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Putting the low into lowsec

Author
Jackal's Bane
Caldari Provisions
Caldari State
#1 - 2012-04-28 06:00:19 UTC
Hello all,
I just got caught up with the fanfest video about crimewatch, and it set off a domino-chain of ideas. I'm going to start with the core concept, and follow up with some auxiliary ideas.

Core concept #1: making ISK PVPing in lowsec.

There are essentially three groups here: pirates, victims, and deputies. We'll start with pirate mechanics: any player with a -5 or worse sec status can affiliate himself with a NPC pirate corp. A player corp may also affiliate itself, and all it's members will be automatically affiliated. In return for that affiliation, the player gets a bounty for any ship (excepting pods, noob ships, shuttles, and the like) of a player (pirate, deputy, or otherwise). The bounty is proportional to the hull destroyed and skill point level (in that hull) of the pilot flying it, probably maxing out around 80-90% of the price of "platinum" insurance (to prevent farming). For non combat hulls, the skill points of the pilot is not a factor.

Example: A player has command ships 3 and is flying a vulture. Platinum insurance costs 30 mil and pays out 100 mil. The bounty on this player is 16 mil (30 * 90% * 3/5). The exact formula can change to be balanced. This seems high to me, so maybe 50 percent or something.

Deputy mechanics are similar. Deputies can affiliate themselves with a NPC police corp if their sec status is +5 or greater. In return, he get's a bounty for destroying a ship whose pilot has a sec status of -5 or lower, or any flagged pilot.

0.0 systems yield no bounties.

Core concept #2: luring in innocent victims.

This part is simple. Make lowsec more profitable. More incursions, better rats, better ore, etc. Or, here is a radical idea, stop seeding veldspar in highsec, and load it up in lowsec! The point here is to make lowsec a little bit more vibrant than cops versus robbers. Give robbers someone to rob.

Aux concept #1:
Deputies with high sec status get special privileges. For example, a +8 sec status deputy may use light dictor bubbles in lowsec. Of course, if this pilot ends up on the killmail for innocents or deputies, he will receive a sec status hit. Clever pirates may get someone deputized to lay a trap, but it will take some doing to get to that point, and easily lost.

Aux concept #2:
The higher the sec status of the system, the larger the bounty the pirate receives. Accordingly, gate guns and station guns deal much more damage in higher systems.

Aux concept #3:
Players collect small amounts of LP for their kills. Also, new faction pirate ships and police ships (squad cars, if you will) will be seeded. LP needs to be a low enough fraction to prevent farming.
Wolodymyr
Breaking Ambitions
#2 - 2012-04-28 08:31:25 UTC  |  Edited by: Wolodymyr
OK so as far as the "LP for murdering people" idea goes I remember during the questions section at the end they talked about rewarding people who have a sec status over 5 and sec status under -5 to kill one another.

It might be nice for people at the far ends of the sec status spectrum to get a little LP for fighting.

The one thing I'd really worry about is people farming the system. Basically you get an over +5 alt and an under -5 alt and have them shoot each other all day. You could make the LP gain based on the total value of the blown up ship (minus insurance) and all the destroyed modules. As long as the LP gained gave less of a reward than the amount lost in the fight then it will always be profitable to blow up strangers, but not profitable to blow up your alt's or buddy's ship.

Oh yeah and LP awards should happen on an individual basis. Don't force an entire alliance to sign up Faction Warfare style with an NPC pirate faction just so a handful of dudes can get LP, that's just annoying.

Jackal's Bane wrote:
This part is simple. Make lowsec more profitable. More incursions, better rats, better ore, etc. Or, here is a radical idea, stop seeding veldspar in highsec, and load it up in lowsec!
I don't care if there is mercoxit out there. Nobody will mine in lowsec. A hulk will last about 5 minutes until some random battlecruiser wanders into the belts and one shots them.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Corbin Blair
Doomheim
#3 - 2012-04-28 10:20:42 UTC  |  Edited by: Corbin Blair
Jackal's Bane wrote:
Core concept #1: making ISK PVPing in lowsec.

