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Make Hisec dwellers responsible for their own security?

Author
Jonah Gravenstein
Machiavellian Space Bastards
#1 - 2012-04-14 10:11:02 UTC
This is an compilation of some of the ideas expressed in the recent crimewatch thread in general discussion.


Serene Repose wrote:
Anyone read Kurt Vonnegut's Cat's Cradle? Two guys fall off a merchant ship into the sea and are washed up on an isolated, but inhabited island. They decide to rule the island, so one forms a government, the other forms a religion. The first thing they do is make the religion illegal. The punishment for being in this religion was public impailment on huge fish hooks. The state has to have an enemy it's protecting the people from, but you can't overcome the enemy or you lose the dynamic...therefore, a religion - believers. It worked. They became wealthy. Hilarious book.

What is missing in EVE isn't bad guys pissing people off. What is missing in EVE are actual competing interests. Running around challenging people to streetfights and calling people who don't want to fight "carebears" isn't remotely the same as the unbridled and never ending warfare of competing interests, and doesn't even touch the dynamics of the game.

What you want are corporations developing empty space. To the space hoodlums this is "carebear" activity. (These rabid brawlers could provide security for a corporation like this...be their military arm. Though, it may initially involve a lot of boring activity. Ask any military policeman who's guarded an airfield.) These corporations acquire systems, set up mining and manufacturing facilities, open trade routes to market their products, ta da ta da. Over time they'll have beaucoup time and resources invested and a serious interest in holding and defending what they've built.

Eventually the borders of these interests start bumping into each other. Their trade activity starts impinging on another interest's trade activities. The growth is hindered. Push comes to shove. They start raiding each others facilities, shipping, mining interests. Enough is enough, boom, warfare. At this level of growth it's no big deal to muster a fighting force on a huge scale. (Having this ability makes street brawling pirates look like mosquitos on an elephant, btw, so that activity is dwarfed by comparison.)

Take botting for instance. If your corp wants to own the system where botters are raking in the dough. How difficult would it be to conquer that system operating with resources on that scale? You'd own them. The more they blindly send out replacement ships, the more dummies you have to train your new fighter pilots with.

A problem seems to be an overage of gamers who want to get into a fabulous ship and go out and just kill stuff. The development of null sec into an empire-like state doesn't satisfy that wanton urge. And, I'll tell you, advocating building the capacity to conduct massive, on-going region-wide warfare isn't being a carebear. Doing what those people you call "carebears" do, that's what you need done in order to engage in the more intensive kind of warfare EVE is capable of providing.

I hope that was adequately confusing.
Original post

stoicfaux wrote:
Speaking of unnecessarily unrestricted aspects of high-sec, how about letting the "citizens" of a particular system decide how to implement security instead of relying on CCP's overly-simplistic retro-active aggression mechanics?

The traders, industrialists, miners, etc., should be able to lobby (aka pay isk for) the faction/corporation owning the system/station to add more sentry guns, faction police, and to control/influence when and at whom those gun fire at. Meaning, if the Jita 4-4 community can vote via the "Jita 4-4 Homeowner's Association" to buy a hundred extra sentry guns and to implement a "one strike and you're out" policy where the guns to preemptively fire at anyone (capsules included) who has ever broken the rules (i.e. initiated a gank on the station grid within the past year or who has a less than 4.99 security status,) then I think most people would be open to removing the artificial limits imposed on high-sec.

If you want more freedom of high-sec combat, then the local citizens should be given more freedom to enforce the law.


Or, let's just turn everything into 0.0, get rid of the NPC factions, and give corps and alliances the in-game tools to run governments (i.e. taxes, voting, publishing policy, paying for faction police, etc..)
Original post




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Jonah Gravenstein
Machiavellian Space Bastards
#2 - 2012-04-14 10:11:39 UTC  |  Edited by: Jonah Gravenstein
stoicfaux wrote:

The current aggression/CONCORD mechanics create a "victim mentality" in high-sec carebears, so I'm glad that the whole system is being overhauled. This "victim mentality" is really bad because it actively pushes carebears away from PvP instead of making them more comfortable with the idea of PvP. Generally speaking, CONCORD is a joke from the victim's point of view because it provides revenge instead of actual justice, gives the initiative to the ganker, "punishes" the attacker with a very temporary probation, and provides no restitution for the victim. High-sec carebears thus have to adopt a meek risk avoidance attitude instead of aggressively working to secure their homes.

