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Infomorph Invasion, Burning the Economy, and Enriching Null Sec

Author
Arkos Orisos
Caldari Citizen's Assembly Corporation
#1 - 2014-09-05 13:18:25 UTC  |  Edited by: Arkos Orisos
I would like to begin this thread with an assertion: In order for the fires of industry to burn there must be fuel.

What is the fuel of EVE Online's industrial furnace? Conflict of course! This industry is composed of many resources but the first and most important of these resources is players themselves. In order for Null Sec to operate players must be flowing into it and bringing their resources with them. Profit is enough to bring Coalitions into Null Sec but this also makes Null Sec less accessible to medium or even large corps and by extension individual players.

Incursions and Factional Warfare help give players things to do and places to go but many still operate in High Sec and don't bother heading into Null Sec for various reasons. They also help to consume the abundant resources built up in the trade hubs. This is the key to keeping a game and economy like EVE going: By adding more diverse and profitable things for players to spend their ISK on. This can be taken to a next step and there are many reasons why it would be advantageous to all groups involved.

In order for the proverbial fire to be lit in the furnace of EVE's economy there must be conflict and I believe the best place to apply this is in Null Sec. The wide black beyond currently houses its fair share of dangers but few things are more threatening than other players. What do you fear in Null Sec the most? Perhaps being ganked by a small gang or roam? What I propose is a gameplay-driven solution to inflation and overabundance in EVE. Burn the ISK in Industry to fight an encroaching threat that poses a constant risk to Null Sec systems.

As EVE players I'm sure you're familiar with the concept of Infomorphs: Sentient beings that inhabit the form of data. As Capsuleers our characters are essentially this. Imagine flotillas of traveling NPC ships fitted with the equivalent of high tier capsuleer modules that move as fleets do and travel to a target system where they begin to manufacture a form of Incursion that once consolidated will spread itself to neighboring systems. They could even send resource harvesters out into other systems to mine out asteroids for their industrial purposes. In order to end the process you may have to destroy the Titan or Supercarrier at the heart of the Invasion.

From a lore perspective it's not entirely out of reason for a Mad Capsuleer commanding a fleet of vessels crewed by his own clones to come rampaging through Null Sec to stake a claim. Rogue Drones also present an ever present and ever evolving threat to space fairing folk and are always looking for more scrap. Transhumanist factions bent on claiming resources necessary to their personal ascension would pod you if they thought it'd bring them one step closer to their goal. In the darker reaches of lawless space who knows what horrible things you can find? Who knows what kind of horrible things can find you? Something terrible and strange from beyond known space knocking on your warp gate would certainly keep things interesting.

The key feature of these threats is their mobility and their needs. These aren't just Incursions that pop up to take control of a system these are mobile threats with goals and a target. Depending on their nature maybe they want to take control of a particular system or hijack POSes to obtain a certain amount of resources before departing back from whence they came to leave players to clean out the stragglers and pick up the pieces. It could be that they are there to set up shop for good until someone comes to extricate them. Maybe they just burn a path through Null Sec without stopping for anything.

Still with me? Fantastic! Here's the part where I start talking about how and why this is good for EVE, High Sec, Low Sec, and Null Sec. You may have been enticed to continue reading by all the talk of Industry earlier and I would be very happy if that were the case. When ships get destroyed and ammunition gets used supply goes down and in response demand goes up. Prices for these commodities in lower security areas will continually work to justify the risk of the trip and it will become a large Coalition's prerogative to secure trade routes and resources through which they can continue to fight off persistent threats. Both goods and players will flow into Null Sec from Low and High Sec while players are encouraged to both co-operate and take bigger risks for bigger returns.

Hopefully such changes would encourage wealthy coalitions with large wallets to spend their money on a more defensive oriented strategy consisting of more advanced and expensive ships rather than a cloud of cheap throw aways. It may even open up opportunities for corporations or new coalitions to stake a claim in areas of Null Sec that would otherwise be practically uncontested space. This may sound like big dreaming but in my mind I see EVE managing its own economy and player progression by generating scaling conflict which consumes resources and ISK. The more wealthy players become the harder they have to fight to keep it.

