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

First post
Author
Danika Princip
GoonWaffe
Goonswarm Federation
#21 - 2015-08-27 23:15:45 UTC
But we want to encourage MORE people to live in null, which means having a higher population density. Your idea does nothing of the sort, actively punishes people for using the space they own, and encourages them to just give up, move to lowsec or thera, and make money elsewhere.

Why would you want null to be a wasteland?
Teckos Pech
Hogyoku
Goonswarm Federation
#22 - 2015-08-28 01:28:49 UTC
P'tank wrote:
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.


Here is what will happen, people will spread out (contrary to what current design goals are, which are to increase system population densities, BTW) and things will equilibrate, quite possibly so that all space is roughly of equal value. There will be even less incentive to go fight other people over resources.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tabyll Altol
Viziam
Amarr Empire
#23 - 2015-08-28 05:37:24 UTC
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 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!


So basically i get punished to be active and defend my space. Is that the reward for defending my systems every day.

No thx.

-1
DB Jones
Imperium Technologies
Sigma Grindset
#24 - 2015-08-28 09:29:17 UTC
Danika Princip wrote:
But we want to encourage MORE people to live in null, which means having a higher population density. Your idea does nothing of the sort, actively punishes people for using the space they own, and encourages them to just give up, move to lowsec or thera, and make money elsewhere.

Why would you want null to be a wasteland?


He doesn't. He wants content.

Perhaps if you read his posts you would know, or perhaps you're just not capable of that.

Density does not have to be the answer, there are plenty of systems with absolutely no people in them, look at your map and see for yourself.



On the whole moon mining thing though... yeah they should not be static... perhaps confined to a region would be alright. And no there should not be any such thing as a moon scanning array. The scanner probes are already not being used, give them a use. (And please, decrease their scan times - or make t2 variants, though that seems unnecessary) And if we were to have only one kind of probe launcher (get rid of the expanded one) and have all probes fit into it, it would be even less of a hassle. The size of the probes could be reduced significantly and eve would just be a better place.

And to the dude who said that mapping moon would be a logistical headache...
It is only hell because of the current scan time on probes and because it's... well, boring. It would still be boring for sure to just scan, but that is no different from the current exploration. Be honest with me, how much fun is it to scan down wormholes? (= it isn't - not even a little bit)


OP wasn't suggesting that systems with bigger population should have worthless sites, simply that systems with no people in them should have higher value sites.... until said sites are run and despawn. Hopefully making in null having a more nomad like behaviour instead of the lazy : 'undock -> afk while you make isk -> dock -> log off' mentality that null is infected by today. With more traffic there would be more solo and small gang PvP (with mobile depots a ship should be able to have both a pvp and a pve fit to bring along)


And finally, what's with the criticism without offering up an alternative? How can there be a discussion if most of you are only saying "no"?
Mr Mieyli
Doomheim
#25 - 2015-08-28 09:48:48 UTC  |  Edited by: Mr Mieyli
Jenn aSide wrote:
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.


This proposal is completely different than your quoted CCP change to null. Making static areas of low and high value only leads to the big boys taking the good space and staying there increasing the gap between the big guys and the little guys. This is bad.

OP's idea to have resources move based on activity would work as it would take a large force longer to relocate than a small group. It also means people will need to travel to their content opening themselves up to becoming content themselves. Currently alliances can find a good ratting system, put up an outpost and now they are next to 100% safe if they watch local. Make null bears travel for their content and if necessary increase the rewards to compensate for the travel so people don't just move to highsec.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

DB Jones
Imperium Technologies
Sigma Grindset
#26 - 2015-08-28 16:55:58 UTC
That and just reduce the income from high sec ratting (missions and incursions) - by a lot.

Make it so that PvE content reflects the security status in which it happens :

.5 and above spawns frigates + the occasional cruiser
Low sec spawns cruisers and occasional battleship
and null sec having plenty of battleships.

