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Increase Null sec conflict. Reverse the current risk vs reward.

First post
Author
P'tank
University of Caille
Gallente Federation
#1 - 2015-08-27 11:31:30 UTC  |  Edited by: P'tank
I know it's another 'How to solve Null' topic, but it's an idea I haven't seen before, so **** it I'm posting it. I'll try to keep it short.

This is not about the entosis link mechanics. CCP will tweak it and it eventually will be ok or be replaced.

I think the risk vs reward balance in null should be work the other way around as it does now. Here is why:

At the moment I see a few problems:
* There is no insentive to take more space once you've got the sov you like.
* Once you are able to take and protect valuable rescources you want, you will start accumulating and will get stronger and stronger over a long period of time, creating an unbalanced situation.
* The mechanics reward alliances who concentrate a lot of people in a small area.

When you are active in your space (ratting, mining, ...) two things happen. The space gets safer (indexes increase, more eyes & ships in system, ...) and the space gets more valueable (better anomalies spawn, better belts spawn). So you are actually rewarded to remain in a safe place.

But what will happen if you reverse this mechanic:
Inhabited space, far away from outposts will have the best anomalies and ore. When a lot of people start using a system the returns will start to get worse (lower bounties, less anomalies, lower value ore, ect ...).

This will reduce the alliance size, will increse travel and it will force alliances to expand their space. NPC null will get more valueable.
It introduces a mechanic that fits nicely with the natural behavior of null sec forces: accumulate isk >> go to war >> return home and accumulate again.

All of the above leads to conflict, which generates content.

Capital content:

Content for capital ships is lacking at the moment. I think applying the same principle to moons will generate content for these ships. Moons should deplete over time when mined and should respawn in another area.
Systems with low usage should have a better chance to spawn moons with minerals. Capitals might also be used to 'maintain' or 'repair' moons. The moon will give out minerals for a longer period, but at the cost of putting capitals at risk (risks vs rewards again). This also will allow smaller entities to have a better chance in keeping their moons in stead of loosing it over and over again to the local bully. If you combine this with the reduced jump ranges capital ships now have, it might generate interesting content. Introducing a travel mode for capitals might be something worth considering too.

Benefits for Sov holders:

These benefits could include system upgrades which reduce the effects of system and/or moon usage, system or constallation scanners for anomalies and moon minerals, modules which increase the chances moons / anoms spawn ect .. The sky is the limit.

Even moving citadels around might be an option one day. It's time null sec gets off his lazy fat ass and start to be space nomads. It's time for another change!
Salvos Rhoska
#2 - 2015-08-27 12:36:53 UTC  |  Edited by: Salvos Rhoska
P'tank wrote:

.. Moons should deplete over time when mined and should respawn in another area.


Not that realism is all that relevant in sci-fi, but magically re-appearing moons just doesnt sound right.

I cant speak to the rest of your post, or on a Moon solution, except to say that magical moon spawning is not a good way to go about it.

I dont mean to be a nitpicker, just saying this part stands out as something that can use rethinking for another solution towards the same end result, so as to improve your proposals reception.
P'tank
University of Caille
Gallente Federation
#3 - 2015-08-27 12:50:00 UTC
Salvos Rhoska wrote:
P'tank wrote:

.. Moons should deplete over time when mined and should respawn in another area.


Not that realism is all that relevant in sci-fi, but magically re-appearing moons just doesnt sound right.

I cant speak to the rest of your post, or on a Moon solution, except to say that magical moon spawning is not a good way to go about it.

I dont mean to be a nitpicker, just saying this part stands out as something that can use rethinking for another solution towards the same end result, so as to improve your proposals reception.


If the lore or realism is the only issue, it's worth trying I guess. I'm not talking about moon spawning, but the spawning of minerals on said moons. This can be explained by shifting (Ice) surfaces, astroid impacts, ...
If you really want to explain everything, try explaining system indexes, vunerablity windows, indestructable stations, reinforcement timers, ect ect ect ...

