
Haile Korhal
Professional Amateurs
26
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Posted - 2017.01.13 22:20:00 -
[1] - Quote
No tl;dr, but you can read the titles to read what you want.
Evictions Evictions are never about good fights. Evictions are 100% a bigger group smashing everything the smaller group owns, and the smaller group either evacuating frantically, self-destructing everything they can, or fighting back in vain (although very rarely I will admit some great fights do happen, it still remains valid that one group is trying to get rid of another group). And it is usually either "we want their loot" or "that's our content." Neither is a bad reason, that's just what Eve is. But a group that just goes around evicting people is, in my opinion, doing themselves a disservice because even though there will always be targets in wormholes, there will be less and less good ones and more and more smaller, lighter operations. Evictions should definitely have a reason, more so than "that's just what we do."
Terry Pratchett said, "Hit a man too hard and you can only rob him once; hit him just hard enough and you can rob him every week."
That's not saying I endorse extortion, but it means I more prefer the concept of 'more content is better content.' If they can't defend it, blow up one structure, loot it, and leave. It'll hurt, and the group will then either lick their wounds or pack up shop. Destroy everything and they may not be able to recover from that. Hard Knocks made a great example with their recent 'non-eviction.' They blew up some stuff and left. That, in my opinion, is the perfect strategy (not saying I like Hard Knocks or am kissing up to them, just admiring their strategy). "Those *** deserve it" is actually a great reason in my opinion, it tells a good story and is what makes Eve great, player created stories.
A group that is just in a wormhole to farm it is probably running pretty light, and as soon as you start burning them down they'll have already set up shop somewhere else. They may not contribute a lot to 'the glory of wormholes' but they do generate content. Hunting the farmer, shooting the miner, blowing up the explorer. Etc. It's all good content, and their homes are generally not valuable enough to loot.
A group that truly wants to live in wormholes will defend it until they can't (either through sheer number or fatigue), and then die. They'll recover, if they can, and they'll try it again. We've been evicted a number of times, and we're still in W-Space (albeit not the same one). We're too small to defend against the "we want their loot" or "that's our content" but we'll certainly fight when we can. If 20 people show up on our doorstep, we'll fight because of the force multiplier of our citadel. If 30 show up we'll alarm clock for Armor most likely and fight then. If 40 show up, we'll alarm clock and try to find friends. But if 60 or more show up, there's no way we can fight that because we're just too small time, undocking is alpha suicide so why bother? Force multipliers only work so well when the Eve-Meta of n+1 takes effect.
Good Fight Theory In my opinion, if a group wants a good fight, they should bring an appropriate amount of power to face what they're fighting. Obviously you want to win, so you stack the odds. The defender has home field advantage, but that only counts for so much. If your fleet has more members than their entire corp-count, it's obviously way too many. 30%-70% of w-space is alts, so even that is a poor judgement, but it's still a good place to start if you want good fights. 60 vs 12, definitely too many. But 30 vs 12 might be doable with force multipliers and some luck. If you can field 60 people at a moment's notice you can easily field just 30 for some fun. Then escalations could bring numbers up, and we get great big awesome brawls over tiny targets.
Personally, I think citadels are great (although I haven't seen a Fortizar in action). They shouldn't get nerfed, they shouldn't get buffed. They are performing as they should. Although there are some things that are definitely 'weird' that should probably get fixed when they can. Such as being able to burn down a citadel faster than its 30 minute window, uselessness at range, uselessness of citadel fighters, and so on. Bravo for the folks who found these strategies out and used them to great effect; it still needs to be fixed though (for example: drifter incursions were fun but definitely needed to die).
Corporate Asset Security I know this was brought up in the last town-hall, but it is still a relevant issue. For opt-in director/CEO access to structure storage. I wrote a paper about this with my proposed change .
On-Topic
- The biggest complaint my group seems to have is the session timers. Necessary, but definitely very inconvenient and we got spoiled by not having them to start with.
- C4 Spawn ranges is absolutely ridiculous, it practically requires carrier support, which as you know is a big target in C4 space. I am not advocating they should be runnable by just a couple of battleships (as hunting C4 caps is something we do too), but my entire corporation of 9 people with alts in sub-caps still took a ridiculous amount of time to run a single site. True, I'm a scrub, but all that slow boating was cancerous. We practically ignore our sites now because they're just not worth doing wit
- C6 Space should absolutely have a dual static. All the other Even Class holes do, it's 'bout time! There needs to be a reason for people to risk the "instant eviction just because you live here and we can" mentality that is high-class space. I know my corp would consider it if we got big enough, because we've grown accustomed to the dual static life style; far more content per day.
That's it, close book. Sorry about that!
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