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Evolving Empire [Suggestions for Change]

First post
Author
Poetic Stanziel
The Scope
Gallente Federation
#1 - 2011-10-29 21:04:35 UTC  |  Edited by: Poetic Stanziel
This is just a list of changes that could improve empire space in a variety of ways. These items are not arranged in any particular order. They are numbered for ease of discussion. Some items may contradict other items, thus the entire list isn't being advocated, rather it is a discussion tool. Some of the items on the list are my own ideas, many are from others around the EVEosphere.

1. Player-owned planetary customs offices. Obviously this one is already in the pipe from CCP, but I wanted to mention it because it is an excellent idea. The main excitement here is that it brings a degree of sovereignty to lowsec, where corporations and alliances can effectively control planets. This, of course, will lead to conflict. In EVE, conflict is good. Conflict drives the game.

2. CONCORD in low security space. This is tied in tightly with #1 above. If a corporation/alliance controls 60% or more of the customs offices in a system, they can turn on CONCORD in that system. This would not raise the security level of the system, nor would it affect players with low security status, but it would offer a level of protection against aggression. CONCORD response delay would still be tied to the security level of the system. This offers more sovereignty like control in Empire space. Players would be notified of CONCORDs activeness in low-security system when a player approaches a jump gate leading to such systems.

3. Insurance voided if killed by faction police or CONCORD. The CONCORD mechanics should not be changed. CONCORD should not be made stronger or faster. Rather, the use of insurance to mitigate losses while ganking should be removed.

4. Empire space moats. Every racial region is surrounded by a two to three system ribbon of lowsec. Even the alliances between races are shaky and a no-man's land is necessary. Travelling from Gallente to Caldari space requires passing through two to three jumps of lowsec space. Travelling from Minmatar to Gallente space requires passing through two to three jumps of lowsec space. Shortest routes are still bottlenecks (e.g. Rancer), but ensure there are a number of choices for longer routes.

5. Variable system security levels. Every system in empire space can have its security level change over time dependent upon player activity.
a. The more missions completed in a system, the more lawful the region. The security level increases.
b. The fewer missions completed in a system, the more lawless the region. The security level decreases.
c. The more site and belt rats killed in a system, the more lawful the region. The security level increases.
d. The fewer site and belt rats killed in a system, the more lawless the region. The security level decreases.
e. An increase in player vs. player aggression decreases security level. A decrease in player vs. player aggression increases security level.
f. Ship losses which do not draw CONCORD or faction police (e.g. combat due to war declarations) are not used in the security level calculations.
g. The average hourly (or daily) population of a system is factored into the calculation. Thus, it would be quite difficult to alter the security level of systems like Jita, Hek or Aldrat.

6. War declaration mechanics need to be changed. Many ideas have been proffered, but the following is what I favour:
a. Flat 10M ISK fee to declare war on a corporation. Flat 250M ISK fee to declare war on an alliance. The fee does not increase if the declared upon already have wars they are waging (e.g., decshields have no effect on war declaration costs.)
b. Every war will run for a minimum of two (2) days (not including the 24 hour prep/warning time.)
c. At the end of those two (2) days, the declared upon can end the war by paying whatever it is the declaree paid to instigate the war. If no payment is made, the war continues for another four (4) days.
d. At the end of a six-day war, the war may be extended for another six (6) days for double the initial costs paid. Wars may continue to be extended every six days for double the previous cost. Thus an initial cost of 250M ISK is needed to declare war on an alliance. At the end of six days, the war is extended for another six days for 500M ISK. At the end of that six day period, if the declarer wishes to extend again, the cost would be 1B ISK.
e. Once an alliance has had war declared upon them, no corporation in that alliance may leave until the war has come to close. Any corporation not in an alliance that has had war declared upon it may not join an alliance until the war has come to a close. Players may leave a corporation that has had war declared upon it (or its alliance), but no players shall be able to join that corporation until the war has come to a close.
f. For every seven days that a corporation or alliance has had war declared upon it, the corporation (or every corporation in the alliance) can bank a ceasefire. A ceasefire can be used to put a war on hold for a 24 hour period, to allow a corporation or alliance some breathing room to perform their regular duties. Ceasefires can only be spent once every seven (7) days. When a ceasefire is spent, it is effective 24 hours later.

