Archive for February, 2012

2p: Skill Categories

Just a quick micro blog for the day:

In these days of “New Player Experience” why are skills still sorted in such an awful way? Ok there is a funky kind of logic to the categories (Shields require electronics, Ship construction and Rigging would be done by mechanics), but really its not very user friendly. I put forwards the notion of separating skills by their primary result? novel huh?

Even if you want to keep the meaty sounding names we could still keep them:

Why not add the category “Electronic Warfare Theory”, thus allowing us to designate Engineering to Shield Skills only?

Adding “Production” and “Rigging” would make Rigs, Ship construction and Armor skills fit into neat categories.

Navigation is a prime example of what a skill category should look like.

Maybe it’s just a touch of OCD causing me to dislike having Skills share categories*, but I honestly think that this is pretty overwhelming to new players. It should even be a low hanging fruit for CCP as well…

Just my two pennies worth,

Hark¬

*OK so it’s a lot to do with this. I have no production skills, but I do armor tank. I hate the fact that despite having L4 in all armor skills, the category still looks half empty!

Black Box: Hound MK2

##########################################################

#                   – Current Info –
###########################################################
#Ship Name: Hound MK2
#Ship Type: Hound Class Stealth Bomber
#Pilot: Minijack1
#Location: 995-3G
#Fitting type: T1 Bomber, target Painter, Long Point
###########################################################
#                        – Log –
###########################################################


18/02/2012
 – Bought off market and fitted for in 995-3G Station.
– Joined fleet to defend friendly TCU in O-7LAI
 – Got to target system, positioned off TCU to be ready to react to any hostiles.
 – Hostile Hound uncloaked off friendly fleet, was quickly dispatched, Hound Kill Mail.
 – A few second later a Rapier uncloaked and dropped a cyno, Red Alliance and Legion of xxXDeath jumped in a welp fleet.
 – Put a few shots into the hostiles before warping out. Rapier Killmail.
 – Solar Fleet retreated from the engagement, the TCU was destroyed.
 – Reports come in that there is an engagment happening 1 system out between the hostiles and friendlys.
 – We get on scene to see the last enemys running away, so we start the cleanup, moving between systems killing the runaways.
 – Scorpion Killmail and the Pod
 – Tempest Killmail and Pod
  – The Stealth bomber was then used for some roams around hostile space. Purifier KillmailVelator (wooo), I-HUB Killmail.
 – Ship then taken to defend Solar I-HUB in NG-8MK.
 – Atempted multiple bomb runs, hostiles generaly warped out before bombs hit. As a fleet we caught a few Bloodbound. Tornados. Tornado Killmail.
 – While lining up for one of the last bombing runs a friendly dramile warps to 0 on us and uncloaks the fleet, 4 friendly bombers lost.
 – Loss Mail 
 – Ship ended service on 26/02/2012.
 

###########################################################
# Owned for: 8 days
# Kills value[Number] : 983,645,177 [8]
# Cost: 39,191,511
###########################################################
#                     – End Log –
###########################################################

Blood Money: Part 2 the Income Gap

This series of posts is intended as a discussion and my thoughts in how ISK affects PvP and how PvP Affects ISK; further entrys can be found here.

As I discussed in my last post as an individual pilot in 0.0 income directly through PvP is almost non-existent for the majority. But there are plenty of money faucets in 0.0; so where is the money going? The simple answer is “To a select few leaders”. Most people are well aware of the RMT trade, and the accusations (and indeed evidence) that most large Alliance Leaders are earning a real life wage from their ISK profits. Assuming that this is the case (Alliances aren’t in the habit of giving out API account access to the public), what’s gone wrong. Why is there such a gap between the “wage” of the 0.0 pilot and a 0.0 Alliance leader?

My simple brain tells me that there are two basic ways for money to flow in a hierarchical system such as EvE:

Bottom Up (Socialist)
Where the pilots earn the money and pay a (small) fee to those above them for the privilege of using their money making system. The current Corporation Tax system would be the foundation for such a system. A pilot makes money by running PLEXs & a small percentage of this money goes to the corporation. But we would need to extend this to the alliance level with a percentage of the corporation’s profits being paid to the alliance. In this system every pilot would be able to make a profit, those who take on roles in corporations or Alliances would be able to draw an additional wage from the coffers of their employers.

