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Why is there no way for us to attack supply lines in eve?

First post
Author
Malcanis
Vanishing Point.
The Initiative.
#241 - 2013-05-30 13:44:46 UTC
Adeh Gamalar, can you give me an overview of your experience in 0.0?

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#242 - 2013-05-30 13:48:39 UTC
Adeh Gamalar wrote:
Jenn aSide wrote:
Adeh Gamalar wrote:


Again, I'm happy to see almost all NPC slots go (with the exception of what is necessary for brand new players). But that is kind of irrelevant. If null is to be self-sufficient then talking about 'competition' with empire is pointless. The two systems need to be decoupled with only thin and dangerous pipelines between each other. They should not be competing with each other because in a competition one of them will always win and that will ruin the corresponding economic sector in the other area.

The real answer to the question of how you motivate people to make things in null is to pretty much give them no choice. Make the logistics between high and null sufficiently tricky and people will build in null rather than ship.


You can't "give them no choice" in a video game they can uninstall, dude.


Down that argumentative route madness lies. Every single game mechanics restricts and removes choices so please don't make out that the suggestion that a choice should be restricted or removed is anything novel at all.


How do you think the changes you suggest would make EVE better?

0.0 would be depopulated, with the possible exception of systems within a few jumps of empire gateways, and maybe NPC 0.0 with good empire access like Syndicate and Curse.

Traffic through low-sec would also therefore fall to zero.

Most of 0.0 players have no interest in being forced to live in empire, and large numbers of them would simply leave the game. Including their empire production, R&D, mission and mining alts.


All this seems like a rather high price to pay for some weird purity-test nostalgia for aspects of EVE in 2004 that are gone and will never ever come back no matter what you do.

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

Grath Telkin, 11.10.2016

Adeh Gamalar
State Protectorate
Caldari State
#243 - 2013-05-30 13:48:48 UTC
Quote:


why should they also get production facilities that grossly overpower those available in 0.0



They don't. You can say it again and again but pretending that POSes don't exist just because you don't want to use them doesn't make it so. In any case, as I've said half a dozen times now I have no objection to increasing the slots in outposts in null, although I would prefer them to be removed in high and for the balance to be brought in in that way.


Quote:

To put it another way: why should it take a hi sec player x hours of ISK making to pay for a batleship and 2x or 3x hours for a 0.0 player to do the same? Because that's what you're advocating, and you haven't even given a reason why this should be apart from "0.0 players are lazy for wanting the same potential as hi-sec".

Why do you want 0.0 existence to be so gimped compared to hi-sec?


There is a huge gap in your argument here. So far you haven't explained why it would cost three times as much to make a battleship in a pos in nullsec than it would to make it in a slot in a station. I have no idea why you would think this would be the case. It seems to be a purely made-up number.
Malcanis
Vanishing Point.
The Initiative.
#244 - 2013-05-30 13:52:09 UTC
Adeh Gamalar wrote:


So, why would the hull price be higher? Mineral costs are what you're thinking of, I guess. But if the costs are going to be that much higher because the mins are mined in null then the income from mining in null will also rise proportionately, and won't stay the same as it is in high-sec...


Nullsec is shockingly deficient in low-end minerals. Obviously you're unaware of this, but even after the high-end ore buff planned in odyssey, there isn't going to be nearly enough trit and pyer and especially not enough mexallon in 0.0 anoms.

Really I think you need to educate yourself on what the actual problems of 0.0 manufacturing are before you make any more suggestions about it.

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

Grath Telkin, 11.10.2016

Adeh Gamalar
State Protectorate
Caldari State
#245 - 2013-05-30 13:53:44 UTC
Malcanis wrote:
Adeh Gamalar wrote:
Jenn aSide wrote:
Adeh Gamalar wrote:


Again, I'm happy to see almost all NPC slots go (with the exception of what is necessary for brand new players). But that is kind of irrelevant. If null is to be self-sufficient then talking about 'competition' with empire is pointless. The two systems need to be decoupled with only thin and dangerous pipelines between each other. They should not be competing with each other because in a competition one of them will always win and that will ruin the corresponding economic sector in the other area.

