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Eshud Uktar
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Posted - 2007.11.10 17:18:00 -
[301] - Quote
My thoughts about Faction Wars are that it can't be made lightly. Introducing a few WoW-style battlegrounds in low-sec simply isn't enough. It must be a war that rages across all of EVE, high sec as well as low sec. All factions must be included since the pirate factions have their own agendas that certainly will affect the big empires in their war efforts.
Faction standing must be a vital consideration when determining whether or not players are allowed into a factions territory, let alone dock at one of their stations. I suggest that stations get a clearance level where some are more public than others.
The players must be able to see and feel that faction wars affect their lives whether or not they choose to participate. Systems change hands through warfare or simply lack of proper logistics, and I suggest that each Empire be counted from a core, where the main system is in the centre and the constellations closest to the core will be permanent (say half of each empire). The rest are conquerable by the other factions.
Borders between the empires should be made low sec. Not only because it enhances the game for all players but it wouldn't fit the story, imo. My reasoning behind this is that the empires can't stretch their forces like they used to, but must concentrate them closer to their respective cores to defend more strategic systems.
Concord was made to serve the Empires, not the other way around. It is the empires that fund their operation and I think that the empires would rather use most of that money to fund their wars. Concord's role would therefore be reduced and with no power to interfere with the fighting Empire forces. Concord are there to keep the peace between civilians and to keep pirate factions out of space where they have jurisdiction.
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Eshud Uktar
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Posted - 2007.11.10 17:24:00 -
[302] - Quote
Faction Wars should not be just something you do when you're bored between mining and ratting. I would like to see a new type of player in the game. Faction Wars is an excellent opportunity to make players into permanent event characters guided by Aurora.
I see three types of players in Faction Wars:
Civilians - Those in starting/default corps Freelancers - Those in player corporations, with or without Alliance membership Enlisted - Those who pledge allegiance to a factions fighting forces
Freelancers play the traditional game and participate in FW when they feel like it. As long as they keep an eye on their standings they will be more or less safe in Empire. Civilians are free to go wherever they please, fully protected by Concord.
Why Enlist?
Enlisted will be engulfed in an endless war against both players and npc's, fighting for the glory of the state. They will get their missions from FW mission boards that are updated once per month by Aurora (superior officers), with feedback from last months missions.
The missions are handed out to those with high enough clearance based on their rank within the military. Missions should be both combat and non-combat in nature and be ongoing until the player chooses to complete/end it or it is made impossible to continue by the enemies. Examples would be simple patrol missions, hauling, scanning suspicious players, POS building/killing, mining, faction ship building, small pvp raids to large-scale warfare, all with various "difficulty" levels (i.e. inside or outside friendly territory).
The enlisted's rank will be displayed on their dog tags and can only be looted if the player is pod-killed. These can then be handed in for much more money and LP than for just destroying the enemy ship.
I would also like to see a new black-ops feature of player-built stargates only accessible by those with the right dogtag. The tricky part would be to build them unnoticed in enemy territory. These gates can even allow the enemies a one-time access through the gate as long as they get their hands on the right tag.
(continued)
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Eshud Uktar
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Posted - 2007.11.10 17:25:00 -
[303] - Quote
(continued)
If you get tired of active duty or you need to go undercover into enemy territory for whatever reason, you can go on leave. While on leave you appear to be a civilian in a default corp; however you will still have your faction tag on you so if anyone scans you with a ship scanner they will see whether or not you're truly neutral to their faction, and as a result you will immediately go back into active duty. This can lead to interesting situations if you're an undercover agent for Republic Fleet and a group of Amarr navy players scans you at a gate deep in Amarr territory. If you're war torn and can't take any more you can retire, leaving the force to walk your own path.
I feel that to make faction wars truly Faction Wars it is important that the faction players fly faction ships belonging to their faction to maintain the identity and roleplay within the faction. I think this can only be done if all ships you see npc's fly around with are released to those that enlist. As a Serpentis commander you should be able to fly a silver-black serpentis Domi, or a Republic Fleet sergeant fly a fleet Rifter with razorfins. To balance these new Faction Wars ships so that each faction can fly as seen in Revelation II trailer without obvious advantages or disadvantages, the ships come free of any racial bonuses but are fitted with two extra rig slots and some extra pwg and cpu (alternatively, they could keep some or all racial bonuses but with one extra rigslot). The goal is to make these ships more versatile, less predictable and allow each faction to better counter other factions generic tactics.
The faction ships and equipment are purchased for the set base fee and a low amount of LP, and are dna-coded to the enlisted pilot which means it's can't be sold or traded to other players. Those on leave or retired will not be able to use the faction ship/equipment they procured while in service. It can be handed in to the npc's for the same amount they bought it for, minus the LP. Freelancers should be limited to what they have available today.
My hopes are that Empire today will be the 0.0 of tomorrow.
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Red Shkyrko
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Posted - 2007.11.10 18:10:00 -
[304] - Quote
Edited by: Red Shkyrko on 10/11/2007 18:13:29
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TjediAI
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Posted - 2007.11.10 18:11:00 -
[305] - Quote
i wanna fight on rogue drone faction side....
and wanna rogue drone faction ships (drone controler ^^ Urrr)
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Trazec
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Posted - 2007.11.10 22:29:00 -
[306] - Quote
What I want is the possibility for a 4-7 people group making a surprise raid on a bigass starbase or something like that. Think Battlestar Galactica season 1, episode 10 - The Hand of God and you get the idea. Only replace the Vipers with a couple EVE ships. I want Tactical targets that will, for example, disable a couple defense batteries , thus making the assault easier for the raiders.
Perhaps I am getting carried away, but you should see my point. This is what I would think would create EVE version Awesome. ;)
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Jason Edwards
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Posted - 2007.11.12 13:00:00 -
[307] - Quote
I think my home in the stars right now actually has tainted the place that I might have taken in factional warfare before. I'm currently living very close to gallente space while in amarr space. My area would certainly become pretty heavy for factional warfare I suspect.
I very much like Eshud Uktar's post. I'm afraid I would have to be a freelancer... one who occasionally dabbles in factional warfare.
I love the ideas obviously. Honestly instead of making hi sec systems into low sec... they should just seem like low sec in terms of factional warfare. Perhaps even by declaring your side on factional warfare it dynamically changes the eve universe.
Say for example you choose Gallente as your faction that you fight for. ALL of amarr space and caldari space should suddenly become 0.0 and the corporations which belong to those empires become your enemy so you cannot even dock in their systems.
Theoretically it should even be possible to go to an enemy faction system which one might consider usually a 1.0 sec system and plop down a pos. The problem here though is that soon as you start anchoring the message and everything informs those in that system/constellation. It may even dispatch npc ships to go attack you.
I don't like the idea of black-op stargates. Frankly they should close a huge majority of stargates which link between enemy factions. Furthermore once you declare your faction side... you should be very limited in allowance to going to the enemy factions. The standing with yourself, your corp has with the enemy faction obviously needs to be taken into account.
