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New Dev Blog: Player-owned Customs Office

First post First post
Author
Bodega Cat
Expedition Spartica
#641 - 2011-10-18 23:17:55 UTC
Issler Dainze wrote:
The closest CCP has come to an idea that made low sec interesting agan was PI. I was actually finally getting some of our members interested in joining me in low sec again to see more isks from PI planets in the low sec near where we operate. For a smart induistrailst with a sneaky transport ship you could make some isks there. Not alot, but enough to make it worth dealing with folks that want to mount your corpse on their buffer panels.

Now CCP is going to show us what they clearly think.

rabble rabble rabble...

whine whine whine...

Issler


Come on man really, you just wasted a whole bunch of time not really posting anything constructive, just a total whine fest.

You clearly like doing what you are doing right now, post some ideas about how they can still preserve what you are doing by dipping your feet into low sec to do some PI but still having choke points that can be contested by entrepreneur that wants to play space over lord?

You are overly trivializing the problematic design philosophies of the desired goal here by just plain old calling CCP incompetant. Surely you've got some brilliant ideas.

Contribute.
Di Mulle
#642 - 2011-10-18 23:19:07 UTC  |  Edited by: Di Mulle
Just two random notes about rather underlying problems.

First, we just got one more screaming evidence that the whole corp roles thing needs to be seriously reworked and improved. We do not need ask corp director for permission each time we go into the toilet - and he may refuse while not being psychotic or smth, and rightly so, because that permission may include keys from the Fort Nox !

But that is a thing which CCP avoids with a passion for many years. Thus a thousandth time stepping into the same trap of piling new stuff onto a fundament which is crumbling for a long time already.


Second, even more fundamental. I just once more saw a disbalance in gameplay. Everything is directed into more and more need and encouraging for indies to work aside and in a cooperation with PVP-ers. And that is a very good thing.

The bad thing that PVP-ers, in general, do not need to work together with industrialists, and most often even don't want to. And in a current system they are right too !

Exceptions may be just things like CSAA's and strategic POS'es, like necessary evil.
<<Insert some waste of screen space here>>
Hans Uno
An Eye For An Eye
Phoebe Freeport Republic
#643 - 2011-10-18 23:26:24 UTC  |  Edited by: Hans Uno
Chicken Pizza wrote:
Yet another blob-able structure. Why not just make it a somewhat weaker structure that requires a subcapital fleet via, say, an acceleration gate or some other such method? I just can't see this as a feasible way to make PI more interesting. If anything, it will become more like playing SBU tag out in sov space. Who would want more of that?


I like this idea. While an acceleration gate might not "make sense," you could have the Customs Offices so close in orbit to a planet as to be unengageable by ultra-large ship classes (i.e. supers and titans).

For example, a ship class the size of a small planet would not likely be parked just outside the atmosphere and perhaps would need to stay further away from the planet to prevent unfortunate gravitational accidents. This does not prevent blobs, but does encourage sub-capital pvp in a way that "makes sense" (i think?).
AkJon Ferguson
JC Ferguson and Son Ltd
Ferguson Alliance
#644 - 2011-10-18 23:27:39 UTC
This idea doesn't suck.

GJ CCP.

Rees Noturana
Red Rock Mining Company
#645 - 2011-10-18 23:30:21 UTC
Issler Dainze wrote:
1. Increases risk while providing no increase in reward.
2. Creates yet another static target to shoot.
3. Fails on the economics almost immediately.
4. Doesn't make and sense from an RP perspective.
5. Assumes behavior not found in Eve (non-evil cooperation and partnering)
6. Increases the difficulty of the small organizations or solo players for no reason


1. There was very little risk and none in high sec. This is being corrected.

2. The other option is to remove the customs offices entirely and rely on improved rockets. Having a static point provides for a possibility of hostile player interaction. If there is a structure it needs to be destructible.

3. I agree. The costs for a customs office seems quite high compared to likely income. I'd like to see the cost of these structures reduced to allow for profits sooner considering they are such a visible target.

4. It makes more sense than magically appearing structures, especially in w-space.

5. Greed is good. As an industrialist I'd rather collect taxes that just attempt to starve people out. If they use 'my' planet I get money. If I build an offices then I'll have them open. The only problem is figuring out a tax rate that makes it worthwhile.

6. PI has been fairly easy ISK. Just read back for all the people that fund their accounts with it. II think it's too easy to fund accounts with in-game money in EVE which is eventually going to trash the economy, but I'm not an economist, so my opinion doesn't matter much on this point.

