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Changes to SOV , Power Projection & Nullsec Stagnation

First post First post First post
Author
Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#1021 - 2014-07-29 14:51:18 UTC  |  Edited by: Ninteen Seventy-Nine
Fourteen Maken wrote:

The sov mechanics as they stand require little input to maintain sov which means an alliance could conceivably own every system and have everyone balled up together ready to fight anyone that tries to take even 1 system off them. It just leads to this snowball effect: more sov = more rent and isk, more isk = more resources, more resources = more sov, and around it goes until everything is in the hands of one or two alliances. There is no mechanism to simulate imperial over reach, where an alliance can over extend its capabilities to defend its territory and spread itself thin. Thats why people are suggesting something like FW mechanics.


This is a very good point. I've seen it put many ways but I think it really does get to one of just a few specific and interlaced mechanics that has caused the problems of today.

The over reach of course can never have a mechanic to support it as long as you can blink your entire active pilot base and all your blue near-instantly. Which you also point out.

One mechanic I don't see discussed much that I wish I'd been on the AMA for is the degree of intention &/or justification of some very basic organizational variables in eve.

Variables such as


  • squad/wing/fleet size


  • corp size, alliance size


  • standings (blue) list size


Is there not a place in the discussion about these fundamental numbers? Status quo and balancing actions also lie there, not just mechanics related to fleet reach and station/system control.

Refinement of these and introduction of more organizational variables, such as # corps in an alliance? yeah?

CCP Seagull made the following comment in the AMA:

Quote:
We have change coming! We are hands-off when it comes to the specific interaction between players, but certainly not hands-off when it comes to designing how the game works.


But I think this directly conflicts with how the game is actually built. Everything regarding interaction at an organizational level is facilitated by the client. Only the meta is without firm structure. This includes alliance size, blue list size, etc...

Acknowledging that I think is important. And while it may not be popular mechanics to discuss and adjust (not very exciting) it's these small yet massive details that have constructed the space we live in. And they should be part of the conversation with regard to a future eve where null isn't comprised of massive blocs but a much more diverse and living system.

In this vein, one more quote from that AMA I wish Seagull had elaborated on:

Quote:
This is in discussion now as part of our corp and alliance re-work - I think it's pretty likely that we will move away from having only two types of fixed levels of organizations, so that people can represent more diverse agreements and relationships between groups


I've very curious about what Seagull is insinuating (if anything). Because if we not only ignore a place in the game for variable limits for organizational structures, but further facilitate larger entities growing even larger, there is a good chance the problem could snowball into an even MORE stagnant state.

Mechanics are interesting, new modules and structures to facilitate asymmetric warfare are interesting. They make good soundbites and advertisements for the game. But the nitty gritty of the actual organizational structures is the real meat and potatoes. At least as important as the ranges a fleet can travel and how a system is or is not held.



One last bit I think deserves discussion in regards to these organizational structures:

Espionage and Intra-organizational power struggles:

it is very easy for a top down control to exist, yet again touching on that lack of mechanic for overreach we discuss in space holding!

What if in a massive organization one large corporation wants to vie for control? Or backstab and lurch away power, space, assets or the like?
We've always sold espionage and cut-throat for this game, but organizationally it's never been developed. All the game has ever shown for it is blunt and destructive clicks of a button, like disbanding or robbing a hangar. Actions of a spy that hardly amount to gameplay, more exploitation. Exploitation that should exist, mind you! But rather boring and uninspired.

Introducing &/or facilitating that PVP element into the organization itself could go a long way to natural balance of massive groups. Shares have the ability to do this to a degree, but again, since the inception of the game it's simply not a mechanic anyone has ever looked at again.

Hostile takeovers and reason to splinter from a group is not something an alliance leader wants to think or worry about.
Conversely, it's a mechanic I think that would appeal to some enterprising CEOs, Directors and troublemakers.

Maybe when you take a "renter" on it should be part of a larger organizational structure... But a structure that if not attended to, could find an unruly or capitalizing pet biting the hand that feeds it in a more substantial way than is currently possible.

It would pave the way to a far more interesting and balanced game.

"The unending paradox is that we do learn through pain."

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#1022 - 2014-07-29 17:08:38 UTC  |  Edited by: Ninteen Seventy-Nine
To flesh out a bit my last post, here's how I think something like this can work:

Just a rough idea, I'm sure there are lots of holes. And please remember junk example numbers are junk and examples


Coalition, Alliance and Corporation (re)structuring

Coalitions :

  • Comprised of Alliances &/or "lone" Corporations
  • Automatic blue standings between members
  • Able to hold sovereignty over systems


The Executor of a coalition is an Elected Corporation.
The Elected Corporation must be a "lone" Coalition member or the Executor Corporation of a Coalition Alliance.

