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Allow building Outposts in NPC sov and multiple Outposts in sov.

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Author
Speedkermit Damo
Republic University
Minmatar Republic
#81 - 2014-06-19 16:14:15 UTC
CCP Ytterbium wrote:
You are right, null-sec is a bit static, but adding more outposts on its own won't solve the issue. If anything null-security space is already over-saturated with them right now.

What needs to be done first is to make Outposts destructible. Destroy one and all the stuff inside goes kaboom, and is dropped with regular loot mechanics. When that is in place and running, then we can think about ways to have more than one outpost per system.


And watch while every provi-bloc pilot unsubs.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Dr Cedric
Science and Trade Institute
Caldari State
#82 - 2014-06-19 18:53:18 UTC
Nariya Kentaya wrote:
Dr Cedric wrote:
Im thinking that making station services fully destructible would be a better solution. You blow up the repair service, and randomly selected ships fall out, blow up some other service and cans of randomly selected items drops out. Blow up another and some poor corp's hangar gets emptied. Blow up cloning service and your 2B ISK HG pirate implate clone gets vacuumed!

I don't think blowing up the whole station is a good idea, but making it a relitively less safe place to store your goods is a good idea. Also gives the sov/station holder a reason to drop buy and make sure you haven't jacked some of their stuff!

If its blowing up the station, at least they can justify it with timers and massive amount of HP, like commited titan fight levels of HP.

And what would eb the difference? if theyt ake your station obviously they are taking SOV, if they completely destroy the station, then it just hurts them more because THEY have to rebuild it, if its just taking out services, not only woudl they have much less HP, so destroyed more often, it woudl also be cheap as dirt to replace them, (not to mention it doesnt solve the "too-many-invincible stations in null" issue)

What I would like is if the only way to capture a station WITHOUT completely destroyign it, woudl be to have LEGION troops in your alliance (or contracted by your alliance) take it over. from the surface of the outpost to the inside in long drawn out boarding party fights.


Would totally be fun to hire Dust-bunnies to board the station and take over some strategic points to make it "vulnerable" to attack...

Cedric

Erutpar Ambient
The Scope
Gallente Federation
#83 - 2014-06-20 03:26:37 UTC
OOOOOOOO! I got it!

Return Sov mechanics to the Old way, but instead of Starbase sov it would be Outpost sov! ;)
Danika Princip
GoonWaffe
Goonswarm Federation
#84 - 2014-06-20 05:26:56 UTC
Thorr VonAsgard wrote:
CCP Ytterbium wrote:
You are right, null-sec is a bit static, but adding more outposts on its own won't solve the issue. If anything null-security space is already over-saturated with them right now.

What needs to be done first is to make Outposts destructible. Destroy one and all the stuff inside goes kaboom, and is dropped with regular loot mechanics. When that is in place and running, then we can think about ways to have more than one outpost per system.


Best thing I eve eared about new stuff for NULL.

Destroing outpost instead of capping it could be the best thing to do to avoid "super ultra coalition groups".
Cause if they need to rebuild every outpost in every system they took, it will ask many many many many billions.
And holding space could also be more difficult. ( from +2 to 5% more expensive for sov bills ).

If theses 2 things are combined, lets go to the new age of sov.


I never understood why we can build outpost but not destroy them.



Pretty sure it'd actually encourage people to blob up more, to make sure they aren't going to lose a station in the first place. Also, the big groups won't even notice that kind of a bill increase, and won't struggle to rebuild stations...
Carniflex
StarHunt
Mordus Angels
#85 - 2014-06-20 05:54:29 UTC  |  Edited by: Carniflex
Danika Princip wrote:
Thorr VonAsgard wrote:
CCP Ytterbium wrote:
You are right, null-sec is a bit static, but adding more outposts on its own won't solve the issue. If anything null-security space is already over-saturated with them right now.

What needs to be done first is to make Outposts destructible. Destroy one and all the stuff inside goes kaboom, and is dropped with regular loot mechanics. When that is in place and running, then we can think about ways to have more than one outpost per system.


Best thing I eve eared about new stuff for NULL.

Destroing outpost instead of capping it could be the best thing to do to avoid "super ultra coalition groups".
Cause if they need to rebuild every outpost in every system they took, it will ask many many many many billions.
And holding space could also be more difficult. ( from +2 to 5% more expensive for sov bills ).

If theses 2 things are combined, lets go to the new age of sov.


