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Player Features and Ideas Discussion

 
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A Version of New SOV

Author
Psyatt
#1 - 2014-11-27 17:16:48 UTC
TL;DR - Mini-IHUBs with no limit on numbers or owners per systems(details below). Stations are destructible(unsubbed assets addressed). All stations/outposts must be anchored to/in orbit around a planet. One station/outpost per planet. No entity may place nor administer more than one station/outpost per system. Any entity may place an outpost/station in any nulsec system, provided there is an open planetary orbit.



This takes into account much that has been gathered from other ideas and forum posts etc. I make no claim of originality, or that this is a better idea than any other. Just a few different ways to fold things together. I do attempt to address obvious concerns with each change. Please add any thoughts on others not mentioned.

You get advantages from what you hold and claim, whether it be a system... or just parts of one and/or its anoms/sites/etc.

I will address destroying outposts/stations first, as it would seem to be the biggest elephant in the room.

All existing stations in nulsec are moved to nearest planet, at opposite side of planet from any existing Customs office.

Resists, stats, etc are better off in more capable maths hands than mine.

I do suggest a long reinforecment timer to evacuate assets if possible.

Once any station enters reinforced, it spawns a series of large, random, escorted NPC Freighter convoys that carry all unsubbed assets to hisec. While not technically indestructible, any attack will trigger a hisec-like(.5) CONCORD response from escorting ships plus reinforcements. Any assets lost to player action will be reimbursed by CCP to the unsubbed account if it ever resubs.

Or they could all just be magically transported. There is no way that much stuff is going up in flames or a loot drop. Taking a break from EVE should not be a punishable offense.

When a station is destroyed, it spawns a loot drop of salvagable pieces and large containers(call 'em what you will). Station may also spawn capital ships that were not destroyed, but they will be damaged themselves. Up to 75km cube of items, spaced roughly 5km apart. No tractors work on these large pieces and cans. Cans hold up to 400k m3. Cans have high omni armor and structure resists and 100k armor hp 200k structure hp. Pieces vary in strength but are in same ballpark.

Cans and pieces and station wreck collidable objects stay on grid for three days(?).

These cans represent the assets of any subscribed account that left assets in the station at the time of its destruction. Every thing that wasn't destroyed is there, just like a ship killmail.

I leave the ratios and percentages of dropped/destroyed assets to others.

All installed medclones are moved to nearest station with highest standings to pilot, or a pre-chosen just-in-case option. If I die before I wake I pray the lord my soul to take... to insert station here.

All installed jumpclones are destroyed.

Once station wreck has been cleared, a new station may be constructed in that spot providing that other conditions are met/not exceeded.



One station per system per entity. Alliance only, not a corp-level asset.

Stations may be constructed at any nulsec planet.

Level 5 IHUB must be in place and active in system for at least 30 days before station may be constructed. Station takes the place of said level 5 IHUB, becoming in essence a level 6 IHUB.
Psyatt
#2 - 2014-11-27 17:17:51 UTC  |  Edited by: Psyatt
IHUBs -
New level system of IHUBs to cater to the needs of any size entity. Smaller, less-capable versions would be extremely hard to find due to small signature and low power/effect output, coupled with very large sensor strength. May be anchored anywhere except near stations/gates. May be anchored outside POS or in deep space.

IHUB effects - Reducing the stuff and streamlining, along with adding new levels of play based on numbers and participation.

IHUBs would upgrade an installed development category autonomously, up to that version's capabilities.

Level 1 - Prospector

Corp-level asset. Two upgrade slots. 5 AU effect range. One of each industrial and military, or two of one type. Can only upgrade to level 3 of any type. Very hard to probe down. Reasonable strength against small gangs. Long(36H?) reinforcement. Disallows cap construction.

Level 2 - Homesteader

Corp-level asset. Three upgrade slots. 10 AU effect range. Upgrade to level 3. Much stronger but easier to find. Disallows Dread/Carrier construction, Orca/Rorq/etc allowed.

Level 3 - Holder - Must have level 1 or 2 active first.

Corp/Alliance level asset. Four upgrade slots. 15 AU range. Upgrade to level 4. Better to anchor next to a POS for some help, but still very hard to kill. All cap construction allowed. No supercaps.

Level 4 - Governor - Must have level 3 active first.

Alliance-level asset. Five upgrade slots. 20 AU range. Upgrade to level 4. Better than a large POS strength, anchored next to a deathstar. Allows access to strategic upgrades with limitations. Caps but not supercaps. Cyno but no Bridge. No Jammer.

Level 5 - Overlord - Must have level 4 active first.

Alliance-level asset. Seven upgrade slots. 30 AU range. Upgrade to level 5. Allows access to all strategic upgrades.

Level 6 - Station. Must have level 5 active first.

Alliance-level asset. Seven upgrade slots. 40 AU range. Upgrade to level 5. Allows access to all strategic upgrades.

------------------------------------------------------

Effects are based on total activity within area of effect. If a Level 5 IHUB's effect area overlaps a weaker IHUB's with the same upgrade running, then the activity of all pilots feed the level 5 as well as the lower, but the IHUB bonus remains the same(lower) within the area of effect of the weaker IHUB. Rent without paying.

All IHUBs have the OPTION to broadcast in local to any pilot that enters its area of effect. "Pilot's name is now entering space claimed by Corp/Alliance Name".

Strategic upgrades no longer need time-in-place requirements beyond the IHUB/activity progression. If an entity feels secure in building something, then they can.

Any corp or alliance may place one of the new version IHUBs in any nulsec system. If the minimum levels required are not met within 1 week, the structure offlines. If an upgrade level's minimums are not met for 3 consecutive days, the next lowest upgrade is used until activity increases.



Yes, this means that there could be multiple cynos, bridges and jammers in a single system. Work it out with F1 F2 F3 F4.
Any entity that wishes to proclaim their presence may do so. Those that wish to remain in the shadows may attempt to do so.

If everyone knows the reach of one's IHUB, then good fences make for good neighbors.

Stay within your IHUB range you dirty little homesteader. Feed us activity and we may let you live.
Anhenka
The New Federation
Sigma Grindset
#3 - 2014-11-27 17:48:55 UTC  |  Edited by: Anhenka
Your idea includes fully destructible stations, -1.

People who propose stuff like that are NOT the ones who have had the rug yanked out from underneath them by either a rouge director, leaving the game for a while, somebody that forgot to pay the sov bills, or good old hellcamp.

The only people who benefit from it are the biggest baddest, nastiest people on the block.

You know what would happen for certain within a year? First someone would invade Provi and raze it to the ground. Poor bastards.

Next huge coalitions would pick a bordering region between them and their main enemy, then raze it to the ground to provide a DMZ zone where the enemy can't stage to invade them.


TLDR: No, no, no. It's already bad enough when you wake up and some asshat director flipped all the sov, allowing the enemy to then swoop in and raze your staging system with all assets inside is terrible.