maps_sov

Sov warfare is almost universally considered as the biggest evil of 0.0, save perhaps RMTing. The current mechanic is timely and rewards he who brings most capitals. But what if warfare was won and lost not simply by the side with the biggest gun, but also by the side with the fastest draw?

I see a lot of suggestions about a lot of things in Eve and often they are completely unrealistic or alien to what will ever be done.For example I’d love it if local was gone from 0.0 but that will never happen. Ideas need to be realistic and if the change is too dramatic or out of character, they won’t happen.

The number of stations in 0.0 is too damn high!!!

Seriously though, have you ever flown through 0.0 and asked yourself “wtf am I nearing jita or something?” Why are there so many stations in 0.0? Providence has more station systems than non station systems. Fountain is better but you still have long stretches of space with station after station. Tribute has clusters of stations all around.

This sort of terrain creates a turtling mentality. I can run my missions and do my mining in the same system where my station is. Neutrals in local? Dock up. They have 10 ships? We’ll wait until we can form up 30. The person described above is not a coward nor a noob or a scrub. He’s being smart and realistic. The problem isn’t the player, its the mechanic that makes the player play a certain way which sucks.

Step 1, One Constellation One Station

Merge all stations in a constellation and any mothball assets into one station. Have it be central to that Constellation. WMN- in Kalevala for its respective constellation or 9GI in Tribute. In each case the station is central to the constellation and far enough from the station of any other constellation.

Step 2, Put the farms and fields BEYOND the castle moat

Like stated above, currently you can do your carebearing almost all within one click of a station dock. Step one limits the area where one can be a carebear. Step two would be to put the “good space” with the good anoms, belts and ice fields in systems away from the “station system” of the constellation. This will make people roam through space more without having everyone they meet simply dock up. If they want the fruits of their lands, they’ll have to go out and get them and actually defend their ability to do it.

Step 3, Get rid of most of the current sov structures

SBU, TCU, I-HUB… who the hell gives enough of a damn to remember most of this non sense other than the fleet commanders and the logistic mules of 0.0 alliances? The very nature of the current sov mechanic screams “wait for someone with director roles to show up because you’re worthless and should just spin ship in the meantime.” Worst of all, NONE of these structures currently interact with the player on any meaningful level.

Step 4, It’s the station stupid!

Sov should be held not by some pointless meaningless structure that doesn’t hold ships or provide refining or a clone bay or do anything meaningful for the player. What matters should be the station, the central point of the constellation. The defining yes/no aspect of sovwarfare should be the station. Flip that and you grab the whole constellation. It’s already like that in a sense, you grab the “main fleet holding station” of your enemy and its game over. But under current sov mechanics you still have to go grind half a region.

But wait there’s more!

Step 5, The step that makes it all meaningful.

I probably lost you somewhere between step 3 and 4. I promise this will make it up. After all it would be stupid if all we did is have timers for one station that flipped a whole constellation. So pay attention. Throughout the entire constellation we set up numerous (One per planet perhaps) LOW HP structures (nerves) to shoot that affect the over all HP and Infastructure Upgrades of the station. Take enough HP in this way and the station holders suffer as the station itself becomes vulnerable to direct attack AND it becomes of less quality. The lower the HP on these “nerves” the more affect on the main station. Now you have to send out roaming squads to police your space so your station doesn’t suffer adverse affects and make way for a direct assault on the station itself.

So how would this play out? We’ll use TEST and GOONS as an example as they were the ones saying that an all out sov war would be boring. TEST surprise attacks and decides to invade Cloud Ring via Placid. Their first target would be Balenne constellation which under the new sov system would have 77- as its station system. Now would they bring in a 1500 man fleet to hit some stupid structure until it hit some timer, reset and try again this time with 1500 man response fleet with 99 percent of the people involved would have the contribution of “orbit anchor, hit F1 at primary.”

NO!!! Under the new sov mechanic it isn’t tactically viable to bring in that many numbers. Attacking with battleships and carriers wouldn’t be cost effective because your targets are numerous low HP structures. Instead you’re going to have to send out small squads of 10-20 Cruisers bouncing all over the system in a cat and mouse game with the defenders. Mobility and warp speed is going to be the important aspect of this warfare, not just EHP and DPS.