As others have hinted at, there's a big difference between security and "law enforcement." CONCORD's (weak) security just encourages increased passivity in high-sec carebears whereas we should have "law enforcement" which relies on community action to enforce the law in high-sec. (Plus, community increases sub stickiness and community PvP makes the transition to a PvP mentality a bit easier.) In other words, the current security mechanics result in "Waaaaaah! CCP save us!" instead of "Call out the local watch and round up a posse, we gots us some vermin to hang!"

As others have pointed out, the greater the high-sec carebear mentality grows, the more economic reasons that CCP has to make high-sec a 100% PvE.

Timer Length
My initial criticism of the initial crimewatch system is how short the timers are. Realistically, if someone attacks someone in high-sec there should be serious repercussions, such as a month long "kill on sight" flag against the perp where the sentry guns, faction police and deputized "player police" can attack the perp whenever they trespass in the faction or corp space where the infraction(s) occurred. Short suspect/criminal timers favor the perps over the law abiding citizens and are insulting.

Now before people whine about how "unfair" that is, it should be possible for perps to avoid or kill the sentry guns and faction police in order to gank high-sec, however, it shouldn't be easy, especially if local citizens have paid to beef up security. And even then, the perps should have to deal with player based "police" units with badges (think deputized players) that allow them to kill perps on sight. The more "civilized" the system is, the more effort it will take to gank again in high-sec. Ideally, it should take a major raid by an organized group (*cough*Goons*cough*BurnJita*cough*) to effectively attack a system like Jita 4-4 and it should be easy for the citizens to join in the defense of "their" home.

More importantly, the local high-sec community members should be able to pay into their defenses to make their neighborhoods and trade routes safer, such as buying additional sentry guns, more faction police, having faction police patrol the mining belts, etc.. It wold be an isk sink and gives the non-combat oriented players a stronger voice in the security of their neighborhoods. They should also be able to vote on how and when the sentry guns and/or faction police attack someone. For example, the Jita 4-4 community could implement a "one strike and you're banned from the station grid" rule, or that anyone with a personal sec status of 2.5 or less on the station grid is kill on sight, and/or that perps have to provide X amount of restitution to the victim before being removed from the KoS list.

Regaining security status
Tags to regain security status? Stupid, stupid, stupid. How about paying restitution instead? If CCP is going to track the amount of isk lost in a war dec, then it should be easy to track the isk loss of a gank victim. The perp can get "forgiveness" by paying off the victim via restitution.


From the RP perspective, high-sec is supposed to be "civilized" space, providing a stable environment in which to perform trade, manufacturing, etc.. It doesn't have to be completely locked down, but even in the Wild West, towns didn't allow a policy of "you can mug whoever you want, just as long as the sheriff kills your horse." Instead, the citizenry got together, hunted you down, and if they caught you, built a gallows in the town square and hung you by the neck until dead.

Crimewatch, even with its improvements, could still learn a lot about community, justice, and law enforcement from the US Wild West period.


The relevant discussion starts at the bottom of page 30 of the thread, there are both detracters and supporters in the discussion but I thought it would be worthwhile posting the relevant points in features and ideas, especially since Dev feedback is missing from the later part of the thread.

Personally I believe it to contain some good ideas, as expressed in my own posts which I am not going to quote.

Ideas, discussion, criticisms, thoughts, & even trolls P are welcome.

had to edit out the link to the above post because the forum threw a wobbly and whines about BBcode not parsing when it provided the bloody BBcode itself.

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Aqriue
Center for Advanced Studies
Gallente Federation
#3 - 2012-04-14 11:27:23 UTC
Jonah Gravenstein wrote:
[quote=stoicfaux]
The current aggression/CONCORD mechanics create a "victim mentality" in high-sec carebears, so I'm glad that the whole system is being overhauled. This "victim mentality" is really bad because it actively pushes carebears away from PvP instead of making them more comfortable with the idea of PvP. Generally speaking, CONCORD is a joke from the victim's point of view because it provides revenge instead of actual justice, gives the initiative to the ganker, "punishes" the attacker with a very temporary probation, and provides no restitution for the victim. High-sec carebears thus have to adopt a meek risk avoidance attitude instead of aggressively working to secure their homes.

Correct on those points. Which is why it is fine. Be smart and you don't bring attention to yourself.

