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The problems with 0.0 Sov, Alliance life and how to fix it

Author
Stetson Eagle
Paird Technology
#21 - 2012-01-26 12:04:13 UTC
The main issue that is caused with most of the solutions is, in my opinion, player level taxation. Would the already negligible difference in isk/hour encourage the generic nullbear to stay while being additionally taxed in both isk revenue and mandatory supercap fueling or ice mining ops?

Throwing out a couple fast ideas for discussion:
1) Nullsec could have sleeper AI on belt and site rats, with rat strenght and bounties scaling by sec status. Solo work in high truesec, group work or capitals for good reward in low truesec.
2) Belt mining could be drastically improved in nullsec, prehaps by allowing "rare drops" (long duration mining crystal gems and super epic crystals?) to spawn while at it but requiring player input to collect.

These might allow for more risk vs. reward options in nullsec while forcing bots into low truesec.
Killer Gandry
The Concilium Enterprises
#22 - 2012-01-26 12:19:13 UTC
Why should only the jumpbridges have to have fuel?
Instead of the standard fuel a JB has to use a pilot also has to carry an own portion of some fuel to be able to use the jumpbridge.
Ofcourse that fuel is also depleteable so you will have to have ship jumping along with the fleet to refuel the ships so they can go on longer travels or return.

That to use a larger portion of your cargobay to carry more fuel but then you can carry less ammo.

Sovheld space which isn't being cultivated to be used should be heavier on the costlist of the alliance holding it. ie: if you hold 50 systems but only are upgrading 20 then those 20 should lower the cost slightly to keep them but the 30 not being utelized should weigh heavier on the sov bill than those 20 bring in in decreased cost.
Thus an alliance won't swallow up a mass of systems and then have large grey spots which hardly see any use.

This would open up the need to either rent out those systems to other smaller entities or to unclaim those systems to ditch a large costpost.
0.0 utelisation would be more complex then but also would open up null sec more to smaller entities and force more interaction in 0.0

Ofcourse this would probably make the smaller entities more prone to end up like cannonfodder so there should be some form of gamemechanic to make it more desirable for the alliance renting out to have a bigger intrest in keeping their renters in there.
Like a base % of the renting alliances income going to the alliance renting the system(s) out.
The alliance will still own the system but the renter alliance will hold sov as renter and as long as the rent bill is paid for by an official bill which also shows up in the wallet the rented sov will continue.

If the renter doesn't pay the bill in time sov falls back to the original owner who then has the burden to find a new renter or else suffer the same consequense again of being stuck with high cost systems.
Incase of held systems which are rented out being sieged the renter can decrease the rentbill by a fixed percentage of the amount of rented space being under attack.
Systems under heavy attack but little defence should cost more in sovbills than they bring in. This would make it more interesting to put systems under siege but would also bring forth more need to defend the systems.


Just a few idea's I will think about more and try to work out.


Skorpynekomimi
#23 - 2012-01-26 12:34:18 UTC
I don't know enough about nullsec to form any conclusions on this without being very wrong.

However, I do know SOME things.
POCOs are a step in the direction you're wanting. Good or a bad thing, as you see it, mister OP?

Why not just add an ISK cost to using jump bridges as well, which also goes to the alliance.

What's to stop supercaps just being run out of fuel while logged out, and being kept with zero upkeep from there?
I mean, you'd need to refuel them before use, but that's easily done with an orca.
What happens when they run out of fuel in space?

What's to stop big alliances (Like, for example, the Dreaded Goons) getting EVEN BIGGER because they can just cut off other people's logistics on a whim with their huge player base, and farm huge amounts of ISK from taxes.

Also, I feel the need to point out that, as a lowsec pirate, you're a horrible, horrible person. Especially if you gatecamp on pipes to nullsec.