Do you hear that sound? That’s the sound of MEANINGFUL actually sov affecting small gang PVP to 0.0. The defender will have to form up their own small gang cruiser fleets to deal with this or their station will provide less refining, crappier anoms and so on and so forth.

Now let’s say TEST manages to destroy enough (70 or so percent) of these “nerves” through their skillful small gang cruiser pvp. The station in the central system becomes vulnerable to attack. NOW you have the epic thousand + people in local fleets. But now you have it under a new and much more varied dynamic. You had skirmishing make way for a main invasion force.

TEST does enough damage to the station that it enters the next stage. Now the attackers have 72 hours to destroy enough “nerves” so that the station becomes vulnerable to the main attack force. BAM, back to small gang cat and mouse pvp. The entire constellation becomes the battlefield. Gate jumping, cyno dropping, manuvering, it’s all there. Station enters vulnerable mode, TEST as attackers does enough damage to the station, you enter the next stage. Now the attacker has 48 hours to repeat the small gang process for a third time. Attacker suceeds, station belongs to them, constellation is theirs, no post battle sov grind.

The structures play the role of making people skirmish and fight. They are not there as a boring grind nobody wants to do. Implementing this is easy mechanically speaking and I doubt anyone wants to hold onto the current sov mechanics.

Would anyone at CCP tell me why this couldn’t be done?

– Seraph IX Basarab

76 Comments

  1. lol

    i dont know who this guy is… but still his ideas fuck them you no name piece of shit

    April 18, 2013 at 9:55 pm Reply
    1. Like it

      Good Idea!!!

      Making the 0.0 mechanics more like the FW mecanics so small gangs can make a system vulnerable and then claim it by shooting the i-hub. You can do it like the Incursion Mechanics, the Alliance with the most damage on the i-hub will gain control over the system. This will definatly give pvp a boost in 0.0 like it did for FW as well.
      Just make it on a bigger scale so only small medium and large compounds….

      April 19, 2013 at 12:11 am Reply
      1. Seraph IX Basarab

        Woot someone gets it.

        April 19, 2013 at 1:25 am Reply
        1. Justchecking

          The problem is that the "blob" wont need to organise some small groups that will go from one place to an other.
          They will just organise big fleets that will either guard the system and have 10-20 fleets (with 15-20 men in each as you suggested) at each system to take all those low-hp structures in one move and then move to the next system.
          At best the defender will be able to make some hit and run tactics since if they dont have the numbers to take out the main force they will have to warp out each time the blob warps in.
          Anyway. It is a good and honest attempt and it address the station problem (personally I would like to see stations blow up, after all its 0.0 there shouldn't be 100% protection of your assets and/or your character if the enemy's wish is to wipe you.) and could fix the structure farm but it does not address the blob problem.

          April 19, 2013 at 3:07 pm Reply
          1. EXE

            The blob problem? The problem is not the blob. It's the people who resist evolution. Eve has evolved and so has nullsec. What you call a blob, I call a nice fleet. We roam with 20-100 man gangs and we fight wars with 500+. It's evolution. If large scale fighting is not for you, then look at npc null or low sec. Small gang warfare (under 50 in gang) works a lot better there.

            If you want to live in sov null, adapt and adjust to how it is instead of trying to push back evolution 7-8 yearsto the time when people called 20vs20 a fleetfight.

            April 20, 2013 at 7:34 am
      2. until the big boys come with big toys and rip your small gangs to pieces. The constellation they would conquer would be "blue" once again in short order.

        April 19, 2013 at 8:29 am Reply
    2. Akatenshi Xi

      Then go suck Mittens dick and sit in the shadow of his blue dunce cap. If you suck hard enough, some of his magic glitter will trick down off the hat.

      April 19, 2013 at 1:39 pm Reply
  2. tot

    I says ov needs to be fixed but this is such a stupid idea.

    April 18, 2013 at 10:02 pm Reply
  3. +1.

    Beats the way its currently done for sure

    April 18, 2013 at 10:05 pm Reply
  4. LoL

    congratulations u have just described faction war in a nutshell

    April 18, 2013 at 10:07 pm Reply
    1. Seraph IX Basarab

      Kind of. Whatever, i'll take it!