There are essentially three groups here: pirates, victims, and deputies. We'll start with pirate mechanics: any player with a -5 or worse sec status can affiliate himself with a NPC pirate corp. A player corp may also affiliate itself, and all it's members will be automatically affiliated. In return for that affiliation, the player gets a bounty for any ship (excepting pods, noob ships, shuttles, and the like) of a player (pirate, deputy, or otherwise). The bounty is proportional to the hull destroyed and skill point level (in that hull) of the pilot flying it, probably maxing out around 80-90% of the price of "platinum" insurance (to prevent farming).

This would need an ISK sink to balance it out. I think it would be better if the ship just dropped everything instead of half of it being destroyed. That would double pirate income without adding any fancy new game systems or extra ISK faucets. An official ransom system would also be nice. Something like the new war dec mechanics. You can offer money to surrender in a war dec and the winner of the war can't redec you for a while. The same thing could be used on ransoms. Pirate pops up a ransom window and if the victim accepts the pirate can't lock them again for a period of time. That would prevent the griefers who don't honor ransoms from ruining things for professional pirates who actually want to make money.
Jackal's Bane
Caldari Provisions
Caldari State
#4 - 2012-04-28 19:31:30 UTC
Wolodymyr wrote:
I don't care if there is mercoxit out there. Nobody will mine in lowsec. A hulk will last about 5 minutes until some random battlecruiser wanders into the belts and one shots them.


Your point is well taken. I guess if you think about it, this is how it should be

High sec: low profit, high safety
Low sec: mediocre profit, medium safety
Null sec: high profit, low safety

Instead this is what we have

High sec: medium profit, high safety
Low sec: low profit, low safety
Null sec: high profit, low safety

In many ways, null sec is safer than low sec.

I think, however, if you made low sec profitable enough players would find a way to take advantage. Especially if you gave the deputies an edge (with the bubbling for example, or slightly higher bounties). You could have a corp of deputies escorting hulks, for example. An enterprising pirate corp could grind to -4.9, roll into the fleet in thoraxs, and the deputies would have to face the decision of preemptively ganking the thoraxs and reducing their own standing, or watching a hulk get suicided first :-)
Arduemont
Rotten Legion
#5 - 2012-04-29 10:57:11 UTC  |  Edited by: Arduemont
Compared to many of the ideas posted in this forum, this is well thought out. And for that, I am thankful. Im afraid though it still doesn't get my support.

I agree with the notion that PvP should be more profitable and that lowsec should be more useful. The reasons I dont support this particular idea is because;

- We already have too much ISK being generated from nothing. I would prefer to have it "transferred" instead of created.
- I always prefer to keep NPC mechanics out of the equation.
- I don't like the idea of arbitrarily calling some people pirates, and some people deputies. I would much prefer something more organic, and emergent.

Simpler changes make a bigger difference, especially with the freedom they afford. I think a fixed bounty system would go a little way to helping lowsec in the ways you propose. There has been a lot of discussion here about how to fix the bounty system.

Corbin Blair wrote:

This would need an ISK sink to balance it out. I think it would be better if the ship just dropped everything instead of half of it being destroyed.


^^ Simpler, and with fewer creases to iron out. Might be worth writing a proposal thread specifically for that idea. With prices as high as they are at the moment the economy would benefit from there being higher numbers of mods in total, and it would make PvP more profitable. The only immediate problem I see with that, is that suicide ganking in highsec would become ridiculously common.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Arduemont
Rotten Legion
#6 - 2012-04-29 10:59:16 UTC
Double post. My bad.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Rochak
Pator Tech School
Minmatar Republic
#7 - 2012-04-30 02:58:58 UTC  |  Edited by: Rochak
Having killed ships drop all the loot instead of destroying part of it will have uninteded consiquences. In EVE, every item/module has a descent chance of being destroyed in one way or another. That's what keeps them valuable. Making it more likely for modules to drop makes modules in general less valuable. If not because of a reduction in demand, but because of an increase in supply. I don't know what the long term affects would be, but CCP needs to keep them in mind if they make a change like that.