Such as -2 standing to the enemy faction means absolutely no going to the other faction. Furthermore doing any sort of action against the enemy faction has extremely significant negative effects and well it'll be extremely quick and easy to get to -2 very easily.
For example. -2 faction standing currently means no 1.0 systems. you have no problem going to .9 systems. However if you have -2 amarr faction and have declared gallente your faction. You goto some .5 system owned by amarr; You blink red to everyone. While you may only attack those only that are actively involved as enemies in factional warfare.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.13 22:51:00 -
[308] - Quote
I think this could help with Factional warfare, especially if you make the network race specific or give a bonus to if all the ships you use in the network are the same race. Ship Network Links
This is an idea that will appeal to most types of people who play the game in one form or another. PvP,RP and Mission runners mainly but also traders and miners.
With good organization, FC's of all types of gangs have more ways to show their commanding skills and planning.
This idea helps to: Concentrate a little more on individual squads. Adds a wealth of new tactics and customization. Benefits the imaginative player/s. fun for noobs and a world of options for hardcore players A Reward for Role players who use only one races technology. helps to take a step toward faction warfare. If Pilots/FC's/anyone else who gives orders really know what they are doing, they can really use the potential of it all. Adds a new dimention for mission runners.
What are Ship Network Modules and Link Ships? & Why would you use Ship Them?
How does the system work?
Amarr Link Ships
Frigate Cruisers Battle Cruiser
Battleships Industrial Ships Transport Ships
Caldari Link Ships
Frigate Cruiser Battle Cruiser Battleship Industrial
Transport
Gallent
Frigate Cruiser Battle Cruiser Battleship Industrial Transport
Minmatar Frigate Cruiser Battle Cruiser Battleship Industrial Transport
Mining Mining Ships Exumers
Continue in next post
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.13 22:52:00 -
[309] - Quote
Ship networking continued
Ship Network Link Modules:
Skill Tree: Ship Networking
Electronics 5 Electronic Upgrades5 Ship Networking 1(Rank 5)
Standard Link Module Stats:
Fitting: Power grid Output: 2 CPU Output: 3000 Hi slot
Structure: Capacity: 50m3
Miscellaneous: Activation Cost: 50 Activation time/ duration: 10secs Optimal Range: 10km
Skill Bonus: 20% to link module optimal range per level
Cannot put more than one Link module on a ship.
Penalty:Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized
Industrial Link Module Stats:
Fitting: Power grid Output: 2 CPU Output: 3000 Hi slot
Structure: Capacity: 50m3
Miscellaneous: Activation Cost: 50 Activation time/ duration: 10secs Optimal Range: 10km
Skill Bonus: 20% to link module optimal range per level
Cannot put more than one Link module on a ship.
Penalty:Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized
Mining Link Module Stats:
Fitting: Power grid Output: 2 CPU Output: 3000 Hi slot
Structure: Capacity: 50m3
Miscellaneous: Activation Cost: 50 Activation time/ duration: 10secs Optimal Range: 10km
Skill Bonus: 20% to link module optimal range per level
Cannot put more than one Link module on a ship.
Penalty:Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized
Exumer Link Module Stats:
Fitting: Power grid Output: 2 CPU Output: 3000 Hi slot
Structure: Capacity: 50m3
Miscellaneous: Activation Cost: 50 Activation time/ duration: 10secs Optimal Range: 10km
Skill Bonus: 20% to link module optimal range per level
Cannot put more than one Link module on a ship.
Penalty:Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized
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Nachshon
Caldari Gradient Electus Matari
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Posted - 2007.11.14 20:46:00 -
[310] - Quote
Ushtar's post does nicely define the general roles that players could take. Sign me up as an Enlisted.
Enlisteds would be restricted in their general activities, but would gain benefits - influence, standings, rank, and cash. Lots of cash. Whatever the mission reward a freelancer gets, an enlisted should earn at least double the amount, maybe more depending on standings. This makes sense from an RP perspective - you are trying to convince capsuleers to abandon the freedom they enjoy and joint the military. Giant gobs of cash should do the trick.
To prevent people from signing up as an enlisted to earn quick cash, they should have to sign contracts to serve for a specified time period - say, 3 months. At the end of each time period, you can choose to renew your active-duty contract, enter the reserves, or resign entirely.
If you renew your active-duty contract, you gain an immediate improvement to rank and pay. You are also committed to serve for another 3 months. This may be the most common choice. Entering the reserves means that you no longer wish to serve on active duty, but you are still on call if your country needs you. You retain your rank, but cannot call on its privileges. Reservists will recieve mission requests from time to time, and turning them down drops your standings. However, reservists can resume "normal" careers, so long as they do their required missions, and do not work for rival factions. While on these missions, it is as if they are on active duty - they can pull rank. Resigning means you want out of this damn war. You take a standings hit, and your rank vanishes. However, if you join an allied faction, the standings hit is negated. For instance, if a Minmatar pilot serving in the Federal Navy decides to go home and join the Republic Fleet, he will not lose standings with the Federal Navy.
And one other thing - capsuleers are excused from missions if they are not in pod at the time. They will be assigned a mission when they return to pod. This is so that FW players who must take a break from EVE for RL reasons can do so without losing standings.
Finally, Enlisteds cannot be members of corporations or alliances that have not sworn allegiance to the right faction. Your corp/alliance membership shows your ultimate loyalty, and if your corp/alliance is not allied to your faction, you are not ultimately loyal to that faction. This will prevent a corp/alliance from having members join both factions and screw everyone over. Not even the Amarr are stupid enough to allow pilots of questionable loyalty to serve in the military. Of course, an alliance - even a 0.0 one - could declare allegiance to one side. I imagine the CVA will declare allegiance to the Amarr Empire in a hurry. ____________________________________ Caldari by birth, Minmatar by citizenship.
The True Meaning of Freedom |
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Hyakuchan
Earth Federation Space Force
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Posted - 2007.11.15 19:33:00 -
[311] - Quote
Edited by: Hyakuchan on 15/11/2007 19:33:51 One thing I'd like to see as part of factional warfare is a special "one-per-account" faction charter reward that allows indefinite operation of an empire POS in one faction's space with moon mining capacity, available after months and years of war activities for that faction.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.17 09:27:00 -
[312] - Quote
DEVS DONT SKIP OVER THIS ONE!!!
After reading Goumindong from GoonswamFs post and his post at the start of this thread.
I had a bunch of ideas that sprang from his main idea in his post.
So I just threw it together and put it in the link below, because i couldnt fit it all in one post.