Top Down (Capitalist)
This is where wealth is gained by the Alliance and distributed downwards through wages and subsidisation. For example an Alliance gets money from Moon Goo, and pays its Corporations and Leaders for their contributions to the cause. Corporations then in turn pay their Leaders and active members and/or subsidize the cost of helping to hold this space i.e ship replacement programs.

Of course this is a polarization, and a mix of systems can also exist.

As we can see both systems already have some supporting functionality within EvE. However it’s very rare to experience either in the wild. So what is happening? To me it would at least appear that simple human greed means the money rarely flows up or down the systems. Pilots don’t want to share the rewards of solo pursuits through huge tax rates, and Alliance leaders don’t want to distribute the Moon Goo wealth downwards to subordinates.

This is what makes the Income Gap so large in 0.0 Alliances. Pilots are left to earn what they can to survive, while Alliance High Commands earn wealth intended to fund entire Alliances.

So how can we fix the System? If CCP wanted to fix the current system without adding new features, they would need to greatly increase the rewards of Solo 0.0 money spinners (Plex, mining & anomalies), while reducing the Organised Money making opportunities until they could support only a few people (Roughly the number of people needed to run the schemes and their equipment).

But what about in a dream world; how could we close this gap?

The first step I think would be to implement a “wage” system into the game. Allowing CEO’s, Alliance leaders, Diplomats and other alliance positions (right down to Player) to draw a wage would go a long way to allowing both top down and bottom up systems to work. We would also need CCP to recognize Alliances as an entity in itself, allowing a wallet and API to be given for it.

– In a top down system this would allow Active players to draw a regular wage for their efforts.
– In a bottom up system the CEO and other official positions would be able to draw a wage from the funds for their additional efforts.

Once this is in place we need to make a choice between systems and Bias the income streams towards those methods. To either make the individuals dependent on the group or the group dependent on the individuals. As we are talking about a dream world here, adjust the Sov mechanics a bit. In order to place TCUs an alliance must first place a capital TCU in a system. These function exactly the same as normal units (for a higher price) except they have a toggle switch*:

Socialist Government Infrastructure Node
– Moons can now be mined using Crust Buster Lasers
– Each player using a Crust buster laser is charged a fee linked to the market price of the Goo
– All Plex and Ratting bounties are increased by 20%
– All Corporation, POCO & Alliance tax rates cannot be set above 20%

Nomadic Infrastructure Node
– Alliance wallet disabled
– Moon Goo yield reduced by 50%
– Plex and anomaly bounty increased by 40%

Capitalist Government Infrastructure Node
– Corporation, POCO & Alliance tax rates cannot be set lower than 80%
– Moons can now only be mined by Moon Harvesting Arrays
– All players are paid a basic wage for being (active) in the alliance (active requirements set by the alliance)
– Bonuses can be automated for activity’s such as joining fleets
– Bonuses can also be paid out manually by Alliance Directors

By forcing a single revenue stream either at the top or the bottom of an alliance the members would be forced to move wealth up and down the levels. A Socialist Alliance would soon keel over if members stopped passing money up the chain of command. After all who would go to the effort of running an alliance for no money what so ever? Equally if the Alliance earned all the money and passed none to its members (who could no longer earn any independently) they would soon quit (or go bankrupt).

This all ties in quite nicely with my last post. Is this where that middle ground lies? If Alliances and Corporations were forced to provide for their members (or vice versa) we wouldn’t not be opening a new ISK faucet, but instead redistributing wealth to the masses. By stopping the accumulation of vast wealth we may even be so bold as to suggest that the RMT issue might be reduced. Of course for those who hold capitalism dear, using the capitalist methodology would still allow for vast accumulation of wealth by Alliance leaders, but only if they can persuade their members to put up with it.

