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Thread Statistics | Show CCP posts - 25 post(s) |
SuckySycky5dolla
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Posted - 2008.09.19 17:36:00 -
[541]
war-deccing corp which participate in FW should be illegal. I'm seeing lamer corps from one faction targeting induvidual smaller corps participating in FW with the demand to leave FW. FW should be immune to that kind of exploitation unless the entire milia becomes at war with that same corporation which initiated the declaration.
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Phione
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Posted - 2008.09.20 15:54:00 -
[542]
Can EVE CCP Please respond.....
Alot of us here are looking for a little bit of hope. We would just like to know if EVE is planning to modify Faction Warfare or not ((Soon)). There were alot of statements from EVE about the perks of FW that were in development in the begining. To only be replaced Now with an out of place silence on the issue.
We know its alot of work. We also and don't want to penalize EVE for trying to bring new substance to the game. But we feel it is time that EVE atleast give us a status report, in regards to FW. Please EVE CCP what are your Plans?
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Hirana Yoshida
Behavioral Affront
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Posted - 2008.09.26 17:37:00 -
[543]
I will second the request for a response from a CCP representative, are we just blowing smoke?
Some more smoke if that is the case: The FW missions are great now, not too easy and not too hard, makes for a challenge to do in hostile space so great use of ones time (where is the LP store tweaks to make us drool?)
What does annoy me is that except for a select few missions a person can open one, be chased out only to return hours later to complete it, or a random ally of his can complete it for him.
I would suggest that they be restructured/rewritten to have a collectable item of some sort akin to "The Fox Hunt" so that the defender can close it, preventing the enemy from just coming back later.
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Am Li
Caldari Dominion Gaming
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Posted - 2008.09.29 05:05:00 -
[544]
Edited by: Am Li on 29/09/2008 05:13:19 I would like to see some rewards from FW. Something along the lines of LPs for making kills, capping, ____BEING IN A FLEET THAT MAKES KILLS OR CAPS IN YOUR CURRENT SYSTEM____
Nothing sucks more than going out and sitting at that gate for three, four hours and watching others get some and you are 0.1 seconds away from locking and the target is gone.
Originally by: Ratchman I like quite a few of the suggestons made regarding FW, but I think that improving the gameplay boils down to 3 things:
1. Rewards. There has to be an incentive for people to keep playing FW. I personally prefer the LP store. And if you wanted to give extra incentve, a few new ships with new hulls only available to FW pilots would certainly drawn people in (although they shouldn't be too expensive as we want to encourage people to actually use them in FW).
2. Rankings. If there could be a way of setting up roles for people in the militia, we could then 'elect' a leader who can then assign subordinates and then have a more structured nature. If they could then have the option to kick people out if necessary, the militias would then be able to prevent a fair degree of spying.
3. Move the conflict away from Jumpgates. Practically all of the combat occurs at jumpgates (not counting the in-out docking games, which is just frustrating), and the outcome there is heavily influenced by lag. We really need to find a way to encourage fighting away from gates. Even without the lag, it would be nice to have a few different locales for combat. Perhaps some form of warping a fleet into the next system without having to use the exit gate (kind of like a very limited cynosaural field). The caveat of this could always be the exit point could be random, and that it needs a specialist ship or module to generate.
There are a few other suggestions I would like to make, but I am not sure about their viability. Firstly, it would be nice to have some ingame killboard and/or statistical analysis. Secondly, some environmental effects would be nice, such a ssensor-suppressing nebulae, gravity wells and patches of dangerous radiation that can eat away at armour and hull.
/sign in this I believe.
For example in the Caldari Militia there are about five well known and revered FC's They have clout behind them and are able to actually form large blobs. I like that they have people power but I don't believe they should have technical power to kick people out of militia. This would make militia a corp and ruin its true purpose.
