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CSM7 Summit Topic: Null Sec

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Author
Traidir
Hedion University
Amarr Empire
#41 - 2012-05-19 13:18:10 UTC
Scatim Helicon wrote:

Moonshifting has been discussed to death over and over again, its main effects are to discourage territorial conquest, make alliances put their members through endless cycles of boring time consuming moonscanning and POS logistics (which affects smaller entities more, since they don't have the manpower to share out the workload as widely), and bloat the mineral prices through continuous disruption of the supply chain.

And it still does effectively nothing to enable smaller entities to gain a slice of the tech pie (although it does give them the opportunity to get 100 superbloc dreads dropped on their moon mining operations within a day or two of them being set up).


First you say that it discourages conquest. Then you say people are going to get conquered. What I see there is a 100 dread superblock committing themselves to a location. Surely someone in a rival alliance would find that information valuable, especially if the reward is a shiny new Tech moon with no fortifications. A smaller entity could bank nicely by selling the information that their moon is suddenly producing Tech.... and not a soul would need to launch a scan probe.

POS logistics is (hopefully) about to get a lot simpler with Modular POSes. A "Save Fit" (or in this case, "Save Starbase Layout") button for example would work wonders for moving posses and getting your structures just the way you like them (or however they're going to work). A "transfer ownership" button might also be nice.

As for moon scanning.... that's an area of of the game that needs to be removed or improved anyway. If minerals are static then what's the point of moon scanning at all once everyone knows where everything is already?
Lord Zim
Gallente Federation
#42 - 2012-05-19 13:25:16 UTC
Traidir wrote:
First you say that it discourages conquest. Then you say people are going to get conquered. What I see there is a 100 dread superblock committing themselves to a location.

If CCP removed cynos, then moving around this "100 dread superblock" would be more pain.

Traidir wrote:
Surely someone in a rival alliance would find that information valuable, especially if the reward is a shiny new Tech moon with no fortifications. A smaller entity could bank nicely by selling the information that their moon is suddenly producing Tech.... and not a soul would need to launch a scan probe.

I hear the way to deal with a resource scarcity is to make it even harder to gather said resource, reliably.

Traidir wrote:
As for moon scanning.... that's an area of of the game that needs to be removed or improved anyway. If minerals are static then what's the point of moon scanning at all once everyone knows where everything is already?

I think planets are too static, let's have them randomly change which type they are, too.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Traidir
Hedion University
Amarr Empire
#43 - 2012-05-19 13:56:51 UTC
Lord Zim wrote:

I hear the way to deal with a resource scarcity is to make it even harder to gather said resource, reliably.


The problem isn't resource scarcity: the problem is that alliances have no reason to commit their assets to fight over them. The overall availability of the minerals doesn't have to change. Heck, with this system, the bottleneck could change with some other material replacing Tech as the most-sought-after-mineral in various months.

Lord Zim wrote:

I think planets are too static, let's have them randomly change which type they are, too.


I agree... planets are too static, they should actually turn and follow their orbits rather than sit there. As for changing their types, your analogy doesn't quite apply, because more than one entity can harvest a planet at a time. When they do, they interfere with each others' harvesting via the depletion layer. Again, this encourages movement and conflict which is precisely why moon minerals should move and/or deplete also.

If you're trying to make a plausibility argument as to why the minerals weren't found the first time. Tectonics can bring new minerals to the surface. Meteor storms/asteroid strikes can deposit foreign minerals. Nuclear decay can produce new elements. And finally, the notion that an entire moon could be scanned in an hour or less is fairly implausible in the first place: the initial scans could simply have missed it.
Lord Zim
Gallente Federation
#44 - 2012-05-19 14:12:40 UTC
Traidir wrote:
The problem isn't resource scarcity: the problem is that alliances have no reason to commit their assets to fight over them.

That's funny, why are there fights over them all the time?

Traidir wrote:
The overall availability of the minerals doesn't have to change. Heck, with this system, the bottleneck could change with some other material replacing Tech as the most-sought-after-mineral in various months.

So if we're seeing T2 prices rise now because tech isn't being released to the market quickly enough, what makes you think moving the tech moons around at random intervals will make this any less of a problem?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Traidir
Hedion University
Amarr Empire
#45 - 2012-05-19 15:37:46 UTC
Lord Zim wrote:
That's funny, why are there fights over them all the time?

