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Dynamic Security Status in Empire

Author
Kitsune Rei
Tastes Like Purple
#1 - 2016-04-25 13:24:18 UTC
I've been giving a lot of thought to all the bunping, ganking, and other criminal activity in High Sec and have imagined a universe where, as certain thresholds of destruction are met, the security status of a system may be reduced by 0.1 with that change impacting CONCORD response time, mission rewards, and any other variables dependent on sec status.

The threshold would likely be determined by the massive amounts of data that CCP has at their disposal. It could include or exclude destruction of war targets. It could be number of ships destroyed, number of pods destroyed, or the ISK value of assets destroyed. It could also be a combination of variables.

If the designated threshold is not met, the security status of the system is increased by 0.1 up to it's original cap.

Now, imagine with me a universe where Jita, a 0.9 system, after five days of wanton destruction and criminal activity is reduced to a 0.4 sec status. No more CONCORD, only gate guns and station guns. Consider the impact on the economy (both on Jita and the other trade hubs taking refugees from Jita). Consider the impact of fewer and fewer people jumping into Jita and because there are fewer targets to blap in the system, the threshold (as determined above) is not met, and the system increases to 0.5 and upwards until the threshold is met again or until it is back up to 0.9.

Imagine with me, a universe where players have a real impact on the scope of the empires and on CONCORD. Imagine with me, a universe where your relative safety ebbs and flows rather than doing the same thing today that you did yesterday.
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#2 - 2016-04-25 14:38:44 UTC  |  Edited by: Elyia Suze Nagala
Kitsune Rei wrote:
I've been giving a lot of thought to all the bunping, ganking, and other criminal activity in High Sec and have imagined a universe where, as certain thresholds of destruction are met, the security status of a system may be reduced by 0.1 with that change impacting CONCORD response time, mission rewards, and any other variables dependent on sec status.

The threshold would likely be determined by the massive amounts of data that CCP has at their disposal. It could include or exclude destruction of war targets. It could be number of ships destroyed, number of pods destroyed, or the ISK value of assets destroyed. It could also be a combination of variables.

If the designated threshold is not met, the security status of the system is increased by 0.1 up to it's original cap.

Now, imagine with me a universe where Jita, a 0.9 system, after five days of wanton destruction and criminal activity is reduced to a 0.4 sec status. No more CONCORD, only gate guns and station guns. Consider the impact on the economy (both on Jita and the other trade hubs taking refugees from Jita). Consider the impact of fewer and fewer people jumping into Jita and because there are fewer targets to blap in the system, the threshold (as determined above) is not met, and the system increases to 0.5 and upwards until the threshold is met again or until it is back up to 0.9.

Imagine with me, a universe where players have a real impact on the scope of the empires and on CONCORD. Imagine with me, a universe where your relative safety ebbs and flows rather than doing the same thing today that you did yesterday.


High Sec needs to be high sec for noobs. I'd be okay with this idea as long as there were caps. High Sec system fluctuated between .5 and 1.0, low sec between .4 and .1, etc. Null is sov based and therefore could be based off npc kills more than pvp, just like mining anom sized are dictated by the amount of ore mined.
Gospadin
Bastard Children of Poinen
#3 - 2016-04-25 14:48:48 UTC
Wouldn't additional criminal activity raise the security status, due to the increased CONCORD presence? Gank in a system for a week, and Uedama bumps up to .7 or .8 ...
Kitsune Rei
Tastes Like Purple
#4 - 2016-04-25 14:53:24 UTC
Elyia Suze Nagala wrote:
High Sec needs to be high sec for noobs. I'd be okay with this idea as long as there were caps. High Sec system fluctuated between .5 and 1.0, low sec between .4 and .1, etc. Null is sov based and therefore could be based off npc kills more than pvp, just like mining anom sized are dictated by the amount of ore mined.


I think adding restrictions to noob areas is fine. But the threshold would be set at a point where, at best, criminal elements would be able to lower it by 0.1 a day in one or two systems alone. I in no way want to see high sec become lawless space in total. It would only apply to systems where the threshold is achieved.

