Zorac wrote:

I will quit this game the day you are allowed to buy EP with rl money.

Seconded. RL money already has an impact in terms of people who can afford to run many multiple accounts ( I may recall incorrectly but someone mentioned they had 12 accounts somewhere?) and this can skew things.

I liked the EVE model, I was one of those with lots of accounts early on (too much money not enough brain) and when it became a legal, safe exercise I got rid of some no longer played with chars. How it could be implemented here is for the devs to decide.

Nice idea in principle and I fully support anything which gives faction standing and 'picking a side' have some form of increased value in the game. However, placing restrictions like bot types, max number of players etc is poor from a design point of view. One of my chars is light specialised, if there is an event I can make and  its Mechs only I can't play sad

Also if my faction just so happens to have more players, I can't play because there is some arbitrary number which stops me participating.? The principle is sound, you just need to look at other poor mechanics like the timed intrusions which only serve to isolate players based on timezone or class or [insert thing to discriminate against here]. Planet side nearly got it right with their population balancing but 'fit of the month' killed it IMHO. Look for ways to implement the concept which is inclusive for both beta and alpha players which allows each to contribute their play style and you will have a winner!

/signed

People need to stop thinking about bots and bot fits in isolation, thing about how a gang will operate and how their strengths work well together.

Small tackle is a staple in games and in RL. You need something more expendable than your mega fit death kill 2000 to get in there and cripple the enemy, they will always have a place and if you play the game correctly, they always can be countered.

104

(14 replies, posted in Feature discussion and requests)

I agree with Smokey, it was stated that there where too many minerals available and therefore the nerf would bring minerals back into balance. My problem with that was that the problem was looked at from e wrong angle. It wasn't necessarily that there were too many minerals, it was that there weren't enough avenues for minerals to be removed from the game to balance it out.

Pre nerf, you could lose a mech and replace it in mineral value in a couple of hours without wanting to stab your own eyeballs out. Now, it takes longer, is painful and makes losing a mech in PvP all the more painful as you know you have to spend a game session mining in the most awful manner to replace it, therefore people are more scared to fight which reduces everyones ability to enjoy the game.

Put the mining back the way it was, reduce mineral density on alpha and promote roaming NPCs to control afk mining.

In order to combat the the long time players having too much of an advantage you can look at the skill trees and also the prevalence of material types. Put alpha only materials in the game and with POS or some other mechanic force Beta islands to need HUGE quantities of it. Beta islanders (not considering alts here) do not want to spend 90% of their time on alpha, much better to mine/fight/pve on beta and buy from alpha..... Oh dear did I just create a Market dynamic for those wishing to live and pve on alpha to be engaged in the overall game as a part of a complex sandbox game??? Guess I did.

Mining is too painful, change it back and put in the high level matereial sinks (bigger bots, POS, big buid req equipment) in to counterbalance an increased amount of minerals in the game. The devs seemed to have had the right intention in the nerf, they just put the wrong solution in place.

105

(51 replies, posted in General discussion)

As one of those who is vocal about POS I will try to add some justification from my own personal point of view.

Human nature centrers around some very basic needs, that of accumulation, creation, destruction and control. The biggest flaw in this game right now (and I freely admit to this myself) is that it is far too easy to just wait out any attack on your island. There is nothing to protect, the OP and intrusions are a frustrating distraction to this. Over the past few months of play I have seen the flip flop of OPs for little strategic gain. Lost your OP? Just wait til a good time for your particular alliance and take it back.

POS needs to change this dynamic. The intrusion system is flawed in it's reliance on timed events and POS can possibly alter this to make it more tactical to hold or take important structures.

As above, and in a previous post I made (will get link later), POS need to provide NIC /resource sinks and provide motivation for alliance to actually fight for their territory. There is also little for industrial corps to do right now, being able to specialise in something which requires those 'alpha' skills and allows alpha corps to provide services to beta corps is what is needed. POS can provide a vital change in our Market dynamics which allows alpha corps/players to provide materials and services to beta corps. Just make it require a lot of time on alpha (not grind, actual living on alpha) to produce required materials that beta corps have to buy and your create a two way dynamic.

