Warfare & Tactics

 
 

Make More Faction War

Author
It Burns When I'm PvPing
#1 - 2017-03-23 15:01:33 UTC
It's clear to me that people in faction war have very different ideas of how fw can be improved. Some want more npc. Some want no neutral interference. Many hate rabbit plexers, while some think they are good for the game. The fact is we can’t bend fw to suit all these different views. All of these views have been argued by many people over the years. So I think CCP should create more options. I think the core “plex for sov” structure is a good one. It’s just a matter of tweaking the system to suit different players views.

CCP can use the pirate factions and the other sub-factions to create different dynamics. Instead of creating a pirate faction war where they just plug in the exact same mechanics they should vary them to suit different ideas of what faction war should be.
I don’t think we should suddenly have 8 different faction wars going on. I don’t want to spread the playerbase too thin. But I think part of the wars can happen in the same space. Some should be in different or even new space (think about when ccp created black rise for the original fw.) But overall we should think about what fw is trying to be and realize we are trying to make one war mechanic work for too many different playstyles.
1) Some people say it should be better for new players.
2) Some players want quickly available pvp where they don’t have to spend hours hunting
3) Some players like spending time hunting instead of quicker pvp
4) Some people like the bigger fleets with cheaper ships
5) I could go on here but the idea is to find a few views and try to suit the system to promote that playstyle. A one size fits all when people want contradictory systems is always doomed to failure right out of the gate.

Ideally all of these players should have a sov structure that suits their play style.
So the first group I would think might like it if the systems were not so busy. And they could have more limited engagement with other fw instead of also pirates. Perhaps if this appeals to you then you would want things like only fw participants are allowed in plexes. And you would want to be in a quieter or new region of space. Maybe there would be more rats to shoot. Honestly this is the opposite of what I as a more veteran player want so I will leave that to others.

The players that want frequent pvp would want timer rollbacks, a real time intel tool as to when plex timers are rolling, and perhaps no station lockouts (or at least allow citadel docking in enemy space) so you don’t drive the enemy out. The would also want to be in busy systems and allow neutrals into plexes.

Then maybe there should be a system just like the current pre citadel fw. No docking in citadels unless you own space.

The idea is people like what they like. And there is no point in telling someone you should like this. But ccp can’t bend a single fw system to suite everyone. Give us some variety here.

Before people cry about the pirate lp stores ccp can adjust for that. They can add new items and maybe even make an upwell faction that sells faction structure stuff. Of course they would want to make sure when these items first come out they cost allot of lp so its not too imbalanced as far as isk per lp. But then as the market adjusts they could adjust as well.

Yes its allot of time and effort. But not really more than allot of the additions they made to the game recent and older. Moreover they don’t need to do it all at once.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Gallente Federation
#2 - 2017-03-29 00:00:58 UTC
I have been gone from Eve for 4 years and talk about changes. I created an Alpha char to try faction warfare since i have never checked into it before. Character made and 2 days into skill training, time to check out faction warfare. I looked at that stats and saw how lop sided it all looked. I chose Minmatar and they are almost off the map. Wondering if this is a normal part of tug of war or is it broken, lop sided from intentional players stacking the odds.
The Bloc
#3 - 2017-03-29 10:31:43 UTC
Gabaldi wrote:
I have been gone from Eve for 4 years and talk about changes. I created an Alpha char to try faction warfare since i have never checked into it before. Character made and 2 days into skill training, time to check out faction warfare. I looked at that stats and saw how lop sided it all looked. I chose Minmatar and they are almost off the map. Wondering if this is a normal part of tug of war or is it broken, lop sided from intentional players stacking the odds.


We make more ISK when we're "losing".

Post with your NPC alt main and not your main main alt!

Amarr Empire
#4 - 2017-03-30 03:14:04 UTC
One way to avoid spreading the player base out is to have multiple systems in the same space, instead of in multiple spaces. This doesn't solve your concerns about "wanting busy vs. empty systems", but it does permit CCP to do some experimentation without overhauling everything.

An example of this:

1. normal FW members and rules apply to 'combatants'.

2. new rules apply to 'privateers': you're aligned with an empire, you can aggress enemy empire combatant and privateers without losing sec status or going flashy -- but only in lowsec, both for you and them. Maybe have a timer that simulates you changing flags to change rules, so that you can still be chased through highsec gates. None of the FW benefits or plexing points and such apply to you -- it's purely a lowsec license to shoot enemy ships under gate guns.

3. new rules apply to 'merchant marine': you're aligned with an empire. Enemy empire ships get a bonus for hunting you, but co-empire ships get a penalty for attacking you, and bonuses for killing a ship that recently attacked you. Again, only in lowsec, this time without a 'flag timer'. Nothing else about FW applies. This is purely a way for neutrals to feel safer in friendly space, to encourage miners and shipments. Maybe corps will be lamely join FW as merchant marines just to leech protection, and maybe this will draw in some members of these corps to fly as privateers - more pew.

Just something that occurred to me as soon as I got the point you were making.
It Burns When I'm PvPing
#5 - 2017-04-14 14:06:46 UTC
Tuevo Forth

Yes I think you understand the point. Regardless of the details of the different mechanics I am on the whole just in favor of utilizing different mechanics and giving players more options.

If they do add new factions (or new roles as you suggest) to faction war it would be unfortunate if they just use the same mechanics for that war as they do for this one.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

#6 - 2017-04-21 18:19:43 UTC
To me the overall problem is the 'value system' associated with FW, especially from the POV of a pirate or other pvp-er in lowsec.

For example if we see an alpha clone defensive plexing in an empty fit venture (except for even more warp core stabs to be sure), they can go on doing this at no cost and very little risk.

And if someone does manage to catch them and kill them, they get absolutely JACK for it.

Ofc if they are offensive plexing and have to kill rats a warp core stab is not helpful.

Come to think of it i think the problem IS defensive plexing...all you do is orbit the button. If there was a lesser rat to kill with help from freindly rats then you are actively 'defending' instead of orbiting a button.

Also if there were a scoopable commodity, even if it is a bounty tag the can be sold for LP...a tangible thing to get, loot, or scoop.

Yes this would increase the FW risk but it would also increase the value and price of things you can acquire from doing FW, and inevitably the combat skills of the pilots doing it (no more empty ventures lol).
Spaceship Bebop
#7 - 2017-04-24 14:04:51 UTC
Maximillian Bonaparte wrote:
To me the overall problem is the 'value system' associated with FW, especially from the POV of a pirate or other pvp-er in lowsec.

For example if we see an alpha clone defensive plexing in an empty fit venture (except for even more warp core stabs to be sure), they can go on doing this at no cost and very little risk.

And if someone does manage to catch them and kill them, they get absolutely JACK for it.

Ofc if they are offensive plexing and have to kill rats a warp core stab is not helpful.

Come to think of it i think the problem IS defensive plexing...all you do is orbit the button. If there was a lesser rat to kill with help from freindly rats then you are actively 'defending' instead of orbiting a button.

Also if there were a scoopable commodity, even if it is a bounty tag the can be sold for LP...a tangible thing to get, loot, or scoop.

Yes this would increase the FW risk but it would also increase the value and price of things you can acquire from doing FW, and inevitably the combat skills of the pilots doing it (no more empty ventures lol).

If you really want to stop the afk-plexer, then make both sides kill a rat and have the rat(s) not attack either side so that all plexers must peform an active action to kill them. Otherwise afk tristans rule the day.







Forum Jump