Facts on the Ground Based Sov in Eve

Facts on the ground refers to who actually controls the space over which sovereignty is being contested, rather than basing it on a “capture the flag” style system where a piece of infrastructure or timer based “mini game” determines sovereignty. This proposal is based on the most recent CCP outline of what they are considering for a new sovereignty system. It expands on it, and attempts to address some of its inherent weak points.

Basic Problems to be Solved

Eve’s servers cannot gracefully support massive single-point fleet battles with acceptable game play. They lag out and become unplayable. At the same time, Eve’s sovereignty mechanics encourage massive single point fleet battles. One or the other needs to change.  The game mechanics can be altered with less effort and risk and with greater potential results than making changes to server hardware and the game software.

 

There is relatively little role for small gang combat and “guerilla warfare” in determining sovereignty. This creates a strong incentive for sov holding entities to ignore or avoid and refuse to engage small gang / guerilla forces in their space, reducing the overall incentive to PvP.

Isk making infrastructure is virtually invulnerable to attack by small fleets, allowing for risk-free un-guarded operation and further limiting the role of covert operations and “guerilla warfare” in determining sovereignty.

Basic Sov Mechanics

Under the proposed mechanics, sovereignty is earned and held by occupying and making productive use of space, and aggressively defending it against incursions by hostile entities.  The more actively a sovereign entity occupies and uses their space and defends it against attackers, the stronger their claim to sovereignty becomes. 


Occupancy:

 

An number of “sovereignty points” accrue for each minute a member of the sovereignty holding entity occupies their sovereign space. Sovereignty points decrement for each minute that a member of a hostile entity occupies their space. The rate of accrual is capped at 20 ships in space to discourage “blobbing”.

 

In order to occupy the space, the occupying player must be in space and subject to attack.  Sovereignty points do not accrue during the time that a player is cloaked, behind a pos shield, docked, or in warp.   After a player exits warp, sovereignty points will begin to accrue after a 90 second “cool-down” period.

 

A modifier applies to the occupancy accrual rate when the occupying player is actively engaged in making productive use of the space (NPC combat or mining).  This gives the sovereign entity an incentive to secure their space well enough that it can be put to use by non-combatants and a role for non-combatants in strengthening their alliance’s claim to their space.  

Kills:

 

A number of sovereignty points equal to a multiplier of the accrual rate per hour for occupancy accrue for each kill of a hostile ship in sovereign space. Each kill of a ship in its own sovereign space decrements sovereignty points by a like amount.   The ratio of points for kills to points earned for occupancy can be fine tuned to insure that the sovereign entity is highly motivated to actively defend their space (get kills) and a attacking entity is highly motivated to get kills.

 

This mechanic will also allow an attacker or defender to use hit-and-run tactics to weaken the claim to sovereignty of a large force that is not particularly combat effective and relies more on sheer numbers.

 

The number of points allotted for a kill might vary based on ship type, but would need to be carefully balanced and remain relatively “flat” to ensure that fleets were composed based on combat effectiveness, rather than attempting to win with overwhelming numbers.  While massive “human wave” type attacks are a valid war tactic, the reality of Eve is that the servers cannot support them gracefully, and so the mechanics should discourage them.

 

Losing Sovereignty

 

Once sovereignty points decrement to 0, sovereignty is lost, and is claimed by the entity that is accruing the most points (occupancy and kills) at the time.  While sovereignty is being contested it may switch a number of times until one side of the other gains the upper hand.

Incentives Created

 

These mechanics are aimed at encouraging:


• The sovereign entity to occupy and use its sovereign space
The sovereign entity to aggressively engage and kill attackers
• Attackers to frequently send gangs into sovereign space both to occupy it and get kills.

 

Problems Addressed

The proposed mechanics greatly reduce any advantage in massing more ships on a single grid or in a single system than the server can handle effectively.   Sovereign entities are have incentive to spread out and actively occupy and make use of as many of their claimed systems as possible.  An attacker occupying one system at a time with a large fleet would ultimately be ineffective, as the defender would simply re-occupy the system when the “blob” moved on. 