These events could also set the stage for more DUST/Project Legion integration. Mercenaries would be hired to clean threats off of a planet's surface and there would be various profitable ventures to be made onto a world that was occupied by Rogue Drones. Please tell me what you think and thanks for reading!
Fer'isam K'ahn
SAS Veterinarians
#2 - 2014-09-05 13:28:45 UTC  |  Edited by: Fer'isam K'ahn
I see where you are coming from and where you are headed, but what you are asking for is a scripted PvE storyline, event by event, which is contradictory to how the sandbox works, at least in EvE.

Adding a bit more PvE content, sure, but be careful that big alliances can't access and hold monopoly. Scripting directly a storyline ... no.

And I really do not get the connection to Industry, which seems to be your main drive. The market will always shift and balance itself again ... and shift ... and ... Perception of value is always relative. If you take Industry completely out of your post, nothing changes, a clear indicator it is unrelated.
Arkos Orisos
Caldari Citizen's Assembly Corporation
#3 - 2014-09-05 13:36:49 UTC
Fer'isam K'ahn wrote:
I see where you are coming from and where you are headed, but what you are asking for is a scripted PvE storyline, event by event, which is contradictory to how the sandbox works, at least in EvE.


Less of a scripted storyline and more of an event generated as the game progresses which players adapt to. I'm not proposing that the fleets of NPC ships be unstoppable in their assault on wherever they wish to go. Players would certainly be free to destroy the fleet themselves and the EVE playerbase has consistently proven their ability to co-ordinate large scale ship conflicts.

Fer'isam K'ahn wrote:
Adding a bit more PvE content, sure, but be careful that big alliances can't access and hold monopoly. Scripting directly a storyline ... no.


As I said it's not scripted so much as it's an event occurring. Players are not stripped of their ability to react to or even terminate the event.

Fer'isam K'ahn wrote:
And I really do not get the connection to Industry, which seems to be your main drive. The market will always shift and balance itself again ... and shift ... and Perception of value is always relative.


Ship battles are intrinsically tied to EVE's industry. The ships, the ammunition, the modules, and the components that make these things are player manufactured and so long as there are ship battles there will be people manufacturing the means with which to have them.
Zan Shiro
Doomheim
#4 - 2014-09-05 14:26:26 UTC
Arkos Orisos wrote:
Prices for these commodities in lower security areas will continually work to justify the risk of the trip and it will become a large Coalition's prerogative to secure trade routes and resources through which they can continue to fight off persistent threats.



Rather trusting aren't you. Seem to recall a few years back a reported case of goons given a nice payment to escort an indy groups freighters in 0.0. The escorts at some point became the attackers. And not a grr goons thing, I would't trust most farther than I can throw them. Not blob hate...I was in the blob. 1000 people..not all are going to adhere to guidelines in this area. For the right price or the cargo is looking potential high value I might be tempted myself even.


Indy out of empire will always suffer. Here is why. low/0.0 indy thinks I am taking the risks, jita is so far far away, etc.. Lets raise the price. Problem...in all my out of empire homes there was always a reasonably price jf service. Often times even what I recall as being 250 isk per m3 charge was worth it to ship from jita. I still saved mad isk on buys.

And TBH I tipped the jf pilots. Fees for delivery were say 3.5 mil....I'd contract payment 5 mil. Little bit of a tip. Even with tipping I made out better than dealing wit out of empire price gouging crap.

If/when I return I leave empire again..now I can has carrier. I cut out that middleman. Like many do out of empire if cap capable.
Arkos Orisos
Caldari Citizen's Assembly Corporation
#5 - 2014-09-05 14:37:38 UTC
Zan Shiro wrote:
Rather trusting aren't you. Seem to recall a few years back a reported case of goons given a nice payment to escort an indy groups freighters in 0.0. The escorts at some point became the attackers. And not a grr goons thing, I would't trust most farther than I can throw them. Not blob hate...I was in the blob. 1000 people..not all are going to adhere to guidelines in this area. For the right price or the cargo is looking potential high value I might be tempted myself even.


Trusting isn't quite the word. It's more of a sense of acceptance that in a game like EVE there will always be those forms of emergent player behaviors occurring. If Industrialists and Traders trust the wrong people to protect them in Null Sec then that is their fault and I would not recommend doing anything to actively curtail that behavior.