Might be taking it a bit far but as is, missions and incursions just take away any incentive other than the social aspect of being in null (even low sec).
Mr Mieyli
Doomheim
#27 - 2015-08-28 19:10:40 UTC
DB Jones wrote:
That and just reduce the income from high sec ratting (missions and incursions) - by a lot.

Make it so that PvE content reflects the security status in which it happens :

.5 and above spawns frigates + the occasional cruiser
Low sec spawns cruisers and occasional battleship
and null sec having plenty of battleships.

Might be taking it a bit far but as is, missions and incursions just take away any incentive other than the social aspect of being in null (even low sec).


I'd prefer nullsec had it's income increased, I'd rather the time-to-buy-ship not be longer as ship losses do already hurt in eve.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

admiral root
Red Galaxy
#28 - 2015-08-28 19:16:31 UTC
Mr Mieyli wrote:
DB Jones wrote:
That and just reduce the income from high sec ratting (missions and incursions) - by a lot.

Make it so that PvE content reflects the security status in which it happens :

.5 and above spawns frigates + the occasional cruiser
Low sec spawns cruisers and occasional battleship
and null sec having plenty of battleships.

Might be taking it a bit far but as is, missions and incursions just take away any incentive other than the social aspect of being in null (even low sec).


I'd prefer nullsec had it's income increased, I'd rather the time-to-buy-ship not be longer as ship losses do already hurt in eve.


At the individual wallet level, a buff or a nerf would make no difference - you'd be able to afford x destroyers a week. At the game level it's much better to nerf highsec incomes - there are countless posts by people who sound like they know what they're talking about on the forum, so I'll leave you to search for them rather than me trying (and failing horribly) to rehash what they've said.

No, your rights end in optimal+2*falloff

Mr Mieyli
Doomheim
#29 - 2015-08-28 19:20:12 UTC
admiral root wrote:
Mr Mieyli wrote:
DB Jones wrote:
That and just reduce the income from high sec ratting (missions and incursions) - by a lot.

Make it so that PvE content reflects the security status in which it happens :

.5 and above spawns frigates + the occasional cruiser
Low sec spawns cruisers and occasional battleship
and null sec having plenty of battleships.

Might be taking it a bit far but as is, missions and incursions just take away any incentive other than the social aspect of being in null (even low sec).


I'd prefer nullsec had it's income increased, I'd rather the time-to-buy-ship not be longer as ship losses do already hurt in eve.


At the individual wallet level, a buff or a nerf would make no difference - you'd be able to afford x destroyers a week. At the game level it's much better to nerf highsec incomes - there are countless posts by people who sound like they know what they're talking about on the forum, so I'll leave you to search for them rather than me trying (and failing horribly) to rehash what they've said.


But surely nerfing highsec income would make it take longer to buy a ship, as of now highsec has better isk/he than null with incursions. So nerfing that must increase time to but a ship.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

admiral root
Red Galaxy
#30 - 2015-08-28 19:26:53 UTC
If everyone in highsec is earning less then sellers who want to continue to sell in highsec have two options: 1) reduce prices and continue to move product or 2) leave the prices up and not sell as much.

No, your rights end in optimal+2*falloff

Mr Mieyli
Doomheim
#31 - 2015-08-28 19:47:48 UTC
admiral root wrote:
If everyone in highsec is earning less then sellers who want to continue to sell in highsec have two options: 1) reduce prices and continue to move product or 2) leave the prices up and not sell as much.


And what would you do for max profit? Most ships prices can't go much lower already or they are produced at a loss.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

admiral root
Red Galaxy
#32 - 2015-08-28 19:50:20 UTC
Mr Mieyli wrote:
admiral root wrote:
If everyone in highsec is earning less then sellers who want to continue to sell in highsec have two options: 1) reduce prices and continue to move product or 2) leave the prices up and not sell as much.


And what would you do for max profit? Most ships prices can't go much lower already or they are produced at a loss.


