to take, these would show under the faction war warzone control tab, and any plexes his players capture in those systems will pay out corp lp, the corp can then set how much they pay for any LP won, so instead of an LP store the LP is directly swapped for ISK from the corp wallet, this gives a tool for ceo's to incentivise sov pushes without having to monitor everything and could take the place of SRP? Defensive plexing to maintain sov would pay pretty good isk so it would take the place of ratting as the main pve activity in null, it's hard to say how much ISK/hr it should pay tbh. That would have to be monitored and adjusted later depending on how many ships are lost to pvp in the plexes after its rolled out. As a reference point I'd say more than what nullsec ratters currently make, it's a similar activity but with a lot more risk if you're prevented from warping out. |

WarFireV
Blackwater USA Inc. Pandemic Legion
366
|
Posted - 2014.07.27 07:15:00 -
[1043] - Quote
No sov system should force anyone to do PvE. |

Aleronius
RED GUARD.inc Southern Federation
1
|
Posted - 2014.07.27 08:50:00 -
[1044] - Quote
Some ideas:
- delays (minimum 2-3 hours) must be inserted in cynochains jumps for militant ships or else (super)caps using immediate jump mode must become transport ships with NO offensive abilities and repair limited only to self-repair. E.g. after 1st jump to cyno all (super)capital ships can offend, use drones and remote repair modules as usual. Either they fight in the cyno system or wait 2-3 hours and jump to next cyno. If it is simple displacement operation, they can jump immediately to next cyno, but there they would be unable to use their offensive modules, drones and remote repair for delay period (2-3 hours per EACH immediate jump or around 5 hours for the whole route, for example). Goal achieved: to decrease megablobs' (super)capitals mobility. - delay timer for minimum 5 hours for subcapital ships to use 2nd titan portal jumping - so 'titan taxi - fight - titan taxi' tactics for short-term operations have to be impossible. In order to provide a possibility for reinforcement during big fights, pod kill must nullify this delay timer. Goal achieved: much more gate-to-gate movement in contested space with more opportunities for small- and med-size fights. - significant increase of resources spending when using jump bridges, that belong to your coalition, but not your alliance. This must be made to prevent mega-coalitions formation (what we have now in 0.0) where sov holders can easily control one half of 0.0 using renters' infrastructure. Goal achieved: much more gate-to-gate movement in contested space with more opportunities for small- and med-size fights.
The common idea is to increase inertia and immobility of big blobs, providing more possibilities for lesser alliances/coalitions to attack sov space, moons and fleets. |

Doris VanGit
The Rusty Muskets
1
|
Posted - 2014.07.27 16:32:00 -
[1045] - Quote
Null Sec to me was always about Risk = Reward
In the current set up as somebody stated previoulsy, All the changes made so make it easier for the larger alliances/coalitions, to earn more at no risk.
Therefore Null Sec should actually be the Wild Wild West of the game. Make the game favour the smaller groups to increase more fair fights.
Power projection, eliminate how easy it is to move around
Why is it these larger ally's can mess with high sec mining op's, but the smaller corps cant mess with theres. Because they are hidden in a back end system.
As the current game stands, i dont want to go into null sec and become a sheep. Then have a sov war and sit in tidi for god knows how long.
However, make the changes so that if i get a few or 20 say mates along in dreads, we could take control of a system in 10 minutes. How by having one module that controls the system. Keep the upgrade mods etc only the owner can destroy them. JUst have a sov mod, once destroyed deploy a new one that is imune from attack for 2 weeks.
This modules controls the system, therefore taxation, station rights etc. To suport this remove titan bridges and jump bridges, also remove cyno jammers.
Why? lets get some decent fights.
Eitherway good luck CCP you have you work cut out for you! But the question still stands, How are you going to get the likes of me back into Null Sec? When everything is in place to favour the larger alliance.
Just put the risk back into Null! At the minute No Risk
|

Madbuster73
V0LTA Triumvirate.
112
|
Posted - 2014.07.27 21:46:00 -
[1046] - Quote
WarFireV wrote:No sov system should force anyone to do PvE.
Grinding structures like you do now is pretty much the same, except you do it with supers.....
And as far as I can tell, fighting over complexes to gain SOV is NOT PVE. Take a look at the recent fights in Huola for example. That doesnt look much as PVE imo.... It only turns into PVE if the attacked party doesnt defend, then it is a bit of grinding down those plexes (Like everything else in this game)
|

the Infenro
Edge of Existence
0
|
Posted - 2014.07.27 22:17:00 -
[1047] - Quote
Manfred Sideous wrote:Aryndel Vyst wrote:You could have summed this post up by just saying "Hey here's how I want to fix nullsec: Remove jump drives"
Because that's pretty much what you are saying. Well yeah but removing jumpdrives messes other things up like logistics and supplies in nullsec. So you need changes to compensate for that so you aren't punishing people you are simply creating a new alternative to a old broken system.
if CCP introduces player made star gates like they are talking about it might be a good way to either eliminate jump drives are put some serious limits on it's capability. I do feel that their should be ways to help promote small-mid gang pvp. and adding bottlenecks into the game is a good example of this (look at PvP in WH space) I feel that we might want to look at making jump drive technology take ever increasing amounts of fuel based off of range. so if its only a 2-3 systems its still rather cheap. if your talking about 15+ systems in range you are talking about 30x the fuel costs. i would make it work on an exponential scale. to help limit it's capability. something else that could be done is make it to where when someone lights a cyno the cyno can only have X # of jumps to it before it gets disrupted. due to (____) have the limit set to something like 20 cap ships or so before a new cyno would have to be lit.
note
cov ops cyno/jump portals seam to bread pvp activity due to the nature of being able to slip behind lines
Jump Freights while useful seam to have made nul sec logistics way to easy. if anything i would say remove or rework these if you wanted to help bread activity. also make it where carriers having ships in the hold use way more fuel to jump? also helping increasing the demand for control trade routes into nul. |

Anthar Thebess
608
|
Posted - 2014.07.27 22:34:00 -
[1048] - Quote
WarFireV wrote:No sov system should force anyone to do PvE.
Sorry, check ingame map, or dotlan -> npc kills.
Support Needed : Jump Fuel Consumption |

Jack Cassidy
TACTICAL AGGRESSION Suddenly AFK
20
|
Posted - 2014.07.28 01:16:00 -
[1049] - Quote
Snot Shot wrote:What the hell is wrong with you people? CCP has said they are looking at changing the one game mechanic thatGÇÖs simply the most horrendous part about playing this game and the best most of you can come up with is to ask for adjustments to this same ****** game mechanic? Why the **** arenGÇÖt you asking them to get rid of it?
Just get rid of the SOV structures and associated timers!! GÇ£OwnGÇ¥ your space by living in it, farming it, policing it, and defending it. If you canGÇÖt, and needed to hide behind millions of HP and timers, then gtfo you donGÇÖt deserve to be in that space! The GÇ£timersGÇ¥ associated with these things fuel the GÇ£Power ProjectionGÇ¥ and associated blobbing problem since PL and others can plan days in advance to form up for these timers. Without timers fights happen/grow organically, hit TiDi less often, and allow less time for word to travel and for PL to ping enough people online to get there effectively before itGÇÖs over. If they doGǪGǪGǪGǪfine, it wonGÇÖt happen as often as it does now.
^^ this. Occupancy sov needs to happen. Not only will it give the smaller entities a chance to own sov, it will bring more players to null and break up the blob. However i believe isk making in sov need a buff for it to work. |

Jack Cassidy
TACTICAL AGGRESSION Suddenly AFK
20
|
Posted - 2014.07.28 04:52:00 -
[1050] - Quote
Also, instead of getting rid of jump drives, why not introduce spool up and spool down timers for capitol and supercapitol ships. When jumping to a cyno the jumpdrive has a spoolup timer that needs to be activated before it can jump which prevents movement, and a spooldown timer after the jump, with the spooldown preventing highslot activation, warping and docking. The spoolup and spool down timers could be adjusted for each class. Say 10 minutes up and 2 down for dreads, 6 up and 6 down for carriers, 8 up and 4 down for supers, 12 up 10 down for titans and 5 up and 1 down for jump freighters. The timer would still affect the titan when bridging subcaps through although the subcaps themselves would remain unaffected. These figures are just examples and can obviously be adjusted for balancing. These changes would nerf power projection to a degree and also give a boost in usage of subcaps. This change would also tie in well with the concept of occupancy sov that Snot Shot suggested above. |
|

Skia Aumer
Atlas Research Group
80
|
Posted - 2014.07.28 04:56:00 -
[1051] - Quote
Doris VanGit wrote:As the current game stands, i dont want to go into null sec and become a sheep. Why dont you go to nullsec and become a tiger?
Doris VanGit wrote:However, make the changes so that if i get a few or 20 say mates along in dreads, we could take control of a system in 10 minutes. How by having one module that controls the system. If you have 20 blackops, you can take control over a region, right now. Do you really need that module to anchor? Your own TCU gives you some benefits, but it's seriously overrated. Gaining control via guerilla warfare is absolutely possible, it gives you fun fights without TIDI, it gives you profit in form of a rent or tears, and it is generally 20% cooler. |

Skia Aumer
Atlas Research Group
80
|
Posted - 2014.07.28 05:21:00 -
[1052] - Quote
On the other site, you can find an article devoted to power projection myths. It argues that Titans, Dreads, also have a jumpdrive, do not seem to be responsible for so-called "nullsec stagnation". That is because they are pretty weak against sub-caps and at the same time can be killed by sub-caps. Further, it suggests that what we're dealing with here is merely another case of overpowered ship doctrine - slowcats. Cases of overpowered ships happened a lot of times in EVE: drakes, hurricanes, tracking titans, motherships with drones - to name a few. A fact that capital and supercapital ships did not undergo a balancing pass by Fozzie, adds a strong argument for the hypothesis put forward by The Mittani.
|

Anthar Thebess
608
|
Posted - 2014.07.28 06:49:00 -
[1053] - Quote
I hope that CCP will move to occupancy SOV , it will link to the corp not alliance activity. So for example , the most active corporation in given system gets the ownership in the name of alliance X.
If this corporation leaves the alliance , sov , current indexes , etc is lost , and system is easy to take by every one.
Support Needed : Jump Fuel Consumption |

Syd Unknown
5
|
Posted - 2014.07.28 10:13:00 -
[1054] - Quote
Anthar Thebess wrote:I hope that CCP will move to occupancy SOV , it will link to the corp not alliance activity. So for example , the most active corporation in given system gets the ownership in the name of alliance X.
If this corporation leaves the alliance , sov , current indexes , etc is lost , and system is easy to take by every one.
Doesnt occupancy SOV equal Faction Warfare SOV?? In FW the Alliances have to live in a system to be able to actively defend it. If they move out the farmers will flip the system.
|

Anthar Thebess
608
|
Posted - 2014.07.28 11:09:00 -
[1055] - Quote
Yes. If you are not living in a space - someone can easily flip your system, as long as someone from this group will move into the system.
If he will be living in specific space , defensive indexes will go up - indexes that will define how much work some other side will have to put in order to "camp/fight you out".
For example. If you live in some space for last 6 months , taking this space from you should be much harder than getting space from someone that got his part of a space yesterday.
Of course we are talking about dropping indexes when you are not providing enough activity to a system.
When you look at current nullsec map - in all those renting space , people who are actually living in those system, should get "their" part of EVE , and current land lords could not prevent this from happening , as long as they will not move into those systems and simply live there.
The moment they move , and systems activity drops - someone else should easily flip those systems again.
There should be also difference between ACTIVE and PASSIVE system activity. Passive activity should be much less important than active one. So pos mining/ reactions/ production/ science should have minimal effect on system health.
If CCP will forget about this people just install some cheap but long science jobs in the system or POS in order to keep their indexes healthy.
Produce A -> reprocess (get 50%) -> Produce A -> reprocess (get 50%) .... Do it on BPO , having TE =0 , without skills for speeding it out , etc. or Putting 11(x chars) jobs on Warfare Link BPO to ME level 10 should not keep system healthy for 33mil per month.
Support Needed : Jump Fuel Consumption |

MeBiatch
GRR GOONS
1905
|
Posted - 2014.07.28 15:00:00 -
[1056] - Quote
Skia Aumer wrote:On the other site, you can find an article devoted to power projection myths. It argues that Titans, Dreads, also have a jumpdrive, do not seem to be responsible for so-called "nullsec stagnation". That is because they are pretty weak against sub-caps and at the same time can be killed by sub-caps. Further, it suggests that what we're dealing with here is merely another case of overpowered ship doctrine - slowcats. Cases of overpowered ships happened a lot of times in EVE: drakes, hurricanes, tracking titans, motherships with drones - to name a few. A fact that capital and supercapital ships did not undergo a balancing pass by Fozzie, adds a strong argument for the hypothesis put forward by The Mittani.
no... even with balanced super caps 0.0 would still be the same.
power projection is more than just apex forces . There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Gizznitt Malikite
Agony Unleashed Agony Empire
4045
|
Posted - 2014.07.28 17:37:00 -
[1057] - Quote
WarFireV wrote:No sov system should force anyone to do PvE.
I'm sorry.... Sov should encourage utilizing your space, and flying-in-space activities should count the most. This including PvE and PvP activities.
In short, destroying sov should primarily involve PvP actions. Claiming Sov should be a "utilizing space" action. |

Altirius Saldiaro
Royal Amarr Institute Amarr Empire
49
|
Posted - 2014.07.28 17:40:00 -
[1058] - Quote
After listening to Podside #224, im even more in favor of nerfing power projection. Having to move such big ships should take time and effort. I like that. It does indeed make space bigger and more vast.
I hope CCP goes this route. |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
803
|
Posted - 2014.07.28 19:02:00 -
[1059] - Quote
Altirius Saldiaro wrote:After listening to Podside #224, im even more in favor of nerfing power projection. Having to move such big ships should take time and effort. I like that. It does indeed make space bigger and more vast.
I hope CCP goes this route. I guess a few things fell out of that Podcast Episode (some not really spoken, or thought of after) but at the end of the day if the nerf went through you would have:
1) A good portion of the remaining bitter vets, still trying to still give a **** about this game, unsubbing their Cap pilots forever, if not all their accounts.
2) "Power Projection" still happening, but in slow motion, which would then cause the "not quite yet" bitter vets to call it quits.
3) Still have the CFC Alliances circle jerking because, yet again, the reason for them to "exist" (PL/N3 bogeymen) could log back into the game again "someday" and therefore no reason to stop the human centipede they got going on now.
Just because the movement of Caps/SC/Titans gets nerfGÇÖd doesnGÇÖt mean it will solve the GÇ£blue donutGÇ¥ issue it actually means CFC can now feel free to attack the last few Alliances left in the game that havenGÇÖt thrown in the towel and joined them.
PL/NC rely on their Capitals hold back the door on the 1,000 plus subcap fleets CFC would throw at them which keeps things barely in check as it is now. Remove that ability and you would see whoever from NCDot and Nulli that continued to log in, lose their space over a couple weeks to a few 1,000 bombless bomber fleets, and youGÇÖd see whats left of PL go from the bended knee they are on now in front of Goons (BotLRD) to full on slamming of their face into The Martinis crotch to keep their space.
Take the training wheels off your all-powerful GÇ£Null Sec AlliancesGÇ¥ for godGÇÖs sake and remove SOV structures, their timers, remove station docking rights, and their timers and you would have the same thing that everyone is looking for and thatGÇÖs organic and localized conflicts because "the blob" canGÇÖt be everywhere anymore by setting timers and PL/NC can't plan days in advance to be there.
Put something else in place that Alliances can actually "Build" and be proud of/defend as the "Alliance Flag" to rally around. Right now the only thing anyone "owning SOV" has to show for it is a **** load of TCUs/SBUs and thatGÇÖs it. New Outposts are being dropped every other day and there are so many out there I'd say youGÇÖre not "building" **** out there, you're just littering at this point......******* space pollution ffs. . Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.28 19:25:00 -
[1060] - Quote
Snot Shot wrote:
PL/NC rely on their Capitals hold back the door on the 1,000 plus subcap fleets CFC would throw at them which keeps things barely in check as it is now. Remove that ability and you would see whoever from NCDot and Nulli that continued to log in, lose their space over a couple weeks to a few 1,000 bombless bomber fleets .
If Jump bridges were removed would that not also nerf the capabilities of massive subcap fleets to bounce around freely as well?
Combined with changing sov to something that requires at least some pilots to be in system maintaining sov I think it would make it far harder to gather pilots from all over null into one place for one big fight. If it meant they had to jump all the way there and all the way back in battleships it might not be practical to gather all forces into one spot. PL could still use their capital superiority on the front lines knowing there CFC can't just jump fleets of sub capitals behind them, so capital ships might become more vital as a strategic resource since they would effectively form the front line for both defense and offense in major bloc wars. PL could keep their capital fleet in key front line systems and CFC would not be able to overwhelm them? |
|

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
803
|
Posted - 2014.07.28 20:16:00 -
[1061] - Quote
Fourteen Maken wrote:Snot Shot wrote:
PL/NC rely on their Capitals hold back the door on the 1,000 plus subcap fleets CFC would throw at them which keeps things barely in check as it is now. Remove that ability and you would see whoever from NCDot and Nulli that continued to log in, lose their space over a couple weeks to a few 1,000 bombless bomber fleets .
If Jump bridges were removed would that not also nerf the capabilities of massive subcap fleets to bounce around freely as well? Combined with changing sov to something that requires at least some pilots to be in system maintaining sov I think it would make it far harder to gather pilots from all over null into one place for one big fight. If it meant they had to jump all the way there and all the way back in battleships it might not be practical to gather all forces into one spot. PL could still use their capital superiority on the front lines knowing there CFC can't just jump fleets of sub capitals behind them, so capital ships might become more vital as a strategic resource since they would effectively form the front line for both defense and offense in major bloc wars. PL could keep their capital fleet in key front line systems and CFC would not be able to overwhelm them?
With the suggested nerf in the Op it basically removes JB anyways. Not sure if I'm reading it correctly but it sounds like you would just end up giving yourself another form of a "gate" to get to an adjacent system which would slow things down a bit but in all actuality the work around ( yet again keeping CFC together ) would just be to position multiple Titans in strategic systems to be the "Jump Bridges" CFC would need to get to wherever NCDot or PL were crawling to in their Capital fleet.
Not really understanding what you are getting at with the PL using their Caps as front line superiority as they would never be able to keep up with sub cap movement "taking SOV" etc. Maybe you are tying in other ideas in the Op I'm not.
A SOV system that requires you to be in system to maintain it I just donGÇÖt get at all. If you're not in system why can't it simply just be that someone else can be, mining, ratting, docking, trading, and whatever. If you are there, then you can fight them off because you're supposed to be "occupying" the system, constellation, region, and therefore have enough people to do it. If you donGÇÖt then I guess you need to stand aside and let them take or do what they want until you do. .. Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Sisohiv
Center for Advanced Studies Gallente Federation
235
|
Posted - 2014.07.28 21:15:00 -
[1062] - Quote
Altirius Saldiaro wrote:After listening to Podside #224, im even more in favor of nerfing power projection. Having to move such big ships should take time and effort. I like that. It does indeed make space bigger and more vast.
I hope CCP goes this route.
I'd like to see Capitals and super capitals get racial bonus like towers do. So if you have an Amarr Titan or Super Carrier you get jump range bonus if you are in Amarr space, jumping to Amarr space. Caldari for Caldari and so on. Off race alliance would get neutral range, opposition space would take heavy penalty to range. It would require a new math on how range is determined but it would also define variety in capital fleets. |

Fourteen Maken
VipeRs Pit
136
|
Posted - 2014.07.28 22:14:00 -
[1063] - Quote
Snot Shot wrote:Fourteen Maken wrote:Snot Shot wrote:
PL/NC rely on their Capitals hold back the door on the 1,000 plus subcap fleets CFC would throw at them which keeps things barely in check as it is now. Remove that ability and you would see whoever from NCDot and Nulli that continued to log in, lose their space over a couple weeks to a few 1,000 bombless bomber fleets .
If Jump bridges were removed would that not also nerf the capabilities of massive subcap fleets to bounce around freely as well? Combined with changing sov to something that requires at least some pilots to be in system maintaining sov I think it would make it far harder to gather pilots from all over null into one place for one big fight. If it meant they had to jump all the way there and all the way back in battleships it might not be practical to gather all forces into one spot. PL could still use their capital superiority on the front lines knowing there CFC can't just jump fleets of sub capitals behind them, so capital ships might become more vital as a strategic resource since they would effectively form the front line for both defense and offense in major bloc wars. PL could keep their capital fleet in key front line systems and CFC would not be able to overwhelm them? With the suggested nerf in the Op it basically removes JB anyways. Not sure if I'm reading it correctly but it sounds like you would just end up giving yourself another form of a "gate" to get to an adjacent system which would slow things down a bit but in all actuality the work around ( yet again keeping CFC together ) would just be to position multiple Titans in strategic systems to be the "Jump Bridges" CFC would need to get to wherever NCDot or PL were crawling to in their Capital fleet. Not really understanding what you are getting at with the PL using their Caps as front line superiority as they would never be able to keep up with sub cap movement "taking SOV" etc. Maybe you are tying in other ideas in the Op I'm not. A SOV system that requires you to be in system to maintain it I just donGÇÖt get at all. If you're not in system why can't it simply just be that someone else can be, mining, ratting, docking, trading, and whatever. If you are there, then you can fight them off because you're supposed to be "occupying" the system, constellation, region, and therefore have enough people to do it. If you donGÇÖt then I guess you need to stand aside and let them take or do what they want until you do. ..
The sov mechanics as they stand require little input to maintain sov which means an alliance could conceivably own every system and have everyone balled up together ready to fight anyone that tries to take even 1 system off them. It just leads to this snowball effect: more sov = more rent and isk, more isk = more resources, more resources = more sov, and around it goes until everything is in the hands of one or two alliances. There is no mechanism to simulate imperial over reach, where an alliance can over extend its capabilities to defend its territory and spread itself thin. Thats why people are suggesting something like FW mechanics. As alliances grow they become more spread out since they have to actively maintain each system, and yes this can be done by ratters and miners most of the time, but they would be no match if they had to defend against a decent pvp corp so big alliances will be forced (hopefully) to keep pvpers back to defend their existing territory from opportunist attacks. More importantly it would eventually lead to the end of renting, because the renters running the plexes would hold sov; not the alliances. CFC will probably continue to do well since they have a very large and active player base as far as I can tell, but I don't have a problem with that as long as the amount of space they control is directly linked to their ability to use and maintain it.
I don't like the idea of cyno's or jump bridges, I don't mind jump freighters but the idea of huge fleets being able to bounce from one end of the server to the other seems really crazy to me. They shrink the playing field too much, it doesn't matter how many systems CCP introduce they are all effectively right next door to each other and at the mercy of the biggest blob which again feeds into the vicious circle that allows major alliances to control everything with ease.
With no cyno's or jump bridges, and the fw style sov mechanics being proposed it wouldn't be possible to take a system off a cap fleet without defeating it because the cap fleet could run the large plexes and unless someone can stop them from taking those its just enough VP to hold sov in the system regardless of whats happening in the smaller plexes. Alliances would have to be more careful about spreading themselves too thin because the more sov they hold the more work it takes to defend and maintain it. I don't know exactly how it all would work tbh, it's not going to be an easy thing to balance but I think its the best suggestion I've seen, either that or the idea of getting rid of sov altogether would also be good. If CCP can't introduce these changes in all of null, I would like them to at least do it in any new space thats created because it should be pretty clear now that it doesn't matter how much sov space they create with the current mechanics it will all end up in the hands of a few alliances with everyone else slumming and paying them rent. |

Anthar Thebess
613
|
Posted - 2014.07.28 22:37:00 -
[1064] - Quote
Blocking ability to jump between regions , and forcing capitals and supers to use XL sized regional gates, can be very nice change. Think about it. "We need to hold this gate!, nothing can pass!" This + limited jump range , or different mechanic of jump can put some fresh air to this game.
Why eve have to be the same every where? Why we cannot have regions where you have a lot of dead end pockets where no capital can jump in or jump out? Why you land directly on the cyno? Just for sake of people voting keeping current JF mechanics , make all other ships fit a rig that will allow them to jump directly to the cyno, that will block using any other rig , or reduce defensive capabilities in some drastic way. Why Titan or Mothership burns the same amount of fuel like a carrier?
Ships few times bigger should use few times more fuel to make the same trip.
Support Needed : Jump Fuel Consumption |

Wrecktum Yourday
The Congregation Cult of War
2
|
Posted - 2014.07.29 05:46:00 -
[1065] - Quote
You should never be safe in eve. High sec ganking to single frigates taking out battleships. Eve is about risk and skill. Currently the big power blocs have nothing to worry about. The big 3 aren't going to invade each other because why risk rental space. Sov null needs to be more of a tribal warzone. Pockets of smaller alliances all fighting over control of small city states. Not 3 coalitions that are too big to take each other out. There really is nothing worse then going 20+ jumps in null to find not a single person. It's actually quite disheartening. Reminds me of current real world events. "To big to fail". |

Alavaria Fera
GoonWaffe
6328
|
Posted - 2014.07.29 06:25:00 -
[1066] - Quote
Grr players having diplomatic arrangements ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Pheusia
Vanishing Point. The Initiative.
137
|
Posted - 2014.07.29 08:28:00 -
[1067] - Quote
Jack Cassidy wrote:Also, instead of getting rid of jump drives, why not introduce spool up and spool down timers for capitol and supercapitol ships. When jumping to a cyno the jumpdrive has a spoolup timer that needs to be activated before it can jump which prevents movement, and a spooldown timer after the jump, with the spooldown preventing highslot activation, warping and docking. The spoolup and spool down timers could be adjusted for each class. Say 10 minutes up and 2 down for dreads, 6 up and 6 down for carriers, 8 up and 4 down for supers, 12 up 10 down for titans and 5 up and 1 down for jump freighters. The timer would still affect the titan when bridging subcaps through although the subcaps themselves would remain unaffected. These figures are just examples and can obviously be adjusted for balancing. These changes would nerf power projection to a degree and also give a boost in usage of subcaps. This change would also tie in well with the concept of occupancy sov that Snot Shot suggested above.
So it takes 90 minutes to cross the map instead of 15? |

Skia Aumer
Atlas Research Group
80
|
Posted - 2014.07.29 09:18:00 -
[1068] - Quote
Wrecktum Yourday wrote:You should never be safe in eve. Then why do you choose safety? This is you who are responsible for +1 to the meat shield guarding one of the coalitions. And if you're fine with that - why should others suffer being unsafe? |

Anthar Thebess
616
|
Posted - 2014.07.29 14:02:00 -
[1069] - Quote
https://wiki.eveonline.com/en/wiki/List_of_Sov_Complaints_%28CSM%29
This made me sad :( 4 years CCP , 4 years CSM
Quote: Submission Date: 10 September 2010
Quote:CCP released a new sovereignty system in the beginning of 2010. there were a lot of features that were planned and subsequently dropped, and this has caused the system not to act in the way it was designed. In short, people still don't like the sov grind. It is not common for people to say they love taking sov systems, and is the top complaint I receive from my own alliance.
Here are a list of complaints collected from a general population, intentionally kept high level and general:
Too much HP. from what I hear, features that were intended to counteract this got dropped, so now we just get left with a ton of EHP to kill that nobody likes doing. re-balance this with the understanding that these compensatory features will probably never come into being. Sov relies entirely on the numbers of people participating and the EHP of structures. If that's the way it's meant to be, can we at least make the inevitable conclusion come a bit sooner? Station services are rarely worth taking out unless you have nothing better to do between timers- they take too long to kill. Capital, supercapital, station, cynojammer, jump bridge, large structure inflation. It is inevitable in any MMO that the endgame items will end up commonplace. So perhaps the balancing needs to reflect this new reality. Objects that were meant as centerpieces are now owned by a large percentage of the population. Some specific suggestions involve nerfing supercaps, and making outposts destructible. Fleets of hictors are no longer able to tackle a sizable fleet of titans due to the doomsday. Timers are way too long and are organized in a way that does not encourage fights. It discourages turnover of sov systems. The holding alliance needs to be practically dead or tiny in comparison with its attacker in order to lose a system. Few or no sov turnovers in recent memory have involved a defending alliance that wasn't inactive already. Dreads have lost their unique purpose in sov warfare and are vastly inferior to the supercap alternatives. Sov warfare is not fun and generally only serves as a means to an end which is the actual fun. a "necessary evil", but it is never the goal in itself. Absolutely no small gang objectives for sov warfare. even if a small gang runs around completely unopposed they can do no harm whatsoever to the defending alliance simply due to the EHP involved. The worst they can do is make people dock up and temporarily disrupt ratting operations only in the system they are in. Only a small amount of time determines the fate of sov. If you control the system for 22 hours a day and you don't for the one critical hour, you lose the system. this results in time zone battles mattering so much, and causing "alarm clock" ops that disrupt people's real lives. lag is mentioned as a big factor in the problems of sov warfare. The roots of the complaint are twofold- technical problems, and the fact that the current design encourages single huge battles and make everyone throw everything plus the kitchen sink into one single fight. The first cause is an unrelated issue, but the second ought to be considered in the design.
Support Needed : Jump Fuel Consumption |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
41
|
Posted - 2014.07.29 14:51:00 -
[1070] - Quote
Fourteen Maken wrote: The sov mechanics as they stand require little input to maintain sov which means an alliance could conceivably own every system and have everyone balled up together ready to fight anyone that tries to take even 1 system off them. It just leads to this snowball effect: more sov = more rent and isk, more isk = more resources, more resources = more sov, and around it goes until everything is in the hands of one or two alliances. There is no mechanism to simulate imperial over reach, where an alliance can over extend its capabilities to defend its territory and spread itself thin. Thats why people are suggesting something like FW mechanics.
This is a very good point. I've seen it put many ways but I think it really does get to one of just a few specific and interlaced mechanics that has caused the problems of today.
The over reach of course can never have a mechanic to support it as long as you can blink your entire active pilot base and all your blue near-instantly. Which you also point out.
One mechanic I don't see discussed much that I wish I'd been on the AMA for is the degree of intention &/or justification of some very basic organizational variables in eve.
Variables such as
- standings (blue) list size
Is there not a place in the discussion about these fundamental numbers? Status quo and balancing actions also lie there, not just mechanics related to fleet reach and station/system control.
Refinement of these and introduction of more organizational variables, such as # corps in an alliance? yeah?
CCP Seagull made the following comment in the AMA:
Quote:We have change coming! We are hands-off when it comes to the specific interaction between players, but certainly not hands-off when it comes to designing how the game works.
But I think this directly conflicts with how the game is actually built. Everything regarding interaction at an organizational level is facilitated by the client. Only the meta is without firm structure. This includes alliance size, blue list size, etc...
Acknowledging that I think is important. And while it may not be popular mechanics to discuss and adjust (not very exciting) it's these small yet massive details that have constructed the space we live in. And they should be part of the conversation with regard to a future eve where null isn't comprised of massive blocs but a much more diverse and living system.
In this vein, one more quote from that AMA I wish Seagull had elaborated on:
Quote:This is in discussion now as part of our corp and alliance re-work - I think it's pretty likely that we will move away from having only two types of fixed levels of organizations, so that people can represent more diverse agreements and relationships between groups
I've very curious about what Seagull is insinuating (if anything). Because if we not only ignore a place in the game for variable limits for organizational structures, but further facilitate larger entities growing even larger, there is a good chance the problem could snowball into an even MORE stagnant state.
Mechanics are interesting, new modules and structures to facilitate asymmetric warfare are interesting. They make good soundbites and advertisements for the game. But the nitty gritty of the actual organizational structures is the real meat and potatoes. At least as important as the ranges a fleet can travel and how a system is or is not held.
One last bit I think deserves discussion in regards to these organizational structures:
Espionage and Intra-organizational power struggles:
it is very easy for a top down control to exist, yet again touching on that lack of mechanic for overreach we discuss in space holding!
What if in a massive organization one large corporation wants to vie for control? Or backstab and lurch away power, space, assets or the like? We've always sold espionage and cut-throat for this game, but organizationally it's never been developed. All the game has ever shown for it is blunt and destructive clicks of a button, like disbanding or robbing a hangar. Actions of a spy that hardly amount to gameplay, more exploitation. Exploitation that should exist, mind you! But rather boring and uninspired.
Introducing &/or facilitating that PVP element into the organization itself could go a long way to natural balance of massive groups. Shares have the ability to do this to a degree, but again, since the inception of the game it's simply not a mechanic anyone has ever looked at again.
Hostile takeovers and reason to splinter from a group is not something an alliance leader wants to think or worry about. Conversely, it's a mechanic I think that would appeal to some enterprising CEOs, Directors and troublemakers.
Maybe when you take a "renter" on it should be part of a larger organizational structure... But a structure that if not attended to, could find an unruly or capitalizing pet biting the hand that feeds it in a more substantial way than is currently possible.
It would pave the way to a far more interesting and balanced game. "The unending paradox is that we do learn through pain." |
|

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
41
|
Posted - 2014.07.29 17:08:00 -
[1071] - Quote
To flesh out a bit my last post, here's how I think something like this can work:
Just a rough idea, I'm sure there are lots of holes. And please remember junk example numbers are junk and examples
Coalition, Alliance and Corporation (re)structuring
Coalitions :
- Comprised of Alliances &/or "lone" Corporations
- Automatic blue standings between members
- Able to hold sovereignty over systems
The Executor of a coalition is an Elected Corporation. The Elected Corporation must be a "lone" Coalition member or the Executor Corporation of a Coalition Alliance.
Elections start on the first of every month and close on the fifth day; to dictate who is Executor until the following months election close.
Every member of the Coalition, alliance or corporation, has one vote it can place support of any member. Votes may be abstained (an unplaced or missed vote is an abstain)
Any Coalition vote with less than x-5 votes, where x is the number of members, is disbanded (aka, more than 5 abstaining votes will dissolve the relationship)
Alliance shakeup:
Alliance level controls (directors and the like) no longer exist as we know it.
- Automatic blue standings between members
- Able to hold sovereignty over systems
The Executor of a Alliance is also an Elected Corporation. Elections start on the first of every month and close on the fifth day; to dictate who is Executor until the following months election close. Every corporation member of an alliance has one vote it can place in support of any member. Votes may be abstained (an unplaced or missed vote is an abstain)
Alliance bills are removed entirely. Any Alliance vote with less than x-3 votes, where x is the number of members, is disbanded (aka, more than 3 abstaining votes will dissolve the relationship)
Corporation changes
- Corporation controls (ceo, directors, shares, roles) remain as we know them.
- Corporations may only have up to 250 (?) members
--
Standings Lists:
- Individuals may have standings towards up to X players,
(individuals cannot set standings towards corps or alliance)
- Corporations and Alliances may have standings lists of up to X other Corporations or Alliances (?)
(Corporations and Alliances may not set standings towards individuals)
Organizational sizes:
- Coalitions may have up to 15 members
- Alliances may have up to 9 members
- Corporations may hold up to 250 members
--
Moving to how I could see something like this mix up the sov system:
Sovereignty:
- All system and station control is done by Corporations
- Corporations may claim systems on behalf of themselves, their Alliance or their Coalition (corp role required)
[*[ Alliance/Coalition Executor corporations may remove and grant which member Corporation controls a system/station claimed on it's behalf
- Up to X solar systems may be claimed on behalf of a coalition (?)
- Up to X solar systems may be claimed on behalf of an alliance (?)
- Any one corporation may directly control up to X solar systems (?)
Stations:
- Any one corporation may directly control up to 5 stations. More on behalf of an Alliance &/or Coalition
- Docking rights are permitted automatically to blue standings (unless otherwise detailed)
- Docking rights should be held seperate from standings lists, capable of being much larger than standings lists and
===
Cue the "you want to destroy our gameplay, why make this game HARDER!!??"
I'm sure people like goons (grr goons, i know, rite?) and other large bloc members see this as an attack on them personally, or their gameplay.
But frankly that's just miopic and self-centered. A structure like this (or different but as graduated and dynamic) is what most of us realize eve should have. THIS IS JUST AN EXAMPLE.
Want to blue the galaxy? Create an organization to do so. Want to control the galaxy? Do it. Nothing will stop you ...except perhaps people actually wanting to wrestle control away from you. Which is the name of the game is it not?
If you want anything in this game, you should have to work for it. And not just once when you gain control, but maintaining it should also be an involved process.
Not a boring grind of involvement like having a handful of people fuel towers all over (the past) nor anything as simple and 'click and forget unless structure gets shot' (the present)
-Within a structure like this, there is more than enough capability for large groups, nerfing large groups is not the intention. -Within a structure like this, there is more than enough capability to maintain a large list of blues if it is desired, but that must exist inside a structure that is vulnerable to PVP activity and other player created content. -Within a structure like this, there is more than enough ability for massive space control
But there is also opportunity for the game to change, for player created content. To shake things up. It's what most of us KNOW this game needs,
Conclusion:
While many think the solution to 0.0 lies in nerfing how far a fleet can fly, or structures that dictate control of a system, I think it's massively short sighted to not consider the organizations themselves and HOW they control space as the solution to the stagnation.
The goal is dynamic organizational structures and the ability to alter these structures through player created content and gameplay. "The unending paradox is that we do learn through pain." |

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1224
|
Posted - 2014.07.29 17:55:00 -
[1072] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. With the issue actually having been on the table for years, what's the ETA on concepts and discussions becoming code?
F
Would you like to know more? |

Blastil
Aideron Robotics
108
|
Posted - 2014.07.30 16:48:00 -
[1073] - Quote
I've said it before, and I'll say it again:
isolation isn't the way to improve 0.0. 0.0' s connectivity IS NOT THE PROBLEM.
The problem with 0.0 space is two fold:
1) Sov has nothing to do about how much control you exert over a system. 2) Military objectives in 0.0 encourage and require more and more guys in larger and larger ships to be able to capture objectives.
So let me lay down some principals that I think will guide good 0.0 mechanics, then go into specifics.
1 a) SOV should be directly related to how much use a systems sees. I don't care how you define the metrics. However, manufacturing, mining, ratting, plexing, PI, and exploration should all effect the level of sov in a system. In this way, only territories which empires can protect for their own PVE. All the PVP alliances will be butthurt about the fact that PVE will need to happen in their systems in order for them to maintain their happy-fun-times, but this mechanic makes sov a much more dynamic system, where farms must be built, so that they can be burned. It also takes sov away solely from the domain of large fleet fights, and enables pilots to use any number of tactics in order to damage sov. Does your opponent's sov come from market transactions in that system? Take out his jump bridges, and cyno jam the station, see what happens! Do they mine? Interfere with their mining operations! In this way, military operations become more fluid and interesting instead of go here, grind structure, go there, grind structure, fight me maybe?
Without this kind of connection between PVE money making and PVP, we'll forever have a 0.0 where gudfites are found outside of meaningful PVP, and meaningful PVP is done entirely by blob and timer.
1 b) SOV level should be a direct relationship between monetary return/pilot and risk level. High sov systems should have built in safeties (like cyno jammers, and maybe even cloaking disruption?) that can make high sov systems harder to assault and contest, but does so at a greater number of people in system leading to crowding, and lower reward/hour. In this way SOV level means some level of player imposed safety at the price of the wealth 0.0 offers. It will create a dynamic choice between safe small empires, and risky large ones, simulating much more accurately real world issues like 'Can I support having my giant ass empire?' or 'Is bigger always better?'
I imagine this kind of system looking more like a turf war between bloods and crypts, however, it could certianly still provide large empire fights. Its just now in order to have a large empire, you must justify your reason to exist, instead of existing because you have PVP pilots.
2 a) Some of this is covered in 1 a, however let me go over it in detail: Sov should be determined not by the result of one single battle, or even a hand full of them, it should be determined by many small battles that happen over the course of a week or two. Because of this, the very nature of PVP will change. Look at what it's done in FW. Do we have large fleet fights? Yes! But they usually happen only when we're taking a major objective, or in the last sprint towards the capture of a system. In Okkamon last week we were getting close to 70 guys in fleet, which is a pretty decent sized fleet, even for 0.0. However, the vast majority of all battles in FW happen in the under 20 man gang size.
2 b) There should be many ways to take a system, and just as many to defend it. One system of conquest only makes the game easy to define, and easy to master for people who are extremely wealthy and can afford to cover all their bases. However, this is EVE, and there should be many ways to do something. Additionally, doing things one way should leave you more vulnerable in others. For example, maybe you can upgrade the industry bonus in a system, but at a significant drop in structure shield hp! Or perhaps lower the costs of jumping freighters in at the expense of making it ineligible to anchor a cyno jammer.
Capital projection isn't the problem, its the symptom of a larger problem: 0.0 is boring, and they have way too much money for way too little work. Those pilots are now going out in extremely expensive ships and blowing up everything they see in a despirate attempt to have fun in the game again.
The problem of capital projection will disapear overnight when they're busy defending their crumbling empires from economic collapse. |

Shaklu
Hard Knocks Inc.
1
|
Posted - 2014.07.30 19:32:00 -
[1074] - Quote
I read the first 10 pages or so, and didn't see anyone mention this, so I thought I'd throw it out there, and see what people thought.
I posted this last week as an idea that I was rolling around in my head while bored at work, and I think it would do great in this topic, so here's the link: Maleable sec status / Galaxy blender
Basically you can take lots of the stuff that has been plopped in this post, and just stretch it into High/low security space as well. It isn't super polished, and I know that people would want to change stuff like jump bridging and power projection.. but I feel that it contributes more then detracts from the convo.
One thing I saw a lot of in the earlier pages, was people talking about the need to run to emp to get minerals to be self-sufficient, and it seems to me that it would be a simple enough thing to simply increase the mining the lower the sec status goes. You have 3 types of ores, and they give different yields, right? Well you can use that system to make nullsec sustainable.
Take Veldspar: Veldspar shows up in 0.5-1.0 space Concentrated Veldspar shows up in -0.1-0.4 space Dense Veldspar from space lower then that
And instead of being a 5% and 10% boost, you could make it like 500% and 1000% boosts.. of course you would need to run numbers, I'm clueless when it comes to balancing and spreadsheets, but that would make industry boom in nullsec without really changing too much. Perhaps only have the huge boosts for the easy minerals, or allow rare minerals to be mined in highsec but just the lame small versions of it.. I dunno.
The idea that you can physically change the security status of systems and that NPC's would actually fight for space seems really awesome to me. It would be a programmer's nightmare, I'm sure.. but it seems like it would be a blast.
One thing I would add to make it so NPC's were still cool, but not too powerful is put a limit of say, 3000 ships for their empire. So if you beat them down to 1 system, then they would have 3000 ships in that 1 system all with butt-kicking mode engaged, where if they spread out somehow to take 1000 systems, they would only have 3 ships per system, severely reducing reaction times allowing players to take them out easier. |

Caerbanog Walace
Void.Tech Get Off My Lawn
0
|
Posted - 2014.07.31 11:23:00 -
[1075] - Quote
This is going to be my first post in EvE forums since ever but its going to be a big one. I am quite new in the game by average standards but have been in nullsec for almost a year now and have been in both sides of the coalition blocs, been in the big wars, the lag fests (in B-R and more), the roams, the blops (both sides), ratting, building, marketing. By choice I have not dabbled in leadership for lack of time. I do however side with the generalized feeling that nullsec is overdue to a revamp.
Fleets have been stagnant in strategy and doctrines, big terrain grabs and conquers have been inconsequential, most activity in nullsec is either mindless ratting while waiting for blops or relentless griefing of some poor sap that happens to be near the doorstep. The feeling of building something of a home, of defending it against aggression, of actually mattering in shaping the landscape of null is all but a mirage. Eventually boredom hits, there is only so much lost time waiting for a FC to lead a fleet (the only group activity seen positive in nullsec) that one can muster. Motivation fades, better ways to spend precious free time appear.
I do not take myself as experienced as a bittervet but I can relate to most of the recent uproar around nullsec. It is stagnant. It is being held hostage by billions of EHP that can be defended at a tip of cyno. Battles are won and lost before they are fought not in the Sun Tzu kind of way but instead in the GÇ£Oh, theyGÇÖre in Ishtars and crows, donGÇÖt botherGÇ¥ kind of way.
I design information systems for a living and have dabbled in game design a long time ago. In the end this is worthless against the solid arguments I hope to provide, but just want to let know they are not being pulled out of nothing. I have read only superficially most of the recent multiple ideas in the forums purposefully, I needed to reach conclusions by logic and not by emotionally liking or disliking how certain ideas are being posted (good or bad) and see if I arrived at equivalent conclusions. I also have no experience in FW but many of the mechanics I propose are inspired by what i have heard from it. I was however very influenced by all the events of the last year of EvE.
Since the post would be the size of an entire article I converted it to a google doc I share:
read at your leisure but I do leave below a polite TL;DR;
Basic principles
- Ownership of space is based on active defence of the space - Ownership provides services, services require defence, defence provides ownership.
- The task of taking ownership from someone should be equivalent to the task of maintaining ownership. - Taking full ownership should take no less than actually living in the system.
- Disrupting ownership should take far less resources to achieve but should only cause disruption temporarily, differing from taking ownership. - Ownership has low inertia, an empty system takes little to no effort to take. Taking undefended services reduces defence capability, lower defence removes ownership. No ownership provides no services.
|

Shaklu
Caldari Provisions Caldari State
1
|
Posted - 2014.07.31 14:49:00 -
[1076] - Quote
Caerbanog Walace wrote: - Ownership of space is based on active defence of the space - Ownership provides services, services require defence, defence provides ownership.
- The task of taking ownership from someone should be equivalent to the task of maintaining ownership. - Taking full ownership should take no less than actually living in the system.
- Disrupting ownership should take far less resources to achieve but should only cause disruption temporarily, differing from taking ownership. - Ownership has low inertia, an empty system takes little to no effort to take. Taking undefended services reduces defence capability, lower defence removes ownership. No ownership provides no services.
That seems crazily complex, but I like it. It does have that FW feel to the capturing of certain points etc. I'm sure some goon will stop by and riddle it full of holes, but it's certainly better then nothing. It seems like it would be really fun to be a small self-sufficient corp of say 30 or so, having indy and combat pilots alike. It would even make roams more fun because there would me lots more pockets of smaller fleets, though you would need to take into account the defenses.. Dunno about you guys, but I think it would be fun. |

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1242
|
Posted - 2014.07.31 15:21:00 -
[1077] - Quote
Consider.
F
Would you like to know more? |

Magos Jereg
University of Caille Gallente Federation
1
|
Posted - 2014.07.31 19:17:00 -
[1078] - Quote
I notice that Faction Warfare has turf wars without all the stagnation and power projection debates and angst. Why not just make every claimable Nullsec system's ownership depending on LP earned in that system? Map the FW setup over to Null, with plexes and everything, so there is a need and room for sub-cap involvement without inviting the cap escalation issues that can occur. Make a cap-only Plex with an entrance mass limit like a WH, but tied to a corp/alliance/somethingelse. Only certain amount of caps from each side can get in, no cloaks. Add Missions for each system so you can run those instead of Plexing if you would rather. This would instill a massive amount of sub-cap involvement and activity all across null-sec, force local ownership to be dependent on local action, and motivate the power blocs to exist within a smaller more productive footprint, without the ability to own and rent massive amounts of empty space.
You could even have the LP dated, LP used to purchase access to a systems Stations, Anomolies, Mining, etc, would have to have been gained with a certain amount of time previous to the purchase. So you couldn't farm a giant stack of LP and have your system forever, you have to take constant action to keep your space. Want to get past the Acceleration Gate at the entrance to each Anomaly or Mission site? Buy a key, with LP, thats good for a week. Same thing with station access, mining belt access, everything.
That would open Nullsec up to smaller corps and HS/LS entities that have the ppl to claim a system, but not fight off the caps from a massive coalition. There would be no reason to pay rent, as you would need to be earning your own access to Stations, Anom's and Missions in the area, you couldn't just buy your way in with isk.
With the FW Plex system involved with Nullsec Sov you could take a system for your Alliance/Corp rather than your FW Faction. Seems like a fairly easy solution to a sticky problem, but theres no reason to ignore other iterations of turf wars and claimable space within Eve that arent working the same way or having the same stagnation issues.
Just a thought. |

KanashiiKami
105
|
Posted - 2014.08.01 07:47:00 -
[1079] - Quote
there are already MANY ... MANY ... MANY ... MANY ... MANY ... comments about solo entities and small corps wanting to go into NULL to play ... yes PLAY. but for all i know, for many many many many years, there is no push in active game play mechanisms to encourage this. infact, CCP is making large fleet swarms easier to play (more time dilation anyone?)
this "problem" of players wanting to try out SOVs n NULL etc, i think is SEVERELY overlooked by devs/GM/CSM by giving the solution --> JOIN THE BIGGER ALLIANCE. with so many players giving their views, i for one want to know what is the intention of the devs in changing the NULL. for all the trouble, maybe all these is just a distraction and maybe an even bigger ISK sink is already planned for NULL. how do we know the next changes is something WE definately DO NOT like but is imposed anyway?
just via 1 patch, INDY reprocessing/recycling get NERFED down to approximately 50%, by doing that, you might as well refund our SP on that. it is now USELESS to reprocess anything. have any dev actually played this part and realise it is now a redundant feature in eve? so can we all get our SP back since this "machine" is now broken?
considering that threads in forum have sprung up asking for suggestions and what nots about INDY progression, how is this actually a progression or improvement to INDY other than another huge mineral sink AND wasting our TIME n SP?
in relation to this reprocessing nerf, why dont all ships get a DPS nerf too? -25%? even -50%? maybe by a sudden reduction of all the DPS, NULL may suddenly get a new lease of life? no ?
i wonder, if the purpose of next few game progression patches is to induce more ISK sinking/inflation and spoil the game even further (even in NULL) no number of suggestion threads will help because i think somebody higher up have already given a general development direction and these threads are just for show. WUT ??? |

Syd Unknown
5
|
Posted - 2014.08.02 10:36:00 -
[1080] - Quote
People say FW SOV mechanics wont work in 0.0
But...... They could work with some adjustments. People wont be farming for LP
Both offensive and defensive should get a preset amount of isk out of the ALLIANCE-WALLET that is determined by the Alliance the pilot is in. Pilots that are NOT in an Alliance can NOT run the complexes. That way the alliance can reward the pilots that are working for them to get SOV.
|
|

Thomas Harding
Flaming Sideburns Social Club
24
|
Posted - 2014.08.02 12:38:00 -
[1081] - Quote
Skia Aumer wrote:Doris VanGit wrote:As the current game stands, i dont want to go into null sec and become a sheep. Why dont you go to nullsec and become a tiger?
Right. With current state on null, going there and becoming apex predator is, well, quite unrealistic. |

Kirkwood Ross
Golden Profession
139
|
Posted - 2014.08.02 15:53:00 -
[1082] - Quote
Raise the cost of sov by 1000% and make it so you can truly upgrade a solar system.
Anchor guns/webs/scrams/neuts on the gates and around your outpost and varies random spots in space. Have a system calibration cost on the Ihub that can be inceased and modules take certain amount.
Add some mod that makes it so no one can cloak in the system.
Add reinforce timers on the cyno jammer mod so it cant be ninja popped and capitals dropped in your system while you sleep.
Make it so if an alliance owns 1 solar system its like a fortress if they're willing to pay for it and make it so hundreds of pilots can be supported in that system. Not this crap about only 3 pilots can rat in carriers and 1 mining fleet per solar system. |

Anthar Thebess
627
|
Posted - 2014.08.03 22:21:00 -
[1083] - Quote
Bump for CCP Devs.
Read what your customers expect. Support Needed : Jump Fuel Consumption |

Ms Forum Alt
Royal Amarr Institute Amarr Empire
0
|
Posted - 2014.08.03 22:43:00 -
[1084] - Quote
God, listen to you all.
Nullsec is stagnant because people have voluntarily organised into two big blocs and then devised an agreement with each other only to play with their toys on their side of the room. But apparently if the room was a different shape you think this would somehow change things. I mean let's reduce the argument to an absurdity here (why not) - reset the server. Then you can all start banging away afresh.
|

Wrecktum Yourday
The Congregation Cult of War
3
|
Posted - 2014.08.04 03:18:00 -
[1085] - Quote
Skia Aumer wrote:Wrecktum Yourday wrote:You should never be safe in eve. Then why do you choose safety? This is you who are responsible for +1 to the meat shield guarding one of the coalitions. And if you're fine with that - why should others suffer being unsafe?
Not sure what you mean but you can find me flying around black rise with my Corp. The way I play eve is far from safe. |

Emiko Rowna
Aliastra Gallente Federation
12
|
Posted - 2014.08.04 04:21:00 -
[1086] - Quote
Ms Forum Alt wrote:God, listen to you all.
Nullsec is stagnant because people have voluntarily organised into two big blocs and then devised an agreement with each other only to play with their toys on their side of the room. But apparently if the room was a different shape you think this would somehow change things. I mean let's reduce the argument to an absurdity here (why not) - reset the server. Then you can all start banging away afresh.
So you believe NULL to be perfect and in need of no changes? I on the other hand believe it still needs a lot of work and look forward to see how this falls out.
I can't help but wonder if you believe in what you post why the need to do it on an alt?
Tell me is there nothing about NULL that you feel needs work?
|

Arctic Estidal
Negative-Impact Gentlemen's.Club
1
|
Posted - 2014.08.04 04:42:00 -
[1087] - Quote
One of the issues with stagnation is the Local Window feature.
This has to be addressed with the other changes to Null Sov. It would be good if this is addressed first.
Another thread on this is: Local Window |

Skia Aumer
Atlas Research Group
85
|
Posted - 2014.08.04 07:05:00 -
[1088] - Quote
Caerbanog Walace wrote:- Ownership of space is based on active defence of the space There is an issues with that approach. Now, when you have taken some space - you feel like you accomplished a great work. If "active ownership" comes real, you will take space only to see that you're stuck with full-time job of maintaining and defending that space. That could be very disappointing to discover. Or it could be not, but are you sure CCP should risk that much? |

Skia Aumer
Atlas Research Group
85
|
Posted - 2014.08.04 07:06:00 -
[1089] - Quote
Wrecktum Yourday wrote:Skia Aumer wrote:Wrecktum Yourday wrote:You should never be safe in eve. Then why do you choose safety? This is you who are responsible for +1 to the meat shield guarding one of the coalitions. And if you're fine with that - why should others suffer being unsafe? Not sure what you mean but you can find me flying around black rise with my Corp. The way I play eve is far from safe. "Cult of War" is a part of N3, that is what I mean. |

Skia Aumer
Atlas Research Group
85
|
Posted - 2014.08.04 07:12:00 -
[1090] - Quote
Thomas Harding wrote:Right. With current state on null, going there and becoming apex predator is, well, quite unrealistic. Countering an opponent with much stronger army is quite realistinc in the real world. That is accomplished via guerilla war and terror.
Now when you have a clue, get in a Blackops and go for it. Or you prefer to stay here and keep ranting on a forum? |
|

Anthar Thebess
628
|
Posted - 2014.08.04 07:36:00 -
[1091] - Quote
Skia Aumer wrote:Wrecktum Yourday wrote:Skia Aumer wrote:Wrecktum Yourday wrote:You should never be safe in eve. Then why do you choose safety? This is you who are responsible for +1 to the meat shield guarding one of the coalitions. And if you're fine with that - why should others suffer being unsafe? Not sure what you mean but you can find me flying around black rise with my Corp. The way I play eve is far from safe. "Cult of War" is a part of N3, that is what I mean. COW is more than part of N3. Some of the core COW members have alts in NC , or some of the NC members have alts in COW.
This is not off topic, but illustrates reason why COW have space in first place.
Look at situation of East India , they had internal issues - the moment they become unapproved by NC was the same moment they lost their space.
Suggestions here are meant allow smaller alliances to have small part of space without being dependent from bigger entity.
Optimal way is to allow 2000 even 3000 man alliance to live from one constellation by providing members with enough income, at the same time elevating cost and time for maintaining the the sov enough that only bigger alliances like GF will go for more space.
How you can provide so much income in one constellation? 1. Boosting the amount of stuff spawn in the system by the "usage index" 2. Booting PL operations , using the same index 3. Creating missions in SOV space.
Missions in SOV!?
Yes as only this system can provide income for any amount of people. Just to clarify - i'm talking only about the system itself! , not stating that those agents should provide any LP.
What im suggesting : 1. upgrade that you can install in any system with enough activity , after DT in system spawns agent beacon that have 1-4 agents or agents spawn on station if it is present in the system. ( from lvl 1 to 4)
2. agents are ONLY available to alliance members holding system agents reside.
3. each agents offer missions : 40 % against local pirates , 40 % against Rogue Drones , 20% against any NPC pirate faction.
4. Missions are limited to sov space held by alliance , any system. This is why having less space is good, without this you can get a mission in some remote system on the other side of eve map.
Payout for those missions is also a bit different: - 50% are bounties from NPC rats - 30% is bonus from agent after completing mission - 20% is in CONCORD ( or some new faction ) coins - that we need to exchange in Concord stations for isk.
Some of the missions will have extra objective that you need to destroy some structure , in its drop instead of faction loot you can get random amount of those tags - extra payout.
Why not caldari/gallente/.../pirate missions? If agents will be associated to higsec NPC faction, then this will heavily impact higsec player income. Pirate agents , are also unacceptable by many of nullsec players , as they heavily impact your higsec standings, eventually blocking higsec access - so lets not force any one to do them.
Of course current system of anomalies will be not changed , allowing for variety of income.
Wait!. So i need to probe my targets on their missions?!
Yes and no. Adding warp in locations for a highly populated system could make you OV overloaded - but this is one of the options. Second - add it as separate category in your scanner : if we can umark show anomalies - then we can have seccond , show/not show missions.
We can also make them like any other mission without any warpin. The amount of targets in constellation will be enough , that extra prober will not change much. People will be also jumping more often by gates.
Support Needed : Jump Fuel Consumption |

Ms Forum Alt
Royal Amarr Institute Amarr Empire
1
|
Posted - 2014.08.04 07:59:00 -
[1092] - Quote
Emiko Rowna wrote: So you believe NULL to be perfect and in need of no changes?
Nope.
Emiko Rowna wrote: I on the other hand believe it still needs a lot of work and look forward to see how this falls out.
It will be changed, players will adapt and we'll be back here in 18 months time with a thread that looks almost exactly the same.
Emiko Rowna wrote: I can't help but wonder if you believe in what you post why the need to do it on an alt?
I don't think my choice of avatar on a game forum reflects in any way whether I believe in something or not. Notwithstanding the fact that to "believe in" anything in a video game is a little melodramatic.
|

Skia Aumer
Atlas Research Group
85
|
Posted - 2014.08.04 09:20:00 -
[1093] - Quote
Anthar Thebess wrote:COW is more than part of N3. Some of the core COW members have alts in NC , or some of the NC members have alts in COW.
This is not off topic, but illustrates reason why COW have space in first place.
Look at situation of East India , they had internal issues - the moment they become unapproved by NC was the same moment they lost their space.
Suggestions here are meant allow smaller alliances to have small part of space without being dependent from bigger entity. Whatever reasonable sov system you suggest, there always will be a chance that a bigger entity will come and crush you. So basically it boils down to - what threshold of risk smaller alliances can endure? You say, that if we change sov system according to 1), 2) and 3) - then the threshold would be low enough. Pet alliances would rebel and start wars against their masters. I say - maybe, for the first time, yes. But after that ripple settles down, we'll find out the same blue doughnut. Because risks will be minimized, and people will call it "winning EVE" again.
The only way to "fix" nullsec is to explain people that they sould HTFU. But dont get me wrong, I'm pretty sure that it's close to impossible. |

Anthar Thebess
628
|
Posted - 2014.08.04 09:46:00 -
[1094] - Quote
Sorry but you have this system already proposed here more than once. I don't have any objections about someone stronger coming and crushing me and taking my sov. This is eve - this is all about this.
My objections are : - about most of the nullsec space empty and unused. - fleet movements by titans - (super) capital fleet movements by jump drives - and all nonsense that comes because of all above.
Simply, i don't like the idea dropping dozen of suppers to kill T1 cruiser.
Owning a system , only because you can get on time to save it , by : - dropping enough capitals and supers to produce critical mass of EHP. Critical enough to have next HED , not B-R. - putting 800 people in the system for a timer , and none of those 800 people will come to this system in next month , unless they have next timer.
If you check all suggestions. Most of them is not about making life of current big blobs miserable, but making eve big again.
No more : - i will cross the eve in 15 minutes. - i will hold 600 systems, and use 60. - i will take those lowsec guy moons , because they are just 1 midpoint away. - i'm boored, lets kill some caracal with our motherships
It is not about nerfng players that spent years of skilling their characters, or bought them from market, after changes capitals and supers will be still important , and powerful .
This topic is about making eve fun, full of choices, full of possibilities , and what is also important - BIG again.
Support Needed : Jump Fuel Consumption |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
830
|
Posted - 2014.08.04 14:11:00 -
[1095] - Quote
Anthar Thebess wrote:Sorry but you have this system already proposed here more than once. I don't have any objections about someone stronger coming and crushing me and taking my sov. This is eve - this is all about this.
My objections are : - about most of the nullsec space empty and unused. - fleet movements by titans - (super) capital fleet movements by jump drives - and all nonsense that comes because of all above.
Simply, i don't like the idea dropping dozen of suppers to kill T1 cruiser.
Why not? If they want to blow an insane amount of isk on fuel compared to the kill they get while risking the 30 bill each worth ships being on the field then I think they should be able to, after all this game is also about risk vs reward and that scenario seems like quite a bit more risk for an almost unmeasurable reward. You want to stop players from wasting isk and risking their big toys that could be lost doing something like that?
Anthar Thebess wrote:Owning a system , only because you can get on time to save it , by : - dropping enough capitals and supers to produce critical mass of EHP. Critical enough to have next HED , not B-R. - putting 800 people in the system for a timer , and none of those 800 people will come to this system in next month , unless they have next timer.
If you check all suggestions. Most of them is not about making life of current big blobs miserable, but making eve big again.
Having a race to see who can kill or rep a structure faster than the other while 1,600 people watch at 5% Tidi for 4 hours is a little nuts. ThatGÇÖs why SOV structures (TCUs/SBUs) shouldnGÇÖt exist. You should hold GÇ£SOVGÇ¥ simply by shooting the people in the face if they come to move into your space. The aggressorGÇÖs goal would be to actually occupy the system, constellation, region and use it as you had been. Not break down your wall, replace it with their own, and log off collecting a rent check.
Anthar Thebess wrote:No more : - i will cross the eve in 15 minutes. - i will hold 600 systems, and use 60. - i will take those lowsec guy moons , because they are just 1 midpoint away. - i'm boored, lets kill some caracal with our motherships
It is not about nerfng players that spent years of skilling their characters, or bought them from market, after changes capitals and supers will be still important , and powerful .
This topic is about making eve fun, full of choices, full of possibilities, and what is also important - BIG again.
Structure timers (TCU/SBUs/Stations) create the blobs because they can be scheduled for everyone to show up to. Crossing EVE in 15 minutes I think is fine since most fights (if you got rid of SOV structures/timers) would happen organically between Corps/Alliances trying to move into, or defend, just the volume of space they can farm, police, and defend.
If youGÇÖre worried about PL running across the map to jump in the pool then tweak the GÇ£Portable Cyno JammersGÇ¥ to last longer, be system wide, have a large amount of HP, and take about 10 minutes to anchor so opposing sides can get what they have local for Caps in system before the door closes on the fight.
Fighting over a system, constellation, or region should be because of what resources (ice, moons, mins, mission agents, plexes) is contains and whoever is strong enough to live there will reap the benefits. Currently you have Alliances that couldnGÇÖt fight their way out of a wet paper bag hiding behind (Structure HP, Timers, and docking rights) in order to keep what they could never defend. . Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Mario Putzo
Welping and Dunking.
943
|
Posted - 2014.08.04 14:32:00 -
[1096] - Quote
Structure timers are the worst part of the game right now. If you aren't around and are not capable of stopping someone from flipping a system over an afternoon, you don't deserve that space...plain and simple.
Giving people days, heck almost a week of timers to form up for and fight is the very reason why there are essentially 2 coalitions ruling in NS. It is a very ****** mechanic that doesn't do anything other than force an N+1 mentality and lots of hand wringing over some fictitious issue dubbed "Power Projection"
Honestly getting rid of reinforce timers should be the very first step in the process of a sov overhaul. |

Thomas Harding
Flaming Sideburns Social Club
25
|
Posted - 2014.08.04 14:34:00 -
[1097] - Quote
Skia Aumer wrote:Thomas Harding wrote:Right. With current state on null, going there and becoming apex predator is, well, quite unrealistic. Countering an opponent with much stronger army is quite realistinc in the real world. That is accomplished via guerilla war and terror. Now when you have a clue, get in a Blackops and go for it. Or you prefer to stay here and keep ranting on a forum?
After you, Sir. Let me know when you have actually killed someone.
|

Tchulen
Trumpets and Bookmarks The Volition Cult
819
|
Posted - 2014.08.04 14:40:00 -
[1098] - Quote
Mario Putzo wrote:Structure timers are the worst part of the game right now. If you aren't around and are not capable of stopping someone from flipping a system over an afternoon, you don't deserve that space...plain and simple.
Giving people days, heck almost a week of timers to form up for and fight is the very reason why there are essentially 2 coalitions ruling in NS. It is a very ****** mechanic that doesn't do anything other than force an N+1 mentality and lots of hand wringing over some fictitious issue dubbed "Power Projection"
Honestly getting rid of reinforce timers should be the very first step in the process of a sov overhaul. How is removing timers going to change anything? It still forces people to have the largest numbers (or as you buzz-worded it, "n+1 mentality"), spread right around the clock, in order to have any chance of holding onto what they've currently got. Removing timers just perpetuates and increases the "n+1 mentality".
Don't get me wrong, I think the timers have to change but I do think you're putting way too much emphasis on them. A lot needs to change, not just the timers. If you just removed them it would just exclude all smaller groups completely because anyone could flip the system, not just the 2 big power blocks. |

Skia Aumer
Atlas Research Group
85
|
Posted - 2014.08.04 14:52:00 -
[1099] - Quote
Thomas Harding wrote:Skia Aumer wrote:Now when you have a clue, get in a Blackops and go for it. Or you prefer to stay here and keep ranting on a forum? After you, Sir. Let me know when you have actually killed someone. Sent you the eve-mail with my other alts' killboards. Not sure why you need it, but wasnt hard for me. |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
830
|
Posted - 2014.08.04 15:10:00 -
[1100] - Quote
Tchulen wrote:How is removing timers going to change anything? It still forces people to have the largest numbers (or as you buzz-worded it, "n+1 mentality"), spread right around the clock, in order to have any chance of holding onto what they've currently got. Removing timers just perpetuates and increases the "n+1 mentality".. You'd still need to use the space and occupy it so what wrong with that? All time zone coverage also is a good thing because that creates a more dynamic diplomatic soup to control between time zones etc. Removing Timers forces you to have control of your area spanning all TZ and keep logging in to do it. The n+1 mentality would simply die off when players werenGÇÖt getting what would be at their fingertips every time they log in which is "PvP".
Players could change play styles, sides, more freely if they wanted to because the barrier of entry into any other locations of 0.0 wouldnGÇÖt be as high, stacked with an endless amount of ass kissing that you need to do to stay in 0.0 like today.
Tchulen wrote:Don't get me wrong, I think the timers have to change but I do think you're putting way too much emphasis on them. A lot needs to change, not just the timers. If you just removed them it would just exclude all smaller groups completely because anyone could flip the system, not just the 2 big power blocks. Of course a lot needs to change but if you had to pull a single log from the bull **** log jam that is 0.0 stagnation, the log you could get the best bang for your buck with would be to remove Timers (Not POS Timers). Next would be to get rid of the associated structures (TCUs/SBUs) and then open the Station/Out Posts by getting rid of docking rights. At that point any size group could be included because they could be that tight knit group of badgers willing to fight for that small station pocket through guerrilla warfare and any other PvP tactic available to any size corp. Their will to survive would determine if they stayed. Not some structure with millions of HP and timers that the incompetent SOV holder asked their buddies to sit on for a few days.
Start with a clean slate like that and build from it.
Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |
|

Thomas Harding
Flaming Sideburns Social Club
25
|
Posted - 2014.08.04 15:27:00 -
[1101] - Quote
Skia Aumer wrote:Thomas Harding wrote:Skia Aumer wrote:Now when you have a clue, get in a Blackops and go for it. Or you prefer to stay here and keep ranting on a forum? After you, Sir. Let me know when you have actually killed someone. Sent you the eve-mail with my other alts' killboards. Not sure why you need it, but wasnt hard for me.
I'll take my words back and offer you an apology.
To my defence (for my snotty attitude) I can only say that month long heat wave (no ac in my apartment) is getting to my nerves. Badly so.
My sincere apology.
th. |

Mario Putzo
Welping and Dunking.
944
|
Posted - 2014.08.04 15:46:00 -
[1102] - Quote
Tchulen wrote:Mario Putzo wrote:Structure timers are the worst part of the game right now. If you aren't around and are not capable of stopping someone from flipping a system over an afternoon, you don't deserve that space...plain and simple.
Giving people days, heck almost a week of timers to form up for and fight is the very reason why there are essentially 2 coalitions ruling in NS. It is a very ****** mechanic that doesn't do anything other than force an N+1 mentality and lots of hand wringing over some fictitious issue dubbed "Power Projection"
Honestly getting rid of reinforce timers should be the very first step in the process of a sov overhaul. How is removing timers going to change anything? It still forces people to have the largest numbers (or as you buzz-worded it, "n+1 mentality"), spread right around the clock, in order to have any chance of holding onto what they've currently got. Removing timers just perpetuates and increases the "n+1 mentality". Don't get me wrong, I think the timers have to change but I do think you're putting way too much emphasis on them. A lot needs to change, not just the timers. If you just removed them it would just exclude all smaller groups completely because anyone could flip the system, not just the 2 big power blocks. EDIT - Not to mention the fact that the big power blocks could steam roller without the timers. You would say goodbye to HERO and Provi as it would take a matter of a couple of days to flip the entire regions without the timers and without serious other mechanic changes to compensate.
Well you really said it best yourself: Spread people out. Ideally something like Squads in Systems, Wings in Constellations, Fleets in Regions. Then when an engagement breaks out, the Regional Fleet will collapse in, and if reinforcements are needed a call can be made to neighboring fleets or what not.
The secondary goal of course is to provide risk for massive fleets. Currently there isn't really any risk moving 3000 people to the South from the North, the safety net of timers allows for plenty of time to return should your areas come under attack. Moving your fleet across the galaxy should result in a more immediate risk...removing timers provides that risk.
|

X Gallentius
Justified Chaos
2434
|
Posted - 2014.08.04 16:37:00 -
[1103] - Quote
Why the big push for "freeports"? Shouldn't you just make it so that the stations can be conquerable, and that anybody can put up a station in any system they want?
|

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
830
|
Posted - 2014.08.04 16:48:00 -
[1104] - Quote
X Gallentius wrote:Why the big push for "freeports"? Shouldn't you just make it so that the stations can be conquerable, and that anybody can put up a station in any system they want?
As soon as you can get your assets stuck in a station then you'd end up with the same situation we have now where no one uses 90% of them out there. Freeport and maybe adjust docking radiuses and you'd have more people using them from all over EVE and more player interaction in areas that use to be desolate etc.
There is so much that could be done with these stations to make them drive content. Having to shoot them through timers, repping their services and locking people out with docking rights just stagnates the game.
Make players need to hack the services and then "fuel" them for their Alliance or Corp that wants to use them. ThereGÇÖs another isk sink and content driver etc. We need to think outside the box with these stations instead of limiting peopleGÇÖs game play with them. . Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Anthar Thebess
632
|
Posted - 2014.08.04 17:11:00 -
[1105] - Quote
I cannot agree more. But no one will accept eve without sov now. So we have too work something out that will help current situation.
As for the supers dropping on lone cruiser. Yes you are right , what im saying that it just should not be so easy to move those supers across regions in the first place. From my perspective whole hotdrops and cyno bridges is nonsense. I would like eve to have some points you can defend in order to secure a part of space. Something impossible with jump drives , titan bridges and after introducing Mobile Depots also with Black Ops. Support Needed : Jump Fuel Consumption |

Mario Putzo
Welping and Dunking.
945
|
Posted - 2014.08.04 17:57:00 -
[1106] - Quote
Anthar Thebess wrote:I cannot agree more. But no one will accept eve without sov now. So we have too work something out that will help current situation. As for the supers dropping on lone cruiser. Yes you are right , what im saying that it just should not be so easy to move those supers across regions in the first place. From my perspective whole hotdrops and cyno bridges is nonsense. I would like eve to have some points you can defend in order to secure a part of space. Something impossible with jump drives , titan bridges and after introducing Mobile Depots also with Black Ops.
Well defining natural choke points is easy. CCP just needs to increase all regional gates beyond the ly limit for all jump drive options, and then allow Capitals/Supers to jump these Regional Gates. Inside a given region jump drives will be unchanged functionally meaning you can pretty much go where ever and drop whatever in the region. But no more interregional stuff, you must take the regional gate.
This kinda knocks two birds with one stone, and leaves somewhat of a defenders advantage within the region. Along with removing timers this makes regional gate systems key to being able to handle security in an area. In doing so however I would think anchorable bubbles would have to be removed. An active gate camp with dictors or hictors should be required to lock down the other side of the gate.
In regards to Black Ops, what I would do personally is reduce the total LY distance of Capital ships, and increase the range of LY on Black Ops ships + jump portals. With the Regional Gap set somewhere in the middle. This means you can black ops bridge over the gap, or jump over with your Black Ops ship, but you can not traverse it with titan bridges or other jump drives
This would make regional gate systems a key component in holding and taking sov, and essentially dictate territorial control.
|

Justin Cody
AQUILA INC Verge of Collapse
245
|
Posted - 2014.08.04 19:09:00 -
[1107] - Quote
Vincent Athena wrote:"Projecting power" requires having three assets in position: 1) The ships 2) The pilots 3) The players
So to stop power projection we need to: 1) Stop the ability for ships to be moved rapidly by getting rid of bridges and jump drives, 2) Stop the ability for pilots to be moved rapidly by getting rid of jump clones, 3) Stop the ability for players to be moved rapidly by limiting all players to one character and one account.
Anything less, and power can still be projected. Maybe with a little less convenience than now, but still quite effectively.
Edited for less wall of text and summarization -
1) Rethink the concept of how they should be used and the associated cost of use - perhaps the ships using bridges should be forced to carry the fuel with them in their cargo. Also limit their deployment to a system that has a certain upgrade status like FW where you have to continually pour in resources to keep it active rather than passive Sov Level that is gained purely by time since acquisition.
2) Jump Clones are OK and not OP. 3) No - CCP's bread and butter are the multiboxers and multiple account holders and it isn't game breaking.
Power projection has to do mainly with sov being introduced before carriers and dreads and supers and titans. It is a legacy system that has been *frankenstein'd* into working. Right now if I lead a large fleet into sov space nothing forces people to undock. I can in no way interfere actively with their activities. They dock up and go afk as if it was high sec. All these useless renters. If station services were more vulnerable to small and medium sized gangs and stations were destructible then there would be a difference to be made.
Part of power projection is how meaningful it is. And right now without tremendous super and capital support any action in null sec space lacks meaningful consequences.
Defenders should have a relatively easy time (not without counters of course) in moving assets around in a constellation...it should be harder within a region and a real difficult logistical task to cross regions. This perhaps would involve re-scaling the EVE cluster so that there is more distance in LY between constellations and much more between regions. Call it 'stellar drift'.
At the same time as these nerfs we should insist on a constellation based sov system with real rewards for living in that area. Of course Moon goo should become dynamic so that people are always probing and searching out the moon gold. That will help smaller entities grab a system that might have a series of dead moons that might some day yield goodies and the same areas won't always have the same value.
Dynamic True Sec also pl0x- more ratting = true sec gets worse so that farming is discounted over time regardless of system upgrades. That means upgrades initially improve a system but mitigate the economic damage of over farming. Again...makes people move around.
Allow the alliance to invite high standing empire NPC or pirate NPC corporations to have agents in Outposts. What a trip it would be to have a True Power Agent in Branch eh?
Modular POS's whenever you get to it cause I want my POS city! It would be a trip to have defensive POS's around an outpost to defend it...as long as towers don't have force fields.
More inter-regional gate connections. When re-scaling the cluster make sure that there are more jump points into and out of regions but make them really obvious and easy to blockade. Choke points are necessary for fighting to occur and represent part of the value a system has. Progressive Sov Tax - Marginal increase in sov cost as number of systems grows. So holding an entire region isn't linearly more expensive but instead more of a log scale. So lets define the magnitude as 7 systems and you have 1 constellation with 7 systems...puts you at Tier 1. Holding another 7 systems puts you at tier 2 which isn't twice as expensive...but 7 times as expensive...and upwards it goes for each tier. There should be bonuses for economic development using a Capital system in a constellation that make it more affordable to expand.
I have many more ideas and not enough room. Feel free to get me on skype fozzie :-P
|

Dr Cedric
Independent Miners Corporation Care Factor
62
|
Posted - 2014.08.05 02:30:00 -
[1108] - Quote
Seeing that almost every single post in favor of changing Sov Mechanics is also in favor of making it a "usage-based" mechanic, I will again link my proposal that lists a very doable way of counting "usage"
TL;DR: You gain sov in a place by using it. You upgrade your sov by using it more. The more you use it, the more you can upgrade it. The more its upgraded the more useable it gets. The balancing factor is the cost of the next upgrade (in man-power, not ISK) and the potential that upgrading beyond your means makes your space more vulnerable.
Cedric
|

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1243
|
Posted - 2014.08.05 13:22:00 -
[1109] - Quote
This may be conventional wisdom heresy, but if the goal is to shake up stagnation and drive more conflict through any null sov mechanic changes, you simply must tie ISK generation directly to conflict at the alliance level.
Sure there are additional tweaks around force projection and timers that need done, but EvE is clearly driven by ISK acquisition, so you have to harness that motivator at the individual, corp and alliance level to drive conflict.
F
Would you like to know more? |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
834
|
Posted - 2014.08.05 13:57:00 -
[1110] - Quote
I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while...... . Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |
|
|

CCP Fozzie
C C P C C P Alliance
10862

|
Posted - 2014.08.05 14:14:00 -
[1111] - Quote
Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  .
You should know better by now. I read everything. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
235
|
Posted - 2014.08.05 14:19:00 -
[1112] - Quote
CCP Fozzie wrote:Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  . You should know better by now. I read everything. So, new side gig at the NSA I see?
;^) Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Harvey James
The Sengoku Legacy
870
|
Posted - 2014.08.05 14:19:00 -
[1113] - Quote
CCP Fozzie wrote:Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  . You should know better by now. I read everything.
cool then please tell Rise too get back to his HAC thread please.. also besides battleship tweaks .. are we getting anything else ?? 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Anthar Thebess
635
|
Posted - 2014.08.05 14:20:00 -
[1114] - Quote
CCP Fozzie wrote:Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  . You should know better by now. I read everything.
Any hints when and what can happen?
Support Needed : Jump Fuel Consumption |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
834
|
Posted - 2014.08.05 14:24:00 -
[1115] - Quote
CCP Fozzie wrote:Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  . You should know better by now. I read everything. I knew I could get you out from under your bridge.... . Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Niko Lorenzio
United Eve Directorate
395
|
Posted - 2014.08.05 14:59:00 -
[1116] - Quote
Here's a few I have thought of off the top of my head and/or heard suggested outside this thread. I'm sorry if it has been mentioned before, and I haven't thoroughly examined them so they may be very bad.
- Attack Battleships with Capital Guns
- New Ship/Module that can cyno jam the system, unable to receive RR while jammer is active (works in lowsec)
- New EW module that reduces RR on a target
- AOE Web, used for countering fighters/drones?
- Warp disruptor, scram, bubble prevent / shut off cynos
- Slash all capital jump drives / bridges, jump bridges by 75%
- Bridging ships jump with the fleet to the cyno, not act as mobile stargates. (Homeworld?)
- Secret bases that need to be found? POS that sends no notification to sov holder and cloaks when not in use, no ships in range. Or.. unscannable base with corp. personal and ship arrays.
- Change sov to be based on activity instead of only HP grind. (Unattended system's control wanes as NPC pirates harass the locals & structures, rises with active hunting of the NPC bases & rats?)
- Separate sov & station control.
- Allow multiple stations per system.
- Allow stations be destroyed... via a long complicated method of course.
- Stations require freight loads of fuel/materials to operate. If fuel runs out station services & shields drop.
- Stations have shields which can be reinforced. Once shields/reinforcement timers are down, Dust/Legion mercenaries can be docked to take over the station.
- Allow structures (Stations, POCO, POS, stargates) to be built by combat engineers (T2 logi frigs?). Corporations working together with several such ships can speed up construction of a single structures.
- Allow structures, POS, POCOs, to be captured or destroyed.
- Allow self destruction of said structures. Self destructed structures are hard to remove and require more effort to clear/rebuild (scorched earth policy?)
|

scorchlikeshiswhiskey
Cult of Mooby
224
|
Posted - 2014.08.05 16:48:00 -
[1117] - Quote
Idea: Improve Null Sec for the large power blocs by screwing over WH'ers with jump spawn mechanics that favor large entities. This will make it even easier for Goon alts and the rest of Null sec to expand into wormholes and bring their super exciting play style of "Slumdog Millionare" to the J-space.  |

Kira Hizu
PH0ENIX COMPANY Northern Associates.
7
|
Posted - 2014.08.06 06:13:00 -
[1118] - Quote
The changes should be tested and try out before we do anything now. Last few changes to null sec, we cry for more changes. Tweats would be best idea for now. Here are some ideas...
Large alliances must defend their space period....
Ihub, stargates, stations, starbase all get max of 12 hour timer MAX. You only get one timer. All of them get reduce hit points -50% for. Bring your gang of 25 guys and take that system in 12 hours. Make it harder for people to hold space if they can't defend it out side the timer hours they should not be able to afk. We want more fights and less waiting for fights. Force their hand faster no longer and wait days for nothing to happen.
Next local in null sec can be easy changed. I seen people use ESS around wormhole space, and it would say person enter system. To counter this just kill the module unit on star-gate.
Other thing I would like to happen is Sov on star map be removed, if it's not clamed it should not be seen at all. Use eve dot map and check to see if the system is being used that easy for intel now indays. You clam it the system it should show it on the star map.
Last but least hacking star gate routes. People should be able to hack a star gate and point it at other system .
Corp should not have a standing system only alliances should have this option. Since you pay upkeep fee for alliance you should have to do the same for settings per mount 1-5 50 million and 5-10 100m per month. |

Anthar Thebess
637
|
Posted - 2014.08.06 07:16:00 -
[1119] - Quote
I think the overall goal of what people state here is that : timers are depended on alliance members activity in the system. The more people do in a system - the longer timers ( or even more adjustable timers ) and more EHP on structures. Ownership of some system infrastructure can shift to most active corporation in this system.
On the opposite : if there is no activity, or activity in the system is minimal timers become shorter and shorter. Structure EHP drops , and system is easy to take by any one within few hours.
What kind of activity we are talking about : Active: - Ratting - Mining - PVP
Passive: - Science and industry on a station / pos - Poses
Of course active activities should be much , much more important than passive ones. Why?
Because if CCP allow for indexes to be keep up while only passive activity is taking place then people will just : - put some poses where they will be mining , reacting , researching
For example.
1.Create unskilled character, install corp ME jobs on small pos. They will take ages to complete , and you will be just paying for the fuel of a smart pos , partially refunded by outcome Blueprint.
2. It is easy to find in a system a moon that will have 2 items you can react , very often this reaction will make up for the pos fuel costs, but it will not brining you any profit.
Remember also that for setting up a pos you don't need to have sov. Support Needed : Jump Fuel Consumption |

Skia Aumer
Atlas Research Group
86
|
Posted - 2014.08.06 09:21:00 -
[1120] - Quote
The discussion has degraded to just throwing random ideas. Folks, before you change something - you set the goals for that change. Only after that it's reasonable to discuss any feats and perks that you suggest to see if they can accomplish the goals. You dont jump out and shout "my idea will change EVERYTHING, and for good of course!"
So what is your goal? - To have more fights? Alright, but no changes needed. Join FW and you have them. - Assist people to build their own homes? Then you should explain exactly why a hostile TCU prevents them from doing it. - Want more engaging industry? (Yes, that was mentioned in the OP among the other things.) Hell yeah, let's change mining first! Or what? |
|

Anthar Thebess
638
|
Posted - 2014.08.06 13:44:00 -
[1121] - Quote
This are random ideas. Because CCP is not talking with us. Not asking what things we think about certain approach or change.
It is not asking what kind of holes players can find in system they are designing BEFORE putting a lot of time an money into creating it.
Here you have ideas of people that actually play in this game. You have information what is broken, or what could bring something new to the game.
You stated : more pvp - join FW. For me this is a bit unacceptable NPC nullsec and Lowsec are totally different.
For example, i will gladly join FW when CCP remove/ allow in Lowsec : - gate/station guns ( why some NPC say i cannot shoot to any one?) - allow dictor / hictor / anchorable bubbles. - bomber bombs etc
Support Needed : Jump Fuel Consumption |

Tchulen
Trumpets and Bookmarks The Volition Cult
819
|
Posted - 2014.08.06 14:42:00 -
[1122] - Quote
Skia Aumer wrote:The discussion has degraded to just throwing random ideas. Folks, before you change something - you set the goals for that change. Only after that it's reasonable to discuss any feats and perks that you suggest to see if they can accomplish the goals. You dont jump out and shout "my idea will change EVERYTHING, and for good of course!"
So what is your goal? - To have more fights? Alright, but no changes needed. Join FW and you have them.
As far as I can tell, the goal is to make nullsec more vibrant, increase the possibilities for a much larger cross section of the population without necessitating joining the two current powerhouse blocs, increase the probability of encountering pvp content, make the pursuit of wealth and industry more viable in nullsec, reduce the ability to have sov sprawl and reduce the ability of large coalitions to travel everywhere in EVE quickly to make fleet positioning more tactical whilst not adversely affecting the other areas of EVE, namely WH, low sec, high sec and non-sov null.
You're massively over simplifying the goal here. You can't just break it down to individual disconnected goals and say "hey, you can do something similar so you're already fine! Quit whining" because most of the goals are interconnected. Whilst I'm fairly certain that various play styles will be affected, some adversely, by the changes which are inexorably coming to nullsec, it needs to be a net improvement overall. From what I've read of your comments you're likely to be one of those adversely affected but don't fret, you won't be alone. I probably will be too but it still needs to be done.
Skia Aumer wrote: - Assist people to build their own homes? Then you should explain exactly why a hostile TCU prevents them from doing it. - Want more engaging industry? (Yes, that was mentioned in the OP among the other things.) Hell yeah, let's change mining first! Or what? I've noticed over a lot of your posts in this thread that you seem to confuse owning a system with living in a system. There is a difference. In the latter, you're a nomad living in someone else's space (NPC or sov owner) and no one can really affect you unless you put all your stuff in their station and they lock you out of it (if sov - if NPC there's nothing anyone can do short of hellcamping the station you're in). If you just live there, from a POS, NPC station or whatever, you don't own the system even if you and your friends terrorise those who own the sov. You're still just a nomad. In the former you own the system and any stations in it so you can actually be forced out. You can have your system taken from you. There is significantly more risk to owning a system than just living in it. One might argue that sov if a pointless waste of time due the additional risk but then one can also argue that it's worth it to have jump bridges, outposts, system upgrades etc. It's all a matter of perception and choice.
Whilst this distinction might not mean anything to you it does to some people which is fine. The fact that we have lots of people with different opinions on what defines "winning" makes for a more vibrant and fun game, frankly. |

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1253
|
Posted - 2014.08.06 15:17:00 -
[1123] - Quote
The only thing that I want to keep harping on (apologies), is that continued conflict needs to be directly tied to ISK generation at the atomic level of any new SOV 2.0 mechanic...
If you harness the motivator of ISK and greed, (starting with base nerfs to all ISK generation in null and restoring it through conflict-driven buffs or awards), you will really be onto something.
The details don't matter in truth, as long as you get that core design philosopy correct, that at the alliance level there is always friction & drive to attack someone else's held systems to get moar ISK for your alliance.
This is the key. IMHO.
F Would you like to know more? |

