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About This Page About This Page: This is a discussion on My Factional Warfare System (Epic Length Edition) within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Jumpgate Evolution: Factional Warfare Preface Game supported factional warfare has been something that a lot (but not all) players have wanted for a long time in Jumpgate. The issue is
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Old 10-25-2007, 04:33 PM   #1 (permalink)
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Exclamation My Factional Warfare System (Epic Length Edition)

Jumpgate Evolution: Factional Warfare

Preface
Game supported factional warfare has been something that a lot (but not all) players have wanted for a long time in Jumpgate. The issue is very touchy for some, and an absolute deal breaker for others. Back when EP2 came out without a robust factional warfare system, I lost a lot of pilots in the OEC due to inactivity.

What game developers need to realize (and in this instance ND in particular) is that PVP in a MMO is the main driver for activity in the community. Having trading and industrial players is always essential, but the main engine of how great a game strives to be is how robust the pvp community is and all the drama it creates for the game.

When I first started playing Jumpgate in the original beta test, there were no real factional squads. Azmyth told me that UZI started out as factional only (Oct), but due to lack of players at the time they switched over to multi-factional. The only reason I state this is that I have been a part of this factional trend since the beginning…and having personally provoked some of the most memorable wars in the US server, I am going to strap on my Ego Hat and say “I know what I am talking about”. I am sure Sol Navy will come in here and call me a buffon, and I wouldn’t have it any other way.

Because that is the point…we are playing this game to compete with one another, and all the future stories that get created and told by the players.

Special note: Please read this with an open mind about the future of Jumpgate Evolution and in particular server population. No factional warfare system will work if we have peak times of only 80 pilots. This system needs peak times of 1000+ pilots all fighting and claiming TRI space for their faction.

Factional Warfare Goals
A factional warfare system has to have meaningful goals and objectives for each team. The system cannot be in place “just to get some pew pew” in. Players are looking for a complex model that is easy and simple to understand. We get this by first stating what goals are important to factional squads, and how they relate to players in general on the server.
  • Sector Control – Any factional warfare system must be based around sector control and not some sort of kill number stat which is easily manipulated by multi-factional squads. Sector control should provide the basis for all economic benefits and military objectives in the warfare system. Sectors need to have a longer ‘permanence’ as well so the map doesn’t change drastically within 72 hours.
  • Stationary Sector Defenses – To facilitate a slower changing control of a sector (and hence the map), the system must have an extensive stationary defense structure that players can deploy to maintain the sector control. These defenses will be the focal point of attack and defense in fighting for control of the system.
  • Economic Benefits – Any factional warfare system must provide economic benefits to the faction as a whole to make it worthwhile. Factional warfare should never be a monetary loss system for the victor…but a high risk vs. reward option in the long term for the faction.
  • Squad and Personal Benefits – Additionally, there has to be tangible benefits for squads and individual pilots that take up the fight for their faction. Any factional warfare system needs to be based around squad participation…in fact, you must have a system that allows a squad to go against his faction as well, essentially joining the other team. What developers must realize is that players play the game for their squad mainly, and the faction second. Allow squad leaders to determine their own fate, and cast their lot for any faction they wish. Squads and pilot that perform well in taking and holding sectors in the warfare system must be rewarded for their accomplishments.
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Old 10-25-2007, 04:34 PM   #2 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

Assumptions
A few assumptions must be made before I get into the details of the warfare system. Changes obviously have to be made in the current way the factions are positioned, as well as pvp changes on how players die, respawn points, etc.
  • Factional Warfare is based on the squad level. Individual pilots wishing the associated benefits and risks of fighting for the Empire? must join a faction that has declared its support for a faction. Additionally, when a squad declares its support for the faction, there is a cost associated with that in terms of credits.
  • Factions must be farther awayfrom each other, and include large expanses of unregulated space between them. This gives incentive for factional trade runs and pirates to prey on traders btw.
  • Factional warfare players that get shot down in combat by other squads that are participating in the system do not simply respawn at a factional station. They would take the pod ride back to the station literally (or back to the last C3 point, see below).
  • Squad leaders must be able to set any squad to hostile so that targeting systems can be automatically updated and filtered by those squads.
  • There are no Personal Owned Stations.
For The Empire!! (Or Hazmallah[sp?], or Profit)

A system to take and hold territory is based on sector control. Each sector is part of a constellation, and each constellation is part of a region.