On the flip side, those that belive the meek should be their chickens and sheep to their wolves also don't like the fact they will lose their ship to CONCORD and belive a wild west attitude that they should shoot everyone without repercussions. Of course, back then the game was failing at low subscription numbers, so highsec is created and a middle ground is found: Can't shoot everyone without repercusions but a target rich enviroment is created. So, highsec is fine how ever you play it.
Jessica Sweetwater
Tribal Liberation Force
Minmatar Republic
#4 - 2012-04-14 11:36:06 UTC
didnt even bother reading it all

most of us in high get along just fine, if u choose to live near market hubs ur gonna get ****** over, its that simple

be smart

live carefully

dont run missions for major corps

seriously, dont be stupid?
Kusum Fawn
Perkone
Caldari State
#5 - 2012-04-14 12:34:19 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=95628&find=unread

https://forums.eveonline.com/default.aspx?g=posts&t=93431&find=unread

https://forums.eveonline.com/default.aspx?g=posts&t=94810&find=unread

etc etc

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

betoli
The Scope
Gallente Federation
#6 - 2012-04-15 10:00:36 UTC
Jonah Gravenstein wrote:
[quote=stoicfaux]


Ideas, discussion, criticisms, thoughts, & even trolls P are welcome.



I think there's some great ideas in there.

I can envisage a system where all HS systems (apart from a few low reward noob systems) have the same base security, which is fairly crap - lower than current 0.5.

Players should be able to pay for additional security provision, however that should be done on a per corp (not alliance) basis with costs scaled to the size of the purchasing corp.

A security provision could be purchased on a system/constellation/region/empire basis.

A security provision could apply to different regions in a system, e.g. gates/stations, belts, celestials, system-wide.

Whist the cost is a weekly recurrent charge to an individual corp, if many corps purchase the same provision, the cost comes down (ie highly populated systems have good security) appropriately.

each npc corp should offer its own unique tax/security provision, so that new players can choose between tax rate and security, but this generally offers worse value for money than being in a player corp

there should be a greater range of crime - currently only aggression/theft, there is no distinction between agressing someone and actually killing them, where you could imaging that say impeding a corp member with a scram/web should be a different crime to actually blowing them up.

there should be greater range of player responses to crime - both in terms of length of timers, and who can respond. the length of a timers should be extendable via the purchasable security provisions.

you should be able to sell a timer. If a miner gets a 1 month kill right on someone he should be able to sell that as a contract, to someone more PVP focussed.


Octoven
Stellar Production
#7 - 2012-04-20 19:16:15 UTC
There is a place for PvP in eve, low sec, null sec, and wh space. That surely must account for the bulk of systems in this game. High sec is established to provide a relatively safe environment for trade and commerce while allowing new players to learn the game. It also allows a proper environment for PvE. This isn't WoW where you get to choose what server you want to PvP and PvE, its all mixed together. The term Carebear is used loosly to describe someone who doesn't wish to PvP. However, in all honesty it could be that that person is in the game for the PvE side of things and has no interest in PvP at all.

No change in Concord mechanics will change this. Removing Concord to allow players to fend for themselves is a bit like subjugating your viewpoints on how EvE should be played onto everyone. Eve has been and always will be a place to do what you want to. There are many game mechanics that can't be used in high sec, and ultimately if the player wishes to grow out of HS and move into dangerous space this is their prerogative, not yours.

I think the current setup is fine. HS is not 100% safe, but it does provide repercussions if you violate concord and kill someone without permission. If this game was nothing but pvp, CCP would hemorrhage subscribers and as a business that would be fiscal suicide so dont count on any changes. It seems odd that most pvp pilots wish to shoot the weaker players rather than go out and fight each other. I wonder who then is the worse player?
Velicitia
XS Tech
#8 - 2012-04-20 20:25:39 UTC
OP's entire post can be summed up as "Nerf CONCORD" ... nice Smile

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ganthrithor
School of Applied Knowledge
Caldari State
#9 - 2012-04-20 21:43:02 UTC
Make all space nullsec. Turn EVE into a game of 75k subscribers.
Octoven
Stellar Production
#10 - 2012-04-24 18:17:14 UTC
I expected nothing less coming from a goon, unfortunately, your gaming preference isn't shared by all. Luckily, CCP is at the very least smart enough to realize this.
Jonah Gravenstein
Machiavellian Space Bastards
#11 - 2012-04-24 18:28:06 UTC
I'm the OP and I'm a huge carebear, so much of a carebear that I pee rainbows P.

