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Changes to SOV , Power Projection & Nullsec Stagnation

First post First post First post
Author
Il Feytid
State War Academy
Caldari State
#321 - 2014-07-08 01:17:31 UTC
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.

Reached that conclusion when I made my suggestion about changing the teleportation mechanics (power projection) a while back. It needed a cap and system that ignores a players wallet and group they belong to.

One of the main reasons why some hated it. There was no feasible way to buy your way around it.

I'm just happy to see someone else beat on the drum. This topic we are talking about affects almost every aspect of the game. It is important real changes start happening real soon.
Ivory Kantenu
Apotheosis.
#322 - 2014-07-08 01:19:40 UTC
Angsty Teenager wrote:
Ivory Kantenu wrote:
As a potential future Titan Pilot, as well as being a part of the null bloc game for quite awhile, I can honestly say that even though these changes look decent on paper, I can see a long term burnout for most of them. Looking at the 'engaging border disputes' comment a few pages back from you, Manfred, I can see the exact thing that is happening with BOTLORD now repeating in terms of logistical movements. We don't touch yours, you don't touch ours, all is ok in the neighborhood. What could potentially be fun for a few months will eventually be paved over by Politics, and null will go back to it's current state of 'Not doing much'.


Ah! But friend, wait! Here is where the beauty of his changes is evident.

Even if botlord esque argreements happen between two parties over logistical routes, the difference is that with these changes, it makes is very possible for a 3rd party to come in and mess with these logistical routes, as only the people in the region where this logistical movements are happening (i.e. some 0.0 chokepoint, like doril), will be able to respond and deal with the threat. People living regions away, even if they are in an agreement to be try to defend this system, simply will not be able to without committing fleets to sit in that system 24/7--at which point their OWN home systems are now undefended and ripe for the picking.

Currently, there are no 3rd parties that can do anything, because there are no groups large enough to fight goons or n3pl. The point of these changes is to make it so that EVEN IF large coalitions still exist (and they won't since they'll face too much logistical strain to exist), they will not be able to respond with a large enough force to threats from 3rd parties on a local scale.


Im not against the 'honorable third party' thing, trust me I'm not. However, if something needs to be moved that's of any sort of Logistical and Industrial priority, what major power ISN'T going to form to defend it? A smaller third party can only do so much to cause havoc, and will likely not risk the potential losses to MAYBE get a Freighter or two. A few might, such as Snuffbox, etc, but most won't even bother. It's a huge 'Maybe' in a long list of them, and I really can't see it working out to anything other than the occasional annoyance and maybe a good ALOD Post or two.

[i]Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread[/i]

Manfred Sideous
H A V O C
Fraternity.
#323 - 2014-07-08 01:21:32 UTC
Yeah isk insn't a issue. I havnt made isk on a personal level since like 2009. My alliance made 11 trillion in the past 16 months. A alliance of 2000 people.

@EveManny

https://twitter.com/EveManny

Ivory Kantenu
Apotheosis.
#324 - 2014-07-08 01:22:10 UTC
Manfred Sideous wrote:

You and a few neighbors might make agreements. Your pvp'rs will suffer for it when they are forced to go extra jumps to find pvp content. Furthermore you arent going to go take more sov than what you can handle or use because you won't be able to hold it or afford it. As far as day to day logistics you will need to have more miners and builders in your space. Alot of the goods you need will be able to be used or produced locally. Sure you will still export some but it will be nowhere what it is now. Meaning the pos fuel will come locally and the goo will be used locally. Any extra can then be moved off to empire markets or used to augment stockpile/warchest.


"In a perfect world". You, of all people should know this.

Your changes, though potentially interesting, are a huge stretch that stand to either help things along greatly, or completely make the game a hassle to be a part of, or just outright tedious to the point it completely trashes Null Logistics and Industry. I can't help but see outcome two being the more likely one, no matter how you spin it.