Elections start on the first of every month and close on the fifth day; to dictate who is Executor until the following months election close.

Every member of the Coalition, alliance or corporation, has one vote it can place support of any member.
Votes may be abstained (an unplaced or missed vote is an abstain)

Any Coalition vote with less than x-5 votes, where x is the number of members, is disbanded (aka, more than 5 abstaining votes will dissolve the relationship)

Alliance shakeup:

Alliance level controls (directors and the like) no longer exist as we know it.


  • Automatic blue standings between members
  • Able to hold sovereignty over systems


The Executor of a Alliance is also an Elected Corporation.
Elections start on the first of every month and close on the fifth day; to dictate who is Executor until the following months election close.
Every corporation member of an alliance has one vote it can place in support of any member. Votes may be abstained (an unplaced or missed vote is an abstain)

Alliance bills are removed entirely.
Any Alliance vote with less than x-3 votes, where x is the number of members, is disbanded (aka, more than 3 abstaining votes will dissolve the relationship)

Corporation changes

  • Corporation controls (ceo, directors, shares, roles) remain as we know them.
  • Corporations may only have up to 250 (?) members



--

Standings Lists:

  • Individuals may have standings towards up to X players,
  • (individuals cannot set standings towards corps or alliance)
  • Corporations and Alliances may have standings lists of up to X other Corporations or Alliances (?)
  • (Corporations and Alliances may not set standings towards individuals)



Organizational sizes:


  • Coalitions may have up to 15 members
  • Alliances may have up to 9 members
  • Corporations may hold up to 250 members


--


Moving to how I could see something like this mix up the sov system:

Sovereignty:

  • All system and station control is done by Corporations
  • Corporations may claim systems on behalf of themselves, their Alliance or their Coalition (corp role required)
  • [*[ Alliance/Coalition Executor corporations may remove and grant which member Corporation controls a system/station claimed on it's behalf

  • Up to X solar systems may be claimed on behalf of a coalition (?)
  • Up to X solar systems may be claimed on behalf of an alliance (?)
  • Any one corporation may directly control up to X solar systems (?)


Stations:

  • Any one corporation may directly control up to 5 stations. More on behalf of an Alliance &/or Coalition
  • Docking rights are permitted automatically to blue standings (unless otherwise detailed)
  • Docking rights should be held separate from standings lists, capable of being much larger than standings lists and




===



Cue the "you want to destroy our gameplay, why make this game HARDER!!??"

I'm sure people like goons (grr goons, i know, rite?) and other large bloc members see this as an attack on them personally, or their gameplay.

But frankly that's just myopic and self-centered. A structure like this (or different but as graduated and dynamic) is what most of us realize eve should have.
THIS IS JUST AN EXAMPLE.

Want to blue the galaxy? Create an organization to do so.
Want to control the galaxy? Do it. Nothing will stop you
...except perhaps people actually wanting to wrestle control away from you. Which is the name of the game is it not?

If you want anything in this game, you should have to work for it. And not just once when you gain control, but maintaining it should also be an involved process.

Not a boring grind of involvement like having a handful of people fuel towers all over (the past)
nor anything as simple and 'click and forget unless structure gets shot' (the present)

-Within a structure like this, there is more than enough capability for large groups, nerfing large groups is not the intention.
-Within a structure like this, there is more than enough capability to maintain a large list of blues if it is desired, but that must exist inside a structure that is vulnerable to PVP activity and other player created content.
-Within a structure like this, there is more than enough ability for massive space control

But there is also opportunity for the game to change, for player created content. To shake things up. It's what most of us KNOW this game needs,

Conclusion:


While many think the solution to 0.0 lies in nerfing how far a fleet can fly, or structures that dictate control of a system, I think it's massively short sighted to not consider the organizations themselves and HOW they control space as the solution to the stagnation.

Dynamic and distributed organizational control structures and the ability to alter these structures through gameplay.

"The unending paradox is that we do learn through pain."

Feyd Rautha Harkonnen
Doomheim
#1023 - 2014-07-29 17:55:41 UTC
CCP Fozzie wrote:
I am watching this thread with great interest and am very happy to see the discussion it's spawning.

It's very interesting to compare the ideas being discussed here with concepts we're discussing internally.