Economic PVP

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#24 - 2012-01-26 13:09:14 UTC
I read the first few lines and you might have a point. I will read the rest and comment when you post in the right forum.
OmniBeton
Deep Core Mining Inc.
Caldari State
#25 - 2012-01-26 14:37:54 UTC
Mors Sanctitatis wrote:
SUPERCAPS. (see what I did there?) Lol

The U.S. Navy has 11 Carrier Battle Groups. Why 11? Why not over 9000? Because of cost. Both in money and in manpower. Supercaps need to have something similar. If Supercaps had to be constantly fueled similar to POSes in order to simply keep running, the simple logistics of keeping them fueled will reduce their use overnight. The mechanics already exist: build a hybrid of POS and jump fuel mechanics. Add a dedicated "superfuel" cargo hold to all Supercaps. Let them use fuel blocks, just like POSes, and the fuel blocks will be consumed at a rate of 1x while logged off, and 2x while logged on. Just simply owning a Supercap will be hugely expensive and time consuming to maintain. Actually using them will be even more costly, both in time and money.

You'll see more precise and strategic use of the ships once the players get the hang of dealing with the increased costs and logistics of owning a Supercap. Alliances will own and use just enough to get the job done instead of bringing everything they have "just because we can".

If everything is always essentially "free" to use then players will always bring everything they have. This is how we've arrived at our current state of being.

Note that all of my concepts are simply rough ideas. I'm brainstorming; thinking out loud if you will. Don't jump down my throat if something I'm suggesting sounds awful. I'm totally open to hearing your ideas and suggestions to refine my concepts, or accept your ideas if you have something in mind that would be more elegant and simple.


My thoughts exactly. Not only using supercaps should cost something, but having one too.
Maintanance of ship costs. Even if they are standing in dock. You can't expect carrier you left docked and abandoned somewhere for 20 years to be ready for fight immediately after you supply crew and ammo.
Lyrka Bloodberry
Spybeaver
#26 - 2012-01-26 14:44:42 UTC
OmniBeton wrote:

My thoughts exactly. Not only using supercaps should cost something, but having one too.
Maintanance of ship costs. Even if they are standing in dock. You can't expect carrier you left docked and abandoned somewhere for 20 years to be ready for fight immediately after you supply crew and ammo.


Neither can you expect that from a Battleship or Frigate... Not exactly a good argument.

I do not think using a ship of any kind should cost anything. And I do not think letting SCaps cost something would solve any problem with them.

Spybeaver

Jenn aSide
Worthless Carebears
The Initiative.
#27 - 2012-01-26 15:05:20 UTC  |  Edited by: Jenn aSide
I like the general ideas. 3 thoughts in no particular order.

First, tax on every npc killed in an alliance's sov space. HELL YEA. Could be compatabile with CCPs' "small holding" ideas, gives alliances a real reason to hold space, gives others a reason to contest an alliance holding space ect.

Secondly, Ship maintenance. something i've advocated before. I've seen some suggest using pos fuel for supercaps, but i don't really like the idea anymore. Maybe just something like a smallish monthly isk fee, a fee that decreases (but never goes away) the more you train a skill (lets call it "Capital Logistics" or something). Not paying the maintenence cost would result in something like random malfuntions to your ship like less EHP or longer align times or something.

Lastly, the part I don't agree with is the Warp to zero idea. Keep WTZ, change the gates....

.....Make every unclaimed 0.0 system gate a "regional" gate that can't be bubbled, making it easier for outsiders/hostiles to move around null sec.
Claiming a system and each sov or strat level gained makes the system gates "smaller", at sov 3 the gate would be normal sized and able to be bubbled, at sov/strat 4 ships would emerge 10km from gate instead of 12 ish on jump in, and at Sov/Strat 5 it would be the same as 4, but the holding allaince could install low sec styled GATE GUNs that would auto aggress any neutral or hostile. so ownership would affect defensibility, but be VERY expensive, and the rest of null would be more open to outsiders.

All in all, op has a good grasp of Null.
Zimmy Zeta
Perkone
Caldari State
#28 - 2012-01-26 15:15:01 UTC  |  Edited by: Zimmy Zeta
I really like most of OP's ideas, especially the part about logisitcs.
A few days ago I was wondering why piracy was in such a bad shape in Eve.
Most pirates have highsec alts that supply their main with enough isk to keep up his pirate career. Am I the only one who thinks that something is terribly wrong here?
Piracy should be a high risk but also a high profit enterprise. But with lowsec being an empty an economically useless space there simply are not enough freighters to loot to make piracy worthwhile, at least isk-wise.

