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Dev blog: Politics by Other Means: Sovereignty Phase Two

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Author
Kael Attrell
Republic Military School
Minmatar Republic
#1661 - 2015-03-04 18:38:10 UTC  |  Edited by: Kael Attrell
I generally agree with both the Phase 1 and Phase 2 sov changes, although I think it is unfortunate that they are delivered in the form of a stick without any corresponding carrot, or at least a discussion of it. Here are my thoughts, from the perspective of a small/medium corporation (~50 active members, 10-20 online at a time, though admittedly in a huge alliance), for what kinds of "carrot" (incentives) I'd like to see.

All I really want is a sov system where a corporation (or small alliance) can live in one system and do things together.

What I currently have:

  • PvE - Sprawl. Currently, PvE is not worth doing together (wildly inefficient if active ratting, plus afk-ratting gives similar rewards) and PvE cannot support more than a handful of members per system. This gets further conflated by being in a large alliance, and we end up spread all over a region.
  • Corp PvP - As a result of being so spread out, it is difficult to form for PvP fleets, either for home defense or roaming. In addition, because it isn't realistic to form up fleets to defend ourselves, attacking players can only realistically hunt for ganks, not fights.
  • Alliance PvP - Join fleets, shoot things, no real complaints here except for the lack of reasons to shoot people and the relative scarcity of people to shoot. It's far more optimal to harrass sov holders than actually try to claim their space.


What I want:

  • PvE - Increased player density within a system, either though increased anomaly count or some mission equivalent (see Endie's proposal) or through something like an incursion equivalent (group ratting for decent isk in actual pvp-capable ships).
  • Corp PvP - Assuming greater player density, we can be in one place and thus form up to fight people who want to fight us.
  • Alliance PvP - A strong enough incentive for small alliances to risk moving into nullsec, and still be able to get decent fights and make some profit even if they are quickly driven out.


Here are some things that I think would help:

1. Provide bonuses to system income based on sov level:
  • Sov Level 0 - no change
  • Sov Level 1 - X% bonus to bounties received / ore mined
  • Sov Level 2 - 2X% bonus to bounties received / ore mined
  • Sov Level 3 - 3X% bonus to bounties received / ore mined
  • Sov Level 4 - 4X% bonus to bounties received / ore mined
  • Sov Level 5 - 5X% bonus to bounties received / ore mined

Result: An incentive at the individual level to live in your sovereign space.

2. Provide group PvE content
  • Sov Level 0 - no change
  • Sov Level 1 - Scout incursion site on constant respawn
  • Sov Level 2 - Additional anomalies (of the good ones, or rebalance so they're all "the good ones")
  • Sov Level 3 - Vanguard incursion site on immediate respawn
  • Sov Level 4 - Additional anomalies (of the good ones, or rebalance so they're all "the good ones")
  • Sov Level 5 - Assault incursion site on immediate respawn

  • Result: Increased player density and actual group PvE content.

    3. Provide bonuses to alliance income based on sov level:
  • Sov Level 0 - no change
  • Sov Level 1 - X% of bounties / ore mined / industry fees / market taxes are placed in the IHUB and can be taken by anyone - basically an ESS-style system where friendly players can take for their corp or alliance and hostile players can steal.
  • Sov Level 2 - 2X% as above
  • Sov Level 3 - 3X% as above
  • Sov Level 4 - 4X% as above
  • Sov Level 5 - 5X% as above

  • Result: Corp/Alliance-level incentives, based on player activity, to both hold and attack sov.

    4. Incentivize smaller-scale conflict
  • Sov Level 0 - no change
  • Sov Level 1 - Command Nodes gated for Frigates and below
  • Sov Level 2 - Command Nodes gated for Destroyers and below
  • Sov Level 3 - Command Nodes gated for Cruisers and below
  • Sov Level 4 - Command Nodes gated for Battleships and below
  • Sov Level 5 - Command Nodes not gated

  • Result: Larger alliances will always be able to push out smaller alliances; this way the smaller alliance can afford to fight back - if they keep their sov level low, so they can defend effectively with cheaper ships. Heck, they can probably spam the Sov Lasers at lower sov levels and just hold off an attacker indefinitely. Mess with how exactly a system like this works and you get all sorts of neat tactical/strategic outcomes (ex: different types of command nodes spawn, so instead of only having the ones listed above, you have every type spawn at every sov level, but mostly the ones listed above at each sov level).

