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CSM minutes: industry in 0.0

Author
Dave stark
#41 - 2013-01-24 15:07:38 UTC
Mister Tuggles wrote:
Why should null be any different?


gonna make a stab in the dark and say, for the same reason level capped players in other mmos don't go to starter dungeons for their endgame content?
Joplin Aihaken
Doomheim
#42 - 2013-01-24 20:59:21 UTC  |  Edited by: Joplin Aihaken
Seems like no one is considering the economical disruption for high-sec miners if null-sec indy outfits no longer import low-end minerals.

As the OP stated, a decrease in demand from null inhabitants for low-end minerals from high-sec markets, means high-sec miners get less reward.

If we are going to give null-sec the "easy" button to have everything it needs to be self-sufficient, and not interact with the universal economy, then hell, let's put ABC ore in high-sec....what's good for the gander is....
Dave stark
#43 - 2013-01-24 21:47:48 UTC
Joplin Aihaken wrote:
Seems like no one is considering the economical disruption for high-sec miners if null-sec indy outfits no longer import low-end minerals.

As the OP stated, a decrease in demand from null inhabitants for low-end minerals from high-sec markets, means high-sec miners get less reward.

If we are going to give null-sec the "easy" button to have everything it needs to be self-sufficient, and not interact with the universal economy, then hell, let's put ABC ore in high-sec....what's good for the gander is....


i fail to see how it's an issue.

null sec mining should provide more isk/hour than high sec, and at the moment that isn't really the case. or, at least not sufficiently so that it's worth the "risk".

null sec will still interact with the universal economy, by nature 0.0 HAS to overproduce mega/zyd to supply high sec. when you've taken your jump freighter to jita to sell your excess mega/zyd/morphite you have an empty freighter. why not purchase some modules to take back to 0.0? how many ship's worth of modules do you think you can fit in 1 jump freighter? tip: it's enough to make it worth importing modules on your way back rather than clogging up null sec production slots making modules so you can leave production slots free to build things like ships and what not.

increasing the low end mineral supply won't stop null sec markets interacting with high sec markets. also it's not about making null sec self sufficient, it's about giving them more options than "import railguns" if they want to get their hand on a worth while quantity of trit/low ends.
Joplin Aihaken
Doomheim
#44 - 2013-01-24 22:51:33 UTC
Dave -

Supply and demand, it's ubiquitous

A loss in demand to import low-end minerals from high-sec, will cause high-sec prices to fall.

Your counter is that a JF would now fill up with high-sec gear instead of minerals...maybe, maybe not. It is optional.
And further, would purchasing gear instead of minerals increase high-sec manufacturing activity enough to offset the drop in demand of low-end minerals from null-sec? idk...

One thing is certain though, null-sec would be completely self reliant: all the required minerals to produce all mods, ships, and other gear it needs. Importing anything from high-sec would be completely optional. Maybe that's what you meant by "options"....

Not saying this is a horrible concept. I'm simply pointing out there are ripple effects to all markets involved.
RubyPorto
RubysRhymes
#45 - 2013-01-25 02:55:16 UTC
Mister Tuggles wrote:
I find it ridiculous they want to give another bump to the nullbears.


What was the first bump? Was it the Jump Bridge nerf? The Sanctum nerf maybe? Oh, the endless structure grind of Dominion sov? The r64 nerf that caused the current Tech crises (believe it or not, the Tech buff was a nerf to ~80% of null)?

Which is the initial "bump" that you don't want to repeat? People keep saying "don't buff null again" and never seem to be able to point to the first buff that that "again" implies.


Quote:
Every other region in Eve is tied to the same problem of having to either buy, or import certain minerals, moon goo, etc to do production. Why should null be any different? Especially since it is the safest ******* place in Eve.


For the sake of argument, let's assume the laughably false assertion that "null is the safest place in EVE" is actually true. How much ISK/effort do you pay to gain the relative safety of CONCORD? How much ISK/effort do you pay to never be able to get cut off from your stuff? How much ISK/effort do you pay for your endless supply of missions?