I do see the point that static resources promote "king of the hill" conflicts, the problem is when the king builds the 20 foot wall with razor wire around the top of the hill that conflict tends to cease. Remember that we're trying to make more spaceships explode especially the big ones. So fortresses that people avoid attacking are bad. In real fortress warfare, you can exhaust your opponent through siege and burning the farms. If he's got the holy grail inside the fortress with him producing banquet after banquet, siege is just another word for "wasting your time": again, discouraging conflict.

With depletion, I'm not calling for a complete stop to production of rare minerals from the moons in question. Rather, the "premium" moons would eventually tapper off to lower levels while various others moons would fade in and out as the new "hot" spots.

This encourages folks to come out of their fortresses and put themselves at risk as they contend for the good moons. It also makes holding nearby strategic points even more important. Historically, forts weren't built on mines; they were built on the choke points and the overlooks that command the terrain. So holding terrain would still be critical.

Overall, this shifts the benefits of moons from being potentially passive (in the case where no-one attacks your fortifications) to being primarily active (as alliances must commit themselves to risk in order to profit).

Lord Zim wrote:
So if we're seeing T2 prices rise now because tech isn't being released to the market quickly enough, what makes you think moving the tech moons around at random intervals will make this any less of a problem?

I'm not sure why you think a mineral shortage is a problem. Assuming all the moons that can produce Tech are doing so and that it's going straight on the market, then there simply isn't enough Tech to combine all the minerals available on the market to complete all the production jobs in the tech 2 market. That means the "shortage" is by design. Any way you slice it, unless mineral distribution in the cluster is perfectly balanced against production demands, something is going to be the most rare mineral. If this really is a problem and the devs want to fix it, a dynamic system allows distribution of minerals to be tuned by devs through a depletion layer if they so desire. For the players, however, shifting minerals means shifting priorities, new opportunities, and new players in control of the mineral supplies. All of this translates into fluctuations in availability for all minerals which might result in some other mineral occasionally being the most expensive.

Lord Zim
Gallente Federation
#46 - 2012-05-19 15:56:55 UTC
Traidir wrote:
Lord Zim wrote:
That's funny, why are there fights over them all the time?

I do see the point that static resources promote "king of the hill" conflicts, the problem is when the king builds the 20 foot wall with razor wire around the top of the hill that conflict tends to cease.

Good thing fights are still happening over tech moons, eh?

Traidir wrote:
I'm not sure why you think a mineral shortage is a problem. Assuming all the moons that can produce Tech are doing so and that it's going straight on the market, then there simply isn't enough Tech to combine all the minerals available on the market to complete all the production jobs in the tech 2 market. That means the "shortage" is by design. Any way you slice it, unless mineral distribution in the cluster is perfectly balanced against production demands, something is going to be the most rare mineral.

This is more or less what I've been alluding to. Right now, people ***** and whine about tech because there's a resource scarcity compared to consumption. Moving tech around will just make that resource scarcity worse, because there'll be more downtime on the tech moons. In fact, it'll affect the availability of all moon goo.

But hey, if you want T2 to be more expensive, sure, let's go.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Malcanis
Vanishing Point.
The Initiative.
#47 - 2012-05-19 16:25:42 UTC
Wolodymyr wrote:
Spikeflach wrote:
From a game mechanics standpoint, its probably impossible to fix that issue.

Naw dude, just make it really easy to flip sov. Maybe not faction warfare easy, where you can take a system and then wake up the next day in someone else's space

Have you ever been called out on deployment by your masters in null before? Basically one big coalition calls up all their pets, "Hey dudes pack all your CTA stuff and move it to the other side of eve. You'll be staying there for a few weeks while you are shooting people we want you to shoot at."

This sort of thing used to happen in the middle ages all the time. Kings would call up all their dukes, and baron, and landed gentry and tell them all to arm all their peasants and send them off to war. Or on a larger scale the Pope would call a crusade and everyone would have to road trip to the middle east. The one drawback to doing this is that they would leave their crops unattended and their families unprotected. If rumors of anything nasty happening back at home came up people would start deserting and the nobility would call their armies back.

But in eve the week long station shoot timers make home defense something you can ignore for a while.



Exactly. Owning space should essentially require a presence in that space; leave and lose it.

It doesn't matter that "big alliances will kick out small independent corps" from Sov space, first becase there really aren't any independents, and secondly, "big alliances" can do this already with the greatest of ease. What matters is making it practical for the "small independents" to be able to take that space back when the big boys get bored and move on.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Shobon Welp
GoonFleet
Band of Brothers
#48 - 2012-05-19 16:44:53 UTC
Why are people arguing for stupid ways to change moon materials when CCP has already announced their intention to fix it with ring mining?
Traidir
Hedion University
Amarr Empire
#49 - 2012-05-19 17:00:11 UTC
Shobon Welp wrote:
Why are people arguing for stupid ways to change moon materials when CCP has already announced their intention to fix it with ring mining?

