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Why is there no way for us to attack supply lines in eve?

First post
Author
Malcanis
Vanishing Point.
The Initiative.
#221 - 2013-05-30 12:03:42 UTC
Adeh Gamalar wrote:
Gustaf Heleneto wrote:

"But 0.0ers can build the stuff they need!"

Not really. This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.



I hear this a lot but the conversation always seems to be about outpost build slots. A single large tower can spit out a huge number of ships every week and there are lots of moons in null. Why not just manufacture at a POS?


Because using POS is

(1) Horrible horrible horrible and that's not going to change any time soon

(2) Expensive, and that's going to change to even more expensive soon

(3) Even more risky than operating in a conquerable station

If you want nullsec manufacturing to operate out of POS, then hi-sec manufacturing would have to be nerfed with atomic napalm to be balanced with it. I prefer a solution that is less punitive to either.

0.0 Outposts exist. Why shouldn't they be at least upgradeable to match the good hi-sec stations?

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#222 - 2013-05-30 12:13:16 UTC
Jowen Datloran wrote:
Meh, if only this thread, about changes that are comming soon to Eve-O and people appear generally rather upset about, would get a fraction of the CSM attention as this one is getting, everything would be great.

I mean, nerfs to null sec logistics are not on any official CCP plan. Or maybe they are.


Ali and Chitsa are leading the CSM conversation with CCP in the probing/exploration changes. Not all of us have to be involved experts on every topic

If you don't think that nullsec isn't going to be a major discussion topic with CCP this year, then I have good news for you: it is.

Prior to that discussion starting, I am interested in explaining and discussing the viewpoints that we'll be bringing to CCP. That a vibrant, player-centric (as opposed to structure-centric) active and diverse 0.0 is essential to the future of EVE.

Trashing the nullsec logistics supplyline before that goal is acheived because some people who don't live in 0.0 are ~mad that 6 billion ISK jump freighters are generally flown cautiously and their pilots avoid losing their ships to the best of their ability will not advance that goal in any way.

After the goal is achieved, it will become a moot point, because the level of traffic between 0.0 and hi-sec will fall dramatically, and the traffic between and within various parts of 0.0 will likewise increase.

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#223 - 2013-05-30 12:16:25 UTC
Darth Kilth wrote:
A lot of people in this topic should really read this article.


"It's hard to make a man understand something when his livelihood depends on not understanding it"

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

Grath Telkin, 11.10.2016

Adeh Gamalar
State Protectorate
Caldari State
#224 - 2013-05-30 12:16:26 UTC
Malcanis wrote:
Adeh Gamalar wrote:
Gustaf Heleneto wrote:

"But 0.0ers can build the stuff they need!"

Not really. This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.



I hear this a lot but the conversation always seems to be about outpost build slots. A single large tower can spit out a huge number of ships every week and there are lots of moons in null. Why not just manufacture at a POS?


Because using POS is

(1) Horrible horrible horrible and that's not going to change any time soon

(2) Expensive, and that's going to change to even more expensive soon

(3) Even more risky than operating in a conquerable station

If you want nullsec manufacturing to operate out of POS, then hi-sec manufacturing would have to be nerfed with atomic napalm to be balanced with it. I prefer a solution that is less punitive to either.

0.0 Outposts exist. Why shouldn't they be at least upgradeable to match the good hi-sec stations?


Sure, upgrade the outposts - there is no good reason not to. But don't claim that null can't support itself when what you mean is that it actually can but nullsec players are just a little too lazy to deal with CCP's horrible POS mechanics. And let's face it, your points 2 and 3 are not very compelling. The risk is absolutely minimal unless you throw POSes up on the front lines of a conflict and the cost is entirely trivial if a POS is being used efficiently at its full capacity.
Jenn aSide
Worthless Carebears
The Initiative.
#225 - 2013-05-30 12:27:05 UTC  |  Edited by: Jenn aSide
Adeh Gamalar wrote:
Malcanis wrote:
Adeh Gamalar wrote:
Gustaf Heleneto wrote:

"But 0.0ers can build the stuff they need!"