7. Level four missions appear less frequently in high security space. Only 25% of level four missions acquired from an agent in high security space will appear in high security space. The other 75% will appear in a nearby low security system.
Poetic Stanziel
The Scope
Gallente Federation
#2 - 2011-10-29 21:04:48 UTC  |  Edited by: Poetic Stanziel
8. Repair drones that will repair the ship from which they were launched. Give solo mission-runners and industrialists a little added protection.

9. Improved bounty system.
a. Bounties are collected when a corpse plus a matching bounty certificate are delivered to a CONCORD office.
b. Bounty certificates are handed out randomly, for a fee, at a CONCORD bounty office. Each certificate lists one player upon which a reward for their death is active. An account may not purchase a bounty certificate at a rate of more than one per week. The random nature makes it difficult for people to collect on their own bounties.
c. Bounty certificates may be sold via contract.
d. Bounty certificates have an expiration date of one month after they were initially issued.
e. There can only be one bounty certificate active in the game per player bounty at any time.

10. Ice is only found in certain types of gravimetric sites. Ice is no longer a static location in specific regional systems. This makes ice safer to mine, as well as adding some small difficulty in reaping the rewards.

11. Base market taxation, brokerage fees and contract fees on the security level of a system. Taxes are higher in 1.0 systems than they are in 0.1 systems. This is to reflect the degree of expenditure in securing systems.

12. Create combat industrials. Ships that have lower cargo space and mining yields, yet can equip some measure of greater defense and small offense.

13. Create newbie sub-regions.
a. Create four small areas of space, one per race, that are newbie starting areas. Empire space can be reached from these areas, but these areas cannot be reached from empire space.
b. Each area would consist of 7 systems of highsec space and 3 systems of lowsec space.
c. Newbies can combat newbies as per normal rules. Newbies are protected from experienced players (i.e., high skill point players) as they learn the game, since these areas are inaccessible from empire space.
d. This allows newbies to learn the game in a reasonably level-playing-field environment. It teaches them what to expect out in empire space and beyond.
e. The tutorial missions are completed in these sub-regions. These are the only missions available, and once exhausted there are no more missions to be acquired.
f. Once a character hits 1M skill points, they are automatically removed to empire space.

14. Allow corporations to flag themselves as teaching corporations. This would require an application process. The applying corporation would supply to CCP links to substantial web resources proving that they are primarily a teaching organization. Only highsec and lowsec corporations would be eligible (i.e., most of their POSes are located in empire space.)
a. It costs double to wardec a teaching corporation.
b. Teaching corporations cannot wardec another corporation/alliance unless it is mutual.
c. Teaching corporations are allowed to flag 25% of their memberships as mentors or teachers.
d. Members of teaching corporations are forced to leave the corporation after six (6) months (members flagged as teachers or mentors are exempt.)
e. Teaching corporations have access to recruit from newbie sub-regions (see #13 above.)
f. CCP also advertises teaching corporations heavily in the newbie sub-regions.
Poetic Stanziel
The Scope
Gallente Federation
#3 - 2011-10-29 21:05:04 UTC  |  Edited by: Poetic Stanziel
15. Security status loss, due to aggression mechanics, are related to aggression activity over time. If you agress rarely (i.e., perhaps once per week), your loss is at the lowest level. If you agress frequently (i.e., perhaps once or many times per day) your loss is greatly increased.

16. Decrease rewards from high security-based incursions. A 10% reduction.

17. Decrease mining and planetary interaction yields from high security space. A 10% reduction.

18. Increase high-security POS related costs. Increased fuel requirements. Increased material usage requirements for T2 module (and above) production.

19. Third parties become aggressable. Third party reppers are immediately agressable, without penalty, to anyone who can freely aggress the person they are repairing. Any ship that an aggressed ship docks into becomes aggressable, as well as every ship currently docked in that ship.

20. Allow stealth bombers to launch bombs in empire space. If smart bombs can be fired in empire space, then so should bomb launchers.

21. Limited missions per agent. Each agent has a mission counter. If anyone turns in a mission, that counter is decreased. When the counter reaches zero, that agent will no longer hand out missions. (They will still honour any missions outstanding and completed after the counter reaches zero.) The mission counter is reset weekly.

22. Transferable kill rights. Kill rights are a transferable item, which can be traded to players or sold on the contract market. Allows weaker players to transfer kill rights to more powerful players, so that appropriate punishment can be eked out. The kill rights interface to be upgraded so that the offender knows who is in possession of their kill rights (so they can take appropriate defensive actions.)