With the issue actually having been on the table for years, what's the ETA on concepts and discussions becoming code?

F
Blastil
Aideron Robotics
Aideron Robotics.
#1024 - 2014-07-30 16:48:01 UTC
I've said it before, and I'll say it again:

isolation isn't the way to improve 0.0. 0.0' s connectivity IS NOT THE PROBLEM.

The problem with 0.0 space is two fold:

1) Sov has nothing to do about how much control you exert over a system.
2) Military objectives in 0.0 encourage and require more and more guys in larger and larger ships to be able to capture objectives.

So let me lay down some principals that I think will guide good 0.0 mechanics, then go into specifics.

1 a) SOV should be directly related to how much use a systems sees. I don't care how you define the metrics. However, manufacturing, mining, ratting, plexing, PI, and exploration should all effect the level of sov in a system. In this way, only territories which empires can protect for their own PVE. All the PVP alliances will be butthurt about the fact that PVE will need to happen in their systems in order for them to maintain their happy-fun-times, but this mechanic makes sov a much more dynamic system, where farms must be built, so that they can be burned. It also takes sov away solely from the domain of large fleet fights, and enables pilots to use any number of tactics in order to damage sov. Does your opponent's sov come from market transactions in that system? Take out his jump bridges, and cyno jam the station, see what happens! Do they mine? Interfere with their mining operations! In this way, military operations become more fluid and interesting instead of go here, grind structure, go there, grind structure, fight me maybe?

Without this kind of connection between PVE money making and PVP, we'll forever have a 0.0 where gudfites are found outside of meaningful PVP, and meaningful PVP is done entirely by blob and timer.

1 b) SOV level should be a direct relationship between monetary return/pilot and risk level. High sov systems should have built in safeties (like cyno jammers, and maybe even cloaking disruption?) that can make high sov systems harder to assault and contest, but does so at a greater number of people in system leading to crowding, and lower reward/hour. In this way SOV level means some level of player imposed safety at the price of the wealth 0.0 offers. It will create a dynamic choice between safe small empires, and risky large ones, simulating much more accurately real world issues like 'Can I support having my giant ass empire?' or 'Is bigger always better?'

I imagine this kind of system looking more like a turf war between bloods and crypts, however, it could certianly still provide large empire fights. Its just now in order to have a large empire, you must justify your reason to exist, instead of existing because you have PVP pilots.

2 a) Some of this is covered in 1 a, however let me go over it in detail: Sov should be determined not by the result of one single battle, or even a hand full of them, it should be determined by many small battles that happen over the course of a week or two. Because of this, the very nature of PVP will change. Look at what it's done in FW. Do we have large fleet fights? Yes! But they usually happen only when we're taking a major objective, or in the last sprint towards the capture of a system. In Okkamon last week we were getting close to 70 guys in fleet, which is a pretty decent sized fleet, even for 0.0. However, the vast majority of all battles in FW happen in the under 20 man gang size.

2 b) There should be many ways to take a system, and just as many to defend it. One system of conquest only makes the game easy to define, and easy to master for people who are extremely wealthy and can afford to cover all their bases. However, this is EVE, and there should be many ways to do something. Additionally, doing things one way should leave you more vulnerable in others. For example, maybe you can upgrade the industry bonus in a system, but at a significant drop in structure shield hp! Or perhaps lower the costs of jumping freighters in at the expense of making it ineligible to anchor a cyno jammer.

Capital projection isn't the problem, its the symptom of a larger problem: 0.0 is boring, and they have way too much money for way too little work. Those pilots are now going out in extremely expensive ships and blowing up everything they see in a despirate attempt to have fun in the game again.

The problem of capital projection will disapear overnight when they're busy defending their crumbling empires from economic collapse.
Shaklu
State War Academy
Caldari State
#1025 - 2014-07-30 19:32:18 UTC
I read the first 10 pages or so, and didn't see anyone mention this, so I thought I'd throw it out there, and see what people thought.

I posted this last week as an idea that I was rolling around in my head while bored at work, and I think it would do great in this topic, so here's the link: Maleable sec status / Galaxy blender

Basically you can take lots of the stuff that has been plopped in this post, and just stretch it into High/low security space as well. It isn't super polished, and I know that people would want to change stuff like jump bridging and power projection.. but I feel that it contributes more then detracts from the convo.

One thing I saw a lot of in the earlier pages, was people talking about the need to run to emp to get minerals to be self-sufficient, and it seems to me that it would be a simple enough thing to simply increase the mining the lower the sec status goes. You have 3 types of ores, and they give different yields, right? Well you can use that system to make nullsec sustainable.