The problem as I see it is that a lot of highsec dwellers see concord as the be all and end all of their security, I think that Tippias sig says it best “If you're not willing to fight for what you have in ≡v≡ you don't deserve it, and you will lose it.”

If players are actually responsible for their own security with minimal backup from concord it would still provide a safe place for noobs to learn the game, but instead of concord providing that relative safety it would be players themselves that provide it with concord as a last resort, much like a SWAT team. The new aggression mechanics that are coming in with Inferno should provide opportunities for us carebears to either hire ourselves some security or actually team up and provide our own. The basic premise is that it opens up new styles of gameplay for those players that have yearnings to be something more but don't have the knowledge, knowhow or the mechanics to back them up.

In the beginning there was nothing, which exploded.

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Barbara Nichole
Royal Amarr Institute
Amarr Empire
#12 - 2012-04-24 21:02:04 UTC
it's all fine and dandy but does not follow eve lore in the slightest.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Jonah Gravenstein
Machiavellian Space Bastards
#13 - 2012-04-25 04:41:42 UTC
Barbara Nichole wrote:
it's all fine and dandy but does not follow eve lore in the slightest.


How so? From what I remember of the lore Concord was created to prevent the 4 main factions committing genocide against each other. Judging by the DUST footage/trailer they also make sure no 1 race vastly overtakes the other in means of waging war.

At the moment security is a reactive measure, you commit a crime, Concord turn up, destroy the tools you used to commit the crime and then go back to eating doughnuts while the criminal gets a 15 minute slap on the wrist and a drop in sec status which they wear with pride. Players however would be able to enforce security in a proactive fashion by being able use pre-emptive strikes against criminals via the use of system upgrades or a player driven security unit.

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Jayrendo Karr
Caldari Provisions
Caldari State
#14 - 2012-04-25 04:57:33 UTC
Jonah Gravenstein wrote:
I'm the OP and I'm a huge carebear, so much of a carebear that I pee rainbows P.

The problem as I see it is that a lot of highsec dwellers see concord as the be all and end all of their security, I think that Tippias sig says it best “If you're not willing to fight for what you have in ≡v≡ you don't deserve it, and you will lose it.”

If players are actually responsible for their own security with minimal backup from concord it would still provide a safe place for noobs to learn the game, but instead of concord providing that relative safety it would be players themselves that provide it with concord as a last resort, much like a SWAT team. The new aggression mechanics that are coming in with Inferno should provide opportunities for us carebears to either hire ourselves some security or actually team up and provide our own. The basic premise is that it opens up new styles of gameplay for those players that have yearnings to be something more but don't have the knowledge, knowhow or the mechanics to back them up.

A hulk cant fight for the contents of it's cargo bay, if concord were gone hulks would cease to be produced, everyone would be in mining frigs with lows filled with warp stabs.
Jonah Gravenstein
Machiavellian Space Bastards
#15 - 2012-04-25 05:03:07 UTC
Concord don't protect hulks anyway, they merely turn up after the fact and punish the gankers so that's a moot point. If players had control of their own security the ganker wouldn't have even made it as far as the hulk if they had a history of ganking defenceless miners.

Don't see the guys in nullsec & wormholes not buying hulks, they simply fleet up with a sec detail and other miners or dock up the moment a non-blue enters system (doesn't work in wormholes but d-scan does the same job if you spam it often enough), if anything null is more secure than highsec for mining due to blues and constellation control.

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Caleb Ayrania
TarNec
Invisible Exchequer
#16 - 2012-04-25 05:45:48 UTC
Very nice points.

A nice step towards what you mention.

48 hours tradable kill rights

Handed in to concord these should become a bounty paid out only to players and corps that victim got good or above standing

Incapacitation states on ships and longer destruction times. Prolonging the destruction makes counter response from good sec players possible

Hull rep can only rep to 98% of last repair. Thus being damaged like crystals and similar. The dif is added to recycle loss ofc

Stations are owned by corporations. Players with good standing towards that corp can aggress freely at anyone with less then neutral. Players can "repair" their loss of security status by handing in Faction items from the opposing faction. The percentage is directly linked to the amount of skill points on the character. So noobs can get back up cheap. Restitution to victims is not a government issue, that is about security and justice, not financial issues, that belongs in corporate court