Zan Shiro wrote:
Indy out of empire will always suffer. Here is why. low/0.0 indy thinks I am taking the risks, jita is so far far away, etc.. Lets raise the price. Problem...in all my out of empire homes there was always a reasonably price jf service. Often times even what I recall as being 250 isk per m3 charge was worth it to ship from jita. I still saved mad isk on buys.


Hopefully emergent threats would increase the volume of items that would need to be freighted in the first place. One jump freighter can only haul so much after all.

Zan Shiro wrote:
And TBH I tipped the jf pilots. Fees for delivery were say 3.5 mil....I'd contract payment 5 mil. Little bit of a tip. Even with tipping I made out better than dealing wit out of empire price gouging crap.

If/when I return I leave empire again..now I can has carrier. I cut out that middleman. Like many do out of empire if cap capable.


One of the primary goals in creating this sort of event structure is to give people a reason to head out into Null in their big expensive ships despite the risk.
ShahFluffers
Ice Fire Warriors
#6 - 2014-09-05 18:47:08 UTC  |  Edited by: ShahFluffers
Arkos Orisos wrote:
Trusting isn't quite the word. It's more of a sense of acceptance that in a game like EVE there will always be those forms of emergent player behaviors occurring. If Industrialists and Traders trust the wrong people to protect them in Null Sec then that is their fault and I would not recommend doing anything to actively curtail that behavior.


Well... that is the heart of the issue with null-sec industry in general. It will ALWAYS be at a disadvantage to high-sec industry due to the inherent safety of high-sec... even with dedicated "protection" out in null-sec (see: which mostly falls along the lines of "dock up when threat presents itself, wait it out, call in massive amounts of people to 'evict' the hostiles when they don't leave").

And because of the above; shipping supplies (even after taking fuel into account) it is still cheaper, easier, and safer using multiple jump freighters and cynos.

Your idea would actually just reinforce the current status quo.

Arkos Orisos wrote:
One of the primary goals in creating this sort of event structure is to give people a reason to head out into Null in their big expensive ships despite the risk.

Using a "big expensive ship" out in low/null-sec will still be a no-go... at least... not without overwhelming support.

Basically... people who use big, expensive ships tend to prioritize safety over any amount of profit. As we have seen through the history of EVE, you can't really change that very basic behavior in people (either through penalties or incentives).

The best you can hope for is conditioning people to NOT rely on using big, expensive ships to achieve their goals (so they be willing to accept more risk). But even this doesn't always work because there some people who find the very concept of "risk" and "interference gameplay" vulgar.
Arkos Orisos
Caldari Citizen's Assembly Corporation
#7 - 2014-09-05 23:51:37 UTC  |  Edited by: Arkos Orisos
ShahFluffers wrote:
Well... that is the heart of the issue with null-sec industry in general. It will ALWAYS be at a disadvantage to high-sec industry due to the inherent safety of high-sec... even with dedicated "protection" out in null-sec (see: which mostly falls along the lines of "dock up when threat presents itself, wait it out, call in massive amounts of people to 'evict' the hostiles when they don't leave").

And because of the above; shipping supplies (even after taking fuel into account) it is still cheaper, easier, and safer using multiple jump freighters and cynos.

Your idea would actually just reinforce the current status quo.


You are very correct in many ways. The goal of making Null look more enticing to players who usually stick to High Sec would certainly make one consider altering that status quo but you must remember that the players who already operate in Null should not be driven out or back into High Sec. Stripping power from the Coalitions overnight by hitting them with an overtly large amount of NPC fleets would be counter-intuitive to the concept. On a short term time scale this certainly reinforces that status quo but as the playerbase adapts to the changes the form of Null Sec will shift to compensate and the status quo will change from the bottom up.

ShahFluffers wrote:
Using a "big expensive ship" out in low/null-sec will still be a no-go... at least... not without overwhelming support.

Basically... people who use big, expensive ships tend to prioritize safety over any amount of profit. As we have seen through the history of EVE, you can't really change that very basic behavior in people (either through penalties or incentives).

The best you can hope for is conditioning people to NOT rely on using big, expensive ships to achieve their goals (so they be willing to accept more risk). But even this doesn't always work because there some people who find the very concept of "risk" and "interference gameplay" vulgar.