But please don't go off topic to much.

The idea behind moons depleting is generating a dynamic environment in null sec. This will force players to adapt, travel, claim and protect new space all the time in stead of attacking Proviblock because they (we) are bored.

What do you thing will happen if a small alliance suddenly finds 3 tech moons in their back yard? B-R v2? I sure hope so!
Jenn aSide
Worthless Carebears
The Initiative.
#4 - 2015-08-27 12:59:32 UTC  |  Edited by: Jenn aSide
P'tank wrote:
I know it's another 'How to solve Null' topic, but it's an idea I haven't seen before, so **** it I'm posting it. I'll try to keep it short.

This is not about the entosis link mechanics. CCP will tweak it and it eventually will be ok or be replaced.

I think the risk vs reward balance in null should be work the other way around as it does now. Here is why:

At the moment I see a few problems:
* There is no insentive to take more space once you've got the sov you like.
* Once you are able to take and protect valuable rescources you want, you will start accumulating and will get stronger and stronger over a long period of time, creating an unbalanced situation.
* The mechanics reward alliances who concentrate a lot of people in a small area.

When you are active in your space (ratting, mining, ...) two things happen. The space gets safer (indexes increase, more eyes & ships in system, ...) and the space gets more valueable (better anomalies spawn, better belts spawn). So you are actually rewarded to remain in a safe place.

But what will happen if you reverse this mechanic:
Inhabited space, far away from outposts will have the best anomalies and ore. When a lot of people start using a system the returns will start to get worse (lower bounties, less anomalies, lower value ore, ect ...).


This will reduce the alliance size, will increse travel and it will force alliances to expand their space. NPC null will get more valueable.
It introduces a mechanic that fits nicely with the natural behavior of null sec forces: accumulate isk >> go to war >> return home and accumulate again.

All of the above leads to conflict, which generates content.

Capital content:

Content for capital ships is lacking at the moment. I think applying the same principle to moons will generate content for these ships. Moons should deplete over time when mined and should respawn in another area.
Systems with low usage should have a better chance to spawn moons with minerals. Capitals might also be used to 'maintain' or 'repair' moons. The moon will give out minerals for a longer period, but at the cost of putting capitals at risk (risks vs rewards again). This also will allow smaller entities to have a better chance in keeping their moons in stead of loosing it over and over again to the local bully. If you combine this with the reduced jump ranges capital ships now have, it might generate interesting content. Introducing a travel mode for capitals might be something worth considering too.

Benefits for Sov holers:

These benefits could include system upgrades which reduce the effects of system and/or moon usage, system or constallation scanners for anomalies and moon minerals, modules which increase the chances moons / anoms spawn ect .. The sky is the limit.

Even moving citadels around might be an option one day. It's time null sec gets off his lazy fat ass and start to be space nomads. It's time for another change!




The above idea (see the part I bolded) won't work for the same reason this didn't work.
Quote:
tl;dr There's now a reason to fight for better space again: sov upgrades will spawn better cosmic anomalies in lower truesec space; cosmic anomalies spawned by methods other than sov upgrades are unaffected.


The idea was that people in null space with poor rewards would fight for null space with better rewards. What we ended up fighting for were fleet slots in high sec incursions with our alts.

If your idea got implemented, the same would happen again. Why would anyone fight for null space that is eventually going to de-value when you can jsut go to high sec and make a steady living with an alt farming incursions, or SOE missions, or burner missions? Or get an FW alt, or search low sec belts for clone soldiers? Or day trip into wormholes.

You made the same mistake that CCP did, they 'thought about null in a vacuum", thinking you can change just null and null would work a certain way. EVE is one integrated game (every part of it affects every other part), you can't make null work based on wealth based considerations while EVERY other sector of New Eden (even high sec) is pumping out easy to obtain wealth.
For your idea to work you'd have to nerf EVERY other sector of the game. That won't happen.
P'tank
University of Caille
Gallente Federation
#5 - 2015-08-27 14:03:54 UTC
At the moment null sec income for induviduals seems to be high enough for them to live there. The only change will be that you'll have to find a low populated system in order to retain your income. It might require a small buff or a nerf, but that's something which can be worked out.

