
SCV'Argos
TheMurk Shadow of xXDEATHXx
9
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Posted - 2017.03.17 01:10:50 -
[1] - Quote
Vic Jefferson wrote:D)Risk and reward should be at the heart of every mechanic.
Wardecs are probably one of the mechanics with the highest potential for generating engaging content, but largely fail to do so because of the asymmetry of it all. I.E. they could actually plant lots of great content seeds to get things rolling, but do not currently. Most of the larger wardec alliances can just blanket war-dec the entire game as there are no actual consequences to this other than token ISK costs, and no real risk to them due to high sec mechanics. If the wardeccers had to actually play a game of how many alliances and entities they can safely dec at once, say, by actually having ante on the table, things would be vastly more engaging. Right now there's nothing for defenders to actually attack to end the war, and no actual liabilities for the attacker, so the best strategy is just to dec everyone and take the easy pickings. However, numerous people have proposed structures or citadel modules/rigs that would be required to declare and wage war in high-sec GÇô these would be a great addition to the game because they would turn wardecs into an actual game; how many and which things can I safely dec? The rest of the game has a very interesting approach to content. Someone gets attacked, somewhere, for some reason. Suddenly they talk to their friends for help defendingGǪ.and suddenly the attackers also find allies, thus the escalation begins. Before you know it, EvEGÇÖs twisted and Byzantine alliances all work out whoGÇÖs side they are going to fight for over a given, initially small, conflict. This right here is the essence of EvE GÇô there are social consequences beyond one episodic instance, the game fosters these like no other, and conflict is rich with many different concurrent dimensions.People could actually get involved in the war once the attacker actually has some skin in the game. Now players could actually fight back GÇô fantastic, an actual risk and reward paradigm for wardeccers!
I think there is another very important mechanic which makes wardecs so lame - it's the so-called 'undock-fapping' gameplay. It's pretty common for wardeccers to just sit at trade hub stations and wait for easy prey. It's more like fishing than pvp. The undock mechanics of citadels should extend to stations for everybody who has security status above criminal level. This would achieve 2 things: 1) less deaths on undock due to lags; 2) no station-camping by wardeccers. Gate-camping is not the best gameplay either, but it is significantly less safe for the participants than station-camping.
To make risk/reward scheme work in wardecs we also need a proper risk source. We should rather have mercenary mechanics (which was a great idea, just not working) useful. This can be achieved by these steps: 1) eliminating undock-camping to move wardeccers further from safety; 2) introducing highsec covertcynos (see this topic: https://forums.eveonline.com/default.aspx?g=posts&t=296129) to make highsec pvp more dynamic: best pvp events in Eve start like sparks and based on surprise; 3) making pilot locations of both sides of a conflict always availabe to each other, real-time or nearly real-time -- so that the two sides could always meet (especially wardeccers vs mercenaries), and be on equal terms. With these 3 steps combined wardecs would become less biased, making attackers more vulnerable and mercenaries able to actually do something meaningful. |