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Changes to SOV , Power Projection & Nullsec Stagnation

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Author
Syd Unknown
#981 - 2014-07-25 10:53:00 UTC  |  Edited by: Syd Unknown
X Gallentius wrote:
CCP Fozzie wrote:
I am watching this thread with great interest and am very happy to see the discussion it's spawning.

It's very interesting to compare the ideas being discussed here with concepts we're discussing internally.

The key is that "Sovereignty" should involve both overwhelming force as well as persistence on field. Not only do you have to defeat those who invade your lands (overwhelming force), you need to be able to keep your area safe and orderly (persistence).

Currently 0.0 Sov is all about overwhelming force.

How you add "keep area safe and secure" is up to you. Right now you've given the "guerrillas" great tools to harass the local population (mobile depots, inties immune to bubbles), but they have no tools to take Sovereignty even if the established powers make zero attempt to get rid of them.

You could envision a system where the guerrillas spend X amount of time on the persistence feature to gain Sov only to have the current "government" come in with overwhelming force to take Sov back. A sort of asymmetrical fight. The key is that the established powers would need to spend the effort to defend their space - either develop their own set of "special forces", or roll through the area every now and then with their main forces to clear out the area.


And this where the Faction Warfare SOV mechanics come in....
With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently.
Where FW in low sec have novice, small, medium and large complexes,
Null should have Medium, Large and X-Large (for capitals)
Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them.
vipeer
Infinite Point
Pandemic Horde
#982 - 2014-07-25 13:57:13 UTC
There I was writing a long winded post. Deleted it and decided to make it short and sweet:

I support OP's idea to make 0.0 more balkanized.

I would say this could be achieved by making the galaxy bigger in terms of Ly. Move regions apart.

Move 0.0 space so far away from empire you need to use one of the chokepoints and/or introduce a mini JF that can jump the distance but has limited cargo hold. Ship would be useful, for example, for hauling precious minerals (zydrine, megacyte etc) from 0.0, where they are produced, to empire and T2 modules back. Moving ships back and forth would become more expensive which would mean ppl would build more of them in 0.0 and would sometimes even use smaller ships for pvp.

As for the latter clone costs would need to go way down. Scale with the size of the ship or something. Speaking for myself. Even in 2009 I refused to fly anything less pricey than a T2 fit BC because in anything smaller my clone would cost more than the ship.

All in all: Make it so that the power projection is viable within one region and quite some less viable in it's neighbouring regions, but hardly viable three or more regions away.

Sov assets that are not being used should atrophy over time, what the OP said. This way a populated part of the galaxy would be almost impregnable while abandoned systems would be easy pickings. (think middle ages with castles, towns, villages and forests, with castles being nigh impregnable, towns a tough but crackable nut, villages offering little resistance and forests (almost unused systems) offering none)

Hostiles should get rewards for taking these assets out and it would be at the expense of the alliance who was not defending their domain. Could be monetary, in terms of every ally having to have 500m ISK on deposit for every system they claim.

Move best minerals and ice to the outskirts of the Galaxy. Fill the middle ground with agents, cosmos stuff etc...

Introduce camera drones or some sov mechanic that enables precise remote detection of hostiles, to make 0.0 logistisc less dangerous.

Encourage building of 0.0 markets and production by allowing station owners to give docking rights, that can be only revoked with a 1-3 month delay, to outsiders. This way ppl wont be afraid of being locked out of the station all of a sudden and will be more inclined to set up shop.

This change would also need to do away with afk cloakers but would also need a boost to black ops.

Tbh. These days only time ppl in EVE really band together is to do pvp. Logistics, NPC'ing, Mining and probably also industy are mainly done solo.

There were times when we organized a freighter convoy into 0.0 and did T2 production in a team of six players.
Snot Shot
Brutor Tribe
Minmatar Republic
#983 - 2014-07-25 17:23:07 UTC
What the hell is wrong with you people? CCP has said they are looking at changing the one game mechanic that’s simply the most horrendous part about playing this game and the best most of you can come up with is to ask for adjustments to this same ****** game mechanic? Why the **** aren’t you asking them to get rid of it?