The FCs, I know, have private channels that is "eyes only" conversation about this and that for the militia. Most of us in militia don't have to worry about plotting and such. They have the clout but no thrown and should stay that way. Sure, give them recognition. They've earned it. DOMINION GAMING, LAID BACK GAMING CLAN Recruitment Thread Homepage |
BKnight3
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Posted - 2008.10.02 14:48:00 -
[545]
Anti-Griefer concept: http://oldforums.eveonline.com/?a=topic&threadID=887751
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2008.10.04 22:15:00 -
[546]
time to add planetary interaction to factional warfare me thinks
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RedSplat
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Posted - 2008.10.12 18:41:00 -
[547]
+1 cookie to any dev that bothers to read all this, although i am not holding my breath
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Glock 22
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Posted - 2008.10.14 15:55:00 -
[548]
Edited by: Glock 22 on 14/10/2008 15:59:27 I had an alt in faction war and he was doing real good on the kill to death ratio. I left the FW for a couple of reasons. List as follows:
1: Faction war only reconized the plexor's and not the ones doing the pvp. Both the pvp needed the plexor's to keep the systems and the Plexors needed the pvper's for backup. Need to do something for the ones who pvp.
2: In my opinion I think the corps that war dec other corps in faction war just to try to have them drop from fw should be a war target to that faction. I understand its war and there is no rules, but that should go both ways.
3: As far as gate camping goes it really does not bother me that much because the group I was in always went an alt route. And for those who fw war you know Tama=Clone Activation don't go that way.
The Faction War over all was a good learning Exp. and I loved it. Speaking for myself would do it again in a heartbeat if the rewards for pvp was actually there. These were the only two real issues I had with the fw. Other than Podding the enemy (I lost my share of pods though!!!! LOL) Thanks! I will get off the soap box now!
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CoLe Blackblood
Tribal Liberation Force
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Posted - 2008.10.20 13:06:00 -
[549]
Faction allies need to be auto-purple!!!!
Adding another tab to my overview takes up way too much space. I would like to see the combat field, not the UI.
Caldari/Amarr should be purple
Minmatar/Gallente should be purple
Its annoying be chased, jammed and fired upon by my own allies constantly through no fault of their own.
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Hussain
Gallente Shadows Of The Federation
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Posted - 2008.10.23 07:29:00 -
[550]
Maybe this has been said before but there is a big problem with balance regarding plexes. To speed tank a Caldari Plex you need about 6000m/s orbital speed, you can do this in a inty without too much effort. Still you will probbably get hitted a couple of times and you will be probbably dead if you bump into something and will die horribly if you run out of cap. Now yesterday I saw a Condor speed tanking a Gallente Major Compound, in spite of 7 "Elite" frigates, a dozen Cruisers and 5 Battleships. It was going arround 1300m/s and after talking with the pilot (a 3 month old character) he claimed it could go as low as 1000m/s and still speed tank it, try to do that in a Caldari plex and see how long you last. I have not tried Amarr and Minmatar plexes but I think that the Minmatar plexes will be hard as well becouse they tend to have some missile capability but Ammarr plexes should be easy to tank also becouse of the lack of missiles. This brings 2 problems to bear: 1. Some navies are too weak, poor tracking and poor range or just poor tracking compared with missiles. 2. With the incoming speed nerf 6000m/s may not be attainable while 1000m/s will probabbly be. As it is now the situation is imbalanced if everything stays the same after the nerf it will become impossible to have something akin to balance.
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chatgris
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Posted - 2008.10.25 20:00:00 -
[551]
So far I've been a hardcore carebear :) Factional warfare sounds interesting, but not at the expense of not being able to visit Jita. I don't want to cut off access to a significant portion of an already tiny empire.
If there was a way to covertly join factional warfare, e.g. hide your identity from the opposing NPC factions, I'd definitely give it a try in some disposable ships as a way to test the pvp waters.
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Tessen
Stellar Tide
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Posted - 2008.10.27 17:58:00 -
[552]
Today, having sov or not in a system make no difference. Gaining Sov should mean something more than a single change on top left (or right) in the UI.
Setting standing for a whole milicia (same as for an alliance) could be usefull.
Actualy it is possible to speed tank an hostile major plex with any MWD frigate. Think this shold be fixed. Easy solution : give webs and/or nos/neut to NPCs.