Right now it's easy for anyone in this game to say 'meh' and log if an enemy attacks, there is nothing I HAVE to defend, I can just go watch a film and come back later. POx (resource collectors, defensive structure, whatever you can think of) give me a reason to undock and try to at least take down some enemy before I die to protect my investment. For the ppl who want to accumulate and create they have a fantastic avenue, for the destructive natured, there are more incentives for ppl to fight giving us all more targets.

Give me a reason to fight, there just isn't one right now.

106

(18 replies, posted in Services and Discussion)

Just want to put a big shout out to the M2S guys bumping the threads. Hopefully some more soon, keep bumping big_smile

107

(18 replies, posted in Services and Discussion)

So if someone is in an alliance they cannot provide services to the community? I will keep working at it, some will help, some will stay neutral, some will hate. Such is the life in games. I'm not the type of person to get all het up on alliance politics and the likes, others will do that. If I can provide some small service to the community I am a happy gamer, but I don't think that should impact on me being able to PvP and have fun with friends.

108

(9 replies, posted in Feature discussion and requests)

Whilst I like the idea of mines, they have to be balanced against being technically implementable. This was a hot topic back in the stEVE beta and into live. The main issue is that if you put something in game which is easily accessible and deployable, you can end up with an overload of resources on the servers.

Now I am not professing to know exactly how such features would impact performance, but as the poster above states, if each alliance can deploys thousands of these things, the server suddenly has a lot more stuff to constantly track and update. Now if there were mines which cost a lot more, but had the AoE effects etc, then this could be much more implementable and definitely require a more tactical approach than just spamming thousands of mines everywhere.

/signed

In addition to 2 we need POS. Last night was great fun mining as an alliance but that will only hold appeal when events like that satisfy the desires in 1 including being able to build and hold things of value. In stEVE when POS arrived, my old corps saw a huge re-interest in building POS for the corps and holding areas for our collective gain in 1. Right now, there's no long term goal to have other than wait for the next patch.

110

(0 replies, posted in Feature discussion and requests)

So I figured that in a rapidly developing game, some quick wins would be nice... Now I do not profess to know how this is coded but a slick paintjob and some new DB entries should do the job.... I restricted myself to existing mechanics/materials/skills and this concept therefore does not rely on extensive coding changes (I hope).. I also have plans for PvP versions of the other industrial class bots and will pursue them depending upon response...

The concept is simple, sequers are easy targets and there are going to be often times that you don't need all that 80U but being able to move quicker and more stealthily will be a huge bonus. The Seberess (working name!!) is intended to fill a gap in PvP operations allowing for better deployment options and tactics. The stats are here....

http://img823.imageshack.us/img823/5066/seberess.png

Basic Concepts

  • In order to go faster I reduced the armor but upped the resists to account for the higher tier construction and space loss.

  • The idea is that this is a stealth hauler, it is harder to see but is not intended to be an uber tank, the idea is to hide not stroll about invincible.

  • The material costs reflect the investment required, the higher tech needed and the specialised role this is intended to fill.

  • The bonuses are intended to reflect the role again, fast speedy deployment. (I have flicked back and forth on the armor resists to another single unifying bonus such as a repairer bonus but this is my current thinking - discuss)

  • The Spec Ops skill requirement reflects the role and class of bot, I was considering adding in a fourth to drive home the role but ended up with only 1 additional skill in the end

  • I think the markets are a little in flux at the moment but the cost of the higher tier materials makes these a good valuable investment, time will tell on mats cost so these are intended to be reviewed

  • Signal Masking bonus at 10% due to the bonus granted by the masking mods, again up for debate

Roles in PvP and Beta Island Living

  • I hope for greater conflict in-island rather than mainly being extra-island in the future. Therefore moving materiel around will be a large scale effort up front (lithus) with a greater need for faster, smaller deployment during operations. This is intended to fill that role.

  • POS, whenever they appear, may (should) require constant attention, again, this bot is intended to fill the faster but smaller movement role.