Shalmon Aliatus
Bluestar Enterprises The Craftsmen
0
|
Posted - 2014.08.06 18:51:00 -
[1124] - Quote
Some random Ideas from someone who knows next to nothing about null:
http://evemaps.dotlan.net/map/Deklein#npc24
If you take a look at the dotlan map, you see that you got 10k+ NPC kills D-AWFI constellation. We all are used to NPCs not being very smart, but you would think if you kill 60k+ NPCs in a constellation, that you would get some kind of change. The change at the moment is an increase in the military level, which allows you to shoot at more NPCs. I am glad that I am not a member of the NPC pirates, because it seems like they like to throw their pilots into a meatgrinder.
Same goes for the industry level. If you dig gold in a gold mine, it will be empty at some point. In EVE the goldmine gets bigger (regular belts get smaller, but you get gravi sites, which always have the same amount of ore in them)
Here are my suggestions for the new mechanics:
1. Every Null-Sec (including NPC null) System startst at Military Level 5. Industy Level 5 2. If you do mining or ratting up to a certain point, the level decreases 3. Systems with lower True-Sec regenerate their Level faster 4. At Level 4+ (or 5) a NPC site spawns every 4 hours, cyno-jamming the system (except for black-ops cyno) until it is killed.
This will motivate players to spread out, if they want Lvl 5 all the time, or farm a system until it reaches Lvl 4 and move on to the next system (if they do carrier ratting they have to clear the cyno-jamming site first. Small corp or alliances won't get the lvl of the system low enough and if they do, they probably got enough members to claim another system. Big alliances are forced to keep at least their logistic route clear from the cyno-jam sites, making logistics and force projection a little harder, but I am sure they can manage it. Depending on Military Level and True-Sec the site gets harder (I was thinking about Incursion-site hard, maybe with a HQ Site for -1.0)
With systems cyno-jammed by default, unless you do black-ops or take a fleet there by gate travel and clear the site, I also see an opportunity for the rorqual to be useful again. Give it an industrial counterpart of the cyno and the jump portal, so it can jump fleets of mining ships. With the prospect ORE has a covops frigate to set up the industrial cyno, the rorqual can bridge ships to the cyno and jump on it (expect for usual cyno, a very small ship maintenance (5 hulks, rly ?) and the clone bay that puts me in an empty clone that I will have to destroy after the mining op). The mining op can be dropped by black-ops or other mining fleets (I know there are guys who will do this in battleskiffs :D), unless you kill the cyno-jamming site.
So thats just me writing some stuff, tell when I am missing something (like I said, I don't live in null, )
|

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1973
|
Posted - 2014.08.06 23:04:00 -
[1125] - Quote
CCP Fozzie wrote: You should know better by now. I read everything.
I'm sure much of the playerbase would find it reassuring to know your general thoughts on the matter in very broad strokes. You may have noticed some of the recent threads that cropped up from certain disgruntled parties.
Things like: "we would like to implement a facwar-like system that focuses on many small engagements" or "we will work within the framework of a single monolithic engagement, but are considering reducing structure ehp and timer duration." Not asking for numbers, even something as simple as "yes, we think ihub ehp is excessive" would be nice to hear.
In that light, you may get some useful (and focused) feedback so that you don't get the backlash you've seen from wormholes with your 20km or w/e cap spawning idea. That feedback may improve the end product, and it may serve to reassure disillusioned vets about the future of their favorite game. |

Anthar Thebess
640
|
Posted - 2014.08.07 06:43:00 -
[1126] - Quote
PotatoOverdose wrote:[quote=CCP Fozzie] " Not asking for numbers, even something as simple as "yes, we think ihub ehp is excessive" would be nice to hear.
Something more or less im trying to get here. https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=362677
The real question should be : - can we get fast rebalance of those structures.
All EHP / Timer Length is stored in database, you can replace them during a DT to create some ease for players , or spark some new conflict that will provide us some fun , until rest of the changes arrive. Support Needed : Jump Fuel Consumption |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.07 08:15:00 -
[1127] - Quote
A lot of my friends have been quitting nullsec to join faction war. Not only sov-holders but also guys who live in NPC nullsec. I'll probably be doing this myself soon, as even NPC null seems to be getting stale.
CCP take note, players are having fun with FW, not with nullsec.
When my corp lived in Stain, we controlled a number of systems. Of course we didn't have a TCU or own the stations, but we did actively patrol the area and try to hunt down and kill any intruders. So we controlled those systems by projecting what force we had and actually living in and using those systems. All without silly structures with millions of EHP and timers. Don't Panic.
|

Marox Calendale
Human League
28
|
Posted - 2014.08.07 08:48:00 -
[1128] - Quote
CCP Fozzie wrote:Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  . You should know better by now. I read everything. So when are you working Fozzie? Or don-¦t you have any Family to spent time with? Reading all this stuff may take so much time, that there might be not enough for doing anything else  |

Anthar Thebess
640
|
Posted - 2014.08.07 09:13:00 -
[1129] - Quote
Or just create script , that notifies you about every post where it find specific string ;) Support Needed : Jump Fuel Consumption |

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1264
|
Posted - 2014.08.07 13:43:00 -
[1130] - Quote
Feyd Rautha Harkonnen wrote:The only thing that I want to keep harping on (apologies), is that continued conflict needs to be directly tied to ISK generation at the atomic level of any new SOV 2.0 mechanic... If you harness the motivator of ISK and greed, (starting with base nerfs to all ISK generation in null and restoring it through conflict-driven buffs or awards), you will really be onto something. The details don't matter in truth, as long as you get that core design philosopy correct, that at the alliance level there is always friction & drive to attack someone else's held systems to get moar ISK for your alliance. This is the key. IMHO. p.s. Super-gates, any new SOV v2.0 needs to include Super-gates. (No, not just gates for 'supers', but super-duper-big-to-new-places gates as envisioned by CCP...)
F Would you like to know more? |
|

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
840
|
Posted - 2014.08.07 16:28:00 -
[1131] - Quote
Feyd Rautha Harkonnen wrote:Feyd Rautha Harkonnen wrote:The only thing that I want to keep harping on (apologies), is that continued conflict needs to be directly tied to ISK generation at the atomic level of any new SOV 2.0 mechanic... If you harness the motivator of ISK and greed, (starting with base nerfs to all ISK generation in null and restoring it through conflict-driven buffs or awards), you will really be onto something. The details don't matter in truth, as long as you get that core design philosopy correct, that at the alliance level there is always friction & drive to attack someone else's held systems to get moar ISK for your alliance. This is the key. IMHO. p.s. Super-gates, any new SOV v2.0 needs to include Super-gates. (No, not just gates for 'supers', but super-duper-big-to-new-places gates as envisioned by CCP...) F
Oh so you want to delay the overhaul of the current sov mechanics until the super gate stuff is ready? Yeah, great idea man 
Seriously the sov issue solution can be summerized in a few words: Residence based sovereignty. In other words; you can't claim to own a system if you don't actually use said system and are never there. It's an idea that has been mentioned since Sov was first introduced and it's still how Sov should be working.
My YouTube Channel - EVE Tutorials & other game related things! |

Mr Omniblivion
GoonWaffe Goonswarm Federation
39
|
Posted - 2014.08.07 18:12:00 -
[1132] - Quote
CCP Fozzie wrote:Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  . You should know better by now. I read everything.
I'll try to make this short and to the point. I will probably leave some points out for simplicity's sake. There are a ton of ideas in this thread that I didn't read, so sorry if some of this is repeating.
Current Sov System - My Perspective Before suggesting a bunch of new changes, you need to look at the Idea of Sov space and the current problems preventing that idea from being a reality.
Sov Space Should:
- Generate more rewards than high/low sec
- Have higher risks, such as no CONCORD security
- Be a goal for players and groups to claim "their own space"
- Promote destruction (consumption) by rewarding attacking and defending
- Enable alliances to build footholds in space where they have an established presence.
Current Sov Space:
- Provides income via r64 moons, even if an alliance has no sov in that system
- Allows alliances to control vast regions of space with little or no daily presence (see: PL). This space is then rented for a fee.
- Provides nearly no incentive to go to war.
- Does not allow for newer groups to successfully establish themselves in 0.0 (aside from renting- not a function of the game)
- Serves as a deterrent for newer players- a few powerful groups effectively control all of 0.0 space.
There are some major problems with the current sov system. r64 moons providing huge amounts of income for very little persistency investment allows for large entities to easily snipe those moons without actually having a presence in that space. Once an existing coalition controls an r64 moon, it is extremely to take it away from them in the current state of the game.
Renting is also a major issue- entities are able to control huge amounts of space and rent that space without having any sov rights or presence in those systems. Aside from the gigantic income earned from renting, the lack of presence by the controlling alliance means that there are less points of conflict in those systems. Forcing alliances to have presence in systems to reap the advantages leads to more destruction and consumption, which benefits everyone. If you don't believe me, check out the Deklein killboards lately.
Mittani has made this point several times- we have no reason to go to war to try to take more space, because the incentive just isn't there. Grinding timers to take sov is incredibly boring and takes hundreds or thousands of man hours. It is not fun, and no one wants to do it. All the current coalitions control renting territory, and a war to take sov would cost significantly more than it would benefit either side.
How do you expect to advertise Eve as "Endless Opportunities*" in the current state of Sov? Endless Opportunities.... unless you want to live in 0.0, because then you're stuck in Provi (which has sub par space) or forced to pay an existing coalition rent in a system that you have nearly no control over. The current sov system provides no feeling of "ownership" or investment- players want to be able to invest their resources and energy to provide meaningful benefits in space that they own.
Proposed Changes:
- Remove r64 as a major source of income. Add more moons, require sov in null to mine r64s, etc.
- Require a presence in systems to control sov. Otherwise, make sov more expensive with a reducing cost based on how much activity is there.
- Provide more incentives for working in and upgrading your sov space. Look at FW for an example of tiers, combat possibilities, mission running, etc. (These incentives should provide more value to corps/alliances than existing rental income, or make the rental mechanic more costly to provide less income).
- Create a Sov based LP system that allows corps/alliances to purchase upgrades for their territory or to purchase specialized ships or equipment (or permanent teams?). I hate to even say this name, but look at how WoW implemented guild upgrades- I'm positive that CCP can do better than that.
- Alliances should function like a faction when they have 0.0 sov. Make war decs meaningful in 0.0. Perhaps you can only take sov space while at war, and perhaps being at war is more meaningful than the current state?
These are just some ideas. There are a lot of other good ones that I've quickly browsed through in this thread.
The end goal of these changes is not just to fix the situation for the major coalitions. We need more new players in Eve. More players leads to more consumption, which benefits everyone- even if they want to spend their entire eve careers shooting rocks. We need people to "grow" from high-sec to 0.0 because there are real, meaningful, incentives there. We need more wars. Things blowing up drives the economy - even if you're not part of a war, you are affected by it. Also, wars are great publicity.
If Fozzie wants to respond- is CCP actively working on something for Sov, or are there just ideas on a white board? This is a major issue, and I hope that CCP realizes that these issues are some of the most impactful in the game and for CCP as a company.
So much for this being a short post! |

SFM Hobb3s
Wrecking Shots Black Legion.
96
|
Posted - 2014.08.07 18:30:00 -
[1133] - Quote
Yep, pretty much all of null is locked up between two entities. As a member of a revenant non-sov-holding nullsec alliance, I would even doubt it if we could take or hold any space ourselves. Good luck for any new alliances to try. We couldn't even keep Q-CAB from co2! Err, actually goons took that one for co2. |

Niko Lorenzio
United Eve Directorate
396
|
Posted - 2014.08.07 18:32:00 -
[1134] - Quote
Here's another:
Ships jumping/bridging to cyno have a 1min sensor recalibration timer. |

Anthar Thebess
643
|
Posted - 2014.08.07 18:40:00 -
[1135] - Quote
Niko Lorenzio wrote:Here's another:
Ships jumping/bridging to cyno have a 1min sensor recalibration timer.
Not enough. Support Needed : Jump Fuel Consumption |

Tyrone Cashmoney
GoonWaffe Goonswarm Federation
106
|
Posted - 2014.08.07 20:45:00 -
[1136] - Quote
SFM Hobb3s wrote:revenant Is there something we should know? |

SFM Hobb3s
Wrecking Shots Black Legion.
96
|
Posted - 2014.08.07 20:45:00 -
[1137] - Quote
Traffice control timers and TIDI. I'd like to see these timers be enforced and amplified by any TIDI in system, and implemented for any titan-bridging or jumping into a system with TIDI.
This would certainly slow down any hamster-stroke-inducing dogpiling into a system, and likely result in more stuff exploding. Expoding stuff is good. |

SFM Hobb3s
Wrecking Shots Black Legion.
96
|
Posted - 2014.08.07 20:46:00 -
[1138] - Quote
Tyrone Cashmoney wrote:SFM Hobb3s wrote:revenant Is there something we should know?
Oops I meant to say relevant....my bad  |

Tritis Mentari
GoonWaffe Goonswarm Federation
4
|
Posted - 2014.08.07 22:39:00 -
[1139] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. You've read 55 pages without giving players any feedback whatsoever (other than a single post antagonizing a player for rightfully thinking you weren't paying attention). Some people have put a lot of thought into how do deal with nullsec and CCP hasn't lifted a finger to respond, either to say "This idea is in line with our thinking" or "That idea is nothing close to what we want.".
When do you plan on talking about what your specific goals for nullsec are? Why let this thread continue if you yourself don't even have general parameters for nullsec changes in mind? Such as:
- How many simultaneous pilots should live in a system/constellation?
- How much income should be generated by a nullsec character compared to low/hisec?
- How many person-hours should be involved in acquiring SOV?
- Should renters organically take SOV control in their system?
- Do you want a reminaged SOV to also address the massive battles that cause TIDI? (such as splitting fights between systems in a constellation?)
- Should individual players be able to cause a noticeable effect on SOV? (Other than forgetting to pay bills, or pushing disband).
- Does reimagined SOV require supercap DPS to capture?
- Should SOV be in a constant flux from war or is cluster wide stretch of peace desirable?
CCP Seagull did a Q&A on reddit recently (No idea why, you have your own forum with your own users who would love to ask questions). She didn't respond with any substance relating to SOV.
Does CCP even know what the goals they are striving for? Or what specific parameters you even want? |

thetwilitehour
GoonWaffe
275
|
Posted - 2014.08.08 01:29:00 -
[1140] - Quote
Tritis Mentari wrote:[quote=CCP Fozzie] Does CCP even know what the goals they are striving for? Or what specific parameters you even want?
So yeah, do you have an actual vision for null sec and sovereignty?
Because if not, get one pretty quick, tia. |
|

Anthar Thebess
643
|
Posted - 2014.08.08 05:57:00 -
[1141] - Quote
First of all reddit is not eve forum. I like most of the people never go there , unless someone put some link on local  Support Needed : Jump Fuel Consumption |

J A Aloysiusz
Precision Strike Brigade Easily Excited
41
|
Posted - 2014.08.08 08:20:00 -
[1142] - Quote
My issue with sov (and eve in general) is that there is no reliance whatsoever on local industry. Goonswarm doesn't really need any indy corps. Sure, they need someone, somewhere to manufacture crap, but it doesn't matter who it is or where they are. Why? Because they have enough money to buy them, and moving things in eve is as easy as... well, pick your favorite cliche.
The kronos release made some changes that move in the right direction as far as local industry, but the issue is not the industry, it's the hauling. I think the addition of the jump freighter was the worst thing ever to happen in eve. (yes, I know, before JFs there were the carrier jumping exploits). The jump freighter is basically: "Pay the cost of jump fuel, and Press F1 to import things."
I think the simplest, most beneficial change would be the removal of the ability to cyno into docking range. JFs might need a tweak, so it's not a crap shoot, of course. But suddenly, you have to actually protect the caravan moving your crap; it doesn't just arrive at your doorstep (thus also giving incentive to local production - prevention of the risk entailed in moving things around). Suddenly, your carrier fleet moving across the universe to reinforce friendlies can be intercepted at midpoints.
It would change the game significantly, but when the rage dies down, I think it would make for a much more dynamic environment. |

Anthar Thebess
644
|
Posted - 2014.08.08 08:44:00 -
[1143] - Quote
J A Aloysiusz wrote:My issue with sov (and eve in general) is that there is no reliance whatsoever on local industry. Goonswarm doesn't really need any indy corps. Sure, they need someone, somewhere to manufacture crap, but it doesn't matter who it is or where they are. Why? Because they have enough money to buy them, and moving things in eve is as easy as... well, pick your favorite cliche.
The kronos release made some changes that move in the right direction as far as local industry, but the issue is not the industry, it's the hauling. I think the addition of the jump freighter was the worst thing ever to happen in eve. (yes, I know, before JFs there were the carrier jumping exploits). The jump freighter is basically: "Pay the cost of jump fuel, and Press F1 to import things."
I think the simplest, most beneficial change would be the removal of the ability to cyno into docking range. JFs might need a tweak, so it's not a crap shoot, of course. But suddenly, you have to actually protect the caravan moving your crap; it doesn't just arrive at your doorstep (thus also giving incentive to local production - prevention of the risk entailed in moving things around). Suddenly, your carrier fleet moving across the universe to reinforce friendlies can be intercepted at midpoints.
It would change the game significantly, but when the rage dies down, I think it would make for a much more dynamic environment.
Why not remove cyno at all? I know that ccp is unwilling to do it , as they have multiple accounts thanks to this mechanic. But lets assume that you jump not to the cyno, but to a system in range , and your cyno ... is the sun ?
If CCP want to keep cyno's , and all the income from account running them , why not redesign it that cyno only marks the system you are going to jump in, and you will still be somewhere near the sun.
The same for Titan bridges, and jump bridges. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

cpt Niki
Pwn 'N Play Nulli Secunda
0
|
Posted - 2014.08.08 10:04:00 -
[1144] - Quote
I would love to see the standings been removed.
no more blue, light blue and all those colors.
You can set 5 standings for free and you can buy some daily standings for some billions.
so there will be no more those big standing lists and if you want someone to be your ally then both of you need to pay to a third party (CCP) some isk
you have 5 standing tickets that you can spend among your best allies / enemies.
after that it is based on the operation you go out there and wand the alliance "A" to be blue set "A" blue and pop up a window to pay 2b for that, also inform mordus that someone wants to make you blue so they pay the tax from their side also. if you want a corp that will scale down if you wand a second alliance to be blue scale up.
with this one you can have a battlefield with no standings a fu$%ed up overview you have to pay attention not to shoot your allies (without standing).
generally I believe a short blue list and only temporary standings (daily only) will be a good think and an isk sink for CCP |

cpt Niki
Pwn 'N Play Nulli Secunda
0
|
Posted - 2014.08.08 10:08:00 -
[1145] - Quote
Quote: Why not remove cyno at all? I know that ccp is unwilling to do it , as they have multiple accounts thanks to this mechanic. But lets assume that you jump not to the cyno, but to a system in range , and your cyno ... is the sun ?
If CCP want to keep cyno's , and all the income from account running them , why not redesign it that cyno only marks the system you are going to jump in, and you will still be somewhere near the sun.
The same for Titan bridges, and jump bridges.
have you ever jumped on a cyno at the sun?
https://www.youtube.com/watch?v=cfCRReyxwvg |

Jessica Danikov
Clan Shadow Wolf Fatal Ascension
374
|
Posted - 2014.08.08 10:14:00 -
[1146] - Quote
Tritis Mentari wrote:CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally. You've read 55 pages without giving players any feedback whatsoever (other than a single post antagonizing a player for rightfully thinking you weren't paying attention). Some people have put a lot of thought into how do deal with nullsec and CCP hasn't lifted a finger to respond, either to say "This idea is in line with our thinking" or "That idea is nothing close to what we want.". ...
Most forum threads from CCP in F&I seem to be 'seed for discussion then harvest for ideas' without any sort of curating or guidance in any particular direction. I can think of some good reasons for doing so- not wanting to show undue favouritism, not wanting to suppress wilder, more creative ideas and giving alternative suggestions a chance to flourish, or just the ideas all being crap and being tactful in not coming out and calling everyone a bunch of idiots.
On the whole, most ideas in F&I seem to fall on deaf ears. It's not that CCP aren't reading it, it's that they already have their own idea of what they need to do overall and when they need to measure how well a feature they've done work on resonates with the community and look for minor tweaks or gotchas they might have glossed over, they come to us with that. Adopting a suggested feature from scratch is never as simple as 'that sounds good let's do that'- as CCP Greyscale once noted, all ideas have to be fully considered from as many angles as possible and worked out in detail with real numbers and figures, which is rarely done in a sufficient manner by even the more invested players. Also, CCP will have a their own sense of priority too- many ideas disappear into the depths of the forum just because they're suggested at the wrong time (I don't know how good CCP's designers are at keeping notes of ideas about features they may not touch for years).
One final consideration- there's a vested interest in not being overly open or involving in their process as doing so would compete with their job... if they turn around to their boss and go 'I just read the forums and all their ideas were better than mine' I'm not sure how long they'd last, so even if you have a good idea you'd need to wait on it being 'stolen' (and I mean that in the nicest way- Holly Lisle wrote a lovely article on (legally and ethically) stealing ideas- http://hollylisle.com/how-to-legally-and-ethically-steal-ideas/). |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.08 11:02:00 -
[1147] - Quote
thetwilitehour wrote:Tritis Mentari wrote:[quote=CCP Fozzie] Does CCP even know what the goals they are striving for? Or what specific parameters you even want? So yeah, do you have an actual vision for null sec and sovereignty? Because if not, get one pretty quick, tia.
I second this. Time is not on your side CCP.
Don't Panic.
|

cpt Niki
Pwn 'N Play Nulli Secunda
1
|
Posted - 2014.08.08 12:19:00 -
[1148] - Quote
I just read 6 pages, I'll try to read it all as it has a good lore of the eve back then :)
what about all jump capable ships can jump in the region but you have to take the big regional gates to move to the other, add some more connection to those regions and you will have some spots that you can hunt the capital fleet or make the capital fleet vulnerable.
I don't know if it works but as the one jump bridge per system is the "same way" you jump everywhere in the region to defend/attack but if you want to go next door you have to jump through the gate.
you have to watch your regional gates all the time if you don't want to get invaded and with this way you make some bottlenecks to hunt down jump capable fleets.
what do you think of it?
|

ImYourMom
Republic University Minmatar Republic
49
|
Posted - 2014.08.08 13:23:00 -
[1149] - Quote
limited number of systems an alliance can take sov in (the whole taking space for rental has become a joke) ie Northern Associates make those systems in one region only alliances can only take 51% of sov in the region limit the number of standings a corp/alliance can have
Motherships should be just that, mothers, they should be vast ship/people moving carrier type ships that move somewhere slowly, they should not be the pvp ship they are used for now. you should be able to move 100s of ships and pilots in these. Offer support to ships, ships should be able to dock in them and repair etc
If you want to use fighers then a pilot needs to dock and 'become' a figher pilot, rather than they have them as extra.
Carriers should be just the same but smaller versions
we should not be seeing fleets of 300 motherships that's silly....
force projection, im not going into specifics but it should take you a LONG time to move across the universe not 5 minutes! so how you do this well up to you, limit range, add cooldown etc etc...
add lots more space and I mean lots - but make this NPC null sec move NPC nullsec well away from sov nullsec. seriously alliances that take whole regions don't live in them, and take up the whole of a good npc region is a joke. Move it away perhaps jammed between low sec so it make more conflict with low sec. I should be able to get lost in space
if alliances want to move there and keep sov, then fine, but the force project nerf stops them getting back quickly...my only issue is jump clones, you can all have one in your home system and just jump back quickly and instantly...
|

Phox Jorkarzul
Deep Void Merc Syndicate
101
|
Posted - 2014.08.08 15:15:00 -
[1150] - Quote
I am writing a blog post about this, but I think that something that could be looked at is the creation of T2 Captial ships, and I have an Idea of turning Super Caps into Faction Ships, while removing the the BPC and BPC of the current SC. Hopefully creating an atmosphere where fielding SCs becomes 300bil isk over the current 25bil. Blasters for life
https://neverpheedthetroll.blogspot.com |
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
0
|
Posted - 2014.08.08 16:27:00 -
[1151] - Quote
Make EVE bigger.
EVE is roughly 100ly in diameter make that 10000ly + and add new systems (100k-1mil) This will make it hard to conquer all of eve or keep control over it.
Increase the average distance between systems. This will hit capitals realy hard, especially supercaps as they are short on jumprange. Powerprojection is the keyword Also it will increase the need for a player alliance to build a economy that is capable to produce ships fitting and ammo on its own because it is not in 5min jumprange to a empire tradehub
Add npc races that will defend their space in a strategic way and with a flexible response. Will be fun to see how players deal with a 250npc supercap fleet
No npc beyond todays borders of EVE will get bounty by concord. This will create a need for trade between empire and this new nullsec.
It might need some new mechanics for stargate construction , gategun construction, new stations and other stuff. More industrial ships to keep up with the huge demand for low end minerals. More loot from wrecks and a mechanic to give npc factions bounty.
For all you PVPers out there this would result in more space to roam, less intel that keeps you from killing and more juicy industrial targets. If you believe EVE is to empty, Intel tells you otherwise even with only 25% of all players reporting all mayor coalitions can see the movement of all hostiles in there space.
Maybe some of the alliances of today will break apart because players venture into this new space, maybe some will decide to go there as an entire alliance, either way it will shake the foundations of EVE. It also will give small groups the chance to venture 5000ly or 300jumps away from empire and do what ever they want . |

Aina Loral
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.08.09 03:22:00 -
[1152] - Quote
Kira Hizu wrote:I seen people use ESS around wormhole space, and it would say person enter system.
Wait... what? An ESS announced whenever someone enters the system? Even in WH Space? 
|

Alavaria Fera
GoonWaffe
6359
|
Posted - 2014.08.09 03:55:00 -
[1153] - Quote
Lu Ziffer wrote:Make EVE bigger.
EVE is roughly 100ly in diameter make that 10000ly + and add new systems (100k-1mil) This will make it hard to conquer all of eve or keep control over it.
Increase the average distance between systems. This will hit capitals realy hard, especially supercaps as they are short on jumprange. Powerprojection is the keyword Also it will increase the need for a player alliance to build a economy that is capable to produce ships fitting and ammo on its own because it is not in 5min jumprange to a empire tradehub
Add npc races that will defend their space in a strategic way and with a flexible response. Will be fun to see how players deal with a 250npc supercap fleet
No npc beyond todays borders of EVE will get bounty by concord. This will create a need for trade between empire and this new nullsec.
It might need some new mechanics for stargate construction , gategun construction, new stations and other stuff. More industrial ships to keep up with the huge demand for low end minerals. More loot from wrecks and a mechanic to give npc factions bounty.
For all you PVPers out there this would result in more space to roam, less intel that keeps you from killing and more juicy industrial targets. If you believe EVE is to empty, Intel tells you otherwise even with only 25% of all players reporting all mayor coalitions can see the movement of all hostiles in there space.
Maybe some of the alliances of today will break apart because players venture into this new space, maybe some will decide to go there as an entire alliance, either way it will shake the foundations of EVE. It also will give small groups the chance to venture 5000ly or 300jumps away from empire and do what ever they want . More space for the Greater Western Co-Prosperity Sphere Northern Associates. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Jur Tissant
Unreal Darkness
155
|
Posted - 2014.08.09 04:13:00 -
[1154] - Quote
Lu Ziffer wrote:Make EVE bigger.
EVE is roughly 100ly in diameter make that 10000ly + and add new systems (100k-1mil) This will make it hard to conquer all of eve or keep control over it.
You can't just toss in 1 million systems. EVE runs on real-world hardware not magic. Adding a reasonable number of new systems wouldn't fix nullsec dominance, it would just give the coalitions more space to dominate.
To fix null you need qualitative changes which affect coalitions' ability to defend their sovereignty claims, not just more systems to claim. |

Anthar Thebess
648
|
Posted - 2014.08.09 05:13:00 -
[1155] - Quote
Adding new sov systems will not change nothing. 2 current blocks have enough isk , and nothing to do in their current space, so they will easily take this new space also. Even if it will be out of range for capitals.
If this will be NPC space on the other hand - i don't have any objections. The more NPC space the better. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Anthar Thebess
648
|
Posted - 2014.08.09 05:16:00 -
[1156] - Quote
Aina Loral wrote:Kira Hizu wrote:I seen people use ESS around wormhole space, and it would say person enter system. Wait... what? An ESS announced whenever someone enters the system? Even in WH Space?  Putting ESS on WH? Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
0
|
Posted - 2014.08.09 12:01:00 -
[1157] - Quote
Adding Systems will change the game if you add enough and make them harder to conquer then anything we have now.
I know how fat alliance wallets are and how difficult it is because I was a director in a top 5 alliance.
If you make carrier jump 10ly that is about 7mil isk make him jump 10.000 and it will be 7bil isk. This will break even the biggest alliance.There logistics would have to bring 700000m-¦ of fuel just for one carrier. There is no power projection beyond 10000ly.
Adding 1mil systems means 90% will not be loaded in 24h, so not really an issue in terms of hardware.
In my idea most of the systems would have no stargates, it would be expensive to build them and they will be destructible. With the price increasing with the number of stargates in system and the range of the stargate. A system with a region gate (50ly) and 9 more gates should cost 10^15 isk.
And that would just be the beginning of the difficulties in this space. |

Mario Putzo
Welping and Dunking.
951
|
Posted - 2014.08.09 14:06:00 -
[1158] - Quote
Lu Ziffer wrote:Adding Systems will change the game if you add enough and make them harder to conquer then anything we have now.
I know how fat alliance wallets are and how difficult it is because I was a director in a top 5 alliance.
If you make carrier jump 10ly that is about 7mil isk make him jump 10.000 and it will be 7bil isk. This will break even the biggest alliance.There logistics would have to bring 700000m-¦ of fuel just for one carrier. There is no power projection beyond 10000ly.
Adding 1mil systems means 90% will not be loaded in 24h, so not really an issue in terms of hardware.
In my idea most of the systems would have no stargates, it would be expensive to build them and they will be destructible. With the price increasing with the number of stargates in system and the range of the stargate. A system with a region gate (50ly) and 9 more gates should cost 10^15 isk.
And that would just be the beginning of the difficulties in this space.
People don't even use the space that exists in the game now, why should we add more space that goes unused.
Make sov require people using space in order to maximize control. Use it, or lose it. |

Asyrdin Harate
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.08.09 15:13:00 -
[1159] - Quote
hmm i read the ops post, rest of the 56 pages was a bit TL'DR
My suggestion to reduce force projection would not be into massively reducing jumprange or increasing the universe size but much more something like this (basic ideas not a deep case study into the exact details and effects).
Jumpy stuff:
jump bridges - can't cross constellation borders and only be used if one alliance controls all systems in a constellation, only one set of bridges can be active with a constellation. Tietan bridge - can't cross constellation borders and are limited to say 3 bridges per hour or per day so that you can't endlessly bridge back and forth using the same Tietan. capitals - can use their maximum jump range within the same region unlimited, but are limited to only 2 inter region jumps per day
The Doorman principle:
When you decrease mobility by a large margin parts of 00 become very hard to get to from empire side. Generally whoever controls the entrance region controls whatever is behind it. I would suggest simply connecting a lot more regions to empire so that a lot more alliances could be independent sov owners in 00.
Variable sec status:
Not something particularly connected to the above, but a bit of a silly idea that i like... Without changing the total balance of sec status currently in the game, sec status of a system would be dependent on the average number of people present in the system on a daily basis. More people would mean the sec status gradually increases, less lowers sec status. Not sure if you would really want to go as far as flipping the sec status high/low/00 (actually i probably would go that far) but i would find it amusing if the best ratting and mining spots are constantly changing. Also would mean that with limited mobility alliances can't sit in the exact same spot for years on end because it would ruin their space or at least the area close to their home system.
|

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.09 16:12:00 -
[1160] - Quote
certainly removing bounty from rats is something that makes sense and would force more mining for income..
thus miners would make the isk and the pvpers would protect them and get paid in return
it would certainly force 0.0 into using miners and encourage proper industry and would result in more fights
reducing moon income would help and make them raid-able resources .. where the raider gets say 60% of the resource and the rest is just discarded and the resource collection is stopped until it gets repaired .. maybe a set timer .. 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

baltec1
Bat Country Goonswarm Federation
12648
|
Posted - 2014.08.09 16:27:00 -
[1161] - Quote
Niko Lorenzio wrote:
Attack Battleships with Capital Guns
[
[/list]
I have an idea for this. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Angeal MacNova
LankTech Masters of Flying Objects
147
|
Posted - 2014.08.09 17:10:00 -
[1162] - Quote
Harvey James wrote:certainly removing bounty from rats is something that makes sense and would force more mining for income...
Where is the money suppose to come from to buy the stuff built by industry?
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.09 17:23:00 -
[1163] - Quote
Angeal MacNova wrote: Where is the money suppose to come from to buy the stuff built by industry?
I said Lu Ziffer wrote:No npc beyond todays borders of EVE will get bounty by concord. I never said that there will be no option to put bounty on them. It would be unreasonable to have concord pay bounty in a space that is so far away that they do not care about it. And if there is better loot in the wrecks then you can sell it to make money. |

Angeal MacNova
LankTech Masters of Flying Objects
147
|
Posted - 2014.08.09 17:39:00 -
[1164] - Quote
Lu Ziffer wrote:Angeal MacNova wrote: Where is the money suppose to come from to buy the stuff built by industry?
I said Lu Ziffer wrote:No npc beyond todays borders of EVE will get bounty by concord. I never said that there will be no option to put bounty on them. It would be unreasonable to have concord pay bounty in a space that is so far away that they do not care about it. And if there is better loot in the wrecks then you can sell it to make money.
So instead of CONCORD putting up the bounties, players do? Again, where is the isk coming from to do this? Loot to sell to make money? Where is the isk suppose to come from for people to create those buy orders? |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.09 18:09:00 -
[1165] - Quote
Angeal MacNova wrote: So instead of CONCORD putting up the bounties, players do? Again, where is the isk coming from to do this? Loot to sell to make money? Where is the isk suppose to come from for people to create those buy orders?
Where does the isk come from in WH or in the past in the drone regions?
From traders and industrialist seeking for profit. |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.09 18:12:00 -
[1166] - Quote
Angeal MacNova wrote:Harvey James wrote:certainly removing bounty from rats is something that makes sense and would force more mining for income... Where is the money suppose to come from to buy the stuff built by industry?
sources of income - moons - loot from rats/players - mining - steal/siphon stuff 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Angeal MacNova
LankTech Masters of Flying Objects
147
|
Posted - 2014.08.09 18:32:00 -
[1167] - Quote
Harvey James wrote:Angeal MacNova wrote:Harvey James wrote:certainly removing bounty from rats is something that makes sense and would force more mining for income... Where is the money suppose to come from to buy the stuff built by industry? sources of income - moons - loot from rats/players - mining - steal/siphon stuff
Ok so you mine moon material. You can either sell it or you can make something of it and then sell that something. Either way, you will be exchanging items for isk with another player.
Loot from rats/players. You can sell them or reprocess them. You can make something of the reprocess material or you can simply sell it. Any way you look at it, you will have to exchange with another player.
Mining. Again, you are making something with it or you are selling the material. Either way, you will be exchanging items for isk.
Steal/siphon stuff. What do you plan to do with that stuff to fatten your wallet with isk? That's right, exchange with another player. Item for isk.
At which point non of these is a trade off for CONCORD placed bounties which generates new isk into the economy. Since none of those example generates new isk.
Moon goo, asteroids, ice, salvage from spawned NPC wrecks, etc. These introduce new materials into the game. If the game maintains this inflow of material but loses a big portion of it's inflow of new isk (which removing CONCORD bounties would do), then the value of the materials will drop and along with everything made from them.
|

Anthar Thebess
652
|
Posted - 2014.08.09 18:40:00 -
[1168] - Quote
Phox Jorkarzul wrote:I am writing a blog post about this, but I think that something that could be looked at is the creation of T2 Captial ships, and I have an Idea of turning Super Caps into Faction Ships, while removing the the BPC and BPC of the current SC. Hopefully creating an atmosphere where fielding SCs becomes 300bil isk over the current 25bil.
But supers are currently issue. CCP could make them cheaper (if ccp wants more super fights), Think what you are saying. We have 2 blocks having hundreds of super carriers each. Now third block would have to obtain as much in order to count. But after this change without having sov, moons ... it would have to pay around 11 times more . Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.09 19:54:00 -
[1169] - Quote
Angeal MacNova wrote:Harvey James wrote:Angeal MacNova wrote:Harvey James wrote:certainly removing bounty from rats is something that makes sense and would force more mining for income... Where is the money suppose to come from to buy the stuff built by industry? sources of income - moons - loot from rats/players - mining - steal/siphon stuff Ok so you mine moon material. You can either sell it or you can make something of it and then sell that something. Either way, you will be exchanging items for isk with another player. Loot from rats/players. You can sell them or reprocess them. You can make something of the reprocess material or you can simply sell it. Any way you look at it, you will have to exchange with another player. Mining. Again, you are making something with it or you are selling the material. Either way, you will be exchanging items for isk. Steal/siphon stuff. What do you plan to do with that stuff to fatten your wallet with isk? That's right, exchange with another player. Item for isk. At which point non of these is a trade off for CONCORD placed bounties which generates new isk into the economy. Since none of those example generates new isk. Moon goo, asteroids, ice, salvage from spawned NPC wrecks, etc. These introduce new materials into the game. If the game maintains this inflow of material but loses a big portion of it's inflow of new isk (which removing CONCORD bounties would do), then the value of the materials will drop and along with everything made from them.
well theres always alts and HS/LS too trade and make isk etc... what would be interesting is adding people too planets .. so holding SOV would allow you too collect tax from them.. 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

baltec1
Bat Country Goonswarm Federation
12649
|
Posted - 2014.08.09 20:16:00 -
[1170] - Quote
Harvey James wrote:
well theres always alts and HS/LS too trade and make isk etc... what would be interesting is adding people too planets .. so holding SOV would allow you too collect tax from them..
So how is this a good thing for your average line member given that a planet would be alliance level income?
Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.09 20:28:00 -
[1171] - Quote
Angeal MacNova wrote: (which removing CONCORD bounties would do)
Never said that, what I meant was the new space should have no bounty. There is more than enough isk potential in null sec. And there are players who have so much isk that they can buy the entire jita ceptor market and make another 10bil doing so. Same goes for plex some people made a fortune in that market with each making more than 100bil isk. So there is already so much isk in the game that some traders are just chasing the next 1 at the beginning of there wallet.
Anthar Thebess wrote:But supers are currently issue. CCP could make them cheaper (if ccp wants more super fights)
This is a direct result of killing the bots and removing drone loot. It helped highsec miners put it made tritanium go from 1,8 isk up to something around 5 isk. A supercap is a huge amount or tritanium pyrite and mexallon all 3 increased in the price and so titan prices increased from 35bil to about 70bil+. |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.09 20:28:00 -
[1172] - Quote
baltec1 wrote:Harvey James wrote:
well theres always alts and HS/LS too trade and make isk etc... what would be interesting is adding people too planets .. so holding SOV would allow you too collect tax from them..
So how is this a good thing for your average line member given that a planet would be alliance level income?
like alliances don't have SRP's?? 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

baltec1
Bat Country Goonswarm Federation
12649
|
Posted - 2014.08.09 20:33:00 -
[1173] - Quote
Harvey James wrote:baltec1 wrote:Harvey James wrote:
well theres always alts and HS/LS too trade and make isk etc... what would be interesting is adding people too planets .. so holding SOV would allow you too collect tax from them..
So how is this a good thing for your average line member given that a planet would be alliance level income? like alliances don't have SRP's??
Not all of them, most don't cover fully, and in my case the vast bulk of my costs are not covered due to my special interests (I think I get like, 10% back on my harpy variation).
So again, how does this help average joe? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.09 20:47:00 -
[1174] - Quote
baltec1 wrote:Harvey James wrote:baltec1 wrote:Harvey James wrote:
well theres always alts and HS/LS too trade and make isk etc... what would be interesting is adding people too planets .. so holding SOV would allow you too collect tax from them..
So how is this a good thing for your average line member given that a planet would be alliance level income? like alliances don't have SRP's?? Not all of them, most don't cover fully, and in my case the vast bulk of my costs are not covered due to my special interests (I think I get like, 10% back on my harpy variation). So again, how does this help average joe?
special interest .. so your example is a small exception.. 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.09 20:58:00 -
[1175] - Quote
baltec1 wrote: Not all of them, most don't cover fully, and in my case the vast bulk of my costs are not covered due to my special interests (I think I get like, 10% back on my harpy variation). So again, how does this help average joe?
The average joe is getting -a new challange. -more space -less blob wars -a new gold rush
and the CFC is the first coaliton I know that does close to full reimburstment. Which I never used. A old rule in EVE is "You should not fly a ship you can not afford to lose"
|

baltec1
Bat Country Goonswarm Federation
12651
|
Posted - 2014.08.09 21:09:00 -
[1176] - Quote
Lu Ziffer wrote:baltec1 wrote: Not all of them, most don't cover fully, and in my case the vast bulk of my costs are not covered due to my special interests (I think I get like, 10% back on my harpy variation). So again, how does this help average joe?
The average joe is getting -a new challange. -more space -less blob wars -a new gold rush and the CFC is the first coaliton I know that does close to full reimburstment. Which I never used. A old rule in EVE is "You should not fly a ship you can not afford to lose"
Your plan gives no new challenge, yet more useless space for use to hold onto for zero reason, just as many blobs as now and no isk income for line members all while fixing not a single one of the problems null sec has. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12651
|
Posted - 2014.08.09 21:12:00 -
[1177] - Quote
Harvey James wrote:
special interest .. so your example is a small exception..
Outside of strat ops you don't get full payout on losses and if you want to go into some areas of fly expensive toys you get nothing.
So no, its not a small exception and that's from the best SRP on offer. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.09 21:27:00 -
[1178] - Quote
baltec1 wrote:Harvey James wrote:
special interest .. so your example is a small exception..
Outside of strat ops you don't get full payout on losses and if you want to go into some areas of fly expensive toys you get nothing. So no, its not a small exception and that's from the best SRP on offer.
you're trying too tell me the richest alliance in the game couldn't afford too ?? 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

baltec1
Bat Country Goonswarm Federation
12651
|
Posted - 2014.08.09 21:34:00 -
[1179] - Quote
Harvey James wrote:
you're trying too tell me the richest alliance in the game couldn't afford too ??
Do you have any idea how big our bills are?
Cold war superweapon arms races are not cheap affairs. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.09 21:44:00 -
[1180] - Quote
baltec1 wrote:Harvey James wrote:
you're trying too tell me the richest alliance in the game couldn't afford too ??
Do you have any idea how big our bills are? Cold war superweapon arms races are not cheap affairs.
are you kidding me?? you're probably sitting on hundreds of trillions 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

baltec1
Bat Country Goonswarm Federation
12651
|
Posted - 2014.08.09 21:51:00 -
[1181] - Quote
Harvey James wrote:
are you kidding me?? you're probably sitting on hundreds of trillions
This is why people who don't live in null shouldn't throw around ideas on how to fix the problems. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.09 22:19:00 -
[1182] - Quote
baltec1 wrote:Harvey James wrote:
are you kidding me?? you're probably sitting on hundreds of trillions
This is why people who don't live in null shouldn't throw around ideas on how to fix the problems.
Why not?
The people running null are the ones responsible for ruining it. Admittedly with collusion from CCP.
Don't Panic.
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.09 22:39:00 -
[1183] - Quote
We did not ruin it we just found a way to maximize profit.  For most null sec members it is safer then highsec.
And what he means is that the assumption that a big coalition has 100 trillion isk can only be made by someone who never tried to understand the possibilites of null sec and how leading coalitions are working in null sec. |

baltec1
Bat Country Goonswarm Federation
12652
|
Posted - 2014.08.09 22:42:00 -
[1184] - Quote
Speedkermit Damo wrote:
Why not?
The people running null are the ones responsible for ruining it. Admittedly with collusion from CCP.
How are we responsible? Join Bat Country today and defend the Glorious Socialist Dictatorship |

WarFireV
Blackwater USA Inc. Pandemic Legion
366
|
Posted - 2014.08.10 01:40:00 -
[1185] - Quote
Stop trying to lie baltec.
It is totally hundreds of trillions. |

Atkyaz Dreadstalker
Killer Sea Monkeys
4
|
Posted - 2014.08.10 03:26:00 -
[1186] - Quote
When CCP revamped SOV a while back, they had great intentions, and the ideas they had where good, and sounded like they would work well. A lot of work was put into it, and many of the improvements were really great for the game.
They changed the value of SOV space so that lower true sec space would be better, high income, and more valuable. The idea, as I understand it, was that the more powerful alliances would fight over the better space, leaving the lower value space for smaller groups to get a foot hold in null. previously all null sec was about the same in value. it was believed that having the value of systems fluctuate would drive conflict.
But that is not what happened. The larger alliances just got bigger, and the space they controlled got bigger. Why? The answer is very simple. The cost of maintaining SOV is minimal, and more importantly, holding all that extra space, whether they use it or not, requires very little additional effort. If your power projection allows you to surround yourself with a large amount of empty buffer space, making your core systems even more secure. And holding that extra buffer space requires very little effort. it only makes sense to do so, and why should they not do it? Currently most of that space is filled with renters anyway, creating even more income for the controlling alliances.
I have read a lot of idea's, in this thread, other threads, and even several sources outside of these forums. Although I can not claim any input on the idea's, the best idea I have read is that of occupancy SOV. This is a system where an alliance can not hold space they do not actively use. SOV is dependent on members of the owning alliance actually being active in the system to the point of maintaining the system indexes. The higher the indexes, the more secure and harder the system is to capture. If they do not maintain the indexes their SOV over the system will degrade and the TCU will eventually go offline. This requires members of the alliance actually ratting, mining, and manufacturing, in that system. members of the big alliances that control the higher value system are not going to want to use systems with poor true sec if they have much better systems available to them, and why should they. This would lead to those alliances losing SOV on those low value systems they do not use.
There are many different ideas of how to implement this, including a few great articles outside of the EVE forums. a good summary can be found hereArticle there are ways of doing it that only require small modifications of the existing system. This would be much different from the old system of who ever holds the most POSes in the system gets SOV, or however it used to work. But the core idea, although maybe not perfect, would be a huge improvement over the massive alliances holding hundreds of systems we have now. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.10 09:28:00 -
[1187] - Quote
The problem with the use space to get sov idea is that it does not change a thing. The same coalition will control the system, they just do not have sov it would be like NPC null sec.
Make it like faction warfare ,or make it like incursions idea is not working because the bigger coalition would lock down the system 24/7 and win.
The reason why the big coalitions hold the space is that they have enough players and ships todo so. They have a mangement system outside of the game the takes dozens of people and hundreds of $ or Gé¼ to maintain and the result of that is supremacy and there is no gamemechanic that can change something outside the game.
With hardcaps and instancing you kill the idea of game and the same people would rule.
New and more complicated space creates the need for more players and even better mangement systems to maintain supremacy for these coalitions. If there is more space then they can control then there will be space for new groups who don't want to be someones pet. And the bigger a group is the more difficult it is to keep it from destroing itself .
Most coalitions and alliances died because they got to rich and fought internally over the isk or they where fighting over where they should be heading or the people who where holding them together left the game.
|

baltec1
Bat Country Goonswarm Federation
12660
|
Posted - 2014.08.10 10:28:00 -
[1188] - Quote
Just adding more space will result in exactly what we have now, only CFC and N3/PL will hold even more space. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.10 10:53:00 -
[1189] - Quote
baltec1 wrote:Just adding more space will result in exactly what we have now, only CFC and N3/PL will hold even more space. then it were not enough systems. I am not joking around when i say make it 100.000ly and a 1mil systems. This would be 12000 jumps for a titan to cross and it would take 10days and need insane amounts of fuel.
If you want to bring the big coalitions into trouble you have to think big |

baltec1
Bat Country Goonswarm Federation
12660
|
Posted - 2014.08.10 10:57:00 -
[1190] - Quote
Lu Ziffer wrote:baltec1 wrote:Just adding more space will result in exactly what we have now, only CFC and N3/PL will hold even more space. then it were not enough systems. I am not joking around when i say make it 100.000ly and a 1mil systems. This would be 12000 jumps for a titan to cross and it would take 10days and need insane amounts of fuel. If you want to bring the big coalitions into trouble you have to think big
Thats not possible with current server technology and you STILL have not fixed the problems with null. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.10 11:06:00 -
[1191] - Quote
baltec1 wrote: and you STILL have not fixed the problems with null. The problem with null is not a game mechanic problem it is a meta gaming problem. Yes there are some null mechanics that are not cool or fun but no game mechanic can solve the problem that the bigger amount of players with the better means of working together will be the one who owns the space.
And systems that are not loaded because nobody is there is not a server performance problem.
|

baltec1
Bat Country Goonswarm Federation
12660
|
Posted - 2014.08.10 11:18:00 -
[1192] - Quote
Lu Ziffer wrote:baltec1 wrote: and you STILL have not fixed the problems with null. The problem with null is not a game mechanic problem it is a meta gaming problem. Yes there are some null mechanics that are not cool or fun but no game mechanic can solve the problem that the bigger amount of players with the better means of working together will be the one who owns the space. And systems that are not loaded because nobody is there is not a server performance problem.
Most of null is already empty and it is very much game mechanic issues at the heart of nulls problems.
Empire sprawl is the result of each system only being able to support at most 10 ratters at a time. Sov mechanics dictate that we need huge fleets to fight a handful of battles to grind down billions in EHP. The way carriers work means we can dump massive boot/wreckingball fleets into a cynojammed system and be invincible. Supers and titans are a pain for everyone including the people flying them as they are now trapped in a space coffin. Logistics means that smaller fleet dock up because they simply cannot kill anything.
These are the problems with null not a lack of space. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Sara Tosa
School of Applied Knowledge Caldari State
75
|
Posted - 2014.08.10 11:50:00 -
[1193] - Quote
Lu Ziffer wrote:The problem with the use space to get sov idea is that it does not change a thing. The same coalition will control the system, they just do not have sov it would be like NPC null sec.
logistical attrition. if you study history you'll see that keeping empire togeter is all about how fast you can move supplies, armies and order from their center to their borders - mainly orders. if you lower the ability to rapidly move forces and increase the local micromanaging required to keep sov you'll see the "empire" break up in small kingdoms and city states as the local groups need their ships to defend themselves and not on the other side of the galaxy where the main central control would want them.
Quote:
The reason why the big coalitions hold the space is that they have enough players and ships todo so.
-and- they can use those ships as a single force when needed, without requiring to distribute them over all their borders to cover every possible invasion route, requiring then not only ships and cannon-fodder people but exponentially more capable FC. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
1
|
Posted - 2014.08.10 12:31:00 -
[1194] - Quote
Most of these are player made problems.
@Sara Torsa That is exactly what would happen if more space is added people whould be spread thin.
If you study military history you will see that splitting forces is the last thing you want. You will keep a delay army on one battlearea and then use your main forces to win the other battlearea.
@baltec1 Just because there is no one willing to find or able to make a countersetup work does not mean the game is broken.
|

Sara Tosa
School of Applied Knowledge Caldari State
76
|
Posted - 2014.08.10 13:37:00 -
[1195] - Quote
Lu Ziffer wrote:Most of these are player made problems.
@Sara Torsa That is exactly what would happen if more space is added people whould be spread thin.
with today ability to keep sov without any effort an move troops around not even a galaxy ten time what its now would suffice. and then with people spreaded too thin the game would be a lot less fun to play.
Quote: If you study military history you will see that splitting forces is the last thing you want. You will keep a delay army on one battlearea and then use your main forces to win the other battlearea.
only if your main army can travel fast enough to intercept any invading army from your center. if you cant, you'll need a standing army in every province big enough to be a deterrent to any potential invader. |

Corraidhin Farsaidh
Hello-There
635
|
Posted - 2014.08.10 14:40:00 -
[1196] - Quote
Sara Tosa wrote:Lu Ziffer wrote:Most of these are player made problems.
@Sara Torsa That is exactly what would happen if more space is added people whould be spread thin.
with today ability to keep sov without any effort an move troops around not even a galaxy ten time what its now would suffice. and then with people spreaded too thin the game would be a lot less fun to play. Quote: If you study military history you will see that splitting forces is the last thing you want. You will keep a delay army on one battlearea and then use your main forces to win the other battlearea.
only if your main army can travel fast enough to intercept any invading army from your center. if you cant, you'll need a standing army in every province big enough to be a deterrent to any potential invader.
As far as I can tell from these discussions (those who are in nullsec please feel free to set me straight/clarify) it is the instant power projection that is the problem (if you believe there is one). Standing armies are irrelevant for controlling an area if you can just drop a fleet of titans/supercaps/etc on any given area in a very shprt time. A mechanism that would require the defender of any given space to maintain a presence would make for more dynamic space and give better chances to smaller entities to carve out a chunk of space for themselves.
Maybe a change to the jump mechanism whereby it has a limit on distance as a function of mass. You want to bridge a massive fleet? Then you can only jump it 1 ly. You want to bridge a fleet 5 ly? Then the mass you can jump comes right down (a frigate fleet for instance). People would now have to balance fleet size/composition against range. Large fleets could still be bridged but it would place more assets at risk and at higher cost. Dropping larger fleets of smaller ships would become a more valid proposition. You want to take a huge fleet in to an area you'd better start taking and holding nerby staging areas.
At the very least it might bring a bit more thought to fleet composition and attacks, splitting them over multple systems with a bit of luck. |

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.10 15:27:00 -
[1197] - Quote
Corraidhin Farsaidh wrote:As far as I can tell from these discussions (those who are in nullsec please feel free to set me straight/clarify) it is the instant power projection that is the problem (if you believe there is one). Standing armies are irrelevant for controlling an area if you can just drop a fleet of titans/supercaps/etc on any given area in a very shprt time. A mechanism that would require the defender of any given space to maintain a presence would make for more dynamic space and give better chances to smaller entities to carve out a chunk of space for themselves.
Maybe a change to the jump mechanism whereby it has a limit on distance as a function of mass. You want to bridge a massive fleet? Then you can only jump it 1 ly. You want to bridge a fleet 5 ly? Then the mass you can jump comes right down (a frigate fleet for instance). People would now have to balance fleet size/composition against range. Large fleets could still be bridged but it would place more assets at risk and at higher cost. Dropping larger fleets of smaller ships would become a more valid proposition. You want to take a huge fleet in to an area you'd better start taking and holding nerby staging areas.
At the very least it might bring a bit more thought to fleet composition and attacks, splitting them over multple systems with a bit of luck. You are only scratching the surface of the problem with Null.
One of the problems is the amount of EHP you have to grind through in order to be able to plant your flag. This necessitates a large capital fleet, at least, in order to knock down the EHP quickly enough to not be a ungodly, boring, slog. Since a large capital fleet is vulnerable to massed supers, you have to at least have supremacy of those supercaps in order to field your caps, which leads to coalitions being formed to achieve supercap supremacy. You could, at least in the past, field lots of subcaps to deal with capital ships, but this ceaced to be viable as Boot/Wreckingbal doctrines totaly negated subcap DPS as adding a few EWAR immune supercarriers ment you could never damp or jam out the remote reps to capitals, wich necessitaes having a larger supercap blob to basically doomsday the carriers off the field, wich leads to bigger coalitions to get supercap dominance and what we are left with now, a bipolar Eve.
That is the TL;DR version of the problems with null. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 15:52:00 -
[1198] - Quote
Power projection is not realy the issue.
EVE is full and I will try to explain. We started with an empty null , then we learned to live in it and to controll it. In the beginning we had multiple alliances who took space. Over time they collided and coalitions were formed(Something that was never intended by a game mechanic). At the end 2 Powerblocks and a few minor blocks where left. Now self preservation kicks in, none of the minor blocks can turn the edge and both sides do not want to lose what they gained. We reached the point were there is nothing left to conquer and the space there is has been distributed.
EVE is full
EHP, jumprange, tactics, everything around ships and how they are not balanced is all jumping around the issue of EVE is full.
Yes there should be more distance between the systems or less jumprange (which is basicly the same). Yes EHP is a problem if you want to attack SOV with a small group but the 1000players stoping you in search of good fights will be a bigger issue. Yes ewar immue ships are like a hardcap which should never exist but they still die.
EVE is about promise, opportunity and the option to build your empire and all this in a multiplayer enviroment which encourages community. |

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.10 16:26:00 -
[1199] - Quote
Lu Ziffer wrote:EVE is full. Bullcrap! The good space in Null may be full I'll grant you that, but when an alliance has sov in a system where the only good thing to do in that system is plop down a moon harvesting array on the only money making moon in that system, since it is not worth upgrading because the truesec is shite, so it won't spawn the right kind of anomally, or enough of them, and even miners avoid the system because it won't spawn the right kind of ISK/Hour minerals, or enough belts to even start to upgrade it. That is ONE of the problems with null. Not that it is "full" which is patently false. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 17:00:00 -
[1200] - Quote
Falin Whalen wrote:Lu Ziffer wrote:EVE is full. Bullcrap! The good space in Null may be full I'll grant you that, but when an alliance has sov in a system where the only good thing to do in that system is plop down a moon harvesting array on the only money making moon in that system, since it is not worth upgrading because the truesec is shite, so it won't spawn the right kind of anomally, or enough of them, and even miners avoid the system because it won't spawn the right kind of ISK/Hour minerals, or enough belts to even start to upgrade it. That is ONE of the problems with null. Not that it is "full" which is patently false. So you say the good space is full and the other space is not worth it. There will be always bad and good space you can not change that and most of the time this is the buffer between the coalitions. So you realy say EVE is full 
What you might want is more PVP and hope to accomplish that by adding more people into null. The problem is most people do not want to PVP all the time so adding more people to null will not help. It also will not increase the fighting over limited ressources because we already done that .
Yes null is not as full as it could be in terms of player numbers but it is definitely in terms of systems and ressources. You proved my point, thank you for that. |
|

Sara Tosa
School of Applied Knowledge Caldari State
76
|
Posted - 2014.08.10 17:08:00 -
[1201] - Quote
Lu Ziffer wrote:Power projection is not realy the issue.
EVE is full and I will try to explain. open your map and look at stats - null is 80% empty, nobody rats, nobody fights, nobody do anything there - so how can eve be full? without instant teleport abilities your 1000 man fleet would be on the other side of the map if you plan well. and if you chek map history null has become _EMPTIER_ as the blue donut consolidated, not fuller. |

baltec1
Bat Country Goonswarm Federation
12662
|
Posted - 2014.08.10 17:17:00 -
[1202] - Quote
Lu Ziffer wrote:
@baltec1 Just because there is no one willing to find or able to make a countersetup work does not mean the game is broken.
Its not about willingness its a hard fact. It is impossible for a new power to break us. It is also impossible for either of the two powerblocks to beat the other. In order to break a boot fleet you need more subcaps than the server can handle and even if the servers could handle it neither of us have the manpower to do it. And we still have all of those other issues to deal with. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12662
|
Posted - 2014.08.10 17:23:00 -
[1203] - Quote
Sara Tosa wrote:Lu Ziffer wrote:Power projection is not realy the issue.
EVE is full and I will try to explain. open your map and look at stats - null is 80% empty, nobody rats, nobody fights, nobody do anything there - so how can eve be full? without instant teleport abilities your 1000 man fleet would be on the other side of the map if you plan well. and if you chek map history null has become _EMPTIER_ as the blue donut consolidated, not fuller.
Take away that teleport ability and we will simply slog 2000 guys via the gates. Power projection isn't an issue to be fixed by nerfing jumpbridges and jumpdrives. Infact, it will make holding space even easier. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 18:00:00 -
[1204] - Quote
@ baltec So we agree on that there are 2 superpowers left and that they will not kill each other.
The question is if this is a failure in game mechanic or is it natural? I say it is natural. To make my point let us take a view on the history of humanity. In the middle of the 19 century we reached the point where we had all continents fully colonized. At the end of this colonization we had 6 nations USA, UK, France, Germany, Russia and Japan who wanted more. For the next 50 years they fought some smaller wars and in the end it escalated in the 2 biggest and cruelest wars the world has ever seen. After that 2 coalitions were left one around the USSR the other around USA with a few states left in a block of states with no alignment. At the end none could fight the other, but the critical threshold was the moment when there was enough personal, ressources and technolgy to colonize the world. The rest was just a change in distribution of the territory they had control over.
The same applies for EVE we had a colonization time, then we had smaller wars and it escalated to a number of bigger wars and in the end 2 coalitions are left.
I could tell the same story with companys but this is simpler to understand.
So I say this is the natural it is not the fault of CCP or the game mechanics they created. We just hit the threshold and then we had 5 years of amazing battles.
@Sara Tosa What baltec said is right we would lock down all gates to empire like we did when we had the cynojammer screen in 2006-2009.
So you can change the game mechanics which is the technology in this universe but it will not bring you below the escalation threshold. It will probaly make the universe less believable which would be sad.
EVE is full |

Athryn Bellee
Concordiat Spaceship Samurai
6
|
Posted - 2014.08.10 18:10:00 -
[1205] - Quote
Lu Ziffer wrote:@ baltec So we agree on that there are 2 superpowers left and that they will not kill each other.
The question is if this is a failure in game mechanic or is it natural? I say it is natural. To make my point let us take a view on the history of humanity. In the middle of the 19 century we reached the point where we had all continents fully colonized. At the end of this colonization we had 6 nations USA, UK, France, Germany, Russia and Japan who wanted more. For the next 50 years they fought some smaller wars and in the end it escalated in the 2 biggest and cruelest wars the world has ever seen. After that 2 coalitions were left one around the USSR the other around USA with a few states left in a block of states with no alignment. At the end none could fight the other, but the critical threshold was the moment when there was enough personal, ressources and technolgy to colonize the world. The rest was just a change in distribution of the territory they had control over.
The same applies for EVE we had a colonization time, then we had smaller wars and it escalated to a number of bigger wars and in the end 2 coalitions are left.
I could tell the same story with companys but this is simpler to understand.
So I say this is the natural it is not the fault of CCP or the game mechanics they created. We just hit the threshold and then we had 5 years of amazing battles.
@Sara Tosa What baltec said is right we would lock down all gates to empire like we did when we had the cynojammer screen in 2006-2009.
So you can change the game mechanics which is the technology in this universe but it will not bring you below the escalation threshold. It will probaly make the universe less believable which would be sad.
EVE is full
The difference is that the leading groups in Eve are risk averse and see that they can make more money renting systems to people unwilling or unable to defend systems themselves. This is a game where players are supposed to shoot other players and blow up their ships. Renting whole regions is counter to this idea. Nullsec anomalies should be updated so that they do not reward staying in the same system farming anomalies. Slower anomaly respawn, more escalations, or even Agent missions in sov space are a way to help with this. Making it harder for any entity to project their force across any number of star regions would help with making renting less of a viable option. Less renting, pilot interaction. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 18:27:00 -
[1206] - Quote
@Athryn Bellee Who said that EVE is only about PVP? EVE is a multiplayer enviroment with lot's of opportunity. It can be about shooting stuff it can also be about creation and building. Most people assume EVE is about PVP because this is what brings the most interaction and because it was the biggest thing in the last 5 years. If EVE is only about shooting why is there production, mining, trading or claiming space. You do not need that to shoot each other. You are right the npcs in EVE are pretty themepark style and there are a lot of good ideas how to make EVE more fun. But all of them can not solve the issue of 2 coalitions keeping them self alive both relying on mediums outside of this game to organize there power.
The leading groups are the same in both examples they are risk averse to keep them self alive and this is natural. |

baltec1
Bat Country Goonswarm Federation
12662
|
Posted - 2014.08.10 18:53:00 -
[1207] - Quote
Lu Ziffer wrote:@ baltec So we agree on that there are 2 superpowers left and that they will not kill each other.
The question is if this is a failure in game mechanic or is it natural? I say it is natural. To make my point let us take a view on the history of humanity. In the middle of the 19 century we reached the point where we had all continents fully colonized. At the end of this colonization we had 6 nations USA, UK, France, Germany, Russia and Japan who wanted more. For the next 50 years they fought some smaller wars and in the end it escalated in the 2 biggest and cruelest wars the world has ever seen. After that 2 coalitions were left one around the USSR the other around USA with a few states left in a block of states with no alignment. At the end none could fight the other, but the critical threshold was the moment when there was enough personal, ressources and technolgy to colonize the world. The rest was just a change in distribution of the territory they had control over.
The same applies for EVE we had a colonization time, then we had smaller wars and it escalated to a number of bigger wars and in the end 2 coalitions are left.
I could tell the same story with companys but this is simpler to understand.
So I say this is the natural it is not the fault of CCP or the game mechanics they created. We just hit the threshold and then we had 5 years of amazing battles.
@Sara Tosa What baltec said is right we would lock down all gates to empire like we did when we had the cynojammer screen in 2006-2009.
So you can change the game mechanics which is the technology in this universe but it will not bring you below the escalation threshold. It will probaly make the universe less believable which would be sad.
EVE is full
No we dont agree. I am saying we CANT kill eachother, the mechanics make it impossible to break the stalemate and also make it impossible for anyone new to take us on. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Athryn Bellee
Concordiat Spaceship Samurai
7
|
Posted - 2014.08.10 18:55:00 -
[1208] - Quote
baltec1 wrote:Lu Ziffer wrote:@ baltec So we agree on that there are 2 superpowers left and that they will not kill each other.
The question is if this is a failure in game mechanic or is it natural? I say it is natural. To make my point let us take a view on the history of humanity. In the middle of the 19 century we reached the point where we had all continents fully colonized. At the end of this colonization we had 6 nations USA, UK, France, Germany, Russia and Japan who wanted more. For the next 50 years they fought some smaller wars and in the end it escalated in the 2 biggest and cruelest wars the world has ever seen. After that 2 coalitions were left one around the USSR the other around USA with a few states left in a block of states with no alignment. At the end none could fight the other, but the critical threshold was the moment when there was enough personal, ressources and technolgy to colonize the world. The rest was just a change in distribution of the territory they had control over.
The same applies for EVE we had a colonization time, then we had smaller wars and it escalated to a number of bigger wars and in the end 2 coalitions are left.
I could tell the same story with companys but this is simpler to understand.
So I say this is the natural it is not the fault of CCP or the game mechanics they created. We just hit the threshold and then we had 5 years of amazing battles.
@Sara Tosa What baltec said is right we would lock down all gates to empire like we did when we had the cynojammer screen in 2006-2009.
So you can change the game mechanics which is the technology in this universe but it will not bring you below the escalation threshold. It will probaly make the universe less believable which would be sad.
EVE is full No we dont agree. I am saying we CANT kill eachother, the mechanics make it impossible to break the stalemate and also make it impossible for anyone new to take us on.
Stop accepting rent income and let the renters fend for themselves. Slightly in jest, but an idea none the less. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 19:03:00 -
[1209] - Quote
Yes we can end it we just have disband the coalitions but we are not doing that. |

baltec1
Bat Country Goonswarm Federation
12663
|
Posted - 2014.08.10 19:18:00 -
[1210] - Quote
Lu Ziffer wrote:Yes we can end it we just have disband the coalitions but we are not doing that.
And that isnt going to happen untill the need for those coalitions goes away. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.10 19:20:00 -
[1211] - Quote
Lu Ziffer wrote:Falin Whalen wrote:Lu Ziffer wrote:EVE is full. Bullcrap! The good space in Null may be full I'll grant you that, but when an alliance has sov in a system where the only good thing to do in that system is plop down a moon harvesting array on the only money making moon in that system, since it is not worth upgrading because the truesec is shite, so it won't spawn the right kind of anomally, or enough of them, and even miners avoid the system because it won't spawn the right kind of ISK/Hour minerals, or enough belts to even start to upgrade it. That is ONE of the problems with null. Not that it is "full" which is patently false. So you say the good space is full and the other space is not worth it. There will be always bad and good space you can not change that and most of the time this is the buffer between the coalitions. So you realy say EVE is full  What you might want is more PVP and hope to accomplish that by adding more people into null. The problem is most people do not want to PVP all the time so adding more people to null will not help. It also will not increase the fighting over limited ressources because we already done that . Yes null is not as full as it could be in terms of player numbers but it is definitely in terms of systems and ressources. You proved my point, thank you for that. The only point that I proved is that adding more space that is 80% shite isn't going to solve anything. The big coalitions will just expand into the new space, and we are right back to where we are now. Shite null space needs to be useful for more than a buffer or because it has a money moon in it, someone/people should want to use it. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
834
|
Posted - 2014.08.10 19:57:00 -
[1212] - Quote
baltec1 wrote:Lu Ziffer wrote:Yes we can end it we just have disband the coalitions but we are not doing that. And that isnt going to happen untill the need for those coalitions goes away. Can you provide an example of what CCP could do for that to happen? Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 19:58:00 -
[1213] - Quote
Coalitions were created when alliances were not enough to defend space in the escalation process. You do not need them if there is enough space for everyone and this again proves my point
Maybe 80% of the systems are not great but you can make 100mil per h per account in them if you want. I could do that, so I assume people do not want them for other reasons. To my mind comes " We get SRP no need for ratting", "Ratting is boring" , "I don't rat in a pipe because of the gangs" and " I'm only in this game for PVP"
|

baltec1
Bat Country Goonswarm Federation
12663
|
Posted - 2014.08.10 20:05:00 -
[1214] - Quote
Snot Shot wrote:baltec1 wrote:Lu Ziffer wrote:Yes we can end it we just have disband the coalitions but we are not doing that. And that isnt going to happen untill the need for those coalitions goes away. Can you provide an example of what CCP could do for that to happen?
Residency based sov. Remove the need to grind through hundreds of millions of HP in a handful of timed fights and you remove the need to have large fleets of caps the grind through those structures. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12663
|
Posted - 2014.08.10 20:07:00 -
[1215] - Quote
Lu Ziffer wrote:Coalitions were created when alliances were not enough to defend space in the escalation process. You do not need them if there is enough space for everyone and this again proves my point
Maybe 80% of the systems are not great but you can make 100mil per h per account in them if you want. I could do that, so I assume people do not want them for other reasons. To my mind comes " We get SRP no need for ratting", "Ratting is boring" , "I don't rat in a pipe because of the gangs" and " I'm only in this game for PVP"
you will not earn 100 mil in anoms in 80% of null systems. You will earn more in high sec blitzing level 3 missions in a mach. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
834
|
Posted - 2014.08.10 20:11:00 -
[1216] - Quote
Lu Ziffer wrote:Coalitions were created when alliances were not enough to defend space in the escalation process. You do not need them if there is enough space for everyone and this again proves my point
Maybe 80% of the systems are not great but you can make 100mil per h per account in them if you want. I could do that, so I assume people do not want them for other reasons. To my mind comes " We get SRP no need for ratting", "Ratting is boring" , "I don't rat in a pipe because of the gangs" and " I'm only in this game for PVP"
I suppose theres probably 10 reasons for coalitions existing, but the one I believe will still keep them together under your description is simply that they have grown to share an identity together and rely on that for defense against the NC/PL bogeymen.
PL and NCDot arent going away under any game mechanic change and therefore the CFC Coalition will always have a "reason" to exist. Doesnt matter how much space you create. Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
834
|
Posted - 2014.08.10 20:12:00 -
[1217] - Quote
baltec1 wrote:Snot Shot wrote:baltec1 wrote:Lu Ziffer wrote:Yes we can end it we just have disband the coalitions but we are not doing that. And that isnt going to happen untill the need for those coalitions goes away. Can you provide an example of what CCP could do for that to happen? Residency based sov. Remove the need to grind through hundreds of millions of HP in a handful of timed fights and you remove the need to have large fleets of caps the grind through those structures. Bingo. Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 20:28:00 -
[1218] - Quote
And how would that end the stagnation?
|

baltec1
Bat Country Goonswarm Federation
12663
|
Posted - 2014.08.10 20:31:00 -
[1219] - Quote
Lu Ziffer wrote:And how would that end the stagnation?
We lose sov in every system outside of dek because it would be impossible for us to hold it freeing up several thousand systems for smaller alliances. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Athryn Bellee
Concordiat Spaceship Samurai
7
|
Posted - 2014.08.10 20:43:00 -
[1220] - Quote
baltec1 wrote:Lu Ziffer wrote:And how would that end the stagnation?
We lose sov in every system outside of dek because it would be impossible for us to hold it freeing up several thousand systems for smaller alliances.
I think occupancy or user based sov is a step in the right direction, but how does that stop any large group from imposing protection fees on another smaller group?
Let's say this change happens and alliances own the regions they actually operate in. Wouldn't a group like CFC or N3/PL just tell the little guys that they can keep their space so long as they pay protection fees and grant R64s to their overlords. They can't actually take the sov from them, but they can harass the smaller alliances enough that they aren't willing to live in nullsec anymore. Then we have smaller alliances holding sov, but in essence the system is still the same except it is harder to keep track of the various groups since the renters aren't under a large Alliance like PBLRD or B0T.
As long as there is functionally no cost for large groups to throw their capitals across the cluster the system will remain the same in function regardless of how it is delineated through in game alliances. We saw how easy it was for CFC to take out those titans that were incubating in their region. |
|

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.10 20:50:00 -
[1221] - Quote
Snot Shot wrote:Lu Ziffer wrote:Coalitions were created when alliances were not enough to defend space in the escalation process. You do not need them if there is enough space for everyone and this again proves my point
Maybe 80% of the systems are not great but you can make 100mil per h per account in them if you want. I could do that, so I assume people do not want them for other reasons. To my mind comes " We get SRP no need for ratting", "Ratting is boring" , "I don't rat in a pipe because of the gangs" and " I'm only in this game for PVP"
I suppose theres probably 10 reasons for coalitions existing, but the one I believe will still keep them together under your description is simply that they have grown to share an identity together and rely on that for defense against the NC/PL bogeymen. PL and NCDot arent going away under any game mechanic change and therefore the CFC Coalition will always have a "reason" to exist. Doesnt matter how much space you create. A Snot Shot post I agree with! That's it, that's one of the signs of the apocalyps. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Asyrdin Harate
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.08.10 20:51:00 -
[1222] - Quote
doesn't occupancy based sov sort of removes the reason to fight? All you would technically have to do is sit in a system to take it... |

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.10 20:55:00 -
[1223] - Quote
Athryn Bellee wrote:baltec1 wrote:Lu Ziffer wrote:And how would that end the stagnation?
We lose sov in every system outside of dek because it would be impossible for us to hold it freeing up several thousand systems for smaller alliances. I think occupancy or user based sov is a step in the right direction, but how does that stop any large group from imposing protection fees on another smaller group? Let's say this change happens and alliances own the regions they actually operate in. Wouldn't a group like CFC or N3/PL just tell the little guys that they can keep their space so long as they pay protection fees and grant R64s to their overlords. They can't actually take the sov from them, but they can harass the smaller alliances enough that they aren't willing to live in nullsec anymore. Then we have smaller alliances holding sov, but in essence the system is still the same except it is harder to keep track of the various groups since the renters aren't under a large Alliance like PBLRD or B0T. As long as there is functionally no cost for large groups to throw their capitals across the cluster the system will remain the same in function regardless of how it is delineated through in game alliances. We saw how easy it was for CFC to take out those titans that were incubating in their region. The word you are looking for is CONTENT. CONTENT is being created by N2/PL and CFC, also fights.
"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

MeBiatch
GRR GOONS
1910
|
Posted - 2014.08.10 20:59:00 -
[1224] - Quote
Athryn Bellee wrote:baltec1 wrote:Lu Ziffer wrote:And how would that end the stagnation?
We lose sov in every system outside of dek because it would be impossible for us to hold it freeing up several thousand systems for smaller alliances. I think occupancy or user based sov is a step in the right direction, but how does that stop any large group from imposing protection fees on another smaller group? Let's say this change happens and alliances own the regions they actually operate in. Wouldn't a group like CFC or N3/PL just tell the little guys that they can keep their space so long as they pay protection fees and grant R64s to their overlords. They can't actually take the sov from them, but they can harass the smaller alliances enough that they aren't willing to live in nullsec anymore. Then we have smaller alliances holding sov, but in essence the system is still the same except it is harder to keep track of the various groups since the renters aren't under a large Alliance like PBLRD or B0T. As long as there is functionally no cost for large groups to throw their capitals across the cluster the system will remain the same in function regardless of how it is delineated through in game alliances. We saw how easy it was for CFC to take out those titans that were incubating in their region.
i would say remove pos and replace with modular pos idea where pos exist in dead space pockets and replace moon minning with a version of PI...
that way goons and pl cant just park thier poses at each r64 moon and protect them with the apex forces... There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Athryn Bellee
Concordiat Spaceship Samurai
7
|
Posted - 2014.08.10 21:05:00 -
[1225] - Quote
Falin Whalen wrote:Athryn Bellee wrote:baltec1 wrote:Lu Ziffer wrote:And how would that end the stagnation?
We lose sov in every system outside of dek because it would be impossible for us to hold it freeing up several thousand systems for smaller alliances. I think occupancy or user based sov is a step in the right direction, but how does that stop any large group from imposing protection fees on another smaller group? Let's say this change happens and alliances own the regions they actually operate in. Wouldn't a group like CFC or N3/PL just tell the little guys that they can keep their space so long as they pay protection fees and grant R64s to their overlords. They can't actually take the sov from them, but they can harass the smaller alliances enough that they aren't willing to live in nullsec anymore. Then we have smaller alliances holding sov, but in essence the system is still the same except it is harder to keep track of the various groups since the renters aren't under a large Alliance like PBLRD or B0T. As long as there is functionally no cost for large groups to throw their capitals across the cluster the system will remain the same in function regardless of how it is delineated through in game alliances. We saw how easy it was for CFC to take out those titans that were incubating in their region. The word you are looking for is CONTENT. CONTENT is being created by N2/PL and CFC, also fights.
Super blobs are not content if the subcaps can't do anything about them. Then it is just bullying, plain and simple. |

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.10 21:14:00 -
[1226] - Quote
MeBiatch wrote:i would say remove pos and replace with modular pos idea where pos exist in dead space pockets and replace moon minning with a version of PI...
that way goons and pl cant just park thier poses at each r64 moon and protect them with the apex forces... While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.10 21:16:00 -
[1227] - Quote
Athryn Bellee wrote:Super blobs are not content if the subcaps can't do anything about them. Then it is just bullying, plain and simple. Funny, that you and I agree on something. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Shalmon Aliatus
Bluestar Enterprises The Craftsmen
0
|
Posted - 2014.08.10 21:17:00 -
[1228] - Quote
Lu Ziffer wrote:@ baltec So we agree on that there are 2 superpowers left and that they will not kill each other.
The question is if this is a failure in game mechanic or is it natural? I say it is natural. To make my point let us take a view on the history of humanity. In the middle of the 19 century we reached the point where we had all continents fully colonized. At the end of this colonization we had 6 nations USA, UK, France, Germany, Russia and Japan who wanted more. For the next 50 years they fought some smaller wars and in the end it escalated in the 2 biggest and cruelest wars the world has ever seen. After that 2 coalitions were left one around the USSR the other around USA with a few states left in a block of states with no alignment. At the end none could fight the other, but the critical threshold was the moment when there was enough personal, ressources and technolgy to colonize the world. The rest was just a change in distribution of the territory they had control over.
The same applies for EVE we had a colonization time, then we had smaller wars and it escalated to a number of bigger wars and in the end 2 coalitions are left.
I could tell the same story with companys but this is simpler to understand.
So I say this is the natural it is not the fault of CCP or the game mechanics they created. We just hit the threshold and then we had 5 years of amazing battles.
@Sara Tosa What baltec said is right we would lock down all gates to empire like we did when we had the cynojammer screen in 2006-2009.
So you can change the game mechanics which is the technology in this universe but it will not bring you below the escalation threshold. It will probaly make the universe less believable which would be sad.
EVE is full
USSR and USA didn't get a bigger earth to solve their problems and to make room for smaller powers. So why do you want a bigger EVE ? Most of the space is unused (except for the purpose of putting the good systems out of jumprange from anything and moonmining ofc). I like the idea of a bigger EVE to make power projection a bit harder, but I don't like the point with new systems. They would just be claimed by the old blocks (if they have valuable moons or other stuff in them). |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 21:27:00 -
[1229] - Quote
Yes the old blocks will claim some of the systems. But if there are enough systems so they can not claim them all in 2years, then there is space for a new coalition to rise. There are a lot of bored players in these coalitions who would leave them if there was a new challange. These players who go away will be the reason for some alliances to disband. |

Rivr Luzade
Coreli Corporation Ineluctable.
658
|
Posted - 2014.08.10 21:35:00 -
[1230] - Quote
Lu Ziffer wrote:Yes the old blocks will claim some of the systems. But if there are enough systems so they can not claim them all in 2years, then there is space for a new coalition to rise. There are a lot of bored players in these coalitions who would leave them if there was a new challange. These players who go away will be the reason for some alliances to disband.
You forget that you then have to go through the old blocks' space to reach that new space - which is about as possible as making a worm walk on 2 legs. If you have to go through CFC or N3 space to reach your home beyond their space, you need to be blue to them and nothing is going to change.
Besides, CFC and N3 are very well capable of claiming as much new space as they want, simply because of the above reason. Whoever snacks space first can just be starved to death in the outer reaches. |
|

Asyrdin Harate
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.08.10 21:44:00 -
[1231] - Quote
Rivr Luzade wrote:Lu Ziffer wrote:Yes the old blocks will claim some of the systems. But if there are enough systems so they can not claim them all in 2years, then there is space for a new coalition to rise. There are a lot of bored players in these coalitions who would leave them if there was a new challange. These players who go away will be the reason for some alliances to disband. You forget that you then have to go through the old blocks' space to reach that new space - which is about as possible as making a worm walk on 2 legs. If you have to go through CFC or N3 space to reach your home beyond their space, you need to be blue to them and nothing is going to change. Besides, CFC and N3 are very well capable of claiming as much new space as they want, simply because of the above reason. Whoever snacks space first can just be starved to death in the outer reaches.
the whole adding space thing won't work either way, if you increased it by a little nothing would change, if you expanded 10 fold...you might end up having to move 250 jumps to find your nearest roaming target which is probably just about as much fun as grinding out the sov in the drone regions :) |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 21:47:00 -
[1232] - Quote
You mean there would be the challange to build an economy not relying on 24/7 jita access. Creating a trading alliances who maintain positive standings with people who are not blue to each otther.
If you want pvp you will not jump 20000 ly away from your enemy but you will jump 50ly just to get some space of your own.
|

Shalmon Aliatus
Bluestar Enterprises The Craftsmen
0
|
Posted - 2014.08.10 21:59:00 -
[1233] - Quote
I like the idea of an economy without jita. But the question is, why should the old blocks stop claiming space, when they get a benefit from it ? The only space not claimed by the blocks are wormholes, because a) they can't push everyone out with their supers (one of the reasons why there will never be new groups holding sov at the current state of the game) b) there is not enough reward for taking them. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.10 22:08:00 -
[1234] - Quote
Shalmon Aliatus wrote:I like the idea of an economy without jita. But the question is, why should the old blocks stop claiming space, when they get a benefit from it ? They would not stop, they can not stop because they have a growing community. But if there is always enough space to avoid them, then there is a choice when a region reaches the critical threshold for a war between war or starting new somewhere else. Maybe even big coalitions would pay smaller groups to scout this unknown regions or build infrastructure for them before they move in.
|

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
834
|
Posted - 2014.08.10 22:32:00 -
[1235] - Quote
Athryn Bellee wrote:baltec1 wrote:Lu Ziffer wrote:And how would that end the stagnation?
We lose sov in every system outside of dek because it would be impossible for us to hold it freeing up several thousand systems for smaller alliances. I think occupancy or user based sov is a step in the right direction, but how does that stop any large group from imposing protection fees on another smaller group? Let's say this change happens and alliances own the regions they actually operate in. Wouldn't a group like CFC or N3/PL just tell the little guys that they can keep their space so long as they pay protection fees and grant R64s to their overlords. They can't actually take the sov from them, but they can harass the smaller alliances enough that they aren't willing to live in nullsec anymore. Then we have smaller alliances holding sov, but in essence the system is still the same except it is harder to keep track of the various groups since the renters aren't under a large Alliance like PBLRD or B0T. As long as there is functionally no cost for large groups to throw their capitals across the cluster the system will remain the same in function regardless of how it is delineated through in game alliances. We saw how easy it was for CFC to take out those titans that were incubating in their region. We discuss this about halfway through the Podside show #228 from last night.
http://www.podbay.fm/show/542915403
. Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

MeBiatch
GRR GOONS
1910
|
Posted - 2014.08.10 23:22:00 -
[1236] - Quote
Falin Whalen wrote:MeBiatch wrote:i would say remove pos and replace with modular pos idea where pos exist in dead space pockets and replace moon minning with a version of PI...
that way goons and pl cant just park thier poses at each r64 moon and protect them with the apex forces... While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over.
the thing is though with the current way money moons work being tied to a pos that can be protected or attacked by an almost infinite escalation force or in other terms the "apex force" will mean even if you have occupancy sov goons and n3/pl will still spilt the map 50/50...
remove pos from moons replace moon mining with PI on moons.
There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.10 23:32:00 -
[1237] - Quote
MeBiatch wrote:Falin Whalen wrote:MeBiatch wrote:i would say remove pos and replace with modular pos idea where pos exist in dead space pockets and replace moon minning with a version of PI...
that way goons and pl cant just park thier poses at each r64 moon and protect them with the apex forces... While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over. the thing is though with the current way money moons work being tied to a pos that can be protected or attacked by an almost infinite escalation force or in other terms the "apex force" will mean even if you have occupancy sov goons and n3/pl will still spilt the map 50/50... remove pos from moons replace moon mining with PI on moons.
not PI because it can't be touched then... make it a moon mining array .. that acts like a POS .. so you have too take out the moon goo with hauler .. can be taxed . and ofc can be attacked put into reinforced mode and destroyed ... making it raidable would be great also ... so 60% can be stolen and the rest is discarded then its put into reinforced mode 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

MeBiatch
GRR GOONS
1910
|
Posted - 2014.08.10 23:54:00 -
[1238] - Quote
Harvey James wrote:MeBiatch wrote:Falin Whalen wrote:MeBiatch wrote:i would say remove pos and replace with modular pos idea where pos exist in dead space pockets and replace moon minning with a version of PI...
that way goons and pl cant just park thier poses at each r64 moon and protect them with the apex forces... While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over. the thing is though with the current way money moons work being tied to a pos that can be protected or attacked by an almost infinite escalation force or in other terms the "apex force" will mean even if you have occupancy sov goons and n3/pl will still spilt the map 50/50... remove pos from moons replace moon mining with PI on moons. not PI because it can't be touched then... make it a moon mining array .. that acts like a POS .. so you have too take out the moon goo with hauler .. can be taxed . and ofc can be attacked put into reinforced mode and destroyed ... making it raidable would be great also ... so 60% can be stolen and the rest is discarded then its put into reinforced mode
or move moon min to comets that have to be scanned and actively mined. that would achieve the raidable objective and the occupancy objective of actually having to live in the space to get its benefits. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Harvey James
The Sengoku Legacy
873
|
Posted - 2014.08.11 00:00:00 -
[1239] - Quote
MeBiatch wrote:Harvey James wrote:MeBiatch wrote:Falin Whalen wrote:MeBiatch wrote:i would say remove pos and replace with modular pos idea where pos exist in dead space pockets and replace moon minning with a version of PI...
that way goons and pl cant just park thier poses at each r64 moon and protect them with the apex forces... While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over. the thing is though with the current way money moons work being tied to a pos that can be protected or attacked by an almost infinite escalation force or in other terms the "apex force" will mean even if you have occupancy sov goons and n3/pl will still spilt the map 50/50... remove pos from moons replace moon mining with PI on moons. not PI because it can't be touched then... make it a moon mining array .. that acts like a POS .. so you have too take out the moon goo with hauler .. can be taxed . and ofc can be attacked put into reinforced mode and destroyed ... making it raidable would be great also ... so 60% can be stolen and the rest is discarded then its put into reinforced mode or move moon min to comets that have to be scanned and actively mined. that would achieve the raidable objective and the occupancy objective of actually having to live in the space to get its benefits.
or both .. add a new mining T2 ship that can harvest moon goo in those comets
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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

baltec1
Bat Country Goonswarm Federation
12663
|
Posted - 2014.08.11 00:12:00 -
[1240] - Quote
Athryn Bellee wrote:
Super blobs are not content if the subcaps can't do anything about them. Then it is just bullying, plain and simple.
Capital blobs will also be dealt with as part of the null revamp along with RR as a whole to make smaller fleets viable. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

baltec1
Bat Country Goonswarm Federation
12663
|
Posted - 2014.08.11 00:15:00 -
[1241] - Quote
Athryn Bellee wrote:baltec1 wrote:Lu Ziffer wrote:And how would that end the stagnation?
We lose sov in every system outside of dek because it would be impossible for us to hold it freeing up several thousand systems for smaller alliances. I think occupancy or user based sov is a step in the right direction, but how does that stop any large group from imposing protection fees on another smaller group? Let's say this change happens and alliances own the regions they actually operate in. Wouldn't a group like CFC or N3/PL just tell the little guys that they can keep their space so long as they pay protection fees and grant R64s to their overlords. They can't actually take the sov from them, but they can harass the smaller alliances enough that they aren't willing to live in nullsec anymore. Then we have smaller alliances holding sov, but in essence the system is still the same except it is harder to keep track of the various groups since the renters aren't under a large Alliance like PBLRD or B0T. As long as there is functionally no cost for large groups to throw their capitals across the cluster the system will remain the same in function regardless of how it is delineated through in game alliances. We saw how easy it was for CFC to take out those titans that were incubating in their region.
With the combination of changes we want to see simply dumping a super blob in a system for a few hours will do little to sov ownership. Future sov wars would look very different than today. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.11 08:19:00 -
[1242] - Quote
baltec1 wrote:Lu Ziffer wrote:baltec1 wrote: and you STILL have not fixed the problems with null. The problem with null is not a game mechanic problem it is a meta gaming problem. Yes there are some null mechanics that are not cool or fun but no game mechanic can solve the problem that the bigger amount of players with the better means of working together will be the one who owns the space. And systems that are not loaded because nobody is there is not a server performance problem. Most of null is already empty and it is very much game mechanic issues at the heart of nulls problems. Empire sprawl is the result of each system only being able to support at most 10 ratters at a time.
This is an issue. All nullsec systems are full of useless site that nobody runs.
Aside from Havens, Sanctums, Forsaken Hubs. The other anoms are not worth ever running. Combat sites - is there anyone who actually runs bases or escalations? Why are there mining anomolies when there are asteroid belts in every system?
Don't Panic.
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.11 08:39:00 -
[1243] - Quote
@ Snot Shot good podcast.
What I hear is "we need to change the mechanics and we have complicated ideas todo that" I love the idea of splitting up forces and getting new people in. But the removal of timers and EHP will create a need for timezones coverage like we had never before. From my experiance in the fall of the Northern Coalition this is a bad thing. When the battles in geminate were fought we basicly alarmclocked for more then 2 weeks. Yes there were great fights for month but it burned out the players.
Again this favors the coalitions they have the tools and the people to cover timezones and lock down entire regions.
@Speedkermit Damo There are other sites worth flying and there are people who buy escalations from other players in null. There are mining anomalies because there is not enough ore in the belts but the real problem is that the income from ore mining is 3 times less then from semi afk ratting. |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.11 08:54:00 -
[1244] - Quote
Falin Whalen wrote:MeBiatch wrote:i would say remove pos and replace with modular pos idea where pos exist in dead space pockets and replace moon minning with a version of PI...
that way goons and pl cant just park thier poses at each r64 moon and protect them with the apex forces... While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over.
5billion per month probably is per month is fabulous wealth to most players. Seems to me a lot of coalition line members have grown fat and entitled.
Don't Panic.
|