I think this idea Solves: (the ones in Bold I think ties in to Factional Warfare) Pos Spaming (well thats of that post i read) More varied types of POS sieges Links Faction warfare with PVP and Soveignty and still works as a bridge into what the devs seemed to have wanted in their DEV blog (part of that was from the post i read aswell) More to do in a POS fight: Which can extend to FW missions to give out with a little imagination. Helps break down the blobbing a bit, and pushes for simultainius POS sieging. Somthing to do after constilation Sov Something for the smaller corps to do Makes smaller forces and ships matter in a POS fight Some benefits for super empires (BOB/GOONS/RA etc) Ways for small corps to try and be recognized (Pirates/RP/AntiPorates etc) Additions for bounty hunters. More insentive for pew pew. RP will have more mechanics to work with with Factional RP PVPers will have more mechanics to work with with Factional RP Sovereignty and Factional warfare can be interlinked for small corps all the way to renting systems to the Amarr empire by the huge corps. Lots of mechanics to intoduce the fiction/RP side of factional warfare. Lots of mechanics to give people a chance to join in factional warfare on many levels.
Well its something I think could work anyways.
Somthing I forgot to add in the Main Link below: Additional note to Faction warfare section:
Faction standings are separate from corporate standings.
Example: You are allied to Amarr, and your life long alliance allies are allied with Minmatar. Your Alliance Standings will remain positive but your Faction standing (which is separate) will be negative. The will show up as Blue, Red. An Enemy Alliance who is with an Enemy Faction will be Red, Red. An allied alliance with an allied Faction will be Blue, Blue. And an Enemy Alliance with an Allied Faction will be Red, Blue.
Killing a Blue, Red or a Red, Red will earn your Alliance standings LP. Killing a Blue, Blue or a Blue, Red will Lose your Alliance Stanings and LP.
Additional note for Sov 1 faction Bonus: Faction enemies = Players that are Faction Enemies, not NPCs.
Most of you wont read this but i would like to hear some feed back.
-----------> Link to my post <----------------
thanks forum buddies 
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UniqPhoenix
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Posted - 2007.11.17 11:45:00 -
[313] - Quote
Edited by: UniqPhoenix on 17/11/2007 11:45:50 My ideas about FW:
Each faction has its own security status for each system, from 1.0 to 0.0 depending on forces/stations in that system and the opposing faction has from 0.0 UP TO 1.0 respectively (areas currently 0.0 would stay that for all main factions (maybe not pirates)). The 1.0 areas are the "main base" of that faction, and will be defended at all costs. The systems with sec 0.0 - 0.6 are the main (but not only) warzone.
A new column in overview, as wide as the icon column, shows faction icon.
There should be a system for ranks, which might also give a new use for tags.
Active mission system: for example, you get a mission to scout a 0.5 (with 0.4 or smaller CONCORD sec status) system's asteroid belts (or even if you don't get a mission). You find some enemys, and you can try to get rid of them yourself or you can ask the agent for backup (needs a system to send info about the number and level of enemys), in which case other players would get a new mission in a list (which should updates in real time) and can choose to help you (if noone accepts the mission, agent sends some NPCs when possible).
The rewards would depend on what is achieved and will be split between every1 involved (even NPCs) according to damage done/how much helped, higher ranked players get a bonus (so you CAN ask for a fleet to kill 3 weak enemys, but there really is no real reward left if its split to 40, and for Carrier pilots such missions aren't worth much anyway).
Travelling through systems is allowed for anyone, but if you get attacked in a system which has a low sec status for your faction AND for CONCORD, then noone might help you out. If you get attacked by another faction in a system which has a high sec status by your faction, then some NPC's would help you.
Docking in enemy faction's station is possible, but Station services are unavailable and using market has a small extra tax (0-3% depending on station level/importance).
Bonuses from your faction: 1-5% Cheaper skill books which are your faction's and if you buy from/to your factions station. Also clone upgrades would be a bit cheaper. Smaller taxes for goods from your faction and higher for goods from enemy faction.
Changing side/quiting a faction should be possible, but not immidiate, otherwise people could chicken out when they are losing and get CONCORD's help. Maybe it would take 1 day?
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Bar Salt
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Posted - 2007.11.17 16:16:00 -
[314] - Quote
Just a quick question.
Does anyone think that the network idea is a bad idea?
Originally by: Archivian Specialatus I think this could help with Factional warfare, especially if you make the network race specific or give a bonus to if all the ships you use in the network are the same race. Ship Network Links
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 03:55:00 -
[315] - Quote
Faction Warfare [FW]
I donFt actually know how it will work or anything IFm just putting forward a system that I think could get non-RP into FW and if PVPers want to make the jump into it as well they can. This system is for corporations and alliances and not the individual
Note: There are two trees of ascent in this idea for a system. The FW bonuses are the ones you want to look at for an FW alliance. If an independent (non-FW) wants to jump over to FW, they then cant start gaining their SOV levels until they make up for the FW qualifications to gain the sov.
Alliance/Corp/Individual Faction standings are separate from each other and non-alliance/corporate standings.
Example: Individually you are allied to Caldari, but your Alliance/Corp Just turned FW and have just allied to Amarr, and your life long non-FW alliance allies have just Turned FW allied with Minmatar. Your non-FW-Alliance Standings will remain positive but your Faction standing (which is separate) will be negative.
So your standings might show as: Non FW standings { Blue + 7 FW individual { Red {2 FW Corp/Alliance { Red -10
Killing a Blue, Red, Red or a Red, Red, Red will earn your Alliance and yourself standings/LP. Killing a Blue, Red, Blue will earn you Individually Standings/LP, but you will lose Standings/LP for your Alliance, and Killing Red, Blue, Red will lose yourself Individual standings/LP but gain your Alliance Stanings/LP.
Confused? So am I, but thatFs for the Devs to work out.
But im going to carry on, as if I know what IFm talking about just for the sake of argument.
To join faction warfare your Corp/Alliance CEO must travel to the capital of the Faction the Corp/Alliance will have standings to. Or he can go to his Corp office to choose to be an independent. When a Corp/Alliance has chosen a faction, they will begin at 0 standings to that faction. Corp/Alliance standings are separate from an individuals standings.
Bonus: Notification of FW events, stories missions and choice of inclusion in all parts/roles of FW { Corp/Alliance, Parts/roles of importance depends on standings/Devs/and how much ingenuity a Corp/Alliance has. (This does not include an individuals FW standing.)
0.Sovereignty can be claimed from 0.4 Sec Space to 0.0 Space. A Corp/Alliance CEO can go to is office and make a claim on any system that is not in 0.5 Security Space or higher and as long as the Corp/Alliance has more than 30 members.
Sovereignty 0.1/Faction Sovereignty 0.1
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system. 1% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.1 for to your Faction, your standings will raise to 0.1. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
Sovereignty 0.2 /Faction Sovereignty 0.2 [Maximum Sovereignty for 0.4 Sec]
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system. Bonus: Recognized on the map as the tCorp/Alliance ELECT (2 days)v in that system. 2% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.2 for to your Faction, your standings will raise to 0.2. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
Sovereignty 0.3 /Faction Sovereignty 0.3
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system. Bonus: Recognized on the map as the tCorp/Alliance ELECT (3 days)v in that system. 3% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.3 for to your Faction, your standings will raise to 0.3. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 03:57:00 -
[316] - Quote
Sovereignty 0.4 /Faction Sovereignty 0.4[Maximum Sovereignty for 0.3 Sec]
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system. Bonus: Recognized on the map as the tCorp/Alliance ELECT (4 days)v in that system. 4% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.4 for to your Faction, your standings will raise to 0.4. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
Sovereignty 0.5 /Faction Sovereignty 0.5
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
Bonus: Recognized on the map as the tCorp/Alliance ELECT (5 days)v in that system. 5% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.5 for to your Faction, your standings will raise to 0.5. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
How to Contest Sovereignty 0.1-0.5 Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
Loss of one Sovereignty level will occur if the Corp/Alliances efficiency rating is not the highest.
Sovereignty 0.6 /Faction Sovereignty [Maximum Sovereignty for 0.6 Sec]
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
Bonus: Recognized on the map as the tCorp/Alliance ELECT (6 days)v in that system. 6% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.6 for to your Faction, your standings will raise to 0.6. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
Sovereignty 0.7 /Faction Sovereignty 0.7
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
Bonus: Recognized on the map as the tCorp/Alliance ELECT (7 days)v in that system. 7% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.2 for to your Faction, your standings will raise to 0.2. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 03:58:00 -
[317] - Quote
Edited by: Archivian Specialatus on 19/11/2007 04:17:54 Sovereignty 0.8 /Faction Sovereignty 0.8
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
Bonus: Recognized on the map as the tCorp/Alliance ELECT (8 days)v in that system. 8% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.2 for to your Faction, your standings will raise to 0.2. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space
How to Contest Sovereignty 0.6-0.8 Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
If the Corp/Alliances efficiency rating is not the highest, their Sovereignty will drop to 0.5
Sovereignty 0.9 /Faction Sovereignty 0.9 [Maximum Sovereignty for 0.1 Sec but continues to 0.0 Sec]
Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other Sovereignty 0.8 claimants (if any) for that system.
Bonus: Recognized on the map as the tCorp/Alliance ELECT (9 days)v in that system. 9% reduction in the cost for station services in that system (if any)
Faction Warfare Bonus: Recognized on the map as the tCorp/Alliance ELECT (1 day)v in that system for your faction. If Corp/Alliance standings are below 0.2 for to your Faction, your standings will raise to 0.2. 2% reduction in the cost for station services (if any) in that system, if you are in your factionFs space Corp/Alliance receives 1000LP for every day Sov 0.9 is held in that system.
How to Contest Sovereignty 0.8-0.9 Must have a higher kill to death efficiency rating (against other claimants and Player Character faction enemies) than all other claimants (if any) for that system.
If the Corp/Alliances efficiency rating is not the highest, their Sovereignty will drop to 0.8
I also believe that everyone competeing for this will spur on the warfare part of the FW, and also attract lots of individual FW players such as bounty hunters looking for FW players, and mission runners and many other kinds.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 04:36:00 -
[318] - Quote
Faction Warfare Sovereignty
I also think that RP and FW players should have their own line to sovereignty. IFve heard the devs say a few times that the players make the best stories. I think if FW Corps/Alliances had the same scope that the average PvPer has, they could use it to help promote the world of FW, allow more players as a whole to be involved in many levels of epic stories. Basically I the FW and RP need a slightly different geared sandbox to play with, and one thatFs not geared to Blob warfare as PvP often tends to be, especially when you get to the large scale. But instead more toward theatrical fleet battles worthy of stories, the game is a beautiful beast, and even though the sight of 50 Dreadnaughts frightening concept, I think I would be more afraid of a fully varied Amarr fleet. (Like in the game trailers) I know that what is written here is just the PVP Sovereignty system with some tweaks. But try to bare in mind that its like this so the non-FW alliances can transfer their sov over FW, their only down side is that they would have to fill the requirements to for FW before it switches over to FW.
Please also bare in mind, this isnFt a Sov mark II. It will be running along side the main system, which the non-FW players will be doing as normal. Also should the non-FW players want to invade your space the will have to drop you Sov level according to the FW rules, so they can take sov according to their rules. Of course you would have to take it back based on non-FW rules so that you can claim it again on FW rules. Which will be another epic in game story.
Finally, before I push on. I would just like to say that this isnFt about the pvp with non-fW (thatFs just a nice bonus) Its about battle other FW alliances doing the same thing as you are.
And it being FW, story would be a part of the whole thing. You could give mission to individual FW players who come to your space, hunt the FW bounty hunters that roam to pick you off. Be large parts of epic eve storylines, host large parts of epic storylines. Every pvp action that takes place will be another chronicle. People can run their own RP (group and individual) in and around and involving your space. Host missions for the newbie masses and individual players on individual FW stories can work their way up in your faction and a few other things I listed below.
All that is written below is for the FW alliance/corp players
Sovereignty 1 [Territory] Requirement
A Command Centre is automatically set to claim sovereignty. At least 3 Command Centres need to be in place for seven days, and then sovereignty should be gained after the following downtime.
Bonus: Your alliance is visually represented on the starmap as being the sovereign of the solar system for a faction
You can only deploy outposts in solarsystems where your alliance holds sovereignty.
Outposts and conquerable stations held by your alliance are invulnerable until you lose sovereignty.
Your Starbases get 25% bonus to their fuel efficiency.
Your alliance is able to anchor capital shipyard production facilities, thus enabling the construction.
You can only deploy Declaration EmbassyFs in solarsystems where your Corp/Alliance controls sovereignty.
Faction Warfare Bonus: If Corp/Alliance standings are below 1 to your Faction, your standings will raise to 1.
Corp/Alliance Receives 100,000LP
Faction enemies will receive an LP bounty for each member of your Corp/Alliance they destroy. Based on ship Class: Frigate: 100LP Cruiser: 500LP Battle Cruiser: 800LP Battleship: 1000LP Capital Ship: 10,000LP Super Capital Ship: 20,000LP
How to challenge Sov 1: A total of 5 Command Centres can be anchored in one system at one time. At least 3 Command Centres need to be in place for seven days, and then sovereignty should be gained after the following downtime.
Sovereignty 2 [Protectorate] Requirement
A single Declaration Embassy claims sovereignty over a Planet when it is anchored at one of its moons. More than 50% of the systems planets must be claimed. [Only one Declaration Embassy can be anchored per planet] Territory level sovereignty undisrupted for fourteen days
Bonus: Cynosural field generator arrays can be anchored within the system (Note: Only one may be anchored per system).
Scanner arrays can be anchored within the system (Note: Only one may be anchored per system).
