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Dayamb
Posted - 2011.08.04 05:22:00 - [1]
 

Markers:

5 mil shield, 5 mil armor, 1 structure.
0% resist
Anchors in 1 minute, onlines in 10 minutes, cannot be off-lined.

Cost: 5 mil build cost and 10 mil at the time of anchoring

Planetary control becomes the nature of system holding. However, it's a twist to the old POS system that nobody liked. You are required to hold a majority of the marked planets in a system. They are instantly destroyable, except for the last 1 held by the claimed entity.

There are 2 ways to take sov. The first option is to remove 51% of the markers and replace them. This method requires 1 day to take effect overriding the current sov holder. Markers placed must be the ones that remain for 24 hrs, no replacing dead one's or the counter resets based on the newest marker that gains superiority. The % of claim is directly tied to the Sov level of the system. Lower % of claim across all planets in a constellation will reduce strategic assets in systems such as Cyno Jammer HP, POS turret tracking and range, POS shield capacity, Plexes and Anomalies. No more farming or mining for 5 days, now it's all about constellation control.

The 2nd method of taking sov is to kill all the markers except the last. Once the final marker is all that remains, it automatically goes into reinforced mode. When it exits reinforcement, It will have a resistance based on planetary control constellation wide. This means the fewer planets you hold in the constellation, the easier it will be killed. Reinforcement timer can be set between 6 and 24 hrs. Once the reinforced marker is killed, whoever holds the larger % of claim in the system takes sov.

This method provides 2 forms of fighting. Either the defending entity can risk it all and defend some time in the next 18 hrs, or they can try to remove markers ahead of time. The attacker also has 2 chances to take the sov, both by holding the system control, or by gaining control at the reinforcement exit timer. This also prevents stacking large sums of systems on a set timer, making a hard press in many systems more of a 24/7 fight rather than a risk of waiting til the reinforcement timer exit. The benefits of attacking and defending at any time of day are further enhanced because they have a direct impact on strategic defense by affecting the sov level.

Upon the destruction of a marker, the attackers are awarded a 10 mil bounty. This means that people will be rewarded for structure shooting by either PvP or Isk value. It also benefits smaller groups tasking out duties or disrupting larger alliances.

Gizznitt Malikite
Agony Unleashed
Posted - 2011.08.04 15:46:00 - [2]
 


Why is your proposed system better than our current system? Less RF timers?

If you want to really focus on improving Sov, find a mechanic that strongly favors sustained system activity over [alarm clock] structure shooting.


Something to note, per the new Dev Blog, "•Shooting at stationary structures is boring
"! Hence, I don't think structure shooting will be the primary mechanic for a new sov system.

While I think some structure shooting is inevitable, and I believe alarm clock structure shooting is the best mechanic for large fleet battles. Note: These are a good thing, as long as its not the primary thing!



Dayamb
Posted - 2011.08.05 05:11:00 - [3]
 

Originally by: Gizznitt Malikite

Why is your proposed system better than our current system? Less RF timers?

If you want to really focus on improving Sov, find a mechanic that strongly favors sustained system activity over [alarm clock] structure shooting.


Something to note, per the new Dev Blog, "•Shooting at stationary structures is boring
"! Hence, I don't think structure shooting will be the primary mechanic for a new sov system.

While I think some structure shooting is inevitable, and I believe alarm clock structure shooting is the best mechanic for large fleet battles. Note: These are a good thing, as long as its not the primary thing!







the first system is the defender advantage. It allows them to fight at different times of day to harass the attackers advances and not make it all about the final timer.

the second system is the attacker advantage, it's the easiest method, but also sets up staged fights in the strongest timezone of the defender.

Yes it's more like ping pong, but there is the safety net timers as well. The biggest advantage is that it allows smaller groups the ability to harass very effectively and forces the defenders to react. This should promote a lot more confrontations outside of the peak hrs and a lot more smaller skirmishes.

10 mil HP with bounties is not anywhere near the boring structure shooting we're talking about today. It's also much more fast pace with 24 hrs being the maximum RF timer meaning fights are more constant. This system, you're talking about 30-50 mil hp minimum to chew through in most systems to be effective with no wait times for stupid modules like SBU's. Your also talking about direct harassment and forcing people to respond or lose systems by smaller entities.

there's a lot of benefits over the current system


 

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