In null, people have to pay ISK and Effort (in vast quantities) for all of those things. Want to keep your space? Better pay your Sov bill on time (ISK) and better not let anyone take it from you (effort). Those nice intel channels? Who do you think reports that intel? More player effort.

And null is still far less safe than HS.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

RubyPorto
RubysRhymes
#46 - 2013-01-25 02:56:14 UTC
Joplin Aihaken wrote:

One thing is certain though, null-sec would be completely self reliant: all the required minerals to produce all mods, ships, and other gear it needs. Importing anything from high-sec would be completely optional. Maybe that's what you meant by "options"....



So... which region of Nullsec has access to all types of Moon minerals again?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Sheri Angela
#47 - 2013-01-25 03:01:29 UTC
Want to increase industry activity in 0.0 then overhaul corp management so CEOs can open mfg and research slots without fear. Forcing T2 production out to 0.0 will only drive prices up and possibly increase the power of the moon goo cartels.

TIDI = Increasing profit while decreasing service level to the customer disguised a nicely marketed benefit. What would Amazon have done here.

Andracin
Brutor Tribe
Minmatar Republic
#48 - 2013-01-25 04:39:03 UTC
Maybe 0.0 has changed since I last visited but last time I was there it was more profitable to do things other than mine...so only a few odd indy corps did it with the exception of ice mining which was only done to keep POS's up. I remember seeing vast belts of un-touched minerals floating with no mining vessels in sigbt. If you can make more doing annoms and plexes than mining high ends and then buy your minerals why mine at all...I'm willing to be that if they put belts of all super veld and super scord in every 0.0 system more than half of it would go un-mined and most of it would still come from empire. Basically right now null is fed easy minerals from an army of clueless noob minions happily digging away in empire space...
Andracin
Brutor Tribe
Minmatar Republic
#49 - 2013-01-25 04:45:10 UTC
Sheri Angela wrote:
Want to increase industry activity in 0.0 then overhaul corp management so CEOs can open mfg and research slots without fear. Forcing T2 production out to 0.0 will only drive prices up and possibly increase the power of the moon goo cartels.


And this...I've never understood why you have to trust the people in your corp with access to some of your most expensive items to allow them access to your POS's module functions...IMO it should work just like a factory/research slot in a station, each bpc/bpo and items getting returned only to the person who is researching/manufacturing the item....
Dave stark
#50 - 2013-01-25 09:43:54 UTC
Joplin Aihaken wrote:
Dave -

Supply and demand, it's ubiquitous

A loss in demand to import low-end minerals from high-sec, will cause high-sec prices to fall.

Your counter is that a JF would now fill up with high-sec gear instead of minerals...maybe, maybe not. It is optional.
And further, would purchasing gear instead of minerals increase high-sec manufacturing activity enough to offset the drop in demand of low-end minerals from null-sec? idk...

One thing is certain though, null-sec would be completely self reliant: all the required minerals to produce all mods, ships, and other gear it needs. Importing anything from high-sec would be completely optional. Maybe that's what you meant by "options"....

Not saying this is a horrible concept. I'm simply pointing out there are ripple effects to all markets involved.


oh no doubt high sec prices will fall: but why is that a problem? as i said, i think it's fair that non-empire mining makes more isk/hour.
yes, it is optional to fill up a JF with modules, but why would you want to fly an empty JF back to 0.0 when you could haul things back and make a profit? people always want things picking up from jita, null sec stations don't stock themselves. also i'm pretty sure null sec probably do already import modules, although i cannot be sure of that.

yeah, nullsec could be completely self reliant, and importing would be optional. however i don't think this change will lead to a situation where it will be *most efficient* for null sec to be self reliant. as i say, why clog up production slots making modules when you can fit a substantial quantity of ship's worth of modules in a JF in jita and then leave the null sec production slots open for the more sizable things, like ships?

sure i'm simply speculating but i don't think the fallout from such a change will be that bad *shrug*
Bugsy VanHalen
Society of lost Souls
#51 - 2013-01-25 14:17:12 UTC  |  Edited by: Bugsy VanHalen
Callduron wrote:
Miner behaviour in null sec is odd. People are adamant about mining out the grav sites even when there's Mercoxit left rotting in the belts (currently worth about 5 times as much as the dregs of the grav site).

