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blankseplocked [Proposal] Sov Influence and King of the Hill Flipping
 
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Burseg Sardaukar
Sardaukar Merc Guild
General Tso's Alliance
Posted - 2011.08.04 04:15:00 - [1]
 

Multiple sections incoming!

I) Capitals (not the ships; I mean like London, or Washington, D.C.)
A)Every Alliance will have a Capital system designated by the Executor corp CEO, or by default when an Alliance claims its first system. This system will be the only place where new Influence Sov upgrade structures can be installed. (See: II). They can also have their own I-Hubs, that will follow the same guidelines as the Constellation HQ's (see: B). The Capital can be changed once every 7 days (and change will only be in effect after downtime, to avoid insta-changing during an attack), or when the system falls to an enemy force (possibly after a cool-down period [an hr?], to give a strong attacker the ability to steamroll a few systems after successfully ransacking a Capital.)

B) Every separate Constellation held by the Alliance will have a designated Constellation HQ, where the Dominion I-Hub will be placed. A member corp of the Alliance will be designated the Constellation governors, for tax purposes.

C) Bonuses will only apply to systems that are connected to the Capital or HQ system. This way, if the route to the Capital system is broken, those bonuses provided from it will NOT apply to the disconnected area, but the Constellation I-Hub bonuses could still be applied, provided that the systems inside that Constellation connect directly to the Constellation HQ.

Burseg Sardaukar
Sardaukar Merc Guild
General Tso's Alliance
Posted - 2011.08.04 04:17:00 - [2]
 

II) Capital System Bonuses (work like Incursion influence)
A) Alliance will have an influence meter over the space they hold. As various goals (see: C) within the Empire are accomplished, the Sov influence will drop. It will recover over time (approx 1 week to go from 0-100%). As soon as a Capital is established and the "Incursion" (Influence) structure can be anchored, onlined, and the bonuses will begin to grow. Brand-new Capitals will start with a flat 25% Influence, and will take approx 5 days to grow to 100%.

B) New Capital Influence Bonuses - Works similarly to Incursions, and spreads to all connected systems.
1) Attackers will have the immediate negative effect of taking 50% more damage @ 100% influence.
2) Attackers will do 50% less damage @ 100% influence.
3) Taxes will take 50% of all rat bounties destroyed by NON-alliance members (this means blues as well) to Constellation governor corp @ 100% influence.
4) Cyno Jamming rules will change. At 100% influence, all systems within 5 jumps from the Capital system will be jammed completely to all non-covert cynos. If any Constellation HQ is connected through Sov-held systems to the Capital, then they, too, will have an additional 3 jumps from each of them that is cyno jammed. As the influence drops, however, the jumps from the HQ's will diminish. At 25% influence, the Constellation HQ's will be open to cynos, which will have a max jump mass (per ship) of 1.4B kg (dreads and smaller) and a total jump mass (of whatever is reasonable). This will be for every 15 minutes, and the cynos MUST be lit at the Star (within ~15km of warp in). (This was decided upon because it will stop a "friend" of the sov holding alliance from using up the 15 minute window without any say by the attackers. The attackers will have to hold the cyno-able field to utilize the jump. Less hot-dropping and more strategy.) At 10% influence, this same window will open for the Capital system. And at 0% influence, all cyno jamming is removed, and hot drops of SC's and Titans can continue.

C) Goals for attackers
1) System loss. Each system that falls will decrease sov influence over the entire Empire (as a percentage of the whole, leaving 25% if ONLY the Capital remains after all other systems are lost.)
2) KIlls. Destroying occupying Alliance vessels. (based on value)
3) Structure destruction.
4) Beacon Hacking. Every system will have Cosmic Signatures (Influence sites) that randomly spawn that only Covert fleets can enter (via warp gates that CAN be defended by NON covert fleets) and hack cans inside the sites that affect system sov influence. This means once all (~10) sites are scanned out and hacked, that system will no longer have Sov Influence bonuses at all, with each can decreasing the influence in the Influence temporarily by 10%. This will only last for approx 6hrs, but will also slightly effect overall Sov of the Alliance. This can be used by gangs looking to get tax-free romps ratting in a system, or by advanced fleets looking to attack a cyno jammed system.
5) Anomaly completion. Despite the tax, if random people clear out your anomalies, you will lose a minor amount of Sov Influence over your space.

Burseg Sardaukar
Sardaukar Merc Guild
General Tso's Alliance
Posted - 2011.08.04 04:20:00 - [3]
 

Edited by: Burseg Sardaukar on 04/08/2011 04:31:26
III) Flipping Sov
A) Outlying systems (more than 3 jumps from an HQ system or 5 from Capital)
1) Sov flipped via a king-of-the-hill system, dependent on the uncloaked number of vessels within a 150km radius of the TCU. Timer lasts 15 minutes, and is paused if any Sov holder's vessels enter it, and is reset if all attacking fleet members leave the sphere. Minimum of 5 attacking vessels required.

B) Inner systems (less than 3 jumps from an HQ system, or 5 from Capital)
1) KotH system in effect, but longer timer (30 minutes) and 10 minimum attacking vessels required.
2) A 6 hour window is selected by the defending force when the Sov is vulnerable. If the attackers begin their attack by the end of the window, then they have 30 minutes from that moment, regardless if the 6 hr window closes.

C) HQ Systems
1) KotH system, longer timer (45 minutes) 25 minimum attacking vessels required.
2) 3 hour window selected by defenders
3) Any structures in system give an automatic minimum number added to the KotH occupancy. (Just as an example, small pos's = 5 pilots, outpost = 100 pilots, etc.) This gives the option to the attacker to either blob the KotH field, destroy those structures, or place their own.