The real answer to the question of how you motivate people to make things in null is to pretty much give them no choice. Make the logistics between high and null sufficiently tricky and people will build in null rather than ship.


You can't "give them no choice" in a video game they can uninstall, dude.


Down that argumentative route madness lies. Every single game mechanics restricts and removes choices so please don't make out that the suggestion that a choice should be restricted or removed is anything novel at all.


How do you think the changes you suggest would make EVE better?

0.0 would be depopulated, with the possible exception of systems within a few jumps of empire gateways, and maybe NPC 0.0 with good empire access like Syndicate and Curse.

Traffic through low-sec would also therefore fall to zero.

Most of 0.0 players have no interest in being forced to live in empire, and large numbers of them would simply leave the game. Including their empire production, R&D, mission and mining alts.


All this seems like a rather high price to pay for some weird purity-test nostalgia for aspects of EVE in 2004 that are gone and will never ever come back no matter what you do.



I have no idea what you are talking about now. Who said anything about forcing 0.0 players to live in empire? What I said was that null should have a fully self-sufficient economy and that it should not be an easy option to displace any resource in null with one from empire space (and vice versa). I thought nullsec self-sufficiency was what you wanted. If so, why would you want an easy link to highsec, since if it is practicable and easy to bring any resource in from high there will be no point in acquiring that resource in null.
Rebecha Pucontis
Doomheim
#246 - 2013-05-30 13:57:04 UTC
I think definitely something needs to be done about cynos and jump drives, they are far too powerful. Completely scrapping them I feel is definitely not the way to go as would throw a massive spanner in the works of how the game currently works in more areas than simply supply and logistics.

The description of being able to attack transport and freighters need to be bought back though. Transporting stuff into null sec should be be risky and open to attack. At the same time Malcanis is correct, industrial activities in null sec should be given a big buff which is what they are doing, along with making the industrialist open to attack, which is again what they seem to be doing. That way alliances will have to decide how to supply their alliance, either through local production, or importing by freighters, or a mix of both. Right now importing is virtually risk free whilst local industrialism is as hard as hell.
Malcanis
Vanishing Point.
The Initiative.
#247 - 2013-05-30 14:02:02 UTC
Adeh Gamalar wrote:


There is a huge gap in your argument here. So far you haven't explained why it would cost three times as much to make a battleship in a pos in nullsec than it would to make it in a slot in a station. I have no idea why you would think this would be the case. It seems to be a purely made-up number.


There is the ISK overhead of buying and setting up a destructible POS in the first place

There is the ISK and time overhead of maintaining it.

There is the very high overhead of defending it.

There is the actuarial cost of risking losing it - and in an EVE where 0.0 was filled with thousands of manufacturing POS, they

WOULD be obvious targets, and it would be impossible to reliably defend them all.

There is the ISK and actuarial (risk) overhead of ferrying materials to and finished products from the POS (In a station you can just list them straight onto the market)

POS are capped at 75% refine efficiency, so you need to import bulk minerals from the nearest Minmatar station. And you just removed all bulk jump logistics, so it has to be done with haulers or freighters, making your operation extremely vulnerable. This adds on to your effective cost.

0.0 is cripplingly short of low end minerals, and 0.0 mining is more "expensive" than hi-sec mining because it's much easier for hostiles to disrupt it.

POS operations are far easier for spies and saboteurs to disrupt than station operations. This again adds to the actuarial overhead.

The political situation in 0.0 can change very rapidly. At any given time, you're no more than a coouple of strategic battles away from losing some or all of your space. This means at best, a massive amount of time tearing down your industrial POS (and moving them in slow vulnerable freighters), and at worst, you can simply lose everything. Again, this risk has to be factored into total production cost.

Honestly, I think 2x is a lowball estimate.