      April 19, 2013 at 1:29 am Reply
  5. Captain Obvious

    i like it

    April 18, 2013 at 10:16 pm Reply
  6. pew pew

    What ok so there is say 10 nerves in the region send 10 100 man fleets to go kill them all at ones bam the defence force still cant do shit coz if they move on 1 fleet the other 9 will box them in and own them so this would do nothing but make it faster to take there station and space

    April 18, 2013 at 10:21 pm Reply
  7. DKS

    What I'm reading here is that you want to turn Sov Warfare into Factional Warfare…..

    April 18, 2013 at 10:26 pm Reply
    1. Seraph IX Basarab

      In a way yes.

      April 19, 2013 at 1:29 am Reply
  8. lee

    You do realise with this technique your still going too get the huge massive blobs at the final station your bassically making faction warfare sound a but more fun lol, anyways my point is whilst you go kill the nerves we go lockdown our station problem solved sov grind fail

    April 18, 2013 at 10:28 pm Reply
    1. Seraph IX Basarab

      You can't do jack all to the station if you don't hit the nerves. So what are you going to do? forever camp the station? How long?

      April 19, 2013 at 1:29 am Reply
      1. EVE_Dude

        How long? We're about to find out I think.

        April 19, 2013 at 3:32 am Reply
      2. Akatenshi Xi

        I believe that the blob would just go from nerve to nerve and destroy each structure. If there is some sort of simultaneous effect needed, big huge blob will just be smaller but still huge blobs. The effect here would be SOV warfare would then be much faster and easier to take over enemy areas.

        If I bring a 1500 man fleet to your alliance with said mechanics I'll just split my fleet up and you'll play hell trying to respond to all those fleets that fast and once they've come back to meet at your station I've already got caps dropping on your station taking it down.

        I believe that a better mechanic might be to limit the amount of SOV able to be held by a corporation depending on the type of corporation and it should be directly proportional to the alliance itself. Yet another factor to stop the ''Goonswarm'' massive 10,000 man alliances across half of EVE you should make it impossible to do so.

        Why and how would you do this? It stops a group of players from controlling the entire game or too much of it. Yes it would be nice to ''/win'' EVE Online, control all of null sec, hell all of wormhole and low sec even. Wouldn't that be nice? But honestly, who here really wants that? What will EVE Online become then? A continual gate camp of high/low sec gates with entry fees before joining? You would control this by making it harder and harder to take more constellations. You make the structures dynamic. You make them harder and harder to hit for every constellation they control. Take the station for example as a core mechanic we want to KEEP. It's nice to siege the castle, but lets make it so that after you have so many castles at your disposal we'll chuck it up to logistical strain. Your forces encounter harder ''resistance'' as they go along expanding your ''empire''. Station 1 would be base line stats for the attacker. Any other station after station 1 is claimed will now become increased in difficulty to take. Either by increased shield/armor/hull resistances or by more overall hp period. So now you want a second station its harder now. You have to stay longer with the same amount of people or find more people. Now you also add the mechanic that it progressively gets more expensive to manage a larger logistical chain. More stations you own then the more expensive it becomes with each addition.

        Between making it more and more expensive and making it harder and harder to take space it becomes more of a burden than it is worth. This is where scaling down the size of how many corps or pilots can be in one alliance comes in. Currently the largest alliances are in the 10,000 plus range but how many of them are really ever on, are alt toons, or even play the game anymore and haven't biomassed? Go to any corner of null sec I dare you. You'll find lots of people sitting and spinning in station, bitching about nothing to do unless a CTA is going on or bitching because there is a CTA and they have to shoot those stupid SOV structures again. Null sec is empty. Its hard to find fights and it seems to me and I think a lot of people a complete waste of space (no pun intended).

        EVE Online has thousands of players who want to come out into null sec. But they don't because they either don't want to be part of the current circle jerk in null sec or null sec doesn't want them. You have hundreds of 5 and 10 man corps wandering looking for something to do better than what they are doing. Make space finite for alliances and they will populate it more, take care of it better, and there will be more room for a much larger player base than there was years ago. EVE is a futuristic game and its getting more and more outdated. We have seasoned professionals who have built this game from the ground up but it takes them 6 months of playing with numbers to make a colorful post and some adjusted ship stats, maybe some new skins for a ship and oh a new scarf for my toon I rarely see outside of a picture in local. Stop slacking.

        The idea of the sandbox is night but even the sandbox has some limits. There is no equalizer for what sov null has become and nothing is going to get CFC or Test to give up their SOV. They love their isk too much and their vast amounts of largely empty space. All that they recruit into their coalitions and spread out more and more.

