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[IDEA] A thought about sov and moons...

Author
Argus Sorn
Star Frontiers
Brotherhood of Spacers
#1 - 2011-10-11 20:11:36 UTC  |  Edited by: Argus Sorn
Okay,

Moons are a problem, and sov isn't so popular right now. Both need a fix, and I think they can actually be fixed within the current mechanic. CCP may have something radical in mind, but here are my thoughts:

Why not bring moons into the Dominion mechanic? Meaning how good your moons are depends on an index level, however it won't just depend on one level - it may depend on all of them - as well as an additional index: the population index, which is just a measure of the average system population.

Now I know people can afk and stuff for system pop, but the idea is that currently alliance leadership doesn't really focus on the same things alliance members do - in terms of sov and structure warfare. Members want good anoms, sanctums and the like, and CCP recently nerfed the crap out of 0.0 to try and make people fight over sanctums and it just isn't happening. Alliances fight over resources, and to make a connection between members and leadership you need to tie resources to player activity.

So, now you will have military,strategic, industry, and population indices, and depending on how high they are in (in some combination that works for game balance) you get better moons. All of a sudden there is an incentive for alliances to populate their systems!

At the same time, get rid of that ridiculous anomaly nerf, or at least modify it so every system gets at least 2-3 sanctums. Currently incursions are far better for isk making than ratting - so the population of 0.0 - at least the living, breathing population, has been depleted as people turn to incursions.

The anomaly change was horrible and was clearly not thought out and has made sov basically worse. Whoever it was that thought that alliances were going to go around the map fighting over random -1.0 systems has no clue how 0.0 actually works or what goes on out here.

The only reward for living in 0.0 at this point are: Moons, Supers, and PVP. So for the rank and file player, the only reward is PVP (obviously removing that "i was there" satisfaction that comes from being in 0.0... lol).

Dominion was aimed at providing an incentive, and that's what is needed. Make the space worth living in again (which Dominion did for a brief period). Dominion was created to turn 0.0 into a living, breathing population, with population centers, etc.. Ever SINCE Dominion, everything CCP has done has been contrary to that.

At the same time, if you want people to fight over this space - make IHUBS conquerable. If you take my system, you get my juicy upgrades, including the ones for moons - so now you have an incentive to take the space.

Also, make upgrades 'targetable' like station services, so small gangs can go in and shut down moon production, or ratting, etc. paving the way for more ways to conduct sov warfare.

Lastly, perhaps there needs to be some sort of mechanic similar to the old constellation mechanic - perhaps even within a single system (upgrades that protect your system in some way). I have not come up with any concrete answer to this, but taking sov needs to require more logistics and effort. It need not be harder on the combat front, because it's already hard enough. But the isk and time outlay needs to be increased a bit. Under the old system (which required TOO MUCH logistics, etc..) the pos spamming limited the incentive to just come and 'knock over your sandcastle". To engage in sov warfare you really had to want the space. The same needs to apply. Perhaps SBU's should require regular fueling to work - or some other maintenance tasks that require a logistical outlay on the part of the invader.

I know for some this would mean less fights - that is why I like the idea of the upgrades being targetable - so that you can still hurt your enemy without engaging in full out sov fights. Notice now you can take down all the jump bridges by hitting the upgrade. Or if CCP adds an upgrade that makes POS'es untargetable (like old constellation mechanic) that upgrade can be hit. Some upgrades could be harder to hit than others, etc.. just some thoughts.

So in short:

1) Sanctum BUFF, not NERF. Make 0.0 profitable again (vs. incursions).
2) Have an index for population density, and perhaps tie some of the upgrades into that index - reward alliances for populating systems.
3) Tie moons into the sov system - higher upgrades bring more rare moon minerals.
4) Make sov assault require a greater logistical and financial commitment (not harder militarily).
5) Make ihub's conquerable (increasing the reward for sov fights you do engage in).
6) Make upgrades so they can be shot and damaged.



Argus
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2011-10-11 21:02:08 UTC

A few quick thoughts:

1.) No to the sanctums... We don't need more nullsec money printing bounties. I agree null-sec needs a boon, but it should be centered around LP or resources, not raw isk. Think like drone hordes, but balanced. (You shouldn't be able to shoot for minerals better than you can mine for minerals).

2.) Damageable upgrades sounds interesting, although it needs to be appropriately balanced around midsize gangs (20ish).

3.) I can't decide if upgrading the moon mins is a good thing or not.... I'm leaning toward no, but I really want there to be a mechanic to bring the nullsec market off the jita tit. This might help with that.

4.) A constellation mechanic to protect some primary systems is a good idea.... At the moment, sov entities are just a little too vulnerable.
Argus Sorn
Star Frontiers
Brotherhood of Spacers
#3 - 2011-10-13 01:36:08 UTC
Well resources are great, but don't always draw folks to 0.0. As long as it makes a good draw - it'd be welcome.

Right now 0.0 is only a place to pvp - needs to get back to being a place where people live.

Argus
Gizan
Deep Core Mining Inc.
Caldari State
#4 - 2011-10-13 06:14:34 UTC
confirming i make more isk in highsec doing incursions then in 0.0, 160mil/hour blitzing nco's at a constant stream. yes, on rare occasions i can make large ammounts of isk/hour in 0.0 but thats if i get lucky with a complex, and if that complex gives good loot. those chances are very low, and the chances of getting high isk/hr in insursions is high. also, i enjoyed my 200mil/hr blitzing lvl 5 missions in lowsec.