I won’t sit on the fence on this one like I did the last post. Instead I’m going to straight up admit that I would love to see this system implemented; but I doubt it will. CCP have said they intend to adjust how players make money in 0.0, and even mentioned moons becoming player mined so who knows maybe something is in the works.

Thanks for reading

Hark¬

*Disclaimer, all numbers and figures pulled from my arse, but you should get the gist.

Blood Money: Part 1 Income for the Troops

This series of posts is intended as a discussion and my thoughts in how ISK affects PvP and how PvP Affects ISK; further entrys can be found here.
Losing ships is expensive. “No shit Sherlock” right? But have you ever stopped to think what that actually means? I can’t think of many other games where (arguably) what is the “End Game Content” actually costs in game money to do. Even in the dreaded WoW (I’ve been clean for 3 years now), the “End Game” Raids can earn anywhere between some and significant amounts of money, dependent on how good your Raid Group is. Can you imagine if Call of Duty or Battlefield required you to earn money (or maybe respect points) by performing Drill, Peeling Potatoes and “Cleaning the Head” (whatever that means) before you could afford to play a PvP match? Yet in EvE this is effectively what you have to do.

Now some might argue that 0.0 (Wormholes too, and to some extent Low Sec) PvP does earn you money, as winning in PvP dictates who holds sovereignty over the systems. Yet, the only income available as individuals is through Plex, Anomalies and mining. To draw back on the FPS analogy, we are now able to perform Parades, peel New Potatoes (without the horrid sprouty bits), and Sprucing up the Officers Powder Room. The actions are the same as High Sec, we just earn more for them.

The only people who do earn money directly PvP, are Alliance/Corporation leaders (Moon Goo), Mercenary Groups (Contracts), Small Gang/Solo PvP’ers (loot) and that guy who always seems to be able to scoop loot before I do at gate camps (wanker). That’s a pretty small percentage of PvP players.

Don’t get me wrong here I’m not rallying for change, nor incandescent with rage at this indecency. No I find this an interesting study in our psychology as gamers, and perhaps as an insight into the level of grip EvE PvP has on us.

Now I will admit that as someone who really doesn’t enjoy extended periods of Mission running or mining; my first thought on this subject was “Wouldn’t it be nice if PvP earned me money”. Perhaps with each killer earning a percentage of the market value of the victim’s ship and its fittings? Or a mechanism for Corporations/Alliances to automatically distribute funds to pilots when they participate in fleets. This could aid the currently inhibited top down money flow (a topic I will discuss in the next in this series).

We might also see an increase in numbers flocking to the more lawless areas of space. In the head of a Carebear (I was one once) acquisition of money is often the key motivator, perhaps if PvP were a real money spinner, we might see a bigger migration flow to Null/Low Sec. Furthermore if PvP paid money we could also see more wars, and more people in fleets (that’s a good thing right?).

It sounds wonderful but how would it affect those of us already PvPing, and indeed the landscape of PvP space? Currently the people who are in Null Sec are the people who really want to be there. Because of the cost of entry we have invested time and money into our position, and we are dedicated to our causes. Would an influx of money seekers begin to muddy the waters? To water down that passion? PvP for profit would herald an entire new mentality in Null/Low Sec. Wars would be fought by entrepreneurs rather than Zealots (not the ship). We already see blobs more and more every month in eve, and with the current effectiveness of Super Capitals, and other Low Risk PvP methods (improbable Tengus et al) we might also see the decline of “Gud Fights” in favor of “No risk PvP”.

As a note here; I’m not a fan of the argument “I had to go through it so why shouldn’t you HTFU”. It’s a little bit too close to the British Boarding School mentality which brought us Fagging. The point I’m trying to make is that maybe we shouldn’t work too hard to bring High Sec dwellers into Null/Low Sec; if they don’t want to be out here, and we shouldn’t change our game to make room for them.

We would also have to consider the economy. Every Carebear that moves to Null/Low Sec is one less mining our jump fuel and building our ships, even mission runners source the faction modules we love so much. Economy speculation is not really my strong point, but my feeling is that if an ISK faucet opened in Null/Low Sec opened up, the exodus of Carebears would hitch the prices of our trade’s tools until the profits we made were nullified. And even if they didn’t the economy of EvE would require CCP to develop even more ISK sinks for us (something they are teetering on doing any way).