  • Combat - I hope for longer deployments with more frequent engagements requiring some level of logistical support for these operations. Sure a Sequer can fill this role now but if engagements move to being longer in duration (thus requiring ammunition and charges to be refilled in the field) then that ammo sequer becomes a juicy suicide target for the defenders. If you enemy cannot re-supply, he cannot fight


As with all things, the best development is iterative and communal, so I invite comment and suggestions for improvement and as I said, if there is a good reception I have other ideas for the industry section in the sidelines.

111

(25 replies, posted in General discussion)

I agree, we need more land mass such that alliances cannot take it all, in island fighting has to become more feasible. This also means we need something to fight for, no more dock up and wait. The new plants are the first good step here, something you have to defend or a roving enemy can take those out while you pick fluff out of cracks in the station.

Lol at pathetic troll attempt by Myles lol

blah blah blah

-PLAYER OWNED STRUCTURES -  We all know where everyone’s outposts are, where the miners are likely to be mining, or people farming spawns.  With player owned structures, now the issue becomes more complex.  With a greatly increased landmass, you’ll have to find it, scout it over time to find where the activity is, and plan accordingly.  Anyone potentially could put up a structure, aligned to an alliance or not, if they want to risk the investment in some out of the way corner of the continent.

blah blah blah

Signed, underwritten and saluted. Currently PvP is boring because there is nothing more than kill stats involved. Until we can 'control' areas and structures for a distinct advantage there is no reason to do anything else. I'm not sure on the increased land mass. There's loads of space on the beta islands that probably doesn't get used..... lame spawns, poor mining etc... Until we can make these more profitable (POS for smaller corps in an alliance etc) and defensible, the rest of the ideas will only make a bad situation worse.. Give us a reason to fight for something other than kill stats and then add all the tp's and land mass you want.

113

(18 replies, posted in General discussion)

/signed

Using email address for login may make it easier for some to remember but having unique identifiers not linked to the email address is definitely a more secure option.

Whilst out and about on an intrusion, one thing that I thought about was an ability to deploy tactical structures in order to 'herd' your enemy. This could work in both regards, as a defender you want to reduce the number of easily accessible attack vectors and as an attacker (say in an intrusion) you want to reduce defenders effectiveness at attacking your objectives.

I also wanted a way to make industrialists able to use their EP better in PvP rather than just throwing them in something as another set of poorly spec'd guns.

Basically, you deploy a defensive structure container which has a fixed internal size, this then needs to be filled with a certain amount of materials. An industrialist with certain skills (defense construction) then uses a defense constructor module to create the required structure.

These then can range in both cost and complexity to give differing outputs. At the low end you might have a simple structure which only requires say 100k Titan ore to construct and takes 2 mins. This results in a low grade object with say 10k HP and low resists. The opposite end would need more types, greater quantity and longer construction time to create structures with more HP and better resists.

To me it gives industrialists more reason to live on beta islands as they can contribute to defense and more reason for them to play a logistics role when Intrusions or big invasions are happening. PvP has to be more tactical in its approach, if the defenders have had time to prep good defenses, you might need to send in smaller squads to attack them before launching a big assault. It also provides another outlet for the glut of minerals around and makes it more profitable for the carebears to leave Alpha and come join the fun...

I know this could be seen as exploitable in terms of spamming these everywhere but they are also static which makes them targets for smaller roaming gangs to target which should provide a check and balance to an alliance just spamming these everywhere.

Thoughts?

115

(17 replies, posted in Balancing)

What Neoxx said is the best option. Increasing the number of islands, separated by additional TP's would greatly increase the opportunity for players to find a place to call home. Rough estimate for a first land expansion should be at least six new islands. You would see much smaller roaming gangs with the increased area to search for targets, and would see more alpha players venturing out to beta because of the increased chance to remain undetected while mining or running missions.

Spot on +10

Without space for other factions to at least establish a foothold we won't see much more dynamic PvP evolving, stEVE went through a period early on where PvP happened in the same solitary spots whilst footholds were established. Right now, no one else can get a look in so why bother, more land mass plz k thx bbq.