I think the main issue they need to balance is the cost of the structure and balance the alternative so that smugglers can rocket their products off planet. Maybe look at dropping commodities to colonies too but personally I'll be doing my advanced production in empire.

_ _

gnome proper
Republic University
Minmatar Republic
#646 - 2011-10-18 23:31:25 UTC  |  Edited by: gnome proper
Deviana Sevidon wrote:


1. They will run around and block other people and destroy their POCOs for the lulz, becaus they are bored and because they can, that is the main reason for almost anything in EVE and I can not see a reason why it should be different this time.



False.

At the alliance level, these will not be considered strategic objectives. They will be the cause/focus/center of skirmishes.

Quote:

2, Why take sovereignity in a low quality-dead end system with no useful moon stuff. Because they can take it and they don't want someone else to take it.


False.

Because they can.

Quote:

3. Because they need fuel for their own POS, but even if they don't, someone or something neutral = target = killmail


Bums do PI, rich foplords make you run around like cute little monkies.

Big smile
Abramul
Canadian Forces Corp
United 4 Nations
#647 - 2011-10-18 23:33:59 UTC
(Only read first 5 pages or so, so may be repeating someone. Still, bears saying)

As far as lowsec goes, I strongly suggest making customs offices:

A) Capturable instead of destructible
and
B) Open to anyone, with the option to charge higher rates (up to the new highsec ones) to neutral and reds
Further, make command center storage space increase with upgrades, to 5k m3 or so.

As it stands, there's a good chance large areas of lowsec will be impossible to run PI in.

Another possibility would be to have all (null/low) customs offices capturable only, and allow the owner to order a self-destruct sequence; without killmails, there would be a better chance of people leaving it up and hoping for a buck.
Reppyk
The Black Shell
#648 - 2011-10-18 23:35:23 UTC  |  Edited by: Reppyk
I like the whole idea.

Just 2 things :
- Do the same thing in 0.5/0.6 systems. That's where the standing tax will truely be used. "Hey I want to be +5 with you to access that custom office, to get your nice 4% tax, and i'll sent you blue too for our own storm planet".
It also adds something to shoot in Empire.
For the moment (using an EHP meter) :
barges < missionners < pvp ship < GSC < research pos < large dickstar.
So, when they are all hiding in a station, I can shoot... Cans (who cares ? not even the miners) and POS. I would like to shoot their custom offices. The perfect job for a small-scale merc corp.
The "little guy" can play in 0.7/0.8/0.9/1.0, or find out which corps already claimed some offices in 0.5/0.6 with a "neutral standing" low tax.

And about the EHP of the custom offices.
I'll take a 00 gang. 25 ships, but only 20 can shoot (others are logis/falcons/inties/more falcons/Joe who forget his ammos/you always want more falcons). I would say that the average dps of a bc ship is 500 dps. If you're doing a roam to disturb enemy's PI, you dont want to sit on one for more like 6mn.
Result = 3m6 EHP.
In 30mn, you could put into reinforcement 5 planets (a whole system), which sounds great as a small-scale goal for a medium roam.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Ramman K'arojic
Lone Star Warriors
Brave Collective
#649 - 2011-10-18 23:37:32 UTC
CCP Omen wrote:
[

Poor you with so many planets! Blink
There should absolutely be a notification of some sort.


Its your limitation of 1 installation per planet. No longer such a bright idea (in low/null/w-h) when you consider this change.

If I am a member of a corp and want 6 planets my corp/alliance must have 6 planets or I need to have standings with 6 other corps. Then have to manage more relationships; this is going to make moving corps around harder .


So some quick questions:

Can you sell a set up installation ?
Can you dismantlement an installation (pack it up and move it) ?
Breaker77
Reclamation Industries
#650 - 2011-10-18 23:37:52 UTC
Amro One wrote:

Thank you CCP for Buffing War Dec'ing options.


Since when do you need a wardec to shoot anything in lowsec/0.0/WH space?

Quote:
P.S. - Will all you illiterate player read the damn blog at least 5 times before making comments. As CCP CLEARLY, yes CLEARLY, says everything you need to know.


Perhaps you should read the damn blog at least 5 times before making comments. As CCP CLEARLY, yes CLEARLY, says everything you need to know. (hint: Not in higsec space where wardecs are needed).