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#248 - 2013-05-30 14:03:40 UTC
Rebecha Pucontis wrote:
Right now importing is virtually risk free


Then please explain all those dead Jump Freighters. You do realise that even if the JF pilot is in a NPC corp, that he's actually a 0.0 alt, right?

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

Grath Telkin, 11.10.2016

Rebecha Pucontis
Doomheim
#249 - 2013-05-30 14:03:48 UTC
Adeh Gamalar wrote:
I have no idea what you are talking about now. Who said anything about forcing 0.0 players to live in empire? What I said was that null should have a fully self-sufficient economy and that it should not be an easy option to displace any resource in null with one from empire space (and vice versa). I thought nullsec self-sufficiency was what you wanted. If so, why would you want an easy link to highsec, since if it is practicable and easy to bring any resource in from high there will be no point in acquiring that resource in null.

Exactly, part of the reason why local industrialism has failed in null sec is due to the fact that it is almost zero risk and low cost to import straight from high sec. Combine that with the fact that it is very inefficient with a lack of low end minerals in null sec to produce locally then it is obvious that no one produces in null.

If they simply buff null industry without looking at the ease of importing then we will only see a half solution which probably wont achieve the desired goal. It will still be more efficient to rat or run anoms or other PVE activities and then simply import/export to high sec unless there is some risk added to importing.
Rebecha Pucontis
Doomheim
#250 - 2013-05-30 14:05:14 UTC
Malcanis wrote:
Rebecha Pucontis wrote:
Right now importing is virtually risk free


Then please explain all those dead Jump Freighters. You do realise that even if the JF pilot is in a NPC corp, that he's actually a 0.0 alt, right?

I'm not saying there is zero risk, but just virtually zero risk. I think it would be difficult to be killed if you do everything correctly, so those pilots achieved quite a feat by managing to die. I would be interested in the circumstances of their deaths.
Adeh Gamalar
State Protectorate
Caldari State
#251 - 2013-05-30 14:07:51 UTC
Malcanis wrote:
Adeh Gamalar wrote:


So, why would the hull price be higher? Mineral costs are what you're thinking of, I guess. But if the costs are going to be that much higher because the mins are mined in null then the income from mining in null will also rise proportionately, and won't stay the same as it is in high-sec...


Nullsec is shockingly deficient in low-end minerals. Obviously you're unaware of this, but even after the high-end ore buff planned in odyssey, there isn't going to be nearly enough trit and pyer and especially not enough mexallon in 0.0 anoms.

Really I think you need to educate yourself on what the actual problems of 0.0 manufacturing are before you make any more suggestions about it.


Stop being so condescending. We're talking about a hypothetical self-sufficient nullsec, not nullsec as it is right now but with one thing changed.

Regardless, in either the hypothetical or the current situation you still haven't explained why ships will cost 2x or 3x more when built from a POS. Whether built from a POS or built from a station the minerals are going to cost the same.

Malcanis
Vanishing Point.
The Initiative.
#252 - 2013-05-30 14:18:11 UTC
Rebecha Pucontis wrote:
Malcanis wrote:
Rebecha Pucontis wrote:
Right now importing is virtually risk free


Then please explain all those dead Jump Freighters. You do realise that even if the JF pilot is in a NPC corp, that he's actually a 0.0 alt, right?

I'm not saying there is zero risk, but just virtually zero risk. I think it would be difficult to be killed if you do everything correctly, so those pilots achieved quite a feat by managing to die. I would be interested in the circumstances of their deaths.


OK so a jump freighter can't cyno directly into hi-sec. It has to jump into a lo-sec system and then use gates to get to Jita (or whichever other trade hub). After loading up at the trade hub, it might have to take a few hi-sec gates to get within cyno range of the lo-sec midpoint. From there it can jump into 0. Or depending on the route, it may be able to cyno directly from Jita.

If the JF pilot is in a player corp, then they can obviously be wardecced, and you'd be appalled at how many JFs empire wardec corps harvest.