I never understood why we can build outpost but not destroy them.



Pretty sure it'd actually encourage people to blob up more, to make sure they aren't going to lose a station in the first place. Also, the big groups won't even notice that kind of a bill increase, and won't struggle to rebuild stations...


As characters get older, coalitions get larger the cost of things becomes easier to absorb. As it stands building a station is something that is well within reach of a single player if he so desires. It's approx same effort as building super-carrier "solo". For even a relatively small corporation if its at least semi-organized throwing up the station is achievable. The question is of keeping it ofc. And that is one of the reasons of the huge blobs and coalitions. Reasons why these exist are discussed in other threads in detail but in a nutshell it's combination of dominion sov system and the great anomaly nerf in the beginning of summer of rage. Both were pressed through regardless of some pretty competent characters in these forums telling the dev's responsible why it does not work and what will happen instead. Ofc they are not the sole reason for it - there are other contributing factors introduced later - main one of these being that old players usually do not generate their income in null sec so the older established alliances do not need the space they own so they can rent it out to noobs who do not know better and still have to grind for their isk in old fashioned way in anoms. Leading for whole regions to be rented out and kept in line with the threat of supercapital fist.

If I would put my mind to it I could afford to erect a station roughly every 15 days. Ofc question of its own would be that how fast I would burn out at that rate. Isk grind is somewhat boring even to older chars.

I would imagine about half of the wormholes would have one by now if they could be built in there.

About destruction of these. I'm not sure there is a good, fair and properly balanced way of doing it. And I really dislike the artificial differentiation between player built stations and NPC stations. You have two sandcastles side by side and somehow one is destructible and another one is not? Why? Now don't get me wrong, I believe to undertsand the game design reasons behind keeping NPC sov systems as NPC sov. However, I believe that everything within game should follow the same set of rules, ideally, without all these "special cases" and "no you can't do that to an NPC". Lay out the rules and make it so that everything rises from these - that would be the sandbox way. The other way is "theme park" - special NPC's with "immortal" flag, can't shoot the other guy without his permission, etc.

It also surprises me, from the back-story perspective why can't one, say, attack Sansha or Blood Raider sov? CONCORD recognizes them as sovereign entities or what?

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#86 - 2014-06-20 07:00:23 UTC
Carniflex wrote:
Now don't get me wrong, I believe to undertsand the game design reasons behind keeping NPC sov systems as NPC sov. However, I believe that everything within game should follow the same set of rules, ideally, without all these "special cases" and "no you can't do that to an NPC". Lay out the rules and make it so that everything rises from these - that would be the sandbox way. The other way is "theme park" - special NPC's with "immortal" flag, can't shoot the other guy without his permission, etc.


Then make player behavior change for good and we might be able to think about making NPC stations less "artificial". There's an (old) CSM discussion on the internet, where the first reaction to the suggestion of destructible player outposts is not how it can be done and how it can be balanced, but how NPC stations in NPC sov can be nerfed in order to not provide "safe havens". As long as people think this way, NPC needs to stay as artificial as they are.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Carniflex
StarHunt
Mordus Angels
#87 - 2014-06-20 12:16:29 UTC
Rivr Luzade wrote:
Carniflex wrote:
Now don't get me wrong, I believe to undertsand the game design reasons behind keeping NPC sov systems as NPC sov. However, I believe that everything within game should follow the same set of rules, ideally, without all these "special cases" and "no you can't do that to an NPC". Lay out the rules and make it so that everything rises from these - that would be the sandbox way. The other way is "theme park" - special NPC's with "immortal" flag, can't shoot the other guy without his permission, etc.


Then make player behavior change for good and we might be able to think about making NPC stations less "artificial". There's an (old) CSM discussion on the internet, where the first reaction to the suggestion of destructible player outposts is not how it can be done and how it can be balanced, but how NPC stations in NPC sov can be nerfed in order to not provide "safe havens". As long as people think this way, NPC needs to stay as artificial as they are.



That is separate issue but I do not care much for the sov holders problems with bad people living near by killing off their renters without them being able to do much about it. It is mostly attitude problem. Been on both sides of that fence.