Any project about specific LP store in milicias ? Maybe unique faction modules/ships.
FW is mainly a roaming/small fleets PVP. Alliance have very strong production abilities and several capital pilots. If alliances get in FW, it will becore a new capital blob war. FW dont need alliances : there is already 4 alliances in FW : one for each empires.
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AkRoYeR
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Posted - 2008.11.02 17:59:00 -
[553]
Not sure if anyone already suggested it, but to make FW more attractive consider making a SP bonus upon successful completion of X number of missions or after X number of enemy faction kills. For instance you kill 100 enemy players in fleet FW you get a bonus of 10,000 SP to put into whatever skill you choose.
There would of course need to be other stipulations to keep people from just fleeting up using their alts and going against a buddy and his alts sort of like SP farming.
Make the rewards more lucrative!
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Raimo
Gallente Wrath of Fenris
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Posted - 2008.11.04 07:27:00 -
[554]
Edited by: Raimo on 04/11/2008 07:30:28 Edited by: Raimo on 04/11/2008 07:29:59 Rewards for PVP would be great as there are no indirect rewards unlike 0.0 or hisec merc work and looting is not alvays as feasible in hectic and dynamic FW play as in a regular pirate gate camp. Maybe have a system where a reward will be given for popping a particular player only once per DT to reduce farming gains... A second, extranice reward for pods should be implemented though.
Make the rewards scale so that this would be just some little extra for the casual pewpewer and *maybe* allow a really succesful player to make a modest living. I.e. it doesn't have to be super profitable but *something* would be nice.
Oh, extra rewards for solo kills and a little less extra for small gangs would be super and also work nicely against blobbing... If there is only you on the KM, double LP/ISK, if less than 5-10 1,5 the reward or something. (Or a system that scales down from solo to 5-10+ in increments, having "normal" pay with a blob kill)
Yeah, that would be very cool.
Also, more rewards for plexing would be good as well, ofc scaled to the capturing gang's size as well with more rewards for a small plexing gang... I don't plex at all (at least with the current system) but I could see it again helping small gang pew.
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Sal Panucci
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Posted - 2008.11.05 22:56:00 -
[555]
My thoughts from experience - I'm sure most/all have been voiced...
1. There is no real advantage to capturing a system. It takes a sizable amount of effort to capture a system, and what does it get you? Some arbitrary points in the war that make your faction look better. There needs to be a reason to take systems whether it be some form of docking rights (I know that's a large topic itself), perhaps small faction npc assistance in fights, watered down gate guns, free repairs, or whatever you can think up. But make there be a reason that gives more than bragging rights.
2. There is a lack of rewards for participation beyond the fun. How about a modification to FW LP stores that introduces some faction meta level 10 modules (one higher than currently available in lp stores) to make it comparable to the risks of running missions for pirate factions for implants - participation in faction war being the only way to get these modules. Also, how about a reward for scoring kill mails (reward proportional to difficulty with something to keep people from killing an alt in insured bs over and over for profit). A nice side effect of this could be an increase in solo/small gang pvp.
2a. How about some form of reward - bounty/lp/something else for getting kill mails. Give it to the person that gets the deathblow only to reward solo/small gang pvp and to keep people in large gangs from shooting one round at each enemy to appear on large ammounts of mails.
2b. Larger personal rewards for capturing complexes. The idea of gate restrictions is excellent for giving newer players in small ships an important role in the war (the best feature of FW imo). Make the rewards greater to encourage more participation and fights within complexes.
3. A corporation joining FW is very comparable to joining an alliance. Corps that sign up for FW should be excluded from wars. Make it so they cannot declare war or have war declared on them.
When I participated every FC in the Caldari militia with any leadership ability that formed a corporation was hit with at least one wardec. This severely limited their participation. Sure they can drop from the personal corp to avoid this, but being in a smaller group than the entire militia has many advantages just as having corps within an alliance has advantages.
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Matsutatsu
Caldari State Protectorate
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Posted - 2008.11.09 17:54:00 -
[556]
This is basically an (improved) repost of thread. I missed this sticky before.
