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A High Sec Manifesto

Author
Nicolo da'Vicenza
Viziam
Amarr Empire
#141 - 2011-12-14 08:22:34 UTC
Why should non-aligned players be tied to a faction in the first place?
Non-aligned players should be able to do whatever the hell they want, when they want. If they want faction war they know where it is. But they shouldn't be given stupid, easily-abused advantages like being undecable.
Malcanis
Vanishing Point.
The Initiative.
#142 - 2011-12-14 08:32:57 UTC
Nicolo da'Vicenza wrote:
Why should non-aligned players be tied to a faction in the first place?
Non-aligned players should be able to do whatever the hell they want, when they want. If they want faction war they know where it is. But they shouldn't be given stupid, easily-abused advantages like being undecable.


People in non-FW NPC corps are essentially in this situation of being able to do whatever they want regardless of faction already. I'm not in favor of forcing everyone to be deccable as long as suicide ganking remains viable (and until the wardec system is replaced with something that's not terrible).

But as I said above, I am strongly in favour of increasing the variety of options obtainable through NPC corps, with corp-specific resources matched by corp-specific drawbacks and risks.

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

Grath Telkin, 11.10.2016

Smagd
Encina Technologies
#143 - 2011-12-14 09:33:04 UTC
Yes, please.

And when you run out of ideas, make systems themselves less stable.

If sec levels or sovereignty change at a very low rate, say due to suicide ganking or factional warfare or Incursions or anything, really, players will adapt.

Jita could be 0.7 in half a year until people move to a safer trade-hub.

It's not like we haven't already moved from Yulai to Jita, or to new agents (at least two times), and there was a time when Incursion runners moved all over the map almost daily.
Malcanis
Vanishing Point.
The Initiative.
#144 - 2011-12-14 09:47:30 UTC
Smagd wrote:
Yes, please.

And when you run out of ideas, make systems themselves less stable.

If sec levels or sovereignty change at a very low rate, say due to suicide ganking or factional warfare or Incursions or anything, really, players will adapt.

Jita could be 0.7 in half a year until people move to a safer trade-hub.

It's not like we haven't already moved from Yulai to Jita, or to new agents (at least two times), and there was a time when Incursion runners moved all over the map almost daily.


If we're going to have sovereignty change, then it seems obvious to me that this should be a part of Faction Warfare.

Personally I think all Empire systems should be "FW" systems, and sustained victories by one faction should be able to change system sovereignty by gradually lowering the sec of a system all the way to 0.1 (or returning it to it's original sec level if the defenders win) whereupon there would be a major Incursion-style event by the NPC navies, with NPC Titans, Motherships, event staff, the works, which the players could participate in to decide system Sov, after which the system resets to a 0.5 with sov belonging to the winner of the event for at least 30 days.

This would give real meaning to faction warfare, and genuinely allow the players to change the game. Plus it could provide a huge amount of fun gameplay. Of course it would be contingent on providing a slightly more engaging and imaginative victory mechanic than FW bunkers Straight

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

Grath Telkin, 11.10.2016

Scatim Helicon
State War Academy
Caldari State
#145 - 2011-12-14 10:44:59 UTC
Malcanis wrote:
Personally I think all Empire systems should be "FW" systems, and sustained victories by one faction should be able to change system sovereignty by gradually lowering the sec of a system all the way to 0.1 (or returning it to it's original sec level if the defenders win) whereupon there would be a major Incursion-style event by the NPC navies, with NPC Titans, Motherships, event staff, the works, which the players could participate in to decide system Sov, after which the system resets to a 0.5 with sov belonging to the winner of the event for at least 30 days.

This would give real meaning to faction warfare, and genuinely allow the players to change the game. Plus it could provide a huge amount of fun gameplay. Of course it would be contingent on providing a slightly more engaging and imaginative victory mechanic than FW bunkers Straight


I should point out that this would almost instantly result in a major effort (largely by parties with no previous interest in FW) to degrade the security of Jita.

I make no comment on whether this would be a good or bad thing.

Every time you post a WiS thread, Hilmar strangles a kitten.

