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A suggestion for the "thing" called nation building

Author
Sebis Bakesch
Banana-Republic.
Shadow Cartel
#1 - 2015-04-28 22:25:18 UTC  |  Edited by: Sebis Bakesch
A suggestion for the "thing" called nation building

CCP wants from us that 0.0 alliances look or feel like nations. Nations like the empires. But at the moment our alliances and coalitions are only a big bunch of color on the map. On the highest point of the "sov" power from the N3 Coalition they held 13 regions with over 700 systems. That's more than the Amarr Empire. Three times more regions as the Caldari State! BUT...in the end the real power of this "nation" is only at most 30k Players. With a look on the lore this is maybe 0,02% of the amarrian military power? The total population of the Amarr Empire is 21,449 trillion. Gallente Federation has 19,991 Trillion. Minmatar has 9,641 trillion citizens and the Caldari State as the smallest state has still a population of 8,411 trillion people. (Source ist the official EvE: Source book). Even ALL EvE Online players or better...with every Char from every Account we are still way smaller then the smallest of the big four. For me...we are not a nation and we never would be a nation without our own....population!

With alliances based on a NPC population you can make the game harder, you can make the game bigger, you can reveal new options and possibilities to the game. You will make the sandbox even bigger and the 0.0 nation real! But let us make it step by step. We begin with the basics. So for a "real" nation you need population but for this population you need one thing first...place. We have this place in eve. With the new station models we have big space stations and even better we have...planets! Yes...you might see some of them already ingame. :P So you are a 0.0 Sov Holder alliance with a temperate planet somewhere in your space/const. On this planet you can establish a colony or you maybe conquer later a planet from another nation who can't evacuate their whole population. Anyway...to interact with that planet to establish your colony you need at first a space port or orbital hub. Over this thing you can bring down your people. At the start you need to support this colony in their process of growth. But later the colony will become a self-contained part of you nation. But let us now come to the fancy stuff of this idea. Because we don't need a population for the sole sake of population. With a population on a planet you can build for example specific buildings on the planet, which are than operated by your folks. These buildings give you bonuses for the system or the whole constellation. (Because is think more than one world to settle in a const would be a bit too much. But only a bonus on one system is also not enough.)

Labs: They give you a bonus on since and maybe reduce the consumption of a pos?

A large smelting plant:
Reduces the loss during the refining process of ore and other stuff.

Steelworks: Reduces the consumption of material by a production.

Military base: Gives you the ability to spawn your own NPC navy ships on gates and other spots. Based on the budget you give them from your wallet they are stronger or less strong. The military base held the strategy level of a constellation on a min. level. But the enemy has the chance to reduce your strategy level by killing your NPC ships. So you have the choice to help your navy or to pull them back from the front.

Tax System: A simpl way of benefit. The Planet gives you Tax in form of ISK. More and greater population = more tax. (More than the best R64!)

That are some examples of bonuses you can get with that. But with a population we can also integrate other cool stuff. For example a space station will only run with this own NPC workers on it. So you can shut down a station if it getting attacked and you will lose the station anyway. So the attacker needs to bring his own crew. You can add some random NPC Corporation for the NPC transport thing CCP planed with Interbus. Reaching a position of power and size a nation can become part of the faction warfare on their own and as a rival for other states/nations etc. Then it would be possible for other players to farm standings in that NPC part of your nation. And from some point on your nation would be so big that the empires get mad and feeling upset about your size so they may decide to cut you off a bit? There are so many possibilities!

In short some of the good point of this:
New strategic option in a war.
A burden for 0.0 nations. Especially for renter empires and nomad living sov holder.
More interaction with the lore.
More sandbox.
A bonus for your systems to reward your risk and work to fight for your own 0.0 space!

BR
Seb
Quattras Peione
Caldari Provisions
Caldari State
#2 - 2015-04-28 22:56:47 UTC  |  Edited by: Quattras Peione
You mention a burden for sov entities at the end of your post, as well as risk versus reward. But i see neither risk nor burden in your suggestions and lots of potential reward to the wealthiest player groups in the game.

I too would like to see some sort of "civilian population" mechanic implementation, and who knows, with a bit of fleshing out this could shape up to be a solid concept. But the bare bones presented here just tip the scales further in the direction in which they are already tipped. I'm afraid at this point i have to say no.

