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FarScape III
Journey On Squad
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Posted - 2008.03.03 16:28:00 -
[391] - Quote
Corporations do not have to be perfectly under the thumb of their original Factions anyways so seeing them in other space is fine.
If we have a the U.S. has a conflict with another country and that country has a McDonalds does that McDanalds get blown up? Not realy no, because it is mostly owned by the actual place it's in.
Most countries do not identigy them selves with comercial companies anyways. isk is isk.
Also lets just have lots of fun running around and having some of the border systems go back and forth in onership but then the corps in them are not efected because the corps are not factions, they are trying to make isk any way they can in who ever faction rules the system, I would not care, it more about the profit.
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FarScape III
Journey On Squad
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Posted - 2008.03.03 16:30:00 -
[392] - Quote
Originally by: Brun Thorvald
Six, yeah, FW should affect docking at stations and such. At the moment, Empire Space is Empire Space, and it only matters to RPers whether they are in the Republic, the State or wherever.
Ok but how about ONLY the Military stations can not be docked at? And have the military Station have a good benifit to be wanted but not game destroying like EVERY corps station of that faction. *** |

Ma Zhiqiang
Minmatar Huang Yinglong FOUNDATI0N
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Posted - 2008.03.03 23:49:00 -
[393] - Quote
Edited by: Ma Zhiqiang on 03/03/2008 23:52:07 I haven't read through all pages, but something that hit me while watching a movie and thinking about this subject:
The factional areas should be much more noticable. You will have to pick a side. Every choice has benefits and disadvantages. Even as a "neutral"/npc corp player, you can join up with a npc corp. Not all corps are aligned with a certain faction, but could have different standings to the other factions. If you like to join the fight in faction's more combat oriented corporations, then you will have problems entering "hostile" space in a hauler.
Storylined missions could be created and depending on the development of how they come out, new events are happening: Stargates are closed. Stations/planets are destroyed/cut off.
When you enter another faction area, you will pass a security station/patrol. Your cargo will be scanned. Tradings passes can be bought. NPC/player corps can create passes/vouchers. Criminals can manufacture fake ones. This would make trading a whole lot more interesting...
Faction ships (or the more specialised ones, like Cynabal and Raven Navy Issue) can only be flown and ownned by pilots aligned with that faction.
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Ma Zhiqiang
Minmatar Huang Yinglong FOUNDATI0N
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Posted - 2008.03.04 09:57:00 -
[394] - Quote
...
Example: If an alliance sign up with the Republic Fleet, events/missions of different sizes are seeded. Fleet encounters with Amarr task forces. Interception of slave transports. Recon missions in border lands. These messages are sent to alliance officers, and can either be contracted to alliance members, to avoid spies to easily get info on these events.
With ambulation, you can install bugs or hack other corporation's offices/transmissions. So in this case, an Amarr aligned corporation have a chance of getting pieces of transmitted missions/details. Either it be who's accepted the mission in that alliance/corp or where something is going to happen.
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Fayte Seraph
Advent Of Elysium
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Posted - 2008.03.08 14:35:00 -
[395] - Quote
Make Ammatar space (Derelik), a FFA for minmatar vs amarr factions.
You can only access the region through either side. if your minmatar from heim -> derelik. and so on for amarr.
that way anyone not in the factions will have to go through the bleak lands to get to amarr space.
derelik's a toilet bowl anyways, theres nothing there, pathetic region tbh, make it all low sec.
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CmdoColin
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Posted - 2008.03.10 03:52:00 -
[396] - Quote
Not PvP lite, but what about having factional warfare as corp/alliance lite?
I can't commit the time any more to work with a 0.0 alliance - but would like to every so often to log in and get that "expirence".
If I can impact the universe of eve - that takes an MMOG to another level. That is what is so good about eve. Putting up a POS and claiming Sovereignty is truely epic... factional warfare should have this feel to it. Capturing stations in a no-mans land avoids the fact you have a Minmatar station in the core of Amarr space... Sure you have to take out listening posts and kill convoys along the way to unlock a station attack.
Danger is - Why do I need to be in an alliance? Well the rewards of an alliance in 0.0 should be better. This should be a stepping stone for the community to get there. Loss should be mitigated by LP... or sommat whatever. But that Empire hugging carebear (like me now) should at least get a taste of the epic beauty of 0.0 alliance freedom - and want more. Audita et altera pars |

garfinkell
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Posted - 2008.03.13 15:28:00 -
[397] - Quote
Factional Warfare should be implemented in such a way that players can see what they do acutally cause something.
