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In Response to Sugar Kyle - Highsec development

First post First post
Author
Vic Jefferson
Stimulus
Rote Kapelle
#181 - 2015-10-09 17:14:12 UTC
Kaarous Aldurald wrote:
Vic Jefferson wrote:

The numbers tend to agree with me my assertion, and my gut instinct pretty much goes the same way; I've ganked a lot, and I have done a lot of stuff in null - the highest consistent ISK killed/hour is available in high sec, null is actually very safe when you get down to it.


I wonder, did you adjust your numbers for population density?

Secondly, the major issue I see with your claim is that, according to the destruction picture anyway, that highsec is "dangerous" only in a small few outliers. Half a dozen trade hubs and chokepoint systems, and barring those highsec would not be on the map.

You can't claim that the average system in highsec sees three times as much destruction as a nullsec system. Simply because of the vast differences in population density (and therefore traffic), and because highsec is hugely inflated by a small few outliers.


I absolutely can, as the numbers make it more than a claim at this point. Big smile Per system, HS has about ~3x the ISK lost of the average NS system.

The density issue is exactly why I can show that. I fully realize that it is a few systems in high that are totally murder zones, and are largely responsible for this trend. That's the whole point though - high sec has really big fish in a small barrel, as opposed to a huge lake with prey items of variable size that know the danger they are in. The population density is partially what makes null so safe as finding someone in the first place is a challenge before they are alerted to your presence, as opposed to just warping in on a hulk that is oblivious to the danger. I.E. you know where to get big kills in HS, you can spend many, many hours just finding one kill in null. Whereas this instinctively makes sense to anyone who has done both extensively, the numbers merely prove this gut instinct hypothesis - null is actually very safe, to claim otherwise is quite frankly quite silly.

Again, the numbers are only one half of it here. The other half is just plain obvious when you look the KBs of known prolific gankers and see just how lucrative HS is for kills. Undock catalyst, receive killmail - literally that easy folks! I have nothing against that sort of behavior, not at all knock yourselves out, but it is why HS is a factory farm for high value kills, and it's why HS is more dangerous by far, than null. In both null and hs, the same rule applies - the only kills are ones literally given willingly and through gross negligence.

Vote Vic Jefferson for CSM X.....XI.....XII?

Salvos Rhoska
#182 - 2015-10-09 17:17:08 UTC  |  Edited by: Salvos Rhoska
Jenn aSide wrote:


Nowhere have I said I dont like CODE.

Just because I made a parody of the IRL handing of a printed and laminated "license" to a CCP employee, which she then twit'ed as as an "official" license to mine, does not make it so.

Tbh, you should be far more concerned that very few found my parody amusing, rather than concluding from that I have some axe to bury. I dont. But humor and presentation of content seems to be dead, except if its politivally motivated according to an apparently increasingly narrow, subjective and self-interested perspective.

I get CODE.

But I also get the ambiguous mechanics and community parameters within which they operate, their modus operandi, and the nature of its community at its core (peripheral superficial sycophants aside).

My proposal is not targetted at CODE, but at rational game systems.

You avoided my actual question of what harm would my proposal cause, and projected ypur response as if it had applied to CODE, which I had never mentioned nor referred to till now (at your own prompting).

For reasons and justifications I have explained at length, in my view, increasing the negative modifier of sec standing as a result of illegal ship destruction in HS would result in commensurately more player based content. Both in HS and in those sectors where the illegal activity meta players then recop their standing.

I hope you are not so naive, as to see the loophole currently being exploited in HS aggression, which compromises the entire continuity of PvP continuity throughout EVE, as expressed in HS, as based on CHARACTER standings of alts operating there as the problem.

The fiscal cost risk/reward of HS ganking (of which the term is, frankly, used wrongly in this context) is measured.
The CONCORD intervention is predictable, and considered. Its si ply a matter of weighing cost of gank ships vs profit from target.
Though the illegal action is PvP, as against another player, the PvE environment is the actual consideration against whichthe risk/reward is measured.

This is wrong, and antithetical to EVE.

The missing element, in this contrived but existing HS ruleset, is applying a more significant negative security standing modifier, that perpetuates itself beyond the mere act of ship destruction.

Im fine with illegal action meta in HS.
Im fine with ganking.
Im fine with ship balance, especially as weighed against the particularly difficult (and lucrative) bling targets.