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.11 08:57:00 -
[1245] - Quote
Lu Ziffer wrote:@ Snot Shot good podcast.
What I hear is "we need to change the mechanics and we have complicated ideas todo that" I love the idea of splitting up forces and getting new people in. But the removal of timers and EHP will create a need for timezones coverage like we had never before. From my experiance in the fall of the Northern Coalition this is a bad thing. When the battles in geminate were fought we basicly alarmclocked for more then 2 weeks. Yes there were great fights for month but it burned out the players.
Again this favors the coalitions they have the tools and the people to cover timezones and lock down entire regions.
@Speedkermit Damo There are other sites worth flying and there are people who buy escalations from other players in null. There are mining anomalies because there is not enough ore in the belts but the real problem is that the income from ore mining is 3 times less then from semi afk ratting.
Not enough ore in the belts? There's a ton of ore in the belts, nobody EVER mines in belts in null. Agree that mining income is generally bad though. Don't Panic.
|

Skia Aumer
Atlas Research Group
88
|
Posted - 2014.08.11 09:51:00 -
[1246] - Quote
baltec1 wrote:Residency based sov. Let's say after tomorrow downtime we'll log in to see this sov model. What would it change? Nothing. Renters that live in nullsec will keep farming as they do now. Neutrals in local? POS up! Structures under attack? Batphone! Paying rent? Sure they will, because steamrolling will always be a thing, unless you turn supers into useless coffins. |

Tchulen
Trumpets and Bookmarks The Volition Cult
822
|
Posted - 2014.08.11 09:58:00 -
[1247] - Quote
Skia Aumer wrote:...because steamrolling will always be a thing, unless you turn supers into useless coffins. Unless there is a usable counter to supers which isn't more supers.
It all seems pretty simple to me. Make carriers only able to field fighters and make fighters unable to hit cruisers or smaller.
Make a cruiser glass cannon which can fit anti cap guns which simply can't hit sub caps but which do disgusting damage to caps.
Then fleets of caps will be vulnerable to something other than a larger fleet of caps. If you want to protect your cap fleet you *must* have subcap protection.
This would make cap/supercap use be more of a risk and therefore far less of an "iWin" button. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.11 09:58:00 -
[1248] - Quote
So we all agree that the stagnation is a result of a situation where only 2 coalitions are left who switched into self preservation mode. We agree that this is a result of years of escalating wars and the search for bigger good fights. We basicly fight over the idea how to solve that issue.
Finding friends or allys to defend what you created is natural. We can not change that. The result are bigger coalitions and capability to bring more ships. We can not change that. We can try to keep them from uniting in a single system but it is natural to focus your forces in search for a decision in battle or for creating a battle that decides a war.
The use space to get sov and no timers, no ehp idea. Timers were invented after we anchored 10 resistance stars with 400mil hp each in every important system. Timers were introduced to give people the chance to defend their space without having 24/7 coverage. They were introduced to give smaller groups a chance to fight. We removed ehp if we remove timers there is only 24/7 coverage left to keep sov and no small group can do this.
It is great idea to remove timers because they are a artifical hardcap but we introduced them to remove the ehp problem. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1537
|
Posted - 2014.08.11 10:20:00 -
[1249] - Quote
baltec1 wrote:Athryn Bellee wrote:
Super blobs are not content if the subcaps can't do anything about them. Then it is just bullying, plain and simple.
Capital blobs will also be dealt with as part of the null revamp along with RR as a whole to make smaller fleets viable.
I really hope you are right about that.
What makes me fear is how ccp usually makes those balances passes.. with a feather or with nukes, never with a proper sized hammer. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1537
|
Posted - 2014.08.11 10:23:00 -
[1250] - Quote
Lu Ziffer wrote:So we all agree that the stagnation is a result of a situation where only 2 coalitions are left who switched into self preservation mode. We agree that this is a result of years of escalating wars and the search for bigger good fights. We basicly fight over the idea how to solve that issue.
Finding friends or allys to defend what you created is natural. We can not change that. The result are bigger coalitions and capability to bring more ships. We can not change that. We can try to keep them from uniting in a single system but it is natural to focus your forces in search for a decision in battle or for creating a battle that decides a war.
The use space to get sov and no timers, no ehp idea. Timers were invented after we anchored 10 resistance stars with 400mil hp each in every important system. Timers were introduced to give people the chance to defend their space without having 24/7 coverage. They were introduced to give smaller groups a chance to fight. We removed ehp if we remove timers there is only 24/7 coverage left to keep sov and no small group can do this.
It is great idea to remove timers because they are a artifical hardcap but we introduced them to remove the ehp problem.
small groups shold NOT operate on defensive mode. Make easier to disable structures and infrastructure and small groups will fight on attrition tactics. THey will strike and hide, strike and hide. Static defenses are thing for the large forces. If the small groups are annoy8ign enough the large groups would simply let them have a few system so they stop pestering them .
Would be far more healthy than what we have now. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

baltec1
Bat Country Goonswarm Federation
12663
|
Posted - 2014.08.11 10:28:00 -
[1251] - Quote
Skia Aumer wrote:baltec1 wrote:Residency based sov. Let's say after tomorrow downtime we'll log in to see this sov model. What would it change? Nothing. Renters that live in nullsec will keep farming as they do now. Neutrals in local? POS up! Structures under attack? Batphone! Paying rent? Sure they will, because steamrolling will always be a thing, unless you turn supers into useless coffins.
Thats why there are a number of other changes. Carriers can only feild fighters (kills the unbeatable boot fleet firepower issues), supers lose their E-war immunity (in return they and titans can now dock in a station), RR is nerfed to be stacking penalised so that smaller fleets can actualy do damage to larger ones and further eats into the cap ship fleet invulnerability.
This is on top of the fact that under a residency based sov we would see the likes of the GSF reduced to being only able to hold at most a single region, most likely only half of dek. Thousands of systems would be freed up for smaller entities to grab and with mission upgrades added to outposts a single system would be able to support any number of people as opposed to the current hard cap of 10 per system now.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.11 10:31:00 -
[1252] - Quote
I believe the main question is :
"why should I invade CFC or N3 space?"
what is to gain? more moons? more ratting space? what is there? Honor? space fame?
at the moment I think there is nothing to win for the 2 big coalitions they both have renter programs and moon income.
the isk sources are the main reasons for an invasion, and atm there is no shortage in isk.
I think everything should get a rebalanced for getting in the fight again.
1. give a reason to invade someone space. everyone want a reason to go out there and fight I believe.
2. give tools so every alliance can tax everything in their space something like ESS tax everything in your sov space if a neut comes in and make a plex you will get your portion of that.
3. kill every passive income source no moons, you have to do something to get some isk, or make them like comet as someone said.
4. make the cost of sov scalable (1 system = 250m, 2systems = 500m, 3 systems = 1b etc) yes the end game should not be to give SRP should be to have sov space so all your money have to go there if you want space if you don't then HTFU
5. charge the alliance if they want to have standings with others (get some free tokens maybe 5) Every isk sink is a good isk sink
6. make the regions not accessible with jump bridges or jump drives why not! gate-camps everywhere.
Atm the game is like planetside 2
log in, choose class, warp to titan jump to fight kill / heal / boost till you die. If dead choose class, warp to titan jump and the same story is repeated.
I think the big problem is the SRP in this game if someone destroy your ship you don't worry anymore, you know that you will have one at your hangar the next moment without isk loss. |

Anthar Thebess
653
|
Posted - 2014.08.11 11:37:00 -
[1253] - Quote
cpt Niki wrote:I believe the main question is :
4. make the cost of sov scalable (1 system = 250m, 2systems = 500m, 3 systems = 1b etc) yes the end game should not be to give SRP should be to have sov space so all your money have to go there if you want space if you don't then HTFU
Agree about passive income. Moon mining have to be changed to active.
In case of cost. Designate capitol system. All systems within constellation are cheap, have better upgrades. Sov bill raise by the number of gates you have to get to this constellation. All unconnected systems cost few times more than you should normally pay, and you cannot install there specific upgrades.
People will abuse this by creating alt alliances, but enforcing this kind of split will solve issues with the JB.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.11 11:51:00 -
[1254] - Quote
Anthar Thebess wrote: People will abuse this by creating alt alliances, but enforcing this kind of split will solve issues with the JB.
how many alt alliance can you make?
5. charge the alliance if they want to have standings with others (get some free tokens maybe 5)
the 5 first standings are free (blue, light blue, neutral, light red, red)
then you get a daily standing offer that will be 250m and both parties should accept standings are not permanent and with this way you can only put some in an operation if you want them permanently then you have to do this job every day |

Skia Aumer
Atlas Research Group
88
|
Posted - 2014.08.11 12:30:00 -
[1255] - Quote
Tchulen wrote:Skia Aumer wrote:...because steamrolling will always be a thing, unless you turn supers into useless coffins. Unless there is a usable counter to supers which isn't more supers. So basically we need to nerf supers anyway, regardless of the sov mechanics? Let's talk about this then, not some shiny ideas from the top of one's head regarding occupancy sov.
In EVE we have some postulates, among them: - rock-scissors-paper rule; - risk-reward rule.
The apex force (tm) does not fit them both, because: 1. There is indeed no asymmetric counter. Titans are not an asymmetric counter, they are a "higher tier" counter, from the epoch of tier-based EVE. Furthermore, titans are not a counter at all, because as soon as they show up in grid, they become targets instead. The fight in B-R5 prooves that: titans died, motherships and carriers were left intact... mostly. 2. The larger fleet you field, the more risk you pose yourself to. But when you hit a certain threshold, say about 100 carriers and 50 moms, your fleet cannot be destroyed at all. With that fleet, you can accomplish huge goals (have great rewards) while having no risk.
Now that is a problem. And it should be fixed. |

Skia Aumer
Atlas Research Group
88
|
Posted - 2014.08.11 13:20:00 -
[1256] - Quote
Anthar Thebess wrote:Moon mining have to be changed to active. You might have missed a patch when they introduced siphons. And to prove my point, the "occupancy sov" is not working when it comes to moons. Renters choose to avoid risks and dont plant siphons on their landlords' moons. They could use neutral alts, but it's too risky, dont you see? So it's not the mechanics that formed the blue doughnut, it's human nature. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.11 13:27:00 -
[1257] - Quote
That is why I say more space We can not fight human nature with game mechanics without breaking the game. We would have to create unreasonable boundarys which would ruin the game. |

Athryn Bellee
Concordiat Spaceship Samurai
10
|
Posted - 2014.08.11 14:03:00 -
[1258] - Quote
Lu Ziffer wrote:That is why I say more space We can not fight human nature with game mechanics without breaking the game. We would have to create unreasonable boundarys which would ruin the game.
I would advise you to travel a bit more around nullsec that isn't with your fleet. I roam all over the cluster and find 90% of the systems are empty or just the occasional passerby. More space will just mean more empty space until CCP gives more of an incentive to venture outside of the good ratting system. Even then without more players more space would just go unused. |

baltec1
Bat Country Goonswarm Federation
12665
|
Posted - 2014.08.11 14:19:00 -
[1259] - Quote
Skia Aumer wrote: So it's not the mechanics that formed the blue doughnut, it's human nature.
why are you ignoring everything we are telling you? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Jenn aSide
Smokin Aces.
7605
|
Posted - 2014.08.11 14:34:00 -
[1260] - Quote
baltec1 wrote:Skia Aumer wrote: So it's not the mechanics that formed the blue doughnut, it's human nature.
why are you ignoring everything we are telling you?
I don't know wheher he is or isn't. But if you don't look at the underlying behavior, no system will ever accomplish anything.
Dominion was supposed to 'fix' nullsec, to save it from the insane pos grind it was in the past. It was based on assumptions that turn out to be false in the same way that so many other assumptions are (like the one I like to link about how the anom nerf was supposed to mean more conflict, or how nerfing moon goo should have meant more conflict when all it resulted in was more renting).
One bad assumption is that people want conflict. It's a reasonable one because this is a video game, but the truth is that people don't fight over things they can buy/rent or negotiate for. if the cost of cooperation is less than the cost of conflict, people will cooperate (ie bluing everyone in site).
Also, people tend to think they want things (like a chaotic game universe) but the real truth here is that if null were as Chaotic as people say they want, most of us wouldn't like it because we'd be forced to move all the time, lose access to stuff we have in stations, and never feel that sense of "this space is mine".
Most of the people in this thread are getting bogged down in the details (based on personal biases to boot) and are clinging to the fallacy filled thinking that you can engineer certain outcomes via game mechanics.
I'm sorry, you can't.... CCP has learned this time and time again (for example, risk vs rewards, if it worked the way CCP thought they would, few people would be doing high sec incursions and people would be fighting tooth and nail to secure whatever space a null incursion landed in, showing that despite this being a game, people prefer safety and comfort over freedom, chaos, conflict and riches).
Not saying that the SOV system doesn't need a revamp, but the place to start is with the system's assumptions, not with it's mechanics. The SOv system needs some evidence based thinking here.
|
|

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.11 14:54:00 -
[1261] - Quote
Speedkermit Damo wrote:Falin Whalen wrote:While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over. 5billion per month is probably fabulous wealth to most players. At least it is to me. Got any spare moons?  While 5 Bil a month is a fortune for an individual player, it's mearly pocket change for an alliance that has sov bills, subsidising cap/supercap production/purchases, purchasing fuel for caps/supers, purchasing jump bridge fuel, purchasing fuel blocks for alliance POSs (money moons and jump bridges), alliance level investments, PLEX for the logistics guys and FCs who are to busy to rat up one on thier own, upgrades for outposts because of the Cirus expansion, and the SRP. At most an alliance level asset like an R64 money moon will net somewhere between 100-500 mil into the rainy day "We lost how much?" fund. Even Goonswarm, who uses as much null space as we can, had to recently cut back on our SRP and institute a max cap for reimbursements to pay for upgrading our industrial outposts, to prevent from going into the red on our finances. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Feyd Rautha Harkonnen
Lords.Of.Midnight The Devil's Warrior Alliance
1272
|
Posted - 2014.08.11 15:32:00 -
[1262] - Quote
Whatever the specific SOV v2.0 mechanics look like, the key thing is that it is essential that ISK generation be directly tied into continual conflict at the alliance level. Once you harness greed and income through conflict, you might really have something.
Specific changes to timers, structures, force projection etc are all needed, but if CCP doesn't get the above ISK generation ties written into the DNA of SOV v2.0 as its core change, we will just end up back where we are now again.
F
Would you like to know more? |

Harvey James
The Sengoku Legacy
874
|
Posted - 2014.08.11 15:36:00 -
[1263] - Quote
surely holding SOV should require having colonies with people on too govern and tax .. after-all its not really sovereignty without people too claim and rule 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.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Justin Cody
AQUILA INC Verge of Collapse
252
|
Posted - 2014.08.11 18:51:00 -
[1264] - Quote
cpt Niki wrote:I believe the main question is :
"why should I invade CFC or N3 space?"
what is to gain? more moons? more ratting space? what is there? Honor? space fame?
at the moment I think there is nothing to win for the 2 big coalitions they both have renter programs and moon income.
the isk sources are the main reasons for an invasion, and atm there is no shortage in isk.
I think everything should get a rebalanced for getting in the fight again.
1. give a reason to invade someone space. everyone want a reason to go out there and fight I believe.
2. give tools so every alliance can tax everything in their space something like ESS tax everything in your sov space if a neut comes in and make a plex you will get your portion of that.
3. kill every passive income source no moons, you have to do something to get some isk, or make them like comet as someone said.
4. make the cost of sov scalable (1 system = 250m, 2systems = 500m, 3 systems = 1b etc) yes the end game should not be to give SRP should be to have sov space so all your money have to go there if you want space if you don't then HTFU
5. charge the alliance if they want to have standings with others (get some free tokens maybe 5) Every isk sink is a good isk sink
6. make the regions not accessible with jump bridges or jump drives why not! gate-camps everywhere.
Atm the game is like planetside 2
log in, choose class, warp to titan jump to fight kill / heal / boost till you die. If dead choose class, warp to titan jump and the same story is repeated.
I think the big problem is the SRP in this game if someone destroy your ship you don't worry anymore, you know that you will have one at your hangar the next moment without isk loss.
I think you ask a good question...which is why invade *insert owner's* space. However I think that you miss the other side of that question...which is why hold this space? There needs to be a mechanic that will make empires question the 'greenness of the grass'. That means no static isk printing. That means moon good needs to be dynamic. There should be a reason to frequently probe moons...especially ones that were known to be dead previously.
This means that resources will shift around and people will have to fight over them. Imagine that a region like Venal had some native technetium...it may shift around the region but always have say 8 tech moons with the potential for another 8 r64 and 8r32 etc. Those moons could be dead at any given point or with anything between a gas or whatever and r8-r64 ofc with weights toward certain things based on true sec. |

baltec1
Bat Country Goonswarm Federation
12668
|
Posted - 2014.08.11 20:04:00 -
[1265] - Quote
Justin Cody wrote:
I think you ask a good question...which is why invade *insert owner's* space. However I think that you miss the other side of that question...which is why hold this space? There needs to be a mechanic that will make empires question the 'greenness of the grass'. That means no static isk printing. That means moon good needs to be dynamic. There should be a reason to frequently probe moons...especially ones that were known to be dead previously.
This means that resources will shift around and people will have to fight over them. Imagine that a region like Venal had some native technetium...it may shift around the region but always have say 8 tech moons with the potential for another 8 r64 and 8r32 etc. Those moons could be dead at any given point or with anything between a gas or whatever and r8-r64 ofc with weights toward certain things based on true sec.
This idea gets posted a lot and it gets shot down for the same reason. Scanning an entire region of moons is a nightmare nobody enjoys. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Falin Whalen
GoonWaffe Goonswarm Federation
704
|
Posted - 2014.08.11 20:16:00 -
[1266] - Quote
Justin Cody wrote:I think you ask a good question...which is why invade *insert owner's* space. However I think that you miss the other side of that question...which is why hold this space? There needs to be a mechanic that will make empires question the 'greenness of the grass'. Yes, this is good thinking. there is very little incentive to go and kick someone elses sandcastle over, take their sand to make yours bigger.
Quote:That means no static isk printing. That means moon good needs to be dynamic. There should be a reason to frequently probe moons...especially ones that were known to be dead previously.
This means that resources will shift around and people will have to fight over them. Imagine that a region like Venal had some native technetium...it may shift around the region but always have say 8 tech moons with the potential for another 8 r64 and 8r32 etc. Those moons could be dead at any given point or with anything between a gas or whatever and r8-r64 ofc with weights toward certain things based on true sec. Wait what? that is the stupidist idea and has been repeatedly squashed as bad for the game. All that would accomplish is for the big coallitions to remain as they are to maximise the area to catch the moons as they shift. Goodby Provi block as the chance a money moon winding up there, although small, would mean that one of the two blocks will see it burned for potential moon income. Also it would mean that any tower in lowsec would be from one of the coalitions, it wouldn't do for the lowlifes in low to get uppity thinking they might get rich off a dead moon that suddenly started printing Dispro/Promethium ISKies into their wallet now would we?
You want an Eve where the big coallitions remain in power?
Because that's how you get an Eve where only the big coallitions remain in power. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.11 20:56:00 -
[1267] - Quote
Jenn aSide wrote:I don't know wheher he is or isn't. But if you don't look at the underlying behavior, no system will ever accomplish anything. Dominion was supposed to 'fix' nullsec, to save it from the insane pos grind it was in the past. It was based on assumptions that turn out to be false in the same way that so many other assumptions are (like the one I like to link about how the anom nerf was supposed to mean more conflict, or how nerfing moon goo should have meant more conflict when all it resulted in was more renting). One bad assumption is that people want conflict. It's a reasonable one because this is a video game, but the truth is that people don't fight over things they can buy/rent or negotiate for. if the cost of cooperation is less than the cost of conflict, people will cooperate (ie bluing everyone in site). Also, people tend to think they want things (like a chaotic game universe) but the real truth here is that if null were as Chaotic as people say they want, most of us wouldn't like it because we'd be forced to move all the time, lose access to stuff we have in stations, and never feel that sense of "this space is mine". Most of the people in this thread are getting bogged down in the details (based on personal biases to boot) and are clinging to the fallacy filled thinking that you can engineer certain outcomes via game mechanics. I'm sorry, you can't.... CCP has learned this time and time again (for example, risk vs rewards, if it worked the way CCP thought they would, few people would be doing high sec incursions and people would be fighting tooth and nail to secure whatever space a null incursion landed in, showing that despite this being a game, people prefer safety and comfort over freedom, chaos, conflict and riches). Not saying that the SOV system doesn't need a revamp, but the place to start is with the system's assumptions, not with it's mechanics. The SOv system needs some evidence based thinking here. Thank you, this is one of the best posts I read in my time in EVE about SOV. |

Maria Dragoon
Republic Military School Minmatar Republic
7
|
Posted - 2014.08.11 21:36:00 -
[1268] - Quote
You guys should also see this person's suggestion on sov change! He wrote a damn paper on it.
https://forums.eveonline.com/default.aspx?g=posts&t=346861&find=unread
I honestly think his thread should be merged with this one, it damn good. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
2
|
Posted - 2014.08.11 22:29:00 -
[1269] - Quote
Ok the guy put a lot of effort into writing something which favors the coalitions and changes nothing. He proposes to give points to any activity in a system and give sov based on that. The possiblities for a big coalition to exploit this are endless.
And again it does not solve the real issue of self preservation which leads to the coalitions.
|

baltec1
Bat Country Goonswarm Federation
12671
|
Posted - 2014.08.12 00:30:00 -
[1270] - Quote
Lu Ziffer wrote:Ok the guy put a lot of effort into writing something which favors the coalitions and changes nothing. He proposes to give points to any activity in a system and give sov based on that. The possiblities for a big coalition to exploit this are endless. And again it does not solve the real issue of self preservation which leads to the coalitions.
How do we hold onto space that has zero activity in it?
This is why residency based sov is so much better than what we have now. It would be impossible for us to hold onto more than dek let alone the thousands of systems we currently own. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Maria Dragoon
Republic Military School Minmatar Republic
7
|
Posted - 2014.08.12 04:18:00 -
[1271] - Quote
Lu Ziffer wrote:Ok the guy put a lot of effort into writing something which favors the coalitions and changes nothing. He proposes to give points to any activity in a system and give sov based on that. The possiblities for a big coalition to exploit this are endless. And again it does not solve the real issue of self preservation which leads to the coalitions.
I didn't make the thread, however I did post it here as a suggestion to read it, and maybe grab ideas from it. |

Kira Hizu
PH0ENIX COMPANY Northern Associates.
7
|
Posted - 2014.08.12 06:57:00 -
[1272] - Quote
Listen this should be done in a smart way of changes.......
1# Phasing out Passive income for everyone period!
Topic Moon GOOOO Moon goo changes are needed? Why? Because we live in none passive game and we would like no more AFK empires.
RING MINING - This was phase out no idea why? This feature should only effect player own space.
2# Phasing out same old bounties and mining type grinds.....
Topic Space? Income types Lets face it the game is changing why not change how we make our income from different area of space. North or south it's all the same... Why fight for system which gives me the same out put for income???
Solar GOOO!! Phase #1 All Regions - Drop Chips from NPC which you can clam that special ship... etc ( nexus chip drops in drones regions! )
Phase #2 Here is idea of what could happen .... to these special system bonuses why to fight for them....
Region / Tenal - x2 Bounties on NPC found in belts! Region / Branch - x2 Loot drop from NPC found from combat sites. Region / Delve - x2 More DED sites found in systems.
Phase #3 Small Gang Warfare Vs. Larger Fleet Warfare.
Small Gang Ownership Ideas. -Causes Local fights? Camping local routes out too player own space. Moving stuff to empire to sale? Roams from small gangs...
Larger Fleet Warfare Ideas. -Causes Fleet fights? Bashing on your TCU... <--- reduce the timers per x mount of clam systems... Bashing on your IHUB... <--- reduce hit points by 80% and timer is set on x mount of clam systems... Bashing on your POS... <--- reduce the hit points by 50% and give it max of 24 hours... Bashing on your Station ... <--- reduce the hit points by 75% and give it max 24 hours.... Conquering 75% of space allows alliance space allows for concord to bill new alliance
More ideas should be built first for small gang warfare. Then work on larger idea of fleet warfare.
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Skia Aumer
Atlas Research Group
90
|
Posted - 2014.08.12 08:08:00 -
[1273] - Quote
Kira Hizu wrote:Topic Moon GOOOO Moon goo changes are needed? Why? Because we live in none passive game and we would like no more AFK empires. Moon goo changes are live, please log in and find and item called "Small Mobile Siphon Unit". Anchor it to your nearest R64 moon and purge that passive AFK player from our beloved EVE! |

Athryn Bellee
Concordiat Spaceship Samurai
11
|
Posted - 2014.08.12 14:50:00 -
[1274] - Quote
Skia Aumer wrote:Kira Hizu wrote:Topic Moon GOOOO Moon goo changes are needed? Why? Because we live in none passive game and we would like no more AFK empires. Moon goo changes are live, please log in and find and item called "Small Mobile Siphon Unit". Anchor it to your nearest R64 moon and purge that passive AFK player from our beloved EVE!
Except you have to return nearly every day to empty the siphon and they are pretty easy for the POS owner to kill whenever they come by to refuel or just to check on he starbase. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1539
|
Posted - 2014.08.12 14:58:00 -
[1275] - Quote
Athryn Bellee wrote:Skia Aumer wrote:Kira Hizu wrote:Topic Moon GOOOO Moon goo changes are needed? Why? Because we live in none passive game and we would like no more AFK empires. Moon goo changes are live, please log in and find and item called "Small Mobile Siphon Unit". Anchor it to your nearest R64 moon and purge that passive AFK player from our beloved EVE! Except you have to return nearly every day to empty the siphon and they are pretty easy for the POS owner to kill whenever they come by to refuel or just to check on he starbase.
Would be nice if they needed at least some verification to detect. They stand up too much at overview or space right now. Woudl be nice if they would show as a copy of anothe rmodule in the POS, and you would need to right click show info to see what it really was, or get close enough to see the model. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Skia Aumer
Atlas Research Group
91
|
Posted - 2014.08.12 15:16:00 -
[1276] - Quote
Athryn Bellee wrote:Skia Aumer wrote:Kira Hizu wrote:Topic Moon GOOOO Moon goo changes are needed? Why? Because we live in none passive game and we would like no more AFK empires. Moon goo changes are live, please log in and find and item called "Small Mobile Siphon Unit". Anchor it to your nearest R64 moon and purge that passive AFK player from our beloved EVE! Except you have to return nearly every day to empty the siphon and they are pretty easy for the POS owner to kill whenever they come by to refuel or just to check on the starbase. That was exactly what he wanted. It's neither passive nor AFK gameplay. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
3
|
Posted - 2014.08.12 15:21:00 -
[1277] - Quote
Is this the thread about siphon units ?
@Kira Hizu I really don't understand how that will end stagnation.
@baltec1 The only differance with activty based sov would be that we would lose some pipe systems. The interesting constellations with -1.0 -0.6 would still not change hands same goes for systems with r64 or systems needed for cynoroutes and jumpbridges. It would look like this http://dl.eve-files.com/media/corp/verite/20080207.png yes it is a really old map. Ahe time was based on towers and they were only put up if they were needed.
What would happen is that some players would come into 0.0 with the wrong assumption that if a coalition has no SOV in the system they do not have control over it. And then they would be angry because they get killed by a 200people roaming or a 50supercapital fleet which jumped 30ly just to hotdrop them.
Activity based sov is a good idea but it does not solve the issue that EVE is to small. We can control everythink within 25stargates or 25ly by jumping there within minutes and activity based sov will not change that at all. |

baltec1
Bat Country Goonswarm Federation
12682
|
Posted - 2014.08.12 16:21:00 -
[1278] - Quote
Lu Ziffer wrote:Is this the thread about siphon units ? @Kira Hizu I really don't understand how that will end stagnation. @baltec1 The only differance with activty based sov would be that we would lose some pipe systems. The interesting constellations with -1.0 -0.6 would still not change hands same goes for systems with r64 or systems needed for cynoroutes and jumpbridges. It would look like this http://dl.eve-files.com/media/corp/verite/20080207.png yes it is a really old map. Ahe time was based on towers and they were only put up if they were needed. What would happen is that some players would come into 0.0 with the wrong assumption that if a coalition has no SOV in the system they do not have control over it. And then they would be angry because they get killed by a 200people roaming or a 50supercapital fleet which jumped 30ly just to hotdrop them. Activity based sov is a good idea but it does not solve the issue that EVE is to small. We can control everythink within 25stargates or 25ly by jumping there within minutes and activity based sov will not change that at all.
How many times must you be told that 80% of null is empty?
So what if we dump 1000 megathrons on someones head? There are a few thousands other systems that are not getting dropped on and the one that is won't see the sov change because we had a blob in their system for a few hours unlike now. Your idea doesn't work. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Felix Judge
Gallente Volunteer Defense Forces Spaceship Samurai
4
|
Posted - 2014.08.12 16:37:00 -
[1279] - Quote
A lot has been written lately about occupancy- and usage-based sov. So far, the ways to implement it have, in my humble view, been overly complex or had mechanics that could be easily gamed. My idea is one of GÇ£simplyGÇ¥ playing a game of tug-of-war with military spaceships, over the course of at least several days: http://upload.wikimedia.org/wikipedia/commons/thumb/f/fd/Tug_of_war_2.jpg/250px-Tug_of_war_2.jpg
The system I am proposing will probably get rid of TiDi as an inevitable circumstance in contested sov change (not entirely, though; BIG battles can and will still occur), it will open possibilities for new groups to enter the sov game, and it will scale by itself relative to subscription numbers and average fleet sizes and powers.
In Tug-of-War two teams pull on the opposing ends of a rope, each trying to pull it over to their side. The stronger team eventually wins, carries the day and wins the prize.
How could the tug of war work for Sov in Eve, how could sovereignty in any given system be granted to the team that pulls strongest on the GÇ£rope of sovereigntyGÇ¥? Like this:
The alliance that for the recent time had the most armed and piloted (undocked, un-POSed, un-cloaked!) ships in the system is the one GÇ£pulling strongerGÇ¥. A point counter or sovereignty index is used to determine that: For every alliance or friendly ship in the system, dependent on size and tech, points per time increment (recorded e.g. every five minutes) are awarded to the leading alliance's sovereignty index. Hostile ships, on the other hand, take points away. Ships from an alliance that has the holder blued are treated as friendly, having the holder set to neutral does not interfere with holder's sov, and set to hostile does.
There will always only be one index per system: blue ships increase, red ships decrease it. Once it reaches zero, the alliance with the most points will be new board leader and their index is henceforth calculated with each time increment.
An alliance that has won the tug of war and has been board leader over a certain period of time is offered sovereignty, and can click-accept. Once the sov-holding alliance's counter should drop to zero points over a certain period of time, e.g. seven days, it loses sov.
Points are still accumulated when you have sov, to make important/much used systems much stronger. An alliance with capitals and supercapitals will be able to pull the rope very far onto their side (and thus make important systems super-strong, or literally GÇ£fortressesGÇ¥). On the other hand, points decay over time (1%/downtime?), so unused/unpatrolled systems are more easily conquerable, and years of holding sov will not make a system unconquerable for years to come.
In this manner, an alliance would have to be the dominant military power in a system over several days to gain sov, and it would have to remain the dominant military power to retain sov. To chal-lenge sov, an attacker would have to maintain a large enough military force to decrease the sov holderGÇÖs counter down to zero over several days. The defender can choose to stay and defend, mak-ing the attackerGÇÖs task more difficult, or even stop him. In the defenderGÇÖs main systems, the attacker would have to be a lot stronger or maintain his attack longer to nullify the much stronger sov index.
This system would even make GÇ£fightsGÇ¥ between different time-zones possible, albeit in a somewhat virtual way: the attacker has his force in system during his times, and decreases the index. The de-fender logs in during his prime time with his GÇ£defendingGÇ¥ force and egalizes the loss again (or fails at it) by fielding his fleet. The larger force will eventually swing the tide, as would probably be case if the two fleets actually met. And of course, either side can choose to stay up until his opponentGÇÖs prime time to actually demolish the opposing force.
This mechanic would still reward having the social skills to organize large forces and being able to gather overwhelming numbers. So the existing large blocs will still have a considerable advantage in holding systems.
On the other hand, even a large coalition cannot be everywhere. And since the sov holders' points decay, simply having 51% of the numbers of the nulsec-dwellers will not suffice to actually hold all systems at once.
Having a huge bloc will still be rewarded with (much) larger and nicer portions of space. Having a huge bloc is however probably not necessary to claim a worthless backwater system and enter into the sovereignty game. Since the huge blocs are not likely to be willing to commit their pilots' pre-cious time to defending worthless systems week after week, one would probably "only" need persis-tence and moderate numbers to wrest control of a less valuable system from a large alliance.
This mechanic would open more possibilities than the status quo, which is incentivized to lead to great powerblocs as has been described many times now. Going on boundless conquest is much harder as this would be disincentivized because you cannot, at the same time, keep up your sover-eignty claim as effectively in the worthwhile systems and in your home region. And thus, smaller coalitions can get their foot in via the backwater systems without having to be part of a bloc that is as large as possible, simply because there will be opportunities to claim sov without being so large.
(continued next post) |

Felix Judge
Gallente Volunteer Defense Forces Spaceship Samurai
4
|
Posted - 2014.08.12 16:38:00 -
[1280] - Quote
As it is, sov mechanics also need huge blobs. Even the most worthless system needs a valuable TCU, which needs lots of firepower to demolish. The ships that have this firepower attract the large blobs like honey attracts flies GÇô and to top it off, the honey pot will be there at a time which is pre-cisely known well in advance. In effect, the larger group can always hold the field if it so chooses. And a smaller group will be foolish to send in their fleet which will surely be annihilated if the defenders do not want to lose their system. And which alliance would willingly lose a system when it can help it? This is what inevitably leads to the rise of the few large blocs.
If a smaller group can send their fleet and pull on the rope and live, this inevitability is removed.
And the larger groups can still keep the systems they really like, because they are larger. They can pull harder on the other end of the rope wherever they like, if they deem their time and the system worth it.
Additionally, the tug of war mechanic will diminish one of the major drawbacks of the current workings: having to be in a certain system at a very specific point of time with as many pilots as possible. Which leads, as we all know, inevitably to "soul-crushingGÇ¥ TiDi. Not anymore, at least not necessarily: sov-points are gathered and deducted over the course of days and maybe weeks. And if a system is contested and the attacker sends in large numbers and powerful ships, the defender can choose to go into that system - or use the opportunity to send forces into the attacker's systems, tak-ing advantage of his absence there. Or split forces. Or make a feign attack on the attacker's home region, and while he recalls some of the assault forces to defend, turn around and kick the remaining attack fleet from the besieged system. Or ... or ... or...! The same is true for the attacker: instead of going for a single system, he can opt to spread his forces to attack several systems at once, possibly in very different locations, making the defender have to choose and react this way or that. Which in turn affects the way how the attacker continues with his plans. So location of pilots can be much more spread out. And spread out means smoother gameplay.
The whole system of nulsec warfare would become much more reliant on strategic decisions - where to have your forces at any given time - and it would give a lot more choices how and where to at-tack, and how and where to defend, instead of having to pile everything into a single system. It would become much more lively, dynamic, and interesting. And with much less TiDi.
Also, this system scales by itself with the fleet sizes that the EVE community can muster / will be able to muster in years to come: if fleets will be larger in the future (moar titans!), alliances can pro-duce higher sov indices. Relatively speaking, sov holders, sov attackers and obstacles to overcome to conquer a system will always be on the same terms.
Also, the concerns raised about power projection would lose a lot of their gravity: let an alliance project their power to the far reaches of the universe! Having their fleet at the other end of the gal-axy means less sov points and less defense in their home systems. Sending the kingGÇÖs personal guard abroad now has a higher price than just fuel costs.
In conclusion, here are some details that also came along while thinking about the idea:
1.) Sov holder should always get updates about changes, especially which alliances have deducted points from the indeces, and can set automated notifications when certain absolute and/or relative changes occur. 2.) I am not sure if an attacker should be able to see the status of the sov holder's claim and how much more effort is needed to cancel the current sov. 3.) Station mechanics should stay as they are: difficult to conquer (reinforcement cycles) when belonging to sov holder, easy(ier) when not. 4.) All other sov infrastructure gets transferred to sov holder automatically, and gives bonuses to sov holder's points, but can be destroyed by an attacker to make conquest easier. So an attacker can make a strategic decision to blow that stuff up to take sov quicker, but having to re-place it, or to inherit it after putting more effort into the conquest. 5.) Sov blockade units give bo-nuses to point deduction from holding alliance. 6.) Sov can still be transferred. The transferee gains the sov points from the transferring alliance, and since both are probably blue to each other, the sov count developes the same as if the former alliance still held sov. Renting and joint conquest and subsequent division of spoils are still possible. 7.) Point counter values might spill over to neighbour-ing systems, so that a strong system could influence neighbouring systems' counter positively to-wards the regional hegemon. 8.) Migration from the current system could be done by giving the cur-rent sov holders an insanely high sov index in the systems they hold, so no systems will be lost quickly. But with a 1% decay every downtime, unused systems will become vulnerable relatively quickly. A completely unused system will lose half of its index within 69 days (if I am any good at mathsGǪ). Sov holding entities thus will have time to learn to respond to invasions, while at the same time serious attackers could relatively quickly gain undefended systems. Of course, a one- or two-month-stasis period for sov could accompany a change in the sov system, in which indices change, but sov remains until the end of the stasis period, giving all parties time to learn and adapt.
I am certain there are important points I have missed. I am looking forward to reading any sub-comments.
|
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Athryn Bellee
Concordiat Spaceship Samurai
11
|
Posted - 2014.08.12 16:45:00 -
[1281] - Quote
Lu Ziffer wrote:Is this the thread about siphon units ? @Kira Hizu I really don't understand how that will end stagnation. @baltec1 The only differance with activty based sov would be that we would lose some pipe systems. The interesting constellations with -1.0 -0.6 would still not change hands same goes for systems with r64 or systems needed for cynoroutes and jumpbridges. It would look like this http://dl.eve-files.com/media/corp/verite/20080207.png yes it is a really old map. Ahe time was based on towers and they were only put up if they were needed. What would happen is that some players would come into 0.0 with the wrong assumption that if a coalition has no SOV in the system they do not have control over it. And then they would be angry because they get killed by a 200people roaming or a 50supercapital fleet which jumped 30ly just to hotdrop them. Activity based sov is a good idea but it does not solve the issue that EVE is to small. We can control everythink within 25stargates or 25ly by jumping there within minutes and activity based sov will not change that at all.
Please open the star map in game, go to Statistics under the Stars tab and then click Average Pilots in Space in the Last 30 Minutes. Now zoom out all the way so that you can see the whole cluster. After looking at this for a little bit tell me if you think there need to be more stars still. I know it's not a perfect measurement, but it gives you an idea for how active the regions are.
I know this is a bit off topic, but I wish CCP would release a similar star map for the wormhole regions so that we can see just how empty wormhole space is.
An idea for occupancy based sov that might solve the pipe systems problem (if it is a problem) would be to move sov to constellations instead of individual systems. For example if you have occupancy in 51% (or some other number) of the systems you own the constellation. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.12 17:31:00 -
[1282] - Quote
@Athryn Bellee read this
Jenn aSide wrote: Most of the people in this thread are getting bogged down in the details (based on personal biases to boot) and are clinging to the fallacy filled thinking that you can engineer certain outcomes via game mechanics.
I'm sorry, you can't.... CCP has learned this time and time again (for example, risk vs rewards, if it worked the way CCP thought they would, few people would be doing high sec incursions and people would be fighting tooth and nail to secure whatever space a null incursion landed in, showing that despite this being a game, people prefer safety and comfort over freedom, chaos, conflict and riches).
Not saying that the SOV system doesn't need a revamp, but the place to start is with the system's assumptions, not with it's mechanics. The SOv system needs some evidence based thinking here.
You are getting bogged down in details. It does not need 15 players in every system for EVE to be full. It is enough if there is no system that is not controlled by someone.
|

Falin Whalen
GoonWaffe Goonswarm Federation
706
|
Posted - 2014.08.13 00:31:00 -
[1283] - Quote
Lu Ziffer wrote:@Athryn Bellee read this Jenn aSide wrote: Most of the people in this thread are getting bogged down in the details (based on personal biases to boot) and are clinging to the fallacy filled thinking that you can engineer certain outcomes via game mechanics.
I'm sorry, you can't.... CCP has learned this time and time again (for example, risk vs rewards, if it worked the way CCP thought they would, few people would be doing high sec incursions and people would be fighting tooth and nail to secure whatever space a null incursion landed in, showing that despite this being a game, people prefer safety and comfort over freedom, chaos, conflict and riches).
Not saying that the SOV system doesn't need a revamp, but the place to start is with the system's assumptions, not with it's mechanics. The SOv system needs some evidence based thinking here.
You are getting bogged down in details. It does not need 15 players in every system for EVE to be full. It is enough if there is no system that is not controlled by someone. You are to enamored of your own idea, that you just don't see that it is bad. Making Eve bigger will not solve anything, it will just make the existing status quo even stronger. It won't break up the coalitions, and instead will further entrench large coalitions, as having more blues will help the PTB keep even more space. Stop being bad, and spreading bad ideas about how to "fix" Eve. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 07:15:00 -
[1284] - Quote
And you are fixed on the idea of breaking up coalitions with game mechanics. Reduce every alliance to 10corps and every corp to 10 members. Building a Coalition with 400alliances would be really difficult.
This game wants huge alliance and coalitions and it is in the human nature to make them. So unless you want to kill the game you can not end the coalitions. |

baltec1
Bat Country Goonswarm Federation
12685
|
Posted - 2014.08.13 07:31:00 -
[1285] - Quote
Lu Ziffer wrote:And you are fixed on the idea of breaking up coalitions with game mechanics.
Because its the mechanics that are the problem. Join Bat Country today and defend the Glorious Socialist Dictatorship |

X Gallentius
Justified Chaos
2442
|
Posted - 2014.08.13 07:37:00 -
[1286] - Quote
lol two posts worth of text usually mean that a given proposal is "overly complicated". 
There needs to be two paths to sovereignty - Overwhelming force AND persistent force, not overwhelming force OR persistent force.
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Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 07:41:00 -
[1287] - Quote
baltec1 wrote:Because its the mechanics that are the problem. Prove that game mechanics are the problem.
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baltec1
Bat Country Goonswarm Federation
12685
|
Posted - 2014.08.13 07:45:00 -
[1288] - Quote
Lu Ziffer wrote:baltec1 wrote:Because its the mechanics that are the problem. Prove that game mechanics are the problem.
Max of 10 people can rat per system = empires needing vast areas of space to support their members.
Grinding throught hundreds of millions of EHP pushes us to need big capital fleets to both attack and defend.
System sov is taken in a hanfull of fixed fights which means you blob up for just a few hours at a time.
Small fleets do zero damage to larger ones thanks to RR logi
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 08:26:00 -
[1289] - Quote
baltec1 wrote:Max of 10 people can rat per system = empires needing vast areas of space to support their members. Before anomalys in most systems nobody was ratting and even in the -0.6--1.0 we needed 7belts per player.
baltec1 wrote:Grinding through hundreds of millions of EHP pushes us to need big capital fleets to both attack and defend. Before it was billions of ehp I personally setup all station systems in a way that you had to shoot at least 4bil ehp sometimes even 10bil ehp.
baltec1 wrote:System sov is taken in a hanfull of fixed fights which means you blob up for just a few hours at a time. That is so that small groups have a chance to fight (This favors small groups who don't have timezone coverage). If you can not bring 250players through 2 of the 3 TZ you do not have Timezone coverage.
baltec1 wrote:Small fleets do zero damage to larger ones thanks to RR logi. Ask Rooks and Kings or their friends they know how todo that but it needs actual player skill. I know F1 is easy
baltec1 wrote:Subcap fleets can do nothing to boot/wreckingball fleets other than die. Wreckingball is gone and even that can be broken if you are willing to lose a few dreads. Most of the time people are to afraid to lose their capital that is why the wrecking ball was very effectiv. If you want to break a 500player wrecking ball you need to accept to lose 300dreads in the process. It is a lot of isk but if you kill 6titans or 20supercarriers in the battle you already won the isk war and dreads are produced a lot faster then supers.
We don't lose high skillpoint players to supercaps because they can have a holding char. We lose them because flying in a harpyfleet with a 130mil SP clone means that your clone is worth more then the ship.
Nothing of that will change coalitions or their ability to control huge amouts of sov .
The CFC is at the moment deployed with fleets in 6 Regions from 4 different staging systems. In this 2 deployments only 25% of the members are realy activ and none of the renters.
How to you want to change game mechanics to reduce the ability of coalitions to control huge amouts of sov ?
|

baltec1
Bat Country Goonswarm Federation
12685
|
Posted - 2014.08.13 08:40:00 -
[1290] - Quote
Lu Ziffer wrote: Before anomalys in most systems nobody was ratting and even in the -0.6--1.0 we needed 7belts per player.
That doesn't change the fact that we are limited to 10 per system now.
Lu Ziffer wrote: Before it was billions of ehp I personally setup all station systems in a way that you had to shoot at least 4bil ehp sometimes even 10bil ehp.
That doesn't change the fact that we still need to use massive cap fleets now.
Lu Ziffer wrote: That is so that small groups have a chance to fight (This favors small groups who don't have timezone coverage). If you can not bring 250players through 2 of the 3 TZ you do not have Timezone coverage.
Small alliances have no hope of defending a system from the CFC in a hanfull of fixed fights. It does not favor them, it makes it impossible for them to win.
Lu Ziffer wrote: Ask Rooks and Kings or their friends they know how todo that but it needs actual player skill. I know F1 is easy
Show us how much sov they hold and all the fights they are winning vs full capital and baltec fleets. In a stand up fight over a POS they would get crushed.
Lu Ziffer wrote: Wreckingball is gone and even that can be broken if you are willing to lose a few dreads.
Feel free to tell us all about how you get dreads into a cynojammed sysem or how they are now classed as subcaps. While your at it explain how a small alliance would be able to deploy 600-800 dreads.
We lose pilots all the time because their main is stuck in a nyx, its one of the oldest and most hated things about these ships. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 09:16:00 -
[1291] - Quote
baltec1 wrote:We lose pilots all the time because their main is stuck in a nyx, its one of the oldest and most hated things about these ships. I can not change people who are not willing to get a holding char.
Cyno jammed systems ? You remember cynojammed regions with gatecamps at every outgoing gate with bubbles 100km around the gate that was difficult to get into and we still did it. Killing a cynojammer takes 1minute and you lose 1bs doing it.
We already changed the game so that we need less space to support the same amount of players we also changed the game to need less capitals to take sov. Before the structuretimers we were alarmclocking to get the reinforce timers in our prime time and we locked down entire regions. We did not need capitals or jumpbridges or titan bridges for that we had 500players 24/7. There is no way how a small group can keep sov against a bigger enemy. At some point the ISK and manpower will crush them there is no game mechanic that can change that. You make the wrong assumption that coalitions are a result of gamemechanics but they were formed because the bigger number wins and this is something you can not change. We can not change that the bigger coalition wins it is natural and we can not stop them from existing because they are formed outside the game. So the only thing left is to give them enough new space so that they will not be able to control all of it. |

baltec1
Bat Country Goonswarm Federation
12687
|
Posted - 2014.08.13 09:23:00 -
[1292] - Quote
Lu Ziffer wrote: I can not change people who are not willing to get a holding char.
So **** everyone flying one? Yea, that goes down well.
Lu Ziffer wrote: Cyno jammed systems ? You remember cynojammed regions with gatecamps at every outgoing gate with bubbles 100km around the gate that was difficult to get into and we still did it. Killing a cynojammer takes 1minute and you lose 1bs doing it.
Feel free to tell us how you do that with an entire boot/wreckingball sitting on top of it.
Lu Ziffer wrote:We already changed the game so that we need less space to support the same amount of players we also changed the game to need less capitals to take sov. No they haven't.
Lu Ziffer wrote: So the only thing left is to give them enough new space so that they will not be able to control all of it.
They have done this several times in the past, every time the powerblocks just absorbed it. Adding more space will never work because it is the mechanics that are the issue. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1546
|
Posted - 2014.08.13 09:52:00 -
[1293] - Quote
This time baltec is right (on general terms, there are a few perks on his suggestions that I dislike, but his view is right). Dominion was bad for the game on the long run.
I jsut think that carriers shoudl still be able to use drones, Just split fighters and droens in different bays. Droen bay being like 200M, that would allw them to help shotign POS and stuff liek that and helpign agaisnt subcaptial fleet, but unable to fend on thier own against subcapitals. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 10:16:00 -
[1294] - Quote
@Kagura Nikon I agree Dominion was bad and expansion that reduced jumpbridges to 1 per system did also nothing.
Logistics are easyly taken out by EWAR but this is difficult to handle with players who can not do more then anchor up and press F1
@baltec yes "So **** everyone flying one" who is not happy with it. If you buy a super you know what you are doing or you bought the char and ship with plex then I am not even sorry for you because you did not inform yourself well about what you were getting into. This is a mess the pilot did himself and he has to live with the consequences this is a part of the game.
How we broke camps? We accepted to lose 100bs on the way to the cyno jammer. There is no easy way.
Yes they have the expansion was called "Dominion" and before we had to get more towers in a system then the hostile force. Putting a tower with only hardeners in reinforced takes 4times longer the shooting the armor timer of an ihub. And as I told you at the time everystation system had 10towers like this totaling at 4bil ehp. So yes they made it a lot less grind then before and without anomaly no system would support 10players. Would you pls read up on this before posting something that is 100% wrong.
And they only added the droneregions which is the worst regions in term of density. It has more connections with stargates then any other area and it has systems were a carrier can jump in 150systems in one jump. That was really badly designed space in terms of how long it takes to take control and how many people you need to control it.
|

Felix Judge
Gallente Volunteer Defense Forces Spaceship Samurai
4
|
Posted - 2014.08.13 10:31:00 -
[1295] - Quote
X Gallentius wrote:lol two posts worth of text usually mean that a given proposal is "overly complicated".  The proposal itself is simple: base sov on military occupancy / presence only and solely.
The two pages of text come from working out the details, and arguing in favour of the concept.
X Gallentius wrote:There needs to be two paths to sovereignty - Overwhelming force AND persistent force, not overwhelming force OR persistent force. And pray tell why?
I will actually argue the other way: If overwhelming force would be necessary, then we would again need big coalitions, because then you could only gain and hold sov by being big(ger). But we want to get away from the necessity of big coalitions.
If overwhelming force is one of two possible ways, then you can still form large coalitions if you desire and be successful / hold sov, but you are not effectively locked out of sov if you don't form one of two large blocs. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 10:47:00 -
[1296] - Quote
Felix Judge wrote: I will actually argue the other way: If overwhelming force would be necessary, then we would again need big coalitions, because then you could only gain and hold sov by being big(ger). But we want to get away from the necessity of big coalitions.
If overwhelming force is one of two possible ways, then you can still form large coalitions if you desire and be successful / hold sov, but you are not effectively locked out of sov if you don't form one of two large blocs.
The necessity for big coalitions are coalitions. So to remove the necessity for big coalition you have to remove meta gaming which you can not because it is not a part of the game.
And the problem is really not ehp even a system with 10 hardener towers and 4bil ehp, that is 4.000.000.000 ehp or the ehp of 1000dreads or 70titans can be reinforced in one hour by 100dreads. ehp is not the problem it is the coalition which you can not break who has a fighting force that is superior to any smaller entity.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1546
|
Posted - 2014.08.13 11:05:00 -
[1297] - Quote
Lu Ziffer wrote:Felix Judge wrote: I will actually argue the other way: If overwhelming force would be necessary, then we would again need big coalitions, because then you could only gain and hold sov by being big(ger). But we want to get away from the necessity of big coalitions.
If overwhelming force is one of two possible ways, then you can still form large coalitions if you desire and be successful / hold sov, but you are not effectively locked out of sov if you don't form one of two large blocs.
The necessity for big coalitions are coalitions. So to remove the necessity for big coalition you have to remove meta gaming which you can not because it is not a part of the game. And the problem is really not ehp even a system with 10 hardener towers and 4bil ehp, that is 4.000.000.000 ehp or the ehp of 1000dreads or 70titans can be reinforced in one hour by 100dreads. ehp is not the problem it is the coalition which you can not break who has a fighting force that is superior to any smaller entity.
So if your way of thinking is right, better we unsub and ccp clsoe the game, because we are all dooomed. Yes you can change the metagame, you can influence people minds by changing mechanics. One thing missing is that game designers should make a few semesters of psycology on their local university. THis game is about people, understanding how people react and face things is as important as math in balancing the game. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 11:22:00 -
[1298] - Quote
@Kagura Nikon We have to accept that we the players are the problem. Psychology? Self preservation and finding friends to fight you enemys is one of the most basic natural psychological needs. We are already taking about that .
The funny thing is you talk about ingame income and how you think it changes the game but nobody is taking into acoount the real cash coalitions spend on their out of game services and how that affects their abilities. We have coalitions who have -multiple voice servers were thousands of players can join - messaging services -chat tools. -map tools -logistic tools -intel tools -tools that control SOV and tower status and many more. It costs 1000 of $ each year and and personal to keep it running and some of the software they developed themsel,f some was bought and some was given to them free of charge. But the software a coalition uses is often worth thausands of $.
This is a huge reason why coalitions have the capability to strike down any smaller group. |

baltec1
Bat Country Goonswarm Federation
12687
|
Posted - 2014.08.13 11:39:00 -
[1299] - Quote
Lu Ziffer wrote:@Kagura Nikon I agree Dominion was bad and expansion that reduced jumpbridges to 1 per system did also nothing.
Logistics are easyly taken out by EWAR but this is difficult to handle with players who can not do more then anchor up and press F1
@baltec yes "So **** everyone flying one" who is not happy with it. If you buy a super you know what you are doing or you bought the char and ship with plex then I am not even sorry for you because you did not inform yourself well about what you were getting into. This is a mess the pilot did himself and he has to live with the consequences this is a part of the game.
How we broke camps? We accepted to lose 100bs on the way to the cyno jammer. There is no easy way.
Yes they have the expansion was called "Dominion" and before we had to get more towers in a system then the hostile force. Putting a tower with only hardeners in reinforced takes 4times longer the shooting the armor timer of an ihub. And as I told you at the time everystation system had 10towers like this totaling at 4bil ehp. So yes they made it a lot less grind then before and without anomaly no system would support 10players. Would you pls read up on this before posting something that is 100% wrong.
And they only added the droneregions which is the worst regions in term of density. It has more connections with stargates then any other area and it has systems were a carrier can jump in 150systems in one jump. That was really badly designed space in terms of how long it takes to take control and how many people you need to control it.
PL/N3 burned 200 systems in a single weekend. We took down most of the south in a week, NC was absorbed in just 2 weeks.
No matter how much new space you add we will take it. You have yet to address any of the issues I and many others have shown you. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 11:51:00 -
[1300] - Quote
baltec1 wrote: PL/N3 burned 200 systems in a single weekend. We took down most of the south in a week, NC was absorbed in just 2 weeks.
No matter how much new space you add we will take it. You have yet to address any of the issues I and many others have shown you.
So actually you say there is not enough ehp and timers because we are capable of taking 200systems in 2 days. Btw at that rate it would take 15years to take 1mil systems which is more then EVE is alive. 
Other issues? pls tell me which other issue is so important for stagnation in EVE.
|
|

baltec1
Bat Country Goonswarm Federation
12687
|
Posted - 2014.08.13 11:56:00 -
[1301] - Quote
Lu Ziffer wrote:
Other issues? pls tell me which other issue is so important for stagnation in EVE.
I told you several times. Lets give you the benefit of the doubt and assume you are not being deliberatly stupid.
10 people cap per system for ratters = powerblocks need vast areas of space.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 12:02:00 -
[1302] - Quote
baltec1 wrote:Lu Ziffer wrote:
Other issues? pls tell me which other issue is so important for stagnation in EVE.
I told you several times. Lets give you the benefit of the doubt and assume you are not being deliberatly stupid. 10 people cap per system for ratters = powerblocks need vast areas of space. Just answer this one issue.
How has ratting anything todo with the stagnation. 50% of the big coalition members are not ratting at all. The other 50% do it 20% of the time they are online. |

baltec1
Bat Country Goonswarm Federation
12689
|
Posted - 2014.08.13 12:07:00 -
[1303] - Quote
Lu Ziffer wrote:
How has ratting anything todo with the stagnation. 50% of the big coalition members are not ratting at all. The other 50% do it 20% of the time they are online.
The fact that we need vast areas of space is part of the reason why there is no room for smaller powers. The mechanics means the powerblocks MUST hold huge areas of space.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 12:10:00 -
[1304] - Quote
baltec1 wrote:Lu Ziffer wrote:
How has ratting anything todo with the stagnation. 50% of the big coalition members are not ratting at all. The other 50% do it 20% of the time they are online.
The fact that we need vast areas of space is part of the reason why there is no room for smaller powers. The mechanics means the powerblocks MUST hold huge areas of space. Lets give you the benefit of the doubt and assume you are not being deliberatly stupid. You guys say space is so empty that is why we need no more space. Which is because a lot of people don't want to go ratting.
Even if somenew guys came in do you really believe we would not just kill them for fun? |

baltec1
Bat Country Goonswarm Federation
12689
|
Posted - 2014.08.13 12:13:00 -
[1305] - Quote
Lu Ziffer wrote:baltec1 wrote:Lu Ziffer wrote:
How has ratting anything todo with the stagnation. 50% of the big coalition members are not ratting at all. The other 50% do it 20% of the time they are online.
The fact that we need vast areas of space is part of the reason why there is no room for smaller powers. The mechanics means the powerblocks MUST hold huge areas of space. Lets give you the benefit of the doubt and assume you are not being deliberatly stupid. You guys say space is so empty that is why we need no more space. Which is because a lot of people don't want to go ratting. Even if somenew guys came in do you really believe we would not just kill them for fun?
Answer the issue at hand.
How do you support an alliance of 200 online if only 10 can rat at a time in your system? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 12:17:00 -
[1306] - Quote
200online 100afk 20roaming 10scanning 20 mining 50 ratting with 10systems this can easyly be done.
That was so difficult I need 3 second s to solve that |

baltec1
Bat Country Goonswarm Federation
12689
|
Posted - 2014.08.13 12:20:00 -
[1307] - Quote
Lu Ziffer wrote:200online 100afk 20roaming 10scanning 20 mining 50 ratting with 10systems this can easyly be done.
That was so difficult I need 3 second s to solve that
So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
4
|
Posted - 2014.08.13 12:36:00 -
[1308] - Quote
baltec wrote:So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Why should a system support 200ratters? and how would that end 0.0 stagnation. |

baltec1
Bat Country Goonswarm Federation
12696
|
Posted - 2014.08.13 13:04:00 -
[1309] - Quote
Lu Ziffer wrote:baltec wrote:So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Why should a system support 200ratters? and how would that end 0.0 stagnation.
Because in order to reduce empire sprawl we must be able to support entire corps/alliances with a single system. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Falin Whalen
GoonWaffe Goonswarm Federation
706
|
Posted - 2014.08.13 13:13:00 -
[1310] - Quote
Lu Ziffer wrote:baltec wrote:So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Why should a system support 200ratters? and how would that end 0.0 stagnation. Because, to reduce the need for an alliance to hold vast amounts of space to rat in. Thus freeing up large swaths of "useless" space for other entities to settle in who might not be to friendly to your alliance.
It took me like 3 seconds to think that one up, if I may paraphrase your useless non answer from earlier.
EDIT: dangit Baltec1 "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
6
|
Posted - 2014.08.13 13:18:00 -
[1311] - Quote
We maybe would need less space but we already do not use all the space we have. So then we have even more unused ratting sites and you changed nothing. |

Jenn aSide
Smokin Aces.
7646
|
Posted - 2014.08.13 13:19:00 -
[1312] - Quote
Lu Ziffer wrote:baltec1 wrote:Max of 10 people can rat per system = empires needing vast areas of space to support their members. Before anomalys in most systems nobody was ratting and even in the -0.6--1.0 we needed 7belts per player.
+1
Good point, I remember living in Omist before Dominion, it was actual hell, only a few systems with enough belts to get as good chain going. any anomalies and sigs that poped up were done instantly. It was like being a Dirt Farmer in 1920s Arizona lol.
What was odd was that there was less pressure to keep a high sec isk making alt back then.
Quote: Before it was billions of ehp I personally setup all station systems in a way that you had to shoot at least 4bil ehp sometimes even 10bil ehp.
And this gets forgotten (which is why these circular arguments keep happening lol). Dominion made it EASIER and FASTER to take a system. My 1st alliance (in coalition with groups like Dead Man's Hand, Veritas Immortalis and others) fought for 5 WEEKS taking 2 out of the way systems in Cloud Ring. The fight literally exhausted our resources (both player and organization) which made out invasion grind to a halt.
The current situation is proof that making things easier isn't the answer. And I think the people in this thread are displaying the exact same form of thinking that led to the current situation. I don't think it's malicious (the path to hell is paved with good intentions), but rather uninformed.
It's natural that people would want to change something they could (game mechanics) rather than deal with something they can't (behavior and human nature of the game participants). But no matter how much people wish it true, it's just not, you can't 'game mechanics' your way out of a human nature problem.
Mainly because whatever you do along those lines will be figured out and then exploited in short order. You can see ti all the time with PVE: Incursions and wormhole pve were supposed to be 'dangerous', it took less than 2 weeks for people to figure out 'doctrines' for making that content nearly 100% safe. It took less time than that for 4-5 powerful people to figure out Dominion SOV.
That's not to say that game mechanics changes (based on evidence) can't help, but I think the answer to every sandbox problem is more sandbox tools along with reasonable/obtainable goals ('making null good for small groups' and 'breaking up coaltions' are not reasonable/obtainable goals btw). For example, whatever happened to the 'strategic weapons' for strategic cruisers? What happened to the "Battleship sized anti capital" ships idea.
Additionally, all this talk of SOV changes are useless is the systems aren't worth living in, and it's hard to make something worth living in when you can make better isk in high sec with a machariel blitxing lvl 3s than you can with that same machariel doing lvl 3 equvilent anomalies in null...
Just sayin, there are no easy answers.
|

baltec1
Bat Country Goonswarm Federation
12696
|
Posted - 2014.08.13 13:33:00 -
[1313] - Quote
Lu Ziffer wrote:We maybe would need less space but we already do not use all the space we have. So then we have even more unused ratting sites and you changed nothing.
Thats because the income generated from most null systems is below high sec level 4 income. That is yet another issue with the mechanics that needs to be fixed.
Reducing the need to hold huge areas of space for reletivly small numbers of people is just one small change in a huge number of changes that is needed to fix null sov. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.13 13:34:00 -
[1314] - Quote
I liked the idea of Lu Ziffer.
yes coalitions have the meta gaming.
kill it. and they are done!
shut down the API keys and you have solved your problem!
If you want to see something you have to do it in-game!
send an alliance mail when the TCU is in RF and let the party begin :)
kill the API the evil of EvE!
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
6
|
Posted - 2014.08.13 13:57:00 -
[1315] - Quote
cpt Niki wrote:I liked the idea of Lu Ziffer. yes coalitions have the meta gaming. kill it. and they are done! shut down the API keys and you have solved your problem! If you want to see something you have to do it in-game! send an alliance mail when the TCU is in RF and let the party begin :) kill the API the evil of EvE!
Not realy my idea. API just made it easyier to get information but most tools existed before.
baltec1 wrote:Reducing the need to hold huge areas of space for reletivly small numbers of people is just one small change in a huge number of changes that is needed to fix null sov. So your hope is that after a huge number of changes the coalition will decide that they do not need to control sov within half of EVE. Then let's stop talking about the "small changes" and talk about the big changes who actually will change something.
Because getting bogged down in details or small changes does not help at all. |

baltec1
Bat Country Goonswarm Federation
12698
|
Posted - 2014.08.13 14:03:00 -
[1316] - Quote
Lu Ziffer wrote: So your hope is that after a huge number of changes the coalition will decide that they do not need to control sov within half of EVE. Then let's stop talking about the "small changes" and talk about the big changes who actually will change something.
Because getting bogged down in details or small changes does not help at all.
No. If CCP makes the changes we want it would become impossible to hold vast areas of space. Its all of these small changes that are needed because it all works together to fix null. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
6
|
Posted - 2014.08.13 14:37:00 -
[1317] - Quote
baltec1 wrote: No. If CCP makes the changes we want it would become impossible to hold vast areas of space. Its all of these small changes that are needed because it all works together to fix null.
Impossible?? You told me that if we would add 1mil systems that they would be taken by the coalitions anyway. If we had 1mil system at the same distribution then GSF would have around 70.000systems or 5 systems per character. If they would be capable to take a 1mil systems then they are capable to overcome any of your changes. |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.13 14:47:00 -
[1318] - Quote
Lu Ziffer wrote: Not realy my idea. API just made it easyier to get information but most tools existed before.
Yes you didn't say that but you said that everything an alliance have is out of game with cost of $ 1000 per year.
What if ccp destroys the easy way of running an alliance, what if you have to log on to see how many npcs are killed rather than go to dotlan.
what if you have to be in game to run your ingame empire, I believe it is not easy and many "leaders" will stand down by the weight of the everyday stuff they have to do, they have to trust people (people are just people you don't know how they will react if you kill their falcon) and not running an corp, alliance, coalition with some 3rd party tools.
I like the idea of not having that API key it will solve many issues with the game and the meta gaming.
I believe that API made the leadership of big corporations / alliances very easy without them even logging on.
I upvote to shut down the API keys :)
Kill it with fire! next nerf! API keys |

baltec1
Bat Country Goonswarm Federation
12699
|
Posted - 2014.08.13 14:50:00 -
[1319] - Quote
Lu Ziffer wrote:baltec1 wrote: No. If CCP makes the changes we want it would become impossible to hold vast areas of space. Its all of these small changes that are needed because it all works together to fix null.
Impossible?? You told me that if we would add 1mil systems that they would be taken by the coalitions anyway. If we had 1mil system at the same distribution then GSF would have around 70.000systems or 5 systems per character. If they would be capable to take a 1mil systems then they are capable to overcome any of your changes.
Skipping over the fact that 1 million systems is impossible for any games company server on earth to run.
Yes, under they system we want it would be impossible to hold thousands of systems. GSF would be able to hold at the very most the Dek region, most likely only half of it. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
6
|
Posted - 2014.08.13 15:03:00 -
[1320] - Quote
baltec1 wrote:Yes, under they system we want it would be impossible to hold thousands of systems. GSF would be able to hold at the very most the Dek region, most likely only half of it. Prove that with math no "I believe" or "I think" .
12000 characters in 34 systems that would be 350 per system you realy want that? |
|

baltec1
Bat Country Goonswarm Federation
12700
|
Posted - 2014.08.13 15:10:00 -
[1321] - Quote
Lu Ziffer wrote:baltec1 wrote:Yes, under they system we want it would be impossible to hold thousands of systems. GSF would be able to hold at the very most the Dek region, most likely only half of it. Prove that with math no "I believe" or "I think" . 12000 characters in 34 systems that would be 350 per system you realy want that?
Yes we do.
In order to hold space you would have to live in it. This would mean it would not be possible for the current powerblocks to hold onto the current vast empires so at least 80% of null sov would drop. The current powers would retract into much more dense empires. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Fourteen Maken
Interstellar Holding ltd.
138
|
Posted - 2014.08.13 15:16:00 -
[1322] - Quote
Falin Whalen wrote:Lu Ziffer wrote:baltec wrote:So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Why should a system support 200ratters? and how would that end 0.0 stagnation. Because, to reduce the need for an alliance to hold vast amounts of space to rat in. Thus freeing up large swaths of "useless" space for other entities to settle in who might not be to friendly to your alliance. It took me like 3 seconds to think that one up, if I may paraphrase your useless non answer from earlier. EDIT: dangit Baltec1
Yeah, I think it might be better to make null systems be able to support more players, like high sec systems have missions which spawn infinitely, so replicating something similar for null would be the best way to do that. I'm not sure if missions can be botted? I don't think they can because each mission is different.
Then you have to consider the economy, is this going to be a massive ISK faucet? Because that could break the economy, I would say the best way to control that is to keep the liquid isk from missioning and bounties to a minimum and instead drop modules and items because the market will control the payouts from that. Maybe it's time to get rid of most liquid ISK payouts across the game. There are not as many ISK sinks as people might think... for example when players build ships and they get blown up some people think thats an isk sink but its not, that's just isk moving from one player to another but not actually leaving the economy. So all those massive T1 fleet battles in null and low are not actually removing all that much ISK from the game. Only faction ships/items purchased in lp stores, clones, trading fees, sov payments or basically any time you pay isk to npc entities is an isk sink, but there are not enough of them to counter the trillions of isk that would be made from unlimited ratting in null. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
6
|
Posted - 2014.08.13 15:25:00 -
[1323] - Quote
@Fourteen Maken T1 battles actually add isk to the game as a result of the insurance payout.
baltec1 wrote: This would mean it would not be possible for the current powerblocks to hold onto the current vast empires so at least 80% of null sov would drop. The current powers would retract into much more dense empires. How to you suppose to make it impossible to hold 1000 systems with a coalition? Do not come up with some content lacking phrase like the last 15 post you did.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1547
|
Posted - 2014.08.13 15:30:00 -
[1324] - Quote
Lu Ziffer wrote:baltec1 wrote: PL/N3 burned 200 systems in a single weekend. We took down most of the south in a week, NC was absorbed in just 2 weeks.
No matter how much new space you add we will take it. You have yet to address any of the issues I and many others have shown you.
So actually you say there is not enough ehp and timers because we are capable of taking 200systems in 2 days. Btw at that rate it would take 15years to take 1mil systems which is more then EVE is alive.  Other issues? pls tell me which other issue is so important for stagnation in EVE.
You are distorting things. The too much EHP measn nothign on a coalition level to deter a strategic invasion. But it means a LOT in the tactical level, meaning you NEED a very large capital fleet. That means that either you have capital superiority or you have NOTHING.
IT transform the system in a binary salughter or no advance situation.
Less EHP would make possible a smaller group of capitals to cause minor movments on different points, would make a more attrition level warfare operate and would mena an allaince would not need to commit full capital fleets, therefore a situation much more likely to happen. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

baltec1
Bat Country Goonswarm Federation
12700
|
Posted - 2014.08.13 15:31:00 -
[1325] - Quote
Fourteen Maken wrote:Falin Whalen wrote:Lu Ziffer wrote:baltec wrote:So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Why should a system support 200ratters? and how would that end 0.0 stagnation. Because, to reduce the need for an alliance to hold vast amounts of space to rat in. Thus freeing up large swaths of "useless" space for other entities to settle in who might not be to friendly to your alliance. It took me like 3 seconds to think that one up, if I may paraphrase your useless non answer from earlier. EDIT: dangit Baltec1 Yeah, I think it might be better to make null systems be able to support more players, like high sec systems have missions which spawn infinitely, so replicating something similar for null would be the best way to do that. I'm not sure if missions can be botted? I don't think they can because each mission is different. Then you have to consider the economy, is this going to be a massive ISK faucet? Because that could break the economy, I would say the best way to control that is to keep the liquid isk from missioning and bounties to a minimum and instead drop modules and items because the market will control the payouts from that. Maybe it's time to get rid of most liquid ISK payouts across the game. There are not as many ISK sinks as people might think... for example when players build ships and they get blown up some people think thats an isk sink but its not, that's just isk moving from one player to another but not actually leaving the economy. So all those massive T1 fleet battles in null and low are not actually removing all that much ISK from the game. Only faction ships/items purchased in lp stores, clones, trading fees, sov payments or basically any time you pay isk to npc entities is an isk sink, but there are not enough of them to counter the trillions of isk that would be made from unlimited ratting in null.
Missions are by far the easiest answer. NPC null mission already offer greater reward and inject far less isk per ratter than anoms do. As far as botting goes, anything can be botted. Thankfully CCP is rather good at whacking them. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1547
|
Posted - 2014.08.13 15:31:00 -
[1326] - Quote
Lu Ziffer wrote:@Fourteen Maken T1 battles actually add isk to the game as a result of the insurance payout. baltec1 wrote: This would mean it would not be possible for the current powerblocks to hold onto the current vast empires so at least 80% of null sov would drop. The current powers would retract into much more dense empires. How to you suppose to make it impossible to hold 1000 systems with a coalition? Do not come up with some content lacking phrase like the last 15 post you did.
These changes are not ENOUGH, but they are a mandatory part to achieve it. After that you need to create reasns for people to distrust other parts, create conflict, like the reseeding of moon minerals did. But ifyou try to create the drive before changign the mechanics you will end up in same place within 6 months at most. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

baltec1
Bat Country Goonswarm Federation
12700
|
Posted - 2014.08.13 15:33:00 -
[1327] - Quote
Lu Ziffer wrote: How to you suppose to make it impossible to hold 1000 systems with a coalition? Do not come up with some content lacking phrase like the last 15 post you did.
Go look at null and its activity levels.
All of those systems with a handfull of jumps and nobody active would drop sov. Those systems make up 80% of sov null. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
6
|
Posted - 2014.08.13 15:59:00 -
[1328] - Quote
Ok let us make your idea real. We increase the maximum number of supported characters per system to about 500.(how does not matter we all know 50versions how todo that) Funny thing would be that a roaming in this systems would be suicide and probably the gates would have so many bubbles that you would not even try. Then we decrease jumpcabability and bridges by 75% so that large coalitions can not use wrecking ball and super tactics everywhere. This will increase the time to move capitals significantly because they are not able to jump over empty space between some regions.This will end all jumpfreighter logistic and probaly most capital production. Flying freighters through stargates and making 200au freighter warps is so much fun, protecting them is even more fun. Then we have to take care of the capability to move fleets through stargatesotherwise we would be able to kill the small groups with supcapitals. Easyiest way would be to return to hardware 10 years ago, the lag would be so painfull nobody would want to move. Other option would be somekind of artifical number of how many players can use the gate per hour.
By that point you would have destroyed the game but at least the coalitions can live with 25000members in 50system and they are not capable to strike smaller groups with overwhelming force. |

baltec1
Bat Country Goonswarm Federation
12705
|
Posted - 2014.08.13 16:35:00 -
[1329] - Quote
Lu Ziffer wrote:Ok let us make your idea real. We increase the maximum number of supported characters per system to about 500.(how does not matter we all know 50versions how todo that) Funny thing would be that a roaming in this systems would be suicide and probably the gates would have so many bubbles that you would not even try. Then we decrease jumpcabability and bridges by 75% so that large coalitions can not use wrecking ball and super tactics everywhere. This will increase the time to move capitals significantly because they are not able to jump over empty space between some regions.This will end all jumpfreighter logistic and probaly most capital production. Flying freighters through stargates and making 200au freighter warps is so much fun, protecting them is even more fun. Then we have to take care of the capability to move fleets through stargatesotherwise we would be able to kill the small groups with supcapitals. Easyiest way would be to return to hardware 10 years ago, the lag would be so painfull nobody would want to move. Other option would be somekind of artifical number of how many players can use the gate per hour.
By that point you would have destroyed the game but at least the coalitions can live with 25000members in 50system and they are not capable to strike smaller groups with overwhelming force.
Nerfing jump range doesn't nerf boot fleet/wreckingball. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Shalmon Aliatus
Bluestar Enterprises The Craftsmen
0
|
Posted - 2014.08.13 17:04:00 -
[1330] - Quote
baltec1 wrote:Lu Ziffer wrote: How to you suppose to make it impossible to hold 1000 systems with a coalition? Do not come up with some content lacking phrase like the last 15 post you did.
Go look at null and its activity levels. All of those systems with a handfull of jumps and nobody active would drop sov. Those systems make up 80% of sov null.
I think most of the systems are claimed, because you don't want people to hotdrop you with blackops while you do your ratting :D. The problem with the unused space is, that it is impossible for other entities to do something in them. The sowner gets an automated message if you put up a POS. I think that is a relict from the days when sov was defined by the POS in a system, but in the current state of sov, it's just free intel for the owner of the system. If you want to know about a new pos in your system, check the moons or build POS on them (and if offline POS generate mails if attacked, remove them as well, to prevent the drop of small towers on every moon).
If small corps/alliances decide to take the risk and do mining or ratting in an unused system, they can drop a small POS in the system. WHs show, that you can live out of a POS without problems. Maybe the tower gets spotted after some time, but this is a case of "risk vs reward". |
|

Falin Whalen
GoonWaffe Goonswarm Federation
706
|
Posted - 2014.08.13 17:06:00 -
[1331] - Quote
Lu Ziffer wrote:Ok let us make your idea real. STUFF!
"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

SFM Hobb3s
Wrecking Shots Black Legion.
106
|
Posted - 2014.08.13 17:11:00 -
[1332] - Quote
Yikes. Any 'cap' on gate movement, jumping, etc, will and always will be exploited by whichever side has the alts to do so. Consider that one side will always use fleets to force a gate to its 'cap' just for strategic purposes.
I don't think there will ever be a way to limit how many people go where. The only thing I can think of is that there can be a limit on how fast they get there. IE, nerfing fuel costs, jump range is not the way to go.
I'm still thinking there should be a huge spool up timer BEFORE any cap or supercap can jump anywhere (pilot can activate a module to begin spooling as soon as they undock/log on, so the first jump can be made any time after it has spooled), and that the spool-up time should increase accordingly depending on the amount of TIDI in jump range. |

Snot Shot
Dirt Nap Squad Dirt Nap Squad.
836
|
Posted - 2014.08.13 23:04:00 -
[1333] - Quote
SFM Hobb3s wrote:I'm still thinking there should be a huge spool up timer BEFORE any cap or supercap can jump anywhere (pilot can activate a module to begin spooling as soon as they undock/log on, so the first jump can be made any time after it has spooled), and that the spool-up time should increase accordingly depending on the amount of TIDI in jump range. I'm leaning towards letting Caps move around as they do now because lets face it, we stare at our screens enough in EVE why make it so we are doing it for longer...
Instead of slowing down Cap movement, which seems to focus around the cap group being able to get across the map quickly, why not focus on their destination having a door that can be closed before they get there?
CCP can probably just make a portable cyno jammer that is system wide, takes 5 minutes to anchor (or whatever 10 min etc), burns out in 1 hour time or so, and has a crap load of HP so peeps are more apt to leave it alone to burn out rather than try and take it down so the SC fleet coming from 5 regions away can get in when they are 1 jump out.
EVE is boring enough, I'm not sure why people want to slow it down even more... . Twitter = @Snot_Shot-á - GÇ£If you don't stand for something, you'll fall for anything"
evesnotshot.blogspot.com |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.14 09:06:00 -
[1334] - Quote
Falin Whalen wrote:Lu Ziffer wrote:baltec wrote:So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Why should a system support 200ratters? and how would that end 0.0 stagnation. Because, to reduce the need for an alliance to hold vast amounts of space to rat in. Thus freeing up large swaths of "useless" space for other entities to settle in who might not be to friendly to your alliance. It took me like 3 seconds to think that one up, if I may paraphrase your useless non answer from earlier. EDIT: dangit Baltec1
wait a minute. Either the space is useless to you and you don't use it. Or you need all this space to support all your ratters. Which is it?
Don't Panic.
|

baltec1
Bat Country Goonswarm Federation
12709
|
Posted - 2014.08.14 09:19:00 -
[1335] - Quote
Speedkermit Damo wrote:Falin Whalen wrote:Lu Ziffer wrote:baltec wrote:So you have no answer for supporting 200 ratters in a single system in the current sov null setup. Why should a system support 200ratters? and how would that end 0.0 stagnation. Because, to reduce the need for an alliance to hold vast amounts of space to rat in. Thus freeing up large swaths of "useless" space for other entities to settle in who might not be to friendly to your alliance. It took me like 3 seconds to think that one up, if I may paraphrase your useless non answer from earlier. EDIT: dangit Baltec1 wait a minute. Either the space is useless to you and you don't use it. Or you need all this space to support all your ratters. Which is it?
both.
The space might be near useless but the mechanics dictate that we need it. Welcome to the headache that is null sov space. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Pidgeon Saissore
DNS Requiem Brothers of Tangra
39
|
Posted - 2014.08.14 10:22:00 -
[1336] - Quote
To break up monolithic sov, like seems to be the general consensus on what the game needs, there must be limits on how large fleets can travel.
Any way to do this will have significant side effects. They can also be mitigated.
Before I make my suggestions my intent is to make large fleets travel separately, not to effect anything about the final destination. Moving a fleet will force them to consider how an enemy might disrupt their jumping as well as current considerations. Everything I say will have an appropriate number that is not decided by me. The numbers that are appropriate should be the subject of debate not the concept itself. My intent is for only the largest fleets to be effected at all though there will always be manipulation of mechanics that will spread the effects elsewhere.
Limited charge on gates/bridges: Know that regular travel will be effected by the recharge time and large fleet travel will be effected by the capacity. These are entirely separate numbers and can be balanced accordingly.
Limited system jump drive stability: Putting a solid cap on the number of jumps to a cyno just means more cynos are put in the same place. The effect needs to be system wide. That will then however make the fleet that jumps in first unassailable. I suggest putting the jump in and out limit on the same counter/recharge. This means that while the fleet might be unassailable it also can't move again until the system is fully stabilized. It also means the fleet can't come back to save the stragglers. An attacker can also force the otherwise unbeatable fleet to have stragglers. It can also be held there by single enemies jumping in and out.
A fleet in its final destination could use the same mechanics to keep someone from responding to them while they destroy sov structures. At the same time that fleet will be unable to respond to considerably smaller attackers hitting their own sov. Over all this should contribute to destruction of sov on significant scale.
The exact effects of this are not easily predictable but most of them allow a smaller well timed and placed fleet to do significant damage to a larger one. If they don't time it well the smaller fleet will simply be annihilated, like they would be anyway under current mechanics. |

SFM Hobb3s
Wrecking Shots Black Legion.
107
|
Posted - 2014.08.14 13:58:00 -
[1337] - Quote
Snot Shot wrote:SFM Hobb3s wrote:I'm still thinking there should be a huge spool up timer BEFORE any cap or supercap can jump anywhere (pilot can activate a module to begin spooling as soon as they undock/log on, so the first jump can be made any time after it has spooled), and that the spool-up time should increase accordingly depending on the amount of TIDI in jump range. I'm leaning towards letting Caps move around as they do now because lets face it, we stare at our screens enough in EVE why make it so we are doing it for longer...  Instead of slowing down Cap movement, which seems to focus around the cap group being able to get across the map quickly, why not focus on their destination having a door that can be closed before they get there? CCP can probably just make a portable cyno jammer that is system wide, takes 5 minutes to anchor (or whatever 10 min etc), burns out in 1 hour time or so, and has a crap load of HP so peeps are more apt to leave it alone to burn out rather than try and take it down so the SC fleet coming from 5 regions away can get in when they are 1 jump out. EVE is boring enough, I'm not sure why people want to slow it down even more...  .
In a system like the one I suggested there would be nothing stopping a titan chain from pre-spooling their bridges so that a subcap fleet can still be moved fairly quickly.
On the other hand, if you were in a cap fleet, and you had to pre-spool your drive before jumping, that puts you (and potentially whatever fleet you are with) in a position of content creation, as you are now in a position where you could possibly be intercepted.
And if you are preparing to jump into a system with huge tidi and your pre-spool is taking even more time, a hostile reinforcement fleet might just decide to intercept you instead of jumping into the original target system.
There's lots of possibilities for content. But by slowing supercap movement down its very likely you'll slow the progression of tidi in a huge fleet battle. That means more stuff can happen in the contested system in a much shorter timespan. I'm all for that.
As for portable cyno jammers that function system-wide. Again both sides will be huge d***s and exploit this constantly. |

SFM Hobb3s
Wrecking Shots Black Legion.
107
|
Posted - 2014.08.14 15:14:00 -
[1338] - Quote
Pidgeon Saissore wrote:To break up monolithic sov, like seems to be the general consensus on what the game needs, there must be limits on how large fleets can travel.
Any way to do this will have significant side effects. They can also be mitigated.
Before I make my suggestions my intent is to make large fleets travel separately, not to effect anything about the final destination. Moving a fleet will force them to consider how an enemy might disrupt their jumping as well as current considerations. Everything I say will have an appropriate number that is not decided by me. The numbers that are appropriate should be the subject of debate not the concept itself. My intent is for only the largest fleets to be effected at all though there will always be manipulation of mechanics that will spread the effects elsewhere.
Limited charge on gates/bridges: Know that regular travel will be effected by the recharge time and large fleet travel will be effected by the capacity. These are entirely separate numbers and can be balanced accordingly.
Limited system jump drive stability: Putting a solid cap on the number of jumps to a cyno just means more cynos are put in the same place. The effect needs to be system wide. That will then however make the fleet that jumps in first unassailable. I suggest putting the jump in and out limit on the same counter/recharge. This means that while the fleet might be unassailable it also can't move again until the system is fully stabilized. It also means the fleet can't come back to save the stragglers. An attacker can also force the otherwise unbeatable fleet to have stragglers. It can also be held there by single enemies jumping in and out.
A fleet in its final destination could use the same mechanics to keep someone from responding to them while they destroy sov structures. At the same time that fleet will be unable to respond to considerably smaller attackers hitting their own sov. Over all this should contribute to destruction of sov on significant scale.
The exact effects of this are not easily predictable but most of them allow a smaller well timed and placed fleet to do significant damage to a larger one. If they don't time it well the smaller fleet will simply be annihilated, like they would be anyway under current mechanics.
Don't think for a moment that Side G in any conflict won't forcibly make those jumping or gate caps reach their limit to prevent anyone else from moving or responding. Trying to enforce any limit on system population will result in far worse conditions than we have today. You have to assume the players will exploit it to their benefit. Which once again takes us back to the only way you can effectively make a change is to limit how fast caps/supers move. Not where. Not how many.
Edit: I actually like all of snotshots suggestions regarding sov changes...but I still think something must be done about how caps can move so fast across eve. |

Kira Hizu
PH0ENIX COMPANY Northern Associates.
7
|
Posted - 2014.08.14 16:24:00 -
[1339] - Quote
We are looking to new space to be built in EVE, so we only need tweats too player own space.
All your idea how space would change should be place input for this new space, which is were?
Dose it belong in eve online... between see able space and worm hole space.
Modules which allows you to stable worm holes to be used as star gates, able to hack star gates and change the jump routes and remove them from the star map making it hard to fly which you can't see it but the space still their good luck...
What we need now is more ways to force projection of fights both big and too small fights. |