I wouldn't. I don't do industry or market PvP. As I said, check out the many, many, many posts that can be found on this site by people who seem to know what they're talking about. I'd recommend google, rather than the built-in search facility as the latter sucks more balls than a professional ball sucker.

No, your rights end in optimal+2*falloff

Teckos Pech
Hogyoku
Goonswarm Federation
#33 - 2015-08-28 20:06:13 UTC
Mr Mieyli wrote:

This proposal is completely different than your quoted CCP change to null. Making static areas of low and high value only leads to the big boys taking the good space and staying there increasing the gap between the big guys and the little guys. This is bad.

OP's idea to have resources move based on activity would work as it would take a large force longer to relocate than a small group. It also means people will need to travel to their content opening themselves up to becoming content themselves. Currently alliances can find a good ratting system, put up an outpost and now they are next to 100% safe if they watch local. Make null bears travel for their content and if necessary increase the rewards to compensate for the travel so people don't just move to highsec.


You are assuming people will relocate and that is a dubious assumption. Why move? Why not just stay in your current space?

Is Space Alliance XYZ’s current space going to become completely fallow? If yes, then will the space for Alliance 123 which is next door also become completely fallow from the people there using it? If not, then why will Space Alliance XYZ’s space become fallow? Seems to be, based on the OP, everyone’s space will decrease in value depending on use. That is the value of a system is determined by some function:

Value = f(n;x)

Where N is the number of people using the space and x is an array of parameters defining the initial value of the space (i.e. when n = 0). Further that f is decreasing in n. But if an alliance has a number of systems they can minimize the effects of this new mechanic by spreading their people out.

Suppose we have two systems and to keep it simple, the x parameters are the same for both systems. How would you maximize the value of both systems simultaneously? I submit that in this case the solution is to put half your pilots in one system and the other half in the other.

Even if we let system quality vary, then players would experiment with the numbers until they had a rough idea of how many players could be in each system so as to not degrade the system as little as possible relative to other systems. That is, if a system had a very “high” x, you’d put more pilots in that system than in a system with a “low” x. In the end, systems would be roughly of equal value.

Now, if this is true. Why go fight your neighbor? Unless he is an idiot, his space is just as good as yours. And even if he is an idiot, in the end you’ll be back where you are in your current space.

The only reason is expansion. Hold the systems you currently have and expand and bring in more pilots to your alliance/coalition. But that comes with its own costs/problems, so after a certain point that will lose its allure as well.

So, tell me…why would this system promote a dynamic and changing NS. Seems to me, that in the end it would head towards a steady state.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#34 - 2015-08-28 20:07:31 UTC
Mr Mieyli wrote:
DB Jones wrote:
That and just reduce the income from high sec ratting (missions and incursions) - by a lot.

Make it so that PvE content reflects the security status in which it happens :

.5 and above spawns frigates + the occasional cruiser
Low sec spawns cruisers and occasional battleship
and null sec having plenty of battleships.

Might be taking it a bit far but as is, missions and incursions just take away any incentive other than the social aspect of being in null (even low sec).


I'd prefer nullsec had it's income increased, I'd rather the time-to-buy-ship not be longer as ship losses do already hurt in eve.


Yes, because PLEX prices aren't high enough. P

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mr Mieyli
Doomheim
#35 - 2015-08-28 20:16:59 UTC
Teckos Pech wrote:
Mr Mieyli wrote:

This proposal is completely different than your quoted CCP change to null. Making static areas of low and high value only leads to the big boys taking the good space and staying there increasing the gap between the big guys and the little guys. This is bad.

OP's idea to have resources move based on activity would work as it would take a large force longer to relocate than a small group. It also means people will need to travel to their content opening themselves up to becoming content themselves. Currently alliances can find a good ratting system, put up an outpost and now they are next to 100% safe if they watch local. Make null bears travel for their content and if necessary increase the rewards to compensate for the travel so people don't just move to highsec.