I don't really think an slightly increased difficulty won't drive the null sec player off. A good portion of the null sec population isn't interested in high sec content, or running missions for example. Last 5% PVE nerf didn't scare players off either. I for instance would rather quit Eve then go to high sec. I can imagine I'm not the only one.

The general idea is that players and alliances should be flexible and moving around in order to retain their income.

True sec can still come into play as in how many players a system can support. High true sec systems should degrade slower as lower true sec systems do, but should still degrade.


Give 2 kids a bit of candy and they'll be happy. Give only 1 piece of candy and they'll fight over it sooner or later.

In Eve we need conflicts in order to create our content. Shortages will create conflict, thus content.
At the moment Null sec is full off 'isk fountains of wealth'. Getting rich is very easy. Fozzie sov created a huge null sec PVE buff. We have so many anomalies we don't know what to shoot first.
DB Jones
Imperium Technologies
Sigma Grindset
#6 - 2015-08-27 14:34:05 UTC
Jenn aSide wrote:

If your idea got implemented, the same would happen again. Why would anyone fight for null space that is eventually going to de-value when you can jsut go to high sec and make a steady living with an alt farming incursions, or SOE missions, or burner missions? Or get an FW alt, or search low sec belts for clone soldiers? Or day trip into wormholes.


You could do all that... but you won't. At least not for long. Why? Because EvE is a social thing.
For the longest time incursions have been paying out ridiculous amounts of isk for absolutely no risk, yet, people still live in null.

If what you said holds true then why is null even populated? Why aren't everyone fighting for incursions and running SOE and burner missions?

P'tank 's post seemed to be about risk vs. reward in order to create content, you make it into a who makes more money doing what... why is that?

I, for one, like the idea of people being forced to travel a bit in order to get to that 'pot of gold' at the end.
With no fear of sounding nostalgic, I remember back when there were no outposts and if you wanted to mine arkonor you would have to make 8 or so jumps from fountain or curse (the two places I was back then) core in order to get some... that was awesome in it's own way. It was dangerous, it was exciting. And that was a time with a.. limited.. server population.

Right now, ice belts are static. Why? Make them like any other ore anomaly not bound by sov upgrades and have them wander. Give people a reason to move around and a reason for alliances to protect their assets/miners/whatever.


I am currently in null, and I am not making great isk.. I might do 100 mil a day.. but I don't really care about how much I make because I enjoy hanging out with the people that I am not making money with. And I think some of P'tanks ideas and a push for more mobility is a great idea. It would certainly make my eve life more interesting.
Mr Epeen
It's All About Me
#7 - 2015-08-27 17:19:55 UTC  |  Edited by: Mr Epeen
Salvos Rhoska wrote:
P'tank wrote:

.. Moons should deplete over time when mined and should respawn in another area.


Not that realism is all that relevant in sci-fi, but magically re-appearing moons just doesnt sound right.
Is it any different than magically never ending minerals on one moon?

Respawning moons makes way more sense than being able to milk a single one for 10+ years with no end in sight. No incentive to do anything but turtle in and suck up ISK. Whereas limited moon resources would create conflict. And conflict creates content. And content attracts new players. And new players gives CCP more money. And more money means a better game.

See how that works?

Mr Epeen Cool
Tipa Riot
Federal Navy Academy
Gallente Federation
#8 - 2015-08-27 17:27:16 UTC
I like that idea.

I'm my own NPC alt.

Jenshae Chiroptera
#9 - 2015-08-27 17:32:48 UTC  |  Edited by: Jenshae Chiroptera
I used to buy a PLEX + ships as a relative newbie in Worm Hole.
I basically break even in Null Sec.