For example a player may get a mission to destroy a ship filled with ammo? by doing so the ships in that system are weaker allowing another player to get a mission that allows more damage to the system. In other words players shouldnt just be able to enter a system with a whole fleet and take the system easily. Their should be smaller missions that players can complete before hands like disabling turrets guarding --- gate for 24 hours which allowed a group of players to fly in and launch a direct attack on the system.
So pretty much i would like to see stations switch hands from faction to faction but it shouldnt be a huge battle and thats it. Players should be able to be doing smaller missions that lead to the taking over of the system. Also it should only be a certain amount of system that can be taken i.e border stations. The stations should offer low rent to corps and great mineral benifit to encourage players to fight for the systems so that their factionc an use it. Once abulation (walking around in stations) players maybe in cloak ships enter stations and cause problems? Also players should have a button to see their alliance information such as battles won, lost & outgoing. Players should be able to see if in a ongoing faction battle if more help is needed and pretty much get all faction news delivered to them. This can also allow a storyline to develop in the faction news. That's my 2 cents --------------------
Join Vector Heavy Industries. Located in Danera head to our office or contact me or Moon Spider |

garfinkell
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Posted - 2008.03.13 16:02:00 -
[398] - Quote
Originally by: FarScape III Corporations do not have to be perfectly under the thumb of their original Factions anyways so seeing them in other space is fine.
If we have a the U.S. has a conflict with another country and that country has a McDonalds does that McDanalds get blown up? Not realy no, because it is mostly owned by the actual place it's in.
Most countries do not identigy them selves with comercial companies anyways. isk is isk.
Also lets just have lots of fun running around and having some of the border systems go back and forth in onership but then the corps in them are not efected because the corps are not factions, they are trying to make isk any way they can in who ever faction rules the system, I would not care, it more about the profit.
Well, kinda of look what happened in Serbia. A couple of people went crazy and attacked Mcdonalds for being a american company. --------------------

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Alora Venoda
GalTech Giant Space Amoeba
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Posted - 2008.03.14 19:31:00 -
[399] - Quote
what if factional warfare was basically a PvE-driven way to fight for control of resources? the perfect way to do sov-warfare for carebears!
like, for example, the group that runs the most missions or mines the most ore within a set amount of time wins!
i know it goes against all the pew-pew stuff EVE is designed for... but LOTS of players out there would rather fight NPC's or shoot asteroids than other players, and they don't really like being the rock jocks for big alliances either since they feel more like employees or slaves that part of a team, and often still end up in fleet battles etc.
i think the main difficulty with adding in factional warfare "contested areas" would be finding where to add the new content without taking away facilities that are already being used by many players. it would seem much more reasonable to add all new systems, or new NPC stations, or deadspaces instead of converting any existing ones to factional warfare contested areas.
i do strongly feel that players should not have to join an NPC corp to participate in factional warfare, however.
~~~~ ~~~~ ~~~~ Take away the risk and it would make flying around in space utterly pointless.
Take away the flying around part and you make EVE into a space themed spreadsheet application. |

Piratejoe
54th Knights Templar THORN Alliance
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Posted - 2008.03.25 10:57:00 -
[400] - Quote
nullFactional Warfare for .1-.4 Space Allow Fleets too be formed simular too the Alliance system. A. Your race must belong too the faction fleet you wish too join, IE Ammar, Caldari ect. B. When joining a Faction Fleet Alliance you are not allowed too board or pilot a non-factional ship. C. Faction Fleet members are allowed too attack any negative security status pilot without consiquence or security loss in .1-.4 space. D. Faction Fleet members can attack thier rival enemy race pilots regardless of security status anywere in .1-.4 space.