Liquidus Lamnia
Science and Trade Institute
Caldari State
#651 - 2011-10-18 23:38:29 UTC
Demon View wrote:
Liquidus Lamnia wrote:
4) Using FW and Incursion LP for BPC purchase prevents characters with less than 18 months of experience from earning them (ability to fly Macherial/Nightmare/High-End BS),


Uh, no. They're 3000 LP for FW. I can make more than that with one trip in a T1 frig doing L1 militia missions.


Can't do FW missions while part of an Alliance I believe. And I'm a Trader, so even faction standings is important and FW is counter-productive for that.
Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#652 - 2011-10-18 23:39:12 UTC
Bodega Cat wrote:
Issler Dainze wrote:
The closest CCP has come to an idea that made low sec interesting agan was PI. I was actually finally getting some of our members interested in joining me in low sec again to see more isks from PI planets in the low sec near where we operate. For a smart induistrailst with a sneaky transport ship you could make some isks there. Not alot, but enough to make it worth dealing with folks that want to mount your corpse on their buffer panels.

Now CCP is going to show us what they clearly think.

rabble rabble rabble...

whine whine whine...

Issler


Come on man really, you just wasted a whole bunch of time not really posting anything constructive, just a total whine fest.

You clearly like doing what you are doing right now, post some ideas about how they can still preserve what you are doing by dipping your feet into low sec to do some PI but still having choke points that can be contested by entrepreneur that wants to play space over lord?

You are overly trivializing the problematic design philosophies of the desired goal here by just plain old calling CCP incompetant. Surely you've got some brilliant ideas.

Contribute.



I did offer specific suggestions in a seperate post immediately after. Feel free to comment on those.

Issler
Chicken Pizza
One-man Armada
#653 - 2011-10-18 23:46:07 UTC
Hans Uno wrote:
Chicken Pizza wrote:
Yet another blob-able structure. Why not just make it a somewhat weaker structure that requires a subcapital fleet via, say, an acceleration gate or some other such method? I just can't see this as a feasible way to make PI more interesting. If anything, it will become more like playing SBU tag out in sov space. Who would want more of that?


I like this idea. While an acceleration gate might not "make sense," you could have the Customs Offices so close in orbit to a planet as to be unengageable by ultra-large ship classes (i.e. supers and titans).

For example, a ship class the size of a small planet would not likely be parked just outside the atmosphere and perhaps would need to stay further away from the planet to prevent unfortunate gravitational accidents. This does not prevent blobs, but does encourage sub-capital pvp in a way that "makes sense" (i think?).



Well quite frankly, the ability to do anything akin to claiming sov in a system without actually being able to do just that, doesn't really "make sense". So really, I don't think it should need to at this point. It doesn't make sense that empire space is empire space and yet we can take over customs offices, so I don't see anything wrong with an acceleration gate. Plus, that would make it much easier to defend, because then the defender actually has a strategic advantage vs. the attacker as opposed to a straight warp to the POCO, which, as I addressed earlier, will place the defenders at a disadvantage since they will go GCC if they attack first.
The Apostle
Doomheim
#654 - 2011-10-18 23:53:04 UTC  |  Edited by: The Apostle
Dradius Calvantia wrote:
I see this as an excellent opportunity as an objective for smaller gang, hit and run tactics. If the hit points are balanced right, it will allow small fleets to significantly impact a SOV holding alliance over time, by continuously impacting their POS fuel production and starving the enemy POSes to death instead of blobbing them.


If the CO stopped producing under reo yes.

But it's been said they'll keep working even while reinforced so you can't strangle supply until it's actually dead. No small gang is gonna be able to do that.

It'll just mean hours of repping for some overworked and underpaid logi pilots.

Which begs the question. Why not stop CO useability when in reo so small gangs CAN bring alliance production to scary heights (or lows)?

[i]Take an aspirin. If pain persists consult your local priest. WTB: An Austrian kangaroo![/i]

Celeste DiTaken
Void Engineers
#655 - 2011-10-18 23:54:55 UTC
After reading several pages of comments I did not see any questions regarding this statement, apologies if it has been addressed:

Quote:
Customs Offices in all Low Sec, 0.0 and Wormhole systems will be decommissioned and removed.


When? How? All at once?