Ehat I am not fine with, is the repetetion of this simple mathematical risk/reward quotient, purely against a PvE background of CONCORD, without lasting repercussions.

Security standings are MEANT to deal with exactly this, by means of forcing repeat illegal offenders to recoup their own loss in standings, in PvE, in sectors where they are vulnerable to other aggressors in return.

It doesnt make sense that it is possible to repeatedly ILLEGALLY aggress targets, without wardec, in HS, without commsensurate penalty, so as to drive these illegal aggrrssors to have to recoup at their own time and expense, that standing required to do so again.

Losing a ship to CONCORD DOES NOT CONSTITUTE RISK.
It is merely a direct cost/reward quotient, against a PvE element.
This meta is not PvP, it is PvE.

Think about what I am proposing.
My proposal is not anti-, nor pro- anyone. I am completely ambivalent towards CODE and HS carebears.
Just rationalising of the games systems for better and more content.

The punitive measure for ILLEGAL activity in HS is misaligned, in terms of persistant malus, by means of security standing drop.
Ship/asset destruction is arbitrary in this regard.
If gankers succeed, they destroy their target, and are themselves destroyed.
If ganker fails, they are destroyed.
The onus of risk here is falsely attributed to CONCORD intervention.
YOUR SHIP WILL EXPLODE ANYWAYS. There is no risk there, only certainty.

The missing element, heuristically, is a persistant security standing drop (in my proposal, greater), which persist beyond the arbitrary NPC based ship destruction, and carriesnON THE CHARACTER as a reduced capacity to operate in HS, as a security standing drop as close to -5.0 as possible, so as to enable and enact PLAYER intervention, rather than NPC, therafter.
Yucie Van Burean
Vanks
#183 - 2015-10-09 17:18:04 UTC  |  Edited by: Yucie Van Burean
High sec isn't broken.

Small tweaks to make the standings systems, sec status, and npc interaction mean something in relation to eaxh other would be all I would want.
It sort of sounds like changes like this might be in the pipes already though.
Cidanel Afuran
Grant Village
#184 - 2015-10-09 17:29:32 UTC
I think it would be interesting if security status changed based on player activity. If there are a lot of kills in a system, concord moves more ships in and it increases its sec status. If there is no activity in a system, the status decreases.
Salvos Rhoska
#185 - 2015-10-09 17:51:54 UTC  |  Edited by: Salvos Rhoska
Cidanel Afuran wrote:
I think it would be interesting if security status changed based on player activity. If there are a lot of kills in a system, concord moves more ships in and it increases its sec status. If there is no activity in a system, the status decreases.

Tentatively, I can agree with this.

Whats most important,I think, in your view, is that it shows the disparity between PvE and PvP elements as expressed in EVE (as Everyone vs Everyone).

The NPC environment in and on which players operate is very unreactive/undynamic to player actions.
Compare that to other sectors of space, outside HS, where PLAYERS instead comprise themselves that dynamism.

The core connondrum is this:
-HS is mechanically NPC operated, for better or worse.
--This is not the case elsewhere, with expedient rulesets.

Meaning HS is the single sector that requires the most mitigation and moderation in terms of NPC mechanics, above and beyond other sectors, in which NPC elements are reduced or nremoved altogether.

This is the central understanding that is the Achilles Heel in regards to antangonists to HS changes, but also its greatest stength, because they do not direcly effect other sectors.

The elephant in the room, and what fks all these discussions up, is that HS comprises players throughout EVE with many many perso al interests they have hedged their, within its constraints and priviledges, alongside their interests elsewhere in other sectors.

All I propose, is an increased modifier to the sec standing of illegal activity in HS

CONCORD prevalence (especially neaeby) and reaction times, are irrelevant to ganking.
How close they are, how fast they react, how many of them are, will not save your ship against a determined and calculated aggression.

This issue is tabled, settled and moot.
You WILL lose your ship to gankers, and rightly so, for the effort they put into it.
BUT.
The resulting security status is another matter, and specific again to HS.


Increase security sstatus malus on HS illegal activity, so that it faster approaches the -5.0 for everyone to aggress in HS.
Nighthawk The Assassin
The Scope
Gallente Federation
#186 - 2015-10-09 19:24:18 UTC
Salvos Rhoska wrote:
Cidanel Afuran wrote:
I think it would be interesting if security status changed based on player activity. If there are a lot of kills in a system, concord moves more ships in and it increases its sec status. If there is no activity in a system, the status decreases.