It is good to discuss the idea of a floor in terms of the range that a system can fluctuate, say no greater than 0.5 so only 1.0 systems would be completely immune from dropping to below 0.5.
Ralph King-Griffin
New Eden Tech Support
#5 - 2016-04-25 15:00:48 UTC
Im pretty sure this idea is one of the first posts of the one line bad ideas thread.
Sound great in theory, i cerry much doubt it would be though.
Kitsune Rei
Tastes Like Purple
#6 - 2016-04-25 15:03:30 UTC
Gospadin wrote:
Wouldn't additional criminal activity raise the security status, due to the increased CONCORD presence? Gank in a system for a week, and Uedama bumps up to .7 or .8 ...


I think a reversal of this notion that CONCORD responds to increases in criminal activity needs to go. It is neither fun nor immersive. I will say that it would be harder to downgrade a system like Jita at 0.9 than it would to flip Uedama at 0.5.

Or, as I've stated in another thread:

Those CONCORD pilots are people; people with families. The guy that flies that Polaris Battleship above the Perimeter gate in Jita retires in less than a month. At some point, I think CONCORD should say, "Look we'll leave the gate guns and station guns in place, but we didn't sign up for this ****."

It is important to note that the absence of CONCORD would very likely be temporary. In your example of Uedama. Imagine the system dropping from 0.5 to 0.4 because the threshold was met in that system. Freighters and haulers can either a.) find an alternate route (good luck), b.) brave the gate camp and hope for the best, or c.) park in the neighboring system and wait, undock a frigate and go shoot at the criminals in Uedama, or swap to another account (perhaps one parked in Uedama already and shoot those that chose option B.

In the end, the players have a real impact on their universe. Rather than having arbitrary designations for how fast CONCORD responds, have those numbers actually fluctuate based on player activity.

It also presents a double-edged sword to the criminal element. The moment Uedama goes low-sec, the criminals have a greatly reduced number of targets almost guaranteeing that the system will flip back to 0.5 at the next downtime (because there weren't enough targets to further drop the current sec status from 0.4 to 0.3).
Celthric Kanerian
Viziam
Amarr Empire
#7 - 2016-04-25 15:05:24 UTC
Not an original idea, so there isn't much need to "imagine" with you
Kitsune Rei
Tastes Like Purple
#8 - 2016-04-25 15:06:52 UTC
Ralph King-Griffin wrote:
Im pretty sure this idea is one of the first posts of the one line bad ideas thread.
Sound great in theory, i cerry much doubt it would be though.


And there may be truth in what you say. I present it only as an exercise in imagination. One in which the players in the game, in high sec, shape a more malleable and fluid universe.
Kitsune Rei
Tastes Like Purple
#9 - 2016-04-25 15:08:13 UTC
Celthric Kanerian wrote:
Not an original idea, so there isn't much need to "imagine" with you


I appreciate your candid response however devoid of imagination. Big smile
Donnachadh
United Allegiance of Undesirables
#10 - 2016-04-25 15:19:34 UTC
There are players in this game that simply do not want to be in low sec, and those that do not want to be in high sec. CCP is smart enough to realize this and gives us 4 areas of space to play in, each area has it's own basic level of security or lack of it if you prefer so that each player can choose a basic level of security that they are comfortable with. Now you want to come along and screw that all up?
Who benefits?
How do the benefit?
Specifically with a system like Jita how would it's transition from high to low sec affect the economy of the game?
Everyone thinks about this from a high sec perspective, what would it do to low. If players are out running sites, ratting and maybe some missions to earn ISK what happens to them and their low personal standings when the sytem jumps to .5?

A lot of low sec corps use cap ships, what happens to those ships if they are in a system that transitions from a .4 to a .5?

Looking at nul sec, since you cannot hold sov in empire space what happens to a system there if it transitions to a .1 due to ratting and other activities?

While the idea seems to hold some promise for interesting game play the potential hassles associated with the idea do not make it worth it. So in the end I find myself in agreement with Elyia Suze Nagala it might be interesting if a high sec system could never go below .5 and a low sec system could never go above a .4 and nul could never go above 0.0.


