So, I’ve thought some more on how to re-work highsec wars. I think this would provide the best balance for corporations both industrial and pvp. This idea came to me originally in a basic form while I was explaining an exploit in the game that corps use to stop wars.
I know of a corp of 500+ that PVPs but can’t be war decced because the use an alt to own structures under a name people can’t really find and won’t know what structures they actually own. Exploiting EVE to be safe from war while owning structures. I felt this to be unfair and make highsec too safe and exploitable. No, I will not mention who. I’m sure there are plenty of corporations that do this exploit.
For this change, we give corporations a size attribute and alliances a size attribute. This will help establish a fair framework for war where you aren’t 500 versus 5.
Any corporation that owns a station, can be war decced by a corporation of its size, if tiny, the next size.
- A tiny corporation is 5 players or less, and can not be war decced.
- A small corporation is up to 25 players, and can only be war decced by small corporations.
- A medium corporation is up to 100 players, and can only be war decced by medium or small corporations.
- A large corporation is up to 500 players, and can be war decced by small, medium, or large corporations.
- Any corp above 500 players is considered a massive corporation, and can be war decced by anyone.
Alliances are the size of their total player count.
- Two corps with 4 players each is 8 players, in an alliance that makes the alliance a Small Alliance which can be war decced, while the individual corps inside it can not be.
- Five corps with 6 players each is 30 players, which makes it a Medium alliance and can be war decced by small and medium alliances or corporations while the individual corps inside are all Small and can only be war decced by a small corp.
Members of a corp or alliance that was war decced can leave at any time, this does not cancel the war if the count drops below the size threshold however. It only makes it so that the war can not be paid to be extended so the war will end naturally at the end of the paid cycle. Members that leave are considered war targets for 24 hours still.
Members of any corp in a war, can not have any members join till the war is over. Any applications that get approved will be put on a list of pending and will be approved once the war is over. This includes the 24 hour period before the war begins. This will prevent a corp of 25 players from recruiting 100 more people once the war is started to make the battle one sided.
The corporation that was on the defense can not be war decced again for two weeks. This protects them from multiple people trying to keep them from playing anymore, and allows them to recuperate. If a structure was lost during the war, the rest period is extended by the size of the structure. A medium structure (Astrahus, Raitaru, Athanor) will extend the rest period by 4 days. A large structure (Fortizar, Azbel, Tatara) will extend the rest period by 7 days. An XL structure (Keepstar, Sotiyo) will extend this rest period by 2 weeks. Multiple structures destroyed extend the rest period up to a maximum of 4 weeks giving a total maximum rest period of 6 weeks.
A war has a maximum duration of 1 month.
Wars cost 15 million ISK per day if paid day by day. This goes up 15% per day the further in advance you pay. AKA two days would be 34.5 million ISK. Seven days would be 185.7 million ISK where paying for seven days individually would cost 105 million. The price goes up, because it prevents a corp for leaving the war during that time by dropping their size. The maximum time payable would be 7 days up front and then you can renew for 7 more days on the final day if the corp’s size is still within your size group.
A corp that drops out of the size group of the attacker only gets a cooldown of 1 week unless a structure was lost during the war.
As you might expect, a corporation that owns a structure is immune to wars above its size class, that way you don’t have some 1000 man alliance declare war against a 6 man corp that just owns a refinery somewhere in highsec. This tries to balance out the ability to defend your stuff and have a fair fight.
A war can be ended early by the attackers, war charges are not refunded. This initiates a 24 hour cooldown period before the war finishes ending. During this period, the war can be paid for again to extend if the duration does not exceed the maximum duration of the war.
One more thing for the war mechanics. Structures can be transferred during a war only to people involved in the war, whether that is people you invite to defend you, or to the attackers.
Something I forgot to consider earlier. Corporations can invite people to defend them. We need to make sure that any corp that is war decced, can only invite people of equal size. A small corp can only invite small corps to defend them up to a maximum amount of participants. Its been years since I’ve dealt with war decs, so I forgot about this part.
I’m sure people will find some sort of exploit to this system, which is why you all have the chance to go ahead and discuss what you think of this re-balance of the war mechanics and give me ideas as to how you think someone could exploit this system. I also realize that this war mechanic would put me at risk for war because I have 6 people in my corp. The bonus at least is that the war might actually be close to fair as it wouldn’t be 6 versus 100.
There was a thing or two I did like from someone elses topic,
The thing I liked was that a corp that wants to be able to declare war requires a Command Office. But I didn’t like the multiple office types. Just one command office that lets you locate and destroy it to end the war early. This office will allow unlimited wars, cost 125 fuel per day, and can only be fitted on a citadel of any size or even come as its own special structure like the FLEX structures which must be anchored within 5000km of a citadel and do not appear in space as a warp to object except in structure browser or when you can visually see it. A corp may only have one command office. An alliance must have a Command Center, one office which is selected to be the command center and is the only office you must destroy to end that war. There’s no other chance other than the fact that it is basically renamed to Command Center in the event that an alliance declares war and has multiple offices.
This paragraph above can be ignored though, its just one more thing I thought about that could add a mechanic to wars that can allow a war to be ended early if the defenders can locate the enemy’s command office and blow it up. Putting the attackers on the defensive.