Making PvP profitable would change how we as PvPers in any form view combat. Right now life in Null is a wonderful lesson in self-support, and risk. If we were making money hand over fist, the risk/reward ratio would shift furthermore we might not get the same buzz from our kills, and the “ISK war” would become far more important that it already is.

I think as with most things there is a middle ground to be had with this. I do feel that Null Sec profits rest in the hands of too few, encouraging a trickle down of funds (or indeed trickle up) is a great idea (the next topic in the series). But equally too much profit in PvP would be a bad thing for our landscape in the long run.

Of course equally, should someone wish to give me a chunk of cash for PvPing, I would not complain.

Thanks for reading,

Hark¬

Black Box or how I learned to stop worrying and love the loss.

New life has been breathed into this blog. For a fair while now I have been looking for a reason to write in this blog, with little to no success (as you can see by the history).

A little while ago now I made the decision to sell my carrier. The Chimera Azerro II (don’t ask about I) had never seen combat, and was mainly used as a Suitcase Carrier, however as one of my alts was rapidly approaching a Nidhoggur it made sense to swap it out for a suitcase both character could carry. While discussing the swap, and its reasoning with my girlfriend* I began to realize that I was actually pretty attached to the Azerro. Not being overly emotional about internet spaceships I went ahead with the sale, but I had an urge to see if I could keep tabs on the carrier once I had sold it.

Unfortunately with the tools I had it was next to impossible, although I do still keep checking the losses of the purchaser much like one reads the obituaries (if one does). But the seed of an idea was planted; what does happen in the life of a ship? And if I couldn’t track the entire life of a ship, what about tracking its time in my possession? I think all of us occasionally find a ship we had forgot we had, or pondered if a ship had killed more than its cost. So I set out to write a Black Box for each of my current ships. Taking note of the fights they had been in and posting their history on this blog. A few of my Alliance-mates showed an interest in doing the same and so now we also have others posting similar Black Box entries. I do intend to expand this blog into more than just a Ship Obituary (a post is in the oven now) but this has been a great exercise to break me into the blog-o-sphere mindset. It even fits the original name I chose for the blog long before I had this idea; spooky huh?

So in summery Black Boxes from me and my comrades will continue to form the mortar of this blog. But expect more bricks to be laid as well.

*Yes I have one; No she doesn’t play; Yes we do discuss the game; No I’m not making this up; Yes I mean discuss and not argue.

Black Box: Hound MK1

##########################################################

#                   – Current Info –
###########################################################
#Ship Name: Hound MK1
#Ship Type: Hound Class Stealth Bomber
#Pilot: Minijack
#Location: 995-3G
#Fitting type: T1 Bomber, target Painter, Long Point
###########################################################
#                        – Log –
###########################################################


15/02/2012
 – Bought off market and fitted for in 995-3G Station.
– Moved With fleet to U93O-A for defence fleet
– Local@ 500
 ! Attempted to get position for bomb run on enemy fleet.
 ! Landed in the middle of enemy fleet due to bubbles, didnt get uncloaked.
 ! Second attempt to get bomb run failed also
 ! Friendly bomb run is launched, caught in explosion, ship and POD lost. 
 # Killed in action: Loss Mail


###########################################################
# Owned for: <1 day
# Kills value[Number] : 0 [0]
# Cost: 42,364,899
###########################################################
#                     – End Log –
###########################################################

