Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.26 06:00:00 -
[2] - Quote
The Black Jackal wrote:So as far as I read, we increasehow fast they can push the system into a vulnerable state by capturing the districts. That's not really an incentive for them to help us, however. Or help us defend districts. These EVE Players are used to grinds. They have Sovereignty Grinds, Mission Grinds. A bit of extra time to them is nothing.
We will represent (up to) 50% of total system control (dependent on the number of Dust active planets in that system). Those EVE alliances who gain/maintain strong Dust ties will be in a much stronger position than those who do not. Even a ~12% advantage can swing a battle (wouldn't you fit a +12% damage or shield mod if offered on top of your general fitting?)
I'm not opposed to more integration and interaction, in fact I support it, but one should not undersell the impacts of the confirmed mechanics already in place, they are not trivial.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.26 17:59:00 -
[3] - Quote
Quick side note going in, system control in FW =/= Sov. To the best of my knowledge the systems are mechanically different.
To the meat of it; if you are so casually dismissing "speed" as a valuable commodity to New Eden pilots then I can only assume you've not played EVE.
Examples include (but are not limited to) the following
- Thermodynamics (skill that increases the operational speed of mods, such as enhancing reps per cycle or dps)
- Google "Isk per hour" (there are numerous Guides and Blogs devoted to optimizing this)
- Isk Per Hour (a 3rd party app for EVE Online)
- EVEMeep (another 3rd party app that includes ISK per Hour features)
- eve survival, a website dedicated to providing details of the missions in EVE PvE, which contains a Blitz section explaining how the missions can be done faster. On a related note ask any Low Sec L5 mission runner which missions they run and why, ability to blitz is a huge factor in the decision to accept or decline a mission.
There are many more examples, such as pages and programs which figure the ISK per hour for trade routes, hauling, mission running, industrial production, mining, et al The faster you can make money in New Eden the better, and we haven't even touched on risk yet. If you're playing FW then you are at risk, every time you undock the opposing militia can shoot you with impunity, if you're running a site your risk of encountering them goes up increasing this chance asset loss. In Faction Warfare speed doesn't just increase your hourly income (something which New Eden pilots most certainly do care about) it also reduces the time your assets are exposed to destruction thus reducing the probability of loss.
Players already spend Skill Points and ISK in game, as well as time and effort out of game, to maximize their speed through use of modules, fitting optimization, 3rd party apps, fan websites, use/creation of wikies, the entire attribute implant market is based around enhancing the training speed of skills and people pay IRL cash for PLEX to earn ISK faster. We see this in D514 as well, most AUR weapons reduce the skill requirements for their use providing access to higher meta gear faster (and even tho it's a beta people already spend IRL cash for those).
Again I don't oppose further integration, in fact I support it, but to dismiss "speed" as trivial is simply a nonsensical assessment. After all whether you take an hour to gain 2 million ISK or take 30 minutes to gain 1 million ISK (but do it twice) the result is the same (save that the faster version allows for people to run sites and earn rewards more often even in the face of other IRL factors).
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