116

(24 replies, posted in Feature discussion and requests)

Definitely looks interesting!!! I think the ability to leverage long range bombardment will be useful for POS but it needs to be balanced with the ability for defenders to retaliate in an effective manner.

This also needs to account for blob tactics, theres a real opportunity here to make commanders tactically position their mechs, I would suggest that as long range artillery needs powerful radar to operate, this would interfere with other radar systems of their defenders leading to shorter range radar and longer locking times. The worst outcome for these mechanics is to reinforce blobbing everything together and forcing the defenders to have to take on an entire fleet in a big blob...

What I'd like to see is mech groups operating in their strengths, long range, medium range midfield control and short range assault groups, not everything in one massive blob. That would at least mean tactics and strategy, rather than pure numbers being an important factor.

117

(25 replies, posted in General discussion)

Gobla wrote:

Telling people about Perp is great. I'd shy away from hyping too much though. It will only lead to the following:

- 12 year old kid reads post hyping Perp. Believes it because it was on the internet.
- 12 year old kid buys Perp and plays for 2 hours. Fails to understand the game.
- 12 year old kid spends what's left of the month bashing Perp on various forums.

Totally agree with this. I have told quite a few people about PO but with a caveat that it still has a lot of growing to do. The last thing we need right now is an influx of players expecting to level to 100 and do 'end game content'. Having been with stEVE since the beginning, I know how easy it is for certain player types to become disillusioned and *** Gobla says, this eends up with negative press.

The marketing does need to ramp up, but there are still some holes to be filled (better missions, more PvP) before really heavy marketing will have a net positive effect rather than a net negative one.

118

(28 replies, posted in Open discussion)

Lol, good post...

Shock News Headline.... "Perpetuum ePeen Shrinkage, Is this the End???"

119

(5 replies, posted in Balancing)

Background

This proposal is intended to look at possible options to balance PvP in the classic PvP vs Carebear argument. As a background, I have spent many many years playing MMOs and tend towards sandbox type games. I am not a carebear, but I am also not a hardcore combat PvP'er, I like to enjoy the fruits of both pursuits but am aware that in playing the game, catering to all types is difficult.

Problem Statement

PvP is a very exciting and thrilling experience, even for Carebears. However, PvP which is unbalanced leads to a stale state where there may be too few targets to keep the hardcore entertained and too little destruction of assets to fuel a stable economy. The challenge therefore is to provide incentives for the majority of players to participate in PvP activities (i.e. not just fighting) for the betterment of the game.

Assumptions

1) This proposal works with a majority populous case, i.e players who only play 2 hours per week or players with 5 accounts are considered edge cases.

2) A generalisation of player type is made to simplify discussion, four types of players are considered:

  • Type tP :- Players who prefer to fight over other activities

  • Type tN :- Non-committed, casual players, willing to cater to PvP or Non-PvP activities but not generally committed to serious consistent play

  • Type tC :- Carebears, dedicated to industry/missions/non-PvP but invest a lot of time into the game

  • Type tE :- Engaged players, players who invest significant time in the game and are active in both PvP and non-PvP activities.

3) As a sandbox game, ownership of assets and status within the game is key to differentiation and therefore acts as a motivator to all players types apart from [tN].

4) I categorise PvP as all activities which can be used to assist or disrupt other players, I do not limit it purely to combat, it can also involve politics, industry and standings.

5) There will always be alts, and there will always be alt accounts. Their effect can be negated sightly and it should be more beneficial to have all chars in one corps than spur off others.

6) Comparisons with other games (EVE etc) will be required but should not be taken as either support or derision of game mechanics used as evidence. All games have their particular way of dealing with issues and this proposal is intended only to address specifics in PO.

Introduction

Throughout my time in gaming (a long time) the constant tug of risk and excitement has always drawn myself, and many others, to games where risk and the rewards are a major part of the game. The one thing that has always bugged me is that in emulating reality within the game world, the entirety of the experience cannot be crafted and therefore certain aspects are 'moulded' to fit the constrints inherent in an emulation.