D) Capital Systems
1) KotH system, 1hr timer, 50 minimum attacking vessels required.
2) 1 hour window, selected by defenders
3) Same structure rules as HQ systems, with modified advantage to defender (small pos = 2x5 = 10 pilots)

IV) Capture vs. Destroy
A) In this designed Sov mechanic, destroying everything in a system will help decrease influence, and/or aid in the capturing of a system. However, if Sov is stripped from a system through sheer force, everything inside the newly acquired system should be able to be stolen, I-Hubs, Outposts, previous owner's POS's. This makes more sense in comparison to real world war, when an attacker is usually out for resources, not JUST land acquisition. Perhaps a capital hacking module (fit to dreads?) with a 20-minute long hack cycle could allow for the structures of the previous owner to be taken without destruction only after Sov is flipped.

Burseg Sardaukar
Sardaukar Merc Guild
General Tso's Alliance
Posted - 2011.08.04 04:33:00 - [4]
 

Scenarios
A) Big Alliance "A" holds several Constellations, and is spread pretty thin. Smaller Alliance "B" moves in and snags an outlying system (more than 3 jumps from a Constellation HQ of Alliance A) with a moderately sized fleet. Alliance B plants the Influence Bonus Hub in their new Capital. As soon as the Hub is online, their system has 25% Influence. This gives 1/8 drawbacks to any attackers defensive and offensive capabilities, as well as cyno jams the system. While they still might feel the wrath of Alliance A, they at least have a small advantage and somewhere to grow from.

B) Big Alliance "A" holds several Constellations in a long line. Big Alliance "B" doesn't like Alliance A. B comes through with a strategic blow at a specific Constellation HQ that effectively cuts off a quarter of A's space from the Capital. Those separate systems no longer have any of the Influence bonuses applied from the Capital and can be crushed easier than before, with each system lowering the overall Influence Alliance A has over their total space, provided not enough time is given for the Influence to recharge. Alliance A now is punished significantly with leaving an important system in the Sov chain exposed.

C) Sneaky bastard Corp "C" doesn't like that Big Alliance "A" has a lot of space they don't use, but doesn't have the force to take their systems, yet wants to run the Anomalies tax free. They bring a Black ops fleet into a corner of Alliance A's space, hacks the various Sov Influence sites, lowering the overall Influence, including taxes AND cynojam strength. While Corp C is making Iskies, Alliance B (competitor of A) notices the gap in the defenses and busts through and breaks up the sov of Alliance A as Corp C finishes their last anomaly and retreats to safety as all hell breaks loose for Alliance A.

D) Huge Alliance "A" busts straight into Alliance "B's" 100% bonus Capital system with nothing but BS and smaller fleet. They do this during the 1 hour period that Alliance B had set as their designated "defense" period. A large battle ensues where Alliance B has the capability to field caps, while Alliance A can not, but B is simply overwhelmed. They lose the Capital, but when the Sov flips, Big Alliance "C" jumps a sizable fleet into the now un-cyno jammed system and slaughters Alliance A's fleet and claims Sov themselves.

Enna Shendara
Posted - 2011.08.04 05:17:00 - [5]
 

I think its a pretty cool system.

Bloodpetal
Mimidae Risk Solutions
Posted - 2011.08.15 21:18:00 - [6]
 


...

This is the old sov system with some whistles added.

Burseg Sardaukar
Sardaukar Merc Guild
General Tso's Alliance
Posted - 2011.08.15 21:40:00 - [7]
 

The concept I was rolling with was to make a "home" feel, with advantages and relative "safety" being there, and that development of that home would yield positive results.

I felt that development was most likely tied to construction and placing of structures, but unlike the pre-Dominion Sov mechanic (or even the current Sov mechanic), I'm not mandating that structures be destroyed for sovereignty to flip. There is an incentive to do so, especially if you know there is going to be overwhelming odds during the hour span that a Capital system would be vulnerable. It isn't mandatory by any means, and if they add my idea of capturing existing structures instead of destroying, there would be no need to attack static structures all the time, which is one of the repeated desires of CCP (which is based off of negative player feedback).

Bloodpetal
Mimidae Risk Solutions
Posted - 2011.08.16 15:48:00 - [8]
 

Looking at CVA after the Sov Change, the Constellation Capital system from the previous Sov was actually respectable at allowing smaller groups to hold their sovereignty because you were able to create a fort, so to speak, with heavy inherent advantages to owning that space.


The issue is, it scaled upwards too, so that bigger organizations were even MORE fortified by having a considerable amount of constellations making deconstruction of that fort even more time consuming.


I don't see them going back to a Capital styles system, at least not based on Constellation.


But, it is worth noting that the system made smaller alliances a viable option in 0.0 and that is something that is very important to my perception of EVE.

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.26 01:42:00 - [9]
 

the capital system having an effect upto 5 jumps out will made a large space holding power block strong I aggree the idea but I would limit the Capital influence to a constilation.

This way smaller alliances will have a value to larger power blocks, encouraging the growth of smaller alliances. With more alliances more diplomacy is required and more smaller skermishes will be likely.

Gevlin
Minmatar
Lone Star Exploration
Lone Star Partners
Posted - 2011.08.26 02:12:00 - [10]
 

the capital system having an effect upto 5 jumps out will made a large space holding power block strong I aggree the idea but I would limit the Capital influence to a constilation.

This way smaller alliances will have a value to larger power blocks, encouraging the growth of smaller alliances. With more alliances more diplomacy is required and more smaller skermishes will be likely.


 

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