Kitsune Rei
Tastes Like Purple
#11 - 2016-04-25 15:31:17 UTC
Donnachadh wrote:
There are players in this game that simply do not want to be in low sec, and those that do not want to be in high sec. CCP is smart enough to realize this and gives us 4 areas of space to play in, each area has it's own basic level of security or lack of it if you prefer so that each player can choose a basic level of security that they are comfortable with. Now you want to come along and screw that all up?
Who benefits?
How do the benefit?
Specifically with a system like Jita how would it's transition from high to low sec affect the economy of the game?
Everyone thinks about this from a high sec perspective, what would it do to low. If players are out running sites, ratting and maybe some missions to earn ISK what happens to them and their low personal standings when the sytem jumps to .5?

A lot of low sec corps use cap ships, what happens to those ships if they are in a system that transitions from a .4 to a .5?

Looking at nul sec, since you cannot hold sov in empire space what happens to a system there if it transitions to a .1 due to ratting and other activities?

While the idea seems to hold some promise for interesting game play the potential hassles associated with the idea do not make it worth it. So in the end I find myself in agreement with Elyia Suze Nagala it might be interesting if a high sec system could never go below .5 and a low sec system could never go above a .4 and nul could never go above 0.0.




As noted above, a system will not increase in security status from it's original value. In other words, Jita will never be higher than 0.9, Uedama will never be higher than 0.5, a low sec system will never have a value greater than what it is today.

In terms of the effect on the economy if Jita flips, you're going to have an interesting situation where some people will hold out and continue to sell at IV-4. Some that will try to move items to a neighboring system (with some risk depending on whether they do it at 0.6, 0.5, or 0.4). And still others, that will move goods to another hub. In any of these cases, it is players having a real and profound impact on the universe rather than an arbitrary number that determines CONCORD response time having an effect on players.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#12 - 2016-04-25 15:35:36 UTC
Kitsune Rei wrote:
Celthric Kanerian wrote:
Not an original idea, so there isn't much need to "imagine" with you


I appreciate your candid response however devoid of imagination. Big smile

As if your idea was anything close to imaginative or original. Use Google to search for similar thread.

As for the idea itself: No. Once Null sec and Low sec are filled to capacity with people, we could start thinking about reducing high sec or make its borders more fluid. Until then it is absolutely counterproductive to add any new content to High sec that takes away even more people from Null and Low sec; ie. the areas of space people should aspire to and progress towards.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Kitsune Rei
Tastes Like Purple
#13 - 2016-04-25 15:46:48 UTC
Rivr Luzade wrote:
As for the idea itself: No. Once Null sec and Low sec are filled to capacity with people, we could start thinking about reducing high sec or make its borders more fluid. Until then it is absolutely counterproductive to add any new content to High sec that takes away even more people from Null and Low sec; ie. the areas of space people should aspire to and progress towards.


That's an interesting thought. I never think of null sec and low sec as boring but I can see how this would be problematic for enticing people to move to those areas. Thanks for that point of view.
Donnachadh
United Allegiance of Undesirables
#14 - 2016-04-25 16:03:02 UTC
Kitsune Rei wrote:
As noted above, a system will not increase in security status from it's original value. In other words, Jita will never be higher than 0.9, Uedama will never be higher than 0.5, a low sec system will never have a value greater than what it is today.

Then your answer is not only no but hell no.
If this can only be used to drive the security of a system downwards that is terrible in a way that cannot even be described with words.

As Rivr points out the vast majority of low sec we have is virtually empty, what possible benefit is there to the game as a whole by increasing the number of empty systems? especailly when doing so carries significant risk of CCP losing subscriber base as a result.

And NO you cannot drive a dedicated high sec player into low or nul no matter what you do to the game, all you do is drive them out of the game and that is bad for everyone.
Kitsune Rei
Tastes Like Purple
#15 - 2016-04-25 16:12:21 UTC
Donnachadh wrote:
Kitsune Rei wrote:
As noted above, a system will not increase in security status from it's original value. In other words, Jita will never be higher than 0.9, Uedama will never be higher than 0.5, a low sec system will never have a value greater than what it is today.

