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MotherMoon
Huang Yinglong
Posted - 2007.11.23 15:58:00 - [331]
 

Edited by: MotherMoon on 23/11/2007 15:58:16
I want blue and red rats, including in 0.0 space.

that is all.

Feng Schui
Minmatar
Cruor Evertum Dominicus
Posted - 2007.11.26 09:09:00 - [332]
 

Edited by: Feng Schui on 26/11/2007 09:09:35
My 2 iskies on Factional Warfare:

(Presuming I am aligned with Minmatar, and Bob is aligned with Amarr)


  • You should not be limited to the ships you can fly. I fly the pilgrim. I trained up for it. You can **** off if you tell me I can't use it (Or just nerf it into oblivion so I'll train up for a Rapier Rolling Eyes)


  • Do not remove CONCORD. Instead, when I join up with the Matari Fleet, Bob can shoot me (I'm red to him now) in high sec space.


  • Kill the insta-pwnage of the Faction Police. Seriously.


  • Faction standing rewards: If I kill Bob, my Minmatar standing is increased greatly and Amarr is decreased greatly.


  • About those pesky stations? Well, we need to fight for something, right? Lets say there is a Minmatar station in Amarr. My agent tells me to defend that station for 2 hours. When I warp into the system (killing or avoiding the faction police), the 2 hours starts.

    Bob gets a mission to conquer the station for the Amarrians. He calls in CVA, they bring in a couple of battleships, and start to conquer the station (the stations should have the hitpoints of a small POS).

    Now, I can do 1 of 3 things:

    1) Sit there cloaked, agent be damned (Normal standings increase / standard mission reward).

    2) I kill them all (or station is not attacked). (Get standings / LP / gear / stuff. Think of the "mission bonuses" in missions currently).

    3) I die. (Failed the mission, but no standings decrease. That would just suck, and would turn me off of FW forever).



I guess thats it. I can explain furthur, but I think you guys can get the basic idea of what I'm saying w/o going waaaaay out into left field.

xOm3gAx
Caldari
Stain of Mind
Posted - 2007.11.27 04:09:00 - [333]
 

In a nut shell FW should involve the following. Note: these are short and sweet for a reason the content is up to you.

1) Map's changing - change is good seeing empires expand and contract constantly would be wicked sick.

2) Fighting navies with navies by your side - again wicked sick especially if the other side drops faction gear =P (Which could act as an incentive).

3) Faction LP's granting you access to things like CNR's and State Ravens. Or Imp. Apoc's / Geddons. Etc you get the idea. No isk cost (*requires you to be sided with your faction*) but high LP cost. And ofc faction gear to outfit them. (obviously if you actually did put the state raven or imp's in i'd expect you to make them rediculously hard to get)

4) Stations / systems being conquered - again see #1 =D

5) If you side with a faction make it required to stay that way for a set amount of time in order to make the rewards a bit more balanced. So you can't just grind away to get uber ships. Make people work for them.

6) Um, well its war make it everywhere. I want to see REAL war between the empires. Otherwise there is no point to it all.

Thats all i got for now but if i think of more ill post it.

Nachshon
Caldari
Tribal Liberation Force
Posted - 2007.11.28 14:25:00 - [334]
 

Originally by: xOm3gAx
In a nut shell FW should involve the following. Note: these are short and sweet for a reason the content is up to you.

1) Map's changing - change is good seeing empires expand and contract constantly would be wicked sick.

2) Fighting navies with navies by your side - again wicked sick especially if the other side drops faction gear =P (Which could act as an incentive).

3) Faction LP's granting you access to things like CNR's and State Ravens. Or Imp. Apoc's / Geddons. Etc you get the idea. No isk cost (*requires you to be sided with your faction*) but high LP cost. And ofc faction gear to outfit them. (obviously if you actually did put the state raven or imp's in i'd expect you to make them rediculously hard to get)

4) Stations / systems being conquered - again see #1 =D

5) If you side with a faction make it required to stay that way for a set amount of time in order to make the rewards a bit more balanced. So you can't just grind away to get uber ships. Make people work for them.

6) Um, well its war make it everywhere. I want to see REAL war between the empires. Otherwise there is no point to it all.

Thats all i got for now but if i think of more ill post it.


1) Just don't go too crazy with it, and stick with lowsec systems for now. The pace of war out in 0.0 is a potential model.
2) Definitely. I mentioned the idea of attaching NPC ships to player gangs.
3) Definitely. While handing out faction ships like candy would be a little much, faction gear should be easy to get.
4) Yep.
5) Agreed 100%. I suggested that to really get involved, you have to commit to serve your country for a few months. But simply running freelance missions should also be an option.
6) I disagree somewhat. Keep highsec mostly safe - factional warfare should focus on lowsec.