This therefore causes tension when the assets or time that people invest heavily in an experience are affected in a manner which is seen as unfair... To give a brief example, [tC] type players in a sandbox want to build and create, [tP] players want to destroy (a weeping stereotype I know!). Now in fulfilling the desires of [tP] the [tC] players are put at an increased risk of loss, not only their direct assets but those collective ones, POS for example. In order to fulfil [tP] they need only their direct assets and nothing else. This places the balance squarely on the [tP] side of the fence, and in my mind, places less onus on [tC] to do anything which would assist in fulfilling [tP].

A simplistic example I know but it fits what we see in sandbox games. [tP] players are in a position where they have less to lose materially than any other group in the most simplistic sense. In EVE, the main issue was alts to my mind, consistently, there were groups of [tP] players with nothing material in the corporation to lose (due to all funding and materiel coming from alt sources) which meant the only way for non [tP] players to retaliate was in the pure fighting sense. A heavy industrial [tC] or [tE] was not able to leverage their inherent strengths (industry, capital, standings) to participate in PvP activities.

This further imbalances the PvP state, those who specialise in other areas cannot compete evenly on a purely combat field, that much is fact, the issue is that their strengths (and therefore their enemies potential weakness) cannot be exploited, putting them at a disadvantage which removes many incentives from non[tP] players to engage in the PvP landscape.

So where does this leave us? I myself sit in the [tE] camp, I love to fight, but I don't want to do it 100% of the time, I want to build something, I want to build reputation and standing within the community be that overall or only within the community in which I play (corporation/alliance). I need both the [tP] players so I can have my PvP and I need [tC] so I can satisfy my industrial, creation side. They in turn need need me and each other to keep the game from becoming stale.

In order to incentivise each of these camps, we need to ensure that strengths and weakness can balance each other out making sure that each camp has an ability to directly influence and affect the others. In simplistic terms, we want to maintain stability in across the areas such that if one camp becomess too powerful, the other two have the ability to correct that balance, this is a hard problem to solve!!


The Problem with Combat

I think PO has gotten one thing really right. The fact that EP is account based is fantastic in my mind as it places some level of control on alts. I hate alts, but they are also a necessary evil. They are used for scouting, they are used for hauling or market watching, but they can also imbalance the game.

The PO method goes some way to alleviating the effect that alts can have.

The main issue for me is that combat chars can be self reliant (stick with me on this), they get loot from any PvE and they get drops from Combat which can fuel their gamestyle. Good PvP'ers are less reliant on the factions as they lose less, this is exactly as it should be. The issue however is that they do not suffer from any weakness in this pursuit. They have the same access to markets as any other player, they can access the same industrial skill sets (albeit at a lower level, but access none the less) and will control access to important areas of land. This cannot be said per se of the other types of players with them being FORCED to play wholly within the realms of the [tP] playstyle.

This is where our imbalance comes from, it doesn't take any skill to mine. Any combat char can mine or create an alt to mine and the only differentiator is the time required to mine a given amount. Yes, a skilled industrial char can mine 1m Titan ore in x time and it takes a combat char 10x, but the end result is the same. This cannot be said of combat, a combat char invests EP to use bigger mechs and bigger guns so they can fight longer, harder and for better profit in PvE, this cannot be achieved by the same overall EP player of the [tC] variety when looking purely at combat, time isnt the factor.

So on to some ways of dealing with this. I will detail some concepts which try to address the problem statement both on a game wide basis, but also at the Alliance, Corporation and solo levels.

PvP must have a balanced wheel of strengths and weaknesses

This isn't a new concept, its the basis for every game out there. Anyone played Magic: The Gathering? The five colors of magic? Same principle, where a particular color was strong in some areas, it had natural weaknesses in others. SO how do we balance those [tP] corporations such that the other two areas can influence and impact their ability to operate?

Corporation size linked to Infrastructure as well as skill

EVE bugged me, you could have a 100 man corporation and no weak point. You didnt have to have anything to defend, you could literally log in, go Pew Pew and log off with no sense that your existence (either individually or as a corporate entity) was in jeopardy. In order to deal with this I propose that corporation attributes should be linked to in game assets and infrastructure.

Proposal - All corporations would be required to own and hold POS to facilitate certain functions dependant on how that corporation wishes to operate.

