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Changes to SOV , Power Projection & Nullsec Stagnation

First post First post First post
Author
Darirol
Ministry of War
Amarr Empire
#261 - 2014-07-07 21:24:45 UTC
i always was a big fan for removing every way to move more then one system at once.

sending freighter, jumpfreighter, capitals and supercapitals through gates would probably the best thing ever and would solve almost every problem in eve.


but ccp will never do something like that because there would be epic threadnoughts against this.
Teckos Pech
Hogyoku
Goonswarm Federation
#262 - 2014-07-07 21:24:55 UTC
Manfred Sideous wrote:
Teckos Pech wrote:
Evelgrivion wrote:
Teckos Pech wrote:
So, run it more like a business so it is less like a business? Is that your suggestion? Sorry, but you'll have to pardon me for finding that kind of rhetoric completely daft.


You've got a massive uphill climb to convince me that your convenience is worth more than the game's overall health. I have long since concluded that making it easy, or even possible to move bulk material from point A to point B in an instant was not a good direction for Eve Online. Its past time it got a second look, and it is, in my opinion, worth throwing away the things you like about the status quo to make Eve a better game.


My convenience (and everyone else's) is essential for the game's health. Making the game inconvenient is not that far from making the game un-fun.

You also appear to be conflating easy and fun. That does not necessarily have to be the case.

FYI: Just to be clear, I don't do logistics for my alliance or corp. So I'm not here complaining about how my own in game activities would suddenly suck alot more with these changes.


Changing things doesn't mean they have to be hard it could mean you arrive to same endstate via a new or different means.


I don't mind hard. What I do mind is not fun.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Manfred Sideous
H A V O C
Fraternity.
#263 - 2014-07-07 21:27:00 UTC
Mr Rive wrote:

Supers are goddamn boring and if we were to get rid of supers altogether I don't think many tears would be shed tbh. The only reason WE have them is because other people have them and the only reason other people have them is because we have them.



I think supers and capitals are cool and exciting. They make cool headlines and we need them for the hitpoints of structures. The problem has always has been power projection. Hell we have so many of the things because its easy as hell for 1 guy to move the minerals to build one to nullsec in a single day.

@EveManny

https://twitter.com/EveManny

Evelgrivion
State War Academy
Caldari State
#264 - 2014-07-07 21:27:28 UTC
Teckos Pech wrote:
I don't mind hard. What I do mind is not fun.


Bullshit. The lack of fun produced by the current sovereignty and power projection mechanics are the entire reason this thread exists in the first place. If nullsec alliances played to have fun, rather than played to win, they would never have formed coalitions.
Teckos Pech
Hogyoku
Goonswarm Federation
#265 - 2014-07-07 21:28:29 UTC  |  Edited by: Teckos Pech
Evelgrivion wrote:
Querns wrote:
I will repeat it until my fingers are bloodied, useless stumps:

COST DOES NOT ACT AS A LIMITING FACTOR IN EVE: ONLINE, A SPACESHIP GAME.


This.

There is a good, crucial, question that must be asked of every design: given infinite manpower and infinite resources, does the system break down? If it breaks, the system is no good, and should be reworked until it can withstand the scenarios that sound impossible.


Infinite man power and infinite resources? I don't think we have that, even in Eve.

A better way to make the above comment is that cost is not a GOOD limiting factor because so many players, corps, and alliances have now acquired rather deep pockets. Thus, any changes that are supposed to benefit small groups and new players that are based on cost will inevitably end up helping to further cement the already established players/corps/alliances/coaltions.

Basically, it is a corollary to Malcanis' law.

Edited for clarity and typos....

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#266 - 2014-07-07 21:29:50 UTC
Evelgrivion wrote:
Teckos Pech wrote:
I don't mind hard. What I do mind is not fun.


Bullshit. The lack of fun produced by the current sovereignty and power projection mechanics are the entire reason this thread exists in the first place. If nullsec alliances played to have fun, rather than played to win, they would never have formed coalitions.


Which is why I agree with many of Manny's stated goals. Did you not read that? I'm just not convinced that his suggestions will get us to both a fun and healthy game.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Manfred Sideous
H A V O C
Fraternity.
#267 - 2014-07-07 21:30:51 UTC
Tara Read wrote:


My analogy of Supers being Eve's ICBM was correct then. They seem to be more of a deterrent than anything else. If you could get seriously backing in PL for Manfreds ideas there would be some weight to it. Not that Manfred himself isn't weight enough behind them.

You got my support on this. Gate camping shipping lanes? Holy **** it's almost like Piracy would be profitable again!


