This is a
long post. It addresses a complex
problem, so it has to explain the causes of that problem, then propose some
solutions. If you keep reading, you’re
signing on for a discussion. You’ll
probably disagree with some of it, but it’s valuable for those interested in
it.
EUTZ is
larger than USTZ; EU tops out at around 50,000 players, US at 32,000 or
so. There are natural consequences of
this in null-sec: in EUTZ, finding targets are easier, finding cosmic
signatures is harder, fleets tend to run larger, fleet discipline is more
important than individual pilot skill, and solo roaming is more difficult since
it’s harder to find fellow solo or 2-3 pilot gangs roaming about.
But,
that’s not the point of this post. Maybe
I’ll do another one about preferred styles of fighting, valued characteristics,
and which group of pilots is “better” in another post. But my point here is that – as an alliance –
recruiting and keeping good numbers in the USTZ is more difficult than doing so
in the EUTZ. There are just fewer people
to go around.
And that
inevitably skews towards the USTZ getting neglected. But this is a very bad thing for an alliance,
and the solution to it is not at all easy.
Yet it’s absolutely essential to maintaining a successful null-sec
alliance, particularly if you want to be taken seriously as a major player.
The Nature of the Problem
Before I
go any further, let me explain the concept of “critical mass”. Critical mass is the point at which an
organization becomes large enough to be both self-sustaining and successful at
its primary function. Prior to that
point, it requires outside assistance to function. Small companies, for instance, may need
venture capital, a board of volunteers, or outside consultants to provide
strategic-level leadership or resources.
When that company achieves a critical mass, it’s capable of operating
independently and perpetually. The
revenue coming in is enough to cover all its functions. As it grows larger, it can scale operations,
which frees up more money for advances analytics and specialization. However, changes in its size above critical
mass – even reductions – aren’t necessarily devastating.
Take
GoonWaffe, for instance. They have 4,382
members as of this writing. But the
operations of the corporation could easily operate with 1/10 of that number. Yes, they wouldn’t be able to bring in the
same numbers, but the actual running of the corp wouldn’t suffer.
Critical
mass in an Eve corp and alliance setting is based on active, logged in pilots
(not characters). When your corps don’t
have a critical mass, they all need to draw upon each other to gain enough
numbers to function effectively. In
smaller alliances, no corp can run fleets of any reasonable size, but the
alliance can. When this is universal
across all corps, you end up with only a single, unified alliance culture. People socialize and spend their time talking
to everyone within the alliance, usually on a common chat channel or two.
Medium-sized
alliance may have a couple corps that have hundreds of members online, mixed
with smaller corps that have dozens or perhaps a handful of pilots online. Here, you’ll get a mixed culture, with a
couple corps that can do their own thing without needing to involve the
alliance. Discussions in corp chat
become complex, with lots of tangents and side conversations. People talk in TS instead of just
chatting. That corp begins to interact
and develop it’s own culture. Of course,
they still coordinate with the rest of the alliance, but to the other corps,
alliance culture IS their only culture.
Not so for the largest corps.
And, quite often, these largest corps end up contributing the most
numbers, the most leadership, the most logistics, and end up essentially being
in charge. Since the vast majority of
pilots are in one or two corps, the alliance culture mirrors that of the chief
corps. If there’s a clash in culture,
you end up with a disband or one of those major corps being kicked.
Then
there’s the situation in which you have many very large corporations in the
same alliance. At best, these alliances
are confederations – a group of groups that each have their own corp cultures. These corps have dozens or hundreds of
members online at once, and as a result, leadership is under increased pressure
to build and develop a corp identity.
They host corp-only events, which reinforces that camaraderie and desire
for pilots to socialize with their own corps.
In extreme cases, there IS no alliance common chat channel or common
alliance culture reinforced through regular interaction… outside that which
happens in fleets, of course. And fleets
don’t count, since they’re hierarchical and very structured, which isn’t the
best setting to build friendships and connections across corp levels.
In this
case, you have a lot of unique ways of socializing and playing the game. Pilots can choose their preferred method, but
still gang together when necessary for alliance operations.
But what
happens when you have one weak time zone?
Let’s say you’re in an alliance with fifteen or twenty corps. Two or three are predominantly USTZ, while
the rest are EU. Within those EU time
zones, you have a few US players. Sure,
on paper, it looks like about 40% of your membership is USTZ, but in reality
the majority of those are in those three primary corps. The other corps have perhaps 5-8 players
online at any given time – on a good day.