Malcanis
Vanishing Point.
The Initiative.
#146 - 2011-12-14 10:52:07 UTC
Scatim Helicon wrote:
Malcanis wrote:
Personally I think all Empire systems should be "FW" systems, and sustained victories by one faction should be able to change system sovereignty by gradually lowering the sec of a system all the way to 0.1 (or returning it to it's original sec level if the defenders win) whereupon there would be a major Incursion-style event by the NPC navies, with NPC Titans, Motherships, event staff, the works, which the players could participate in to decide system Sov, after which the system resets to a 0.5 with sov belonging to the winner of the event for at least 30 days.

This would give real meaning to faction warfare, and genuinely allow the players to change the game. Plus it could provide a huge amount of fun gameplay. Of course it would be contingent on providing a slightly more engaging and imaginative victory mechanic than FW bunkers Straight


I should point out that this would almost instantly result in a major effort (largely by parties with no previous interest in FW) to degrade the security of Jita.

I make no comment on whether this would be a good or bad thing.


And most likely the other market hubs as well. Gosh, the idea of Faction Warfare with something of value at stake, eh? The notion of a real strategic target! The possibility that the different militias might want to keep their respective hubs as the only hi-sec one... all those empire players who would suddenly find that they do in fact have a stake in the success of their faction.

Yeah... I'm going to go with "good".

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

Grath Telkin, 11.10.2016

Dzajic
#147 - 2011-12-14 15:02:43 UTC
Wow amazing. Another "I want more faction fit mission runners to shoot" thread. Sure it didn't start like that but we are back to "individial wardecs". You have already gotten CCP to move L5 back to be only lowsec. You have made CCP to introduce npc corp tax. You have long ago made CCP remove masking effect of deadspace (lolcarebear exploer took a hour to find a site and you can probe him down in a minute). Recently you got a nerf on unprobeable Tengus. And all of this has given you less and less targets to shoot.

If you get CCP to completely remove L4s from highsec (or refrom highsec in such a way to no longer be highsec) you will see majority of your ooh soo much sought victims leave EVE; rest will do L3s or whatever is doable in new "true" highsec until they have money skills for one more in practice still unprobeable Tengu.

And ffs you can still suicide gank them. You won't get insurance but that just removed lolganks of not very rich fits. 2Bn fit will still be a profitable suicide.

People who are willing to take a risk are already there, doing 00 exploration and Angel missions in their unprobeable Tengus and 2 scouting alts. People who will at no point risk their PVE ships to ganks cant be made to change their mind in any way.
Lord Zim
Gallente Federation
#148 - 2011-12-14 15:22:03 UTC
Lookit dis guy. Lookit him.

He completely missed the point of the thread.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Malcanis
Vanishing Point.
The Initiative.
#149 - 2011-12-14 16:00:49 UTC
Dzajic wrote:
Wow amazing. Another "I want more faction fit mission runners to shoot" thread. Sure it didn't start like that but we are back to "individial wardecs". You have already gotten CCP to move L5 back to be only lowsec. You have made CCP to introduce npc corp tax. You have long ago made CCP remove masking effect of deadspace (lolcarebear exploer took a hour to find a site and you can probe him down in a minute). Recently you got a nerf on unprobeable Tengus. And all of this has given you less and less targets to shoot.

If you get CCP to completely remove L4s from highsec (or refrom highsec in such a way to no longer be highsec) you will see majority of your ooh soo much sought victims leave EVE; rest will do L3s or whatever is doable in new "true" highsec until they have money skills for one more in practice still unprobeable Tengu.

And ffs you can still suicide gank them. You won't get insurance but that just removed lolganks of not very rich fits. 2Bn fit will still be a profitable suicide.

People who are willing to take a risk are already there, doing 00 exploration and Angel missions in their unprobeable Tengus and 2 scouting alts. People who will at no point risk their PVE ships to ganks cant be made to change their mind in any way.


I guess you missed the part where I not only rejected the old concept of removing options from hi-sec but actually advocated returning Level 5s to hi-sec, albeit in a different way? The part where I specifically and explicitly said that people in hi-sec should be allowed the option to engage in high risk:reward activity?

Malcanis wrote:
I'm not in favor of forcing everyone to be deccable as long as suicide ganking remains viable (and until the wardec system is replaced with something that's not terrible).

But as I said above, I am strongly in favour of increasing the variety of options obtainable through NPC corps, with corp-specific resources matched by corp-specific drawbacks and risks.