nullControl of .1-.4 space A. Faction Fleet Alliances recieve a 50% discount on the POS faction point costs too anchor a POS in lowsec space. B. Each lowsec system will recieve one HQ conquarable station. C. Each lowsec system will recieve one conquarble outpost per security point. IE: .1 will get 1 while .4 systems will have 4 outposts. D. Each Outpost can be sieged much like a regular POS and put into reinforced mode. However Outposts are not destoyed like regular POS but shut down. If a rival faction shuts down all of the outposts in a system 24 hours later they will sieze that system. E. If a system is not conquared within 36 hours after a outpost has been shut down that outpost is restored. F. Outposts can be "Claimed" by a Faction Fleet, Each Faction Fleet can claim 1 outpost per Empire control level of their Alliance CEO. Claiming a Outpost is simular too claiming a 0.0 outpost. Same Faction Fleets cannot sieze friendly outposts, however same faction fleets can sieze a friendly npc station. (This is done once so the various faction fleets can all claim their outposts, after that its pretty straight forward)
P.S: Please forgive my horrible spelling, I knew I shouldnt have fallen asleep in english class
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Nova Fox
The Scope
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Posted - 2008.03.25 11:43:00 -
[401] - Quote
The link in my signature please.
I think citizen should play a role in factional warfare.
 How to make feel low sec feel like low sec |

Macmuelli
I Memento Mori I Atrum Tempestas Foedus
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Posted - 2008.03.28 06:46:00 -
[402] - Quote
What about limiting Groups within empire via "special Riggs" u had to fit inside your ship, using it in warfare?
Connection slots, which limit the numbers of peoples inside gangs. Riggs like this , could limit also the Quality of a fight. Which means Groups/ Fleets can fight each other wich have similar factions riggs like this. So u can keep away peoples from killing "Empire faction warfare starters", include possible " Farmers".
A special ship for something like this, could be a " Fleetcommandship" which role is specialized in Empire faction warfare.(frigates/cruisers/Battleships/carriers-size) The afford of playing in this increase with ships like this size, include the interest in doing it.
Will there be the "Rank and Medaille" play a role?
Like first to join u had to have a high faction standing. U will get Missions,which increase the Rank of u within the Faction. Upon your Rank u will get Medaills, which opens the Way for higher quality missions. If U start farming this with your alts, and killing noobships "en masse", your Rank should be decreased , and u should be possible degraded.
Perhaps some ideas around this.
breg mac
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
EVE FAN since 2003
dWode, Wode, hale dinnen Rosse nu voder, nu Diestel un Dorn, Schter jar beter Korn!t
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Inora Sera
Paladin Imperium Curatores Veritatis Alliance
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Posted - 2008.03.31 22:31:00 -
[403] - Quote
Haven't read everything, there's quite a lot now, but here's what i'd like to see regarding Factional Warfare and 0.0.
1. To be able to chose if you want to claim sovereignty for your alliance or your faction. Example of this could be that upon installing a POS at a moon in an unclaimed system, you get a selection window asking you if you want to claim this sytem as (for me) CVA or Amarr empire. (pirate factions being also a possibility)
2. Claiming a system for your faction, gives you the possibility of contracting major corporations within your faction (like Viziam, Amarr Navy) to build Stations into your 0.0 system for massive investments (50, 75 bil ?). Having stations in 0.0 would help civilize it and would enable something lots of 0.0 holders have whined about for a while, agents. Once the outpost is built, you get the chance to hire agents, with a growing fee for each lvl. 100mil for a L1 security agent, 250mil for a L2 R&D and going up.
3. Contracting a Navy station of your faction, would give you the chance of buying fleets of NPC navy ships to patrol your systems, meaning that your alliance is now a major holder of your faction. Those fleets would only attack if the stations are under threat or people with negative faction enter the system as in Empire space. Once destroyed, you have to buy another one.
4. Alliances not willing to align themselves with any faction can still do it, but get to rely on themselves as with the actual systems, after all liberty has it's price. Though i wouldn't be opposed to seeing unaligned mercenary corporations and stations being implemented so they don't get left behind totally disadvantaged against faction aligned alliances.
5. Faction aligned alliance cannot attack other alliance aligned with the same faction, this would give a lot more meaning to the incoherent ganking happening all the time in 0.0. Pirate aligned alliances and unaligned alliances still get to fight anyone they want, but at the expense of being safe in the Empires they plague. Choices vs Consequences.
That way you still get to keep the player ruled space, but you do it by using the game background empires, it's history, add meaning and more consequences on the choices you make IG. It most probably would need a lot of adjustements, but i do believe it would help a lot about the broken and mostly meaningless state of 0.0 warfare as it is right now...
