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Necessities & Possibilities Pt 1: What Needs to Change
My name is Michael Wilmore. I’ve been in Higher Than Everest [P3AK] for 2 years, and before that Horde Vanguard. [TRYHD]. I like to smellgong and touch nodes, and write big long essays about what I think. This is one of those. In this paragraph orgy, I want to do a couple of things:
- outline in brief the high-level changes I think CCP need to make in the next 6-12 months
- go into detail about what those changes would enable and the various synergies between them
- talk briefly about the Drifter event, and why it’s the wrong path even if CCP’s heart is in the right place
Section 1: Fix Structure and Sov grind IMMEDIATELY
Upwell 2.0 and the first (!) iteration on aegis sov were both almost a year and a half ago. Whilst the iteration on entosis nodes and remote reps were broadly well-received, they were still relatively particular changes and didn’t address the timer system that has existed since 2015 (!). On the other hand, Upwell 2.0 was widely panned on arrival and viewed as a step backwards, and to date nothing has been done to address those concerns. In the meantime, we’ve had yet more feature creep in the form of buffed jammers and fatigueless jump gates. The result has been a null (and wider) landscape that’s simultaneously more static, grindy, and blobby than ever before.
I honestly think that before doing any other balance or development work, CCP needs to address sov and structure mechanics, especially the latter as it affects all of New Eden. To that end I’ve created a simple one-pager document of the changes I think need to be made in the immediate future: Defibrillator: A Three Part Plan for Eve Online
I’ll go into more detail on this in the next section, but in short they are a set of suggestions that involve minor changes to existing attributes/code or the return of some small amount of previously existing attributes/code. In other words, it’s just numbers - none of this should be hard to do in terms of workload. It just requires CCP to commit to a more risky vision of New Eden. I put it in a simple, one-pager format because I wanted to make it easy to digest. But the format doesn’t really get across the many implications of these changes. That’s what I want to go into next.
Section 2: Big Things Have Small Beginnings (warning: many words)
Here I want to go into detail about why I think the changes in the above document would be good, and what kind of synergistic results might follow:
1) Upwell 3.0
- i. Reinforcement timers reduced; 2 for high power, and single (kill) timer for low-power, across all upwell structures in lowsec and nullsec. Hisec should retain an armor timer 24h after the initial reinforcement, and otherwise function identically.
- ii. Defender chooses the timezone of the exit, but the day is determined by the attacker. The specific timer is determined by the time of attack; if within the timezone window then the timers will be at that exact time. If the initial reinforcement takes place outside that window, the final timer will be at the limit of the exit window closest to the time the initial attack took place.
There are other benefits too - for one thing, progress in your war isn’t limited to a single day a week. There is nothing worse than defeating an enemy completely, and then being unable to make rapid progress because all their structures exit at the same time, on the same day, once a week. Increasing the influence attackers have over timers will allow for wars to proceed at a much more interesting pace than currently (e.g. see a near-uncontested Imperium struggling to get through tribute in a month, or PL and TAPI’s back to back grinds through Provi).
Finally, a word on controlling the exit time: random roll timers are stupid. It’s extremely frustrating to hit a structure at one end of it’s vulnerability window only to have it exit at the other. Why have this luck-based timer roll nonsense? Let the time of the attack influence the position of the timer within the vulnerability window. A 4-hour variance in the timer is MASSIVE, it’s silly to have it depend on chance.
- iii. The distance between the initial reinforcement and the final timer will depend on the structure size. 1 day for FLEX structures, 2 days for medium structures (same as POSs), 3 days for large structures, and 5 days for XL structures.
- iv. Damage cap increased so that all timers take a maximum of 15 minutes at cap (same as the repair timer, equivalent to 3 siege cycles).
- v. Standup armor plates removed from the game.
- vi. Upwell structures will only be able to use their weapons once in armor or a deep % of shield on the initial reinforcement, and during the final timer.
One concern would be the defence of FLEX structures. Perhaps it would be possible to link the availability of citadel defences to the status of other Upwell structures within 500km or so; then again a lot of people think the current state of jammers on citadels is borderline broken. Perhaps a compromise is needed where only ewar is available day-round. At any rate I think it’d be a lot more fun if spaceships could fight each other on Upwell grids, rather than all kinds of content being de facto reduced to whether or not you can tank a citadel (and yeah, lol @ keepstar doomsdays).