[i]Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread[/i]

Manfred Sideous
H A V O C
Fraternity.
#325 - 2014-07-08 01:22:33 UTC
Ivory Kantenu wrote:
Angsty Teenager wrote:
Ivory Kantenu wrote:
As a potential future Titan Pilot, as well as being a part of the null bloc game for quite awhile, I can honestly say that even though these changes look decent on paper, I can see a long term burnout for most of them. Looking at the 'engaging border disputes' comment a few pages back from you, Manfred, I can see the exact thing that is happening with BOTLORD now repeating in terms of logistical movements. We don't touch yours, you don't touch ours, all is ok in the neighborhood. What could potentially be fun for a few months will eventually be paved over by Politics, and null will go back to it's current state of 'Not doing much'.


Ah! But friend, wait! Here is where the beauty of his changes is evident.

Even if botlord esque argreements happen between two parties over logistical routes, the difference is that with these changes, it makes is very possible for a 3rd party to come in and mess with these logistical routes, as only the people in the region where this logistical movements are happening (i.e. some 0.0 chokepoint, like doril), will be able to respond and deal with the threat. People living regions away, even if they are in an agreement to be try to defend this system, simply will not be able to without committing fleets to sit in that system 24/7--at which point their OWN home systems are now undefended and ripe for the picking.

Currently, there are no 3rd parties that can do anything, because there are no groups large enough to fight goons or n3pl. The point of these changes is to make it so that EVEN IF large coalitions still exist (and they won't since they'll face too much logistical strain to exist), they will not be able to respond with a large enough force to threats from 3rd parties on a local scale.


Im not against the 'honorable third party' thing, trust me I'm not. However, if something needs to be moved that's of any sort of Logistical and Industrial priority, what major power ISN'T going to form to defend it? A smaller third party can only do so much to cause havoc, and will likely not risk the potential losses to MAYBE get a Freighter or two. A few might, such as Snuffbox, etc, but most won't even bother. It's a huge 'Maybe' in a long list of them, and I really can't see it working out to anything other than the occasional annoyance and maybe a good ALOD Post or two.


Content will be created.

@EveManny

https://twitter.com/EveManny

Manfred Sideous
H A V O C
Fraternity.
#326 - 2014-07-08 01:24:22 UTC
Ivory Kantenu wrote:
Manfred Sideous wrote:

You and a few neighbors might make agreements. Your pvp'rs will suffer for it when they are forced to go extra jumps to find pvp content. Furthermore you arent going to go take more sov than what you can handle or use because you won't be able to hold it or afford it. As far as day to day logistics you will need to have more miners and builders in your space. Alot of the goods you need will be able to be used or produced locally. Sure you will still export some but it will be nowhere what it is now. Meaning the pos fuel will come locally and the goo will be used locally. Any extra can then be moved off to empire markets or used to augment stockpile/warchest.


"In a perfect world". You, of all people should know this.

Your changes, though potentially interesting, are a huge stretch that stand to either help things along greatly, or completely make the game a hassle to be a part of, or just outright tedious to the point it completely trashes Null Logistics and Industry. I can't help but see outcome two being the more likely one, no matter how you spin it.



No spin I remember when invention came along and everyone screamed the sky was falling and this would ruin industry and markets. You simply have a hard time seeing doing things a new way to reach the same destination.

@EveManny

https://twitter.com/EveManny

Ivory Kantenu
Apotheosis.
#327 - 2014-07-08 01:24:52 UTC
Manfred Sideous wrote:

Content will be created.


Ops will be posted. Ships will be formed. The larger entity will prove the victor. Fleets will redock after sitting around for 20 minutes and stood down. Blue balls will be had. The cycle of null shall continue.

[i]Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread[/i]

Myxx
The Scope
#328 - 2014-07-08 01:26:45 UTC
mynnna wrote:
Manfred Sideous wrote:


I would caution smugglers gates and streamlining gate travel as it could only strengthen power projection. People who live in the outlying areas of space should do so because its more remote and space further from empire should be richer. Again the idea with a power projection nerf would be to create new mechanics that allow nullsec groups to get rid of the tether to empire.




Unfortunately nullsec is much too flat right now and the regions that supposedly should be richer to make this work, aren't.

The other thing with the point you're making about gates is that it's true if they're player built and then put up everywhere. If they were for whatever reason NPC gates, carefully placed and limited to facilitate an option for travel into deep nullsec, that'd be another matter. Yes you could cut twenty, thirty jumps off your freighter convoy, but man isn't that an obvious route to take with no way around once you're on it, it'd be a shame if someone were waiting for you.