    I fully realize that I'm not a game designer, so take this more as "examples of mechanics that do things" than "things I expect to actually happen". I do, however, think it would be incredibly useful for CCP to start discussing the benefits of holding sov, and certainly to consider (and explain to us!) how those benefits can lead to increased conflict.

    Edit: I don't talk about industry at all because I know nothing about it.
    Arrendis
    TK Corp
    #1662 - 2015-03-04 18:41:11 UTC
    Princess Cherista wrote:
    Arrendis wrote:
    How are those ESSs working out for inciting small-scale PVP while improving the value of null-space?


    Most people i know tried to use and like ESS but it was just too annoying to deal with so they quit using it and accepted being taxed 5% by CCP for living in the most dangerous space What?


    Exactly. Not exactly the conflict driver it was sold to be.
    Black Ambulance
    #1663 - 2015-03-04 18:42:06 UTC
    Lord TGR
    Brutor Tribe
    Minmatar Republic
    #1664 - 2015-03-04 18:42:59 UTC
    Aralyn Cormallen wrote:
    Lord TGR wrote:

    Jenn aSide wrote:
    -Really bad assumptions about what people want (even in a video game, people, especially null people, don't want 'fun' and 'lots of fights' they want power)

    Some people might want power, some people just want to be in visceral brawls.

    What "visceral brawls" have you ever had with or against Interceptors? Its tedious bug-hunting of cowards who do not want, and absolutely wont give you a fight. You form up, spend half an hour getting to them, and then they are gone in apuff of smoke. No fight, no kills, no point. It will be a miserable, soul-destroying existance.

    That lone interceptor won't be able to do much if even a single person from the defending alliance arrives and uses his own link thingy, at which point he's got to either scarper off or bring friends. Thus, the brawling starts, or they bugger off, leaving you with a defended home.
    Aryth
    GoonWaffe
    Goonswarm Federation
    #1665 - 2015-03-04 18:43:15 UTC
    TrouserDeagle wrote:
    ESS is an embarassment. is it seriously still possible to put it inside an anomaly? why wasn't that fixed on the day of release?


    All of the new "fight generating" additions made by CCP ended up being anything but fight generators. Siphons/ESS being the prime examples. The issue is these are fundamentally asymmetric. The optimal gameplay is not to actually fight over them but to ninja them.

    That is essentially what is wrong with this SOV proposal. There is no reason to actually fight head to head when you can ninja, if they show, repeat, over and over. They are turning what was an EHP grind into a timer response grind. Again, optimal gameplay will be to ninja. There are several ways to solve this issue.

    I personally like the idea of the module not being on anything smaller than a BC but that might be too far. Having POS be anchorable at planets next to stations/ihubs etc might also be a nice mitigation strategy. You want to force defenders to defend and live there but not have swarms of griefers just burning down half the galaxy with minimal effort.

    As far as supers, defenders can slap on on an Aeon and park it on a beacon too. Anyone that hotdrops gets counterdropped by the blob.

    Leader of the Goonswarm Economic Warfare Cabal.

    Creator of Burn Jita

    Vile Rat: You're the greatest sociopath that has ever played eve.

    Elenahina
    Federal Navy Academy
    Gallente Federation
    #1666 - 2015-03-04 18:43:19 UTC
    Eli Apol wrote:
    Kyonko Nola wrote:
    I would strongly suggest you make the modules ship size specific. Otherwise there will be 100 inties circling around the objective all the time

    In which case you just plonk an atron at zero...sigh.


    I prefer my smartbombing Rokh, but yes. Same point

    Eve is like an addiction; you can't quit it until it quits you. Also, iderno

    Skia Aumer
    Planetary Harvesting and Processing LLC
    #1667 - 2015-03-04 18:46:02 UTC
    Skia Aumer wrote:
    Good job CCP, keep making ships worth 20+ bil isk and years of training even more useless.
    I'm looking forward for the day when you say "no more structure grinding, now you can claim sov in a noobship!"

    Just quoting my prophesy to say - I didnt mean it, it was sarcasm!

    When you removed the ability to teleport capitals across the galaxy, we said - fine, strategic assets should move strategically slow. But now you are making those strategic assets strategically worthless. Capitals should be the key in sov warfare, not the bloody interceptors. Of course, there should be support, and they should move slow, etc. But you cannot just erase them from the equation. You cannot promise us that you'll find them another role. You will not. This is their role.