However, if you make only stations in sovereign null vulnerable to destruction you are discriminating in the other direction. Not to mention lacking a lore explanation why? And lore is important. Take, for example, the Mordus ships which should have been Caldari/Minmatar but ended up as Caldari/Gallente for the reasons of lore.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Frostys Virpio
State War Academy
Caldari State
#88 - 2014-06-20 13:02:08 UTC
baltec1 wrote:
Darren Fox wrote:
Danika Princip wrote:

In WH space, you expect it. You're living out of POSes, you're not so likley to have, say, two caps and a dozen fleet battleships stashed in various outposts around your home. You also don't expect to unsub and come back six months or a year later to find your stuff is still there. In nullsec, you do.


In wormhole space you know that at any time your system can be sieged with a 36h timer until total destruction. I think you would be surprised at how much stuff is kept in various wormhole systems. Power projection and logistics have limits, that is the main difference between 0.0 and W-space



That and the fact that null stations can have several trillion worth of ships inside them.


Freighter op to scoop the loot?

Or even better, a single person shooting the can.

The killmail will also definitely crash most people's client...
FT Diomedes
The Graduates
#89 - 2014-06-20 13:17:37 UTC
CCP Ytterbium wrote:
You are right, null-sec is a bit static, but adding more outposts on its own won't solve the issue. If anything null-security space is already over-saturated with them right now.

What needs to be done first is to make Outposts destructible. Destroy one and all the stuff inside goes kaboom, and is dropped with regular loot mechanics. When that is in place and running, then we can think about ways to have more than one outpost per system.


Literally the worst idea ever.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Pheusia
Vanishing Point.
The Initiative.
#90 - 2014-06-20 20:25:16 UTC
CCP Ytterbium wrote:
You are right, null-sec is a bit static, but adding more outposts on its own won't solve the issue. If anything null-security space is already over-saturated with them right now.

What needs to be done first is to make Outposts destructible. Destroy one and all the stuff inside goes kaboom, and is dropped with regular loot mechanics. When that is in place and running, then we can think about ways to have more than one outpost per system.



*sigh*

I see the same old mentality of "The average grunt in sov 0.0 just needs one last kick in the balls and then players will really see sov space as being worth while" has not yet been eradicated.

I'll lay it out for you: the average grunt living in sov 0.0 does not need yet another kick in the balls.

Yes, by all means make outposts destructible. Or wreckable, as carefully suggested several years ago by the handsomest of all CSM members.

But as per that careful suggestion, you MUST NOT make the contents of outposts a simple loot drop. If you do that then you instantly make it so that anyone who lives in 0.0 and who isn't bloody stupid will instantly move their home system to NPC null, because why wouldn't you. Outposts would continue to be used, sure, but not lived in.

The issue is that the average grunt living in 0.0 has minimal personal control over whether an outpost is lost or not, but hitherto, he's always at least had the option of getting his stuff out, whether by firesaling, courier contracts, infiltration or just sheer patience.

Now you want to make it so that anytime a 0.0 sov dweller is away from the game for a week he risks coming home to hearing that all his stuff was looted and sold. I would suggest that this is a bad idea for player retention and an equally bad one for persuading unsubbed players to return to the game: "Hi there, mr unsubbed player: all your stuff has just been destroyed! Why not resubscribe to EVE now?"


Yes make outposts destructible.

No, DO NOT, AVOID, STEER CLEAR OF, PLEASE DON'T make the hangar assets of individual players freely lootable.

Read the proposal I linked, which was crafted 4 years ago and specifically addresses this issue.

Pheusia
Vanishing Point.
The Initiative.
#91 - 2014-06-20 20:41:42 UTC
Rivr Luzade wrote:
And after such a change, you move all your stuff to Low sec or NPC 00 sec before you go on a leave, and it will be all there when you come back - easy to access and without the need for any shenanigans or tainting your char with unfavorable corp/alliance membership.

No need for Magic Postal Service.


But then why not just stage out of the NPC 0.0 station and save the massive effort and risk of moving every time you're away from the game for a few days?
Oxide Ammar
#92 - 2014-06-23 10:31:03 UTC
I think the simplest solution to manage the non active accounts is to move their stuff before implementing this to the nearest low sec station.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Esmanpir
Raccoon's with LightSabers
#93 - 2014-06-25 01:00:15 UTC
Devils Fighter wrote:
"I'd love to see sov mechanics completely overturned and made dynamic and occupancy based. I think it was you Rivr Luzade (sorry if it's not) who said small alliances don't belong in 0.0 because they don't provide the content EVE needs? I think it's the completely opposite situation. So much of 0.0 is unoccupied with a superblock holding sov, purely for moon mining purposes. Occupancy based sov would allow smaller alliances in and provide way more opportunities for PvP, PvE and Industry."