Even if the pilot isn't in a player corp, JFs can still be suicide ganked relatively easily, and this is also surprisingly common.

And remember: this is a 6.5 billion ISK hull, not to mention the value of the cargo, with no slots and no defences other than its hitpoints. It's slow and clumsy. If they were routinely killable in the way that, say, a 3 million ISK Iteron V is, then they'd be useless.

If you have for example a 10% chance of losing your JF (let's say it's holding 3.5B worth of cargo, bringing the total loss to 10 billion ISK), then that makes the average cost of a trip to empire a billion ISK each way, plus whatever the fuel is. Obviously you're going to make pretty damb sure that your risk is a lot less than 10%. People don't fly JFs like they're T1 cruisers, nor is it a problem that they don't.

In short: what makes you think they're "too safe". How safe would be "just right"?

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

Grath Telkin, 11.10.2016

Stonecrusher Mortlock
The Scope
Gallente Federation
#253 - 2013-05-30 14:19:08 UTC
Adeh Gamalar wrote:
Malcanis wrote:
Adeh Gamalar wrote:
Jenn aSide wrote:
Adeh Gamalar wrote:


Again, I'm happy to see almost all NPC slots go (with the exception of what is necessary for brand new players). But that is kind of irrelevant. If null is to be self-sufficient then talking about 'competition' with empire is pointless. The two systems need to be decoupled with only thin and dangerous pipelines between each other. They should not be competing with each other because in a competition one of them will always win and that will ruin the corresponding economic sector in the other area.

The real answer to the question of how you motivate people to make things in null is to pretty much give them no choice. Make the logistics between high and null sufficiently tricky and people will build in null rather than ship.


You can't "give them no choice" in a video game they can uninstall, dude.


Down that argumentative route madness lies. Every single game mechanics restricts and removes choices so please don't make out that the suggestion that a choice should be restricted or removed is anything novel at all.


How do you think the changes you suggest would make EVE better?

0.0 would be depopulated, with the possible exception of systems within a few jumps of empire gateways, and maybe NPC 0.0 with good empire access like Syndicate and Curse.

Traffic through low-sec would also therefore fall to zero.

Most of 0.0 players have no interest in being forced to live in empire, and large numbers of them would simply leave the game. Including their empire production, R&D, mission and mining alts.


All this seems like a rather high price to pay for some weird purity-test nostalgia for aspects of EVE in 2004 that are gone and will never ever come back no matter what you do.



I have no idea what you are talking about now. Who said anything about forcing 0.0 players to live in empire? What I said was that null should have a fully self-sufficient economy and that it should not be an easy option to displace any resource in null with one from empire space (and vice versa). I thought nullsec self-sufficiency was what you wanted. If so, why would you want an easy link to highsec, since if it is practicable and easy to bring any resource in from high there will be no point in acquiring that resource in null.



Because in the End it will forever be safer to mine it, buy it, and build it in high sec and ship it to null.

I mean why expose your mining fleets to attack in null when you can keep them safe in high sec in NPC corps, so long as the shipping is supper safe its going to allow high sec to dominate production.

CCP Should buff nulls production, to 75% of there consumption, and then in turn make transporting the last bit a player driven activity, right now JFing stuff down to null or lowsec is so simple you could bot it.


Null sec should forever be partially reliant on highsec and vice versa, as CCP has stated all sections of the game should effect other parts no matter how small or how big.


Right now the movement of resources/Supply's is something you DO so you can GO PvP, not something that actively has a impact on game play.





But its all way simpler than that why there dead-set on keeping there logistic lines safe, they don't want any thing that would threaten them, they cant be bothered to run ops to insure there well supplied. Even tho it would generate MASSIVE opportunity's for PVP conflict.
Jenn aSide
Worthless Carebears
The Initiative.
#254 - 2013-05-30 14:19:10 UTC
Adeh Gamalar wrote:

Stop being so condescending.