Battle of U930-A 17:15+

Calm before the storm.
Local is hovering at around 360, the vast majority of that is Solar and their allies, the Solar maelstrom fleet and -A- Tengu fleet are drawn up at range of the 4YO in gate waiting for the battle to begin, anticipation is high with relatively low key smack in local between Solar and there Allies and the XDeath coalition members already in local .(well to be honest most of the smack seen during the whole engagement would be be between -A- and PL but no one expects anything else.)
First Blood.
Advance warning had been given of hostile White Noise and XDeath Bomber ops in system with them filtering into system early in the main and although a few stragglers failed to make it in safely it was generally known a large number had successfully entered the system so it should not have come as a surprise when the -A- Tengu fleet once more came under a massed bomb run from white noise and XDeath at 17:47. While not as wildly successful as a previous run by white noise that wiped out a -A- Tengu fleet this run did succeed in killing 3 Tengu, 2 Cerberus and as will not surprise anyone a drake. (there is always a drake 🙂 )
This bomb run forced most of the -A- fleet off the gate briefly, but they rapidly returned in good order, first serious blood to XDeath and friends but this may have also have shown a repeated deficit in XDeath and friends coordination as this did not coincide with the conventional fleets jumping in as was expected. This failure to capitalise on the disruption caused and the lack of coordinate between different groups would impact the outcome of the battle and seems from observation of many of the battles of this war to be a regular flaw in XDeath and allies operations.
Instead of XDeath and friends jumping in now over the next few minutes a light smattering of pilots who were obviously incapable of not jumping through gates until told to would jump gate into U930-A from 4YO and be introduced to Darwinian theory at its harshest.
Battle is joined.
A full 23 minutes after the first bomb run at 18:10 the XDeath lead coalition finally jumps on mass through the 4YO gate into U930-A, Tidi takes effect (though this was a smooth transition that rapidly righted itself, well done CCP) as local swells from 360 to over 700. The game was on! After XDeath and white noise had taken the early initiative with there first bomb run they were conspicuously absent at this important moment.
This is a fault that can not be levelled at Solar and allies, as the gate in became flooded with XDeath and allies they were duly bubbled in place and multiple wings of Solar bombers de-cloaked and dropped their payloads into this target rich environment. As this engagement continued further rolling bomb runs would be conducted by Solar, Gypsy Band, Imperial Legion and allies, although few more ships appeared to actually be killed entirely by subsequent bomb runs the area damage of these runs must have caused considerable issues for Xdeath’s coalition logistics. Bubbles were kept on the gate for a long time and the fight continued at a frantic rate, A combined Pandemic Legion and Northern Coalition. Fleet of sniper Tier 3 Battle-cruisers (Tidi cats) joined the fray and the XDeath coalition appeared to be fighting back against the superior Solar coalition positions off gate, much death on both sides as the high alpha of both sides fleets made a mockery of logistics. The PL/ NC. Fleet began to make its presence felt, skirting the edges of the fight and using their superior range and agility to pick there fights. Unfortunately this status quo was not to last.
At 18:17 Gypsy Band bombers uncloaked of the PL/NC. Fleet and dropped their payload, although PL and NC. attempted to escape they lost 9 Oracles, 2 Naga’s and a smattering of support (including a prober which may have impacted their later ability to get good warp ins though it would be expected and hoped that there would have been multiple prober’s in there fleet for just such a happening.)
By this point the battle was starting to become fragmented, with XDeath Coalition fleets attempting to get themselves out of the shooting gallery that was the 4YO gate, unfortunately due to effective bubbling this led to fleets becoming fragmented and getting killed piecemeal by The Solar coalition. The effective Solar Coalition bombing was still ongoing throughout in-spite of bubbles. At 18:27, 10 minutes after there first successful bomb run Gypsy band got another successful bomb run on the PL and NC. Fleet, this time 21 Oracles, 3 Naga’s, a Tornado, a Talos, a further bubbler and a large number of pods died in the conflagration.
By this point the battle was already effectively over and settled into small little fights as stragglers were picked off or escaped from system, The first SBU was destroyed by the Solar coalition at 18:55 less than 50 minutes after the XDeath coalition jumped into system.
In Summary.
In Summation the battle of U930-A was won convincingly by Solar and there allies, the system saved and a great deal more damage done to the XDeath lead coalition. Bombers again showed themselves to be a massive tactical asset when used effectively and in a coordinated fashion with other conventional forces, a trick Solar and Allies appear to be able to achieve more regularly than the XDeath lead coalition.
Here is a link to the Gypsy Band kill-board that shows a nicely effective time line of the battle.
http://killboard.gypsyband.ru/battle/b3457/#timeline
The ongoing war.
Anyone who believes this war will be over soon in favour of XDeath may need to re-analyse their sources as at the moment Moral in the Solar camp appears to be high and the XDeath coalition forces also fought hard from a poor position, whichever way this campaign goes it looks it will be giving those involved “good fights” for a while yet.