Also many anoms have minerals but there's no interest in mining out freshly cleared sites.

We can't expect null sec miners to pursue the most profitable path when they don't do that now.

There is a very obvious reason NULL sec miners do not mine the regular belts. They would get ganked.
Mining in NULL sec, it does not matter how much tank you have. In high sec you only need to survive until concord shows up. In NULL sec tank does not matter, once you are tackled, you are dead, Tank only affects how many seconds it takes to die.

In NULL you mine in Gav sites. Why? Because anyone looking to gank you needs to scan you down first. There is no warning if you are in a normal belt. And the good ores only spawn in normal belts in very low true sec.Most of NULL sec does not have A,B,C,s or Mercoxit in the normal belts.

If mining in normal belts in NULL was a good idea, there would be miners in NPC null. But there isn't, at least not in the normal belts.

In null sec you can get ganked by anyone. There is always a chance a cloaked ship will despawn and tackle you, then they just hold you until the cavalry arrives. If you warp to a safe every time you see a neutral in local you will spend very little time mining. In a grav site you only warp to safe when you see probes on directional scan.
Bugsy VanHalen
Society of lost Souls
#52 - 2013-01-25 14:44:59 UTC  |  Edited by: Bugsy VanHalen
Joplin Aihaken wrote:
Seems like no one is considering the economical disruption for high-sec miners if null-sec indy outfits no longer import low-end minerals.

As the OP stated, a decrease in demand from null inhabitants for low-end minerals from high-sec markets, means high-sec miners get less reward.

If we are going to give null-sec the "easy" button to have everything it needs to be self-sufficient, and not interact with the universal economy, then hell, let's put ABC ore in high-sec....what's good for the gander is....

The whole point of revamping null is to get players out of high sec and into null.

Currently most of NULL sec, although all under someones control, is mostly empty. Why? because you can not live there without the support of jump freighter bringing in stuff from high sec. There are many that do choose to live in null sec, but mostly hardcore PVPers that live in small pockets where the action is. Once into deep null, in some systems you can travel 10 jumps in any direction without hardly seeing anyone in local. But drop a blockade unit and you will quickly get hot dropped by a fleet of 50 supers.(slight exaggeration)

Players need a reason to go to null sec. 80% of players in EVE are not hardcore PVPers. but at least half like PVP, they just enjoy other aspects of the game as well. You can not force a player into low sec or null sec, most will quit first. You need to make them want to go there. If they can make comparable ISK, WITHOUT LEAVING THE SAFETY OF HIGH SEC, they will. But if null sec was the bountiful land where you could strike it rich, many more would venture out. Just like in the old west during the gold rush, when common people would leave the safety of the cities to head into the wild hoping to strike it rich.

We need the equivalence of a gold rush in EVE to encourage players to get out there. Once there they will see it is not so bad and stay, even after the gold rush is over.

But this brings another problem. If null sec was made bountiful, to try to create a "gold rush" the big alliances would just get richer, and continue hording the best space. How can we fix this? Well the true problem I see is the lack of restriction on space controlled by alliances. There is no need for an alliance to control 30-40 systems, while they only live in 3-4 of them.

Change this mechanic so an Alliance is restricted to a specified number of systems they can control based on the SOV management skill of the founder/C.E.O. For example An alliance can control 4 systems with an additional 2 systems per level of the sov management skill. At Sov 5 you could control a maximum of 12 systems. This would encourage powerful alliances to be much more particular about what 12 systems they control. No more 40 system alliances with half their space empty.

