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Player Features and Ideas Discussion

 
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Sovereignty overhaul/smallholding

Author
Pere Madeleine
The Gentlemen of Low Moral Fibre
#1 - 2011-09-07 23:57:12 UTC
tl;dr: Incentivise small holding and penalise massive empire building to break up nullsec and encourage ways of living a nullsec life that go beyond the current blobbing and powermongering, making nullsec an attractive objective for all.

~~~~~

According to the dev blog posted a few weeks ago, CCP are planning on revamping nullsec in the next expansion, and one of the things they mentioned was smallholding. In an ideal world, I think it should be possible for a medium sized corp to take possession of and hold on to a system or two, make it into their own little kingdom to treat as a semi-safe haven where they can base their ISK making, and spend their time basing out of there, with an emphasis on roaming PVP.

What I would propose is changing the sovereignty mechanics drastically to make it much harder to hold large regions of space, while making holding a smaller, easier to defend area an attractive proposition. To do this, I would propose the following changes:

1. Enable Corps to take sov without an alliance. Perhaps limit the number of systems they can hold, maybe just to a single one, or maybe make it a corp management skill, but I think it would happen organically anyway with the further changes below.

2. Require Sov holders to nominate a "Capital" system. This system would have to be the most developed system the holders owned. No other systems could be upgraded beyond it. The first outpost built by a holding entity must be here, or if they capture a station system without already owning any stations, they must make the new station system their capital. If the capital system is lost, the holders lose all their sovereignty. The capital can be moved, but there would be a large cost to this, and a long delay.

3. All systems where an entity claims sovereignty must be linked by an unbroken chaing of systems where the same entity also holds sovereignty. In other words, if you want to build an empire, it must be a single, contiguous block of space. No more taking sov in10 systems in a region and claiming the whole region as your own, despite the fact that 90% of the systems have no sov.

4. If the sovereignty chain is broken, all systems which are no longer linked to the capital are lost. This would act as a deterrent to taking vast swathes of space you can't really defend properly. There would be a countdown, to give the owners a chance to take the lost system back.

5. The further a system is from the capital, the more it costs to upgrade and upkeep. Another incentive against over expansion. Alliances will not want to expand further than necessary if they will lose ISK doing so. The costs could be balanced so that it was very cheap to hold a single system, but increasing exponentially. It would still be possible for an alliance to hold vast quantities of space, but there would be very little reason to do so.

6. Create an incentive to raid unclaimed/other people's space. There should be a reason to attack other space, even with no intention to capture it. We don't want lots of little carebear fortresses which are safe just by virtue of no one having any reason to attack them. Perhaps every system only has a single mineral present in it, or perhaps the good mining systems are poor ratting ones, or the good plexes are always in systems that have poor minerals and rats. Whatever the method, individual systems should have character, and the best systems should be the hardest to defend. Good ratting systems could be at crossroads, ensuring high levels of traffic, and many approaches for aggressors, but they may be relatively close to highsec. Good mining systems might be dead ends at the end of long pipes, meaning a long and potentially hazardous journey to get the minerals/assembled products to highsec.

To sum it all up, it should be cheap and easy to take possession of a single system. It would be relatively easy to defend, but far from being a self sufficient fortress. Industry would be possible anywhere, but the required minerals and materials would not all be locally available. It would be an entirely viable way for a corp to exist to hold a single system, where they base their industry, and maybe rat/plex in their spare time. Their industry could be supported by raiding/trading with their neighbours for the unique resources they possess. A sufficiently powerful corp/alliance may be able to possess the only system with a particularly valuable resource in a region. They could then command its supply to all their neighbours.

There are plenty of possibilities, but the overall effect would be to reduce the size of the empires held by the large alliances (who could still remain the most powerful entities in Eve, since they would presumably focus themselves on controlling the most valuable resources), enable smaller alliances to become meaningful in their own right rather than just being pets and renters, and enable corporations to independently live in nullsec and support themselves by virtue of living in space it's not worth the larger alliances' effort taking or holding.

Thoughts?
GizzyBoy
I N E X T R E M I S
Tactical Narcotics Team
#2 - 2011-09-08 06:18:54 UTC
use wormholes and
create "new land"
weird and undocumented characteristics that change or fluctuate daily

pi
grav radar & mag sites
possibly 9/9 random spawns.
no supers / titans,
ice mining via grav style exploration

npc rats with sleeper / incursions logic,


no local.

