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[Data Collection - Highsec] I want to hear your words, post them here!

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Author
Parsec Seti
Aliastra
Gallente Federation
#41 - 2011-10-22 14:10:33 UTC
This is a great thread.

I know I've been conditioned as a young player to not trust anything with "goon" as a prefix - but from reading this thread I have new found respect for the OP.

This idea seems pretty out there - but what about the idea that players, through large cooperative actions, could CHANGE the security status of certain areas.

i.e. Through a concord directed set of objectives, a section could move from 0.4 to 0.5.

The reverse could also be true - by connecting with pirate groups, a system could be moved from 0.5 to 0.4.

"Welcome to you're doom!"

Vastek Non
State War Academy
Caldari State
#42 - 2011-10-22 15:10:28 UTC  |  Edited by: Vastek Non
Half page long post eaten, wonderful Roll Attempt 2



Ok, the opinion of a (mostly) high sec resident, who transits low regularly, and used to live in null (prior to warp to 0 Shocked).

I honestly don't think that high needs 'buffing' in any way. In fact my feeling from a few runs is that Incursions have excessive payouts (though the benefits of gang experience is great).
What high needs is bug fixing, which would improve life in null/wh also. I know POS are being worked on, and thats great.

My big concern is honestly more that there are large powerblocks in null that feel high needs nerfing to death. They have messed up their own kitty litter with 'supercaps online' and too many blues, and seem to feel that the cure is to destroy high sec. All this would achieve is more lost subs and even less devs/community reps than we currently have.

The fix? My discussions with alliance members and randoms in high sec systems seems to indicate that a large portion want to move to null or wormholes[u][/u] however the price of admission is too high, be it time (which there isn't much anyone can do about) or more importantly, the repulsion towards being renters or 'pets' to a massive superblob alliance.
So in a funny way, the best way to 'improve high' might well be to concentrate on null (and likely add a series of new wormholes). This would have the benefit of improving high sec markets, giving people something to aim for outside of high sec, and encouraging the bored ex-nullsec types to get out and stop annoying the living &^%& out of everyone in high (this has been a problem since maybe feb/march at least - the death of the NC was not kind to high sec).

My reading of various solutions lead me to some by Malcanis on how to limit easy travel and reduce the superblobs influence without artifical means that would ruin the 'sandbox' feeling. I must admit to being impressed by them.

In Summary: Fix bugs (which helps everyone) and do something about the mess in Null. The flow on effects should be outstanding for high sec residents.

P.S in my time of living in null we had no warp to 0, no jumpbridges, very few eggs (ASCN had only just laid their first one iirc), no anoms and no billion isk plexes, yet we survived, and thrived extremely well. ISK is NOT the problem imho.
Bring back the feeling of being of an adventure, in a wild frontier, limit the superblobs ability to project power anywhere on the map and give people something to work on as a group, outside of random destruction and structure grinding, and I suspect null will thrive. Oh and kill the bots.

Sadly many of the problems seem to be player created, null is now basically a crappy version of high sec run by super factions with the main difference being war decs are not required to shoot at opponents. It should be a frontier of adventure.

Apologies for the derail, however I really feel this is relevant to your question. All EVE is interconnected, and if one part falls ill we all suffer as has been the case over the last 12 months.

Derail off -/
Takara Mora
University of Caille
Gallente Federation
#43 - 2011-10-22 17:45:50 UTC  |  Edited by: Takara Mora
Vastek Non wrote:


My big concern is honestly more that there are large powerblocks in null that feel high needs nerfing to death. They have messed up their own kitty litter with 'supercaps online' and too many blues, and seem to feel that the cure is to destroy high sec. All this would achieve is more lost subs and even less devs/community reps than we currently have.
...
The fix? My discussions with alliance members and randoms in high sec systems seems to indicate that a large portion want to move to null or wormholes[u][/u] however the price of admission is too high, be it time (which there isn't much anyone can do about) or more importantly, the repulsion towards being renters or 'pets' to a massive superblob alliance.
So in a funny way, the best way to 'improve high' might well be to concentrate on null (and likely add a series of new wormholes).
....
Bring back the feeling of being of an adventure, in a wild frontier, limit the superblobs ability to project power anywhere on the map and give people something to work on as a group, outside of random destruction and structure grinding, and I suspect null will thrive. Oh and kill the bots.