Then your answer is not only no but hell no.
If this can only be used to drive the security of a system downwards that is terrible in a way that cannot even be described with words.

As Rivr points out the vast majority of low sec we have is virtually empty, what possible benefit is there to the game as a whole by increasing the number of empty systems? especailly when doing so carries significant risk of CCP losing subscriber base as a result.

And NO you cannot drive a dedicated high sec player into low or nul no matter what you do to the game, all you do is drive them out of the game and that is bad for everyone.


Maybe I am not making myself clear or I am and, as others have stated, this is just not a good idea.

The sec status does not go down and stay down. It fluctuates dependent on a particular threshold being met. It goes down if, just for example, the value of the assets destroyed in that system reaches 40 billion ISK. This change occurs at the next downtime. If between that downtime and the next, the same threshold is not met, the sec status goes back up by 0.1 up to a cap of it's original sec status.

So, the empty systems that concern you would be empty long enough for the sec status to go back up because if there is no one to shoot, there are no assets to destroy, the threshold is not met and sec status is restored. High sec is a pretty big place and again, I'm not talking about all of empire being flipped and emptied and forcing people to move to low sec or null. I am talking about players having an impact in an otherwise static system of arbitrary numbers.
Gospadin
Bastard Children of Poinen
#16 - 2016-04-25 16:21:16 UTC  |  Edited by: Gospadin
I don't think influencing the world is a bad idea.

Picture the capitals (Amarr, etc.) as nexuses of 2.0 (or 10.0) security. Security "influence" radiates out from there according to a decaying function.

The more missions are run and rats killed in hisec, the more concord influence expands into neighboring systems.

The more missions are run and rats killed and fw sites run in lowsec, the more influence contracts towards the capitals.

This can move lowsec/hisec boundaries. Systems close to capitals can not realistically have enough lowsec ratting done to ever make them lowsec, but if you're 20+ jumps from the nearest capital system, good luck.

The system has enough hard-coded influence to never lose hisec trade routes between the faction capital systems.

CONCORD will now pod people with insufficient security status. Same goes for faction police.

Capital ship presence in 0.5 will trigger immediate concord response, so you are welcome to use them along the borders, but be very careful about where you store them or log out. Even at safe spots, special detection arrays will detect your presence as soon as you log in, and you'll have just 30 seconds to cyno out to lowsec before they arrive.

Edit: This also means enough hisec activity will start to encroach on existing lowsec. This also means that (theoretically) the space for lowsec and hisec characters will self-regulate based on activity.
Kitsune Rei
Tastes Like Purple
#17 - 2016-04-25 16:27:02 UTC
Gospadin wrote:
I don't think influencing the world is a bad idea.

Picture the capitals (Amarr, etc.) as nexuses of 2.0 (or 10.0) security. Security "influence" radiates out from there according to a decaying function.

The more missions are run and rats killed in hisec, the more concord influence expands into neighboring systems.

The more missions are run and rats killed and fw sites run in lowsec, the more influence contracts towards the capitals.

This can move lowsec/hisec boundaries. Systems close to capitals can not realistically have enough lowsec ratting done to ever make them lowsec, but if you're 20+ jumps from the nearest capital system, good luck.

The system has enough hard-coded influence to never lose hisec trade routes between the faction capital systems.

CONCORD will now pod people with insufficient security status. Same goes for faction police.

Capital ship presence in 0.5 will trigger immediate concord response, so you are welcome to use them along the borders, but be very careful about where you store them or log out. Even at safe spots, special detection arrays will detect your presence as soon as you log in, and you'll have just 30 seconds to cyno out to lowsec before they arrive.

Edit: This also means enough hisec activity will start to encroach on existing lowsec. This also means that (theoretically) the space for lowsec and hisec characters will self-regulate based on activity.