What you suggest would just be a huge pain in the neck.
(The moon minerals thing might be okay if it shifts around relatively closely)

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Jenn aSide
Worthless Carebears
The Initiative.
#10 - 2015-08-27 17:39:43 UTC  |  Edited by: Jenn aSide
DB Jones wrote:
Jenn aSide wrote:

If your idea got implemented, the same would happen again. Why would anyone fight for null space that is eventually going to de-value when you can jsut go to high sec and make a steady living with an alt farming incursions, or SOE missions, or burner missions? Or get an FW alt, or search low sec belts for clone soldiers? Or day trip into wormholes.


You could do all that... but you won't. At least not for long. Why? Because EvE is a social thing.
For the longest time incursions have been paying out ridiculous amounts of isk for absolutely no risk, yet, people still live in null.

If what you said holds true then why is null even populated? Why aren't everyone fighting for incursions and running SOE and burner missions?

P'tank 's post seemed to be about risk vs. reward in order to create content, you make it into a who makes more money doing what... why is that?

I, for one, like the idea of people being forced to travel a bit in order to get to that 'pot of gold' at the end.
With no fear of sounding nostalgic, I remember back when there were no outposts and if you wanted to mine arkonor you would have to make 8 or so jumps from fountain or curse (the two places I was back then) core in order to get some... that was awesome in it's own way. It was dangerous, it was exciting. And that was a time with a.. limited.. server population.

Right now, ice belts are static. Why? Make them like any other ore anomaly not bound by sov upgrades and have them wander. Give people a reason to move around and a reason for alliances to protect their assets/miners/whatever.


I am currently in null, and I am not making great isk.. I might do 100 mil a day.. but I don't really care about how much I make because I enjoy hanging out with the people that I am not making money with. And I think some of P'tanks ideas and a push for more mobility is a great idea. It would certainly make my eve life more interesting.


If you think it's a great idea, you haven't learned the lesson of the past. That's why I posted the DEV blog, the knid fo thinking this idea represents has proven to not work.

I'm in null because i have alts that do the isk making outside of null, null is my pvp play ground for the most part though I do sometimes run anomalies out of boredom (mainly for the escalation chance.

And the 'why isn't everyone doing it' quesiton is silly. Here:

http://evemaps.dotlan.net/map/Metropolis/Ani#npc24
http://evemaps.dotlan.net/map/The_Forge/Aulari#npc24

http://evemaps.dotlan.net/map/Wicked_Creek#npc24

The 1st 2 are Constellations in high sec that contain an SOE lvl 4 agent (i have alts in both by way, Osmon is cool because you can sell to jita buy orders).

The 3rd link is my null sec home, Wicked Creek. It is a REGION. Both Constellations have in access of 4-5 times as many NPC kills as my entire REGION does. And you don't even want me to link one of the 2 high sec constellations that are Incursion Focuses right now lol.

WHY do people like me have alts there? WHY aren't we spending more time actually risking stuff in null instead of milking high sec? Because high sec is too lucrative to ignore. Because high sec can't be shut down the way null can. Because the high sec isk is just as good as null isk without the transportation issues (ie getting good pve ships to null is a pain, I built my last null Mach).

And somehow a couple of you think making this suck more will help things. Read the blog I linked, look at the history of the last 5 years of null, and try to understand why this idea is really, and i mean really bad.

Even though the OP means well, I just shake my head, because the reality is that under that scheme I wouldn't even PVE in null out of boredom any more, I'd just devote more time to running SOE missions or go back to carrier blitzing lvl 5s.
ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#11 - 2015-08-27 17:40:31 UTC
Moved to Features & Ideas.

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

DaReaper
Net 7
Cannon.Fodder
#12 - 2015-08-27 17:44:36 UTC
just kill moon mining all together, make moon goo either t2 ore you mine in belts, or make the drill platform have to be be placed on a new super roid that you scan down. The platform then creates a new belt. When the belt id depleted and the super roid is dry it spawns elsewhere. **** now moves around, and line members can mine the moon goo or it can be stolen via raiding parties.