Agreed -- Null already has the best ISK in the game ... yet only a minority of players live there ... isk is not their main concern ... they're looking for adventure ....

Find a way to actually ATTRACT players to nullsec, rather than trying to force them there ... forcing will only result in lost subs.

At the end of the day, most players simply aren't attracted by 24x7 pvp living under the thumb of some large powerbloc ... that level of politicking and (for average pilots) isk loss is simply never going to be "fun" for most players .... your average joe already slaves away 12 hrs a day working under someone's thumb or feeling bullied by people with more money than they can ever hope to have ... why play a game (nullsec) that's just more of the same? Sure it's great for those on top ... but most people by definition will never be on top.

Nullsec alliances are great - they have their critical place in the large backdrop of EVE ... but what will attract and keep "average" players, are new types of gameplay and new territories, made more ACCESSIBLE to a lower experienced / less pvp skilled class of pilot.

The nullsec elite can denigrate this all they like, but should realize that it's this huge bulk of more average / armchair players that are needed to feed the CCP subscription engine so we can keep EVE alive. If you want them to stay and keep paying, you've got to give them a reason .... and they've already told us (by not living in nullsec) that nullsec life, is not very attractive ....
Adunh Slavy
#44 - 2011-10-22 18:15:35 UTC
Ogopogo Mu wrote:



Note for Vile rat about bounties:




+1 on this bounty idea

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Adunh Slavy
#45 - 2011-10-22 18:27:20 UTC
Velicitia wrote:
Naga Tokiba wrote:
I would like to be able to do moon mining in hi-sec.

No. Makes sense that there's no moongoo in hisec.



No it doesn't. What makes sense is that there is more profit in null and low moongoop. There is nothing stopping CCP from having a new set of moongoops that can be found in high sec that are all new and take none of the profit from null or low sec.

What doesn't make sense is keeping moongoop and moon operations a mystery to those that would like to try it out, and then perhaps grow into low and null sec operations. Having something in high sec to fight over, moons, planets, resources, may be just what high sec needs and may be just the right level of "training ground" that encourages more people to PVP, learn the ropes in "saftey" and then go out into the big red part of the map.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

SMT008
Deep Core Mining Inc.
Caldari State
#46 - 2011-10-22 20:35:06 UTC
Ogopogo Mu wrote:

Note for Vile rat about bounties:

Flat death bounties have never worked in any game. Too easy to exploit. Only way to make them not profitable is to set up a bounty escrow with CONCORD that pays out for less than the value of the destroyed items like so:

Dead ship: Everyone on the killmail splits 50% of the base value of the destroyed ship and destroyed fittings (not dropped), up to the amount in escrow. The killers also split the insurance payout, if for some reason the wanted pilot had insurance.

Dead pod: Everyone on the killmail splits 75% of the base value of the implants plus 75% of the cost of the clone, up to the amount in escrow.

This makes it unprofitable to get podded by your own alt, makes the pod potentially more valuable to kill, and a high-bounty target can be hunted for a very long time. If the target flies small ships instead of supercaps, it lowers the value of an individual kill, but keeps the escrow running longer.

Example:

Vile rat gets bountied by annoyed highseccers after he trolled them in Assembly Hall, for 100M ISK total (cheap bastards). This goes into the CONCORD escrow.

He gets his cruiser blown up by 5 attackers. The loss in hull and destroyed modules is 50M ISK. (Dropped stuff is up for grabs.) Each of the 5 attackers gets a 5M bounty payout [(50M*50%)/5]. The escrow goes down to 75M still on Vile rat's head.

They manage to nab his pod and all 5 get on the killmail. Vile rat had implants, and their base value + the cost of his clone are 500M. 500M*75% is more than what's left in the escrow, so each attacker gets (75M/5)=15M for the podkill instead of [(500M*75%)/5]=75M.

Now if the bounty was significant, like 10B ISK, not only does Vile rat's pod become a potentially juicier target, but the escrow stays high enough that he can be hunted again and again. He can hide in a station or go out without implants, but the clone value still makes it worthwhile, and not having implants only makes the escrow last longer.

Adding a bounty to the destroyed ship is just a thought, as it gives a solo roamer a reason to go after a wanted pilot even if he might not be able to nab the pod. If that gets too complicated, just forget it and keep the 75% bounty on the implants and clone price.


OH MY UNDERWEAR. WHAT DID YOU DO !