You are assuming people will relocate and that is a dubious assumption. Why move? Why not just stay in your current space?

Is Space Alliance XYZ’s current space going to become completely fallow? If yes, then will the space for Alliance 123 which is next door also become completely fallow from the people there using it? If not, then why will Space Alliance XYZ’s space become fallow? Seems to be, based on the OP, everyone’s space will decrease in value depending on use. That is the value of a system is determined by some function:

Value = f(n;x)

Where N is the number of people using the space and x is an array of parameters defining the initial value of the space (i.e. when n = 0). Further that f is decreasing in n. But if an alliance has a number of systems they can minimize the effects of this new mechanic by spreading their people out.

Suppose we have two systems and to keep it simple, the x parameters are the same for both systems. How would you maximize the value of both systems simultaneously? I submit that in this case the solution is to put half your pilots in one system and the other half in the other.

Even if we let system quality vary, then players would experiment with the numbers until they had a rough idea of how many players could be in each system so as to not degrade the system as little as possible relative to other systems. That is, if a system had a very “high” x, you’d put more pilots in that system than in a system with a “low” x. In the end, systems would be roughly of equal value.

Now, if this is true. Why go fight your neighbor? Unless he is an idiot, his space is just as good as yours. And even if he is an idiot, in the end you’ll be back where you are in your current space.

The only reason is expansion. Hold the systems you currently have and expand and bring in more pilots to your alliance/coalition. But that comes with its own costs/problems, so after a certain point that will lose its allure as well.

So, tell me…why would this system promote a dynamic and changing NS. Seems to me, that in the end it would head towards a steady state.



I apologise for the misunderstanding but I had meant only moon resources. So that on an alliance/ coalition scale there would be reason to move. Possibly even reason for small alliances to capture unused (and easy to take sov of) systems which would have higher value for a time. The aim wouldn't be to spread out pilots as such but more movement in space is good for content. Think of all the supers caught trying to move around the phoebe change, now imagine this is a regular occurance spurred by dwindling moon resources.

A concern would be that alliances would simply give up caring about moon resources and take more renters but IF belts and anomalies also could be exhausted for a while then even that tactic would not work long term and alliances must move. Remember much of nullsec is currently empty so there is plenty of space to move around in. And when a big group moves on for greener pastures small groups can move in and take the empty space.

A steady state might be a possibility but due to the time needed to start and stop large campaigns this might act to hold off an equilibrium.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Mr Mieyli
Doomheim
#36 - 2015-08-28 20:18:51 UTC
Teckos Pech wrote:
Mr Mieyli wrote:
DB Jones wrote:
That and just reduce the income from high sec ratting (missions and incursions) - by a lot.

Make it so that PvE content reflects the security status in which it happens :

.5 and above spawns frigates + the occasional cruiser
Low sec spawns cruisers and occasional battleship
and null sec having plenty of battleships.

Might be taking it a bit far but as is, missions and incursions just take away any incentive other than the social aspect of being in null (even low sec).


I'd prefer nullsec had it's income increased, I'd rather the time-to-buy-ship not be longer as ship losses do already hurt in eve.


Yes, because PLEX prices aren't high enough. P


PLEX prices are irrelevant as the effort/ time to earn a plex in game hasn't actually changed much. Larger income streams have upped the price but time-to-plex won't have shifted much.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Teckos Pech
Hogyoku
Goonswarm Federation
#37 - 2015-08-28 21:01:02 UTC
Mr Mieyli wrote:

I apologise for the misunderstanding but I had meant only moon resources. So that on an alliance/ coalition scale there would be reason to move. Possibly even reason for small alliances to capture unused (and easy to take sov of) systems which would have higher value for a time. The aim wouldn't be to spread out pilots as such but more movement in space is good for content. Think of all the supers caught trying to move around the phoebe change, now imagine this is a regular occurance spurred by dwindling moon resources.