The POS will grant certain bonuses and will be required to perform certain actions in the game world.

The below are some examples, it is not intended to be extensive, nor final but an illustration of how functions could be implemented.

1) Headquarters - required by all corporations wanting to go above a certain size (e.g. 50). The HQ is the 'home' of the corporation and contains the required upgrade slots to build other functionality.

These can be built in either of two states:-

    a - Syndicate space, safer than non-Syndicate but is has fewer upgrade slots, lower defense capability and has to pay a significant % rent to Syndicate for the privilege, module slot increases cost big bucks

    b - Non-Syndicate space, more dangerous, many upgrade slots, higher levels of tech, higher defense, no payment, module slot increases are more reasonable.

This requirement caters for both styles, HQ will always be attackable, but those in the safer zones are not as capable, harder to hit but provide less of a bonus to the corporation. This caters for the [tC] players whilst still having the incentive to PvP and go in to non-Syndicate areas. HQ will require certain commodities (some available only in non-syndicate space) to continue operation.

2) Ouptosts - MiniHQs in effect, used to run operations or to secure land away from main HQ. Can do all the same things as HQ except fit habitats and are completely destroyable.

Note on Modules below : All modules also grant access to technology levels which are not available normally. This is a give or take feature depending on how tech is handled going forward. Having certain modules will allow the use of particular mechs or equip which cannot be accessed without the relevant module. For example, a refining module may grant access to a specialised Miner Mech and Miner modules which would not be available to corps without that module. Think of a 'Termis Alpha' with an extra industrial slot, bigger cargo etc.....

3) Logistics Modules - for example, fitting bays, repair bays, storage, transportation. These types of modules will be quite common but will offer bonuses such as increased cargo space, better repair bonus, lowered cost of fitting etc to members of the corporation. They act as corp wide buffs. These are chosen based on play style again, a [tP] corps may choose more offensive modules, a [tE] or [tC] corps would choose those which cater to their strengths for hauling etc.

4) Industrial Modules - for example refinery, factory, research bay. These would grant corps wide bonuses in the relevant areas but with an important difference. Installing these would reduce the effectiveness of NPC facilities. In a storyline sense think of it like this, currently you refine at ICS Alpha and the corps takes a cut, now you stick two fingers at them and say you are doing your own, so they increase their cut if you ever have to use their facilities. This is a good thing in two ways...

One, when you get into PvP you get in to PvP, no running operations in safety in the background and two it provides a strength point for the [tC] crowd. [tC] will generally have many more skills in industry than a [tP] player, this means that even if their corps has a refinery, the impact of the NPC price hike is much less than the effect on [tP] players who  do the same. Therefore, [tP] who go down industry module routes, suffer a penalty both in terms of effectiveness of refining but they would also limit their combat modules.

5) Combat Modules - these will grant bonuses to combat such as firing speed, accumulator use etc. The negatives here would be that installation of certain types of Combat module would preclude the installation of a comparative other module.... I harken to Starcraft II in terms of picking your research upgrades. At each level you had to make a choice, one or the other, the same would apply here.

You want more Pew Pew? Then you can't have big Haul Haul.... etc tongue

6) Habitats - These determine the number of members of the corporation and would have differing negative effects on the corproation if destroyed.


Important notes on POS

1) Main HQ can never be destroyed only damaged to be less efficient, i.e. turning off buffs or abilities.

2) Modules on main HQ cannot be destroyed only put inoperable

3) Outposts are destroyable as are the modules attached

4) Both MiniHQ and HQ will have defense capabilities dependant upon size and the amount of cash spent, all defenses structures are destroyable. They also get weaker the further away from the centre they are, upgrades to slots and habitats will push the size out where they have less auto defense.

5) Modules of the same type stack in the same way as bonuses stack now. i.e. 3 firing speed modules which give 5% does not mean 15% total increase.

So there it is, PvP has a meaning for everyone. [tC] players can have some relative safety but have a reason to fight. For example, should a 50 mech group come a knocking, the combination of 30 [tC] mech and base defense is worth fighting with. Better to lose 30m in mechs and have the base survive with damage rather than logging off and losing 200m of base modules and being crippled.