But seriously though. This idea is awesome. Some CSM guy or CCP devs, please, give some feedback about this thingy. It looks, wonderfull. Really. Awesomeness concentrated in a wall of text.

Solo Player
#47 - 2011-10-22 22:19:20 UTC
What i'm looking for in high sec is exactly the same that I look for in low sec and that i'd probably look for in null if I found an incentive to venture there:

I want to immerse into (the illusion of) a living, breathing world, not just a "game". Places I visit should be interesting, with backgrounds by both players and NPCs visible and easily accessible. I want to see a difference if the planet next to me has a population of 10 billion or none. Things should "make sense" and not disrupt the illusion.

I want a universe that changes. I want random events that change the game locally. I want markets, rats and system security that change dependent on player activity. I want places that are not frequented to offer more and better missions and former hubs that have become deserted. I want a different Jita every few years.

I want lots of things to do that are actually interesting, with depth and variety. Missions that are not ever-the-same, smuggling that works, trading that requires more than updating my orders, mining that includes a set of tools and decisions that make it a challenge, etc.. I want to be able to get better at things not just by training to level 5 but because I devised a better tactic. I want every of these systems to be as complex as fitting and combat currently is.

I want there to be choices and consequences. I want standings to NPC corps, sec status and FW results to really affect my options. I want to be able to antagonize faction X so that they will never let me dock again. I want there to always be a tradeoff with every decision. I want death to really hurt.

I want to be surprised at every corner. I don't want to be able to predict everything. I want branching missions that I don't know where they will lead by visiting a website. I want to be able to get incredibly lucky or really misfortunate.
Solo Player
#48 - 2011-10-22 22:25:12 UTC  |  Edited by: Solo Player
Ogopogo Mu wrote:

Note for Vile rat about bounties:


Also, this is brilliant. + 1 a billion times.
Shouldn't there be a seperate proposal for this somewhere?
Vile rat
GoonWaffe
Goonswarm Federation
#49 - 2011-10-22 22:35:10 UTC
SMT008 wrote:
Ogopogo Mu wrote:

Note for Vile rat about bounties:

Flat death bounties have never worked in any game. Too easy to exploit. Only way to make them not profitable is to set up a bounty escrow with CONCORD that pays out for less than the value of the destroyed items like so:

Dead ship: Everyone on the killmail splits 50% of the base value of the destroyed ship and destroyed fittings (not dropped), up to the amount in escrow. The killers also split the insurance payout, if for some reason the wanted pilot had insurance.

Dead pod: Everyone on the killmail splits 75% of the base value of the implants plus 75% of the cost of the clone, up to the amount in escrow.

This makes it unprofitable to get podded by your own alt, makes the pod potentially more valuable to kill, and a high-bounty target can be hunted for a very long time. If the target flies small ships instead of supercaps, it lowers the value of an individual kill, but keeps the escrow running longer.

Example:

Vile rat gets bountied by annoyed highseccers after he trolled them in Assembly Hall, for 100M ISK total (cheap bastards). This goes into the CONCORD escrow.

He gets his cruiser blown up by 5 attackers. The loss in hull and destroyed modules is 50M ISK. (Dropped stuff is up for grabs.) Each of the 5 attackers gets a 5M bounty payout [(50M*50%)/5]. The escrow goes down to 75M still on Vile rat's head.

They manage to nab his pod and all 5 get on the killmail. Vile rat had implants, and their base value + the cost of his clone are 500M. 500M*75% is more than what's left in the escrow, so each attacker gets (75M/5)=15M for the podkill instead of [(500M*75%)/5]=75M.

Now if the bounty was significant, like 10B ISK, not only does Vile rat's pod become a potentially juicier target, but the escrow stays high enough that he can be hunted again and again. He can hide in a station or go out without implants, but the clone value still makes it worthwhile, and not having implants only makes the escrow last longer.

Adding a bounty to the destroyed ship is just a thought, as it gives a solo roamer a reason to go after a wanted pilot even if he might not be able to nab the pod. If that gets too complicated, just forget it and keep the 75% bounty on the implants and clone price.


OH MY UNDERWEAR. WHAT DID YOU DO !

But seriously though. This idea is awesome. Some CSM guy or CCP devs, please, give some feedback about this thingy. It looks, wonderfull. Really. Awesomeness concentrated in a wall of text.




So the actual bounty is escrowed and the payout depends on the actual cost to the person losing it?