That's why you have an escort fleet with a competent FC.

Not that Goonswarm would know anything about that. Maybe you can get DBRB to help with that.

That was a joke. haha. fat chance. :GladOS:
Lyyraia
Caldari Provisions
Caldari State
#329 - 2014-07-08 01:27:14 UTC
After reading alot of good ideas and the usual goon-tears P i'd like to trow in my 2 cents:

It's been said already, but i find it very important that you can only maintain SOV by acutally living in that system.

By living i mean not just being in system, docked 24/7 with alts, but actually mining/ratting/plexing/PI/building and so on...
The more ppl live there the better the system gets, also dynamic true-sec...

SOV should be disrubtable by a small scale fleet to a certain extend and structures/stations should be hackable.
Imagin if you manage to hack the docking permissions on a station for a short amount of time... hrhrhrhr :D
So the residents either need to fight back or lose something valuable to said fleet.

I'd also like to add, my ideas on moon mining:

Moon Mining should be similar to PI:

1. Minerals
Every moon has more then just up to 3 minerals, maybe up to 5-6 like a planet does.
The rarity determins how much of what there is. Maybe some mineral-slots are fixed, 1-2 can be random, once depleted.
For example a moon has Silicates, Hydrocarbons and Cobalt-, Tungsten- and Neodymium-Veins.
Similar to roids, like ever 3 days they respawn, with a fixed amount of units per vein, that can add up if the vein is not getting mined.
They can also deplete, and shift location over time on the moon.

2. The Harvester
Only one per POS.
The harvester needs adjustment... every 1-2 days maybe, so you need to live close to your POSes, or bind the effectivnes to SOV level/activity.
Like Strip Miners they should use crystals for the metals.
The yield scales. The rarer the mineral, the harder it should be to mine.
The harvester should be outside the shield like someone already suggested to create content.

3. Rorqual
With the moon minerals shifting moons, you can find a r64 vein on an empty moon.
Lets give the Rorqual Capital Moon Miners. In order to use them it fould need to siege up, but should also be able to "ninja" a valuable vein in a reasonable amount of time, while still beeing in danger if doing so.
Imagin fancy graphics mining a moon or stealing the veins from an unarmed mining POS :]

4. Miners
"Everything is made of stardust."
There should be a chance, that once the roids spawn every DT, there should be new roids added to a belt that contain x amount of x moon mineral.
Maybe the same type of minerals that currently can be found in the moons orbiting the same planet as the belts. Which makes some belt more interesting, or can give hints if a good vein has appeard on a moon.
Manfred Sideous
H A V O C
Fraternity.
#330 - 2014-07-08 01:28:31 UTC
Ivory Kantenu wrote:
Manfred Sideous wrote:

Content will be created.


Ops will be posted. Ships will be formed. The larger entity will prove the victor. Fleets will redock after sitting around for 20 minutes and stood down. Blue balls will be had. The cycle of null shall continue.


Opinions vary. I think you and many others want exciting dynamic gaming. I thinks Eves best days could still be well ahead of us or at least I passionately hope so because I love this game and the community. Even though I equally love killing you and witnessing the lamentations of your woman.

@EveManny

https://twitter.com/EveManny

Angsty Teenager
Broski North
#331 - 2014-07-08 01:29:22 UTC
Ivory Kantenu wrote:


Im not against the 'honorable third party' thing, trust me I'm not. However, if something needs to be moved that's of any sort of Logistical and Industrial priority, what major power ISN'T going to form to defend it? A smaller third party can only do so much to cause havoc, and will likely not risk the potential losses to MAYBE get a Freighter or two. A few might, such as Snuffbox, etc, but most won't even bother. It's a huge 'Maybe' in a long list of them, and I really can't see it working out to anything other than the occasional annoyance and maybe a good ALOD Post or two.


Ok. Sure if it's a priority and they form up and fly a big fleet taking their time and effort to defend this logistics run, that's fine, it should be hard to deal with.

I'm not sure what you're point is?

The changes are making it so that this cannot happen on a daily basis. The changes are making it so that if you want to do huge large scale logistical/strategic movements, you have to put a LOT more effort, and sacrifice strategic advantages elsewhere.

