open All Channels
seplocked Assembly Hall
blankseplocked [THE LONG-RUN]: How to restore the concept of corp pvp and improve EVE
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Khutulu IV
Amnesiatics Anonymous
Posted - 2011.06.23 23:01:00 - [1]
 

Edited by: Khutulu IV on 23/06/2011 23:01:03
The issue of pvp being focused more on groups of 20+ players (blobs, depending on your definition) is the current norm. These groups are currently getting bigger and bigger as eve's subscription base blooms. I want to propose a mechanic that will make small 2-8 people based "corp groups" a reality once again.


ArrowI propose that all lowsec and 0.0 gates have capacitor. This capacitor will recharge at a steady rate, costing a certain amount of cap per jump, possibly based on mass.

ArrowThe higher the lowsec security, the faster this cap recharges or the more cap their is.

Arrow0.0 capacitor would be able to jump lets say 10-12 people through without interruption all at once but the recharge would be fairly slow compared to lowsec systems. Capacitor recharge can be upgraded via the sov system.

Question By now your probably saying "But Khutulu, how are we going to have blob fights, epic 1600 man battles, that sort of thing?" Well like everything else, cap can be transferred to these gates giving existing logi chains something to do while traveling, making it harder to move massive amounts of people, and balancing out the overpowered status of attackers in the sov game.


I know there are a lot of lacking details but I guarantee that promoting the kind of combat eve was founded on, the concept of grabbing 4-8 of your buddies and getting some equal fights, is going to draw in a lot more people than space barbies/fubared monocles.

I am aware there may be more pressing issues but a return to this kind of mentality would be a great one, allowing lag to be diminished and splitting up engagement zones instead of everyone pile on the supercap bundle and unleash fire.

Jump bridges would defiantly have to be looked at to balance them with this proposed gate mechanic change.

Civ Zomas
Gallente
Jazz Associates
Posted - 2011.06.23 23:31:00 - [2]
 

An intriguing idea...

Perhaps with some fatal flaw, but right now I can't think of one. It seems worth investigating. Supported.

Khutulu IV
Amnesiatics Anonymous
Posted - 2011.06.24 04:31:00 - [3]
 

Originally by: Civ Zomas
An intriguing idea...

Perhaps with some fatal flaw, but right now I can't think of one. It seems worth investigating. Supported.



In hindsight, I wish a waited to post this, I hope it doesn't get overshadowed by the whole Incarna debacle.

Dutarro
Matari Munitions
The Fendahlian Collective
Posted - 2011.06.24 13:29:00 - [4]
 

Interesting idea, but for those who actually like blob-style PvP roams (not me, by the way) it would make their experience a bit tedious.

Alternative: when a gate is activated more than 5 times in 30 seconds, an automatic alert is transmitted on some publicly visible channel. Big blobs could still move around freely, but their location would be broadcast to everyone nearby. Small gangs of 5 or less would therefore have an advantage of surprise.

Iggy Stooge
Gallente
Federal Navy Academy
Posted - 2011.06.24 14:02:00 - [5]
 

I would tend to think that the result of this would be less roaming gangs, and more camps. I fully support your wish to find a way to encourage people to get out in a 6-8 man gang and go looking for the ****, but this could have just the opposite effect.

Darryl Ward
Posted - 2011.06.24 16:23:00 - [6]
 

One disadvantage would be that a huge blob can camp a gate, and you lack the ability to bring in a bigger blob to deal with it. This gives campers a numbers advantage that can't easily be mitigated, and time delays would give them all the warning they need to know that a blob is coming after them.

I like the idea of discouraging blob warfare though, we need more thoughts like this.

Grath Telkin
Amarr
Sniggerdly
Pandemic Legion
Posted - 2011.06.24 18:20:00 - [7]
 

No.


I've gotten 100 kills in 2 days in 0.0 with 5-8 dudes, while fighting a force of 40-50 guys, from an alliance of thousands, in their home systems.


If you want small gang PVP its out there, the trick to small gang pvp was never "Fair" fights, it was learning to exploit the other guys weaknesses and still get kills, no matter how many people he brought, while not dying yourself.

Khutulu IV
Amnesiatics Anonymous
Posted - 2011.06.26 03:08:00 - [8]
 

Originally by: Grath Telkin
No.