This is REALLY good, I like this a lot. It doesn't create new money in the game since you have to put it up front and it causes you to only get paid if you cause hurt to the person who died.

Thank you for offering this idea, I'm going to see if it can get some legs.
Ogopogo Mu
O C C U P Y
#50 - 2011-10-22 22:43:30 UTC
Solo Player wrote:
Shouldn't there be a seperate proposal for this somewhere?


Okay.

Vile rat wrote:
So the actual bounty is escrowed and the payout depends on the actual cost to the person losing it?

This is REALLY good, I like this a lot. It doesn't create new money in the game since you have to put it up front and it causes you to only get paid if you cause hurt to the person who died.

Thank you for offering this idea, I'm going to see if it can get some legs.


Much obliged. Yes, it's an ISK sink, makes it financially incorrect to kill yourself, and bountying the ship makes the target a primary in gang/fleet (which can lead to interesting dynamics, like a high-bounty player in a pure bait tank) and also gives a solo player a reason to take a shot.
Justin Slayer
The Scope
Gallente Federation
#51 - 2011-10-24 21:31:55 UTC
I think one of the more important things is just having more stuff to do, especially with others. More group related things, or just more things in general need to be added. Maybe a smaller scale, private/fleetwise incursion, or other random events?
Gheng Kondur
Serva Fidem
#52 - 2011-10-24 22:12:37 UTC
For hi sec, a lot but then again not that much, mainly a bit more content.

A bit of a rebalance on the suicide ganking, but no removal under any circumstances. Insurance seems the most popular option.

War Decs need something to stop the griefing types, but allow for in game problems and rivalries to be played out.

A bit of protection from pvp for noobs, I'd like to see a trial period protection so they have to initiate it through being stupid, so yes, can flipping to remain. But lets ease them in to harsh world EVE is.

More or variable missions would be nice, as once you've learnt them they are just an isk and salvage generator which are so boring.

My personal likes, scan sites. Could do with more variation on types and throw some ice in there please. Yes I love Grav sites. Magnetic sites are not really worth the effort, make more salvaging a lvl 4 missions, even the odd t2 part doesn't make make up for the isk you get for the same time on a lvl 4, so a buff there needed.

more wormholes to low and 0.0 would be nice too. I enjoy the odd foray deep into the wilds and the danger it brings.

No more nerfs though, until low sec is fixed in various ways and 0.0 expands to allow remote areas of space, most will stay here and if CCP is to finance greater changes, the subs are needed.



paritybit
Stimulus
#53 - 2011-10-25 00:03:20 UTC  |  Edited by: paritybit
Since your focus seems to be careers, I have three suggestions.

Bounty hunting. This has already been suggested a few times in this thread, but I'm adding support because this career path is pretty desperately needed in a game about shooting other people's space ships. This isn't specifically a high-sec thing, but it would promote PvP in high-sec. Taurean Eltanin wrote a blog post outlining an idea -- while I don't agree with everything he said, it's a really good base to work from. It works based off turning killrights into a bounty and part of the idea is depriving the criminal of his insurance -- but only allows registered bounty hunters to collect. Taurean suggests some minimum security status, but I don't see why you can't just let anybody do it. Maybe some of this can be combined with Mogopogo's suggestions.

Mercenary work. We already have mercenaries, but it's a sort of ad hoc thing generally used to harass or demoralize a target. It quite leaves out any sort of defensive work. I wrote a post about this quite a while back. It would be great if you could have defense contracts with mercenaries which would put them into the war immediately as sort of an extension of your own corporation. Clearly there's still room here to be vile and cause problems (by not actively doing any defense even when hired) but with the right kind of contracts in place you could ensure a decent reward for active mercenaries.

Lawmen. I think we ought to remove or greatly delay the faction navy spawns that harass criminals moving in high-security space. Give players a chance to do some of that work if they want to -- I know I would. But I think you've got to couple this with changes to security status -- make it harder to work off your negative status. Seriously, it makes no sense that a primary money-making activity fixes your status as a criminal. I wrote a little more about it, but it's not as important as the core of the idea -- specifics just bog things down sometimes.

Bring PvP junkies to high-sec.
Vile rat
GoonWaffe
Goonswarm Federation
#54 - 2011-10-26 09:01:04 UTC
Parsec Seti wrote:
This is a great thread.

I know I've been conditioned as a young player to not trust anything with "goon" as a prefix - but from reading this thread I have new found respect for the OP.