You saying im Fat bro ? Thats it Fite me now!

@EveManny

https://twitter.com/EveManny

Manfred Sideous
H A V O C
Fraternity.
#268 - 2014-07-07 21:33:23 UTC
Teckos Pech wrote:
Evelgrivion wrote:
Teckos Pech wrote:
Manfred Sideous wrote:

Allison A'vani wrote:
The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts.


Its funny the economy got along just fine before jumpfreighters.


Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here.

For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations).

And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities.

I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones?


The environment that cynos built is, in my opinion, toxic, and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics.


I'm going to try again....

What I was trying to suggest, and my fault that I failed, is that one solution might be to make null logistics less important. If "stuff" is sourced locally more than bought in bulk in empire and then jumped out to null then logistics becomes less of a thing.

Right now, and even with the various changes to industry, making things in null is not going to be much of a thing except for various high end commodities. For example, making JFs in null might become a big thing. Making cruiser hulls, probably not.

I agree with much of Manny's goals (more people mining in null, more people manufacturing in null, systems being more intensely used, I'm not even against seeing the current null empires contract in size and opening up huge swaths of space for potential new comers). I'm just not sure making things inconvenient is the way to go. Trying to force people into an outcome is not as easy or healthy as providing incentives where people willingly move towards that outcome.

Most people focus on "force". Change the rules so people can't do something anymore instead of changing the rules so they don't want to do what they are currently doing and do something else, that also could have positive long term "health" benefits for the game.

Yes, the latter is probably quite a bit harder, but at the same time it is more consistent with the notion of the sandbox game. The former, however, is less consistent with a sandbox game. It really comes down to: you aren't sandboxing like I think you should, so I'm going to stop you from sandboxing that way.


I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.

@EveManny

https://twitter.com/EveManny

Tara Read
Blackwater USA Inc.
Pandemic Horde
#269 - 2014-07-07 21:35:06 UTC
Manfred Sideous wrote:
Tara Read wrote:
I'm not exactly jumping for joy over the suggestions here simply because I don't seriously believe PL would just dump the current rental empire model for the sake of the health of Eve.

Where were these radical ideas after the moon goo nerf? Where were these ideas after the Halloween War? I understand you are all so terribly bored you drop Supers on cruisers but honestly? I doubt you could convince people to give up easy income.

Rental income is the easiest thing in existence. Basically CFC/Nc./PL have become landlords nothing more. And due to botlord agreements for both sides to abstain from hurting each others rental space these ideas make even less sense.

Can you seriously convince these people to unclutch their pearls long enough to see there's more to Eve than a blinking walllet? I doubt it.

And what of PL's super cap force? There's just too many unanswered questions and even though the ideas are radical and refreshing, I doubt they will ever come to fruition.

CCP depends upon these once a year proxy wars to advertise 2000 man space battles to draw more people in. What these people don't understand is the 10% tidi, the billions of isk needed to field huge behemoths let alone the years to train such ships too.

So it's a catch 22. You either revert Eve back to an even more niche game and lose half the subscribers or you let the coalitions become so bloated and fat that the line members eventually bleed off and you lose those people anyway.

These are fresh ideas but hardly practical and certainly laughable when leaders of entities like yours scoff at anything that would hurt their easy income.



Let me first just say I am but one man. I do not encompass the decision making for PL or CCP. I can tell you PL has weathered many changes in the game and been fine. I am sure we can weather more. We play as a team and strive for excellence. Ultimately I would like to think that EVERYONE wants a healthier Eve. One that continues to grow and is around for a very long time. I personally and willing to unclutch these so called "pearls" for that endstate. I think it would be exciting to see a more vibrant nullsec one where new groups can come out and carve themselves out a piece. I still think we would still see massive headline making fights. But I also think that not every fight will be a %10 Tidifest that we have now. I think the blocks will break up and the ones that refuse will atrophy from lack of content. There members will become disengaged. Groups like PL would have to change drastically we would either have to live in our sov to protect the rental space around it ( this limits us from being the boogeyman elsewhere) or we become the nomadic mercenary ( which means we can be the boogeyman anywhere but not at the same time).



You gotta look at it from an outside opinion Manfred. It is very uncouth for someone to just give it all up for the sake of the good of everyone else. And maybe that's exactly what Eve needs.

We've been shouted at from mountains by CCP and others "Greed Is Good!" But in the process the very heart and soul of this little universe we call New Eden has suffered altogether at the sake of isk and risk aversion.

To be honest I wish your ideas would be instantaneous. Regional conflicts, Pirate raids on shipping convoys, gate camps locking down pipes, local wars making Sov more of a small gang and intimate experience.