Tentatively, I can agree with this.

Whats most important,I think, in your view, is that it shows the disparity between PvE and PvP elements as expressed in EVE (as Everyone vs Everyone).

The NPC environment in and on which players operate is very unreactive/undynamic to player actions.
Compare that to other sectors of space, outside HS, where PLAYERS instead comprise themselves that dynamism.

The core connondrum is this:
-HS is mechanically NPC operated, for better or worse.
--This is not the case elsewhere, with expedient rulesets.

Meaning HS is the single sector that requires the most mitigation and moderation in terms of NPC mechanics, above and beyond other sectors, in which NPC elements are reduced or nremoved altogether.

This is the central understanding that is the Achilles Heel in regards to antangonists to HS changes, but also its greatest stength, because they do not direcly effect other sectors.

The elephant in the room, and what fks all these discussions up, is that HS comprises players throughout EVE with many many perso al interests they have hedged their, within its constraints and priviledges, alongside their interests elsewhere in other sectors.

All I propose, is an increased modifier to the sec standing of illegal activity in HS

CONCORD prevalence (especially neaeby) and reaction times, are irrelevant to ganking.
How close they are, how fast they react, how many of them are, will not save your ship against a determined and calculated aggression.

This issue is tabled, settled and moot.
You WILL lose your ship to gankers, and rightly so, for the effort they put into it.
BUT.
The resulting security status is another matter, and specific again to HS.


Increase security sstatus malus on HS illegal activity, so that it faster approaches the -5.0 for everyone to aggress in HS.


You will never convince them, it just will not happen, Griefers want easy targets with no risk or risk that can be overcome easily, such is the griefer way. High Sec is simply a cess pool and this thread of which i agree on every point you have said. Is nothing more than pure QQ by griefers who now have to watch the sec status and spend money keeping it down i.e it willnot be profitable to gank anymore unless its billions in one go.
ArmyOfMe
Stay Frosty.
A Band Apart.
#187 - 2015-10-09 19:28:21 UTC
Buff Concord (so that hopefully new players will be drawn to the game again.
Oh, and sleeper ai on mission rats.

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Indahmawar Fazmarai
#188 - 2015-10-09 19:52:15 UTC
Salvos Rhoska wrote:
Jenn aSide wrote:
Still mising the point


Explain to me what harm there is in increasing the negative security standing modifier for HS illegal activities?

CONCORD is unaffected.
Faction Police, pfft.
HS illegal action meta is unaffected.


I have news for you: true gankers have -10.0 sec status. And guess what? They keep ganking non-stop. Roll

Everything in the current punishment policy for ganking has been gamed into irrelevance. Just making faster the point where they become -10.0 and must start using the different means to negate any backlash from that would make no difference.
Salvos Rhoska
#189 - 2015-10-09 20:22:17 UTC  |  Edited by: Salvos Rhoska
Indahmawar Fazmarai wrote:
Salvos Rhoska wrote:
Jenn aSide wrote:
Still mising the point


Explain to me what harm there is in increasing the negative security standing modifier for HS illegal activities?

CONCORD is unaffected.
Faction Police, pfft.
HS illegal action meta is unaffected.


I have news for you: true gankers have -10.0 sec status. And guess what? They keep ganking non-stop. Roll

Everything in the current punishment policy for ganking has been gamed into irrelevance. Just making faster the point where they become -10.0 and must start using the different means to negate any backlash from that would make no difference.


Its just flat out stupid not paying attention to a red, whether in HS due to sec status, or NS due to a (un)known hostile.

Perhaps I have not articulated myself clearly enough in any given post.
People on both sides of the argument are jumping to conclusions, based on the subjective implications they foresee on their part.

Im not talking about mitigating stupidity, laziness and irresponsible flying in HS.

Im talking simply about adjusting the punitivite sec status modifier for illegal action in HS.

Imo, considering that the so called risk nature of HS illegal aggression is vested in an NPC/PvE element (CONCORD), as inevitable ship destruction, against the premeditated and calculated gank act, is out of alignment in terms of repercussions.

It unequally favors the ILLEGAL aggressor.
If you succeed, you lose your ship.
If you fail, you lose your ship.
Its a bullshit and "false" risk, as the outcome is the same in this regard in either case.
There is actually no risk at all, because you lose your ship ANYWAYS (IN PvE!), just commensurate opportunity for profit if it works.