Take Veldspar:
Veldspar shows up in 0.5-1.0 space
Concentrated Veldspar shows up in -0.1-0.4 space
Dense Veldspar from space lower then that

And instead of being a 5% and 10% boost, you could make it like 500% and 1000% boosts.. of course you would need to run numbers, I'm clueless when it comes to balancing and spreadsheets, but that would make industry boom in nullsec without really changing too much. Perhaps only have the huge boosts for the easy minerals, or allow rare minerals to be mined in highsec but just the lame small versions of it.. I dunno.

The idea that you can physically change the security status of systems and that NPC's would actually fight for space seems really awesome to me. It would be a programmer's nightmare, I'm sure.. but it seems like it would be a blast.

One thing I would add to make it so NPC's were still cool, but not too powerful is put a limit of say, 3000 ships for their empire. So if you beat them down to 1 system, then they would have 3000 ships in that 1 system all with butt-kicking mode engaged, where if they spread out somehow to take 1000 systems, they would only have 3 ships per system, severely reducing reaction times allowing players to take them out easier.
Caerbanog Walace
Perkone
Caldari State
#1026 - 2014-07-31 11:23:59 UTC
This is going to be my first post in EvE forums since ever but its going to be a big one. I am quite new in the game by average standards but have been in nullsec for almost a year now and have been in both sides of the coalition blocs, been in the big wars, the lag fests (in B-R and more), the roams, the blops (both sides), ratting, building, marketing. By choice I have not dabbled in leadership for lack of time. I do however side with the generalized feeling that nullsec is overdue to a revamp.

Fleets have been stagnant in strategy and doctrines, big terrain grabs and conquers have been inconsequential, most activity in nullsec is either mindless ratting while waiting for blops or relentless griefing of some poor sap that happens to be near the doorstep. The feeling of building something of a home, of defending it against aggression, of actually mattering in shaping the landscape of null is all but a mirage. Eventually boredom hits, there is only so much lost time waiting for a FC to lead a fleet (the only group activity seen positive in nullsec) that one can muster. Motivation fades, better ways to spend precious free time appear.

I do not take myself as experienced as a bittervet but I can relate to most of the recent uproar around nullsec. It is stagnant. It is being held hostage by billions of EHP that can be defended at a tip of cyno. Battles are won and lost before they are fought not in the Sun Tzu kind of way but instead in the “Oh, they’re in Ishtars and crows, don’t bother” kind of way.

I design information systems for a living and have dabbled in game design a long time ago. In the end this is worthless against the solid arguments I hope to provide, but just want to let know they are not being pulled out of nothing. I have read only superficially most of the recent multiple ideas in the forums purposefully, I needed to reach conclusions by logic and not by emotionally liking or disliking how certain ideas are being posted (good or bad) and see if I arrived at equivalent conclusions. I also have no experience in FW but many of the mechanics I propose are inspired by what i have heard from it. I was however very influenced by all the events of the last year of EvE.


Since the post would be the size of an entire article I converted it to a google doc I share:

read at your leisure but I do leave below a polite TL;DR;

Basic principles

- Ownership of space is based on active defence of the space
- Ownership provides services, services require defence, defence provides ownership.

- The task of taking ownership from someone should be equivalent to the task of maintaining ownership.
- Taking full ownership should take no less than actually living in the system.

- Disrupting ownership should take far less resources to achieve but should only cause disruption temporarily, differing from taking ownership.
- Ownership has low inertia, an empty system takes little to no effort to take. Taking undefended services reduces defence capability, lower defence removes ownership. No ownership provides no services.
Shaklu
State War Academy
Caldari State
#1027 - 2014-07-31 14:49:58 UTC
Caerbanog Walace wrote:

- Ownership of space is based on active defence of the space
- Ownership provides services, services require defence, defence provides ownership.

- The task of taking ownership from someone should be equivalent to the task of maintaining ownership.
- Taking full ownership should take no less than actually living in the system.

- Disrupting ownership should take far less resources to achieve but should only cause disruption temporarily, differing from taking ownership.
- Ownership has low inertia, an empty system takes little to no effort to take. Taking undefended services reduces defence capability, lower defence removes ownership. No ownership provides no services.