Just end moon mining and be done with it.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Salvos Rhoska
#13 - 2015-08-27 17:46:43 UTC  |  Edited by: Salvos Rhoska
Mr Epeen wrote:
Is it any different than magically never ending minerals on one moon?

Respawning moons makes way more sense than being able to milk a single one for 10+ years with no end in sight. No incentive to do anything but turtle in and suck up ISK. Whereas limited moon resources would create conflict. And conflict creates content. And content attracts new players. And new players gives CCP more money. And more money means a better game.

See how that works?

Mr Epeen Cool


Yes and no.

Yes, in the sense that moon depletion is resonable, considering the long run, especially at 10+ as you say (and hopefully many more decades to come of EVE).

How about this then:

PI offers an extant model, perhaps, for moon management, with its own existing game interfaces and systems.
The effort ingame is small, but would be consistent, if PI style resource management on the surface was transplanted also to Moon harvesting, as it is on Planets. Or am I missing something. Atleast it would involve some small player interaction.

No, in the sense that magically appearing Moons is just wrong, and as OP later stated, was a misunderstanding.
He meant, according to a later comment, that the resources respawn, not the Moon itself.

Im stuck in a **** position, cos Im arguing realism in a sci-fi system!

Nonetheless, I tried my best above by suggesting PI style mechanics ( and the existing game code/systems) being applied to Moon harvesting in someway as well. That removes the "moon exhaustion" and misunderstoof "moon disappearance and magical reapperance" issue, as well as requiring some small degree of player involvement for maximum goo output.

Hit me with your best shot, Im bracing as hard as I can against a Mr.Epeen rebuttal! :D

PS: ****, we got moved to the F&I blackhole...
Juan Mileghere
The Corporate Raiders
Safety.
#14 - 2015-08-27 18:22:15 UTC
P'tank wrote:
Salvos Rhoska wrote:
P'tank wrote:

.. Moons should deplete over time when mined and should respawn in another area.


Not that realism is all that relevant in sci-fi, but magically re-appearing moons just doesnt sound right.

I cant speak to the rest of your post, or on a Moon solution, except to say that magical moon spawning is not a good way to go about it.

I dont mean to be a nitpicker, just saying this part stands out as something that can use rethinking for another solution towards the same end result, so as to improve your proposals reception.


If the lore or realism is the only issue, it's worth trying I guess. I'm not talking about moon spawning, but the spawning of minerals on said moons. This can be explained by shifting (Ice) surfaces, astroid impacts, ...
If you really want to explain everything, try explaining system indexes, vunerablity windows, indestructable stations, reinforcement timers, ect ect ect ...

But please don't go off topic to much.

The idea behind moons depleting is generating a dynamic environment in null sec. This will force players to adapt, travel, claim and protect new space all the time in stead of attacking Proviblock because they (we) are bored.

What do you thing will happen if a small alliance suddenly finds 3 tech moons in their back yard? B-R v2? I sure hope so!

2 things with moons
1 Mapping moons is a logistical headache, if you've done it you know it's boring ****** work, dynamically it would be ******* hell
2 Aren't some types of moons only found in some regions?
P'tank
University of Caille
Gallente Federation
#15 - 2015-08-27 19:34:25 UTC
Juan Mileghere wrote:
P'tank wrote:
Salvos Rhoska wrote:
P'tank wrote:

.. Moons should deplete over time when mined and should respawn in another area.


Not that realism is all that relevant in sci-fi, but magically re-appearing moons just doesnt sound right.

I cant speak to the rest of your post, or on a Moon solution, except to say that magical moon spawning is not a good way to go about it.

I dont mean to be a nitpicker, just saying this part stands out as something that can use rethinking for another solution towards the same end result, so as to improve your proposals reception.


