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[CSM] December Summit - Nullsec - Stations, Sov, Resources

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Author
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#21 - 2011-11-27 18:31:13 UTC
Tiger's Spirit wrote:
1. Destructible stations.
2. Moving technitium or other rare moon minerals after one month to other 0.0 region.
3. Change Upkeep System. Give chance for smaller corps and alliance.
Make much more expensive for corp or alliance if they want upkeep more systems than one.
Change every infrastructure upgrades and structure costs when corp or alliance hold more than one.


Example with Advanced Logistics Network cost per 30 days:
Just 1.5 billion now if an alliance want to upkeep ALN in five system, because every ALN cost 300 million in every system.

First system: 300 million
Second system: 300 million + 300 million from first system = 600 million
Third system: 300 million + 600 million from other two system = 900 million
Fourth system: 300 million + 900 million from other three system = 1.2 billion
Fifth system: 300 million + 1.2 billion from other four system = 1.5 billion

After change; 300 million + 2x300 million + 3x300 million + 4x300 million + 5x300 million = 4.5 billion

First system: 300 million
Second system: 300 million + 2x300 million = 900 million
Third system: 900million + 3x300 million = 1.8 billion
Fourth system: 1.8 billion + 4x300 million = 3 billion
Fifth system: 3 billion + 5x300 million = 4.5 billion


This will have exactly the opposite impact that you want. In order to maintain a few "useful" systems, an alliance will now have to conquer much more space just to stick a few towers in and leave it alone. And by leave it alone I mean, drop their entire armada on anyone who wants to settle in.

I understand the argument that holding huge areas of space should be more difficult than it is now. But simply making it cost more ISK is not a solution, as the only way to get enough ISK on an alliance level is to conquer more space. Eventually you reach a balance when the space the alliance holds de iure is enough to pay for the space the alliance uses de facto. Ideally, this balance should be achieved without having to hold any space simply to make ISK. All alliance-owned space should be profitable to operate in.
Tiger's Spirit
Templars of the Shadows
#22 - 2011-11-27 19:34:34 UTC  |  Edited by: Tiger's Spirit
Velicitia wrote:
@Tiger

"Moving technitium or other rare moon minerals after one month to other 0.0 region."

It takes a LONG time to stage POS (yeah, getting fixed) and conquer a system, etc. I agree that moongoo should probably deplete at some rate, but monthly turnover is far too fast.



This is only just the basis idea which unable to keep for an alliance the valuable places continuously without fight.
The monthly turnover time should be 2 or 3 months or there may be something else.
Tiger's Spirit
Templars of the Shadows
#23 - 2011-11-27 19:48:38 UTC  |  Edited by: Tiger's Spirit
Abdiel Kavash wrote:
Tiger's Spirit wrote:
1. Destructible stations.
2. Moving technitium or other rare moon minerals after one month to other 0.0 region.
3. Change Upkeep System. Give chance for smaller corps and alliance.
Make much more expensive for corp or alliance if they want upkeep more systems than one.
Change every infrastructure upgrades and structure costs when corp or alliance hold more than one.


Example with Advanced Logistics Network cost per 30 days:
Just 1.5 billion now if an alliance want to upkeep ALN in five system, because every ALN cost 300 million in every system.

First system: 300 million
Second system: 300 million + 300 million from first system = 600 million
Third system: 300 million + 600 million from other two system = 900 million
Fourth system: 300 million + 900 million from other three system = 1.2 billion
Fifth system: 300 million + 1.2 billion from other four system = 1.5 billion

After change; 300 million + 2x300 million + 3x300 million + 4x300 million + 5x300 million = 4.5 billion

First system: 300 million
Second system: 300 million + 2x300 million = 900 million
Third system: 900million + 3x300 million = 1.8 billion
Fourth system: 1.8 billion + 4x300 million = 3 billion
Fifth system: 3 billion + 5x300 million = 4.5 billion


This will have exactly the opposite impact that you want. .....

I understand the argument that holding huge areas of space should be more difficult than it is now. But simply making it cost more ISK is not a solution, as the only way to get enough ISK on an alliance level is to conquer more space. Eventually you reach a balance when the space the alliance holds de iure is enough to pay for the space the alliance uses de facto. Ideally, this balance should be achieved without having to hold any space simply to make ISK. All alliance-owned space should be profitable to operate in.