A concern would be that alliances would simply give up caring about moon resources and take more renters but IF belts and anomalies also could be exhausted for a while then even that tactic would not work long term and alliances must move. Remember much of nullsec is currently empty so there is plenty of space to move around in. And when a big group moves on for greener pastures small groups can move in and take the empty space.

A steady state might be a possibility but due to the time needed to start and stop large campaigns this might act to hold off an equilibrium.


I doubt alliances will chase random moon income. My guess is they'd shift income sources such as taxation of ratting income, and maybe imposing user fees for certain station services (refining being the main one). They’d treat moon income as a bonus based on how things move around randomly.

And if you broadened it to include all resources and the noting the costs associated with campaigns the desire to move could be weakened even further and I find it highly unlikely it would be increased. And yeah, quite a bit of NS is “empty” but it is not abandoned in that people still claim sov over that space.

As I noted, if you had a systems value decline with the number of pilots/usage, then the solution to maximize space is to spread people out. “Good systems” would have a higher population and “bad” systems smaller populations so that in the end the various systems are providing roughly the same income. Since this would be true everywhere for every corporation, alliance, and coalition, you’d probably end up with space that is all roughly of equal value. And corporations, alliances and coalitions could monitor this via tax revenues on various activities as tax revenues are based on flat taxes. That is, if your tax is ‘t’, then multiply your tax revenue by 1/t and you’ll know how much revenue that system is producing. If a system is producing less revenue but activity is high relative to other systems….move people out of that system.

This way, a corporation, alliance or coalition will maximize the value of their systems. Now there is even less incentive to move because if you move you’ll have to start this process all over again assigning people systems, etc. and tweaking things again to get it right. So not only is there the cost of a campaign to take space, the set up costs to maximize the value of that space.

And where exactly will these “greener pastures” be? The guys next door are simply not using their space at all? They aren’t ratting or mining…every? Then why are they holding sov to begin with if not to reap some of the rewards? And even if this is the case, some space is being held, but not used at all and is, relatively speaking, more valuable than the surrounding space they’ll be invaded by those who want to use it…and there…once people start using it…where will the “greener pastures” be”?

Or lets think of it this way….what happens if I make your income stream, IRL, random, but it is at the end of the year the same. Will you starve some weeks when income is low, then go on spending sprees other weeks when your income is high? Or will you try to smooth things out by saving when income is high so you can spend when income is low? There is quite a bit of evidence that people prefer a smooth consumption pattern even when income is volatile. Given that campaigns are extremely costly undertakings…I don’t see coalitions or alliances doing it if all they are going to get, in the end, is income similar to what they had in their old sov. In fact, these alliances and coalitions would be explicitly worse off because they’d have incurred this large loss with little or no additional income to offset that loss.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Syn Shi
School of Applied Knowledge
Caldari State
#38 - 2015-08-28 21:54:33 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 ships can bump into each other and be invulnerable.....why not magically re-appearing moons.
P'tank
University of Caille
Gallente Federation
#39 - 2015-08-29 08:21:44 UTC
Mr Mieyli wrote:
Teckos Pech wrote:
Mr Mieyli wrote:

This proposal is completely different than your quoted CCP change to null. Making static areas of low and high value only leads to the big boys taking the good space and staying there increasing the gap between the big guys and the little guys. This is bad.

OP's idea to have resources move based on activity would work as it would take a large force longer to relocate than a small group. It also means people will need to travel to their content opening themselves up to becoming content themselves. Currently alliances can find a good ratting system, put up an outpost and now they are next to 100% safe if they watch local. Make null bears travel for their content and if necessary increase the rewards to compensate for the travel so people don't just move to highsec.


You are assuming people will relocate and that is a dubious assumption. Why move? Why not just stay in your current space?