This would not only leave much more open space for newer, smaller alliances, but would encourage more conflict fighting over the best systems. Sure there would still be coalitions of alliances controlling much larger sections of null, but a coalition is less stable then an alliance, with no game mechanics holding them together aside from shared chat channels. Plus each alliance in that coalition would have a Max of 12 systems they would personally call home. These systems would actually be populated.

Encourage conflict, reduce unused space, and not only give high sec dwellers a reason to want to go into null, but a means of getting there without butting heads with the big alliances.
Illyena Shahrizai
Perkone
Caldari State
#53 - 2013-01-25 15:24:55 UTC
Bugsy VanHalen wrote:
Joplin Aihaken wrote:
Seems like no one is considering the economical disruption for high-sec miners if null-sec indy outfits no longer import low-end minerals.

As the OP stated, a decrease in demand from null inhabitants for low-end minerals from high-sec markets, means high-sec miners get less reward.

If we are going to give null-sec the "easy" button to have everything it needs to be self-sufficient, and not interact with the universal economy, then hell, let's put ABC ore in high-sec....what's good for the gander is....

The whole point of revamping null is to get players out of high sec and into null.

Currently most of NULL sec, although all under someones control, is mostly empty. Why? because you can not live there without the support of jump freighter bringing in stuff from high sec. There are many that do choose to live in null sec, but mostly hardcore PVPers that live in small pockets where the action is. Once into deep null, in some systems you can travel 10 jumps in any direction without hardly seeing anyone in local. But drop a blockade unit and you will quickly get hot dropped by a fleet of 50 supers.(slight exaggeration)

Players need a reason to go to null sec. 80% of players in EVE are not hardcore PVPers. but at least half like PVP, they just enjoy other aspects of the game as well. You can not force a player into low sec or null sec, most will quit first. You need to make them want to go there. If they can make comparable ISK, WITHOUT LEAVING THE SAFETY OF HIGH SEC, they will. But if null sec was the bountiful land where you could strike it rich, many more would venture out. Just like in the old west during the gold rush, when common people would leave the safety of the cities to head into the wild hoping to strike it rich.

We need the equivalence of a gold rush in EVE to encourage players to get out there. Once there they will see it is not so bad and stay, even after the gold rush is over.

But this brings another problem. If null sec was made bountiful, to try to create a "gold rush" the big alliances would just get richer, and continue hording the best space. How can we fix this? Well the true problem I see is the lack of restriction on space controlled by alliances. There is no need for an alliance to control 30-40 systems, while they only live in 3-4 of them.

Change this mechanic so an Alliance is restricted to a specified number of systems they can control based on the SOV management skill of the founder/C.E.O. For example An alliance can control 4 systems with an additional 2 systems per level of the sov management skill. At Sov 5 you could control a maximum of 12 systems. This would encourage powerful alliances to be much more particular about what 12 systems they control. No more 40 system alliances with half their space empty.

This would not only leave much more open space for newer, smaller alliances, but would encourage more conflict fighting over the best systems. Sure there would still be coalitions of alliances controlling much larger sections of null, but a coalition is less stable then an alliance, with no game mechanics holding them together aside from shared chat channels. Plus each alliance in that coalition would have a Max of 12 systems they would personally call home. These systems would actually be populated.

Encourage conflict, reduce unused space, and not only give high sec dwellers a reason to want to go into null, but a means of getting there without butting heads with the big alliances.


I like this idea.

Most of the other suggestions offer what appear to be harmless changes, but are in fact radical in the ripple effect - such as adding mass amounts of Veldspar to null would screw up a lot of the high-sec economy.

Changing industry to be more profitable/efficient would also screw up a lot of the high-sec economy. It would almost FORCE people to go to Null to get any sort of profit in those areas, and many people have already flat-out stated they would quit before that happened. An extreme reaction? Not in my opinion - because of the lawlessness of low and null, those people would lose more ships and make less money even attempting to establish a foothold in low or null.

The factor there is corporations and controlling, but that simply makes the rich get richer and the poor get poorer. There's already a wide margin between the rich in null and the poor in high - it's not a complete universal statement, but in general, you can make a lot more ISK in null than you can in high-sec.