There seems to be a wide consensus that rewards for participating in FW should be better. There is also a lack of rewards for controlling FW systems. I propose a mechanism whereby militia members can convert their VPs into ISK by betting against enemy militia members on the system control. Sort of like officers putting their reputation in line by promising to capture or hold certain systems.
There is a betting period, weekly seems best, but could also be monthly or some other. Players can place their VPs as bets on FW systems. For example 500 VP's on Tama, 20 VP's on Old Man Star. When betting period ends, bets that were placed before the end of previous betting period will be repayed in ISK.
p: payout of ISK per VP in bet o: total VP bet on system by own militia e: total VP bet on system by enemy militia b: base payout rate, some constant like 10,000 ISK
p = b * (e / o)
VPs in the bet are lost. You receive payout for only those systems that are controlled by your own militia.
Example:
Week 1: Gallente players bet total 100,000 VPs on the control of Old Man Star (OMS). Caldari players bet total 1,000 VPs on the control of OMS.
Gallente has e/o ratio of 1/100 on OMS, Caldari has e/o ratio of 100 on OMS.
Week 2: If Gallente controls OMS when week 2 ends then those Gallente militia members who made bets on it receive 100 ISK per VP in the bet (10,000 * 1/100). Caldari receive nothing for their bets. If Caldari controls OMS when week 2 ends then those Caldari militia members who made bets on it receive 1,000,000 ISK per VP in the bet (10,000 * 100). Gallente receive nothing for their bets.
To stop placing bets over old news, for example Caldari captures OMS and there is already a large Gallente bet on it, thus allowing Caldari players easy profit, I propose two rules.
No betting on vulnerable systems. When system control is flipped there will be no more bets for the period.
This proposal should give players a reason to pick some systems that they want to protect or conquer. It should also encourage conflict and risk taking as bigger profits are in going against a large enemy bet. Unlike giving fixed rewards for capturing and holding that could easily become skewed towards either offence or defence, betting system is self-correcting. In boardgame design it is said that it is really hard to screw up with an auction or a betting system. At the moment capturing enemy systems is rare, so there would probably be large defensive bets that give small but likely payout and smaller offensive bets with improbable huge payout. It would also bring a new dimension to the game: trying to deduce enemy's intentions by the bets they have placed. Who, where and how much? Are they known to be dangerous?
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Matsutatsu
Caldari State Protectorate
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Posted - 2008.11.09 18:04:00 -
[557]
And I agree that something should be done about speed tanking in the plexes. There is something wrong when you could use T1 frigate to capture all the plexes. I don't think that npcs in plexes should be hard. Atm they can be pretty tricky in solo non-speed tanked ship. Just that it is wrong to have THE ship type for plexing. Speed tanked t1 frig for capturing small plexes and inty for capturing mediums would be ok. Really really good tracking for some NPCs in majors and just good tracking in mediums should be enough.
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Mithrandere
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Posted - 2008.11.12 16:04:00 -
[558]
A bad idea.
- Not organised enough - Not 'wary' enough - Disjointed - Did'nt realy bring any new dynamics to the game, it just made certain bits more accesible. - Could have been much better had it been thought about more, maybe if players had been asked about it first too?
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Soraya Silvermoon
State Protectorate
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Posted - 2008.11.12 17:52:00 -
[559]
We need true 0,0! where Factions really clash together over resources.
Give us back the good old 0,0 space and not the player run empire space we have today or the npc faction run 0,0 that's always been there.
Open new regions of space where there is illegal to anchor pos (factions would destroy them).
Add exploration content where you can find faction capital ship wrecks or even put capital ship npcs in the belts.
Add some fancy ore that all the miners simply must extract in addition to the huge rare roids that will grow up.
Add an area so big that miners have time to mine in between the pvp encounters rather than being jumped by a 30 man fleet 7 times an hour.