Just get rid of the SOV structures and associated timers!! “Own” your space by living in it, farming it, policing it, and defending it. If you can’t, and needed to hide behind millions of HP and timers, then gtfo you don’t deserve to be in that space! The “timers” associated with these things fuel the “Power Projection” and associated blobbing problem since PL and others can plan days in advance to form up for these timers. Without timers fights happen/grow organically, hit TiDi less often, and allow less time for word to travel and for PL to ping enough people online to get there effectively before it’s over. If they do…………fine, it won’t happen as often as it does now.

Most Alliances fear losing their “SOV” simply because of the numbers, Super caps, and ridiculous amount of time and effort it took to “take” the space the now live in. Take that horrifying experience out of the equation and I bet many of them wouldn't put up with being the political hostages/puppets they currently are. Keep in mind that just because SOV structure and timers go away it doesn’t mean you “lose your space”, it just means you own what you can control/police/defend/and farm with your Corp or Alliance. NIPs, NAPs, BoTLRDs, and standings could still provide the “protection” you covet if you still want them after having the weight/threat of “grinding structures and timers” lifted off your back.

Get rid of “docking rights” to the hundreds of unused stations and outposts that litter 0.0. Use the ones in your space that you already do and hunt those that show up to use the others, or don’t, and negotiate standings with them like you would renters to be left alone for a fee etc. Whoever “controls” the space (region, constellation, or systems) would control the local diplomacy and politics of the area. Not millions of HP, timers, and some guy who never logs in from an Alliance 6 regions away ffs.

But where is my Alliance name on the EVE map!!! Alliance Capital Stations (ACS) - Each Alliance can launch only one “Capital Station”. When you anchor the ACS you have to name it and the name can never be changed unless Alliance is disbanded (ownership drops) or it’s destroyed and a new one put up. I see these as the “Castle Blacks” or PL’s “The Sphere” stronghold of EVE driving the narrative and actual history for the future books and stories of EVE to come.

Obviously the current size of some Alliances could be too big for pilots to use just one Region or they want to “own” two or more Regions. Welp they’d need to develop new Alliances and CEOs to drop Alliance Cap Stations in more Regions and this would add stress to the power dynamic and diplomatic scene that EVE needs so much. New Alliance leaders would actually matter a lot more than they do these days and when directors decide to press the "button" on an Alliance Cap Station it could be a little more interesting than just mopping up SOV structures with Super fleets. Anyways, this stacks the house of cards a lot higher which creates content.

It takes an Alliance to up keep it….they take fuel, ammo, food, dancers, janitors, cows, booze, drugs, etc. to operate/maintain…or it goes off line. It takes the ACS Construction Skill book, ACS Station Management Skill Book, BPO, and construction costs which could rival that of what it currently costs to build a Titan. ACS Upgrade Mod Construction Skill Books and BPOs, ACS Regional Embassy Upgrade Mod Construction Skill Books and BPOs, Upgrade Mod Construction costs, and the cost to up keep the ACS would provide the significant isk sinks and industrial activity needed, just like current sov bills do. It might take a little while to actually see many of these out there in null sec but talk about an Alliance goal to be achieved and the pride pilots would have once they got one up.

ACS Regional Embassy Station Upgrade Mods could be fitted to provide bonuses to all open stations in your Region selected as Embassy’s and POS’s anchored in the Region for specific things which would draw players to your Region because others don’t have that Mod fitted to their ACS. Bonuses are based on your standings with the ACS owner. Your ACS has a SC construction Upgrade fitted? Well guess where all the SC builders could headed with their CSAAs and POS’s…. Maybe you can only fit 4 on your ACS so your Region could be pretty well known for select bonuses.

Embassy’s – (Its already going on so why not make it official) An Alliance holding a Region with a ACS, can secure an “Embassy” in a Regional station or outpost in each of the Constellations within the Region held. The additional benefits aside from what the ACS supplies an Embassy can be decided as this mechanics are hammered out. Maybe some sort of benefits to anyone using the station for trade, industry, or whatever which in turn allows the Alliance to tax the goings on in that station etc.

The ACS is destructible. Mechanics of how it’s destructible, timers…………..yes I said “timers”, and what drops is something CCP/Players can toy with. If we’re going to have timers we should probably have them on **** that matters like POS’s and these things. These could be your B-R situations of the future. Hire PL to attack of defend one of these things.

