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[Proposal] Balancing Eve *Read* Fix Null/Low/High Sec

Author
Manfred Sideous
H A V O C
Fraternity.
#1 - 2013-03-01 23:11:11 UTC
I have posted this same idea since 2006 but in another vein attempt ill do so again hoping someone @ CCP reads it this time.

I have been posting the same fix to nullsec for years. I cba to go dig up the post from the old forums but they are there. So here is how you fix this game. A Sandbox MMO thrives off of interaction and interdependancy. It is the cornerstone of making a sandbox work. The basic premise of my idea is you make all zones dependent on eachother but without excluding any zone. For clarification when I say zones I mean highsec lowsec nullsec and wormhole.


Its my assertion that different zones should be bonused to different activities whereby all activities are possible in all zones with a few slight exceptions. If you think about society in real life and how its laid out generally speaking rural areas are where you see farms logging mining and things of this nature I like to think of rural as nullsec. Also secondly you generally see production happening in industrial zones I equate this parallel to lowsec. Whereby most commerce science technology and business happens in urban centers I think of this as Highsec.


So how can this translate into Eve and how do you balance it ? How do you make incentive for interaction? The aim is to not alienate players from partaking in any endeavour anywhere


High Sec

Activities with bonus
Research
Copy
Invention
Market Orders
Contracts

Unbonused Activities
Exploration
Missions
Production
Mining
Refining

Lowsec

Activities with bonus
Production
Refining

Unbonused Activities
Exploration
Mining
Missions
Research
Copy
Invention
Market Orders
Contracts

Null Sec

Bonused Activities

Mining
Compression
Exploration

Unbonused Activities
Production
Missions
Research
Copy
Invention
Market Orders
Contracts


So as you can see different areas offer carrots to different activities. If your a trader or research/invention player high sec will offer you the greatest yield profit. Whereas if you are into production lowsec will suit your needs best. Lastly if you are a miner or want to get into non wormhole exploration nullsec is best suited for you. This gives each area a unique purpose creating interaction between all areas. All the while not limiting what you can do anywhere only providing you with a carrot to do it in X place.


I know I didn't really speak to wormholes but I think its quite clear that Wormholes already have a unique purpose that all other zones depend on.

@EveManny

https://twitter.com/EveManny

Noisrevbus
#2 - 2013-03-02 01:17:20 UTC  |  Edited by: Noisrevbus
I agree with the general principle that all securities of space should interact with each other.

I'm also not even going against the general idea you're throwing out: which looks as though it's wishing to create a stream of production that goes from the outside-in and then back inside-out again.

The only thing that irks me a little is that the low- and high secs don't seem to have any "bonused" actions that involve ships in space while much of the logic that would enable a system like this interactively (as you said, from 2006) have disappeared from the game making it feel a tad outdated.

I mean, i loved the notion back in the day: of lowsec being a production area that saw alot of material shipped around that paved the way for piracy; escorted BoB and proto-NC hauling Ops of Freigthers filled with goodies for Tech II production and the like. It definately makes sense, but alot has also changed in that regard with the profileration of Carriers, introduction of JF and so forth.

So while i agree that high-low-null should be interactive and interdependent, i'm not sure if the production flow of old EVE is the way forward (even though i remember it, and remember it quite fondly as a budding pirate roaming for freight-runs).

The name of the game these days seem to be making each region more self-sustained and not as co-dependent, so the challenge would be to make the securities interdependent on that backdrop (if that makes any sense, i'm trying to draw a distinction between co-dependent and interdependent here, which i am uncertain if it's literally sound): What i am after is that i would like to see each area of space interactive with the other, and inviting players to transgress the borders - but i am not so certain that the different securities need to be so wildly different and unique. That's not sandbox to me.

Some flavour would be nice of course, but i rather belive in having them reminisce of each other than offering completely different resources and gameplay. That is mostly in fear of a dependent system not making them very interactive though, since interactivity is key for me. If you manage to do both, all the more power to you - but priority should be interaction.

Some exhaustion induced raving here, does it make sense?

We already have a system where each area more or less have some unique production-traits: Nullsec with it's capital assemblies, WH with it's Tech III components, Lowsec with it's stream of navy-faction commodities through L5 and FW, NPC-null with it's stream of pirate-faction BPC or implants and Empire with it's bottom-line mining, invention and subcap production. It could definately be tightened up a bit, but there is already a cornerstone there for some flavour while allowing the general economy to seep through all securities better (ie., bottom-line mining isn't, and doesn't have to be, exclusive for Empire - so it isn't necessarily so that Nullsec require unique mining opportunities as much as it requires mining opportunities that meet the risk-reward balance).
Dyvim Slorm
Coven of the Morrigan
#3 - 2013-03-02 12:26:22 UTC
+1 in principle

I think the bonus section of what you propose for highsec is too much, I would move research/copy to lowsec so that there's a real incentive to go there.

This would also make sense from a rp point of view as lowsec wouldn't have the same bureaucracy as highsec so researchers could cut corners, disregard health and safety, experiment on slaves etc.
Kelleris
Full Broadside
Deepwater Hooligans
#4 - 2013-03-11 12:37:11 UTC
I like this idea.
Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#5 - 2013-03-12 12:51:40 UTC
Attempts to balance and make all areas interact are +1 in my book. While I'm not 100% for all the ideas, this thread is so much better than the typical "NS should be better than HS" garbage we see.
paritybit
Stimulus
#6 - 2013-03-13 18:18:23 UTC  |  Edited by: paritybit
I like the general idea because I'd like to see more traffic and cooperation everywhere -- but I almost see some of the specifics as being in-game already.

High-sec is "bonused" for market orders. Because people go there to buy things you're more likely to sell things there. It's also "bonused" for just about any other industrial effort because you're unlikely to lose that effort to traditional pirates -- but you have to live with the "penalty" that resource contention is high.

In low-sec there are never wait times for production, so you could say that production is "bonused" in low-sec. For entities without their own POS, low-sec is "bonused" for research, copying and invention because the queues aren't clogged up. There is less competition for the resources. This is also true of Null-sec, but it's "penalized" in null-sec because it's much easier to get caught and you don't want to lose your original blueprints.

Null-sec is definitely "bonused" for exploration because the game mechanics cause the best sites to spawn there and nowhere else. It's also "bonused" for mining because there are some ores that are difficult to get anywhere else.

I see where you're trying to go, but I don't think this path takes you there.
Zap Zarrap
State War Academy
Caldari State
#7 - 2013-03-19 15:56:58 UTC
simple solution: more taxes on all kinds of activities.
highsec : the fou empires take their cut from everything. thats INCLUDING corp taxes (if you set up any).

-bounties (not implemented)
-trade (in place, needs increase)

etc etc

low: same taxes are in place, but to a much lower degree (half of what empire taxes)

null: NO Tax. and thats the beauty: sov holding alliances now can tax whatever is done in their space.
be it ratting, mining, you name it.

and with different taxes to be set for different activities the sov holders can "control" on the kind of activities being conducted in specific systems, constellations, regions...

so for the most / best cost effectiveness, people either have to move to low (less taxes) or find sov holders that welcome them with open arms to exploit their systems.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#8 - 2013-04-17 01:07:24 UTC
+1 in principle.

For fact, see signature.