It also means that PvP corps have a weak point and some negatives. They can't be totally self sufficient in corps, they NEED [tC] and [tE] corps (or sufficient players) to support their activities. They also now have targets but they can't get too cocky, over-committing now has a penalty, stray too far and you are liable to a costly counter attack.


Skills need to have comparative trees

This is mainly a gripe with [tC] skill trees. As I evidenced above, everyone can mine everything, some just do it better than others. The same cannot be said of combat, not everyone can shoot everything.

The simple fix I see here is that [tC] activities need to be tiered like combat ones are, not just in the ability to do something well but the ability to do something at all. Top tier ores should not just be limited by location but also by skill. My proposal is that mining and harvesting should be tiered in that you cannot mine the higher ores without having accumulated the relevant skills below. It makes being the [tC] camp have meaning. You can do something the [tP] camp cannot, just like they can shoot big Pew Pew and you cannot.

As an example, EVE suffered big time on this. Everyone could use T2 miners with little skill investment. That meant, when we got the chance in corps, everyone could mine Zydrine. EVERYONE. Just because someone had all the best skills in mining only gave them a time advantage, they could do it quicker. I saw people who lost everthing PvP'ing just take a week off to mine, they had no reliance on the [tC] or [tE] crowd, it just took longer.

I propose that high tier mining and harvesting should require similar investments in EP as getting big Pew Pew. If it takes a combat char 20 days EP to just use Large Lasers, then it should take a comparative amount of time to be able to mine Epriton. This then adds a need for the camps to come together. Not much point losing mechs to secure a good Epriton field if I can't mine it.

[tC] corps can negotiate access based on ability to mine and manufacture for the [tP] corps and it is a NECESSARY relationship. EVE again suffered that the PvP corps didnt NEED to have [tC] or [tE] corps, it was a nicety to have as a cash flow but once it got boring or too much hassle, the non [tP] corps can be easily ejected.

The same can be said for manufacturing, research, logistics. Everyone can do the base amount but there are some things you will never do without specialising, exactly the same as it is with Combat.

Standings need real meaning

Another area with great growth potential and also a way to empower [tC] and [tE] corps. The market is generally a good leveller, but it suffers from the fact that in making trade easier, it removes a strength that non[tP] corps have, the ability to control supply.

The reason [tP] corps need [tE] and [tC] is to supply them with materiel for their wars, and lets face it, war is profitable. However, a completely open market means the [tP] folk don't have to worry about supply. If [tC] corps A is being attacked and steps up manufacturing to support their war effort, they could be selling to their enemy!!! Not generally a great stratgy in my humble opinion!!

The mechanic I propose can be done two ways, one is easy but circumventable the second is way more complicated but emulates a form a reality which is more palatable.

The Easy Way

Standings for a corporation would be applied at purchase. This would allow certain controls to be applied such as, 'if lower than -5 do not sell, if -5 to 0 add 20%, if 0 to 3 add 0, if 3 to 5 minus 10%, if 5+ minus 20%'. Now the non-buy bit is easily circumvented with alts but the advantages of standings but having the standings affect price also then encourages people to stay in corporations to gain advantage.

The Hard Way

The concept is that all manufactured equipment and mechs would be stamped at the time of manufacture with the standings list for the creating corporation. This would in effect lock the mech such that -ve standings corps could not use the mech or equipment. This would be much harder to implement but also opens up an alternative for skills like hacking or advanced industry which could allow the 'unlocking' for cost and necessary skills and/or HQ modules.

This provides a way for the [tC] and [tE] crowd to have an effect on corps/alliances which has meaning. If a particular [tP] alliance gets too strong, [tC] and [tE] corps can restrict their ability to buy materiel. This means one of two things, either the Alliance has a strong [tC]/[tE] component and can sustain itself (but this means exposing industrial players to attack!!) or they eventually weaken through attrition and scale back to a size which is sustainable.