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Snot Shot
Brutor Tribe
Minmatar Republic
#984 - 2014-07-25 17:23:54 UTC
Benefits:
ACS allow for Super Carriers to dock
ACS docking rights can be set in Capital Stations unlike the local out posts and stations
Super Carrier Construction Upgrade Slots to be added to the ACS
Anchorable mods on the station, large guns, webs, etc. so gunners can use them and station can defend itself like a POS.
Industry upgrades can be added, taxes collected, etc.
If it ever happens, walking in station upgrades, Licenses granted for such things as Casinos, bars, shops etc..only available at Alliance Capital Stations…the more come the more isk you make.
Anything else that you think would be cool that “your” station can do that will help you let go of your TCUs and SBUs and focus on this as your name on the EVE map.

If the Region has an Alliance Cap Station, new comers to the area could negotiate special "SOV" standings with the owner which would allow them to anchor specific system upgrades the ACS doesn’t provide or they can simply ninja live without the standings and upgrades if they don't want to be under the rental "thumb" of any Alliance and are willing to take the risk living there. Maybe the levels of “SOV” standings do things like expand the docking radius of the Regions open stations and outposts to those with them adding a layer of protection. Maybe they provide better refining rates and other things that can be discussed and fleshed out.

I’m not a big fan of any SC suggested changes being promoted because I think removing the “timers” would curb the power projection issue a lot and that these things are supposed to be awesome to fly and everything I’ve seen so far basically castrates them and takes the fun out of flying them for those who aren’t in them yet, and allows the ones that have flown them to say, “well at least I got the fly them while they were fun so who cares”…… Keep reading I think you’ll like the SC ideas below.

Furthermore, Caps going gate to gate? Are you shitting me? The align time on these things is ridiculous and after jumping through the gate as well as the fact that you’d now be in a capital log jammed blob bumping as you try to align to next gate, would take so much time half the people I know would probably insure before ops and self-destruct rather than go gate to gate home from just about anything etc.

CCP add all new Agents/Missions to these new stations! People love running these things getting the LP, isk, implants, sec status, and all the other stuff that comes with them. Make these missions unique to the area driving competition for them. And for all who just said “make it all NPC Null Sec”……….yes! CCP can now invest in creating mission content and more isk value to these new areas to drive content. If a Mission Agent gets pissed off because no one is running his missions because what he provides has saturated that local market or for whatever reason then maybe he/she up and moves to another Region so the Missions and drops cycle through EVE 0.0 etc. I’m not a mission player but I think there is a good opportunity here for CCP to be creative here driving content etc.

Add 0.0 Mission Complexes that take Capital Fleets to complete. All we hear about is “SC Proliferation” and that there is not content available to remove or slow there proliferation in the game other than ganks and once a year Asakais and B-Rs. CCP can now “catch up” to the numbers in game by creating Mission Complexes so bad ass you need a full Capital Fleet with SC and Titans to complete the Mission. Talk about an Alliance event! Get a ping for one of these things and everyone would be getting use out of the coffins they’ve been in for years. Reading about a Capital fleet lost during a Mission has the trade mark “death to all SC” all over it.

Anyways…….that’s my updated spin on the idea I’ve been screaming about for over a year now. I just can’t believe that CCP could be ready to address the SOV mechanic that has caused the most pain of any created and your all not simply requesting that it be removed which would allow them to focus more effort on doing cool **** that would keep you logging in and fleeting up?

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Zappity
New Eden Tank Testing Services
#985 - 2014-07-25 21:13:52 UTC
You might want to check out Seagull's Reddit thread: http://www.reddit.com/r/Eve/comments/2bp2cp/i_am_andie_nordgren_ccp_seagull_the_new_executive/

There are some interesting comments about null.

Zappity's Adventures for a taste of lowsec and nullsec.

Hiply Rustic
Aliastra
Gallente Federation
#986 - 2014-07-25 21:44:16 UTC
Vincent Athena wrote:

1) Stop the ability for ships to be moved rapidly by getting rid of bridges and jump drives,
2) Stop the ability for pilots to be moved rapidly by getting rid of jump clones,
3) Stop the ability for players to be moved rapidly by limiting all players to one character and one account.

Anything less, and power can still be projected. Maybe with a little less convenience than now, but still quite effectively.


It's possible that you are now into some serious shark jumping.