Not really. This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.



I hear this a lot but the conversation always seems to be about outpost build slots. A single large tower can spit out a huge number of ships every week and there are lots of moons in null. Why not just manufacture at a POS?


Because using POS is

(1) Horrible horrible horrible and that's not going to change any time soon

(2) Expensive, and that's going to change to even more expensive soon

(3) Even more risky than operating in a conquerable station

If you want nullsec manufacturing to operate out of POS, then hi-sec manufacturing would have to be nerfed with atomic napalm to be balanced with it. I prefer a solution that is less punitive to either.

0.0 Outposts exist. Why shouldn't they be at least upgradeable to match the good hi-sec stations?


Sure, upgrade the outposts - there is no good reason not to. But don't claim that null can't support itself when what you mean is that it actually can but nullsec players are just a little too lazy to deal with CCP's horrible POS mechanics. And let's face it, your points 2 and 3 are not very compelling. The risk is absolutely minimal unless you throw POSes up on the front lines of a conflict and the cost is entirely trivial if a POS is being used efficiently at its full capacity.


Underlined the important (and insane) part. You do know that POSs can and frequently are attacked, all the time, right?

So how foolish would it be to spend TRILLIONS on something that can be easily wiped away in short order when you can do the same thing in high sec FOR.FREE. and just ship it out? Show me ONE person that stupid and i'll show you a guy who is a millionaire (only because he used to be a BILLIONAIRE before he did stupid things).

What you said is literally the same as saying "why didn't that soldier use a paper clip to kill the enemy, why did he use the assault rifle he was issued, he must be lazy".....

I must be so lazy, a bought a hamburger from McDonald yesterday instead of going hunting for a stray cow that I would have then have to slaughter, clean, cut up and cook....
Adeh Gamalar
State Protectorate
Caldari State
#226 - 2013-05-30 12:32:30 UTC  |  Edited by: Adeh Gamalar
Jenn aSide wrote:


Underlined the important (and insane) part. You do know that POSs can and frequently are attacked, all the time, right?

So how foolish would it be to spend TRILLIONS on something that can be easily wiped away in short order when you can do the same thing in high sec FOR.FREE. and just ship it out? Show me ONE person that stupid and i'll show you a guy who is a millionaire (only because he used to be a BILLIONAIRE before he did stupid things).



That's not an argument for keeping easy logistics to high-sec, though. Quite the opposite. What you are identifying is a consequence of those easy logistics. I agree with you that it would be silly to build in null when it is so easy to build in high and ship it to null but what that tells us is that it is the easy logistics that are undermining the point of building in null. It doesn't tell us that null couldn't be self-sufficient if the pipeline was cut off.

Quote:

What you said is literally the same as saying "why didn't that soldier use a paper clip to kill the enemy, why did he use the assault rifle he was issued, he must be lazy".....



Not really.
Gustaf Heleneto
Deep Core Mining Inc.
Caldari State
#227 - 2013-05-30 12:48:45 UTC
Adeh Gamalar wrote:
Malcanis wrote:
Adeh Gamalar wrote:
Gustaf Heleneto wrote:

"But 0.0ers can build the stuff they need!"

Not really. This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.



I hear this a lot but the conversation always seems to be about outpost build slots. A single large tower can spit out a huge number of ships every week and there are lots of moons in null. Why not just manufacture at a POS?


Because using POS is

(1) Horrible horrible horrible and that's not going to change any time soon

(2) Expensive, and that's going to change to even more expensive soon

(3) Even more risky than operating in a conquerable station

If you want nullsec manufacturing to operate out of POS, then hi-sec manufacturing would have to be nerfed with atomic napalm to be balanced with it. I prefer a solution that is less punitive to either.