He's not being condescending (yet lol), he's utterly destroying your argument. You're leaving so many variables out (on purpose it seems) that Malcanis could drive a Dread through the gaps. I mean seriopusly, you're demonstrating that you don't really know what you are talkign about (example "the minerals will cost the same"...minerals you can't get in null sec?).

Malcanis is illustrating a point I've made several times in this thread: the shear incredible amount of changes needed to the game to make any of this nostalgic "attack the convoy! Ho!" crap would would probably involve so much dev time and game reworking that that it would probably be cheaper and faster for CCP to make a whole new game called "Space Convoy Attack" than do in any of the things people are suggesting.

Things do need to change, but the need to change in a reasonable way and CCP need knowledgeable advice from players for that to happen. "Force null sec players to use crappy industry" is not reasonable advice.



And, just to add, Malcanis sucks (there, now no one can accuse me of Malcanese Jock Riding Twisted ) .
La Nariz
Aliastra
Gallente Federation
#255 - 2013-05-30 14:22:19 UTC
The first step in allowing supply lines to be attacked is to allow us to interdict and suicide gank station slots in highsec.

This post was loving crafted by a member of the Official GoonWaffe recruitment team. Improve the forums, support this idea: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=345133

Rebecha Pucontis
Doomheim
#256 - 2013-05-30 14:25:49 UTC
Malcanis wrote:
Rebecha Pucontis wrote:
Malcanis wrote:
Rebecha Pucontis wrote:
Right now importing is virtually risk free


Then please explain all those dead Jump Freighters. You do realise that even if the JF pilot is in a NPC corp, that he's actually a 0.0 alt, right?

I'm not saying there is zero risk, but just virtually zero risk. I think it would be difficult to be killed if you do everything correctly, so those pilots achieved quite a feat by managing to die. I would be interested in the circumstances of their deaths.


OK so a jump freighter can't cyno directly into hi-sec. It has to jump into a lo-sec system and then use gates to get to Jita (or whichever other trade hub). After loading up at the trade hub, it might have to take a few hi-sec gates to get within cyno range of the lo-sec midpoint. From there it can jump into 0. Or depending on the route, it may be able to cyno directly from Jita.

If the JF pilot is in a player corp, then they can obviously be wardecced, and you'd be appalled at how many JFs empire wardec corps harvest.

Even if the pilot isn't in a player corp, JFs can still be suicide ganked relatively easily, and this is also surprisingly common.

And remember: this is a 6.5 billion ISK hull, not to mention the value of the cargo, with no slots and no defences other than its hitpoints. It's slow and clumsy. If they were routinely killable in the way that, say, a 3 million ISK Iteron V is, then they'd be useless.

If you have for example a 10% chance of losing your JF (let's say it's holding 3.5B worth of cargo, bringing the total loss to 10 billion ISK), then that makes the average cost of a trip to empire a billion ISK each way, plus whatever the fuel is. Obviously you're going to make pretty damb sure that your risk is a lot less than 10%. People don't fly JFs like they're T1 cruisers, nor is it a problem that they don't.

In short: what makes you think they're "too safe". How safe would be "just right"?


To me that Is still far to safe. We both know the only real way to kill them is to suicide gank in high sec, which is rarely worth it if the freighter pilot is smart and doesn't load up on PLEX's or some other such item which has no business being transported in a freighter. They are completely immune when travelling through null sec and low if the freighter pilots uses friendly pos bubbles.
Adeh Gamalar
State Protectorate
Caldari State
#257 - 2013-05-30 14:26:11 UTC
Malcanis wrote:
Adeh Gamalar wrote:


There is a huge gap in your argument here. So far you haven't explained why it would cost three times as much to make a battleship in a pos in nullsec than it would to make it in a slot in a station. I have no idea why you would think this would be the case. It seems to be a purely made-up number.


There is the ISK overhead of buying and setting up a destructible POS in the first place

There is the ISK and time overhead of maintaining it.

There is the very high overhead of defending it.

There is the actuarial cost of risking losing it - and in an EVE where 0.0 was filled with thousands of manufacturing POS, they

WOULD be obvious targets, and it would be impossible to reliably defend them all.

