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[Updated] How to repopulate nullsec - a question for highsec/WH players (and CCP)

First post
Author
Kengutsi Akira
Doomheim
#241 - 2011-10-20 18:25:32 UTC
M5 Tuttle wrote:
I think that the reason I stay out of null is because I am currently under the impression that unless I am in some huge alliance that controls the majority of nullsec then I will just get faceraped. Is this not the case?


Mostly this, partly the barriers just getting down there, partly the inability to get or hold your own sov as its pretty much all claimed.

I have no issue with getting killed, if I were going there Id *gasp* fly things I could afford to lose. Just like I do any time Im going into 0.0. Another part of it (maybe this is me finding ****** corps) is being a cockroach in your own "sov". A neut flies into system and its like someone flicked on the lights as all the cockroaches in system warp to the POS.
And I dont think 0.0 should be made safe, I just dont like the play style

"Is it fair that CCP can get away with..." :: checks ownership on the box ::

Yes

Thur Barbek
Republic University
Minmatar Republic
#242 - 2011-10-20 18:25:44 UTC
Hung TuLo wrote:
1. Remove all of the automated money making processes. Tech moons, Moon goos, everything where a person is not directly involved in the process of making the corp/ alliance better. Industialists want to matter. They want to know that they are making a difference to their corp.

Only thing to leave in place is the PI. And screw the new POCO thinking.

If an alliance has 10 tech moons and are making billions of isk a month why would that alliance care about industrialists?

The primary goal for a corp or alliance lokking at a system to conquor should not be tech moons. It should be mining, ratting and PI. The systems that have ice belts become king. The systems with the large numbers of high end ore become king.

Make industrists in the corp/alliance in null = to the pvpers.

By introducing Tech moons and moon goes you pushed out the industrialists.

You have to force a balance of all playing styles in Null to make it successful.


This pretty much. At the moment the thought process for everything but capital ships is: "why support people who don't help defend... anything they can produce we can ship in from jita in a few hours and we even avoid most of the nullsec price gouging on the markets."

Ill admit that most alliances have one or two industry corps... but they are either "pets" that are looked down on, or just there to make a few cap ships. Then the alliance leadership tends to blame that one industry corp for the market not having every single module/ship in good supply on the market. Or if there is that then they say mods/ships are overpriced.. They are, but that is because there are no miners and thus no minerals with witch to build, so people have to ship in minerals, or just ship in mods from jita and tack on transportation costs.

There needs to be more than just two classes of ships that are uniquely manufactured in nullsec. Also buffing nullsec mining or nerfing highsec mining would help. Since your going for more people to move to nullsec id go with nerfing highsec if you dont want to do both.

lol ok, /rant off
Elise DarkStar
Garoun Investment Bank
Gallente Federation
#243 - 2011-10-20 18:26:25 UTC
Hung TuLo wrote:
Why wouldnt it work? I have no problems with you saying it,


The ingame corp and alliances size have little effect on players' ability to coordinate huge coalitions. You'd have to eliminate the ability to set set standings.
Kengutsi Akira
Doomheim
#244 - 2011-10-20 18:29:13 UTC
Elise DarkStar wrote:
Hung TuLo wrote:
Why wouldnt it work? I have no problems with you saying it,


The ingame corp and alliances size have little effect on players' ability to coordinate huge coalitions. You'd have to eliminate the ability to set set standings.


or talk on comms or have friends etc...

"Is it fair that CCP can get away with..." :: checks ownership on the box ::

Yes

Elise DarkStar
Garoun Investment Bank
Gallente Federation
#245 - 2011-10-20 18:29:52 UTC
Manssell wrote:
Anyone who thinks the main reasons so many choose to stay in hi-sec are because it's too lucrative/they are too scared/they are ignorant/don't want to socialize/ect, needs to go back and read Freyh's excellent post 2 or 3 times.