Pere Madeleine
The Gentlemen of Low Moral Fibre
#3 - 2011-09-08 22:30:03 UTC
Not sure what you mean by that? Are you suggesting nullsec systems should randomly have those characteristics you mentioned?
William Cooly
The David Project
#4 - 2011-09-08 22:37:35 UTC
Capital Systems, the first place an invading alliance will go.
GizzyBoy
I N E X T R E M I S
Tactical Narcotics Team
#5 - 2011-09-08 22:38:11 UTC
Static predictable routes work both for and against you,
if you setup in one system in null currently, thats pretty much it.

You can move around in system or do what ever but the gates and routes to come kill you are the same day after day.
and that works against small groups and makes it easier for big groups,
to both Come kill you and push you out.

if null was connected by means of randomly moving wormholes, no way could any one alliance both take over, or keep so many systems as they do currently.

so for small holdings im pretty much for wh's as a means to both prevent super easy logistics, and slowdown or prevent alliances pretty much gobbling up the whole thing and keeping every one else out.
Pere Madeleine
The Gentlemen of Low Moral Fibre
#6 - 2011-09-08 22:52:15 UTC
William Cooly wrote:
Capital Systems, the first place an invading alliance will go.


That's kind of the point. You absolutely MUST hold your capital system, and if that means you can only hold one or 2 systems, so be it. IMO, it would be a good thing if sov in important systems frequently changed hands and was much more fluid anyway. Smaller entities would still be able to hold less significant systems, as the effort of taking them for relatively meagre rewards wouldn't be worth risking.

@GizzyBoy I can see the attraction of less rigid logistical routes. Perhaps if it was guaranteed that every nullsec system always had at least 1 wormhole connecting it to another null or lowsec system, with a chance of highsec, in addition to the existing wormhole chances?
Jarome Ambraelle
The Scope
Gallente Federation
#7 - 2011-09-09 01:35:13 UTC
I really like your ideas and hope they implement them in some way, but disagree with the taxation factor. While I agree a corp should not be able to get outrageously huge, there should instead be like a max system control of ten or something.

Oh, and the capital systems will likely not be the first target as if loading it means loading sov, obviously it's going to be packed with defenses. Tactics should include invading 'fringe' systems to wear down their resources or draw them out so that attacking the capital can be approached logically.
Nicolo da'Vicenza
Viziam
Amarr Empire
#8 - 2011-09-09 01:59:19 UTC
William Cooly wrote:
Capital Systems, the first place an invading alliance will go.

DRF hires PL to tag along for some station bashing, conquers EVE before November.
Sigras
Conglomo
#9 - 2011-09-09 04:24:15 UTC
I think the idea behind the OPs proposed changes are sound, but I think youre going about it the wrong way.

Capital systems are not the first place invading alliances will go, its the only place they'll go, why go anywhere else? taking any other system would be just as difficult and would do less.

Also requiring an unbroken chain of sov would not really do as much and you'd think it would. The major alliance in the area would grab a core constellation and leverage all of the other systems using threat of force and the ability to titan bridge a 500 man fleet anywhere to control the whole region all the same.

I like 5 other than the fact that if I wanted to control a lot of space all at once, I would just create a bunch of puppet alliances.

6 is where I really agree with you, if they moved moon miners outside the shield bubble and made the sov upgrades able to be incapped without SBUing the system I think that would accomplish that goal.

Honestly I would just nerf cyno jumping AKA "teleportation", supercaps and the blobbing "strategy" and I think all would be well with 0.0
Pere Madeleine
The Gentlemen of Low Moral Fibre
#10 - 2011-09-10 00:09:51 UTC
I guess the main point I'm trying to get across is that some method of making it necessary to actually claim sovereignty in all the systems you claim control over, as well as making it more difficult to control large areas you're leaving largely empty, will lead to even the big alliances holding smaller areas of space. I think the problem right now is that there's not really any significant drawback to claiming sov in a system you don't really use for anything. If it put you at a severe disadvantage to overstretch yourself (i.e. risking losing vast swathes of your sovereignty if you can't defend your space properly), it's only natural that spaceholders will seek to live in areas they can actually defend.