MeBiatch
GRR GOONS
1912
|
Posted - 2014.08.14 20:50:00 -
[1340] - Quote
baltec1 wrote: Nerfing jump range doesn't nerf boot fleet/wreckingball.
I like the idea that you can jump inside of a constilation but you have to use a stargate to get between constilations and regions... the gates are larger then regular ones so that can cover the PR thing.
example of how this would change things is look at staging systems... they are chosen because they are withing jumping range of all the fights...
or in other words you cant jump from TNN to sagain anymore... if you want to go to stain you have to go the long way. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1554
|
Posted - 2014.08.14 21:04:00 -
[1341] - Quote
Just nerfing fleet mobility does not solve the problem if the EHP of the targets DEMAND a large capital fleet anyway. People will just hate more, but still move the said capital fleet.
The most effective way to make something not overused, is not to make harder to use it.... it is to make it not needed! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

MeBiatch
GRR GOONS
1912
|
Posted - 2014.08.14 21:07:00 -
[1342] - Quote
Kagura Nikon wrote:Just nerfing fleet mobility does not solve the problem if the EHP of the targets DEMAND a large capital fleet anyway. People will just hate more, but still move the said capital fleet.
The most effective way to make something not overused, is not to make harder to use it.... it is to make it not needed!
NO but its part of the solution... I dont like how in the op you can only jump next door. i think constalation only jumping would help.
that couppled with other factors of "occupation" based sov ofcoarse. There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

SFM Hobb3s
Wrecking Shots Black Legion.
108
|
Posted - 2014.08.14 21:47:00 -
[1343] - Quote
Rofl. Put a superlaser on all sovereignty modules. Superlasor charges when 12 caps are on grid (12 or whatever number could still potentially be dealt with by any sized subcap fleet, even if they were spider tanked). For every minute an extra cap or super is on grid, superlazor blaps a random cap/super. One shot instant kill.
Crazy you say? Hehe.
This would put a rather hilarious aspect on trying to use caps to destroy or rep things like sbu's....some alliance could be using 12 supers to rep an sbu, and you suicide a carrier in there...play a little russian roulette...see who loses the draw ;) |

Zappity
Red Federation RvB - RED Federation
1293
|
Posted - 2014.08.16 07:25:00 -
[1344] - Quote
I have a prediction: Step 1 will be to greatly decrease sov structure EHP in systems with low indexes. Maybe make player-built stations destructible too. Step 2 will be support systems (corp roles, structures, POS etc as per Seagull's slide). Step 3 will be Sov 2.0 with player built gates and all the rest.
I think CCP understands the urgency and already have a plan for the next 12-18 months. But they won't make us wait that long without any changes at all. They will lead with tweaks designed to start shifting the player mindset in preparation for the eventual changes.
Come on Fozzie, 'fess up. Zappity's Adventures for a taste of lowsec. |

Anthar Thebess
654
|
Posted - 2014.08.16 10:00:00 -
[1345] - Quote
Snot Shot wrote:SFM Hobb3s wrote:I'm still thinking there should be a huge spool up timer BEFORE any cap or supercap can jump anywhere (pilot can activate a module to begin spooling as soon as they undock/log on, so the first jump can be made any time after it has spooled), and that the spool-up time should increase accordingly depending on the amount of TIDI in jump range. I'm leaning towards letting Caps move around as they do now because lets face it, we stare at our screens enough in EVE why make it so we are doing it for longer...  Instead of slowing down Cap movement, which seems to focus around the cap group being able to get across the map quickly, why not focus on their destination having a door that can be closed before they get there? CCP can probably just make a portable cyno jammer that is system wide, takes 5 minutes to anchor (or whatever 10 min etc), burns out in 1 hour time or so, and has a crap load of HP so peeps are more apt to leave it alone to burn out rather than try and take it down so the SC fleet coming from 5 regions away can get in when they are 1 jump out. EVE is boring enough, I'm not sure why people want to slow it down even more...  .
It is not about slowing it down. It is about making eve bigger enough.
Why someone should be able to move easily large amount of forces to another side of eve , or just 3 regions away fast? Eve is for fun.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12715
|
Posted - 2014.08.16 14:20:00 -
[1346] - Quote
Anthar Thebess wrote:
It is not about slowing it down. It is about making eve bigger enough.
Why someone should be able to move easily large amount of forces to another side of eve , or just 3 regions away fast? Eve is for fun , and in order to generate fun there have to be a lot small scale conflicts.
This is not about what is good or what is bad. This is how to make fun to the bigest amount of people, as this lead to bigger amount of players. Some groups like to farm, they will have blue in 2 regions away. Some people like to fight? They will have targets in next constelation.
The main difference is that there will be no more cyno for a boored third party that will drop 50 motherships to kill 2 capitals of smaller groups brawling in fun.
Nerfing jump range does nothing to stop the current ****** affairs of null and infact makes it even worse for the small players (good luck getting supplies to the far corners of EVE). Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
654
|
Posted - 2014.08.16 19:53:00 -
[1347] - Quote
baltec1 wrote:Anthar Thebess wrote:
It is not about slowing it down. It is about making eve bigger enough.
Why someone should be able to move easily large amount of forces to another side of eve , or just 3 regions away fast? Eve is for fun , and in order to generate fun there have to be a lot small scale conflicts.
This is not about what is good or what is bad. This is how to make fun to the bigest amount of people, as this lead to bigger amount of players. Some groups like to farm, they will have blue in 2 regions away. Some people like to fight? They will have targets in next constelation.
The main difference is that there will be no more cyno for a boored third party that will drop 50 motherships to kill 2 capitals of smaller groups brawling in fun.
Nerfing jump range does nothing to stop the current ****** affairs of null and infact makes it even worse for the small players (good luck getting supplies to the far corners of EVE).
Nerfing jump range or jump range mechanic is ONE of MANY items that needs to be changed.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Brutalis Furia
Mortis Angelus The Kadeshi
8
|
Posted - 2014.08.16 21:36:00 -
[1348] - Quote
Coming to this conversation late, but as to the OP's suggestion of removing jump drives, altogether, I'd say no. I'd put them in more ships - even as small as a frigate. Of course I'd limit the range and make fuel more available, too. The bigger ships that have jump drives now I'd give jump bridges and keep their jump drives, but across the board I'd reduce jump range. The stargate network would be a way to avoid fuel costs, but not the only means of transportation. |

Oreb Wing
Arm of Coryphaeus
35
|
Posted - 2014.08.16 23:37:00 -
[1349] - Quote
It's going to take time to get through all this. Forgive me if i'm repeating anything. I'll edit later, if necessary.
It seems the real problem here is the projection of military force and response times, and a solution that can help this without hindering industry/logistics.
Can't we try to limit the amount of JB a single alliance can have, say three. Force a titan to commit to jumping also with any fleet cyno it lights in transmitting subcaps with little risk to the Titan.
This way, it would not hurt haulers and make a small dent in subcap hot drops while respecting the amount of time players have invested in being able to commit a fleet of capitals to any given fight.
+maybe increase the fitting requirements of a cyno field generator to cruiser sized pg.
It's not as drastic as this proposed change, but it would be a small change with great effect until a long term solution is found. |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 04:00:00 -
[1350] - Quote
Anthar Thebess wrote:
Nerfing jump range or jump range mechanic is ONE of MANY items that needs to be changed.
It really isn't.
One way or another, we will deploy our forces wherever we need to. You can force us to deploy only by using gates and force capitals to need to cyno system by system and we would still be able to do it. Nerfs to power projection will not fix anything in null and cause a number of issues with things such as supply lines for smaller powers who have to get through enemy space to get to their space. You will infact only make it easier for the CFC and N3/PL to defend our space. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Anthar Thebess
654
|
Posted - 2014.08.17 07:41:00 -
[1351] - Quote
But those changes are not about killing cfc or n3. They are not about killing blobs or gigantic fights. Nor about making smaller alliances untouchable in their space.
Read previous posts. Goals: - have more fun ( every one states that nullsec is booring now , and ony ting you can get is a tidi fight) - more small scale conflicts (without constant - 50 motherships on grid - more conflicts will be possible ) - no more empty space , just small independent groups moving there (space that you dont use will be easily conquerable by any one ) - more dedication to your deployments and space you take ( taking space will be easier after changes people suggest - the real issue is to hold it , as you need to live in this space. When you deploy, no jump/ deathclone jumps to your home space , alts will be a must ) - less hotdrops and (super)capital dependency (20 mothership hotdrop on t1 cruiser in lowsec , CCP ... ) - and more Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 07:56:00 -
[1352] - Quote
Anthar Thebess wrote:But those changes are not about killing cfc or n3. They are not about killing blobs or gigantic fights. Nor about making smaller alliances untouchable in their space. Read previous posts. Goals: - have more fun ( every one states that nullsec is booring now , and ony ting you can get is a tidi fight) - more small scale conflicts (without constant - 50 motherships on grid - more conflicts will be possible ) - no more empty space , just small independent groups moving there (space that you dont use will be easily conquerable by any one ) - more dedication to your deployments and space you take ( taking space will be easier after changes people suggest - the real issue is to hold it , as you need to live in this space. When you deploy, no jump/ deathclone jumps to your home space , alts will be a must ) - less hotdrops and (super)capital dependency (20 mothership hotdrop on t1 cruiser in lowsec , CCP ...  ) - and more
And nerfing jump bridges and jump drives will get you none of those things. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
654
|
Posted - 2014.08.17 11:03:00 -
[1353] - Quote
Sorry but it will do it.
For example 2 titans allow to relocate 2-3 full fleets across 3 regions in a matter of minutes.
So we are talking about 700+ players crossing 2-3 regions ( let say 60 jumps ) in 5 minutes, doing 2 jumps.
Without this ability they will have to do those 60 jumps, and moving 700 people across 2-3 regions by gates is around 1 hour at least , and we are talking about going one way.
Tell me, how often people will want to spend 2 hours just to move and return , after attending some timer? What is also important , without possibility to relocate fast across the map, creating few timers forces defender to choose the one really important.
Something that is not working now properly, are titan bridges, and jump bridges that allow one fleet to attend all timers at the same time. How? You only send handful of ships to each timer capable of pumping some structure and provide base tackle , while core of your fleet just sit on titan waiting where someone could escalate. If someone will escalate, cyno chain, midpoint titans, and whole fleet (s) will be on place before enemy could inflict any serious damage or clear the tackle.
So like you see , limiting jump bridges , titan bridges , jump range , will have extreme impact on eve battlefield , and sov map. You will not be able to defend a region sitting 2-3 regions away, even defending a constellation in a region could be an issue, when you are not in this constellation. While going by gates , someone can bomb you, catch stranglers , slow you down, prepare traps or just wait on your fleet 1 jump before the timer guarding the gate. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 11:23:00 -
[1354] - Quote
Anthar Thebess wrote:Sorry but it will do it.
For example 2 titans allow to relocate 2-3 full fleets across 3 regions in a matter of minutes.
So we are talking about 700+ players crossing 2-3 regions ( let say 60 jumps ) in 5 minutes, doing 2 jumps.
Without this ability they will have to do those 60 jumps, and moving 700 people across 2-3 regions by gates is around 1 hour at least , and we are talking about going one way.
Tell me, how often people will want to spend 2 hours just to move and return , after attending some timer? What is also important , without possibility to relocate fast across the map, creating few timers forces defender to choose the one really important.
Something that is not working now properly, are titan bridges, and jump bridges that allow one fleet to attend all timers at the same time. How? You only send handful of ships to each timer capable of pumping some structure and provide base tackle , while core of your fleet just sit on titan waiting where someone could escalate. If someone will escalate, cyno chain, midpoint titans, and whole fleet (s) will be on place before enemy could inflict any serious damage or clear the tackle.
So like you see , limiting jump bridges , titan bridges , jump range , will have extreme impact on eve battlefield , and sov map. You will not be able to defend a region sitting 2-3 regions away, even defending a constellation in a region could be an issue, when you are not in this constellation. While going by gates , someone can bomb you, catch stranglers , slow you down, prepare traps or just wait on your fleet 1 jump before the timer guarding the gate.
We get around the lack of jump bridges by setting off a bit earlier. You forget that we used to do this before we had these toys and if you make caps harder to move then they will simply be moved closer to the target before the fight. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
654
|
Posted - 2014.08.17 12:03:00 -
[1355] - Quote
baltec1 wrote:
We get around the lack of jump bridges by setting off a bit earlier. You forget that we used to do this before we had these toys and if you make caps harder to move then they will simply be moved closer to the target before the fight.
... and thats the whole point. You will have to be closer , to places you want to hold. Holding half of galaxy will no longer be possible on current base assumption: " We can move our forces to one timer from half of the galaxy. Fleets will go 1 hour before the op. "
On the same assumption all r64 are held by big blocks. You can save any tower while sitting any where in universe, the only thing what you need is cyno chain and 15min before the timer.
Like i stated the goal is not to kill goons, or NCPL , but bring more variety to nullsec , and bring some ease to lowsec. Something that EVE really needs now.
There is nothing wrong about big blocks, there is nothing wrong about hot drops, dropping as third on two other fighting groups , taking other people space, as long as this is bringing some content, as now it is killing it , and blocks ability to create new one.
If war between CFC and N3 will ever happen , what it will bring ? Fights : Yes Fun : yes Reason to login?: for a while
Why? How many times you can fight in the same setup, the same gang, in TIDI 10% ( real 0.5%) for 7 hours.
I think EVE is not about ~THIS~ kind of commitment , and big bloob fights are grate until they are not something common. Especially that most of those 10% TIDI fights , are simple stand off and blue balls , that discourage more and more players from logging in. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 14:16:00 -
[1356] - Quote
Anthar Thebess wrote: Why? How many times you can fight in the same setup, the same gang, in TIDI 10% ( real 0.5%) for 7 hours.
Been doing this for the last 4 years. 8 if you include pre tidi.
Face it, you cant fix anything by trying to nerf power projection. We will always get our forces to where we need it, even if it means warping gates from one side of EVE to the other. Join Bat Country today and defend the Glorious Socialist Dictatorship |

afkalt
Republic Military School Minmatar Republic
269
|
Posted - 2014.08.17 14:23:00 -
[1357] - Quote
It would make it a hell of a lot hard to fight on two (or more) fronts though. |

Anthar Thebess
654
|
Posted - 2014.08.17 14:42:00 -
[1358] - Quote
afkalt wrote:It would make it a hell of a lot hard to fight on two (or more) fronts though. 3 or 4 even. That's why now 2 powers hold whole eve. Tidi created possibility to be every where on time. Good staging point means that you can bridge or jump across 4 or 5 regions sometimes in the matter of minutes.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 14:43:00 -
[1359] - Quote
afkalt wrote:It would make it a hell of a lot hard to fight on two (or more) fronts though.
Nah, we have the manpower to fight on 3 fronts and still have enough people left over to interdict empire space, raise all kinds of hell on hostile POS networks and run home defence ops.
You have to remember that our enemies would be in the same situation as us in regards to being slowed down by any nerfs to power projection so nothing would change, just the speed at which it happens. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
654
|
Posted - 2014.08.17 15:38:00 -
[1360] - Quote
But im not arguing about this. Only about what will you defend after this kind of changes.
Will you fly 50 jumps to save an r64 tower in lowsec, ech of those r64 or even r32 towers? Will you fly 90 jumps to save an -0.1 system that someone will put in reinforce timers day after you head home as nothing was going on when you where sitting in this constellation for 2 weeks?
The point is how much you , and NCPL will be willing to travel to save some timers. Now you just use 1-2 titans or boot fleet, after changes people are requesting you will have to be on the timer, without knowing if attacker will show up or no. Question is how much this empty space will be worth to you when you actually will have to put work, and what is most important time , a lot of time, of a lot of people.
I think that you will find many of those moons, systems - not worth the effort. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
|

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 16:02:00 -
[1361] - Quote
Anthar Thebess wrote:
Will you fly 50 jumps to save an r64 tower in lowsec, ech of those r64 or even r32 towers?
Yes, we did this the other day.
Anthar Thebess wrote: Will you fly 90 jumps to save an -0.1 system that someone will put in reinforce timers day after you head home as nothing was going on when you where sitting in this constellation for 2 weeks?
We have sigs stationed much closer and we also have these things called jump clones. We don't have to.
Anthar Thebess wrote: The point is how much you , and NCPL will be willing to travel to save some timers. Now you just use 1-2 titans or boot fleet, after changes people are requesting you will have to be on the timer, without knowing if attacker will show up or no. Question is how much this empty space will be worth to you when you actually will have to put work, and what is most important time , a lot of time, of a lot of people.
I think that you will find many of those moons, systems - not worth the effort.
Nothing in what you put would stop us from continuing to own what we currently own. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Corraidhin Farsaidh
Hello-There
640
|
Posted - 2014.08.17 16:08:00 -
[1362] - Quote
Anthar Thebess wrote:...and big bloob fights ...
Now I can't help wondering exactly what these would entail... |

Felix Judge
Gallente Volunteer Defense Forces Spaceship Samurai
4
|
Posted - 2014.08.17 16:24:00 -
[1363] - Quote
I agree that Power Projection and speediness thereof is not what created two large blocs.
What created that was the sov mechanic that in order to gain or defend sov, you need to be in a certain system with as much power as possible at three, maybe four very distinct points of time, which are known ahead of time about two days earlier.
This means that a larger group will always prevail against a smaller group if it wishes. A smaller group will almost never ever challenge a larger group because it has next to no chance of winning even a single system.
And this means that any group will chew up as much space over time as is available (not: as they need or want) UNTIL it meets a foe of equal or greater power. Against a foe of greater power, it falls back and loses its systems to them. Only against a foe of equal size will it prevail.
So we were destined to have only one or two superpowers.
The only nerf to power projection that would change this would be one that prevented a group from travelling to a contested system within four days' time (shield and armor timer cycles of the relevant structures). You would even have to restrict gate travel in some way, or make the universe in fact A LOT bigger.
Therefore, to allow smaller groups a part in sov, you need to find a mechanic in which size is not the only decisive element.
One would be to allow almost instant sov changes so that small groups could execute surprise takeovers - not good because sov would be like a ping pong match between three or more teams, at a speed as if all all of them were Chinese.
Another would be to require the sov holder to not only be there for the one, two or three decisive battles, but practically for the majority of the time. Occupancy based. Then, a large group could only spread out as long as their relative size compared to number of systems is larger than their neighbours'. Unused areas of space would quickly be occupied by people who actually want to live there and who actually WILL live there.
And that, my friends, is the gist of the matter. |

Anthar Thebess
654
|
Posted - 2014.08.17 18:07:00 -
[1364] - Quote
Felix Judge wrote:
One would be to allow almost instant sov changes so that small groups could execute surprise takeovers - not good because sov would be like a ping pong match between three or more teams, at a speed as if all all of them were Chinese. .
Well what people are suggesting , is not surprise takeovers of space you are living - this kind of fast sov warfare will be only in systems where owning alliance don't have activity.
For example. In constellation A alliance members for last week killed 500 rats in total ( escalations ) nothing was mined, no PL activity ... index of this system fallen to 0, what this means: - that all structures have their resist dropped by 25% , shield hit points is reduced to 50% - there is no timers on any structure ( you don't have to put ANY SBU, kill Ihub, reinforce the station TCU is vulnerable and can be killed instantly.
In constellation B alliance members kill 500 rats per hour, people are mining, producing, making PL almost on each planet .... index of this system is at 10 , what this means: - all structures gain 50% to their base resistances - no one from alliance is allowed to anchor pos in this constellation - enemy needs to anchor SBU in order to start reinforce cycles , sbu on lining cycle is increased by 50% - in this constellation there is a system designated as alliance capitol , this grants you additional defensive upgrades.
This is only my view, based on current methodology just to point how some stuff should work. There will be no fast take overs in the systems that you are using.
All passive activities should be also not counted for the activity index. Because - you can do this kind of stuff in order to keep those indexes healthy: - you can put up a poses that will mine stuff at some loss , or even mine while coupling array is full - put laboratories, where unskilled characters will put cheep, long science jobs - attacker ( people who want to live in this space ) could keep your indexes high. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 18:17:00 -
[1365] - Quote
baltec1 wrote:Anthar Thebess wrote: Why? How many times you can fight in the same setup, the same gang, in TIDI 10% ( real 0.5%) for 7 hours.
Been doing this for the last 4 years. 8 if you include pre tidi. Face it, you cant fix anything by trying to nerf power projection. We will always get our forces to where we need it, even if it means warping gates from one side of EVE to the other.
But if the goal is to decrease response times and further regionalizing/localizing 0.0 activity... that absolutely would be fixed with a nerf to power projection.
In conjunction with other changes, it may not be possible to cross all of eve with a blob to stop whatever you don't want happening. More than one event occurring would require choosing or splitting forces, not killing two birds with one fleet.
You're right it would make it easier to defend wherever that fleet is, but I don't think he suggested it wouldn't be. Conversely, it would make it easier for anyone else to defend (to a degree).
I don't think you've thought this through very well, or you're just convinced there's only one way to view the discussion (you're right, everyone else is wrong) "The unending paradox is that we do learn through pain." |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 18:21:00 -
[1366] - Quote
baltec1 wrote: We have sigs stationed much closer and we also have these things called jump clones. We don't have to.
those "things called jump clones" (hurrrr) are a one trick every X hour pony.
Of course you can start podding yourself after each goal is accomplished I suppose. But that comes with it's own costs as well.
You just don't want to admit that maybe blinking fleets everywhere on demand is an issue.
No worries, you don't have to agree. But you will have to settle with being biased and incorrect.  "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 18:37:00 -
[1367] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote: We have sigs stationed much closer and we also have these things called jump clones. We don't have to.
those "things called jump clones" (hurrrr) are a one trick every X hour pony. Of course you can start podding yourself after each goal is accomplished I suppose. But that comes with it's own costs as well. You just don't want to admit that maybe blinking fleets everywhere on demand is an issue. No worries, you don't have to agree. But you will have to settle with being biased and incorrect. 
Jumpclone every 24 hours. Timers last around 2 days.
We have the time.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
654
|
Posted - 2014.08.17 18:38:00 -
[1368] - Quote
Well CFC is big, it have many players. I don't see any thing wrong in this or that they will occasionally burn some region - just for fun, or for profit. As long as they can put someone that will live in the systems they took, then that is ok . This is EVE universe should burn.
Something that needs to change is instant ability to be almost any where. Currently the time needed for 2-3 cycles of dreads is long enough to move well organized group from the other side of eve , and usually from 3-4 mids away. This is something that needs to be changed. Carriers , motherships and titans needs to be like dreads.
Why people are not complaining about those ships being OP, or broken?
Without the siege cycle: - they have DPS like battleship ... or isthar  - they have baaaad tracking - they have capital level EHP
In siege: - their DPS is multiplied - their tracking is much worst - they cannot receive remote assistance - they cannot move, jump, or do any thing until l siege cycle ends
In both situations without support they are very easy targets for any gang that have more DPS than local repairs.
This is the reason why most of the big blocks are not using , or trying to not use dreads.
Carriers - yes they have DPS like a battleship, but they jump to target, and jump out if needed, they can fit cloak, smartbombs, or deploy drones to clear the tackle, they can remote repair them self.
Motherships - better than carriers for every thing than shooting a pos. Bigger EHP , harder to tackle.
Titans - dreads without siege, hard to tackle, hard to kill , so much time to get help.
Probably the reason why some groups drop dozen of titans to reinforce some tower: - the same cost in terms of fuel ( i know moving dread / carrier / mothership / titan use the same amount of fuel, why CCP , who made this error...) - harder to tackle, and kill - you don't have siege ... so you can jump out when something is going wrong
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 18:44:00 -
[1369] - Quote
Anthar Thebess wrote: Why people are not complaining about those ships being OP, or broken?
Everyone does.
Boot fleet/wrecking ball are horrible things that must be ended. They make taking space impossible for the two powerblocks let alone any smaller alliances. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
654
|
Posted - 2014.08.17 18:45:00 -
[1370] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote: We have sigs stationed much closer and we also have these things called jump clones. We don't have to.
those "things called jump clones" (hurrrr) are a one trick every X hour pony. Of course you can start podding yourself after each goal is accomplished I suppose. But that comes with it's own costs as well. You just don't want to admit that maybe blinking fleets everywhere on demand is an issue. No worries, you don't have to agree. But you will have to settle with being biased and incorrect.  Jumpclone every 24 hours. Timers last around 2 days. We have the time.
Check people suggestions. - Limit the number of jump clones or limit places where you can have jump clones . 2 -3 stations contacting multiple clones, why not. - No death cloning in nullsec and lowsec . How? By for biding to change your cloning station remotely. You can only change station to any higsec available , or to one you are currently docked in nullsec and lowsec. - Timers based on alliance members activity in the system - so you can get systems having NO TIMERS, or having like 2-3 hour timer. Sorry , you won't say that this system is important ... no one is doing any thing there. - No instant jumping by jump / titan bridges or by jump drive.
So like you see all your points have been solved by people suggestions. What , if any , CCP choose - no one knows.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
|

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 18:47:00 -
[1371] - Quote
baltec1 wrote:
We have the time.
You have the time to what?
The time to miss an opportunity to defend something on the opposite side of the game if you can't be everywhere at once?
"The unending paradox is that we do learn through pain." |

Anthar Thebess
654
|
Posted - 2014.08.17 18:48:00 -
[1372] - Quote
baltec1 wrote:Anthar Thebess wrote: Why people are not complaining about those ships being OP, or broken?
Everyone does. Boot fleet/wrecking ball are horrible things that must be ended. They make taking space impossible for the two powerblocks let alone any smaller alliances.
Read my post. I'm not talking about carriers. Only about dreads.
Dreads that need support fleet that will protect them. Dreads that only useful when they are in siege. While in siege, they cannot receive aid , they cannot move, cannot jump out. Dreads that you can easily tackle and kill using T1 ships.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Anthar Thebess
654
|
Posted - 2014.08.17 18:50:00 -
[1373] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:
We have the time.
You have the time to what? The time to miss an opportunity to defend something on the opposite side of the game if you can't be everywhere at once? Exacly. I think that if changes that people are asking will be applied. CFC could loose around 50% of their space. N3 will be left with around 1/3 or 1/4 of their current space - the same goes for PL.
Rest of space will be ~to take~ for every small group, or new players.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12720
|
Posted - 2014.08.17 18:54:00 -
[1374] - Quote
Anthar Thebess wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:
We have the time.
You have the time to what? The time to miss an opportunity to defend something on the opposite side of the game if you can't be everywhere at once? Exacly. I think that if changes that people are asking will be applied. CFC could loose around 50% of their space. N3 will be left with around 1/3 or 1/4 of their current space - the same goes for PL. Rest of space will be ~to take~ for every small group, or new players.
Not by nerfing power projection you wont. We will still be able to hold everything we currently own. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 19:11:00 -
[1375] - Quote
baltec1 wrote: Not by nerfing power projection you wont. We will still be able to hold everything we currently own.
If you keep repeating it, it MUST be the truth  trolololo
Did you come to this thread to discuss mechanics? Or just to repeatedly insist on closely held beliefs. "The unending paradox is that we do learn through pain." |

Anthar Thebess
655
|
Posted - 2014.08.17 19:20:00 -
[1376] - Quote
OK , but how? Lets assume that what you see on those maps represents system activity. In most of the cases it really do. So this is no 24h activity , but lets assume median from whole week activity.
Some random regions: http://evemaps.dotlan.net/map/Period_Basis/#npc24 http://evemaps.dotlan.net/map/Cache#npc24 http://evemaps.dotlan.net/map/Wicked_Creek#npc24 http://evemaps.dotlan.net/map/Tenerifis#npc24 http://evemaps.dotlan.net/map/Esoteria#npc24
From what i see 80-90% of a space in all of those regions will have NO TIMERS, as there is no alliance members activity.
This means, that at any time, any group can come and without placing SBU just kill TCU.
On the opposite : http://evemaps.dotlan.net/map/Deklein#npc24 This how looks like region that people are using. Yes there are some white spots, but in every constellation few systems have proper activity. This will make this region hard to take.
That is why people suggest also : - sov missions - increasing sov bills for systems not used - escalating multiple times sov costs for all unconnected sov systems - some of the upgrades working only at proper index.
etc.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12722
|
Posted - 2014.08.17 19:48:00 -
[1377] - Quote
Ninteen Seventy-Nine wrote:If you keep repeating it, it MUST be the truth 
Perfectly describes what you are doing right now. You have been told several times now why nerfing power projection will make zero impact on sov space other make everything take longer.
Ninteen Seventy-Nine wrote: Did you come to this thread to discuss mechanics? Or just to repeatedly insist on closely held beliefs.
Posted what we want several times.
Residency based sov:
In order to claim sov you must live in the space. Around 80% of systems are currently empty yet we can maintain sov, under a residency based system it would become impossible to hold these systems. Thousands of systems would be free to take for small alliances.
Empire Sprawl:
One of the big reasons we have these vast tracts of space is because of the way the mechanics handle ratting. Currently a good system can support 10 ratters at most, poor systems less. So as you can tell the CFC requires a huge amount of space to support its members. Ironicly the vast bulk of this space goes unused because in terms of isk generation your better off running level 3s in empire. Nevertheless we need to hold this space.
In order for residency based sov to work we must get rid of this need to hold huge amounts of space. Null mission agents are the perfect answer as they allow any number of people to live in one system, generate less new isk per mission runner than anoms and the rewards are higher than high sec. This will eliminate the need for empire spawl.
Remote Repair:
One of the biggest issues with fighting in nullsec is that smaller fleets cannot hurt large ones thanks to RR support. There is no point in attacking if you cant hurt your enemy so the only answer is to stand down. This problem only gets worse when you start dropping capitals which are now all but immortal vs subcaps. The answer here is to implement diminishing returns on RR so that past a point more reps add nothing.
This will result in much more bloody fights and smaller fleets can stand a chance to at the very least cause some damage.
Capitals, supers and titans:
A pain to everyone including the people that fly them.
Wreckingball/boot fleet needs to die. Carriers should at the very least lose the ability to drop sentries, probably even just be able to launch fighters. This combined with the RR nerf would end the near immortal deathballs.
Supers meanwhile need two things. First they should lose their Ewar immunity, then in return they and titans gain the ability to dock in stations. This solves the long standing problem of high skilled player leaving due to being stuck in these space coffins and getting bored with life. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 20:43:00 -
[1378] - Quote
baltec1 wrote: Perfectly describes what you are doing right now. You have been told several times now why nerfing power projection will make zero impact on sov space other make everything take longer.
No, it's completely the opposite of what I'm doing. I told you that if the goal is to do exactly that, it would accomplish it well.
If you are being assaulted at A, B and C across the game, you can get to all of them in minimal time and with minimal trouble. Who says that's desired or needed? And how do you suggest because of jump clones and stargates you're magically going to be able to field the desired fleet at all of those locations the same way as you can today??
Breaking up the blob was always a loaded term but was never taken seriously. There is really nothing inhibiting movement across the game and I'm not just blindly insisting that as a fact, it's evidenced by the ability to defend space on-demand in multiple locations without the concern of it taking long at all.
"other make everything take longer"(sic) is the whole point. If it did, power projection wouldn't be able to accomplish what it does today in the times it can today.
Every mechanic in this game revolving around sov involves TIMERS. Ignoring the value in zero-minimal time required to respond to these TIMERS is just fantasy.
Just saying "power projection nerf wont stop or change anything" is not true when you can show that it would very much change the game when you consider it's a game built around TIMERS.
baltec1 wrote: Posted what we want several times.
Residency based sov:
In order to claim sov you must live in the space. Around 80% of systems are currently empty yet we can maintain sov, under a residency based system it would become impossible to hold these systems. Thousands of systems would be free to take for small alliances.
Empire Sprawl:
One of the big reasons we have these vast tracts of space is because of the way the mechanics handle ratting. Currently a good system can support 10 ratters at most, poor systems less. So as you can tell the CFC requires a huge amount of space to support its members. Ironicly the vast bulk of this space goes unused because in terms of isk generation your better off running level 3s in empire. Nevertheless we need to hold this space.
In order for residency based sov to work we must get rid of this need to hold huge amounts of space. Null mission agents are the perfect answer as they allow any number of people to live in one system, generate less new isk per mission runner than anoms and the rewards are higher than high sec. This will eliminate the need for empire spawl.
I like residency based sov that builds incentives and rewards for systems. And more null agents (more piracy faction agents specifically)
But how do you reconcile suggesting that you both NEED all your space while in the same breath acknowledging you do not use it?
baltec1 wrote: Remote Repair:
One of the biggest issues with fighting in nullsec is that smaller fleets cannot hurt large ones thanks to RR support. There is no point in attacking if you cant hurt your enemy so the only answer is to stand down. This problem only gets worse when you start dropping capitals which are now all but immortal vs subcaps. The answer here is to implement diminishing returns on RR so that past a point more reps add nothing.
This will result in much more bloody fights and smaller fleets can stand a chance to at the very least cause some damage.
What!?!?! DID I JUST READ?!
All things being equal, larger entities will usually have the upper hand. Numbers are numbers no changing that.
We aren't going to make a world where smaller fleets beats larger ones by nerfing defense. I KNOW you know that.
All things equal, the smaller fleet will just get rolled over by the large one faster. Unless you're suggesting a world where subcaps can more easily kill caps? And that's not a small fleet vs large fleet discussion at all. That's a shift in game role tilting severely towards subcaps.
Nerfing the ability to keep a target up and alive is a nerf to defense. To guarantee an outcome past a certain offensive dps figure (blob size).
But nerfing the ability to defend only guarantees someone will lose in that matching instead of the only other possible outcome (stalemate). I'm afraid doing what you suggest might only help already skewed battles turn into steamrolls and holding off an onslaught literally impossible.
Yes, definitely bloodier battles. And no way to stop throwing waves of crap dps against significantly more valuable targets.
baltec1 wrote: Capitals, supers and titans:
A pain to everyone including the people that fly them.
Wreckingball/boot fleet needs to die. Carriers should at the very least lose the ability to drop sentries, probably even just be able to launch fighters. This combined with the RR nerf would end the near immortal deathballs.
Supers meanwhile need two things. First they should lose their Ewar immunity, then in return they and titans gain the ability to dock in stations. This solves the long standing problem of high skilled player leaving due to being stuck in these space coffins and getting bored with life.
I agree with pretty much all of this but the already discussed RR topic.
Just the removal of ewar immunity is a massive shift in game dynamic towards subcaps. It might go too far. I think immunity regarding damps and jams should probably remain and I do like the fighters/bombers only change to (super)carriers. "The unending paradox is that we do learn through pain." |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 21:00:00 -
[1379] - Quote
A great shift to the cap balls you discuss would be an honest look at roles for these ships.
Let's face it, CCP's been playing null by ear since the get go.
Earlier in this thread I wrote a couple posts about numbers and mechanics we often never consider when we talk about balance.
What if capitals and supers only held significance in a battle due to it's attached support fleet? A titan alone isn't one ship that can bean a superweapon at a structure or other cap, but it's real value is supporting the already defined structure of a specific fleet (wings/squads/etc). If fielding a fleet of caps is just pointless when their true application is revealed when attached to a smaller rigid structure.
These are extreme suggestions and admittedly not likely to be embraced considering the resources CCP would need to dedicate to basically reprogram 0.0, fleet structures and even overview function.
But at the same time, a full reexamination is exactly what is needed at this point. Small simple changes will either accomplish little as any fix requires multiple facets of game balance to consider; or they could outright break the game for the worse (like suggesting a ship completely not being able to tank an onslaught of dps despite logistical support dedicated to it)
The alternative is to continue with making the balls larger and larger (cap and subcap alike). Massive structure HPs and escalation et infinity.
Like I said, breaking up the blob is a loaded term and the concept never given just consideration. It requires inspired, focused game design and I'm just not sure if it's something CCP has either the ability nor incentive to execute. It needs more vision and less 'play it by ear'.
And that means not just fixing projection, or what sov is and means, and what caps can do and can't do and what their roles are, but all of it together and towards a defined endpoint.
And while they are showing bravery and vision in some of the recent game introductions; that's a far cry from making 0.0 into a new game. Even residency-based sov is something I doubt we'll see them put on the table. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12722
|
Posted - 2014.08.17 21:09:00 -
[1380] - Quote
Ninteen Seventy-Nine wrote:
What!?!?! DID I JUST READ?!
All things being equal, larger entities will usually have the upper hand. Numbers are numbers no changing that.
We aren't going to make a world where smaller fleets beats larger ones by nerfing defense. I KNOW you know that.
All things equal, the smaller fleet will just get rolled over by the large one faster. Unless you're suggesting a world where subcaps can more easily kill caps? And that's not a small fleet vs large fleet discussion at all. That's a shift in game role tilting severely towards subcaps.
Nerfing the ability to keep a target up and alive is a nerf to defense. To guarantee an outcome past a certain offensive dps figure (blob size).
But nerfing the ability to defend only guarantees someone will lose in that matching instead of the only other possible outcome (stalemate). I'm afraid doing what you suggest might only help already skewed battles turn into steamrolls and holding off an onslaught literally impossible.
Yes, definitely bloodier battles. And no way to stop throwing waves of crap dps against significantly more valuable targets.
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 21:22:00 -
[1381] - Quote
baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do.
If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it.
For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X.
The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it.
You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'
What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress. 
"The unending paradox is that we do learn through pain." |

Anthar Thebess
655
|
Posted - 2014.08.17 21:33:00 -
[1382] - Quote
First of all. If you have 20 timers in CFC/NCPL space. The same day 5 of them in the same hour but in 4 different regions - what will you do?
Send some force , prepare ships, try to minimize damage. What we are saying is that if you are not using space there will be NO timers if 2-3 people live in a constellation, they smart bomb whole time ... you have 2-3 hour timer. Can you react to this?
People are suggesting missions , as a system that could : - generate enough income to feed alliance - make a content for PVP
Make 1 agent site ( proper upgrade) for constellation. You get missions 50% in this system, 30 % in constellation , 20% in any system your alliance owns. Missions are offered only to people owning this system. Agents relay on communication tower on this site - any one can destroy it, and after this new one have to be put in place, and the online timer for it is 20 minutes.
So if you not defend it , all people in constellation are blocked from missions for at least 20minutes.
Will those agents be pirate faction? No. They are reserved to NPC and COSMOS space. Sov agents should be from some other faction, offering none or minimal LP.
Why? Because LP is as worth as many people are doing missions, so : - if we put higsec missions , people living in higsec will have their income reduced - FW lp? Fw could be less dessired, and lowsec will get big nerf - pirate lp? Rattlesnake, Balaghorn, Nightare, Machariel ~ 150mil each - any one?
Instead of damaging existing faction it is easy to create new faction(s). Let them sell modifications to T1 Hulls of a given race - cruser/ BC hull.
Omen -> 'fleet' omen (+25% armor points, requires T1 hull , no other changes) Tornado -> 'fleet' Tornado (+25% shield hp, etc)
Just suggestion, but for sure - new stuff from those LP stores, not present in any other LP store , well except ammo.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

MeBiatch
GRR GOONS
1914
|
Posted - 2014.08.18 02:16:00 -
[1383] - Quote
baltec1 wrote:
Remote Repair:
One of the biggest issues with fighting in nullsec is that smaller fleets cannot hurt large ones thanks to RR support. There is no point in attacking if you cant hurt your enemy so the only answer is to stand down. This problem only gets worse when you start dropping capitals which are now all but immortal vs subcaps. The answer here is to implement diminishing returns on RR so that past a point more reps add nothing.
This will result in much more bloody fights and smaller fleets can stand a chance to at the very least cause some damage.
Capitals, supers and titans:
A pain to everyone including the people that fly them.
Wreckingball/boot fleet needs to die. Carriers should at the very least lose the ability to drop sentries, probably even just be able to launch fighters. This combined with the RR nerf would end the near immortal deathballs.
Supers meanwhile need two things. First they should lose their Ewar immunity, then in return they and titans gain the ability to dock in stations. This solves the long standing problem of high skilled player leaving due to being stuck in these space coffins and getting bored with life.
i have come up with a few ideas for RR balance over the years
https://forums.eveonline.com/default.aspx?g=posts&m=3858512
https://forums.eveonline.com/default.aspx?g=posts&m=4228671
https://forums.eveonline.com/default.aspx?g=posts&m=3886910
https://forums.eveonline.com/default.aspx?g=posts&m=192982
https://forums.eveonline.com/default.aspx?g=posts&t=133253
There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Madam Secretary
Bitter Vet Social Club
0
|
Posted - 2014.08.18 02:22:00 -
[1384] - Quote
One method for implementing a residency requirement might include regular attacks by Pirate NPC on Sov structures, they are after all pirates . They would do everything required to capture the system but would not take ownership of it after destroying all Sov structures. |

fukier
1159
|
Posted - 2014.08.18 02:24:00 -
[1385] - Quote
I came up with this idea that helps deal with force projection here is the sum of it
Quote:SuperCapital and Force projection is way too easy in EvE. As it stands you can hotdrop 40 Titians and 40 SC with a full subcap force with just one cyno.
My Proposal is to give mass limits on CynoGÇÖs and Titan Jump Bridges to limit the ability to easily hot drop ship across the EVE Universe.
The idea is if you want to move more then 8 Titans or 10ish Super Carriers you will need to have more then one active Cyno.
A regular Cyno will now have a mass limit of around 20 billion kg.
Also if you want to Bridge your fleet you will need more then one Titan (Titan JB mass limit is independent from Cyno Mass limit)
Titan JB will now be a two way Worm Hole that has a mass limit of 10 billion kg which is ruff around 50ish battleships.
Hopefully if balanced correctly this will make it much harder to move mega fleets around and will allow for more flavor when doing fleet ops.
I am not sure if this should also include covert cynos this is up to debate.
Also an idea for cap ships is having an independent spool up time for Jump Drives that way you cant just use ET and cap rechargers to move cap fleets fast.
Also Now fow a titan to use its Bridge it needs to be sitting outside the pos shield.
TLDR: Cyno now has a mass limit of 20 billion kg (just over 8 Titans or 10 super carriers) Titan Jump Bridge now works as a two way Worm Hole that has a mass limit of 10 billion kg (about 50ish Battleships) Jump Drives now have an independent spool up time to activate (time is 10 min with a new skill that can reduce to 5 min at lev V) Also if a titan wants to activate the Bridge it needs to be sitting outside the pos shield. At the end of the game both the pawn and the Queen go in the same box. |

baltec1
Bat Country Goonswarm Federation
12722
|
Posted - 2014.08.18 03:55:00 -
[1386] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress. 
It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same.
You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Dr Cedric
Independent Miners Corporation Care Factor
70
|
Posted - 2014.08.18 06:01:00 -
[1387] - Quote
Problem with that Baltec is that the bigger alliance will always win. You (the small alliance) can only kamikazee the other guy (the big alliance) for so long. As soon as everyone has exhausted their assets (alliance/corp and individual) the bigger alliance that had more assets still wins. Logi or no, the bigger guy wins.
If you want to nerf Logi, then put an "explosion radius" effect on the shield/armor/cap transporter. Caps heal caps, T2 heal BS, T1 cruiser heal cruiser and Frigs heal frigs. Gives a fleet a reason to run squads/wings w/ the appropriate ships/sizes
Cedric
|

baltec1
Bat Country Goonswarm Federation
12724
|
Posted - 2014.08.18 06:34:00 -
[1388] - Quote
Dr Cedric wrote:Problem with that Baltec is that the bigger alliance will always win. You (the small alliance) can only kamikazee the other guy (the big alliance) for so long. As soon as everyone has exhausted their assets (alliance/corp and individual) the bigger alliance that had more assets still wins. Logi or no, the bigger guy wins.
If you want to nerf Logi, then put an "explosion radius" effect on the shield/armor/cap transporter. Caps heal caps, T2 heal BS, T1 cruiser heal cruiser and Frigs heal frigs. Gives a fleet a reason to run squads/wings w/ the appropriate ships/sizes
Bigger alliances always win right now. If you want smaller powers in nullsec you have to nerf RR otherwise we will continue to have one sided slaughters. Having diminishing returns on logi means they continue to be effective in smaller fleet roams but in big fleet engagements they dont make one side unkillable. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.18 06:47:00 -
[1389] - Quote
Kill the API keys.
Make mail notification on the last timer only.
**** out of game management! |

Anthar Thebess
656
|
Posted - 2014.08.18 08:47:00 -
[1390] - Quote
cpt Niki wrote:Kill the API keys.
Make mail notification on the last timer only.
**** out of game management!
This is good idea. Now most of the bigger alliances are routing all their warnings to some additional tools , that usually broadcast them to all FC using a jabber.
Even if no one from the corporation is around , information about someone shooting something is transmitted to alliance members. If this was CCP idea , there should be some API specially for this. Now it is just abuse of the mechanic. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
|

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 10:28:00 -
[1391] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress.  It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same. You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time.
Your doing that thing where you just repeat yourself without addressing what has just been put in front of you.
The larger fleet will only roll over the smaller even faster, with no effective defense being able to be mounted by the smaller in a defensive situation.
Your change doesn't balance anything, you haven't showed where it does. You haven't shown how this doesn't provide the same advantage to a larger fleet vs a smaller one (all things are equal here)
You aren't balancing fights to the advantage of small fleets; though perhaps to the advantage of larger but cheaper fleets You're only doing away with any ability to construct a defense against any fleet past a certain size.
It's amazing you think this will fix 0.0.. but power projection? Oh, no, that's nothing, *wave arms* look over here at this RR nerf 
"The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 10:40:00 -
[1392] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress.  It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same. You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time. Your doing that thing where you just repeat yourself without addressing what has just been put in front of you. The larger fleet will only roll over the smaller even faster,with no effective defense being able to be mounted by the smaller in a defensive situation. Your change doesn't balance anything, you haven't showed where it does. You haven't shown how this doesn't provide the same advantage to a larger fleet vs a smaller one (all things are equal here) You aren't balancing fights to the advantage of small fleets; though perhaps to the advantage of larger but cheaper fleets You're only doing away with any ability to construct a defense against any fleet past a certain size. It's amazing you think this will fix 0.0.. but power projection? Oh, no, that's nothing, *wave arms* look over here at this RR nerf 
You ignore the fact that it used to happen before CCP buffed RR.
We currently are in a situation where the bigger fleet takes near no losses while the smaller one gets wiped out entirely. People wont fight if they can kill anything which is why RR must be nerfed so that smaller alliances can at least stand some chance. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 10:48:00 -
[1393] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress.  It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same. You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time. Your doing that thing where you just repeat yourself without addressing what has just been put in front of you. The larger fleet will only roll over the smaller even faster,with no effective defense being able to be mounted by the smaller in a defensive situation. Your change doesn't balance anything, you haven't showed where it does. You haven't shown how this doesn't provide the same advantage to a larger fleet vs a smaller one (all things are equal here) You aren't balancing fights to the advantage of small fleets; though perhaps to the advantage of larger but cheaper fleets You're only doing away with any ability to construct a defense against any fleet past a certain size. It's amazing you think this will fix 0.0.. but power projection? Oh, no, that's nothing, *wave arms* look over here at this RR nerf  You ignore the fact that it used to happen before CCP buffed RR. We currently are in a situation where the bigger fleet takes near no losses while the smaller one gets wiped out entirely. People wont fight if they can kill anything which is why RR must be nerfed so that smaller alliances can at least stand some chance.
People used to mine in battleships to build their fleets. That doesn't serve as evidence of any great balance theory.
You haven't quantified anything here. And more importantly, you haven't responded to the other effects this change would introduce.
We aren't interested in your personal faith and beliefs, put up or shut up. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 10:59:00 -
[1394] - Quote
This from a pair of NPC corp alts who have likely never been in null for more than a month.
I have indeed told you exactly why the RR change is needed, you are simply chosing to ignore it because you seem to think that the current situation of unkillable blobs and one sided slaughters is better than a smaller fleet being able to at the very least take a large number of ships with them. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 11:26:00 -
[1395] - Quote
Lol, better attack me vs my points eh baltec?
You literally haven't explained anything. Stating a thing doesn't magically make it so.
See it works like this:
In a situation of equal distanced goals across eve A,B,C ,D; by nerfing power projection and slowing response times we can provide a situation where only two strategic goals can be accomplished in X time without utilization of mechanics that offer other delimiting and impacting downsides. This changes the status quo as timer based defenses can be strategized by region and thus exploited whereas they cannot be currently
Your retort to that is "nothing will change we r persistant" (ignoring no one mentioned YOU to begin with :p)
You then state if we remove remote reps smaller fleets will win.
I asked how this does any sort of thing (how on earth does rr removal help 50 of a hull stand against 150)?
"Well it just does, it used to happen dog"
In fact, I'm in fleets all the time where our ability to better use RR is the sole reason we're able to stand against larger groups.
You not only haven't provided any logical proof of your statements, current reality contradicts the way you seem to think offense/defense works. "The unending paradox is that we do learn through pain." |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.18 11:30:00 -
[1396] - Quote
RR is good,
You can kill RR with many ways, I believe you need more f1 peasants in megas than in ecm damp ceptors or anything that can kill the RR.
|

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 13:10:00 -
[1397] - Quote
Ninteen Seventy-Nine wrote:Lol, better attack me vs my points eh baltec?
You literally haven't explained anything. Stating a thing doesn't magically make it so.
See it works like this:
In a situation of equal distanced goals across eve A,B,C ,D; by nerfing power projection and slowing response times we can provide a situation where only two strategic goals can be accomplished in X time without utilization of mechanics that offer other delimiting and impacting downsides. This changes the status quo as timer based defenses can be strategized by region and thus exploited whereas they cannot be currently
Your retort to that is "nothing will change we r persistant" (ignoring no one mentioned YOU to begin with :p)
You then state if we remove remote reps smaller fleets will win.
I asked how this does any sort of thing (how on earth does rr removal help 50 of a hull stand against 150)?
"Well it just does, it used to happen dog"
In fact, I'm in fleets all the time where our ability to better use RR is the sole reason we're able to stand against larger groups.
You not only haven't provided any logical proof of your statements, current reality contradicts the way you seem to think offense/defense works.
EG deal with threat A
SV deal with threat B
Freedom deal with threat C
FA deal with threat C
That leaves several other sigs for further deployment. At the same time our enemy cannot deploy as quickly as before so we have the exact same situation as now only slower. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 13:17:00 -
[1398] - Quote
cpt Niki wrote:RR is good,
You can kill RR with many ways, I believe you need more f1 peasants in megas than in ecm damp ceptors or anything that can kill the RR.
Past a point you cant, that is the problem. Right now fight all go the same way, one side takes few losses the other gets wiped out. A fight with even losses on both sides just doesn't happen anymore. Throw in a boot fleet and the enemy subcaps can either quit the fight or die without any hope of killing anything. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.18 13:27:00 -
[1399] - Quote
baltec1 wrote:cpt Niki wrote:RR is good,
You can kill RR with many ways, I believe you need more f1 peasants in megas than in ecm damp ceptors or anything that can kill the RR.
Past a point you cant, that is the problem. Right now fight all go the same way, one side takes few losses the other gets wiped out. A fight with even losses on both sides just doesn't happen anymore. Throw in a boot fleet and the enemy subcaps can either quit the fight or die without any hope of killing anything.
So there is your problem, not the RR. stop bringing 1k peasants and you can have it. Stop the nerf, search deeper for a solution.
A great Idea is also a grid with points, CCP should make a way to give points to every ship that is on grid and taking in account the standings will vanish (like AT) those points that exceed the limit! Yes that way we will have a fair fight!
Kill the API make out of game management not possible! Make players talk to each other to gain trust Make those who play the game to spent time to Manage their alliance / corporation / coalition.
No notifications for everything! go out there and see if your borders are been invaded.
Search something else in the core gameplay not ideas like nerf this nerf that!
Whatever you propose is based on the ******* numbers! they have 100 logis go out there with 200 blackbirds you think blackberds are paperthin? go with scorpions.
the logi shi..t has a counter but you are asking for more peasants in dps ships. |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 13:36:00 -
[1400] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:Lol, better attack me vs my points eh baltec?
You literally haven't explained anything. Stating a thing doesn't magically make it so.
See it works like this:
In a situation of equal distanced goals across eve A,B,C ,D; by nerfing power projection and slowing response times we can provide a situation where only two strategic goals can be accomplished in X time without utilization of mechanics that offer other delimiting and impacting downsides. This changes the status quo as timer based defenses can be strategized by region and thus exploited whereas they cannot be currently
Your retort to that is "nothing will change we r persistant" (ignoring no one mentioned YOU to begin with :p)
You then state if we remove remote reps smaller fleets will win.
I asked how this does any sort of thing (how on earth does rr removal help 50 of a hull stand against 150)?
"Well it just does, it used to happen dog"
In fact, I'm in fleets all the time where our ability to better use RR is the sole reason we're able to stand against larger groups.
You not only haven't provided any logical proof of your statements, current reality contradicts the way you seem to think offense/defense works. EG deal with threat A SV deal with threat B Freedom deal with threat C FA deal with
Yes, duh, ttp
And never the twain shall meet while accomplishing their individual goals to bail out the other should one of these turn out bad; or not without abandoning/diverting from its own task.
By seperating and crucially, yes, slowing it down, groups will have to committ to actions by only having the ability to address so much in a given period of time.
Because you cannot conquer what can never (practically speaking) be divided. This doesn't occur to you as a change for the better from today though I imagine.
But removing RR is going to make it all better.... because. Amazing. :D "The unending paradox is that we do learn through pain." |
|

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 13:46:00 -
[1401] - Quote
http://themittani.com/features/rethinking-nullsec
A more in depth look at nulls problems including RR. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 14:16:00 -
[1402] - Quote
baltec1 wrote:http://themittani.com/features/rethinking-nullsec
A more in depth look at nulls problems including RR.
Yes that article isn't news. Nor is it filled with much aside from fantasy replacements for RR that are all shot down as short sighted by its own author and contingent on many other unspecified changes needing to take place.
It's right that the paradigm needs to change but attacks that from the complete wrong direction. The problem is the need to field a ball of motherships and titans to begin with.
And that will not be accomplished nor nullified by hamfisted changes to pvp logistics as a whole in some vain attempt to change only the largest null battleballs. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 14:52:00 -
[1403] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:http://themittani.com/features/rethinking-nullsec
A more in depth look at nulls problems including RR. Yes that article isn't news. Nor is it filled with much aside from fantasy replacements for RR that are all shot down as short sighted by its own author and contingent on many other unspecified changes needing to take place. It's right that the paradigm needs to change but attacks that from the complete wrong direction. The problem is the need to field a ball of motherships and titans to begin with. And that will not be accomplished nor nullified by hamfisted changes to pvp logistics as a whole in some vain attempt to change only the largest null battleballs.
Logistics are exactly the cause of these massive fleets. You need to bring the firepower to alpha ships before reps can land which means massive fleets. Boot fleet and wrecking ball are the natural evolution of the logi/alpha meta that the current mechanics demand. Smaller alliances have no hope of even killing anything in fights vs the big powers.
Yes, people dont like to hear this. People dont want to lose the current logistics meta. But it needs to happen in order for smaller alliances to be viable in null sec no mater what sov system is put in place. Hell my name will one of the first called out in any fight, but I accept that this change needs to happen. Join Bat Country today and defend the Glorious Socialist Dictatorship |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
4
|
Posted - 2014.08.18 15:00:00 -
[1404] - Quote
baltec1 wrote:
Logistics are exactly the cause of these massive fleets. You need to bring the firepower to alpha ships before reps can land which means massive fleets. Boot fleet and wrecking ball are the natural evolution of the logi/alpha meta that the current mechanics demand. Smaller alliances have no hope of even killing anything in fights vs the big powers.
.
Try capacitor warfare or e-war. The tools are there for you to deal with these issues. It is up to the players to find counters to the current meta, not CCP. You goons are always asking for the game to be changed when you can't figure something out. Usually there is always a solution and you just aren't willing to see it or try it. Your problems are caused by your own hubris and unwillingness to adapt.
Nullsec stagnation has nothing to do with these mechanics. The reason there is a blue doughnut is because the leadership of the two big power blocks have chosen not to fight. You want CCP to change the game for you when the players have the power to change it for themselves. How typical. |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
48
|
Posted - 2014.08.18 15:07:00 -
[1405] - Quote
No.
Massive fleets are the cause of massive fleets. You're just trying to sell some 'new truth' at this point.
And your solution isn't going to change any of that. There will remain (or increase) the need to throw massive numbers at a target goal.
All it does is eliminate defensive options so that fights would boil down to spam of dps/ewar. Absolutely nothing you've said here or contained in those articles suggests otherwise. No 'small fleets now defeating superior numbers' nor how this magically breaks up huge fleet sizes.
But do you know what would break those fleets up?
Needing to divide themselves to commit to fights on seperate fronts and removing the ability for everyone to instantly respond to assist their friends on the opposite side of known space. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 15:11:00 -
[1406] - Quote
NoLife NoFriends StillPosting wrote:baltec1 wrote:
Logistics are exactly the cause of these massive fleets. You need to bring the firepower to alpha ships before reps can land which means massive fleets. Boot fleet and wrecking ball are the natural evolution of the logi/alpha meta that the current mechanics demand. Smaller alliances have no hope of even killing anything in fights vs the big powers.
.
Try capacitor warfare or e-war. The tools are there for you to deal with these issues. It is up to the players to find counters to the current meta, not CCP. You goons are always asking for the game to be changed when you can't figure something out. Usually there is always a solution and you just aren't willing to see it or try it. Your problems are caused by your own hubris and unwillingness to adapt.
Cap warfare doesnt work and ECM wont either. Both do poorly in large fleets as it is impossible to cordinate them. We do use damps in FYF but they are useless vs wreckingball fleets and only marginally effective vs subcaps.
The only people who think ECM and neuts are viable are people have never fought in null sec wars. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 15:15:00 -
[1407] - Quote
Ninteen Seventy-Nine wrote:No.
Massive fleets are the cause of massive fleets. You're just trying to sell some 'new truth' at this point.
And your solution isn't going to change any of that. There will remain (or increase) the need to throw massive numbers at a target goal.
All it does is eliminate defensive options so that fights would boil down to spam of dps/ewar. Absolutely nothing you've said here or contained in those articles suggests otherwise. No 'small fleets now defeating superior numbers' nor how this magically breaks up huge fleet sizes.
But do you know what would break those fleets up?
Needing to divide themselves to commit to fights on seperate fronts and removing the ability for everyone to instantly respond to assist their friends on the opposite side of known space.
I already showed you that we already split our forces up. The exact same deployment structure we use now would continue to be effective if you remove jump bridges, and all capitals entirely from the game. Join Bat Country today and defend the Glorious Socialist Dictatorship |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 15:20:00 -
[1408] - Quote
baltec1 wrote: Both do poorly in large fleets as it is impossible to cordinate them. .

Sounds like Goons need to learn to play instead of face rolling to victory via numbers. There is a solution, you are just unwilling put forth the effort. |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 15:25:00 -
[1409] - Quote
NoLife NoFriends StillPosting wrote:baltec1 wrote: Both do poorly in large fleets as it is impossible to cordinate them. .  Sounds like Goons need to learn to play instead of face rolling to victory via numbers. There is a solution, you are just unwilling put forth the effort.
More like you need to go learn more about this game. Tell me, if these weapon systems are so good why does nobody use them against us? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
48
|
Posted - 2014.08.18 15:26:00 -
[1410] - Quote
Look, I'm honestly not out to just play your devils advocate. You make some reasonable points. And I'm certainly not ttacking your organization.
If you have an issue with massive balls (lol)... of capital ships RR each other
its far more healthy for 00 landscape to disincentivize those 'all in one system' fights and far more measured and logical to look at the abilities and roles of cap and supercaps themselves than to think the fix is to rework eve combat mechanics from the ground up. "The unending paradox is that we do learn through pain." |
|

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 15:52:00 -
[1411] - Quote
baltec1 wrote:NoLife NoFriends StillPosting wrote:baltec1 wrote: Both do poorly in large fleets as it is impossible to cordinate them. .  Sounds like Goons need to learn to play instead of face rolling to victory via numbers. There is a solution, you are just unwilling put forth the effort. More like you need to go learn more about this game. Tell me, if these weapon systems are so good why does nobody use them against us?
You are missing the point and putting up a straw man.
When have Goons ever won anything without having superior numbers? All you people know is one way to fight, the easy way, and you aren't willing to put forth the effort and rise to the challenge to find out what works, you would rather ask CCP to change the game for you. Pathetic.
Nullsec stagnation is purely centered around the unwillingness of the 2 great power blocs to fight. You put yourselves into this situation. Get a clue and try convincing your leadership of what needs to be done for the good of EVE. If you people weren't so afraid of losing, EVE wouldn't be in the state that it is in. |

SFM Hobb3s
Wrecking Shots Black Legion.
110
|
Posted - 2014.08.18 16:00:00 -
[1412] - Quote
We all know John Lennon would be writing a song about Imagining an EVE without Remote Reps. |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 16:05:00 -
[1413] - Quote
Ninteen Seventy-Nine wrote:Look, I'm honestly not out to just play your devils advocate. You make some reasonable points. And I'm certainly not ttacking your organization.
If you have an issue with massive balls (lol)... of capital ships RR each other
its far more healthy for 00 landscape to disincentivize those 'all in one system' fights and far more measured and logical to look at the abilities and roles of cap and supercaps themselves than to think the fix is to rework eve combat mechanics from the ground up.
The mechanics need it.
The problem is that you are looking at power projection as a problem when it is just a symptom of other problems. The way to solve the issue of power projection is to rework sov so that you cannot hold hundreds to thousands of empty systems. Residency based sov would reduce our space from half the galaxy to just Dek. This means we also lose the vast bulk of the jumpbridge network. Without the need to guard huge regions of space the issue of titan bridging fleets from one end of the galaxy to the other also vanishes. Infact it becomes downright dangerous due to us not holding the space.
We then need to reduce the need to have massive fleets. Residency sov again helps greatly by removing the need to form up for just 4 fights at fixed times and instead needing to attack someone space 24/7. Huge fleets simply don't do this job well nor will dumping a wrecking ball in a system for a few hours. The RR changes would further erode into the need for having large fleets to alpha through RR support. It would now be viable to throw cheap, disposable fleets such as shield rax into the heart of a battleship fleets and just smash away or even run gorilla fleets like we used to in 2007 and cause a lot of damage. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Falin Whalen
GoonWaffe Goonswarm Federation
708
|
Posted - 2014.08.18 16:05:00 -
[1414] - Quote
Ninteen Seventy-Nine wrote:Look, I'm honestly not out to just play your devils advocate. You make some reasonable points. And I'm certainly not ttacking your organization. If you have an issue with massive balls (lol)... of capital ships RR each other its far more healthy for 00 landscape to disincentivize those 'all in one system' fights and far more measured and logical to look at the abilities and roles of cap and supercaps themselves than to think the fix is to rework eve combat mechanics from the ground up. The thing is we do want to disincentivise the 'all in one system' fightghts too. The thing is that the Dominion SOV system has unwittingly become a paperclip maximizer. The entire SOV system needs a rewrite or we will just be back where we are at present with a new meta to maximize. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 16:09:00 -
[1415] - Quote
NoLife NoFriends StillPosting wrote:baltec1 wrote:NoLife NoFriends StillPosting wrote:baltec1 wrote: Both do poorly in large fleets as it is impossible to cordinate them. .  Sounds like Goons need to learn to play instead of face rolling to victory via numbers. There is a solution, you are just unwilling put forth the effort. More like you need to go learn more about this game. Tell me, if these weapon systems are so good why does nobody use them against us? You are missing the point and putting up a straw man. When have Goons ever won anything without having superior numbers? All you people know is one way to fight, the easy way, and you aren't willing to put forth the effort and rise to the challenge to find out what works, you would rather ask CCP to change the game for you. Pathetic. Nullsec stagnation is purely centered around the unwillingness of the 2 great power blocs to fight. You put yourselves into this situation. Get a clue and try convincing your leadership of what needs to be done for the good of EVE. If you people weren't so afraid of losing, EVE wouldn't be in the state that it is in.
Ah so you are a grr goon poster.
Its funny how, if ECM is such a viable weapon, that nobody uses it. Infact the last people to use it was, well, us in alpha fleets. It was retired because ECM ships are both easily removed from a fight and provide very little advantage as logi simply fitted ECCM. Join Bat Country today and defend the Glorious Socialist Dictatorship |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 16:15:00 -
[1416] - Quote
baltec1 wrote:NoLife NoFriends StillPosting wrote:baltec1 wrote:NoLife NoFriends StillPosting wrote:baltec1 wrote: Both do poorly in large fleets as it is impossible to cordinate them. .  Sounds like Goons need to learn to play instead of face rolling to victory via numbers. There is a solution, you are just unwilling put forth the effort. More like you need to go learn more about this game. Tell me, if these weapon systems are so good why does nobody use them against us? You are missing the point and putting up a straw man. When have Goons ever won anything without having superior numbers? All you people know is one way to fight, the easy way, and you aren't willing to put forth the effort and rise to the challenge to find out what works, you would rather ask CCP to change the game for you. Pathetic. Nullsec stagnation is purely centered around the unwillingness of the 2 great power blocs to fight. You put yourselves into this situation. Get a clue and try convincing your leadership of what needs to be done for the good of EVE. If you people weren't so afraid of losing, EVE wouldn't be in the state that it is in. Ah so you are a grr goon poster. Its funny how, if ECM is such a viable weapon, that nobody uses it. Infact the last people to use it was, well, us in alpha fleets. It was retired because ECM ships are both easily removed from a fight and provide very little advantage as logi simply fitted ECCM.
Your problem is that you guys are only capable of thinking one dimensional. I don't expect you to know anything complex about EVE. "Unga Smash" is all you guys do. It isn't impressive, its just the huddling of the masses.
Nobody expects you to come up with the solution. But given that the only limitations to your problems are complexity and organization, i'd say it is well balanced.
"its too hard" should not be your excuse. Stop blaming CCP and start blaming your leadership, sheeple. |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 16:17:00 -
[1417] - Quote
NoLife NoFriends StillPosting wrote:
Your problem is that you guys are only capable of thinking one dimensional. I don't expect you to know anything complex about EVE. "Unga Smash" is all you guys do. It isn't impressive, its just the huddling of the masses.
Nobody expects you to come up with the solution. But given that the only limitations to your problems are complexity and organization, i'd say it is well balanced.
"its too hard" should not be your excuse. Stop blaming CCP and start blaming your leadership, sheeple.
Again, if ECM was viable why does not a single large fleet in the entire game use it? Join Bat Country today and defend the Glorious Socialist Dictatorship |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 16:20:00 -
[1418] - Quote
baltec1 wrote:
Again, if ECM was viable why does not a single large fleet in the entire game use it?
http://en.wikipedia.org/wiki/Straw_man
"A straw man is a common type of argument and is an informal fallacy based on the misrepresentation of an opponent's argument."
How typical. Try to think in more than one dimension, guy. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1559
|
Posted - 2014.08.18 16:24:00 -
[1419] - Quote
baltec1 wrote:Anthar Thebess wrote: Why? How many times you can fight in the same setup, the same gang, in TIDI 10% ( real 0.5%) for 7 hours.
Been doing this for the last 4 years. 8 if you include pre tidi. Face it, you cant fix anything by trying to nerf power projection. We will always get our forces to where we need it, even if it means warping gates from one side of EVE to the other.
Indeed power projection nerf does not SOLVE anything. But some level of reduction of massive fleets mobility would be a good icing in the cake of a reform of 0.0 warfare that make large fleets less needed.
A slight impediment and a reduction of the desire when combined make much larger effect over human psycology than eithe rof the 2 in separate. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1559
|
Posted - 2014.08.18 16:27:00 -
[1420] - Quote
afkalt wrote:It would make it a hell of a lot hard to fight on two (or more) fronts though.
Would be relevant for supercaps only. All other vessels can be stockpiled on all fronts and pilots jump clone, suicide jump or shuttle travel to the other front.
Nerfign power projection alone will NOT solve the issue as long at the activity remains NECESSARY.
It does not matter how hard is to get food.. getting food is mandatory so people will continue to get food, facing harder work if needed. But as long as food is needed, people will continue to eat, no matter the obstacles you add. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 16:28:00 -
[1421] - Quote
Kagura Nikon wrote:baltec1 wrote:Anthar Thebess wrote: Why? How many times you can fight in the same setup, the same gang, in TIDI 10% ( real 0.5%) for 7 hours.
Been doing this for the last 4 years. 8 if you include pre tidi. Face it, you cant fix anything by trying to nerf power projection. We will always get our forces to where we need it, even if it means warping gates from one side of EVE to the other. Indeed power projection nerf does not SOLVE anything. But some level of reduction of massive fleets mobility would be a good icing in the cake of a reform of 0.0 warfare that make large fleets less needed. A slight impediment and a reduction of the desire when combined make much larger effect over human psycology than eithe rof the 2 in separate.
They just doubled the cost of jumping them, It had no impact on us. We would find a way to deploy them. The answer is as I put further up, deal with the reasons behind needing them in the first place. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 16:31:00 -
[1422] - Quote
NoLife NoFriends StillPosting wrote:baltec1 wrote:
Again, if ECM was viable why does not a single large fleet in the entire game use it?
http://en.wikipedia.org/wiki/Straw_man"A straw man is a common type of argument and is an informal fallacy based on the misrepresentation of an opponent's argument." How typical. Try to think in more than one dimension, guy.
That's not a straw man. You should stop trying to shoehorn tippias' thing into an argument and actually do your homework on fleet comps over the years. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Falin Whalen
GoonWaffe Goonswarm Federation
708
|
Posted - 2014.08.18 16:49:00 -
[1423] - Quote
NoLife NoFriends StillPosting wrote:Nullsec stagnation is purely centered around the unwillingness of the 2 great power blocs to fight. You put yourselves into this situation. Get a clue and try convincing your leadership of what needs to be done for the good of EVE. If you people weren't so afraid of losing, EVE wouldn't be in the state that it is in. The Dominion SOV system pretty much forces you to maximize SOV, in order to maximise returns on SOV ownreship. (money moons, good truesec for line members to rat in) This forces the leaders to squash any threat to SOV ownership. Smashing the little guy now, before he can become any threat to even a single system you own later. Figureing out a new more powerful meta for fleet combat so that you minimise losses to your fleet, and have a more mobile fleet so that you can attack/defend more with less effort. We (N3/PL, CFC) have taken the Dominion SOV system almost to its logical conclusion, and it is frighening ALL of us, but the demands of the Dominion SOV system require us to continue, to figure out a meta that will beat the present one in efficiency. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
48
|
Posted - 2014.08.18 17:09:00 -
[1424] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:Look, I'm honestly not out to just play your devils advocate. You make some reasonable points. And I'm certainly not ttacking your organization.
If you have an issue with massive balls (lol)... of capital ships RR each other
its far more healthy for 00 landscape to disincentivize those 'all in one system' fights and far more measured and logical to look at the abilities and roles of cap and supercaps themselves than to think the fix is to rework eve combat mechanics from the ground up. The mechanics need it. The problem is that you are looking at power projection as a problem when it is just a symptom of other problems. The way to solve the issue of power projection is to rework sov so that you cannot hold hundreds to thousands of empty systems. Residency based sov would reduce our space from half the galaxy to just Dek. This means we also lose the vast bulk of the jumpbridge network. Without the need to guard huge regions of space the issue of titan bridging fleets from one end of the galaxy to the other also vanishes. Infact it becomes downright dangerous due to us not holding the space. We then need to reduce the need to have massive fleets. Residency sov again helps greatly by removing the need to form up for just 4 fights at fixed times and instead needing to attack someone space 24/7. Huge fleets simply don't do this job well nor will dumping a wrecking ball in a system for a few hours. The RR changes would further erode into the need for having large fleets to alpha through RR support. It would now be viable to throw cheap, disposable fleets such as shield rax into the heart of a battleship fleets and just smash away or even run gorilla fleets like we used to in 2007 and cause a lot of damage.
This is what I mean, I can agree with pretty much all of this,
But its shortsighted to balance the foundation of defensive logistics across this huge game around such a specific issue.
I think the sov endgame issues can quickly be seen by those in the coalitions as "the game".
But for the vast majority its not. It's your game. (Insert "ruining your game" goon slogan irony here)
In the game as a whole, at any given time there can be several to dozens of mid-tier engagements across low sec and npc 00, fights comprising of 20-150 participents. frig/af gangs, hacs, you name it, a couple carriers get dropped, escalation is welcome here and is what differentiates between a good day and an epic one. All of this does revolve around the intermingle of EW, RR, dynamic battles that dont boil down to cracking a ball of motherships.
To alter the how logistics work to fix sov and coalition level engagements is nuts.
Yes, sov needs changed, caps need changed, but resetting pvp as we know it is not only the wrong thing to do, but risks shifting the dynamics of less-than-1000 player fights into something less diverse and more lopsided towards a flat dps slug out.
Make a case for removing remote cap rep mods entirely if you want. But needing and using logistics in a fight isn't a problem to 99% of the game.
It's just another (welcome) tool in the toolbox. One that remains interesting by having MORE tools in it ,not less.
"The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12728
|
Posted - 2014.08.18 17:27:00 -
[1425] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:Ninteen Seventy-Nine wrote:Look, I'm honestly not out to just play your devils advocate. You make some reasonable points. And I'm certainly not ttacking your organization.
If you have an issue with massive balls (lol)... of capital ships RR each other
its far more healthy for 00 landscape to disincentivize those 'all in one system' fights and far more measured and logical to look at the abilities and roles of cap and supercaps themselves than to think the fix is to rework eve combat mechanics from the ground up. The mechanics need it. The problem is that you are looking at power projection as a problem when it is just a symptom of other problems. The way to solve the issue of power projection is to rework sov so that you cannot hold hundreds to thousands of empty systems. Residency based sov would reduce our space from half the galaxy to just Dek. This means we also lose the vast bulk of the jumpbridge network. Without the need to guard huge regions of space the issue of titan bridging fleets from one end of the galaxy to the other also vanishes. Infact it becomes downright dangerous due to us not holding the space. We then need to reduce the need to have massive fleets. Residency sov again helps greatly by removing the need to form up for just 4 fights at fixed times and instead needing to attack someone space 24/7. Huge fleets simply don't do this job well nor will dumping a wrecking ball in a system for a few hours. The RR changes would further erode into the need for having large fleets to alpha through RR support. It would now be viable to throw cheap, disposable fleets such as shield rax into the heart of a battleship fleets and just smash away or even run gorilla fleets like we used to in 2007 and cause a lot of damage. This is what I mean, I can agree with pretty much all of this, But its shortsighted to balance the foundation of defensive logistics across this huge game around such a specific issue. I think the sov endgame issues can quickly be seen by those in the coalitions as "the game". But for the vast majority its not. It's your game. (Insert "ruining your game" goon slogan irony here) In the game as a whole, at any given time there can be several to dozens of mid-tier engagements across low sec and npc 00, fights comprising of 20-150 participents. frig/af gangs, hacs, you name it, a couple carriers get dropped, escalation is welcome here and is what differentiates between a good day and an epic one. All of this does revolve around the intermingle of EW, RR, dynamic battles that dont boil down to cracking a ball of motherships. To alter the how logistics work to fix sov and coalition level engagements is nuts. Yes, sov needs changed, caps need changed, but resetting pvp as we know it is not only the wrong thing to do, but risks shifting the dynamics of less-than-1000 player fights into something less diverse and more lopsided towards a flat dps slug out. Make a case for removing remote cap rep mods entirely if you want. But needing and using logistics in a fight isn't a problem to 99% of the game. It's just another (welcome) tool in the toolbox. One that remains interesting by having MORE tools in it ,not less.
Thats why I ask for diminishing returns. The smaller fleets RR would work as normal even when using a handfull of carriers or supers. Its only when you start usinging them in large numbers in big fleets that the diminishing returns would hit. Most people in EVE who dont take part in the big fights simply wont notice the change. Join Bat Country today and defend the Glorious Socialist Dictatorship |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 17:48:00 -
[1426] - Quote
Falin Whalen wrote:NoLife NoFriends StillPosting wrote:Nullsec stagnation is purely centered around the unwillingness of the 2 great power blocs to fight. You put yourselves into this situation. Get a clue and try convincing your leadership of what needs to be done for the good of EVE. If you people weren't so afraid of losing, EVE wouldn't be in the state that it is in. The Dominion SOV system pretty much forces you to maximize SOV, in order to maximise returns on SOV ownreship. (money moons, good truesec for line members to rat in) This forces the leaders to squash any threat to SOV ownership. Smashing the little guy now, before he can become any threat to even a single system you own later. Figureing out a new more powerful meta for fleet combat so that you minimise losses to your fleet, and have a more mobile fleet so that you can attack/defend more with less effort. We (N3/PL, CFC) have taken the Dominion SOV system almost to its logical conclusion, and it is frighening ALL of us, but the demands of the Dominion SOV system require us to continue, to figure out a meta that will beat the present one in efficiency.
If I am reading this right it it sounds like the incentive of the profits you are making are exceeding your desire cause the conflict that keeps the game interesting. I know many pilots in the coalitions want a great war, but the leadership apparently doesn't want it to happen, as they have the most to lose.
This phenomena has occurred in other games as well, such as Darkfall. 2 great powers emerge composed of many players who want to the opposing faction, and then the leadership decides its easier to sit on their control of resources that risk the losses that could come no doubt come from continuous conflict. Basically the leadership is afraid to lose their space pixels.
I still feel it is up to the players to force your leadership into causing conflict, because they already shown their unwillingness to fight, and it is causing a mass loss of interest in the game.
|

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
48
|
Posted - 2014.08.18 17:50:00 -
[1427] - Quote
baltec wrote: Thats why I ask for diminishing returns. The smaller fleets RR would work as normal even when using a handfull of carriers or supers. Its only when you start usinging them in large numbers in big fleets that the diminishing returns would hit. Most people in EVE who dont take part in the big fights simply wont notice the change.
Even if that much is appropiate the devils in the details.
Then there is the previously stated concern of null fights boiling down to cheap dps spam. I'm not sold that this is a very progressive trade
None of this invalidates the need for power projection to be limited and time consuming. In many regards it would reinforce the need for every reason I've already cited. "The unending paradox is that we do learn through pain." |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 17:53:00 -
[1428] - Quote
baltec1 wrote:NoLife NoFriends StillPosting wrote:baltec1 wrote:
Again, if ECM was viable why does not a single large fleet in the entire game use it?
http://en.wikipedia.org/wiki/Straw_man"A straw man is a common type of argument and is an informal fallacy based on the misrepresentation of an opponent's argument." How typical. Try to think in more than one dimension, guy. That's not a straw man. You should stop trying to shoehorn tippias' thing into an argument and actually do your homework on fleet comps over the years.
Of course it is a strawman. you are talking about only one thing (ECM) and in one specific scenario (large fleets).
Lets not limit ourselves to only arguments you think you can win, shall we? I honestly don't know how anyone can take someone like you seriously. |

baltec1
Bat Country Goonswarm Federation
12729
|
Posted - 2014.08.18 18:05:00 -
[1429] - Quote
Ninteen Seventy-Nine wrote:baltec wrote: Thats why I ask for diminishing returns. The smaller fleets RR would work as normal even when using a handfull of carriers or supers. Its only when you start usinging them in large numbers in big fleets that the diminishing returns would hit. Most people in EVE who dont take part in the big fights simply wont notice the change.
Even if that much is appropiate the devils in the details. Then there is the previously stated concern of null fights boiling down to cheap dps spam. I'm not sold that this is a very progressive trade None of this invalidates the need for power projection to be limited and time consuming. In many regards it would reinforce the need for every reason I've already cited.
Its part of many changes that invalidates needing to project big fleets and full super fleets.
Null fights having cheap dps fleets attacking each other is way more fun than fleet after fleet standing down. It would open up a lot more options. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
759
|
Posted - 2014.08.18 18:36:00 -
[1430] - Quote
Sov! Huh! What is it good for?
The current state of nulsec is due to player activity. We do what we do because the mechanics demand it. We fly giant super blobs because of the immense amount of EHP in the structures that the mechanics have.
Now ask yourself if we really need all these structures. I don't think we do. At least not in their current form. I'm ok with an IHUB; a centralized facility for our system upgrades that can be destroyed. But make that destruction optional.
And literally, what good is sov? At it's root what purpose does it serve? Should one not be able to improve a system (or wreck it) without having to deal with actually laying claim to it? But, hey. I'm ok with requiring sov to drop or improve an IHUB. But we shouldn't have to destroy it just to shoot something else.
Some of you may have heard of TEST's sov drop. I'm no sov mechanics expert. So I was shocked when someone mentioned that we would now have to replace all the IHUB upgrades. Why do the improvements disappear if you lose sov? That makes literally no sense. If a country abandons its claim to a place, the infrastructure doesn't just vanish into thin air. So why do the improvements? Next person to put down a TCU gets the claim and the IHUB comes online. In this way, there is a reason to fight for improved space without resorting to destroying everything first.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014.
Free PASTA! |
|

Falin Whalen
GoonWaffe Goonswarm Federation
708
|
Posted - 2014.08.18 19:15:00 -
[1431] - Quote
NoLife NoFriends StillPosting wrote:Falin Whalen wrote:The Dominion SOV system pretty much forces you to maximize SOV, in order to maximise returns on SOV ownreship. (money moons, good truesec for line members to rat in) This forces the leaders to squash any threat to SOV ownership. Smashing the little guy now, before he can become any threat to even a single system you own later. Figureing out a new more powerful meta for fleet combat so that you minimise losses to your fleet, and have a more mobile fleet so that you can attack/defend more with less effort. We (N3/PL, CFC) have taken the Dominion SOV system almost to its logical conclusion, and it is frighening ALL of us, but the demands of the Dominion SOV system require us to continue, to figure out a meta that will beat the present one in efficiency. If I am reading this right it it sounds like the incentive of the profits you are making are exceeding your desire cause the conflict that keeps the game interesting. I know many pilots in the coalitions want a great war, but the leadership apparently doesn't want it to happen, as they have the most to lose. This phenomena has occurred in other games as well, such as Darkfall. 2 great powers emerge composed of many players who want to the opposing faction, and then the leadership decides its easier to sit on their control of resources that risk the losses that could come no doubt come from continuous conflict. Basically the leadership is afraid to lose their space pixels. I still feel it is up to the players to force your leadership into causing conflict, because they already shown their unwillingness to fight, and it is causing a mass loss of interest in the game. Its not that the leadership doesn't want conflict, it does. How else are you going to please a few thousand ravenous battle beasts without fights? The insidious thing about the Sov system means that as soon as an equilibrium is reached, further conflict is wasted and even makes you weak. Why fight for more space when your ratters are happy ratting in the good truesec space and providing you with enough in ratting taxes for your SRP, the mooons in your space provide you with enough to pay for the sov and strategic upgrades to your space, your logistic personel can probably handle a few doezen more systems, but why? Any weakness is ruthlessly purged from ownership of SOV, so if you continue with fighting it only wears out your troops, thus making you weak, and soon set uppon like the main course at a shark feeding frenzy.
The Dominion SOV system forces us to maximize SOV, even to the detriment of the players of this game. It is forcing our hand to come up with ever increasingly efficient SOV taking/holding fleets. It doesn't allow for any "little guy" to come in as that would only weaken your position. It forces alliances to form coalitions to defend/take SOV from other entities. It is forcing the boot/wreckingball meta as the current most efficient means to take/defend SOV, untill some devious little mad scientist comes up with a new meta that is more efficient at taking/holding SOV. No the Dominion SOV system needs to be taken out back behind the barn and shot, otherwise we will again be dealing with a stagnant nullsec once the new equilibrium is reached. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 19:32:00 -
[1432] - Quote
Falin Whalen wrote:. Why fight for more space when your ratters are happy ratting
Because it would be the best thing possible for the game as a whole. The problem is that some of the players are afraid to risk losing the control they have, mostly the leadership.
A great war would make it so the great power blocs wouldn't have time to stamp out the little guy wherever he might crop up. It would also make the game a lot more meaningful. The problem lies with the players and the leadership being content to sit on what they have while the game bleeds players, rather than make the game infinitely more interesting by going for the jugular of their only possible opponent that would provide a challenge. |

Falin Whalen
GoonWaffe Goonswarm Federation
708
|
Posted - 2014.08.18 21:10:00 -
[1433] - Quote
NoLife NoFriends StillPosting wrote:Falin Whalen wrote:. Why fight for more space when your ratters are happy ratting Because it would be the best thing possible for the game as a whole. The problem is that some of the players are afraid to risk losing the control they have, mostly the leadership. A great war would make it so the great power blocs wouldn't have time to stamp out the little guy wherever he might crop up. It would also make the game a lot more meaningful. The problem lies with the players and the leadership being content to sit on what they have while the game bleeds players, rather than make the game infinitely more interesting by going for the jugular of their only possible opponent that would provide a challenge. imo, more should be demanded of your leadership. What's best for the game is not best for Dominion SOV, in otherwords you didn't read anything I wrote, past the line you quoted.
Simply put, and I'll use small words so you get it, Fighting past the point of ballance means you get tossed out of the SOV buisiness, and the remaning coalitions pick the corpse of your former alliance for anybody useful, and we are back to where we are now again.
Pleading to our alliance leaders will do nothing as they are locked into the Dominion SOV system themselves. They are trying to do the best that they can, and that right now means no great war. "it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

Maraner
The Executioners Capital Punishment.
294
|
Posted - 2014.08.18 23:43:00 -
[1434] - Quote
Humble suggestion - please dont burn me at the steak.
Nerf remote reps. give them stacking penalties.
This will force engagement sizes downwards.
Small fleets will not be affected, triage ops would work well, even small numbers of spider tanking / pantheon carrierswould work well but the huge fleet reps would be a thing of the past. This would raise the lethality of supercap warfare significantly whilst completely protecting small fleet pew pew.
You could structure it so that after X amount of reps on a logistics target then there is a falling rep amount received. For example a single target could receive 12 standard reps or 6 cap reps, after that stacking penalties kick in.
This would completely protect WH fights, low sec roaming fleets but would drive up ship losses in large fleet actions very quickly. How would this affect sov and the blue donut?
If a small fleet can still smash targets even at it's own demise then you will see a drive downwards in fleet size engagements. It also means that if one side hugely outnumbers another the outnumbered group can still inflict losses and not just be welped for zero losses - this means more fights, not assess fleet level, too much rep dock bullshit.
Remote rep will still be potent in small to medium fleet sizes, still have some effect in large fleet engagments but not be able to rep multipe dreds / DD's chewing on titans or supers.
Outcome will be an increased lethality to supers in flights. Large fleet engagements can still happen but the exchanges rates will be far more even initially when one side outnumbers the other. if you want to drop a **** ton of dreds and kill stuff you can, no more repp immunity if you have overwhelming numbers.
This will drive down the need for huge cap fleets. Plus raise the ability of medium sized groups to kill supers through the reduced amount of rep available.
|

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
9
|
Posted - 2014.08.19 00:00:00 -
[1435] - Quote
Falin Whalen wrote: Pleading to our alliance leaders will do nothing as they are locked into the Dominion SOV system themselves. They are trying to do the best that they can, and that right now means no great war.
You've failed to convince me that there is any game mechanic holding the leadership back from destroying one another. Your argument seems to be: War is not as profitable as peace, so why do it?
Because your game is dying. |

Falin Whalen
GoonWaffe Goonswarm Federation
709
|
Posted - 2014.08.19 01:34:00 -
[1436] - Quote
NoLife NoFriends StillPosting wrote:Falin Whalen wrote: Pleading to our alliance leaders will do nothing as they are locked into the Dominion SOV system themselves. They are trying to do the best that they can, and that right now means no great war.
You've failed to convince me that there is any game mechanic holding the leadership back from destroying one another. Your argument seems to be: War is not as profitable as peace, so why do it? Because your game is dying. There is no game mechanic that prevents our leaders from destroying one another. That being said, it is also stupid to overextend both logistically and militarily what you can comfortably hold onto, otherwise you will find the corpse of your alliance being picked over for anything valuable. We've reached an equilibrium point, no one is going to start anything unless they have an overwhelming advantage, and nobody has it. This is it, this is the culmination of the Dominion SOV system, this is where it eventually would end up, and it sucks.
Honestly we're not fighting, just to make you angry, personally.
"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka-á |