There is the ISK and actuarial (risk) overhead of ferrying materials to and finished products from the POS (In a station you can just list them straight onto the market)

POS are capped at 75% refine efficiency, so you need to import bulk minerals from the nearest Minmatar station. And you just removed all bulk jump logistics, so it has to be done with haulers or freighters, making your operation extremely vulnerable. This adds on to your effective cost.

0.0 is cripplingly short of low end minerals, and 0.0 mining is more "expensive" than hi-sec mining because it's much easier for hostiles to disrupt it.

POS operations are far easier for spies and saboteurs to disrupt than station operations. This again adds to the actuarial overhead.

The political situation in 0.0 can change very rapidly. At any given time, you're no more than a coouple of strategic battles away from losing some or all of your space. This means at best, a massive amount of time tearing down your industrial POS (and moving them in slow vulnerable freighters), and at worst, you can simply lose everything. Again, this risk has to be factored into total production cost.

Honestly, I think 2x is a lowball estimate.



Wait, wait, wait, wait, wait.

Quote:

0.0 is cripplingly short of low end minerals, and 0.0 mining is more "expensive" than hi-sec mining because it's much easier for hostiles to disrupt it.


I asked you to explain the discrepancy between building from a POS and building from a station slot in null. You can't add the cost of mining and logistics in null just to building from a POS. Those will be exactly the same for building from a station.

As to the rest, yes, there are some minor additional costs in terms of time and convenience but you are massively overstating them. Supercaps are built at POSes and the assembly arrays are certainly not moved with the kind of frequency you imply would be necessary. I think you also massively underestimate how much product a single POS can churn out when running at full efficiency. As I said in an earlier post, a single large tower can churn out something in excess of 600 battleships a month. When you get down to modules, weapons and rigs the numbers are simply enormous. The amount of equipment that can be turned by, say, forty or so towers set up in a couple of fortified systems is huge. And, of course, the costs associated with any individual tower will be divided across everything it produces each month.

Really, I don't see 2x as being anywhere near credible.
Delen Ormand
Center for Advanced Studies
Gallente Federation
#258 - 2013-05-30 14:29:23 UTC
Malcanis wrote:
Gwenywell Shumuku wrote:
Malcanis wrote:
Gwenywell Shumuku wrote:
Because some genius decided it would be cool to have cyno-bridges and cyno-freighters, listening to the 0.0 "lazy" crowd.


Well if you want to punish us by nerfing our outposts to only having the 68050 build slots that hi-sec enjoys, make them invulnerable like hi-sec, make the good refineries also have plenty of slots like hi-sec, have unlimited office slots like hisec, make the supply of high-bulk low-end minerals in 0.0 sufficient to build from like hi-sec, make 0.0 ore anoms worth as much as hi-sec minerals, then I guess we'll be as hardworking as the hi-sec industrialist community too.


Oh please, i hope you are smarter than this, because if this is how you work on the CSM...
EDIT: i see your trolled there a bit hm? ;) i take this issue very serous though, i have seen the good and bad times, and i don't like the "easy going" mentality at all that has become 0.0 life.

Easy logistics do 1 thing, and 1 thing only: make 0.0 small scale markets superfluous as you import EVERYTHING end export EVERYTHING to highsec to buy/sell high-volume.

For some time, a short time, we had at least some in-space logistics coming out of this, thus giving opportunity for PvP. That doesnt exist anymore, if you are no moron nobody will EVER catch you.

Risk/Reward, yes? Isn't that what we cry out for....


What's the reward for manufacturing in 0.0 instead of hisec?


Assuming cynos and bridges were nerfed, the benefit would be that you wouldn't have to make freighter runs between null and hisec. You make the stuff there, you use the stuff there.