Rancor Ives
Posted - 2007.11.29 06:58:00 - [335]
 

I was thinking for starters with faction warfare creating deadspace areas that are accessible to players who accept faction missions. The deadspace areas would only be available to those persons and would include a combination of NPC and Players. The more NPC ships and opposing faction players you destroy, the more faction points you receive. If you are destroyed, warp out, or complete your mission objectives (i.e. destroy x number of opposing faction ships, destroy x faction base components, defend your faction's base for x number of minutes) then you receive additional faction points.

The faction points, in turn, could be used to purchase faction modules or ships after accumulating them. Also, the more faction victories your faction gains, could affect system sovereignty to the point where neither faction has sovereignty to where one faction takes sovereignty from another faction. This could also change the security level of the contested system as well.


Shira d'Radonis
Amarr
The Amarr Mission
Posted - 2007.11.30 00:28:00 - [336]
 

I'm very skeptical about Faction Warfare because to be honest, I think to do it right would have to be a huge gamble for the developers, and they would have to essentially sacrifice the safe sandbox in which new players start.

Front line systems need to be low-sec. That means players could find themselves unable to (at least easily) go from certain regions to other regions.

Victory needs to be achievable. If it's all just a lot of racking up of LP, it's not going to be any different or particularly better than mission-running. The Empires have to have finite resources. In other words, if I blow up an Amarr battleship in one system, it's one less battleship sent to the front some place else. This will allow small guerilla forces to have a big impact on the grand scale. Systems have to be able to change hands.

I'm inclined to suggest that NPC systems should be able to fall to player alliances and thus become conquerable by players for players... however this will probably lead to undesirable results. But ways for players and player alliances to more directly interact and to some degree control the actions of their governments would be good.

It's a tall order. It would be a HUGE change from the status quo... it could be potentially disastrous if new players find it just too difficult to get by in this much more dangerous world, and they might quit early on in frustration. This is exactly why I think the above criteria will probably never make it into FW. I can't say I'm terribly excited about any alternative.

Archivian Specialatus
Amarr
Fairlight Corp
Rooks and Kings
Posted - 2007.11.30 18:44:00 - [337]
 

Volunteer Enforcement Officer (VEO)

This is a volunteer police force created through the joint efforts of Concord and the (insert race here) government to police high and low sec space.

VEO’s are much like bounty hunters in that they are technically hunting for bounties.

To become a VEO you must go to one of the NPC military stations within Empire space. You can sign up with them for free as long as your Sec Rating is above 1.0.
If at anytime your Sec-Rating drops below 1.0 your VEO status is instantly revoked, if this happens whilst in high-sec, the VEO will be insta-popped. The VEO cannot be regained for 7 days, and you must have Sec-rating of 1.0.

A VEO can only attack targets with a global aggression timer and either a –1.0 sec-rating or bounty, or a registered criminal. (Because a criminal has a bounty on his head and has negative security status, he is a ‘Registered Criminal’ until there is no longer a bounty on them or Sec status is above –1.0.) They cannot attack a player that is war-decked unless that war-decked player attacks a non-war-decked player who is not a registered criminal. If the War-Decked player IS a registered criminal, then he can be attacked as normal.

What can a VEO attack?

If a target has a Sec-Rating above –1.0 but has a bounty, the VEO can attack the target if the target has a global aggression timer.

If a target has a Sec-Rating below –1.0, the VEO can attack the target if the target has a global aggression timer.

If the target is a Registered Criminal, the VEO can attack them.

The VEO can attack the targets listed above anywhere in empire space.

If a VEO Pods a target in low-sec, he will get a Sec-Rating hit like everyone else would. If the Pods someone in High-sec, he receives double the Sec-Rating hit than if he was in low-sec space.

Attacking players outside of the list above will result the usual actions.

What do they get paid?
A VEO gets paid in LP

1,000,000 ISK= 500LP

If a VEO kills a registered criminal, he receives:
Base ship cost x 0.5 = LP
Example: Dominix Base cost 62.75mil x0.5= 31.375mil which the VEO will get in LP. = 15687.5LP

If a VEO kills a player with a Sec-Rating above –1.0 but has a bounty, OR, kills a player with a Sec-Rating below -1.0 but does not have a bounty, the VEO receives: Base ship cost x 0.25 = LP
Example: Dominix Base cost 62.75mil x0.25= 15.6875mil which the VEO will get in LP. = 7931.3LP

Now the basics are covered:
What do the VEO do?

They hunt pirates, quell hostile actions, hunt negative bounty hunters, hunt assassins.