Suddenly,
for all intents and purposes in that weak time zone, you don’t have a
collection of corps that each have a critical mass of pilots. You have 2-3 corps whose cultures are
established, and who have pilots who like flying with their own corps. Sure, they’ll join alliance ops, but the
corps have their own culture and personality to cultivate and nurture. What about weak-TZ pilots in the other
corps? They’re put into a position of
needing to rely upon their alliance mates in the same way a small alliance
does.
What you
get is a situation similar to that medium alliance… a few large corps with –
effectively – many smaller corps. You’d
expect things to be similar to a medium alliance’s dynamic, wouldn’t you?
Not so
fast. Don’t forget, this is the weak
time zone; you’ve got a whole other time zone who dominates the alliance
culture. 12-17 other corps who are
exerting a tremendous, overwhelming influence on alliance decision-making –
where you deploy, what doctrines you use, what the rules are for SRP, even what
time of day leadership decisions are made.
The rules,
policies, deployment decisions, and priorities are naturally going to satisfy
the needs of the EUTZ, which means it’s always going to be an imperfect fit in
USTZ. Doctrines don’t work with the numbers you can draw in US (a lot of
doctrines are alpha doctrines, after all) and convincing the leadership to SRP
a whole different set of doctrines is a monumental difficulty at best, and
outright impossible at worst.
Deployments are based around what works best for the EUTZ – again, this
makes sense, since you need to lead with your strength. But it leaves less content and less than
optimal circumstances for the USTZ
So what
happens? Pilots will become frustrated
at reduced content, and that frustration is going to start with your USTZ
pilots in the EU corps. It’s no fun
being part of a corp with only a couple pilots online at a time. Corp chat is dead in all but the 2-3 dominating
corps, and you don’t have a critical mass to really engage in anything
resembling a culture. Over time, those
pilots will leave the corp, being able to find a more engaging experience in a
US-focused corp. And you can’t blame
them for wanting that.
As numbers
dwindle, FCs will become disenchanted and start to either log off or also change
corps. An FC wants to lead a fleet, but
if they’re handcuffed by doctrines that don’t work with the numbers they can
draw, what are they to do? They try
running non-SRP fleets, but that naturally cuts your available pilots more (Eve
players are risk-adverse, remember?).
They start to wonder why they’re slumming it, putting in tremendous
effort for what appears to be less and less interest. So they move somewhere else too.
As FCs go,
so goes the membership. Sure, pilots can
do small-gang and solo roaming, but after a while, they start to wonder why
they’re in a large sov null alliance if they aren’t getting that kind of
content. Corps that specialize in small
gang are always going to be better at that type of content. Pilots tend to join large corps for a variety
of content, and join large sov null corps for either ratting or access to large
fleet fights.
So the
pilots that stay are more casual (a couple nights a week, on the weekends) or
remain in the alliance solely for access to 0.0 ratting space. The former don’t contribute numbers or
content during the week, and the latter don’t contribute much of anything from
a PvP perspective. Sure, they join
fleets, but they don’t prefer to practice those skills, so they don’t get any
better.
Your best
fish swim elsewhere, and before long, the USTZ presence within EU-focused corps
suffers even more.
The
US-focused corps are protected from this for a long, long while, because they
have that critical mass to generate content within the corp itself. But increasingly, they’ll do their own thing,
and you end up with isolated groups centered around the corps with
self-sustainable USTZ presences. Over
very long periods of time (years, perhaps), they’ll eventually come to the
conclusion that they’re not getting what their members want and need out of the
alliance experience, so the alliance ends up losing an entire corp composing a
strong presence in the time zone. The
corp itself remains strong and solid, but the TZ presence within the alliance
is devastated. And that exacerbates the
problem and makes the remaining USTZ corps leave as well. Soon, the alliance is a one-TZ alliance.
This is a
pretty bleak scenario, of course, and depends on leadership being consistently
blind to the problems, but it’s one borne out of neglect or disinterest.
Why Should I Care?
This is a
valid question. It’s possible that you
won’t, and you don’t much care whether you have multiple viable time zones. After all, you have allies who can manage any
off-TZ defenses, and there will always be some alliance members logged in to
coordinate things, right? We’re in the
age of coalitions, and coalitions protect their own. The whole point of a coalition is to provide
strength where you’re weak, isn’t it?
There are
two reasons you should care: weakness and dependency.