0.0 Outposts exist. Why shouldn't they be at least upgradeable to match the good hi-sec stations?


Sure, upgrade the outposts - there is no good reason not to. But don't claim that null can't support itself when what you mean is that it actually can but nullsec players are just a little too lazy to deal with CCP's horrible POS mechanics. And let's face it, your points 2 and 3 are not very compelling. The risk is absolutely minimal unless you throw POSes up on the front lines of a conflict and the cost is entirely trivial if a POS is being used efficiently at its full capacity.


And the same was true BEFORE jump capable ships. But people STILL manufacture in high and shipped to null. Another obstacle for pos manufacturing is organizational. Roles are a mess and there really isn't a good way to allow people to manufacture in POSes without adding risk of corporate theft. Add to that the hassle of transporting materials from your home station to refine at the refinery 3 jumps away and then back to the POS for manufacturing, when a single station in high sec can do it all and more...on top of the fact that you have to keep it secure and refuel constantly. A large POS costs 400millons every month to fuel. You can manufacturer he same amount of stuff a large pos pumps out at a high sec station for line fees and jump fuel and you won't spend 400mil a month. It's just the smart choice right now. Less risk, less hassle, higher efficiency.
Jenn aSide
Worthless Carebears
The Initiative.
#228 - 2013-05-30 12:51:41 UTC
Adeh Gamalar wrote:
[
That's not an argument for keeping easy logistics to high-sec, though. Quite the opposite. What you are identifying is a consequence of those easy logistics. I agree with you that it would be silly to build in null when it is so easy to build in high and ship it to null but what that tells us is that it is the easy logistics that are undermining the point of building in null. It doesn't tell us that null couldn't be self-sufficient if the pipeline was cut off.


This is why I tell people to consider human nature. You are looking at the issue backwards.

Changing the logistics doesn't make null industry any less crappy or risky. Nerf logistics and people can STILL wipe you null POS industry out, leaving you with only that which you can do in stations, which themselves are at least conquerable if not destroyable. End result is few to no people building stuff in null in any volume (as it is now) AND the industrialists in high sec have no way to access the null market that everyone is living off of now. Consequences of that could include less pvp in null as it becomes too expensive and what pvp is down is with less expensive ships.

You'd literally through a giant monkey wrench into the EVE economy and have the exact opposite effect of what you want to. It just doesn't work.

The currently too easy/safe logistics and power projection in EVE is (again) a necessary Evil that at least keeps the wheels of the economy churning (ie null sec pvp groups can at least still throw ships at each other). It CAN be changed, but the wrong changes to a delicate and complex system influence by human nature could mean absolute disaster.
Jenn aSide
Worthless Carebears
The Initiative.
#229 - 2013-05-30 12:57:24 UTC
Gustaf Heleneto wrote:

And the same was true BEFORE jump capable ships. But people STILL manufacture in high and shipped to null. Another obstacle for pos manufacturing is organizational. Roles are a mess and there really isn't a good way to allow people to manufacture in POSes without adding risk of corporate theft. Add to that the hassle of transporting materials from your home station to refine at the refinery 3 jumps away and then back to the POS for manufacturing, when a single station in high sec can do it all and more...on top of the fact that you have to keep it secure and refuel constantly. A large POS costs 400millons every month to fuel. You can manufacturer he same amount of stuff a large pos pumps out at a high sec station for line fees and jump fuel and you won't spend 400mil a month. It's just the smart choice right now. Less risk, less hassle, higher efficiency.


+1

The underlined is the clearest indication that jump capability didn't cause the problem. It did amplify it in ways, but it wasn't the cause. You don't cure a patient by treating his symptoms. I learned that from watching House (lol).

The rest of this post illustrates the intertwined/entangled mess the situation is. Yea, it all sounds very easy to say "just nerf logistics/power projection and the problem is solved" but that's just not true, simple fixes don't fix complex problems. I know some people wish they could, but it just doesn't work that way.