I also think it would be a good idea for them to be able to try and hunt down smugglers instead of concord trying to do it. If the smuggler has a high sec rating then the VEO couldn’t do anything to them in high sec, only scan their ships. But they could follow the smuggler to low sec, and then grab him. Shoot him and then take his illegal loot. They could then take it to the nearest military station (or maybe back to a specific station in high sec) and then trade it in to the authorities for LP.
Also they could maybe be corrupt cops, and just leave some of it in their hanger in low sec.

These few things I mentioned, I think could be like agent missions where the targets are real players. Or they could just be freelance,

I also think it could work in faction warfare. Each VEO would work for a joint Amarr + Concord or Minmatar + Concord. And when the warfare starts they could be conscripted to run missions against enemy faction targets, missions other VEO who work for other factions and that kind of thing.

I really don’t know what this idea would do, just wondering if anyone else had any ideas about it.

Revolution Rising
Serenity Engineering and Transport Company
Fatal Ascension
Posted - 2007.12.01 14:45:00 - [338]
 

I have no real idea if you guys can do it or not, but one thing that EvE can do in spades with the way the game works is a better AI. Factional warfare or not.

A computer running an AI corp could for instance have settings for itself, where it has a small amount of starting capital and trades on the markets. (Trades could be limited, or money just injected at regular intervals).

Imagine 4 trades a day, when the corp/faction hits 50m isk it declares war on a random corp with a certain number of members minimum and when the war is valid launches an amount of ships that roam empire/low-sec looking for targets for a week or so.

This kind of randomness is much lacking in most MMO's. Having RP events does shape the empire, but doesn't necessarily add much excitement.

Frigate warfare is quite limited for the random noobs in the game and various people I've had look at eve in the past while have not liked it because of its' obvious lean towards people who've been here longest...

While I think there's room to move, I also think they have a point of sorts - a stacked deck is never fun to play against. Add some fun for the noobs to the game. New corps and such also need things to do.

People need to travel 50 jumps into 0.0 to find a decent toe-to-toe war, and even then their timing can be bad and all they'll find is small gang warfare like nearer to empire .

I was talking with a friend about regular AI programming and read this MMORPG.com article - thought I would post. ;)

Mob Mentality Article

RR.

Sinjei
Posted - 2007.12.01 19:49:00 - [339]
 

Add specific structures into contested low security space. The coolest would be a huge mobile shipyard which players can dock at and has all or most of the features of a station. Perhaps no cloning bay so that podded players would not return immediantly.

Let's say that the Amarrian Empire is at war with the Minmatar Republic. Pilots could decide to side with one or the other by purchasing a "Soldier License". An Amarrian Soldier License would allow a pilot to freely engage those pilots with a Minmatar Soldier License. Basically these two players would be at war - everywhere and at any time. Or perhaps just in those contested systems.

Resigning from factional warfare would take 24 hours to take effect.

NiiKleagh
Posted - 2007.12.08 14:49:00 - [340]
 

Won't happen - stop dreaming. CCP's servers can't and couldn't handle the load if two factions scream "This system is where the war-front is!"

To dream about it is one thing but, logistically, CCP's servers can't handle most groups randomly finding each other to fight now. I know this because I've been there when all sides agreed to stop fighting and just leave - there was no frame rate, there was no fight.

Instead of dreaming up schemes that can't happen, why not have a forum where you guys can write the source code that will make such warfare able to happen?

It would surely be a step closer to getting what you want than writing what your dreams are, here.

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2007.12.09 21:38:00 - [341]
 

Factional warfare is a great concept and I can't wait to see the proposed design in some future patch, but it's really hard to implement in a way that will satisfy everyone.

I'd love to see borders changing, the NPCs getting involved a bit more, not always flying solo in missions but assisting NPCs, etc. (how many times have we done missions styled as convoy raids, stop & search duties, etc. which translate to a few brave players taking on an armada of red blinking dots? Where's my fire support, we cry...) However...

One of the biggest problems is that real war causes change and risk, and not everyone in EVE is ready for either of those. New players need a place to develop, to learn, without signing in on their first day and getting shot by someone in an opposing faction. There are after all learning curves and learning brick walls... Thus this means you need in essence to have immunity to factional warfare unless you want to be involved. Worse, you don't want to force everyone to pick sides so that some areas of Empire are off-limits, as that kills off mercenaries working for the highest bidder, trading with both warring factions, and simple travelling. It's not incredibly realistic, true, but necessary. Thus limiting to mostly low-sec is ideal but needs also to be plausible.

In terms of a fictional approach, I'd work it something like this: the factions desire ways to work out their differences forcefully, but CONCORD (or the Jovians for more firepower) insists that peace must be preserved or it will deal with warring factions severely. As a compromise, warfare is restrained to designated systems to avoid wholesale loss of civilian life... (etc etc - you get the idea, kind of like the Great Convention in Frank Herbert's Dune, warfare but with limits to avoid upsetting the status quo too much).