That seems crazily complex, but I like it. It does have that FW feel to the capturing of certain points etc. I'm sure some goon will stop by and riddle it full of holes, but it's certainly better then nothing. It seems like it would be really fun to be a small self-sufficient corp of say 30 or so, having indy and combat pilots alike. It would even make roams more fun because there would me lots more pockets of smaller fleets, though you would need to take into account the defenses.. Dunno about you guys, but I think it would be fun.
Feyd Rautha Harkonnen
Doomheim
#1028 - 2014-07-31 15:21:49 UTC
Magos Jereg
University of Caille
Gallente Federation
#1029 - 2014-07-31 19:17:29 UTC
I notice that Faction Warfare has turf wars without all the stagnation and power projection debates and angst. Why not just make every claimable Nullsec system's ownership depending on LP earned in that system? Map the FW setup over to Null, with plexes and everything, so there is a need and room for sub-cap involvement without inviting the cap escalation issues that can occur. Make a cap-only Plex with an entrance mass limit like a WH, but tied to a corp/alliance/somethingelse. Only certain amount of caps from each side can get in, no cloaks. Add Missions for each system so you can run those instead of Plexing if you would rather. This would instill a massive amount of sub-cap involvement and activity all across null-sec, force local ownership to be dependent on local action, and motivate the power blocs to exist within a smaller more productive footprint, without the ability to own and rent massive amounts of empty space.

You could even have the LP dated, LP used to purchase access to a systems Stations, Anomolies, Mining, etc, would have to have been gained with a certain amount of time previous to the purchase. So you couldn't farm a giant stack of LP and have your system forever, you have to take constant action to keep your space. Want to get past the Acceleration Gate at the entrance to each Anomaly or Mission site? Buy a key, with LP, thats good for a week. Same thing with station access, mining belt access, everything.

That would open Nullsec up to smaller corps and HS/LS entities that have the ppl to claim a system, but not fight off the caps from a massive coalition. There would be no reason to pay rent, as you would need to be earning your own access to Stations, Anom's and Missions in the area, you couldn't just buy your way in with isk.

With the FW Plex system involved with Nullsec Sov you could take a system for your Alliance/Corp rather than your FW Faction. Seems like a fairly easy solution to a sticky problem, but theres no reason to ignore other iterations of turf wars and claimable space within Eve that arent working the same way or having the same stagnation issues.

Just a thought.
KanashiiKami
#1030 - 2014-08-01 07:47:29 UTC  |  Edited by: KanashiiKami
there are already MANY ... MANY ... MANY ... MANY ... MANY ... comments about solo entities and small corps wanting to go into NULL to play ... yes PLAY. but for all i know, for many many many many years, there is no tangible push tweaking mechanisms to encourage this. infact, CCP is making large fleet swarms easier to play (more time dilation anyone?)

this "problem" (viewed as a problem by some of course) of players wanting to try out SOVs n NULL etc, i think is SEVERELY overlooked by devs/GM/CSM by giving the solution --> JOIN THE BIGGER ALLIANCE. with so many players giving their views, i for one want to know what is the intention of the devs in changing the NULL? to what end or effect? maybe all these is just a distraction and maybe an even bigger ISK sink is already planned for NULL. how do we know the next change is something WE definately DO NOT like/want but is imposed anyway?

just via 1 patch, INDY reprocessing/recycling get NERFED down to approximately 50%, by doing that, you might as well refund our SP on that. it is now USELESS to reprocess anything. have any dev actually played this part and realise it is now a redundant feature in eve? so can we all get our SP back since this "machine" is now broken? why 50%? who not adjust them like ship rebalancing adjustments? why not -10%? why not -15%? if the idea is that you should not get back 100% of what you produced, then in fact, we should never be able to repair a damaged ship to 100% too, we should only be able to effect 50% repairs maximum, yes?

i cant say that what i see is actually a progression or improvement to INDY other than another huge mineral sink AND wasting our TIME n SP.

in relation to this reprocessing nerf, if this instead is applied to all DPS of ships, why dont all ships get a DPS nerf too? -25%? even -50%? maybe by a sudden reduction of all the DPS, NULL may suddenly get a new lease of life? no ? why do ship balancing get adjustments of small percentages? why not a large swing?

i think the purpose of next few game progression patches is to induce more ISK sinking/inflation and it will spoil the game even further. no number of suggestion threads will help because i think somebody higher up have already given a general development direction and these threads are just a side show.

i have no high hopes that it will get anymore fun, for certain groups, im sure they are profitting from hoards of PVE junk cos nobody wants to reprocess their junk anymore.

WUT ???