CCP said they "might" put "small amounts" of moon minerals in the rings. This sounds more like an incentive for ring mining than a change in the major tech 2 mineral supply.

The idea behind changing moons was to create more places and opportunities for conflict for resources and, thus, make more ships blow up.
Lord Zim
Gallente Federation
#50 - 2012-05-19 17:26:12 UTC
Traidir wrote:
The idea behind changing moons was to create more places and opportunities for conflict for resources and, thus, make more ships blow up.

Why not try to get CCP to make space much, much easier to take and to lose instead?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Dersen Lowery
The Scope
#51 - 2012-05-21 21:19:14 UTC  |  Edited by: Dersen Lowery
Just thinking aloud here, but:

Make customs offices into sov structures, and make sov a planet-by-planet, moon-by-moon affair. Remove the dedicated sov structures.

Since system sovereignty wouldn't be binary, you could have all kinds of in-system conflict; or, conversely, coalitions of small alliances could band together to hold sov in a single system. Once an alliance has every planet, they are granted a small, additional boon for system sov--perhaps, the ability to set a fee on the inbound gates, or gather intel on who's used them.

Since the biggest systems are more likely to have the most and the best resources, all else being equal, the potential locations for conflict increase with the potential gains.

As sov structures would be customs offices, get rid of the artificial restriction on non-alliance PI and instead offer the alternative of skimming profit from other, smaller alliances' efforts--or not, or the smaller alliance could try to bypass the poco and fire their cargo into space, and risk the wrath of the host alliance. The point being that there would be far more options than on/off, yes/no.

Add a (modest) bonus to the quality of a system based on the quality of adjacent systems, so that there's an incentive to bunch sov systems together, but not an active prohibition against holding a remote system if you're willing to take the time and effort to hold it.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Easthir Ravin
Easy Co.
#52 - 2012-05-21 22:24:43 UTC
Lord Zim wrote:
Xorv wrote:
Yes this is pretty critical (also applies to WH and Low Sec Space). Good Farms and Fields should be outside of NPC protection. That said there's a second elephant in this particular room, It's called Local Chat, and the automatic Intel and consequential safety it provides weakens any argument that Null should be getting way better Farms and Fields than High Sec.

Make local chat regional, and/or optional.

And let's not forget the third elephant in the room, which is rampant power projection and ease of logistics. In this regard, remove JBs and jumpdrives of all ships.



Greetings

There is nothing wrong with JB's and Jump drives, without them, almost every form of PVP would come down to gate camps. Not something this game needs more of.

vr
East

IN THE IMORTAL WORDS OF SOCRATES:  " I drank WHAT?!"

Gevlin
Pator Tech School
Minmatar Republic
#53 - 2012-05-22 01:15:33 UTC  |  Edited by: Gevlin
OUT POSTS
I would like to see out posts destroyable, in fact make outposts apart of the new POS system, where after a certain size certain Outpost Attributes become available and certain invulnerability come into play till a obligation is met.
This way building an out post will be a fight to slowly add to it, as the enemy destroys portions or delays construction of it. At a certain size it becomes not destroyable but conquerable and then can be dismantled.

Allow more than 1 outpost per system.

INFRATRUCTURE UPGRADES
I would like to see side grades to the Current Upgrades like a mining prospecting array that upgrade that only has empire based ore so that Miners can mine this ore in the safety of a hidden belt and mine in large quantities per asteroid so less cycle time is wasted from poping asteroids vs the easy to find.
Also allows miners to flip the belt to keep mining these common ores

NPC AI UPGRADE
Can we start seeing some advanced AI start appearing in Null sec anomolies and belts. Also Vary the AI a bit so we can see some newb mistakes being made by the odd AI. This would also help train players in PVP. This would make ambushing a little better as the fight becomes a 3 way unlike the typical NPC + Ambusher vs PVE player
Would be interesting to see a Hot dropping NPC Gang.
Life is meant to be interesting in Null sec. Not Mining Red X's Eve is Unfair. The NPC's need to be playing by the same rule book as the players. What would a Player think if an NPC lite a CYNO?
--> Or atleast start making some NPC encounters out side of incursions involving Smart AI..