Thus borders can change, systems & stations can change hands, but not in a way that totally upsets the apple cart and destroys a faction. That nice high-sec mining or trading route isn't going anywhere. At the moment, low-sec is PvP oriented without any real faction influence beyond the usual agent stuff. I'd want to see not just PvP in factional warfare, but NPC ships in the fray. At the moment beyond station and gate-camping, the various factions' navies don't seem to do much. How would it look to see a fleet of Amarr battleships moving from central Amarr space to patrol their claims in low-sec space, or assaulting a Minmatar-held gate? This doesn't detract from PvP, those engaged in factional warfare can join in and involve themselves in their own campaigns.

I'd envisage several levels of involvement:

None (default): No ties to any faction, no faction is any more likely to take potshots at you than before.

Basic (For): You're pro a certain faction, but not heavily committed to them (for example a mercenary who prefers a certain set of ideals). Your faction will provide some basic advantages and rewards, and your opposing faction will dislike you, but you're not going to be denied docking or shot on sight, it's more dislike than hatred. This would increase as you did more for a given side, until it approached:

Involved (For): You're well regarded in your faction, and have new options available with them that people don't have before (faction POS without need for charter, faction guards your POS, call for escort/backup, new faction equipment unavailable via loyalty points, lots of possibilities). Conversely, your opposing faction will shoot you on sight in low-sec and charge you more in high-sec.

Basic & Involved (Against): You don't like a given faction, but you're not pro their enemy. In essence a declaration of intent that you will fight that faction, but as other posters have mentioned, it ought to come with positives, e.g. smuggling, black markets, resistance movements, all the criminal side of things that have really fallen by the wayside in EVE.

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2007.12.09 21:41:00 - [342]
 

To continue my post:

An additional element needs adding for the roleplayers.

In the navy now!: You can sign up at your nearest recruitment office and join your faction's navy. Your faction needs YOU! (Would you like to know more? Service is citizenship). This is a more immersive equivalent to the above, where you gain faster and greater rewards than just a mercenary but at the cost of immediately being unwelcome with the faction you oppose. This should probably translate to immediately higher costs in high-sec and shoot-on-sight in low-sec, and then perhaps rising to shoot-on-sight in both in short order.

Now of course the question is, with all this new combat going on, what happens if you, a non-faction-aligned player, shoot at factional ships? Are you joining the factional war? Probably not; pirates are still pirates. There has to be some negative consequence though, and the obvious choice would be the same standing system. Shoot at a person or NPC aligned to a faction and you suffer a standing hit until you are eventually not welcome in their space and shot at by their navy.

TordenSkiold
Gallente
ACE'S OVER 8'S
Posted - 2007.12.10 21:44:00 - [343]
 

In FW you must follow your race, or choose to betray it Wink. Standings evolve accordingly.

Enemy NPC navy should present themselves similar to what the rats do now.

I like the idea of friendly NPC navy seen as "blue rats".

Enemy Navy players are shown as enemies at war do now (player v.s. player) , and killing them results in extra bonuses.

You'ld get bounties payed for dogtags etc.

Warfare would be restricted between the various faction navy corps. Thus new players would have to not start as members of those. Only membership by choice.

Player corporations should also have the option to join some sort of an "alliance" with the faction navys.

Faction gear would be one of the main motivators. And as a consequense, faction gear need to be far better ballanced between the races.

Faction wars need to have a large portion of PvP in it. Low-sec FW should/must purely be PvP.

Rn Bonnet
Sniggerdly
Pandemic Legion
Posted - 2007.12.14 08:13:00 - [344]
 

Edited by: Rn Bonnet on 14/12/2007 08:15:41
Podding Needs to go
Admittedly I skimmed the thread a bit but I didn't really see any mention of podding. That is a huge issue. If you want more people to participate in PvP, eg. create a more accessible system you need to remove one of the biggest risks to a newbie, getting podded. Most 'carebears' have implants, and often expensive ones, so that they can get some skills in a reasonable amount of time. While it may not seem like a huge deal, the 100,000isk for a clone and potentially 50mill isk loss for losing implants is simply unacceptable to newbies.

The answer to this areactually rather obvious, either:
  • implement rules of engagement for all sides. Much as it is considered abhorrent to shoot an surrendering military opponent today, it should be considered abhorrent by the sponsoring factions to pod someone whiling flying for them. If a play pods another during factional warfare they should at the very least, lose all mission rewards if not standings as well with the faction.

  • Or the other option is simply to have the sponsoring faction offer a free (or very cheap) complete clone, one the includes a clone of your implants, for the duration of your mission.