It is certainly very difficult to change the basic behavior of people. You mention that large ships tend not to move out without significant support. This would encourage more powerful and wealthy players to seek out less wealthy players capable of acting in such a support or logistics role. Remember: The end goal of this concept is to draw more players to Null Sec by making it more interesting and lucrative. The idea I propose is a mechanism by which the game may work to change its own form and encourages players to do the same.

This may sound like a bit of a radical assertion but extremely valuable solid assets that never leave a Hangar are a cancer that will eat EVE from the inside out. The worst thing that can happen to an economy is for large amounts of assets and wealth to remain in one location without being used.
Nevyn Auscent
Broke Sauce
#8 - 2014-09-06 00:00:33 UTC
Seriously, we just had a massive industry expansion that is moving industry to null.
It's not going to happen overnight, industry is a well oiled machine and it doesn't respond fast to shocks, it will take months before we start seeing any serious effects and meta changes. But the ripples are already showing shifts to null.
Arkos Orisos
Caldari Citizen's Assembly Corporation
#9 - 2014-09-06 00:58:39 UTC  |  Edited by: Arkos Orisos
Nevyn Auscent wrote:
Seriously, we just had a massive industry expansion that is moving industry to null.
It's not going to happen overnight, industry is a well oiled machine and it doesn't respond fast to shocks, it will take months before we start seeing any serious effects and meta changes. But the ripples are already showing shifts to null.


I understand your point and I appreciate you making it. In my defense the kind of gameplay mechanic that I'm proposing isn't something that would likely get implemented within a few months. It would be quite the undertaking to implement roving bands of co-ordinated NPC space ships that follow a specific set of instructions and operate in relation to their environment.

However, as a previous reply has pointed out, Industry doesn't really have much reason to move into Null even with the changes. Jump Freighter services provide more than enough ability for Null players to trade and get the resources they need. The recent changes are definitely a step in the right direction especially in the case of the changes to reprocessing returns. These changes definitely perform the function of making the Industrial economy more stable and lucrative but one must keep in mind that as Industry becomes more lucrative and more goods are produced there will be an abundance of these goods as more players produce them and the resulting drop in the price of goods will put Industry right back where it was.

Having an ambient threat in Null Sec provides an excellent long term solution to this problem that can be scaled to match production. As goods become cheaper and more abundant while the market begins to stagnate more NPC fleets invade into Null Sec causing ships and modules to be lost in large quantities as Null Sec Coalitions ramp up their defense efforts. The resulting need for more ships and modules causing demand among Industrialists to increase and prices go back up. So long as money is moving and Null Sec is still significantly more profitable than High Sec nobody is really losing anything.
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2014-09-06 01:07:01 UTC
Arkos Orisos wrote:


Having an ambient threat in Null Sec provides an excellent long term solution to this problem that can be scaled to match production. As goods become cheaper and more abundant while the market begins to stagnate more NPC fleets invade into Null Sec causing ships and modules to be lost in large quantities as Null Sec Coalitions ramp up their defense efforts. The resulting need for more ships and modules causing demand among Industrialists to increase and prices go back up. So long as money is moving and Null Sec is still significantly more profitable than High Sec nobody is really losing anything.



NPCs aren't a threat, and the losses suffered to them would be minimal at best. Incursions and high end wormoles already demonstrate just how well people can learn to adapt to PVE content, and how well they can farm it for profit when they set their mind to it. An idea like this would be no different.

Not only that, but they'd figure out pretty damn quickly exactly how to run them in the cheapest possible setups too.
Sentamon
Imperial Academy
Amarr Empire
#11 - 2014-09-06 01:08:18 UTC
Fer'isam K'ahn wrote:
I see where you are coming from and where you are headed, but what you are asking for is a scripted PvE storyline, event by event, which is contradictory to how the sandbox works, at least in EvE.


"The Sandbox" (™), isn't a suicide pact. When players fail to generate content the gaming company must step in and "shake the ant farm" as CCP put it or create interesting content themselves.

Seems to me that players are more interested in friending everyone so they can make a living off online advertising and ahem "other things" then creating conflict and taking risks in the game. If this continues long enough, the game will die, of that there is no doubt.