Great post. As someone who lives in nullsec, I couldn't agree with you more. I think a lot of us would agree with you. It's just too easy to project power over huge swathes of space and the income is too easily controlled by these small but hyperinfluential power groups. Everything just needs to be spread out.
Elise DarkStar
Garoun Investment Bank
Gallente Federation
#246 - 2011-10-20 18:30:59 UTC
Kengutsi Akira wrote:
or talk on comms or have friends etc...


You're right, I'm doubting even eliminating standings would really hamper massive coalitions that much. It would be harder, but far from impossible
Herzog Wolfhammer
Sigma Special Tactics Group
#247 - 2011-10-20 18:34:30 UTC
Jenn aSide wrote:
How do you get people to null sec?

The real question should be "how do you defeat basic human nature?". and yes, Im serious lol. In eve, people are just being people, reacting to things much as they would in real life, even though they don't realize it.

It's like asking "how do take people from out of these neat, clean affluent suburbs with great police protection and easy to navigate streets and get them to move into the ghetto, area ruled and controlled by petty neighborhood crime bosses,where they could get killed just turning a corner" :)

You can tell yourself all day that it's "just pixels" and the high sec dwellers and just punks for not wanting to risk them but even EVE's PVPfanatics are risk-averse when you get right down to it (the FC of a blob will get intel that the enemy blob has like 2 more rifter than his blob, and turn around and go home in null sec, true story lol).

Only 2 things you can really do. Make null sec look like high sec (ie make it easy to get to and live in live in)

OR

make null sec rewards so incredible that the GREED instinct overpowers the safety/convinience instinct.

As much as I dislike hi-sec (I live in null, everytime i log in my hi-sec alt I fell overwhelmed lol), nerfing it will just hurt us all through lower subscription numbers.




Interesting words.

Many years ago people left their homelands in Europe - places and people they knew, even their own families - to come to America and be a pioneer.

Why?

Europe at the time was repressive and for many, poor. They were already ruled under someone else's thumb for the most part if they had anything to lose and if they had nothing, they lived in poverty.

So, while I am not trying to make yet another RL comparison with Eve but rather a "what motivates people to endure discomfort" assertion, we can make the comparison between one place and the other and see that what America prior to 1912 had to offer was still better than what many in their homelands already had offered to them.


Right now, it appears a bit reversed.


Basically, the one motivator that most of us here can agree on was the "land of opportunity" .

"land of opportunity" - that was the draw.

But where is there more opportinity in Eve?

Right now it's inverted. If America prior to 1912 was fully owned and cartelized like 0.0 before it was populated, it would not have been populated. Being a poor Irishman in Ireland or impoverished farmer in Italy would have been much better than:
- going where you have to choose preselected known routes where everybody so inclined to kill you will know where to look and when to wait.
- going where you will work the land but not own any of it and can be ordered off it on short notice if not shot without warning for being on it.
- ending up back home with nothing and all your time wasted and you're not getting younger.
- being expected by your landlords to drop what you are doing and be cannon fodder while financing your slavery (Who wants to be a Prussian?).
- going from scraping your existing off rocks (literally) to not even having rocks.


People vote with their feet. When country A sucks, and country B allows you to benefit from your labors (see "Human Action" my Mises) people will go to Country B.

Right now 0.0 is country A to everybody except those who are making it that way. To them we "don't know what we are talking about" but that does not matter: we know enough not to live there.


Bring back DEEEEP Space!

Kengutsi Akira
Doomheim
#248 - 2011-10-20 18:37:38 UTC
Elise DarkStar wrote:
Kengutsi Akira wrote:
or talk on comms or have friends etc...


You're right, I'm doubting even eliminating standings would really hamper massive coalitions that much. It would be harder, but far from impossible


Or have web sites...
Honestly I think that would replace it, you make a page for your corp/alliance, show who is blue to ppl that sign up.