Faction Warfare Bonus: If Corp/Alliance standings are below 2 to your Faction, your standings will raise to 2. Hostile Faction NPCFs appear in asteroid belts.
Corp/Alliance Receives 200,000LP
How to challenge Sov 2: A single Declaration Embassy claims sovereignty over a Planet when it is anchored at one of its moons. More than 50% of the systems planets must be claimed. [Only one Declaration Embassy can be anchored per planet]
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 04:39:00 -
[319] - Quote
Sovereignty 3 [Province] Requirement Protectorate level sovereignty undisrupted for fourteen days
Bonus: Twinned jump bridge structures can be anchored (Note: Only two may be anchored per system).
Cynosural field jammer structures can be anchored (Note: Only two may be anchored per system)
Faction Warfare Bonus: If Corp/Alliance standings are below 3 to your Faction, your standings will raise to 3.
Hostile Faction NPCFs create exploration complexes.
Corp/Alliance Receives 300,000LP
How to challenge Sov 3: A single Declaration Embassy claims sovereignty over a Planet when it is anchored at one of its moons. More than 50% of the systems planets must be claimed. [Only one Declaration Embassy can be anchored per planet]
Sovereignty 4 [Constellation Capital] Requirement Province level sovereignty undisrupted for thirty days. Constellation Sovereignty needs to be in effect for your alliance within the constellation.
Bonus: Sovereignty of the system cannot be contested, and is locked into place until the system is forced to a lower sovereignty level.
Faction Warfare Bonus: If Corp/Alliance standings are below 4 to your Faction, your standings will raise to 4.
NPC Faction Navy Fleet patrols the stargates in Capital system.
Corp/Alliance Receives 1,000,000LP
Constellation Capital Sovereignty Warfare
If one of the following requirements is met, Constellation Capital sovereignty will change to a contested mode:
The alliance holding Constellation Capital sovereignty loses sovereignty control of the majority of the systems in the constellation.
The alliance holding Constellation Capital sovereignty loses control of the minimum of three outposts or conquerable stations.
The alliance holding Constellation Capital sovereignty loses control of the capital outpost or conquerable station.
Sovereignty 5 [Imperial Region] Requirement Constellation Capital Sovereignty undisturbed for 60 days. Constellation Sovereignty needs to be in effect for your alliance within 5 constellations.
Bonus: Can Deploy Capital Outpost Nodes. 10% bonus to POS fuel efficiency 15% Bonus to Command Centre fuel efficiency.
Faction Warfare Bonus: If Corp/Alliance standings are below 5 to your Faction, your standings will raise to 5.
Faction Navy Fleets patrol all gates within Empiric Region sovereignty. Can rent Imperial Region systems to your allied Faction for large amounts of LP. Rented systems will increase in security status per standings level. Each higher level of security status equals higher number of NPC Faction Navy protection for system. At standings 6, rented system becomes Security Status 0.1 At standings 7, rented system becomes Security Status 0.2 At standings 8, rented system becomes Security Status 0.3 At standings 9, rented system becomes Security Status 0.4
Imperial Region Sovereignty Warfare
If one of the following requirements is met, Imperial Region sovereignty will change to a contested mode:
The alliance holding Imperial Region sovereignty loses sovereignty control of the majority of the systems in the Imperial Region.
The alliance holding Imperial Region sovereignty loses control of the minimum of 10 outposts or conquerable stations in Imperial Region Sovereignty.
The alliance holding Imperial Region sovereignty loses control of the capital outpost or conquerable station.
(FW Structures to follow)
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 04:55:00 -
[320] - Quote
As FW players, these new structures may seem a bit daunting or even complex. There not really, just think of it as a spiders net that your creating with these stations. Its very different from the PvP style Sov but the premise is the same but rather than steam rolling over POSFs like the non-FW players, actual planning and missions matter more here than might (though might wouldnFt hurt) and Factional warfare in a style more akin to eve fantasy is beneficial. (at least I think it would work like that)
Bare in mind that each of the structures below actually have different race version. But I just did a stock build for now.
I did also think that much of these things could be bought with LP as well as ISK.
Station Types:
POSFs are still important Even though in this system POSFs are no longer the way to gain SOV, they are still the backbone to the logistical/industrial/financial parts of your alliance. Other structures are now being anchored at moons which means there is less space to put your POSFs and there for you have to be more selective about how you place structures and what role you will have your POSFs perform. This does mean that when you lose a POS that it can be a big deal. Which also means that smaller alliances that normally wouldnFt make a dent in a larger alliance will now have more viable targets to go for and can strike some painful blows to larger alliances logistical/industrial/financial parts.
Structure Interface Bandwidth [SIB] The SIB is very similar to Drone Bandwidth. It allows you to use other structures that do not require CPU/PG from your station. But there is a downside. These structures [Advanced Turret Batteries and Shield Enhancement Stations] cannot connect to an online POS. For example; a POS must first offline, and then a Shield Enhancement Station will be anchored at a moon and put online. You then select which POS the SES will interface with [the offline POS] and then online the POS. However you can interface more than one structure at a time and there for have backups should one of them be destroyed. If the stations that provide SIB to all your POSFs are destroyed, all your POSFs will lose their SIB and the interfaced structures will go offline.
[Primary Structures]
Command Centres: [cc][maximum of 5 CCFs total can be deployed per system] [Sov 1 structures]Deploying CCFs is the first step claiming Sov1. A total of 5 can be anchored in one system and to claim Sov1 you need have at least 3/5 of the CCFs in the system for 7 days.
Knowing what your Alliances strengths/weaknesses are will help you decide what CCFs to choose.
If your Alliance strength is in small fast ships and your weakness is a lack of capital ships, you can tailor system defences to play on your strengths and strengthen your weaknesses.
Defence Grid Command Centres [DGCC] [Class: Large Tower] [Base Price: 1,000,000,000]
The DGCC allows you to bolster and shape you defence to your Alliances strengths and help cover its weaknesses. As well as giving all your POSFs a bit more CPU/PG which can be used for 1 or 2 extra guns or shield hardeners. It also allows you to anchor ATBFs which can allow you form your defence toward combating Capital ships or against smaller faster ships. Anchoring the DGCC as the majority can really make the system quite offensive from station to station. Forcing the enemy to have to resort to using small fast ships against the defences of one POS, Capital ships against another and more inventive methods against the next, depending how you set up your defence.
Bonus: All Stations in system receive 1000 Structure Interface Bandwidth. 2% Bonus to POS Power Grid and CPU in system.
DGCC Allows all stations in system to interface with Advanced Turret Batteries.
Logistic Command Centre [LCC] [Class: Large Tower] [Base Price: 1,000,000,000]
The LCC can really solve a lot of headaches when it comes to the logistics of running sovereign space. It gives the ability to save on fuel and helps with efficiency of your industry. This can be handy in a system with a low number of moons. Deploying 5 LCCFs can make the most out of the few POSFs in the system.