 

The winning strategy would be to occupy many systems at the same time with as few ships as required to be combat effective.  It would tilt the balance of power away from brute force, which the servers cannot effectively handle, to player skill.  Battles would ebb and flow across multiple systems simultaneously with defending and attacking forces being positioned and repositioned dynamically.

 

The proposed mechanics eliminate fixed, predetermined points of attack that encourage blobbing. Sovereignty more or less reflects which entity is actually in control of a system, constellation, or region.

 

Time zones are naturally accounted for with this system, and require no artificial mechanics. Sovereignty points accrued for occupancy will tend to offset for two entities in different time-zones contesting the same space and winning or losing sovereignty will come down to kills and losses in the “border times” when the two entities come into conflict with each other.

 

System, Constellation, and Regional Sovereignty

Acquiring sovereignty over a constellation requires holding sovereignty, either outright or by treaty, in the majority of that constellation’s systems. Acquiring regional sovereignty likewise requires holding sovereignty in a majority of that region’s constellations.

 

Constellation and Region Sovereignty Points

 

Sovereignty points for constellations and regions begin to accrue when sovereignty over the constellation or region have been secured.  An attacking entity must decrement region sovereignty points to zero before sovereignty points on the constellations within the region begin to decrement.  Likewise, constellation sovereignty points must be reduced to 0 before system sovereignty points begin to decrement.

 

This means that attacking a region would be a full-scale invasion, with the attackers occupying and maintaining a positive kill to death ratio in enough systems that the balance would tip and sovereignty points for the region would start to decrement.  They would have to then continue their offensive until regional sovereignty points were at 0.  They could then begin to reduce sov points in individual constellations to 0, and then finally individual systems.  Sovereignty would begin to drop from the “bottom up” with systems being lost first, then constellations, then the region.

 

Taking a constellation, and especially a region, would require a sustained full scale invasion that encompassed many systems simultaneously.  It would be a massive, widespread war, but it would be played out as many running skirmishes over a wide area, rather than a series of one or even a few single point, pre-determined battles that result in fleet sizes that the servers do not gracefully support.




Border Defenses

The sovereign entity will be able  to install border defenses at system, constellation, and region gates over which they hold sovereignty, including manned guns, neut towers, webbifiers, warp scrams, etc.. Region gates will have the most grid/cpu, allowing for the installation of the greatest defenses, followed by constellation gates, then system gates.


Treaties

Through treaties, an entity may aquire constellation or regional sovereignty by agreement with other entities that hold sovereignty over constellations or systems within them. These treaties will be like current contracts, and will spell out the terms of the treaty, including payments, collateral, etc.

 

An alliance would agree to hold sovereignty over a system or constellation within the claimed space of another alliance in return for specified considerations defined in the treaty.  This will allow a large space holder to delegate the maintenance of sovereignty to smaller alliances who are interested in actively occupying and defending the space.

 

The loss of sovereignty by a party to a treaty could obviously effect the sovereignty of the constellation or region holder.  Treaties may therefore specify minimum sovereignty holding requirements (i.e. net sovereignty point gain over time). 

 

Infrastructure Changes

Infrastructure (POS and related modules and station services) would be changed to discourage blobbing, and eliminate “AFK” isk generation without risk. The automatic “reinforced mode” would be replaced with a timer system that allows the infrastructure owner to put the infrastructure online and in “reinforced defensive” mode on a regular schedule.

When the infrastructure is “online” is it always vulnerable to being attacked and destroyed. When it is in “reinforced” it is invulnerable to attack, but its modules do not function. 100% efficiency bonuses are given to infrastructure in sovereign space to make them as efficient as their counterparts in non-sovereign space when operated 12 hours a day.  Additional bonuses might be given to infrastructure in sovereign constellations and regions to encourage “empire building”.

 

Isk generating modules such as assembly arrays and moon miners would be modified to work outside the POS shield, to make them vulnerable to being attacked and incapacitated by roaming gangs.

 

These changes are intended to eliminate fixed points of battle that are known far in advance, and the large fleets that assemble to fight them, while providing a greater role for small gang “guerilla” warfare in depriving a sovereignty holder of economic gain from their space.