I like the concept of smaller sovereignty holdings and maybe the possibility of smaller corporations/alliances able to at least manage a few systems, which would encourage more conflict in null.
March rabbit
Aliastra
Gallente Federation
#54 - 2013-01-25 15:26:50 UTC
Bugsy VanHalen wrote:

We need the equivalence of a gold rush in EVE to encourage players to get out there. Once there they will see it is not so bad and stay, even after the gold rush is over.

Have you heard about Drone Regions? Like 1-2 years ago these regions had "golden rush". I recall my first days in LoD. People were farming hordes like there is no tomorrow. They used 2-3 smartbomb BSs: warp to horde, clean it in like 2-3 minutes and move to next one. Some n00b warps in salvager ship and clear area. It was possible to make billions a day.
Result? People got rich. Was Drone Space overpopulated? It wasn't. There was lots of empty systems around.

Don't forget one thing about "golden rush", "wild west" and such legends. You can get people to try to grab these riches. But 0.0 IS NOT WILD space. It's like territory under mafia control. And every "fountain" you make will be taken by one of these bands. No one "small, new and restless" will take it anyway. Take a look to moons.

There is another thing people tent to "forget": there is no "sov 0.0" space. I mean this space heavily differs from system to system. Some regions are danger, some regions are happy 24/7 ISK farms, some regions almost empty. What does it mean?

It means that carebears (like me) always can find good place to live in 0.0 sov already. You just find some big alliance like goonswarm/test/maybe SF, move to some god forgotten system inside their territory and you have safe ISK havens.

People are not ants. People tent to choose their environment. And the main problem of 0.0 - bad environment. Personally i feel a lot better in high-sec. In NPC corp (without any leaders, corp ops, and such stuff). That's why i returned here.

The Mittani: "the inappropriate drunked joke"

Dave stark
#55 - 2013-01-25 17:50:27 UTC
Bugsy VanHalen wrote:
Change this mechanic so an Alliance is restricted to a specified number of systems they can control based on the SOV management skill of the founder/C.E.O. For example An alliance can control 4 systems with an additional 2 systems per level of the sov management skill. At Sov 5 you could control a maximum of 12 systems. This would encourage powerful alliances to be much more particular about what 12 systems they control. No more 40 system alliances with half their space empty.


wouldn't this just lead to some one having an handful of accounts with 3 characters on them where the characters have trained nothing but the sov management skill and simply holds sov for an alliance so you have 40 systems under the control of 3 separate alliances all owned by one person and nothing actually changes?
Huttan Funaila
Caldari Provisions
Caldari State
#56 - 2013-01-25 20:00:57 UTC
Joplin Aihaken wrote:
Seems like no one is considering the economical disruption for high-sec miners if null-sec indy outfits no longer import low-end minerals.

As the OP stated, a decrease in demand from null inhabitants for low-end minerals from high-sec markets, means high-sec miners get less reward.
CCP and previous CSM meetings have repeatedly stated that they wanted to move industry to low/null and that high -sec industry is "too good." A carrot-and-stick approach is needed, although at the previous meeting they were talking about restricting manufacturing (or raising the fees) in high-sec as if that would make a difference [1].

Maybe I should run for CSM because the folks there aren't miners, nor are they industrialists. I'm a small scale industrialist, and I make about 8-10 drake-equivalent-units per week [2], and I mine much of the minerals needed. So while I'm not feeding an alliance with huge amounts of ships, I'm the sort of little guy that helps keep my corp going. And it is really clear from the CSM minutes that no one there represents little people.

Callduron wrote:
Miner behaviour in null sec is odd. People are adamant about mining out the grav sites even when there's Mercoxit left rotting in the belts (currently worth about 5 times as much as the dregs of the grav site).

Also many anoms have minerals but there's no interest in mining out freshly cleared sites.