Is Space Alliance XYZ’s current space going to become completely fallow? If yes, then will the space for Alliance 123 which is next door also become completely fallow from the people there using it? If not, then why will Space Alliance XYZ’s space become fallow? Seems to be, based on the OP, everyone’s space will decrease in value depending on use. That is the value of a system is determined by some function:

Value = f(n;x)

Where N is the number of people using the space and x is an array of parameters defining the initial value of the space (i.e. when n = 0). Further that f is decreasing in n. But if an alliance has a number of systems they can minimize the effects of this new mechanic by spreading their people out.

Suppose we have two systems and to keep it simple, the x parameters are the same for both systems. How would you maximize the value of both systems simultaneously? I submit that in this case the solution is to put half your pilots in one system and the other half in the other.

Even if we let system quality vary, then players would experiment with the numbers until they had a rough idea of how many players could be in each system so as to not degrade the system as little as possible relative to other systems. That is, if a system had a very “high” x, you’d put more pilots in that system than in a system with a “low” x. In the end, systems would be roughly of equal value.

Now, if this is true. Why go fight your neighbor? Unless he is an idiot, his space is just as good as yours. And even if he is an idiot, in the end you’ll be back where you are in your current space.

The only reason is expansion. Hold the systems you currently have and expand and bring in more pilots to your alliance/coalition. But that comes with its own costs/problems, so after a certain point that will lose its allure as well.

So, tell me…why would this system promote a dynamic and changing NS. Seems to me, that in the end it would head towards a steady state.



I apologise for the misunderstanding but I had meant only moon resources. So that on an alliance/ coalition scale there would be reason to move. Possibly even reason for small alliances to capture unused (and easy to take sov of) systems which would have higher value for a time. The aim wouldn't be to spread out pilots as such but more movement in space is good for content. Think of all the supers caught trying to move around the phoebe change, now imagine this is a regular occurance spurred by dwindling moon resources.

A concern would be that alliances would simply give up caring about moon resources and take more renters but IF belts and anomalies also could be exhausted for a while then even that tactic would not work long term and alliances must move. Remember much of nullsec is currently empty so there is plenty of space to move around in. And when a big group moves on for greener pastures small groups can move in and take the empty space.

A steady state might be a possibility but due to the time needed to start and stop large campaigns this might act to hold off an equilibrium.


This summerises it quite nicely.

Moon rescources are a large part of alliance income. Just look at PL's recovery after B-R, their income is massive (they replaced 5.500 bil worth of supers in 10 months). So what about the alliances which didn't loose that much? Some of them have been accumelating for years.

I remeber a corp member of mine roaming belts in NPC null sec trying to find officer NPC's. He succeeded several times and bragged about it on Facebook. He took a lot of risks venturing in unsafe space. But all in all his travels returned him far less isk per hour as a null sec miner does with little risk. The miner stays in a (bubble protected) deep space null sec system, draggin ore to a can while whatching porn on his second monitor. So why does he have a better income? This is wrong.

The main idea about my original OP is that Eve needs to be a more dynamic environment where alliances are pushed to wage war. At the moment a lot of alliances are ok with what they have, thus creating a blue donut. The current imperium Providence war is only happening because they are bored. There is no real reason behind it. It's an artificially created war. Drifter incursions are similar and in other cases sponsors even have been sacrificing Revelations and Titans in staged events to create content.

I'm sure the details aren't perfect, but the general idea is that some need to suffer in order to create content. Null sec needs to be more nomadic.

In general I feel a lot of support for the idea behind the OP. More as expected actually. Ofcourse there is some healthy critisism and some worried players, but for now it stands. Please continue to discuss the OP, but don't go off track to much. Try to keep the general idea in mind.

"Higher risk means better rewards. Safe systems should have deminishing returns. "
baltec1
Bat Country
Pandemic Horde
#40 - 2015-08-29 11:06:38 UTC
DB Jones wrote:

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.



Sorry to burst your bubble but the bulk of null use alts in highsec/FW to earn isk and have done for years.