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Damien Arcuri
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Posted - 2008.04.02 17:33:00 -
[404] - Quote
My interest is mainly in faction standing mechanics, so if you're not interested you won't want to read this post :)
Originally by: CCP Ginger
Weeeell, you see, if you have say, -8 towards Amarr this pretty much means you have blown hundreds of their ships away. They dont like you, your pretty much in their top bad arse list of people they dont like. It doesnt make any sesne that they would let you dock at their stations but nethertheless! But, in principle a system that would let you, over a considered period of time, be able to regain dog eaten standings should be considered.
Originally by: CCP Ginger
I havent got any problems with not being able to fight for people that you have bad standings towards, simply because to get those bad standings you have had to blow ten tons of crap out of their ships, those poor crews, in space assets etc. So this is fine.
It's understandable for someone with a clear affinity toward faction conflict to take your position, but not everyone starts playing EVE with that kind of understanding of factions. Some people run missions early in their EVE career -- for isk or simply because it seems like the thing to do -- and don't appreciate or even realize that it might lock them out of pirate mission-running later.
Some have no problem with the consequences of slaughtering rats early in their EVE experience, but decide much later that they want to try something else... and can't.
See General Paul's posts in this thread: He's an ex-caldari mission runner (with horrible standings toward Guristas, Bloods, and Sanshas) residing in Venal. Even if his Blood or Sansha standings were better than -2.0 so he could run missions for them, I doubt it's practical for him, and it's certainly not practical for most players, to go into hostile 0.0 or switch alliances (if they even can) to use Blood or Sansha storylines to boost Gurista standing.
If I knew what I know now I would never have run combat missions or accepted storylines from anyone. Even mining missions risk lowering pirate faction standing because rats show up just about anywhere there's ore. Please consider the implications of what you're saying. Do miners choose their path by minimally defending themselves in their non-combat ships? Personally, I don't think so.
Originally by: CCP Greyscale
The issue of changing sides, recovering deep negative standing etc is a more difficult one (and one that affects EVE as a whole, not just the FW area) and one we're still discussing. We're still big on actions having consequences, so don't expect it to ever become easy, but it may get a little easier.
Easy? I'd settle for "possible" so I know I won't rat my toons into a corner. With faction status harder to recover than sec status, how can EVE call itself a PVP-centric game when NPC combat/standing has more serious consequences than PVP combat? Like it or not, that makes PVP more casual and less serious a career commitment than PvE interaction.
There's more discussion here: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=654361&page=2
If I and everyone else offering changes in that thread are missing something, please let us know so we don't continue to waste our time campaigning for a fix to what seems to us to be a quite undesirable and arguably broken game mechanic.
Another point that concerns me: recovering sec status destroys faction standing with your choice of rat flavor. I don't think that's desirable either, because of how ridiculously hard it is (often impossible) to recover rat faction status. That's why I offered solutions based on a new diplomacy-type skill, or sharing of storyline faction standing boosts, rather than a PvE solution in the thread linked just below. I worry that PvE solutions are likely to lead to a negative-sum game where average standing across all factions declines over time.
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MotherMoon
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Posted - 2008.04.03 06:44:00 -
[405] - Quote
any chance of command ships boosting friendly NPC in factional warfare missions?
will remote repping be allowed on friendly NPCs?
Please visit your user settings to re-enable images.
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TYBURNTREE
BBK Corp
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Posted - 2008.04.04 04:37:00 -
[406] - Quote
ah geez I wish I read this before I went and posted this
Smashing idea. Something I think is really missing from the game.
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Tim Dust
The Scope
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Posted - 2008.04.04 07:45:00 -
[407] - Quote
Let players run the empires, with full control over resources and policy. Also let players run the local systems and handle policing themselves. Allow the player-run empires to decide who to fight and what the missions will be; let them pay for wars with tax revenue.
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Jade Mitch
Mentis Fidelis R-I-P
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Posted - 2008.04.04 09:03:00 -
[408] - Quote
Get rid of Concord! Let the faction navies secure their respective soveriegnties from 1.0 to 0.5 systems while they dispute the soveriegnties of 0.4 to 0.1 systems.
Have faction navies respond in large fleets with all sizes of ships in 1.0 systems and decrease the fleet sizes and ship sizes in lower security systems. Have only small gangs of navy frigits 0.1 systems.
Only lower a player's faction standings when navy ships, responding to aggression, find evidence of a player's hostility at the scene- i.e. a ship wreck with their name on it. In 0.1 to 0.4 systems, an aggressive player would only loose standing with a faction if that faction's navy finds evidence of aggression against a player with positive standing.