So my idea was to bring trade routes back, interceptable trade routes through low sec, to be more specific.
95% of the carebears are not going to leave highsec, we should start to accept this as a fact and find a way to still integrate them into the game by giving highsec players a new role.
The idea is to split the moon-goo between highsec and null. The more profitable ones will still be located in null sec. But in order to transmute them into more precious materials, you will also need other moon minerals, that can only be found in highsec.
So constant convoys from highsec to null and from null to highsec will be needed to make the most out of your moon goo.- convoys that pass through lowsec. Of course, the ability of JFs, JBs etc. should somehow be nerfed to have those heavily guarded convoys going.
I haven't elaborated this idea yet, there would be many things to consider, but I like the idea of highsec and null being forced to work together with the baddies in lowsec trying to disrupt this to get their share of the pie.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Elessa Enaka
Doomheim
#29 - 2012-01-26 15:19:22 UTC
Really good read, you really should consider running for the CSM. I didn't read a single idea that I didn't like (kinda hesitant on WTZ, but that is only because I haven't known Eve without it) .

I especially like the idea of requiring fuel for SC (it makes me think of the idea I proposed in your mining thread about anchoring Orcas/Rorquals). TBH, why aren't SC handled more like mobile stations? IRL, the largest ships in the world are essentially floating cities, why not have the largest ships in Eve be handled more like mobile stations?

I have little experience with Sov 0.0 (having only ever passed through Unclaimed systems), though I do find your ideas interesting and if 0.0 were to be handled in the way you describe, I think that it would be an improvement (considering what I have read and heard from others).

Devour to survive, so it is, so it's always been Eve is a great game if you can get past all of the asshats....

Jalmari Huitsikko
Avanto
Hole Control
#30 - 2012-01-26 15:39:36 UTC
ALLIANCE NEEDS MORE TAXATION METHODS IT WILL IMPROVE GAMEPLAY FOR INVDDIVIDUAL
Nicolo da'Vicenza
Viziam
Amarr Empire
#31 - 2012-01-26 16:22:08 UTC
Zimmy Zeta wrote:
.
The idea is to split the moon-goo between highsec and null. The more profitable ones will still be located in null sec. But in order to transmute them into more precious materials, you will also need other moon minerals, that can only be found in highsec. .

Highsec POS warfare is garbage, no thanks.
Nicolo da'Vicenza
Viziam
Amarr Empire
#32 - 2012-01-26 16:24:31 UTC
Darling Sheep wrote:
Why not make holding sov exponentially more expensive the more sov you hold?
In that way there is a limit to what you can support as an alliance.

They tried this already.
Just because I don't hold the space doesn't mean I can't stop you from holding space either and replace you with a renter.
Lyrka Bloodberry
Spybeaver
#33 - 2012-01-26 16:38:42 UTC
Zimmy Zeta wrote:

So my idea was to bring trade routes back


May I add: Interceptable trade routes.

Spybeaver

Zimmy Zeta
Perkone
Caldari State
#34 - 2012-01-26 16:57:18 UTC  |  Edited by: Zimmy Zeta
Lyrka Bloodberry wrote:
Zimmy Zeta wrote:

So my idea was to bring trade routes back


May I add: Interceptable trade routes.


That was the whole idea behind the wall of text, yes.
edit:
fixed this in my previous post, thank you.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

James1122
Perimeter Trade and Distribution Inc
#35 - 2012-01-26 17:01:37 UTC
Though the ideas are pretty good surly this belongs in features and ideas ?

....

Unnamed Variable
Center for Advanced Studies
Gallente Federation
#36 - 2012-01-26 17:37:32 UTC
WTB TL;DR version of OP's post.
Lady Spank
Get Out Nasty Face
#37 - 2012-01-26 17:55:37 UTC
Unnamed Variable wrote:
WTB TL;DR version of OP's post.

thats because you are dumb. if you lack the mental capacity to read then kindly GTFO.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Gnaw LF
Viziam
Amarr Empire
#38 - 2012-01-26 18:01:44 UTC
I like some of your ideas, I do not like your moon goo idea though. I think ALL the moon goo needs to go, every single one. Instead of moon goo there needs to be a single resource, lets call it Stellar Mineral Resources (SMR), and this resource inherits the Rarity rating (so you have SMR8, SMR16, SMR32 and SMR64). Now, I liked your idea of making active system generate more benefits for the Alliance. So why not tie in the SMR into the very same system? Instead of all the moon mining POSes there will be one Stellar Mining Complex (or some sort of facility) per system that will generate SMR, and the quality/rarity of the SMR that is generated will depend on the Industrial and Military Indexes of the system.