DaReaper
Net 7 The Last Brigade
835
|
Posted - 2014.08.19 02:38:00 -
[1437] - Quote
Before i start, gonna say TL;DR. I skimmed the op, did not really read the replies, but if this has been suggested already then cool.
First real fast back ground. 10 year eve player, mostly mining. Ran two alliances, once failed due to being a confederation and the other failed due to a series of unfortunate events. I have been a guest in 0.0, owned space, rented space, live din wh, npc null and null. With that said i was posting on a horrible idea for 0.0 fixes today and sparke don an idea i ran with.
I'm going to disagree with the op. "Power Projection" is not the problem. I honestly was ships to move about faster. I honestly don;t want to take 3 horus to get from say HED to AZN (in fey) TBH, the proliferation of super caps is an issue, there ability to move around is not. Why? Because there are ways that can make an alliances abilities to move irrelevant in the grand scheme of things.
The problem, imo, with Null is that you can;t have more then 10 or so people activly working a system to make it lucrative.
A few years ago, the alliance of FiX fell to the onslaught of IAC/AAA/RZR/ and the north. My alliance, at the time Brotherhood Of Steel (BoS) was sold systems in quirious. I had about 500 pilots, maybe 100 of which were active in null. It became apparnt real fast two very simple things:
1) no one wanted to play outside the station system. and 2) the station system could not support 100 players.
One of the reasona large alliances need such huge areas of space is both so there members can do stuff without stepping on each others toes, and for the moons. In order to do a full moon chain i needed something like 8 systems. I could not defend them, but i still needed thouse 8. It was not ideal. So CCP change dit with Dominion, claming 200 people could not live in a system... that was far from the truth. My alliance at the time had major issues resource sharing. I had a corp that would get a system to industry 4/5 and then want the system all to thereselves.. i had people fighting over sanctums, it was a pita.
I think the easyest way to fix sove is not one big cure all, but some little fixes over time. Power Prpjection i don;t think wpould be a big issue if you made ti so allainces can do more with less. A few things:
1) Remove moon ore form moons and move it over to active mining. There was an idea by an ex dev called ring mining, which if you combine this idea with Exodus' system wide asteroid betls and comet mining, you would give miners a reason to undock, and alliances would not need as many moons.
2) in these new betls they would have more pockets of npc' for more pve play. also more anomalies and other things to make pve's active.
3) you tie the sov to the industry and millitary index, if you don;t use yoru space, then its a simple matter to take it, just be active.
4) you tie war to a mechanic like FW (i think i understand that mechanic, i coudl be wrong) so pvp now becomes a viable way to flip a system. this means you will have to undock and defend your space or you lose it. This would also make small objectives and counter atacks a viable option.
In addition, it would force power projection to be a non issue, if say goon's have 8 regions and test wants space, they would pick a system goons are hardly in, deploy a force and start working that system. Goons can decide to counter attack to take ti back, or ignore it. If they couter attack, they leave themselves open for a second attack elsewhere. So in theroty a coalition could tie goons up in a war on many fronts, splitting there power, and gaining footholds all over. This would make patroling your space a serious matter.
And the final piece... So you migth say 'well i'll just ignore that and wait till they sleep and counter and get my system back' but then all player made stations can now be destroyed. So you add another peice, where the attacked coudl either conqure the station, or blow it and all its contents to hades.
The point in short, more ways for the individual to make isk and want to play, reasons to want to undock and pew pew, reaons to wan tto patrol your own space, and possibly shrink to manageable space. Oh and alliance' would not get income from taxation as oppose to moon goo, as they should.
Just an idea, and i welcome flames and comments.
To lazy to spell check learn reaperese In a room full of dumb blondes, EvE is the smart red head on the other side of the room.-á Lots of men like dumb blondes, and not everyone will like the smart red head, but she doesn;t need to change to be a dumb blonde.-á She is perfect how she is.-á Thats EvE vs other mmo's.-á You either like the red head, or you don't. |

Manfred Sideous
North Eastern Swat Pandemic Legion
823
|
Posted - 2014.08.19 04:02:00 -
[1438] - Quote
NoLife NoFriends StillPosting wrote:Falin Whalen wrote:. Why fight for more space when your ratters are happy ratting Because it would be the best thing possible for the game as a whole. The problem is that some of the players are afraid to risk losing the control they have, mostly the leadership. A great war would make it so the great power blocs wouldn't have time to stamp out the little guy wherever he might crop up. It would also make the game a lot more meaningful. The problem lies with the players and the leadership being content to sit on what they have while the game bleeds players, rather than make the game infinitely more interesting by going for the jugular of their only possible opponent that would provide a challenge. imo, more should be demanded of your leadership.
When or if I am let off my chain. Watching the world burn because I enjoy the flames and because people tell me it can't be done.
@EveManny
https://twitter.com/EveManny |

Manfred Sideous
North Eastern Swat Pandemic Legion
823
|
Posted - 2014.08.19 04:09:00 -
[1439] - Quote
DaReaper wrote:Before i start, gonna say TL;DR. I skimmed the op, did not really read the replies, but if this has been suggested already then cool.
"Power Projection" is not the problem.
1) Remove moon ore form moons and move it over to active mining. There was an idea by an ex dev called ring mining, which if you combine this idea with Exodus' system wide asteroid betls and comet mining, you would give miners a reason to undock, and alliances would not need as many moons.
2) in these new betls they would have more pockets of npc' for more pve play. also more anomalies and other things to make pve's active.
3) you tie the sov to the industry and millitary index, if you don;t use yoru space, then its a simple matter to take it, just be active.
4) you tie war to a mechanic like FW (i think i understand that mechanic, i coudl be wrong) so pvp now becomes a viable way to flip a system. this means you will have to undock and defend your space or you lose it. This would also make small objectives and counter atacks a viable option.
To lazy to spell check learn reaperese
Outcome = I bring PL all the supers and titans within reach of your space. I make your members life miserable. I force you to pay me or I take your space easily when your indexes fall from being camped or griefed. Or CFC decides to take their ever expansive jumpbridge network and does the same thing to you. Or they just convoy everyone down to the closest dockable system and then endless JF's stock up war supplies and you get PWNZONED.
You can do whatever you want to the sov system you want. As long as power projection is left unchecked supercaps or the blob will just march over you.
Anyone who isn't a established nullsec coalition is at such a severe disadvantage you are beaten before you start. Lets make a checklist:
Do you have:
A community of players Strong Independent Logistics core Experienced nullsec bloc level FC's Command and Control systems and redundancies Advanced IT infrastructure Spy & Intel network The means(isk) in which to sustain a prolonged campaign @EveManny
https://twitter.com/EveManny |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
9
|
Posted - 2014.08.19 06:28:00 -
[1440] - Quote
Falin Whalen wrote:NoLife NoFriends StillPosting wrote:Falin Whalen wrote: Pleading to our alliance leaders will do nothing as they are locked into the Dominion SOV system themselves. They are trying to do the best that they can, and that right now means no great war.
You've failed to convince me that there is any game mechanic holding the leadership back from destroying one another. Your argument seems to be: War is not as profitable as peace, so why do it? Because your game is dying. There is no game mechanic that prevents our leaders from destroying one another. That being said, it is also stupid to overextend both logistically and militarily what you can comfortably hold onto, otherwise you will find the corpse of your alliance being picked over for anything valuable. We've reached an equilibrium point, no one is going to start anything unless they have an overwhelming advantage, and nobody has it. This is it, this is the culmination of the Dominion SOV system, this is where it eventually would end up, and it sucks. Honestly we're not fighting, just to make you angry, personally.
I'm glad we agree. You are already overextended and are only able to maintain what you have now because of peace.
Greed has gotten the better of your leadership, and the game suffers because of it. I'm sure they are constantly trying to find ways to keep you engaged in meaningless battles while they accumulate several lifetimes worth of PLEXs.
The players have the ability to create the content. I'm sure CCP is having a hell of a time trying to figure out how create meaningful content when you guys refuse to fight each other. |
|

baltec1
Bat Country Goonswarm Federation
12731
|
Posted - 2014.08.19 07:17:00 -
[1441] - Quote
NoLife NoFriends StillPosting wrote:Falin Whalen wrote: There is no game mechanic that prevents our leaders from destroying one another.
I'm glad we agree. You are already overextended and are only able to maintain what you have now because of peace. Greed has gotten the better of your leadership, and the game suffers because of it. I'm sure they are constantly trying to find ways to keep you engaged in meaningless battles while they accumulate several lifetimes worth of PLEXs. The players have the ability to create the content. I'm sure CCP is having a hell of a time trying to figure out how change these mechanics when you guys refuse to fight each other.
Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
93
|
Posted - 2014.08.19 07:38:00 -
[1442] - Quote
baltec1 wrote: Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.
What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system. The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area.
But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be. |

baltec1
Bat Country Goonswarm Federation
12731
|
Posted - 2014.08.19 07:44:00 -
[1443] - Quote
Linkxsc162534 wrote:baltec1 wrote: Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.
What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system. The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area. But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be.
We would be in the exact same situation as now only it would take 4 hours rather than 2. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.19 08:41:00 -
[1444] - Quote
Manfred Sideous wrote: Outcome = I bring PL all the supers and titans within reach of your space. I make your members life miserable. I force you to pay me or I take your space easily when your indexes fall from being camped or griefed. Or CFC decides to take their ever expansive jumpbridge network and does the same thing to you. Or they just convoy everyone down to the closest dockable system and then endless JF's stock up war supplies and you get PWNZONED.
You can do whatever you want to the sov system you want. As long as power projection is left unchecked supercaps or the blob will just march over you.
Anyone who isn't a established nullsec coalition is at such a severe disadvantage you are beaten before you start. Lets make a checklist:
Do you have:
A community of players Strong Independent Logistics core Experienced nullsec bloc level FC's Command and Control systems and redundancies Advanced IT infrastructure Spy & Intel network The means(isk) in which to sustain a prolonged campaign
WTF! CCP you have to make that forums work! damn I have to rewrite this ****.
Strong Independent Logistics core - can be organized out-of-game.
Director/LD pilot : we are going to move our HQ to Taisy. Mail to alliance : Tomorrow at 21:00 we are doing a move op to Taisy be ready. log in next day (because you saw the mail from a tool (even from eve-gate) )out-of-game and move your stuff to staging. log off till there is an op ping. corporations logs all the JF, Carrier pilots and move all the ****.
kill all those out-of-game info, no need to be that easy. make logistics more active! space is space! is moving space! make the solar systems move! today you can jump from podion to I-N tomorrow you are ****** and you have to search for alternative route. make it every 6 hours? I don't care, make it more active if CCP can make it even more detailed and you can jump to the last planet of a system but not in the station because it is some AU away of your Jumping range then it is better :)
Command and Control systems and redundancies - can be managed out-of-game.
No notification for anything today we have coalitions of 2k active pilots, make them undock and patrol your grounds to see if everything is ok on your space, atm everyone is afk till the ping hits be active in a game is good for the game.
Advanced IT infrastructure - This one is the biggest of all out-of-game management.
You can do everything, anything whatever you want. you want to sit and see thing done automated get some good IT guys and infrastructure and there you go! you have build your afk empire. Today everything is authenticated automated out-of-game, spies, SRP, notifications, mails, background check, Coms, Forums, coalition wide tools and many other things.
make them difficult, make the process of managing a coalition of 5k players a pain for one person (you know what I mean).
Spy & Intel network again out-of-game easy things.
Scout reports directional copy paste, send link to FC and the FC knows what the enemy has in numbers! he knows everything! Spies like afk characters in null sec corporations to fetch the mails and if you get more access to get more info about notifications and other stuff e.g. assets form API locations of the corp pilots and I believe there are many more things that I can not think atm.
kill the out-of-game (meta thing) if you want to play a game log on and play it. If you want to run a big empire then you do this with big costs, make isk sinks for the big boys! you want fame and reputation you have to pay for that privilege.
think of new ideas not just some nerfs! if you nerf the RR with stacking penalties I believe we will see fleets of logistics just because we can bring them!
@baltec1 you need people that are not
-FC kill the broadcasted target -Yes my lord, as you wish. can you make a fleet with 100 ships of electronic warfare and those 100 have a brain and use it? It is difficult but I believe it is possible. |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
312
|
Posted - 2014.08.19 11:13:00 -
[1445] - Quote
Since I first found this thread a few weeks ago I've been thinking a lot about the issue of power projection. What I see is that EVE is a massive game travelling gate to gate could take hours or even several log ins, depending on ship, to get from one deep dead end system to the system that is the maximum number of jumps away (someone will have to look up how many that is). Indeed a common feature of most sandbox games is that you as a player have the ability to cross the game world reasonably quickly. EVE is unique though in that your ability to travel quickly affects other players ability to carry out operations as they risk a swift punch in the face from literally the other side of the universe.
Stagnation will therefore be something of a balancing act and is directly linked to how quickly players are able to move around. If it is too hard to move around you will get stagnation because people will not be asked to move more than 10-20 jumps from home, especially those people who can't play more than 2-3 hours in a sitting. If you are able to move too fast, you gain too much influence as you are potential reinforcements who can hit the field in minutes from literally anywhere. Currently EVE leans too far in the quick moving direction. I've seen calls for jump drives/bridges being removed from the game or only linking to the next system allowing you to bypass the gate and allowing capitals to use stargates. Most of this feels a bit heavy handed to me and risks heading to the too slow side of things.
So where is the middle ground then?
Well I think we could do with a two-fold solution first you stretch out space by increasing the light years between all systems in the game by about 20-25%, the map is not flat so this should be an average not a law, some systems may see more or less increase then the average. At the same time you do not add any additional range to jump bridges or drives with the exception of Black Ops. Black Ops were rarely used prior to their quality of life buffs for their jump drives and I wouldn't want to see them go back to useless and Black Ops do not have nearly the power projection issues that capitals and entire fleets do, especially as they are not really insurable hulls, so whelping a fleet of them is quite costly. The skill Remote Sensing for PI would likewise see a 25% increase per level to its utility.
Secondly add a 10 minute cooldown timer to the pilot when they use a jump bridge or drive which will disallow them using another jump bridge or drive for the duration. A flag could even be placed into the top left of your screen just like your pvp flags which will show you exactly when you can jump again (note that this flag will not prevent the use of a stargate). From a game perspective this is admittedly a somewhat inelegant way to put a cap on the range and power you can get out of a bridge network or jump drives. We put the timer on the pilot as well to prevent any ship swapping shenanigans to avoid the timer. From a lore perspective this is easy enough to justify. Remember that implant in your head that allows you to transfer your mind to a new clone on death? Well when you jump light years at a time without the aid of a stargate that connection suffers some degradation and repeated jumping could cause it to sever completely if you do not allow time for it to recalibrate (not that I suggest we allow anyone to risk it). Stargates are equipped with beacons that allow the connection to perceive the jump as though you were travelling at sub warp speed, passing the signal directly between them. By doing it this way jump drives and bridges do not project fleets as far or as quickly. You can still travel multiple relays, but the more relay cynos you need to make, the longer the enforced time is that the trip will take and the stretched out space means you will need more relays to cover a given distance than you do currently. At the same time normal gate to gate travel is completely unaffected by any of this, whatever time it takes today is the same amount of time it will take you tomorrow.
What should be obvious then is that your power projection within one bridge or jump of home is completely unaffected, this is by design. You ought to be able to respond to a threat in the space your could reasonably hope to use around your home system(s). Likewise roaming fleets should know when they are in danger of hotdrop and from whom. It should also be obvious that parts of a coalition spread across the map will not be able to respond within minutes of a fight breaking out half the universe away even if they were formed up before it happened. This is also by design, as it will allow an attacking force to imagine how long an objective will take to reinforce for example and plan to be in and out faster than help can arrive. In essence your alliance will have lessening influence the farther the action is from home, which sounds about right to me.
I feel doing it this way will certainly slow down a redeployment for example but not to the point where it becomes unfeasible while also preventing forces in Dekelin, from being in Fountain in 5 minutes flat. Any changes to sov I will not comment on since I have never been bothered enough to learn the mechanics (low sec for life), but this should allow for some quick movement without allowing instant deployment of heavy assets to anywhere. We'll keep capitals still unable to use stargates for now because let's be honest even if you could jump your capitals through a gate are you really going to go more than a jump or two, especially when it takes you forever to land on grids? Reality has an almost infinite capacity to resist oversimplification. |

baltec1
Bat Country Goonswarm Federation
12732
|
Posted - 2014.08.19 11:16:00 -
[1446] - Quote
cpt Niki wrote: think of new ideas not just some nerfs! if you nerf the RR with stacking penalties I believe we will see fleets of logistics just because we can bring them!
@baltec1 you need people that are not
-FC kill the broadcasted target -Yes my lord, as you wish. can you make a fleet with 100 ships of electronic warfare and those 100 have a brain and use it? It is difficult but I believe it is possible.
It wouldn't matter how many small fleets you would make, they would still have diminishing returns on RR because they are all repping the one ship. If you want to break the N+1 meta for fleet combat then you must deal with the need to bring more logi to counter more alpha to counter more logi.
Until you deal with RR smaller alliances will simply not be viable in sov space. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.19 11:57:00 -
[1447] - Quote
baltec1 wrote:cpt Niki wrote: think of new ideas not just some nerfs! if you nerf the RR with stacking penalties I believe we will see fleets of logistics just because we can bring them!
@baltec1 you need people that are not
-FC kill the broadcasted target -Yes my lord, as you wish. can you make a fleet with 100 ships of electronic warfare and those 100 have a brain and use it? It is difficult but I believe it is possible.
It wouldn't matter how many small fleets of logi you would make, they would still have diminishing returns on RR because they are all repping the one ship. If you want to break the N+1 meta for fleet combat then you must deal with the need to bring more logi to counter more alpha to counter more logi. Until you deal with RR smaller alliances will simply not be viable in sov space.
Yes I see the point of N + 1 but and there is a big but because you have many ways to counter those logistics, let me see. 1. lock-breaker bombs 2. ECM ships kitsune blackbird falcon scorpion 3. dampening ships 4. a good spy! (you have your pilot in enemy fleet you field him the FC with 5 more ppl target him so he broadcast for reps now and then or have him in perma rep with 10-20 ships hitting hit (you get the point) 5. get a warp in right in their face (probe them)
all the above need effort but you still want F1 peasants in a DPS ship to make the difference in sov null?
Nope RR is not a problem, you can brainstorm in something else now. |

baltec1
Bat Country Goonswarm Federation
12732
|
Posted - 2014.08.19 12:06:00 -
[1448] - Quote
cpt Niki wrote:
Yes I see the point of N + 1 but and there is a big but because you have many ways to counter those logistics, let me see. 1. lock-breaker bombs 2. ECM ships kitsune blackbird falcon scorpion 3. dampening ships 4. a good spy! (you have your pilot in enemy fleet you field him the FC with 5 more ppl target him so he broadcast for reps now and then or have him in perma rep with 10-20 ships hitting hit (you get the point) 5. get a warp in right in their face (probe them)
all the above need effort but you still want F1 peasants in a DPS ship to make the difference in sov null?
Nope RR is not a problem, you can brainstorm in something else now.
So why does nobody use those "many counters"?
Lock breaker bombs are never used, they are simply a waste of time and ships.
ECM ships are no longer used because logi simply fit ECCM and the ECM ships are easily removed from fights. They were retired from every powerblocks fleet comps several years ago.
Damping ships are used but require an entire fleet to be dedicated to it so it simply is not a viable option for smaller alliances as it lacks the firepower and is rather soft and squishy. CFC use it as a secondary fleet.
Anyone in the GIA can tell you that spies in enemy fleets are of limited use and do little good in a fight. Burning a spy in every fleet fight simply isn't viable and a waste of assets.
We already do this, it wont help a smaller fleet. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.19 12:16:00 -
[1449] - Quote
baltec1 wrote:
So why does nobody use those "many counters"?
Lock breaker bombs are never used, they are simply a waste of time and ships.
ECM ships are no longer used because logi simply fit ECCM and the ECM ships are easily removed from fights. They were retired from every powerblocks fleet comps several years ago.
Damping ships are used but require an entire fleet to be dedicated to it so it simply is not a viable option for smaller alliances as it lacks the firepower and is rather soft and squishy. CFC use it as a secondary fleet.
Anyone in the GIA can tell you that spies in enemy fleets are of limited use and do little good in a fight. Burning a spy in every fleet fight simply isn't viable and a waste of assets.
We already do this, it wont help a smaller fleet.
ok go play planetside then, spawn kill till killed re-spawn.
you have five ways to get into the logistics and still you want to nerf them because of the effort and the manpower that is needed.
yes, I believe you are right! it is op!
|

baltec1
Bat Country Goonswarm Federation
12732
|
Posted - 2014.08.19 12:20:00 -
[1450] - Quote
cpt Niki wrote:baltec1 wrote:
So why does nobody use those "many counters"?
Lock breaker bombs are never used, they are simply a waste of time and ships.
ECM ships are no longer used because logi simply fit ECCM and the ECM ships are easily removed from fights. They were retired from every powerblocks fleet comps several years ago.
Damping ships are used but require an entire fleet to be dedicated to it so it simply is not a viable option for smaller alliances as it lacks the firepower and is rather soft and squishy. CFC use it as a secondary fleet.
Anyone in the GIA can tell you that spies in enemy fleets are of limited use and do little good in a fight. Burning a spy in every fleet fight simply isn't viable and a waste of assets.
We already do this, it wont help a smaller fleet.
ok go play planetside then, spawn kill till killed re-spawn. you have five ways to get into the logistics and still you want to nerf them because of the effort and the manpower that is needed. yes, I believe you are right! it is op!
I literally just told you why these five things are not counters to logi. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.19 12:32:00 -
[1451] - Quote
Yes you told me but what is the counter to 4 mega fleets?
5 mega fleets? 6 mega fleets?
an AOE old titan DD?
in large scale fights there is nothing anyone that can do it is just N+1, that **** must be stopped.
My opinion for the big coalitions and those big fights is the management. Today it is easy to manage a coalition with out of game tools, with all those standings and all that naps and faps.
an alliance should not have more than 5 standings (10max) tokens after those tokens you have to buy standings for max time a day and both parties pay the same amount of isk.
Also make the management not possible out of game. if someone has to be 24/7 logged on to manage an alliance he will burn the first week and there you go no more big alliances no more standings more fights more small entities.
This is my opinion to the problem of stagnation, it is not the tracking titans it is not the wrecking ball it is not those 2k megas in my overview nor the 1k males.
Why not making the game more easy and lets ask for fleets with no limit in wings and squads! that way we will be happy till the end of the servers. |

baltec1
Bat Country Goonswarm Federation
12732
|
Posted - 2014.08.19 12:40:00 -
[1452] - Quote
cpt Niki wrote:Yes you told me but what is the counter to 4 mega fleets?
5 mega fleets? 6 mega fleets?
an AOE old titan DD?
in large scale fights there is nothing anyone that can do it is just N+1, that **** must be stopped.
My opinion for the big coalitions and those big fights is the management. Today it is easy to manage a coalition with out of game tools, with all those standings and all that naps and faps.
an alliance should not have more than 5 standings (10max) tokens after those tokens you have to buy standings for max time a day and both parties pay the same amount of isk.
Also make the management not possible out of game. if someone has to be 24/7 logged on to manage an alliance he will burn the first week and there you go no more big alliances no more standings more fights more small entities.
This is my opinion to the problem of stagnation, it is not the tracking titans it is not the wrecking ball it is not those 2k megas in my overview nor the 1k males.
Why not making the game more easy and lets ask for fleets with no limit in wings and squads! that way we will be happy till the end of the servers.
That is a pants oh head argument. CCP cant nerf the likes of jabber, mumble, TS, private forums and tools such as garpa. You would shitcan many other tools people use and not make a dent in our organisation. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
5
|
Posted - 2014.08.19 12:52:00 -
[1453] - Quote
"You would shitcan many other tools people use and not make a dent in our organization. "
Do you recruit pilots without their full API?
if the answer is yes then you will have no problem at all
if the answer is hell no wtf are you talking about then you have a problem and there is the root of all. You have everything you need in a monitor without logging. you get everything even from spies without been present. Garpa? make systems move some light years and don't give it out of game, anyone who want to jump travel have to open the in-game map and check what systems are in his jump range the moment he opened the map.
giving a bonus to a ship or nerfing a shipclass is not going to resolve the problem of null space.
prohibit the use of in game data from third party tools and you have a nice game! with many pilots logged on.
as I said this is my opinion, and that's how I see things, I don't see the N+1 formula ever getting old till CCP comes over and **** in our sandbox. |

baltec1
Bat Country Goonswarm Federation
12732
|
Posted - 2014.08.19 12:55:00 -
[1454] - Quote
cpt Niki wrote:
giving a bonus to a ship or nerfing a shipclass is not going to resolve the problem of null space.
So you nerf API.
How will this help you when a small alliance cant kill our baltec fleets let alone when they come up against a wreckingball. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
5
|
Posted - 2014.08.19 13:17:00 -
[1455] - Quote
As I see it, every coalition will collapse, large alliance will have to get more social and have more players in key positions to do the day to day work, spies can infiltrate and collapse those alliances from inside without a battle, you have to speak to your members to your directors to get the feeling that you can give them access by their tone of their voice, by knowing him and remember something that he did, not to run back and see what mails he sent, what wallet transactions he has put some filters in a program and get a red flag about a toon a corp in your alliance just recruited.
You have to play and put your hopes to many people that can be mad about anything and do anything, from kicking you out of the corp to disband an alliance.
you will not be that open and you have to proceed with caution. more power to the real people is something that makes conflicts when something is automated then there will be nothing, machines are machines and people are people.
as I said this is how I see it because the effort will be too much to run a corp of 11k characters, go to your corp tab and see how many of those 11k pilots have rights.
can you make an audit by yourself ? no you can't run a corp that big by yourself but with the help of some tools you can run it, again not alone but with very little people having access to critical roles.
This is my option because I see one leader in every big alliance with some directors and after that the auditing is based on programs the only thing you need is more peasants to press F1. |

baltec1
Bat Country Goonswarm Federation
12733
|
Posted - 2014.08.19 15:29:00 -
[1456] - Quote
Quote:
This is my option because I see one leader in every big alliance with some directors and after that the auditing is based on programs the only thing you need is more peasants to press F1.
This is where you show your lack of experience with running something like the CFC. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
5
|
Posted - 2014.08.19 16:00:00 -
[1457] - Quote
Please tell me if you had as an alliance 10 standing tokens and no external tools for anything how the CFC would be?
Can you imagine? I lack in the experience of something that big, but I see that it would fall apart as any other bloc. That is how I image a game. Log on play the game.
Atm you only need to open your PC join TS mumble and play some other games till the ping pop up in your screen.
I imagine people to log on and co-operate in getting the day to day work done.
I Imagine smaller entities, but that's how far my imagination goes.
I'm a casual player and I have in my computer 2-3 out of game tools and believe me those tools help me a lot, I believe in an alliance level some tools are saviors are the angel from heaven.
as you point I lack the experience in running something that big, but tell me, one day you don't have all those tools what would you do?
how do you imagine the game we play? |

baltec1
Bat Country Goonswarm Federation
12736
|
Posted - 2014.08.19 16:28:00 -
[1458] - Quote
cpt Niki wrote:Please tell me if you had as an alliance 10 standing tokens and no external tools for anything how the CFC would be?
Can you imagine? I lack in the experience of something that big, but I see that it would fall apart as any other bloc. That is how I image a game. Log on play the game.
Atm you only need to open your PC join TS mumble and play some other games till the ping pop up in your screen.
I imagine people to log on and co-operate in getting the day to day work done.
I Imagine smaller entities, but that's how far my imagination goes.
I'm a casual player and I have in my computer 2-3 out of game tools and believe me those tools help me a lot, I believe in an alliance level some tools are saviors are the angel from heaven.
as you point I lack the experience in running something that big, but tell me, one day you don't have all those tools what would you do?
how do you imagine the game we play?
How does CCP nerf jabber? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Dr Cedric
Independent Miners Corporation Care Factor
70
|
Posted - 2014.08.19 18:22:00 -
[1459] - Quote
baltec1 wrote:cpt Niki wrote:Please tell me if you had as an alliance 10 standing tokens and no external tools for anything how the CFC would be?
Can you imagine? I lack in the experience of something that big, but I see that it would fall apart as any other bloc. That is how I image a game. Log on play the game.
Atm you only need to open your PC join TS mumble and play some other games till the ping pop up in your screen.
I imagine people to log on and co-operate in getting the day to day work done.
I Imagine smaller entities, but that's how far my imagination goes.
I'm a casual player and I have in my computer 2-3 out of game tools and believe me those tools help me a lot, I believe in an alliance level some tools are saviors are the angel from heaven.
as you point I lack the experience in running something that big, but tell me, one day you don't have all those tools what would you do?
how do you imagine the game we play? How does CCP nerf jabber?
He's not talking about jabber, he's talking about all of the API dependent checks and services that make it possible for a relatively small number of people able to manage a huge number of people, structures, timers and the like. I say answer his question: what would CFC do if the API servers went down and everything that these API servers provided was no longer available out of game?
I'm guessing either you'd build more out of game tools that players have to put information into, or that more management activities would occur in game. Either way, that puts players back in the game, and if someone in the information chain drops the ball, content is created.
I'll fess up and say I have no experience with alliance level leadership (and I don't want it) but I truly do want to know, honestly, what would happen without the API? Cedric
|

Pesadel0
the muppets DARKNESS.
84
|
Posted - 2014.08.19 18:26:00 -
[1460] - Quote
CpT niki is most probablly on drugs .
What null is now is what the players made it.
|
|

baltec1
Bat Country Goonswarm Federation
12744
|
Posted - 2014.08.19 19:36:00 -
[1461] - Quote
Dr Cedric wrote:
He's not talking about jabber, he's talking about all of the API dependent checks and services that make it possible for a relatively small number of people able to manage a huge number of people, structures, timers and the like. I say answer his question: what would CFC do if the API servers went down and everything that these API servers provided was no longer available out of game?
I'm guessing either you'd build more out of game tools that players have to put information into, or that more management activities would occur in game. Either way, that puts players back in the game, and if someone in the information chain drops the ball, content is created.
I'll fess up and say I have no experience with alliance level leadership (and I don't want it) but I truly do want to know, honestly, what would happen without the API?
We would continue as normal just as we did when the API did go down.
Killing API will not do anything to stop empire sprawl, it will not help small fleets take on bigger fleets that they cannot harm and it will not break up our coalitions. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
5
|
Posted - 2014.08.20 08:53:00 -
[1462] - Quote
Pesadel0 wrote:CpT niki is most probablly on drugs .
What null is now is what the players made it.
Most of the time!
API is one point, generally I'm talking about all those things that makes an alliance of 2k pilots easy to be managed.
I believe that all those third party tools made the management of the game easy. You play a game an someone say that you need to have a good IT infrastructure to be ok in null sec! WTH? you play a game!
From my point of view,
Day 1 Start the game. join help channel Download EvEMON to see your skills and plan your ****. (first program) Download EFT to see your ship (2nd program) Download an industry tool to see your margins (3rd program) Need a price check go to eve-central (4th program /page) Join a corp, first of all give your Full API key, background check (5th program) Join corp forums (API Check) Join alliance forums (API check) Corp killboard (API check) Alliance Killboard (API check) Join coalition programs (API Check) SRP (out of game page / program) Participation (out of game page / program) Notifications (API check) Mails (API checks) TS (authenticated from forum groups ? (API check)) Jabber (authenticated from forum groups ?(API check)) Scouting copy paste directional (out of game page) sov holding check (API check)
and I believe there are more things that I don't know that you can do with all those checks and out of game tools you said Garpa, dotlan, killboards, evewho, all those sites that gives info about everything that happens in game and you don't have to log to get them.
my opinion is that it is impossible to run an organization that large with so little ppl in charge. having a corporation of 2k pilots and have lets say 20? 40? 100? ppl with rights to do things for the rest of the corp should not be possible.
I don't know if this will solve the sov null problem but if you don't have problem with that (closing all third party apps) you can go on and tell in your posts nerf RR and close all third party.
yes, I'm still on drugs :) |

Rivr Luzade
Coreli Corporation Ineluctable.
677
|
Posted - 2014.08.20 08:57:00 -
[1463] - Quote
Whoever sees EVE as a game is a fool. When you consider the amount of time and effort that you need to put into the game, EVE is a hobby and not just a mere game. Thus, it is necessary to go to great lengths to protect what you create in your hobby; especially when the rest of the other people in this hobby have nothing better to do than to make your time miserable.  |

Speedkermit Damo
Demonic Retribution
296
|
Posted - 2014.08.20 09:00:00 -
[1464] - Quote
Soldarius wrote:Sov! Huh! What is it good for?
This is a good question. what is the point of holding sov? I am dimly aware that sov is required to build supercaps, and also that lots of supercaps are required to have any realistic chance of holding sov. If this is the case then it's clearly broken.
Isn't it enough for a corp or alliance to simply control a region by simply using that space and patrolling it and killing deterring others? This is how it happens in NPC nullsec.
Don't Panic.
|

Tchulen
Trumpets and Bookmarks The Volition Cult
830
|
Posted - 2014.08.20 09:06:00 -
[1465] - Quote
Speedkermit Damo wrote:Soldarius wrote:Sov! Huh! What is it good for? This is a good question. what is the point of holding sov? I am dimly aware that sov is required to build supercaps, and also that lots of supercaps are required to have any realistic chance of holding sov. If this is the case then it's clearly broken. Isn't it enough for a corp or alliance to simply control a region by simply using that space and patrolling it and killing deterring others? This is how it happens in NPC nullsec.
Owning sov gives you reduction in POS fuel requirements, the ability to install jump bridges and system upgrades. It's not necessary but it does greatly improve a system's utility.
|

baltec1
Bat Country Goonswarm Federation
12753
|
Posted - 2014.08.20 09:43:00 -
[1466] - Quote
cpt Niki wrote: I don't know if this will solve the sov null problem but if you don't have problem with that (closing all third party apps) you can go on and tell in your posts nerf RR and close all third party.
yes, I'm still on drugs :)
Not a single one of those has anything to do with a smaller fleet being unable to damage larger ones. Also, as I said, you can remove all API and we will still operate as we do now. Our alliances pre date API, we dont need it to continue. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1561
|
Posted - 2014.08.20 10:02:00 -
[1467] - Quote
baltec1 wrote:cpt Niki wrote: think of new ideas not just some nerfs! if you nerf the RR with stacking penalties I believe we will see fleets of logistics just because we can bring them!
@baltec1 you need people that are not
-FC kill the broadcasted target -Yes my lord, as you wish. can you make a fleet with 100 ships of electronic warfare and those 100 have a brain and use it? It is difficult but I believe it is possible.
It wouldn't matter how many small fleets of logi you would make, they would still have diminishing returns on RR because they are all repping the one ship. If you want to break the N+1 meta for fleet combat then you must deal with the need to bring more logi to counter more alpha to counter more logi. Until you deal with RR smaller alliances will simply not be viable in sov space.
The best way to nerf RR effectively achieving a "stack nerf" without implementign a real stack nerf (complicated because stack nerf can affect modifiers of STATS in ships, as was explained to use long ago when we asked if some sort of stack nerf on incommign DPS could be possible) would be to massively reduce their range. Second reduce Bombs damage( and ehp) by half and reduce their explosion resolution to 1/6th of current
IF logis need to MOVE and get within 10 km of target to repair it. A few things happen.
The logi piltos would need far more skill so the number of useful logi pilots would reduce massively. There would be ways to go aroudn the logis by targetign ships at other extreme of the blob If the logis all pack tightly around a single poitn, bombers wouuld wipe them.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

cpt Niki
Pwn 'N Play Nulli Secunda
5
|
Posted - 2014.08.20 10:12:00 -
[1468] - Quote
Yes I know that there were alliances pre API, but back then goonswarm (OHGOD) had 6k pilots now have 12k pilots to achieve this I believe that all those third party apps has to do something.
I believe that having to maintain something with the help of real people is more vulnerable that have it done by a machine.
if you have some numbers I would like to tell me how many director right pilots had OHGOD, and how many are there today. the alliance had increased by 100% on pilots that means you should have more than 100% on your directors, auditing team to keep up the organization active.
can you bring some numbers?
by saying close all third party tools/websites I want to have smaller organizations, if you have then small standing list means you put a problem on the overview the moment the battle begin or pay a good amount and get your standings for the battle.
my opinion is to make all those organizations smaller and find a method that they can not make coalitions.
|

Rivr Luzade
Coreli Corporation Ineluctable.
677
|
Posted - 2014.08.20 10:43:00 -
[1469] - Quote
If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better. |

baltec1
Bat Country Goonswarm Federation
12754
|
Posted - 2014.08.20 10:45:00 -
[1470] - Quote
Rivr Luzade wrote:If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better.
It is a lot better than having smaller fleets completely unable to even cause any damage to a larger one. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Rivr Luzade
Coreli Corporation Ineluctable.
677
|
Posted - 2014.08.20 11:05:00 -
[1471] - Quote
baltec1 wrote:Rivr Luzade wrote:If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better. It is a lot better than having smaller fleets completely unable to even cause any damage to a larger one.
You mean sniper tornadoes? Because smaller fleets in closer combat would get blapped off the field with a couple of Maels. Or Tengus, Apocs, Mega, Ishtars, Muninns, ... |

Anthar Thebess
663
|
Posted - 2014.08.20 11:19:00 -
[1472] - Quote
Logi can be nerfed by many many ways. Like suggested : - repair amount affected by highest resistance - stacking
Game without logi , this could be interesting, but CCP will never go into this direction. Think how many people will be angry, as their pure logi alt ... is now worthless.
One of the ways CCP could go is making logi ships more vulnerable to ECM in any form, but this again will be abused by blobs.
Do you think that making Scorpion more usable is a valid approach? What i mean , is to make this ship usable again , create for it new ewar modules that will affect all fleets on grid.
Example modules ( they affect every one ) : - module that will limit effectives specific links on field ( this should be very interesting ) - module that will scramble fleet communication , eg: broadcasts - module that will make combat probes unable to acquire direct location of ship so no rewarps on field possible * - remote repair prohibiter , affected ship ( including super capital ) cannot receive remote repair - cyno displacer - ship affected can light a cyno, but it will be unusable by any one ; 50 % chance on each cycle
* of course this have to be very hard to use , unless it will be abused. Fuel requirements , something like a siege cycle , etc
Every of those modules is just suggestion, but it could be very nasty when used in a proper way. Currently Scorpion is worthless on most battlefields , but this could open new way battles could be fought. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Tchulen
Trumpets and Bookmarks The Volition Cult
830
|
Posted - 2014.08.20 11:46:00 -
[1473] - Quote
Anthar Thebess wrote:Game without logi , this could be interesting, but CCP will never go into this direction. No it wouldn't. Nerfing logi would serve almost no purpose.
Saying "but my fleet of 10 have no chance against a fleet of 100" is a statement of fact irrespective of whether logi are in the game or not.
Engaging a fleet of 100 with a fleet of 10 is suicide however you look at it, generally speaking. It's all about picking your fights. If you attack a fleet you have no hope of winning you screwed up, tactically. Nerfing logi has no affect on tactical screwups.
|

Anthar Thebess
663
|
Posted - 2014.08.20 12:06:00 -
[1474] - Quote
Those new Ewar modules for Scorpion could be very interesting. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

SFM Hobb3s
Wrecking Shots Black Legion.
113
|
Posted - 2014.08.20 14:03:00 -
[1475] - Quote
An Eve without logi would be great. You'd still need a way to..uh, discourage huge fleets alphaing smaller fleets.
Hm. Maybe a passive ability built into each ship...whereas if any ship takes a HUGE amount of incoming dps (the kind of dps of say an entire fleet focusing its fire), its resists automatically increase dramatically (ie 99%), making the ship very hard to kill for a short time.
A mechanic like this would 'encourage' that huge fleets spread their fire to not reach this threshold. The absence of logi might also bring a desire to have local repping capability. What you might get, is Eve battles that actually do look like the trailers. |

WarFireV
Blackwater USA Inc. Pandemic Legion
368
|
Posted - 2014.08.20 14:19:00 -
[1476] - Quote
Removing logis wouldn't have a great effect on the game. I don't even know where people came up with the idea that removing logis would even be a good idea. Fleet battles would become all about long range sniping battleships/T3s trying like hell to dodge bombers.
Oh my god would removing logi buff bombers to the extreme. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1561
|
Posted - 2014.08.20 15:16:00 -
[1477] - Quote
Rivr Luzade wrote:If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better.
EXACT the opposite. Logis make alpha strike important. With no logis total DPS is the most important factor. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1561
|
Posted - 2014.08.20 15:41:00 -
[1478] - Quote
WarFireV wrote:Removing logis wouldn't have a great effect on the game. I don't even know where people came up with the idea that removing logis would even be a good idea. Fleet battles would become all about long range sniping battleships/T3s trying like hell to dodge bombers.
Oh my god would removing logi buff bombers to the extreme.
The resutls would be less one sides. As of now one fleet is unharmed andthe other decimated. BEfore logis were used (becuase titan AOE weapons) victorious fleets would go home with deep scars as well. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Gavin Dax
Repercussus RAZOR Alliance
76
|
Posted - 2014.08.20 15:53:00 -
[1479] - Quote
The problem with logi appears to be the inability to do ANY damage to a larger fleet. In "reality", if a fleet of 10 engaged a fleet of 100, the fleet of 10 would very likely be able to inflict some damage - how much damage dependent on a few things, but largely on how fast the fleet of 100 can kill the fleet of 10 (the faster, the less damage the small fleet can do).
The game doesn't always need to reflect reality, but IMO in this case it would be more fun. It's pretty boring to have logi able to completely rep a target and prevent all damage outside of alpha strikes - the scaling and small number of logi required for this is broken. It also means fleet fights just become big alpha strike wars, which is also silly and gets old/repetitive. Brawling is totally broken right now - largely because of logi, but also because of imbalanced range control mechanics and the overabundance of small, fast ships.
To partially fix this, logi (and IMO also EWAR ships) should not have range safety. They should be forced to stay fairly close to the rest of the fleet. In addition, logistics ships should not be able to receive remote reps (some sort of triage equivalent?). That way, at the very least a smaller fleet engaging a large one could still inflict damage by targeting logistics ships. Perhaps they can still rep at long range, but at a severe penalty to what they rep now. Some sort of steep falloff as has been suggested before.
Anyway, it would be a lot more fun if more fights in EVE were dynamic and risky. Since it's so hard to find an even fight, if I'm ganking a small fleet I still want to have a chance to lose my ship, and I want my actions/fit to make more of a difference - as it is now, you press F1 and might as well be AFK 95% of the time. |

baltec1
Bat Country Goonswarm Federation
12755
|
Posted - 2014.08.20 15:56:00 -
[1480] - Quote
Tchulen wrote:Anthar Thebess wrote:Game without logi , this could be interesting, but CCP will never go into this direction. No it wouldn't. Nerfing logi would serve almost no purpose. Saying "but my fleet of 10 have no chance against a fleet of 100" is a statement of fact irrespective of whether logi are in the game or not. Engaging a fleet of 100 with a fleet of 10 is suicide however you look at it, generally speaking. It's all about picking your fights. If you attack a fleet you have no hope of winning you screwed up, tactically. Nerfing logi has no affect on tactical screwups.
Engaging a fleet of 100 with 50 however would become viable. At the very least you would take a good chunk of them with you. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Rivr Luzade
Coreli Corporation Ineluctable.
677
|
Posted - 2014.08.20 15:57:00 -
[1481] - Quote
Gavin Dax wrote:To partially fix this, logi (and IMO also EWAR ships) should not have range safety. They should be forced to stay fairly close to the rest of the fleet. In addition, logistics ships should not be able to receive remote reps (some sort of triage equivalent?). That way, at the very least a smaller fleet engaging a large one could still inflict damage by targeting logistics ships. Perhaps they can still rep at long range, but at a severe penalty to what they rep now. Some sort of steep falloff as has been suggested before.
Already in the game and called Damps.
|

baltec1
Bat Country Goonswarm Federation
12755
|
Posted - 2014.08.20 16:01:00 -
[1482] - Quote
Rivr Luzade wrote:Gavin Dax wrote:To partially fix this, logi (and IMO also EWAR ships) should not have range safety. They should be forced to stay fairly close to the rest of the fleet. In addition, logistics ships should not be able to receive remote reps (some sort of triage equivalent?). That way, at the very least a smaller fleet engaging a large one could still inflict damage by targeting logistics ships. Perhaps they can still rep at long range, but at a severe penalty to what they rep now. Some sort of steep falloff as has been suggested before. Already in the game and called Damps.
Not viable for small alliances. You need to use them as a full secondary fleet to make them work. Join Bat Country today and defend the Glorious Socialist Dictatorship |

WarFireV
Blackwater USA Inc. Pandemic Legion
370
|
Posted - 2014.08.20 16:04:00 -
[1483] - Quote
baltec1 wrote:Rivr Luzade wrote:Gavin Dax wrote:To partially fix this, logi (and IMO also EWAR ships) should not have range safety. They should be forced to stay fairly close to the rest of the fleet. In addition, logistics ships should not be able to receive remote reps (some sort of triage equivalent?). That way, at the very least a smaller fleet engaging a large one could still inflict damage by targeting logistics ships. Perhaps they can still rep at long range, but at a severe penalty to what they rep now. Some sort of steep falloff as has been suggested before. Already in the game and called Damps. Not viable for small alliances. You need to use them as a full secondary fleet to make them work.
No you don't. Where did you come up with that idea?
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baltec1
Bat Country Goonswarm Federation
12755
|
Posted - 2014.08.20 16:08:00 -
[1484] - Quote
WarFireV wrote:baltec1 wrote:Rivr Luzade wrote:Gavin Dax wrote:To partially fix this, logi (and IMO also EWAR ships) should not have range safety. They should be forced to stay fairly close to the rest of the fleet. In addition, logistics ships should not be able to receive remote reps (some sort of triage equivalent?). That way, at the very least a smaller fleet engaging a large one could still inflict damage by targeting logistics ships. Perhaps they can still rep at long range, but at a severe penalty to what they rep now. Some sort of steep falloff as has been suggested before. Already in the game and called Damps. Not viable for small alliances. You need to use them as a full secondary fleet to make them work. No you don't. Where did you come up with that idea?
It lacks the firepower and EHP to be used as a primary fleet doctrine. They get used as support for a primary fleet such as baltecs or railgu. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Gavin Dax
Repercussus RAZOR Alliance
76
|
Posted - 2014.08.20 16:09:00 -
[1485] - Quote
Rivr Luzade wrote:Gavin Dax wrote:To partially fix this, logi (and IMO also EWAR ships) should not have range safety. They should be forced to stay fairly close to the rest of the fleet. In addition, logistics ships should not be able to receive remote reps (some sort of triage equivalent?). That way, at the very least a smaller fleet engaging a large one could still inflict damage by targeting logistics ships. Perhaps they can still rep at long range, but at a severe penalty to what they rep now. Some sort of steep falloff as has been suggested before. Already in the game and called Damps.
Huh? You can't possible believe that's the same thing. The requirement to fit a damp/bring damping ships comes at a significant cost for the smaller fleet. 1) your damp ship will be primary and once it dies, you have the same problem. 2) if you all fit damps, well good luck damping enough logi with enough range reduction when you only have 10 ships, not to mention shield fits (DPS fits which can be really useful in a situation like this) largely become unviable.
So no, damps are not the same thing... |

Pesadel0
the muppets DARKNESS.
84
|
Posted - 2014.08.20 16:28:00 -
[1486] - Quote
Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.
I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space |

baltec1
Bat Country Goonswarm Federation
12755
|
Posted - 2014.08.20 17:27:00 -
[1487] - Quote
Pesadel0 wrote:Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.
I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space
Not if we change sov to residency based and replace the primary ratting activity from anoms to missions.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1564
|
Posted - 2014.08.21 10:28:00 -
[1488] - Quote
baltec1 wrote:Pesadel0 wrote:Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.
I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space Not if we change sov to residency based and replace the primary ratting activity from anoms to missions.
The problem with missions is that the missioners will be almost 100% safe because takes longer to probe them there and they will be long docked when hunters arrive.
I think there must be some economic activity that demanded more exposure for roaming ships.
Of course.. if delayed local was implemented that would be solved ... alongside several other issues. Specially if you make local delay be correlated to the level of ownership of a system. Not owned.. local delayed 10 minutes. Fully owned down to 30 seconds. That woudl be an incentive for all systems be "farmed" so that the intel network is kept in good shape. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1565
|
Posted - 2014.08.21 10:29:00 -
[1489] - Quote
Pesadel0 wrote:Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.
I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space
The problem was not nerfing nano fleet. Was nerfing them TOO MUCH... A tad bit less agressive nerf would have left game in a better skirmishable level. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
667
|
Posted - 2014.08.21 12:07:00 -
[1490] - Quote
I think the bigger problem is that people are just abusing jump portals, jump drives, and jump bridges. It is very hard to something to enemy fleet if they need just 1-2 midpoints to cross a region. Kill a carrier in this nano gang , or mothership.
Fix capitals, remove titan bridges, jump brides and every thing will be slowly moving into the better. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
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baltec1
Bat Country Goonswarm Federation
12770
|
Posted - 2014.08.21 12:41:00 -
[1491] - Quote
Kagura Nikon wrote:
The problem with missions is that the missioners will be almost 100% safe because takes longer to probe them there and they will be long docked when hunters arrive.
Using local as an intel tool goes out the window when you have 50+ in the system. More densely populated sov space would make catching rattler easier than now Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
669
|
Posted - 2014.08.21 18:06:00 -
[1492] - Quote
baltec1 wrote:Kagura Nikon wrote:
The problem with missions is that the missioners will be almost 100% safe because takes longer to probe them there and they will be long docked when hunters arrive.
Using local as an intel tool goes out the window when you have 50+ in the system. More densely populated sov space would make catching rattler easier than now 
Exactly - the more people on local the easier to catch someone. You can also make those mission sites visible on scanner - just add another tick like 'show anomalies' Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1565
|
Posted - 2014.08.22 00:25:00 -
[1493] - Quote
baltec1 wrote:Kagura Nikon wrote:
The problem with missions is that the missioners will be almost 100% safe because takes longer to probe them there and they will be long docked when hunters arrive.
Using local as an intel tool goes out the window when you have 50+ in the system. More densely populated sov space would make catching rattler easier than now 
maybe.. but hard to predict how dense that will be.. if not enought... thatn becomes a problem
We hunt war targets in high sec... and as a rule of thumb... less than 100 in local mean they wil see us asap when we jump in. THat is why I think local show up time should depend on how populated a system is.... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
670
|
Posted - 2014.08.22 06:30:00 -
[1494] - Quote
Well remember that people want missions. Missions that will be located in a agent site, outside of the station. Let say that in one constellation you can have only 1 agent site in your sov.
This mean that people in this constellation will go in and out of this system - so many targets for small gangs.
What more - this site can be "disabled" by small gang if undefended by destroying some structure , so if you will not defend this site - it will cost you , and it will block all missions for large group of players for let say 30 minutes.
People don't want JB , or JB in totally different form - not abused like now. So more moving targets, and more space to cover.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1565
|
Posted - 2014.08.22 10:42:00 -
[1495] - Quote
If the missions almost always send you to the next system. That might work.....
But I still would like some local revamp to help 0.0 changes.
If the level of activity in a system made difference on if local works or not.. that would push a LOT on the direction that all systems must have economical activity (otherwise they become dangerous shadows were enemies can hide). "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
670
|
Posted - 2014.08.22 10:59:00 -
[1496] - Quote
I see that 50 % missions you have in the same system , 30% in the constellation , 20% anywhere in alliance sov. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12772
|
Posted - 2014.08.22 11:59:00 -
[1497] - Quote
Anthar Thebess wrote:I see that 50 % missions you have in the same system , 30% in the constellation , 20% anywhere in alliance sov.
Nah, just have them in system and next door. The higher agent ones (the ones you get every 10 missions) can be the ones that send you backpacking across the constellation.
The great thing about missions as they currently are is that they let you have much more compact populations which in turn means you have a much better local market and it is a lot easier to for a defense fleet to take on roams all while making local a much more unreliable intel tool. Best thing is that CCP don't need to spend huge amounts of time on it, it is a fairly quick and easy thing to do that will make a huge difference. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Dr Cedric
Independent Miners Corporation Care Factor
70
|
Posted - 2014.08.22 18:16:00 -
[1498] - Quote
Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.
More fitting choices means more fleet options and more tactical decisions.
Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time. Cedric
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Linkxsc162534
Traps 'R' Us
93
|
Posted - 2014.08.22 22:52:00 -
[1499] - Quote
baltec1 wrote:Linkxsc162534 wrote:baltec1 wrote: Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.
What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system. The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area. But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be. We would be in the exact same situation as now only it would take 4 hours rather than 2.
Yeah, but with a 4 hour defensive response time means that my team could jump in, get SBUs up, reinforce the Ihub, and either cloak up, log out, or run away before you could respond. Given this happens often enough in different areas you have to either A, local defense fleets to stave off these assaults. B, bring big blap fleets every time to deal with the attack you are expecting to get the second level of reinforcement on the station and Ihub. C, bring a big fleet to save the system when it comes out of its last reinforcement. D, concede that some systems on the fringe of your sov aren't worth the effort of defending and let the little guy hold territory for a while. Hell, you're the blue doughnut, you can come by and wipe them out any time you want right right?
Little guy, it doesn't matter that much. They could go out and attack some systems, conquer them for some amount of time. Maybe take an overall money loss on the whole affair, maybe they could hold their couple systems for long enough to make a profit. Either way, there'd be more chances for content generation.
|

baltec1
Bat Country Goonswarm Federation
12779
|
Posted - 2014.08.23 00:37:00 -
[1500] - Quote
Linkxsc162534 wrote:baltec1 wrote:Linkxsc162534 wrote:baltec1 wrote: Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.
What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system. The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area. But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be. We would be in the exact same situation as now only it would take 4 hours rather than 2. Yeah, but with a 4 hour defensive response time means that my team could jump in, get SBUs up, reinforce the Ihub, and either cloak up, log out, or run away before you could respond. Given this happens often enough in different areas you have to either A, local defense fleets to stave off these assaults. B, bring big blap fleets every time to deal with the attack you are expecting to get the second level of reinforcement on the station and Ihub. C, bring a big fleet to save the system when it comes out of its last reinforcement. D, concede that some systems on the fringe of your sov aren't worth the effort of defending and let the little guy hold territory for a while. Hell, you're the blue doughnut, you can come by and wipe them out any time you want right right? Little guy, it doesn't matter that much. They could go out and attack some systems, conquer them for some amount of time. Maybe take an overall money loss on the whole affair, maybe they could hold their couple systems for long enough to make a profit. Either way, there'd be more chances for content generation.
It takes a week to take a station system, we only need to show up once in that week to defend it. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Linkxsc162534
Traps 'R' Us
93
|
Posted - 2014.08.23 04:38:00 -
[1501] - Quote
baltec1 wrote: It takes a week to take a station system, we only need to show up once in that week to defend it.
Yeah, you only have to show up once for me... but what about for the 30 other groups of scrubs that will be gunning for your systems now that they know a 400man MOM fleet won't be dropping on them within a moments notice?
Remember, my whole argument is about slowing capital mobility down and giving them gate travel. Takes 3 hours IIRC to put up SBUs. And then assuming a handful of dreads, we could actuality reinforce some stuff before you're blob gets here to stop us. You at any time have the forces to stop us, but at the same time if attacks are happening in 10 different systems, you gotta start splitting up your fleet, and you better check yourself on that because now you're numerical advantage is getting whittled down. You might ignore the initial assault, planning to defend during the armor phase or the structure phase. But even then can you get the pilots online willing to run around after 10-20man groups harassing ur stuff? Content? I wonder how long your pilots will keep from getting burned out running around trying to catch all the little groups of harassers that can't be just smacked down by your supercaps.
Hell, given you're slower response time, I could just take a handful of guys, fly right into your space and start running around reinforcing moongoo POSes and cutting into your income. You gonna just let us go around and kill of x number of days worth of goo production? Is that scrubby system out on the fringe with the crappy moons really worth the effort compared to stopping the harassing group?
All this crap COULD be done now you might argue. But be honest, it really cant. You can simply bring your fleet to bear against anyone too quickly, so noone bothers trying. And you've got too many treaty's with the rest of the doughnut for them to do anything. Then theres also always Cyno jammers, which we can't do much about. 1 Dread = ~5-15BSes worth of DPS, but hey we can't use them 90% the time.
|

baltec1
Bat Country Goonswarm Federation
12779
|
Posted - 2014.08.23 08:53:00 -
[1502] - Quote
Linkxsc162534 wrote:baltec1 wrote: It takes a week to take a station system, we only need to show up once in that week to defend it.
Yeah, you only have to show up once for me... but what about for the 30 other groups of scrubs that will be gunning for your systems now that they know a 400man MOM fleet won't be dropping on them within a moments notice? Remember, my whole argument is about slowing capital mobility down and giving them gate travel. Takes 3 hours IIRC to put up SBUs. And then assuming a handful of dreads, we could actuality reinforce some stuff before you're blob gets here to stop us. You at any time have the forces to stop us, but at the same time if attacks are happening in 10 different systems, you gotta start splitting up your fleet, and you better check yourself on that because now you're numerical advantage is getting whittled down. You might ignore the initial assault, planning to defend during the armor phase or the structure phase. But even then can you get the pilots online willing to run around after 10-20man groups harassing ur stuff? Content? I wonder how long your pilots will keep from getting burned out running around trying to catch all the little groups of harassers that can't be just smacked down by your supercaps. Hell, given you're slower response time, I could just take a handful of guys, fly right into your space and start running around reinforcing moongoo POSes and cutting into your income. You gonna just let us go around and kill of x number of days worth of goo production? Is that scrubby system out on the fringe with the crappy moons really worth the effort compared to stopping the harassing group? All this crap COULD be done now you might argue. But be honest, it really cant. You can simply bring your fleet to bear against anyone too quickly, so noone bothers trying. And you've got too many treaty's with the rest of the doughnut for them to do anything. Then theres also always Cyno jammers, which we can't do much about. 1 Dread = ~5-15BSes worth of DPS, but hey we can't use them 90% the time.
You have to remember you dont just slow us down you also slow down any attacker just as much. Under the current mechanics simply nerfing power projections would mean everything just takes longer to do. We would still show up for the timers because we would just set off a bit sooner. You could remove jump bridges, remove titan bridges and force a 24 hour cooldown on capital jump drives and we would still be able to dump baltec fleets on your head that no small alliance can hurt.
If anything you make it even harder to remove us from our sprawling empires and all of the real problems with null go untouched. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12779
|
Posted - 2014.08.23 08:58:00 -
[1503] - Quote
Dr Cedric wrote:Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.
More fitting choices means more fleet options and more tactical decisions.
Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time.
Problem with this idea is that it hurts small scale use of logi.
The reason why diminishing returns is better is because it would mean small scale use of logi for roams, small fleets and small capital use would stay as it is. We only want to nerf their use in the large fleets which is where the problem is.
The reason for missions is a simple one. It is by far the easiest change for ccp to make that would have the greatest impact. They are already in game, they inject less isk into the system than anoms do and they allow for any number of people in the system. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
95
|
Posted - 2014.08.23 18:59:00 -
[1504] - Quote
baltec1 wrote: You have to remember you dont just slow us down you also slow down any attacker just as much. Under the current mechanics simply nerfing power projections would mean everything just takes longer to do. We would still show up for the timers because we would just set off a bit sooner. You could remove jump bridges, remove titan bridges and force a 24 hour cooldown on capital jump drives and we would still be able to dump baltec fleets on your head that no small alliance can hurt.
If anything you make it even harder to remove us from our sprawling empires and all of the real problems with null go untouched.
Well id still just like the ability to reinforce a system before the doomfleet lands on me, thatd be more than enough to get people to try. After all, wed also be able to run a regular pvp roam through your space without a titan bridging 300 onto us. Wed have our own scouts and a couple jumps notice of your blob. Right now, any ship can be the blob
Also i stated the removal of jumping, none of this 24 hr wait time stuff. All youd have to do is reship. And a 24 hour wait wouldnt fix my lack of ability to use dreads or carriers as an asset.
Thirdly the logi issue is more a problem with carriers being too powerful outside of triage. Simply a dread out of seige is about 1bses damage, and siege makes it 7x. A carrier only gets a 4x rep/sec bonus (half cycle time, double rep amnt) when triaged. But a 3rep carrier can almost match a dreads dps in terms of damage repped (before considering resists) basically triage should be switched to a 7x total rep bonus, and its untriage rep speed adjusted to match.
But that could be happening in the upcoming capital balance pass so well see. Much easier more effective change than diminishing returns. |

Dr Cedric
Independent Miners Corporation Care Factor
70
|
Posted - 2014.08.23 19:53:00 -
[1505] - Quote
baltec1 wrote:Dr Cedric wrote:Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.
More fitting choices means more fleet options and more tactical decisions.
Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time. Problem with this idea is that it hurts small scale use of logi. The reason why diminishing returns is better is because it would mean small scale use of logi for roams, small fleets and small capital use would stay as it is. We only want to nerf their use in the large fleets which is where the problem is. The reason for missions is a simple one. It is by far the easiest change for ccp to make that would have the greatest impact. They are already in game, they inject less isk into the system than anoms do and they allow for any number of people in the system.
Any number of people without any investment in the system to allow it? I don't want to make sitting in a single system w/ 400 people EASY to accomplish. I don't necessarily mind if it happens, but a group needs to work for their space, both taking the space and making opportunities for ISK generation Cedric
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Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
51
|
Posted - 2014.08.24 02:22:00 -
[1506] - Quote
baltec1 wrote:Rivr Luzade wrote:If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better. It is a lot better than having smaller fleets completely unable to even cause any damage to a larger one.
Again, (AGAIN) a nerf to damage mitigation will only mean a larger entity will steamroll over the smaller even more quickly than now.
baltec1 wrote:Pesadel0 wrote:Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.
I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space Not if we change sov to residency based and replace the primary ratting activity from anoms to missions.
All that's going to do is lead to more renters. You aren't changing anything. In fact most your suggestions would probably worse then situation, not improve it.
Sov based residency, which is nice in theory. But without addressing the ability to hotdrop everywhere and anywhere all day long the larger entities will always be able to bully all of null,
The real issue isn't how many systems are stamped with your name on the sov map. That doesn't really matter all that much. It's the degree of direct influence via spaceship violence that really matters. This is why your "travel shouldn't be nerfed because it won't change anything" is critically flawwed.
Because as it is both nothing will ever be out of reach of a bloc's influence and they will never be vulnerable to counter attack. (they never actually have to "commit" to a campaign).
You want to talk about making it so smaller groups have a chance? Next time a bloc group goes to put someone in line or defend an interest on one side of the galaxy, give the ability of a smaller group (in a nose-to-nose fight) to counter attack your interests without you being able to respond immediately.
THAT is how you give small guys a chance. By not letting big guys be everywhere at once.
You keep saying that "well it will slow the attackers too" but you completely (willfully?) ignore that fact that the comparison to be made here isn't one large group vs one small group, but in reality (and how null should be) it's one large group vs many small groups.
And until you can address why this is so allegedly fundamentally flawed, I have trouble taking your ideas into consideration as unbiased.
And don't give us that same tired "well this alliance will cover this, and that one that" because it doesn't actually mean anything. The point isn't who can commit to where, the point is being able to hit those people at home WHEN they commit. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12781
|
Posted - 2014.08.24 04:12:00 -
[1507] - Quote
Dr Cedric wrote:baltec1 wrote:Dr Cedric wrote:Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.
More fitting choices means more fleet options and more tactical decisions.
Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time. Problem with this idea is that it hurts small scale use of logi. The reason why diminishing returns is better is because it would mean small scale use of logi for roams, small fleets and small capital use would stay as it is. We only want to nerf their use in the large fleets which is where the problem is. The reason for missions is a simple one. It is by far the easiest change for ccp to make that would have the greatest impact. They are already in game, they inject less isk into the system than anoms do and they allow for any number of people in the system. Any number of people without any investment in the system to allow it? I don't want to make sitting in a single system w/ 400 people EASY to accomplish. I don't necessarily mind if it happens, but a group needs to work for their space, both taking the space and making opportunities for ISK generation
Which is why we are asking for the agent to be a station upgrade that have 4 levels. It would work in more or less the same way anoms do. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12781
|
Posted - 2014.08.24 04:23:00 -
[1508] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:Rivr Luzade wrote:If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better. It is a lot better than having smaller fleets completely unable to even cause any damage to a larger one. Again, (AGAIN) a nerf to damage mitigation will only mean a larger entity will steamroll over the smaller even more quickly than now. baltec1 wrote:Pesadel0 wrote:Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.
I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space Not if we change sov to residency based and replace the primary ratting activity from anoms to missions. All that's going to do is lead to more renters. You aren't changing anything. In fact most your suggestions would probably worse then situation, not improve it. Sov based residency, which is nice in theory. But without addressing the ability to hotdrop everywhere and anywhere all day long the larger entities will always be able to bully all of null, The real issue isn't how many systems are stamped with your name on the sov map. That doesn't really matter all that much. It's the degree of direct influence via spaceship violence that really matters. This is why your "travel shouldn't be nerfed because it won't change anything" is critically flawwed. Because as it is both nothing will ever be out of reach of a bloc's influence and they will never be vulnerable to counter attack. (they never actually have to "commit" to a campaign). You want to talk about making it so smaller groups have a chance? Next time a bloc group goes to put someone in line or defend an interest on one side of the galaxy, give the ability of a smaller group (in a nose-to-nose fight) to counter attack your interests without you being able to respond immediately. THAT is how you give small guys a chance. By not letting big guys be everywhere at once. You keep saying that "well it will slow the attackers too" but you completely (willfully?) ignore that fact that the comparison to be made here isn't one large group vs one small group, but in reality (and how null should be) it's one large group vs many small groups. And until you can address why this is so allegedly fundamentally flawed, I have trouble taking your ideas into consideration as unbiased. And don't give us that same tired "well this alliance will cover this, and that one that" because it doesn't actually mean anything. The point isn't who can commit to where, the point is being able to hit those people at home WHEN they commit.
Again, nerf power projection and you get both attackers AND defenders. I will continue to give you our sigs will cover this and that because that is exactly what we will do. Under the current mechanics we can defend our space without jumpbridges, hell, they nefed them a few years ago and it made no difference.
We used to take fleets from one side of EVE to the other before we had bridges and titans to get in on fights. You will never stop large alliances from being able to reach anywhere in EVE. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
95
|
Posted - 2014.08.24 05:56:00 -
[1509] - Quote
baltec1 wrote:
Again, nerf power projection and you get both attackers AND defenders. I will continue to give you our sigs will cover this and that because that is exactly what we will do. Under the current mechanics we can defend our space without jumpbridges, hell, they nefed them a few years ago and it made no difference.
I'm sure i can manage operating at exactly the same speed i already am, compared to you who are suddenly vastly slower.
Quote: We used to take fleets from one side of EVE to the other before we had bridges and titans to get in on fights. You will never stop large alliances from being able to reach anywhere in EVE.
Yeah we cant stop you, but if you're the same speed as us, its a bit more balanced.
Quote:As for your logi comment, we already alpha smaller fleets into oblivion and take no damage in return. You are literally arguing for small alliances to stand zero chance of even hurting us let alone having any chance to win. The CFC is untouchable and you are arguing to keep it that way.
Cant alpha down fleets with your blob when you cant catch them as easily. Logi is a second rate problem to the strategic mobility.
Here. Try this. It might help you understand our point of view.
Go on steam(or any other place that has it) and dl the demo to "Sword of the Stars" Its a slightly aged 4x game that will run on a toaster that even though it was released in... 2006 i think, still has a small yet active community (though many of us play the sequel, but theres no free demo for #2) Play around with it a few matchs, read the forums get a general feel for the game.
Then load up an 350 star 8 player match where all the players and ais are playing hiver. Try that for a bit, do a hamachi lan match have a couple other doughnut alliance members get in on the game.
Now about turn 180 of that match... thats the status of eve sov warfare. Attacks are almost worthless to make because the enemy can get all of their forces anywhere they need to defend before you can ever manage.
(Yes blobbing up so that a tactical battle runs down the counter does work, but since your playing with other people, try doing a match where at any given time you never exceed 500 ships. (To emulate the limited number of players at your disposals in eve)
Now do it again later. But pick a different race, have all the players running humans, play it now and see how the fighting unfolds. (Dont go past the fusion era though, cause late game humans are the fastest race in the game. They had an interesting balance that game did)
This second game, without the instant response times, would be much more like eve without jump drives. |

baltec1
Bat Country Goonswarm Federation
12781
|
Posted - 2014.08.24 06:16:00 -
[1510] - Quote
Linkxsc162534 wrote:baltec1 wrote:
Again, nerf power projection and you get both attackers AND defenders. I will continue to give you our sigs will cover this and that because that is exactly what we will do. Under the current mechanics we can defend our space without jumpbridges, hell, they nefed them a few years ago and it made no difference.
I'm sure i can manage operating at exactly the same speed i already am, compared to you who are suddenly vastly slower. Quote: We used to take fleets from one side of EVE to the other before we had bridges and titans to get in on fights. You will never stop large alliances from being able to reach anywhere in EVE.
Yeah we cant stop you, but if you're the same speed as us, its a bit more balanced. Quote:As for your logi comment, we already alpha smaller fleets into oblivion and take no damage in return. You are literally arguing for small alliances to stand zero chance of even hurting us let alone having any chance to win. The CFC is untouchable and you are arguing to keep it that way. Cant alpha down fleets with your blob when you cant catch them as easily. Logi is a second rate problem to the strategic mobility. Here. Try this. It might help you understand our point of view. Go on steam(or any other place that has it) and dl the demo to "Sword of the Stars" Its a slightly aged 4x game that will run on a toaster that even though it was released in... 2006 i think, still has a small yet active community (though many of us play the sequel, but theres no free demo for #2) Play around with it a few matchs, read the forums get a general feel for the game. Then load up an 350 star 8 player match where all the players and ais are playing hiver. Try that for a bit, do a hamachi lan match have a couple other doughnut alliance members get in on the game. Now about turn 180 of that match... thats the status of eve sov warfare. Attacks are almost worthless to make because the enemy can get all of their forces anywhere they need to defend before you can ever manage. (Yes blobbing up so that a tactical battle runs down the counter does work, but since your playing with other people, try doing a match where at any given time you never exceed 500 ships. (To emulate the limited number of players at your disposals in eve) Now do it again later. But pick a different race, have all the players running humans, play it now and see how the fighting unfolds. (Dont go past the fusion era though, cause late game humans are the fastest race in the game. They had an interesting balance that game did) This second game, without the instant response times, would be much more like eve without jump drives.
Now listen to someone who has been playing the sov game in EVE for near 8 years. We can cover our space even without access to jump bridges and titans. We get at least two days to defend any target and our fleets are effectivly imminue to smaller alliances. Nerfing power projection will do nothing to our ability to defend our space, it will not help you to take any systems off us.
Power projection nerf will do nothing to fix the problems with null. It wont solve the need for empire spawl, it wont solve the issue of holding sov in unused space, it wont help small alliances from getting wiped out and it wont solve the issue of needing a massive capital fleet to be viable. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Linkxsc162534
Traps 'R' Us
95
|
Posted - 2014.08.24 06:51:00 -
[1511] - Quote
Congrats youve been here longer than i have.
I understand you can cover your sprawling empires even without jumping. But that means you are spread out. Together we stand divided we fall. Well you always stand together,because theres no reason for you to be divided, you can be anywhere when you need to be.
Wouldnt really hurt the little guy not having power projection, they likely wouldnt expand past a 4 jumps in any direction anyways.
And you have 2 days... to defend any target... you mean any 1 target. You need more time to defend more targets do you not? Especially if you need to defend them say, all on the same day? Yeah i know youve got your wrecking ball and all that jazz. Glancing around you mustered around 4000 ships from all the member groups earlier this year for that fight. Quite a feat.
Now lets say theres an uprising of ~ 500 players, bolstered by the news that cfc wont be listening to miley cirus this afternoon, and theyre stuck slowboating it just like you. they prepare forces, and jump off from lowsec and attack 50 different systems... 10 players per system doesnt sound like much, but really how long does it take 5 dreads to reinforce an ihub. So now assuming you stomped out 3/4ths of thes little attempts and now your looking at 10 systems coming out of reinforcement that you have to deal with, amongst other attacks that may spring up. That 4000 ships starting to get split up starts looking more like a bunch of 100 and 200 ship fleets to me, which arent 100% untouchable even with logi. We dont mind the loss of a few ships in the name of taking a few bites out the krispy creme. And as you start having to keep pilots on more and more often to stamp out these smaller insurrections (rather than just all hands on deck once or twice a year) your guys will start to get antsy, start burning out.
Just fly into some systems and get them reinforced, they spend an hour or 2 moving ships around for the defense in a couple days. A defense against an attack that may never come. I know we all hate chasing shadows man.
But hey try out the sots game, you might get a better feel for what im saying rather then getting all red in the face because you realize that someone elses argument could possibly have some validity. Heck if you practice a bit yourself, a couple guys and i are gonna have a match next weekend, we could send you the server info and show you first hand what i mean about the status of power projected sov. |

baltec1
Bat Country Goonswarm Federation
12781
|
Posted - 2014.08.24 07:24:00 -
[1512] - Quote
Linkxsc162534 wrote:Congrats youve been here longer than i have.
I understand you can cover your sprawling empires even without jumping. But that means you are spread out. Together we stand divided we fall. Well you always stand together,because theres no reason for you to be divided, you can be anywhere when you need to be.
Wouldnt really hurt the little guy not having power projection, they likely wouldnt expand past a 4 jumps in any direction anyways.
And you have 2 days... to defend any target... you mean any 1 target. You need more time to defend more targets do you not? Especially if you need to defend them say, all on the same day? Yeah i know youve got your wrecking ball and all that jazz. Glancing around you mustered around 4000 ships from all the member groups earlier this year for that fight. Quite a feat.
Now lets say theres an uprising of ~ 500 players, bolstered by the news that cfc wont be listening to miley cirus this afternoon, and theyre stuck slowboating it just like you. they prepare forces, and jump off from lowsec and attack 50 different systems... 10 players per system doesnt sound like much, but really how long does it take 5 dreads to reinforce an ihub. So now assuming you stomped out 3/4ths of thes little attempts and now your looking at 10 systems coming out of reinforcement that you have to deal with, amongst other attacks that may spring up. That 4000 ships starting to get split up starts looking more like a bunch of 100 and 200 ship fleets to me, which arent 100% untouchable even with logi. We dont mind the loss of a few ships in the name of taking a few bites out the krispy creme. And as you start having to keep pilots on more and more often to stamp out these smaller insurrections (rather than just all hands on deck once or twice a year) your guys will start to get antsy, start burning out.
Just fly into some systems and get them reinforced, they spend an hour or 2 moving ships around for the defense in a couple days. A defense against an attack that may never come. I know we all hate chasing shadows man.
But hey try out the sots game, you might get a better feel for what im saying rather then getting all red in the face because you realize that someone elses argument could possibly have some validity. Heck if you practice a bit yourself, a couple guys and i are gonna have a match next weekend, we could send you the server info and show you first hand what i mean about the status of power projected sov.
Why would I play another game that has nothing in common with EVE?
How exactly are they going to reinforce 50 systems with just 500 subcaps?
See this is where your inexperience shows. We already have our forces split up into sigs that deal with problem areas and are forever dealing with SBUs everywhere. Hell under your plan we could follow that 500 man fleet around with seige fleet and be utterly safe from any counter hotdrops. We could even dump our caps on people more often safe in the knolage that PL/N3 cant catch them.
Power projection nerfs are only ever put forwards by people who have no understanding of sov or knolage of how we run our fleets. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Vizvig
Savage Blizzard
149
|
Posted - 2014.08.24 08:06:00 -
[1513] - Quote
To get a claim to get farm meadow. Be ready for fight to get iHUB bash.
Surprise! That's finish in stagnation and blue circle around empire.
May be the goals itself is wrong? |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
51
|
Posted - 2014.08.24 16:35:00 -
[1514] - Quote
baltec1 wrote: We already have our forces split up into sigs that deal with problem areas and are forever dealing with SBUs everywhere. Hell under your plan we could follow that 500 man fleet around with seige fleet and be utterly safe from any counter hotdrops. We could even dump our caps on people more often safe in the knolage that PL/N3 cant catch them.
Power projection nerfs are only ever put forwards by people who have no understanding of sov or knolage of how we run our fleets.
And at any moment you can move further reinforcments into place, call for help, bolt for the nearest jump bridge to help someone else and never actually commit to anything.
It's the simplest concept ever, but you refuse to acknowledge it.
Sinclair is of course right: "It is difficult to get a man to understand something, when his salary depends upon his not understanding it" Of course it could just be the natural consequence of someone who has admittedly been living "in the box" for 8 years and literally has NO concept of how this game can operate without the mechanics you rely on.
If your 8 year experience is anything to be considered. Then perhaps you should take it from someone that's been playing going on 11 years.
I lived in 0.0 for years before there even was a goonswarm, your entire thought process appears to be institutionalized around the blocs.
It's really no wonder you have no clue how to fix 0.0 Power projection is the problem. That was the pandoras box moment when we lost regionalization of space and one group became able to sweep across all of the map.
8 years you been around, and 8 years of what? The slow amalgamation of blues until it congealed into one ball of huge monied (moon) interests people always able to hop to the defense of the others.
It has nothing to do with remote repping abilities. You can't see the forest for the trees here.
"The unending paradox is that we do learn through pain." |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
51
|
Posted - 2014.08.24 16:40:00 -
[1515] - Quote
Vizvig wrote:To get a claim to get farm meadow. Be ready for fight to get iHUB bash.
Surprise! That's finish in stagnation and blue circle around empire.
May be the goals itself is wrong?
And this is why activity based sov won't do anything.
Because if you can blink a fleet across the map and wipe out everyone that came to farm a meadow because they didn't pay you rent, it matters very little how many systems you stamp your actual name on. They're still effectively ALL yours.
The goals itself are wrong.
Moon mining was another pandoras box moment. That needs to either go, or just dry up after 15 days and respawn, replace with belts, or both. If there is significant market impact due to the supply side change, you balance on the side of production equations.
Give people a reason to get get out in ships again, not just drop towers and do structure grinds. The siphon is a great idea, but I'd rather blops attack a fleet of bloc/renter miners trying to get their dyspro in a belt and then run home with it all in our blockade runners. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12782
|
Posted - 2014.08.25 10:03:00 -
[1516] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote: We already have our forces split up into sigs that deal with problem areas and are forever dealing with SBUs everywhere. Hell under your plan we could follow that 500 man fleet around with seige fleet and be utterly safe from any counter hotdrops. We could even dump our caps on people more often safe in the knolage that PL/N3 cant catch them.
Power projection nerfs are only ever put forwards by people who have no understanding of sov or knolage of how we run our fleets. And at any moment you can move further reinforcments into place, call for help, bolt for the nearest jump bridge to help someone else and never actually commit to anything. It's the simplest concept ever, but you refuse to acknowledge it. Sinclair is of course right: "It is difficult to get a man to understand something, when his salary depends upon his not understanding it"Of course it could just be the natural consequence of someone who has admittedly been living "in the box" for 8 years and literally has NO concept of how this game can operate without the mechanics you rely on. If your 8 year experience is anything to be considered. Then perhaps you should take it from someone that's been playing going on 11 years. I lived in 0.0 for years before there even was a goonswarm, your entire thought process appears to be institutionalized around the blocs. It's really no wonder you have no clue how to fix 0.0 Power projection is the problem. That was the pandoras box moment when we lost regionalization of space and one group became able to sweep across all of the map. 8 years you been around, and 8 years of what? The slow amalgamation of blues until it congealed into one ball of huge monied (moon) interests people always able to hop to the defense of the others. It has nothing to do with remote repping abilities. You can't see the forest for the trees here.
I also pre date jump bridges and titans, I know how we used to run these things. I also know how we run things today and how we would respond to losing jump bridging capabilities. Nerfing power projection will do nothing to our ability to defend our vast empires. As I keep on saying our current defensive model would still be viable, we would continue to have our sigs and alliances positioned to be within easy reach of any threat and we have several sigs that specialise in deploying to hotspots.
Equally the invincibility of our fleets vs smaller ones has everything to do with RR as its that very thing that makes us invincible. Even if our enemy outnumbers us they stand down if they lack logi because it would be a waste of time and isk to just throw a fleet away and get no kills in return.
Do you want to stop us from having massive sprawling empires? Then you must get rid of the need to have them in the first place. The only way to nerf power projection enough to stop us from owning the vast empires we currently do is the remove jump drives and bridges entirely, remove jump clones and put a limit on how many gates we can use in a 24 hour period. Sounds fun right? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
52
|
Posted - 2014.08.25 10:44:00 -
[1517] - Quote
baltec1 wrote: I also pre date jump bridges and titans, I know how we used to run these things. I also know how we run things today and how we would respond to losing jump bridging capabilities. Nerfing power projection will do nothing to our ability to defend our vast empires.
Your just screaming into the wind. Response times would be slowed,
this is not a matter of opinion or belief. It's the very specific mechanic we are discussing. You just don't want to acknowledge it.
baltec1 wrote: As I keep on saying our current defensive model would still be viable, we would continue to have our sigs and alliances positioned to be within easy reach of any threat and we have several sigs that specialise in deploying to hotspots.
I'm not even sure you understand why you have friends or why blobs exist.
Even within alliances themselves people have reasons they are members. I think you take membership to a group for granted (again, not surprising).
The only reason a group is formed (and the only way it can survive) is mutual benefit. Common defense, value/money making, that type of thing. Right?
When you slow response times and change mechanics so that one offense makes you vulnerable, or to say, when leaving your home past a certain point makes you vulnerable to counter attack without immediate response
you will find your friends and other alliances that are so quick to spread out in this undefeatable coalition might not be so quick to help you all the time. Someone will eventually capitalize on it and stab the other in the back for profit.
It's called PVP. And it's what needs brought back to the organizations. People within an organization need both opportunity and incentive to stab their friends in the back. Changes to RR won't do that, and that mechanic didn't cause it to begin with.
You've gone out and proven my point for me, you just don't want to consider it. You're right we need to remove the need to have massive sprawling empires.
That need isn't born out of the ability to amass a blob of motherships that can all RR themselves. It's born out of alliances being able to instantly respond to any threat to themselves, or any threat to the others. "The unending paradox is that we do learn through pain." |

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.25 11:07:00 -
[1518] - Quote
Don't try to show point to baltec. if he knows something is that their organization will run exactly the same!
Also, I'm waiting for those numbers on your directors and ppl who are in charge of things.
oh! I forgot running a 12k corp is easy the difficult thing is the RR. |

Canenald
Rubella Solaris Test Alliance Please Ignore
6
|
Posted - 2014.08.25 11:09:00 -
[1519] - Quote
Not sure tweaking and balancing the mechanics behind power projection and sow holding will solve the issue. If the rules are changed a little, people will find ways to adapt. If the rules are changed too much (like limiting jump drives to adjacent systems only), lots of people will be disappointed and possibly stop playing.
I believe a good way to "fix nullsec" would be to make the current big sov holders use it or lose it. Have the pirates and Empires semi-randomly (based on standings and how much a system is being ratted) spawn invasions into player-held nullsec and conquer systems from player alliances if they are not defeated. Conquered systems would function like NPC nullsec except that they would be conquerable by player alliances. This would force the big coalitions to shed some low-value systems and hopefully allow some new alliances to make foothold in nullsec. |

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.25 11:14:00 -
[1520] - Quote
A nice way for ccp to MAKE you run scout fleets every day is to stop the notification spamming.
you get no notification for you POS, go there every single day and see if it is reinforced (don't care how many POS you have)
One notification for the TCU? maybe none! you are getting invaded? go out there and see if you really getting invaded.
Stations? one notification in the last timer.
get the EvE motto right!
HTFU or go back to WoW?
|
|

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
52
|
Posted - 2014.08.25 11:48:00 -
[1521] - Quote
Canenald wrote:Not sure tweaking and balancing the mechanics behind power projection and sow holding will solve the issue. If the rules are changed a little, people will find ways to adapt. If the rules are changed too much (like limiting jump drives to adjacent systems only), lots of people will be disappointed and possibly stop playing.
I believe a good way to "fix nullsec" would be to make the current big sov holders use it or lose it. Have the pirates and Empires semi-randomly (based on standings and how much a system is being ratted) spawn invasions into player-held nullsec and conquer systems from player alliances if they are not defeated. Conquered systems would function like NPC nullsec except that they would be conquerable by player alliances. This would force the big coalitions to shed some low-value systems and hopefully allow some new alliances to make foothold in nullsec.
The only thing to drive players to unsub have been lack of development and microtransactions.
There is probably a more valid discussion in realizing appeasing 2k players that dont even know what is good for them and the game is killing the potential for many many more subs.
Besides, you could completely flip null on its head and null subs wouldnt bat an eye. Crackheads dont stop smoking when you change the flavor of the crack.
Activity based sov is a step in the right direction but will only invite renter crap. As long as you can magic around all 0.0 larger groups will own ALL the space, it makes little difference whos name is on a map. "The unending paradox is that we do learn through pain." |