If the lore or realism is the only issue, it's worth trying I guess. I'm not talking about moon spawning, but the spawning of minerals on said moons. This can be explained by shifting (Ice) surfaces, astroid impacts, ...
If you really want to explain everything, try explaining system indexes, vunerablity windows, indestructable stations, reinforcement timers, ect ect ect ...

But please don't go off topic to much.

The idea behind moons depleting is generating a dynamic environment in null sec. This will force players to adapt, travel, claim and protect new space all the time in stead of attacking Proviblock because they (we) are bored.

What do you thing will happen if a small alliance suddenly finds 3 tech moons in their back yard? B-R v2? I sure hope so!

2 things with moons
1 Mapping moons is a logistical headache, if you've done it you know it's boring ****** work, dynamically it would be ******* hell
2 Aren't some types of moons only found in some regions?


Thats why I suggested one of the sov structures would be able to scan moons in the nearby systems :)
P'tank
University of Caille
Gallente Federation
#16 - 2015-08-27 19:35:45 UTC
ISD Decoy wrote:
Moved to Features & Ideas.


Bye bye exposure.
P'tank
University of Caille
Gallente Federation
#17 - 2015-08-27 19:41:32 UTC
Jenshae Chiroptera wrote:
I used to buy a PLEX + ships as a relative newbie in Worm Hole.
I basically break even in Null Sec.

What you suggest would just be a huge pain in the neck.
(The moon minerals thing might be okay if it shifts around relatively closely)


If you just break even in Null sec you either are doing something horrebly wrong or you are in a bad place.

I assume you just are in an unprofitable null sec area. My sugestion would increase the income of the people living there significantly. NPC null sec often has stations far apart, hostiles very close and very poor intel. These hostile pockets of space will have a low population, thus very good anomalies, moons ect ...

It's very simple actually. The more unsafe a system is the more rewarding it will be.
M1k3y Koontz
House of Musashi
Stay Feral
#18 - 2015-08-27 20:19:51 UTC  |  Edited by: M1k3y Koontz
Why would we try to force alliances to spread out? That's what we had before, spreading out made more income, and the result was to Super-coalitions that owned 90% of null.

Moon mining should be left as it is until drilling platforms come out, then it can be revisited. Forcing alliance logistics to probe their space and their enemy's space every [X] months will just worsen one of EVE's largest problems, alliances logistic and leadership burnout. If running an alliance were easy more people would do it, and null would fill up. It's enough work, so let's not make EVE more of a job.

How much herp could a herp derp derp if a herp derp could herp derp.

Aerasia
Republic University
Minmatar Republic
#19 - 2015-08-27 21:36:43 UTC
P'tank wrote:
It introduces a mechanic that fits nicely with the natural behavior of null sec forces: accumulate isk >> go to war >> return home and accumulate again.
At the risk of sounding like a goon... why go to war?

Every 'make the XXXXX deplete!' idea I've seen misses fact that each time your moon dries up and blows away, a new moon from your enemy will be drying up and floating into your system. You don't need to move, just re-moon.

Figure out a way to make the enemy's territory more valuable than your own, which can't be gamed by simply blue-ing up and trading spaces periodically.
P'tank
University of Caille
Gallente Federation
#20 - 2015-08-27 22:36:04 UTC
Let me try to explain it a bit better:

Used space:
* safe (high index)
* deminishing returns from ratting / mining
* low chances of spawning moon minerals

Unused space:
* low index, easy to loose
* good anomalies, high income, high chance for officer spawns, elite spawns and escalations. Good belts and ice
* good chance of spawning moons with minerals

Sov space:
* bonuses on the drawbacks from usage
* moon scanning arrays
* upgrades
* ...

Vast empires aren't possible because unused space is easy to loose.

I don't think a blue donut will appear. Why would you allow others to use their space so it looses value? Better attack them and use your space yourself.

Once moons start to appear near hostile terretories, wars will errupt. You want your money moons in blue space, so you'll take sov from the hostile alliances.
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