    When Fozzie and later Rise started their "tiercide" initiative - everyone were happy. You were bringing back a lot of ships back to life. Now you're about to destroy the most iconic class of ships. Dont do it.
    Skia Aumer
    Planetary Harvesting and Processing LLC
    #1668 - 2015-03-04 18:47:08 UTC
    Elenahina wrote:
    Eli Apol wrote:
    Kyonko Nola wrote:
    I would strongly suggest you make the modules ship size specific. Otherwise there will be 100 inties circling around the objective all the time

    In which case you just plonk an atron at zero...sigh.


    I prefer my smartbombing Rokh, but yes. Same point

    Why dont you use those against ~reavers~ ?
    Jenn aSide
    Soul Machines
    The Initiative.
    #1669 - 2015-03-04 18:47:42 UTC
    omg omg omg, I was reading a post about the ESS and I'm like "can we put this node thing in an anomaly, that would e hilarious".

    Please do this CCP so in addition to being a non-consensual PVP game, EVE can haven't non-consensual PVE too!!!
    Lord TGR
    Brutor Tribe
    Minmatar Republic
    #1670 - 2015-03-04 18:51:19 UTC
    Jenn aSide wrote:
    Lord TGR wrote:

    Actually, while the occasional big fleet is fun, having more constant fleets going up, returning, picking up reinforcements etc mean that everyone can take a more relaxed attitude to the whole fighting a war thing. No more a "meet up at 2100 eve for a 3 hour standoff for nothing", but "log in, find a fleet that's about to go out, have a quick fight, go back".


    This prove my point. Fun "for you" maybe. But for tohers (like me), that set time is useful. Mainly because "honey, do you need me to do anything? I got a fleet in an hour" lol. fun for me is being able to play without a ticked of female clinging to my back like the Banshee.

    I never had that small gang, casual, quick fight mentality and never will. EVe already has multiple spaces for that (NPC null, low sec, wormhole space), trying to make null do that is a mistake.

    See, with the current system you know you'll be there for, say, 3 hours. With the new system you can ask the GF/wife/whatever if there's anything you need to do "because I was thinking of going on a fleet which'll take an hour or two". It's more flexible, so I don't see why that'd be called a bad thing.

    Jenn aSide wrote:
    Quote:
    As someone who's been in most large wars since before we lost DQPB to karttoon's tomfoolery, I actually think this'll be more enjoyable for most people.


    i heard that all thetime in 2009. People were so tired of pos grinding that Dominion sounded like a good deal.

    It's like Battlestar Galactica. "This has happened before, it will happen again" lol.

    And since then we've had a fucktonne of quality of life improvements to POS, a huge increase in things like dreads, carriers etc, and it's no longer a problem. It'd probably be a shittonne better to go back to the old POS system, because unlike the dominion sov system you didn't have a waterfall-style system where you spent a lot of energy to try to either attack or defend, and you either won or lost the system. And if that happens twice in a row, then you know the entire war's lost.

    None of that in the old system, and none of that in the new system either that I can see offhand.

    Quote:

    If you see a way in which it can, however, now'll be a good time to point out specifics.


    That's just it, talking about specifics in a case where the entire idea (Sov) may be fundamentally flawed in the 1st place is futile. it's not the details, the the entire rationale behind the changes that need re-thinking.
    [/quote]
    I was actually thinking more generically than "this module must spend 3 minutes, not 2 minutes in the T2 variant". I don't care that much about minutiae until we've settled upon a general design, and if there's a general flaw then it behooves us to actually explore that, and only when we've settled on the general design should we drill deeper into the minutiae.
    Lena Lazair
    Ministry of War
    Amarr Empire
    #1671 - 2015-03-04 18:56:32 UTC
    Kah'Les wrote:
    You know NA. is just renters right?


    Pretty much all of whom would have no reason to continue to be renters after this change. NC.'s supercaps will be no particular threat to them. Sure, you can make an example of some, drop a supercap fleet and flip sov back . And then when you leave they just flip it back with a cruiser fleet, because they don't NEED caps to grind the HP now, just their magic laser.