Plus, I'm not sure how big you think the "major powers" will be. The point is that they will be small, and they won't be able to move a huge BS fleet or super cap fleet from a few regions over on a whim. If they do, then the third parties in the area where the fleet was moved from can go wreck havoc. The changes make it so that no longer is there no strategic downside to moving your fleet around (since you currently can just titan bridge/jump it back wherever whenever you want), and instead you have to deal with very realistic concerns that you're leaving a part of your space undefended for a significant (read: a couple hours) amount of time.

AND THAT'S ASSUMING that your alliance members are even willing to fly a region over, 30 jumps in a battleship fleet to escort your allies freighters. This is like max boring dude, nobody is going to do it. And if they do, whatever, that's fine, they'll end up with 6-7 towers in their home region getting reinforced by some scrub 3rd party with 4 dreads because now that 3rd party doesn't have to worry about getting dropped on by anybody, because the dudes left their home with little or no defense, and cannot possibly get back in under 30 minutes.
Ivory Kantenu
Apotheosis.
#332 - 2014-07-08 01:29:32 UTC  |  Edited by: Ivory Kantenu
Manfred Sideous wrote:

No spin I remember when invention came along and everyone screamed the sky was falling and this would ruin industry and markets. You simply have a hard time seeing doing things a new way to reach the same destination.


Ive seen my share of 'The Sky Is Falling' since 2009. Regardless of what you think, most null players are ready for a serious shake up. This isn't that, this is guillotine therapy. Completely taking how a class of ship works and completely bass-ackwarding it might work well with Tech I Frigates and Cruisers, but some of these proposals are absolutely insane.

Angsty Teenager wrote:

AND THAT'S ASSUMING that your alliance members are even willing to fly a region over, 30 jumps in a battleship fleet to escort your allies freighters. This is like max boring dude, nobody is going to do it. And if they do, whatever, that's fine, they'll end up with 6-7 towers in their home region getting reinforced by some scrub 3rd party with 4 dreads because now that 3rd party doesn't have to worry about getting dropped on by anybody, because the dudes left their home with little or no defense, and cannot possibly get back in under 30 minutes.


This paragraph right here. Tell me how this fixes ANYTHING. Small entitys within Null already play the 'Take what you can' game, and just end up losing it within a week or two. So we've done what, generated minor content?

[i]Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread[/i]

MagicToes
Dr Pepper Sales Team
#333 - 2014-07-08 01:34:16 UTC
@ Ivory

Yes, but the point is that it isn't so easy to get so much of a coalitions combat capability on field so quickly. Increasing the effort getting accross the universe is the kind of cost that would be effective at thinning out fleets so smaller entities can be effective. The risk thing works both ways too, if the major power block sends a large amount of its combat capability to protect a supply line that will leave other areas exposed and vulnerable to damage.
Manfred Sideous
H A V O C
Fraternity.
#334 - 2014-07-08 01:35:06 UTC  |  Edited by: Manfred Sideous
Lyyraia wrote:
After reading alot of good ideas and the usual goon-tears P i'd like to trow in my 2 cents:

It's been said already, but i find it very important that you can only maintain SOV by acutally living in that system.

By living i mean not just being in system, docked 24/7 with alts, but actually mining/ratting/plexing/PI/building and so on...
The more ppl live there the better the system gets, also dynamic true-sec...

SOV should be disrubtable by a small scale fleet to a certain extend and structures/stations should be hackable.
Imagin if you manage to hack the docking permissions on a station for a short amount of time... hrhrhrhr :D
So the residents either need to fight back or lose something valuable to said fleet.

I'd also like to add, my ideas on moon mining:

Lyyraia wrote:
Moon Mining should be similar to PI:

1. Minerals
Every moon has more then just up to 3 minerals, maybe up to 5-6 like a planet does.
The rarity determins how much of what there is. Maybe some mineral-slots are fixed, 1-2 can be random, once depleted.
For example a moon has Silicates, Hydrocarbons and Cobalt-, Tungsten- and Neodymium-Veins.
Similar to roids, like ever 3 days they respawn, with a fixed amount of units per vein, that can add up if the vein is not getting mined.
They can also deplete, and shift location over time on the moon.