Wouldnt be at all surprised if something like that happened

"Is it fair that CCP can get away with..." :: checks ownership on the box ::

Yes

Shadowsword
The Scope
Gallente Federation
#249 - 2011-10-20 18:37:47 UTC
Malcanis wrote:
Skadi Asgaurd wrote:


Fair point


Believe me, I'm sympathetic to the notion that 0.0 would be all the better for fewer "blobs", but the fact is, they're an inevitable effect of having a large, highly connected volume of space.

The only realistic way to reduce "blobbing" (defined as "bringing a fleet with at least 1 more guy than mine") is to have space that mechanically does not support it. Arbitrary restrictions like limiting alliance size or blue lists are symptomatic cures.

I wrote more on this here: https://forums.eveonline.com/default.aspx?g=posts&t=7358&find=unread


Malcanis, 666 likes, that will not do! Consider yourself griefed. :)
Malcanis
Vanishing Point.
The Initiative.
#250 - 2011-10-20 18:42:03 UTC
M5 Tuttle wrote:
I think that the reason I stay out of null is because I am currently under the impression that unless I am in some huge alliance that controls the majority of nullsec then I will just get faceraped. Is this not the case?


I am not in a huge sov owning alliance. Whilst we occasionally do get "face-raped", the honours are, shall we say, at least even.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Manfred Sideous
H A V O C
Fraternity.
#251 - 2011-10-20 18:44:20 UTC
How to change Nullsec to encourage people to venture out.

Make 0.0 more inclusive to all types of players. Accomplishing this would require changing quite a few things but I believe it would make Eve as a whole more dynamic and immersive.

1 ) Giant Carrot - I think by giving different areas of eve bonuses to certain activities would greatly increase interaction and immersion for the whole game. I define Empire as a trade commerce zone. Low-Sec as a darker Industrial zone complete with black markets and organized crime. Whereas Null-Sec /WH is like the rural outlying areas where farms , mines , timber etc are harvested.


Global - Reduce Efficiency of Production / Mining / Research/Copy /Invention *REMOVE* Moon Harvesters

Introduce - Mobile Harvesting Platform Ship ( think rorq it sieges on a moon or comet and extracts moon goo. The goo is stored in a temp bay *Bay only available in siege*) Haulers/Orcas/Rorq's then move the produced product to POS/Station or etc.

Comet Miner - A new mining class vessel w/T2 variant that is designed to mine from comets.

High-Sec - Give bonuses to Invention / Copy / Research. Make it so a player can have more market orders in high sec versus any other area of the game.


Low Sec - Give Bonuses to production material/time. Create a interface that allows purchasing protection contracts. Where production groups can hire FW groups or pirate/anti-pirate groups to protect there transiting goods. Increase the array of boosters available and make trading and producing them enhanced in lowsec.

Faction Warfare - Each faction controls a set of space that space is policed by the NPC faction Navy. NPC Faction Navy will not shoot those aligned with that faction .

Example - Amarr Faction Warfare pilots , Productionist/ Industrialist aligned to the Amarr empire will not be shot by NPC Navy in Amarr space. Those unaligned will be shot by faction navy gate guns and station guns. Basically each and every pilot will choose a faction in which they are aligned default would be your born race.

A Factions space they control can shrink or expand based off of activities. The more production line utilized. More market orders. Control bunkers controlled . Conversely if a faction is heavily raided bunkers destroyed logistics interdicted industrialist vandalized/killed/griefed out the space detracts. When a area detracts and swaps from Amarr to Minny (example) Minny players gain the ability to produce in the area and Amarr lose the ability. Faction Navy's swap out and the Amarr players have 2 choices. 1 pay tribute to join the faction that has conquered there home and capitulate to that faction. 2 move to a system there faction does control or work to regain the system for there faction.

Pirates - Can be the fly in the ointment wherever they choose. They can also sell standings via contract that players or groups can purchase from the contract system. In order to use the contract system pirate groups would have to post a bond that would be expensive ( 5 billion ). Pirates could be hired by factions to raid or generally salt the earth of a opposing faction. FW groups could hire pirate groups via the contract system to target specific areas or systems.