        April 19, 2013 at 6:23 am Reply
        1. Akatenshi Xi

          I do like the fields concept though. Spreading the interest of the area around instead of just in the -1 systems or around stations etc. SOV null is a different beast where you can put stations down etc, but that is nice to be able to build your own area up how you want. You really should be able to do more with your space and make it much more dynamic both structure wise and ways to affect the space too.

          April 19, 2013 at 6:26 am Reply
      3. EXE

        Until they unsub.

        April 19, 2013 at 10:10 am Reply
  9. George

    Fuck it go back to pos's
    😉

    April 18, 2013 at 10:28 pm Reply
  10. +1

    holy shit a good idea on EN24, it MIGHT even work.

    April 18, 2013 at 10:29 pm Reply
  11. this is kind of like saying "fix blobs by making stargates break occasionally" – they'll just use WH's and cynos instead.

    there are too many redundant ways to carebear, too many redundant ways to blob, too many redundant ways to be a jita 0.01 isk specialist. afk cloakers. etc.

    you could re-write the whole game to accommodate your needs for with these issues, or, you could, you know, L2P.

    April 18, 2013 at 10:31 pm Reply
  12. this is kind of like saying "fix blobs by making stargates break occasionally" – they'll just use WH's and cynos instead.

    April 18, 2013 at 10:32 pm Reply
    1. Arc

      Do u even know how mass wormhole mass limitations and statics even work? GL deploying your fleet through that!, in fakt i would LOVE nulls to do that because that would mean i will have more fleets to shoot. Agreed that that cyno part though 😛

      April 19, 2013 at 5:53 am Reply
      1. LoL Jita

        Deploying the cyno through a WH is like deploying your fleet. So all really needed is the cyno.

        April 19, 2013 at 11:27 am Reply
  13. hmm

    So your saying make the supercaps and cap's totally not usefull how stupid is that <.< bad idea go back to highsec scrub. I liked the idea untill i heard cruisers <.< small shit eww fuck off MOAR EXPENSIVE THINGS!

    April 18, 2013 at 10:40 pm Reply
    1. Seraph IX Basarab

      You have a hard time reading? The big stuff plays a role…just not THE ONLY role.

      April 19, 2013 at 1:28 am Reply
  14. The Dead One

    The reason for timers is so that when you attack a system whose occupants are offline it gives the DEFENDERS a chance to save their system and associated assets. With this idea a blob can take a constellation too quickly. But at least its an idea.

    April 18, 2013 at 10:43 pm Reply
  15. burn

    yet another bad idea among others…
    nevertheless this idea is better than what we currently have

    April 18, 2013 at 10:48 pm Reply
  16. Mike

    Still think we should go back to the old way of holding 50% of the moons in a system with pos's give supers more to do 😀

    April 18, 2013 at 10:51 pm Reply
    1. DKS

      Dickstars, Dickstars everywhere.

      April 18, 2013 at 10:56 pm Reply
  17. Faction warfare style would be better. Use the space or lose it, would stop people holding loads of space for no reason at all.

    April 18, 2013 at 11:20 pm Reply
  18. Crazy but FUN!

    I think the same or similar mechanics to FW should be used. Without the novice's but more small, medium and large plex's. When a system is plexed all the way it becomes vulnerable, each corp or alliance has it's own bar it has to fill by plexing a vulnerable system. Whoever fills their bar first by plexing the most in a vulnerable system, gains control. Instead of LP payouts just put several waves of tough rats that spawn and have nice drops according to the plex's size or keep the lp payouts and have them be for the local NPC (bloods, sanshas, ect.)

    If you have system control, you get control of it's customs offices, stations, and moons. Also, give the option for them to sub contract these controls, allowing other corps or alliances to drop a pos, operate customs offices, harvest moon juice, ect. At a weekly or monthly fee. Make kind of in game contracting to keep this legit.