Sector < Constellation < Region

Developers must properly forecast the number of players they can handle per server to see how many sectors they can have in the gameworld. Once that is done, you set up your regions and sectors. Factional space is all 1 region consisting of 3 constellations and 1 capital sector. The number of sectors per constellation is up to the developers and balance team. No squad can build or claim anything in their own faction declared space but they can obviously attack and destroy any enemy faction's efforts in the home space.

Unregulated space should consist of much larger regions as far as total sectors are concerned but I would advocate having 3 constellations per region (as we have 3 different factions). This uncontrolled space is chartered by TRI to any faction that can develop the space for commerce and scientific endeavors.
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Old 10-25-2007, 04:35 PM   #3 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

Mechanics

C3 Array
To claim a sector, a squad must build a factional C3 (Command, Communication, Control) Array in the sector. The building rules will follow the current Jumpgate Classic POS building rules as far as placement is concerned. 15km (if I recall correctly) from gates minimum. Building the C3 array is more than just clicking on a button and watching a station being built it will actually need to take a few hours to build. Additionally, there is different sizes of C3 arrays that can be built with the larger taking more time and money to deploy, but giving the most benefits. The structure will need support craft to build it, fitted with array building gear and large cargo bays full of components and fuel (you can call this nanite fuel for the building lasers).

The logistics of building a C3 Array need to require more than just a 3 man detail having TOWs and other cargo craft on site should be a requirement for a quick deployment. Of course, protection should be prioritized as well.

Important Note: Only one factional C3 Array may be built in a sector regardless of how many squads want to build a C3 Array there. So a maximum of 3 C3 arrays my be present in a sector?€?all from different factions (see below on contested sectors).

Once the builders have completed construction of the C3 array, it will immediately start providing squad level benefits to the controlling squad that deployed it, and to a lesser extent other factional squads fighting for that faction. Sizes are Small, Medium, and Large (number of benefits per bullet item)
  • Squad Interior Ship Hanger: 1, 3 or 6 ships can be docked internally to the C3 array. The number of docked ships will be indicated externally by some sort of lighting system or symbols. While docked, the C3 Array can be managed by any squad member with the appropriate command access allowed by the squad leader. While docked, ships cannot be targeted or destroyed for obvious reasons. Ships can be left in the medium (2) and large (5) hanger as well for future use.
  • Squad/Factional External Ship Hookups: 3, 6, or 9 ships can be docked externally to the C3 array. Ships can be damaged and destroyed, so this is mainly a quick way to manage the C3 array or use its other functions such a fuel or ammo, or move cargo back and forth. The C3 array can be managed here just as the interior hanger allows, but not as safe for pilots. Faction pilots from other squads can use the hookups if allowed by the squad for fuel and ammo (at a cost).
  • Squad Defense Turrets and Countermeasures: 1, 3, or 6 total defensive structures (turrets comboed with other countermeasures) provide automated and manually controlled military options near the C3 array. These structures fire automatically on any hostile ship (pre-defined by the squad leader) when in range of the array. Options can include turrets, ECM, anti-missile, missile, etc etc. Each one can be controlled manually by one docked pilot so for a large array you would need 6 docked pilots to control all defensive options at one time manually.
  • Squad/Factional Fuel and Ammo Depot: Afterburner fuel and ammo for ship weapons can be loaded to the C3 array by the external hookups (Faction) and/or the internal hangers (Squad). The squad can then provide ammo and fuel to its members and faction for a predefined cost from zero to whatever per unit credits. The squad for example could provide refits to its members free of charge but still have a nominal fee to other faction fighters.
  • Squad/Factional Dry Dock: 1, 2, or 3 external hookups for ships that require armor repair to their ships. This can also be for a nominal fee (for both squad and/or faction pilots) but takes a little while to complete. I would average around 1 minute per refit to keep balancing issues from cropping up. Pilots using this at the C3 Array are still vulnerable to enemy fire.
  • Squad Pod Beacon: Whenever a squad pilot gets blown up, the pod ride can be set to the C3 array instead of a factional station back in factional space. If there are ships available to fly, the pilot can hop into one and get back in the action if the hanger is full, it will bypass it for the factional pod ride instead.
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Old 10-25-2007, 04:36 PM   #4 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

Sector Claiming
Once a C3 array has been built and fueled properly, a 24 hour claim? timer starts in the sector. Once the timer completes, the squad and faction have a legal claim on the sector and the map updates to reflect the claim. Once the timer reaches a certain claim level, the squad controlling the C3 array has the option to increase its claim by another level if it chooses to fuel the C3 array with additional fuel burn per hour. While the exact amount of fuel can be balanced and tested, a system should stress increased fuel costs for added benefits. Once the squad decides to increase its claim level, a longer timer counts down the time to complete the claim.