    The number of renters able to field and willing to welp a 30-man cruiser fleet to reclaim sov after you leave is MUCH higher than the number of renters who can both field and afford to lose a structure grinding fleet. Are you going to go blap every single one? With what? With who? How long until your supercap alts get bored of jumping 30 gates in order to blow up a 30 cruiser renter fleet? Not once a day, but four or five times a day because every renter and their multibox accounts can assemble a cruiser fleet to revolt. So you stop doing it in supercaps, and fly T3's because OMG WARP IS SLOW... only a 500 man T3/ishtar fleet is not the same kind of hammer that a 500 man supercap fleet is, and it STILL can't be everywhere at once. Oh, and while you were doing that, Brave came and flipped half your home systems in their Eagle fleets because they can.

    And if you DON'T get bored doing that, great. More explosions for everyone!

    The existing deterrent to sov conflict is structure grind, not supercaps. Supercaps were a deterrent to STRUCTURE GRIND, not sov conflict. If you remove structure grind, supercaps are short-circuited and stop being a deterrent to sov conflict. They will still be very useful for winning large strategic battles, but they do nothing to stop people from pecking away at your sov. ONLY active, live pilots in space during your prime time window will stop people from pecking away at your sov.
    Mr Omniblivion
    Ministry of War
    Amarr Empire
    #1672 - 2015-03-04 18:57:16 UTC
    When CCP suggests patches like this one and the Jump Fatigue/Jump Range nerfs, it is clear that they do not actually play the game in nullsec. They're using statistics that show correlation and calling it causation from their patches. In reality, they're only preventing more fights from happening because of the ******** changes they are suggesting.

    Sure, a few of them probably have some characters in some renter corps in nullsec. They might hop on and shoot some red crosses or rocks for a bit and then log off. They might even go on the occasional roam. But they sure as hell aren't involved in anything that actually makes a coalition function or any higher level gameplay. If they were, then they would see that these changes as they stand are ridiculous because of how easily this system can be broken by players and the fact that sov is basically not worth holding.

    I mean, I like the gameplay style of having multiple combat points, but these changes won't actually cause fights. These will just be annoying runarounds with interdiction immune ships.

    Don't get me wrong, it would be hilarious to see these changes come into effect as they have been suggested.





    We would burn null to the ground.
    Lord TGR
    Brutor Tribe
    Minmatar Republic
    #1673 - 2015-03-04 19:00:17 UTC
    Jenn aSide wrote:
    The opposite will probably happen. Stuffing people into a system work and spawned mega-coalitions. Now you need to do that in multiple systems at once. The best way to do that is HAVE A SUPER-MEGA COALITION lol.

    Why? If you stuff too many people into a single system, guess what your attacker should do then? He should reinforce things in a different constellation to draw more of your people there, while you do the exact same thing. Sooner or later one of you'll mess up and lose a system, or maybe both'll mess up and lose a system, and the next day you'll trade even more systems.

    Jenn aSide wrote:
    It's because of a facet of human nature. People mistakenly believe human nature is about fighting. It's not, it's about surviving and succeeding, fighting is just a tool, like cooperation and politics. If cooperation offers more benefits that conflict, people cooperate, which is why changes CCP thought would create more conflict created more PEACE instead.

    It's basically a corollary of Malcanis' law, the more you try to break up the big groups, the more reason the big groups have to exist.

    If the past is any kind of predictor, This will be the same (bookmark this post so we can talk about it in July).

    If that's the case, then what we would've ended up with is that the CFC/N3 and friends would be the exact same entities today if we hadn't gotten dominion sov as a replacement for the POS-based system. And I doubt that'd be the case. The old system was way too dynamic and allowed too much of a multiple fronts war (where a day or two of absence could mean you lost the system, or at the very least lost a LOT of your control of that system, as opposed to today's week where you had to win just ONE fight whereas the attacker has to win each and every one of them) to end up with two coalitions spanning their own half of the map.
    Carniflex
    StarHunt
    Mordus Angels
    #1674 - 2015-03-04 19:01:36 UTC
    Myriad Blaze wrote:
    Quote:
    and the Industrial Index is obtained by mining in the system.

    So considering the new importance of maxing defense bonuses from occupancy, how is mining for a high industrial index better than grinding structures? If I wanted to shoot rocks, I could have stayed in high-sec. At least tie the industrial index to industry maybe? Probably in the form of building/producing stuff? Maybe even consider planetary industry.