- vii. Entosis of station/citadel services to return as a mechanic.
Later when I had joined P3AK in The-Culture, we had great fun provoking fights from the locals through this mechanic. We would poke the services, they would undock, and there would be a fight. Sometimes they’d just gank our entosis, sometimes we’d gank theirs when they tried to re-online the cloning. It was a great mechanic that provided good back-and-forth skirmishing. Contrast with what happened once Horde onlined our fort in O1Y. This video is pretty funny in a way, but it only happened because Boat didn’t understand the range and power of the Fortizar. Now that everyone does, this kind of content is basically dead. I think that’s a tremendous shame, and would love to see Upwell structure services linked to the entosis module again.
One thing to note is that this is only possible or worth doing if Upwell structures cannot use their defences all the time. Otherwise the structure would simply force the entosis ship off. By removing the weapons, and creating a point of interaction, you allow spontaneous, low-stakes fights to occur. It would give people an actual reason to roam to someone else’s staging beyond hoping that they’ll undock. And because low-power structures are kill shots and full-power structures only have 2 timers, you don’t have to link it to an active service module. Fuel in the bay? It’s full power. No fuel? It’s low power. Service modules are a point of interaction instead of an abstract cost. And how about moon goo? How much easier do you think it would be to get a response if entosising the drill service on an athanor could pause the chunk? Likewise for builds in engineering complexes. I actually think this was a huge missed opportunity with Upwell structures, and a form of content they could have provided that was never possible with POSs.
- viii. Introduction of a less profitable passive rig for refineries.
- ix. Jump fatigue added back to jump gates.
Oh, and can we please have tackle prevent jumping like it used to? They’re not regular star gates - they have access lists. Jumping through one blind should have consequences, rather than being able to crash gate knowing the baddies can’t follow you through. Stop with the feature creep.
- x. Putting it all Together: An Example
This time you bring a small Leshak fleet with remote reps and plenty of Guardians. You’re not quite at the new damage cap but it still only takes you 20 minutes; halfway through shield the fort guns come online, but you can tank it no problem and they don’t have the numbers at this time of day to force you off. As you hit it a good 6 hours before their vuln window it comes out at 2am on Saturday for you, early Sunday evening for them. Not ideal, but you have nothing to do on Sunday so time to old-school it!
The nearby blob are currently staged on the other side of their space, and they have a biggish timer the same evening so they can’t afford to stack fatigue. The locals still outnumber you though, but there are some matching-tz npc nullsec dudes you’re on good terms with who don’t like them either. It’s their staging fort so you know you’ll get a fight, even if they can’t rustle up any big batphones. Their cap fleet has evacc’d to a different fort, but they’re unlikely to use caps due to the ranges into NPC space.
On the night you bring a girthy Ishtar fleet and your allies are in some weird sniper BC boosh comp. The locals have a Ferox fleet and a tackle-wing from a batphone who didn’t want to come all that way in anything bigger. The fight is really fun, the feroxes feed a lot despite being bigger, but the tackle wing is very persistent in hounding the boosh fleet, and in the end the fort repairs despite the attackers pretty much winning the field. Nobody really cares though, it was a nice 300 man fight on a Saturday night, and everyone got some low-scale, high-stakes content.
I don’t want this example to sound overly patronising, my intention is just to show how these tweaks taken together would change the pace, scale, and scope of citadel warfare dramatically. Travel times/accessibility are inextricably linked with the scale of fights, as is the time between reinforcement and final timer. The longer the build-up, the easier it is to get there, the more people will come. The argument often goes that with a declining player base, the game needs to be easier to travel. What this ignores is that player numbers are affected as much by available playstyles as anything else. When you turn all structure-warfare into giant blobtastic fights, people who aren’t interested in that stop playing. Very few people actually enjoy these 2000-4000 character tidi fests, yet 9-day timers and fatigueless jump gates encourage exactly that. Meanwhile, if you want to have small-scale fights there is very little way to provoke it at the moment. Even the potential for identifying possible targets is barely there, because roaming and poking in off timezones is basically impossible. You can just be ignored until the armor timer. The fact that even having discovered their vulnerability window, you are rolling the dice on the actual timer (with a 4 hour potential spread) is even more discouraging. All of which means these timers just never get made in the first place because at the end of the day, who can be bothered? I am firmly of the opinion that ALL of these changes need to take place if Upwell structures are to become an interesting or engaging content driver. Right now they are just a great big obstacle you have to grind through.