I mean Eve is and always should be about the experience. The fight. There's nothing quite like skilled pvp going toe to toe out scrapping and fighting tooth and nail. It's almost like people have forgotten these fights exist.

Let's do it. Let's make Eve content and pvp something worthy again. Difficult, skill based. Not on the number of Supers you can drop, or how many lemmings can cram into a system.

And for all of you blathering about logistics being hard go talk to some of the grey beards who did it back in the day. Hell Industry would have a valued place again in Eve too.

These changes are needed desperately. If not more pilots will become bored, more will unsub, more will not even look back and then all that isk will be utterly worthless and the only people who will play are the vets desperate for the old days and renters who know nothing else.

Let's make Eve great again guys.
Tara Read
Blackwater USA Inc.
Pandemic Horde
#270 - 2014-07-07 21:36:40 UTC
Manfred Sideous wrote:
Tara Read wrote:


My analogy of Supers being Eve's ICBM was correct then. They seem to be more of a deterrent than anything else. If you could get seriously backing in PL for Manfreds ideas there would be some weight to it. Not that Manfred himself isn't weight enough behind them.

You got my support on this. Gate camping shipping lanes? Holy **** it's almost like Piracy would be profitable again!


You saying im Fat bro ? Thats it Fite me now!


No cyno's at top belt? Fine : P And no you aren't fat. I'm the fat American riding a power scooter lol.
Mr Rive
Sniggerdly
Pandemic Legion
#271 - 2014-07-07 21:39:36 UTC
Manfred Sideous wrote:
Mr Rive wrote:

Supers are goddamn boring and if we were to get rid of supers altogether I don't think many tears would be shed tbh. The only reason WE have them is because other people have them and the only reason other people have them is because we have them.



I think supers and capitals are cool and exciting. They make cool headlines and we need them for the hitpoints of structures. The problem has always has been power projection. Hell we have so many of the things because its easy as hell for 1 guy to move the minerals to build one to nullsec in a single day.


They're exciting 1% of the time. You know yourself owning a super that to have one you basically have to pay sub for an alt you might use for something important once a month.

Yeah, the idea of supers is incredibly cool and I would like nothing more than to see them work. Maybe your ideas would work, I don't know, but personally, I would rather see no supers in game than have them be what they are today.

If you can think of a way to make them work, I'm completely on board. Right now though, I would rather not have them in the game altogether, dreads and carriers fighting it out is pretty cool too. What's more fights where thousands of dreads are lost are a great possibility right now, because it is far easier to reship into one than it is a super.

I love the idea of supers, but the implementation of them right now is awful. I mean for god's sake seleene invented it.
Manfred Sideous
H A V O C
Fraternity.
#272 - 2014-07-07 21:40:57 UTC
Tara Read wrote:
Manfred Sideous wrote:


You saying im Fat bro ? Thats it Fite me now!


No cyno's at top belt? Fine : P And no you aren't fat. I'm the fat American riding a power scooter lol.


jkay I am a fatty.

@EveManny

https://twitter.com/EveManny

Teckos Pech
Hogyoku
Goonswarm Federation
#273 - 2014-07-07 21:47:11 UTC
Manfred Sideous wrote:


I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.


I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Manfred Sideous
H A V O C
Fraternity.
#274 - 2014-07-07 21:50:25 UTC
Teckos Pech wrote:
Manfred Sideous wrote:


I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.


I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan?


I don't I just hope this discussion helps CCP in some way that in part or parcel. Honestly I think this all can be implemented at once just plenty of advance warning and testing for bugs and etc.

@EveManny

https://twitter.com/EveManny

Saraki Ishikela
Perkone
Caldari State
#275 - 2014-07-07 21:50:52 UTC
An idea in response to the cost of sov. I liked the useage idea but why not have something like growing costs. Have an Alliance set up a home system, have the cost of sov increase for every jump away from the system. Have a smaller cost if the alliance holds connecting sov and have a much higher cost for every jump away without connecting sov.

This will cause an exponential cost increase for sov holding to put a soft cap on you will on the size of an alliances holdings. Additionally they'll want to consolidate their sov to reduce cost instead of just holding sections of valuables moons which can be held via jump bridges.

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Teckos Pech
Hogyoku
Goonswarm Federation
#276 - 2014-07-07 21:59:48 UTC  |  Edited by: Teckos Pech
Manfred Sideous wrote:
Teckos Pech wrote:
Manfred Sideous wrote:


I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.


I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan?


I don't I just hope this discussion helps CCP in some way that in part or parcel. Honestly I think this all can be implemented at once just plenty of advance warning and testing for bugs and etc.