Malcanis
Vanishing Point.
The Initiative.
#230 - 2013-05-30 13:00:18 UTC
Adeh Gamalar wrote:
Malcanis wrote:
Adeh Gamalar wrote:
Gustaf Heleneto wrote:

"But 0.0ers can build the stuff they need!"

Not really. This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.



I hear this a lot but the conversation always seems to be about outpost build slots. A single large tower can spit out a huge number of ships every week and there are lots of moons in null. Why not just manufacture at a POS?


Because using POS is

(1) Horrible horrible horrible and that's not going to change any time soon

(2) Expensive, and that's going to change to even more expensive soon

(3) Even more risky than operating in a conquerable station

If you want nullsec manufacturing to operate out of POS, then hi-sec manufacturing would have to be nerfed with atomic napalm to be balanced with it. I prefer a solution that is less punitive to either.

0.0 Outposts exist. Why shouldn't they be at least upgradeable to match the good hi-sec stations?


Sure, upgrade the outposts - there is no good reason not to. But don't claim that null can't support itself when what you mean is that it actually can but nullsec players are just a little too lazy to deal with CCP's horrible POS mechanics. And let's face it, your points 2 and 3 are not very compelling. The risk is absolutely minimal unless you throw POSes up on the front lines of a conflict and the cost is entirely trivial if a POS is being used efficiently at its full capacity.


It's a ridiculous 'solution'.

OK I'll change the line to "Nullsec can't support itself with products that would have a TPC of less than 2 or 3 times what they cost in hi-sec".

If you think it's likely that players - you know, the average grunts who don't have 10 personal R64s and a Titan collection - will stay in a nullsec where they're forced to buy battleship hulls at 600 mill a pop when their income is barely higher than it would be in hi-sec, then I'd be delighted to hear your explaination of why you think that is.

Let's reverse the situation: suppose I take a proposal to CCP that all production and research slots be removed from NPC stations. After all, it's possible for people in empire to build what they need in POS, right? Would you call people objecting to the change "lazy" as well?

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

Grath Telkin, 11.10.2016

Adeh Gamalar
State Protectorate
Caldari State
#231 - 2013-05-30 13:04:54 UTC


Quote:

Another obstacle for pos manufacturing is organizational. Roles are a mess and there really isn't a good way to allow people to manufacture in POSes without adding risk of corporate theft.


Risk?! Theft?! In my eve? Surely not! Blink


Quote:

Add to that the hassle of transporting materials from your home station to refine at the refinery 3 jumps away and then back to the POS for manufacturing, when a single station in high sec can do it all and more...on top of the fact that you have to keep it secure and refuel constantly. A large POS costs 400millons every month to fuel. You can manufacturer he same amount of stuff a large pos pumps out at a high sec station for line fees and jump fuel and you won't spend 400mil a month. It's just the smart choice right now. Less risk, less hassle, higher efficiency.


I agree with all of that. It does make more sense to manufacture in highsec with the current system.

Which brings us to ...


Gustaf Heleneto wrote:

And the same was true BEFORE jump capable ships. But people STILL manufacture in high and shipped to null.


I'm not sure this is entirely representative (didn't POSes used to be far less useful at that time?) but even if it is it just goes to show that null does not rely on easy logistics to highsec.

Basically, my point is that if null can already be self-sufficient, and it can, it doesn't need the highsec link. It just wants it because it makes life easier. And if people will still ship stuff to null (which I suspect they wouldn't if compression was removed along with an easy pipeline) without easy logistics then great - danger, conflict and player interaction will abound.
Malcanis
Vanishing Point.
The Initiative.
#232 - 2013-05-30 13:10:32 UTC
Adeh Gamalar wrote:



Basically, my point is that if null can already be self-sufficient, and it can, it doesn't need the highsec link. It just wants it because it makes life easier. And if people will still ship stuff to null (which I suspect they wouldn't if compression was removed along with an easy pipeline) without easy logistics then great - danger, conflict and player interaction will abound.


And again, exactly the same argument applies to Empire. So would you advocate removing all slots from NPC stations?