I believe you've touched on part of the problem. Smile

Power projection in EvE is far too great allowing large alliance the ability to project their fleets (Titan jump mechanics and Cyno field creation) vast distances and in great numbers without having any other stationary assets nearby. This is great for those large 100+ engagements, but a byproduct of that is that smaller corps and alliances can't take and hold sections of 0.0 because they don't compete against each other, but against large alliances they can't defend against. Distance for Titan bridging and cyno jumping needs to be reduced, number of ships / volume per jump needs to be throttled, and the initiating ship (Titan or Black Ops BS) needs to share the risk. (How about they have to go with the jump?)

If we want to draw more small corps and alliances into lowsec and 0.0 sec we're going to have to give them the ability to survive without becoming a pawn / [female dog] to the larger alliances. Again, I'm only saying if the GOAL is to draw more people into lowsec and 0.0. If not, then things are fine...
Rectile
Warped
#94 - 2014-06-25 06:12:06 UTC
Destructible outposts would be so gooood just to read whining sov brats crying about there stuff
Jacid
The Upside Down
#95 - 2014-06-25 06:17:11 UTC
Long story short its a great idea that will revitalize null sec. People will care about losing stations just like wormholers care about losing poses. The current mechanics promote a "ohh well if we lose the station i can just courier contract it out"

As to when stations are destroyed no loot should drop but a killmail should be generated

As to when stations are destroyed i generally disagree with the idea about magically moving items to an NPC null station but i suspect its going to have to happen else CCP will need to issue buckets for the next Christmas gift items to bail out all of the tears.

However i'm pretty sure if they do decide to magically move inactive accounts items they should all be moved to old man star top stations Lol
Rivr Luzade
Coreli Corporation
Pandemic Legion
#96 - 2014-06-25 06:28:48 UTC
Esmanpir wrote:
...and the initiating ship (Titan or Black Ops BS) needs to share the risk. (How about they have to go with the jump?)


You do realize that this would hamper small entities even more than the current sov mechanics, right? Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Irya Boone
The Scope
#97 - 2014-06-25 09:37:30 UTC
all said but for WH :)

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

Icarus Able
Refuse.Resist
#98 - 2014-06-25 11:54:39 UTC
Danika Princip wrote:
Icarus Able wrote:
Danika Princip wrote:
CCP Ytterbium wrote:
You are right, null-sec is a bit static, but adding more outposts on its own won't solve the issue. If anything null-security space is already over-saturated with them right now.

What needs to be done first is to make Outposts destructible. Destroy one and all the stuff inside goes kaboom, and is dropped with regular loot mechanics. When that is in place and running, then we can think about ways to have more than one outpost per system.



Pretty big '**** you' to anyone living there, isn't it?


Its what wormhole space has had for years and it works well. Fights can be forced. If you arent willing to defend your space/stuff you lose it. As it should be.



In WH space, you expect it. You're living out of POSes, you're not so likley to have, say, two caps and a dozen fleet battleships stashed in various outposts around your home. You also don't expect to unsub and come back six months or a year later to find your stuff is still there. In nullsec, you do.



You dont know wh space do you? In whs you are just as likely to have expensive **** lying about. a decent size corp can have 20+ Caps and hundreds of billions in assets in one system shared between at max a couple hundred players.
SFM Hobb3s
Perkone
Caldari State
#99 - 2014-06-25 16:28:12 UTC
You also have wormhole mechanics to prevent what will ABSOLUTELY HAPPEN as soon as this feature hits. That being huge blobs of supers and titans purging nullsec of any and all outposts.


Guess everyone's moving to hisec.
Jed Clampett
Doomheim
#100 - 2014-06-26 03:36:34 UTC
Heh isn't the real point of this increase to incite more fighting over limited fuel material resources?

Has CCP posted any stats on the maximum number of outposts, POS etc that can be sustained if everyone cooperated across EVE?

Ice is probably the limiting factor. But obviously there is a minimum yield point for PI extraction. So the model for PI hot spot distribution must be examined to get some approximate average yields per planet etc.

Of course there are competing uses for ice and PI - jump drive fuels and POS and T2 construction etc.


Anyways I suspect that so many big changes will cause a lot of turmoil starting in hi sec and 0.4 space. Lots of wardec bait going up in the form of POS.