By putting a high price on podding during factional warfare, or decreasing the cost of it, you remove one of the greatest fears many newbies face about PvP. This makes PvP more accessible to everyone and helps you accomplish your goals.

Serathii
The Nietzian Way
Hydra Alliance
Posted - 2007.12.14 10:42:00 - [345]
 

Edited by: Serathii on 14/12/2007 10:42:54
on the podding of the post above me: concord should just keep people safe from podding in empire, and for the parts in lowsec: your ship log records evrything you lock on too, if your agent finds you locked on to, and killed a pod, mission reward(standing, loyalty, isk, whatever) will be cut by 50% for each pod(so killing 2 pods would make it 75%)
thats my idea on it

Sean Faust
Gallente
Super Batungwaa Ninja Warriors
Waterboard
Posted - 2007.12.17 17:51:00 - [346]
 

Edited by: Sean Faust on 17/12/2007 17:54:45
Its a great idea in theory but wouldnt work in practice I think since many races enjoy a paper/rock/scissors layout to each other . . Minmatar ships eat gallente ships alive 1v1 since their ability to dictate range and the superior falloff of ACs vs Blasters allows them to completely negate gallente damage. Caldari ships get ripped apart by Amarr as Amarr ships deal the one type of damage that all caldari ships are naturally weak against and are typically faster, and in order to compensate for this caldari ships would have to devote valuable mids to ewar modules.

i dont think it would work because in 1v1 battles, most battles are over before they start as some races ships effectively cancel other races out.

IMHO It would be a good system to implement on the test server as it truly would test how "balanced" the races are for pvp in a way that cannot be done now. Watch a fleet of all Minmatar ships go up against a fleet of all Gallente ships and watch what happens.

Drethon
Gallente
Selinir
Posted - 2007.12.18 13:56:00 - [347]
 

All I can say is as soon as you have the minimal functionality available for factional warfare, get it up on a second test server so that we can play with it and tell you what works and what doesn't before it actually goes live and locks down Eve into a new mode from then on.

Granth Roden
Posted - 2007.12.21 16:13:00 - [348]
 

Faction wars

Privateers

Factions would sell contracts for specific areas (regions - constellations - systems) for a given period of time.
When under contract, the pilot would become free bait for the target faction all the time (and when attacked could defend himself) but would only be able to lawfully kill them in his target region.
In the target region he'd be able to attack all lawful targets.
All lawful targets would give LPs, and the contract would start out negative - so if the pilot did nothing worthwhile he'd actually lose.
When the contract ended, he would get a very small standing bonus on that faction and a very small penalty on the target faction (nothing personal, just business, no hard feelings either way)

Shooting on own side would sharply drop standings on ALL factions, which would represent distrust of a traitor (he does to YOU, he can do the same to ME)

Quitting the contract would also cause a general drop in standings for ALL factions (nobody likes an untrustworthy mercenary)

Factions could use this (and tailor the rewards) to quickly get their force up in contested areas with mercenaries.
This would in effect act as a strategic RP tool.

If for instance the Minnies are getting clobbered by Amarr in a region, they would post these contracts at great rates and good rewards. This would get non-aligned pilots to hop there and join the fight, thus restoring the balance.

Players would profit by being able to test faction warfare without actually committing themselves too much.

Rigo Kajjar
Amarr
Posted - 2007.12.24 23:45:00 - [349]
 

Edited by: Rigo Kajjar on 24/12/2007 23:45:18
Quote:
CCP Ginger > There will be no "PvP lite".


I think exactly that is a problem, because everyone who wants to do full PvP can already get it now. If the empire population would want more "full war PvP", they could easily move to 0.0 or start empire wars already now. But they don't ... so I think there is definitly more interest in the "faction" part than the "warfare" part of FW.

From my personal opinion, current gameplay lacks fun in areas of casual and solo PvP. FW could indeed fix that, but only with a "pvp lite" that would encourage small gangs instead blobbing and also not interfere too much with other interests of the current non-pvp players. However, "lite" doesn't seem to be the plan.

AlleyKat
Gallente
The Unwanted.
Posted - 2007.12.27 18:59:00 - [350]
 

Can we have a Factional Warfare server please?

No, seriously.

I'd like a new server where you pick a character, pick a race, and then fight against the other races.

No overlap with tranquility and being pod killed has the same impact it does currently.

I'd also like to have the following removed from this new server:

POS's and the warfare thereof
Private corporations
Capital ships
Anything T2, including ships (excludes officer, faction and cosmos items)

It is my very strong belief that the current server cannot deploy factional warfare effectively and the only way to have factional warfare would be to create a new server. "omg, not another 'lets have a new server' thread" - quite right, Tranquility is the server where EVE in a player-controlled environment exists and there is no way this should change. And that's kinda my point.