Because if not, it seems like you're saying that it's fine for 0.0 manufacturers to operate under appalling comparitive disadvantages and you want NPC space to have every possible advantage.

Why would anyone make anything in Sov 0.0 under your program? Why would anyone even live there?

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#233 - 2013-05-30 13:20:31 UTC
"Those guys flying the 10 DPS cruiser B should just fight harder. If they whine for CCP to make their cruiser have 295 DPS like Cruiser A, they're just being lazy because they don't want to deal with a 97% disadvantage. I can see why they''d want CCP to increase their damage by 2900% but the fact is that if enough of them got together and worked really hard they could spend 30 man hours to do something that a single guy flying Cruiser B could do in 1"

Convincing?

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

Grath Telkin, 11.10.2016

Adeh Gamalar
State Protectorate
Caldari State
#234 - 2013-05-30 13:26:05 UTC
Malcanis wrote:

It's a ridiculous 'solution'.

OK I'll change the line to "Nullsec can't support itself with products that would have a TPC of less than 2 or 3 times what they cost in hi-sec".

If you think it's likely that players - you know, the average grunts who don't have 10 personal R64s and a Titan collection - will stay in a nullsec where they're forced to buy battleship hulls at 600 mill a pop when their income is barely higher than it would be in hi-sec, then I'd be delighted to hear your explaination of why you think that is.


Here's the thing - comparisons to highsec prices are meaningless in a context where null is a self-sufficient holistic system. So, why would a battleship hull cost 600mil if built in null? Certainly not due to the additional costs that come from operating a POS. I can't quite remember how many BS arrays one can have at a single large tower but if memory serves it is either three or four, each of which can pump out, what, seven? eight? battleships a day. Worst case, that's 21 BS per tower per day, or 630 per month. The cost of building at a POS is going to add less than 1mil to each of those hulls.

So, why would the hull price be higher? Mineral costs are what you're thinking of, I guess. But if the costs are going to be that much higher because the mins are mined in null then the income from mining in null will also rise proportionately, and won't stay the same as it is in high-sec. Whatever the cause of the additional cost, the point is that this extra isk will simply circulate through the nullsec economy and will end up in the hands of nullsec players. If mineral costs are going to be three times higher then miners are going to be three times better off. Disconnecting the null economy from the high sec economy simply means that each will find its own equilibrium.


Quote:

Let's reverse the situation: suppose I take a proposal to CCP that all production and research slots be removed from NPC stations. After all, it's possible for people in empire to build what they need in POS, right? Would you call people objecting to the change "lazy" as well?



Yes. I think that would be entirely appropriate. The whole business of risk-free cheap building in stations when mechanics have been implemented to do it properly in a fully player driven way is ridiculous. It's a holdover from the days before POSes were introduced and maintaining the option simply removes opportunities for conflict and player interaction from the game. I can see a reason to have some very minimal facilities available for brand new players but, beyond that, they don't seem to serve a purpose beyond making life unnecessarily easy for people who want 100% security.
Adeh Gamalar
State Protectorate
Caldari State
#235 - 2013-05-30 13:32:47 UTC
Malcanis wrote:
Adeh Gamalar wrote:



Basically, my point is that if null can already be self-sufficient, and it can, it doesn't need the highsec link. It just wants it because it makes life easier. And if people will still ship stuff to null (which I suspect they wouldn't if compression was removed along with an easy pipeline) without easy logistics then great - danger, conflict and player interaction will abound.


And again, exactly the same argument applies to Empire. So would you advocate removing all slots from NPC stations?

Because if not, it seems like you're saying that it's fine for 0.0 manufacturers to operate under appalling comparitive disadvantages and you want NPC space to have every possible advantage.

Why would anyone make anything in Sov 0.0 under your program? Why would anyone even live there?