The overarching strategy for low-sec would be to give incentive for production to take place in low sec. In order to accomplish this without every poor industrialist/productionist being ganked the residents residing in the area would benefit from creating a environment in which encourages safety for these industrialist. Coupled with this it gives meaningfull reasons for faction warfare groups to exist and to conquer/defend whilst giving pirates a real reason to exist and the potential to be the "Pain in the Arse" or " The Scum you hire to get the job done" of low-sec.

Null - Sec Mining is greatly enhanced in Null - Sec and comets are available here. Gone are passive isk generators of Eve. Null - Sec becomes the fields the forest and the mines of Eve. Groups in 0.0 will have a vested interest to being inclusive to a wider array of player types. You will want/need PVP'rs / Miners / Logisticians and since your economies are based around harvesting of raw materials you will want to protect those individuals/groups that engage in the harvesting and collection of said goods so your corp/alliance can thrive. Conversely other groups will seek opportunities of entertainment to destroy / interdict and disrupt opponents for shear enjoyment or more devious motivations.

Sov - Changes - Ihubs and Stations are no longer capture points of SOV. Ihubs only store upgrades and are worth sov points on the sliding scale of control of a star system. Sovereignty moves to a sliding scale much like Incursion control of a system. Things that influence control are Ihub , Stations , Control Bunkers ,System Usage ( ratting , DED site usage , belt mining , market usage , reactions , production ). Basically any improvement or utilization of a system effects the strength of the sovereign claim of a system. Taking of a system means more than showing up with TCU and Ihub or conversley dropping SBU's and a blob/supers on 3-4 timers. Invading forces will have to stop activities that effect sov index and destroy sov point influencing structures.



@EveManny

https://twitter.com/EveManny

Manfred Sideous
H A V O C
Fraternity.
#252 - 2011-10-20 18:44:52 UTC  |  Edited by: Manfred Sideous
Structure Changes

Stations - Non-Wrecked Stations would influence Sov by a set amount of influence points. Shield and Armor HP's stay the same Structure hitpoints increase by 100%. Capturing a station only requires you to take a station to 75% structure damage via the reinforcement timer schedule that already exist. However you can wreck a station by taking it to 0% structure rendering the station unusable until rebuilt. Rebuilding a station would cost 25-50% of the original construction cost and involve anchoring and filling a station repair platform ( much like station egg deployment but smaller and less m3 of materials required than building a station).

IHUB - Influence sov by a set amount of influence points. Killing a IHUB does nothing but destroy upgrades that were plugged in and decrease the amount of influence points over a system. Hitpoints are reduced by 30% reinforce timers stay the same. IHUBS upgrades change eliminating upgrades that effect anoms exploration and mining and adding upgrades that increase reaction , refining array , compression arrays , and local chat immediate mode (default = delayed mode).

Control Bunkers - Small Sovereignty structures that influence sov by a small amount of influence points. Five levels of bunkers are available in many types. Each level scales in hitpoints and benefit % of the upgrade type. Upgrade types would influence anoms exploration mining and comets. When a control bunker is hit ( idea is to make static objects that roaming gangs could hit and effect change to the system in no more than 15 mins of uninterrupted fire) it loses a level decreasing its benefits sov influence points and hps making it easier to be raided again. A control Bunker at lvl 1 would be destroyed completely if it were not upgraded to higher levels .

Mini-SBU - 300m3 60 sec anchor 300 sec online same hps as a lvl 5 control bunker. To hit a control bunker 51% of gates must be covered by a mini-sbu. Mini-SBU will not effect Station/IHUB/TCU.

SBU - will function as they do now but will also effect control bunkers.

Local Chat - Delayed mode unless you have a immediate mode upgrade installed in IHUB. NPC space you can pay tribute to ruling faction for immediate mode or purchase it via LP and positive standing with ruling faction.

Wormhole Space - Gas Harvesting is greatly enhanced here . With a wider variety of boosters and the ability of black market trading in lowsec it makes logical sense that wormholes are given a special carrot to entice participants into this area.