This Factional Claim Level has 1 to 5 levels with each level making it harder for an attacker to take the sector from the faction. Once the sector is under the control of the faction, further populating of the sector with factional and squad assets are possible depending on the level of its factional claim level and size of C3 array in sector.

Factional Sector Arrays Allowed per Level - Size of C3 required in ( ):
Factional Claim Level I: Minefield Deployments (S,M,L)
o 100 Fuel Units per Hour
o 24 Hours to Claim
Factional Claim Level II: Cargo Depot Array (S,M,L), Mineral Refinery (M,L)
o 200 Fuel Units per Hour
o 48 Hours to Claim
Factional Claim Level III: ECM Umbrella Arrays (S,M,L), Fuel Refinery (M,L), 5 turret arrays allowed (L)
o 300 Fuel Units per Hour
o 72 Hours to Claim
Factional Claim Level IV: Sensor Array (S,M,L), Industrial Command Array (M,L), 5 turret arrays allowed (M), 10 turret arrays allowed (L)
o 400 Fuel Units per Hour 150 Unreg Fuel Units per Hour
o 96 Hours to Claim
Factional Claim Level V: Trader Command Array (S,M,L), Factional Tax Command (M,L), 5 turret arrays allowed (S), 10 turret arrays allowed (M), 15 turret arrays allowed (L), Jump Bridge Station (L), Shield Pod Array (L)
o 500 Fuel Units per Hour 300 Unreg Fuel Units per Hour
o 120 Hours to Claim
Factional sector arrays can be built once a C3 array has been established in a sector. These structures provide all pilots with certain services and generally start an economy hub. Note that to get a sector claim to level 5 takes 15 days in total time, so there is no overnight powerhouse sectors with multiple arrays sprung up suddenly.

Last edited by Karash; 10-25-2007 at 04:49 PM.
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Old 10-25-2007, 04:37 PM   #5 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