    Hell, even allow the owners to operate their own LP stores where members who plex defensively or offensively in neighboring systems, can earn loyalty points with with the owners which can be used to buy the resources that system is producing or whatever the owners want to stock the store with, ships, mods ect (there would obviously be a need to put a cap on how many items can be at the store, but make it a decently large amount) Only allow the LP prices to be changed on a weekly basis (to avoid the old bait and switch) Also, give the owners some kind of weekly LP payout with the local NPC's for each system they control. Example: If you hold systems in DELVE you get a weekly LP payout with Blood raiders. Or allow the owners who don't want to deal with running an lp store to forgo this and the LP from plexing defensively or offensively to with he local NPC's. A system that is 0% contested doesn't provide any payout.

    This will greatly reduce the strength of massive blobs. It will cause all out chaos with the current null entities, but pvp thrives in chaos. Now your alliance has to actively maintain control of it's space, some space will be valuable because of the moons or planets it has in it, others will be valuable because of the lp payouts (not all LP stores were created equal!)

    The last needed change is to increase the spawn radius for stargates, and give all bubbles a short timer, so if you wanna sit on a gate all day like a jackass, it's gonna cost you. Make it harder for people to bubble camp, so people can actually get around in null and not run into bubble blockades at every key choke point or null entry point. Or introduce a mod (similar to a warp stab, like interdiction nullifies on T3's) People will still gate camp with bubbles, but you won't be guaranteed a quick death if you go through a gate into one. Also, don't allow bubbles within a certain radius of an undock (that shit is lame!) If you don't do this, massive blobs will just camp all the entry points to a system or chain of systems and lock them down completely. Even if they do try to camp, you just need someone to slip by with a cyno. and you can then invade bypassing the camp.

    Null sec will be an endless thunder-dome then, like it's supposed to be.

    April 18, 2013 at 11:28 pm Reply
    1. YES BABY

      Other side affects of this would be that many people in the current low sec FW, would group up and move out to Null in search of more isk and more valuable LP. Trying to raise their flag and take control of Null sec systems. Some role players and people who like the easy high sec access would obviously stay in low sec FW. But then low sec could perhaps become what it should have been all along, a nursery for small aspiring corps and alliances. The vacancy in low, would then in turn leave an inviting place for many high sec players to get out and make some real isk and pew pew.

      Also, greedy shit bag tyrants will fail. If their LP stores are shit, or they just don't offer enough of the NPC LP for defensive plexing, they will become "king nothing" when their systems fall. Their will be plenty of other corps looking to pick up pvp'rs and help their cause.

      April 18, 2013 at 11:40 pm Reply
  19. orly?

    How wrong you are, sir.

    April 18, 2013 at 11:32 pm Reply
  20. another loki down

    terrible.

    April 18, 2013 at 11:35 pm Reply
  21. noob

    Yes to several smaller meaningful objectives that can be taken with small gangs!

    You don't need to remove stations though, just make one station system the "capital" system like you suggested.

    April 18, 2013 at 11:39 pm Reply
  22. Mercfromabove

    yes, put all asests in one station! thats not going to be camped, or as we are seeing on another 'live' thread right now , 'hellcamp'
    You could completely starve an alliance of everything and anything if you were only allowed one system

    April 18, 2013 at 11:52 pm Reply
    1. Seraph IX Basarab

      Try a pos my friend.

      April 19, 2013 at 1:26 am Reply
      1. RA dude

        Cloning, repairing, ensurance, market services, personal ship and item hangars on POS? Nope, never heard of any.

        April 19, 2013 at 2:33 am Reply
  23. FA grunt

    Create a ship that moon mines thn no one will care about sov

    April 19, 2013 at 12:21 am Reply
    1. yes they will, you still have lots of ratters that enjoy upgraded systems.

      April 19, 2013 at 8:32 am Reply
  24. Zambezia

    Drugs are bad..in EVE and rl.

    April 19, 2013 at 12:27 am Reply
  25. indy

    i like it but this will have no effect on carebearing… You will have to use POSes rather than stations which i think is a good idea tbh :)

    so yeah do it… just leave the resists of archons and aeons alone

    April 19, 2013 at 12:37 am Reply
    1. POSes are actually way better for carebears than stations, as when a neut gangs comes to system the first thing they'll often do is they'll bubble up the station to catch the carebears not watching intel. Whereas you can't warp to a POS that easily.

      April 19, 2013 at 8:31 am Reply
  26. smas

    U have no clue on how 0.0 is working, please go back to ratting

    April 19, 2013 at 12:41 am Reply
    1. Seraph IX Basarab

      I don't rat and 0.0 isn't working.