ADD TRAVEL TIME TO JUMP, TITAN and BLACK OPS BRIDGES.
Instead of a Spool up timer for the cyno beacon have a flight distance through the Jump portal (1Light year =10 AU. So that Frigates and interceptors would arrive first and the Battle ships would arrive later and Freighter would arrive much later. Destroying the Cyno or titan would make a ship travelling though the jump bridge drop randomly at a system close to the route or randomly in the system its self.
This way a typical hot drop could close at hand if the jump distance is not far, but allow firgate to play an important role in a hot drop as they will be the first to arrive.
This may also be an option for cyno Jump Bridges. Allowing Smaller ships to be more useful. And time for small gangs to get distance from a larger blob.
This would also provide intel on how far away the titan is depending on the time the cyno get put up and the first ships land.

PASSIVE LOCALthat can be pinged.
Players in local do not appear unless a player Pings Local. Sorta like an Active Radar. A person entering system can target and right click to ping the gate at which moment he appears on everyone's local list and everyone in the system appears on his local. A Person not near a Gate can activate a module to Ping the Gate Remotely. Cycle Time 15 seconds if run continuously. Each time this module is activated the owner of the module appears on everyone's local and everyone in system appears in his local. Skill can be trained to reduce the cycle time of this module (10% per level) and more than 1 module can be fitted to a ship to lessen the time in between up updates.

This way people in system can ping the gates for Local via giving up an upper slot or visitor can ping the gates manually via right clicking them.
This system can not work in WH space as there are no gates to transmit Local the ping request to.

This will allow a scout to scan down the system with the hope of not being detected using probes or on board scanner while people in the system may can auto detect entry via auto repeat of Ping device. Which if max skilled may only give the visitor up to 7.5 seconds of un detection or less if the module is boosted by ship scanning rigs, Tech 2 Module or more than one module is alternating scan times.

At a latter time this system can be played with making ships that are specialized and may have a % chance of not showing up on a ping or show up as unidentified. Or modules that may increase or decrease the chance of identification. System upgrades can be put in place to increase or decrease the chances. Etc.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Frying Doom
#54 - 2012-05-22 10:23:45 UTC
In all Honesty Null Sec is as boring as hell.

You are either in a small group and will soon be obliterated by a blob, with a crap risk vs reward or you are in a large alliance, blue to most of those around you and holding more space than you can use.

The way I see of fixing this is to make people use each system, have a slide bar kind of like the incursion bar. Where the amount you do in a system increases its value better quantities of minerals, bounties, sites etc.. and failure to do a certain amount in the system degrades the system where over say a week it looses sovereignty. Link moon mining and the current structures requiring sovereignty to this.

This will prevent the current idling of vast sections of Null.

As to the level of conflict in Null at this time, I can see no way easy to increase conflict. If you were to say limit a resource and make it mobile they would once again just form a coalition and trade between each other. So the only real way is to make access for small groups easier by making Null less safe and harder to hold. As it stands Null is safer for large alliances than Hi-Sec is for anyone there.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Lord Zim
Gallente Federation
#55 - 2012-05-22 11:05:07 UTC
Frying Doom wrote:
The way I see of fixing this is to make people use each system, have a slide bar kind of like the incursion bar. Where the amount you do in a system increases its value better quantities of minerals, bounties, sites etc.. and failure to do a certain amount in the system degrades the system where over say a week it looses sovereignty.

I guess goonswarm's perfectly safe, then.

Frying Doom wrote:
Link moon mining and the current structures requiring sovereignty to this.

So lowsec and npc null moons are unmineable? Or lowsec moons are mineable only by FW people?

That's going to have interesting repercussions on moongoo prices etc.

Frying Doom wrote:
As to the level of conflict in Null at this time, I can see no way easy to increase conflict. If you were to say limit a resource and make it mobile they would once again just form a coalition and trade between each other. So the only real way is to make access for small groups easier by making Null less safe and harder to hold.

Yes. Make it much, much easier to take and lose a system, and you might even see wars being fought in multiple systems at the same time, instead of everything pouring into one system, ownzoning everything in that system in 10% tidi because we're looking at 1000+ in system, and effectively ceasing hostilities for another 24 hours as everyone stands down.

Frying Doom wrote:
As it stands Null is safer for large alliances than Hi-Sec is for anyone there.

Depends on what you mean by "safe".

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Frying Doom
#56 - 2012-05-22 12:03:47 UTC
Lord Zim wrote:
I guess goonswarm's perfectly safe, then.
Actually I have been through Goon systems a bit this year and have found alot of them empty, alot of the time.

Lord Zim wrote:
So lowsec and npc null moons are unmineable? Or lowsec moons are mineable only by FW people?
That's going to have interesting repercussions on moongoo prices etc.
Actually I think lo-sec is the one that is missing out the most (In relation to Risk vs. Reward), what I meant was that the way the moons are set up atm link the ability to moon mine in Null to Sov or the quantities minable.