~ Professional Forum Alt  ~

Arkos Orisos
Caldari Citizen's Assembly Corporation
#12 - 2014-09-06 01:32:05 UTC
Danika Princip wrote:
NPCs aren't a threat, and the losses suffered to them would be minimal at best. Incursions and high end wormoles already demonstrate just how well people can learn to adapt to PVE content, and how well they can farm it for profit when they set their mind to it. An idea like this would be no different.

Not only that, but they'd figure out pretty damn quickly exactly how to run them in the cheapest possible setups too.


Do not forget that other Coalitions and Alliances exist independent of this ambient threat. While the fleets themselves may be defeated by players who are experienced in doing so this also diverts players and ships away from their regular activities and leaves room for smaller Corps, Alliances or even other Coalitions to take advantage of the situation. Careful attention would need to be paid to the appropriate size, frequency, and ship anatomy of the Invasions for this reason.

I realize now that I did not elaborate on the concept of what the fleets actually do, how they go about it, or for what purpose they do so. I touched on what they could be or what their goals would be but it is my fault for not elaborating on those concepts as I should have.

They could be as small as a gang roam of players. They could be a massive fleet that exceeds even Capsuleer standards with Super Capitals that function as mobile ship factories and send out harvesters to gather asteroid resources for use in reinforcing their ranks. A threat that requires sustained and co-ordinated player effort to destroy is great even if it's run by NPCs for example.

The mobility and scaling capability of the threats in question precludes the concept of "runs." These are not a static threat like an Incursion or Wormhole complex and the variance in their purpose, function, and origin would cause information gathering and scouting to become that much more important to determine exactly how to fight down this threat or whether it's worth fighting in the first place. Keep in mind that you may not always fight these threats on your terms or when you are best prepared to do so.
Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2014-09-06 01:42:20 UTC
Other groups also have to deal with this in their own back yard. And the usual opposition to roaming gangs, response fleets, home defence gangs, other roaming gangs, the usual.

Unless these things are massively more disruptive than anything NPC related in the entire game, they're not going to actually change anything. Few ships will be lost, events in unfavourable locations will be flat out ignored, and those in good spots will be farmed mercilessly. Inside of a month, the mechanics will be examined, documented and analysed to discover the ways to extract the most profit with the least effort, same as everything else.

If the events are too short lived, too remote, or the terms are (somehow) unfavourable to the actual players, the NPCs will be ignored. Given the limitations of EVE's PVE in general, I find it incredibly unlikley that these NPCs will actually be able to threaten anything anyway, unless the game actively cheats in their favour (for example by having NPCs ignore reinforcement timers, which simply makes it impossible to actually fight them.)

If the events are huge, then only the biggest blocs will be able to actually co-ordinate any kind of a response, and honestly, who the hell wants to do that for PVE? Where's the reward for me, a line member, in helping to deal with one of these super fleets of NPCs? What do I get out of throwing my dread into a glorified incursion?
Arkos Orisos
Caldari Citizen's Assembly Corporation
#14 - 2014-09-06 02:41:23 UTC  |  Edited by: Arkos Orisos
Danika Princip wrote:
Other groups also have to deal with this in their own back yard. And the usual opposition to roaming gangs, response fleets, home defence gangs, other roaming gangs, the usual.

Unless these things are massively more disruptive than anything NPC related in the entire game, they're not going to actually change anything. Few ships will be lost, events in unfavourable locations will be flat out ignored, and those in good spots will be farmed mercilessly. Inside of a month, the mechanics will be examined, documented and analysed to discover the ways to extract the most profit with the least effort, same as everything else.


The important part is that they have the capability to range from slightly disruptive to massively disruptive. The variation in how they operate is the source of much of the difficulty in handling them effectively. The process you describe is very accurate but I must point out that in the case of scaling emergent threats that don't adhere to a particular make-up or standard much of the difficulty stems from not being prepared for them. Remember that large scale player response is the intended outcome of the idea.

Danika Princip wrote:
If the events are too short lived, too remote, or the terms are (somehow) unfavourable to the actual players, the NPCs will be ignored. Given the limitations of EVE's PVE in general, I find it incredibly unlikley that these NPCs will actually be able to threaten anything anyway, unless the game actively cheats in their favour (for example by having NPCs ignore reinforcement timers, which simply makes it impossible to actually fight them.)