We can't expect null sec miners to pursue the most profitable path when they don't do that now.
Mining in null-sec is a risk-versus-reward issue heavily weighted towards the risk end of the scale. For most miners, the risk of mining in the belts is too high due to the ease of losing one's ship(s) to passers-by. For them, mining in grav sites is what it takes to move the risk-reward ratio to a "safe enough" area to continue mining at all. In Fountain, the region of space that our corp rents, only 8 systems have mercoxit spawning in the regular belts [3]. Some regions of null sec have zero systems with mercoxit in the belts.

When mining is risky, then the calculus of mining aims for the most valuable minerals and purchasing the remainder from high sec. Making super-tritanium asteroids won't make much of a difference as I do not believe that they can tip the risk-versus-reward enough in the "go mine it anyway" area. A procurer consumes about 1/2 the minerals of a Drake, and each "Drake Equivalent Unit" takes about 9 man-hours to mine and about 60 seconds to lose. So whether that afk cloaker is afk or not, you have to ask yourself "do you feel lucky punk?"

You also need to consider the sort of people who love to pew-pew in null. The sort who love PvP are not the sort who are going to like mining. The people who enjoy mining tend to be risk adverse and that's why high sec is so full of miners.


TL;DR - Refining in null sucks. The risk-versus-reward makes much mining too risky to bother with.




Notes:
1 - One idea was to raise manufacturing taxes/fees for jobs, and this was quickly shot down by the blogging community by showing that manufacturing costs were a tiny fraction of 1% for ships. Even jacking them by 2 orders of magnitude would not get them to the area where they'd make a difference.
2 - By "Drake equivalent units" I'm referring to an approximate unit of measurement of minerals made into ships: 1 cruiser is approximately equal to 1 capital construction thingy. 3 cruisers is approximately equal to a drake. 6 drakes is approximately equal to a battleship.
3 - All the other systems have industry upgrades to where they now have mercoxit spawning in grav sites.
Bugsy VanHalen
Society of lost Souls
#57 - 2013-01-25 20:20:36 UTC  |  Edited by: Bugsy VanHalen
Dave Stark wrote:
Bugsy VanHalen wrote:
Change this mechanic so an Alliance is restricted to a specified number of systems they can control based on the SOV management skill of the founder/C.E.O. For example An alliance can control 4 systems with an additional 2 systems per level of the sov management skill. At Sov 5 you could control a maximum of 12 systems. This would encourage powerful alliances to be much more particular about what 12 systems they control. No more 40 system alliances with half their space empty.


wouldn't this just lead to some one having an handful of accounts with 3 characters on them where the characters have trained nothing but the sov management skill and simply holds sov for an alliance so you have 40 systems under the control of 3 separate alliances all owned by one person and nothing actually changes?

Why would they do that? Why does a Sov alliance need to hold 30-40 systems if they are only active in 3-4? Why? Because they can. If the mechanic was changed so they could not, without setting up dummy alliances and corps as you suggest, many would just not bother.

Some of the big coalitions could just break down into more smaller alliances, but I don't see a problem with that. There is far more instability in a coalition then there is in an alliance. An alliance is not bound to a Coalition thru mechanics, aside from sharing chat channels. Coalitions are groups of alliances working toward common goals. Alliances come and go from coalitions all the time. Or a coalition will decide a particular alliance in their coalition is not pulling their weight and turn on them. The fact is, how ever little difference there is, coalitions of smaller alliances will drive more conflict than massive alliances.

If a group such as TEST who hold 183 systems or solar who holds 163 systems combined with solar citizens holding 173 systems, had to break them down to a single alliance per 12 systems would TEST still control 180 systems with 15 smaller alliances? Or would Solar use 28 smaller alliances to control the same space they currently control with 2 alliances? Or would they just hold the systems they needed and abandon the rest? Considering there are massive clusters of systems within these large alliances that are completely empty, I believe they would choose to control far less systems than they do now.
Dave stark
#58 - 2013-01-25 23:11:54 UTC
Bugsy VanHalen wrote:
Dave Stark wrote:
Bugsy VanHalen wrote:
Change this mechanic so an Alliance is restricted to a specified number of systems they can control based on the SOV management skill of the founder/C.E.O. For example An alliance can control 4 systems with an additional 2 systems per level of the sov management skill. At Sov 5 you could control a maximum of 12 systems. This would encourage powerful alliances to be much more particular about what 12 systems they control. No more 40 system alliances with half their space empty.


wouldn't this just lead to some one having an handful of accounts with 3 characters on them where the characters have trained nothing but the sov management skill and simply holds sov for an alliance so you have 40 systems under the control of 3 separate alliances all owned by one person and nothing actually changes?