Ralph King-Griffin wrote: "Eve deliberately excludes the stupid and the weak willied." EvE: Only the strong-willied need apply.

Maldiro Selkurk
Radiation Sickness
#987 - 2014-07-25 22:59:27 UTC
Arknos III wrote:

It's unfortunate but we have to accept that. There are a lot of issues in the game as important as SOV that need addressing. For instance the anti-social culture in highsec likely causes more boredom and subscription losses than the annoying SOV mechanics.


I would disagree that an anti-social culture exists in highsec but rather CCP has not really put much into the game that rewards group behavior by carebears like myself.

Be warned I will be saying the "w" word, those unable to handle it can stop reading now.....

WOW encouraged group game play by adding dungeons (read as missions) that simply cannot be done solo. Further, they added a grouping mechanic so that you didnt have to spam local for 2 hours just to find a group. Yes there are L5's but you can tell if you follow this game that carebears aren't running them and they wont unless they are moved to highsec.

Surely more game mechanics 'could' be added to the game that would reward grouping behavior by highsec carebears but this is not something CCP has shown any significant interest in and I doubt they will, which is fine if that is how they prefer their game but stating that highsec is anti-social because their is little incentive to group play EVE as a carebear is mislabeling the situation.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Syd Unknown
#988 - 2014-07-26 12:31:42 UTC
I vote for Faction Warfare Mechanics in Null-sec!


http://themittani.com/features/fw-vs-sov-null-setting-phasers-fun




Harvey James
The Sengoku Legacy
#989 - 2014-07-26 19:22:07 UTC
ah .. the vastness of space .. oh wait in eve it only takes a couple of cynos and wahay!!!! space is tiny ...

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Fourteen Maken
Karma and Causality
#990 - 2014-07-26 19:54:08 UTC  |  Edited by: Fourteen Maken
Syd Unknown wrote:


And this where the Faction Warfare SOV mechanics come in....
With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently.
Where FW in low sec have novice, small, medium and large complexes,
Null should have Medium, Large and X-Large (for capitals)
Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them.


I think they should have novice plexes too, that would give corps a reason to bring rookies out to null so they could run the clocks on the novices while everyone else is doing more important things.

Corps sign up and create factions of their own, they could set LP payouts to provide additional reward their pilots for running plexes to take and hold sov but the plexes themselves would be similar to running NPC sites with waves of rats dropping bounties and loot. Pirates would become NPC factions similar to low sec FW millitia's. I was going to say individuals and corps could enlist with them to run plexes for pirate LP but that might be exploitable in nulsec, but it would be cool if that could be done in a way that doesn't open it to abuse. either way the pirates constantly spawn the plexes in their respective systems and its up to the corps to capture them to maintain/ take sov.

There might be a situation where several different corps are vying for the same system, in which case I think some kind of victory points system would work better than an IHUB bash, maybe set it so that Sov goes to the corp who has won the most victory points from the last 'x' number of plexes spawned. It would require ~60% of the victory points to take sov. So if we say Corp A is defending and they won 39% of the VP, Corp B is attacking and won 15% of the VP, Corp C is attacking and won 25% of the VP, the other plexes were completed by the rats then Corp A keeps sov. If at any point one of the other corps or the pirates manage to capture 60% of the VP from the last 100 plexes to spawn then the system flips at the next down time, no ihub bash, it just flips.

P.S. Every time a pilot captures a plex a payment could be made to the wallet of the corp they fly for as well, this would be another incentive for corps to run as many plexes even when the system is stable. It might generate too much pve, so maybe it might be better to up the percentage closer to 80% so corps could hold their system by just running novices, and it would have to pay well enough to take the place of ratting in null so that players would chose to do this instead of ratting or running missions regardless of sov.
Syd Unknown
#991 - 2014-07-26 23:53:55 UTC
Fourteen Maken wrote:
Syd Unknown wrote:


And this where the Faction Warfare SOV mechanics come in....
With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently.
Where FW in low sec have novice, small, medium and large complexes,
Null should have Medium, Large and X-Large (for capitals)
Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them.


I think they should have novice plexes too, that would give corps a reason to bring rookies out to null so they could run the clocks on the novices while everyone else is doing more important things.