Bonus: 5% bonus to POS fuel efficiency in system. 2% bonus to Reactor Arrays, Moon Harvesting Arrays and Refining Arrays efficiency.
Energy Equalizing Command Centre [EMCC] [Class: Large Tower] [Base Price: 1,000,000,000]
Anchoring at least 1 of these CC is essential. The EECC bolsters you SIB and allows you interface with an SEP. Allowing you to make some of those stations you painstakingly anchored invulnerable and forcing the enemy to use brains as well as brawn when deciding how best to invade your space.
Bonus: All Stations in system receive 1000 Structure Interface Bandwidth. 2% Bonus to all POS shield HP in system. EECC Allows all stations in system to interface with Shield Enhancement POSFs.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 04:59:00 -
[321] - Quote
[Secondary Structures]
Declaration Embassy [DE] [Class: Medium Tower] [Sov 2 structures] Only 1 can be deployed per planet and its moons. Must have Sovereignty 1 to Anchor DE
After sovereignty 1 the DE has taken the place of POSFs in claiming space. The DE allows you to claim sovereignty over a planet by anchoring it at one of its moons. But only one can be anchored to claim a planet, which means your enemy has to destroy your DE to put his one up and claim the planet. By seeding the other moons with defensive stations you can make the enemy really have to work to destroy it. But seeding too many structures to boost its defence will weaken the logistics of your system, so you will have to echo the political climate in that area of space and balance your defences and logistics accordingly.
Bonus: 50% Bonus to Energy Sentry Optimal Range 25% Bonus to Energy Sentry Damage 50% Bonus to Silo Cargo Capacity
[Sub-Structures]
Advanced Turret Battery [ATB] The DGCC allows you to anchor these powerful next generation defensive batteries. Each type has its obvious upsides but a good FC could figure out their weak spots. So a good balance is often recommended, unless you have the fleet cover the weaknesses. Another thing that makes these different from other turrets is that they orbit the station, a little bit of movement goes along way.
[Amarr Pulse Laser] For exaple
ANTI-CAPITAL [ATB]
The Anti-Capital ATB is a very powerful weapon against the slow moving capital ships. If an entire system is geared toward defence using the 5 DGCCFs you can anchor 5 of these guns at each Station. How ever the only thing they can hit is a broad side of a capital ship which means smaller fast ships could easily get in close and destroy these guns allowing the Capital ships to jump into range.
Fitting Powergrid: 0 CPU:0 Structure Interface Bandwidth: 1000
Shield Shield HP: 100,000 Shield Recharge Time: 10,000sec
Armour Armour HP: 4,800,000
Structure Speed: 10ms Orbit Speed: 10ms Capacity: 1m3 [Size will vary for other races] Mass: 1,000,000Kg Volume: 5000m3 Packaged
Targeting Max Locked Targets: 1 Radar Sensor Strength: 46 Ladar Sensor Strength:0 Magnetometric Sensor Strength:0 Gravimetric Sensor Strength:0 Signature Radius: 500m Scan Resolution: 35
Miscellaneous
Charge Size: X Large Activation Proximity: 300km Accuracy Falloff: 100km Tracking Speed/ Accuracy: 0.00163 Rate of Fire: 20secs Damage Modifier: 700 Signature Resolution: 1500 Anchoring Delay: 300sec Un-Anchoring Delay: 60sec Onlineing Delay: 300sec Minimum anchoring distance from Starbase shield: 10km Base Price: 800,000,000
ANTI-Battleship [ATB] Battleships will have real problems getting close to these guns, and capital ships will have a bit of an issue sniping at them due to their low sig radius. Small fast ships on the other hand could easily duck underneath and close in on these guns.
Fitting Powergrid: 0 CPU:0 Structure Interface Bandwidth: 350
Shield Shield HP: 100,000 Shield Recharge Time: 10,000sec
Armour Armour HP: 1,800,000
Structure Speed: 100ms Orbit Speed: 85ms Capacity: 1m3 [Size will vary for other races] Mass: 1,000,000Kg Volume: 5000m3 Packaged
Targeting Max Locked Targets: 1 Radar Sensor Strength: 32 Ladar Sensor Strength:0 Magnetometric Sensor Strength:0 Gravimetric Sensor Strength:0 Signature Radius: 295m Scan Resolution: 95
Miscellaneous
Charge Size: X Large Activation Proximity: 200km Accuracy Falloff: 100km Tracking Speed/ Accuracy: 0.0337 Rate of Fire: 8secs Damage Modifier: 100 Signature Resolution: 350 Anchoring Delay: 300sec Un-Anchoring Delay: 60sec Onlineing Delay: 300sec Minimum anchoring distance from Starbase shield: 15km Base Price: 400,000,000
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 05:00:00 -
[322] - Quote
ANTI-Cruiser [ATB] HACS and cruisers are going to have a problem getting close to these. High tracking speed means it could keep up with all but the fastest of cruiser class ships. How ever its light weight which allows its tracking to keep up with cruisers has come at the expense its armour. Battleships could easily deal with these guns, either from range or with a battleships shear brute force.
Fitting Powergrid: 0 CPU:0 Structure Interface Bandwidth: 200
Shield Shield HP: 100,000 Shield Recharge Time: 10,000sec
Armour Armour HP: 900,000
Structure Speed: 300ms Orbit Speed: 220ms Capacity: 1m3 [Size will vary for other races] Mass: 1,000,000Kg Volume: 5000m3 Packaged
Targeting Max Locked Targets: 1 Radar Sensor Strength: 20 Ladar Sensor Strength:0 Magnetometric Sensor Strength:0 Gravimetric Sensor Strength:0 Signature Radius: 345m Scan Resolution: 255
Miscellaneous
Charge Size: X Large Activation Proximity: 80km Accuracy Falloff: 100km Tracking Speed/ Accuracy: 0.0812 Rate of Fire: 5secs Damage Modifier: 3 Signature Resolution: 120 Anchoring Delay: 300sec Un-Anchoring Delay: 60sec Onlineing Delay: 300sec Minimum anchoring distance from Starbase shield: 15km Base Price: 90,000,000
ANTI-Frigate [ATB] Fast short range and low armour, just like their targets. These guns could make short work of the average frigate class ship. How ever it is open to attack from anything larger than a frigate that can tank its damage. And like each of the ATBFs they are vulnerable to being the victim of EW.