This mechanic is missing, non[tP] corps do not have this influence right now. They cannot control their supply to have a meaningfull effect. The same can be said of raw materials like Titanium. [tC] corps will eventually be the main source here, they will have the skills and equipment specialised to rip this stuff out of the ground in the required quantities at which point to do any form of construction etc, other corps will want to buy from them at low prices. Being able to limit this purchasing may mean that a heavy Titanium producing corps could restrict the flow of minerals to a corporation known to support their enemy.


So what about the casual players?

There's a great untapped resource in all these discussions. For the [tE] and [tC] crowd they are the staple that buys materials and provides a level of supply. For the [tP] players, they are a great untapped pool of red dots!!

In the proposals above, [tN] players can still participate by working as free agents, they could run Player created missions, align with corporations/alliances without necessarily being always part of them or act as mercenaries, paid to assist [tE] and [tC] corps in defense or attack.

The proposals can still encourage more PvP from the casual player without necessarily tying them down.

Conclusions

I love PvP, but I want it to be more than just Pew Pew. If I can build something, and I can defend it, then it stands as an achievement and it gives me a reason to go boldly into the fray and potentially lose my mech, but at least I do it for a reason. the [tC] crowd don't want to lose things unnecessarily, getting ganked is no fun, I'm sorry but it isn't. When there isn't an ability to retaliate, that's when PvP'ers are actually doing harm to the game rather than helping.

I remeber a time in EVE when tanking the sentries was in. It seemed daft to me, someone got to the point where they could tank the guns and still kill people in supposed 'safe space'. This isn't fun, when was the last time you saw a bank robber use this tactic? Never, if the police don't get you the first time, they find a way. The issue was that the industrialists had no retaliation, they couldn't sneak attack a weak point for these guys as it didnt exist. So they couldn't bring their minimal combat strength to any sort of use. Guerilla Warfare is a valid tactic but in many games it still takes constant combat to be effective.

I took a bunch of miners in EVE and made a useful combat unit, we couldn't stand toe to toe with hardcore PvP'ers but we could do something, unfortunately that small something had little to no effect on self-sufficient [tP] corps. With some of the proposals above I could, I wait until they go blobbing somewhere and there is a target I can attack, I might not destroy their whole HQ, but maybe I can attack a single module, knock out a habitat to hurt them. Then [tC] and [tE] players will WANT to PvP, not just that the PvP crowd feel hard done by as there are no more targets.

I have quite enjoyed putting this together, and I hope it spurs on discussion. I'll be wrong about some things, people will hate certain parts but my intention in all this is to try and balance it out such that everyone can PvP, there are plenty of targets and that everyone has a desire to duke it out.

Have a merry christmas and a Happy New Year!!

I'm probably gonna get flamed but I have my special pants on so it should be okay!!

I am a long time EVE veteran, was there from ealry Beta Phases and did quite a lot =]

The one thing that killed my joy in EVE was the zerging and blobs, I loved PvP but as has been pointed out by learned agents above, sometimes blobbing happens just because it can.

One thing I always chatted about was the size of corporations having to be linked to underlying infrastructure. My issue with EVE was that you could have a 200 person corporation but have no weak point, nothing you NEEDED to keep the corp running which would make you have to defend something. Corporation size is purely a factor of skills, not of ability to maintain a coporation of size.

With sensible POS, corporations over a certain size, i.e. 50 players could be 'forced' to have something to defend. Now there's complications here and I might even take some time to post in the Features section, but the fundamental principle is that having your 50 man mega blob is great, but you will always have something you need to defend. You go on a rampage but leave your rear exposed, then you are open to smaller corps/groups coming along and affecting your infrastructure.

Make people 'have' to PvP if they want to play that game, give them something to fight for such that even if you are in a fight and its 30vs50, even if the 30 lose, they reduce the enemy (say to 20) such that they may not have the numbers then to attack your 100m NIC POS. In that sense, losing 30m of mechs in a damn good fight is better than logging off and losing 100m in POS...

Just an idea....

Therefore, my prediction would be that unless PO can do something a bit more inventive in this space, the 6 hour TS conversations whilst two 100 mech blobs pose and smacktalk each other will have people leaving for other newer shiny.