Let more than one faction's navy respond to aggressions in 0.1 to 0.4 systems. Have them always defend players with positive faction standings and attack players and other navy ships with either neutral, negative or less positive standing.
Have the faction navies respond to hostilities in all systems only after a 3 minute delay and have them appear a hundred kms from the location.
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Hlidskjalf
Novus Aevum Transports And Industries
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Posted - 2008.04.04 11:46:00 -
[409] - Quote
Edited by: Hlidskjalf on 04/04/2008 11:47:03 I'm going to risk ridicule and death here.
Has anyone ever played FFXI? In FFXI, you can use something called Signet, which marks you as an adventurer of your chosen home kingdom. Defeating enemies while under this earns you Conqest Points that can be exchanged for items. Futher expansions have introduced Sanction (Treasures of Aht Urghun) and Siggil (Wings of the Goddess). These are used in different areas for much the same reason. Siggil, the latest incarnation, links with other factors to allow participation in Campaign battles, fighting for your country.
Heres the contravesial thing - I think we could take some points from FFXI into that game. Signet/Sanction/Siggil was optional, but opened up a new range of benifits and rewards. Here's what could happen.
- The Faction Warfare is introduced on top of game play. It should be optional.
- To take part, you speak to an agent for your choesn faction, and they agree to sponsor you as a hired privateer or mercenary.
- Doing so marks you for 12 real life hours as a pilot of your faction.
- During that 12 hours, you become involved in your factions diplomacy. Allied corperations and friendly corperations cannot be attacked. Enemy corperations (from another empire, competators etc) can be attacked at will ONLY if they have Faction Pilot status. Concord will not interfere.
- The Faction Pilot Tag (lets call it the Faction Mark) can be removed by re-speaking to an agent of your faction. However, there is a 3 hour cool off period between re-applications to prevent abuse.
- When under the faction mark, you cannot undertake missions.
- Solar systems start out with a Sovereignty. Fighting in a system of your faction grants you small bonuses to all your stats (shields, armour, weapons etc).
- Sovereignty is interchangable. Sovereignty influence is gained by kills performed in that system, and lost if losses made in that system. Also, any kill will add a very minute addition to all sovereignties, and a loss the same. This means that a faction who is doing poorly in a war loses influence in other areas. If Faction A performs enough kills against Faction B in a B system, Effective Sovereignty can switch to A.
- Sovereignty results could be tallied at the end of every week, similar to FFXI.
- Killing enemy ships (NOT POD! Pod = Concord Crime unless in low sec.*) rewards you with Faction Points (FP). FP depend on what ships you were flying, what systems the battle was done in, numbers and damage incured. EXAMPLE - A cruiser killing a battlecruiser would generate far more FP than a cruiser-cruiser kill. Taking less damage gives you more FP. Making kills in a system controlled by an enemy corperation would generate more FP as well.
- * - Podding someone in Faction Warefare in low sec could generate far more FP and Sovereignty Influence.
- Faction Points are stored like LP, and can be accessed by a similar store. Prizes should be higher than LP, but without item costs. There should also be an option to perform a one way port of all FP to LP.
- If you live in a system controled by your faction, you experience decreased taxes, refining waste, and increased LP and mission prizes. Consiquently, if your system is under foreign control, expect increased taxes, wastes and poorer mission bounties.
- When you choose a faction, you become locked to that faction. You may choose to leave it, but will be unable to join another faction for 48 hours. All your FP are wiped from this, and you incur an LP penalty.
I know, I know, its long and it involves another game, so I am open to any and all flames. But personally, I think it could work here. EVE has the perfect setting for it. :) - - - - - - - - - High sec miner. Why could possibly compel me to hurl my Retriever into low sec at you, unless it were loaded with explosives, and would destroy you too. :) |

Hlidskjalf
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Posted - 2008.04.04 13:23:00 -
[410] - Quote
Some additions.
- Faction Warefare tallies could be done either daily (at downtime) or weekly. Its here that the influences of factions are calculated pretaining to Effective Sovereignty. Its here that a system can change hands.
- Warefare is restricted to systems 0.8 and below. Newbie areas and heavily crowded systems like Jita have enough lag to deal with, without battles.