Super capitals again…(again and again……)

Intro and example
Hi there, I will be unknown to probably everyone who reads this, I have been playing this game since 2006 and have fought through a lot of eves history but as you can see I personally am a largely unknown pilot in a largely unknown alliance posting on a public forum asking you to spend some of your precious time reading my thoughts and to honestly discuss an issue that seems to be getting worse and worse. I fully expect to be flamed and belittled but in amongst it all I hope there will be some cogent thought and discussion.
Yesterday I was involved in an operation to kill a tackled Nyx, that’s awesome and the sort of thing we all log in for, my problem is what happened next, in the space of time it took for reinforcements to get to the tacklers location further super caps were being dropped without support to save this super carrier, essentially a handful of pilots were able to extricate 1 pilot from the clutches of a vastly outnumbering force.
Yes I know, old problem, HTFU, bring more bubbles etc, but I am looking at this as a failure of game mechanics and design. I thought recent changes were aimed to make supers more vulnerable, and maybe they are slightly more vulnerable now, but I think this situation and many similar proves they are still not balanced.
The saviours of the particular Nyx in my example were PL (though the Nyx was not) and this may not be a surprise to many, personally I have no problem that they turned up, they have made there reputation on being ready and capable of making rapid responses, my problem is that when faced with “friendly super tackled by numerous support fleet” that the response was “drop more supers” as opposed to “we need to deploy a support fleet to neutralize their support fleet”, something I am sure PL could have done if that was the most efficient response.
What I am saying is not that I have a problem with the super being saved, more that the way it was saved seems dreadfully imbalanced even after such a well publicised attempt to make them less OMGWTFBBQ at everything and give them a more dedicated role (kill caps and structures).
But old news is old, they have been this way for a while and the current well meant changes failed so what can be done so they are still good for their intended role but not the answer to all situations in sufficient numbers?
So what’s the problem?
Well we can argue that the problem is tracking this and sig radius that, and I will touch on that shortly but I feel there are other sides to this as well, currently the only way to hold onto them and put them in peril is with bubbles and focussed points, and with enough supers you can currently clear all bubbles in fairly short order so even though they have nerfed there hit points it is difficult to keep fleet deployed supers held long enough to make use of it.
I found a super being silly, but it got away….
I feel a mechanic already in the game but only used minimally should be expanded. Currently some ships (blockade runners) have an improved warp strength which can be improved by (uurrrggghhh!) warp core stabs. This means that you need multiple points to successfully tackle the target. A few reading this have probably already guessed where this is going but bear with me.
Eve has scalable mechanics in place to handle the behaviour of different ship types and modules like warp strength (under utilized but apparently working), E war (jury is out on if this is working but that is for another time) tracking and sig radius(wow now there is a can of worms, for the record I think the mechanic works but individual sig radius’ and weapon res need a rebalance but that is my opinion). If we have solid scalable mechanics in place for most ship behaviour why do we have a class of ship that is just blanket immune? Why not give super caps a stat for warp strength, sensor strength etc, by all means make it really high but I do not feel that any ship should be immune to an entire part of eve mechanics and tactics. Hard to do definitely, improbable maybe but not impossible. It makes entire areas of tactical and strategic choice null and void.
For my example here I will use warp disruption as an example, I agree, no single rifter should be able to point a titan (I saw this extreme example given by Selene in his blog with the phrase “No. Because of No. “) and I agree, but a fleet of rifters?
Y’know I think just maybe they should be able to point it and lets not fool ourselves here, its unlikely even a fleet of rifters is likely to be able to kill a titan any time soon (though for the record if you have deployed your super capital without support and this happens I would say you deserve to loose it, but again just me). So let me just come out and say it.
I think supers should loose there e war immunity and be given an actual warp strength like the rest of eve. A high one to be sure (that will need some pretty hefty balancing on sisi) I don’t think this should or would end the need for bubbles, on the contrary I think bubbles should also be given a warp disruption strength if they haven’t already (I vaguely remember it being 6 in the past but I could be dreaming and infinite point should also be given a actual disrupt strength). Bubbles will always be useful as there is no other way of sticking an entire fleet in place, I just do not think they should be the only way to stick supers in place.
To me it seems consistent with the aims and spirit of recent changes, in particular these “spiffy” new tier 3 BC’s that were supposedly aimed at cap killing and cheap rapid deployment fleet dps (and not high sec ganking 😉 ). This one change may make them able in sufficient numbers with sufficient skills to tackle and hold tackle on a super long enough to put the super in jeopardy or for reinforcements to arrive with further tackle.
I caught the super, then his mates happened….
well bad luck! Eve is a social game, boo hoo for you and HTFU!