Someone smarter than me should tackle this. Its been suggested before I know.
Lyyraia wrote:

2. The Harvester
Only one per POS.
The harvester needs adjustment... every 1-2 days maybe, so you need to live close to your POSes, or bind the effectivnes to SOV level/activity.
Like Strip Miners they should use crystals for the metals.
The yield scales. The rarer the mineral, the harder it should be to mine.
The harvester should be outside the shield like someone already suggested to create content..


I kinda think this is cool. I like the idea of outside the tower. Because with all the other changes you will be living closer to your moons due to power projection. So there is no reason why people wouldn't be able to look after there moon. Perhaps the harvester becomes hackable.

3. Rorqual
With the moon minerals shifting moons, you can find a r64 vein on an empty moon.
Lets give the Rorqual Capital Moon Miners. In order to use them it fould need to siege up, but should also be able to "ninja" a valuable vein in a reasonable amount of time, while still beeing in danger if doing so.
Imagin fancy graphics mining a moon or stealing the veins from an unarmed mining POS :].


This is pretty cool.
Lyyraia wrote:

4. Miners
"Everything is made of stardust."
There should be a chance, that once the roids spawn every DT, there should be new roids added to a belt that contain x amount of x moon mineral.
Maybe the same type of minerals that currently can be found in the moons orbiting the same planet as the belts. Which makes some belt more interesting, or can give hints if a good vein has appeard on a moon.


This is what Comets were supposed to be. Then Comets got tossed on the back burner for ~some reason.

@EveManny

https://twitter.com/EveManny

Ivory Kantenu
Apotheosis.
#335 - 2014-07-08 01:38:27 UTC  |  Edited by: Ivory Kantenu
MagicToes wrote:
@ Ivory

Yes, but the point is that it isn't so easy to get so much of a coalitions combat capability on field so quickly. Increasing the effort getting accross the universe is the kind of cost that would be effective at thinning out fleets so smaller entities can be effective. The risk thing works both ways too, if the major power block sends a large amount of its combat capability to protect a supply line that will leave other areas exposed and vulnerable to damage.


I seriously cannot see if we're making it 'Harder for larger entities to move' how smaller are going to have any easier of a time. Theyre still bound by the same rules and restrictions. Any 'power bloc' will have the ability to move things en-masse when required. And with the current way Sov works, your second point is moot. The amount of time it takes for you to actually damage sov outside of maybe reffing a tower or incapping a structure is silly. It's all minor, and nothing major like reffing a station or ihub is an instantaneous thing. If it were, holding Sov would be arguably pointless, and it would take nothing to headshot a primary system.

If anything, this makes it WORSE for smaller entities. So now they've committed to attacking something, and then end up failing. How are they going to properly handle a retreat / pull out when the larger one can just camp them into a region of space, or just more easily pick off their supply lines?

[i]Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread[/i]

Angsty Teenager
Broski North
#336 - 2014-07-08 01:41:47 UTC
Ivory Kantenu wrote:


This paragraph right here. Tell me how this fixes ANYTHING. Small entitys within Null already play the 'Take what you can' game, and just end up losing it within a week or two. So we've done what, generated minor content?


It fixes a lot of things. You end up with many smaller entities that hold areas.

There is always a point of quasi-equilibrium here. You say that the smaller entities will attack and lose their holdings quickly, but that's not true. There are many more small entities than large ones currently. The changes make it so that the large entity cannot defend (or if they can, they must do it at large cost, manpower/effort wise), all points of attack on their current space. Even if they retake part of what they've lost to one small entity, while they do that, they get hit in the back by another. Eventually they'll have to make the decision whether they want to continously put in a horrendous amount of effort to keep moving between different areas of their huge swath of sov, or if they want to simply drop part of it and consolidate to a smaller area leaving that dropped part of their sov for a smaller party.

This is what will happen.
PotatoOverdose
School of Applied Knowledge
Caldari State
#337 - 2014-07-08 01:43:29 UTC
Angsty Teenager wrote:
Force projection needs to be changed, and these changes are the best way of doing that I've seen so far. You can't just make things harder (i.e. increasing fuel costs etc...), you have to make the IMPOSSIBLE, otherwise big entities are the favored result as they will be the only ones who can deal with the harder mechanics (procuring huge amounts of fuel etc...).

Except this won't make force projection impossible.....at all.