Again, I'm happy to see almost all NPC slots go (with the exception of what is necessary for brand new players). But that is kind of irrelevant. If null is to be self-sufficient then talking about 'competition' with empire is pointless. The two systems need to be decoupled with only thin and dangerous pipelines between each other. They should not be competing with each other because in a competition one of them will always win and that will ruin the corresponding economic sector in the other area.

The real answer to the question of how you motivate people to make things in null is to pretty much give them no choice. Make the logistics between high and null sufficiently tricky and people will build in null rather than ship.
Adeh Gamalar
State Protectorate
Caldari State
#236 - 2013-05-30 13:34:14 UTC  |  Edited by: Adeh Gamalar
Malcanis wrote:
"Those guys flying the 10 DPS cruiser B should just fight harder. If they whine for CCP to make their cruiser have 295 DPS like Cruiser A, they're just being lazy because they don't want to deal with a 97% disadvantage. I can see why they''d want CCP to increase their damage by 2900% but the fact is that if enough of them got together and worked really hard they could spend 30 man hours to do something that a single guy flying Cruiser B could do in 1"

Convincing?


Not really a useful representation of my claims so I'll pass on commenting on it. It still treats things as a competition between high and null where I'm suggesting that the two should have their economies effectively decoupled.

Edit - In any case, there is absolutely no sense in which someone in nullsec manufacturing from a POS will be at a 97% disadvantage to someone in nullsec manufacturing from a station or from someone in highsec manufacturing from eaither a station or a POS. You are turning a capacity disadvantage into a qualitative disadvantage where no qualitative disadvantage exists. And, in fact, no real capacity disadvantage exists either, since you have the tools to build as much as you want but you just don't want to go to the effort of using them. If you did use them the capacity advantage would disappear and there would be no qualitative disadvantage in any case.

Still and all, I really have no problem with expanding the slots in null, I'm just confused why you all make out that this capacity issue is a big deal rather than a factor that can be resolved at almost no cost and at a merely minor inconvenience of having to use CCP's POS mechanics.
Jenn aSide
Worthless Carebears
The Initiative.
#237 - 2013-05-30 13:40:51 UTC
Adeh Gamalar wrote:

Here's the thing - comparisons to highsec prices are meaningless in a context where null is a self-sufficient holistic system. So, why would a battleship hull cost 600mil if built in null? Certainly not due to the additional costs that come from operating a POS. I can't quite remember how many BS arrays one can have at a single large tower but if memory serves it is either three or four, each of which can pump out, what, seven? eight? battleships a day. Worst case, that's 21 BS per tower per day, or 630 per month. The cost of building at a POS is going to add less than 1mil to each of those hulls.


What about the "cost" of the thousands of actual human beings who have to sit at keyboards at times they don't want to to defend such POSes? What happens when that groups numbers dwindle to nothing because being FORCED to play a video game isn't fun? The pos gets killed and all that invested capital is gone with it.

OR

Build in high sec in perfect safety and very cheaply and move it to null with easy logistics.

OR (if easy logistics gets nerfed)

Just stay out of null sec, putter around in low sec or do FW, or say screw EVe altogether.

Like I said, you don't consider actual human nature when posting your opinions. This is a video game and now on is going to do as you suggest, people are hard pressed to do inconvenient/dangerous/tedious things in real life, why would they do it in a video game?

Quote:

So, why would the hull price be higher? Mineral costs are what you're thinking of, I guess. But if the costs are going to be that much higher because the mins are mined in null then the income from mining in null will also rise proportionately, and won't stay the same as it is in high-sec. Whatever the cause of the additional cost, the point is that this extra isk will simply circulate through the nullsec economy and will end up in the hands of nullsec players. If mineral costs are going to be three times higher then miners are going to be three times better off. Disconnecting the null economy from the high sec economy simply means that each will find its own equilibrium.


Null price would be higher, WAY higher because industrialist in null would have to spend money ALL THE TIME to replace destroyed POSs.