Large part of the problem of addressing this issue, is reversing the incipient and widespread misdirection away from this mechanical fact, by means of blaming irresponsible victims in sensational stories.

The indirect, but significant way, to correct this, is to increase the sec status penalty so that players engaged in illegal activity are flagged as such, earlier. This so that PLAYERS (not CONCORD, which is reactive) can react to a recognised threat. Furthermore, it would mean that the "risk" of illegal aggressors carries a more significant impetus for having to recoup sec standing in areas of space where they themselves, in PvE activities, become targets for others too.

THERE IS NO RISK IN HS ILLEGAL ACTION.
You lose your ship whether you succeed, or fail.
Its a fallacy to claim this id PvP, because its a PvE entity which ultimately fulfills this result.
Thereby, and following from that, an increased sec standing malus is the way to punish HS illegality (as ship destruction is moot, since it happens anyways, in success or failure), so as to flag a criminal, earlier, in perpetuity, for others to aggress as well as to return them therafter to other sectors of space where they inturn are vulnerable to aggression/content while making up the difference in sec standing at the mercy of other players.
Bellatrix Invicta
Doomheim
#190 - 2015-10-09 20:30:33 UTC
Salvos Rhoska wrote:
words



By the gods you say a lot of words with no content. How, in any way, does highsec criminal activity favor the criminal? I mean, really? A criminal can't warp once timer'd, citizens can warp as long as they don't timer. Criminals lose their ship 100% of the time, citizens don't. Criminals run the risk of bystanders taking shots as well, citizens do not.

Where again is this favored balance toward the highsec aggressor?

If you think you've won, think again.

The CODE always wins.

Indahmawar Fazmarai
#191 - 2015-10-09 20:33:21 UTC
Salvos Rhoska wrote:
Indahmawar Fazmarai wrote:
Salvos Rhoska wrote:
Jenn aSide wrote:
Still mising the point


Explain to me what harm there is in increasing the negative security standing modifier for HS illegal activities?

CONCORD is unaffected.
Faction Police, pfft.
HS illegal action meta is unaffected.


I have news for you: true gankers have -10.0 sec status. And guess what? They keep ganking non-stop. Roll

Everything in the current punishment policy for ganking has been gamed into irrelevance. Just making faster the point where they become -10.0 and must start using the different means to negate any backlash from that would make no difference.


Its just flat out stupid not paying attention to a red, whether in HS due to sec status, or NS due to a (un)known hostile.

Perhaps I have not articulated myself clearly enough in any given post.
People on both sides of the argument are jumping to conclusions, based on the subjective implications they foresee on their part.

Im not talking about mitigating stupidity, laziness and irresponsible flying in HS.

Im talking simply about adjusting the punitivite sec status modifier for illegal action in HS.

Imo, considering that the so called risk nature of HS illegal aggression is vested in an NPC/PvE element (CONCORD), as inevitable ship destruction, against the premeditated and calculated gank act, is out of alignment in terms of repercussions.

It unequally favors the ILLEGAL aggressor.
If you succeed, you lose your ship.
If you fail, you lose your ship.
Its a bullshit and "false" risk, as the outcome is the same in this regard in either case.
There is actually no risk at all, because you lose your ship ANYWAYS, just commensurate opportunity for profit.

Large part of the problem of addressing this issue, is reversing the incipient and widespread misdirection away from this mechanical fact, by means of blaming irresponsible victims in sensational stories.

The indirect, but significant way, to correct this, is to increase the sec status penalty so that players engaged in illegal activity are flagged as such, earlier. This so that PLAYERS (not CONCORD, which is reactive) can react to a recognised threat. Furthermore, it would mean that the "risk" of illegal aggressors carries a more significant impetus for having to recoup sec standing in areas of space where they themselves, in PvE activities, become targets for others too.




You sound like an armchair general, refusing to understand how an actual battle works. Roll

Having -10.0 status is irrelevant to the ganker and serves nothing to the victim. When you see the flashy red, it's too late already because he's fleetwarping to his neutral alt and right into optimal. Then either your tank stands or you lose the ship.

That's real war. Making them flashy red serves nothing, so making them flashy red any bit faster is pointless.
Salvos Rhoska
#192 - 2015-10-09 20:59:31 UTC
Indahmawar Fazmarai wrote:
You sound like an armchair general, refusing to understand how an actual battle works. Roll

Sorry.