Quick technical question:

What exactly do you mean by adjacent?

Connected by gate--i.e. a JB would be a "safish" way to get from one system to the next and avoid gate camps.

Or some other definition? The reason I as is that on a 2-d map systems that are "adjacent" can be rather far away and involve a number of gates.

Sorry if this were answered somewhere else in the thread....15 pages is a bit of slog to read.

Update:

http://evemaps.dotlan.net/map/Deklein/S-B1E4#sec

In looking at that constellation, would LT-DRO be adjacent to....? 8S28-3? How about E3UY-6?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Retar Aveymone
GoonWaffe
Goonswarm Federation
#277 - 2014-07-07 22:01:41 UTC
Basically the idea that you can just nerf specific things and solve power projection is a fantasy. It's garbage and while you can slap on individual bandaids to prolong the time people will suffer through the current model the best you can do is manage the symptoms.

The complaints about power projection really add up to complaints about one thing and its side effects: bipolar eve. Bipolar eve is the creation of tons of factors that make it so that the only viable way to survive is to be able to count on about half the universe being blue to you if things really go down. That is the child of tons of factors, most poorly understood by the Marlonas of the world. Manny - though I disagree with him a lot on the changes you need to make - gets that you need really fundamental changes that rework core aspects of the game.

The main driving forces behind bipolar eve are:

1) Survival. It is possible for any war to become a galactic war. Just being bigger than your neighbor doesn't mean you can beat them, because your neighbor can beg admission to a coalition and suddenly call in a lot more support. This support can come from anywhere. Many people focus too much on rapid movement - that PL can be anywhere on the map in 10 minutes. That's a thing, yes, but not a big one. If PL takes two days to deploy, they still can deploy and suddenly shift the tide. As a result, even if you have resisted joining a coalition, any war you get into can rapidly escalate to one with a coalition on the other side and you simply must be friendly with their enemy to survive. Most stupid responses to bipolar eve just tell people to have less blues. Idiots who follow this advice end up like TEST. You may not like coalitions, but you'll learn to live with them or you'll learn to live in highsec in the current system. There are countless things that feed into this. That you can cyno capitals from one end of the map to another, and fight on two fronts at once. That modern doctrines use small ships (HACs, T3s, etc) that can often be imported much more easily than battleship fleets. That alliances are rich enough to stock markets themselves and not rely on motivating their members to do it. That alliances can import battleships en masse anyway when they're not using small ships. Jump clones. Podding. Dominion sov. All of these feed into it and you can't just hit one and expect the problem to go away.

2) Lack of serious inhibitions in controlling space. It is trivial to have bills automatically paid and maintain sov over an entire region without any serious effort. As a result there's nothing that really disincentivizes sprawling as far as you can. Keeping sov only requires effort when you face an attack. With pos warfare, you'd have to fuel a tower in each system you wanted to keep - but having only a single tower meant it was easy for a surprise attack to overwhelm you as your attacker got up more POS by surprise because you were lazy about the region. Now, any attacker hitting some renter system that no goon has been to in a year faces nearly the same obstacles as if they choose to invade Deklein itself. Sprawl does not strain an organization. Many people try to say that cost should go up exponentially. That's just not workable: cost does not balance things well in EVE, especially in 0.0 where the old guard will always be richer than the upstarts. Plus, you just evade the exponential costs through one of many obvious and unpatchable ways around it. Maintaining an empire needs to cost effort. We can always find more isk. We can't always find more people to run towers, in space we don't live in.

3) Dominion Sov: Nobody likes this. The fundamental problems with it however are generally not comprehensively understood: people see individual things wrong with it but rarely assemble them into a coherent whole because Dominion Sov is bad both for the attacker AND the defender, something people often miss.

Why dominion sov is bad for the attacker is generally understood: that all your progress resets entirely if you lose a single fight, fights are based on gigantic bricks of EHP, and that when facing an enemy who has given up you still have to grind every bit of that EHP anyway.

What's less often focused on is how bad it is for the defender. If you can't win a fight there's nothing you can do to fight a guerilla war, to strain your attacker and force him to decide its not worth the effort. A gaggle of supercaps that you can't scratch smashes your ihub and station into paste and then moves on. As a result once you're done, you're done: you've got no hope so just make sure you're not the last one holding the bag. You can't try to spam towers, you can't try to retake systems through relentlessly trying to get up towers of your own, and you can't convince your people that if you retreat and hold in a different system anything will change. The ground you fight on in every system is exactly the same. There's no fortress systems where you can tower every moon. There's no systems with so many moons that it's a matter of will and money more than actual fights. Everything is the same so once you've lost, you've got no hope.