Player controlled story-lines outweigh and overshadow anything which CCP's (very talented and dedicated) events team produce for the tranquility server, and I have to add that although EVE online is a RPG, it is only an RPG by player induced action, not by default. In other words, there is no way in hell a Caldari pilot should ever consider flying with a Gallente pilot and vice versa.
If a new Factional Warfare server were created, then RPG would be genuinely possible, not the 'take it or leave it' choice players have today.

No matter how good the story lines are, no matter how dedicated the player is, no matter what you do, role playing in EVE is diluted by default - because CCP's sole responsibility to the players on Tranquility is to provide back story and padding. Giving the player-base as much choice as possible to achieve anything without limitations is what Tranquility is about.

Factional warfare should be limited to Factional goals and the players need to be guided in what their aims are. All races and factions should be puppets to the storyline which CCP has created and should be evolved along those lines, not the players.

I don't want Factional Warfare on Tranquility - I really do think there is no place for it, sorry, but that's my opinion.

So, can we have a new server for it please? Tranquility is for the players to control.

AK.

Rigo Kajjar
Amarr
Posted - 2007.12.29 22:50:00 - [351]
 

Edited by: Rigo Kajjar on 29/12/2007 22:50:42
In order to avoid people basing in their opponent faction space, make office renting require minimum corp standing to faction. Standing requirement wouldn't need to be high, just enough to lock FWer of the opposing faction out, eg 1.0 faction standing would enable your corp to rent an office in a high sec system of your faction; all neutral corps need to stay in 0.5-0.6, all enemy corps would need to goto low sec with their offices.

In addition, make NPC fees, from office rent, market tax, clone fee, refining, lab costs all heavily dependent on standing. This is another incentive for people to base in "their" space, as living for them is cheaper there. In addition, this pulls in industrialists to FW, as good standings would reduce their costs while their opponents would have to pay higher prices. It means also that FW industrialists could compete better with non-FW players, another incentive to join FW. However, the fee would need to be feelable, eg the current market tax would go from 1%->0% for FWer, but it should be like 1%->30% tax for enemies of your faction.

Note that the "standing based fees" only work in combination with the modified office renting, else people just get a shopping alt which fills the corp hangar. For this to work, corp hangars need to be moved away.

Deviant Desire
Posted - 2007.12.31 12:25:00 - [352]
 

So when do we play ? Oh and just a thought add in the 'pirate' factions since obviously they are intended as such ;-) Thank you very much *grins ebily Twisted Evil

It will be centered around low security space, but not exclusively. (No this should be universal thank you ;-) why wiggle the worm when I can catch the fish ?) Thank you very much ;-)




DasNara Aethelwulf
Blackwater Syndicate
Ushra'Khan
Posted - 2008.01.03 04:15:00 - [353]
 

I hope you guys in CCP are still reading this. First, Faction warfare is a GREAT idea. We need a war. It's a chance for the industrialist to do things like gun running and the like. Also, hopefully, comodities like the consumer goods will go up in places so we can make some real money with those useless items. But I have a couple of thoughts that I would like to guys to think about. Armed Merchantmen. I've been reading about the cargo ships in WWI and II that would bascially go out and hunt cargo ships, hopefully this will be an option. You go to a agent in your races faction and sign up, they give you one of these and tell you to go out and destroy every Amarrian merchant ship you see. That would be great. The other idea is let us sign up with our agents as privateers. Give us the otion with a module that alows us to board the ship in combat and "take her a prize". Once captured you can command the ship to go to the nearest friendly port where you could sell the ship and it's items for a bounty or just keep it to use as another privateer...what do you think?? I really want the possiblity to capture ships to sell them.

Kruel
Beyond Divinity Inc
Posted - 2008.01.07 22:35:00 - [354]
 

My ideas (trying to keep it as simple as possible):

ArrowCorp/Alliance declares a faction, no noob corpers, 1 week to switch factions

ArrowOpposing faction members can be killed anywhere without concord or sentry intervention

ArrowFW members drop a tag valued depending on what type of ship they were in

ArrowFW store takes LP (which is gained for every FW kill) and sometimes other things (like tags)

ArrowCertain types of stations can "change hands" based on # of kills in the system or constellation (NPC kills included but to a lesser effect, keeping the focus on pvp, but allowing a station to change hands if there's no one to shoost)

ArrowOpposing faction members can dock in enemy stations, but are taxed higher and will have to deal with faction NPCs outside the station in addition to likely pvp encounters

ArrowPlayers "stuck" in a station after it changes hands can pay a fee to "jump" to a friendly station (fee depending on distance) <-- I'm iffy on this one, but lets face it, it sucks to get permacamped in a station