Or maybe not…..
If “his friends” were a well equipped sub capital fleet that wiped your tackling fleet out then I am sorry, you just got outplayed, learn from it, if however as happened in my example he got away because a handful of his buddies cyno’d in in ships that are supposedly designed to kill other capitals and structures but still successfully blapped your fleet into submission that to me seems unbalanced as well.
I am not talking about realism here, we already live in an age where a guided missile can fly right up to the door of a bunker from a continent away. Realism has little to no place in games unless the game in question is a simulation, if you want realism you already have it, its called RL and a job, they are generally tedious but necessary to pay for your leisure time.
What I want is game balance. The potential solution I give above may go some way to solving this issue simply by making the number of tacklers that need to be cleared larger and thus more difficult to clear but I think it needs to be twinned with upholding “the web of death” as I see it (as opposed to Disney’s “circle of life”) but what do I mean by that?
The “web of death”
Roughly speaking my belief is….
Support excel at killing other support fleets and in sufficient numbers will kill capitals but are poor at structures
Carriers excel at supporting (repping) support fleets, cap fleets and structures while adding a certain amount of dps, a force multiplier if you will but not a force in and of themselves. (try telling that to rooks and kings)
Dreads excel at killing structures and well lead in sufficient numbers will kill other capitals but are poor against support fleets.
I feel Super capitals should…
Excel at killing other capitals, in sufficient numbers kill structures and be poor against support fleets.
But currently they are more like
Excel at killing other capitals, Excel at killing structures and in sufficient numbers will kill support fleets.
This seems unbalanced to me I feel there weapons need to be rebalanced to make them more ineffective against support vessels, again the actual balance would need to be made carefully, but I truly believe it is not there yet.
But this is all take take take…..
Yes it is and I fully understand why super pilots feel entitled to there pwn mobiles as they are, they currently represent a long term investment of time and resources to train for and acquire and once you have them you are also largely stuck to them with a character which means you actually now have reduced use of that character, you have literally skilled yourself into a corner and into a ship that you may not potentially be able to use very often, stopping you from being able to play the game in extreme cases.
That from a game balance, business and just plane common sense point of view makes little or no sense, if we are to make super capitals roles more defined and the ships more vulnerable and eve more balanced it must be done with support to allow the players effected to adapt to the new necessities.
That means there need to be easier ways to allow these pilots to get out of there shiny ship and into the support ships they may now need to be in. If this means station add-ons to allow super capital docking or more options for storage at pos’s then this needs to be facilitated. A true and lasting balancing of ships cannot just be about what you take away but also what you add to the mix to make more tactics and stratagems viable. Give the player base the tools to work it out, then it is for them to adapt (or die).
I swear I am nearly finished….
While were on about super capital immunity, we need to remove the super cap immunity to all warfare, it seems crazy to me that they are just plane immune for the same reasons listed on my arguments about warp disruption, I do think any sensor strength should be high enough to make random jams improbable but it seems to me that again the current situation is reducing tactical choice needlessly, do I think e war against super fleets should be effective? Probably not but it should be possible if you plan for it sufficiently.
Currently the e war mechanic (particularly drones) is broken and needs work and rebalance
but again I feel we need to be given the tools (once balanced) and then left to adapt (or die).
Final Words
At the moment eve is suffering because not enough is being blown up at high level, which means those with super cap fleets just attract more super caps with little risk of losses, we need more opportunity for them to die to well planned attacks or more likely poorly planned use, and we need more strategies to be viable to keep eve combat vibrant and attractive to new players so the community can grow and I feel that means that some of our shiny end game toys have to die more regularly and easily to players that are newer but only if they are well coordinated. The fallout of more dead super caps and more risk will hopefully be a more considered approach to alliance and coalition level deployment where if you have a given number of pilots you have to decide on relative numbers and percentages of support, cap and super cap fleet deployed.
So there you have it, the opinion of a pilot you never heard of from an alliance you never heard of with a history your not interested, an opinion you may agree with or not but I ask you to consider my point of view and respond with your own structured thoughts from your own experience. I am honestly interested in the views of fleet pilots, fc’s and through to people who plan campaign strategies.
Finally…
No I will not be running for the CSM
As a final comment, no this isn’t me trying to get a platform together for csm7, I again refer you to the “unknown pilot in an unknown alliance” comment (yes this is my main 😉 ). I have absolutely no interest in running for the CSM personally though I could see this discussion used by those who are, lets make our thoughts known.