I've gotten 100 kills in 2 days in 0.0 with 5-8 dudes, while fighting a force of 40-50 guys, from an alliance of thousands, in their home systems.


If you want small gang PVP its out there, the trick to small gang pvp was never "Fair" fights, it was learning to exploit the other guys weaknesses and still get kills, no matter how many people he brought, while not dying yourself.


Alright well I dont know how you do it but I cant get solo fights unless its 10:1. Not everyone can be as cool as you guys.

Mattio11
Quantum Cats Syndicate
Posted - 2011.06.26 05:13:00 - [9]
 

Edited by: Mattio11 on 26/06/2011 05:16:11
Edited by: Mattio11 on 26/06/2011 05:14:30
seems like a good idea.. BUT

you do realise that you're asking ccp to create more code (more bugs) and complicate the game even further? probably cause more lag?

What if it bugged and then suddenly you couldn't jump through the gate at all?


While this idea is interesting and I kind of like it... I wouldn't want it to be implemented until many other issues in the game are fixed first


and then i read this..
Originally by: Darryl Ward
One disadvantage would be that a huge blob can camp a gate, and you lack the ability to bring in a bigger blob to deal with it. This gives campers a numbers advantage that can't easily be mitigated, and time delays would give them all the warning they need to know that a blob is coming after them.

I like the idea of discouraging blob warfare though, we need more thoughts like this.

yeah.. i think the OP may make things even worse actually...

Herping yourDerp
Posted - 2011.06.26 07:57:00 - [10]
 

alliance 1: we attack in 10 mins
alliance 2: they can only have 12 ships come in at a time, camp with 30 ships
alliance 1: Jump
alliance 2: fire at will they are bubbled.
* wave one is basically destroyed*
alliance 2: lol killmails, reload guns for next wave.

Kripnlock
Posted - 2011.06.26 14:37:00 - [11]
 

good idea , worth the effort to look into

Baaldor
Black Sail Anarchists
Yarr Collective
Posted - 2011.06.26 15:24:00 - [12]
 

Originally by: Khutulu IV
Originally by: Grath Telkin
No.


I've gotten 100 kills in 2 days in 0.0 with 5-8 dudes, while fighting a force of 40-50 guys, from an alliance of thousands, in their home systems.


If you want small gang PVP its out there, the trick to small gang pvp was never "Fair" fights, it was learning to exploit the other guys weaknesses and still get kills, no matter how many people he brought, while not dying yourself.


Alright well I dont know how you do it but I cant get solo fights unless its 10:1. Not everyone can be as cool as you guys.


Read what he says again, he tells you how.




Khutulu IV
Amnesiatics Anonymous
Posted - 2011.06.28 03:56:00 - [13]
 

Well in the case of blobs, logistics would be necessary to essentially keep the gate open, say a group of 25 ships have 5 logistics ships, under my model, those 5-8 logistics ships could help to move the 25 man gang relatively un-hindered.

Say there is a giant gang on gate and you have a small invading force, it makes the roles of scouts much more important. Finding alternate routes as an attacking force, that sort of thing. AND, when you start pwning face the campers cant just jump through.

Shooting down an idea on a basis that it will create bugs means theres something wrong with the game not the idea...

Baaldor
Black Sail Anarchists
Yarr Collective
Posted - 2011.06.28 21:43:00 - [14]
 

Originally by: Khutulu IV

Shooting down an idea on a basis that it will create bugs means theres something wrong with the game not the idea...



Essentially shooting down an idea based on putting arbitrary mechanics in game, because you can not figure out how to over come the issues when others can, is a great reason.

Hekira Soikutsu
Posted - 2011.06.28 22:16:00 - [15]
 

Edited by: Hekira Soikutsu on 28/06/2011 22:30:04
Edited by: Hekira Soikutsu on 28/06/2011 22:20:05
Gatecamps will now have people on both sides constantly jumping through to deplete the capacitor. Unless you can tell if a gate is capped out from across system... Goodbye Buzzard and Viator.

Additionally, you encourage more static pvp since people would rather have other people jump into their fleet rather than jump their fleet into others in ones and twos.

It would also be a good idea to have a mechanism is place so that people can tell what the cap level on gate is.


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only