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

Grath Telkin, 11.10.2016

Thredd Necro
Doomheim
#150 - 2011-12-14 18:28:39 UTC  |  Edited by: Thredd Necro
Malcanis wrote:


If we're going to have sovereignty change, then it seems obvious to me that this should be a part of Faction Warfare.

Personally I think all Empire systems should be "FW" systems, and sustained victories by one faction should be able to change system sovereignty by gradually lowering the sec of a system all the way to 0.1 (or returning it to it's original sec level if the defenders win) whereupon there would be a major Incursion-style event by the NPC navies, with NPC Titans, Motherships, event staff, the works, which the players could participate in to decide system Sov, after which the system resets to a 0.5 with sov belonging to the winner of the event for at least 30 days.

This would give real meaning to faction warfare, and genuinely allow the players to change the game. Plus it could provide a huge amount of fun gameplay. Of course it would be contingent on providing a slightly more engaging and imaginative victory mechanic than FW bunkers Straight


This.

This and npc system patrols.

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Serpentine Logic
Ministry of War
Amarr Empire
#151 - 2011-12-15 07:06:51 UTC
My thoughts:

Quote:
[...]My thoughts on how I would ‘encourage’ the various play styles are:

  • Casual players are time-poor and want instant action, be it pve or pvp. For PvE, they need faster missions. For PvE, Red vs Blue would be great for them, but perhaps a better way would be competitive missions: two ships enter a deadspace, one ship leaves with a mission reward; one leaves in a pod.
  • Independent players should be encouraged to meet new players and hopefully find a new niche. Incursions are excellent for this.
  • Commercial players need incentives to go into low-sec and sell there, both to seed their market, encourage others to go there, and to provide exciting, high-value targets. Both carrot and stick can work here, from increased sales tax in highsec, to increased charges for high-sec manufacturing and research slots, to decreased costs and build times in low-sec. The important thing is to put a price on the safety that an industrialist has when operating in high-sec.
  • Carebears are risk-averse, so don’t force them to be. They love the grind of making isk, so provide more things for them to spend it on.
  • Ishtanchuk Fazmarai
    #152 - 2011-12-15 07:52:40 UTC
    Malcanis wrote:


    If we're going to have sovereignty change, then it seems obvious to me that this should be a part of Faction Warfare.

    Personally I think all Empire systems should be "FW" systems, and sustained victories by one faction should be able to change system sovereignty by gradually lowering the sec of a system all the way to 0.1 (or returning it to it's original sec level if the defenders win) whereupon there would be a major Incursion-style event by the NPC navies, with NPC Titans, Motherships, event staff, the works, which the players could participate in to decide system Sov, after which the system resets to a 0.5 with sov belonging to the winner of the event for at least 30 days.

    This would give real meaning to faction warfare, and genuinely allow the players to change the game. Plus it could provide a huge amount of fun gameplay. Of course it would be contingent on providing a slightly more engaging and imaginative victory mechanic than FW bunkers Straight


    I already played that game, the name was "Pirates of the Burning Sea" and ti was terribly succcesful in driving 80% the subscribers away, from 16 servers dwindled to 3, then was sold to SOE, then went FTP and has been agonizing in that status for a couple years or so.

    What you suggest would end up with someone, say, the Goons, lowering status of valuable/key hisec systems and then prevent them from resetting to hisec, until most of hisec was gone, all the game was a PvP trap and CCP wondered WTF happened to their subscribers count.

    Much as Flying Lab Studios found out with their suicidal catering to PvPrs at POTBS, until every relevant harbor in the game was a PvP mousetrap.

    Roses are red / Violets are blue / I am an Alpha / And so it's you

    Malcanis
    Vanishing Point.
    The Initiative.
    #153 - 2011-12-15 07:58:51 UTC  |  Edited by: Malcanis
    Ishtanchuk Fazmarai wrote:
    Malcanis wrote:


    If we're going to have sovereignty change, then it seems obvious to me that this should be a part of Faction Warfare.

    Personally I think all Empire systems should be "FW" systems, and sustained victories by one faction should be able to change system sovereignty by gradually lowering the sec of a system all the way to 0.1 (or returning it to it's original sec level if the defenders win) whereupon there would be a major Incursion-style event by the NPC navies, with NPC Titans, Motherships, event staff, the works, which the players could participate in to decide system Sov, after which the system resets to a 0.5 with sov belonging to the winner of the event for at least 30 days.