Corps sign up and create factions of their own, they could set LP payouts to provide additional reward their pilots for running plexes to take and hold sov but the plexes themselves would be similar to running NPC sites with waves of rats dropping bounties and loot. Pirates would become NPC factions similar to low sec FW millitia's. I was going to say individuals and corps could enlist with them to run plexes for pirate LP but that might be exploitable in nulsec, but it would be cool if that could be done in a way that doesn't open it to abuse. either way the pirates constantly spawn the plexes in their respective systems and its up to the corps to capture them to maintain/ take sov.

There might be a situation where several different corps are vying for the same system, in which case I think some kind of victory points system would work better than an IHUB bash, maybe set it so that Sov goes to the corp who has won the most victory points from the last 'x' number of plexes spawned. It would require ~60% of the victory points to take sov. So if we say Corp A is defending and they won 39% of the VP, Corp B is attacking and won 15% of the VP, Corp C is attacking and won 25% of the VP, the other plexes were completed by the rats then Corp A keeps sov. If at any point one of the other corps or the pirates manage to capture 60% of the VP from the last 100 plexes to spawn then the system flips at the next down time, no ihub bash, it just flips.

P.S. Every time a pilot captures a plex a payment could be made to the wallet of the corp they fly for as well, this would be another incentive for corps to run as many plexes even when the system is stable. It might generate too much pve, so maybe it might be better to up the percentage closer to 80% so corps could hold their system by just running novices, and it would have to pay well enough to take the place of ratting in null so that players would chose to do this instead of ratting or running missions regardless of sov.



You dont need novices in Null, you can run a Medium with a small frig gang.
That way you can teach them the ropes without sending them alone out there.
Irya Boone
The Scope
#992 - 2014-07-27 02:32:03 UTC
+1 to FW mechanic in 0.0

but te real problem is power projection too much people can be send on the field by a single titan/Blops reduce the amount of people you can drive and put a timer 50 subcapevery 15 minutes for example 10 cap every 30 min etc etc.

And to shake up the blue donut a little bit make the universe live :

In real World Stars die ,why would'nt they die in EVE ? make systems collapse , create new ones.

-Dynamic environnement but increase income , rewards accordingly

-Timers for Jump drives/cyno jumps/drives and if you want to send cap on the field the titan has to come too.

-Mass limitation ( you already have the code for that )

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

Fourteen Maken
Karma and Causality
#993 - 2014-07-27 03:30:02 UTC  |  Edited by: Fourteen Maken
Syd Unknown wrote:
Fourteen Maken wrote:
Syd Unknown wrote:


And this where the Faction Warfare SOV mechanics come in....
With FW SOV mechanics aplied to 0.0 people would have to defend systems more persistently.
Where FW in low sec have novice, small, medium and large complexes,
Null should have Medium, Large and X-Large (for capitals)
Because in Null sec it would start with Mediums, they wont have to worry about stabbed frigates running them.


I think they should have novice plexes too, that would give corps a reason to bring rookies out to null so they could run the clocks on the novices while everyone else is doing more important things.

Corps sign up and create factions of their own, they could set LP payouts to provide additional reward their pilots for running plexes to take and hold sov but the plexes themselves would be similar to running NPC sites with waves of rats dropping bounties and loot. Pirates would become NPC factions similar to low sec FW millitia's. I was going to say individuals and corps could enlist with them to run plexes for pirate LP but that might be exploitable in nulsec, but it would be cool if that could be done in a way that doesn't open it to abuse. either way the pirates constantly spawn the plexes in their respective systems and its up to the corps to capture them to maintain/ take sov.

There might be a situation where several different corps are vying for the same system, in which case I think some kind of victory points system would work better than an IHUB bash, maybe set it so that Sov goes to the corp who has won the most victory points from the last 'x' number of plexes spawned. It would require ~60% of the victory points to take sov. So if we say Corp A is defending and they won 39% of the VP, Corp B is attacking and won 15% of the VP, Corp C is attacking and won 25% of the VP, the other plexes were completed by the rats then Corp A keeps sov. If at any point one of the other corps or the pirates manage to capture 60% of the VP from the last 100 plexes to spawn then the system flips at the next down time, no ihub bash, it just flips.