Original post: http://poeticstanziel.blogspot.com/2011/10/evolving-empire.html
Fille Balle
Ballbreakers R us
#4 - 2011-10-29 21:56:01 UTC
Wrong subforum dude (ette?).

Also, too many ideas in one post. Split it up a bit. Nobody is going to agree with all of those ideas, and there will never be a coherent discussion with so many topics in one thread.

Stop the spamming, not the scamming!

Poetic Stanziel
The Scope
Gallente Federation
#5 - 2011-10-29 23:03:58 UTC
Fille Balle wrote:
Nobody is going to agree with all of those ideas, and there will never be a coherent discussion with so many topics in one thread.

Nobody has to agree with them all. And they are numbered for easy discussion.
Poetic Stanziel
The Scope
Gallente Federation
#6 - 2011-10-29 23:17:21 UTC  |  Edited by: Poetic Stanziel
error. quoted instead of edited. (fixing some typos.)
Rose Hips
Zero Dot Zero
#7 - 2011-10-30 00:06:26 UTC
Yet another "Here's how to play my eve".

Yet another "Let's make life harder on Empire people so they have to go to Lowsec" fail

:yawn:

Nice typing skills though

Forum signature removed by Empress Jamyl as instructed by the Jove

Bow down before the one you serve; you're going to get what you deserve

Max Singularity is the way, the light, the Harbinger of Faith and true hope for New Eden!

Morganta
The Greater Goon
#8 - 2011-10-30 00:08:32 UTC
Poetic Stanziel wrote:
error. posted this thread


not empty floating
mkint
#9 - 2011-10-30 00:11:15 UTC
reported thread as off-topic. Should be in F&I, where it can die a deserved death.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Poetic Stanziel
The Scope
Gallente Federation
#10 - 2011-10-30 00:17:58 UTC
Rose Hips wrote:
Yet another "Let's make life harder on Empire people so they have to go to Lowsec" fail

You didn't read it. There are options that accomodate both sides of the equation.
Pr1ncess Alia
Doomheim
#11 - 2011-10-30 00:21:58 UTC
I was going to lol
then I realized you actually typed all that. Straight

You need to seek professional help. If you can't afford it, just start taking random mind altering substances and ask a neutral friend "am I better yet?". Trial and error should get you somewhere better than where you are.

If you're currently on any drugs, be it coffee or lsd, stop taking them forever, your not a person that handles them very well.

mkint
#12 - 2011-10-30 00:27:18 UTC
after reading the bolded lines (there's no way I'm gonna read all that carp) every single one of your ideas is bad. u suk @ trolling

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Poetic Stanziel
The Scope
Gallente Federation
#13 - 2011-10-30 00:30:12 UTC
Pr1ncess Alia wrote:
then I realized you actually typed all that. Straight

What are you, in grade six, where writing is still hard?
Poetic Stanziel
The Scope
Gallente Federation
#14 - 2011-10-30 00:31:14 UTC
mkint wrote:
u suk @ trolling
Since that wasn't the intention of the thread, you are correct.
mkint
#15 - 2011-10-30 00:32:09 UTC
Poetic Stanziel wrote:
mkint wrote:
u suk @ trolling
Since that wasn't the intention of the thread, you are correct.

really? Unintentional troll? Oh gawd that's sad, since that's all this thread is good for.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Mehrdad Kor-Azor
Doomheim
#16 - 2011-10-30 00:33:26 UTC
What is this I don't even....?
Poetic Stanziel
The Scope
Gallente Federation
#17 - 2011-10-30 00:34:31 UTC
mkint wrote:
really? Unintentional troll? Oh gawd that's sad, since that's all this thread is good for.
You didn't get your hug today, did you?
Poetic Stanziel
The Scope
Gallente Federation
#18 - 2011-10-30 00:36:41 UTC
I particularly like #6f, #9, #13, and #14.
Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#19 - 2011-10-30 00:38:37 UTC
well from what i gathered and i just skimmed through it / your post history is the reason for it/

I actually kind of like the idea, however as an idea which has been or i guess has been discussed under faction warfare having an impact on empire universe.
Tanya Fox
Doomheim
#20 - 2011-10-30 00:40:38 UTC
So the short version, you want to turn high-sec into another low-sec. With a few high-sec type systems dotted around in the old high-sec.


If it ever happens I think you'll find Eve an even quieter place.
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