Fitting Powergrid: 0 CPU:0 Structure Interface Bandwidth: 150
Shield Shield HP: 100,000 Shield Recharge Time: 10,000sec
Armour Armour HP: 400,000
Structure Speed: 600ms Orbit Speed: 460ms Capacity: 1m3 [Size will vary for other races] Mass: 1,000,000Kg Volume: 5000m3 Packaged
Targeting Max Locked Targets: 1 Radar Sensor Strength: 12 Ladar Sensor Strength:0 Magnetometric Sensor Strength:0 Gravimetric Sensor Strength:0 Signature Radius: 295m Scan Resolution: 395
Miscellaneous
Charge Size: X Large Activation Proximity: 50km Accuracy Falloff: 50km Tracking Speed/ Accuracy: 1.2 Rate of Fire: 3secs Damage Modifier: 1 Signature Resolution: 100 Anchoring Delay: 300sec Un-Anchoring Delay: 60sec Onlineing Delay: 300sec Minimum anchoring distance from Starbase shield: 20km Base Price: 20,000,000
Shield Enhancement Station [SES] SESFs are POSFs that can only be anchored once an EECC has been anchored. Once online it interfaces with target offline Corp/Alliance owned Station. Once interfaced with target station and the target station is brought online, the SES will boost the shields of the target station making it invulnerable. It is very useful and powerful defensive toy and the primary target of most fleets. However if it is scouted down, the scout can see which station it is boosting, and if that station is a viable target, expect a fleet not too far behind.
More than one SES can be interfaced with a station. SES can only be interfaced with an offline station. SES can only be anchored at a moon.
Fitting Power Grid: 312500 CPU: 343.75 Structure Interface Bandwidth: 1000
Shield Shield: 10000000 Resists: N/A Shield recharge time:200,000 sec
Armour Armour HP: 2500000
Structure Capacity: 6875m3 Mass: 1,000,000kg Volume: 2000m3
Targeting Radar Sensor Strength: 2000 Ladar Sensor Strength: 2000 Magnetometric Sensor Strength: 2000 Gravimetric Sensor Strength: 2000 Signature Radius: 1000m
Miscellaneous Activation Proximity: 250km Anchoring Delay: 450 sec Maximum Structure distance: 35km Un-Anchoring Delay: 1,800 sec Onlining Delay: 450 sec Shield Radius 5km Moon Anchor Distance: 100km Base Price: 500,000,000
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 05:06:00 -
[323] - Quote
Capital Outpost Node
Imperial Region Sovereignty allows you to buy a new space station structure called a Capital Outpost node [CON]. The CON has all the same stats as a large tower but with 5 main differences.
1: The Capital Outpost Node can only use 50% of the CPU and Power grid for Gunnery placements and shield hardeners.
2: The Capital Outpost Node can only use 50% of the CPU and Power grid for deployable structures other than Gunnery placements and Shield Hardeners.
3: The Capital Outpost Node does not have a reinforced mode.
4: The Capital Outpost Node can be anchored to a Constellation Capital Outpost.
5: The Capital Outpost Node can be anchored to another Capital Outpost Node.
The Capital Outpost Node counts as an extension of the Outpost and so is immune to attack until Imperial Region Sovereignty becomes contested.
Boarding Module Allows marines to board a Control Tower, offline it and all structures anchored to it and give control of it all to your corporation. Bonus: 20% reduction in activation time per Level.
Activation Range 5km CPU: 35 PG: 20 Activation cost: 65 Activation Time: 30secs Ammunition: Marines Capacity: 750m3 Fitting: High Slot
Boarding Requirement: To successfully board a control tower, it must first be in Armour. Number of Marines required = 10% of station capacity.
Well thats it. Abd i probably have just wasted sooooo much time, but i cant sleep so this was the result.
I would like to hear some response from people, just to know what they think of the idea, ir at least some of it.
I would like to ask the Devs though: I know this is probably nothing even close to what you were thinking of. But i do wonder, if you ever happened to think of doing something new, do you think something like this is even possible to put in EVE?
Well I'm just wondering anyways.
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Nachshon
Caldari Gradient Electus Matari
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Posted - 2007.11.19 16:50:00 -
[324] - Quote
I skimmed over your posts (citing detailed stats wasn't really necessary). You probably should have put this in another thread, and linked it from this one.
Anyway, while I'll be the first to admit that you have put a LOT of effort into this idea... I don't like it. I don't like the idea of FW and non-FW standings being separate, for one.
I also have a few beefs with your proposal to allow capsuleers to claim sovereignty in lowsec. I don't like the idea in general. Politicians are among the few people who rank above us in the social hierarchy of EVE. And they will ensure that we know this, if nothing else to preserve their egos when faced with people who are rich, powerful, and immortal. They will not let us gain sovereignty in lowsec.
What they MIGHT do is allow loyalist corps and alliances to build structures that require sovereignty at their own stations, in return for a measure of control over the station. Say Gradient wants to build a jump bridge in Egbinger. The Republic gains ownership of the station (it is officially a Republic-owned station) but Gradient retains management and access rights.
Also, tying sovereignty to kill ratio is a bad idea. What if one small but effective force shows up and destroys a lone enemy ship with no losses, while a larger alliance has been fighting tooth-and-nail, losing many ships but slaying far more? The small force has an infinite kill ratio. I'd say tie it to simple kill count, which reflects effort. ____________________________________ Caldari by birth, Minmatar by citizenship.
The True Meaning of Freedom |

Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.19 20:45:00 -
[325] - Quote
Originally by: Nachshon Anyway, while I'll be the first to admit that you have put a LOT of effort into this idea... I don't like it. I don't like the idea of FW and non-FW standings being separate, for one.
I think they would have to be separate (i do mean in a standings window) because from what I've read about FW is supposed to be for anyone to join, but not have to take part if they donFt want to. So your going to have to keep your: Normal standings to Player corps/alliances (non FW standings) individual standings (to agents and so on) Individual FW/group standings (i suppose these may be together or separate depending on how they do it. But i think it would be better separate because then you could do the whole "double agent" kind of thing)
Originally by: Nachshon I also have a few beefs with your proposal to allow capsuleers to claim sovereignty in lowsec.
Ah it seems all my writing was not clear enough on that point, i was worried about that. Its not real sovereignty (I should have used another word) itFs recognition. You donFt own anything in low sec, you are just recognized as being the best FW faction in that area, with some nice side bonuses. And 0.1 to 0.9 Sov (maybe we should call it tinfluencev or something?) is only for Low sec and NPC 0.0 space. The rest of the SOV rules is actually for claiming in 0.0 proper. If you want to build an epic Faction Empire that Rival the PvPers, takes part in all the stories (probably as a main influence) and be the target of Enemy Faction missions.
I guess I just went all a bit too far, I have never RP yet in this game, and IFm really only just getting to grips with the universe. The people I play with are number crunchers when it comes to the game. Best Mathematical ship build and all that. All I hear from a lot of PvPers is damn RP/vImmersionistsv. But I think the game mechanics and the tsandboxv in general is geared more toward the hardcore PvP, basically any bonuses for the those who want to RP, or at least semi RP.
Originally by: Nachshon Also, tying sovereignty to kill ratio is a bad idea. What if one small but effective force shows up and destroys a lone enemy ship with no losses, while a larger alliance has been fighting tooth-and-nail, losing many ships but slaying far more? The small force has an infinite kill ratio. I'd say tie it to simple kill count, which reflects effort.
