I’ll bet you expect me to raise all hell about the problems this new system raises for Goonswarm, and to start pointing out why it will never work, aren’t you?
Wrong!
First off, there are many elements of this system that I like. I think that the stated goals – provoke fights, increase flexibility, enable smaller groups to hold sov – are wholly admirable, and I was very flattered to see several passages from my blogs appear. I think, overall, that there is a huge amount of promise there: Fozzie made it quite clear that an important element of the design was that it was malleable, and that he foresaw the potential for a lot of tweaking before it went live.
Entosis -> Apoptosis -> Necrosis
I love the Entosis element: I had suggested a class of ship dedicated to “hacking” sov like this instead of a module, but on reflection, the module allows for more variety of fleet doctrines than being tied to a certain class being in fleet and working around that. The underlying principle is the same: you have to put ships on grid to take or defend sov. That is the key point and everything else is attempting to balance what is perhaps the single most complex game on the market.
I think that the timer element is well executed, as well. Yes, it will provide challenges for AU TZ people, for instance, to take systems from EU people, and similar combinations. But at the same time that is balanced for AU TZ defenders who will tend to be be more secure. Widening the window or making structures vulnerable round-the-clock would mean that people would be encouraged to troll-reinforce those who cannot give them a fight at the time: people who will be asleep when the sov structures get reinforced. I think that would go against the “get-fights” spirit of these changes.
As well as their ability to disable services, off-timezone forces will also have the important job of reducing the defenders’ use of the space to even out the timer multipliers. I do like that aspect of the design: there are lots of ways to attack. That is good!
There are a few elements that I do feel need tweaked. Here are my first couple of suggestions: everyone is already suffering great fatigue from reading a thirty-page sov design document so I won’t do it all in one post!
What about the little guy?
Malcanis’ Rule is not broken here: read to the end!
I like the constellation sov idea, with split up fights in a variety of locations. I hope that yields what is intended: an urgent race between opposing forces, moving around rapidly, splitting forces to take one timer while harassing others and so on. The fact that these timers can be all over a constellation really favours someone who has forces to spare to camp gates.
I do worry that this favours people like us (Goonswarm) rather heavily. On a big op, we can afford to place a full fleet in three timers and put a fourth on duty interdicting hostile travel. I think that a further advantage explicitly rewarding the smaller defender would be good: perhaps a multiplier on top of the occupancy bonuses meaning that an alliance that owns one system has its Entosis systems run twice as fast again; one that owns two systems has them run at 1.8 times as fast, and so on down to, say, six systems when there is no bonus. Otherwise a small defender will rapidly be camped into zero occupancy bonuses then easily overwhelmed by numbers.
I may very well be shot at dawn for this by my own bloc but perhaps that multiplier could further scale once a certain threshold is reached so that someone who owns a very large number of systems (more than 8-10 constellations, say?) has its Entosis systems run progressively slower?
Thus endeth the reading…
OK that is part one: I hope it came across as welcoming and optimistic but with a couple of important quibbles. Next, I’ll look at Risk vs Reward and the inevitable rise of the remote tracking computer-boosted blap-Muninn in Fozziesov.