    This would give real meaning to faction warfare, and genuinely allow the players to change the game. Plus it could provide a huge amount of fun gameplay. Of course it would be contingent on providing a slightly more engaging and imaginative victory mechanic than FW bunkers Straight


    I already played that game, the name was "Pirates of the Burning Sea" and ti was terribly succcesful in driving 80% the subscribers away, from 16 servers dwindled to 3, then was sold to SOE, then went FTP and has been agonizing in that status for a couple years or so.

    What you suggest would end up with someone, say, the Goons, lowering status of valuable/key hisec systems and then prevent them from resetting to hisec, until most of hisec was gone, all the game was a PvP trap and CCP wondered WTF happened to their subscribers count.

    Much as Flying Lab Studios found out with their suicidal catering to PvPrs at POTBS, until every relevant harbor in the game was a PvP mousetrap.


    The key here would be to make it an intensive and lengthy process to change a system's sovereignty, so that even a totally undefended system can only change by 0.1 sec every 1-3 days or so, and maybe also mandate a somewhat lesser NPC event when threshold struggle between 0.5 and 0.4 occurs. So no one goes to work with their mission Raven in a 0.7 system and comes home to find it in a 0.1

    And of course to limit the ability to affect sov to those who are actually registered in FW.

    EDIT: That threshold event means that you would need a significant number of players to make a sustained, concerted effort to change a system sov, it wouldn't be something that a couple of guys could do on their own in a late TZ on a weekday. The NPC response alone would make the effort comparable to conquering a player sov system, and without being able to use caps/supercaps.

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

    Grath Telkin, 11.10.2016

    Ispia Jaydrath
    Reib Autonomous Industries
    #154 - 2011-12-15 08:17:28 UTC
    Revolution Rising wrote:
    Malcanis wrote:
    Introduction:

    (4) "Commercial" players. These guys are often highly skilled, highly experienced players, who make vast amounts of ISK in invention, research, industry. They operate in empire because the facilities are vastly superior to lo-sec and null (free concord protection, trade hubs, superior stations, many, many more stations, asset safety etc etc). They're not necessarily ideologically comitted to being in hi-sec, it's just a vastly more profitable area to operate.


    You've obviously never done this and so, have no ******* clue what you are talking about.

    The work far outweighs the reward for this. The more work you put in the less it actually pays off because markets get flooded so easily.

    Honestly, talk about **** you know about - 0.0. You're talking out your ass and gleaning a few small perceived "facts" from what you read on forums or come across by hearsay. As it is the industry sector has had no love from ccp for quite some time. The work to profit equations are hugely high.

    Mining is all but dead for players to take part in thanks to botters and RMT. CCP has done jack **** about that.

    t2 production cannot be done en-mass and each job done laboriously one at a time. Then even if one completely finishes a job, the wheeling and dealing of market entanglements, distribution or profit sharing have to be engaged. Add to that risks of suicide gankers and other pressures from aforementioned mining killers - the RMTers, then you have a small idea of what it's like to produce t2.

    You sir are a buffoon and I hope the community can see through your uneducated views. You obviously just belong to a large alliance who have blue'd too many people and must now declare war on empire as a way to refresh your targets.



    My goodness.

    From your posts, it sounds like you're doing a lot of work for not very much money. Have you considered the possibility that, rather than empire industry being bad, you're just doing something horribly, horribly wrong?

    I'm not even particularly bright, and I make a couple billion per month in a few hours per week. It helps that I started with a lot of seed capital, but one does hear stories about clever types starting from nothing.

    Instead of spending all that :effort: maintaining your t2 production, you could just sit down for one afternoon a month and grind some incursions. As a bonus, you would then have fewer reasons to be perturbed on the internets.
    Nicolo da'Vicenza
    Viziam
    Amarr Empire
    #155 - 2011-12-15 08:50:01 UTC
    Malcanis wrote:
    Nicolo da'Vicenza wrote:
    Why should non-aligned players be tied to a faction in the first place?
    Non-aligned players should be able to do whatever the hell they want, when they want. If they want faction war they know where it is. But they shouldn't be given stupid, easily-abused advantages like being undecable.