      April 19, 2013 at 1:30 am Reply
  27. Yeah Right.

    You obviously don't live in 0.0 or know how it works……

    April 19, 2013 at 12:47 am Reply
    1. Seraph IX Basarab

      Wrong on both counts

      April 19, 2013 at 1:30 am Reply
  28. Gizznitt Malikite

    A.) IHUB and specifically IHUB upgrades are a wonderful implementation by CCP…. do NOT remove them completely from the picture.

    B.) I fully agree that sov would greatly benefit being centered around lots of small, small gang & soloable targets. I'm a little curious how these "nerve centeres" spawn… but that's not terribly important.

    C.) I'm a big fan of allowing alliances to grab everything they want… but with repercussions that when they don't utilize the space they have, ALL of their Sov becomes easier to lose.

    April 19, 2013 at 1:35 am Reply
  29. blobbystander

    tdlr there are to many stations and things that make my head hurt!

    And to fix the problem with to many station in null is rather simple, allow a station to be destoryed. There all your problems that u outline in nullsec are fixed. And that toke all of 5 seconds to come up and few lines of code to change.

    April 19, 2013 at 2:01 am Reply
    1. Seraph IX Basarab

      Except it isn't realistic. It won't happen.

      April 19, 2013 at 2:33 am Reply
      1. blobbystander

        how is popping a station unrealistic? We already have to grind them down, all u got to add is somthing that either makes the station pop or not. Somthing on the order of a sbu, or somthing like that.

        April 19, 2013 at 10:06 am Reply
        1. EXE

          There is no viable solution that can be explained for the ones who care about the lore, on how to save all the contents from market, corp hangars and personal hangars. The only reasonable one would be to put them in the owners redeemable items but how do you explain that? The contents being destroyed or dropping is not a viable option. Docked in a station is the only place you can't lose your stuff and that safety should never be removed.

          April 19, 2013 at 10:40 am Reply
  30. Das

    Make it so the nerves have to be scanned down, and not show up on th overview like FW plex's.

    April 19, 2013 at 2:16 am Reply
  31. Rick

    I like this idea a lot especially putting the fields outside the moat part.

    To make it work needs tweaks.

    1. Perma afk stealth needs to go. Its a broken game mechanic used by trolls. Simple fix is that cloaking uses resources like jumping uses fuel. Even better is a module that can scan down stealth ships and declock them, hard to get active cloakers, easy vs. afk trolls.

    2. Player deployed ai guns. Yep thats right I'm talking fortresses built around gates. Key points:
    -Expensive to build + costs maintenance to upkeep balanced so that player alliances can make a tough nut to crack even during low peak hours but cannot fort up every system.

    3. Practical cyno jammers in every 'field' system. Hot dropping has to go! You want the kills, risk breaking in! Would be a great fix to low life awoxers which is the current prefered method of getting farmer kills.

    4. Sov gone in the sense, if you can keep other corps out and utilize its resouces then the system is therefor yours. POS bashing has got to go!!

    April 19, 2013 at 2:58 am Reply
  32. Consejo

    Stop wasting your time with video games and spend time with your wife, at least until you guys get your own place, yeah?

    April 19, 2013 at 3:09 am Reply
  33. TapeBinding

    Null-sec is the culprit, its not high-sec, its not low-sec. Until everyone admits that, it wont get fixed. Null-sec denizens complain about this and that, while they are the cause of all of eve's problem. I call it bullshit. Unless changed, Null-sec is where people go to carebear and have pillow fights.

    April 19, 2013 at 6:36 am Reply
  34. YaReally

    If we don't have 3 or 4 articles a month on the "here is how to fix Sov" I just don't feel complete, please give me more, I need my fix!!!!

    April 19, 2013 at 6:40 am Reply
  35. druid_cilnok

    Are the nerve systems cyno jammed? Could they not just cyno into all systems at the same time, smash them and then the main attack force hit the station… could the defenders, say goons, not just field an entire fleet at each nerve?

    April 19, 2013 at 7:22 am Reply
  36. dani

    " The current mechanic is timely and rewards he who brings most capitals."
    I agree
    "I see a lot of suggestions about a lot of things in Eve and often they are completely unrealistic or alien to what will ever be done."
    I agree here too….
    The rest of your suggestions is falling to the "unrealistic" category

    So if the problem is the HP and the LONG TIMERS, why not lower them???
    With all this capitals in the game, all this jump bridge networks etc…
    Why the time to online an SBU is 3 hours ???

    In many cases the defender does not even show up until you reinforce something and they have comfortable timer to defend on.

    So why not just make the SBU online timer 1h.
    Why not lower all the structures HP by 50%?
    Then one small group can reinforce multiple systems. Now you waste a full day just to reinforce on system.
    The defender will have to defend multiple systems.

    It will become viable to form up a fleet and actually fight the aggressor off.
    I guess for one 10+k coalition will not be a problem to form up and jump few jumbridges …. or that is too hard?
    Or just burn one cyno there and fill the sky with suppers ? Maybe that will be to hard too!

    Lowering the hp, will make smaller entities dangerous.
    Big chunk of space will require fast response and active players to defend.

    The Big Question: Will that make the super powers more powerful???

    Well yes they will grind the structures faster, but if you are active, you can kill the sbu's faster too :)
    The smaller alliance will need less supers to hit the structure and withdraw to safety also.

    Giving power to the small guy often means, you will give to the big guy…
    Sure 50 supers will kill an Ihub in 15 mins :D, where the 50 man BS fleet will have to hit it for 1-2 hours.
    Well lower that timers… 50 suppers will kill it in 7 minutes, where the 50 man bs fleet will need 1hour.

    I think this will bring more small and independent entities and this is better then the big blue :) isn't it ?

    April 19, 2013 at 8:22 am Reply
  37. Rhoaden

    Make station add ons weak, so roaming gang's can destroy them easly so you have to be more active in defending your system's. instead of just wait for timer…….blob

    April 19, 2013 at 9:36 am Reply
  38. EXE

    Your article lost all credibility at "Nullsec has to many stations". What we need is MORE station systems, plus the ability to build more then one outpost per system. With the ability to have both a refinery and a station for building things in the same system you will see more local industry. With more station systems, more systems will be used. It's far better to be able to dock up and switch to a pvp ship when hostiles are inbound, then to be forced to cloak, log off or hide in a pos.

    Besides, your idea of a shitload of small weak structures for holding sov is, well, shit. How do you expect people to build stable and longlasting empires if a roaming gang can threaten your sov? Sov attacks should be damn near impossible without fielding a respectable sized cap fleet plus support. Sov war is for alliances and coalitions, not for roams. Fleets of under 2-3 wings shouldn't be seen as more than they are, people hunting for fights. Fleets this small are skirmish groups, not war fleets.

    April 19, 2013 at 10:05 am Reply
  39. Pilot

    I think what needs to be fixed:
    1) No upgrades in station systems
    2) Decrease mobility and increase travel cost of supers
    3) Owning station (and controlling docking rights) should cost money like 1 bil a week, maybe some new type of fuel mined from sun (Hydrogen Plasma, Oxygen Plasma…)
    4) Repair and other services in station should generate cost for owner. Owner would be able to ask nothing or cost + x%.
    5) Security status of systems affects income (not only belts, but also better ISK/hour from anoms), Security status should be affected by distance of region from empire and distance of solar system from nearest station.

    These changes would penalize risk-averse behavior we can see so much around us, current game mechanics supports laziness of farmers too much. Also, ability to move supers and caps around universe at low cost and quickly is stupid. Timer between jumps should be like 10 minutes (except JF), supers much lower jumprange and much higher fuel consumption, fuel bay shoud allow them to travel not more than 15ly without refuelling. Activating titan bridge = 500 mil. ISK in cost.

    April 19, 2013 at 10:23 am Reply
  40. pewpew

    in my opinion, this just gives the big blob more power.
    you make it easy to get control over a system for smaller corps -> the blob can do it a lot easier
    you wanna have active players in a system to be able to hold sov -> cool, a small corp can go somewhere, build up their 1-2system sov. and then the blob comes and either destroys everything or the small corp becomes their pet and has to pay rent to not get kicked out
    you wanna lower the HP of structures to grind -> the blob says "thank you for saving us time"
    the "problem" is, it doesnt matter what will be changed, in the end the blob wins because everything a "small" group can do, a blob can do better.

    i for myself haven´t found anything which could stop the blob except a bigger blob

    but there could be some fun things brought up like being able to stop moon mining without having to kill the pos, just to be able to reduce the passive income without the need of a big fleet.
    or shoot command centers on planets to make them stop harvesting
    i think that if nullsec. would require more aktivity to make it profitable, the sov. problem would solve it self
    but yeah, thats just my opinion and it might be completely useless

    cheers

    April 19, 2013 at 11:36 am Reply
  41. Anonymousn

    EVE's top producer, CCP Bald guy, said that they want to make 0.0 more viable for small alliances that just want a homestead of a few systems. Hopefully they'll make the first moves in Odyssey that starts the process rolling and dialogue and ideas flowing. Currently 0.0 is almost worst case scenario.

