we can discuss that in the original thread, i got a take on this
Dear EVE Online Developers,
Thank you for all the effort you’ve put into making this game so enjoyable, especially with the continued updates to Factional Warfare in recent years. I’m a big fan of the outpost capture mechanics, and I truly enjoy both small gang fights and solo combat within this system.
However, I’ve encountered some issues with the current mechanics, and I would like to share my thoughts and suggestions for improving the gameplay experience. I hope you will take the time to review them, and I appreciate your patience as I am not a native English speaker and have used AI assistance to translate my thoughts into English.
As I mentioned, the outpost capture system initially provided excellent opportunities for solo and small gang content, allowing small groups like ours to earn ISK rewards while enjoying the thrill of combat. However, certain larger player organizations have recently begun exploiting the mechanics, effectively undermining the gameplay experience. Here are the issues I’ve observed:
Issue 1: Abuse by Awoxers
Some player corporations join the militia (either for Empire factions or pirate factions, but especially pirate militias) and use this as an opportunity to freely destroy allied ships (those of the same militia) without receiving any penalties to their standings or being expelled from the militia. Over time, this has allowed one or more dominant player groups to monopolize entire Factional Warfare zones, making it nearly impossible for others to participate meaningfully.
Most of us join the militia as individuals, which means we risk expulsion from the militia if we retaliate against these awoxers. This creates an unfair advantage for organized groups exploiting the system.
Suggestion for Issue 1:
I propose removing the ability for corporations to join a militia as a whole. Instead, all players should join the militia individually and be held accountable for their own actions. This would prevent corporations from using their status to avoid consequences for harmful behavior.
Issue 2: Seagulls (Freeloaders)
However, removing corporate enlistment may introduce another problem: freeloaders, or “seagulls,” who join militia fights purely to claim rewards without contributing meaningfully.
Suggestion for Issue 2:
To address this, I suggest implementing a player cap for attackers within outposts. For example, if a Caldari ADV-5 outpost is being contested, the maximum number of Gallente militia players allowed in the outpost space could be capped at 5, while defenders from the Caldari militia would remain unrestricted.
This means that if a Gallente militia player (Player A) activates the acceleration gate for the Caldari ADV-5 outpost and five more Gallente players (Players B, C, D, E, and F) arrive at the gate, only four additional players would be allowed to enter the outpost, ensuring a fair fight and discouraging freeloaders.
These are just my personal ideas, and I hope you will consider or adopt them. I look forward to hearing your thoughts and would be honored to discuss these suggestions further.
Thank you again for your dedication to making EVE Online such a fantastic experience.
I don’t know where to put this but I was considering Insurgencies as part of FW:
Why are Suppression 5 turrets firing at criminal status players… but not to anyone who affiliated to the insurgent militias?