Add so many regions with so many gates that distance and size of area start limiting the size of pvp groups. (How size limits blob size: Pvpers rather fly out as soon as they got 2-5 people if they are able to survive/find a similar sized target group, and they dont want to make 100 jumps in a big fleet that shows like a big blob on map and not find anything because all the scouts have announced their arrival days before.)
Add an area so big that Carriers wont get to the deepest areas on one tank of fuel (create demand for the transports or even make ice of all types available and add ice mining ships with built in refinery of course inferior to the ones already existing but with the ability to refine and size small enough to not take up to much space in the carrier.
Add empire border systems with gates in such numbers that the border camps are being spread out rather than just an impassable blob of alliance boredom.
Add faction npcs so the people who want standings with pirate factions can npc and loose faction standings instead. Maybe the solution for players who have done caldari navy missions for years but want to work for guristas to gain back their standings with the faction that is lost working for caldari navy?
Add battle stations (dockable but no services) with a set shield hp that can be used as safespots when logging off or simply seeking to chat and spin ship or waiting for area to cool down or to initiate player trading windows. The players of each faction could have fun batteling for and switching them to their side.
Add battle stations (dockable but limited or no services) with a set shield hp that can be used as safespots when logging off or simply seeking to chat and spin ship or waiting for area to cool down or to initiate player trading windows. The players of each faction could have fun batteling for and switching them to their side (note that we don't want the booring shield shooting for hours. just for a bit so that enemy have time to intercept. say 10 minutes of hp?)
Add some secret stuff and some storyline plot and I`m a happy panda.
A faction warrior would have fun causing chaos in this area. A miner could mine in 0,0 again without being forced into an alliance. A pirate could ransom the miner and earn his keep again and the miner would make a profit never the less because of rare ore. The same for npcers. Pirates would have fun trying to catch and kill or ransom people cynoing their carriers in or out of deep regions with their loot. or try catch and kill/ransom the transports coming out.
Add battle stations (dockable but limited or no services) with a set shield hp that can be used as safespots when logging off or simply seeking to chat and spin ship or waiting for area to cool down or to initiate player trading windows. The players of each faction could have fun batteling for and switching them to their side (note that we don't want the booring shield shooting for hours. just for a bit so that enemy have time to intercept. say 10 minutes of hp?)
Pick and add ideas.. This is merely brainstorming.
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2008.11.13 06:26:00 -
[560]
Give us the long promised low sec sub faction FW systems ( aridia for example being ammatar) and all the other areas. Oh and the 0.0 NPC regions need to be implemented ( pirate factions) and more systems added to the empire low sec and also the npc 0.0 areas. Or at least more stations
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Ikonia
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Posted - 2008.11.13 11:38:00 -
[561]
FW from my opinion:
1.) it is a good idea, but lacks in details. In description it says, you can be attacked everywhere, even in high sec. But for example ships like the stealth bombers cannot cloak in enemy teritory whilst they are developed for exactly that. Would bring more fun to the whole thing.
2.) docking at opposing faction stations should be impossible.
3.) That u cant use things like interdictors and bombs in FW is against all logical thoughts in a war.
4.) to break the support lines of the opposing factions by attacking their plants/POS in highsec should be possible without being swarmed by myriards of navy within half a second.
5.) add some content for those who arent fighters in first point, but scanners, smugglers or explorers
6.) add some content that is thrilling for a BS fleet.
7.) populate the war by giving players a better financial support for their lost ships/implants by the navy. As long as i have to completely pay for risking my ship, lifem implants, ammo and and out of my own pocket, there is no point of doing it, since i dfont have a benefit but a crappy title which is of no use at all but posing.
8.) add modules and implants only available in FW and only useable while assigned to FW. As long as the there are no benefits but risking your expensive stuff, i dont see the point of doing it.
9.) add more complexitiy to the political system and its consequences to those in FW.