I'd be in favour of null being able to improve facilities to compete with hisec, but the costs should be absolutely massive, both in terms of time, ISK and effort. Hisec has the backing of long established empires, they can afford to build facilities almost as they please. But null alliances aren't really empires in the same way, they're kind've newcomers on the scene. I'd love it if they could work their way up to that level, but it can't be something that an alliance just sinks an insignificant amount of ISK into and then bingo, they can compete with say, the Amarr Empire. The effort it takes should reflect that infrastructure projects on that kind of scale can only really be done when people are invested in a common cause and are bonded by years of a common culture and vision for the future. It can't be a case of "oh, cool, I sold those 5 Typhoons, I'm going to use that ISK to pay for 300 more manufacturing slots and a new 99.9% efficient refinery".
Stonecrusher Mortlock
The Scope
Gallente Federation
#259 - 2013-05-30 14:33:19 UTC
Malcanis wrote:
Snip




I fly DAILY multy billion JF runs seeding an NPC market in null, i still have my first JF after they where released.


As dose my best friend and the other 4 people i know that got there's around the same time that i still play with.


Tell me, should the simple act of un-docking my cyno ship looking at the un-dock, looking at local keep me 100% safe?


I have lost cyno ships, LOTS of cyno ships, no one has even locked or even BUMPED the freighter, Because the only time it is in space for more than a few moments is in high-sec.




The only way you lose a JF is by being a complete moron, and any one that dose logistics for any group is far from it.

There for to safe.
Malcanis
Vanishing Point.
The Initiative.
#260 - 2013-05-30 14:34:55 UTC
Rebecha Pucontis wrote:
Adeh Gamalar wrote:
I have no idea what you are talking about now. Who said anything about forcing 0.0 players to live in empire? What I said was that null should have a fully self-sufficient economy and that it should not be an easy option to displace any resource in null with one from empire space (and vice versa). I thought nullsec self-sufficiency was what you wanted. If so, why would you want an easy link to highsec, since if it is practicable and easy to bring any resource in from high there will be no point in acquiring that resource in null.

Exactly, part of the reason why local industrialism has failed in null sec is due to the fact that it is almost zero risk and low cost to import straight from high sec. Combine that with the fact that it is very inefficient with a lack of low end minerals in null sec to produce locally then it is obvious that no one produces in null.

If they simply buff null industry without looking at the ease of importing then we will only see a half solution which probably wont achieve the desired goal. It will still be more efficient to rat or run anoms or other PVE activities and then simply import/export to high sec unless there is some risk added to importing.


What's your "desired goal" exactly?

Look, there are two major obstacles to 0.0 industry

(1) Lack of capacity. We've covered this and I think that everyone's pretty much on the same page here. Null needs a shedload more slots because outposts are pathetic.

(2) Higher TCP (Total cost of production). Hi-sec industry gets so many effective subsidies that even with the improvement in capacity, 0.0 industry is still heavily disadvantaged in efficiency.

Now there are some things that we can do to help improve 0.0 efficiency, like for instance make Amarr outposts produce more quickly (effectively give them a PE bonus), so that a given player in 0.0 can produce more than he would be able to in hi-sec. But the unpleasant fact is that the sheer weight of subsidies that hi-sec manufacturing gets may have to be balanced with eg: an increase in station fees or some other cost balancing effect. This is made even more unpleasant, because hi-sec people are often unaware of the extra costs that 0.0 players pay - for instance sov bills are a lot of ISK. Goonswarm Federation pays a couple of hundred billion ISK per month on those bills, for instance.

It's basically impossible to compete with people who get free invulnerable stations that are also virtually free to use when you don't get those things.

I ran some numbers from Akita T's spreadsheet on how much it would cost to buy enough Amarr outposts to replicate the production capacity of hisec: assuming 30 billion ISK for an outpost, a cyno jammer POS, TCU and Hub, and 1 billion ISK per month for the sov fees and POS fuel: 40 trillion ISK, plus 1.4 trillion per month. And that's just for the production slots.

That magnitude of subsidy is, as others in this thread have noted, effectively impossible to compete with.

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

Grath Telkin, 11.10.2016