- Having Faction Mark status marks your ship with a secondary box around any existing box to other players. (Eg, green box (or diamond) for Faction, blue for allied, grey for neutral, red for enemies. This is visible to all.
- People with Faction Marks can join Faction-Fleets, specialised fleets that fly under the banner of a corperation and receive bonuses depending on the faction (Freight - speed, targetting speed. Industry - Repair/Boost bonus. Military - Shield/Armour hp). These bonuses are increased for numbers of people in a fleet up to a maximum cap of 10%. WC's and FC's will increase bonus faster up to the cap.
People from other factions or without a Faction Mark are unable to join a Faction Fleet.
- Upon recieving a Faction Mark, you auto join a Faction Chat Channel, which cannot be opened by other means, or closed until you are no longer Marked.
- When you choose your Faction, you become affiliated with them, even when not in Warfare. This exposes you to the bonuses and detremental effects of Faction sovereignty.
- Upon losing your ship, you lose Marked Status, and must have it re-applied by an Agent. Note that losing a ship will deduct FP from yourself. This is not ship dependant.
- - - - - - - - - High sec miner. Why could possibly compel me to hurl my Retriever into low sec at you, unless it were loaded with explosives, and would destroy you too. :) |
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Tim Dust
The Scope
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Posted - 2008.04.04 19:48:00 -
[411] - Quote
You could allow empires to conquer each others' systems, but in such away that Caldari systems always remain Caldari systems (for example). If the Caldari agree to a treaty with the Gallente and give up several systems, allow the Gallente to control the systems as vassals, but continue to call them Caldari systems.
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MotherMoon
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Posted - 2008.04.04 20:39:00 -
[412] - Quote
I just want to see blue rats in space please.
that way if I make 0.0 blood raider space my home the rats there will not fire at me and will protect me if I come under attack.
sure I won't be able to rat there without ****ing them off but I could run missions.
of crouse they wouldn't be like conchord, but don't undersetimate the power of 3 NPC battleships as back up in a fight.
Please visit your user settings to re-enable images.
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Macmuelli
I Memento Mori I Atrum Tempestas Foedus
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Posted - 2008.04.05 01:31:00 -
[413] - Quote
some more thoughts on it. I hope its possible to understand.
What about something like this?
Ranks within Faction warfare similar to the royal Navy.
Rank I : Midshipman Rank II : Sub-Lieutenant Rank III : Lieutenant Rank IV : Lieutenant commander Rank V : Commander Rank VI : Captain Rank VII : Commodore Rank VIII : Rear Admiral Rank IX : Vice Admiral Rank X : Admiral Rank XI : Fleet Admiral
Everyone starts as a Midshipman within this scenario. The Faction will handle u a named Tag, which had to be put inside an textra slot twithin your ship. This Tags slots will be limited inside every ship. Like: Rank I- II status: = frig/ cruiser sized ship{ optional BS/Hacs Rank III-V status: = Minimum battle cruisers/ Battleship { optional Tech II Rank VI-VIII status: =Minimum Battleships / tech II cruisers/ commands- Optional tech II battleships Rank IX- X status:= minimum Tech II ships/ optional capital ship Rank XI : = minimum capital ship
This Tag will mark u, that u are doing faction warfare. And his role is making u nearly tALLTIMEv vulnerable within empire to Players from the other faction. Concord will not come if u meets some other players, except in front of stations. To keep ganking scenarios away from it. A Rank system like this could keep farmers away from it. At least u would waste a lot more before u can update your rank.
It should not be possible to insure your ship. The faction u work for, should start with a refund of 20 % of the ship minerals as a midshipmen. Upon your Rank it increase step by step to a level, where u get the full worth of mineral back if u loose.( Rank IX-XI)
To get the tMidshipman statusv u should bring enemy faction tags. (Similar to several successful finished tMidst of dead spacev missions pa example). This will prove u, that u are willing to run factional warfare. Within the Midshipman status u will get missions, which let u fight against Npc`s, which drops specific mission loot. Upon your activity around this, u will go inside a tdatabankv which makes it possible for the enemy faction to keep infos from you, to your enemies. Like: Last activity around??? system. Ship size???` Actually activity???... (Similar like the locating agentFs). To upgrade your Rank to a sub { lieutenant, u had to run several Missions successfully. From the status of a sub- lieutenant the Pvp should really starts within factional warfare then. Means to upgrade your Rank from a sub- lieutenant to a Lieutenant, U need several named enemy faction tags, which drops from the extra slots of there ships.