Corporation & Alliance Specialization

With all the above changes in my last and this post to foster interaction and immersion of a broader playerbase/style there needs to be offsetting mechanic to being balance to bigger = better. My argument is if you are bigger than its because you have a larger community not because thats the only winning formula. The overarching strategy is to allow groups to specialize in what there organization does or behaves. A talent tree so to speak where corporations and alliances have a set amount of points to spend. These points can be allocated to fit the needs of there playstyle. Perhaps if you had aspirations to be a large group you would spec to increase the size that your alliance or corp could be. However by doing so it gives you less points to spend on other things. Or if you were a nomadic organization you would want to be able to move quickly be able to maintain more offices at a lower cost and perhaps spend less fuel to move capitals. A industrial organization would want to spend points to make there efforts yield more harvest. A smaller alliance might spec to make there structures have higher resist or hp's. Perhaps they would spec to allow more standings then the universal default amount . That way they could pool there strengths with other small groups. A talent tree would level the playing field so that way bigger isn't always better. This would also foster groups being inclusive to other groups that specialize in certain activities making more diverse alliances .

Examples

Arrow Corporation size lvl 1 = 25 members scaleable to infinite levels
Arrow Alliance size lvl 1 = 100 members scaleable to infinite levels
Arrow Corp Hanger Divisions lvl 1=1 scaleable to X levels
Arrow Alliance Hanger Divisions default 0 scaleable to X levels
Arrow Corp/Alliance Standings Default =0 @ level 0
ArrowPOS fuel efficiency
ArrowSov cost efficiency
ArrowRefining efficiency
ArrowProduction efficiency
ArrowInvention success efficiency
ArrowMining Yield
ArrowJump Fuel efficiency
ArrowJumprange
ArrowOffice discount (NPC)
ArrowPlanetary Interaction Yield
ArrowLogistic Capacity ( hauler/rorq/orca/freigghter/jumpfreigher cargo bay sizes)

The possibilities are endless and the more choices the better making Eve a more dynamic more inclusive more interactive enviroment.

♥ Manny

@EveManny

https://twitter.com/EveManny

Guttripper
State War Academy
Caldari State
#253 - 2011-10-20 19:00:37 UTC
While there are numerous grand comments and ideas on how to alleviate this problem, unless there is a way to... I do not want to say "mature", but unless there is a change of the players' mentality, anything added or altered will boil down to one mind set: how can this be abused, controlled, destroyed, or griefed. Unless the core aspect to this game is changed, the only reason to create is to have it destroyed, not to flourish and grow. And even if CCP changed aspects to have concrete rules (such as x players in a corporation as a maximum), players as a whole will still attempt to circumvent them to their benefit.
Elise DarkStar
Garoun Investment Bank
Gallente Federation
#254 - 2011-10-20 19:04:09 UTC
Guttripper wrote:
While there are numerous grand comments and ideas on how to alleviate this problem, unless there is a way to... I do not want to say "mature", but unless there is a change of the players' mentality, anything added or altered will boil down to one mind set: how can this be abused, controlled, destroyed, or griefed. Unless the core aspect to this game is changed, the only reason to create is to have it destroyed, not to flourish and grow. And even if CCP changed aspects to have concrete rules (such as x players in a corporation as a maximum), players as a whole will still attempt to circumvent them to their benefit.


That's the whole point of the game.
Fon Revedhort
Monks of War
#255 - 2011-10-20 19:17:03 UTC
Whoever says that it is NULL-sec to be boosted probably has to make a trip into LOW.

ffs

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Astrid Stjerna
Sebiestor Tribe
#256 - 2011-10-20 19:59:19 UTC
Lharanai wrote:

as I did here and now...and cool my first goon troll, waited for that Shocked


Goon...troll.....?

/me looks at her corp flag, then checks around for anywhere she said she's affiliated with the Goons in any way.

I can't get rid of my darn signature!  Oh, wait....