Tredionis
Hedion University Amarr Empire
0
|
Posted - 2014.08.25 14:41:00 -
[1522] - Quote
idea |

baltec1
Bat Country Goonswarm Federation
12782
|
Posted - 2014.08.25 16:03:00 -
[1523] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote: I also pre date jump bridges and titans, I know how we used to run these things. I also know how we run things today and how we would respond to losing jump bridging capabilities. Nerfing power projection will do nothing to our ability to defend our vast empires.
Your just screaming into the wind. Response times would be slowed, this is not a matter of opinion or belief. It's the very specific mechanic we are discussing. You just don't want to acknowledge it. baltec1 wrote: As I keep on saying our current defensive model would still be viable, we would continue to have our sigs and alliances positioned to be within easy reach of any threat and we have several sigs that specialise in deploying to hotspots.
I'm not even sure you understand why you have friends or why blobs exist. Even within alliances themselves people have reasons they are members. I think you take membership to a group for granted (again, not surprising). The only reason a group is formed (and the only way it can survive) is mutual benefit. Common defense, value/money making, that type of thing. Right? When you slow response times and change mechanics so that one offense makes you vulnerable, or to say, when leaving your home past a certain point makes you vulnerable to counter attack without immediate response you will find your friends and other alliances that are so quick to spread out in this undefeatable coalition might not be so quick to help you all the time. Someone will eventually capitalize on it and stab the other in the back for profit. It's called PVP. And it's what needs brought back to the organizations. People within an organization need both opportunity and incentive to stab their friends in the back. Changes to RR won't do that, and that mechanic didn't cause it to begin with. You've gone out and proven my point for me, you just don't want to consider it. You're right we need to remove the need to have massive sprawling empires. That need isn't born out of the ability to amass a blob of motherships that can all RR themselves. It's born out of alliances being able to instantly respond to any threat to themselves, or any threat to the others. baltec1 wrote: The only way to nerf power projection enough to stop us from owning the vast empires we currently do is the remove jump drives and bridges entirely, remove jump clones and put a limit on how many gates we can use in a 24 hour period. Sounds fun right? You might find this surprising to hear, but many of us play eve today without depending on constant crutch of jump drives, bridges and needing to jump clone around the universe. Some of us not only remember smaller more regionalized space and small gang warfare, we actually still live it. It's called low sec and it's 1000%x the game 0.0 is at the moment. yes, it sounds like fun. it sounds like a blast. It sounds exactly like a game I played once, one you allege you were also around to enjoy. One null has ever so slowly evolved away from into the complete BORE it is today. We could all just stay blue forever. Sounds fun, right?
You seem to be under the assumption that if you nerf power projection that we cannot protect our assets. Under the current mechanics we get two days to respond to a reinforcement timer and it is timed to come out at our strongest time. We can have our fleets mobilised and placed anywhere we need them in that time. Our responce time will be exactly the same as now. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
52
|
Posted - 2014.08.25 16:36:00 -
[1524] - Quote
baltec1 wrote:
You seem to be under the assumption that if you nerf power projection that we cannot protect our assets. Under the current mechanics we get two days to respond to a reinforcement timer and it is timed to come out at our strongest time. We can have our fleets mobilised and placed anywhere we need them in that time. Our responce time will be exactly the same as now.
I not under that assumption at all??
Lets be clear, while we can use your alliance as a situational example, this has nothing to do WITH YOU. Get over yourself, this is about the entire game and population.
Its funny your defensive argument is now 'all else equal' citing 2 day timers when we are many pages past accepting any change will need to be mulitfaceted.
Keep clinging to that flat out lie "our response time wont change", its going places. When the mechanics impacting that response is the entire point.
Stomping your feet and repeating "nerfing power projection wont nerf power ptojection" and "slowing things down wont slow things down" isnt a sound debate strategy. Especially when half the time you change the script to "slowing us down doesnt sound very fun"
Your starting to sound more fundamentally biased to the idea than opposed for reasons of ineffectiveness "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12785
|
Posted - 2014.08.25 16:55:00 -
[1525] - Quote
Ninteen Seventy-Nine wrote:
I not under that assumption at all??
Lets be clear, while we can use your alliance as a situational example, this has nothing to do WITH YOU. Get over yourself, this is about the entire game and population.
We own half of null, this has everything to do with us because the goal is to stop us from being able to own half of null. Any changes made needs to literally be goon proof.
Ninteen Seventy-Nine wrote: Its funny your defensive argument is now 'all else equal' citing 2 day timers when we are many pages past accepting any change will need to be mulitfaceted.
Nobody is saying that towers need to lose their reinforcement timers, they were given them for a very good reason.
Ninteen Seventy-Nine wrote: Keep clinging to that flat out lie "our response time wont change", its going places. When the mechanics impacting that response is the entire point.
It wont because towers aren't going to be losing the timers. Power projection nerfs achieve nothing other than making life in EVE yet more tedious. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
95
|
Posted - 2014.08.25 17:30:00 -
[1526] - Quote
baltec1 wrote: You seem to be under the assumption that if you nerf power projection that we cannot protect our assets. Under the current mechanics we get two days to respond to a reinforcement timer and it is timed to come out at our strongest time. We can have our fleets mobilised and placed anywhere we need them in that time. Our responce time will be exactly the same as now.
yes, to any 1 timer. You have a lot of space, and you keep trying to pick apart everyone's arguments saying that you're better and can deal with anything.
Say Hero down there with there, what 10000 guys? Get them some better FCs. Started running around with 10-20 AHAC gangs of 500 members each (Zealot can do 600dps with pulses and conflagration then immediately switch to scorch to deal with threats no ammo need either, ishtar can do 700 with just its drones) attacking different systems all across your space. You might be able to chase them down and beat each 1 of these groups, but could you really chase all of them down at once? And say each brought 10-20 dreads along with that gang?
Takes a little more than 50mil damage (57 actually) to reinforce the Ihub IIRC. 10 moroses doing 7.5k damage (even though they can actually do over 10k with the right fit, but lets say 7.5, cause they might not have all moroses and averaging the possible damage) can literally hit the thing down in 2 siege cycles. That with another 400 subcaps also applying DPS? Heck 50 zealots or ishtars could get the thing down in about a half hour. It just doesn't happen too often now, because everyone has to wait 3 hours to actually attack (SBUs), and you're easily able to throw your fleet around to take down SBUs across all your space without difficulty (power projection, on the defense).
Also, earlier you mentioned that you'd be able to drop your fleet on anyone now without worry of PL/N3 counterdropping. And that that would make you more powerful... Well that may be. But PL/N3 also doesn't have to worry about your fleets dropping on them, so they have opportunities to strike on top of my own forces of 200 nerds who I could maybe call to arms for a couple weeks, the 10000 brave newbies, PL/N3 forces, other lowrat/carebear forces that have never bothered trying sov because they dont want to just be renters. Seriously, theres thousands of players who aren't directly under your thumb man. They all could be attacking at you, (and right now, probably are to some extents), but would you just be sitting there on defense too? Youd probably have your own ships roaming around their territory dropping SBUs looking for a fight. They just don't bother trying now because they know they cant win cause they'll get dropped on in minutes. Slow the game down, get rid of jump drives and titan bridges. Then they at least can get those first reinforcement stages down and you have to actually be on the ball and defend your systems periodically on the armor and structure phases. You might slip up, trying to cover all that territory at once.
It might upset you off to think of it that way. But at least everyone would be moving around, with chances to actually fight. Rather than jumping a system or 2 in enemy territory, dropping some SBUs, and running away before you respond, hoping that you might not destroy the SBUs before they start working.
Hell IRL I know 7 players of CFC member alliances and another 3 from PL/N3 alliances who are tired enough of the stagnation that they started alts to run with BNI since theres apparently some fun happening down there. |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
52
|
Posted - 2014.08.25 17:44:00 -
[1527] - Quote
baltec1 wrote: We own half of null, this has everything to do with us because the goal is to stop us from being able to own half of null. Any changes made needs to literally be goon proof.
Who says it has to be goon proof? You, not me.
Unlike you I'm not going to stand here and suggest something as rediculous as RR changes will make it so smaller groups can WIN. Eve doesn't and never will work like that. Goons will control precicely what they will based on their abilities, organization and playerbase. As they should.
You don't have anything to do with a balance discussion because there is no such thing as making the game "proof" of a group.
^^ This speaks entirely as to why you are incapable of seeing how to improve null. You can't think outside the box you live in. And my guess is, this is the failing in your suggestion for shaking up null. (RR nerf is removing any ability to stalemate against a larger force.)
You have no interest in fixing null mechanics, you just want it so one side can win. I'm starting to think you can't even conceptualize the game in terms other than one side vs another.
baltec1 wrote: Nobody is saying that towers need to lose their reinforcement timers, they were given them for a very good reason.
And what good reason was that? And who ever said it was good? Time might be ruling against that one.
What if structures had nothing to do with attacking, defending and controlling space? Hell, open the stations and just make them large tax-free zones with infinite science and industry slots. Move moon mins to belts. Get rid of bubbles, who cares, ANYTHING to shake it up.
Try thinking beyond "hurr tower bash" "hurr poco bash"
baltec1 wrote: It wont because towers aren't going to be losing the timers. Power projection nerfs achieve nothing other than making life in EVE yet more tedious.
Tedious for who? There is literally nothing more tedious than the current state of null.
My idea is to promote regionalization of space. (it existed before and can again)
Now, I'm sure your alliance would be capable of spreading it's butter evenly across the bread to defend it all. Good for them, not part of the discussion.
But it should be pain in the ass to move thousands from one side of your empire to the other in a blink if you want to commit your forces. No large group can ever be vulnerable ever if there is no distance or actual travel to be a barrier between one side of space and the other.
"You want to make eve less fun" lol. Listen to yourself. Do you know how many times I've heard this unsubtatiated opinion? Even more fun, take a guess at who I hear it from.
We've spent years with CCP developing null by the suggestions of those that wish to control it, not fix it.
The only people enjoying the space now is people staring at maps and counting their isk, it's as dead as a gameplay can get. I could really give a rats ass about the absolute miniscule minority that's etched out the stalemate that is null today thinking the game might not be as fun if they can't hop around all of null on a whim with dozens of supercaps and thousands of ships. And I think the massive majority of the server population would probably agree.
Once we have a regionalization and distance actually means something, there are countless ways to improve that space to make it sustainable for large groups.
I'm interested in watching this game, watching null, thrive. The capacity for population in null could be far beyond what it is today, but it will never be with our current mechanics. "activity based sov" for what? No one will be permitted to stay that doesn't pay rent to a bloc anyways, bam, dead in the water. You'll be fishing for bot corps and suckers like you do now.
You have to think beyond the status quo if you expect to improve beyond it. And you just don't seem to be capable of that. Even worse, you may not even want to. You wouldn't be the first person to choose to rule in hell vs serving in heaven. or... To rule over a stagnant boring eve is probably appealing vs learning to compete again in a very different and vibrant one. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12785
|
Posted - 2014.08.25 17:51:00 -
[1528] - Quote
Linkxsc162534 wrote:baltec1 wrote: You seem to be under the assumption that if you nerf power projection that we cannot protect our assets. Under the current mechanics we get two days to respond to a reinforcement timer and it is timed to come out at our strongest time. We can have our fleets mobilised and placed anywhere we need them in that time. Our responce time will be exactly the same as now.
yes, to any 1 timer. You have a lot of space, and you keep trying to pick apart everyone's arguments saying that you're better and can deal with anything. Say Hero down there with there, what 10000 guys? Get them some better FCs. Started running around with 10-20 AHAC gangs of 500 members each (Zealot can do 600dps with pulses and conflagration then immediately switch to scorch to deal with threats no ammo need either, ishtar can do 700 with just its drones) attacking different systems all across your space. You might be able to chase them down and beat each 1 of these groups, but could you really chase all of them down at once? And say each brought 10-20 dreads along with that gang? Takes a little more than 50mil damage (57 actually) to reinforce the Ihub IIRC. 10 moroses doing 7.5k damage (even though they can actually do over 10k with the right fit, but lets say 7.5, cause they might not have all moroses and averaging the possible damage) can literally hit the thing down in 2 siege cycles. That with another 400 subcaps also applying DPS? Heck 50 zealots or ishtars could get the thing down in about a half hour. It just doesn't happen too often now, because everyone has to wait 3 hours to actually attack (SBUs), and you're easily able to throw your fleet around to take down SBUs across all your space without difficulty (power projection, on the defense). Also, earlier you mentioned that you'd be able to drop your fleet on anyone now without worry of PL/N3 counterdropping. And that that would make you more powerful... Well that may be. But PL/N3 also doesn't have to worry about your fleets dropping on them, so they have opportunities to strike on top of my own forces of 200 nerds who I could maybe call to arms for a couple weeks, the 10000 brave newbies, PL/N3 forces, other lowrat/carebear forces that have never bothered trying sov because they dont want to just be renters. Seriously, theres thousands of players who aren't directly under your thumb man. They all could be attacking at you, (and right now, probably are to some extents), but would you just be sitting there on defense too? Youd probably have your own ships roaming around their territory dropping SBUs looking for a fight. They just don't bother trying now because they know they cant win cause they'll get dropped on in minutes. Slow the game down, get rid of jump drives and titan bridges. Then they at least can get those first reinforcement stages down and you have to actually be on the ball and defend your systems periodically on the armor and structure phases. You might slip up, trying to cover all that territory at once. It might upset you off to think of it that way. But at least everyone would be moving around, with chances to actually fight. Rather than jumping a system or 2 in enemy territory, dropping some SBUs, and running away before you respond, hoping that you might not destroy the SBUs before they start working. Hell IRL I know 7 players of CFC member alliances and another 3 from PL/N3 alliances who are tired enough of the stagnation that they started alts to run with BNI since theres apparently some fun happening down there.
So according to your logic nerfing power projection will make it easier for alliances to project their power outside of their space and harder for defenders to project their power inside their own space. That is pants on head logic right there. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12786
|
Posted - 2014.08.25 18:08:00 -
[1529] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote: We own half of null, this has everything to do with us because the goal is to stop us from being able to own half of null. Any changes made needs to literally be goon proof. Who says it has to be goon proof? You, not me. Unlike you I'm not going to stand here and suggest something as rediculous as RR changes will make it so smaller groups can WIN. Eve doesn't and never will work like that. Goons will control precicely what they will based on their abilities, organization and playerbase. As they should. You don't have anything to do with a balance discussion because there is no such thing as making the game "proof" of a group. ^^ This speaks entirely as to why you are incapable of seeing how to improve null. You can't think outside the box you live in. And my guess is, this is the failing in your suggestion for shaking up null. (RR nerf is removing any ability to stalemate against a larger force.) You have no interest in fixing null mechanics, you just want it so one side can win. I'm starting to think you can't even conceptualize the game in terms other than one side vs another. baltec1 wrote: Nobody is saying that towers need to lose their reinforcement timers, they were given them for a very good reason. And what good reason was that? And who ever said it was good? Time might be ruling against that one. What if structures had nothing to do with attacking, defending and controlling space? Hell, open the stations and just make them large tax-free zones with infinite science and industry slots. Move moon mins to belts. Get rid of bubbles, who cares, ANYTHING to shake it up. Try thinking beyond "hurr tower bash" "hurr poco bash" baltec1 wrote: It wont because towers aren't going to be losing the timers. Power projection nerfs achieve nothing other than making life in EVE yet more tedious. Tedious for who? There is literally nothing more tedious than the current state of null. My idea is to promote regionalization of space. (it existed before and can again) Now, I'm sure your alliance would be capable of spreading it's butter evenly across the bread to defend it all. Good for them, not part of the discussion. But it should be pain in the ass to move thousands from one side of your empire to the other in a blink if you want to commit your forces. No large group can ever be vulnerable ever if there is no distance or actual travel to be a barrier between one side of space and the other. "You want to make eve less fun" lol. Listen to yourself. Do you know how many times I've heard this unsubtatiated opinion? Even more fun, take a guess at who I hear it from. We've spent years with CCP developing null by the suggestions of those that wish to control it, not fix it.The only people enjoying the space now is people staring at maps and counting their isk, it's as dead as a gameplay can get. I could really give a rats ass about the absolute miniscule minority that's etched out the stalemate that is null today thinking the game might not be as fun if they can't hop around all of null on a whim with dozens of supercaps and thousands of ships. And I think the massive majority of the server population would probably agree. Once we have a regionalization and distance actually means something, there are countless ways to improve that space to make it sustainable for large groups. I'm interested in watching this game, watching null, thrive. The capacity for population in null could be far beyond what it is today, but it will never be with our current mechanics. "activity based sov" for what? No one will be permitted to stay that doesn't pay rent to a bloc anyways, bam, dead in the water. You'll be fishing for bot corps and suckers like you do now. You have to think beyond the status quo if you expect to improve beyond it. And you just don't seem to be capable of that. Even worse, you may not even want to. You wouldn't be the first person to choose to rule in hell vs serving in heaven. or... To rule over a stagnant boring eve is probably appealing vs learning to compete again in a very different and vibrant one.
1. If towers had no timers we would burn everything in null and lowsec in a matter of weeks. Both us and PL/N3 have the firepower to torch every tower in an entire region in two days. Its happened before.
2. In 2008 venal residents not only held off the old NC but wiped out their entire supercap fleet while outnumbered. Small fleets used to win vs bigger ones all the time back then because logi were nowhere near as effective as now. Today those same fleets cant even score any kills. RR is responcible for this, if its not fixed then small alliances wont be viable in null unless they join a largepowerblock.
3. Yes, any system will have to be goon proof otherwise we will abuse it. CCP have been forced to make several changes to the game due to our actions from the FW isk fountain to barge buffs to nerfs to sentry drone use.
4. Nothing would make us happier than having all of our space taken off us, I look forwards to that day. A stagnant null is not in our interests hence why we are pushing for the plan we have. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
52
|
Posted - 2014.08.25 19:07:00 -
[1530] - Quote
baltec1 wrote:1. If towers had no timers we would burn everything in null and lowsec in a matter of weeks. Both us and PL/N3 have the firepower to torch every tower in an entire region in two days. Its happened before.
Yes I know *Yawn* Yay, let's talk in circles. And just how could it be possible for such an event to take place? POWER PROJECTION
Why not field the more interesting question, what if structure bashes didn't have anything to do with it?
baltec1 wrote: 2. In 2008 venal residents not only held off the old NC but wiped out their entire supercap fleet while outnumbered. Small fleets used to win vs bigger ones all the time back then because logi were nowhere near as effective as now. Today those same fleets cant even score any kills. RR is responcible for this, if its not fixed then small alliances wont be viable in null unless they join a largepowerblock.
Yes, one time this smaller group one so obviously this proves everything you said. 
You still, again, after how many posts, haven't proven anything regarding your theory. You have not provided ANY evidence to support your claim that nerfing RR is magically going to make small fleets defeat big ones. It will make something undefendable no matter the resources you commit to it, sure. But even that that's in the face of overwhelming offense, not something I think of when I think of "the little guy"
Correllation doesn't equal causation, and correlation built on such a vague, circumstatial and isolated incident doesn't win your argument any points.
You just keep repeating yourself without responding to a litany of holes poked in your master plan. the one easy change that will magically fix null *somehow*... and I'm sure as self centered and ego-laden as you are this change wouldn't possibly be self serving (see point 4 guys, there's no way)
baltec1 wrote: 3. Yes, any system will have to be goon proof otherwise we will abuse it. CCP have been forced to make several changes to the game due to our actions from the FW isk fountain to barge buffs to nerfs to sentry drone use. .
wtf are you even talking about now?
Because you figured how to manipulate a poor fw value equation mechanic and found a powerful ship fit in EFT we have to design the game around you?
Yeah, you guys totally invented exploiting and we rely on you entirely to point out any module imbalance. You really are detached. Enjoy that koolaid mate
baltec1 wrote: 4. Nothing would make us happier than having all of our space taken off us, I look forwards to that day. A stagnant null is not in our interests hence why we are pushing for the plan we have.
oh ffs. you obviously have just entered trolling phase your boss knows where the disband button is.
I'm sure, your just the honorable guards standing vigilant until ccp fixes things around you (but not power projection DONT DO IT< IT WONT FIX ANYTHING)
I do apprecaite your discussion though. I don't think anyone could have seen quite so plainly why no one should listen to you without you insisting on yourself and your alliance vs the real null dynamics that we need to face "The unending paradox is that we do learn through pain." |
|

baltec1
Bat Country Goonswarm Federation
12787
|
Posted - 2014.08.25 20:04:00 -
[1531] - Quote
See all your posts just come across as a bitter armchair general highsec alt who has no idea what they are talking about.
How many times have I had to point out to you that smaller fleets cant even hurt a larger one? You think this is fine? That smaller powers or fleet without the critical mass of logi one have the option of standing down.
I have lost count of the amount of times I have told you what would happen if you just nerf power projection. Fine, ignore the facts, lets take this down another path. If you nerf power projection how are alliances to to survive out on the edges of null? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.25 21:12:00 -
[1532] - Quote
baltec1 wrote:
I have lost count of the amount of times I have told you what would happen if you just nerf power projection. Fine, ignore the facts, lets take this down another path. If you nerf power projection how are alliances going to survive out on the edges of null?
Local production would be a start. Not like its hard to move stuff with blockade runners either. Done it 1000 times to using regular gates, and wormhole chains that happened to be open that day. Often though territory that I wasn't allied with, and before the balance pass to BRs.
|

baltec1
Bat Country Goonswarm Federation
12789
|
Posted - 2014.08.25 21:23:00 -
[1533] - Quote
Linkxsc162534 wrote:baltec1 wrote:
I have lost count of the amount of times I have told you what would happen if you just nerf power projection. Fine, ignore the facts, lets take this down another path. If you nerf power projection how are alliances going to survive out on the edges of null?
Local production would be a start. Not like its hard to move stuff with blockade runners either. Done it 1000 times to using regular gates, and wormhole chains that happened to be open that day. Often though territory that I wasn't allied with, and before the balance pass to BRs.
Even with the new industry changes you cannot live totally independent from high sec (which is how it should be). You cannot keep an alliance supplied just with blockade runners, you need freighters. Join Bat Country today and defend the Glorious Socialist Dictatorship |

jiujitsutou
Outrider's Black. Sails
4
|
Posted - 2014.08.25 22:50:00 -
[1534] - Quote
baltec1 wrote:
1. If towers had no timers we would burn everything in null and lowsec in a matter of weeks. Both us and PL/N3 have the firepower to torch every tower in an entire region in two days. Its happened before.
2. In 2008 venal residents not only held off the old NC but wiped out their entire supercap fleet while outnumbered. Small fleets used to win vs bigger ones all the time back then because logi were nowhere near as effective as now. Today those same fleets cant even score any kills. RR is responcible for this, if its not fixed then small alliances wont be viable in null unless they join a largepowerblock.
3. Yes, any system will have to be goon proof otherwise we will abuse it. CCP have been forced to make several changes to the game due to our actions from the FW isk fountain to barge buffs to nerfs to sentry drone use.
4. Nothing would make us happier than having all of our space taken off us, I look forwards to that day. A stagnant null is not in our interests hence why we are pushing for the plan we have.
2. This sounds like pure claims since neither rrs nor the ships that usualy fit them have been changed in any meaningfull way if we ignore t1 logis and frigs wich went from garbage to okish. Could you elaborate how rrs have become more effective and in what way you would want to change , so that a big gangs donot profit as much from them as small gangs , how will you address RR BS / RR T3 and RR Carrier (with atleast the last having a major role in evening the odds for certain alliances while beeing outnumbered). |

Jaerlei Zil'Mordrar
Infinitus Influentia
5
|
Posted - 2014.08.25 23:12:00 -
[1535] - Quote
In my mind, the problem has less to do with power projection and more to do with the fact that there is no alternative to power projection. Sure, there's probably some imbalances somewhere in large scale fleet mechanics, but I don't think those problems are at the heart of why we have a stagnant Null Sec.
The stagnation comes from the fact that the only way to claim space is through strategic timer control and fleet posturing. Get a big friggin fleet together when your timer drops and the only way for someone to take your space is to come at you with a bigger fleet. Sure, that makes for a fun(ish) brawl when everyone signs up for it, but scheduled fleet fights make for fun MMA, not fun ships in space. (No offense to the Alliance Tournament.)
If you eliminate the timer posturing completely, and any other "sov mechanics", and simply allow space to be held by those who are there using it, and defending it, then the playerbase will sort everything else out.
The small fleets STILL won't be able to take out the massive fleets, nor should they. But they can annoy the hell out of them until they leave. Or they can spread out and strategically target weak spots INSIDE territory. Large fleets will still be around to defend important assets (like that station that has all of the alliance ammunition and replacement ships and modules and such? Or those important shipping lanes?) and move around space with their lumbering awesomeness.
I think the playerbase can figure out ways to sew death and destruction across Null Sec without fancy territory flags. Sure, we can still argue over the mertis of supercaps and subcaps and whatnot. But at least the world would be on fire again, no?
We'd just have to come up with a new way to calculate the influence map, I suppose. |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.25 23:55:00 -
[1536] - Quote
Heh. The solution to sov stagnation is get rid of the sov thats causing the stagnation. Lol thatd be great. Be like back in the early days where "sov" was people inhabiting an area, not a magical stamp marked on a system. |

baltec1
Bat Country Goonswarm Federation
12792
|
Posted - 2014.08.25 23:55:00 -
[1537] - Quote
jiujitsutou wrote:
2. This sounds like pure claims since neither rrs nor the ships that usualy fit them have been changed in any meaningfull way if we ignore t1 logis and frigs wich went from garbage to okish. Could you elaborate how rrs have become more effective and in what way you would want to change , so that a big gangs donot profit as much from them as small gangs , how will you address RR BS / RR T3 and RR Carrier (with atleast the last having a major role in evening the odds for certain alliances while beeing outnumbered).
Numbers.
Back then you couldn't deploy 25-35 logi in a fleet because you didn't have the manpower to spare to do it or the people with the skills. Same as how the massive capital balls are only now a thing. You also didn't have rigs back then and then when we did it was overly expensive as there was only the large rigs for everything. When we got the med rigs things changed as the logi boats could now become cap stable cheaply and were not reliant upon cap chains.
The fix is relatively simple, you put a stacking penalty in place so that after 4-5 logi ships you see less and less repping just like how damage mods work. This way you nerf the problem but don't impact small scale use of the ships and it would apply to everything from frigates to RR battleships to supercaps. People who say that this would result in smaller fleets being killed even faster than now are talking rubbish. It would be no easier to kill them than now, we simply alpha then off grid. The difference this change would make is that they can kill us in return which means it is now possible to use tactics to win a fight rather than just numbers and raw power. It would return us to how it was back in 2010. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 00:08:00 -
[1538] - Quote
Quoting sucks on my phone.
So baltec. If theres a 5ship limit stacking penalty, or is it a 5 rep penalty ( so only 2 carriers can rep you at once before taking penalties). Also how does it mesh with say getting reps from a triaged carrier, relative to a non triage carrier? Or reps from a logifrig, 20 shield repair bots, and a logistic cruiser? Is there just a set limit, cant rep more than x per second? Or like current EWAR equipments that have a stacking penalty, so depending on the... quality of the reps, the highest quality one goes through, while lower quality ones are penalized
Also, how does it affect cap chaining?
Also how does this affect carriers, that though theyre supposed to be logi ships, can put out BS level dps, while repping and imbalanced amount compared to the nonsiege damage dealing ability of a dread? |

baltec1
Bat Country Goonswarm Federation
12793
|
Posted - 2014.08.26 00:21:00 -
[1539] - Quote
Linkxsc162534 wrote:Quoting sucks on my phone.
So baltec. If theres a 5ship limit stacking penalty, or is it a 5 rep penalty ( so only 2 carriers can rep you at once before taking penalties). Also how does it mesh with say getting reps from a triaged carrier, relative to a non triage carrier? Or reps from a logifrig, 20 shield repair bots, and a logistic cruiser? Is there just a set limit, cant rep more than x per second? Or like current EWAR equipments that have a stacking penalty, so depending on the... quality of the reps, the highest quality one goes through, while lower quality ones are penalized
Also, how does it affect cap chaining?
Also how does this affect carriers, that though theyre supposed to be logi ships, can put out BS level dps, while repping and imbalanced amount compared to the nonsiege damage dealing ability of a dread?
5 ships. Reps from a carrier would take priority over something lesser like a drone or a guardian so you wouldn't lose out that way. Cap chaining would be unaffected. I hold no illusion that it would be a pain for CCP programmers but its the most fair way of doing it so far.
Carriers and supers are a big reason why RR nerfs need to happen as they are effectively invincible to subcaps once you hit a critical mass. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Tredionis
Hedion University Amarr Empire
0
|
Posted - 2014.08.26 00:27:00 -
[1540] - Quote
Hi i want to pick some of your minds about mine idea.
system ownership vs system upgrades
Now this two peaces are bound together, when you grind system in week for timers you got system and can upgrading him to desired lvl, it takes you month or less and it is protected by week of timers and lots of hp. My idea is to seperate those two things in each system place Ihub upgrade with 5 stages(we have 5 lvl of upgrades) amount of hp will be medium, large pos scaling with lvl or same it isnt that important atm.
Mechanic 1.Single Ihub with 5 timers we have 5 lvl of upgrades. is something like destroying pos you shoot it bring it to stage 1 timer come back in 24h and shoot it bring it to stage 2 next timer but if lvl was 5 you just bring all strategic military and industry to lvl 4 destroying 10bilions and 2 weeks of upgrading and bring lots of tears in raters renters and so on.
Scorched earth Dyrector lvl people have ability to destroy 1 lvl of upgrades per week to deny enemy to get infrastructure some espinoge content. I think it can provide pardox when invading force defend systems to safe upgrades. Lvl of upgrades will be conected to moon mining lvl 5 = 100% lvl 1 = 50% to bring more importance to take care of systems.
Oportunity -It bring risk to renting there is no week of timers and lots of hp and week of protection thay pay for upgrades not system -Null sec piracy for real that can pillage systems haras alliances not only thair members -Semi hit in power projection if alliances need to protect thair infrastruture thay can send less people for CTA and deployment. -Make living in null more engeging
Power projection You cant break red vs blue in null sec Eve is game of isk and gain, people dont do something for fun or risk it is not logical. Only way for this is make people more engeded with defending of their home it should bring risk to send your resources in other place of galaxy. If eve have 10k online teleporting still providing big fights.
2.Each ship that use Tytan portal should use fuel like jump capable ships. Cross galaxy carrier jump cost 60mln so if you jump 1000 men people fleet across galaxy it cost you already 60bilons. Small alliances dont spend that much beocuse thay dont have that many people.
3.More npc Null in east will bring some ballance overal more npc null for providing more campaign content for piracy mercenarys.
4.Make min warp range to 100km for ability to jump on logistic in battle.
What do you think ? |
|

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 00:33:00 -
[1541] - Quote
So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well? |

baltec1
Bat Country Goonswarm Federation
12793
|
Posted - 2014.08.26 00:34:00 -
[1542] - Quote
Linkxsc162534 wrote:So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well?
None of those would be impacted. Cap transfers would not be touched, just the reps. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 01:15:00 -
[1543] - Quote
baltec1 wrote:Linkxsc162534 wrote:So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well? None of those would be impacted. Cap transfers would not be touched, just the reps.
Iight.
So heres a thought. Most carriers generally run 2-3 reppers, an energy transfer, triage mod, and often a bomb of some sort or a cloak. How bout (at least for caps) each carrier can only carry 1 repper (of each type, since everyone runs armorfleets, they can if they wish do 1 armor 1 shield and 1 hull, or they can trade the unbonused shield and hull reppers for 2 extra highslot mods),
Carriers and logiships get rebalanced around their single repper by buffing their bonuses. Spidertank bses might take a hit, but perhaps down the line other balance changes could even it out.
Or the repper itself could be buffed, and then nonbonused logi operations (spidertanked bses and bcs come to mind) would benefit. (Although when doing some fact checking just now on eft... arent local reps and remote a little out of sync with eachother? And wht is with the micro remote shield booster...)
This way ccp could have a much easier time balancing it perhaps. Because then itd literally be 5 carriers worth of repping?
Also in the case of subcap logis, they might start carrying smartbombs of their own, or perhaps packing those weapon hardpoints and contributing to the antifrig element or something. |

baltec1
Bat Country Goonswarm Federation
12793
|
Posted - 2014.08.26 01:23:00 -
[1544] - Quote
Linkxsc162534 wrote:baltec1 wrote:Linkxsc162534 wrote:So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well? None of those would be impacted. Cap transfers would not be touched, just the reps. Iight. So heres a thought. Most carriers generally run 2-3 reppers, an energy transfer, triage mod, and often a bomb of some sort or a cloak. How bout (at least for caps) each carrier can only carry 1 repper (of each type, since everyone runs armorfleets, they can if they wish do 1 armor 1 shield and 1 hull, or they can trade the unbonused shield and hull reppers for 2 extra highslot mods), Carriers and logiships get rebalanced around their single repper by buffing their bonuses. Spidertank bses might take a hit, but perhaps down the line other balance changes could even it out. Or the repper itself could be buffed, and then nonbonused logi operations (spidertanked bses and bcs come to mind) would benefit. (Although when doing some fact checking just now on eft... arent local reps and remote a little out of sync with eachother? And wht is with the micro remote shield booster...) This way ccp could have a much easier time balancing it perhaps. Because then itd literally be 5 carriers worth of repping? Also in the case of subcap logis, they might start carrying smartbombs of their own, or perhaps packing those weapon hardpoints and contributing to the antifrig element or something.
There was another idea for just stopping RR from working in combat and having logi given another role such as anti support or give them remote sensor booster bonuses and the like. A bit of an extreme solution and would result in logi stopping off grid somewhere and damaged ships warping to them for reps before warping back into the fight. Join Bat Country today and defend the Glorious Socialist Dictatorship |

whaynethepain
68
|
Posted - 2014.08.26 03:39:00 -
[1545] - Quote
Are you saying eve is too small?
More systems, or more universes? places away from solar systems? Getting you on your feet.
So you've further to fall. |

jiujitsutou
Outrider's Black. Sails
4
|
Posted - 2014.08.26 05:35:00 -
[1546] - Quote
@ Wayne: Adding more systems in the current system is nonsense they would be taken just as fast , the Point was and is Powerprojection must be hit hard with the nerfhammer.
@ baltec1: So Basicly you want to soft cap rrs while damage still works n+1 ? That does sound stupid to me ignoring the absoulute numbers you suggest. You said it yourself the Problems is your numbers aka the blobb , rigs do play a Part however the umber of available reps didnt actualy change in 2008/9 RR BS were a huge thing it basicly meant that you had 150 reps spread over 150 ships but resulted in the same amount of reps you get nowadays from 25ish logis .Lets just assume you would be rght and the amount of reps did go up significantly , so did the damage on most ships . A Cap to rrs will help the larger groups more than the small ones as theyll just go the way of the Shotgun as they can afford taking more losses anyways. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
156
|
Posted - 2014.08.26 05:48:00 -
[1547] - Quote
I havent had time to read 70+ Pages so this may have been proposed and viciously beaten to death already but here it is back from the dead:
Rather than remove jump drives or increase fuel costs that only harm smaller alliances in the long run add a cool down to all non Black ops jump drives ( that sort of plays into the needed BLOPS Re-balance ) make it 5 minutes for all Caps, cannot be reset by docking. This means you now cannot move your carrier fleet more than a max distance jump in 2 minutes or across Eve with your supers in 10-15 minutes. Instead now you have to jump and either dock and wait the cooldown or jump regroup and wait for the cooldown together in space.
As a Carrier pilot Sure it sucks that now i have to wait an additional 10 minutes to make a 3 jump trip to jita area to pack in some new fitted ships and jump home again. but on the flipside it gives the opponents more time to get the job done and evac. Also means you cant project from region to region as easily, which goes a long way towards the start of healing Null Sec.
And finally its a Terms and Conditions, you accept that when you hit "Jump to Asakai" or whatever that sh*t could hit the fan pretty hard and your stuck there for 5 minutes no matter what no, lol sorry bye i jammed you and jumped back out. Also means supers cant jump in, cap up, and jump out of low sec before ever dropping invulnerability. Another logistic issue that would make projection more difficult and give pirates bigger fish to prey on in turn.
So again theres the idea that MIGHT be back from the dead. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.26 06:38:00 -
[1548] - Quote
OH yes bring RR nerf!
3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Nerf the RR let the scrubs stay up 2 days to rep their tower from RF!
let the small guy stay up and rep sov structure for ages!
If you are going to nerf RR don't do it only for ships! do it for the fun of this game! |

Anthar Thebess
672
|
Posted - 2014.08.26 06:46:00 -
[1549] - Quote
Well if you just make RR also being affected by resistances then this is very easy to fix , just by removing resistances. It will impact all fleets in grate manner without affecting repair of structures.
Lets assume that we can repair 1000 hp per cycle , but ship have 90% maximum against one type of damage then only 100hp will be repaired by cycle.
We will have finally split doctrines - hey we need ALL types of battleships in a fleet !
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 06:58:00 -
[1550] - Quote
cpt Niki wrote:OH yes bring RR nerf!
3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Nerf the RR let the scrubs stay up 2 days to rep their tower from RF!
let the small guy stay up and rep sov structure for ages!
If you are going to nerf RR don't do it only for ships! do it for the fun of this game!
They couldn't possibly balance it such that more modules worked while repping structures now could they?
Also, at the same time going on that whole structures argument we were having earlier in the projection chat. Wouldnt, say 10 carriers maxing out on reppign a station or something, also be the limit that THEY can use? Thats at least a case of some stuff that I could muster the forces to do just as effectively as they could, power projection aside.
Lesse an archon in siege is probably repping ~3600 armor per second (3 reps) or 900 out of triage. If you triage a single archon it'd take you ~4.5hours (260 minutes) to rep 50mil HP (Yes I know, shields and all, but I just happened to have an archon open on EFT). Split that across 10 archons, thats ~ 26 minutes. Ofcourse you might not rep in in triage, and well then your gonna take 4x as long, so a little over 100 minutes or an hour and a half.
But hey lets jump to conclusions suddenly. (note that this would be running off of my 1rep per ship, rebalance. YMMV depending on other methods of balancing the reps) |
|

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.26 07:23:00 -
[1551] - Quote
Linkxsc162534 wrote:cpt Niki wrote:OH yes bring RR nerf!
3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Nerf the RR let the scrubs stay up 2 days to rep their tower from RF!
let the small guy stay up and rep sov structure for ages!
If you are going to nerf RR don't do it only for ships! do it for the fun of this game! They couldn't possibly balance it such that more modules worked while repping structures now could they? Also, at the same time going on that whole structures argument we were having earlier in the projection chat. Wouldnt, say 10 carriers maxing out on reppign a station or something, also be the limit that THEY can use? Thats at least a case of some stuff that I could muster the forces to do just as effectively as they could, power projection aside. Lesse an archon in siege is probably repping ~3600 armor per second (3 reps) or 900 out of triage. If you triage a single archon it'd take you ~4.5hours (260 minutes) to rep 50mil HP (Yes I know, shields and all, but I just happened to have an archon open on EFT). Split that across 10 archons, thats ~ 26 minutes. Ofcourse you might not rep in in triage, and well then your gonna take 4x as long, so a little over 100 minutes or an hour and a half. But hey lets jump to conclusions suddenly. (note that this would be running off of my 1rep per ship, rebalance. YMMV depending on other methods of balancing the reps)
They couldn't possibly balance it such that more modules worked while repping structures now could they?
why? are structures something special that they need to attract the blob and so the small guy can't do any damage to those structures?
So if you have to rep a 10m hp (TCU) you will stay out there for near 2 hours doing it in triage with fleet to support you and get them bored to death because a single triage carrier is not a target to hotdrop.
having it in non triage it will take you 6 hours? with a fleet there waiting. Yes this game is fun.
Nerf the RR, shutdown the API servers. |

baltec1
Bat Country Goonswarm Federation
12801
|
Posted - 2014.08.26 10:35:00 -
[1552] - Quote
jiujitsutou wrote:@ Wayne: Adding more systems in the current system is nonsense they would be taken just as fast , the Point was and is Powerprojection must be hit hard with the nerfhammer.
@ baltec1: So Basicly you want to soft cap rrs while damage still works n+1 ? That does sound stupid to me ignoring the absoulute numbers you suggest. You said it yourself the Problems is your numbers aka the blobb , rigs do play a Part however the umber of available reps didnt actualy change in 2008/9 RR BS were a huge thing it basicly meant that you had 150 reps spread over 150 ships but resulted in the same amount of reps you get nowadays from 25ish logis .Lets just assume you would be rght and the amount of reps did go up significantly , so did the damage on most ships . A Cap to rrs will help the larger groups more than the small ones as theyll just go the way of the Shotgun as they can afford taking more losses anyways.
BS RR back then had a bunch of issues from quickly capping out to range problems. They were not nearly as good at RR as logi ships today which is why they haven't been see for something like 5 years. The N+1 in regards to damage isn't something you can nerf directly unless you do something like remove the broadcast system. Big fleets will still be a powerful tool but they will at least now be killable.
Quote:3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Naturally structures would have to have no RR cap on them or have specialist mods or even ships for the job and just that job. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1572
|
Posted - 2014.08.26 10:38:00 -
[1553] - Quote
Anthar Thebess wrote:Well if you just make RR also being affected by resistances then this is very easy to fix , just by removing resistances. It will impact all fleets in grate manner without affecting repair of structures.
Lets assume that we can repair 1000 hp per cycle , but ship have 90% maximum against one type of damage then only 100hp will be repaired by cycle.
We will have finally split doctrines - hey we need ALL types of battleships in a fleet !
The downside of that is that it massively nerfs small fleets as well and changes compeltely the balance of ships (makign resistance bonus far far weaker )
I still prefer to simply reduce massively the range of RR. Logistics should need to MOVE to the shipt hey want to repair, not magically touch them 70 km away. Simply REMOVE the PG bonsu to fit large repairers/transfers, Make them work with medium ones and HALVE the range bonus.. in fact make it so that they barely can be used to repair a pos shield and no inch further.
Large repairers and transfers then can be BUFFED, like double the range and a bit less cap usage (now that logis would not be able to use them) That would create variation in possibilities. Also that would add more need of skill on the logi pilots.
With a small bonus is much easier to overhelm logistics. And this will not affect much smaller fleets. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
673
|
Posted - 2014.08.26 12:34:00 -
[1554] - Quote
Range is also issue, but they have to be always able to reach pos. Well there are to many variables just to remove change RR fast.
For example triage carrier repping T3 cruiser almost instantly - for me every thing in this is wrong.
After some thoughts this have to be solved differently.
Maybe adding some negative effects to remote repairs , effects that will grow in a logarithmic way, so at some point they bring to repaired ship more bad than good.
For example. Remote energy transfers : - Signature radius increase. - Targeting Tange Dampening 3 % small 6 % medium 9 % large 20 % Capital
Remote Shield repair - Signature radius increase. 3 % small 6 % medium 9 % large 20 % Capital - Lowering Shield resistances ( to the 0 , so it cannot go negative) 0.5 % small 1 % medium 2.5 % large 4 % Capital
Remote Armor repair - Signature radius increase. 3 % small 6 % medium 9 % large 20 % Capital - Lowering Armor resistances ( to the 0 , so it cannot go negative) 0.5 % small 1 % medium 2.5 % large 4 % Capital
Let assume that this system ticks at 3 repairers, active on a targeted ship. Up to 3 repair systems are free - no negative effect. 4-6 you get 4% reduction to all your armor resistances. 7-9 will get your resistances down by (4+4) * 1.2= 9.6% on all resistances 10-12 will make you (9.6+4)*1.2= 16.32% on all armor resistances down. etc.
Your signature will also be increased.
Those are just suggestions - but they will be heavily affecting all big fleets. No resistances ? Speed? There are many possibilities.
To the point that there will be no more "bring more logistics" but "logistics in wing A only repair target X, rest wait , DO NOT, i repeat DO NOT help" Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
159
|
Posted - 2014.08.26 21:11:00 -
[1555] - Quote
Your argument with triage is all wrong so i have to pose the question have you ever flown a carrier and deployed into triage on tranquility before? Or are you talking about something you have only seen / read about?
The entire point of triage is a shift in energy polarity fields used to augment repair systems and logistic capability's so not only do you rep a lot more both for other people and for yourself but you lose the ability to do anything else including use drones which means when you go into triage more than 1000 DPS has just been nuked from the field for 5 minutes or more. In exchange a ship is now much harder to kill because it is receiving 2000+ Armor HP every 3 seconds ( thats 1 rep usually )
Now what most people do is cry "we cant kill the T3 or whatever thats being repped by an archon, CCP Help me" but there are options available to you that for some reason people don't think to exploit. ( i don't mean bannable exploit )
You could swap primary to the carrier itself and burn it down, sure it reps 20,000 Armor per every 12 seconds or so but it costs quite a bit of cap to do that and its easy if you can apply enough DPS to keep that rep cycling and applying cap pressure through nuets to cap the carrier out and make the T3 or whatever vulnerable once more. Also not in triage a carrier CANNOT UNDER ANY CIRCUMSTANCES recieve remote assistance, if its going down at half triage cycle, its going down before anyone can help it.
You could bump the carrier or the subcap out of repair range, its easier than most people think just nobody thinks to do it for some reason. Conversely with T2 logi ships that rep at 70+ Km's Like theyre supposed to you can damp these ships and bring them into brawling range, 70km reps does you no good with a 30km targeting range. and at 30k your practically in nuet range which opens up doors on its own.
Dreads also exist for a reason, even triage carriers have issues keeping up with an 18K DPS moros or an alpha nag especially since nobody can help them in triage so they have to tank it all by themselves. In pantheon / slowcat setups they can catch reps but you can also drop an alpha dread fleet ( usually if your going against a large pantheon setup you have dreads or supers to help you out )
another good technique is to to JAM the Logistics ships ( not the carriers since triage says no ) even running 2 ECCM they can still be jammed by a good falcon pilot from 70+kms especially if you pile on the racial specific jams needed. no lock means no cap chain or reps which means dead ships. remember mobile depot refit is your friend, use it. ====
Now that rant aside I do agree with stacking penalty for RR, if you have 400 reps on you they shouldn't all be working at maximum efficiency, perhaps a less steep stacking penalty than the current meta so that repping supers or titans under siege is still viable since you cant just rip the rug out from under supers after the recent balance to them again that brought them back to the realm of reason-ability in the first place. Plus that would mean mass dread blobs would be un-stop-able against supers since now the reps were nerfed into oblivion.
even reducing RR based on sig radius would work so that a proteus wont recieve the full power of a rack of reps from an archon making it a bit more reasonable but again it cant be too steep or you penalize people who spent a FULL YEAR OR MORE training into these ships. ===
Also for the other one who said T2 logi should get stuck with medium reps, No they need something that makes them unique its like how a talos fits blaster cannons not medium guns like the other 3 BC's. you can still counter them with above mentioned techniques, it happens all the time. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 21:33:00 -
[1556] - Quote
To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
160
|
Posted - 2014.08.26 21:45:00 -
[1557] - Quote
Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable.
hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 22:05:00 -
[1558] - Quote
Christopher Mabata wrote:Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively.
Constantly checking number of reps on grid is counterproductive and would be a heavy strain on the server. Thats why aoe ongrid boosting is still a myth because itd be such a drain.
Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships.
And at the same time, most of your solutions are only for subcap logis not carrier reps, also jams rent highly effective in fleet settings where every ship is getting 50% better sensors than base.
Sigrad based reps would be maybe doable, but wouldnt it be rather unbalanced? I dont know the specific ruleset for the reps, but shield ships are often rather high on sig compared to their armored bretheren. Depending on the balance, you may make shield ships even less desireable to have around. Or they might be vastly better at recieving reps(larger ships get fuller reps from largr rep sources, thing like exprad and sig for missiles) than armor due to their inherentpy higher sigs. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
160
|
Posted - 2014.08.26 22:18:00 -
[1559] - Quote
Linkxsc162534 wrote:Christopher Mabata wrote:Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively. Constantly checking number of reps on grid is counterproductive and would be a heavy strain on the server. Thats why aoe ongrid boosting is still a myth because itd be such a drain. Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships. And at the same time, most of your solutions are only for subcap logis not carrier reps, also jams rent highly effective in fleet settings where every ship is getting 50% better sensors than base. Sigrad based reps would be maybe doable, but wouldnt it be rather unbalanced? I dont know the specific ruleset for the reps, but shield ships are often rather high on sig compared to their armored bretheren. Depending on the balance, you may make shield ships even less desireable to have around. Or they might be vastly better at recieving reps(larger ships get fuller reps from largr rep sources, thing like exprad and sig for missiles) than armor due to their inherentpy higher sigs.
that end part coupled with the faster cycle time of shield reps could actually mean more shield cap fleets out and about since the rep would be that much better Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 22:44:00 -
[1560] - Quote
Christopher Mabata wrote:Linkxsc162534 wrote:Christopher Mabata wrote:Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively. Constantly checking number of reps on grid is counterproductive and would be a heavy strain on the server. Thats why aoe ongrid boosting is still a myth because itd be such a drain. Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships. And at the same time, most of your solutions are only for subcap logis not carrier reps, also jams rent highly effective in fleet settings where every ship is getting 50% better sensors than base. Sigrad based reps would be maybe doable, but wouldnt it be rather unbalanced? I dont know the specific ruleset for the reps, but shield ships are often rather high on sig compared to their armored bretheren. Depending on the balance, you may make shield ships even less desireable to have around. Or they might be vastly better at recieving reps(larger ships get fuller reps from largr rep sources, thing like exprad and sig for missiles) than armor due to their inherentpy higher sigs. that end part coupled with the faster cycle time of shield reps could actually mean more shield cap fleets out and about since the rep would be that much better
When someone gets primaried, blast them with tps to boost their sig and make reps land harder... but wait then theyll take more damage. |
|

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.27 08:27:00 -
[1561] - Quote
Linkxsc162534 wrote:
Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships.
you didn't get the memo?
Baltec said that this will make sov easy and no more blobs will be there so you will never be in 10% tidi so let us all rejoice!
Nerf the RR, shutdown the API servers |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1582
|
Posted - 2014.08.27 09:48:00 -
[1562] - Quote
cpt Niki wrote:Linkxsc162534 wrote:
Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships.
you didn't get the memo? Baltec said that this will make sov easy and no more blobs will be there so you will never be in 10% tidi so let us all rejoice! Nerf the RR, shutdown the API servers
IF the RR range is reduced a LTO then it WILL be easy to bump outside repair range.
And he is Right, anyoen that has brains enough to analyse the situation can see (or even remember from the past if you prefer) that without logi the fights had way more attrition and smaller gangs were COMMONLY fighting larger gangs and doing a lot of damage.
Resolution based reps could be a nice addition.
Reduce logistic range bonus so that they can barely still repari a pos with large repair/transfers. Now medium repairers will be far superior due to resolution when repairing other cruisers, but they will ahve a much shorter range.
I think we may have found a very viable solution. triage might receive a resolution bonus, so that triage carriers can keep battleships alive, but spider blobs of carriers be not very efficient at doing it. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1582
|
Posted - 2014.08.27 09:56:00 -
[1563] - Quote
Linkxsc162534 wrote: Constantly checking number of reps on grid is counterproductive and would be a heavy strain on the server. Thats why aoe ongrid boosting is still a myth because itd be such a drain.
.
Calculation to know if you are on range of the boosting ship. Your ship is A booster ship is B. (Bx-Ax)^2 +(By-Ay)^2 + (Cy-Ay)^2 compare with desired distance -¦ . A whooping 15 cycles on a cpu... OMG SUCH A MASSIVE LOAD!!!!! Even 10 thousand ships would not represent more than 0.5% of the load of a BAD cpu.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.27 11:27:00 -
[1564] - Quote
Quote:And he is Right, anyoen that has brains enough to analyse the situation can see (or even remember from the past if you prefer) that without logi the fights had way more attrition and smaller gangs were COMMONLY fighting larger gangs and doing a lot of damage.
Can someone tell me, what year are we talking? |

baltec1
Bat Country Goonswarm Federation
12813
|
Posted - 2014.08.27 12:02:00 -
[1565] - Quote
cpt Niki wrote:Quote:And he is Right, anyoen that has brains enough to analyse the situation can see (or even remember from the past if you prefer) that without logi the fights had way more attrition and smaller gangs were COMMONLY fighting larger gangs and doing a lot of damage. Can someone tell me, what year are we talking?
2010 and under. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.27 12:18:00 -
[1566] - Quote
Yes! now I remember, those times that you didn't want to get in big fights because of lag, and those damn hamsters dying so fast!
yes the RR was the hint! that was the feature that made us not flying 1.5k vs 1.5k, yes you ppl are right! the RR was the driving force!
ok lets get our **** together, back then when you had more than 500 in system lag was kicking your head till you spit your teeth.
you didn't have the choice to bring those 50 logi's because you needed those DPS! so no logi more DPS ships.
but... go on, tell about history, I like to hear about those glory days of eve and not seeking a solution to the future without those recalls.
Forgot something! Shutdown the API servers let all the work be done ingame! more people involved more drama we have more content we gain! |

baltec1
Bat Country Goonswarm Federation
12813
|
Posted - 2014.08.27 12:19:00 -
[1567] - Quote
cpt Niki wrote:Yes! now I remember, those times that you didn't want to get in big fights because of lag, and those damn hamsters dying so fast!
yes the RR was the hint! that was the feature that made us not flying 1.5k vs 1.5k, yes you ppl are right! the RR was the driving force!
ok lets get our **** together, back then when you had more than 500 in system lag was kicking your head till you spit your teeth.
you didn't have the choice to bring those 50 logi's because you needed those DPS! so no logi more DPS ships.
but... go on, tell about history, I like to hear about those glory days of eve and not seeking a solution to the future without those recalls.
This was 2 years before you started playing. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.27 12:23:00 -
[1568] - Quote
baltec1 wrote:cpt Niki wrote:Yes! now I remember, those times that you didn't want to get in big fights because of lag, and those damn hamsters dying so fast!
yes the RR was the hint! that was the feature that made us not flying 1.5k vs 1.5k, yes you ppl are right! the RR was the driving force!
ok lets get our **** together, back then when you had more than 500 in system lag was kicking your head till you spit your teeth.
you didn't have the choice to bring those 50 logi's because you needed those DPS! so no logi more DPS ships.
but... go on, tell about history, I like to hear about those glory days of eve and not seeking a solution to the future without those recalls.
This was 2 years before you started playing.
2007 > 2010?
ehm! man! are you ok? did you get from my drugs? |

baltec1
Bat Country Goonswarm Federation
12816
|
Posted - 2014.08.27 12:32:00 -
[1569] - Quote
cpt Niki wrote:baltec1 wrote:cpt Niki wrote:Yes! now I remember, those times that you didn't want to get in big fights because of lag, and those damn hamsters dying so fast!
yes the RR was the hint! that was the feature that made us not flying 1.5k vs 1.5k, yes you ppl are right! the RR was the driving force!
ok lets get our **** together, back then when you had more than 500 in system lag was kicking your head till you spit your teeth.
you didn't have the choice to bring those 50 logi's because you needed those DPS! so no logi more DPS ships.
but... go on, tell about history, I like to hear about those glory days of eve and not seeking a solution to the future without those recalls.
This was 2 years before you started playing. 2007 > 2010? ehm! man! are you ok? did you get from my drugs?
Welp, forums aren't loading histories for me again.
Still, you show a total lack of knowledge of null history, a smaller fleet would often lose the field but win the isk war. There would be endless arguments over who actually won the battle. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pharmaceutical Development
6
|
Posted - 2014.08.27 12:59:00 -
[1570] - Quote
Yes, I'm not saying anything different, but I don't remember big fights like the ones that we have today because the chances the server could **** himself was damn high.
https://wiki.eveonline.com/en/wiki/Major_Fleet_Engagements
YC105 (2003) - 1+ billion isk lost and 25+ ships involved. YC106 (2004) - 2+ billion isk lost and 50+ ships involved. YC107 (2005) - 3+ billion isk lost and 75+ ships involved. YC108 (2006) - 5+ billion isk lost and 100+ ships involved. YC109 (2007) - 10+ billion isk lost and 200+ ships involved. YC110 (2008) - 15+ billion isk lost and 250+ ships involved. YC111 (2009) - 20+ billion isk lost and 300+ ships involved. In 112 (2010) - 30+ billion isk lost and 400+ ships involved. In 113 (2011) - 40+ billion isk lost and 500+ ships involved.
back then those "major" battles has 500+ ships involved! 40b+ isk lost.
Yes those times you wanted something that did damage to other ships not a logistic. and because of lag there was a big possibility for those reps never find their target.
So back then you didn't need logistics because of lag! Do you say we should bring back lag? that way we will have 500-800 ship max fights in "major" battles.
and it is not shame to say that you didn't saw the "View Older History" on my employment tab, I will understand you, everyone make mistakes but not everyone has has the strength to admit them.
you didn't told me how many actual players have rights in GSF? you have x2 the numbers of those old days and I believe you don't have the double directors to maintain the corp.
Still waiting for those! can you please provide some info? and not say again that the organization will go smooth whatever it happens?
Forgot! shut down the API servers! *maybe I'll put a signature with this... |
|

baltec1
Bat Country Goonswarm Federation
12816
|
Posted - 2014.08.27 13:12:00 -
[1571] - Quote
cpt Niki wrote: you didn't told me how many actual players have rights in GSF? you have x2 the numbers of those old days and I believe you don't have the double directors to maintain the corp.
Hundreds. BATs alone have damn near everyone with access to FC tools, run sigs, intel, logistics etc. etc..
Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pharmaceutical Development
6
|
Posted - 2014.08.27 13:27:00 -
[1572] - Quote
baltec1 wrote:cpt Niki wrote: you didn't told me how many actual players have rights in GSF? you have x2 the numbers of those old days and I believe you don't have the double directors to maintain the corp.
Hundreds. BATs alone have damn near everyone with access to FC tools, run sigs, intel, logistics etc. etc..
No, not that access, I mean hangars, finance, assets rights to do something for the corp.
like Directors rights, those rights make drama those rights make content.
The coalition management is very easy because it is based in third party tools that most of them work with those APIs You give ingame corporation rights to ppl that you made an background full api check with those third party tools so you can minimize the risk of been betrayed.
if you want to run logistics for a corp it is easy.
I said it earlier in this tread you go out there in a third party tool (navigation dotlan) and see your route. put your cyno alts there and then you get your JF to do your logistics with one maybe five people running those JF and alts for those cyno's.
Make the logistics active every system moves away or closer to another there are not static LY from one system to the other and you have to be ingame to short where your cyno need to be so you can jump.
make the corp roles a facelift make the game to be based on active players not on the alliance/coalition IT infrastructure.
p.s. the access to those FC tools and all other tools I believe there is no API verification for the character? |

baltec1
Bat Country Goonswarm Federation
12816
|
Posted - 2014.08.27 13:29:00 -
[1573] - Quote
cpt Niki wrote:baltec1 wrote:cpt Niki wrote: you didn't told me how many actual players have rights in GSF? you have x2 the numbers of those old days and I believe you don't have the double directors to maintain the corp.
Hundreds. BATs alone have damn near everyone with access to FC tools, run sigs, intel, logistics etc. etc.. No, not that access, I mean hangars, finance, assets rights to do something for the corp.
Near everyone in BATs. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pharmaceutical Development
6
|
Posted - 2014.08.27 13:48:00 -
[1574] - Quote
baltec1 wrote:cpt Niki wrote:baltec1 wrote:cpt Niki wrote: you didn't told me how many actual players have rights in GSF? you have x2 the numbers of those old days and I believe you don't have the double directors to maintain the corp.
Hundreds. BATs alone have damn near everyone with access to FC tools, run sigs, intel, logistics etc. etc.. No, not that access, I mean hangars, finance, assets rights to do something for the corp. Near everyone in BATs.
there you are! do you get it? BAT is 200 pilots not 2k not 11k nor a coalition of "I don't know how many"k pilots
http://evemaps.dotlan.net/alliance/Goonswarm_Federation/corporations
11k pilots, near 300 corporations (many of them one man). Think what would you do if you don't have those full APIs for a year!
don't tell me those servers was down etc etc ! they were down max 1 day as long as I remember.
Think what would you do to trust all those new recruits? (this is the first step an alliance uses an API key) Corporations, Alliances and Coalitions are putting all their effort to keep a good third party tool IT infrastructure that is based (most of those tools) in the API keys.
Think how our game would be without that API keys not working for a year?
to shake up the sov null you don't need nerfs boost of a ship or a module you need to shake the fundamentals of the game. |

Zylona Femtov
Center for Advanced Studies Gallente Federation
11
|
Posted - 2014.08.27 14:22:00 -
[1575] - Quote
Null is all about Fat Cat, but not only, low sec and high sec are beginning to be the same, thanks to POCO.
Here few idea :
Most of it should be done throught skills within "Corporation Management"
Station : Corp could own only five Station and you need to have a high level of CEO skill to have it. Sovereignty LV1 for the first Station and LV5 for the fith If you change the CEO and he has not the skill, the station could be attack and conquer within 96H Alliance cannot own a station. Allow more station per system with the possibility to anchor either arround a moon, a planet or some orbit arround the sun in the void. Allow station own by a corp to be use like a NPC, not conquerable if open to everyone, for the other, actual rule apply. But if you choose to use like an open Station, you cannot go back to a private one, even if sale. It's a choice that have to be made at the begenning. Anchored corp station could be sale through contract (I foresee, some thievery here)
POS Corp there should be a limit in owning a POS like maybe 10 POS gaining throught 2 skill set. First Skill Pos installation : level 1 skill, require corporation management LV5 and Megacorp LV3 Second Skill Pos Installation Upgrading : Level 7skill, require lv5 in Pos Installation and megacorp management LV5 Anchored Pos could be sale throught contract In order to do that, fuel consuption have to be lower, since the begenning of PI using a pos has become real pain, price have rise to a huge level. One solution is to revamp POS and to make skill that allow a real lower consumption or module that harvest solar energy and then lower the use of fuel block. Price before PI were good, not now. And since the revamp of industry, POS become completely obsolete.... You even have to pay tax on something you own and work hard to maintain if you built stuff at your own POS, completely and economically wrong (not far from communism). It's like paying a buttler to use your own toilet everyday.
POCO Corp could only own 10 POCO Skill : POCO installation : Level 3 skill, 2 poco per skill, require corporation management LV5 and Megacorp LV1 Anchored POCO could be sale throught contract
I agree that less POS could be a problem for CAP Ship, well station should be bigger and have a module to be able to have CAP docked (I see some screaming already)
Alliance limitation, the number of station per alliance is 10, so a new corp with more station could come in or they have to sale some station
Allow competion, moon have 5 Lagrangian Point in reality, well the same thing could be done ingame, you could have 2 POS per moon (only 2 points are near the moon) the other point could be use for a station. People will defend there most lucrative moon in that case. POCO, should be anchored at geostationnary point, there's not limitation really, maybe just a safe distance of 5000 km between each other will do it.
Allow some corp own station in low sec and hight Sec with some limitation, only one in Hight sec, 2 in Low Sec and 5 in null and wormhole, yes station for player in Wormhole.
Wormhole is a universe on it's own, well, they should have POS, POCO, Station, like in null sec
Lower the price to set an alliance, so people will be more volatile.
Player :
Well it could be nice to have your own little station. And it could have some equipement for building, reprocessing etc..., module you have to add. Like what you do in a NPC station, but there no tax......as it's your own facility. Not conquerable, but it could be incapacitated throught attack, that mean, you cannot use the facility during that delay, I would say 96H should do it. You could have an exchange hangar, through a contract other player could come collect or drop something. One player could own only 5 player own station. Skill : Private station : (level 5 skill) , require anchoring lv 5, one station per skill level Where : anywhere arround geosynchrone orbit arround a planet, with a safe distance of 5000 km to another one or a POCO. Maybe with the exception of trading system like Jita, Amarr, Rens, etc...
I foresee a lot of opposition, but the only way to unlock part of the game is by limiting the nuissance of FAT CATor any name you could give them.....
|

baltec1
Bat Country Goonswarm Federation
12816
|
Posted - 2014.08.27 17:00:00 -
[1576] - Quote
cpt Niki wrote:baltec1 wrote:cpt Niki wrote:baltec1 wrote:cpt Niki wrote: you didn't told me how many actual players have rights in GSF? you have x2 the numbers of those old days and I believe you don't have the double directors to maintain the corp.
Hundreds. BATs alone have damn near everyone with access to FC tools, run sigs, intel, logistics etc. etc.. No, not that access, I mean hangars, finance, assets rights to do something for the corp. Near everyone in BATs. there you are! do you get it? BAT is 200 pilots not 2k not 11k nor a coalition of "I don't know how many"k pilots http://evemaps.dotlan.net/alliance/Goonswarm_Federation/corporations11k pilots, near 300 corporations (many of them one man). Think what would you do if you don't have those full APIs for a year! don't tell me those servers was down etc etc ! they were down max 1 day as long as I remember. Think what would you do to trust all those new recruits? (this is the first step an alliance uses an API key) Corporations, Alliances and Coalitions are putting all their effort to keep a good third party tool IT infrastructure that is based (most of those tools) in the API keys. Think how our game would be without that API keys not working for a year? to shake up the sov null you don't need nerfs boost of a ship or a module you need to shake the fundamentals of the game.
We would adapt. We ran large alliances before API and all of our tools can operate without it. API is good to have but not needed to keep us running. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
174
|
Posted - 2014.08.27 23:00:00 -
[1577] - Quote
API's are really just a blanket or a cushion against possible danger Theyre not like the main wire feeding into the system that keeps the corps heart beating. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
174
|
Posted - 2014.08.27 23:18:00 -
[1578] - Quote
Zylona Femtov wrote: WALL OF TEXT ABOUT HIGHSEC, STATION OWNERSHIP, AND POCO'S RUINING EVE
1. If someone puts up a station and they are Gracious enough to make it public i think its damn well within their rights to revoke that. In null sec docking is not a RIGHT its a PRIVLEDGE. Hence why docking rights exist. 2. Making it so corps can only own 5 stations means youll just see holding corps pop up to take back the rest 3. More stations per system make no sense if you need sov to anchor the first one and only 1 person can own sov per system and they take any station already up when they roll the system 4. Selling stations makes renting even worse 5. POS Limits? Again holding corps and same amount of towers, they could start them before the change is implemented and swap ownership before it goes live, therefore avoiding any dropped tower or such already. 6. Solar energy POS seems like a very bad idea since it could crash the fuel market, not like big blocks care about expense anyways. 7. again with POCO's holding corps ( see the reccurring theme here? ) 8. Selling POCO's makes no sense either, war dec them and take it, and why would they sell it if in the long run it makes them more than they could sell it for? Or you know sell i then wardec destroy it and put up another ( dont tell me you wouldnt because i would ) 9. Space communism is great, and you can set your own tax rates FYI and either way its minimal 10. Caps can already dock, you mixed up caps and supers which is like mixing up dog food and rice ( pretty clear difference ) 11. 10 station per alliance but dictated by corp? #Crossedthestreams and again holding allainces, which are just a bit more expensive and would just roll back into he blue donut 12. 2 points on one moon i sort of like but it would need serious balancing, for example 2 towers on a technicium moon recieve a 30% reduction in amount harvested so it doesn't crash the market on moon goo but still has a small benefit to total amount produced.
13. [RANT] - NOPE. No highsec low sec or wormhole stations that would ruin J-Space by offering safe haven its fu**ing meant to be dangerous space where your never safe, your POS can be RF'd your holes rolled, you can be raided by locals and your NEVER SAFE, ruin lowsec by making it more renters online, ruin highsec because renters online and totally damn pointless. and theres no way the empires would let you take their space, its why we take the unclaimed space not theirs, for a good reason its called checks and balances. Have you ever even considered what the repercussions of that would be? And besides wtf is the point of having a station in highsec? Or low sec even if you want a station in highsec wardec the locals and force everyone out and make it your own system, kill or gank anyone who comes in. simple as that. [/RANT]
14. exchange hanger? Like the deliverys one already in game? 15. Player owned stations. Im not even going to go there with whats wrong with that 16. lower alliance costs means easier to form said holding alliances above
I can only support #12 and even then its SUPER IF'y rethink your idea m8 this was terrabad and gamebreaking Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

cpt Niki
Pharmaceutical Development
6
|
Posted - 2014.08.28 06:48:00 -
[1579] - Quote
Christopher Mabata wrote:API's are really just a blanket or a cushion against possible danger Theyre not like the main wire feeding into the system that keeps the corps heart beating.
So why there is in yours corp info :
Become a Part Of the D.O.D.T. Familiy, Today! Please forward your Application to the corp with a Full API Key Attached and wait for a recruiter to contact you if there are any issues. No Applications will take longer than 48 hours without response.
you don't need it to keep your corp heart beating! remove that and don't ask for API keys then my friend I will believe you. Till that day say whatever you want, if you believe that API is nothing start recruiting without API checks start your coms without authentication, start your forum without api auth.
it is not only your corp every single corp in eve now asks full api or custom api. kill the third party tools make the universe from static to moving make the ly distances from system to system to change dynamically make something that can change the game not just a type of game-play. |

baltec1
Bat Country Goonswarm Federation
12829
|
Posted - 2014.08.28 10:34:00 -
[1580] - Quote
cpt Niki wrote:Christopher Mabata wrote:API's are really just a blanket or a cushion against possible danger Theyre not like the main wire feeding into the system that keeps the corps heart beating. So why there is in yours corp info : Become a Part Of the D.O.D.T. Familiy, Today! Please forward your Application to the corp with a Full API Key Attached and wait for a recruiter to contact you if there are any issues. No Applications will take longer than 48 hours without response. you don't need it to keep your corp heart beating! remove that and don't ask for API keys then my friend I will believe you. Till that day say whatever you want, if you believe that API is nothing start recruiting without API checks start your coms without authentication, start your forum without api auth. it is not only your corp every single corp in eve now asks full api or custom api. kill the third party tools make the universe from static to moving make the ly distances from system to system to change dynamically make something that can change the game not just a type of game-play.
All of our tools would continue to work without API. How many times must we tell you this? Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Anthar Thebess
675
|
Posted - 2014.08.28 10:46:00 -
[1581] - Quote
Endless NPC space with occasional pockets of SOV space. You can drop stations every where , in any sov / NPC space, but all non NPC stations are destroyable.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

cpt Niki
Pharmaceutical Development
6
|
Posted - 2014.08.28 11:02:00 -
[1582] - Quote
baltec1 wrote:
All of our tools would continue to work without API. How many times must we tell you this?
I say everything that gives ingame info to third party tools from the game the API is the easy way because you just turn off a port or block traffic.
So delete your API and let me know how it worked for you. stay without API for a year.
think it as a test, if it makes your game life more difficult that is what I'm targeting the IT middle management.
every tool I have used or made need something that the game gives it to me freely without logging.
My assets? API My repro tool? (some formulas that I also get from the dev blogs) I need locations or items (db dump and I can do anything)
when I say make the game difficult I mean no third party tools. Only ingame, nothing to be monitored out of game.
Am I clear now? do you want me to spell it?
Yes I mean none of your tools that work atm to be able to work. That is my point. |

baltec1
Bat Country Goonswarm Federation
12835
|
Posted - 2014.08.28 11:59:00 -
[1583] - Quote
cpt Niki wrote:baltec1 wrote:
All of our tools would continue to work without API. How many times must we tell you this?
I say everything that gives ingame info to third party tools from the game the API is the easy way because you just turn off a port or block traffic. So delete your API and let me know how it worked for you. stay without API for a year. think it as a test, if it makes your game life more difficult that is what I'm targeting the IT middle management. every tool I have used or made need something that the game gives it to me freely without logging. My assets? API My repro tool? (some formulas that I also get from the dev blogs) I need locations or items (db dump and I can do anything) when I say make the game difficult I mean no third party tools. Only ingame, nothing to be monitored out of game. Am I clear now? do you want me to spell it? Yes I mean none of your tools that work atm to be able to work. That is my point.
But they will all still work.
Our communications, our forums, our intel systems, out broadcasts for fleets, logistics, POS management. All of it will continue without an API. You cant stop us using out of game tools. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pharmaceutical Development
7
|
Posted - 2014.08.28 12:32:00 -
[1584] - Quote
what part you can't understand?
ok let me explain you have your tool that use a db downloaded from CCP because atm CCP gives that db to you! let us go to an era where this think it is ban-able and you can't use this think nor you can download it?
so there will be NO third party tools anymore.
and making\using one it is resulting a permanent ban!
do you understand?
no dotlan, no evemon, no eveHQ, no staticmapper, no zkillboards, no item db, no eve-agents, no fuzzwork, no garpa, no EFT no https://wiki.eveonline.com/en/wiki/3rd_party_tools nothing null can you imagine that?
that is what I mean, all the management that is now possible from some infrastructure not being anymore possible.
it is that simple. and yes will change the game and your gameplay. Do you recruit with API key? please if you do don't answer again. If you could do it without it you wouldn't using it. |

baltec1
Bat Country Goonswarm Federation
12835
|
Posted - 2014.08.28 13:54:00 -
[1585] - Quote
cpt Niki wrote:what part you can't understand? ok let me explain you have your tool that use a db downloaded from CCP because atm CCP gives that db to you! let us go to an era where this think it is ban-able and you can't use this think nor you can download it? so there will be NO third party tools anymore. and making\using one it is resulting a permanent ban! do you understand? no dotlan, no evemon, no eveHQ, no staticmapper, no zkillboards, no item db, no eve-agents, no fuzzwork, no garpa, no EFT no https://wiki.eveonline.com/en/wiki/3rd_party_tools nothing null can you imagine that? that is what I mean, all the management that is now possible from some infrastructure not being anymore possible. it is that simple. and yes will change the game and your gameplay. Do you recruit with API key? please if you do don't answer again. If you could do it without it you wouldn't using it.
We manually input the info. You are literally punishing everyone and doing nothing to stop us from using our tools. Well done. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
174
|
Posted - 2014.08.28 17:01:00 -
[1586] - Quote
baltec1 wrote:cpt Niki wrote:what part you can't understand? ok let me explain you have your tool that use a db downloaded from CCP because atm CCP gives that db to you! let us go to an era where this think it is ban-able and you can't use this think nor you can download it? so there will be NO third party tools anymore. and making\using one it is resulting a permanent ban! do you understand? no dotlan, no evemon, no eveHQ, no staticmapper, no zkillboards, no item db, no eve-agents, no fuzzwork, no garpa, no EFT no https://wiki.eveonline.com/en/wiki/3rd_party_tools nothing null can you imagine that? that is what I mean, all the management that is now possible from some infrastructure not being anymore possible. it is that simple. and yes will change the game and your gameplay. Do you recruit with API key? please if you do don't answer again. If you could do it without it you wouldn't using it. We manually input the info. You are literally punishing everyone and doing nothing to stop us from using our tools. Well done.
Hes right, if you have such a hard time accepting the universal use of 3rd party tools you really should find a more productive way to use it. its not 3rd party tools like API management that ruin the game its 3rd party tools like ISBOXER that do ( not the place for that arguement ).
Theres no harm in asking for API because anyone who wants to spy can create a clean API pretty easily if they want in bad enough they will find a door and a way past your bouncer. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Richensale Lafortune
Elessar Recruitment and Training Division
0
|
Posted - 2014.08.29 04:40:00 -
[1587] - Quote
Just to go with the OP. I totally agree. Even tho I have started playing Eve recently, I'm charmed by the older, harder way. Null-Sec is boring as can be... Makes me thinks of real world... Boring Status Quo.
I would enjoy seeing how all those corps/coalitons/alliances would adapt. |

Anthar Thebess
677
|
Posted - 2014.08.31 21:33:00 -
[1588] - Quote
Never forget! Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Heinrich Erquilenne
Foundation Cutting-Edge Mordus Angels
18
|
Posted - 2014.08.31 22:23:00 -
[1589] - Quote
Living in NPC nullsec, I don't see the point of holding sov, except for the crappy renting thing. Which sucks. In NPC nullsec we can still enjoy the nullsec life, with on-demand pvp, making sme isk, stations opened to anyone, and a somewhat active market due to this fact. Sov is just constant roaming with on-grid farming spots, constant CTAs with a lot of timers, closed stations, a crappy market, logistics are a nightmare if you don't belong to a 20k people alliance, and the only tradeoff you get for that is better nullsec with a higher absolute sec status. But that's still pretty rare.
So what i'd change to make sov more attractive is getting rid of timers (if someone wants space then let them make a blockade around the clock) with an occupancy based sov, it will allow smaller groups to compete, make systems corp owned and not alliance assets (same goal and more interesting politics), adding some NPC corps from empire owned stations opened to anyone, add a couple of missions inside; I'd also make logistics less of a nightmare to populate deep nullsec, because, let's face it, when it's too hard or cost intensive it's also too boring, especially when it doesn't involve blowing up spaceships. I'd also remove jump bridges because it makes big alliances too powerful and able to hold a tremendous amount of space effortlessly at a minimal cost. |

wicked cheese
Imperial Research Inovations
3
|
Posted - 2014.09.01 00:38:00 -
[1590] - Quote
since this thread seems to be for everyones idea's ill throw my 2 cents in.
remove jumpbridges,drives!
what about alliance wide bonus/station upgrades for certain amounts of sov control? 3 levels of alliance sov ownership:
Regional
requires sov in every system in the region. gives alliance wide bonus to all alliance members within the region. (5% armor/shield/cap/dmg)
can setup a capital in main solar system that has unique bonus/upgrade. but station can be destroyed eventually
faster spawn rate for rats, sites, plexs
better travel within region (keep JB's for this purpose?, player made stargates?)
10% bonus to moon goo
local delay for none alliance
expensive to take sov outside of region and each additional system taken acts as a multiplyer
jump clone time bonus
Constellation
Requires all system sov within the constellation. Requires a station to set as headquarters. with upgrades or bonus's (3% armor/shield/cap/dmg)
allow for JB's?
5% bonus to moon goo
local delay for none alliance
faster spawn rate for rats, sites, plexs
no penalty for taking more space outside of constellation once headquarters established. aslong as in same region
system
no local delay for none owner
fast(est) spawn rate for rats, sites, plexs?
after 5 systems taken sov each additional acts as a multiplyer (removed once constellation established)
obviously this post was not to address timer's and how sov is taken or established on the physical level. but it does add some flavor to possible station destruction, (for the most part) JB removal, gives incentive for members to live in own systems, makes it tougher for renters to live there. would be interesting to me |
|

Anthar Thebess
677
|
Posted - 2014.09.01 07:34:00 -
[1591] - Quote
Limiting space needed for a living is better , as more people could live in current eve universe.
I' am still unhappy about what CCP did to Drone Space , and loot drops + refining in the rest of the space.
I know we have miners , but think if the eve could be not more interesting if typical battleship rat earn to a player : - 200k isk of bounty. - 800k isk in mineral alloys - module drop
WHY? Because this would really promote local industry. Just by ratting you would get a lot of minerals for new ship hulls. Minerals that are quite hard to move , but can easily fuel hulls for local PVP.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12912
|
Posted - 2014.09.01 07:48:00 -
[1592] - Quote
Anthar Thebess wrote:Limiting space needed for a living is better , as more people could live in current eve universe.
I' am still unhappy about what CCP did to Drone Space , and loot drops + refining in the rest of the space.
I know we have miners , but think if the eve could be not more interesting if typical battleship rat earn to a player : - 200k isk of bounty. - 800k isk in mineral alloys - module drop
WHY? Because this would really promote local industry. Just by ratting you would get a lot of minerals for new ship hulls. Minerals that are quite hard to move , but can easily fuel hulls for local PVP.
It hurts miners. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
677
|
Posted - 2014.09.01 08:07:00 -
[1593] - Quote
baltec1 wrote:Anthar Thebess wrote:Limiting space needed for a living is better , as more people could live in current eve universe.
I' am still unhappy about what CCP did to Drone Space , and loot drops + refining in the rest of the space.
I know we have miners , but think if the eve could be not more interesting if typical battleship rat earn to a player : - 200k isk of bounty. - 800k isk in mineral alloys - module drop
WHY? Because this would really promote local industry. Just by ratting you would get a lot of minerals for new ship hulls. Minerals that are quite hard to move , but can easily fuel hulls for local PVP.
It hurts miners. It helps other people, additionally we are getting goods on place. Goods that should be hard to move.
Isk is bad thing that you get for killing rats , why because it is constantly loosing value, so this leads to nonsense cycle.
I can buy 1 battleship after hour of ratting . Because i rat ( also many more people) there is more isk in the system so isk loose its value. [Week Later] I need to rat 1h and 10 minutes to buy the same battleship. I rat more , like more people. Again isk loose its value. [Week later[ I need to rat 1h and 20min to buy the same battleship . (...)
i think this is very bad to this game. Ships should be cheep as hell. They should cost at most half of their current prices - why? I have 200mil. What will bring you and other people more fun. Killing/loosing 1 ship that will cost 200mil , or 3 the same ships that will cost those 200mil?
Escalating costs - that's something bad.
The same goes to supers - they should be nerfed , but if CCP decide to keep them in game super carries should cost around 5bil, titans 20b.
Why? CCP desires large capital battles that will fuel their adversing campaign - and those changes will eventually lead to this , as at cost of 1 mother ship you can loose 4 or 5.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rivr Luzade
Coreli Corporation Ineluctable.
687
|
Posted - 2014.09.01 08:08:00 -
[1594] - Quote
Anthar Thebess wrote: Just by ratting you would get a lot of minerals for new ship hulls. Minerals that are quite hard to move , but can easily fuel hulls for local PVP.
That is exactly why CCP effectively removed it from the game.  |

baltec1
Bat Country Goonswarm Federation
12912
|
Posted - 2014.09.01 08:27:00 -
[1595] - Quote
Anthar Thebess wrote:baltec1 wrote:Anthar Thebess wrote:Limiting space needed for a living is better , as more people could live in current eve universe.
I' am still unhappy about what CCP did to Drone Space , and loot drops + refining in the rest of the space.
I know we have miners , but think if the eve could be not more interesting if typical battleship rat earn to a player : - 200k isk of bounty. - 800k isk in mineral alloys - module drop
WHY? Because this would really promote local industry. Just by ratting you would get a lot of minerals for new ship hulls. Minerals that are quite hard to move , but can easily fuel hulls for local PVP.
It hurts miners. It helps other people, additionally we are getting goods on place. Goods that should be hard to move. Isk is bad thing that you get for killing rats , why because it is constantly loosing value, so this leads to nonsense cycle. I can buy 1 battleship after hour of ratting . Because i rat ( also many more people) there is more isk in the system so isk loose its value. [Week Later] I need to rat 1h and 10 minutes to buy the same battleship. I rat more , like more people. Again isk loose its value. [Week later[ I need to rat 1h and 20min to buy the same battleship . (...) i think this is very bad to this game. Ships should be cheep as hell. They should cost at most half of their current prices - why? I have 200mil. What will bring you and other people more fun. Killing/loosing 1 ship that will cost 200mil , or 3 the same ships that will cost those 200mil? Escalating costs - that's something bad. The same goes to supers - they should be nerfed , but if CCP decide to keep them in game super carries should cost around 5bil, titans 20b. Why? CCP desires large capital battles that will fuel their adversing campaign - and those changes will eventually lead to this , as at cost of 1 mother ship you can loose 4 or 5.
Still hurts miners. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
677
|
Posted - 2014.09.01 08:29:00 -
[1596] - Quote
Rivr Luzade wrote:That is exactly why CCP effectively removed it from the game.  I just question that this was good or bad for a game.
This was good for business in short term : more mining accounts = more $ for CCP. In long term some of the changes, and lack of other changes lead to dropping player base = less $ for CCP.
Reconsider that last earning report was "not so good as it should" as the player numbers are dropping. Now factor into this multiple character training that was not there year ago.
So CCP is comparing in this report "old days" where 1 account was = 1 subscription or 1 plex, to the new scheme where 1 account > 1 subscription and 1 plex, and yet they loosing money.
I'm training 2 characters on each of my accounts , so this is means that year ago twice more players where generating the same income i am feeding to CCP pockets now.
Slowly i'm getting my alts to the point that there will be no reason to train them more , and if more players will get the same conclusion this Year to Year income will begin to drop rapidly.
My point is that CCP should reconsider what was good change in the long term, not only basing their decisions that something will generate more mining accounts. Base factor for CCP should be : will this generate more FUN for players or not , as "FUN" factor is something that will bring CCP more $ than mining accounts in the long term.
Players usually bring friends to a game where there is fun , not work on 10 mining accounts.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rivr Luzade
Coreli Corporation Ineluctable.
687
|
Posted - 2014.09.01 08:39:00 -
[1597] - Quote
We certainly have different opinions on Fun. I rather have the expensive ships stay expensive so that people are getting a bit more wary about using them. Less expensive ships in battles means more smaller ships and in turn means more fun. Unfortunately this isn't really working either because mineral prices have dropped significantly. Another thing is that EVE ought not to be considered a mere game, it should be considered a hobby, a life simulation in space. Short term, henceforth, should play a minor role and long term motivation should play a big role. Concentrating on this thick idea of providing quick fun and quick dumb PVP for the sake of it, is not what I think is good for the game. It should be possible, but concentrating the entire game's activities around it -- or quick and easy PVE for that matter -- is detrimental for the game. |

Anthar Thebess
677
|
Posted - 2014.09.01 08:44:00 -
[1598] - Quote
Rivr Luzade wrote:We certainly have different opinions on Fun. I rather have the expensive ships stay expensive so that people are getting a bit more wary about using them. Less expensive ships in battles means more smaller ships and in turn means more fun. Unfortunately this isn't really working either because mineral prices have dropped significantly. Another thing is that EVE ought not to be considered a mere game, it should be considered a hobby, a life simulation in space. Short term, henceforth, should play a minor role and long term motivation should play a big role. Concentrating on this thick idea of providing quick fun and quick dumb PVP for the sake of it, is not what I think is good for the game. It should be possible, but concentrating the entire game's activities around it -- or quick and easy PVE for that matter -- is detrimental for the game.
What I'm suggesting? Cheep T1 Hulls. Influence of T1 minerals on T2 hulls is small, the same goes for the Faction/Pirate ships.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12912
|
Posted - 2014.09.01 08:53:00 -
[1599] - Quote
Anthar Thebess wrote: Influence of T1 minerals on T2 hulls is small, the same goes for the Faction/Pirate ships.
Not quite true. The rattle for example would become too cheap. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Rivr Luzade
Coreli Corporation Ineluctable.
687
|
Posted - 2014.09.01 08:54:00 -
[1600] - Quote
Anthar Thebess wrote:What I'm suggesting? Cheep T1 Hulls. Influence of T1 minerals on T2 hulls is small, the same goes for the Faction/Pirate ships.
No, what you suggest is that everything becomes cheaper, which in turn means that with ever bigger numbers there is ever less need for small ships. Why should I bring a BS if a carrier costs 500M, why bring a carrier if an Scap costs a mere 5B. In such an environment there is no place for smaller ships. At all. |
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1618
|
Posted - 2014.09.01 10:06:00 -
[1601] - Quote
baltec1 wrote:Anthar Thebess wrote:Limiting space needed for a living is better , as more people could live in current eve universe.
I' am still unhappy about what CCP did to Drone Space , and loot drops + refining in the rest of the space.
I know we have miners , but think if the eve could be not more interesting if typical battleship rat earn to a player : - 200k isk of bounty. - 800k isk in mineral alloys - module drop
WHY? Because this would really promote local industry. Just by ratting you would get a lot of minerals for new ship hulls. Minerals that are quite hard to move , but can easily fuel hulls for local PVP.
It hurts miners.
in compensation the changes to drone space massively reduced the supplies while increasing the generation of isk, causing a lot of the current inflation in eve ( yes lots of inflation, compare current prices to 2008 for simple example).
CCP must do more well tought solutions for economical issues, and they cannto be huge hammers like almost every of their actions. They need to act with more finesse. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
677
|
Posted - 2014.09.01 10:30:00 -
[1602] - Quote
Kagura Nikon wrote:
in compensation the changes to drone space massively reduced the supplies while increasing the generation of isk, causing a lot of the current inflation in eve ( yes lots of inflation, compare current prices to 2008 for simple example).
CCP must do more well tought solutions for economical issues, and they cannto be huge hammers like almost every of their actions. They need to act with more finesse.
Exactly.
As for the rest i also say : Capital changes first , then reduction of cost. It is also quite easy to leverage cots of capital ships by adjusting needed materials, or simpler - NPC install costs , so keep current mineral levels , but npc cost to build a carrier could be around 400-500mil ISK.
Cheaper T1 hulls actually will help smaller groups. Now big groups SRP like CFC / NCPL already don't feel big impact if they loose 200 battleships.
For smaller group loosing whole fleet of 200 battleships can lead to reduced activity for a while, but at the same time those 200 battleships after reducing cost by 3 will mean that this small group can field 2 more fleets before it get to this point.
For CFC/NCPL loosing 200 or 600 battleships , still no big difference.
As for rattlesnake - they will not be much cheaper. Currently rattlesnake cost around 460mil because : you have to pay over 300mil for a BPC and rest is materials, production cost and margin. After changes you will still have to buy this BPC , and value of this BPC is defined by drop rate and LP value.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12914
|
Posted - 2014.09.01 10:39:00 -
[1603] - Quote
Kagura Nikon wrote:
in compensation the changes to drone space massively reduced the supplies while increasing the generation of isk, causing a lot of the current inflation in eve ( yes lots of inflation, compare current prices to 2008 for simple example).
CCP must do more well tought solutions for economical issues, and they cannto be huge hammers like almost every of their actions. They need to act with more finesse.
Its one of the reasons why we want outposts to get missions and have them as the primary income for line members in null. They inject far less isk. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
677
|
Posted - 2014.09.01 10:56:00 -
[1604] - Quote
baltec1 wrote:Kagura Nikon wrote:
in compensation the changes to drone space massively reduced the supplies while increasing the generation of isk, causing a lot of the current inflation in eve ( yes lots of inflation, compare current prices to 2008 for simple example).
CCP must do more well tought solutions for economical issues, and they cannto be huge hammers like almost every of their actions. They need to act with more finesse.
Its one of the reasons why we want outposts to get missions and have them as the primary income for line members in null. They inject far less isk.
1. Not outposts , but agent sites outside of stations - as this will be one more place that something might happen.
2. Missions will generate probably much more isk than current anomalies , as more people can live from them in one place. Still this will be good change as will make having vast space quite useless, especially renter space , as those renters could join and do missions in one constellation. This will not happen, as they will probably try to create their new home under their own banner . 3. If those missions can offer something more than ISK - the better , as long as this will be not connected to any current LP stores. New variations of T1 hulls? for example 10-20% more EHP at same stats and slot layout , boost not connected to raised resistances , just more shield or armor. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Hemmo Paskiainen
462
|
Posted - 2014.09.01 11:00:00 -
[1605] - Quote
The incompetence in this topic is soooo high.... at a discusting pukable level.... on both sides CCP FIX BLACK OPS FFS
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1618
|
Posted - 2014.09.01 11:06:00 -
[1606] - Quote
One thing I still defend, that has both good effects on economy andon the restriction of power creep is manteinance fees on capital and specially supercapital ships.
You need to pay a feee monthly to represent the manteinance on these ships that cannot dock to get free manteinance. If you do not pay their jump dries do nto work. When you decide to pay again you need ot pay all non paid bills (includign of non subscribed time).
That would make stockpiling of absurd numbers of supercapitals a bad economic decision. Would not allow super entities to stockpile so much that losses agaisnt smaller groups become irrelevant. The other good effect is that it coudl be a great isk sink to help economy issues withinflation.
How much to pay?t hat needs to be analysed. But must be enough that the current super powers should stop and replan their super capital fleet expansion program, istead of continuing until each side has 500 titans. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
677
|
Posted - 2014.09.01 11:19:00 -
[1607] - Quote
Hemmo Paskiainen wrote:The incompetence in this topic is soooo high.... at a discusting pukable level.... on both sides So post something positive, or read stuff that is before. Those are suggestions.
The ones i like  1. Remove/limit titan bridges /jump bridges 2. New size of gates 3. Each SOV region connected to NPC space, at least using S gates (T1 industials and curisers maximum size) and each NPC null connected by this connection to nearest NPC low space ( if no other connection is available ) 4. Reduced jump range and jump mechanic of all jump drives. ( no more regional jumps) 5. XL gates for passing capitals between regions, and even some constellations, some parts of eve unreachable for capitals. 6. XL gates only into direction of nearest NPC space. 7. Missions in SOV , agents only available to alliance members holding sov. 8. Each alliance designate Capitol. 9. Extra upgrades for this system, upgrade install possibility reduced by the range from capitol. 10. Escalated cost of sov for all system not connected by gates with capitol. (lone system 2 regions away will cost *$&@*@#!) 11. Residency based timers and structure EHP. ( the more alliance members live and operate in the system, the more reinforce timers, ehp , and opposite - unused space have no timers , and can be easily taken by any one ) 12. No more moon mining in current form. Minerals change their location or are available / also available via normal belt mining . 13. All minerals needed for full T2 production of ships and modules needed by local race available in a region. (so in guristas space you will find all minerals needed for production of T2 Caldari ships) 14. and more
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1618
|
Posted - 2014.09.01 11:23:00 -
[1608] - Quote
Hemmo Paskiainen wrote:The incompetence in this topic is soooo high.... at a discusting pukable level.... on both sides
Yet you managed to match it and overdo it in a single posts.. congratulations. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
683
|
Posted - 2014.09.02 13:17:00 -
[1609] - Quote
Sov / (super)Capital / Jump drive changes needed ! 
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Dr Cedric
Independent Miners Corporation Care Factor
71
|
Posted - 2014.09.02 17:27:00 -
[1610] - Quote
I'll inject another two cents into the topic. Besides I think it needs a bump again.
Dockable Supers/Titans
Im guessing that the sides are split pretty evenly on this, but here's my rationale. By letting supers/titans dock, you free up a character to do something else. That characters activity increases, which creates more non-supercapital content for other players.
Here's how it could work:
Has to be a system that does not currently have a station. (could petition CCP to remove stations if you've built them everywhere?)
Make a station like normal, except this station type has only the following services: fitting and medical
The station can house 2-4 Titans and 4-12 SC's at most (with upgrades). Cannot house market activities, cannot house contract activities, cannot house build/refine/research activities. These stations would have a visual animation of the supercapital literally docked on the outside of the station. The type(s) of supercapitals docked there would be freely viewable by anyone that can get to the station system. Finally there is a dock timer. It would take say 20-30 minutes for the capsule to get itself out of the Super/Titan (perhaps because of all of the systems that have to offline safely... / insert lore /)
Another feature to go along with this, and applicable to all capitals: undock timers. (Lore says its a big@ss ship, Scotty must be having trouble getting it out)
Takes 1 minute to undock carrier, 2 for a dread, 3, for rorqual, 6 for supers, 10 for Titans (supers/titans would only undock from their special docking station)
The take home messages: This creates a simple way to slow down capital fights If the docking station is put into effect with other residency based Sov changes, it will affect who builds what Supers and where they are held. Potentially adds a bit of espionage? Serves as a good setup to include Super/Titan maintenance fees
Thanks! Cedric
|
|

