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blankseplocked [proposal] The greatest War Declaration system ever made
 
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TheExtruder
Caldari
Malicious Destruction
War Against the Manifest
Posted - 2011.08.20 19:01:00 - [1]
 

Edited by: TheExtruder on 23/08/2011 17:50:09
Edited by: TheExtruder on 20/08/2011 19:04:20
ArrowIdeaQuestionExclamationEvil or Very MadTwisted EvilSadughughWinkRolling EyesCoolShockedSurprisedSmileYARRRR!!

Results / Consequences:

- Warfare will be more realistic in the sense that you fight for the enemy resources/treasures. And you will also be making a "win all or loose all" gamble.
- Gives mercenaries and 'bounty hunters' a reliable income and a nice career.
- A global ladder system, with nice ISK reward along the way and also at the end.
- Smaller groups of people can take on bigger groups and win a handsome reward for their efforts.
- Big powerful alliances will think twice before declaring war on a smaller group (becuase they will have more on the line)
- The more successful a corp is at winning war declarations the more it will be challenged by others.
- If a big group targets a small group and looses, the victem would get a nice pay.




The Basics:

- To declare war on somebody one has to put at risk what is in the corp wallet into "the pot", the victem will be forced to invest all his corp money too. The winner gets what is in the pot.

- What determines who wins the war? Once the war has started, the team that has inflicted the most damage (isk wise) in a weeks time wins. There is however going to be a way to win wars without having to wait a week. depending on how much isk in the pot there is going to be a certain "standard" assigned to the war, whichever team is the first to reach certain objectives/goals of the standard will win. (example of such an objective might be to inflict a certain isk damage within a certain time). The bigger the pot the higher the standard.

- Escalation: Once you win the war and you have gained the money. You will not be able to make a withdrawl for 24-48 hours. This means other people can observe the amount of money that is dwelling in escrow, and they will be able to challenge you for the money.

- Never ending escalation? Once the the pot has grown up to a certain amount of isk (like 1-100 bil isk) There will be something called a 'higher standard' and if the objectives of the standard are achieved, you will be able to make a withdrawl of the money. (i.e. inflict a certain isk dmg within a certain time)

- You get 'respect points' every time you win wars. Respect points is a way to sweeten the pot for every war declaration, it is a permanent bonus that you will bring to every war. In other words Respect Points are a permanent ISK in your corp wallet.

- Other corps can join in on the war as 'allies' by investing equal amount of isk into the pot as the original two corps that were fighting.


Other fun consequences:

- Mercs: fight for one of the teams and take a percentage of the payout. Whether the team you were fighting for wins or looses, you still get your cut, but if your team wins then you get your bonus.

- Bounty Hunters: you get a opportunity to participate in the war dec that your target is in. (Also mercs and bounty hunters should have the chance to quickly leave any wars they involve themselves, less commitment and more of a drop-in style of PvP)

rough draft, ideas welcome

Lykouleon
Wildly Inappropriate
Goonswarm Federation
Posted - 2011.08.20 19:04:00 - [2]
 

Originally by: TheExtruder
A global ladder system, with nice ISK reward along the way and also at the end.


^^ This is the indicator that this is a troll.

TheExtruder
Caldari
Malicious Destruction
War Against the Manifest
Posted - 2011.08.20 19:08:00 - [3]
 

Edited by: TheExtruder on 20/08/2011 19:08:15
Originally by: Lykouleon
Originally by: TheExtruder
A global ladder system, with nice ISK reward along the way and also at the end.


^^ This is the indicator that this is a troll.


lol this idea was fun but also challenging for me. My writing skills are sooooo bad manSmile but I liked the idea, so I ended up writing it on a word doc for throughout 2-3 weeks period, little by little. fun times. I'm lazy.

TheExtruder
Caldari
Malicious Destruction
War Against the Manifest
Posted - 2011.08.20 20:42:00 - [4]
 

http://www.eveonline.com/devblog.asp?a=blog&bid=946

This war dec idea touches on the following points:

Solo support
It is critical that some low-effort, decent-reward solo activities are available to players in nullsec. This class of content gives players a reason to stay online if nobody else is around, and it's only by getting people to stay logged on that it stops being the case that nobody else is around.

Collective admin
For further discussion. To the extent that players have influence or control over the goings-on in NPC nullsec, they exercise this power collectively - all corps living in a given area have a say in policy. This provides an interesting alternative political dynamic, and encourages multiple corps with diverse objectives to live in the same bit of space and play nicely with their neighbours, which in turn prevents a small group of powerful corps from easily taking control and shaping policy to drive others out.