Why would they do that? Why does a Sov alliance need to hold 30-40 systems if they are only active in 3-4? Why? Because they can. If the mechanic was changed so they could not, without setting up dummy alliances and corps as you suggest, many would just not bother.

Some of the big coalitions could just break down into more smaller alliances, but I don't see a problem with that. There is far more instability in a coalition then there is in an alliance. An alliance is not bound to a Coalition thru mechanics, aside from sharing chat channels. Coalitions are groups of alliances working toward common goals. Alliances come and go from coalitions all the time. Or a coalition will decide a particular alliance in their coalition is not pulling their weight and turn on them. The fact is, how ever little difference there is, coalitions of smaller alliances will drive more conflict than massive alliances.

If a group such as TEST who hold 183 systems or solar who holds 163 systems combined with solar citizens holding 173 systems, had to break them down to a single alliance per 12 systems would TEST still control 180 systems with 15 smaller alliances? Or would Solar use 28 smaller alliances to control the same space they currently control with 2 alliances? Or would they just hold the systems they needed and abandon the rest? Considering there are massive clusters of systems within these large alliances that are completely empty, I believe they would choose to control far less systems than they do now.


because if you can't hold sov, what's the point of taking it? where's the conflict driver? if you can't take sov you may as well just remove it entirely.
Ginger Barbarella
#59 - 2013-01-25 23:56:14 UTC
Just a silly thought (since I haven't read the entire thread, given where these threads tend to go after the first page), but why don't the large pew alliances institute large-scale mining operations sufficient to support their needs? Grand grav sites, huge belts, infrastructure upgrades... Is it below the big alliances to do simple mining, or they don't have anyone that knows how to organize these filthy, disgusting miners (that they are, apparently, so dependent upon), or what?

Help me understand here... If the skills aren't there, why not bring people in to help? PLENTY of high sec'ers would love to mine the ABCs for a deal of protection and where they can keep 1-in-5 or 1-in-6 of their loads for themselves?

Yes, no... ??

"Blow it all on Quafe and strippers." --- Sorlac

RubyPorto
RubysRhymes
#60 - 2013-01-26 00:17:48 UTC
Ginger Barbarella wrote:
Just a silly thought (since I haven't read the entire thread, given where these threads tend to go after the first page), but why don't the large pew alliances institute large-scale mining operations sufficient to support their needs? Grand grav sites, huge belts, infrastructure upgrades... Is it below the big alliances to do simple mining, or they don't have anyone that knows how to organize these filthy, disgusting miners (that they are, apparently, so dependent upon), or what?

Help me understand here... If the skills aren't there, why not bring people in to help? PLENTY of high sec'ers would love to mine the ABCs for a deal of protection and where they can keep 1-in-5 or 1-in-6 of their loads for themselves?

Yes, no... ??


Because the Grav sites produce something like 120 times too much Megacyte if you manufacture without importing Trit. I did the math somewhere else, and each time you cycle all the hidden belts, you get 24m Trit for 36m m3 of Ore. Grav sites produce Ore in a fixed ratio.

The resource problem in Nullsec industry is that the requirement that you import huge volumes of low ends results in a situation where it's no extra work to import everything (because the 425 Railguns you're using to compress the trit to manageable volumes brings everything else with it). Which means that Nullsec miners might as well export everything because it's far easier to do that than try to fill the small imbalances that 425mm compression leaves their local industrialist with.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon