Specifically for this update, what would be tools that you could give the player to further give them incentives to join a campaign if a player is the one that starts it based on lore reasons ingame?
Only thing I can offer people for right now is the chance of getting LP possible mining LS ore, free ships and fights. In theory thats all alot of them want (so far thats true)
Something about the invasions for me, was that I got into them more heavily once they started disrupting the ecosystem of my area in Low Sec. Once I saw players / miners getting killed for just doing there thing. I started being alot more involved in them at that point.
But my motivation isnât others. What would motivate others to fight for a faction if they have no stake in it, besides isk?
ISK isnât a bad reason. Having lore reasons for the campaigns doesnât preclude isk/materials/LP ect as a reward. In fact, it makes having rewards make a lot more sense. Change of landscape also makes for a good stake, if for example a victory for one side would make a region change sec status.
Other thought would be that NPC station landscape could change.
I just think there has to be more than isk inorder for the content to not be farmed. I compare it to Emerging Conduits early on in the Invasions specifically around where krirald used to be. These were worth it to do with players only because (along with minor conduits) not only because it made isk, but because overall you felt like you were fighting for something more.
I guess beyond that, it made salvagers and scouts (people scanning for trig fleets) very VERY important in the area. So you have different objectives that you could give to players even if they werenât in the main attacking fleets. Also, the ore spawned in the sites(I donât remember which ones) and I remember players would hang back and mine after things were done.
For the front lines, now that we have the supply depotâs and the propaganda it gives players especially newer I feel something to do objective wise other than just plexing. Thats good for those wanting to get into the miltia to fight, but how can I further incentivise folks like miners or explorerâs? Though in thinking about it, I guess thats why this advantage system will need to be tested pretty well to see what other ways it could be incorporated.
It wonât be. Not before it goes live on TQ. It canât be, really, because part of the operating conditions (player load over an extended period) canât really be replicated on Sisi.
In fact, one of the big advantages of moving campaigns where the board and stakes change every few months is that it creates room to tweak the formula based on what happened in the prior live campaign. So if they get something wrong (or one group of players gets something really right) and it throws the result in an unexpected way, itâs relatively small in effect rather than say wrecking a large part of Caldari Space.
Hmm imagine a new game mechanic that comes with this:
âEvery system next to a front line system is capturable and changes security status (low if you pledged to navy faction / null to a pirate faction or high if you pledged to interbus)â
Some fw guy moving in a straight line system after system straight into one of the far null sec regions creating a low sec hyper route
Or some guy that pledged himself to guristas forging a route to high of pure null right to jita turning jita into nullsec.
If nullsec or highsec can be converted to lowsec but not vice-versa, you will eventually have no nullsec or highsec. No highsec means youâll nave no trade hubs that arenât controlled by the campersânobody who isnât with them or in a jump freighter gets into the station. JFs wonât have it easy, either, as their cynos get blapped before they can jump on the way in, and on the way out it only takes 1 guy pointing and scramming the freighter to keep it from redocking or jumping.
If it can work both ways, eventually, you will have nothing but nullsec. Because I promise, the blocs will want routes across New Eden that they can own, and where there are no NPC stations for groups like Snuff, LiP, or DW to hide in.
Youâre thinking âroutesâ, but thereâs no reason for anyone to not go for all of it. Which means itâs all going to come down to numbers and organization. Which means the blocs.
The biggest risk to FW, that CCP is completely unaware of, is that if one side has vastly more plexing numbers then the other, then there is no more fighting in the war zone, period. Minmatar has traditionally had more plex fighting numbers then Amarr since the begging of time. Generally, Amarr are the bravest pilots in the game who fight honorable against the odds, while Minmatar are cowards and do the opposite. This is mainly due to the story line CCP has made telling everyone Minmatar are freedom fighters and Amarr are the bad guys. Meaning that CCP is unfairly driving new players to join Minmatar and always has been. Amarr has been at a permanent disadvantage since the beginning of FW and has to constantly contend with Minmatar blobbing them at all times. When a solo Amarian is in a plex it is standard for Minmatar to bring 2 to 3 to fight. Most of the time, even Minmatars best pilots would not dare to fight 1v1. This wouldnât be a problem if it didnât happen all day every day. While gangs are relatively small and it is possible to solo plex and for Amarr avoid these cowardly tactics by moving systems, the warzone just about manages to continue to work but by forcing bigger gangs unless hard controls are brought in to even the plexing numbers or punish Minmatar cowardice or change the story line. You might find one side permanently leaves the warzone when they are getting out blobed 10 to 1 every day of the week.
You do realize that Amarr are bringing titans into opens now? And have massive backing from pirate groups like Jitsu? lolâŚ
also remember than Amarr and Jita are the only 2 decent marketâs, Dodixie is far behind and both Caldari and Amarr are on the same side which means when this patch lands there will be much more numbers on Caldari/Amarr than Gallente/Minimatar.
As a Gallente pilot we have had to deal with exactly what you speak of as Caldari have always had tons more players.
Iâm actively working to engage in FW in a few months (Currently working on BPâs and ships to support the change). While researching I came across this vid. Some of the key decisions I need to make are:
Should I move my entire corp to FW? (Already moved alt to another self-owned corp to protect trade with Jita)
As someone thatâs been focused on industry(essentially a PVP newbie) do I look to take a rearguard support for awhile or is that pointless due to the low rewards
Is this whole move to FW going to just increase my risk while larger corps just clean up?
Could creating an FW Alliance provide tactical benefits for other corps?
Anyway this is the vid and Iâm curious to hear other points of view on his take
Okay, so generally players likes the CCP idea right and donât see problems with it?
I would like to just put this here as a remainder before CCP implements this and then players starts to exploit it in a way that wasnât intended and you all will be starting new threads about new FW being broken/stale/boring where you will be posting posts like âCCP should have thought about that going to happen and never allow that in first placeâ.
I donât know. I donât see. Nobody sees it now it seems. Yet the stuff gets released, in few months players figure it all out and we end up in same crap FW as we have now.
And then someone will come up and write âThis was bound to happen and CCP should have seen it and never let it allow to happen in first place.â
I mean if we are looking for it and canât find it Iâm not sure how CCP should have seen it coming lol. I guess we will know when its on sisi.
Only thingâs I can think of:
Players cloaky camping the agentâs so the other side canât do side questâs.
If its in high sec they will be suacide bombing.
If Plexâs allow rewards for more people, people will multi box them.
But this seems normal, not really exploit territory.
I guess another possibility is skip 2 systems passed your front line and take that rearguard so the enemies frontline has no command opperation and hence no reinforcementâs and also 3 spotâs of high reward for your team splitting up the enemies forces 3x, but that too seems none exploitative lol just good tactics.
Nothing here has enough specifics to really call any balls and strikes over. Iâve listed out my concerns on the broad strokes already. However, beyond those, and another reminder that if grinding FW becomes the best way to make taxable money in EVE, i.e., the best way for alliances to make money in EVE, then itâs going to get over-run by the null blocs.
It also seems like itâd take a massive number of man-hours while leaving your enemy free to push your front line system(s).