    Quote:
    In the new Sovereignty system, each alliance will designate a four hour window through a new option available in the Corporation Management window to certain members of the alliance executor corp. This period will represent the alliance’s declared prime time,

    I assume the feedback so far makes it clear that (most) players think Prime Time is a bad idea. Please axe this. If you think about it for a moment, you might realize that locking out a significant portion of the playerbase from partaking in defensive ops for their alliances is a bad move, because you're denying them content. And forcing players into timezone based alliances would be silly, too.


    Also I don't see how a smaller alliance could have a chance to stand against a larger alliance within the new system. It seems it would be possible to just hellcamp the defender with a fleet of mains, have a two or three groups in fast ships ready to deal with stragglers, while using cheap throwaway alts in (relatively) cheap ships to zip around and reinforce ALL sov structures of the defending alliance in one sweep.



    And then the hellcamp goes home half a week later and will have to run back to their taken space everyday for 4 hours to keep it that way.

    The system makes it hard to hold space where you do not actually live. If you are actually living in the space a single ceptor is not a problem as it is pretty easy to kill with 2-3 dudes. For larger gangs - have to fight for the space - what a surprise.

    Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

    Kah'Les
    hirr
    Pandemic Horde
    #1675 - 2015-03-04 19:02:28 UTC
    Lena Lazair wrote:
    Kah'Les wrote:
    You know NA. is just renters right?


    Pretty much all of whom would have no reason to continue to be renters after this change. NC.'s supercaps will be no particular threat to them. Sure, you can make an example of some, drop a supercap fleet and flip sov back . And then when you leave they just flip it back with a cruiser fleet, because they don't NEED caps to grind the HP now, just their magic laser.


    Yeah, that's right instead you will be paying protection ISk or you will have your SOV flipped every 2nd day and no way to fight back because NC. is still gone be stronger than your 10 man corp.
    Skia Aumer
    Planetary Harvesting and Processing LLC
    #1676 - 2015-03-04 19:02:55 UTC
    Lord TGR wrote:
    ... the entire rationale behind the changes that need re-thinking.

    I'm sorry to inform you - but everything is already set in stone. There will not be any re-thinking. All you can hope for - is tweaking the specifics like minutes of cycle and power grid requirements.
    That's how agile development works. The sprints for conceptual designing has already run. The salaries were payed. Get your 3.0 version and enjoy it for the next 10 years.
    Lord TGR
    Brutor Tribe
    Minmatar Republic
    #1677 - 2015-03-04 19:05:31 UTC
    Skia Aumer wrote:
    Lord TGR wrote:
    ... the entire rationale behind the changes that need re-thinking.

    I'm sorry to inform you - but everything is already set in stone. There will not be any re-thinking. All you can hope for - is tweaking the specifics like minutes of cycle and power grid requirements.
    That's how agile development works. The sprints for conceptual designing has already run. The salaries were payed. Get your 3.0 version and enjoy it for the next 10 years.

    I'm mostly happy with the underlying premise. There are a few things I think might need tweaking, but on the whole I'm positive to it. It's Jenn aSide who's saying there are deep, grievous flaws with it. I'm just wondering if these grievous flaws can be quantified, so I can see if I agree with Jenn or not.
    Jenn aSide
    Soul Machines
    The Initiative.
    #1678 - 2015-03-04 19:09:21 UTC
    Lena Lazair wrote:
    Kah'Les wrote:
    You know NA. is just renters right?


    Pretty much all of whom would have no reason to continue to be renters after this change. NC.'s supercaps will be no particular threat to them. Sure, you can make an example of some, drop a supercap fleet and flip sov back . And then when you leave they just flip it back with a cruiser fleet, because they don't NEED caps to grind the HP now, just their magic laser.

    The number of renters able to field and willing to welp a 30-man cruiser fleet to reclaim sov after you leave is MUCH higher than the number of renters who can both field and afford to lose a structure grinding fleet. Are you going to go blap every single one? With what? With who? How long until your supercap alts get bored of jumping 30 gates in order to blow up a 30 cruiser renter fleet? Not once a day, but four or five times a day because every renter and their multibox accounts can assemble a cruiser fleet to revolt. So you stop doing it in supercaps, and fly T3's because OMG WARP IS SLOW... only a 500 man T3/ishtar fleet is not the same kind of hammer that a 500 man supercap fleet is, and it STILL can't be everywhere at once. Oh, and while you were doing that, Brave came and flipped half your home systems in their Eagle fleets because they can.