At first I was worried everyone outside Empire would be cut off from thier planets but I caught that you can still launch your own cans. That does bring up a more interesting (and reasonable) point though. With Command Centers and Spaceports scattered all over the planets surface, is there anyway to break up where cans launch to in space? It could put a hole tax dodge/smuggling spin on PI if you could drop in and get cans off-grid from the Customs office. Of course your structures are obvious on the surface (presumably vulnerable to DUST players... later) and you'd have to be uncloaked at one or more times to make a successful pickup so a diligent Planetary Authority could go about protecting it's 'borders'.

Also, where are you going to put Customs Offices contents if they are not empty at time of removal? Customs Offices are already much larger than the lone Spaceport most of us use and most Spaceports are busy filling up with outputs anyway, can't really force Customs contents back on the planet.


Chicken Pizza
One-man Armada
#656 - 2011-10-18 23:58:01 UTC
Celeste DiTaken wrote:
After reading several pages of comments I did not see any questions regarding this statement, apologies if it has been addressed:

Quote:
Customs Offices in all Low Sec, 0.0 and Wormhole systems will be decommissioned and removed.


Also, where are you going to put Customs Offices contents if they are not empty at time of removal? Customs Offices are already much larger than the lone Spaceport most of us use and most Spaceports are busy filling up with outputs anyway, can't really force Customs contents back on the planet.




CCP Omen said that they would be deposited into a station hangar, though it wasn't specified which.
Hiram Alexander
State Reprisal
#657 - 2011-10-19 00:04:23 UTC
This thread reeks of cowardice.

I'm almost stunned at the number of people butt hurt that their days of losec 'risk' are over, and that they're giving up PI altogether. Aww, the poor munchkins... Let's assess the 'risk' you've so far invested.

1. Pop cloaky scout into system... Gate is clear, local's quiet?
2. Pop hauler in, grab stuff and warp out.

I'm in awe. Okay, I'm not...

Well, cowards, the good news is - prices are likely to go so damned high after this change, that keeping your PI in hisec will soon net you more Isk than you ever made in losec before... with zero risk. (gosh) -- of course, you'd be making even more still -- if you kept on producing in losec, but... the imaginary monsters in the cupboard are too scary.

You remind me of the people who're afraid of AFK players.

And as for those few of my fellow WH dwellers who think that they should be somehow exempt from the system. Ahahahahahaha... Priceless.

I know only too well how much Isk we make in WH's from PI, and having that Isk faucet suddenly become vulnerable to attack adds a whole new dimension to the mix --- And just on the off-chance that someone's reading this thinking "It's pointless though, because holes only stay open for a limited time, so attackers won't be able to finish the job" - please leave WH space and don't come back, you're not ready... People will keep cloaky alts in your system for days and weeks if needs be. If one of my friends reinforces your CO, and the hole closes, you can pretty safely bet they'll be back later to finish the job.

If you live in a WH with a Hisec static, and don't think there's any point in taxing your exports because you're the only corp using the planet...... Don't be so stupid. I almost guarantee you've got ninja's in there outside of your TZ. Put the tax up, to 15% and you'll soon find out.

I don't think the proposed system is perfect yet, and I doubt it will be, but it's a firm step in the right direction.

My 2 cents.
Mikron Alexarr
New Age Solutions
#658 - 2011-10-19 00:04:55 UTC
Zoe Alarhun wrote:
I like the changes. Become friends with local pirate corp. They don't blow you up and escort you if needed. You do PI in low sec and get out. A small fee per month covers that expense. New friends, New interaction and maby even some hair raising last minute runs out as your pirate friends jam/destroy aggressors while you get your squishy indi ship out.

I like.


^ go to low sec and make friends with the pirates. I have some friends that would love to meet your most expensive ship.

-.-
Unforgiven Storm
Eternity INC.
Goonswarm Federation
#659 - 2011-10-19 00:06:28 UTC  |  Edited by: Unforgiven Storm
As any change, there is a uncertainty factor here. We just don't know what will happen.
So stop crying and make a constructive review of this change. Point some of the obvious flaws and give possible solutions to solve them.

For good or worse, this is here to stay so lets help the devs to improve it, for our sake.

--

My opinion is that there must be a difference on how the custom offices should work in 0.0 from 0.0 NPC/low sec from wormholes., because we have 3 very distinct different areas with different issues that need different approach.

0.0

- In here we have big alliances; we want to promote small warfare; we want to avoid having more structures with big HP to kill, specially when we change sovereignty; so...