Sectional Array List


All must be built (with exception of minefields) in a grid location near the C3 array. This will cut down on clutter? and provide a central place for pilots to base near, and attack.
  • Deployable Minefields: Primarily used to ward off unwanted miners. Configured to activate and will aggress any hostile standing set by the squad that has access rights to deploy it in the sector. Resembles a single medium sized pod, that shoots out mines when a hostile ship gets nearby. Can only be deployed by the squad who owns the C3 array in sector.
  • Cargo Depot Array: Cargo Depots provide the squad with a large storage area to stockpile industrial components (minerals, ores, etc) and even fuel and ammo to reload a C3 Array. Gives squads an ability to further their logistics farther away from factional home space. Multiple cargo depot arrays may be deployed, but only 1 per factional squad in the sector.
  • Mineral Refinery: A mineral refinery provides the squad with the ability to convert raw mining ore to useable minerals. This refinery is not as efficient as factional home station refineries, but the ability to quickly convert ore that is mined is a huge time saver. Can be linked with a cargo depot to automatically deposit the refined minerals. Squads can also rent out the refinery to other factional squads.
  • ECM Umbrella Arrays: Umbrella can only be deployed by the squad controlling the C3 array. When activated, it creates a bubble that blocks all radar signatures inside it. This makes attacking forces unsure on who actually is present in the defense of the C3 array. The array takes fuel once activated, and does not break the lock of a hostile ship if already targeted.
  • Fuel Refinery: A fuel refinery is essential to most extended range C3 deployments. They produce fuel from minerals and other trade good materials that can be used in both C3 arrays and afterburner fuel for ships. Doing refinery jobs means selecting what kind of fuel to make and can only make one kind at a time. This fuel can be automatically outputted into a cargo array the squad controls. Once there, it can be moved by ship to refuel the C3 array, or sold on the open market.
  • Defensive Turrets: Additional defensive turrets past that of the C3 array can be deployed in the grid around a burgeoning trade and industrial hub. These can be deployed by other factional squads, but a hard limit is enforced by the sector claim level. These turrets are AI driven, but can be manually controlled if a pilot chooses to hook up to the turret but his ship would be highly exposed.
  • Sensor Array: Only the squad controlling the C3 array can deploy a Sensor Array at the grid site. Once deployed, that squads pilots will get a 50% increase in range to their ships radar sensors. Additionally, all ships that are roid masked in ambush mode become detectable.
  • Industrial Command Array: An industrial command array allows the squad to convert minerals, fuel, and trade goods into higher tier ship equipment and weapons. It also produces the key ingredient to making ?€œunreg?€? fuel needed for claim levels of 4 and 5. While this ingredient can be produced at the home faction stations, it is much more efficient to do so at the C3 site. ICA's are the main credit making endeavor of a squad that controls it.
  • Trader Command Array: A gargantuan structure that dwarfs all others, it provides a full service market area for all factional pilots wishing to buy and sell goods, equipment, and even ships. The squad controlling the C3 array can set the sales tax on all items, and there can only be one trader command per C3 array in sector, and it must be requested and approved by the squad controlling the C3 array (or they can build their own, filling the slot). Ships still cannot dock internally with the array, but 25 hookup points are available to access the market.
  • Factional Tax Command: Can only be built by the squad controlling the C3 array. This provides a direct tax break to the entire faction when dealing with the markets in unregulated space and factional space. TRI awards the squad controlling the FTC with a % of the tax saved for helping the faction be so efficient in its market coordination.
  • Jump Bridge Station: Only one jump bridge station can be built per C3 array, and it must be approved by the squad controlling the C3 array (or they can build it themselves). A jump bridge station is useless by itself, but once another unregulated sector build a jump bridge at a separate C3 array, the two can be linked. Each station can have only 3 total links set up in the management, but they can be changed once every 24 hours from the last change. Once linked, you can travel instantaneously between the two sectors but it does require the use of fuel in the station. The squad can allow other factional pilots to use the bridge and charge a fee (both incoming and outgoing fees).
  • Shield Pod Array: Only the squad that controls the C3 array can build a shield Pod Array on the C3 grid site. There can only be one SPA built. It represents the last word on C3 defense by producing a huge energy field around the entire C3 array grid site (and all structures around it). This forces hostile attackers to use nuclear armaments to directly attack the site for destruction. It also allows friendly forces to retreat inside the shield to recharge and repair, not allowing hostile forces to follow or even shoot past the shield. The last word on sector claiming when this is built, a certain permanence takes over the claim of the sector (but still not invulnerable).

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Old 10-25-2007, 04:37 PM   #6 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

THAT'S GREAT, BUT WHAT ABOUT BLOWING UP STUFF??!?!?!

Now that we have real benefits associated with claiming a sector, and starting a real hub of economic goodness for those willing to take the risk, lets talk about the WARFARE aspect of the factional warfare holy grail.

Any structure built by a factional squad at the C3 array grid site can be attacked and destroyed, all the way up to the C3 array itself (see below). However, there are certain rules to how the mechanics of it all comes about.

First off, all structures have very high hitpoints. Small raids might disable a few AI turrets and even disable a refinery or two?€?but without heavy bombers and heavy weapons built specifically to take down structures; it would take a huge amount of time destroying a large C3 array and all the structures on the grid. Additionally, structures can be repaired in real time so a skirmish might damage some buildings, but pilots in heavy repair ships can take care of any damage even during the attack.

However, once any structure (except minefield pods) reaches 20% hitpoints, it goes into a reinforced mode. During this reinforced mode the structure becomes invulnerable to all hostile fire and cannot be attempted to repair think of it as deploying heavy duty hardener ion fields or something. This invulnerability lasts anywhere from 24 to 48 hours and this timer is set by the controlling squad anytime before the first HP is stripped off the structure. Once the structure is in its hardened mode, it cannot be damaged and all functions are completely disabled.

When the timer runs out on the hardener/invulnerability mode it can be attacked again and destroyed. However, it can also be repaired again at this point forcing the attacker to go for the killing blow while (theoretically) the defender has time to muster additional forces. The hardener timer puts the defense of the squads structure at the discretion of the owner. So if an attacker puts a structure into 20% hitpoints, it might have to come back 32 hours later to finish the job?€?and out of the attackers supposed prime time of playing.