Benefits of this system:

-Alliances will actually need bears / miners
-Nullsec will be more populated
-Sov holders will actually have to actively protect the system against roaming gangs instead of hiding in Outposts / Force Fields
-Economic warfare / denial
-Less structure shooting since all the Moon Mining POSes are replaced by a single structure


Shortcomings:

-AFK Stealth Cloakers - However many people have already proposed a solution, ranging from POS modules that help the Sov holder scan down the cloaking ship to the new cloak hunter ship discussed in the latest CSM meeting.
OmniBeton
Deep Core Mining Inc.
Caldari State
#39 - 2012-01-26 20:10:19 UTC
Lyrka Bloodberry wrote:
OmniBeton wrote:

My thoughts exactly. Not only using supercaps should cost something, but having one too.
Maintanance of ship costs. Even if they are standing in dock. You can't expect carrier you left docked and abandoned somewhere for 20 years to be ready for fight immediately after you supply crew and ammo.


Neither can you expect that from a Battleship or Frigate... Not exactly a good argument.

I do not think using a ship of any kind should cost anything. And I do not think letting SCaps cost something would solve any problem with them.


Have you played ANY 4X game, ever ???
Civilization, Galciv, MOO or something like that ?
In all those games there is a cap on how many units you can build lays exactly where maintanance cost meets your total income. And you pay for all units, no matter if they fight or sit down in city/planet/whatever

And it WORKS, I can assure you.


Manssell
OmiHyperMultiNationalDrunksConglomerate
#40 - 2012-01-26 21:18:05 UTC
Mors Sanctitatis wrote:



Sovereignty, holding space and making money: Currently, alliances don't have any truly direct revenue stream. Sure, there's moon goo and tithes that are paid by member corps and renters etc., but those are all "unofficial". That is, there's no concrete in-game framework that allows any of this to happen in an automated fashion.



I want to come at this from a slightly different angle just to explore the idea.

What if this is that this is a good thing and needs to be made even harder. One of the biggiest complaints I hear about 0.0 is that it's "stagnate". Not that nobody moves, just that the powerblocks are set and only really seem to fall from internal pressures. Well why do things that help decrease those pressures? Many of the 0.0 pilots I talk to identify with their alliance more than their corps now, it seems the more tools we give to alliance management, the more alliances become the new corps. There just isn't much internal alliance drama outside of personal epeen grudges.

But what if you removed the executor corp (if you could?) and replaced it with a treaty system instead? Make the alliances more "loose" in their membership. That way the assets the mega alliances have now would still exist, but they would be even more in the hands of the corps that actually controlled them, and they would have to be given to the alliance voluntarily. Couple this with some way of needing to actual occupy a system to have SOV over it, and give that SOV to the corp not the alliance, and the mega alliances would start to have huge internal pressures on them if they grew to big. Why would X corp now fly 30 jumps to protect Y corps moons, if Y is getting most of the income (or suspected to be hold some back from the alliance, see more political drama). Sure they might still, but they also might think twice out it. Or if the treaty that set up the alliance permitted it, X corp, could even attack Y corp to fight over assets within the alliance. If Z corp has most of the suppers, why should they risk them over M corps anoms? Would they abandon allies in a fight? And would the rest of the alliance care if they are dependent on Z corps suppers? Perhaps, or perhaps not, but the possibilities would all be there, possibilities that don't seem to happen much now.

It just seems that the more tools we give for helping alliances to manage themselves the less reasons people seem to have to fight one another outside of the personal grudges of a few alliance leaders.javascript:if%20(typeof%20posting=='undefined'||posting!=true)%20{posting=true;__doPostBack('forum$ctl00$PostReply','');}
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