No argument here, and i think you are wrong.
Just go and check 0.0 areas now. The big alliances controlled huge terroritories, but when you go there you just see so many empty systems without any pilots.
If you cant pay for 30-60 system upkeep cost, because that is too much ISK, you need more renters or smaller corps and alliences there.
Thats better against blob and much better for smaller corps and alliances, because it is possible to populate the empty systems so better, while this is cut smaller parts the big continuous possessed areas.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#24 - 2011-11-28 00:09:27 UTC  |  Edited by: Abdiel Kavash
Tiger's Spirit wrote:

If you cant pay for 30-60 system upkeep cost, because that is too much ISK, you need more renters or smaller corps and alliences there.


No, you'd just drop sov, but keep your moons and still hotdrop the crap out of anyone who tries to get in. This is already happening to some degree; for example check out The Kalevala Expanse or adjacent regions. It used to be much more wide-spread about a year ago. IMHO this is even worse than claiming sov but not really using the systems.
paradigmblue
Perkone
Caldari State
#25 - 2011-11-28 08:13:33 UTC  |  Edited by: paradigmblue
I can't comment on some of the larger, alliance affecting issues like Moon Goo and Sov systems. However, from my perspective as a player that was quite active in 0.0 pvp 3 years ago only return this month, much of the complaints that I hear on these forums about the lack of good small-scale pvp and the poor health of 0.0 as a whole can be directly attributed to the redistribution of in-game resources that has occurred during the past few years.

These changes have included the introduction of level 4 missions to Empire, Incursions, the increase in "Gun Mining" and more. All of these changes have a) Created more opportunities for people to accumulate wealth without leaving Empire b) Lowered mineral prices to the point where mining anything but ice in 0.0 is not only unnecessary, but outright foolish.

Now I don't think that giving those who don't want to leave Empire a better game-play experience is a bad thing, and I certainly don't think that removing any of the current options available to Empire dwellers is the way to go. However, to ensure the health of 0.0, people have to be be given a real incentive to take on the risks associated with null space. Currently, those incentives simply are not in place - most players can earn just as much isk in Empire than anywhere else.

How does this relate to the decrease in small-gang warfare? Simply that without an incentive to mine, mission, haul, and rat in 0.0 proportionate to the risk, players won't participate in these activities - and those players were typically the targets for the small gangs of old. What's the point of taking a small gang to enemy space if there aren't missioners to probe down, or mining operations to disrupt. What's the point of forming a defense gang to defend your space if you don't have anything to defend that a small gang can take down?

To add a personal anecdote, newbies in Goonfleet in years past could make a decent amount of money mining Crokite in our old home in Syndicate. The number of miners in the system meant that the space was a frequent target of small gangs trying to disrupt the miners and ratters. This in turn lead to defense gangs being formed, to protect the miners and ratters. The result? Lots of small-gang combat and emergent game-play.

Contrast this situation to today. Most systems can only support one ratter at a time, who will instantly safe and cloak when anyone else comes in the system. Mining is simply not profitable in 0.0, meaning there aren't the frequent mining ops and solo miners like there used to be. Due to level 4 missions being available in Empire, there aren't a high concentration of players traveling near the old 0.0 mission hubs. There simply aren't the targets that there used to be for small gangs.

So, how to fix these issues and 1) Make 0.0 more attractive to players and corporations and 2) Create more emergent small-gang conflict? Here are some ideas:

1) Create different mineral classes for 0.0 space with significantly improved yield. The goal here is not to replace gun-mining, but to make standard 0.0 mining equally if not more profitable. Also increase PI yields from 0.0 (previously unexploited planets should have more resources).

2) Significantly increase the value, difficulty level and re-spawn rate of of 0.0 rats. Currently, most systems can only support one or two ratters at a time - not exactly a target rich environment. Ideally systems could support 4 or more ratters at a time, at an income rate on par with other earning options.

3) Create reasons for miners and ratters to defend the space instead of cloaking or docking up, while simultaneously providing more targets for small-gang pvp . This could be done by creating a new class of anchorable objects. These objects could only be anchored within 100k of a belt, and would come in two types: i) Pirate Beacon - Increases the number and value of Rats and faction spawns in the system. Only one could be anchored per belt, with diminishing returns for Beacons in additional belts in the system. ii) Rat Inhibitor - Once anchored, causes any current rats in the belt to de-spawn, and prevents additional rats from spawning in that belt.