    People in non-FW NPC corps are essentially in this situation of being able to do whatever they want regardless of faction already.
    Well obviously. It has its appeal, as opposed to being lumped into some generic Faction War blob riddled with spies to the point of futility. If players want to go it alone and solo it in EVE, that's their choice. They just shouldn't have the unconditional support of CONCORD to do so. It kills industry in null, disincentivises teamwork in an MMO and lets anyone with an alt skirt PVP as it was intended. If your profile is so big that it makes you a target, perhaps then it's a time to join a group who can provide protection, eh?
    Malcanis
    Vanishing Point.
    The Initiative.
    #156 - 2011-12-15 09:09:09 UTC
    Nicolo da'Vicenza wrote:
    Malcanis wrote:
    Nicolo da'Vicenza wrote:
    Why should non-aligned players be tied to a faction in the first place?
    Non-aligned players should be able to do whatever the hell they want, when they want. If they want faction war they know where it is. But they shouldn't be given stupid, easily-abused advantages like being undecable.


    People in non-FW NPC corps are essentially in this situation of being able to do whatever they want regardless of faction already.
    Well obviously. It has its appeal, as opposed to being lumped into some generic Faction War blob riddled with spies to the point of futility. If players want to go it alone and solo it in EVE, that's their choice. They just shouldn't have the unconditional support of CONCORD to do so. It kills industry in null, disincentivises teamwork in an MMO and lets anyone with an alt skirt PVP as it was intended. If your profile is so big that it makes you a target, perhaps then it's a time to join a group who can provide protection, eh?


    "Unconditional"... hmmm, I did propose a more gradiated way of looking at system sec, with some mandated overhead for operating in a 1.0 rather than a 0.5.

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

    Grath Telkin, 11.10.2016

    Cerberine Saken
    Eternal Ennui
    #157 - 2011-12-15 11:05:25 UTC
    One thing that hasn't seen much love in this thread yet outside the OP is the wardec mechanic. Quite apart from the obvious loopholes like alliance hopping, there's the issue of incentive to fight. Malcanis stated in the OP that there should be reasons to fight in a wardec. Right now the mechanic is largely used (as far as I can tell) by griefer pvp corps to get easy kills on indy kids running highsec towers and mission runners. While I do agree that these corporations should have the ability to force pvp on those evil evil carebears, I don't think it should be easy: the griefer corps should be forced to choose their targets a little more strategically. That said, making it harder to wardec people randomly would probably also decrease the number of wardecs, and thereby the total quantity of highsec pvp, which is not a bad thing. So we need some incentive to force the defenders to, well, defend themselves, and this seems to be a difficult thing to do without resorting to ham-handed artificial techniques.

    One thing I'd like to see is the ability to bring third parties into wardecs legally: hiring mercenaries for protection. So if Terribad PVP Griefers wardecs Carebears R Us, CRU has the option of bringing a third party into the war to defend them. This would allow for highsec merc corps to flourish without just being suicide gankers/mission griefers/griefers in general, and also gives highsec carebears more options. Do we pay for protection? Do we risk less of our own money by fitting our own pvp ships and trying to fight off those griefers? Or do we just dock up for two weeks and pray they haven't found our towers in that 0.6 system? I'm sure there's terrifying balance issues with this that my sleep-deprived brain hasn't thought of, but that's what all the other forum warriors out there are for =)
    Malcanis
    Vanishing Point.
    The Initiative.
    #158 - 2011-12-15 11:24:15 UTC
    Cerberine Saken wrote:
    One thing that hasn't seen much love in this thread yet outside the OP is the wardec mechanic. Quite apart from the obvious loopholes like alliance hopping, there's the issue of incentive to fight. Malcanis stated in the OP that there should be reasons to fight in a wardec. Right now the mechanic is largely used (as far as I can tell) by griefer pvp corps to get easy kills on indy kids running highsec towers and mission runners. While I do agree that these corporations should have the ability to force pvp on those evil evil carebears, I don't think it should be easy: the griefer corps should be forced to choose their targets a little more strategically. That said, making it harder to wardec people randomly would probably also decrease the number of wardecs, and thereby the total quantity of highsec pvp, which is not a bad thing. So we need some incentive to force the defenders to, well, defend themselves, and this seems to be a difficult thing to do without resorting to ham-handed artificial techniques.