    April 19, 2013 at 4:42 pm Reply
  42. Dafuq

    This article is completely disconnected with reality.

    April 19, 2013 at 5:16 pm Reply
  43. BlackIron_S

    I have said it once and I will say it again over and over. There is nothing a small alliance can do better than a huge alliance. Anything that helps a small alliance gain over a large one will help a large alliance crush a small one even faster!!

    April 19, 2013 at 5:33 pm Reply
  44. The_Oracle86

    Whenever i see a post regarding an idea about changing sov, all i see is howls from the masses on how stupid the idea is…………and yet people ask why hasn't CCP fixed sov yet???

    Dickheads.

    I for one really liked this article, despite not agreeing on some of the aspects due to the various weaknesses/exploits that could be made from it. But overall, one of the best attempts i've seen yet. Good job.

    April 20, 2013 at 11:36 am Reply
  45. sour

    not that i hold any respect for the current sov sys, but this idea is bad too. first of all why make nullsec stations so important? some highsec systems have like…10 stations. but u want to make nullsec stations the center of entire constellations…nice choke point for the blob to camp the one and only undock. the scrub fleet of cruisers and frigs will take care of ur “nerve” details.

    cut timers. one timer per structure on armor. and make rf renewable. that means at the end of the rf if the attacker cant destroy the structure, then the defender can refuel and keep the rf indefinitely. this will brake the blob as multiple objectives must be accomplished to make any serious progress. as for living in 00, just randomize respawnable resources like rats and roids. its unrealistic to randomize moons…its not like moons can move around space :P. but u can randomize yields. if anything 00 needs more stations or maybe some new smaller player structures perhaps?!

    April 20, 2013 at 9:39 pm Reply
  46. sour

    not that i hold any respect for the current sov sys, but this idea is bad too. first of all why make nullsec stations so important? some highsec systems have like…10 stations. but u want to make nullsec stations the center of entire constellations…nice choke point for the blob to camp the one and only undock. the scrub fleet of cruisers and frigs will take care of ur "nerve" details.

    cut timers. one timer per structure on armor. and make rf renewable. that means at the end of the rf if the attacker cant destroy the structure, then the defender can refuel and keep the rf indefinitely. this will brake the blob as multiple objectives must be accomplished to make any serious progress. as for living in 00, just randomize respawnable resources like rats and roids. its unrealistic to randomize moons…its not like moons can move around space :P. but u can randomize yields. if anything 00 needs more stations or maybe some new smaller player structures perhaps?!

    April 20, 2013 at 9:40 pm Reply
    1. sour

      soz one timer on structure, not armor 😛

      April 20, 2013 at 9:41 pm Reply
  47. Fartolio

    Noone will give a small gang power over sov. And this is not about sov mechanics being bad, and those are bad, is mostly about the ability to harrass people. Because no small gang would rly be intterested in sov, or really taking sov. But most of small gangs try to get easy cheap harrassment, then run to npc null. Those who really do small gangs don't rly care about null, they go lowsec to get fights. CCP loves shitdoers, helps them to do nothing, but still they won't give such out. But nice try.

    April 21, 2013 at 4:10 am Reply
  48. Bittervet

    OK, assuming these "nerves" are all the EHP of a Small Tower and one per planet …

    1. Establish staging POS in system to be conquered. Cyno in Slowcat/Boot fleet. Have subcap fleet waiting on titan bridge in range.

    2. Warp Slowcats/Boots to planet needing to be destroyed

    3. Deploy sentries

    4. Assign to aimer

    5. Gosh, is it down already ? Go to step 2. If all planets down, go to step 1.

    Balenne constellation has 56 planets. At one per nerve center, that means it'll go pretty quickly.

    April 21, 2013 at 1:17 pm Reply

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