I stopped reading right there.
Aina Aideron
The Scope
Gallente Federation
#193 - 2015-10-09 21:35:18 UTC  |  Edited by: Aina Aideron
Personally, I believe that the single-player impression of high sec is due to that there isn't much content, besides combat related, where you need or have an incentive to collaborate with other players towards a common goal.

In combat there are mechanics that in a fleet vs fleet battle, be it pvp or incursions, require fleet members to have the right ship, fit and tactics. It makes it challenging.

If you like mining, the main reason to be with someone, except company, security and of course bonuses like mining foreman, is that the mining goes faster. The process of mining is relatively straightforward and the same and I also think it should continue to be, I know many like that. However, in some cases, I think if you go to a large mining operation somewhere, it's an extremely complex operation. Lots of different parts need to go smoothly, for the operation to work well.

Similarly, a mining operation in eve could start with the object of finding and scanning down the prospective area for mining. Following this it would be interesting to have special mining operations that required more specialty from the fleet. In fact it could be so that every role would be needed to make the operation work and the tasks would require attentiveness. Some ideas are ore eroder, a module that is directed at the ore and softens it, which makes mining faster, mining laser amplifier, a module that is directed at the ship doing the mining and increasing that ships yield. That would be collaboration at a level like we see in combat fleets. The reward when being part of group like this would be higher yields in total and a more interesting experience, where your part counts.

I think this is sort of in line with what Sugar Kyle wrote in the blog for the prospect mining idea.

Likewise exploring somewhere, expeditions often require teams. How about making some sites in a way that you needed special ships and skills, together, for. Repairing a broken relic or data object to get the loot, powering up an object where the power is lost to make it accessible to get the items, you could even have to use an ewar ship to overload the object's resistance to hacking.

These areas with special conditions for mining and exploring shouldn't be very time consuming for ccp to create either, it it can work like the current sites. If new ones appear sometimes, like the current sites, just adjusting some factors, making the challenges at the site different for each time.

An important thing is to find incentives that make things more collaborative, not only in high sec but other sec's and wh as well.
Vic Jefferson
Stimulus
Rote Kapelle
#194 - 2015-10-09 21:43:34 UTC
So I played with those numbers a bit more, had fun doing so, and without a single doubt, I'm pretty sold on the idea that high sec is very much so more dangerous than null, at least in the year 2013.

High Sec Systems
Median ISK killed: 38.8b
Mean ISK killed: 119.1b

Low Sec Systems
Median: 63.8b
Mean ISK killed 153.1b

Null Sec Systems
Median ISK killed: 15.6b
Mean ISK killed 38.1b

Here is a density graph:
http://i.imgur.com/strxrtx.png

Basically, as soon as you pass the 25b mark, HS (red line) beats NS(blue line).

I really wish i had the numbers for 2014 and 2015.

Even if you won't accept hard data, again, I invite you to empirically test it for yourself. High sec allows you to really keep up the pace of destruction due to target density and target value, as opposed to the nothingness that is most of null. Give yourself an equal number of hours ganking in High Sec as you do hunting in null - I would be shocked and amazed if you consistently killed more ISK in null than you do in High, and would really like some tips, tbh.

Vote Vic Jefferson for CSM X.....XI.....XII?

Nicolai Serkanner
Incredible.
Brave Collective
#195 - 2015-10-09 21:48:26 UTC
Anize Oramara wrote:


- There are no bodyguards in the room though, there's some in a different part of the house though and it takes them a while to get to you so you have plenty of time to kill that freighter (that isn't a super tanked proteus) before the bodyguards arrive. And then, this is the best part, after the guards kill you some random 'unafiliated' guy calmly walks up and takes all your valuables off your corpse while they just watch.

You analogies are so broken it's pretty sad.


Please tell me how long do you need to bump a freighter in 0.0 before it can be destroyed and how long it takes before Concord comes to take the attacker's ship away? in my experience in 0.0 you are totally fcked if you jump any freighter through a stargate without sufficient protection, and the one that attacks you will not be Concorded ... ever!

The single most important mistake HS residents make is that they feel entitled to ANY type of protection. You really should learn how to use the enormous advantages the game already gives you compared the LS or NS .