Which brings along the issue of money and trade. We desperatly need the tools to select who we are dealing with The npc strawman issue is huge. WE need tool like embargos and buycotts. Also bounty hunter profession and even letters of Marque from players, player corps and npc corps and factions

If there is an embargo. Where you trade and with who will affect your status with relevant bodies directly. So you might not be able to prevent a sale, but you can let it have consequences. Players should have the option to set contracts to only be concluded by good and above standing. Undocking with goods if your part of an embargoed body from the "owner" faction or corp should be impossible. As mentioned in the above its all about a missing ability to create retribution and consequences that arent just all out war oriented. THat is the difference between civilized and uncivilized

A pet issue of mine is the lack of liberal econmics in empire. Being able to sell more beer to your brewery worker, then to the public (400 max internal contracts, vs 60 external) is downright wrong.. This caters to communistic and gang like behavior and workings. To bring any "unification" in empire this needs to be reversed. The same issue with an unbalaced functionality in regards to market orders. I have often asked for infinite orders on scc, but would suggest a system based on station standing, and skills. It is damaging that npc corp "protected" strawmen can have equal access to the empire features. The player corps are the business hand of empire. Same goes with production. Price of all facilities needs to be floating and of much higher impact. Modify these prices according to standing would also help a lot. The perfect system would be removing most npc services and letting them all be part of empire POS public rental via the stations. Thus you could also end up having a nice toll system where the standing of the player docked and the POS renter gave you benefits the better the mutual standings

A last little concept I find worth considering is Fleet Autopilot. So you could have a better functionality for defending important cargo or valuable ships. It is a known fact that quite a lot of EVE players multibox. With a feature like this you could have standby defense, while still giving a great benefit to the surprising pirates. The point is the fleet commander would decide the speed of jumping of the whole fleet. So when fleet members hit AP while in fleet the always WAIT for the scout of fleet commander to go through. This could also become a functionality for real CONVOYS.. and more interesting ideas like tuggs that take over controling docking of ships etc.. This is again about adding features that makes non combat cooperation easier and more open to p2p non destruction.. without these the OPs ideas will be hard to implement

WE can not expect everything to improve at once, but an actual road map for tools like this would be very nice for general gameplay. It would also bring more fun to the pirates, as they would have to engage is something more cerebral. I think Goons would be very interested in hitting convoys instead of alpha striking helpless victims in Jita.

Misanthra
Alternative Enterprises
#17 - 2012-04-25 07:04:56 UTC
Jonah Gravenstein wrote:
I'm the OP and I'm a huge carebear, so much of a carebear that I pee rainbows P.

The problem as I see it is that a lot of highsec dwellers see concord as the be all and end all of their security, I think that Tippias sig says it best “If you're not willing to fight for what you have in ≡v≡ you don't deserve it, and you will lose it.”

If players are actually responsible for their own security with minimal backup from concord it would still provide a safe place for noobs to learn the game, but instead of concord providing that relative safety it would be players themselves that provide it with concord as a last resort, much like a SWAT team. The new aggression mechanics that are coming in with Inferno should provide opportunities for us carebears to either hire ourselves some security or actually team up and provide our own. The basic premise is that it opens up new styles of gameplay for those players that have yearnings to be something more but don't have the knowledge, knowhow or the mechanics to back them up.



it won't work in empire. too many non-blues. Self made security works in 0.0. Unless a hippy in NBDS space, 0.0 is by and large NBSI. Unless full blown pos bash, maybe invasion or a wtf monster roam, chances are reall good in 0.0 you will have non-blues you can count on one hand in local. Some are mostly likely AFK'd and cloaked even lol.

This is why self made security in 0.0 works. Hac roam rolling through, the welcome wagon is forming up 4 jumps up the pipe. If suddenly ninjyas or other empire vulture crew are forming up for a roam in empire to hit stuff, you don't know this. they are 20 greys in a local filled with 80 oither greys. You can't get the welcome wagon setup. Odds not in your favor of defending a damn thing.

Want this feature....go to 0.0.
Jonah Gravenstein
Machiavellian Space Bastards
#18 - 2012-04-25 11:58:06 UTC  |  Edited by: Jonah Gravenstein
That's actually a fair point, there are entirely too many neutrals in Highsec, unfortunately I don't have the balls or knowhow to survive in 0.0 Ugh, wormholes are slightly easier, small corps can survive by the mantra of "if it's on d-scan and not in your corp it's a target".

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