THCS
Kenshin. Northern Coalition.
2
|
Posted - 2014.09.02 19:54:00 -
[1611] - Quote
Here is an idea.
SOV Deathmatch
Make program a random event where moons are frozen in a region battle royal style. |

scorchlikeshiswhiskey
interstellar initiative Incorporated
241
|
Posted - 2014.09.02 19:59:00 -
[1612] - Quote
No need to fix Null, in a few more patches WH's will pretty much be an annex of Null  |

Anthar Thebess
684
|
Posted - 2014.09.03 06:15:00 -
[1613] - Quote
scorchlikeshiswhiskey wrote:No need to fix Null, in a few more patches WH's will pretty much be an annex of Null  Good idea ! WH will have equal status to todays lowsec.
BUMP! We don't forget CCP. CHANGES NEEDED!
Supers/ capitals cyno mechanic and bridges - titan and pos ones can be first.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Grognard Commissar
EVE University Ivy League
0
|
Posted - 2014.09.04 14:35:00 -
[1614] - Quote
well, from what i've heard form bittervets, the problem started with Dominion. sov structures and ihubs have wayyy too much EHP, and it's too easy to simply take a capital system. what needs to be done is the bring back the tiers, and cut the EHP of the ihubs by at least 2/3. bring back the levels of sov, and you'll see actual battle lines popping up. power projection should probably be split into a separate release, giving time to research the effects on the entirety of eve |

baltec1
Bat Country Goonswarm Federation
12967
|
Posted - 2014.09.04 14:52:00 -
[1615] - Quote
We can break it down into sections which, oddly enough, fits in well with CCPs new development plan.
We start off with addressing the need for empire sprawl. Right now there is a cap on how many players can actively rat in a single system, this currently stands at ten per system. This means groups like ours require vast areas of space to support our members.
"But most of your space is empty!" I hear you cry.
Yes this is true but that is down to another problem which is truesec. You see, the primary form of pve in null sec for your average pilot is anoms and they are tied to truesec. Most systems in null offer worse isk generation than blitzing level 3 missions in highsec with a mach. The best systems in null are on par to slightly worse than can be earned in high sec level 4 mission blitzing.
So we have a double whammy of poor isk income from most of null and the low player cap of 10 per system. This needs to change if we are to shrink the current two blocks from half of EVE each to a single region each and it must happen before any changes to sov.
Simply adding more anoms won't work, not only would a player cap still exist but you would also flood too much isk into the system. Inflation is also why you cannot just add more isk reward to anoms. Anoms must be replaced as the primary pve content and isk generator of nullsec. By far the easiest way to fix this issue is to add mission agents to player outposts. They allow for an unlimited population and null missions provide greater reward than highsec but importantly they will inject far less isk into the system than anoms and will be far easier to implement for CCP than a whole new system.
We then have to deal with capitals. Right now you either have a capital force that can match the two big powers or you are an irrelevant sideshow. Capital issues are all over the place and need several big changes. Firstly, carriers are going to have to lose access to sentries and move to a fighter based platform. Secondly, supers are going to have to lose their E-war immunity however they also need something big in return. Supers and titans must be allowed to dock in outposts. We have to end the bleeding of high SP subs because they are trapped in a space coffin that doesn't see much use. Lastly we must deal with their invulnerability to subcaps, this is covered in the next and most controversial fix.
N+1:
People rightly hate the blob, but why do they hate fighting outnumbered?
Well, its because they cannot hurt it. Right now fleet meat revolves around one simple fact, you must be able to alpha past the logistics of the enemy fleet. If you cannot do this then engaging is pointless. Logistics are going to have to be nerfed if smaller alliances are to stand any chance in null. Equally, it is logistics that makes capital fleets impossible to kill with a subcap fleet. It is going to be painful, it will mean much bloodier fights and chances are I will be among the first to fall in any fleet engagement but if we want to fix null it must happen.
"But you will just farm smaller fleets!" I hear you cry.
This is already happening. We are effectivly untouchable to smaller fleets as they cannot harm us. With a logi nerf in place new tactics such as cheap in your face DPS fleets can dive into the heart of a baltec fleet and inflict a large amount of damage. Sure, we might hold the grid in the end but we could very easily lose the isk war and that is exactly the sort of thing smaller alliances need to boost moral. "Yea we lost that tower but we killed three times more isk worth of stuff".
Sov:
Another need for big balls of ships is the way sov fights are handled. At the moment you fight a handful of timed fights over huge amounts of EHP. This system needs to go. Not only does it mean you need lots of ships to grind down the structures but it also means you need equally or bigger fleets to defend. Remove the ehp and you remove the need for the massive fleets.
The current sov system also lets us dominate huge areas of empty space so long as we can pay the bills. So to end this sov needs to move to residency based. At a stroke you would make at least 80% of the current sov claims drop as all of the unoccupied systems drop. This is by far the most complicated part of the null overhaul and should rightly come last. Join Bat Country today and defend the Glorious Socialist Dictatorship |

SFM Hobb3s
Wrecking Shots Black Legion.
124
|
Posted - 2014.09.04 17:13:00 -
[1616] - Quote
Well Said Baltec, and extremely well written. |

Anthar Thebess
684
|
Posted - 2014.09.05 07:48:00 -
[1617] - Quote
Exactly nice summary. What i am missing is the instant relocation by jump /titan bridges and jump drives that also have to be changed. Creating few restrictions for this mechanic can help very much to the overall player experience.
Jump bridges : - no connections between regions - no connections to system not linked to alliance capitol , or allow only jump bridges to be linked only 1-2 jumps away from alliance capitol ( so one of the JB endpoints have to be near the alliance capitol)
Titan bridges: - no bridges between regions
Jump drives : - no jumps between regions. - spool up timer BEFORE the jump? Even on the pos , the longer you want to jump the longer jump drive have to charge.
Can someone from CCP at least say if they are considering implementation of stuff we are talking here? Some information about what can we expect could be good. CSM members are passing informations to their alliance leaders - why all players cannot get this informations?
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12971
|
Posted - 2014.09.05 08:37:00 -
[1618] - Quote
Anthar Thebess wrote: What i am missing is the instant relocation by jump /titan bridges and jump drives that also have to be changed.
Its not in there because it simply isn't needed. You deal with power projection by removing the need to send fleets half way across the galaxy to defend you assets. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Jeremiah Saken
The Fall of Leviathan
79
|
Posted - 2014.09.05 09:52:00 -
[1619] - Quote
Great summary of good ideas from whole thread. I like especially the part with L4's in null. This would be an opportuninty to pull PvEers from hisec, risk vs reward and potential recruits base. But...
baltec1 wrote:Its not in there because it simply isn't needed. You deal with power projection by removing the need to send fleets half way across the galaxy to defend you assets. So you don't defend them then? If i have ability to move forces fast, i will use it, no matter the size. If i have ability i will bring as many as i can. If you attack with small group (because you don't need huge ball to destroy structure) you would face non-proportional response, because i can. Strenght in numbers. Bacon tastes so much better when it's marinated in vegan tears.-á
I am the night. I'm Bantam. |

Anthar Thebess
684
|
Posted - 2014.09.05 10:01:00 -
[1620] - Quote
Jeremiah Saken wrote:Great summary of good ideas from whole thread. I like especially the part with L4's in null. This would be an opportuninty to pull PvEers from hisec, risk vs reward and potential recruits base. But... baltec1 wrote:Its not in there because it simply isn't needed. You deal with power projection by removing the need to send fleets half way across the galaxy to defend you assets. So you don't defend them then? If i have ability to move forces fast, i will use it, no matter the size. If i have ability i will bring as many as i can. If you attack with small group (because you don't need huge ball to destroy structure) you would face non-proportional response, because i can. Strenght in numbers.
Exactly, fast relocation IS the issue. Not only about sov , but about all potential income sources. I'm guessing that CCP will not change moon mechanic. So we sill have to moon mine r64/32/etc.
Without reducing speed you can teleport fleets across the map lowsec moons will be still in hands of blobs, you will still have mothership and carrier fleets hotdroping laser based mealstorms in lowsec.
Sorry this also have to go.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
|

baltec1
Bat Country Goonswarm Federation
12971
|
Posted - 2014.09.05 11:13:00 -
[1621] - Quote
The only way you can stop us from projecting our power anywhere in EVE is to turn off warpgates entirely. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.05 11:29:00 -
[1622] - Quote
baltec , this is not about power projection.
This is about game if we are talking about fixing broken stuff, let not do it partially.
Most of the people, even number of people that actually play this game ( skill quene online excluded ) states that game is in very bad condition.
One of the reasons is that a lowsec guy cannot have a moon in the system he lives for last years , as bloob took it. He and his 40 friends cannot do any thing, as each time they trying to take this spot , bloob or cyno arrives and 2 regions away fleet awaits if they dare to move.
Sorry i know that easy isk is good , but this easy isk is killing game. People don't undock , not engage , don't fight - eve become boring ...
If CFC want to deploy and reset few regions - i don't see reason why not - as THIS IS FUN , FOR ALL SIDES , as fights will be happening , ships will die , people will be logging in. If you cannot get instant teleportation of few more fleets sitting few regions away then people will fight the ones that actually cared and came.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Jeremiah Saken
The Fall of Leviathan
79
|
Posted - 2014.09.05 11:42:00 -
[1623] - Quote
baltec1 wrote:The only way you can stop us from projecting our power anywhere in EVE is to turn off warpgates entirely. Why entirely? Goons have sovs in Deklein and Period Basis. How much time would it take to travel BSs fleet beetwen these two regions by gates and how much trough cyno (no clone jump; hypotetical, you can just travel in ceptors)? The summary you've made would be great if we reset null and start everything from day 1. You have right nobody can't stop you from power projecting because your fleets are already there, build, waiting and have ability to be everywhere. I don't think there are any hisec corp or alliances to compete with such power. Bacon tastes so much better when it's marinated in vegan tears.-á
I am the night. I'm Bantam. |

Anthar Thebess
684
|
Posted - 2014.09.05 11:57:00 -
[1624] - Quote
Usually is not about a fleet you can fight , but about all people you will hotdrop to a fight minute after your FC decides to take this fight. This very big issue, and TIDI enables many people to get fast from across the eve to the battle.
Something that people described "if something big is going one, for sure i will be able to be part of this" ended "Eve is boring there is nothing going on".
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
12971
|
Posted - 2014.09.05 17:02:00 -
[1625] - Quote
Jeremiah Saken wrote:baltec1 wrote:The only way you can stop us from projecting our power anywhere in EVE is to turn off warpgates entirely. Why entirely? Goons have sovs in Deklein and Period Basis. How much time would it take to travel BSs fleet beetwen these two regions by gates and how much trough cyno (no clone jump; hypotetical, you can just travel in ceptors)? The summary you've made would be great if we reset null and start everything from day 1. You have right nobody can't stop you from power projecting because your fleets are already there, build, waiting and have ability to be everywhere. I don't think there are any hisec corp or alliances to compete with such power.
About 90 minutes to get anywhere we need to via gates from YA0.
The plan I put forth would infact result in around 80% of the current sov dropping and would make holding those towers harder to defend as we wouldn't have the JB network spanning half of EVE.
Moon goo is a bit of irony in itself. Many this holding a good moon tower mean you rake in the isk but in reality they generate about as much as a null ice miner a month (infact, the ice miner could beat it in terms of income). They are not nearly as important as many think and long before titans came around or the balls of capitals of today the null powers were able to hold them and defend them.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Thorin Sourdrin
Drone Orphanage Ethical Carnage
0
|
Posted - 2014.09.06 06:43:00 -
[1626] - Quote
My corp mates and I have mulled the prospect of tweaking the current SOV prices to scale with the number of systems controlled. The idea being that as the number of systems an alliance controls goes up, so too does the cost of ALL those held systems. The belief being that this will put pressure on groups to limit their holdings, while simultaneously driving them to compete for "juicier" systems the maximize their cost/income.
This would serve to both 'break up' Null, as there might likely be instances where alliances find themselves holding so much territory that the cost is prohibitive, and so relinquish their claims. It would also likely INCREASE pvp, as everyone would be after the few systems with the best moons/PI/belts/etc in order to get the most out of their holdings. Alliances aren't necessarily stopped from claiming SOV on half of Nullsec, but those groups would find themselves essentially earning less per system in exchange for having the sort of reach that baltec1 mentioned.
|

Dr Cedric
Independent Miners Corporation Care Factor
73
|
Posted - 2014.09.07 18:38:00 -
[1627] - Quote
baltec1 wrote:We can break it down into sections which, oddly enough, fits in well with CCPs new development plan.
We start off with addressing the need for empire sprawl. Right now there is a cap on how many players can actively rat in a single system, this currently stands at ten per system. This means groups like ours require vast areas of space to support our members.
"But most of your space is empty!" I hear you cry.
Yes this is true but that is down to another problem which is truesec. You see, the primary form of pve in null sec for your average pilot is anoms and they are tied to truesec. Most systems in null offer worse isk generation than blitzing level 3 missions in highsec with a mach. The best systems in null are on par to slightly worse than can be earned in high sec level 4 mission blitzing.
So we have a double whammy of poor isk income from most of null and the low player cap of 10 per system. This needs to change if we are to shrink the current two blocks from half of EVE each to a single region each and it must happen before any changes to sov.
Simply adding more anoms won't work, not only would a player cap still exist but you would also flood too much isk into the system. Inflation is also why you cannot just add more isk reward to anoms. Anoms must be replaced as the primary pve content and isk generator of nullsec. By far the easiest way to fix this issue is to add mission agents to player outposts. They allow for an unlimited population and null missions provide greater reward than highsec but importantly they will inject far less isk into the system than anoms and will be far easier to implement for CCP than a whole new system.
Capital talk - removed -
N+1: - removed -
Sov: stuff - removed -
I can get behind removing anomalies and replacing it with some type of agent generated PvE system. I don't think Missions is the right way to do it.
Firstly high sec PvE is there so that players can play solo. I don't need to be in communication with ANYONE if I don't want to. I can talk to my agent, do my thing, make my ISK, buy my bling and keep on trucking without saying/typing a word.
Low-Sec PvE (fleet warfare) is very much team/cooperation driven (and it is a great facilitator for PvP).
I think PvE in Null sec needs to be as much team/cooperation driven as possible. Agents should not be housed in a station, they should be hosted in a separate facility in the sovereign system. The agent requests (I don't want to use the word "mission") needs to be extremely difficult/impossible for solo players, but very doable and rewarding for small fleets. Somewhere in between burner missions and incursions. Difficult AI, that requires teamwork and cooperation. The requests should be varied enough that a single "PvE-fit" on a single "PvE ship" is not enough to complete the variety of requests.
The agent should be installed at the corporate level (rather than the allied level), however once initiated, any number of players from different corporations can complete the request. The request difficulty should be based off of total corp members and a ratio of online to total players.
The agent housing needs to be vulnerable to attack, and it needs to be possible to lose your agent, in this way you generate PvP opportunities in the form of truly harassing the ISK source of the significant portion of the system population. As there would be multiple corporations in an alliance, there will be multiple Housing structures in the system, which will generate multiple locations to stimulate PvP.
Thanks for the read! Cedric
|

Anthar Thebess
684
|
Posted - 2014.09.08 06:19:00 -
[1628] - Quote
Thats why i suggest : - agent site in system, not on a station - destroyable structure on this site that can be target for small gangs ( something that you need to put there back)
Lets put Communication Tower. 15 minutes online. Once attacked it sends alliance wide warning.
You will form up or you will need to put there new one ( costs ) and wait ## minutes for the new one to be online ( time ).
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
13019
|
Posted - 2014.09.08 09:20:00 -
[1629] - Quote
Dr Cedric wrote:baltec1 wrote:We can break it down into sections which, oddly enough, fits in well with CCPs new development plan.
We start off with addressing the need for empire sprawl. Right now there is a cap on how many players can actively rat in a single system, this currently stands at ten per system. This means groups like ours require vast areas of space to support our members.
"But most of your space is empty!" I hear you cry.
Yes this is true but that is down to another problem which is truesec. You see, the primary form of pve in null sec for your average pilot is anoms and they are tied to truesec. Most systems in null offer worse isk generation than blitzing level 3 missions in highsec with a mach. The best systems in null are on par to slightly worse than can be earned in high sec level 4 mission blitzing.
So we have a double whammy of poor isk income from most of null and the low player cap of 10 per system. This needs to change if we are to shrink the current two blocks from half of EVE each to a single region each and it must happen before any changes to sov.
Simply adding more anoms won't work, not only would a player cap still exist but you would also flood too much isk into the system. Inflation is also why you cannot just add more isk reward to anoms. Anoms must be replaced as the primary pve content and isk generator of nullsec. By far the easiest way to fix this issue is to add mission agents to player outposts. They allow for an unlimited population and null missions provide greater reward than highsec but importantly they will inject far less isk into the system than anoms and will be far easier to implement for CCP than a whole new system.
Capital talk - removed -
N+1: - removed -
Sov: stuff - removed - I can get behind removing anomalies and replacing it with some type of agent generated PvE system. I don't think Missions is the right way to do it. Firstly high sec PvE is there so that players can play solo. I don't need to be in communication with ANYONE if I don't want to. I can talk to my agent, do my thing, make my ISK, buy my bling and keep on trucking without saying/typing a word. Low-Sec PvE (fleet warfare) is very much team/cooperation driven (and it is a great facilitator for PvP). I think PvE in Null sec needs to be as much team/cooperation driven as possible. Agents should not be housed in a station, they should be hosted in a separate facility in the sovereign system. The agent requests (I don't want to use the word "mission") needs to be extremely difficult/impossible for solo players, but very doable and rewarding for small fleets. Somewhere in between burner missions and incursions. Difficult AI, that requires teamwork and cooperation. The requests should be varied enough that a single "PvE-fit" on a single "PvE ship" is not enough to complete the variety of requests. The agent should be installed at the corporate level (rather than the allied level), however once initiated, any number of players from different corporations can complete the request. The request difficulty should be based off of total corp members and a ratio of online to total players. The agent housing needs to be vulnerable to attack, and it needs to be possible to lose your agent, in this way you generate PvP opportunities in the form of truly harassing the ISK source of the significant portion of the system population. As there would be multiple corporations in an alliance, there will be multiple Housing structures in the system, which will generate multiple locations to stimulate PvP. Thanks for the read!
Not a a fan of this as it is far too easy to mess around with. Agent missions should be outpost based.
The mechanics behind them would be just as now with other station upgrades and would consist of 4 levels. At level 1 you have a level 1 mission agent. After running enough missions you can then upgrade to level 2 which gives a level 1 and 2 agent. At max upgrade you would have 4 agents in the station consisting of level 1, 2, 3 and 4 agent.
The reason why it is best done this way is because it means CCP has far less work to do than building a whole new system. Running missions is already more dangerous than running anoms simply by having them jumping into another system 50% of the time and with the other changes in place you would have much more densely populated systems which will make intel from local much more unreliable.
As a side note anoms would not be getting removed. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1622
|
Posted - 2014.09.08 09:37:00 -
[1630] - Quote
baltec1 wrote:We can break it down into sections which, oddly enough, fits in well with CCPs new development plan.
We start off with addressing the need for empire sprawl. Right now there is a cap on how many players can actively rat in a single system, this currently stands at ten per system. This means groups like ours require vast areas of space to support our members.
"But most of your space is empty!" I hear you cry.
Yes this is true but that is down to another problem which is truesec. You see, the primary form of pve in null sec for your average pilot is anoms and they are tied to truesec. Most systems in null offer worse isk generation than blitzing level 3 missions in highsec with a mach. The best systems in null are on par to slightly worse than can be earned in high sec level 4 mission blitzing.
So we have a double whammy of poor isk income from most of null and the low player cap of 10 per system. This needs to change if we are to shrink the current two blocks from half of EVE each to a single region each and it must happen before any changes to sov.
Simply adding more anoms won't work, not only would a player cap still exist but you would also flood too much isk into the system. Inflation is also why you cannot just add more isk reward to anoms. Anoms must be replaced as the primary pve content and isk generator of nullsec. By far the easiest way to fix this issue is to add mission agents to player outposts. They allow for an unlimited population and null missions provide greater reward than highsec but importantly they will inject far less isk into the system than anoms and will be far easier to implement for CCP than a whole new system.
We then have to deal with capitals. Right now you either have a capital force that can match the two big powers or you are an irrelevant sideshow. Capital issues are all over the place and need several big changes. Firstly, carriers are going to have to lose access to sentries and move to a fighter based platform. Secondly, supers are going to have to lose their E-war immunity however they also need something big in return. Supers and titans must be allowed to dock in outposts. We have to end the bleeding of high SP subs because they are trapped in a space coffin that doesn't see much use. Lastly we must deal with their invulnerability to subcaps, this is covered in the next and most controversial fix.
N+1:
People rightly hate the blob, but why do they hate fighting outnumbered?
Well, its because they cannot hurt it. Right now fleet meat revolves around one simple fact, you must be able to alpha past the logistics of the enemy fleet. If you cannot do this then engaging is pointless. Logistics are going to have to be nerfed if smaller alliances are to stand any chance in null. Equally, it is logistics that makes capital fleets impossible to kill with a subcap fleet. It is going to be painful, it will mean much bloodier fights and chances are I will be among the first to fall in any fleet engagement but if we want to fix null it must happen.
"But you will just farm smaller fleets!" I hear you cry.
This is already happening. We are effectivly untouchable to smaller fleets as they cannot harm us. With a logi nerf in place new tactics such as cheap in your face DPS fleets can dive into the heart of a baltec fleet and inflict a large amount of damage. Sure, we might hold the grid in the end but we could very easily lose the isk war and that is exactly the sort of thing smaller alliances need to boost moral. "Yea we lost that tower but we killed three times more isk worth of stuff".
Sov:
Another need for big balls of ships is the way sov fights are handled. At the moment you fight a handful of timed fights over huge amounts of EHP. This system needs to go. Not only does it mean you need lots of ships to grind down the structures but it also means you need equally or bigger fleets to defend. Remove the ehp and you remove the need for the massive fleets.
The current sov system also lets us dominate huge areas of empty space so long as we can pay the bills. So to end this sov needs to move to residency based. At a stroke you would make at least 80% of the current sov claims drop as all of the unoccupied systems drop. This is by far the most complicated part of the null overhaul and should rightly come last.
I just disagree on some minor points of HOW that is to be done.
Carriers should keep access to all drones. But only 5 of them. The 10 deployments should be reserved to fighters. Fighter bay should have ONLY fighters. Carriers should have a drone bay of around 300 for normal drones.
I disagree completely on the super capitals docking. That would reduce their loss rate massively. If high SP characters leave game because they got into a titan that is THEIR problem, they knew that would happen. What game needs is MORE INTERESTING high end options and gameplay for those characters, so that they do not go into supers.
And I think super capitals need a plex manteiance fee (or jump drive does nto work until you pay all due taxes). TO makealliances have only the supers that they really need and are willing to use.
Docking supers will just make an extra incentive to have more supers built and stores and would make the 0.0 super fleets problem far worse. We need reasons for people NOT use a titan, not the contrary.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

baltec1
Bat Country Goonswarm Federation
13019
|
Posted - 2014.09.08 09:51:00 -
[1631] - Quote
Kagura Nikon wrote: I disagree completely on the super capitals docking. That would reduce their loss rate massively. If high SP characters leave game because they got into a titan that is THEIR problem, they knew that would happen. What game needs is MORE INTERESTING high end options and gameplay for those characters, so that they do not go into supers.
And I think super capitals need a plex manteiance fee (or jump drive does nto work until you pay all due taxes). TO makealliances have only the supers that they really need and are willing to use.
Docking supers will just make an extra incentive to have more supers built and stores and would make the 0.0 super fleets problem far worse. We need reasons for people NOT use a titan, not the contrary.
I also used to think supers should not be allowed to dock but frankly, we gain nothing by forcing them to log out in a tower and having a high SP character stuck in a space coffin that sees use once or twice a month isn't a good thing. Letting them dock wont result in any more of a cold war style build up of supers than we have now.
They would be losing both their E-war immunity and their current immunity to damage when used in fleets and your idea for plex for titan would punish smaller alliances and do nothing to the larger ones. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1622
|
Posted - 2014.09.08 09:56:00 -
[1632] - Quote
baltec1 wrote:Kagura Nikon wrote: I disagree completely on the super capitals docking. That would reduce their loss rate massively. If high SP characters leave game because they got into a titan that is THEIR problem, they knew that would happen. What game needs is MORE INTERESTING high end options and gameplay for those characters, so that they do not go into supers.
And I think super capitals need a plex manteiance fee (or jump drive does nto work until you pay all due taxes). TO makealliances have only the supers that they really need and are willing to use.
Docking supers will just make an extra incentive to have more supers built and stores and would make the 0.0 super fleets problem far worse. We need reasons for people NOT use a titan, not the contrary.
I also used to think supers should not be allowed to dock but frankly, we gain nothing by forcing them to log out in a tower and having a high SP character stuck in a space coffin that sees use once or twice a month isn't a good thing. Letting them dock wont result in any more of a cold war style build up of supers than we have now. They would be losing both their E-war immunity and their current immunity to damage when used in fleets and your idea for plex for titan would punish smaller alliances and do nothing to the larger ones.
Naa. smaller alliance have what? 4-5 titans? Easy to pay. But when you need to pay for STOCKPILED titans like goons and PL have, that starts to hurt a lot. Imagine paying a hundred plexes per month for something that might be used in the next 1 year?
Otherwise, with dockable titans, and no reason to not stockpile them, you know both sides soon would have 500 titans on reserve and stockpiled. Losing ewar immunity would not be enough, if lossing titans woudl mean nothing for any alliance because they can buy one from the huge stockpiles around.
If titans and supers dock, there NEED to be a reason to not make huge stockpiles of them. Even if the PLEX is charged for the right to DOCK them (so at least used titans form smaller groups are not affected, but stockpiling them becomes prohibitive) "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

baltec1
Bat Country Goonswarm Federation
13019
|
Posted - 2014.09.08 10:15:00 -
[1633] - Quote
Kagura Nikon wrote:
Naa. smaller alliance have what? 4-5 titans? Easy to pay. But when you need to pay for STOCKPILED titans like goons and PL have, that starts to hurt a lot. Imagine paying a hundred plexes per month for something that might be used in the next 1 year?
We don't have stockpiles of titans. They are not national assets, they are privately owned but we do replace them if they are lost in strat ops, a plex a month is nothing. Private owners of titans in small alliances or corps however would be hurt by this added need.
Kagura Nikon wrote: Otherwise, with dockable titans, and no reason to not stockpile them, you know both sides soon would have 500 titans on reserve and stockpiled. Losing ewar immunity would not be enough, if lossing titans woudl mean nothing for any alliance because they can buy one from the huge stockpiles around.
Losing a titan or ten is already a none issue to us.
Kagura Nikon wrote: If titans and supers dock, there NEED to be a reason to not make huge stockpiles of them. Even if the PLEX is charged for the right to DOCK them (so at least used titans form smaller groups are not affected, but stockpiling them becomes prohibitive)
We do this by getting rid of the need to have vast capital blobs. This is where the change to occupancy sov comes in, if you get rid of the need to grind down vast amounts of EHP in a handful of set battles you reduce the effectiveness of the super blob massively. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.08 10:44:00 -
[1634] - Quote
Remember that massive use of capitals and especially supercapitals leads to "easy win" situations. Not only because those ships are superior , but also because amount of sub capitals and capitals needed to brake their tank and eat their EHP is way to big for eve servers.
Both HED and B-R proved this.
In HED battle hundreds of dreads died as after jumping in pilots could not do any thing. Cycle guns, activate hardeners, jump out when they had cap , some of people got their KM while still sitting in the warp tunel. All of this because node was not able to withstand number of incoming players , players using adequate means to enemy forces already present in a system.
B-R was just confirmation of stuff that happened in HED - first objective - reduce people in local, remove as many subcapitals as possible in order for node not to become bugged like the HED- one.
B-R was only possible because subcapitals where blocking other subcapitals reinforcements in other systems. Nodes under heavy TIDI don't work - normal conditions do not applied , they always favor people already present on grid.
Currently all groups know this , and if there is no other force capable of brining more supers , just drop as many you can in order to block your enemy from taking any action.
This also have to go. CCP have to make supercapitals vulnerable to subcapitals in order to enforce proper subcapital cover.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
13019
|
Posted - 2014.09.08 10:48:00 -
[1635] - Quote
Anthar Thebess wrote:Remember that massive use of capitals and especially supercapitals leads to "easy win" situations. Not only because those ships are superior , but also because amount of sub capitals and capitals needed to brake their tank and eat their EHP is way to big for eve servers.
Both HED and B-R proved this.
In HED battle hundreds of dreads died as after jumping in pilots could not do any thing. Cycle guns, activate hardeners, jump out when they had cap , some of people got their KM while still sitting in the warp tunel. All of this because node was not able to withstand number of incoming players , players using adequate means to enemy forces already present in a system.
B-R was just confirmation of stuff that happened in HED - first objective - reduce people in local, remove as many subcapitals as possible in order for node not to become bugged like the HED- one.
B-R was only possible because subcapitals where blocking other subcapitals reinforcements in other systems. Nodes under heavy TIDI don't work - normal conditions do not applied , they always favor people already present on grid.
Currently all groups know this , and if there is no other force capable of brining more supers , just drop as many you can in order to block your enemy from taking any action.
This also have to go. CCP have to make supercapitals vulnerable to subcapitals in order to enforce proper subcapital cover.
That is where the logi nerf and E-war immunity removal comes in. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.08 11:01:00 -
[1636] - Quote
I do not agree that this is enough. Let say that you drop : 200+ slowcats ( sentry of fighter ones) 20-50 motherships 20-40 titans Some dreads.
Something that is sadly quite common on todays timers, this is just base group , more ships are waiting. Recalculate how much Damage you have to do in order to grind on those ships in resonable time. Include in this calculations TIDI , and how much time it will offer for a reinforcements to formup and bridge. Remember that all of those ships shoot.
Node will still die or bug itself. You will be still on the worst situation as enemy is again on the grid. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
13019
|
Posted - 2014.09.08 11:08:00 -
[1637] - Quote
Anthar Thebess wrote:I do not agree that this is enough. Let say that you drop : 200+ slowcats ( sentry of fighter ones) 20-50 motherships 20-40 titans Some dreads.
Something that is sadly quite common on todays timers, this is just base group , more ships are waiting. Recalculate how much Damage you have to do in order to grind on those ships in resonable time. Include in this calculations TIDI , and how much time it will offer for a reinforcements to formup and bridge. Remember that all of those ships shoot.
Node will still die or bug itself. You will be still on the worst situation as enemy is again on the grid.
Key difference with the changes would be the carriers not having sentries and the capitals not being immune to subcap firepower and the supers being able to be jammed or having disruptors put on them to reduce their range and/or locking time.
The two big issues with capital blobs of today is that the sentry carriers can hit anything with the firepower of two fleets and that capital reps mean you need a titan blob the alpha past the logi. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.08 11:22:00 -
[1638] - Quote
For me base concept capital only feets is something bad for this game. Ewar immunity could solve some of the issues , but again this have to come with all other changes to jump bridges and titan bridges. NCPL is just about (super)capitals if only changes to supers and capitals will be done they will just gone at the speed of timers.
Do you thing that significant boost ( yes boost ) to dreads could solve this situation a bit?
Let say that their dps will be increased 3-4 times - but only in siege , or lets introduce to them HIGH DPS ammo that will give this dps bonus at the cost of heavy tracking nerf or ship class dependency as goal of dread blaping T3 Cruiser is not what i have in mind. But dread doing heavy dps against structures , poses , or (super)capitals is totally different issue.
Dreads are still most balanced capitals in the game - they have only ... dps , can be tackled and killed even by frigates and they will do nothing to subcapitals without proper support.
So im asking : will 20-30k dps dreads (or more versus BIG or static stuff ) could help in current situation. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
13019
|
Posted - 2014.09.08 11:30:00 -
[1639] - Quote
Anthar Thebess wrote:For me base concept capital only feets is something bad for this game. Ewar immunity could solve some of the issues , but again this have to come with all other changes to jump bridges and titan bridges.
Jump bridge networks will be heavily nerfed under our plan indirectly. Titan bridges are being indirectly impacted by removing the need to send fleets hafl way across null to protect assets.
Anthar Thebess wrote: Do you thing that significant boost ( yes boost ) to dreads could solve this situation a bit?
No, dreads are by far the most balanced caps and are in a good place. Deal with the logistics problem and dreads will be very effective. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.08 11:47:00 -
[1640] - Quote
baltec1 wrote:Anthar Thebess wrote:For me base concept capital only feets is something bad for this game. Ewar immunity could solve some of the issues , but again this have to come with all other changes to jump bridges and titan bridges.
Jump bridge networks will be heavily nerfed under our plan indirectly. Titan bridges are being indirectly impacted by removing the need to send fleets hafl way across null to protect assets. Anthar Thebess wrote: Do you thing that significant boost ( yes boost ) to dreads could solve this situation a bit?
No, dreads are by far the most balanced caps and are in a good place. Deal with the logistics problem and dreads will be very effective.
Well are dreads in tearms of dps still so balanced. In the old days - "OMFG this subcap have 1k dps" Now ... things changed more than a bit.
So i think that some boost to DPS could be interesting. Again what i'm asking .
Will heavily boosting dread DPS at the cost of tracking (or damage against subcapitals) could bring something good to current mechanic before more major changes will be put in place?
Dread DPS is again just few bytes in database , adjusting it now - to help this game to move again - and change after other changes are done - simple thing to do especially that the only thing you have to modify is the damage multiplier on the siege module.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
|

baltec1
Bat Country Goonswarm Federation
13019
|
Posted - 2014.09.08 11:54:00 -
[1641] - Quote
Anthar Thebess wrote: Again what i'm asking .
Will heavily boosting dread DPS at the cost of tracking (or damage against subcapitals) could bring something good to current mechanic before more major changes will be put in place?
Dread DPS is again just few bytes in database , adjusting it now - to help this game to move again - and change after other changes are done - simple thing to do especially that the only thing you have to modify is the damage multiplier on the siege module.
No, dread DPS is perfect as it is the problem is with the capital/super RR. Just like with subcaps the only way to beat capital RR is to alpha past the reps. You deal with the logi and you solve the problem. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.08 12:18:00 -
[1642] - Quote
baltec1 wrote:Anthar Thebess wrote: Again what i'm asking .
Will heavily boosting dread DPS at the cost of tracking (or damage against subcapitals) could bring something good to current mechanic before more major changes will be put in place?
Dread DPS is again just few bytes in database , adjusting it now - to help this game to move again - and change after other changes are done - simple thing to do especially that the only thing you have to modify is the damage multiplier on the siege module.
No, dread DPS is perfect as it is the problem is with the capital/super RR. Just like with subcaps the only way to beat capital RR is to alpha past the reps. You deal with the logi and you solve the problem.
Yes , but again. What we are stating in this topic is totally new EVE. Many mechanic that needs to be changed - we are talking about ~ hell of a work.
What i am asking is elevating dread DPS will help to solve the abuse of node killing EHP , and current structure EHP. Why dreads and not carriers? - they are again very vulnerable to sub capitals. - their damage is only huge while in siege - cannot receive remote reps while in siege - base on their own damage system, and don't use smaller size weapons like carriers.
Again tweek to damage modifier on siege modules and tracking speed can be done by CCP within few minutes -> situation is going bad -> tweek - fast DT - and all stuff is going back to normal.
Eve urgently needs boosting of the ~fun~ part. Yes thousands ships will die because of this change - but that's what eve is about, the nullsec part.
Now every thing is stagnant because you cannot do any thing without grinding enormous amount of ehp. Lets assume 35k T2 Siege dread on max skills -> so typical dread alt will have 30k dps. Form the grinding part perspective 6 dreads can put most of the structures in the reinforce timer within 1 cycle. This could warm things a bit ( yes 'content' withdrawal is bad for me ) Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
13020
|
Posted - 2014.09.08 12:29:00 -
[1643] - Quote
Anthar Thebess wrote:baltec1 wrote:Anthar Thebess wrote: Again what i'm asking .
Will heavily boosting dread DPS at the cost of tracking (or damage against subcapitals) could bring something good to current mechanic before more major changes will be put in place?
Dread DPS is again just few bytes in database , adjusting it now - to help this game to move again - and change after other changes are done - simple thing to do especially that the only thing you have to modify is the damage multiplier on the siege module.
No, dread DPS is perfect as it is the problem is with the capital/super RR. Just like with subcaps the only way to beat capital RR is to alpha past the reps. You deal with the logi and you solve the problem. Yes , but again. What we are stating in this topic is totally new EVE. Many mechanic that needs to be changed - we are talking about ~ hell of a work. What i am asking is elevating dread DPS will help to solve the abuse of node killing EHP , and current structure EHP. Why dreads and not carriers? - they are again very vulnerable to sub capitals. - their damage is only huge while in siege - cannot receive remote reps while in siege - base on their own damage system, and don't use smaller size weapons like carriers. Again tweek to damage modifier on siege modules and tracking speed can be done by CCP within few minutes -> situation is going bad -> tweek - fast DT - and all stuff is going back to normal. Eve urgently needs boosting of the ~fun~ part. Yes thousands ships will die because of this change - but that's what eve is about, the nullsec part.
Dreads don't need a DPS buff. They have the firepower already. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.08 12:56:00 -
[1644] - Quote
baltec1 wrote: Dreads don't need a DPS buff. They have the fire-power already.
Hmm no. You like most of the people here stated that current structure EHP blocking most of the actions. If dreads had enough dps then this will not be an issue.
Why boosting dread dps - before ccp fix other stuff in ~3~ years is bad thing?
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
13020
|
Posted - 2014.09.08 13:51:00 -
[1645] - Quote
Anthar Thebess wrote:baltec1 wrote: Dreads don't need a DPS buff. They have the fire-power already.
Hmm no. You like most of the people here stated that current structure EHP blocking most of the actions. If dreads had enough dps then this will not be an issue. Why boosting dread dps - before ccp fix other stuff in ~3~ years is bad thing?
They do have enough firepower, you don't need many to kill a POS. The EHP issues will also go away with the plan we have. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
684
|
Posted - 2014.09.08 14:00:00 -
[1646] - Quote
baltec1 wrote:Anthar Thebess wrote:baltec1 wrote: Dreads don't need a DPS buff. They have the fire-power already.
Hmm no. You like most of the people here stated that current structure EHP blocking most of the actions. If dreads had enough dps then this will not be an issue. Why boosting dread dps - before ccp fix other stuff in ~3~ years is bad thing? They do have enough firepower, you don't need many to kill a POS. The EHP issues will also go away with the plan we have. I totally agree with you about this, especially last sentence. But : 1. Like you stated - this is our plan - not the CCP one. We don't know if CCP even plans going in this directions. 2. I am not talking about POS , but also about sov structures. 3. We see from blogs/ posts that they work also on some other stuff - sometimes good one - but i see this as resources not focused on fixing nullsec , capitas, supers and sov. 4. We are talking about big changes , very big - and ccp is still balancing cruisers.
That is why i am asking , can a mid term fix to enormous ehp can be boost to dreads. Why not reducing all structure ehp - because dreads will also put more pressure on other broken (super)capitals. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

baltec1
Bat Country Goonswarm Federation
13021
|
Posted - 2014.09.08 14:06:00 -
[1647] - Quote
Anthar Thebess wrote:baltec1 wrote:Anthar Thebess wrote:baltec1 wrote: Dreads don't need a DPS buff. They have the fire-power already.
Hmm no. You like most of the people here stated that current structure EHP blocking most of the actions. If dreads had enough dps then this will not be an issue. Why boosting dread dps - before ccp fix other stuff in ~3~ years is bad thing? They do have enough firepower, you don't need many to kill a POS. The EHP issues will also go away with the plan we have. I totally agree with you about this, especially last sentence. But : 1. Like you stated - this is our plan - not the CCP one. We don't know if CCP even plans going in this directions. 2. I am not talking about POS , but also about sov structures. 3. We see from blogs/ posts that they work also on some other stuff - sometimes good one - but i see this as resources not focused on fixing nullsec , capitas, supers and sov. 4. We are talking about big changes , very big - and ccp is still balancing cruisers. That is why i am asking , can a mid term fix to enormous ehp can be boost to dreads. Why not reducing all structure ehp - because dreads will also put more pressure on other broken (super)capitals.
That would cause a whole raft of new problems. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ilyana Nehla
Caldari Supply and Armament Inc.
10
|
Posted - 2014.09.08 14:09:00 -
[1648] - Quote
1. cut RR to one per ship if larger than medium. Smal reps are allowed 2 on a single hull (pretty much like in the AT with the logi count of 2 frig or 1 larger) 2. Make supers succeptible to E-war and highly succeptible to subcaps (dunno tracking, scanreso, signature, explo velo whatever it takes) 3. Give jump bridges a) shorter range and b) a respool time. 4. Furthermore a hefty limit on what the bridge can bridge (like with Wormholes) 5. No Jumpclone-jump wider than 15ly (arbitrary number)
/2cents |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1623
|
Posted - 2014.09.08 15:35:00 -
[1649] - Quote
baltec1 wrote:Kagura Nikon wrote:
Naa. smaller alliance have what? 4-5 titans? Easy to pay. But when you need to pay for STOCKPILED titans like goons and PL have, that starts to hurt a lot. Imagine paying a hundred plexes per month for something that might be used in the next 1 year?
We don't have stockpiles of titans. They are not national assets, they are privately owned but we do replace them if they are lost in strat ops, a plex a month is nothing. Private owners of titans in small alliances or corps however would be hurt by this added need. Kagura Nikon wrote: Otherwise, with dockable titans, and no reason to not stockpile them, you know both sides soon would have 500 titans on reserve and stockpiled. Losing ewar immunity would not be enough, if lossing titans woudl mean nothing for any alliance because they can buy one from the huge stockpiles around.
Losing a titan or ten is already a none issue to us. Kagura Nikon wrote: If titans and supers dock, there NEED to be a reason to not make huge stockpiles of them. Even if the PLEX is charged for the right to DOCK them (so at least used titans form smaller groups are not affected, but stockpiling them becomes prohibitive)
We do this by getting rid of the need to have vast capital blobs. This is where the change to occupancy sov comes in, if you get rid of the need to grind down vast amounts of EHP in a handful of set battles you reduce the effectiveness of the super blob massively.
If you implement the no need for supers BEFORE the dockable titans and the result is VERY soudn then yes. But risking to allow dockable titans before you know if the plan to reduce their need succeed is TOO dangerous ( you know almost nothign work as planned in eve)
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1623
|
Posted - 2014.09.08 15:37:00 -
[1650] - Quote
Anthar Thebess wrote:baltec1 wrote: Dreads don't need a DPS buff. They have the fire-power already.
Hmm no. You like most of the people here stated that current structure EHP blocking most of the actions. If dreads had enough dps then this will not be an issue. Why boosting dread dps - before ccp fix other stuff in ~3~ years is bad thing?
Much easier and better would be to cut all EHP of all structures to 1/4th of current numbers. Woudl give more value for battleships. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Shalmon Aliatus
Bluestar Enterprises The Craftsmen
0
|
Posted - 2014.09.08 15:40:00 -
[1651] - Quote
Just a random idea about power projection: How about a nerf on cyno ? There is a cyno in every system, itGÇÖs called a sun. You can even see it from any system when you are in space. If you want to travel huge distances, you align to that sun (new jump mechanics require that you are aligned towards the system you are jumping to) and press jump. You will end up somewhere in a sphere 2-3 AU from the sun. If you want to be more precise (like for a hotdrop or for jump freighter usage, you can still light a cyno, but the cyno range will be limited (like 1-2 ly or something). Large fleet movements to a fight on the other side of New Eden need a large jump to a system near the fight,regrouping the fleet in that system because of the sphere and then using a cyno for the last jump. Maybe a part of your fleet gets bubbled before they can join the fight, If you want to prevent this, you can decide to use more cynos, which includes more jumps.
I know that this will lead to (super-) capitals moving save through New Eden because of jump-cloak-jump, but if you donGÇÖt need to light a cyno screaming GÇ£I am here !GÇ¥ across the universe, maybe we can ban cloak from them. Sure, you can get scanned down, but a titan should have support fleet near him to prevent him from going down (considering that capitals jumping to the system to kill him also land on a random point in the sphere and can be up to 6 AU away and exposed to tackle. Dreads and carriers can take the risk, since they donGÇÖt cost that much. If you want to move them save, you return to smaller jumps from station to station, using the cyno. |

Speedkermit Damo
Demonic Retribution
298
|
Posted - 2014.09.08 17:01:00 -
[1652] - Quote
Wow, is this dead horse still being flogged?
Don't Panic.
|

baltec1
Bat Country Goonswarm Federation
13032
|
Posted - 2014.09.08 17:38:00 -
[1653] - Quote
Kagura Nikon wrote:
If you implement the no need for supers BEFORE the dockable titans and the result is VERY soudn then yes. But risking to allow dockable titans before you know if the plan to reduce their need succeed is TOO dangerous ( you know almost nothign work as planned in eve)
Naturally, letting supers and titans dock would be near last if not the very last thing on the list of null fixes. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
13032
|
Posted - 2014.09.08 17:39:00 -
[1654] - Quote
Kagura Nikon wrote:
Much easier and better would be to cut all EHP of all structures to 1/4th of current numbers. Woudl give more value for battleships.
Disagree strongly, We could cause a lot of damage if this happens via suicide dreads. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Anthar Thebess
685
|
Posted - 2014.09.09 22:22:00 -
[1655] - Quote
No we didn't forget about this CCP. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Skyy Dracon
Repercussus RAZOR Alliance
10
|
Posted - 2014.09.12 03:16:00 -
[1656] - Quote
KanashiiKami wrote:... continued
so the above format, allows for a single entity to field max 4 titans? (or maybe titan unit count can be 8, so max titans fielded per alliance is now only 1, plus other misc cap ships. then freighters / indy cap ships could count as 0.5 units?) I don't think forcing Fleet commanders t tell pilots "Sorry you can't undock your Alt's Super we already have 4 in space." Is going to sit well with many super pilots.... |

SFM Hobb3s
Wrecking Shots Black Legion.
130
|
Posted - 2014.09.12 13:50:00 -
[1657] - Quote
baltec1 wrote:Kagura Nikon wrote:
If you implement the no need for supers BEFORE the dockable titans and the result is VERY soudn then yes. But risking to allow dockable titans before you know if the plan to reduce their need succeed is TOO dangerous ( you know almost nothign work as planned in eve)
Naturally, letting supers and titans dock would be near last if not the very last thing on the list of null fixes.
If they couple the ability to dock supers/titans with slashing (and do I mean slashing) clone costs, This would actually be a great idea. Not only are skilled pilots no longer stuck in coffins, but now, enemy intel cannot rely on contact lists to see whose supers are online (not without visual confirmation). |

Anthar Thebess
687
|
Posted - 2014.09.12 13:57:00 -
[1658] - Quote
I'm totally fine with this - as long as there will be no more safe jumps. Titans also will have to cross regions using XL sized regional gates , and even some separate constellations will have to be accessed used this kind of the system.
No more fast bridging jumping across the eve map - as you will have few points where you can make a stand or tackle enemy capitals. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Manfred Sideous
North Eastern Swat Pandemic Legion
844
|
Posted - 2014.09.13 01:54:00 -
[1659] - Quote
Bump for CSM members that are soon to leave for Iceland. ITT you will find the best and strongest arguments for changes to Nullsec.
TAKE THIS IT'S DANGEROUS TO GO ALONE! @EveManny
https://twitter.com/EveManny |

Heat-seeking Moisture Missile
Republic Military School Minmatar Republic
6
|
Posted - 2014.09.13 03:21:00 -
[1660] - Quote
Manny,
you so klazy with your 81 page threadnaught.
now go fix it in iceland!
space nerd powers, ACTIVATE!! |
|

Space Hog
Dirt Nap Squad Dirt Nap Squad.
2
|
Posted - 2014.09.13 03:39:00 -
[1661] - Quote
Manfred Sideous wrote:CHANGES Proximity to other owned sov. So if you own a system and your other sov is not connected to that system then the cost is increased of the unconnected system.
 The aforementioned criteria could also be modifiers for effecting Sov structure tenacity. So a lightly or unused system would have structures with shorter RF cycles and less EHP. As system lose or gain tenacity the resist are modified on the sov structures. So a completely unused system with Sov would have 0% resist on the sov structures. Where conversely a well utilized system with sov would have 80% ( debateable) resistance to its sov structures. This tenacity would make it much harder to kill the sov structures.  Stations are destructible. You wreck/kill the station all assets are relocated like a clone to a lowsec location. Perhaps it leaves a wreck that can be rebuilt who knows who cares we all want this lets do it and be done with it.  Once a party conquers a station they have the option to put it into the destruction RF cycle. The station enters a 7day RF cycle where during this cycle anyone can come and repair the stations (Structure?) to a certain level cancelling the destruction cycle. Once the destruction cycle is aborted if cannot be started again till the station has been reconquered.  Ihubs & Station & POS become hackable. Meaning that a player can hack the ihub and disable a upgrade for X period of time ( 8 hours?) . When a player initiates a hack it emotes in local with a countdown and a notification is sent to the alliance via evemail that someone is attempting a hack. If that player isn't interrupted in a period of time (15 mins?) then the targeted upgrade is disabled.  Hackable things would be , Cloning , Repair , Factory , Refining , Fitting , Moon Harvesters , Reactors , Refineries , Pirate upgrades , Mining upgrades , Cyno Beacon , Jumpbridge , Cyno Jammer.  Asteroids are rebalanced so that lower tier roids produce some abc and higher tier roids produce lower tier mins. That way as nullsec miners mine the ABC's they are getting the trit and Pyerite etcetera that they need to realistically produce.  Deathclone changes to only closest station with dockable access or players birth system. *Adjacent is defined by gate connection
I like the idea of destruction to the stations. There are way to many stations in 0.0 now and changing this would be interesting.
A option to the complete destruction of the station might be the ability to destroy the individual service modules. So for instance if you destroyed cloning services, first all Jump Clones would be destroyed, all medical clones moved. And to get the service back on you are gona have to call all hands to RE-BUILD it from scratch. Sorta like seeing half of a building ripped in two. Re-building these services would make you put an old style logistics team together to re-build it. Like the old days when it was a whole team effort to put a station up.
Maybe with the station hacking you could be able to syphon resources from the station. Like throwing a wrench in the cogs.
Free Beer next go round. |

Manfred Sideous
North Eastern Swat Pandemic Legion
850
|
Posted - 2014.09.14 18:04:00 -
[1662] - Quote
Space Hog wrote:Manfred Sideous wrote:CHANGES Proximity to other owned sov. So if you own a system and your other sov is not connected to that system then the cost is increased of the unconnected system.
 The aforementioned criteria could also be modifiers for effecting Sov structure tenacity. So a lightly or unused system would have structures with shorter RF cycles and less EHP. As system lose or gain tenacity the resist are modified on the sov structures. So a completely unused system with Sov would have 0% resist on the sov structures. Where conversely a well utilized system with sov would have 80% ( debateable) resistance to its sov structures. This tenacity would make it much harder to kill the sov structures.  Stations are destructible. You wreck/kill the station all assets are relocated like a clone to a lowsec location. Perhaps it leaves a wreck that can be rebuilt who knows who cares we all want this lets do it and be done with it.  Once a party conquers a station they have the option to put it into the destruction RF cycle. The station enters a 7day RF cycle where during this cycle anyone can come and repair the stations (Structure?) to a certain level cancelling the destruction cycle. Once the destruction cycle is aborted if cannot be started again till the station has been reconquered.  Ihubs & Station & POS become hackable. Meaning that a player can hack the ihub and disable a upgrade for X period of time ( 8 hours?) . When a player initiates a hack it emotes in local with a countdown and a notification is sent to the alliance via evemail that someone is attempting a hack. If that player isn't interrupted in a period of time (15 mins?) then the targeted upgrade is disabled.  Hackable things would be , Cloning , Repair , Factory , Refining , Fitting , Moon Harvesters , Reactors , Refineries , Pirate upgrades , Mining upgrades , Cyno Beacon , Jumpbridge , Cyno Jammer.  Asteroids are rebalanced so that lower tier roids produce some abc and higher tier roids produce lower tier mins. That way as nullsec miners mine the ABC's they are getting the trit and Pyerite etcetera that they need to realistically produce.  Deathclone changes to only closest station with dockable access or players birth system. *Adjacent is defined by gate connection I like the idea of destruction to the stations. There are way to many stations in 0.0 now and changing this would be interesting. A option to the complete destruction of the station might be the ability to destroy the individual service modules. So for instance if you destroyed cloning services, first all Jump Clones would be destroyed, all medical clones moved. And to get the service back on you are gona have to call all hands to RE-BUILD it from scratch. Sorta like seeing half of a building ripped in two. Re-building these services would make you put an old style logistics team together to re-build it. Like the old days when it was a whole team effort to put a station up. Maybe with the station hacking you could be able to syphon resources from the station. Like throwing a wrench in the cogs.
Lots of interesting things to be done. I challenge CCP you say you are "Fearless" . Put up or shut up. @EveManny
https://twitter.com/EveManny |

Brutalis Furia
Brutor Tribe Minmatar Republic
10
|
Posted - 2014.09.14 23:04:00 -
[1663] - Quote
Logi or no? Other MMOs have a classic DPS, Tank, Healer combat system, and to my eyes Logi takes that role of healer. But we don't have a tank and DPS separation - that's because Eve is different. We are not other games. Do we have ships that excel at DPS or tank? Sure, just look at the Drake or the Tornado. But there is no forced targeting mechanic to prevent us from targeting the glass cannon. This is Eve.
So each ship needs to have its own tank, dps and healer on board. Adding the Logi broke this. Do we remove Logi now? No. I'd like to see a rebalance to where the amount of healing (shields, armor, cap, whatever) isn't doubled from what we could do with local reps alone without commensurate increases with dps or ehp. That said, I like the role of Logi and think it should stay.
As to a solution, maybe an added penalty to incoming reps for having a local rep? That way you'd have to choose between the two.
As to the larger question of Sov, my view is that it's more complicated than any one ship mechanic like logi. The removal of the API and 3rd party tools isn't really an option either, as the API just makes using those tools easier, but they existed long before the API and can't be controlled by CCP. If there's a demand for them, they'll exist.
If a 2 way stalemate is making the game itself stale, then it needs to be addressed.
I'd look at the actual mechanics of the sov system. If the mechanics were designed to end in a 2 way standoff, then it's the mechanics that need adjusting. I'd look at creating mechanics that penalize bloat and favor smaller, leaner, entities. Smaller entities = more entities = more conflict = less stagnation.
I'd remove local. Goodbye Jita Spam! Goodbye passive intel. This would make active patrols of territory all the more important. Blops would me that much more effective too! |

Manfred Sideous
North Eastern Swat Pandemic Legion
850
|
Posted - 2014.09.14 23:12:00 -
[1664] - Quote
Another by-product of my power projection nerf is say goodbye to cloaky camping. Because whatever is going to be dropped on you will be in a adjacent system. Pretty easy to see. @EveManny
https://twitter.com/EveManny |

Anthar Thebess
693
|
Posted - 2014.09.17 07:38:00 -
[1665] - Quote
Manfred Sideous wrote:Another by-product of my power projection nerf is say goodbye to cloaky camping. Because whatever is going to be dropped on you will be in a adjacent system. Pretty easy to see.
Exactly, cloacky camping is only issue , because you can get immense hotdrop from 2-3 regions away, as long as people have midpoint titans, or using capitals.
Logistics - they are ok ... until you are getting to a point where almost no one is able to do any damage to you using full fleet , as this leads to bigger bloobs , and bigger blue balls.
Boosting i think i have very interesting idea how to limit the logistics impact and overall boosting, especially off grid ones.
Remove skills : wing command / fleet command. Yes no more fleet wide and wing wide boosts.
So the only possible boosts that you can have are from the squad leader.
Now imagine how this impacts heavily fleets.
If you want to use off grid boosts, than you loose 1 person in each squad , you also have to move into the system large amount of highly vulnerable T3 ships. I don't think that any FC will go into this direction. People will start to use on grid command ships, and they will not be full of command links, as they still have to have proper tank. Some dps could be also good.
Now from the small gang perspective. Taking 1 or 2 boosing chars is still viable.
You want to rat using your links - again this will again not change to much. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Ermana
Wood picker Elite Brothers of Tangra
0
|
Posted - 2014.09.21 23:56:00 -
[1666] - Quote
hi there,
i like to say something, we all talking about the same thing, how can we change the 0.0 so that it is interesting agen? manfred was saying an importent thing in his first text.
Im sorry to say but this is where we are at unless CCP changes something. Lets face it most of all the changes we've heard about can be gamed and only hurt the little guy.
and he is right.
now i see all the ideas, about clocky camper or no jb or othere things. i think we should look back like manfred already is doing. what was it in the beginning from eve what made the 0.0 so interesting.
i think it was the team play from industry and pvp. to clame a system you needed 2 things you needed the pvpler to protect you system/s and the industry to keep it running. you had to place pos's and keep them running to claim a system.
how is it now?
jump in with you super cap fleet and take it when its yours you pay 180 mill to have it.
so what means it when we change the sov system to the old way?
we would have more isk what the system cost, you have more ppl what you need for 1 system, you have to protect your pos's, (because even a large pos can only be killed with bs). For sure you can hot drop them but even a small ally can have a nice bs fleet and do you really like to risk your moms to fight a pos? and not only risk you may have not only 1 pos what gets attacked. You have to really work in your systems. We can still keep the i hup's.
So with just changing the sov claiming problem you would change a lot for the big allies. It would bring them to the point that they have to do something for their sov and not just have a big fleet and scare the small allies. |

Anthar Thebess
702
|
Posted - 2014.09.22 06:25:00 -
[1667] - Quote
Currently it only cost you 180 mil to hold it as broken mobility makes any one else unable to take it.
Timers and EHP makes all systems easy to defend and take if you have enough capitals or titans and subcapitals. This was ok for a long time , but at some time someone decided to abuse the possibility and w have more renting space than actual "owned space".
90% of this space is empty , and because no one is able to get it , eve downgrades as no other group can get proper income. What we get is current eve state , where brave and provi fight under heavy third party from big bored groups.
Base groups throw at them self t1 doctrines , while third party groups arrive in T3 and faction ships. What is more bad to eve , is that nothing else is going on. Nothing.
Untill CCP reduce the mobility , nothing will really change.
I know i am repeating myself.
But how hard is to create XL size gates that allow for supers and capital to pass. How hard is to add to JB , jumpdrive and titan/BO bridge 1 line of code : IF my.region <> destination.region THEN DenyJump.
No more fast moving around few regions from 1 system. Simple change but requires tons of tons new midpoints ( usually not safe ) and more titans to be placed to keep current mobility ... and yet those fleets will be not so safe any more . Now they are jumping safely into the battle , and with this change they will be forced to use at least 1-2 gates along the way. You could say that this is nothing , but this also means that there is 1-2 places when you can do something to this fleet.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rivr Luzade
Coreli Corporation Ineluctable.
718
|
Posted - 2014.09.22 07:41:00 -
[1668] - Quote
Anthar Thebess wrote:But how hard is to create XL size gates that allow for supers and capital to pass. How hard is to add to JB , jumpdrive and titan/BO bridge 1 line of code : IF my.region <> destination.region THEN DenyJump.
If you exclude BO and JF from that, I can live with it. Sort of. Would make it a whole lot easier to kill small people's carriers, Supers and Titans by the hands of big players, but I guess that's the price of less mobility. (semi-sarcastic) |

Anthar Thebess
702
|
Posted - 2014.09.22 08:33:00 -
[1669] - Quote
Capitals will be killed only when they will not scout them self. Small people usually do not move their capital fleets few times a week around the map. Current state moving of capitals :
Undock from station -> jump to cyno on station , dock , undock -> jump to cyno on station -> (...) -> jump to engagement.
Bold part is safe , and something very very stupid have to happen in order to loose ships in this part. You are crossing regions each jump, so you usually choose shorter jump.
What i propose : Undock from station -> jump to regional gate , jump by the gate -> jump to midpoint station in region, dock, undock -> jump to regional gate , jump the gate -> jump to midpoint station in region, dock, undock -> jump to regional gate , jump the gate -> jump to engagement.
The same route will be applied to subcapital fleets and titan bridges, just replace the jump part with the titan bridge.
Bold part this time is when something can happen. You can be tackled , bubbled to slow your movement , splited , and where capitals will have to regenerate their cap. All of this dramatically extends the time for a fleet to arrive to destination - so having 1 staging system to control 4-5 regions will not be so viable any more.
This will also decrease impact from blobs on most of the NPC space and lowsec , as moving there will not be 1-2 jumps any more , but route by 3-4 midpoints , or even more.
Fact is that blobs currently have more space they can use , and more space they can even rent. Yet because of current instant teleporting mechanic they are able to take and hold r64 moons in lowsec or any npc space - preventing the same any new group to growup.
JF , they have to be also nerfed , for some time they could be excluded from sector jump limitation , but at the end i would also see them limited by this mechanic.
No exception for BO. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rivr Luzade
Coreli Corporation Ineluctable.
718
|
Posted - 2014.09.22 10:22:00 -
[1670] - Quote
Quote:Capitals will be killed only when they will not scout them self. Small people usually do not move their capital fleets few times a week around the map. Current state moving of capitals :
I move my JFs around at least 1 time a week, I use my carrier at least 1 time per week/couple of times per month, we BLOPS drop a couple of times per month, we drop dreads a couple of times per month. Across several regions, especially the JF to stock our market and carriers to deploy to different areas of interest outside of Syndicate, so there is any to begin with. With my JF, I cross at least 4 regions with 1 jump. With your suggestion, I would have to jump the JF to a region/border gate, jump through and jump again. This would render logistics for me and the rest of my alliance and a lot of small entities, especially in remote areas like Delve, Stain or Outer Ring or fiercely contested areas like Curse or Core Fountain, into a task that's nearly impossible to achieve. That can't be the goal of such a mechanic. BLOPS dropping would be hampered as well, as BLOPs would have to jump to several border/region gates to get into the target region, rendering their already limited usefulness even less useful. |
|

Anthar Thebess
702
|
Posted - 2014.09.22 10:42:00 -
[1671] - Quote
Rivr Luzade wrote: I move my JFs around at least 1 time a week, I use my carrier at least 1 time per week/couple of times per month, we BLOPS drop a couple of times per month, we drop dreads a couple of times per month. Across several regions, especially the JF to stock our market and carriers to deploy to different areas of interest outside of Syndicate, so there is any to begin with. With my JF, I cross at least 4 regions with 1 jump. With your suggestion, I would have to jump the JF to a region/border gate, jump through and jump again. This would render logistics for me and the rest of my alliance and a lot of small entities, especially in remote areas like Delve, Stain or Outer Ring or fiercely contested areas like Curse or Core Fountain, into a task that's nearly impossible to achieve. That can't be the goal of such a mechanic. BLOPS dropping would be hampered as well, as BLOPs would have to jump to several border/region gates to get into the target region, rendering their already limited usefulness even less useful. Neutrals and hostiles, moreover, don't have "mid point stations" in areas like Sov 00, rendering incursions into that territory or crossing it to get from one area to the next even less feasible and the space deep inside Sov 00 even saver.
Sorry but the same rules have to be for every one. I fly my carrier sometimes few times a day , and i live in stain , so yes this region will be having one hell for logistics.
Quote: I cross at least 4 regions with 1 jump. This is base issue of current state of eve - just to fast. In 1 jump you can be regions away directly in the battle , next jump you are back , next jump and you are 3 regions away in other direction.
My base concept was : - XL (capital size) gates between regions, but ONLY into direction of nearest NPC space. - ALL sov regions gain S size ( max cruiser ) gates towards nearest NPC space - ALL NPC regions that are not directly connected to lowsec gain the same S size connection to nearest lowsec.
To make space more interesting , in some regions some constellations will also gain XL sized gates if they are out of reach for dreads or super capitals.
So in order to move from Paragon soul to nearest lowsec you WILL have to move your super or capital in this manner : 1. Paragon Soul 2. Esoteria 3. Stain 4.Catch 5. Curse/Providence 6. Lowsec
6 gates to cross , 6 places that someone could , do something to you.
At the same time when you want to move using S size gates : 1. Paragon Soul 2. Stain 3. Lowsec
(Yes you have to fly in stain between systems that are exit point from Paragon Soul and entry point for lowsec connection)
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rivr Luzade
Coreli Corporation Ineluctable.
718
|
Posted - 2014.09.22 11:03:00 -
[1672] - Quote
Anthar Thebess wrote:
[1]Sorry but the same rules have to be for every one.
[2]So in order to move from Paragon soul to nearest lowsec you WILL have to move your super or capital in this manner : 1. Paragon Soul 2. Esoteria 3. Stain 4.Catch 5. Curse/Providence 6. Lowsec
6 gates to cross , 6 places that someone could , do something to you.
At the same time when you want to move using S size gates : 1. Paragon Soul 2. Stain 3. Lowsec
(Yes you have to fly in stain between systems that are exit point from Paragon Soul and entry point for lowsec connection)
[1] This is exactly the problem. The same rules may apply, but their consequences differ extremely for different number scenarios. A 500 people alliance cannot protect its moving assets against a 10,000 people alliance, yet a 10,000 people alliance can protect its moving assets against a 500 people as well as a 10,000 people alliance/coalition. The shield of sheer numbers protects a 10,000 people alliance's assets from hotdrops by smaller entities, but smaller entities do not have such shielding.
Same rules does not level the field at all, as consequences are not the same.
[2] Wrong. You would move in the following way. 01. Paragon Soul 02. Esoteria 03. (Esoteria (midpoint station/system, especially in large regions like Feyth) 04. Esoteria 05. Stain 06. Stain 07. Catch 08. Catch 09. Curse/Providence 10. Curse/Providence 11. Lowsec 12. Low sec destination.
And this is probably an optimal case. You have to cross at least 6 gates, which means at least 12 places where you can be assaulted and a giant load of work for anyone who does not have enough people to form a cyno/scout army. Again completely ruling out smaller entities from space.
I can't really see any benefits here that prevent bigger players from doing what they are doing while enabling smaller groups do anything all. |

Anthar Thebess
702
|
Posted - 2014.09.22 11:22:00 -
[1673] - Quote
Rivr Luzade wrote:Anthar Thebess wrote:
[1]Sorry but the same rules have to be for every one.
[2]So in order to move from Paragon soul to nearest lowsec you WILL have to move your super or capital in this manner : 1. Paragon Soul 2. Esoteria 3. Stain 4.Catch 5. Curse/Providence 6. Lowsec
6 gates to cross , 6 places that someone could , do something to you.
At the same time when you want to move using S size gates : 1. Paragon Soul 2. Stain 3. Lowsec
(Yes you have to fly in stain between systems that are exit point from Paragon Soul and entry point for lowsec connection)
[1] This is exactly the problem. The same rules may apply, but their consequences differ extremely for different number scenarios. A 500 people alliance cannot protect its moving assets against a 10,000 people alliance, yet a 10,000 people alliance can protect its moving assets against a 500 people as well as a 10,000 people alliance/coalition. The shield of sheer numbers protects a 10,000 people alliance's assets from hotdrops by smaller entities, but smaller entities do not have such shielding. Same rules does not level the field at all, as consequences are not the same. [2] Wrong. You would move in the following way. 01. Paragon Soul 02. Esoteria 03. (Esoteria (midpoint station/system, especially in large regions like Feyth) 04. Esoteria 05. Stain 06. Stain 07. Catch 08. Catch 09. Curse/Providence 10. Curse/Providence 11. Lowsec 12. Low sec destination. And this is probably an optimal case. You have to cross at least 6 gates, which means at least 12 places where you can be assaulted and a giant load of work for anyone who does not have enough people to form a cyno/scout army. Again completely ruling out smaller entities from space. I can't really see any benefits here that prevent bigger players from doing what they are doing while enabling smaller groups do anything all.
Point 2 almost right , but yes in some cases you will have big issues - and that is whole point of those changes. Logistics also have to be impacted, as they are one of the ways you can easily project power.
Shielding will be not about numbers but a way you do some stuff. Now you can easily hotdrop anyone as you just 2 cyno ships. One that will hunt , and the seccond that will be sitting on a friendly station undock. By this mechanic you can in 1 minute be 6-7 regions away.
People that will want to hotdrop your logistic op will have to be already on place , and yes logistic op - as you will escort your jump freighters.
Remember that logistics in both ways will be more difficult. So i think that most of the stuff you are moving now out will stay and find its use locally.
Do not forget about the biggest shortcut that eve provides : Wormholes. In nullsec region , finding one that will lead to lowsec space is not the big issue.
For a people living in some nullspace logistics will most likely be moved to : Station -> WH -> Lowsec -> Higsec -> Lowsec -> WH -> Station.
Changes that will fix this game have to be extreme - as for any small changes big blocks will quickly adapt and in 1-2 moths after this map will be looking the same way as it is looking now.
The worst thing that CCP can do is to try do all nullsec changes at the same time. Because this will take ages , sorry , years.
1 Limiting JB/Jump Drive/Titan Bridge projection is the first thing that must happen - and asap - this will be the thing that will generate content for every one , as this will totally shift current combat mechanic.
2. Next thing should be introducing some new faction agents to null space , so a single system can feed more people
3. Creating occupancy based sov.
This translates directly to :
1. Less space reachable fast , less possibility for hotdrops, more dedication to holding your sov in the matter of constant moving and not sitting in 1 system that have half of eve in 1-2 station midpoints.
2. Less space needed to generate income, especially from renter perspective. Why keep 4 regions full of renters when they all can generate income in 1 constellation.
3. Cementing the rule , you will keep only so much space as you really need. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rivr Luzade
Coreli Corporation Ineluctable.
718
|
Posted - 2014.09.22 12:02:00 -
[1674] - Quote
Anthar Thebess wrote:People that will want to hotdrop your logistic op will have to be already on place , and yes logistic op - as you will escort your jump freighters.
They are already there. SC., MOROS, TISHU, CFC, PL, NC., BL, Marmite and you name it - they all have sizeable parties in exactly the areas that you want to make impassable for anyone who cannot provide the shielding with numbers.
Quote:1. Less space reachable fast , less possibility for hotdrops, more dedication to holding your sov in the matter of constant moving and not sitting in 1 system that have half of eve in 1-2 station midpoints.
More safety for the ratters and mission runners in the least reachable areas of space. |

Anthar Thebess
702
|
Posted - 2014.09.22 12:30:00 -
[1675] - Quote
But there is nothing wrong about someone hotdroping someone, catching him off guard. Thats the base concept of those changes - more places that something might happen , moving fleets less secure. Logistics that will require escort.
So you want to limit blobs, limit ability for hotdrops, third party instant teleportation across the map , but only if this will not affect you.
Sorry , i am aware that this changes will shakeup some of the game styles , but this is nullsec. You cannot change this game without changing base concepts of the game.
Will some remote edges of the universe will be safe heaven for the ratters. Yes ... like now.
Unless ccp creates those new connections (S size gates to nearest NPC space) , from those dead ends 
Remember that for people living in those dead ends , logistics will be true nightmare. But maybe this will be good, as every thing will be have to produced locally - and i think that this game should go into this direction , rather than "teleport new stuff from jita" .
As for moving between nullsec <->Lowsec <-> Higsec. From subcapital perspective nothing will change much.
So unless you are bridging your subcapital 2-3 regions nothing will change much.
Currently ceptors are so fast that you can easily do 20-30 without any big threat. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Arsine Mayhem
Tribal Liberation Force Minmatar Republic
205
|
Posted - 2014.09.22 23:04:00 -
[1676] - Quote
Can't imagine any game developer that took pride in their work would be happy with the present state of null sec, let alone have it go on for so long.
Bot lords "RENTING" null, really? So that leaves a big part of this game as a sad joke.
http://vincentoneve.wordpress.com/some-ideas-on-eve/an-influence-sovereignty-system/
Do something. |

Rivr Luzade
Coreli Corporation Ineluctable.
718
|
Posted - 2014.09.23 05:51:00 -
[1677] - Quote
How about you do something? CFC's PBLRD is not better at all. While B0T and NA. at least get people into 00 Sec (as seen by the numerous yellow dots on the map representing Players in Space in the last 30 Minutes), PBLRD mostly holds empty space. Infiltrate CFC and PL/N3 and spy around to spark war. Make them attack each other. Support smaller entities like TRI, MOA, Fountain Core or other insurgents (maybe even PASTA). Changes to the Sov System are the ultimate goal, but the Players of the game let it come this far after all because they are the lazy and safety-seeking activity drivers of the game.
And while PL/N3. rather play in 00 Sec and pull their shenanigans there, CFC prefers to stay in High sec and gank freighters and miners. |

Anthar Thebess
702
|
Posted - 2014.09.23 06:15:00 -
[1678] - Quote
Well there is nothing wrong in renting itself. Some people choose not to fight , but pay for security and space. What is wrong is that 90 % of current nullsec space is not used by any one , but held by someone just because broken teleportation mechanic allows them to do it , no need for sov maintenance , big defensive ehp ...
You state that NA and BOT pulls people into nullsec - most of those people already lived in null space. They had space , lived in NPC space or where renting space in the past.
Nullsec population was really big before , im not stating it was perfect , but i see something opposite.
Nullsec popiulation is dropping , and is being replaced by empty accounts : - isbox miners - additional ratting accounts - eyes etc.
So accounts that will go inactive as soon as something changes in wrong direction, or when owner say "im bored"
Look what is happening in all big coalitions. NC : merging and kicking inactive corps PL : also having number issues Lowsec ... downgrading CFC still capable of putting swarms of people but i see some issues in doing this.
Now at the same time we have CCP calling for ideas about the nullsec. This really bothers me , as CCP should do something in to direction of fixing this already. Some of the accounts are already lost , as new games grow around eve. Time is running out.
http://eve-offline.net/?server=tranquility
Year statistics show how players see game development , and how CCP address their needs.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Rivr Luzade
Coreli Corporation Ineluctable.
718
|
Posted - 2014.09.23 06:53:00 -
[1679] - Quote
This certainly is a problem; however, whatever CCP does, nothing is going to change if the same mindset, attitude and way of thinking and acting of the players continues to prevail. If no one is willing to take risks or sparks of a war (this is after all what most players seem to want and don't want at the same time) and continue farming Providence and Brave instead, any mechanics change is bound to change nothing on the state of 00 Sec itself. |

Anthar Thebess
702
|
Posted - 2014.09.23 07:08:00 -
[1680] - Quote
This is not about who will shoot the first, as there is no point of gaining more space. NC have enough like PL and CFC. Nothing else matters. Look at all space kept by NA. if any of N3 alliance was worth something to NC , it could get more space 
Now tell me why someone should start War, space is not the issue, income also. Because eve is boring ... yes. So we got recent : Delve War
Fight for nothing: N3 VS CFC ( and some third parties ) How much players did not noticed this war? Because after few TIDI 5%, blue balls engagements , players proved again. If the fight is for nothing. No one really have real objective , then more fun you can get in WOT. This war ended this way. More and more NC players played WOT rather go to fleets , at some time also cfc was doing the same , as ~ why go to fleets when enemy don't bother to login~
The only side that lost in this fight where third party groups on N3 side and Brave.
They proved to be more passionating farming grounds for NC than CFC (as they shoot back).
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
|

Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
14
|
Posted - 2014.09.23 12:26:00 -
[1681] - Quote
Aryndel Vyst wrote:You could have summed this post up by just saying "Hey here's how I want to fix nullsec: Remove jump drives"
Because that's pretty much what you are saying. That's been suggested already in another thread, to a deluge of howling and butthurt whining. Not sure if the commenter was a troll but it was very entertaining. |

Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
14
|
Posted - 2014.09.23 12:36:00 -
[1682] - Quote
In nulsec there is a split between the PvP and the PvE elements of the game, PvE being the mining and manufacturing. PvP is in nulsec, whereas the PvE is in the "safe" area of hisec. This is obviously what the nulsec megablobs want: to fight without having danger to the resupply interfering with their fun.
Removing jump drives would solve the problem, in time. Certainly removing jump freighters from the game would have the same effect, while allowing the other capitals to function as now. Or maybe just disable jump drives in hisec? I'm sure with some joined-up thinking the stranglehold on nulsec can be loosened, in a simple and easy-to-manage way, software-wise. |

Felix Judge
Gallente Volunteer Defense Forces Spaceship Samurai
10
|
Posted - 2014.09.23 12:47:00 -
[1683] - Quote
Anthar Thebess wrote:[...] 1 Limiting JB/Jump Drive/Titan Bridge projection is the first thing that must happen - and asap - this will be the thing that will generate content for every one , as this will totally shift current combat mechanic. How will this change the current state of sov affairs, which is: sov is decided in fights at predetermined points of time, which leads to huge amounts of pilots all piled in one system at the same time (one word: TiDi!), and to the n+1 group practically always winning?
Anthar Thebess wrote:3. Creating occupancy based sov. Yay for that. |

Dream Five
Renegade Pleasure Androids
394
|
Posted - 2014.09.23 14:07:00 -
[1684] - Quote
Wouldn't this make logistics super difficult and nobody will basically want to live in NULL? Plus the fights will be stagnated on a single key system (region entries). With current jump range you can atleast spread out and scatter an attack on sov. Tbh I think this these changes will lock down the sov even more but then i'm a nub in 0.0 :) |

Manfred Sideous
North Eastern Swat Pandemic Legion
857
|
Posted - 2014.09.25 22:35:00 -
[1685] - Quote
New discussion today from CCP.
Power Projection nerf inbound.
I hope its so monumental we will all be Shocked. @EveManny
https://twitter.com/EveManny |

Rivr Luzade
Coreli Corporation Ineluctable.
721
|
Posted - 2014.09.26 07:44:00 -
[1686] - Quote
I've heard that the CSM is happy with the changes, so it can't be all that monumental.  |

Anthar Thebess
710
|
Posted - 2014.09.26 07:55:00 -
[1687] - Quote
Rivr Luzade wrote:I've heard that the CSM is happy with the changes, so it can't be all that monumental.  This sounds very bad  Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Manfred Sideous
North Eastern Swat Pandemic Legion
897
|
Posted - 2014.10.01 19:01:00 -
[1688] - Quote
SMUG @EveManny
https://twitter.com/EveManny |

Mira Meroda
Federal Navy Academy Gallente Federation
2
|
Posted - 2014.10.01 19:48:00 -
[1689] - Quote
Manfred Sideous wrote:SMUG
You are better than goons at killing this game so congrat :) |

Arsine Mayhem
Tribal Liberation Force Minmatar Republic
217
|
Posted - 2014.10.01 20:26:00 -
[1690] - Quote
Mira Meroda wrote:Manfred Sideous wrote:SMUG You are better than goons at killing this game so congrat :)
Goon are whiny little cry babies.
They get spanked they are all over the forums crying like little girls.
They cry about a few intercepters spanking someone out ratting.
I could go on. Drone nerfs anyone? |
|

Budrick3
Serene Vendetta Brawls Deep
50
|
Posted - 2014.10.01 20:56:00 -
[1691] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally.
Hopefully CCP will actually hold the view points and values of its subscribership in higher regard than what was shown in the case of Wormholes. |

baltec1
Bat Country Goonswarm Federation
13456
|
Posted - 2014.10.01 21:08:00 -
[1692] - Quote
Manfred Sideous wrote:SMUG
Subcaps rejoice. Join Bat Country today and defend the Glorious Socialist Dictatorship |

H3llHound
Koshaku Tactical Narcotics Team
42
|
Posted - 2014.10.01 21:11:00 -
[1693] - Quote
I do enjoy the tidi gatetravel fleets so much |

baltec1
Bat Country Goonswarm Federation
13460
|
Posted - 2014.10.01 21:19:00 -
[1694] - Quote
H3llHound wrote:I do enjoy the tidi gatetravel fleets so much
Now you can do it in your moros!
We should probably invest heavily in those warp speed mod BPOs and implants. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Theodoric Darkwind
Enlightened Industries Goonswarm Federation
308
|
Posted - 2014.10.01 21:25:00 -
[1695] - Quote
Given the current balance of null this also hurts N3/PL more than it does the CFC. This really just pushes the raw numbers advantage even more and continues to shut out small entities. |

Ganthrithor
GoonWaffe Goonswarm Federation
855
|
Posted - 2014.10.01 22:12:00 -
[1696] - Quote
I still think sov should just be obliterated as a concept. Space exists. Systems exist. Let players publish their own maps with their own color-blobs. Let multiple groups lay claim to the same systems on their various maps. Let them post these maps on forums and chest-beat about who owns what. "Sov" shouldn't be a formal element of the game. If players want to cultivate and improve "their" space, then let them construct infrastructure for themselves. Then let other players come in and blow it up if the owners can't defend it.
Systems should contain finite amounts of resources, some more than others. There's no reason all space should be as "good" or productive as the rest. Let powerful groups monopolize the best resources, while weaker groups fight over the scraps.
Jump drives and bridges and portals should die in a fire. Geography should matter.
All infrastructure should be player-made and player-destructible. All independently-anchorable structures (things in themselves, like a POS or a depot or whatever, not things like POS mods that are dependent on a parent structure) should have stront-based reinforcement mechanics (IE vulnerable to player screw-ups and kite-able). The more valuable / difficult to construct the object is, the longer its max reinforcement timer should be. A depot might only be timeable for 36 hours. A station might be strontable for a few days. In all cases, absentee or inept management should be rewarded with a favorable timer for the attackers (or no timer at all-- GUYS, MAYBE THIS ONE'S NOT STRONTED!). There's no need for stations to be special-cased with regard to asset destruction: if it's in there when the attackers destroy the station, it pops or drops. If you're planning to go AFK for a month, don't leave all your eggs in one, flammable basket.
Make the environment murkier. Remove the member list from local chat. Entirely. Display a numerical count of system occupants, as well as character's names and colortags next to their chat messages when they type... just enough information to let you know if a system is empty or not, and to let you talk to people who want to be talked to.
I've never been a fan of the gameplay elements that make it difficult for small groups to make an impact on the operations of established groups. Everything about nullsec is too easy for its residents right now. Large numbers of people can easily glob up in a handful of jammed, bridge-linked, station-having systems and go about their activities basically risk-free. The only available deterrent is leaving cloaked characters in their space 23.75/7, which isn't fun gameplay for anyone. On the rare occasion that they really must move somewhere, they simply dock up in an invulnerable station, jump into their un-tacklable interceptor or cloaky/nullified T3, and run their errand. Market stocking and other logistical activities are performed using equally-unassailable jump freighters cynoing onto safe station undocks. The whole arrangement leaves almost no room at all for guerrilla operations or any other form of PvP outside of major strategic op formups. There are whole alliances where the vast majority of their membership only logs in for timer fights or the occasional lowsec dunking.
All this stuff has to stop. Players need to be forced into bumping into each other more often. Systems need to favor resident players less blatantly. Tactical information needs to be less accessible. Players should be expected to put in a little more effort to stay out of harm's way.
The current system generates absolutely toxic levels of boredom. I haven't played EVE in almost two years now, because every time I go back the repertoire is the same: either you show up to massive lag-fest fleet fights that seem to occur on a quarterly basis, you rat and rake in tons of isk in an effort and risk-free manner in your alliance's sov space (literally get into an Ishtar, warp to a site, deploy drones, and watch a TV show while keeping a casual eye on local), or go camp gates that mostly have difficult-to-impossible-to-tackle, low value junk flying through them (inties, bombers, covops frigates, or the valuable but nigh-uncatchable covert T3s). The only technique we've found that reliably nets kills on anything of appreciable value is using a combination of blackops battleships and AFK camping recon ships to snag the occasional, exceptionally-thick ratter, and even that has become incredibly boring and unsatisfying.
I don't play EVE anymore because it's boring. The way to make EVE less boring isn't to add more arbitrary cooldown timers to travel, it's to fix the root causes of the boredom-- the inability of your average player or small group of players to do anything to anyone else that isn't consensual. Every time EVE is modernized, other players become less assailable-- whether it's by reducing people's need to get out in space and move around to do things, or by adding safer ways to accomplish those undocked tasks... sometimes both in the same set of changes. EVE revolves around conflict; put people back in harm's way so that something interesting can happen in this game more than once or twice per year. |

Alvatore DiMarco
Capricious Endeavours Ltd
2824
|
Posted - 2014.10.01 22:21:00 -
[1697] - Quote
Dream Five wrote:Wouldn't this make logistics super difficult and nobody will basically want to live in NULL?
People lived in Null for a long time before anything with a jump drive even existed. Then again, they were less into immediate gratification than in EVE today. |

Sentamon
Imperial Academy Amarr Empire
2228
|
Posted - 2014.10.01 22:40:00 -
[1698] - Quote
This is great! Space will be big again.
If you're quitting, I'll take your stuff. ~ Professional Forum Alt -á~ |

Jane Shapperd
SUPERFLUOUS WANDERLUST Gentlemen's.Club
83
|
Posted - 2014.10.02 00:41:00 -
[1699] - Quote
i agree with everything but the jump range , that's just crazy 5ly is nothing really people in remote places would need like 20 cyno alts to get to the closest low sec to jita and come back
that's why too much .
you wanna nerf the jump range fine , make the carriers jump range same as the dread jump range |

Logon Trap
Pator Tech School Minmatar Republic
0
|
Posted - 2014.10.02 01:01:00 -
[1700] - Quote
the end is near |
|

Faith Marr
Imperial Shipment Amarr Empire
38
|
Posted - 2014.10.02 01:26:00 -
[1701] - Quote
Please reduce the amount of fatigue for Black Ops or any ship that jumps to a covert cyno. Right now you can only do about 2 hot drops per night before you need to stop. It completely ruins covert hot dropping. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
1680
|
Posted - 2014.10.02 02:05:00 -
[1702] - Quote
What happens if I sell a capital ship alt on the character bazaar that can't jump for literally a thousand years? |

Ambassador Spock
Mindstar Technology Get Off My Lawn
36
|
Posted - 2014.10.02 03:11:00 -
[1703] - Quote
Skill: Jump Drive Conditioning
Skill at weathering the disorientation caused by Jump Drives. Each skill level reduces the fatigue caused by activating a jump drive by 10%. Attributes: Intelligence/Perception Multiplier:10x Prerequisites:Navigation V, Warp Drive Operation V, Science V, Jump Drive Operation V
-á-- -á- Ambassador Spock
"Vulcans never bluff." |

Arhes Branwin
The Executives Executive Outcomes
1
|
Posted - 2014.10.02 03:17:00 -
[1704] - Quote
Now available in the NEX store: "Jump" Quafe. Totally eliminate your jump fatigue in just one serving! or Now you may also use a PLEX to eliminate your Jump Fatigue! |

Zetaomega333
HIFI INDUSTRIAL The Kadeshi
85
|
Posted - 2014.10.02 03:26:00 -
[1705] - Quote
Hey ccp nice job, go look at the gulf between dronelands and lowsec all the way down to provi. Looks larger than 5LY. Great job isolating like 1/3 of nullsec. |

Ganthrithor
GoonWaffe Goonswarm Federation
857
|
Posted - 2014.10.02 05:02:00 -
[1706] - Quote
Basically my takeaway from this is that, instead of working on ways to encourage more content generation in EVE, you're working on developing new ways to prevent people from reaching what little content already exists.
Really, though? Please don't let Greyscale near our game anymore. Everything he touches turns to ash. |

Manfred Sideous
North Eastern Swat Pandemic Legion
913
|
Posted - 2014.10.02 05:03:00 -
[1707] - Quote
Ganthrithor wrote:Basically my takeaway from this is that, instead of working on ways to encourage more content generation in EVE, you're working on developing new ways to prevent people from reaching what little content already exists.
Really, though? Please don't let Greyscale near our game anymore. Everything he touches turns to ash.
Quoting this so you can't edit it when you have egg all over your face. @EveManny
https://twitter.com/EveManny |

Anthar Thebess
724
|
Posted - 2014.10.02 07:15:00 -
[1708] - Quote
Interesting times ahead. Capitals using all gates ... i only wanted XL sized regional ones. But at least we have changes cutting capital blobs flooding across eve.
On all 'my' forums , people are happy , and many of them talk about re subbing when those changes go live. Some of them already did this just to prepare them self. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