Nicolai Serkanner
Incredible.
Brave Collective
#196 - 2015-10-09 21:51:00 UTC
Vic Jefferson wrote:
So I played with those numbers a bit more, had fun doing so, and without a single doubt, I'm pretty sold on the idea that high sec is very much so more dangerous than null, at least in the year 2013.

.



Wrong. If there is more damage done in HS doesn't mean it is more dangerous. I would support the idea that HS residents are more careless ( because I don't want to call them stupid ) than LS or HS and therefore ther are more losses in HS.
Nicolai Serkanner
Incredible.
Brave Collective
#197 - 2015-10-09 21:54:53 UTC  |  Edited by: Nicolai Serkanner
Salvos Rhoska wrote:
Indahmawar Fazmarai wrote:
You sound like an armchair general, refusing to understand how an actual battle works. Roll

Sorry.

I stopped reading right there.


I think you should continue to read, because although I generally disagree with IF, in this case it is you who talks bollocks. Learn to play the F. game dude, because you clearly don't get it.
Vic Jefferson
Stimulus
Rote Kapelle
#198 - 2015-10-09 22:00:00 UTC
Nicolai Serkanner wrote:
Vic Jefferson wrote:
So I played with those numbers a bit more, had fun doing so, and without a single doubt, I'm pretty sold on the idea that high sec is very much so more dangerous than null, at least in the year 2013.



Wrong. If there is more damage done in HS doesn't mean it is more dangerous. I would support the idea that HS residents are more careless ( because I don't want to call them stupid ) than LS or HS and therefore ther are more losses in HS.



We could play this both ways.

Careless people have a greater chance of being discovered in High Sec than they do in Null Sec, which therefore makes it more dangerous. Again I already said that in both cases, high and null, the only kills people get are ones given freely by negligence or carelessness. It's much easier to find negligent or careless people in a much more densely populated area.


Very occasionally, if you roam null enough, you will eventually find a humongous kill that was totally gifted to you by someone's extreme derpyness or negligence. It doesn't happen often. If you just stay docked in Uedama or Niarja, this will happen to you almost every hour. That's the difference. Derpyness is punished far less often when you are 40 jumps away from anything.

Vote Vic Jefferson for CSM X.....XI.....XII?

Nicolai Serkanner
Incredible.
Brave Collective
#199 - 2015-10-09 22:20:18 UTC
Vic Jefferson wrote:
Nicolai Serkanner wrote:
Vic Jefferson wrote:
So I played with those numbers a bit more, had fun doing so, and without a single doubt, I'm pretty sold on the idea that high sec is very much so more dangerous than null, at least in the year 2013.



Wrong. If there is more damage done in HS doesn't mean it is more dangerous. I would support the idea that HS residents are more careless ( because I don't want to call them stupid ) than LS or HS and therefore ther are more losses in HS.



We could play this both ways.

Careless people have a greater chance of being discovered in High Sec than they do in Null Sec, which therefore makes it more dangerous. Again I already said that in both cases, high and null, the only kills people get are ones given freely by negligence or carelessness. It's much easier to find negligent or careless people in a much more densely populated area.


Very occasionally, if you roam null enough, you will eventually find a humongous kill that was totally gifted to you by someone's extreme derpyness or negligence. It doesn't happen often. If you just stay docked in Uedama or Niarja, this will happen to you almost every hour. That's the difference. Derpyness is punished far less often when you are 40 jumps away from anything.


What???? Are you totally deranged?
Vic Jefferson
Stimulus
Rote Kapelle
#200 - 2015-10-09 22:38:46 UTC  |  Edited by: Vic Jefferson
Nicolai Serkanner wrote:
What???? Are you totally deranged?


Maybe?


You assert that HS is more dangerous because HS residents are more careless than LS or NS residents. I am offering the alternative hypothesis here, where HS is more dangerous not because its residents are more careless than NS or LS residents, rather that people are more often going to be punished for being careless in HS due to the population density. The average player in null is equally or more careless than the average high sec player, just escape detection more often due to distances and population density.

CODE. has like 3-4 chokes to monitor for big kills, the chances of a careless freighter escaping their gaze is small.

How many nullsec systems are there? What is the likelyhood that someone doing something incredibly careless will get away with it, without an embarrassing lossmail and a hole in their wallet? Pretty reasonable I'd say.

Vote Vic Jefferson for CSM X.....XI.....XII?