If you want people to go to Low Sec to make money, then you need to make enough money available there where low sec profit (isk income - ships lost) is greater than high sec profit. That number needs to be sufficiently higher such that the increase in cost after the pirates start building up to kill them, does not push the low sec profit below high sec again.

This all has to factor in the extra time required to be safe in low sec, the effort of getting fleets together to watch your back, or to give an extra share to your scout. All of those come together such that low sec would require a several times increase in the payout from available income (missions, bounties, mining, anomolies/signatures etc) before it became valuable.
Wolodymyr
Breaking Ambitions
#8 - 2012-04-30 20:45:24 UTC
Rochak wrote:
If you want people to go to Low Sec to make money, then you need to make enough money available there where low sec profit (isk income - ships lost) is greater than high sec profit. That number needs to be sufficiently higher such that the increase in cost after the pirates start building up to kill them, does not push the low sec profit below high sec again.

I have been going over these numbers a lot lately, and yes that's basically it.

As you live in progressively more dangerous space you should make progressively more profit per hour. Or rather it should take you less time to grind up enough cash to get what you want.

So if you were to say, "I am going to go ratting until I get enough to buy a drake" It should take longer in highsec than lowsec, and longer in lowsec than in nullsec.

Now as far as risk goes you always need to get more out of where you live than what you put into it. So if you buy a 100 mil battleship or mining barge or whatever, it needs to make you a little more than 100 mil back before it explodes.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Drake Draconis
Brutor Tribe
Minmatar Republic
#9 - 2012-04-30 21:47:29 UTC
Wolodymyr wrote:
Rochak wrote:
If you want people to go to Low Sec to make money, then you need to make enough money available there where low sec profit (isk income - ships lost) is greater than high sec profit. That number needs to be sufficiently higher such that the increase in cost after the pirates start building up to kill them, does not push the low sec profit below high sec again.

I have been going over these numbers a lot lately, and yes that's basically it.

As you live in progressively more dangerous space you should make progressively more profit per hour. Or rather it should take you less time to grind up enough cash to get what you want.

So if you were to say, "I am going to go ratting until I get enough to buy a drake" It should take longer in highsec than lowsec, and longer in lowsec than in nullsec.

Now as far as risk goes you always need to get more out of where you live than what you put into it. So if you buy a 100 mil battleship or mining barge or whatever, it needs to make you a little more than 100 mil back before it explodes.


You don't rat in high sec...you run missions.

Rat Bounties are a waste of time.

Your logic is a little bit flawed....but we get the point...low sec should be more profitable.

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Jack Carrigan
Order of the Shadow
#10 - 2012-05-01 00:45:43 UTC
Jackal's Bane wrote:
Wolodymyr wrote:
I don't care if there is mercoxit out there. Nobody will mine in lowsec. A hulk will last about 5 minutes until some random battlecruiser wanders into the belts and one shots them.


Your point is well taken. I guess if you think about it, this is how it should be

High sec: low profit, high safety
Low sec: mediocre profit, medium safety
Null sec: high profit, low safety

Instead this is what we have

High sec: high profit, high safety
Low sec: low profit, low safety
Null sec: high profit, low safety

In many ways, null sec is safer than low sec.

I think, however, if you made low sec profitable enough players would find a way to take advantage. Especially if you gave the deputies an edge (with the bubbling for example, or slightly higher bounties). You could have a corp of deputies escorting hulks, for example. An enterprising pirate corp could grind to -4.9, roll into the fleet in thoraxs, and the deputies would have to face the decision of preemptively ganking the thoraxs and reducing their own standing, or watching a hulk get suicided first :-)


Fixed that for you

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Jackal's Bane
Caldari Provisions
Caldari State
#11 - 2012-05-01 13:25:54 UTC
Arduemont wrote:

- We already have too much ISK being generated from nothing. I would prefer to have it "transferred" instead of created.
- I always prefer to keep NPC mechanics out of the equation.
- I don't like the idea of arbitrarily calling some people pirates, and some people deputies. I would much prefer something more organic, and emergent.


I agree with your last two points, but here there is a net loss of ISK. You could say that the net ISK loss per ship is more now than if this were implemented, but ideally the aggregate would be more by encouraging more destruction.