Lharanai
Fools of the Blue Oyster
#257 - 2011-10-20 20:07:31 UTC  |  Edited by: Lharanai
Haeh don't get what you want to say, I was just referring to the goon which quoted me, never happened before.

Hm a little bit paranoid so you must be a W-space dweller


I consider this a very good thread, hope the devs are reading it

Seriously, don't take me serious, I MEAN IT...seriously

Kengutsi Akira
Doomheim
#258 - 2011-10-20 20:33:07 UTC
Elise DarkStar wrote:
Guttripper wrote:
While there are numerous grand comments and ideas on how to alleviate this problem, unless there is a way to... I do not want to say "mature", but unless there is a change of the players' mentality, anything added or altered will boil down to one mind set: how can this be abused, controlled, destroyed, or griefed. Unless the core aspect to this game is changed, the only reason to create is to have it destroyed, not to flourish and grow. And even if CCP changed aspects to have concrete rules (such as x players in a corporation as a maximum), players as a whole will still attempt to circumvent them to their benefit.


That's the whole point of the game.


Which is the point and in fact the problem
and why this will never be fixed

"Is it fair that CCP can get away with..." :: checks ownership on the box ::

Yes

Elise DarkStar
Garoun Investment Bank
Gallente Federation
#259 - 2011-10-20 20:39:44 UTC
Kengutsi Akira wrote:
Which is the point and in fact the problem
and why this will never be fixed


Then "Eve" is your problem with Eve. Fortunately the vast majority of people just need the right transitioning for them to break the mold of their ideas of what a video game should be and come to appreciate the utterly unique value of Eve.

The remaining small percentage of you can continue to play an absolutely awful version of space warcraft....for some unfathomable reason.
Adelphie
The Lone Wolves.
#260 - 2011-10-20 20:40:06 UTC  |  Edited by: Adelphie
Thanks for your replies so far - I'm glad that this has turned into a constructive thread.

I was thinking back to why I first went to nullsec and why I stayed there. I apologise in advance that there is a long rambling bit of nostalgia before I get to my point.

When I was only a couple of months old I found myself in my newly purchased Caracal which I barely had the skills to fly - but I had aspirations. I didn't want to just fly a ****** t1 fit ship, I wanted to strand out from the crowd - I wanted to fit my ship in a way that most players could only dream about... I wanted a t2 fit Caracal.

This is something that I couldn't afford running my missions alone , so I needed a new source of income. I'd heard about the riches of nulsec so decided to take a risk and fly out to an area that the map said was not populated. I traveled through lowsec and took my first jump to null... but there was a problem. A throax and a a kestrel were waiting for me. I held cloak and my heart started pounding eventually I decided to just try and warp and to my surprise I didn't get caught. I was, however, shaking with adrenaline. A game had never done that to me before

I got to the system I wanted to find and eventually after doing some ratting in this system I found a Dread Guristas Spawn. The loot fairy was kind to me, so not only could I afford to T2 fit my caracal, I could also afford a drake to the envy of my corpies. Those who know me in game will realise that this was the start of quite a special relationship...

Anyway - to my point. When I began the riches of null allowed me to play the game in a way I wouldn't have been able to otherwise, and the thrill of taking risks kept me there.

At the moment the isk available to in hisec has increased over the past few years, whilst the price of ships and mods has fallen dramatically. This means that the levels of isk required for even faction ships are within reach of the average highsec player without too much creativity or risk, which in my opinion should not be the way it is (which I know a lot of people will disagree with).

Now making stuff more expensive on its own won't work - it has to be done in conjunction with making lowsec more accessible, and there's been some excellent suggestions in this thread of how to do this. My personal idea would be to increase the number of WH from empire to null about 10 fold, which would make nulsec more accessible and camping harder, although I haven't thought this through very much.

It's also important to note that the disparity in isk between null and highsec isn't an issue in my opinion - There is more than enough isk in null for those who know where to look. The issue is that the average player simply doesn't need the level of income it yields.