- make the CO only deployable by a corp that belongs to the alliance that has the system sov and make them transferable between corps of that alliance only -> [sov matters]
- system sov must be level 3 or higher before someone can anchor one CO -> [sov matters / sov needs to be kept and defended before you can make money from it]
- If system changes sov, all COs will change owner also (to the sov corp holder) [avoid structure shooting]
- If the system looses sov, all COs shutdown -> [obvious]
- All COs in 0.0 should deactivate at 95%, not 75% so a small gank can do some damage in ~5 to 10 minutes -> [small gangs have something to burn]
- Once deactivated the CO will remain in that state for at least 16 hours and should not activate even if someone goes there and rep it. -> [That should be the penalty for not coming out to defend it]
- The CO should rep it self x10 times faster than normal once the 16 hours period goes by and if shield is above 75% -> [ avoid the griding of daily reps after a small gang does some damage]
- If the CO comes out of reinforcement and while shield is below 75% CO is deactivated and shield goes up at normal pace -> [defend it and rep it from big fleets damage]

low sec / 0.0 npc

- In here we have small corps, very few alliances; big alliances like to come to grief small corps; capacity of defense of small corps is limited; sovereignty is NPC!

- Here the CO only should deactivate below 50% -> [the enemy wants to disable it or reinforcement it, bring a fleet, avoid greffing by big alliances, since nobody will form up a 100+ men fleet to go to low sec to shoot a CO]
- Access to the CO's should be according with the sov owner standings and not the corp standings -> [the sov is NPC, all planets belong to NPC so only NPC standings should define access, nobody should be denied access to the CO's, the only thing the owner can do is set the taxes and that is it]
- COs should be allowed to be exchanged by contract between 2 corps, If my corp wants to depart I should be allowed to sell my COs to other corps -> [more isk opportunities]

wormholes

- everything I said about low sec / 0.0 npc applies here but deactivation should be normal -> 75%
- also the sov is of nobody, access to the CO's should be universal, nobody should be denied access to the CO's, the only thing the owner can do is set the taxes and that is it -> [avoid small corps being cut out by bigger ones that dominates the wormhole]

---

More questions:

What happens if someone anchors a CO and never upgrades it, ever? do we have to go through the process of killing it before I can put mine in? is possible to create a mechanics were if the CO is not upgaded in 7 days, concord "removes it"?

What happens to CO's of corps that close?


Also a problem, I just make some accounting and each CO should cost ~100M! 100M investment in 0.0 by a big alliance is nothing, for small corps in low sec is very expensive, having in account they have to put up 5 or 6, please review this, make different versions depending of the location they will be anchored with prices that reflect this problem and help solve it, for example, a small ~25M for low sec, a medium 50M for worm and large ones 100M for 0.0, just an idea, no pressure...

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Hans Uno
An Eye For An Eye
Phoebe Freeport Republic
#660 - 2011-10-19 00:13:20 UTC
Chicken Pizza wrote:
Hans Uno wrote:
Chicken Pizza wrote:
Yet another blob-able structure. Why not just make it a somewhat weaker structure that requires a subcapital fleet via, say, an acceleration gate or some other such method? I just can't see this as a feasible way to make PI more interesting. If anything, it will become more like playing SBU tag out in sov space. Who would want more of that?


I like this idea. While an acceleration gate might not "make sense," you could have the Customs Offices so close in orbit to a planet as to be unengageable by ultra-large ship classes (i.e. supers and titans).

For example, a ship class the size of a small planet would not likely be parked just outside the atmosphere and perhaps would need to stay further away from the planet to prevent unfortunate gravitational accidents. This does not prevent blobs, but does encourage sub-capital pvp in a way that "makes sense" (i think?).



Well quite frankly, the ability to do anything akin to claiming sov in a system without actually being able to do just that, doesn't really "make sense". So really, I don't think it should need to at this point. It doesn't make sense that empire space is empire space and yet we can take over customs offices, so I don't see anything wrong with an acceleration gate. Plus, that would make it much easier to defend, because then the defender actually has a strategic advantage vs. the attacker as opposed to a straight warp to the POCO, which, as I addressed earlier, will place the defenders at a disadvantage since they will go GCC if they attack first.



I apologize, I was focused on the "encouraging sub-cap pvp" element of the acceleration gate idea. I'd be interested to know how the GCC works when the attackers return the next day to finish the job? Do the defenders have to wait on the attackers to aggress in low-sec to avoid taking GCC themselves and a standings hit? (I am admittedly unfamiliar with GCC and low-sec mechanics).

It might possibly be more interesting if upon attacking a Customs Office in low-sec the defender gained "kill rights" on the attacker.