That is assuming they play by the same rules as other NPCs. The roving emergent threat I'm proposing would interact with the game world in order to reinforce itself rather than simply drawing from some abstracted pool of reinforcements. Instead of playing by reinforcement timer rules they play by the players' rules of industry and production. As an example: If you want to defeat the threat you destroy its harvesting operations in the system's already existing asteroid belts in order to castrate its ability to reinforce itself. Perhaps a large strike force attacks the Super Capital Ship Factories directly forcing the threat to retreat from known space but come back harder a few months later.

Danika Princip wrote:
If the events are huge, then only the biggest blocs will be able to actually co-ordinate any kind of a response, and honestly, who the hell wants to do that for PVE? Where's the reward for me, a line member, in helping to deal with one of these super fleets of NPCs? What do I get out of throwing my dread into a glorified incursion?


On paper something like a massive invasion that threatens an entire bloc may be feasible with the system I'm proposing but realistically such a large scale movement of ships that are controlled by the game's servers would likely be extremely taxing on the servers. Such an event would be a very interesting introduction to the system itself but in the context of a long term gameplay mechanic it would likely not be wise to have something like that happening very often.

You asked a very good question by the way: "What's in it for me?" What's in it for you as a capsuleer would largely be an issue of what kind of gameplay progression CCP is comfortable with attaching to the system. Meta Modules and limited run blueprint copies to manufacture ships used by the invaders would be a reasonable reward I would imagine. I mentioned earlier that the invaders themselves could range from Rogue Drones outside of known space to advanced Infomorphs of indeterminate origin and intention who may possess technology vastly superior to what even the best capsuleers can muster. While I realize this is a poor answer for me to make that doesn't address the nature of your question very well but CCP would be much better suited to implementing rewards to these events.
Alavaria Fera
GoonWaffe
#15 - 2014-09-06 03:07:30 UTC  |  Edited by: Alavaria Fera
Arkos Orisos wrote:
As an example: If you want to defeat the threat you destroy its harvesting operations in the system's already existing asteroid belts in order to castrate its ability to reinforce itself. Perhaps a large strike force attacks the Super Capital Ship Factories directly forcing the threat to retreat from known space but come back harder a few months later.

So ratting, structure shooting (going to use incursion rules to prevent capitals from coming in?)...

Massive phalanxes of structures warping in with billions of ehp that you must kill or something? Dozens of high ehp, deathstar-like poses that continally add to their number. And they return with even more dozens if you do successfully structure grind it all




Instead of course of running vanguard sites until the mothership spawns, you kill belt mining rats, until the NOS (npc owned station) phalanx spawns, then you structure grind.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Arkos Orisos
Caldari Citizen's Assembly Corporation
#16 - 2014-09-06 03:32:19 UTC
Alavaria Fera wrote:
So ratting, structure shooting (going to use incursion rules to prevent capitals from coming in?)...

Massive phalanxes of structures warping in with billions of ehp that you must kill or something? Dozens of high ehp, deathstar-like poses that continally add to their number. And they return with even more dozens if you do successfully structure grind it all


I'm sorry I believe I may have used poor English to try to get across a concept. When referring to Super Capital Ship Factories I'm not referring to factory structures that produce Super Capitals. I am referring to Super Capitals that produce other ships. For example the center piece of one of these NPC fleets may be a pair of Super Capital ships that are capable of producing smaller ships from resources gathered from systems they pass through or set themselves up in.

The NPC fleet returning is less of a punishment for success and more of a punishment for a shortcut to success. If you manage to rip the heart out of an NPC fleet such as the Super Capital that produces more ships the fleet retreats as it has completely lost its ability to sustain itself. If the fleet manages to escape it may return in greater numbers than before padded with the ships that were not destroyed. Total success, in this case, is the utter destruction of the entire fleet down to the last ship in order to prevent an even stronger threat from targeting you in the future if they should escape.

Alavaria Fera wrote:
Instead of course of running vanguard sites until the mothership spawns, you kill belt mining rats, until the NOS (npc owned station) phalanx spawns, then you structure grind.


The "Super Mothership" in this example is the primary target of the offensive. Depending on the number of these ships present in an NPC fleet it may or may not be possible to directly attack an area controlled by an NPC fleet without first hindering its ability to directly reinforce itself.