This idea seems pretty out there - but what about the idea that players, through large cooperative actions, could CHANGE the security status of certain areas.

i.e. Through a concord directed set of objectives, a section could move from 0.4 to 0.5.

The reverse could also be true - by connecting with pirate groups, a system could be moved from 0.5 to 0.4.




To me at least the whole concept of security status should be dynamic. The RP angle is that higher security space has more Concord attention and lower has less, matched up with what is supposed to be a sliding scale of risk/reward. It seems reasonable to me that players should have some way to impact this on some level as their actions would also have an RP impact on the overall security of said space. It seems like it would be pretty cool that either through activities the players do, or activities that RP storyline causes would cause the focus and attention of Concord to shift around a bit. I'm not sure how easy of a sell this would be to CCP since it sounds fairly time/effort intensive but I like the concept.
Ogopogo Mu
O C C U P Y
#55 - 2011-10-26 09:42:55 UTC
Vile rat wrote:
To me at least the whole concept of security status should be dynamic. The RP angle is that higher security space has more Concord attention and lower has less, matched up with what is supposed to be a sliding scale of risk/reward. It seems reasonable to me that players should have some way to impact this on some level as their actions would also have an RP impact on the overall security of said space. It seems like it would be pretty cool that either through activities the players do, or activities that RP storyline causes would cause the focus and attention of Concord to shift around a bit. I'm not sure how easy of a sell this would be to CCP since it sounds fairly time/effort intensive but I like the concept.


I would like this a lot, like urban decay/renewal. But what happens to the chars who resub and find themselves in a security shift high-low? If you're a flashy red and you log on and your former pipe system is now hisec, do you just get destroyed on the undock? Less of a problem: people who have a hisec POS who are suddenly in low. (Less of a problem because they just wind up taking them down or losing them, I suppose.) Or a returning player who, say, has all his crap in Motsu and comes back to find out it will take him 4 jumps to get himself (and all his crap) to hisec.

Would a 0.1 system be switchable to NPC null, or vice-versa? Or even more crazy, would a null alliance be able to build an empire island in the middle of their sovereign space? (Why they would want to is anyone's guess, though it might be funny to do it to someone else's sovereign space...)

I could see changing security levels in systems without bridging between high/low/null as a dynamic system and a way to spread out mission-runner congestion without just moving the agents around in a patch. 6 gazillion navy missions run in Motsu implies a higher active population of citizens (implied NPC citizens), which can support/require more CONCORD, which moves the security status up after a very long time, which makes the agents less profitable, which encourages people to move. You may wind up with some goofy system security jumps like this though (going from 0.8 to 0.4 for instance), making the security map less sensible.
Tallian Saotome
Nuclear Arms Exchange Inc.
#56 - 2011-10-26 10:12:25 UTC  |  Edited by: CCP Phantom
on a serious note, dunno if its been mentioned, but docking games... they need fixing.

Inappropriate signature removed, CCP Phantom.

Lyrrashae
Hellstar Towing and Recovery
#57 - 2011-10-26 19:48:52 UTC
Hmmmm....

In no particular order:

1) Suicide-ganking should never, under any possible circumstances, be removed. Ever! But insurance payouts for CONCORD'okken ship-loss should be--it's just stupid, and this game needs the ISK-sink. (Not every Hulk that runs afoul of the ole' reliable Arty-Pest is going to be fitted with a Pithi A-tybe SSB, after all, and how often will it drop even if they are? Potential real rewards, but also real risk.)

1a) Ninja-salvaging should likewise never be removed, or nerfed anymore...It's been nerfed enough as it is, since Apocrypha, and should remain a viable career-path.

2) WarDec--neutral RR is flagged as war-target, and gets gate- and docking-aggro timer. Neutral swap-Orca, same deal.

3) Bounty-Hunting: Lots of good ideas here and elsewhere, so I needn't repeat them, except to re-iterate that the current system is a complete waste of server- and client-side resources. Not just the mechanic needs re-inventing, but as stated repeatedly elsewhere, it needs to be made a viable career-path, as well.

4) Allow covert-cynos and covert-cyno bridging in hisec! Yes...YES!! This will add a whole new dimension to hisec warfare, ninja-looting, and if the gankers have a lot of money to burn, suicide-ganking, too. Subject to the following limitation: If you light a covert cyno on the grid of a gate or station, then you draw gate-gun/station-gun aggro, and if in 0.8+, then also faction-police aggro (Force-recons won't be tanking that kind of beating for too long, so again, risk vs. reward on a tactical level).