It’s a
simple fact of military history and business that having a glaring, exposed
weakness is never a good idea. It’s only
a matter of time until someone exploits it.
If you coalition goes to war with another coalition that’s strong in
your off-time, they will quickly realize they can focus their aggression on
your holdings to break you. Divide and
conquer is a great method of defeating an enemy. Cloaky camping all your systems, hot-dropping
anything in sight, continually hammering only your towers… they can put
unbelievable pressure on your logistics and war chest. Your coalition allies will support you, of
course, but they won’t pay your SRP. They
won’t pay to replace any towers you lose.
They won’t replace any baby titans you have in build that are lost. All of that costs isk and puts pressure on
you. But the simplest explanation is to
reverse the question… why would you maintain a glaring time zone weakness once you
are aware of it? What advantage do you
gain?
The second
reason is that no one values a needy ally.
The coalitions that are strongest are so because each of their members
can operate in at least both the US and EU TZs, and often times the AU TZ as
well. Goonswarm has European Goonian for
that very reason. Razor has several hundred
of pilots online in the USTZ. As best as
I can tell, NC. And PL don’t HAVE time-zones; those folks draw good numbers
regardless of the time of day. Every
name you talk about can be relevant all the time. It’s no surprise that the most valued allies
within a coalition are those who can represent well at any time of day.
The choice
is yours, of course. If you have a tight
corp focus, maybe a secondary TZ doesn’t much matter. But if it does and you find yourself somewhere
along the troubling path I laid out above, you should be very worried.
What Can Be Done?
Alliances
and coalitions don’t collapse overnight.
They collapse when they accrue a critical mass of logistic and
organizational problems that results in members ceasing to care about the
future of the group, log in, or buy-in to the alliance value proposition (the
benefit pilots get that justifies the time they commit to alliance goals). This takes time, and is the result of ongoing
problems that aren’t addressed. A big
one is lack of content.
So, to fix
this time zone problem, there’s a relatively easy solution. You simply have to commit yourself – every corp
CEO, recruiter and resource and every alliance leader – to raising the engagement
level of your off time zone. Easy,
right?
1) Decide whether
you want every corp to have strong showings in each time zone, or if you want
to limit TZ participation to a few corps.
Recruiting is the most important way to generate that critical mass for
a time zone. For a sov null alliance,
you want each corp to have at least 30-40 characters (which tend to be around
20 or so actual players) online every night in every corp. Fewer than this and you don’t achieve that
critical mass to create culture, and if you’re not doing that, you’re not
providing a compelling reason for players to stay around instead of joining a
corp that DOES have a good culture. If
you can’t achieve this, you might as well not waste your time… having 8-10
players online in a time zone (again, in an alliance with hundreds online, just
not in your corp) means you’ll constantly have trouble recruiting and retaining
new players, and feel like you’re wasting your time (which you are). If a corp isn’t willing to go all in, it’s
probably better for it to just focus on their strong TZ.
What you
CAN do is to actively recruit good corporations to join your alliance. Offer them compelling reasons to stay by
providing long-term, continuous benefit (for God’s sake, don’t offer them isk…
offer them moons or positions within the alliance that offer gradual
benefits). If you have a vote system to
determine if trial corporations stay or not, weigh it so your current
corporations in the USTZ have more weight to their votes than the EU corps who
don’t fly with them often (or, consider giving your USTZ corps’ leadership the FULL
decision on whether the newcomer stays. Even
if you do everything else right in encouraging a quality corp to join, you can
still waste it all if your decision-makers aren’t committed to building that TZ.
2) Change
your alliance thinking to consider how deployments and alliance rules affect
each time zone. If you’re in charge
of an alliance and commit to maintaining 2-3 time zones, you need to do it right.
Deployments that only benefit one time
zone are sometimes necessary, but why not stage in two different systems – one for
strategic purposes and one for content?
That’s what jump clones are for, after all. You’ll need to provide good notice in case of
any CTAs happening in staging so everyone can jump clone back for major battles;
otherwise, let your off time zone roam through the “content” staging system freely.
Some
people will say, “Yes, but this leaves us with fewer numbers for sudden actions
in the primary staging system.” This is
true. But would you rather miss content
in system A because you’re getting content in system B, or force all your pilots
to stay in system A even when nothing’s happening, which will result in hemorrhaging
pilots (remember, you’re not the only option out there for them). Players will leave your alliance if you don’t
provide them content. They won’t leave
because they made a decision to engage in content B instead of content A.
Along with
this point, you must change your thinking.