    One thing I'd like to see is the ability to bring third parties into wardecs legally: hiring mercenaries for protection. So if Terribad PVP Griefers wardecs Carebears R Us, CRU has the option of bringing a third party into the war to defend them. This would allow for highsec merc corps to flourish without just being suicide gankers/mission griefers/griefers in general, and also gives highsec carebears more options. Do we pay for protection? Do we risk less of our own money by fitting our own pvp ships and trying to fight off those griefers? Or do we just dock up for two weeks and pray they haven't found our towers in that 0.6 system? I'm sure there's terrifying balance issues with this that my sleep-deprived brain hasn't thought of, but that's what all the other forum warriors out there are for =)



    I'm finding it really hard to come up with a good wardec system that is difficult to exploit one way or the other. Terribad "griefing" is one side of the equation; cynical, cheap mechanics used to evade wardecs are the other.

    I instinctively feel that simply docking up or not logging on should not be an unbeatable counter to a declaration of war; corps that pursue this strategy should lose something. But I'm finding it hard to quantify what that something should be.

    Contrariwise, spamming wardecs at 2 mill a pop, with no consequences if you bite off more than you can chew, should be equally penalised. War deccers should also have to put up some kind of stake, just as decced corps should have something to lose by not fighting.

    Perhaps it would be best overall to deprecate individual wardecs in favour of the much expanded, more involving Faction Warfare scenario. It might be that there is simply no good way to force people to fight wars, and it might end up being better to preserve the element of choice. It's a discussion worth having, but right now I'm simply not familiar enough with the current state of empire wars to make a proper proposal. Comments welcome!

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

    Grath Telkin, 11.10.2016

    Ishtanchuk Fazmarai
    #159 - 2011-12-15 13:41:29 UTC
    Malcanis wrote:
    Ishtanchuk Fazmarai wrote:
    Malcanis wrote:


    If we're going to have sovereignty change, then it seems obvious to me that this should be a part of Faction Warfare.

    Personally I think all Empire systems should be "FW" systems, and sustained victories by one faction should be able to change system sovereignty by gradually lowering the sec of a system all the way to 0.1 (or returning it to it's original sec level if the defenders win) whereupon there would be a major Incursion-style event by the NPC navies, with NPC Titans, Motherships, event staff, the works, which the players could participate in to decide system Sov, after which the system resets to a 0.5 with sov belonging to the winner of the event for at least 30 days.

    This would give real meaning to faction warfare, and genuinely allow the players to change the game. Plus it could provide a huge amount of fun gameplay. Of course it would be contingent on providing a slightly more engaging and imaginative victory mechanic than FW bunkers Straight


    I already played that game, the name was "Pirates of the Burning Sea" and ti was terribly succcesful in driving 80% the subscribers away, from 16 servers dwindled to 3, then was sold to SOE, then went FTP and has been agonizing in that status for a couple years or so.

    What you suggest would end up with someone, say, the Goons, lowering status of valuable/key hisec systems and then prevent them from resetting to hisec, until most of hisec was gone, all the game was a PvP trap and CCP wondered WTF happened to their subscribers count.

    Much as Flying Lab Studios found out with their suicidal catering to PvPrs at POTBS, until every relevant harbor in the game was a PvP mousetrap.


    The key here would be to make it an intensive and lengthy process to change a system's sovereignty, so that even a totally undefended system can only change by 0.1 sec every 1-3 days or so, and maybe also mandate a somewhat lesser NPC event when threshold struggle between 0.5 and 0.4 occurs. So no one goes to work with their mission Raven in a 0.7 system and comes home to find it in a 0.1

    And of course to limit the ability to affect sov to those who are actually registered in FW.

    EDIT: That threshold event means that you would need a significant number of players to make a sustained, concerted effort to change a system sov, it wouldn't be something that a couple of guys could do on their own in a late TZ on a weekday. The NPC response alone would make the effort comparable to conquering a player sov system, and without being able to use caps/supercaps.


    The FAIL stills is here: you're still shoving more PvP down the throat of people who chose to live in hisec.

    Roses are red / Violets are blue / I am an Alpha / And so it's you

    Lord Zim
    Gallente Federation
    #160 - 2011-12-15 13:44:05 UTC
    Ishtanchuk Fazmarai wrote:
    The FAIL stills is here: you're still shoving more PvP down the throat of people who chose to live in hisec.

    So, what's next, you want to remove suicide ganking too?

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat