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Thread Statistics | Show CCP posts - 12 post(s) |

A PUPPETMASTER
The Galactic Empire Executive Outcomes
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Posted - 2008.05.23 18:52:00 -
[121]
First I have to say FW is a good concept with great potential if it isn't misused by lets say privateers or some other pirate faction for free ganking whereever they want. Now some points of criticism:
I have to agree to the statement of Lyra Garris. I did a lvl4 for amarr and got surprises for free:
1. 20 Mintues till bonus ran out (target system was 8!!) jumps out 2. About 7bs 25-30cruisersized and same amount of frigs for 700(??) LP.
Solution:
- Shorter range from agents home base, which is already close to enemy territory - Reasonable bonus time (and yes we don't have polaris frigs for our missionrunning) - Matching LP/Cash for the danger of exposing yourself under fire (from npcs) far away from home, in your missionship since the missionbeacon pops up in local for everyone to visit.
The second problem I encountered is the concept of FW itself, a tutorial and some guides are needed.
I'm not spamming! This is propaganda and information Warfare ;) |

Lord WarATron
Black Nova Corp Band of Brothers
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Posted - 2008.05.23 18:53:00 -
[122]
Navy Apoc has same CPU/Grid as normal Apoc making it difficult to use the extra lowslot since the apoc is tight on CPU anyway.
It can use extra CPU/Grid as all other faction ships ingame have extra cpu/grid to make use of their extra slot. --
Billion Isk Mission |

Elsebeth Rhiannon
Gradient Electus Matari
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Posted - 2008.05.23 19:48:00 -
[123]
Request: please add a public "member corporations" list for the militias, like alliances these days have, so that one can see which corporations are signed up.
-- Help us defend the Republic; join Gradient today.
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Arkady Sadik
Gradient Electus Matari
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Posted - 2008.05.23 20:10:00 -
[124]
Problem
To defend a system (to reduce victory points), the defending side needs to find and defend plexes in it. Only the attacking side (or neutrals, apparently?) can actually find plexes. This leads to a special situation where it is actually benefical to have a "hostile" (alt) in your gang to find friendly plexes for you to "secure". This is, I believe, an unintended "feature".
Solutions
Not sure. The easiest solution would be to just make plexes findable by everyone (including "friendly" militias), removing the "bonus" gained from an alt. You still get a bonus for the alt in the hostile militia channel, but it's less of a bonus. Feels a bit weird, though.
Or you can just ignore the problem as not too problematic, or just rely on the general cluelessness level in the typical militia gang to shoot the friendly "hostile" right away.
Other ideas?
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Wesley Baird
Murder-Death-Kill
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Posted - 2008.05.23 23:22:00 -
[125]
Edited by: Wesley Baird on 23/05/2008 23:22:58 Trying to set up a large mini tower in Nisuwa, it will not allow me to put Mechanical Parts into the towers fuel bay, all the other fuel entered as per normal.
"You cannot place mechanical parts into fuel bay" is the message.
Of course I cannot online the tower due to the fact that there are no Mechanical Parts in the tower.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.24 01:07:00 -
[126]
Originally by: Arkady Sadik Problem
To defend a system (to reduce victory points), the defending side needs to find and defend plexes in it. Only the attacking side (or neutrals, apparently?) can actually find plexes. This leads to a special situation where it is actually benefical to have a "hostile" (alt) in your gang to find friendly plexes for you to "secure". This is, I believe, an unintended "feature".
Solutions
Not sure. The easiest solution would be to just make plexes findable by everyone (including "friendly" militias), removing the "bonus" gained from an alt. You still get a bonus for the alt in the hostile militia channel, but it's less of a bonus. Feels a bit weird, though.
Or you can just ignore the problem as not too problematic, or just rely on the general cluelessness level in the typical militia gang to shoot the friendly "hostile" right away.
Other ideas?
Can't confirm this. I have found and secured plenty of Amarr complexes in both contested and uncontested systems.
Now recruiting! |

Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.24 01:11:00 -
[127]
A friend left his corp today and joined up with the Amarr Militia. We then went about and started to take Minmatar sites. He got the standing boosts but was still not promoted when he had already reached a standing of 2. He relogged and was promoted to rank 1 after the next site had been taken.
When I left my alliance and joined the Militia I still got the alliance mails of Vigilia Valeria while in the Militia. It thus looks like your old corp/alliance info is not completely cleared until you relog for the first time.
Now recruiting! |

Neth'Rae
Neth's Workshop
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Posted - 2008.05.24 05:16:00 -
[128]
You really need to make stations hostile aswell.. As it is now, you can dock at Enemy Navy station without anything happening..
And Enemy Stations in hostile space should be conquered by the enemy and their agents removed/replaced..
Request signatures at EVE-GFX |

Drenan
State War Academy
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Posted - 2008.05.24 08:11:00 -
[129]
Some observations:
1. FW is obviously an Alt or second character thing, otherwise your main char (having potentially left his/her alliance to sign-up) will find travelling to other factions empire space 'challenging' to say the least. (No more Jita shopping trips for your main Minnie/Gallente char if they sign up for FW)? 
2. The potential for lowsec pirate gang griefing of the whole enterprise is huge.
3. Is there a new 'Looking for Group' tool designed to make militia gang/fleet formation simple when you are defending/attacking a complex?
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.24 09:17:00 -
[130]
I dearly hope that the standing boosts you gain for taking sites will be vastly decreased and are merrily this huge for testing purposes... After two days I am already Tribunus Colonel with a standing of 7.5. I want to WORK for my promotions :P
Now recruiting! |
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Sarin Adler
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Posted - 2008.05.24 13:44:00 -
[131]
Suggestion:
systems should move like a frontline, (attempt to explaine coming):
System A <---> B <---> C <---> D
being <---> connections; ownership:
A caldari - B caldari - C gallente - D gallente
Caldari gang goes from A or B to system D: it can't be contested until system C is captured first. This makes frontline systems hot concentrating the fighting in few systems and not spreading it awhole all lowsec, spreading it. |

Zakru Anul
GoonSwarm
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Posted - 2008.05.24 20:32:00 -
[132]
My only issues or really worry i got just far.
1, the War seems like a great way too get poeple in too fighting and after the war they may even look for a bigger prize in 0.0 warfare. this is a good thing
2, issue i see coming in this war is the Lee Roy Jenkins problem where people on your own team start too kill you.
Also the Pirates O man can i see this being a issue. Pirates are gonna be going on Gank sprees with this war and the people in the war will be at the downside of this issue.
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Zakru Anul
GoonSwarm
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Posted - 2008.05.24 20:40:00 -
[133]
Also i think the Faction Navys should put up more effort. as the fiction says we are a a bonus too there Fleet, not there fleet it self.
NPC controls or hire/get a GM too take command of the NPC fleet, but they should be going something more then handing out points in there own war.
Give them a concord style of action when it comes too say Pirates attacking there side, player or NPC and then place these navys in the systems where the fighting is happening.
i mean come on. no player ran fleet is gonna let some loney pirate or his gang kill there members with out something too be said about it.
the NPC navys should not turn a blind eye. if that guys shoot one of there brave " citizens " they should warp over too his aid and show that guy why you don't *&(@ with the (faction) navy
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MotherMoon
Huang Yinglong FOUNDATI0N
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Posted - 2008.05.24 21:03:00 -
[134]
like the above was getting at.
it would be cool to see NPCs fighting at gates and such.
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Sarin Adler
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Posted - 2008.05.24 21:33:00 -
[135]
Agreed, but spect the 'this is for pvp' crew to say no. I know this is for pvp but if we want to get any RP feeling we need to see more involvement by NPC & why not having npc navies encounters.
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Xelous
Rampart Shield
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Posted - 2008.05.24 21:51:00 -
[136]
1. Militia office Blank & scrambled.
Upon getting into the militia at the Youl System Amarr Navy station, I used the Militia office no problem, opening and closing it at will, after changing to other stations the window no longer works, it opens blank.
I do get a scrambled amount of data in the window if I manually drag and resize an edge, here is how the Militia office ends up looking:
http://img516.imageshack.us/my.php?image=20080524213947mp1.jpg
This only happens for me when in 1024x769 windowed mode. Other modes, the window works as normal.
2. LP Store
Is missing everything..... 
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Sopha Serpentia
Core Dynamics
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Posted - 2008.05.24 22:04:00 -
[137]
Beacons should only be visible to characters invovled in factional warfare.
If pirates want to hunt down FW mission sites they should scan them down like they do normal missions.
Otherwise its going to be too easy for Caldari Alt Corp A to bring Main Alliance B re-enforcements to factional warfare site C.
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Xelous
Rampart Shield
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Posted - 2008.05.24 22:07:00 -
[138]
You are able to retire from the fight from any Militia office, even opposition Militia, I wonder if you should have to resign from your own militia at their offices
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Hsa Mahtal
Digital Fury Corporation Digital Renegades
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Posted - 2008.05.24 23:30:00 -
[139]
Edited by: Hsa Mahtal on 24/05/2008 23:33:20 A bit chaotic at first but started to get into the rhythm after a bit.
Questions: - can members of same corp be members of different militia? Or does corp have to join a militia all or nothing? - has any thought been made to make 0.0 system control work along the same lines instead of the POS/trench warfare we have today? Instead of building the POS as such, build different sized outposts/complexes with different purposes and restrictions for entering and different amounts of time / size of ship required to occupy it? - how will it work if, hypothetically, members of same gang are in different militia?
One thought, does gaining rank come with any advantages more than poser value. Maybe something like: - slightly increase % on lp/payouts of faction missions? - ability to control up to a certain tonnage of npc ships in your gang following simple commands just like drones (you would still need to pay for these ships from faction stations using lp and/or isk) - ability to fly rank specific faction ships (ship still costs lp and/or isk) (bpcs for these ships drop from the faction complexes) - access to alternate paintjobs on your ship (poser value)
Reardless I think this is definately going to change the dynamics of the game in low sec. Wonder if it will pull some pvp'ers from 0.0 pos warfare back to empire and/or maybe get a few mission runners to get a bit more into pvp.
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August Guns
Infinite ISK
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Posted - 2008.05.24 23:36:00 -
[140]
Can you please please PLEASE have every plex in the system allow in the same ship type? |
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Vlad Cetes
Misfits Enterprises Critical Dissent
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Posted - 2008.05.25 00:09:00 -
[141]
Edited by: Vlad Cetes on 25/05/2008 00:09:38 Feedback from Saturday SISI Test
1. Restrict factional warfare plexes to block capitals out. Todays cap battle was loads of fun but for the average player trying to run factional warfare it wont be. Alternatively: create uber-level missions vs NPC's that require capitals & feature PC capital vs NPC capital battles.
2. I agree with a previous poster, other than the control point, factional warfare plexes should only appear to members of an oppossing militia.
3. For some reason I managed to get 2 CCP and 2 GM killmails. Thanks for the good fights (even though we did primary you )
4. Thanks to Tanis for organizing & moving the low sec-NBSI-er gang.
5. Atropos needs to remember to fit a scram 
I do not see why man should not be just as cruel as nature. |
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CCP Atropos
C C P

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Posted - 2008.05.25 01:18:00 -
[142]
Dammit.
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Sophia Eve
Ministry of War
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Posted - 2008.05.25 03:02:00 -
[143]
I'm pretty impressed with what I saw today. I think there's a lot of potential for when it reaches TQ -- the setups you'll see on SISI are pretty unrealistic. As for something I like that hasn't been commented on before, I'm happy to see at least two new music tracks plus new title music (though to be honest, "On the Outskirts" would be better as the title music...)
I know it's been talked about in this thread, but I have to say I wasn't too happy to see that 0.5 BASE factional standing is required to join up. I've played EVE for two years, but I only have one faction barely above 0.5 base, and it's not even the faction I want to join. It's just strange that a game mechanic that's supposed to make PvP more accessible requires a significant amount of PvE work. And really, standing grinding is simply not fun. Perhaps use an idea I heard before where you can do a one-time standing reset where you defect to the faction, wiping the slate clean.
Overall, though, I'd say you've done a great job, CCP!
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Xelous
Rampart Shield
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Posted - 2008.05.25 03:02:00 -
[144]
My last comment after hours in this VERY addictive expansion, is that it is very much one thing for an opposing faction aligned player to appear in a plex with you, but conversely extremely annoying then a neutral can follow you, and they themselves can then possibly require you to loose sec rating to engage them first; when you just know they're egging for a fight by locking you and getting to their optimal range 
Lock the gates to aligned/war players.
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Neth'Rae
Neth's Workshop
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Posted - 2008.05.25 08:18:00 -
[145]
Originally by: Xelous You are able to retire from the fight from any Militia office, even opposition Militia, I wonder if you should have to resign from your own militia at their offices
Uhm, why?
Caldari Militia recruiter: Nah sorry if you want to betray the federation and join us instead you'll have to go tell them first.. Player: Oh snap..
Request signatures at EVE-GFX |

Elsebeth Rhiannon
Gradient Electus Matari
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Posted - 2008.05.25 08:24:00 -
[146]
Originally by: Sopha Serpentia Beacons should only be visible to characters invovled in factional warfare.
If pirates want to hunt down FW mission sites they should scan them down like they do normal missions.
Otherwise its going to be too easy for Caldari Alt Corp A to bring Main Alliance B re-enforcements to factional warfare site C.
Won't solve anything; if done this way, pirates will just put an alt to all militia corps.
(For the record, I personally think unaligned pirates should be let be. It's part of the game. I worry mostly only about pirates "hiding" in militias.)
-- Help us defend the Republic; join Gradient today.
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Pabs Sco
Ecosse
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Posted - 2008.05.25 09:23:00 -
[147]
How do I find agents to run missions???? No sacrifice....no victory!
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Persephone Roch
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Posted - 2008.05.25 11:14:00 -
[148]
Originally by: Cailais Faction navies look like theyve been beefed up considerably, which is fine from prime fiction perspective but it suggests that the scope of the war will be constrained almost entirely to the low sec regions which arent exactly 'extensive'.
You run the risk of over loading these areas with players rather than allow the war room to 'breath' across Empire Space - especially when you consider once signed up you are vs TWO factions not just one. Thats 50% of the map as a 'no go CONKORDED' zone (I appreciate faction navies arent concord bu you get my drift).
Im more than happy to see opposing faction players in the same Empire space as my faction - after all theyre in hostile territory raiding to strike pilots as opposed to assets.
Perhaps only 1 Faction Navy could be actively hostile (e.g Minmatar vs Amarr) where as the other faction navy is more 'lenient' to an extent (e.g Gallente vs Amarr)?
Or scale the strength of the faction navies according to sec status: stronger in 1.0 space, weak or non existent in 0.6/0.5 space?
C.
Highsec: Agree with the above - I've tried a few high sec spots - they do appear to be scaled depending on sec status of the system but I think the navy has been beefed up too much. Although in name FW allows high sec combat, I don't see it happening without bringing the blob, small gangs would have little chance even in a 0.6 (didn't try 0.5). I spent most of my time running from the navy, would be difficult to catch anyone bigger than a shuttle.
Missions: Can you add something to mission description that tells you the ships we can use before traveling 7 jumps??
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Cailais
VITOC
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Posted - 2008.05.25 12:26:00 -
[149]
Originally by: Persephone Roch
Originally by: Cailais Faction navies look like theyve been beefed up considerably, which is fine from prime fiction perspective but it suggests that the scope of the war will be constrained almost entirely to the low sec regions which arent exactly 'extensive'.
You run the risk of over loading these areas with players rather than allow the war room to 'breath' across Empire Space - especially when you consider once signed up you are vs TWO factions not just one. Thats 50% of the map as a 'no go CONKORDED' zone (I appreciate faction navies arent concord bu you get my drift).
Im more than happy to see opposing faction players in the same Empire space as my faction - after all theyre in hostile territory raiding to strike pilots as opposed to assets.
Perhaps only 1 Faction Navy could be actively hostile (e.g Minmatar vs Amarr) where as the other faction navy is more 'lenient' to an extent (e.g Gallente vs Amarr)?
Or scale the strength of the faction navies according to sec status: stronger in 1.0 space, weak or non existent in 0.6/0.5 space?
C.
Highsec: Agree with the above - I've tried a few high sec spots - they do appear to be scaled depending on sec status of the system but I think the navy has been beefed up too much. Although in name FW allows high sec combat, I don't see it happening without bringing the blob, small gangs would have little chance even in a 0.6 (didn't try 0.5). I spent most of my time running from the navy, would be difficult to catch anyone bigger than a shuttle.
Missions: Can you add something to mission description that tells you the ships we can use before traveling 7 jumps??
On this point assuming one of the faction navies is non-aggressive (e.g Amarr vs Gallente) the following mission types could be added:
Militia "Insurgency" Mission: From Amarr agent, objective located in Gallente Space. Available to 'faction warfare signup players'.
Non Militia "Mercenary" Mission: From Amarr agent, objective in Gallente Space. Available to non faction warfare sign ups - you join the 'war' for the period of the mission (or by time). The player wouldnt join up with the militia faction - but he would become a war target in respect of the opposing factions.
Mercenary Missions allow a player with limited play time to 'dip into' the FW content. This would be a simple way to allow individual players whose corps are not signed onto FW, or are part of an Alliance to get involved: albeit at a reduced level and for a short period only (perhaps only 1 Merc task can be taken within a 24hr period?).
Other observations: Ranks should be more visable (in local / on character).
Current reward levels / difficulty of missions to extreme: 200k isk and 79LPs for 14 jumps across low sec in a T1 frigate: I dont think so!
C.
VITOC - Amarr Corp for Faction Warfare! |
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CCP Mephysto

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Posted - 2008.05.25 12:46:00 -
[150]
Mission rewards adjust over time. Since these are new missions, the rewards will be low at first.
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