Syd Unknown
#1031 - 2014-08-02 10:36:49 UTC
People say FW SOV mechanics wont work in 0.0

But...... They could work with some adjustments.
People wont be farming for LP

Both offensive and defensive should get a preset amount of isk out of the ALLIANCE-WALLET that is determined by the Alliance the pilot is in. Pilots that are NOT in an Alliance can NOT run the complexes. That way the alliance can reward the pilots that are working for them to get SOV.

Thomas Harding
Doomheim
#1032 - 2014-08-02 12:38:19 UTC
Skia Aumer wrote:
Doris VanGit wrote:
As the current game stands, i dont want to go into null sec and become a sheep.

Why dont you go to nullsec and become a tiger?



Right. With current state on null, going there and becoming apex predator is, well, quite unrealistic.
Kirkwood Ross
Golden Profession
#1033 - 2014-08-02 15:53:02 UTC
Raise the cost of sov by 1000% and make it so you can truly upgrade a solar system.

Anchor guns/webs/scrams/neuts on the gates and around your outpost and varies random spots in space. Have a system calibration cost on the Ihub that can be inceased and modules take certain amount.

Add some mod that makes it so no one can cloak in the system.

Add reinforce timers on the cyno jammer mod so it cant be ninja popped and capitals dropped in your system while you sleep.

Make it so if an alliance owns 1 solar system its like a fortress if they're willing to pay for it and make it so hundreds of pilots can be supported in that system. Not this crap about only 3 pilots can rat in carriers and 1 mining fleet per solar system.
Anthar Thebess
#1034 - 2014-08-03 22:21:00 UTC  |  Edited by: Anthar Thebess
Bump for CCP Devs.

Read what your customers expect.
Ms Forum Alt
Doomheim
#1035 - 2014-08-03 22:43:17 UTC
God, listen to you all.

Nullsec is stagnant because people have voluntarily organised into two big blocs and then devised an agreement with each other only to play with their toys on their side of the room. But apparently if the room was a different shape you think this would somehow change things. I mean let's reduce the argument to an absurdity here (why not) - reset the server. Then you can all start banging away afresh.
Wrecktum Yourday
Viziam
Amarr Empire
#1036 - 2014-08-04 03:18:01 UTC
Skia Aumer wrote:
Wrecktum Yourday wrote:
You should never be safe in eve.

Then why do you choose safety?
This is you who are responsible for +1 to the meat shield guarding one of the coalitions.
And if you're fine with that - why should others suffer being unsafe?


Not sure what you mean but you can find me flying around black rise with my Corp. The way I play eve is far from safe.
Emiko Rowna
Keys To The Stars
#1037 - 2014-08-04 04:21:03 UTC
Ms Forum Alt wrote:
God, listen to you all.

Nullsec is stagnant because people have voluntarily organised into two big blocs and then devised an agreement with each other only to play with their toys on their side of the room. But apparently if the room was a different shape you think this would somehow change things. I mean let's reduce the argument to an absurdity here (why not) - reset the server. Then you can all start banging away afresh.


So you believe NULL to be perfect and in need of no changes? I on the other hand believe it still needs a lot of work and look forward to see how this falls out.

I can't help but wonder if you believe in what you post why the need to do it on an alt?

Tell me is there nothing about NULL that you feel needs work?
Arctic Estidal
Viziam
Amarr Empire
#1038 - 2014-08-04 04:42:15 UTC  |  Edited by: Arctic Estidal
One of the issues with stagnation is the Local Window feature.

This has to be addressed with the other changes to Null Sov. It would be good if this is addressed first.

Another thread on this is: Local Window
Skia Aumer
Planetary Harvesting and Processing LLC
#1039 - 2014-08-04 07:05:22 UTC
Caerbanog Walace wrote:
- Ownership of space is based on active defence of the space

There is an issues with that approach.
Now, when you have taken some space - you feel like you accomplished a great work.
If "active ownership" comes real, you will take space only to see that you're stuck with full-time job of maintaining and defending that space. That could be very disappointing to discover. Or it could be not, but are you sure CCP should risk that much?
Skia Aumer
Planetary Harvesting and Processing LLC
#1040 - 2014-08-04 07:06:20 UTC
Wrecktum Yourday wrote:
Skia Aumer wrote:
Wrecktum Yourday wrote:
You should never be safe in eve.

Then why do you choose safety?
This is you who are responsible for +1 to the meat shield guarding one of the coalitions.
And if you're fine with that - why should others suffer being unsafe?


Not sure what you mean but you can find me flying around black rise with my Corp. The way I play eve is far from safe.

"Cult of War" is a part of N3, that is what I mean.