Lord Zim wrote:
Yes. Make it much, much easier to take and lose a system, and you might even see wars being fought in multiple systems at the same time, instead of everything pouring into one system, ownzoning everything in that system in 10% tidi because we're looking at 1000+ in system, and effectively ceasing hostilities for another 24 hours as everyone stands down.
Would be nice to see less blob warfare and maybe even tie the Sov slide bar to PvP kills and losses as well.

Lord Zim wrote:
Frying Doom wrote:
As it stands Null is safer for large alliances than Hi-Sec is for anyone there.

Depends on what you mean by "safe".
Not safe but you are definitely safer in Null than in Hi-sec if your in one of the larger alliances.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Lord Zim
Gallente Federation
#57 - 2012-05-22 12:20:30 UTC
Frying Doom wrote:
Actually I have been through Goon systems a bit this year and have found alot of them empty, alot of the time.

Look at the indices. They tell more of a story than you running through a region at the wrong timezone and looking at the number of people logged in.

Frying Doom wrote:
Actually I think lo-sec is the one that is missing out the most (In relation to Risk vs. Reward), what I meant was that the way the moons are set up atm link the ability to moon mine in Null to Sov or the quantities minable.

You're going to have to explain that properly.

Frying Doom wrote:
Would be nice to see less blob warfare and maybe even tie the Sov slide bar to PvP kills and losses as well.

So make someone lose SOV by blueballing them?

Frying Doom wrote:
Not safe but you are definitely safer in Null than in Hi-sec if your in one of the larger alliances.

So I can undock and chill at any planet for half a day in any ship and expect to come back to it intact in nullsec, whereas I can't in hisec?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Frying Doom
#58 - 2012-05-22 13:23:38 UTC
Lord Zim wrote:
Frying Doom wrote:
Actually I have been through Goon systems a bit this year and have found alot of them empty, alot of the time.

Look at the indices. They tell more of a story than you running through a region at the wrong timezone and looking at the number of people logged in.
There is a lovely site called DOTLAN EveMaps have a look at it it covers a systems data for 48 hours, so no its not just a time zone thing.

Lord Zim wrote:

You're going to have to explain that properly.
Have the amount of activity in a system by the current Sov holder vary the amount they get from moon mining. As their activity Increases so does the the profitability, as they do less the money decreases.

Lord Zim wrote:

So make someone lose SOV by blueballing them?
Make people have to use space to keep it rather than just taking it via a blob and subsequently only loosing it to a bigger blob as it is now even if you havent used it in 3 months.

Lord Zim wrote:

So I can undock and chill at any planet for half a day in any ship and expect to come back to it intact in nullsec, whereas I can't in hisec?
In null sec you can kill everyone in a system and automatically know when someone not blue is there. In alliance you cant protect your self like that, there is no way to tell the wolves from the sheep till they kill and if it was a nice enough target you had sitting next to a planet for half a day in high sec, I would kill you myself.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Lord Zim
Gallente Federation
#59 - 2012-05-22 17:02:25 UTC
Frying Doom wrote:
There is a lovely site called DOTLAN EveMaps have a look at it it covers a systems data for 48 hours, so no its not just a time zone thing.

[...]

Have the amount of activity in a system by the current Sov holder vary the amount they get from moon mining. As their activity Increases so does the the profitability, as they do less the money decreases.

What would you define as "activity"?

Frying Doom wrote:
In null sec you can kill everyone in a system and automatically know when someone not blue is there. In alliance you cant protect your self like that, there is no way to tell the wolves from the sheep till they kill and if it was a nice enough target you had sitting next to a planet for half a day in high sec, I would kill you myself.

I've had chars popped in nullsec in velators while sitting at a planet for fun, and I've let a freighter full of PI goo sit at a planet overnight multiple times because I couldn't be arsed to log off. I've yet to lose one. vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Signal11th
#60 - 2012-05-22 22:08:42 UTC
Richard Desturned wrote:
Xorv wrote:
It's called Local Chat, and the automatic Intel and consequential safety it provides


This is completely untrue and saying that local is anything more than a part of a greater intel apparatus is an unfounded argument. Changing local without balancing other aspects of the game would break the game in favor of one niche playstyle which would become immensely overpowered.



No not really at all, local should be removed in 0.0. I agree with LZ it's free intel and completely misplaced in the lawless tough place called 0.0 (although it's actually a very safe place to be and very warm and cuddly because of things like "local")

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!