Dominion sov, by reducing everything to timer fights over EHP, screws everyone.

4) Supercaps. Death to supercaps. It is one of the great things about B-R that now that there is rough supercap parity, everyone can finally agree on death to supercaps in theory without it being nearly as political. Supercaps make it essentially impossible for anyone to field any supercaps or capitals without being able to batphone 51% of the galaxy's supercaps. Their speed and their invulnerability to anything but more supercaps make them utter death to new alliances in EVE. Nobody can build a capital fleet or a supercap fleet without being on good terms with their local supercap lords - and with Dominion sov, you need those.
Manfred Sideous
H A V O C
Fraternity.
#278 - 2014-07-07 22:04:21 UTC
Teckos Pech wrote:
Manfred Sideous wrote:
Teckos Pech wrote:
Manfred Sideous wrote:


I agree with the spirit of what you are saying. My changes just do change the way people do things and offer new ways to do things that arrive at the same destination just differently. Ultimately we make these changes for the oveall welfare of nullsec and by extension of Eve something I think we can all get behind.


I'm also worried they might be a bit too much to introduce in one update. Do you have any kind of phased in plan?


I don't I just hope this discussion helps CCP in some way that in part or parcel. Honestly I think this all can be implemented at once just plenty of advance warning and testing for bugs and etc.


Quick technical question:

What exactly do you mean by adjacent?

Connected by gate--i.e. a JB would be a "safish" way to get from one system to the next and avoid gate camps.

Or some other definition? The reason I as is that on a 2-d map systems that are "adjacent" can be rather far away and involve a number of gates.

Sorry if this were answered somewhere else in the thread....15 pages is a bit of slog to read.


I think for definition sake adjacent would be defined by gate connection.

@EveManny

https://twitter.com/EveManny

Retar Aveymone
GoonWaffe
Goonswarm Federation
#279 - 2014-07-07 22:08:38 UTC
Manfred Sideous wrote:

I think supers and capitals are cool and exciting. They make cool headlines and we need them for the hitpoints of structures. The problem has always has been power projection. Hell we have so many of the things because its easy as hell for 1 guy to move the minerals to build one to nullsec in a single day.

We shouldn't, though. Grinding EHP sucks. Grinding EHP is also the only way to take sov right now. Those can't go together when the only thing that lets you grind EHP without suicide involves 300b+ in supercaps and a batphone to your friendly neighborhood CFC/PL/N3 supercap FC who will show up to save your bacon if your unfriendly neighborhood PL/N3/CFC supercap FC shows up to blow you up for giggles.

They are cool and exciting because they're the only thing left where losses are significant - back in the day wiping a dread fleet was a horrific disaster, while today we could have the HED turkey shoot and have the CFC show up next week with a brand new dreadfleet. But you risk mudflation by just saying well now supercaps must be a thing because we must have a more expensive thing.

And we have so many of the things because for years you needed supercaps to be anyone. Moving minerals to 0.0 might be an easy day's work, but getting them compressed, and getting them uncompressed and into the tower...not so much (you're looking at 50 round trip freighter runs on the 0.0 side - you can outsource the highsec ones if you can afford to risk your build station being overloaded when they arrive). People would have built nearly as many if they were five times as hard to build because you simply had to have them to be anyone in the AOE/Tracking titan era. Now, less so, but you're building as fast as you can con people into flying them and so are we because we can'r risk the other side getting a definitive supercap edge.
Oshtree
Wronghole Ministries
Delectatio Morosa.
#280 - 2014-07-07 22:09:07 UTC
Eve suffers contradictions in its core concepts.

CCP has created a massive universe with the idea that players will travel around space doing stuff. Traveling in nullsec involves the inherent danger of other players, also traveling in space, to destroy your ship or somehow disrupt your activities. This is the player driven content that makes EVE a game. CCP has introduced mechanics that allow players to move around the universe without actually traveling through space. Nullsec, in its existing construct, is fundamentally static, reducing interaction between players, and suffocating the player-driven content that EVE exclusively relies upon as a game.

The null sec environment encourages polarization of the player population into a few massive coalitions, yet the game cannot support a coalition-sized battle. This was clearly demonstrated in B-R5RB.

In general, the mobility and maneuverability of a ship or fleet decreases with the size of the ships (you can bend this rule to a certain extent if you purchase expensive ships, i.e. faction BS and T3s). This concept applies to all ships, except of course, the biggest ships in the game - makes sense right? Titan bridging allows all ships to contradict this concept entirely.