Interesting base concept. Keep working at it; I'm interested in seeing where this goes.

Dr. Quattras Alvar Peione

No, I'm not that kind of doctor.

FireFrenzy
Cynosural Samurai
#3 - 2015-04-29 07:16:32 UTC
If civilian populations become a viable income stream i want to be able to doomsday planets:)

Or at the very least bombard a planet from orbit into a stripped down ball of vulcanic glass, which i guess is why they havent done this yet... I suspect that nullsec would lose all its habitable planets inside 2 weeks to people sc0rched earthing the entire thing...

Especially since a single volley of antimatter ammo from a thron will BREAK A PLANET (assuming the mass listed on Antimatter L is the payload and not the weight of the shell around it and excluding the kinetic impact) yes, i have a masters degree in science and was very bored at work once;)
Sebis Bakesch
Banana-Republic.
Shadow Cartel
#4 - 2015-04-29 14:50:29 UTC
Quattras Peione wrote:
You mention a burden for sov entities at the end of your post, as well as risk versus reward. But i see neither risk nor burden in your suggestions and lots of potential reward to the wealthiest player groups in the game.

I too would like to see some sort of "civilian population" mechanic implementation, and who knows, with a bit of fleshing out this could shape up to be a solid concept. But the bare bones presented here just tip the scales further in the direction in which they are already tipped. I'm afraid at this point i have to say no.

Interesting base concept. Keep working at it; I'm interested in seeing where this goes.


Thats true. I don't talk about the burden. The thing is i'm not very sure what burden would be the best. More logistic effort is one of the smaller things but yeha...for more we need to expand the demand of a population. Also i'm not sure that we really need a harsh burden.CCP talks much about "more reward" for being a 0.0 sov holder. So this would be one of them.

But...let us go back to the burden. As i said...to make it to a burden...you need to implant the population deeper into the system. You need to implant the population as something you really need. In one of my older thoughts about that you also need population to run your stations or to run a POS and all of the other "big" structures in space that gives you an advantage. I also suggest a demand of a crew for capitals and super capitals. So as long as you are losing caps/supers you need people to staff you new ship. For 0.0 players you can get your crew from your population. All the other guys who need a crew can recruit them from the open market or can maybe rent space on HighSec/LowSec/NPC 0.0 planets for their own folks. But this would cost a huge amount of ISK. So you need to "supply" your big fleets like the empires.


FireFrenzy wrote:
If civilian populations become a viable income stream i want to be able to doomsday planets:)

Or at the very least bombard a planet from orbit into a stripped down ball of vulcanic glass, which i guess is why they havent done this yet... I suspect that nullsec would lose all its habitable planets inside 2 weeks to people sc0rched earthing the entire thing...

Especially since a single volley of antimatter ammo from a thron will BREAK A PLANET (assuming the mass listed on Antimatter L is the payload and not the weight of the shell around it and excluding the kinetic impact) yes, i have a masters degree in science and was very bored at work once;)
,

Hm...you can simply make it impossible. Exactly as CCP make it with the sub caps? I mean that (Killing the enemy population) would be a thing of the sandbox yes....but as you said already...on this way it's a bit too...easy?^^
FireFrenzy
Cynosural Samurai
#5 - 2015-04-30 06:09:22 UTC
eve online ships have TERRIBLY OP guns... hell we fire NUCLEAR BOMBS THE SIZE OF CARS at people when we disagree with them or just because its fun...

I cannot be the only people who has ever broadsided a corp mate with 1400 artillery because he annoyed me...

And like i said, BREAKING A PLANET INTO PIECES isnt that far beyond a single railgun broadside...
Sebis Bakesch
Banana-Republic.
Shadow Cartel
#6 - 2015-05-07 05:02:42 UTC
FireFrenzy wrote:
eve online ships have TERRIBLY OP guns... hell we fire NUCLEAR BOMBS THE SIZE OF CARS at people when we disagree with them or just because its fun...

I cannot be the only people who has ever broadsided a corp mate with 1400 artillery because he annoyed me...

And like i said, BREAKING A PLANET INTO PIECES isnt that far beyond a single railgun broadside...