5) Smuggling: The chairwoman of the last CSM, Mynxee, had a great idea for networks of "smuggler stargates."

I say let these run throughout hisec, losec, and nullsec, and let the "Smuggling" skill offer a chance of finding out that one (or more) exist in the constellation you're in. CONCORD and the NPC police of course, don't know about them, and they have to be probed down, and you know which constellation that particular run goes to, but no more--IE, you don't know how many gates on the way, or exactly which system they go to, just which constellation. At the end-point system, there is a probe-able wormhole (known-space to known-space only) that may take you to a trade-hub...Or it may drop you right into the waiting arms of an NPC Customs fleet. Or, it may drop you right in the middle of deep-sov null Twisted

7) PvE: This needs to be much more focussed towards PvP-style fits and tactics--instead of a mob of umpty-dozen stupid red crosses, you just fight a few, but they all omni- and/or buffer tank, use neuting, pointing, and racial EWAR, Sleeper/Incursion AI, and you have to point/web/neut the completion-trigger to keep it from warping off. But not before killing/jamming/damping/otherwise "rendering powerless" his two little RR buddies. Should breed a harder specimen of carebear, I think Blink

8) Mining--goes without saying, but needs to much more interesting/dynamic, and much less bottable.

That's all for now, I'm nodding off at the keyboard...And, yes: This thread--not sure if meta-troll/scam, but whatever...

Ni.

Cordo Draken
ABOS Industrial Enterprises
#58 - 2011-10-27 03:50:35 UTC  |  Edited by: Cordo Draken
ARRGH, Stupid Forum at my entire Post! Evil
*Edit* twice now...

Anyways, the TLDR

Need a Negotiation platform for Wars! Terms for Surrender/ Ransom. Provide Terms of Isk, Time of immunity from another War, when the war gets dropped, etc. Eliminate War evasion this way. CCP needs to Eliminate Alliance hopping regardless, Period!

Boost Mission AI with tougher more player like NPCs.

Counter-Missions for mission runners! Mix in Competior NPC Corps that send players after same goals, or Attack/defend situations, where Competing players can engage each other only in mission space.

Create Cat & mouse NPC Corps courrier contracts. Send Player 1 to deliver goods a distant station. While Player 2 is given info to intercept and to either destroy or ransom the goods from Player 1.

Fix Bounties, create qualifications (Sec status/Faction standings) to get bounty Contracts to get the marked target anywhere!

Yeah that was my TLDR, but would be great to see these changes!

Whomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my Autocannons 

Pent'nor
#59 - 2011-10-27 11:51:18 UTC
[
Karim alRashid wrote:
The following is suggested as one of the ...
Vile rat wrote:

... ways to make the game fun when you don't want to invest your time and effort in the space conquest game


and as a possible ...
Vile Rat wrote:

... legitimate career path for those who want to live in empire and enjoy Eve-online.


"Sports" in the sense of ancient Rome gladiator fights, rather than today's baseball matches. Regular (permanent?) alliance-tournament-like events with ladder/rank list, betting and bookmakers (and yes, this will most probably involve limited access areas, deal with it).


Something New:
I really like this idea! Being a gladiator could be a career path. Have some sort of base payout for competing (some small amount) then the house awards the winner with some isk depending on a ladder/rank system. Throw in some side betting. However, it would all have to be instanced with a queue. I would want to log on and just jump into a match. I do not want to deal with organizing a match or trying to find someone to fight. Maybe it could be some sort of virtual sport that people play while docked.

Something Old:
Missions... I once had an idea about leveling each agent. Like they all start off at level 1 but by doing some storyline missions for them, the agent will gain standing with their corp, so then the corp will give the agent a harder storyline. With all of those missions we do for an agent, I would think that the agent is seeing some benefit also. However, I would still want the agent to be able to give out those random non-storyline mission at what ever level they are at and each storyline has to be unique to each agent. I would not want to see two agents with the same exact storyline mission.
Sephiroth Clone VII
Brothers of Tyr
Goonswarm Federation
#60 - 2011-10-28 04:00:55 UTC
War decks should last a week or two then end and have a cooldown of a week before any new ones can be started up again to prevent the constant wars.

You can bribe concord to look the other way for a while, but not forever.