Black Box: Anu

###########################################################
#                   – Current Info –
###########################################################
#Ship Name: Anu
#Ship Type: Hound Class Stealth Bomber
#Location: NG-M8K
#Fitting type: T1 Bomber & target Painter
###########################################################
#                        – Log –
###########################################################


23/01/2012
– Registerd for use
– Moved from D-I9HJ to NG-M8K via realspace & jump bridge
25/01/2012
– Moved to 995-3G
06/02/2012
– Taken to C-J6MT
– Local@ 900
! Engaged Cerberus: http://tinyurl.com/88tq88l
! Engaged Drake: http://tinyurl.com/7xdotzh
! Engaged Tornado: http://tinyurl.com/7ds3uz9
– NC., Legion of XDeath, Test Alliance, RED.LEGION & PL Bridge in
– at least 1 friendly fleet has left
– Local peak @1231 estimated 4:1 Red
– rumours of 7 Enemy titans next door
– rumours of PL engaging RA next door
– Local @800
! Bomb run on Tornado Fleet:
Killed friendly: http://tinyurl.com/7ds3uz9 (minused from kill value)
Killed Teranis: http://tinyurl.com/6mn79tc
– Local @1110
– Estimated 20:1 Red
– Returned to 995-3G
10/02/2012
~ assigned fleet Flagship
– Taken to I6-SYN
! Killed in Action: http://tinyurl.com/6t6c8rk




###########################################################
# Owned for: 15 days
# Kills value[Number] : 288,794,442[4]
# Cost: 40,587,362
###########################################################
#                     – End Log –
###########################################################

Black Box: Ouli II


###########################################################
#                   – Current Info –
###########################################################
#Ship Name: Ouli II
#Ship Type: Purifier class Stealth Bomber
#Location: NG-M8K
#Fitting type: T2 bomber
###########################################################
#                        – Log –
###########################################################


15/01/2012
– Purchased
– Jumped out to L-HV5C
20/01/2012
– Moved to FDZ
22/01/2010
– Carrier Jumped to D-I9HJ
23/01/2012
– Moved to NG-M8k
30/01/2012
– Moved to 995-3G
05/02/2012
– Taken on a fleet to C-6YHJ
– 2 Bombing runs performed
– Engaged Scimiatar: http://tinyurl.com/6plgzsq
– Returned to 995-3G
06/02/2012
– Taken to C-J6MT
! Engaged Archon
# Killed in action: http://tinyurl.com/6szpdku


###########################################################
# Owned for: 20 days
# Kills value[Number]: 161,761,471.00[1]
# Cost: 42,361,875.00
###########################################################
#                     – End Log –
###########################################################