Devblog: War, War Sometimes Changes

Structures cannot be moved when there is a current war going on. and what is your position in your corp, that you say is preventing you from doing anything? Roles in corps have nothing to do with wars, but with back end stuff.

As if they canā€™t already do this through other means. And how often do small entities actually have that kind of protection? I canā€™t say that Iā€™ve ever seen a small corp receive help from a much larger one that isnā€™t already at war with the wardeccer.

I think this was proposed before but why not require the attackers to have a citadel in the same region as the defenders. That way both sides have easily accessible targets.

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I exist in corp. Thatā€™s about the extent of my role, and more than enough for me. I have 0 decision-making abilities, so I canā€™t turn a structure into a war/alliance. Suits me fine. Some people just seem to think I have to have roles or something.

Iā€™m not in a game to have responsibilities :slight_smile:

:+1: on the changes so far @CCP_Falcon

Thereā€™s some ā€œissuesā€ but Iā€™m sure theyā€™ll get patched out in short order.

most corps iā€™ve seen, require everybody to fleet up if they have the available shipsā€¦ When I was in null, in just my VNI, we all went to destroy pocoā€™s or fight neutsā€¦ and I wasnā€™t anything important in that corp other than a miner.

@CCP_Lebowski

With regards to the removal of neutral assistanceā€¦

If I am jetcan mining and someone comes and steals my oreā€¦
He gets a suspect timer.

If I engage him with my procurer, we get a limited engagement.

Whilst he has a suspect timer active, and a limited engagementā€¦ does this mean that anyone ā€œrepairingā€ or helping himā€¦ will face the wrath of CONCORD??? :smiley:

Or is the change only affecting repairing people that are involved in PVP on the basis of a war??

Thanks.

Removal of neutral assistance

Under current mechanics, if a neutral character applies a remote assistance module (such as a remote repairer) to another character they can receive a suspect flag if their target meets all of the following conditions:

  1. is involved in a war (including normal wars or FW)
  2. does not share a corp/alliance (or FW side if the war in question is the FW war) with the assistor
  3. is engaged in PVP (has a capsuleer logoff timer)

How often? I mean, not for nothing, but forcing everyone to drop everything and join every fleet is just asking to push people away. I think Karmafleetā€™s requirements is ā€˜3 strategic fleets in 3 monthsā€™?

Wouldnā€™t this be prevented by the fact that you canā€™t join another corp for a week after leaving a corp thatā€™s at war?
Maybe that could be extended to not be able join a corp that has an active or pending war with a corp that your old corp is attacking so you canā€™t hop corps and attack the same people.

I think the thing I find most funny about the neutral logi complaints is that they were never immune to being shot. You had to wait until they repped someone and especially when cap chains are employed they go flashy anyway, in the case of cap chaining they all go flashy. If you get a suspect tag anyone can shoot you even randos looking for easy kills who have nothing to do with anyone. Now that wonā€™t be a thing and you either have all your friends join your corp/alliance or youā€™re on your own. Hence its safer for the attackers because now its just the war targets that pose a threat.

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If he is involved in any active war (not necessarily against the person heā€™s fighting at that moment), then yes.

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Like most of the changes, but wish they would amend the War HQ requirement such that only the lowest level Upwell structures qualify. Since most large corps will either create a structure in their most secure system or are large enough to establish something like a Keepstar, the chances of a smaller decced corp making a dent in the aggressors shields, let alone threatening the structure, is highly unlikely. Make a group feel that they have even a small chance, they might engage. Have a target untouchable or at least indestructible and the defending corp will remain logged off.
Definately a strong start in improving the War Dec mechanics, but careful, yet prompt, tweaking will be needed.

300b to drop on the table and dare the whole game to cut it offā€¦ thatā€™s not all that common.

Thatā€™s like a day in Delve? :wink:
Ok, insert Fortizer instead and you get my concern.

So because they canā€™t fight a 40,000 member alliance, the deck should be further stacked against them?

Upon further consideration, I offer one further suggestion:

War HQ structures should have a shorter timer cycle than other structures for one simple reason:

If the aggressor is going after a structure, the defender has 0 incentive to go after the HQ if popping it will not save their own structure.

If you want to incentivize fighting back, going after the structure MUST be capable of saving a structure that is RFed immediately in the war.

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While I agree with the concept, I find that the groups that would suffer are the ones that canā€™t field X number of dudes at any given time (the exact reason that reinforcement windows exist). An aggressor should not be limited to a larger party.

Thanks for digging that out! The thread was already so big by the time that I got here, that reading it all was quite daunting!

So on another noteā€¦ people coming to try to save miners or haulers from being ganked need to be careful about the ā€œinnocentā€ person they are trying to save. I see opportunities for ā€œtrollingā€ here.

But well, there is always the ā€œsafetyā€ that should save peopleā€¦ if they use it intelligently.

@CCP_Lebowski

If there is ongoing repairing, for example repairing a freighter that is being ganked etcā€¦ and in the middle of the repairing a war is declared (or goes active), am I going to be looking at the wrong end of CONCORD?

If you have your safety on green or yellow then your reps should shut off when the war goes active.

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So your best bet of assuring that you are always able to be repaired if you end up in trouble (eg ganks) is to stay in an NPC corporation or a war ineligible corporationā€¦