Easy to rebase
Groups running regular small fleets should find it pretty straightforward to move their base of operations. This allows them to "go where the action is", and allows any given part of the cluster to get a much more regular rotation of "local gangs", which in turn should lead to more combat variety for the average player on both sides of the fence (ie roaming groups and defense gangs).

Objectives and incentives
Smaller fleets moving through enemy space should always have something to do, and doing that something should make them feel like they've achieved something worthwhile even if they didn't get any actual fights. This means having things to do that are both satisfying and deliver some kind of long-term value (ideally things with tangible ISK-relative value as well as intangible strategic value) to offset the opportunity cost of a roam. We want people out PvPing, and if they're thinking "I wish I'd stayed at home and run missions" then something is wrong.

Interfere with larger ops
Smaller fleets should have some avenue via which they can have some impact on larger fleets, without just getting killed. There should be some sensible way to defend against this with some sensible amount of effort on the larger fleet's part. A smaller fleet should not feel that it simply has to run away from a larger one, but neither should it be able to have a disproportionate impact on a larger one.

Constant
Small-scale combat should be going on all the damn time. Set in the context of ongoing nullsec struggles, it's one of our strong points as a game, and we should be trying hard to enable it as much as possible.

Reward local knowledge
Doing research on and scouting of the area you're running fleets in, and getting a feel for the layout and the local quirks, should give you a small but noticeable advantage over other fleets without this knowledge. This tilts the advantage slightly in favor of the defender against random gangs, but allows aggressors to negate that advantage with some work. Furthermore, using this sort of knowledge makes people feel smart, which in turn makes them enjoy themselves more.

Frequent and big
A lot of players enjoy large-scale battles, and it remains one of our bigger draws in marketing terms. Large battles should be happening regularly (an average nullsec player should be able to get involved in at least a couple of fights this size each month, on average), and they should be big enough that players feel like they're involved in something really big (500+ a side).

Value for all
Everyone involved in this sort of fight should feel like they're glad they took the time and effort to get involved, and that it left them feeling satisfied. People should not be sitting at a starbase for three hours, warping into a fight and getting instapopped before they've really done anything. Winning and losing should matter, but taking part should be valuable too.

.....................

TheExtruder
Caldari
Malicious Destruction
War Against the Manifest
Posted - 2011.08.20 20:44:00 - [5]
 

Edited by: TheExtruder on 20/08/2011 20:54:19
...

Decisions beat numbers
It should always be the case that inferior numbers can win with superior decision-making. Large fleets should be much less about who has the most ships and much more about who has the smartest commanders and sub-commanders.

Active components
Intelligence-gathering should not be a purely passive occupation. There should be plenty of opportunities for gatherers to take a more active stance, either to take shortcuts in gathering the intel, or to act on it right away and sabotage or otherwise mess with the enemy's stuff. There should though always be the risk of getting caught, and having your patrol cut short on top of the usual drawbacks of eg getting shot. This serves to make intel-gathering a little more interesting and engaging.

Bigger ships/fleets travel slower
As the amount of power your fleet can deploy increases, its mobility should decrease. Small, flimsy fleets should always maintain a mobility advantage over big, dangerous ones. This ensures that a wider range of fleet compositions and sizes remain valuable, catering to more preferences and playstyles. It also makes fleet composition more a case of selecting the right tools, and less of just dumping the whole toolbox onto the floor, encouraging players to innovate tactically and strategically.

Moving large volumes should be a group effort
High-volume shipments should be a special occasion, and as much as possible we should encourage them to be a group activity. These tend to be high-value shipments also, and bringing players together to appreciate and protect the value created, and put them in a position where they're likely to interact with other groups, is a positive thing.


Feligast
Minmatar
GoonWaffe
Goonswarm Federation
Posted - 2011.08.20 20:53:00 - [6]
 

You do realise nullsec alliances don't make wardecs on each other, right? So that entire post makes no sense.

TheExtruder
Caldari
Malicious Destruction
War Against the Manifest
Posted - 2011.08.20 20:57:00 - [7]
 

Originally by: Feligast
You do realise nullsec alliances don't make wardecs on each other, right? So that entire post makes no sense.


is everybody in goonswarm so negatively set on new war dec ideas and solutions? I mean if you think about it Feligast, for 100 billion isk there would be a pretty damn good reason to war dec other alliances. Assuming of course that the reason why 'nullsec alliances' dont war dec each other is because there is no need to do so in order to shoot eachother.

Tiina Turmiola
Minmatar
draketrain
Posted - 2011.08.20 22:05:00 - [8]
 

im declaring war on everyone of u right nao


 

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