2) Aegis 3.0
- i. Advantages conferred by ADMs to be reduced: an ihub at ADM 6 should take 30 minutes to reinforce uninterrupted. The minimum time should remain the same. The minimum vulnerability window should also be extended to allow for cross-tz fights.
The current vulnerability windows are also too short - why do citadels have a 4 hour vulnerability window, but ADM 6 ihubs only have a 3 hour window? This number feels picked at random, but I think the minimum window should be at least 4 hours long, and probably 6. Cross-TZ interaction is a GOOD thing, the edges of your timezone should be dangerous and interesting.
- ii. Attacker determines the exact timer within the vuln window as with upwell structures.
- iii. TCU functionality rolled into the ihub and the structure removed from the game.
- iv. Continued nerfs to the respawn time and number of anoms provided by ihub upgrades.
4) Umbrella Mechanics
Having said that, there are some little tweaks to the projection meta that would help in combination with the above:
- i. Buff resists and range of cyno inhibs - should be survivable and affect the entire grid.
- ii. Give Black ops battleships a small SMB similar to the Nestor. Maybe a covops cloak.
- iii. Do NOT nerf the loki; if anything buff the other 3 T3Cs.
It’s not as though all anybody is flying are Lokis, like Ishtars or Svipuls online. The meta is decidedly HACs, with battleships the main counter (other than, you know, other HACs). People do use Loki fleets sometimes, but the reason they don’t use the other T3Cs is because they are rubbish. The Tengu is like a Loki but with a worse turret type and a less relevant ewar bonus. The Legion is good for blops ganks but is otherwise very ordinary, and the Proteus is really good at being slow and having crap fitting room.
With the exception of the Tengu (which has other niches by way of compensation), they all make decent solo cloaky hunters, or with the exception of the Proteus (uhhhh, Guristas 10/10s I guess???), smallgang ships. But the fact that there are some viable fleet fits for the Loki is simply not a problem. What sucks is that there aren’t for any of the others.
- iv. More, stronger tackle in anoms - e.g. infinite point ‘hic’ towers etc.
These are the short-term changes CCP need to make to pull this game out of its death spiral. They will make offensive war more enjoyable, more accessible, and more rewarding, and they can all be done without reworking any of the game’s core structure or sovereignty systems. The only obstacle is CCP; to save Eve Online, they need to commit to a more dangerous, emergent future for nullsec, lowsec, and wormholes.
Section 3: A Game Adrift(ers lol)
I want to write a few words on the Drifter event; so much has been said already, and it’s clear that among the player base the sentiment boils down to either ‘mandatory pve is shit’ or ‘finally some chaos in nullsec’. The reason both sentiments have such broad support is because they are both right. Mandatory PVE is shit, but so is the current structure spam and feature creep that defines the stagnancy of nullsec and lowsec. What CCP needs to do is make killing structures more enjoyable, feasible, and rewarding for players, not compensate for people opting out of boring grind by creating more boring grind. Eve is supposed to be about us writing our own stories, fighting our own wars, dying by each others’ hands. The universe should be the backdrop for our choices, the sand in the box. What we don’t need is CCP blasting sand at us until it buries the playerbase.
This post is already pretty long, so I’m going to end it here - sorry for any spelling or formatting errors, I did my best but I'm going outside now so fuck it.
In my second post, I’m going to outline some ideas I have for events and dynamic gameplay that CCP could implement using existing code, but which would provoke emergent, player-drive content and liven up nullsec, lowsec, and wormholes simultaneously. Look forward to it (or not) in the next couple of days; like and subscribe, favstar in the bio.
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