CyberRaver
GoonWaffe Goonswarm Federation
17
|
Posted - 2014.10.02 07:25:00 -
[1709] - Quote
Pros - More subcap fleets, less hot drops, safer home regions
Cons- Good luck removing established blocks, home field advantage, shitting caps with impunity
Can imagine more titans and supers dying
Jump fatigue can eat a **** though, thats a pants on head stupid idea, and seems to be pointed at more micro transactions which can also eat a ****
And yeah im a goon but i fly almost exclusively subcaps
WIll be like the old stain/curse alliance days
Can we get AOE doomsdays back then? as titans will be near useless? :D
|

Glasgow Dunlop
The Dark Space Initiative Scary Wormhole People
214
|
Posted - 2014.10.02 07:31:00 -
[1710] - Quote
You should try to bathe in al these Null-sec tears, Its doing wonders for my clone's skin  twitter: @glasgowdunlop-á TDSIN Recruitment Director : Join 'TDSIN pub' Glasgow Meet Organiser
|
|

Sariyah
HUN Corp. HUN Reloaded
0
|
Posted - 2014.10.02 07:45:00 -
[1711] - Quote
Well, I logged in for todays skill change and I just read about this. First thing that came to mind was OMFG, I can cancel the sub of my new carrier slash soontobe mothership pilot which is good. Maybe I will actually come back and play a bit, it's one of those really big changes that sound like fun. It sounds really painful for everyone involved today, at first, but then I just laughed when I thought of what could happen... |

Sklickov
Bohemian Veterans Nulli Secunda
0
|
Posted - 2014.10.02 08:17:00 -
[1712] - Quote
- 3 acc subsriptions. I only hope this will somehow lead to more pvp in 0.0 which won't involve traveling 2 hours by gates, cause is "so much fun". Personally I don't really enjoy spending hours of my time travelling in eve to get some content. |

HVAC Repairman
GoonWaffe Goonswarm Federation
847
|
Posted - 2014.10.02 08:46:00 -
[1713] - Quote
This is the best change to EVE since the moon rebalance Follow me on twitter |

Mithandra
Serene Vendetta Brawls Deep
163
|
Posted - 2014.10.02 08:51:00 -
[1714] - Quote
Well, you nulsec boys unhappy with null changes are more than welcome to join us in the wormholes. Eve is the dark haired, totally hot emo gothchild of the gaming community
|

The Slayer
GoonWaffe Goonswarm Federation
175
|
Posted - 2014.10.02 08:58:00 -
[1715] - Quote
Question, if the Devs are still anywhere near this thread :
Gate use. Is gate use restricted to CAPITAL ships or will Supers be able to use gates too? And if they are - whats to stop a super dropping aggro, jumping through a gate and then jumping to a cyno before invuln timer is up on the other side? |

Azami Nevinyrall
Red Federation RvB - RED Federation
2045
|
Posted - 2014.10.02 10:22:00 -
[1716] - Quote
CCP just needs to shuffle moons around now... EVE needs more Pssshhhh |

Toshiro Umezawa
Aegis of the Legion
1
|
Posted - 2014.10.02 10:53:00 -
[1717] - Quote
Instead of capacitor being a fixed amount, would it be possible to have it be a dynamic value relative to the amount of space traveled? 1LY requiring very little with 5LY being the standard amount. |

Ganthrithor
GoonWaffe Goonswarm Federation
858
|
Posted - 2014.10.02 11:15:00 -
[1718] - Quote
Manfred Sideous wrote:Ganthrithor wrote:Basically my takeaway from this is that, instead of working on ways to encourage more content generation in EVE, you're working on developing new ways to prevent people from reaching what little content already exists.
Really, though? Please don't let Greyscale near our game anymore. Everything he touches turns to ash. Quoting this so you can't edit it when you have egg all over your face.
I hope I'm wrong, and EVE becomes fun again. I just don't see it as a likely outcome. |

Behr Oroo
The Circus Corp Intrepid Crossing
81
|
Posted - 2014.10.02 12:30:00 -
[1719] - Quote
Live in Null, Fly Caps. Still love this change.
Only suggestion I have is, with the limit in travel certain areas need to be balanced a bit better. Not all materials are accessible in null. Namely mexalon and isogen.
If the idea is to make people sell reliant in null, it needs to be actually possible. |

Ugly Eric
Fistful of Finns Triumvirate.
67
|
Posted - 2014.10.02 12:39:00 -
[1720] - Quote
Uhh
This is by far the best thing that has happened (will happend) to EvE under my almost 6yr's of playing. Already a LOT of oldtimerplayers are resubbing to get back to eve simply beacause this. Awesome!
All ppl crying and unsubbing now, will come back, as soon as they notice how much more fun pvp we are able to have after that patch. Strategic planning with capital escalations will get to next level. Even a small entity like ours can use capitals and supers vs CFC/n3/PL if we plan it well ahead. And they cant do **** about it! HA!
Good stuff CCP. Best stuff ever!! |
|

Seven Koskanaiken
The Minutemen The Bastion
1352
|
Posted - 2014.10.02 12:59:00 -
[1721] - Quote
"I want the bear patrol. But I don't want to pay the bear patrol tax." - Fix Nullsec Committee 2014
|

Martin Vanzyl
EVE University Ivy League
5
|
Posted - 2014.10.02 13:09:00 -
[1722] - Quote
I sincerely hope that the mentioned Stealth Bomber rebalance in the future is a sign that there will be a distinction between the jump fatigue/cooldown between Covert Jump Bridge, Covert Cyno, Blops Jump Drive and the normal Jump/Cyno etc.
Blops are hit and run affairs by their nature. Only stuff that fit covert ops cloaks can go through ie squishy bombers, low dps T3s, SOE ships cruiser and below, recons with crap tanks and poor cap, etc. You can't hold space with them or project that power from across the galaxy. You gank and run away.
So Blops and Covert Ops hulls, and T3 Covert Ops subsystem, should really get an 'Immunity to Jump Fatigue' role bonus on their ships, or at the very least the same 'fatigue reduction' bonus as the Rorqual is getting.
|

Bl1SkR1N
Euphoria Released Triumvirate.
20
|
Posted - 2014.10.02 13:24:00 -
[1723] - Quote
I agree with Eric on this one, with a bit of tweaking is nice change to null sec. Most of the whiney people are young pilots that were born in comfort of everything being close. These changes should lead to more local fights, more fun. By removing your ability to travel quickly and far CCP is also removing your need to. I just hope it won't hit blops/JFs too hard. |

Sentamon
Imperial Academy Amarr Empire
2230
|
Posted - 2014.10.02 13:31:00 -
[1724] - Quote
Sklickov wrote:- 3 acc subsriptions. I only hope this will somehow lead to more pvp in 0.0 which won't involve traveling 2 hours by gates, cause is "so much fun". Personally I don't really enjoy spending hours of my time travelling in eve to get some content.
This is so beautiful I want to cry. Already resubbing my 12 accounts. ~ Professional Forum Alt -á~ |

SFM Hobb3s
Wrecking Shots Black Legion.
155
|
Posted - 2014.10.02 13:37:00 -
[1725] - Quote
The smaller alliances should start to do some planning, possibly collaberating with eachother to take some nice bites out of that juicy blue donut. Hint: Multiple fronts. |

Anthar Thebess
731
|
Posted - 2014.10.02 13:40:00 -
[1726] - Quote
SFM Hobb3s wrote:The smaller alliances should start to do some planning, possibly collaberating with eachother to take some nice bites out of that juicy blue donut. Hint: Multiple fronts.
WHat part of NA/BOT space will BL take? 
You will finally get revenge on NC and PL for wiping out your super fleet. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Toriessian
Helion Production Labs Independent Operators Consortium
306
|
Posted - 2014.10.02 13:52:00 -
[1727] - Quote
Martin Vanzyl wrote:I sincerely hope that the mentioned Stealth Bomber rebalance in the future is a sign that there will be a distinction between the jump fatigue/cooldown between Covert Jump Bridge, Covert Cyno, Blops Jump Drive and the normal Jump/Cyno etc.
Blops are hit and run affairs by their nature. Only stuff that fit covert ops cloaks can go through ie squishy bombers, low dps T3s, SOE ships cruiser and below, recons with crap tanks and poor cap, etc. You can't hold space with them or project that power from across the galaxy. You gank and run away.
So Blops and Covert Ops hulls, and T3 Covert Ops subsystem, should really get an 'Immunity to Jump Fatigue' role bonus on their ships, or at the very least the same 'fatigue reduction' bonus as the Rorqual is getting.
Everyone who enjoys doing black ops fleets is highly concerned. CCP mentioned Black Ops being up for discussion on this yesterday so I'm really hoping for something in the next day or two on this.
I'd propose to CCP to keep black ops fleets going... ******************************************************************** - Make any jumps/bridges to a covert cyno NOT accrue jump fatigue unless the pilot is in a T3. - T3s can be bridged but pilot accrues fatigue. - Black OPs BS can bridge/jump to a regular cyno but normal jump fatigue applies. |

Night9
Trigger Happy Capsuleers Southern Federation
5
|
Posted - 2014.10.02 15:10:00 -
[1728] - Quote
loving every single tear in this thread.
onomonmonomonmonomonmonomonmonomonmonomonm |

baltec1
Bat Country Goonswarm Federation
13495
|
Posted - 2014.10.02 15:17:00 -
[1729] - Quote
The Slayer wrote:Question, if the Devs are still anywhere near this thread :
Gate use. Is gate use restricted to CAPITAL ships or will Supers be able to use gates too? And if they are - whats to stop a super dropping aggro, jumping through a gate and then jumping to a cyno before invuln timer is up on the other side?
Yes to the first and nothing to the second. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Bl1SkR1N
Euphoria Released Triumvirate.
22
|
Posted - 2014.10.02 15:23:00 -
[1730] - Quote
baltec1 wrote:The Slayer wrote:Question, if the Devs are still anywhere near this thread :
Gate use. Is gate use restricted to CAPITAL ships or will Supers be able to use gates too? And if they are - whats to stop a super dropping aggro, jumping through a gate and then jumping to a cyno before invuln timer is up on the other side? Yes to the first and nothing to the second.
Nothing if you are still in jump range, not bumped away from gate by enemies or friendly caps |
|

Toriessian
Helion Production Labs Independent Operators Consortium
306
|
Posted - 2014.10.02 15:23:00 -
[1731] - Quote
baltec1 wrote:The Slayer wrote:Question, if the Devs are still anywhere near this thread :
Gate use. Is gate use restricted to CAPITAL ships or will Supers be able to use gates too? And if they are - whats to stop a super dropping aggro, jumping through a gate and then jumping to a cyno before invuln timer is up on the other side? Yes to the first and nothing to the second.
super gate bait... I DO like that change lol.
|

baltec1
Bat Country Goonswarm Federation
13496
|
Posted - 2014.10.02 16:38:00 -
[1732] - Quote
Toriessian wrote:baltec1 wrote:The Slayer wrote:Question, if the Devs are still anywhere near this thread :
Gate use. Is gate use restricted to CAPITAL ships or will Supers be able to use gates too? And if they are - whats to stop a super dropping aggro, jumping through a gate and then jumping to a cyno before invuln timer is up on the other side? Yes to the first and nothing to the second. super gate bait... I DO like that change lol.
I already have a dread fit that can roam with cruiser gangs Join Bat Country today and defend the Glorious Socialist Dictatorship |

Speedkermit Damo
GeoCorp. Curatores Veritatis Alliance
325
|
Posted - 2014.10.02 16:41:00 -
[1733] - Quote
Sklickov wrote:- 3 acc subsriptions. I only hope this will somehow lead to more pvp in 0.0 which won't involve traveling 2 hours by gates, cause is "so much fun". Personally I don't really enjoy spending hours of my time travelling in eve to get some content.
Less blues would solve that problem for you.
Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen. |

Bl1SkR1N
Euphoria Released Triumvirate.
22
|
Posted - 2014.10.02 17:09:00 -
[1734] - Quote
Our cva friend made a fair point....whole provi force owns one region and they rarely dont have enough pvp :P
Many ppl seem to underestimate how much is this going to change null. They think about this like the jump dustance would change while do the routine of running around galaxy every week and looking for someone to dunk on. |

baltec1
Bat Country Goonswarm Federation
13500
|
Posted - 2014.10.02 17:13:00 -
[1735] - Quote
Bl1SkR1N wrote:Our cva friend made a fair point....whole provi force owns one region and they rarely dont have enough pvp :P
Many ppl seem to underestimate how much is this going to change null. They think about this like the jump dustance would change while do the routine of running around galaxy every week and looking for someone to dunk on.
There is a good chance provi will burn due to the jump changes. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Seven Koskanaiken
The Minutemen The Bastion
1352
|
Posted - 2014.10.02 17:27:00 -
[1736] - Quote
Bl1SkR1N wrote:Our cva friend made a fair point....whole provi force owns one region and they rarely dont have enough pvp :P
Many ppl seem to underestimate how much is this going to change null. They think about this like the jump dustance would change while do the routine of running around galaxy every week and looking for someone to dunk on.
GÇ£If I had asked people what they wanted, they would have said faster horses.GÇ¥ GÇò Henry Ford
|

SFM Hobb3s
Wrecking Shots Black Legion.
156
|
Posted - 2014.10.02 17:28:00 -
[1737] - Quote
Anthar Thebess wrote:SFM Hobb3s wrote:The smaller alliances should start to do some planning, possibly collaberating with eachother to take some nice bites out of that juicy blue donut. Hint: Multiple fronts. WHat part of NA/BOT space will BL take?  You will finally get revenge on NC and PL for wiping out your super fleet.
I've been holding it in for some time so I'm personally hoping we choose to take our first huge dump on CO2.  |

Bl1SkR1N
Euphoria Released Triumvirate.
22
|
Posted - 2014.10.02 18:14:00 -
[1738] - Quote
Seven Koskanaiken wrote:Bl1SkR1N wrote:Our cva friend made a fair point....whole provi force owns one region and they rarely dont have enough pvp :P
Many ppl seem to underestimate how much is this going to change null. They think about this like the jump dustance would change while do the routine of running around galaxy every week and looking for someone to dunk on. GÇ£If I had asked people what they wanted, they would have said faster horses.GÇ¥ GÇò Henry Ford
And a blue doughnat? :P
Sure let provi burn...make everything buuuuuurnnn  |

Faith Marr
Imperial Shipment Amarr Empire
38
|
Posted - 2014.10.02 18:25:00 -
[1739] - Quote
Toriessian wrote:Martin Vanzyl wrote:I sincerely hope that the mentioned Stealth Bomber rebalance in the future is a sign that there will be a distinction between the jump fatigue/cooldown between Covert Jump Bridge, Covert Cyno, Blops Jump Drive and the normal Jump/Cyno etc.
Blops are hit and run affairs by their nature. Only stuff that fit covert ops cloaks can go through ie squishy bombers, low dps T3s, SOE ships cruiser and below, recons with crap tanks and poor cap, etc. You can't hold space with them or project that power from across the galaxy. You gank and run away.
So Blops and Covert Ops hulls, and T3 Covert Ops subsystem, should really get an 'Immunity to Jump Fatigue' role bonus on their ships, or at the very least the same 'fatigue reduction' bonus as the Rorqual is getting.
Everyone who enjoys doing black ops fleets is highly concerned. CCP mentioned Black Ops being up for discussion on this yesterday so I'm really hoping for something in the next day or two on this. I'd propose to CCP to keep black ops fleets going... ******************************************************************** - Make any jumps/bridges to a covert cyno NOT accrue jump fatigue unless the pilot is in a T3. - T3s can be bridged but pilot accrues fatigue. - Black OPs BS can bridge/jump to a regular cyno but normal jump fatigue applies.
Yes this is a good change. Prohibiting T3s would prevent T3 blobbing to project force |

AA10
School of Applied Knowledge Caldari State
1
|
Posted - 2014.10.02 19:31:00 -
[1740] - Quote
This was a better idea: https://forums.eveonline.com/default.aspx?g=posts&t=343213&p=2 |
|

SFM Hobb3s
Wrecking Shots Black Legion.
157
|
Posted - 2014.10.02 19:31:00 -
[1741] - Quote
baltec1 wrote:I already have a dread fit that can roam with cruiser gangs 
Very cool. Also adding pods to overview. |

Toriessian
Helion Production Labs Independent Operators Consortium
307
|
Posted - 2014.10.02 19:34:00 -
[1742] - Quote
SFM Hobb3s wrote:baltec1 wrote:I already have a dread fit that can roam with cruiser gangs  Very cool. Also adding pods to overview.
Sounds like hes gonna need a few boots with that fleet to act as logi too now.
|

baltec1
Bat Country Goonswarm Federation
13508
|
Posted - 2014.10.02 19:38:00 -
[1743] - Quote
Toriessian wrote:SFM Hobb3s wrote:baltec1 wrote:I already have a dread fit that can roam with cruiser gangs  Very cool. Also adding pods to overview. Sounds like hes gonna need a few boots with that fleet to act as logi too now.
As a side note carriers can warp faster than frigates and still be surprisingly effective at their job. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Chandaris
Immortalis Inc. Shadow Cartel
627
|
Posted - 2014.10.02 19:45:00 -
[1744] - Quote
Fatigue penalty is way too harsh. Cap it at 19 hours or something like jump clones.
Beyond that, +1 |

Toriessian
Helion Production Labs Independent Operators Consortium
309
|
Posted - 2014.10.02 21:19:00 -
[1745] - Quote
Faith Marr wrote:Toriessian wrote:
Everyone who enjoys doing black ops fleets is highly concerned. CCP mentioned Black Ops being up for discussion on this yesterday so I'm really hoping for something in the next day or two on this.
I'd propose to CCP to keep black ops fleets going... ******************************************************************** - Make any jumps/bridges to a covert cyno NOT accrue jump fatigue unless the pilot is in a T3. - T3s can be bridged but pilot accrues fatigue. - Black OPs BS can bridge/jump to a regular cyno but normal jump fatigue applies.
Yes this is a good change. Prohibiting T3s would prevent T3 blobbing to project force
Hoping we hear some discussion on black ops soon.
|

Bl1SkR1N
Euphoria Released Triumvirate.
23
|
Posted - 2014.10.02 21:42:00 -
[1746] - Quote
http://m.imgur.com/bJop8 |

True Payne
Megatron Heavy Industries Brothers of Tangra
0
|
Posted - 2014.10.02 21:43:00 -
[1747] - Quote
Finally... A reason from CCP for me to Quit eve... Thanks for making EVE -------> NOT FUN ANYMORE
What a load of Crap... I guess when the Patch dose get here, I can stop renewing my accounts... |

Manfred Sideous
North Eastern Swat Pandemic Legion
923
|
Posted - 2014.10.02 21:46:00 -
[1748] - Quote
True Payne wrote:Finally... A reason from CCP for me to Quit eve... Thanks for making EVE -------> NOT FUN ANYMORE
Capital nerf----
What a load of Crap... I guess when the Patch dose get here, I can stop renewing my accounts...
Take care we wish you well. @EveManny
https://twitter.com/EveManny |

Behr Oroo
The Circus Corp Intrepid Crossing
82
|
Posted - 2014.10.02 21:57:00 -
[1749] - Quote
True Payne wrote:Finally... A reason from CCP for me to Quit eve... Thanks for making EVE -------> NOT FUN ANYMORE
Capital nerf----
What a load of Crap... I guess when the Patch dose get here, I can stop renewing my accounts...
What about this is not fun? So it takes a bit more work to move. All that means is more PVP, more ability to do more things, take more space, blow more things up. How is that not fun?
|

Sentamon
Imperial Academy Amarr Empire
2230
|
Posted - 2014.10.02 22:07:00 -
[1750] - Quote
True Payne wrote:Finally... A reason from CCP for me to Quit eve... Thanks for making EVE -------> NOT FUN ANYMORE
Capital nerf----
What a load of Crap... I guess when the Patch dose get here, I can stop renewing my accounts... We toast with your tears and grow in power. ~ Professional Forum Alt -á~ |
|

Speedkermit Damo
GeoCorp. Curatores Veritatis Alliance
326
|
Posted - 2014.10.03 08:44:00 -
[1751] - Quote
baltec1 wrote:Bl1SkR1N wrote:Our cva friend made a fair point....whole provi force owns one region and they rarely dont have enough pvp :P
Many ppl seem to underestimate how much is this going to change null. They think about this like the jump dustance would change while do the routine of running around galaxy every week and looking for someone to dunk on. There is a good chance provi will burn due to the jump changes.
People have been saying that for years. If it happens then it happens. No group is entitled to hold on to any particular space for all eternity. Something some of your colleagues would do well to understand. Either way we'll be having fun and getting lot's of fights.
Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen. |

Brutalis Furia
Brutor Tribe Minmatar Republic
11
|
Posted - 2014.10.03 21:08:00 -
[1752] - Quote
Most of the comment I'm hearing here are taking the coming changes in a vacuum. While it's good to look at each piece individually, we also need to look at the whole. This is just the first of 3 significant changes coming down the pipe in the next year (or so). This one affects how we move around the galaxy, and it looks like the next one will redefine occupied space by creating decentralized "occupancy based" sov mechanics (still no word on details). The third one is even more vague, but judging from the dev blog, and the fanfest keynote it refers to, I'd guess that this would be the one where we actually get to build stargates. It's not clear if this would allow us access to new star systems through these gates, allow us to remodel the existing stargate network by creating our own (and destroying the existing), create stable travel into wormhole space, or something completely different.
As a individual element, I think this will achieve its goals of reducing sustained force projection without pulling it completely. It will also reintroduce the strategic element of war asset placement - something made less important when you can simply move any asset across the galaxy within a very short period of time.
It's Phase 2 that I'm looking forward to with interest. So much has been said on the subject, I'm curious as to what CCP will actually implement. |

Faith Marr
Imperial Shipment Amarr Empire
38
|
Posted - 2014.10.04 00:46:00 -
[1753] - Quote
Do not exempt jump bridges from these changes. They make the force projection just as easy. |

Primus Fortune
We Make Weapons The Predictables
14
|
Posted - 2014.10.04 01:02:00 -
[1754] - Quote
Would it not be better to reduce the max jump distance in expernational tandem of number of jumps made in a time frame?
IE in a 48hr period
1st jump - 11ly 2nd jump - 9.5ly 3rd jump - 7ly
You could even mix in a cool down timer or increase in fuel usage that increases with each jump just not as huge that is currently proposed. Also how about allowing over heating of the jump drive mod to give a increase in distance the drawback would be a increase in fuel cost or a bigger drop in area from a cyno. Not the usual 5000km currently. The module would also take damage that would cost a fair amount of isk to repair or a lot of paste.
Just my 2cent |

Arsine Mayhem
Tribal Liberation Force Minmatar Republic
264
|
Posted - 2014.10.04 02:30:00 -
[1755] - Quote
I'm sorry, you're either really stupid or you think we are.
PL (you) N3 CFC are the ones that caused this problem because you're to scared to lose your little internet space ship.
But PL is brave enough to hot drop a couple of cruisers in lowsec.
So why would anyone listen to you self serving selfish losers that don't give a damn about the game in the first place? |

Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
16
|
Posted - 2014.10.05 12:23:00 -
[1756] - Quote
Arsine Mayhem wrote:I'm sorry, you're either really stupid or you think we are.
PL (you) N3 CFC are the ones that caused this problem because you're to scared to lose your little internet space ship.
But PL is brave enough to hot drop a couple of cruisers in lowsec.
So why would anyone listen to you self serving selfish losers that don't give a damn about the game in the first place? This MUST deserve the Comment of the Year award. More so because it reflects perfectly the attitude that has broken nulsec. |

Alexia Civir
Calamitous-Intent Feign Disorder
14
|
Posted - 2014.10.06 17:48:00 -
[1757] - Quote
Paik m8 , I think this is a great idea. I use to roam with you in FIX alliance , and it's true that when stain alliance , AAA , BoB , Lokta V , ASCN , Stain Empire , Red Alliance , and multiple others were all at war constantly !.There would be multiple roams of 5 to 10 man gangs at once being sent out to check the pipes , break gate camps , and overall do what this game needed. which was creating constant needs of content. |

Gabriel Karade
Noir. Suddenly Spaceships.
205
|
Posted - 2014.10.06 18:41:00 -
[1758] - Quote
baltec1 wrote:Toriessian wrote:SFM Hobb3s wrote:baltec1 wrote:I already have a dread fit that can roam with cruiser gangs  Very cool. Also adding pods to overview. Sounds like hes gonna need a few boots with that fleet to act as logi too now. As a side note carriers can warp faster than frigates and still be surprisingly effective at their job. Love to see you try to explain that one when both have 3 rig slots and one has 30% of the warp speed of the other.... 
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

baltec1
Bat Country Goonswarm Federation
13560
|
Posted - 2014.10.06 19:10:00 -
[1759] - Quote
Gabriel Karade wrote:Love to see you try to explain that one when both have 3 rig slots and one has 30% of the warp speed of the other.... 
Hel hits over 6 AU, assault frigates go 5.5 AU. Unlike the assault frigate the Hel can afford to use those rig slots for warp speed and still be viable for fleet work.
Realistically these things will be keeping to battleship and cruiser speeds and used as super heavy logistics. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Gabriel Karade
Noir. Suddenly Spaceships.
205
|
Posted - 2014.10.06 19:16:00 -
[1760] - Quote
baltec1 wrote:Gabriel Karade wrote:Love to see you try to explain that one when both have 3 rig slots and one has 30% of the warp speed of the other....  Hel hits over 6 AU, assault frigates go 5.5 AU. Unlike the assault frigate the Hel can afford to use those rig slots for warp speed and still be viable for fleet work. Realistically these things will be keeping to battleship and cruiser speeds and used as super heavy logistics. Oh knock it off...
Comparing one with a full set of high-grade ascendency implants, 3 low slot modules and 3 T2 rigs vs nothing in the latter.... 
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
|

baltec1
Bat Country Goonswarm Federation
13560
|
Posted - 2014.10.06 19:18:00 -
[1761] - Quote
Gabriel Karade wrote: Oh knock it off... Comparing one with a full set of high-grade ascendency implants, 3 low slot modules and 3 T2 rigs vs nothing in the latter.... 
Fit up said assault frigate as the primary ship in a fleet, see how well you do against anything. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Gabriel Karade
Noir. Suddenly Spaceships.
205
|
Posted - 2014.10.06 19:20:00 -
[1762] - Quote
baltec1 wrote:Gabriel Karade wrote: Oh knock it off... Comparing one with a full set of high-grade ascendency implants, 3 low slot modules and 3 T2 rigs vs nothing in the latter....  Fit up said assault frigate as the primary ship in a fleet, see how well you do against anything. I'm not interested, I'm simply calling you out on your utter bollocks blanket statement.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Gabriel Karade
Noir. Suddenly Spaceships.
205
|
Posted - 2014.10.06 19:22:00 -
[1763] - Quote
P.s I suppose the Hel swaps out implants too when he gets to a fight? 
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

baltec1
Bat Country Goonswarm Federation
13560
|
Posted - 2014.10.06 19:32:00 -
[1764] - Quote
Gabriel Karade wrote:I'm not interested, I'm simply calling you out on your utter bollocks blanket statement.
To point out, A dread only need one t2 warp rig, a set of high grade ascensions and a WS-618 to hit cruiser warp speeds. Use the MWD and it will align fast enough to roam with them.
Carriers taking part in a battleship fleet can simply use the mid grade impants and a WS-608 and can use the mwd to get aligned quickly. Carriers are going to be used in main subcap doctrines, this is all but garenteed because its damn easy to do. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Allison Sky
Logi and Anal R Us
1
|
Posted - 2014.10.08 18:01:00 -
[1765] - Quote
After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff) |

Ellendras Silver
The Scope Gallente Federation
150
|
Posted - 2014.10.09 09:25:00 -
[1766] - Quote
i think the idea to fix power projection and SOV is a great move and i think it will solve the issue there is one issue that i like to adress and that is carriers, titans and dreads had a jumprange of 11,25 LY and carriers 14,625 now its going to be a flat 5 LY with maxed skills that is a bit too much give normal carriers 6LY also i think that the cap of 30 days jump fatique is too much Carpe noctem |

Burneddi
Love Squad Pasta Syndicate
124
|
Posted - 2014.10.09 11:07:00 -
[1767] - Quote
baltec1 wrote: Hel hits over 6 AU, assault frigates go 5.5 AU. Unlike the assault frigate the Hel can afford to use those rig slots for warp speed and still be viable for fleet work.
I wrote a fairly lengthy thing with some comparison estimation things about this over here, but being a moran I did it in the wrong section of the forum. I guess I'l advertise the thread here interim so that someone may actually notice it.
Basically, from what I gather CCP didn't really consider warp speed rigs/implants when they balanced the numbers, which will inevitably skew the entire system and make the changes pretty pointless. |

h4kun4
Heeresversuchsanstalt The Bastion
18
|
Posted - 2014.10.09 11:30:00 -
[1768] - Quote
\o/ more pointless changes, mittani was right, CFC wins eve, provi burns to GSE and HERO and N3 will smash on the cliff of pure blind togther with BL...
Dont forget the Nano titans with 4 AU/s who doomsday off the logistics carriers |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
303
|
Posted - 2014.10.09 11:36:00 -
[1769] - Quote
Allison Sky wrote:After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff)
buh bye oh and can i have your stuff now? Or should i wait before asking? If you don't keep up to date on the upcoming changes, you may as well be living under a Rokh. I would even Venture to say that was a good pun on my part. Stay beautiful o7. |

Christopher Mabata
Dominion Tenebrarum Second Sanctum
320
|
Posted - 2014.10.09 11:36:04 -
[1770] - Quote
Allison Sky wrote:After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff)
buh bye oh and can i have your stuff now? Or should i wait before asking?
#USA #PODSQUAD #Waitthisisn'ttwitterthenewlookconfusedme
|
|

Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
16
|
Posted - 2014.10.12 20:50:00 -
[1771] - Quote
Allison Sky wrote:After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff) One less no-lifer to worry about.
Next! |

Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
48
|
Posted - 2014.10.12 20:50:36 -
[1772] - Quote
Allison Sky wrote:After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff) One less no-lifer to worry about.
Next! |

Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
16
|
Posted - 2014.10.12 20:59:00 -
[1773] - Quote
Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. It takes about 1 minute per systen when traversing space, so have some cooldown on the drive before the next jump is possible; 30 seconds sounds about right. The amount of fuel needed based on the mass of the ship, with frigates not needing any jump fuel at all.
As an idea it's no dafter than this new implementation. |

Ceawlin Cobon-Han
Federal Navy Academy Gallente Federation
48
|
Posted - 2014.10.12 20:59:57 -
[1774] - Quote
Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. It takes about 1 minute per systen when traversing space, so have some cooldown on the drive before the next jump is possible; 30 seconds sounds about right. The amount of fuel needed based on the mass of the ship, with frigates not needing any jump fuel at all.
As an idea it's no dafter than this new implementation. |

Alavaria Fera
GoonWaffe
6451
|
Posted - 2014.10.13 07:04:00 -
[1775] - Quote
Christopher Mabata wrote:Allison Sky wrote:(no you can't have my stuff) oh and can i have your stuff now? Or should i wait before asking? I think that, like many threads in this forum, a breakdown in effective communication has occurred here.
Once again, F&I forums stagnation wins out.
Ceawlin Cobon-Han wrote:Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. But the point was "content" gate camps.
And of course you want the carriers to be able to follow the freighter convoys. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Alavaria Fera
GoonWaffe
6519
|
Posted - 2014.10.13 07:04:16 -
[1776] - Quote
Christopher Mabata wrote:Allison Sky wrote:(no you can't have my stuff) oh and can i have your stuff now? Or should i wait before asking? I think that, like many threads in this forum, a breakdown in effective communication has occurred here.
Once again, F&I forums stagnation wins out.
Ceawlin Cobon-Han wrote:Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. But the point was "content" gate camps.
And of course you want the carriers to be able to follow the freighter convoys.
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
|

Anthar Thebess
828
|
Posted - 2015.01.09 12:35:37 -
[1777] - Quote
Time to bump this topic back up. CCP we are waiting for sov changes , and yet you still focus on tons of other stuff. I don't state that those changes are not ~fun~ yet, stuff you have in this topic is what players need and desire.
Jump changes where grate, but as current situation proves - without next steps this don't change much.
|

SFM Hobb3s
Wrecking Shots Black Legion.
275
|
Posted - 2015.01.09 17:10:55 -
[1778] - Quote
When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places. It could just seem that way though. Who knows how many brains are working on the Sov issue. Hopefully some light will get shed on that in the next couple of weeks. |

Anthar Thebess
828
|
Posted - 2015.01.10 11:30:08 -
[1779] - Quote
Quote: When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places
Eg. My point. Tech 3 destroyers - they are fun! , but at the same time issues like Ishtars , need of bloob to defeat bloob are much more important.
What those tech 3 destroyers change in this issues? Nothing. When compared to isthar , tengu and logistic ship swarm in a fleet - they are simply useless.
Some things can be easy to solve. For example people now keep -0.1 systems because cost of their maintaining is equal to nothing. Sov cost was not touched for years. Escalate cost of sov bill so all small groups can claim those -0.1 and state : " We are sov holders, we have space" If base sov bill for each system will be around 1bil/month many groups will have to reconsider if they really need all this unused space. Tie this cost to activity system in a system, and -0.1 unused will cost not 1 bil, but 3 ... and this will speedup the process.
Limiting Jump range to 5LY - super, nice move. Yet we have border connections that allow to travel capital fleet 3-4 regions while just making 1 jump, and rest traveling by gates. Those gates should not allow any capital movement.
JF range still not 5LY , and at the same time CCP have to solve issues for big NPC null space like Venal or Stain - they really need lowsec gate connection. Many new groups where forged there , and they need a way to move pilots, and basic supplies there. This is to big and important space for new and small groups to leave it without any normal supply lines.
Fixing motherships ... i know that those ships where nerfed few times already, but they cannot be used as a logistic ship for rest of the fleet. Currently they are I WIN button in this role. Why. Because we have logistic ship that have : 1. Mufti million EHP 2. immunity to EWAR 3. 3-6k dps from fighters 4. jump drive 5. ability to reship fleet on field.
Total nonsense, take 10 motherships in your BS fleet and you have : Up to 60k extra DPS that will be able to take out enemy logistic ships, or any other ships 25.000.000 m3 of ship hangar space ... so you have 50 battleships to reship, or tons of other stuff - like dictors, ceptors, etc. Over 20 capital reps on field 10 remote ECM Bursts
CCP IMPORTANT STUFF PLEASE....
|

killerkeano
Burning Napalm Northern Coalition.
24
|
Posted - 2015.01.10 13:28:56 -
[1780] - Quote
anything to remove Sov being a chore and grind |
|

killerkeano
Burning Napalm Northern Coalition.
24
|
Posted - 2015.01.10 13:34:19 -
[1781] - Quote
Anthar Thebess wrote:Quote: When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places
Eg. My point. Tech 3 destroyers - they are fun! , but at the same time issues like Ishtars , need of bloob to defeat bloob are much more important. What those tech 3 destroyers change in this issues? Nothing. When compared to isthar , tengu and logistic ship swarm in a fleet - they are simply useless. Some things can be easy to solve. For example people now keep -0.1 systems because cost of their maintaining is equal to nothing. Sov cost was not touched for years. Escalate cost of sov bill so all small groups can claim those -0.1 and state : " We are sov holders, we have space" If base sov bill for each system will be around 1bil/month many groups will have to reconsider if they really need all this unused space. Tie this cost to activity system in a system, and -0.1 unused will cost not 1 bil, but 3 ... and this will speedup the process. Limiting Jump range to 5LY - super, nice move. Yet we have border connections that allow to travel capital fleet 3-4 regions while just making 1 jump, and rest traveling by gates. Those gates should not allow any capital movement. JF range still not 5LY , and at the same time CCP have to solve issues for big NPC null space like Venal or Stain - they really need lowsec gate connection. Many new groups where forged there , and they need a way to move pilots, and basic supplies there. This is to big and important space for new and small groups to leave it without any normal supply lines. Fixing motherships ... i know that those ships where nerfed few times already, but they cannot be used as a logistic ship for rest of the fleet. Currently they are I WIN button in this role. Why. Because we have logistic ship that have : 1. Mufti million EHP 2. immunity to EWAR 3. 3-6k dps from fighters 4. jump drive 5. ability to reship fleet on field. Total nonsense, take 10 motherships in your BS fleet and you have : Up to 60k extra DPS that will be able to take out enemy logistic ships, or any other ships 25.000.000 m3 of ship hangar space ... so you have 50 battleships to reship, or tons of other stuff - like dictors, ceptors, etc. Over 20 capital reps on field 10 remote ECM Bursts CCP IMPORTANT STUFF PLEASE....
you dont use traige carriers then?
you realise that that DPS wont be applied to subs unless the supers fit drone mods.. no tank, if a fleet commits 10 supers then that should increase their effectiveness, otherwise whats the point might as well use traige carriers... which is normally the case as it is.. |

killerkeano
Burning Napalm Northern Coalition.
24
|
Posted - 2015.01.10 13:35:39 -
[1782] - Quote
no matter what the Sov change it should encourage the use of supers more!
removing jump drives altogether, not allowing supers to cross regional gates all along with fatigue will see that ship class usage drop massively.
oh and 20bn a month 'fee' for owning a titan?! lol ! |

Anthar Thebess
828
|
Posted - 2015.01.10 13:59:17 -
[1783] - Quote
killerkeano wrote:
you dont use traige carriers then?
you realise that that DPS wont be applied to subs unless the supers fit drone mods.. no tank, if a fleet commits 10 supers then that should increase their effectiveness, otherwise whats the point might as well use traige carriers... which is normally the case as it is..
You are aware that motherships can refit on each other , and changing from a dps fit to tank fit takes 10-15s? They use normal modules so they can have tons of those in their bays.
Why use triage carriers - they cannot receive remote reps and are easy to kill. Remember that whole concept of slowcat doctrine excludes triage module.
killerkeano wrote:no matter what the Sov change it should encourage the use of supers more!
removing jump drives altogether, not allowing supers to cross regional gates all along with fatigue will see that ship class usage drop massively.
oh and 20bn a month 'fee' for owning a titan?! lol !
No fee for owning a ship. It is not about all regional gates, just those on the edges of the universe. CCP have to rethink current regional connections, important eve mechanic changed and those connections, their number, destination also have to be rethink.
Sorry but any logistic ship immune to EWAR is totally broken idea. |

Rowells
ANZAC ALLIANCE Fidelas Constans
1908
|
Posted - 2015.01.10 14:38:47 -
[1784] - Quote
Anthar Thebess wrote:Sorry but any logistic ship immune to EWAR is totally broken idea. Triage is one of the more balanced aspects of carriers at the moment. the problem lies more in the massive reps outside triage. Being able to be a powerful line ship and its primary support ship at the same time is what's broken. Too many things going on at once in a single ship. Especially considering its strength against subcaps at most sizes. |

Gorgof Intake
Van Diemen's Demise Pandemic Legion
49
|
Posted - 2015.01.11 16:18:04 -
[1785] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=391015
Next step in the path to fixing sov: multiple content nodes spread over different grids and objectives that are achievable by smaller gangs that have a tangible effect on sovereignty.
Some Thoughts on Sov Mechanics
DEADPACKS: Alternative Sov Mechanic
|

Mario Putzo
Welping and Dunking.
1057
|
Posted - 2015.01.11 20:12:32 -
[1786] - Quote
You know I think Sleepers should just be used as the "spread" trigger for occupancy based sov. They are literally everywhere. Get those buggers attacking infrastructure, let them start by chewing on pocos and poses, then let them move on to Ihubs, stations and tcus. While they should not take things through structure, they can work through shield and armor WITHOUT providing notice to the owner.
The longer seekers are left unchecked the larger they grow in number and strength. Meaning over time you will lose sov infrastructure faster, and it will take more to drive them out. This encourages small groups of players to live in systems to clean up sleepers a couple times a day, so they don't become a problem. Which means your control of space will literally become your ability to defend that space.
The ultimate goal of sleepers however is unique. If you let sleepers deplete the infrastructure of a system to structure, they will destroy stargates, essentially annexing the system into WH space, as the only avenue back would then be through WH space. Once a group finds the system in WH space, they must then construct a stargate if they wish to reconnect to KSpace.
Things they CAN destroy Cyno Beacons Jump Bridges Station Services Players Stargates*
Things they can shoot but NOT destroy ihubs tcus stations sbus
Sleepers will prioritize hunting Players vs shooting structures, and will engage with a fleet PVP mentality (incursion like). Sleepers will prioritize attacking things they can destroy over things they can not. Sleepers will only destroy Stargates if all infrastructure in system is deemed "destroyed" (either destroyed or in structure.)
Sleepers will grow in strength and numbers.
Notes
if a player is taking a system you still need SBUs in that system. However if Sleepers have inflicted enough damage, you may only need to flip the structures not grind through all the HP and timers of the system. (Alliances will be notified if a system becomes vulnerable as a result of Player interactions.)
Sleepers will not provide anything "valuable as loot or salvage"
|

Anthar Thebess
828
|
Posted - 2015.01.12 08:29:22 -
[1787] - Quote
It is not about creating some NPC entity to solve player issues. Mechanic is simply broken , and totally not adequate to current of eve universe.
Every thing is promoting BLOB, simply in order to do something you need BLOB to back you up.
Lets look at 2 base nullsec income sources :
A. Sov EHP also is an issue, but mostly timers - almost week to take system that have station, and you have to win ALL timers. TRANSLATION OF THE MECHANIC : 1.you have to reinforce all stuff whole week 2. on strange hours 3. no one will ever come to defend a timer 4. enemy just show up on the final one , will always bring enough peoples to block your action , and resets the whole process to point 1
B. Towers You don't have to live in some area to control towers, what you need is : - tons of shield hardeners - alt / ceptor alt that will arrive or sit on this tower - Out of game IT infrastructure that will ping every one as hell that someone is shooting this tower , just to login your alt and restront this tower to proper timer.
Then just bring enough people to defend this pos.
You could say that this is ok , i agree , but not when point A is also broken. THis blocks small and new groups from obtaining proper income ... to become something more than "small" group without having 15k blue.
CCP made good move with making 5 LY and fatigue , as this solved some of the issues. But this still not solved base issue - that blob can keep any system without need of maintaining this system. Sov bill for keeping such system is so small that simply no one even notice it.
|

Altirius Saldiaro
Royal Amarr Institute Amarr Empire
264
|
Posted - 2015.01.12 14:58:08 -
[1788] - Quote
I just hope the new sov changes are more based on occupancy than structure grinding.
I'm fine with how the jump changes are. I would like for the ability to jump to the Sun of a system without use of a cyno.
All jump drives and Portal Generators: Jump to Sun = No cyno needed Jump to Cyno = Accuracy Emergency Jump = Random system, land at Sun |

Mario Putzo
Welping and Dunking.
1072
|
Posted - 2015.01.12 16:27:37 -
[1789] - Quote
Anthar Thebess wrote:It is not about creating some NPC entity to solve player issues. Mechanic is simply broken , and totally not adequate to current of eve universe.
I will have to respectfully disagree. In order to make "occupancy" based sov work, you need to have a driver for people to spread out and occupy space. Having an NPC entity or "Nodes" or "sites" is the only way to accomplish this. In order for the rest of the changes to have something to build on, you first must absolutely remove the "lets all live in this one system" mentality.
The only way to force that type of change is through some NPC mechanic. Otherwise nothing will change and people will still live solely in one system, and then fleet up when, and only when there is a threat by another PC group, just as it is now.
|

Anthar Thebess
828
|
Posted - 2015.01.13 07:36:21 -
[1790] - Quote
You are partially right. Yet you can accomplish this by escalating costs and removing timers on unused systems. |
|

Raging YarrX
Polish Task Forces C0VEN
12
|
Posted - 2015.01.14 07:57:16 -
[1791] - Quote
Sov now CCP. Please |

Hemmo Paskiainen
470
|
Posted - 2015.01.15 13:57:01 -
[1792] - Quote
Profit for an alliance shouldn't come from "R64's or other lucrative things in a small number of systems". It should come from the people that live in it. Thriving alliances should be more profitable than anything else.
Spoiled with all the easy tech isk, look what happend to 0.0... An super armsrace. Owning systems to just own it, or perhaps rent it out. But looking at the sideaffects, by claiming it just to claim it, your basicly denying it to who ever else is there. Excluding the small fish and force them to rent. Denying them their own oppertunity to have complete sandbox fun. How Hyphocrite! How did you got there...?
Having, holding sov, should by my opinion be more unprofitable. Activity based: the more daily login's the cheaper the sov bill is in a specific system. Sov will become a favour instead of a tool for power, based around activity. The affects of such based sovsystem will have much needed energetic affects to 0.0. It is absolutly needed will a self sustainable nullsec ever succeed. More industrial branches of corps doing things, more miners to kill, rorq's to awox and freighters to kill. Easier pvp ships to get, more people around to shoot and more micro pvp to be had.
Did anyone ever wonder, why back in 2008, the daily log-in was the same but the large pvp battles were smaller sized? (and dont dare to say because of TiDi or server issues )
"Relativity equals time plus momentum: if it can be erased by a single click on a button, would it be worth spending it?"
|

Anthar Thebess
831
|
Posted - 2015.01.15 14:10:57 -
[1793] - Quote
Well that is the whole point. Now alliances are fueled by r64 and renting.
I hope that CCP will not make everything worst when they make some POS changes. Think about it - guns getting buff, more ehp. Small and new groups will never be able to grid this - they will simply need MORE players to do it.
Moon mining should never be AFK , it should be directly connected to day to day mining activities. I already proposed this some time ago - when miner cycles in low or null - there is a chance to spawn some local moon minerals. Moon mining problem - solved.
Still CCP promised sov changes ... and every thing went quiet.
|

Colonel Mortis
Coven Of Witches Inver Brass
5
|
Posted - 2015.01.19 07:56:36 -
[1794] - Quote
Sov changes! |

MrBowers
PH0ENIX COMPANY HOLDINGS Phoenix Company Alliance
6
|
Posted - 2015.01.19 14:11:55 -
[1795] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally.
Don't make it to hard, but it's easy you use it or lose it. |

MrBowers
PH0ENIX COMPANY HOLDINGS Phoenix Company Alliance
6
|
Posted - 2015.01.19 14:13:29 -
[1796] - Quote
Anthar Thebess wrote:Well that is the whole point. Now alliances are fueled by r64 and renting.
I hope that CCP will not make everything worst when they make some POS changes. Think about it - guns getting buff, more ehp. Small and new groups will never be able to grid this - they will simply need MORE players to do it.
Moon mining should never be AFK , it should be directly connected to day to day mining activities. I already proposed this some time ago - when miner cycles in low or null - there is a chance to spawn some local moon minerals. Moon mining problem - solved.
Still CCP promised sov changes ... and every thing went quiet.
Time we end passive income and bring player "RING MINING" |

Agent Unknown
Night Theifs DamnedNation
3
|
Posted - 2015.01.19 15:03:02 -
[1797] - Quote
Anthar Thebess wrote:You are partially right. Yet you can accomplish this by escalating costs and removing timers on unused systems.
I like this idea, but what constitutes "unused" would need a lot of tweaking in order to be effective. CCP has tons of data to go by to adjust the levels, so maybe it's easier than we think...
Currently it's unfeasible for a smaller group to take a system by force because the larger opponent will just drop a super fleet at the last timer and you'd have wasted a week shooting structures. |

Dustpuppy
New Eden Ferengi
57
|
Posted - 2015.01.19 16:18:58 -
[1798] - Quote
Mentioned several times before, but I will repeat it:
The controlled areas of the mega blocks/corps we now have in nullsec can be split into two regions: the center where the owners are roaming and keep strict control and the big renter areas - very often just wasted empty unused space. Renters are used to generate income which in the end allows the big corps to gain and keep power.
A simple update could change a lot in this situation. Just drop the automatic message sent to the SOV holder in case an unwanted/ninja POS is anchored within the controlled area.
Result: Suddenly the SOV owners must check their controlled systems for intruders by flying around instead of keeping 100% control over their controlled area with this automatic mechanism. The pure isk sink for keeping 100% control would become a time sink and limit the area which could be kept under control and finally given away to renters. Less renters (why pay instead of sneaking in?) mean less income, less power and in the end smaller power blocks.
|

Abrazzar
Vardaugas Family
5878
|
Posted - 2015.01.19 17:40:33 -
[1799] - Quote
Can't wait for the threadnaught following the first reveal of their new sovereignty system.
I just hope it's not something that needs to be flayed alive.
Sovereignty and Population
New Mining Mechanics
|

Anthar Thebess
831
|
Posted - 2015.01.19 23:59:42 -
[1800] - Quote
Lets hope we all live enough to see those changes.
|
|

Rowells
ANZAC ALLIANCE Fidelas Constans
1926
|
Posted - 2015.01.20 01:30:43 -
[1801] - Quote
Abrazzar wrote:Can't wait for the threadnaught following the first reveal of their new sovereignty system.
I just hope it's not something that needs to be flayed alive. I wonder how they'll chhoose the sacrificial lamb- I mean dev to post it. |

Anthar Thebess
831
|
Posted - 2015.01.20 07:43:01 -
[1802] - Quote
[quote=Rowells I wonder how they'll chhoose the sacrificial lamb- I mean dev to post it.[/quote]
Most of the people want it. If they make changes based on user input from this topic , i think this dev will be more liked by players.
What players want is to remove the need of blob to hold sov and more impact on player day to day activities on keeping this sov going. |

Speedkermit Damo
Demonic Retribution
379
|
Posted - 2015.01.21 17:31:20 -
[1803] - Quote
I was thinking that Sov should only apply to systems with outposts.
Systems without outposts are just.... free space. An entity can still however control as much space as they can patrol and enforce their will over.
Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.
|

Pokket Sez
Danneskjold Repossessions.
5
|
Posted - 2015.01.21 19:21:09 -
[1804] - Quote
 Make all moon resources (aka moon goo) finite and can run out. Examples of depletable resources include: r8-r64
(Some depletable resources are potentially renewable but if consumed quicker than the rate of replenishment then they can become depletable.)
At the moment it is just silly how mining a moon for years and always producing the same quantity and quality. Implement a depletable mechanic (similar to the PI) for all moons (90-120? days to completely deplete the current moon material) and on top of that a random mineral spawn after that. This will force the big (and small alliances) to move their a%^*#, create content and new level of interaction.
Going back to the Null stagnation, all power blocks are centralized around their moon goo. The mighty goo powers the empires, so the above proposed change may (one can only hope) make those alliances move a little, invade a new region with the fresh moon goo, and create the long due SirMixALot Null edition.
|

Les Routiers
Les Trous Du Culte SpaceMonkey's Alliance
3
|
Posted - 2015.01.21 20:36:29 -
[1805] - Quote
I'd go one step further:
Make all resources - not just moon goo - deplete in a way similar to PI. - overmine a system, and the respawned belt s start getting poorer. - overrat a system, and anoms get weaker, and then start respawning more slowly. - not sure about the goo, because we'd need a mechanism for the same resource to respawn to an unused moon, of which there are none. - unused systems continue stockpiling, so even on-paper bad areas can become really good if no-one farms them (in the same way that some sites accumulate in uninhabited wormholes).
Now of course, the lower the truesec of a system, and the higher its upgrades, the more it takes before you start breaking its basic regen rate.
The game system should provide for random respawn points for those resources that do not regenerate, so that the total amount of inputs would remain constant.
Hopefully, this might lead to scenarios in which Deklein / Querious would become all mined out while some Drone region would become super-rich. Of course, that might simply trigger a deployment by a Reavers-like group of farmers tasked with farming that area to death, but that would still be content  |

Thomas Lear
Hidden Agenda Deep Space Engineering
5
|
Posted - 2015.01.28 21:41:00 -
[1806] - Quote
My Ideas for Sov Changes. I have lived in Null sec before and am familiar with Sov Mechanics.
POWER PROJECTION: We need to bring back some power projection. Either in the form of mods to increase jump range decrease jump fatigue or remove ONE of those features not both. This is good because right now it takes 5+ hours to move a capital fleet to a fight. Nobody wants to do that. If we want to fight we need to be able to move.
REMOVE ALL DOMAIN SOV FEATURES!!! except TCUs
TCUs will be turned into POS mods. They will be like anchored like a jump bridge/cyno gen. They will run off the POS and have a stront bay for reinforcement. There will be one timer and then it can be destroyed or repaired
TCU Hitpoints will be dependent on how much your overall index goes up.
Max (lvl 5) index: 10k shield @ 20/30/40/50, 10k armor @ 50/40/30/20, 15k hull @ 50/50/50/50 lvl 4 : 10k shield @ 17/27/37/47 , 10k armor @ 47/37/27/17 , 15k hull @ 45/45/45/45 lvl 3 : resitances drop by 3% for shield and armor hull drops 5% and so on down the lvls.
This is a rough rough draft. If people are interested in further information i can explain more.
|

Anthar Thebess
844
|
Posted - 2015.01.29 09:31:23 -
[1807] - Quote
Good ideas, keep this topic visible , as CCP forgot about this issue.  |

Colonel Mortis
Coven Of Witches Inver Brass
5
|
Posted - 2015.02.02 08:11:28 -
[1808] - Quote
Nullsec and SOV need urgent changes CCP. Did you forgot? |

Pelle Wittewoa
University of Caille Gallente Federation
6
|
Posted - 2015.02.02 11:48:35 -
[1809] - Quote
Idea:
People should make the isk for the alliances instead of the afk moon isk printers > problem solved no really, think about it! |

Anthar Thebess
847
|
Posted - 2015.02.02 14:18:28 -
[1810] - Quote
Yes this was also suggested. Simple alliance wide tax, set by ceo of the executive holding corp. |
|

Gorgof Intake
Van Diemen's Demise Pandemic Legion
50
|
Posted - 2015.02.02 15:33:55 -
[1811] - Quote
CCP Fozzie wrote:I am watching this thread with great interest and am very happy to see the discussion it's spawning.
It's very interesting to compare the ideas being discussed here with concepts we're discussing internally.
Pretty disappointed no one at CCP got back to me regarding the proposal I sent out. Link found in my sig. Most people Ive pitched the idea to were pretty on board with it. Even a comment or acknowledgement that you guys have at least seen the thing would be nice.
Sad panda.
Some Thoughts on Sov Mechanics
DEADPACKS: Alternative Sov Mechanic
|

Anthar Thebess
847
|
Posted - 2015.02.03 08:34:21 -
[1812] - Quote
Sadly CCP, wanted us to give ideas, "talk to them" ... but no one in CCP cared enough to talk back.
Maybe there are some talks with few big guys , but CCP is missing good opportunity to build better relationship with their player base. I know that CCP is developing and owning this game, but WE will be playing it. We could be mistaken, we also don't know the long term plans , but we have something that CCP is missing. Practical knowledge about eve player base ( and in most cases about the game itself).
Few players leaving here and there , is not telling any thing CCP any thing. They are not important to CCP , just few subscriptions less , nothing to worry about.
But we know that those few guys where not just few subscriptions , but they where FC, guys that where leading fleets, friends or people that where actually the reason for others to play this game.
How many times , 1 subscription leaving the game in long term lead to collapse of small alliance? How often this alliance was the only pirate group left in some area that cared to poke some blob , and create every day content to this blob?
Reasons why those people are leaving are almost the same : - Carrier Swarms , still they are ultimate way of saying GTFO , we don't care about the fight we just want to have it - Isthar, Tengu.... and extinction of other doctrines. People simply get bored flying the same stuff, over and over. - Broken Sov - people we are talking about usually don't care about the sov , they want to achieve something, and broken timer mechanics, number of timers and all stuff mentioned before... make them burn out very fast. Especially when the space that they want to put their flag up , is not used , or not used and rented.
CCP you stated that people should talk to you , give ideas, will someone from CCP care to talk back now?
|

Beacon of Deacon
School of Applied Knowledge Caldari State
2
|
Posted - 2015.02.03 22:57:27 -
[1813] - Quote
I have been playing EVE on and off since 2007. I only came back in November after a break of around two years- as many others, I was fed up with the stagnant and boring state of conquerable space. What brought me back was the promise of big and drastic changes made by CCP, supposed to break the sleeper hold the few big names have on null. Unfortunately, announcements will only get you so far. Cutting the jump ranges was fun for a spell, watching the other side fail miserably when trying to bridge and finding out they're out of range. Unfortunately, while this does dampen the omnipresent fleet hotdrops somewhat, it doesn't exactly change the strategic situation a whole lot. Personally I blame leaving open the "jump by gates" mechanic which essentially undermines the purpose of the fatigue timer. The supercap blob is something that no non-sov-holding alliance is going to touch with a 10-foot pole, whether they come through cyno or by gate. Making the supercaps jump through gates just makes them go slightly slower if they want to make it in time for the important timers. Only that doesn't matter, since ti-di will make it last just enough for the impenetrable superblob anyway. At the same time moving caps/supers through gates completely removes any need for logistics- no need for refueling or cynos, making it logistically way easier than the old way. When God closes the door, he opnes another door I guess...
The power of carriers goes hand in hand with the supers. Instead of being limited use support ships, the carriers are now 4 million hp, 1000 dps, unjammable, undampable, slightly-less-mobile logistic ships with impenetrable spider tanks... The CCP is the only entity capable of breaking down the risk-averse coalitions, yet for some reasons known only to themselves, they refuse to make any attempt at doing so. In the past a small alliance could potentially take a stab at grabbing some territory which the big guy found too vulnerable as he had to concentrate on a different area. Even if the blob wanted to keep the systems, it was possible to win, through giving your 120% in tactics, maneuvering, team cohesion, doctrines, determination. Nowadays it's so easy for the defender to defend, both through the timer mechanics and the ease with which they can maintain and replace their expensive doctrines that they can "want" everything they hold and hold it unless they themselves decide otherwise. Giving 400% amounts to nothing, since the big guys have so much resources at their disposal it's impossible to cope. Essentially the current state of null makes good on the joke "If sometimes less is more, than imagine how much more more could be"...
CCP tries very hard not to aggrevate any of their players, they don't seem to realise it's an approach doomed to fail. One side wants something, the other side doesn't want to give it to them. It's a battle in which the smaller/poorer attacker will eventually burn out and fail, that's pretty clear if you look at the numerous alliances which used to hold sov, and now they don't. How many of them actually closed down because of leadership/drama? And how many of them have been simply brushed aside by the "I take your stuff because I can" attitude? Unless CCP (and not the CSM, or this or that nullsec lobby) makes a clear statement about what kind of null sec entities they actually want, EVE will be stuck in this limbo forever. And the old player's good will will only last so long before he decides that it wasn't worth coming back afterall.
I want to play this game. I really do. But I also want to be able to play this game, and currently CCP is doing nothing in that regard. |

Anthar Thebess
849
|
Posted - 2015.02.04 08:01:47 -
[1814] - Quote
Well, apparently some changes are coming, but big blobs are happy from them , and are preparing already for them. ( talking about equal chances ) https://soundcloud.com/sludgefaces2n/s2n-alliance-meeting-01312015
Starting from 3:22 |

Beacon of Deacon
School of Applied Knowledge Caldari State
3
|
Posted - 2015.02.04 14:38:34 -
[1815] - Quote
Ridiculous. Consulting changes to the broken mechanics with people abusing currently broken sov mechanics. Makes as much sense as convicting someone of murder and letting him chose his own sentence... |

Catherine Laartii
Imperium Technologies Evictus.
471
|
Posted - 2015.02.04 17:21:10 -
[1816] - Quote
CCP Fozzie wrote:Snot Shot wrote:I'm going to go out on a limb here and say that not only has the OP'ster abandoned this thread, but CCP Fozzie stopped reading it as well as we have not heard from either in a while......  . You should know better by now. I read everything. Please make this thread a sticky! The nullsec rebalance is still an ongoing process, so this thread should be a major part of the discussion! |

Anthar Thebess
855
|
Posted - 2015.02.05 14:19:48 -
[1817] - Quote
You just have to post in it from time to time, to make it visible for CCP.
|

Sean Apollo
Vitriolic Animosity Diplomatic Immunity.
32
|
Posted - 2015.02.05 17:03:06 -
[1818] - Quote
I think we all can agree that Sov mechanics are pretty bad and need to be fixed. But as far as the stagnation, thats the null sec community's fault. You guys made blocs not CCP, Blocs weren't always here when they switched from Dominion mechanics, this is what the null sec community did and instead of trying to fix that problem they continue to blame CCP.
Example would be when CCP released the jump changes for jump drives. What does the null sec community do? They group up into even tighter groups. CCP can't destroy coalitions and its not their fault that they are here today. It's the Null sec community's fault.
Most people hate me...
|

Shallanna Yassavi
Imperial Academy Amarr Empire
0
|
Posted - 2015.02.05 18:58:24 -
[1819] - Quote
Blocs and ever-growing alliances are a natural consequence of the way people play these kinds of games:
1: We like to win. 2: More people = more power = more winning. 3: If your opponent keeps growing, you had better also keep growing or you will become obsolete. 4: Repeat until those many alliances from years ago have ended up as one big one. 5: I'm new to this game, but in another two: In one of them, it became a very simple game of 'everybody gang up on the strong faction.' In the other, conflict ground to a very near halt between mechanically declared wars because alliance warfare got so big and cumbersome (and because of the direction of the game's design), it aligned 90% to the three factions. Serious conflict eventually ended up as 2 vs 1 faction because one of them just kept winning whenever it dueled one of the other two.
tl;dr: In diplomacy games where it's all about who can bring the most firepower and best control the map, "a few big names" are going to happen, and there's not a lot to be done about it. Once people figure out how to hold on to space, things are going to slow down. Probably the best thing that can be done to keep the game fresh for not-big-names is to expand chaotic (wormhole) space and keep at least some of it playable for just about anybody. |

Beacon of Deacon
School of Applied Knowledge Caldari State
3
|
Posted - 2015.02.05 20:46:15 -
[1820] - Quote
Shallanna Yassavi wrote:Blocs and ever-growing alliances are a natural consequence of the way people play these kinds of games:
1: We like to win. 2: More people = more power = more winning. 3: If your opponent keeps growing, you had better also keep growing or you will become obsolete. 4: Repeat until those many alliances from years ago have ended up as one big one. 5: I'm new to this game, but in another two: In one of them, it became a very simple game of 'everybody gang up on the strong faction.' In the other, conflict ground to a very near halt between mechanically declared wars because alliance warfare got so big and cumbersome (and because of the direction of the game's design), it aligned 90% to the three factions. Serious conflict eventually ended up as 2 vs 1 faction because one of them just kept winning whenever it dueled one of the other two.
tl;dr: In diplomacy games where it's all about who can bring the most firepower and best control the map, "a few big names" are going to happen, and there's not a lot to be done about it. Once people figure out how to hold on to space, things are going to slow down. Probably the best thing that can be done to keep the game fresh for not-big-names is to expand chaotic (wormhole) space and keep at least some of it playable for just about anybody.
Bull. http://go-dl1.eve-files.com/media/corp/Verite/20071001.png It'd be enough to make it really hard and expensive to hold anything outside a certain area due to power projection, concord fees, logistics. In that case even if you have a huge coalition, it won't matter much cause everyone will have to take care of his own backyard. In 2007 a few big alliances were duking it out, but most null entities were smaller (by area, not necessarily by numbers), and even if they had standings to the moloch class like goons or BoB, they didn't give a crap about the war. Which is what could very well return if CCP stopped chopping Hydra's heads off and instead cut it's goddamn heart out. |
|

Anthar Thebess
856
|
Posted - 2015.02.06 11:37:49 -
[1821] - Quote
Exactly the whole point of nullsec changes should be state similar to this days where every one could find something he could call "my own". We had many groups holding sov, more borders that where constantly contested and changing.
CCP must go in this way , as current state is bad , not only because it is boring , but also because servers are unable to maintain so many players on grid. Counter is capped at 10% Tidi, but in reality things happen slower and slower.
This is nonsense, as battle without TIDI is taking 20-40 minutes ( and this is acceptable) but under TIDI ( 3 and more HOURS) this is game, and you not always where will be blob fight.
Currently still the best practice to block any engagement is to drop 100+ archons 20+ motherships - as there is no counter to this kind of fleet.
In theory there are many , but in practice no one will do nothing , as NODE WILL JUST DIE. Apparently every one except CCP remember the HED- battle, when you clicked jump and : - you got your own KM still in warp tunel - where people got disconnected , and where landing on grid for the next hours without ability to logout. - you jumped in , but was unable to activate any hards weapons, or disable them - where siege cycled , and was still working without stront, - where you could not jump out even when you had cap, fuel
Remember that this was not just some random fight, but something that CCP was prepared, they reinforced node.
|

Soltys
14
|
Posted - 2015.02.07 01:27:53 -
[1822] - Quote
Few cents ...
Did jump fatigue even achieve desirable effect (aside making capital pilots' life relatively more frustrating and introducing weird "capital uses stargate" concept) ?
The point of the change was supposed to make distant moves either very risky and unforgiving (in context of not being able to come back or move further any time soon) but remain relatively efficient and nible on their "own turf". The "turf" being at most a constellation. Why the hell tie the constrain to a pilot ? WTF ?
Wouldn't it be far better to instead of copypasting certain idea from certain blog and literally stuffing it in game (despite all the blatant issues) - go with something a bit different and imaginative ? Such as borrow certain mass concept from wormholes, for example:
- add per-constellation "gravitational stability" value. When certain ships / facilities are used (basically any stuff involved with jumping without using stargate, with role bonuses of using less of it) it goes down. Mass and distance are crucial components here - for intra-constellation jumps, it goes down not much (mass matters, distance not that much) - for inter-constellation jumps, it goes down a lot (both source and destination constellations are subject to the cost, both mass and distance matter a lot, the latter exponentially) - it refreshes by itself - very, very slowly (perhaps some structures could be introduced to improve it (owner) and weaken it (attacker)) - "gravitational stability" is overall visible, but only when you're in constellation
It achieves same effect and far more better way, without turning cap life into a chore (on their own turf) or dumbly allowing caps to use gates. Logistics matter a lot - and one has to plan where and when to move, and how (and if you move, you truly weaken source system/constellation for days). At the same it limits lol-distant travels much more rigidly than fatigue system. Plus no silly gate-use workaround (or frustrating but still viable pilot/alt swapping).
IMHO that makes far more sense that flawed fatigue mess added. |

Anthar Thebess
862
|
Posted - 2015.02.11 07:28:53 -
[1823] - Quote
But it can be easily abused by local people to negate all movement. CCP where are the sov and nullsec changes you promised? |

Soltys
15
|
Posted - 2015.02.11 20:28:12 -
[1824] - Quote
Anthar Thebess wrote:But it can be easily abused by local people to negate all movement.
Random locals with capitals ? Such locals are to be evicted from territory - quickly and with big bang. Also local (within constellation) capital movement would be cheap. |

Anthar Thebess
863
|
Posted - 2015.02.13 08:31:36 -
[1825] - Quote
Well remember that jump drive nerf did not solve any issues related to empty null space. Yes there are some ownership movements , but those are still mostly done by big blocks. Small groups don't have big chance to do any thing - when the super capital thug arrives.
Grinding timers takes more time than moving capitals by few regions, additionally blobs prepared them self by buying , and seeding capitals around NPC space so they can move in subcaps , and reship on site.
Old groups have alt pilots, assets and income. New pilots have will , and courage.
Yet they cannot achieve nothing.
You would be surprised how many times older players protested , when big blocks wanted to hit and erase FPR. |

Soltys
15
|
Posted - 2015.02.13 14:43:16 -
[1826] - Quote
Quote:Well remember that jump drive nerf did not solve any issues related to empty null space.
Yea, I realise that. It has no chance to solve any issue - and - especially alone. It was relatively obvious back in the day when the idea was posted on certain blog and it's apparent now. It certainly managed to make piloting caps more frustrating (though the thread when it was announced was pretty amusing), but other than that ?
Anyway my idea few posts above was to hard limit logistic movements - big cost for longer moves (turning them into sitting ducks when they move too far away with no ship/pilot/regular gates/etc. workarounds possible), small cost for local movements. If the constraints are not related to starmap (so in this context to constellations) I don't really see that happening efficiently.
Another cancer are all kinds of reinforce timers. When group A comes to shoot some B's POS and then POS tells them "lol guys ok, come back in rand(150120) seconds (usually 150120)" then that's fundamentally borken. What we have now shifts advantage to defending side far too much - and to ridiculous levels when big power blocks are considered.
Solving this fairly will be tough though. Rough idea I had was:
- owner of pos have to designate 3 days from the following week (it can be changed at will before the actual week begins) - in each of those 3 days the POS is vulnerable for X hours, with at most 2 consecutive periods - no reinforce timers
Basically it puts proper responsiblity on defenders to actually defend their **** actively, without turning it into no-life guarding role - thus 3 days (could be different value) and some hours from each of those days.
Obvious issue with this rough concept is, that most groups would just evacuate valuable stuff during invulnerability periods if they don't want to bother with defenses. And POS itself is a dirt cheap junk after all.
But for this (or anything else) to make sense, the power projection must be properly constrained first. And I don't see that happening anytime soon, especially after they just implemented the whole fatigue system.
|

Anthar Thebess
863
|
Posted - 2015.02.13 15:02:43 -
[1827] - Quote
Soltys wrote: Solving this fairly will be tough though. Rough idea I had was:
- owner of pos have to designate 3 days from the following week (it can be changed at will before the actual week begins) - in each of those 3 days the POS is vulnerable for X hours, with at most 2 consecutive periods - no reinforce timers
Basically it puts proper responsiblity on defenders to actually defend their **** actively, without turning it into no-life guarding role - thus 3 days (could be different value) and some hours from each of those days.
Agree and disagree at the same time. Poses in Normal space are expendable. In Wh they hold sometimes most stuff that belongs to you - people need brake from time to time. RL first.
Quite easy solution is make Moon Harvester outside pos shields , and make it destroyable , like normal gun.
Towers also have their RF timer defined by amount of stront. So you arrive at different hours. Kite tower for few hours keeping it below 50% of shield. You have some ability to modify timer.
In case of all sov structures you cannot do nothing. You will get usually 2-5 AM timer for your TZ. Week for whole system timers ...
Think how game would change if each timer was defined by strontium , and each respective timer would consume more and more strontium.
Let say that final ihub timer just to initialize one require full freighter of strontium , and all timers 2 freighters? The same for stations. Think how much this simple change could affect eve game play?
2 freighters to have full timers on ihub or 6 jump freighters! You don't refil ihub after pumping it up ? Well no timers for you , or you will get just 1 timer.
|

Amyclas Amatin
SUNDERING Goonswarm Federation
605
|
Posted - 2015.02.13 18:22:43 -
[1828] - Quote
Soltys wrote:Quote:Well remember that jump drive nerf did not solve any issues related to empty null space. Yea, I realise that. It has no chance to solve any issue - and - especially alone. It was relatively obvious back in the day when the idea was posted on certain blog and it's apparent now. It certainly managed to make piloting caps more frustrating (though the thread when it was announced was pretty amusing), but other than that ? IF the fatigue system was adjusted in a way that: - using gates is disallowed - ships inherited fatigue (so max(ship,character) is used) - jump penalty was lessened locally that could somehow work. Original concept on that blog didn't consider using gates either. They essentially implemented a workaround that makes this whole system void. Anyway my idea few posts above was to hard limit logistic movements - big cost for longer moves (turning them into sitting ducks when they move too far away with no ship/pilot/regular gates/etc. workarounds possible), small cost for local movements. If the constraints are not related to starmap (so in this context to constellations) I don't really see that happening efficiently. Another cancer are all kinds of reinforce timers. When group A comes to shoot some B's POS and then POS tells them "lol guys ok, come back in rand(150120) seconds (usually 150120)" then that's fundamentally borken. What we have now shifts advantage to defending side far too much - and to ridiculous levels when big power blocks are considered. Solving this fairly will be tough though. Rough idea I had was: - owner of pos have to designate 3 days from the following week (it can be changed at will before the actual week begins) - in each of those 3 days the POS is vulnerable for X hours, with at most 2 consecutive periods - no reinforce timers Basically it puts proper responsiblity on defenders to actually defend their **** actively, without turning it into no-life guarding role - thus 3 days (could be different value) and some hours from each of those days. Obvious issue with this rough concept is, that most groups would just evacuate valuable stuff during invulnerability periods if they don't want to bother with defenses. And POS itself is a dirt cheap junk after all. But for this (or anything else) to make sense, the power projection must be properly constrained first. And I don't see that happening anytime soon, especially after they just implemented the whole fatigue system.
Jump fatigue... is absolutely terrifying for force projection. Is it enough to break the will of the leadership of the big blocs? No. We will walk all day in capitals ships from gate to gate if it means ruining someone's day, but it leaves the capitals vulnerable and the home systems undefended. (Enter reavers.)
Any sov or timer replacement system that revolves around decisive battle will naturally lead to steamrolling once a side cannot maintain the equilibrium of force. Arbitrary time limits on when we can fight does not delay this by very much. It might annoy no-life poopsockers like me, who would be forced to twiddle my thumbs and build more supers while waiting. But strategically, when you consider high-level bloc gameplay, it achieves nothing.
What a smaller group needs to have a chance at defending against a larger group is to be able to have reversals, even minor and localized ones despite being defeated at decisive battle. We are all hoping that occupancy sov would bring us something like that. We are also hoping that the new sov will be able to support our pilots without so many of them running incursions in high-sec. When you have an activity that has a competitive economic advantage, exploiting it becomes necessity if you do not want to lose out. Said incursions, is also high-level income that does not need to be fought for in a bloody way, thereby detracting from income that must be fought for in bloody ways. Though that is a different issue, it is invariably tied to the way conflict is conducted in the rest of the game.
Sov needs to be worth taking. Nobody is going to go sleepless nights to rob us of 60M per hour we make in afk ishtars, when you make the same running level 4 missions, and double that running incursions. It is not nearly worth the things we will do to you both in-game and in the meta-game.
For more information on the New Order of High-Sec, please visit: http://www.minerbumping.com/
Remember that whenever you have a bad day in EVE, the correct reponse is "Thank you CCP, may I please have another?"
|

Sisohiv
Center for Advanced Studies Gallente Federation
272
|
Posted - 2015.02.13 19:15:18 -
[1829] - Quote
Sean Apollo wrote:I think we all can agree that Sov mechanics are pretty bad and need to be fixed. But as far as the stagnation, thats the null sec community's fault. You guys made blocs not CCP, Blocs weren't always here when they switched from Dominion mechanics, this is what the null sec community did and instead of trying to fix that problem they continue to blame CCP.
Example would be when CCP released the jump changes for jump drives. What does the null sec community do? They group up into even tighter groups. CCP can't destroy coalitions and its not their fault that they are here today. It's the Null sec community's fault.
True enough, though it is core EVE mechanics that make Sov a winner take all scenario.
All Sov contests are in and out in a few systems of conflict, then it becomes an issue of Evac and watch everything burn in structure bashing. In the opening battles, the morale is highest, the largest fleets, the best fit fleets, the strongest resistance is brought to bare. Whatever side loses those fights has signed off on all future, lesser efforts to hold their Sov and begin Evacuation.
In truth it's the most realistic way to go. Kursk determined the Russian front in world war two. It was the fatal blow that pushed to war to the gates of Berlin but in a game environment where the end goal is not peace but eternal war, that's a horrible model to be using. If Sov is to be a prolonged conflict affair, it can't be defined in absolute battles that turn in to grind fests because we are all fully aware of the process.
Scenario: I gather 2000 people we go claim Sov. Fun, fun, fun for everyone. For a battle or two at least. Then comes months and years of grind to get the space to a working status with Indexes in the 4 and 5. Done by the PvP crowd that took that space? Nope. Everything about EVE contradicts everything about EVE. The Sov system is jut a pronounced example of it. Grind or Gank, Gank to grind. |

Tyranis Marcus
Bloody Heathens
1408
|
Posted - 2015.02.13 21:09:38 -
[1830] - Quote
Draahkness wrote:I have been gone from game some 3 years now and I just got back. If my suggestions are outdated please have some understanding. Constructive critisism appreciated.
1. Remove AFK income for alliances. Remove the r16, r32 and r64 minerals from moons all together.
^^This^^
Draahkness wrote:6. Ramp up the cost of having more then 3 or 4 sov systems by ALOT. As promised some 15 expansions ago.
^^and this^^
Things that would help make the Eve Universe a bigger place.
Do not run. We are your friends.
|
|

Anthar Thebess
885
|
Posted - 2015.02.23 22:46:36 -
[1831] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=406411&find=unread
Another set of ideas.
We did not forget CCP. Sov / Null changes.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Nina Lowel
Ministry of War Amarr Empire
0
|
Posted - 2015.02.24 04:20:09 -
[1832] - Quote
Supers caused 0.0 stagnation. Without them you either aren't getting into 0.0 or you become a renter, it's as simple as that.
CCP also hasn't added much new 0.0 space in the last decade (meanwhile EVE population increased dramatically) aside from WH's and who gives a crap about wormholes. Add another 5-10 regions and turn all supers into minerals with a "Sorry but we completely effed our game up by adding these so here's the minerals it cost to build them back" note and 0.0 will cease to be stagnate.
Another idea in ADDITION to the above is to allow regions to be 'claimed' much like a system. You need to control 51% of the systems in the region like you need to control 51% of the gates in a system. |

Anthar Thebess
885
|
Posted - 2015.02.24 09:59:12 -
[1833] - Quote
The problem is that (super)capital fleet is best response for every thing, and that it is un destroyable 99.995% of times because node cannot manage enough players to brake tank and EHP on (super)capitals. Yes 1-2 sometimes die , but over 200 others will be safe when they finally reposition itself to proper formation. (super)Capitals are the cancer or current eve , the bad part that more and more are showing up.
They are also one of the things that keeps eve industry running , as they require tons of materials to create , they are also some sink for high skilled pilots - not all people use holders, but simply don't subscribe super accounts when not needed.
What this game needs is total rework of the timer system - so not defending each timer should have big impact on the sov.
Simple example : - Station system having ihub. Time needed to grind by all timers ~ 1 week. Cost to ignore all timers but last ~ 400mil ( ihub ) + ~140mil to move materials for new ihub, and build it on station
Cost to come to 1 timer (~15Ly) 200 man slowcat fleet : ~13k isotopes 1 way for a carrier , total fuel consumed : 5.2mil isotopes (both ways) ~ 3.6bil ~ time of minimal subcapital cover.
Simple calculation, there is no point in defending ANY but final timer, additionally you can extend this 1 week period by timing timers for the worst possible hours to aggressor.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Colette Kassia
Kassia Industrial Supply
67
|
Posted - 2015.02.24 10:33:49 -
[1834] - Quote
Forgive the carebear with zero nulsec experience for butting in...
I've been reading through the thread and have noticed a recurring theme of the small guys finding it impossible to setup shop in nulsec without getting steamrolled by huge blobs of (super)capitals. There seems to be a desire for a mechanic that allows a small hardened group to defend their home against a much larger group of attackers.
In real-word warfare this done by the defenders setting up a situation in which the attackers must pass through one of more choke points. Attackers loose their numbers advantage when they have to come through single file. This was a major design objective of most ancient castles, walled cities, and other fortifications. It was (and still is) also common to use the natural terrain (the Battle of Thermopylae). It's an effective strategy, but one that only works as long as the defenders actively and vigorously defend the choke points. If the defenders are unable to do so then the barbarians quickly swarm in and ransack the castle.
For a while now I've been thinking of resurrecting the long-dead idea of Deadspace Bases, in a way that would create this exact situation. My idea is for the acceleration gate to be password protected but also hackable. The first hack, or "crack", would be an extremely difficult hacking puzzle. Failure would render the gate unhackable again for 6 hours. A successful hack would not unlock the gate; instead it would render it greatly weakened for the next 24 hours. Within that 24 hour period any ship that attempts to hack the gate will face only a moderate difficulty puzzle. Success will immediately trigger the gate, as if it was tricked it into thinking that it has been activated by someone with proper access privileges. Failure renders it unhackable again for 30 seconds. Interrupting the warp would require to be hacked it again. Only one person at a time may interact with the gate. The ultimate effect is that ships must pass thru gate in single file. This, in theory, will make it possible for a small, well supplied group to defend their home from an arbitrarily large group of attackers for as long as they are able to muster the will to keep fighting.
The defenders will have the advantage.They can surround the warp-in point and burn down the invaders as they appear. If they can keep up with the trickle of (undoubtedly uber-tanked) ships then they can successfully defend their base indefinitely. But if they cannot then they get overwhelmed. Everything is based on the time the each individual attacker takes to hack the gate. One cyclopean knuckledragger who can't figure out the puzzle can hold up the whole invasion, to the benefit of the defender and to the detriment of the guy already inside the pocket who's desperately waiting for logi reinforcements. On the other hand, a well prepared invasion force in which everyone is well practiced at hacking can quickly flood the pocket and overwhelm the defenders.
The uncertainty of timing keeps things interesting. And I think that it would be better if this uncertainty came from the human factor rather than from some random number generator. It matters to the defenders because it's their home that they are defending. It matters to the guy who's up-at-bat to hack the gate because his friends are getting pounded inside the pocket and his ability to assist them depends on quickly beating the puzzle without f***ing it up, and having to wait 30 seconds to try again. And it matters to the guys already in the melee that their reinforcements arrive quickly. And it matters to the anxiously waiting fleet that the guy ahead of them get through quickly and efficiently for all the same reasons.. This is what makes for good gameplay!
I'm constantly reading comments from PvPers who want less blob-warfare and more small-group battles. In most fleet battles there are really only a few shot callers, calling out primaries and secondaries, who are actually "playing" the game; and everyone else is just acting as voice controlled drones. It's boring. It's like Napoleon and the Duke of Wellington meeting at a specific time and place, on a big open field, to see who as the better blob. I have practically no PvP experience, but I suspect that what I've described above would be a lot more fun for the individual pilots.
My idea is for these pockets to be created by conquering NPC signatures which lead to deadspace. There would be a small chance of the Overseer (or other equivalent entity) dropping a "key" that could be brought to the gate at the entrance and be used to "claim" the pocket as your own. When this is done the pocket become persistent (does not disappear during server restart) and any structures within it become the property of the new owner. This would include any sentry guns that were not destroyed during your invasion. (And much of the development of this concept would relate to making all of what has always been only scenery into active, useful things.) Also, whatever ship restrictions that existed for the gate naturally would be carried over. This would mean that some pockets would be accessible to everything up to battleships and others only to frigate sized ships. Not all would be created equal. None would be able to handle capital ships. And the more claimed deadspace pockets in a system the lower the probability of the overseer dropping a gate key.
So, what would you do with these and how would it relate to SOV mechanics? The main use would be as a base to needle and antagonize the big SOV owners. They'd have to come down off their warhorses and fight you on the ground (in sub-caps, mostly T1s). Without moon mining, industry would be limited, but still worthwhile. [And I'm out of characters, so I'll have to leave the rest to your imagination...] |

Colette Kassia
Kassia Industrial Supply
67
|
Posted - 2015.02.24 10:51:25 -
[1835] - Quote
Short summary of what I would have written had the character limit not put an end to my rambling:
- Would allow for the construction of small or medium POSes, Alternately, there is that idea for a tower-like generator without a forcefield that can be placed anywhere and be used to drive POS modules. - May or may not allow capital construction arrays. I haven't decided. - Would NOT allow cynos or jump bridges, or course. - Be destroyed by a "Deadspace Disrupter Device" deployable that would run for 24 hours and then destroy the pocket and everything in it and fry the gate (which would be removed during the next restart). - Generally serve to antagonize the SOV owner. - May or may not be tied into the actual SOV mechanics in a way that I haven't thought of yet. |

Anthar Thebess
889
|
Posted - 2015.02.25 12:01:27 -
[1836] - Quote
Can we get sov / null changes update in upcoming o7 ?
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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baltec1
Bat Country Goonswarm Federation
15169
|
Posted - 2015.02.25 12:44:09 -
[1837] - Quote
Anthar Thebess wrote:Can we get sov / null changes update in upcoming o7 ?
You gotta wait for the keynotes at fanfest.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Manfred Sideous
North Eastern Swat Pandemic Legion
1067
|
Posted - 2015.02.25 18:52:05 -
[1838] - Quote
Just wanted to say thanks for all the great support on the CSMX stuff so far. I have been following the discussion here pretty close.
@EveManny
https://twitter.com/EveManny
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Capt Sephiroth
12
|
Posted - 2015.02.26 02:33:57 -
[1839] - Quote
I haven't really read the whole thread cause well 90 pages of it and probably somewhere in there is the answer to my questions, also I am well aware that my questions have probably been answered in numerous posts before but I now ask the ones that don't mind answering me with something different as "aw no not this again, look it up", I agree that I sound and probably am lazy for not doing my own research however if some people find it in their hearts to answer with arguments I would be forever thankful.
Having said that my inquiries are these:
1) By removing local from null and low sec would there be more or less fights? 2) Would the same removal of local in mentioned areas make people less likely to leave the safety of their stations and go back to HS where there would still be local? 3) Would people that go out roaming to find people to kill find it more of a hassle to jump from planet to planet or around system in general and spam d-scan in order to find targets than to come in the system and have them see the number of pilots in the system that may or may not be watching local and thus knowing if there is anyone in the system and you are not wasting time warping around to see if there is or isn't anyone in it? 4) How would this affect larger scale battles as in you would not see if someone would open a covert op cyno or see a local spike in pilots to inform you that the enemy or third party is about to join in the battle?
Having asked all that I find it only appropriate to answer my own questions so that people could see my point on the subject.
1) My opinion is that null would see more fights, catching people off guard would be much easier, however I can also see people teaming up, setting up eyes on gates or scanning down all signatures to see if there are any wormholes and potential risk from that side too, and knowing if any new sig should appear to move to safety till it has been checked out. I can see people teaming up much more to do stuff together to reduce the risks of themselves getting caught off guard. If someone thinks that the risks are solely on the side of the "victims" well I can see people setting up baits and catching the same attackers easier cause they cant see the local spiking which would give them less time to react and bug out before the ambush is already in motion. Lots of new tactics to be developed, used and perfected, making null and low sec more dynamic and riskier.
2) I guess some would and some wouldn't but also I think that with that change some entities would go to null or low from HS or WH even.
3) I personally don't find it a hassle to jump around the system d-scanning for potential targets and don't consider it a waste of time.
4) For this question I lack the knowledge and experience of how larger scale combat works and tactics revolving around it so I don't find myself in position to give any type of answer regarding this.
Thank you all in advance and looking forward to reading and having constructive discussions on this matter and leaving a smarter person.
Best regards
Capt Seph |

Lienzo
Amanuensis
31
|
Posted - 2015.02.26 03:10:54 -
[1840] - Quote
The best way to kill supers in blobs would be to make the doomsday effect negate or severely reduce the effect of remote reps for a period of time. That would enable even numerically inferior fleets to burn them down. |
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Amyclas Amatin
SUNDERING Goonswarm Federation
614
|
Posted - 2015.02.26 04:42:37 -
[1841] - Quote
:munch:
For more information on the New Order of High-Sec, please visit: http://www.minerbumping.com/
Remember that whenever you have a bad day in EVE, the correct reponse is "Thank you CCP, may I please have another?"
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Manfred Sideous
North Eastern Swat Pandemic Legion
1073
|
Posted - 2015.03.02 23:43:24 -
[1842] - Quote
LESS THAN 24 BOIS AND GRILLS ARE YOU EVEN HYPE!
@EveManny
https://twitter.com/EveManny
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Exdios Jar'go
Mythic Inc Gentlemen's.Parlor
1
|
Posted - 2015.03.03 00:13:42 -
[1843] - Quote
Am waiting with baited breath....... |

Rowells
ANZAC ALLIANCE Fidelas Constans
2041
|
Posted - 2015.03.03 00:20:50 -
[1844] - Quote
24 what |

Exdios Jar'go
Mythic Inc Gentlemen's.Parlor
1
|
Posted - 2015.03.03 00:35:28 -
[1845] - Quote
hours till the blog is released on the Sov changes apparently.
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Ariel Rin
Reikoku Pandemic Legion
23
|
Posted - 2015.03.03 11:27:53 -
[1846] - Quote
Step 1: Say AAAAAAAAAAAAAAAAAAAAAAAAAAAH!
Step 2: Go To Step 1
Ariel Rin
Creator and Manager of EVE Meet, for notification and sharing of out of game meets.
Twitter - Ariel Rin - EVE Meet
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Speedkermit Damo
Demonic Retribution
393
|
Posted - 2015.03.03 11:47:46 -
[1847] - Quote
The suspense......
Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.
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Vector Symian
0 Fear
607
|
Posted - 2015.04.03 03:35:18 -
[1848] - Quote
im just planning to burn it down and give as many opportunities for little guys to get in there and break it up
I like many of the deliberately localising nature of systems daily mining ops ect ect as it would counter the elitist pvp attitude that some pilots are developing
good luck and well said
plus 1 from me |
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