Greets Iko
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Cpt Cosmic
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Posted - 2008.11.17 10:14:00 -
[562]
Edited by: Cpt Cosmic on 17/11/2008 10:16:05 neutrals should be looked at. it happened to me already several times and today too. you have a fight and suddenly a "neutral" alt warps in and start remote repping the opposite faction without any consequences, no flashy red or anything and attacking them under sentries is not a possibility cause it would make it even worse for me.
do something against this.
also capturing system needs to have a meaningful reward. it is timeconsuming, has plenty of risks but no real reward. |
Ikonia
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Posted - 2008.11.17 11:18:00 -
[563]
Originally by: Cpt Cosmic Edited by: Cpt Cosmic on 17/11/2008 10:16:05 neutrals should be looked at. it happened to me already several times and today too. you have a fight and suddenly a "neutral" alt warps in and start remote repping the opposite faction without any consequences, no flashy red or anything and attacking them under sentries is not a possibility cause it would make it even worse for me.
do something against this.
also capturing system needs to have a meaningful reward. it is timeconsuming, has plenty of risks but no real reward.
The whole FW is good for nothing. No rewards but a title that doesnt proof anything but u have wasted a lot of time. No Help or support from the "system" you are fighting for, you only risk everything you have for nothing at all. At least the idea is good, but since there are no consequences or benefits it is a waste of time and just for those who have a wealthy main character and want to play around a bit in PVP by supporting a new char with bad skills and cheap ships used in huge blobs gatecamping. Not much of a war, not much of benefit, nothing for good = waste of time at the point of it is now :)
Greets, Iko
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Alica Wildfire
Minmatar Federal Investigations Agency
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Posted - 2008.11.26 09:40:00 -
[564]
FW milita plexes - allow fire on neutrals
At the moment we can't defend our plex against "neutral", speak always pirates, invaders without letting them shoot first. While our NPC-rats are of cause allowed to shoot on these targets and these targets always and only come into our plex for a kill, we can nothing do to defend them.
Or if we do, we get security hits.
I think it would be better to give us shooting rights on anything not our militia inside a plex. Makes more sense and aligns with the behavior of the NPC.
Just my two cents, but I think all militia pilots will support this. For a neutral has nothing to do inside a military compound. He may not enter or will be shot on sight. I'm sick of getting security hits on legal targets. Thats a military area. We shoot on sight. This is the way it should be, from gamemechanics and from roleplay sight of view. I am doing FW for roleplay.
Easy change with no sideeffect, that aligns with the greater scope of the idea and gives us a chance to fight off that pirates in a fair way on even conditions. At the moment all milita pilots get security hits for just doing his duty. -- FREEDOM, PUNK & AUTOCANNONS
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Sillas Cov
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Posted - 2008.11.27 16:57:00 -
[565]
Devs
Love the game! BUT ya need to get real with THE most precious commodity in EVE: Time
When ratting for isk in High sec, you are not plexing for fun in low sec = EPIC fail of Fac War!!
Fac War is being severely compromised by the fact that players must Rat, Mission run and Mine to support PVP for Fac warfare.
Ive made a call for fleet action and find players are out making isk to support the ship loses.
Mainly by running lvl 4s I'd add.
SO here is a game based on pvp and players are being forced to interact with PVE to realize the actual PVP game play??
If the Factional State funded losses by as much as 60% then people would fight instead of rat.
I suggest that at the very least, near unlimited T1 cruzer losses should funded by the Fac Warfare missions/plex rewards/Plex rat loot drops.
This would get ppl out fighting in way bigger numbers and keep T1 ships in action to a much greater degree.
BTW Im finally having fun in EVE with PVP plexing in Low sec Black Rise, but see that ppl dont want to plex due to the cost of it and the few rewards involved over the long run.
Sillas
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Dextrome
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Posted - 2008.11.30 06:42:00 -
[566]
The way systems are taken needs to be changed. I don't know how people can stand orbiting for 10 or 20 minutes and doing that many times over without losing their minds. Why not just have npcs spawn till a system chief shows then killing that to clear the beacon. Maybe make them all tougher so more teamwork is needed.
Also FW needs more rewards, soon. Maybe do something crazy like have npcs have a chance of dropping navy mods. Or something even crazier, say put bounties on navy npcs which can only be collected by milita members. Something like 1mil for cruisers, 2mil for bcs and 3mil for battleships. Then offer isk rewards for clearing beacons, say 500k for a minor and 2mil for a major per person. |
Matsutatsu
Caldari State Protectorate
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Posted - 2008.12.01 10:55:00 -
[567]
I think that bounties for navy NPCs that can be collected only by militia members is a good idea.