Force projection requires precisely two things:
1) Having force (i.e. numbers)
2) Having the will to project that force (i.e. telling grunts to deploy to region x)

You want to nerf Jumping/Bridging? Here's how coalitions will adapt:

Jump/death clone to lowsec staging system nearest to deployment area. Lowsec logistics with the proposed changes are still largely trivial, so fleet ships will be staged in the low sec systems most convenient for deployment. Once strat op is done, jump/death clone back to home region.

Example: CFC deployment to catch: Deathclone from VFK to Khanid/Nourbal, pickup fleetship, do strat op in catch, deathclone back to VFK.

A jump range nerf doesn't matter when you can move 2000 warm bodies across the map in an instant.
Ivory Kantenu
Apotheosis.
#338 - 2014-07-08 01:48:53 UTC
Angsty Teenager wrote:
Ivory Kantenu wrote:


This paragraph right here. Tell me how this fixes ANYTHING. Small entitys within Null already play the 'Take what you can' game, and just end up losing it within a week or two. So we've done what, generated minor content?


It fixes a lot of things. You end up with many smaller entities that hold areas.

There is always a point of quasi-equilibrium here. You say that the smaller entities will attack and lose their holdings quickly, but that's not true. There are many more small entities than large ones currently. The changes make it so that the large entity cannot defend (or if they can, they must do it at large cost, manpower/effort wise), all points of attack on their current space. Even if they retake part of what they've lost to one small entity, while they do that, they get hit in the back by another. Eventually they'll have to make the decision whether they want to continously put in a horrendous amount of effort to keep moving between different areas of their huge swath of sov, or if they want to simply drop part of it and consolidate to a smaller area leaving that dropped part of their sov for a smaller party.

This is what will happen.


Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.

Didn't want that space anyway, etc.

[i]Learn the basics of Wormhole Selling: https://forums.eveonline.com/default.aspx?g=posts&t=101693&find=unread[/i]

Manfred Sideous
H A V O C
Fraternity.
#339 - 2014-07-08 01:50:18 UTC
PotatoOverdose wrote:
Angsty Teenager wrote:
Force projection needs to be changed, and these changes are the best way of doing that I've seen so far. You can't just make things harder (i.e. increasing fuel costs etc...), you have to make the IMPOSSIBLE, otherwise big entities are the favored result as they will be the only ones who can deal with the harder mechanics (procuring huge amounts of fuel etc...).

Except this won't make force projection impossible.....at all.

Force projection requires precisely two things:
1) Having force (i.e. numbers)
2) Having the will to project that force (i.e. telling grunts to deploy to region x)

You want to nerf Jumping/Bridging? Here's how coalitions will adapt:

Jump/death clone to lowsec staging system nearest to deployment area. Lowsec logistics with the proposed changes are still largely trivial, so fleet ships will be staged in the low sec systems most convenient for deployment. Once strat op is done, jump/death clone back to home region.

Example: CFC deployment to catch: Deathclone from VFK to Khanid/Nourbal, pickup fleetship, do strat op in catch, deathclone back to VFK.

A jump range nerf doesn't matter when you can move 2000 warm bodies across the map in an instant.


Great you are around for a few timers. You aren't across the universe for months on end. Power Projection nerfed. You can effect a few battles with your deathcloning but you cannot deploy and stay there. The hilarious thing would be to let you all deathclone buy your ships travel there blueball the timer let you start traveiing back to lowsec and pipebomb you. I mean because you have to take gates. Or just drag bubble you. I would punish you and make the entire adventure a miserable trip. Do that a few times and you will get less and less to ~Deathclone and go through all that trouble to effect a single fight. Id also tell Pizza or whoever that hey " Goons just deathcloned to the south they will be gone for hours go mess stuff up in there empty house".

@EveManny

https://twitter.com/EveManny

Manfred Sideous
H A V O C
Fraternity.
#340 - 2014-07-08 01:51:21 UTC
Ivory Kantenu wrote:


Any Alliance / Coalition who would just give up their space to a bunch of randoms just for the sake of 'convenience', doesn't belong in Nullsec.

Didn't want that space anyway, etc.


If you aren't utilizing it then the cost goes up. What can you afford?

@EveManny

https://twitter.com/EveManny