If I am understanding this correctly, you and I have similar ideas but you're wanting to make the impact come as a result of PVE activity vs. PVP activity. Also, and I could be mistaken but, isn't this the same way sov is reinforced in Null? Through PVE activity in systems with Sov Infrastructure? Sorry, I am an awful Null Ignoramus.
Gospadin
Bastard Children of Poinen
#18 - 2016-04-25 18:30:45 UTC
Kitsune Rei wrote:

If I am understanding this correctly, you and I have similar ideas but you're wanting to make the impact come as a result of PVE activity vs. PVP activity. Also, and I could be mistaken but, isn't this the same way sov is reinforced in Null? Through PVE activity in systems with Sov Infrastructure? Sorry, I am an awful Null Ignoramus.


My intent was simply that ganking freighters in Uedama shouldn't reward the gankers (lowering sec status in systems to the point where they can jump into them) without there being a corresponding hisec-friendly mitigation mechanism. Given that most of hisec is PVE, it makes sense for the security influence to be based on PVE events.

I was also proposing no hard-coded min or max on systems. If a large organization wanted to "burn jita" and had the coordinated effort of 5000+ pilots, they could overcome the built-in standings mechanism and make jita a low-sec system for as long as they wanted to throw isk at sustaining the assault.

Kitsune Rei
Tastes Like Purple
#19 - 2016-04-25 19:23:45 UTC
Gospadin wrote:
Kitsune Rei wrote:

If I am understanding this correctly, you and I have similar ideas but you're wanting to make the impact come as a result of PVE activity vs. PVP activity. Also, and I could be mistaken but, isn't this the same way sov is reinforced in Null? Through PVE activity in systems with Sov Infrastructure? Sorry, I am an awful Null Ignoramus.


My intent was simply that ganking freighters in Uedama shouldn't reward the gankers (lowering sec status in systems to the point where they can jump into them) without there being a corresponding hisec-friendly mitigation mechanism. Given that most of hisec is PVE, it makes sense for the security influence to be based on PVE events.

I was also proposing no hard-coded min or max on systems. If a large organization wanted to "burn jita" and had the coordinated effort of 5000+ pilots, they could overcome the built-in standings mechanism and make jita a low-sec system for as long as they wanted to throw isk at sustaining the assault.



There is a double edged sword that reveals itself by dropping a sec status to 0.4. There aren't going to be targets to shoot at anymore.
Donnachadh
United Allegiance of Undesirables
#20 - 2016-04-26 12:57:15 UTC
Kitsune Rei wrote:
Maybe I am not making myself clear or I am and, as others have stated, this is just not a good idea.

No you are making yourself very clear, however you are not able or you are not willing to understand how bad this would be for the game at a fundamental (meaning CCP's cash flow) level.
If a system full of high sec players logs out one day and everything is normal, they log in the next and they and all of their stuff is in low sec, they are now in a place they chose not to be in. So they face a decision, log out and do not play until the status comes back up, or risk trying to move everything they own to another location simply to lose it all in the process driving the status of the system even lower and you seem to think this is a good idea?

So again I ask the question you have so carefully side stepped who benefits from this idea?

Kitsune Rei wrote:
So, the empty systems that concern you would be empty long enough for the sec status to go back up because if there is no one to shoot, there are no assets to destroy, the threshold is not met and sec status is restored.

What concerns me about those systems is the affect your idea has on those players that want to be in high sec for whatever reason. It is quite likely that they would tolerate this log out in high sec and log back in tomorrow in low once and then they would be gone from the game for ever. And no a taste of life in low sec will not turn them into low sec players, especially if it is forced on them in this manor. And do not even say it because you are wrong the game is not better off without these players, running a game like this with it's constant update cycle and bug fixes is an expe$ive operation and CCP needs all of the cash paying subscriptions they can get.

Gospadin your idea of fluid border regions is far from original but it has similar problems to the basic idea in this topic.
If you want fluid borders that are ever shifting based on the actions of the players then nul sec is where you need to be.
Looking at the borders between high and low sec, high and nul, or between low and nul they need to be fixed and not a moving target simply because. We have players that due to family or other life commitments cannot log in on a daily basis and they need / deserve the right to know that if they log off in a high sec system that it will be high sec when they log back in. What about the border regions between low and nul, would they move based on the actions of those on either side? Or do you propose that nul is some kind of special snowflake area and should not be subject to the actions of players from the bordering systems?
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