P.S. Every time a pilot captures a plex a payment could be made to the wallet of the corp they fly for as well, this would be another incentive for corps to run as many plexes even when the system is stable. It might generate too much pve, so maybe it might be better to up the percentage closer to 80% so corps could hold their system by just running novices, and it would have to pay well enough to take the place of ratting in null so that players would chose to do this instead of ratting or running missions regardless of sov.



You dont need novices in Null, you can run a Medium with a small frig gang.
That way you can teach them the ropes without sending them alone out there.


true, it would probably have to be scaled up so a novice in null would take at least a cruiser to complete.

I also think the plexes need to work fundamentally differently or null would be crawling with farmers.

1) Block warping until the plex is done so anyone that enters can't leave until its finished, if someone shows up you just have to suck it up and make the best of it but I don't think the warp disruption should apply to pods unless tackled by a player. Corps with a POS in system have an advantage since they can ship up if they see someone in a plex, which is a good thing imo. It could also lead to bait and switch tactics where you send a gang of cheap t1 bait cruisers knowing they will show up in something bigger, and then they are stuck so you could have a fleet of battleships or caps or whatever waiting to go in and finish them off, which might lead to escalations and tough choices for fc's.

2) Offensive plexing (in a hostile or NPC controlled system) pays nothing except what your corp chooses to pay for any corp LP you win. So a Corp CEO could identify the systems they want to take, these would show under the faction war warzone control tab, and any plexes his players capture in those systems will pay out corp lp, the corp can then set how much they pay for any LP won, so instead of an LP store the LP is directly swapped for ISK from the corp wallet, this gives a tool for ceo's to incentivise sov pushes without having to monitor everything and could take the place of SRP? Defensive plexing to maintain sov would pay pretty good isk so it would take the place of ratting as the main pve activity in null, it's hard to say how much ISK/hr it should pay tbh. That would have to be monitored and adjusted later depending on how many ships are lost to pvp in the plexes after its rolled out. As a reference point I'd say more than what nullsec ratters currently make, it's a similar activity but with a lot more risk if you're prevented from warping out.
WarFireV
The Scope
Gallente Federation
#994 - 2014-07-27 07:15:52 UTC
No sov system should force anyone to do PvE.
Aleronius
The Scope
Gallente Federation
#995 - 2014-07-27 08:50:56 UTC
Some ideas:

- delays (minimum 2-3 hours) must be inserted in cynochains jumps for militant ships or else (super)caps using immediate jump mode must become transport ships with NO offensive abilities and repair limited only to self-repair. E.g. after 1st jump to cyno all (super)capital ships can offend, use drones and remote repair modules as usual. Either they fight in the cyno system or wait 2-3 hours and jump to next cyno. If it is simple displacement operation, they can jump immediately to next cyno, but there they would be unable to use their offensive modules, drones and remote repair for delay period (2-3 hours per EACH immediate jump or around 5 hours for the whole route, for example). Goal achieved: to decrease megablobs' (super)capitals mobility.
- delay timer for minimum 5 hours for subcapital ships to use 2nd titan portal jumping - so 'titan taxi - fight - titan taxi' tactics for short-term operations have to be impossible. In order to provide a possibility for reinforcement during big fights, pod kill must nullify this delay timer. Goal achieved: much more gate-to-gate movement in contested space with more opportunities for small- and med-size fights.
- significant increase of resources spending when using jump bridges, that belong to your coalition, but not your alliance. This must be made to prevent mega-coalitions formation (what we have now in 0.0) where sov holders can easily control one half of 0.0 using renters' infrastructure. Goal achieved: much more gate-to-gate movement in contested space with more opportunities for small- and med-size fights.

The common idea is to increase inertia and immobility of big blobs, providing more possibilities for lesser alliances/coalitions to attack sov space, moons and fleets.
Doris VanGit
Resilience.
The Initiative.
#996 - 2014-07-27 16:32:11 UTC
Null Sec to me was always about Risk = Reward

In the current set up as somebody stated previoulsy, All the changes made so make it easier for the larger alliances/coalitions, to earn more at no risk.

Therefore Null Sec should actually be the Wild Wild West of the game. Make the game favour the smaller groups to increase more fair fights.

Power projection, eliminate how easy it is to move around

Why is it these larger ally's can mess with high sec mining op's, but the smaller corps cant mess with theres. Because they are hidden in a back end system.