While doing plexes may get boring sometimes, I don't agree with time reduction as this would drastically reduce the PVP while plexing. There would be no time to gather reinforcments from neighbouring systems etc. I would certainly miss my last 2 kills as these guys turned up pretty late.
Increasing number of plexers by increasing rewards would decrease the boredom. Try doing plexes near Hykanima. Pretty likely Dead Parrot Shoppe will turn up and provide entertainment.
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Anselm's MajorDomo
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Posted - 2008.12.03 20:01:00 -
[568]
As an industrialist, what I would like to see is Faction dropboxes for resources. I would like to support the war effort by donating ammo, ships, or even raw minerals in contested regions that FW allies could then access. I have few PvP skills, but I can mine and manufacture like a god. There are probably others like me who want to aid their Faction, but aren't especially good fighters, and I'd be willing to risk hauling equipment to stations in contested space if my allies who docked there could then have access to this equipment based on a hiearchy of their Faction Status and number of enemy kills.
Maybe once every two weeks, as an in-game event, a mission announcement could appear stating that a dropbox window will be open for 48 hours at one or more of the stations in contested space. During this time, whatever cargo, minerals, equipment is brought in by a faction and deposited there will be stored and later made available to FW allies with [the important bit] matching funds/equipment provided by NPC station-owners. FW would need to fleet up to escort this equipment and deposit in the dangerzone. Meanwhile, the enemy faction would get a mission announcement statement that from NPC spies that, for the next 48 hours, their enemy will be depositing warfare materiel at X base, and they can fleet up and try and block gates leading to that system or cover the area around the station. If they can stop the shipment, they can claim cargo as loot for their side or at least prevent it from falling into the hands of the opponent with (and thus block the possibility "matching equipment" resources coming from the station-owner).
Industrialists could earn FW status with their faction for so many ISK worth of deposits/donations, and possibly even eventually earn some sort of honory support medals for truly large deposits.
This would allow logistics and supply to enter the game in a realistic way. The player would know the donated materials would effectively be "doubled" for others on his side when they are first deposited--that's a strong incentive.
This would also encourage a lot of regional movement, because one week it would be important to get materials over HERE, and the next week it would be important to block the enemy from depositing materials over THERE, and so on, giving the game masters a chance to direct mass migrations where they want players to be, to help spread them out through space more evenly or concentrate them as needed.
Drawbacks? There'd need to be some way to "mark" the donated equipment and the "matching" funds or equipment the NPC station generates. Otherwise, folks would drop donations in the box, take them out, give them to another player, and then that player would drop it as a donation in the box so it would "double" with matching funds. Can't have endless doubling of that sort. That's why I think a 48 hour window makes sense. For 48 hours, players can dump the donations, but those donations cannot be accessed. At the end of that donation period-- or 2-3 days after that--when it is no longer possible to make donations, the donated equipment is processed and "matching" equipment/funds/minerals created. Those are then made available to FW players with sufficiently high status on a first-come, first-served basis to help offset lost ships, ammo, etc.
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Anarich
Caldari Perkone
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Posted - 2008.12.05 10:10:00 -
[569]
Being an avid capitalistic, doesn't seem a direct way to make much money off of Faction Wars, though maybe the price increase in tritanium commodities is partially the result of faction wars. Most militaries pay their enlistees some wage. So I vote for wages in accordance with their military position to be paid as long as they are active participants and follow orders and aren't awol. Capturable territory needs to exist. Or maybe a capturable target perhaps of some symbolic or politic value. People need to be rewarded with rank and maybe bonuses for achieving certain goals.
In summary enlistees blow other factions up, make money from wages, buy new ships, items, and stuff and have fun. Manufacturers and miners make more money. Win win. Maybe sales tax paid to the npc markets could also be used to fund the faction wars.
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