Well your right about that, it doesnFt work. But I have had another idea: maybe something along the line of bounties, when you kill enemy Faction ships (player or NPC) you and your faction gains LP, and a % of that becomes a bounty on your head (in LP) for the enemy faction to win back, or for other enemy faction corps or individual members that are nothing to do with your claim for recognition can try to win it off you.
In your system you can have a top 15 LP Bounty Board. The side with the most members on that board goes up a level at the end of the day. If nobody wins, the 0.Sov stays the same and you do it again the next day for the next day.
Also there is always the classic Mission and Counter Mission (and that could be meant in FW PVP as well) against each other for LP to buy your influence.
Still, thanks for your honest comments.
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Shaemell Buttleson
Darwin With Attitude oooh Shiny
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Posted - 2007.11.20 23:29:00 -
[326] - Quote
If PPL who never leave leave NPC corps can be targeted in factional warfare I think that might be a step in the right direction.
*snip* Do not use your signature to troll or insult other EVE players even if the little turds deserve it! -Rauth Kivaro (mods@ccpgames.com) |

Mi Lai
Sanguine Legion
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Posted - 2007.11.22 22:47:00 -
[327] - Quote
No suggestions here yet, just a few questions:
- If I / a corp decides to fly for a faction, will they automatically 'be in touch' with the others doing so? Let's say I announce to fly for the Khanid (ok, Amarr at first), will we get individual objectives to complete? Or will objectives be granted to the total of participants to the Faction? If so, how do you deal with both people simply putting spies in all / opposing factions? The entry level is intended to be low.
- You can declare for a Faction as individual. How do you prevent making this rather schizophrenic for corporations that are multi-racial? Though I can see the comedy value in blowing up your minnie corpmate which you flown with for ages to gain some kudos from the Emperor, I'm affraid this might make FW feel much more like a sort of amusement park to enter at times instead of giving this all out space drama feeling that makes me happy in the pants.
- How do you intend to maintain a clear line between what is FW Content and what is Player Made Content? A simple example is when a corp loyal to let's say Amarr goes to war with another corp that is loyal to Amarr? Would a person that declared for the Amarr that kills Amarr on duty be penalised? I assume so as killing the opposition makes your Faction happy, killing people of that Faction will make them angry. I like EVE for it has consequences, but I would hate seeing NPC's becomming to much part of those consequences.
- What if a certain faction gets stomped in the ground? If you belong to a Corp or Alliance that gets totally raped by another player corporation, you can simply dissolve, join another corp, negotiate, whatever. If a Faction gets repeatedly stomped in the ground, what would you do? As an example, what if the Amarr totally trash the Minmatar, time and time again? Would you just let it go on, not interfering with the people playing in the sandbox? Though I would hate to see something like a periodical 'reset' in EVE like some PVP games have opted for, nor 'divine intervention' to balance the books, I think we need to be real that while people can leave a Player organisation, and even dissolve it, this wont hold true for the NPC Factions. Especially if gained / lost standings play a part into who you can fly for.
- How will content for FW be generated? Will it be like missions, where you get a random assignment from a limmited list for a faction that will reward you, or will there be a real person / persons employed to create content (much like the 'Dungeon Master' or 'Game Master' in traditional pen and paper RPGs)? <- would love this if it's possible to budget this in.
While I'm very enthusiastic about the prospect of FW, one worry is that it will end up being more of a mechanic (like the mission system) then something truely awesome to be part of. My biggest worry is for FW to become mission-like. Not to slag off missions here, but after having done quite a few on all levels, it degenerates into 'how to collect reward fastest/safest' instead of 'Good God! The pirate bastards have captured our beloved Lords daughter! I won't rest till she is back safe!' I really want to be able to immerse and have a feeling that screaming 'Blood, Blood, Blood' for the Blood Raiders or 'Amarr Victor' for the Amarr can be combined with actually having in game results.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.23 09:11:00 -
[328] - Quote
I think that if its kept REALLY close to the storyline/stories or if its missions against players (maybe missions against players doing FW missions) Either way there should be as much ingame secrecy as possible.
Example - this example also shows another idea for FW missions
Person A { has been at 0.3 standings for a while and now she has just finished a mission that has pushed her up to 0.4. Now she looks at the mission board and now some of the missions that used to say tTOP SECRETv (or something like that) are now available to her. So she goes for one. The mission has a date time and location on when it will commence and when it could end as well as all the normal information you would expect from a mission. There are 7 primary slots open` [Primary slots: are for the people who are actually taking part in the tstoryv of the mission and are all of a certain standing or higher. When the mission starts the slots lock and nobody else can join to fill a slot unless invited to the commander] `and 8 secondary slots` [Secondary Slots: anyone can join a secondary slot at anytime during the mission, but if their standing isnFt high enough they cannot look up the mission details, or why the mission is being done] for the mission and Person A claims one of the primary ones. She carries on with her EVE day flying through space and trading and doing other missions until the date comes for the mission. (Maybe like a day later or something).
She turns up at the correct station and meets the 6 other people who filled the Primary slots (so they will get the most reward) and 4 people filled secondary slots (these people will get partial reward) (or they could be her friends who all decided to go for the same missions together) The players decide who should be in charge and set as commander (boss) of the mission. And plan how they will do the mission.
Their mission is to escort the NPC piloted hauler from point A in high sec space to point B in low sec because [insert storyline here]
They can plan the route they take and assign the hauler to one of the people in the primary slots (so it just follows him around) or someone from the primary slots can pilot it them selves.
The EVE clock strikes 15:00 hours and the mission begins and they have 3 hours to get it to point B or they receive no reward and maybe get a drop in standing (depending on the mission). Now they are Team 1.
Team 2 have gone through everything Team 1 went through, only they are with an enemy faction and more people turned up to fill the slots.
Their mission. An enemy hauler is being escorted from somewhere in X constellation and is being taken to Y constellation sometime between 15:00 and 18:00 eve time. [insert storyline here] Intercept and destroy the hauler, or capture it if possible. (if the hauler ends up being NPC piloted, that can be an option, once all the primary slot members are dead) You mission begins at 14:30 eve time and ends up 18:00.
That will be all the information they get {though maybe the story can give added clues as to what system or even what station they are starting from or ending at.
Well as you can see, both sides are running missions, but their missions will cross paths, if the attackers research the routes and scout properly, but even if nobody takes the mission on either or both sides. The npc pilot will fly the hauler along a route anyway. Without escort if it must.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.23 09:12:00 -
[329] - Quote
BTW do the Devs want mission ideas as well?
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.11.23 15:58:00 -
[330] - Quote
Edited by: MotherMoon on 23/11/2007 15:58:16 I want blue and red rats, including in 0.0 space.
that is all.
Official fanboy of jenny< pink supporter! looking to work in the art department with CCP, 3 years and counting. http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Dropthi |
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