As i said...you can simply forbit it like CCP does it already with Titan DomsDay on Subcaps. Or you can use Concord. They will kill the aggressor. Because they cannot tolerate a genocide.
Madeleine Lemmont
Ars Vivendi
#7 - 2015-05-07 15:04:29 UTC  |  Edited by: Madeleine Lemmont
I like the attitude of the OP.

I think the colonisation approach meets the advanced planetary interaction or "SimEarth" approach in a correlation with Dust.
If you like to harden your worlds, you should provide an advantage to settle down planets in another "more secure" nation.

A sov alliance could pay Concord and create a bit more secure space like faction space too. Maybe not for the alliance only but maybe for carebears too. A saver island or harbor within a wild sea.
Planets could have a heavy defense. So op weapons are no instant problem.
Settling a planet could be an own game. EvE could provide some makro management functions to create "default environments" to settle. Playing the Sim-Game at a planet would allow adressing more relevant variables for PI too.

There are a huge amount of possibilities to create more constructive and - if really needed - destructive interaction out there.
In my eyes there is too much incentive to destroy than to capture instead.
Why killing and destroying everything? Only because that's the way of mankind? Boring, not fun...

I'm out of this age, maybe. I'd like to see political conspiracies, intelligence services, sabotage and intrigue in order to change the worlds. Smuggling and black markets. Authorities, legality and an own view of illegality...
Lore could not be made by overarching mass destruction only.
Where are the leading characters and pioneers to create worlds and nations?
Where are the "pirates of the caribbean", nations with their own law and order?

This creates lore. Roleplay should be allow to assume a role!

But as I wrote above: There exists no incentive for. I want not build stuff only to create targets for goons. Blink
FireFrenzy
Cynosural Samurai
#8 - 2015-05-07 18:32:19 UTC
The thing is, in regards to my earlier post, if you can extract money from an invincible source i want the option to screw with my enemies doing that... On PI i can flip the POCO and lock them out (which is annoying more then harmfull) and/or mine out their fields. Now i would personally like that extended to being able to whipe them off the face of the planet entirely.

If you make planets a BIGGER source of income i want the option to mess with them in bigger ways, thus adding adversarial content to the sandbox. You build your planet side castle i get to kick it over (or bombard your sandbox from orbit into mono atomic vapor and an expanding cloud of high energy particles).

And lets be frank here, who the hell DOESNT WANT to propperly **** with dusties? We have the biggest highground in existence for god's sake, we are the reason they have rules against putting WMDs in orbit, we call those WMDs "small autocannons" and go up in killyness from there...
Sebis Bakesch
Banana-Republic.
Shadow Cartel
#9 - 2015-05-07 21:18:52 UTC
Hm...for me are planets like moons.

You cant destroy the source of ISK. You can kill the POS and put up your own POS. Put the source of the ISK is still there...the moon. So like the moons you have the planets...you cant kill the source...but you can kill the orbital platform of the owner so he cant get anything from that planet and losing the control over it. Thats one way too see it.

On the other side EvE is a sandbox and a sandbox needs possibilities. But a genocide as a possibility? Hm....on the strategic level i would say yes why not? We are at war and we are not bound on the concord charter. I would not forbid it. But I would punish it hard. For that we have the standings and the bounty hunter system.

So if a alliance makes a genocide they and every member (Especially involved pilots.) of them would be set to -10 by every high sec faction. And a large bounty got placed from concord on this alliance. And to prevent solo titans without ally to do this you first need to destroy the orbital platform. So first of all you need a fleet to get started with that.

But i dont think that this question is something that keeps us off the possibilities that planets would gibe the eve univers
FireFrenzy
Cynosural Samurai
#10 - 2015-05-11 16:20:22 UTC
But unlike a moon mining this (to me atleast correct me if i am wrong) seems to be much more planet based infrastructure. People working in factories instead of orbital POS based mining lasers strip mining a moon down to bedrock as it were.

Its hard to blow up ore that is in the ground, its fairly easy to blow up a building with some people working in it.
Sebis Bakesch
Banana-Republic.
Shadow Cartel
#11 - 2015-05-14 12:27:05 UTC
That's right. But if you destroy the Orbital Structure the planet is isolated. So no transport or communication with the planet is possible and with that is the income from the planet zero.