Daedra Blue
Posted - 2008.01.09 16:32:00 - [355]
 

Edited by: Daedra Blue on 09/01/2008 16:40:32
Edited by: Daedra Blue on 09/01/2008 16:35:34
I have to agree with AlleyKat Factional Warfare can not be implemented into the existing universe without turning it upside down because of so many contradictory points.
-War is WAR it affects everyone if it doesent it's not War you are not asked to participate in it u are being killed without your consent by your enemyes wherever you are caught.War means shoot first ask later.If u really want to change the dynamism of the EvE universe then think about the sec status. The actual system status like low sec high sec they have been the same for ages in a PROPER FW the people that fight in a system and win will increase that systems status for they're faction thus gaining security in the system they didnt have cutting other factions trade routes and creating more for others making the eve univers Completley Dynamic asside from a predetermined perimeter the empire cannot be fully conqured leaving room for full retaliation.This is Proper Faction Warfare it affects everyone wether u like it or not if u sit around and do nothing u'll end up kicked out of the station.
So u see the implication any scaled down versions would not really match to the actual thing and would only represent minor changes. FW in itself means a player driven empire wide conflict.
Most are not ready to face such a drastic change.

But i disagree about a new server not everyone is ready to throw away years of skill development and start allover again and i assume the whole EvE idea is to put all people in the SAME universe and not do a WoW style split with different realm types.

Thus and i think it is time to say it.And here i become a more RP player.

EvE Online - Reunion
Finaly after so many years the most unbelivable technological breaktrough. After many years of research on the wormholes that stranded these civilisations on the other end of the unvierse a major technological breacktrough has been made the first artificial wormholes are being created as we speak in the hopes of reuniting with the motherland. All 4 Empires create a wormhole connecting the current EvE unvierse with the homeworld from 4 different corners of the galaxy finding they're old civilisations in ruins and completley empty as if they've been killed by something. Infuriated by preconceptions and confuzed by the discoveries the 4 empires call out in the eve unvierse for pilots to join they're cause as the unleash a war to Conquer the Entyre Motherland for themselfs.As the war unleashes the EvE universe remains the same as the Empires need eachother to Sustain the Economy but the war waighed far away is influencing the current EvE universe more and more as new technologies are being discovered and brought back from the ruins of the homeland though some strange artifacts unlikeley belonging to any of the 4 races are founds its still a mistery of how they got there.
-New Systems
-Neutral starting systems
-New Exploration zones to find old forgoten technologies
-Mysterious artefacts from and unknown source
-New Faction Ships obtanable only from the specific areas
-The More Teritory the Faction Controls the lower the prices on technology
-Unique special alliance wide missions that write history by finding and reserving a certain pattern of technology to be only available for theyre faction.

This is just a raw idea scribbled with the best in preserving what is and inovation also leaves room for a follow up (maybe a fifth alien race that extinguished our homeworld now threatening the EvE universe and a new front where all 4 empires cooperate against the common threat as a alternative for fighting eachother).

EDIT: Extra ideas
Oviously anyone can coem and choose whatever faction they want aside there can be no neutrality there as u can only enter trough the wormhole of your faction and if u are not with any u cant enter this.

Daedra Blue
Posted - 2008.01.09 16:44:00 - [356]
 

Edited by: Daedra Blue on 09/01/2008 17:05:54
Edited by: Daedra Blue on 09/01/2008 16:50:28
Edited by: Daedra Blue on 09/01/2008 16:47:22
Continued.
Whyle u are out fo the conflict zone u can do missions for the other faction to improve your standing until u reached a certain standing from witch u can swap ur allegiance.But whyle u begin gaining in the battle u lose what u had with the other one.
This also kinda creates a new scope for a corp besides mining industrial and pvp u can be a supplier as in corp fighting in the war and supplying the outside market with faction supplies and as they conques space they gain more profit as they require less lp to purchase the supplies and having a good wish to maintain it as theyre proffits will decline when they lose grounds.And the other factions will want territory to have theyre own stuff cheaper.

U can also have a sort of a bonus as in u can join your race's faction right away whyle the rest have to first improve standing first then they can join making race actually count in the decision and also making it more real and more likeley that race specific pilots join theyre race specific factions as a majority and not all rush to 1 faction making it permanently superior ofc there will be ballance issues in the ammount of how much u need to have and so on and so forth and some patterns actually be race specific so there is the need for differentiation as in gallente joins gallente to get gallente factions ships but ammar join amar to get amar faction ships and so on.

Also missions can get outter conflict zone implication as to supply theyre faction with something u need to get from X system outsyde the confict zone in the EvE unvierse leaving people with transport ships to travel trough low sec and face the allready existant threat to get supplyes back trough the wormhole for theyre faction thus increasing NPC support maybe.Keeping a steady flow of stuff ammo etc also normal supplyes from empire ships and stuff.