    And if you DON'T get bored doing that, great. More explosions for everyone!

    The existing deterrent to sov conflict is structure grind, not supercaps. Supercaps were a deterrent to STRUCTURE GRIND, not sov conflict. If you remove structure grind, supercaps are short-circuited and stop being a deterrent to sov conflict. They will still be very useful for winning large strategic battles, but they do nothing to stop people from pecking away at your sov. ONLY active, live pilots in space during your prime time window will stop people from pecking away at your sov.


    This is an unrealistic point of view here, basically a lack of understanding basic human nature. I've seen it before, the "if you just do X renters will rise up" thinking.

    Won't happen, renting will still happen, because if renters were the general type to rise up, they wouldn't be renting in the 1st place. The game doesn't 'cause' behavior, it facilitates it.

    This is also why CCPs past attempts to get people to 'do things' like leave high sec or fight each other more in null etc etc always fail. The people who will fight or leave high sec or whatever don't need any prodding, and the people who won't do those things can't be encouraged enough by 'rewards' to do so either. People bring a set of predispositions with them to the game, the game doesn't cause them.
    Agent Known
    State War Academy
    Caldari State
    #1679 - 2015-03-04 19:11:01 UTC
    Jenn aSide wrote:
    Lena Lazair wrote:
    Kah'Les wrote:
    You know NA. is just renters right?


    Pretty much all of whom would have no reason to continue to be renters after this change. NC.'s supercaps will be no particular threat to them. Sure, you can make an example of some, drop a supercap fleet and flip sov back . And then when you leave they just flip it back with a cruiser fleet, because they don't NEED caps to grind the HP now, just their magic laser.

    The number of renters able to field and willing to welp a 30-man cruiser fleet to reclaim sov after you leave is MUCH higher than the number of renters who can both field and afford to lose a structure grinding fleet. Are you going to go blap every single one? With what? With who? How long until your supercap alts get bored of jumping 30 gates in order to blow up a 30 cruiser renter fleet? Not once a day, but four or five times a day because every renter and their multibox accounts can assemble a cruiser fleet to revolt. So you stop doing it in supercaps, and fly T3's because OMG WARP IS SLOW... only a 500 man T3/ishtar fleet is not the same kind of hammer that a 500 man supercap fleet is, and it STILL can't be everywhere at once. Oh, and while you were doing that, Brave came and flipped half your home systems in their Eagle fleets because they can.

    And if you DON'T get bored doing that, great. More explosions for everyone!

    The existing deterrent to sov conflict is structure grind, not supercaps. Supercaps were a deterrent to STRUCTURE GRIND, not sov conflict. If you remove structure grind, supercaps are short-circuited and stop being a deterrent to sov conflict. They will still be very useful for winning large strategic battles, but they do nothing to stop people from pecking away at your sov. ONLY active, live pilots in space during your prime time window will stop people from pecking away at your sov.


    This is an unrealistic point of view here, basically a lack of understanding basic human nature. I've seen it before, the "if you just do X renters will rise up" thinking.

    Won't happen, renting will still happen, because if renters were the general type to rise up, they wouldn't be renting in the 1st place. The game doesn't 'cause' behavior, it facilitates it.

    This is also why CCPs past attempts to get people to 'do things' like leave high sec or fight each other more in null etc etc always fail. The people who will fight or leave high sec or whatever don't need any prodding, and the people who won't do those things can't be encouraged enough by 'rewards' to do so either. People bring a set of predispositions with them to the game, the game doesn't cause them.


    People rent because they don't have a supercap fleet to grind down structures or defend themselves when they get welped. The current sov mechanics vastly favors alliances with large capital fleets who are able to grind structures very quickly.
    Skia Aumer
    Planetary Harvesting and Processing LLC
    #1680 - 2015-03-04 19:11:57 UTC
    Lena Lazair wrote:
    Kah'Les wrote:
    You know NA. is just renters right?

    Pretty much all of whom would have no reason to continue to be renters after this change.

    Believe me, they will find a reason to pay the rent. It's just a state of mind, and you cant change it no matter what mechanics you will invent.

    You know the dude who recently lost a Revenant? He is a renter in Impass.
    He has ISK to set SBUs. He has DPS to grind through IHUB. Did he do it? No. Will he capture a system after the change goes live? No.