As the current game stands, i dont want to go into null sec and become a sheep. Then have a sov war and sit in tidi for god knows how long.

However, make the changes so that if i get a few or 20 say mates along in dreads, we could take control of a system in 10 minutes. How by having one module that controls the system. Keep the upgrade mods etc only the owner can destroy them.
JUst have a sov mod, once destroyed deploy a new one that is imune from attack for 2 weeks.

This modules controls the system, therefore taxation, station rights etc. To suport this remove titan bridges and jump bridges, also remove cyno jammers.

Why? lets get some decent fights.

Eitherway good luck CCP you have you work cut out for you! But the question still stands, How are you going to get the likes of me back into Null Sec? When everything is in place to favour the larger alliance.

Just put the risk back into Null! At the minute No Risk
Madbuster73
State War Academy
Caldari State
#997 - 2014-07-27 21:46:12 UTC
WarFireV wrote:
No sov system should force anyone to do PvE.



Grinding structures like you do now is pretty much the same, except you do it with supers.....

And as far as I can tell, fighting over complexes to gain SOV is NOT PVE.
Take a look at the recent fights in Huola for example. That doesnt look much as PVE imo....
It only turns into PVE if the attacked party doesnt defend, then it is a bit of grinding down
those plexes (Like everything else in this game)



the Infenro
Skybreakers
Pan-Intergalatic Business Community
#998 - 2014-07-27 22:17:02 UTC
Manfred Sideous wrote:
Aryndel Vyst wrote:
You could have summed this post up by just saying "Hey here's how I want to fix nullsec: Remove jump drives"

Because that's pretty much what you are saying.


Well yeah but removing jumpdrives messes other things up like logistics and supplies in nullsec. So you need changes to compensate for that so you aren't punishing people you are simply creating a new alternative to a old broken system.


if CCP introduces player made star gates like they are talking about it might be a good way to either eliminate jump drives are put some serious limits on it's capability. I do feel that their should be ways to help promote small-mid gang pvp. and adding bottlenecks into the game is a good example of this (look at PvP in WH space) I feel that we might want to look at making jump drive technology take ever increasing amounts of fuel based off of range. so if its only a 2-3 systems its still rather cheap. if your talking about 15+ systems in range you are talking about 30x the fuel costs. i would make it work on an exponential scale. to help limit it's capability. something else that could be done is make it to where when someone lights a cyno the cyno can only have X # of jumps to it before it gets disrupted. due to (____) have the limit set to something like 20 cap ships or so before a new cyno would have to be lit.

note

cov ops cyno/jump portals seam to bread pvp activity due to the nature of being able to slip behind lines

Jump Freights while useful seam to have made nul sec logistics way to easy. if anything i would say remove or rework these if you wanted to help bread activity. also make it where carriers having ships in the hold use way more fuel to jump? also helping increasing the demand for control trade routes into nul.
Anthar Thebess
#999 - 2014-07-27 22:34:05 UTC  |  Edited by: Anthar Thebess
WarFireV wrote:
No sov system should force anyone to do PvE.


Sorry, check ingame map, or dotlan -> npc kills.
You will find many people that will join your ranks to earn isk for new ships.
You can also pull back pve alts to main alliance.

There will be fun for every one.
Jack Cassidy
State War Academy
Caldari State
#1000 - 2014-07-28 01:16:04 UTC
Snot Shot wrote:
What the hell is wrong with you people? CCP has said they are looking at changing the one game mechanic that’s simply the most horrendous part about playing this game and the best most of you can come up with is to ask for adjustments to this same ****** game mechanic? Why the **** aren’t you asking them to get rid of it?

Just get rid of the SOV structures and associated timers!! “Own” your space by living in it, farming it, policing it, and defending it. If you can’t, and needed to hide behind millions of HP and timers, then gtfo you don’t deserve to be in that space! The “timers” associated with these things fuel the “Power Projection” and associated blobbing problem since PL and others can plan days in advance to form up for these timers. Without timers fights happen/grow organically, hit TiDi less often, and allow less time for word to travel and for PL to ping enough people online to get there effectively before it’s over. If they do…………fine, it won’t happen as often as it does now.


^^ this. Occupancy sov needs to happen. Not only will it give the smaller entities a chance to own sov, it will bring more players to null and break up the blob. However i believe isk making in sov need a buff for it to work.