Also i greatley excuse myself for the manny typo's and the ungramatical writing as English is not my native language but i tryed to bring the vision over and i hope i managed to do it.

Rigo Kajjar
Amarr
Posted - 2008.01.12 15:41:00 - [357]
 

I wouldn't agree to "fw wars should be like corp wars" as mentioned in the posts above. I think FW wars should work more like can flagging, because: empire wars produce a lot of attrition and average players can't stand it for longer time (just look at all the attempts to dodge wars). If players, and specially non-hardcore-pvpers, shall participate permanently in FW, they need some way to still make cash in their own faction high sec space. Low sec would be fair game ofc.

In my opinion, factional wars should therefore be asymmetric, in a sense that being in your "home" faction space should be saver (but ofc less profitable) than raiding the opponent faction space.

In order to achieve that, people should get flagged in the other faction high sec space, like can thieves, etc. This would result in the fact that eg Amarr people could still make cash in Amarr high sec to finance their FW-pvp. But if they wanted, they could still shoot up a passing-by Minmatar FW, if they accept that the Minnie will shoot them back. But if the Amarr just looks the other way, he would be safe (in Amarr high sec space only).

Getting people in the other factions high sec space could simply be done with agent missions. Eg Minmatar agent: "we freeed some slaves from the amarr, bring them to our space".

Empire Trucker
Posted - 2008.01.15 01:14:00 - [358]
 

Give all accounts a 4th "Faction war" character. This character is part of a NPC alliance and NPC corp.
Arrow NPC alliances are at war with each other. Standard rules
Arrow Players may train their War characters concurrently with any other on the account
Arrow War characters may not ever leave the NPC alliance, they may join other player made corps within this alliance. War corps made within this alliance may never leave it, they may only dissolve.
Arrow The faction alliances have standings increased with faction corps, and decreased with hostile faction corps.
Arrow Isk is generated in all normal means (ratting, missioning, etc)
Arrow War players gain LP depending on their contribution to objectives, based on damage done on killmails with added bonuses to e-war.
Arrow LP can be exchanged for goods of the T1 and T2 level

Territory is conquered by different rules. LP buys Battlestations, which are placed by a corp on behalf of the alliance around planets and claim SOV for the faction. The territory being fought over is a special X-sec, here no one may anchor POS. This X-Sec region would have several conquerable stations to fight over.

Battlestations come in various sizes and prices and are destroyable. It is advisable that people do not keep valuables inside them. People logging in from a destroyed battlestation appear 1 AU out in a random direction in whatever ship they had logged out in. The launching corps control some aspects of the battlestation, including fees, but not docking rights, which are set by the NPC alliance. Battlestations come with a medbay and repairshop. All other services are reserved for stations, this includes a market. Destruction of a battlestation resets all clones to their corp's HQ.

ArrowPre-skilled characters. For an isk or real money fee, Faction War characters can be created with different skills trained. They are modeled after the soldier and special forces paths. For example, an advanced soldier may come pre-trained for battlecruisers, where a special forces may be trained for T2 frigates.

Drethon
Gallente
Selinir
Posted - 2008.01.15 20:59:00 - [359]
 

It seems to me that the greatest danger of faction warfare is shredding existing multiracial corps if participation is at the corporate level. It seems like corporations could exist with members on both sides of the war because they have independent goals in common.

General Paul
Atomic Heroes
The G0dfathers
Posted - 2008.01.17 15:34:00 - [360]
 

Ive been living in Guristas space now for months and lack the faction standing to mission for them due to starting out as a caldari mission *****.

If factionaly warfare greatly effected faction standing to the point where attacking gallente/caldari would give me + standings to guristas I think this is a positive way to fix a missing aspect of the game.

A possible problem with fleet warfare on a factional scale (empires going to war) is that NPC's cheat.

So if you in your 300 strong caldari fleet engage a 300 strong gallente fleet for example the 20 or so Target jamming ships in the caldari fleet maya s well go home.

Also if you are making systems capable expect the caldari homworld and most of gallente space to dissapear very quickly as the legion of SWA faithful charge to reclaim there homeworld.

Im not saying thats a bad idea as I remember wanting to do it as an SWA member but its hardly conducive to good gameplay when all the gallente empire space is crammed into 1 or two defended systems.

Maybe a beter way of doing this would be to put swathes of low sec space in between empires and have border wars there (with a single 0.5 pipe connecting the empires)

This would not affect empire traders adn would allow for impressive fleets to be displayed at the gates to empires (think a NPC titan and full support fleet)

Just my two isks.


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