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
EVE FAN since 2003
dWode, Wode, hale dinnen Rosse nu voder, nu Diestel un Dorn, Schter jar beter Korn!t
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Macmuelli
I Memento Mori I Atrum Tempestas Foedus
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Posted - 2008.04.05 01:32:00 -
[414] - Quote
The possibility of locating Enemies should tmarkv them. Which means if u locates him from an agent, u can ask him, which high is the interest of killing him. If several Enemies are located within the agent area, he could set a list of interest in them.( high/medium/low interest) If u get killed them successfully, u will get tHonour pointsv from the Agent. Upon the numbers of Honour points, u will be rewarded with a Medal.
Medals: Rank I-VII : General service medals in several qualityFs Rank VIII- XI : Special service medals in several qualityFs
Medals should be also a requirement to upgrade your rank. At least it should not be able to upgrade from Rank VIII-> to Rank IX without several high quality medals. (U need be proofed and graduated before u go a step higher)
Missions within empire faction warfare should be adapted to the rank of the player. At least from a Rank of V they should be no more solo able, similar to normal empire Agents.
tFleet commandv includes limiting of groups.
The Player with the highest Rank within a group should be able to fit a tconnection riggv. It limits the numbers of players within the group. tConnection riggsv like this, are limited in ship sizes. Only faction warfare players are able to join this group, which have the same Rank level or Lower. Help from other Player isnFt needed and welcome to stop ganking or involving players which are tshort time faction warfaresv.
To make it possible for other player to fight u, they had to get first informationFs from there agent. If u gets your informationFs then, u can accept an tOrderv against them. This will open you the way to fight them. If someone else wane fight them too, they had to join your fleet. Otherwise u has the limitation to kill him. The agent will not get this order to other player then, include informationFs. Something like this can guaranty, that it will be a fair fight away from high number fleet ganking, and make it interesting. The agent will handle u a rigg , which modify the onboard scanner, and u can scan him down.
The fight starts.
If u are successful u will get upon your Rank honour points etc` If u are not successful it decrease your status.
Degrading:
Upon a number of non successful missions u had accept against other player, u will be degraded to a lower Rank.
Rewards: ???
Should support u within factional warfare. And increase pa example Gang assist within a fleet. tFleetcomandshipsv/ Modules which are made to increase the power of a Fleet, which is limited in numbers.
Perhaps something this could limit ganking. Increasing the fun , and make it more interesting.
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
EVE FAN since 2003
dWode, Wode, hale dinnen Rosse nu voder, nu Diestel un Dorn, Schter jar beter Korn!t
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Macmuelli
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Posted - 2008.04.05 11:40:00 -
[415] - Quote
Minds about a possible " lpoint/reward store" and modifying/named stuff.
"Lpoint shop" ( empire agents) stays like now
"Rank based shop" ( factional warfare agents)
Upon the rank of a pilot, he is able to get stuff from this store. There should be no "Lpoints" like empire faction against. U could only get stuff out of the Rank based shop, with change it to Mission specific stuff. ( Like special tags away from empire tags) Perhaps it could be depended on the numbers of kills u have done. Something like this will guaranty, that u had to run a lot of missions, and make yourself vulnerable to other pilots from the enemy faction u work against. Upon the rank of the player, the rewards will increase step by step. Adding the medals into this shop too, which open the way for limited bpcs to modify/ and name stuff. (keep in mind :No medals without sucessfull Pvp and lootet special player Tags) The quality of this bpc should increase with every rank, include the stuff which is able to modify. Upon the rank of VIII- XI, there should be limited faction based ship bpcs to modify. ( gives back faction navy ships a new meaning and importance, if there wher used as a platform for modifying and name) Which kind of bonuses are up to the ones which work is balancing the things. Also inside this shop and missions , there should be the material, which is needed for modifying stuff. Perhaps adding rigg components and new advanced reactions into it. Modified stuff should cost , something around the middle to high end officer stuff.
Optional for the future,should be Tech II moduls the base of modifying stuff, to improve the tech II market, and introduce a new technology.
can something like this work???
I think balancing the mods it s the most difficult stuff from this idea.
What is possible against farming ranks like this with alts?.