Quote:

Let's reverse the situation: suppose I take a proposal to CCP that all production and research slots be removed from NPC stations. After all, it's possible for people in empire to build what they need in POS, right? Would you call people objecting to the change "lazy" as well?


[quote]
Yes. I think that would be entirely appropriate. The whole business of risk-free cheap building in stations when mechanics have been implemented to do it properly in a fully player driven way is ridiculous. It's a holdover from the days before POSes were introduced and maintaining the option simply removes opportunities for conflict and player interaction from the game. I can see a reason to have some very minimal facilities available for brand new players but, beyond that, they don't seem to serve a purpose beyond making life unnecessarily easy for people who want 100% security.


The above is the main rpobelm that needs fixing before anything else is considered. Bulding in empire isn't a choice, it's a necessity because industrialists have to make a profit, and losing a dozen POSs a month isn't profitable (just so you can say "but I built it in null)...
Jenn aSide
Worthless Carebears
The Initiative.
#238 - 2013-05-30 13:42:16 UTC
Adeh Gamalar wrote:


Again, I'm happy to see almost all NPC slots go (with the exception of what is necessary for brand new players). But that is kind of irrelevant. If null is to be self-sufficient then talking about 'competition' with empire is pointless. The two systems need to be decoupled with only thin and dangerous pipelines between each other. They should not be competing with each other because in a competition one of them will always win and that will ruin the corresponding economic sector in the other area.

The real answer to the question of how you motivate people to make things in null is to pretty much give them no choice. Make the logistics between high and null sufficiently tricky and people will build in null rather than ship.


You can't "give them no choice" in a video game they can uninstall, dude.
Malcanis
Vanishing Point.
The Initiative.
#239 - 2013-05-30 13:42:53 UTC
Adeh Gamalar wrote:
Malcanis wrote:
"Those guys flying the 10 DPS cruiser B should just fight harder. If they whine for CCP to make their cruiser have 295 DPS like Cruiser A, they're just being lazy because they don't want to deal with a 97% disadvantage. I can see why they''d want CCP to increase their damage by 2900% but the fact is that if enough of them got together and worked really hard they could spend 30 man hours to do something that a single guy flying Cruiser B could do in 1"

Convincing?


Not really a useful representation of my claims so I'll pass on commenting on it. It still treats things as a competition between high and null where I'm suggesting that the two should have their economies effectively decoupled.


So why should people living in 0.0 be the ones to have the inefficient and inadequate production capability? Surely it's the lazy people living in NPC space, who don't fight for the space, who don't pay for the stations, who dont have to import their high bulk low ends, who also get mission agents, R&D agents, CONCORD deterring aggression 24/7 for free... why should they also get production facilities that grossly overpower those available in 0.0

To put it another way: why should it take a hi sec player x hours of ISK making to pay for a batleship and 2x or 3x hours for a 0.0 player to do the same? Because that's what you're advocating, and you haven't even given a reason why this should be apart from "0.0 players are lazy for wanting the same potential as hi-sec".

Why do you want 0.0 existence to be so gimped compared to hi-sec?

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

Grath Telkin, 11.10.2016

Adeh Gamalar
State Protectorate
Caldari State
#240 - 2013-05-30 13:44:41 UTC
Jenn aSide wrote:
Adeh Gamalar wrote:


Again, I'm happy to see almost all NPC slots go (with the exception of what is necessary for brand new players). But that is kind of irrelevant. If null is to be self-sufficient then talking about 'competition' with empire is pointless. The two systems need to be decoupled with only thin and dangerous pipelines between each other. They should not be competing with each other because in a competition one of them will always win and that will ruin the corresponding economic sector in the other area.

The real answer to the question of how you motivate people to make things in null is to pretty much give them no choice. Make the logistics between high and null sufficiently tricky and people will build in null rather than ship.


You can't "give them no choice" in a video game they can uninstall, dude.


Down that argumentative route madness lies. Every single game mechanics restricts and removes choices so please don't make out that the suggestion that a choice should be restricted or removed is anything novel at all.