Special C3 Array Rules
Since the C3 array is the hub of all structures for that faction in the sector some special rules apply in assaulting the C3 array. A C3 array is immune to all damage from hostile attackers if it is the only C3 array in the system. To damage it, a hostile force must deploy its own C3 array and claim levels. Once this is done, the sector is in Dispute?. To find out the dispute level, you simply multiply the size of the C3 array to the claim level it currently owns.

Small = 1, Medium = 2, Large = 3 x Claim Level

Range: 1 through 15

For example, a Large C3 Array (3) with Claim level of 3 (3) would equal a 9 Dispute Level? (Bad name, but you get the idea). Once your C3 array has a greater dispute level than the hostile one, you can attack and damage it down to the 20% hardener threshold activating its timer. Escalating your claim level can also give your C3 array immunity while allowing you to attack theirs, but it costs more fuel.

All other structures can be attacked at any time except for when a shield pod is deployed (see above). Shield Pod Arrays have to be directly attacked with nuclear weapons and disabled before any other attacks can do damage.

Constellation Control
A group of sectors makes up 1 constellation (number to be determined). If a factional squad deploys C3 arrays and gains sector claiming level of 5 in all the constellation sectors, it can designate one sector that has a Large C3 Array to become a capital? system. This capital system has all structures immune from damage think of it as special TRI hardening. An attacking force and destroy C3 arrays, but the immunity will last for 20 days allowing a defending force time to muster the troops and rebuild the C3 array if it can.

Assaulting Factional Home Space
While near impossible to accomplish, you can assault a faction controlled home sector with special rules in doing so. First, your faction must control over 50% of unregulated space all non-disputed sectors. Once that mighty task is complete, you can deploy a C3 Array in a hostile faction home sector. However, this goes directly against TRI wishes, and the C3 Array will never be granted any sort of immunity or hardening when reaching 20% hitpoints from attack. Additionally, you cannot build any Jump Bridge Stations in any C3 Array in hostile faction space.

There should be real tangible high risk rewards for assaulting factional home space but as of yet, I cannot think of any other than prestige. I think as a matter of continuance it should be allowable, but near impossible to pull off for an extended amount of time. You could even have factional stations actually switch nationalities, forcing that faction to go into the underground with special rules and other gameplay options.

Additional Notes
- All squad pages should list how many sectors are controlled, along with other sort of stats generally tracked in JOSSH v2.

- An alert system should be in place within the home factional stations where pilots could look up disputed sectors, or show where the action has been occurring historically so they know where to go for some fighting.

- Various pilot awards and such can be made for reaching certain levels of proficiency in factional warfare, how many C3 Arrays built, how much trade tax income, etc etc.

- Attacking built up areas should take a large amount of coordination and pilots. As well as building up the sector in the first place. It should not be possible for one pilot or a handful of pilots to actively manage and control a Large C3 Array with multiple Structures and Level 5 Claim.

- This system should work hand in hand with any squad political system even the current one in place. Factional alliances, Civil Wars, NAP agreements all can play a factor of what is really going on in Unreg space.

Last edited by Karash; 10-25-2007 at 04:54 PM.
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Old 10-25-2007, 06:22 PM   #7 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

Damn Karash. I can't even reply to that. Still assimilating...
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Old 10-26-2007, 01:55 AM   #8 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

Greed and Glory!

Overall, I like it a lot. IMO however, people should be able to start their own faction. It should just take a hell of a lot of time and resources. I think the level of effort need to put a sector in dispute is something that would have to be balanced carefully.
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Old 10-26-2007, 08:27 AM   #9 (permalink)
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Re: My Factional Warfare System (Epic Length Edition)

I agree Jonboy, the effort needs to really be great for a Large C3 Array.

The Small C3 Arrays I see mainly for forward operations by squads or just going for constellation control. I would not expect Large deployments in most sectors due to cost.

This is also really the 'first pass' at the concept. Some ideas were taken from Eve Online (the hardening timers and sector claiming timers), but if you have ever do any sort of 'POS warfare' in Eve, you know how mind numbing boring it truely is. This system would see alot of action due to the nature of Jumpgate and having a joystick required with real skill.
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