Perhaps a Database, which adds your kills of a player. If it reach a number of 20 kill on the same pilot within xxx hrs, this should be delivered to the command. Which degrade u and, mark u with an opional warning. Also to jon factional warfare u should have a minimum of 5-6 faction standing. This will keep 1 day alts away from it. Upon the rank of a player, kills on much lower ranks will not effect the upgrade to a higher rank. Upgrades should be depended on the quality of the pilot/group u had killed.
breg mac
sry. for all gramma mistakes, hope its possible understand
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
EVE FAN since 2003
dWode, Wode, hale dinnen Rosse nu voder, nu Diestel un Dorn, Schter jar beter Korn!t
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Tim Dust
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Posted - 2008.04.05 19:44:00 -
[416] - Quote
Are player corps allowed to open their own loyalty point stores?
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UrsaeMajoris
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Posted - 2008.04.07 11:29:00 -
[417] - Quote
A very slight discount on LP store items depending on your standings with the store's faction and if you are in fact a member of said faction, would be nice.
E.g. if you were a member of Republic Security Services and had a corp and minmatar faction standing of both 9.0 minimum, LP store items would be 10% cheaper.
Just a little encouragement to be a member of an NPC faction.
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Scagga Laebetrovo
Delictum 23216
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Posted - 2008.04.08 02:48:00 -
[418] - Quote
Insurance
I would like to see the devolution of insurance, i.e. you insure with the faction that owns the station you are in. That means, effectively, that you cannot insure with the tribal heathens up north if you've got a threshold negative standing with them.
Also, I would like to see insurance payouts be lowered if the ships are lost frequently/within a very quick timeframe, and a 'no-claims' bonus to people who lose few ships. This penalises people insuring and immediately destroying their ships, gives a consequence for self-destructing your ship (your future insurance payouts may be reduced).
Espionage Agents
Information such as where the corp bpos are held, in my opinion, should be station specific. Personally, I think this should be an agent function. There could be certain level 5 agents that specialise in espionage - and only for certain corporations. For a significant fee, and with a chance of failure, they can access the hangar data of a pilot you provide the name of. You can therefore know where and what they have in their hangars, if they are in stations belonging to the faction your agent is in.
This, in my mind, makes sense. It isn't logical that an enemy of a certain faction should be able to come to their home stations and have access to such sensitive data. However, if an aggressor is coming to stations you are friendly too, surely your can grease the wheels a bit and find out what they're bringing. This kind of feature, I would hope, would help against scout alts - you'd already know all the ships that your enemy would be capable of bringing to the fight thanks to your agents.
San Matari Official forums |

Polinus
State War Academy
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Posted - 2008.04.08 12:36:00 -
[419] - Quote
Originally by: TordenSkiold I think Ginger pretty much listed it well at War is Devine.
However, as the number of Eve players constantly grow, Empire is getting a bit over-crowded. Indeed Eve itself is showing symptoms of it.
Factional Warfare may therefore also be used as a part of expanding hi-sec into low-sec, and expanding low-sec into 0.0.
And of course 0.0 must also grow into new regions.
Factional warfare need to have a purpose, a goal, a reason behind it. Otherwise it'll be to much like current mission running: you do it for ISK, items/bonuses, standings etc., not so much because it is fun . . . so it's kinda like working, and not so much like playing 
-.. - .... .-.
If Empires attack null sec that than shoudl automatically allow 0.0 alliances to freely shoot anyone in empire in return without concord intervention.
Being more clear, if the republic takes sover for a Goon system for example. Nothing more fair then allowing goons to take republic system. And Do you really think empire dewelers are a match for the huge coalitions of 0.0 alliances that exist today?
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Boon McBwen
Caldari BoonDock Avengers
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Posted - 2008.04.09 00:49:00 -
[420] - Quote
Why should the war need be restricted to low sec space? Real wars know no boundaries, and if there is a legal war going on, there would be no need for everything to be occurring in Indian country... I think, there could be a 'no-man's land" of border systems where the brunt of the fighting will happen, with the occasional forays deep into enemy territory. This could be easily be accomplished by locking stargates from enemy use. I also feel that the higher a characters standing with their respective navies, the higher the responsibility allotted to that character (for instance, someone with a standing approaching 10 could be assigned the command of a fleet), also, if you are going to fight in an engagement as a navy pilot, ships, to some extent, should be underwritten by the navies and faction gear supplied.
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