Sure, you may be in the EUTZ, but as far as your alliance is concerned,
you need to give up that allegiance. If
you don’t, you’ll invariably – and admittedly sometimes unintentionally – neglect
the USTZ. Your pilots will recognize this,
and it will rankle. When it comes time
to have alliance meetings or move ops to deployment areas, don’t only have them
happen during your strong TZ. If you’re
EU-focused, by all means have the meeting at 8 pm GMT… but do it on a Saturday
or Sunday so USTZ pilots can listen in as well.
To do other wise is a very bad misstep, since it suggests you simply don’t
care about the pilots you’re excluding.
3) Create SRP-eligible
fleet doctrines by purpose AND fleet size.
There’s nothing more frustrating than forming up only to stand down
because you don’t have the numbers to make a doctrine viable. Doctrines that require 100 fleet members will
not work if you only get 40. An alliance
NEEDS to create doctrines that work for the numbers they can draw… if your time
zones are different sizes, you need different doctrines. This is not rocket science.
Will it
mean pilots will have to buy more ships?
You may think so, but I doubt it.
Here’s a secret… if pilots aren’t using a doctrine, they’re going to
sell the ship. You may want pilots to
have a ship for every doctrine, but your pilots will simply ignore doctrines if
they’ll never get to participate in a fleet large enough to use it. If you have a doctrine that’s not viable in a
given time zone, it might as well not exist already.
Plus,
perhaps this is the opportunity you need to trim down your doctrines. If a pilot can’t fit all the doctrine ships he
needs in a single carrier, I can pretty much guarantee he won’t own them all. Regardless, a doctrine that isn’t tenable is
useless. As Tamerlane said, “Better to
be on-hand with ten men than absent with ten thousand.” Only that which is functional matters.
4) Treasure, cultivate, and recruit FCs in your
off time zone. An FC training program is probably the most important
program an alliance can have. But it can
also be an abysmal annoyance. Training
programs that value safety cannot be successful. You can’t start FCs off on frigs, then move
up to destroyers, then cruisers, then T1 frigs, etc. I understand that you don’t want to suffer
horrible SRP losses, but a slow pace will only frustrate an FC. Plus, your current FCs are riding shotgun in
these fleets to prevent any major mistakes, right? By all means, start your FCs on T1 primarily,
but let them roll fleets of all sizes and functions. Variety is a better teacher than
monotony. And, just as your members want
a variety of content, so do FCs. Only by
flying and leading a variety of ships can FCs maximize their training.
And, for
God’s sake, don’t coddle them. Yes, blast
pilots who whine at the FCs and foment dissent, but don’t limit your FCs only
to fights in which you outnumber the enemy and are flying a hard counter to
their comp. Let your FCs fight
outnumbered, jump into an established enemy, and do all the things that really
teach them. FCs can grow rapidly if they
have your support, but not your protection.
Loss isn’t the worst thing in the world… timidity and lacking a variety of
experience are much, much worse.
Above all,
keep them engaged and confident that you trust their judgment and growing
experience. That’s how you coddle them,
not by protecting their feelings or giving them only fights you know they can
win. It doesn’t harm someone’s
confidence to lose a fight they should lose.
5) Don’t be half-assed. Either commit yourself and your entire
alliance to boosting your off time zone, or don’t recruit for it at all. The only thing worse than not boosting your
TZ is to have a high churn rate because you aren’t doing enough to create a
viable experience for the ones you do bring in.
When that happens, you expose your weakness to a revolving door of
pilots that come in, learn that you don’t have a strong time zone, then join
one of your enemies. Not only is this embarrassing
(which cuts into your alliance dignitas), but it teaches them exactly how to
defeat you.
Do, or do
not. There is no try. (I couldn’t resist). And if you “do not”, reconcile yourself to
the fact that you’re intentionally engaging in small thinking, which will limit
the potential of your alliance as a result.
"in EUTZ solo roaming is more difficult since it’s harder to find fellow solo or 2-3 pilot gangs roaming about."
ReplyDeleteI stopped reading here because this assumption is blatantly wrong and you are a bad writer.
When I've roamed during EUTZ (which I've done constantly from about a year to a month ago), all I could find in null was either large gangs or ratters or miners. I have no doubt there are small gang fight to be had, my point is that gang sizes are much larger, along with everything else in the EUTZ.
DeleteBut given that I was pretty clear this isn't the point of the article, for you to stop reading there is pretty lazy.