With regard to puppet alliances, each one would need their own capital system, which would need defended, or all that space would be lost. They couldn't just be puppets full of mining alts, they would have to have their own dedicated PVPers, because if the puppeteers had to defend their capitals as well, they'd be leaving their own undefended. So the puppet alliances would have to be real alliances, which is fine. NAPs and coalitions would still form, and that's fine because that's all a part of the politics of 0.0, but the space that's able to be effectively controlled would still have to condense.

I do see your point about the capital systems being the only system worth attacking though. Perhaps there should be some sort of mechanism put in place to make it harder to capture a capital system? If they're so important, it makes sense to make them more difficult to attack. Maybe a selective cyno jammer, only available in a capital system, which allows jumps based on standings? Could a fleet of 50 that had a good number of capitals (i.e. triage carriers) hold out against a subcap fleet of a few hundred?

The way I see it, the sovereignty chains make it possible for distractions and dummy attacks in some systems to draw the defenders there while the real attack goes somewhere else. If the systems were important because of the resources available there, or in the systems they chain together, and not just because of what the owners put there, an attacker can be much more creative with where they attack, and the efenders will have to ask questions about where to defend. Do they defend the resources themselves, or the linking systems? If they defend them all, does it leave their capital vulnerable? Somethign needs to make nullsec campaigns more interesting than just "lets blob the station systems".
Sigras
Conglomo
#11 - 2011-09-10 09:08:46 UTC
I think your point #6 accomplishes that without 1-5.

The way it is right now, in order to disrupt the moon mining operation of a given alliance, you either need to commit capital ships, or hundreds of battleships meaning that large alliances can take swaths of space and claim all of the good moons without regard for whether or not they can defend them because the length of time required to disrupt said operation means that they can easily scramble a fleet to defend it.

If some way of raiding a moon mining operation were in place, I think that would reduce the number of moons large alliances held, specifically in low sec because they'd be just such a hassle, and stifle the mentality that occupying your territory is ancillary
Pere Madeleine
The Gentlemen of Low Moral Fibre
#12 - 2011-09-10 09:42:50 UTC
Maybe so, but that doesn't make it easier for smaller entities to move in and hold space. The big alliances could still have the same stranglehold they do now by holding a few systems they can defend and just raiding anybody else that tries to take control of systems that have the same resources available. They may have less of the resource in question themselves, but if they could still stop anybody else from having any of it, they'd still control it, just the overall supply would be lower, which is bad for everyone.

Rather than just making it harder for big alliances to hold massive numbers of systems, it also needs to be easier for smaller corps/alliances to hold very small areas. At the moment there's very little incentive for a new corp or alliance to try moving into nullsec, unless they want to join/become pets of a big alliance. Nobody really wants that. People form a corp because they want to do their own thing and forge their own destiny, but yet as soon as they reach the "end game" and think about living in nullsec, that freedom is taken from them, because they have to bend to the whim of their owners to survive. If that's a sandbox, then it's a sandbox in a playground where there's a bully who'll force the sand down your throat if you don't build his sand castle for him. Sandboxes are only fun if everyone can build their own sandcastle.
Sigras
Conglomo
#13 - 2011-09-10 10:05:50 UTC
TL;DR
I think its far more "sandbox" to let the players figure it out for themselves than to invent mechanics to encourage people to play the way you think is right. Which sandbox is more free, the one with the bully or the one with the teacher who enforces a strict set of rules?

I think the way my proposal makes it easier for smaller alliances to hold space is that there would be more space that large alliances would be willing to give up or rent out.

I also strongly disagree with your second point; if everyone could, using your illustration "build their own sandcastle" there would be no competition. I was just explaining to my roommate that everything in Eve is competition, everything you do is taking away from someone else (except for perhaps mission running) and that's the way uh-huh uh-huh I like it.

I think the problem is that youre trying to simultaneously make it harder and easier to own space. Going back and re-reading your OP, im not sure how your proposal addresses the problem you just posed any better than mine does.

The only difference between our two systems is that in yours they'd have to have a single group of systems to base out of and raid people, and in mine they have the option of spreading out, even though it may make it harder to defend . . . That and if they lost a few key battles, the largest alliance in the game could get instantly BoB'ed

If im missing something please point it out