Both of these anchorable objects would have hp comparable to 2x that of a large anchorable bubble, would have defenses equal to low-sec gate guns, and could be set up with basic anchoring skills. This personal infrastructure investment would give miners and ratters a reason to defend their space, make ratting in 0.0 more profitable, make solo-mining viable without relying on a partner to clear out the rats, and give small gangs a target when roaming through 0.0 space.


Though the implementation of these changes, 0.0 would once again be the land of opportunity for players looking to strike it rich, helping balance the risk vs reward equation. More players would be populate 0.0, and would invest isk in 0.0 infrastructure that is vulnerable to small gangs, creating the kind of emergent game-play that is healthy for EVE. Creating opportunity for players, stake for players and targets for players in 0.0 would go a long way into making 0.0 space healthier and more dynamic.
Gevlin
Pator Tech School
Minmatar Republic
#26 - 2011-11-28 09:10:18 UTC
from a miners point of view i need to be able to mine large quantaties of veldspar and other low quality ores with the same way as we are mining high end - with in the safety of hidden belts.

as it stands we mine for arknor to sell to jita to buy veldspar minerals. removing us from the "Null sec being self reliant" Theme
please allow us to upgrade our systems to to focus on empire ores. for example if that Spoduman rock in the low end belt was veldspar it would be a large step in the right direction. Would it possible to make Tech II prospecting arrays that would allow us to find hidden belts full of empire ore and less ABC's.

another idea would be the capital mining drone ships that would used Fighter sized drones to mine empire type ores in Null sec
ie Minimtar Dozer would be able to mine only Veldspar as if it was a Procurer or mine other ores at like a normal mining drone
ie Caldari Dozer would be Scordite
Gellentie be Pyrox
Ammar be Plag.

In null it is highly dangerous to pull end low end ores, as belts are on the over view and super easy to direction scan a ship and warp to it.
Please make mining in null sec focus on production and away from mining for isk.

please keep in mind us miners will have awsome scanning skills if it means we are harder to find. So if it is harder for us to find a belt then it will be harder for PVPers to find us.
Would change the game if it was easier to find the higher quality belts than the lower quality ones. Higher the reward, higher the risk.

Ice belts are unique and should stay the same as they are in Null sec.... especially how valuable they are now.

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

Hirana Yoshida
Behavioral Affront
#27 - 2011-11-28 09:49:28 UTC
Abdiel Kavash wrote:
No, you'd just drop sov, but keep your moons and still hotdrop the crap out of anyone who tries to get in. This is already happening to some degree; for example check out The Kalevala Expanse or adjacent regions. It used to be much more wide-spread about a year ago. IMHO this is even worse than claiming sov but not really using the systems.

So we make sovereignty of a certain level a requirement for anchoring moon harvesters. Low-sec moons can be moved or some draconian imperial decree can be added to help limit it, like major increase in stront consumption making defense of far away LS moons difficult (governments do like like safety redundancy in the workplace after all).

Personally want the moon system to be abolished completely and products added to PI as reactions, but doubt that will happen any time soon.
Gevlin
Pator Tech School
Minmatar Republic
#28 - 2011-11-28 09:52:30 UTC
I think a sorta theme of resources vs efficiency has to be played in Null Sec working its way to High sec,
Null sec Theme Greater the Risk Greater the reward. VS Lesser the Risk, less the Loss

Null sec should: Plenty of Ore, to be mined, and can be easily mined in Large quantities.
High Sec should where efficiency is easy to come by.

The index of the system should effect the refining, manufacturing, and Research efficiency of stations, as they used the local resources around them to keep them going (No Fuel Costs) and the lower the index the harder it is to find the right people to maintain, and employ to do the refining, building, research to cater to the whims of the Pod Pilot.

Placing upgrades that make the place safer should possibly effect the security level of that area and lessen the resources coming from it. But on the other hand increasing efficiency of all the aspects of the station.
In fact lots of upgrades will not only will increase the security of not only the host solar system but the entire constellation. Soon to the point of becoming high sec with out concord.
Safer Index upgrades would be Strategic Upgrades like Jump Bridges

Greater the Risk Greater the reward. VS Lesser the Risk, less the Loss
Placing upgrades that make the place more dangerous should drop the index
Dangerous index upgrades be Military and Industrial Upgrades especially Quantum Flux Generators.

This should see more smaller fluid skirmishes over closer to null sec systems as there is fewer to make safe money.

So instead of the one way though process of Putting a station in every system. Players will start conserving what areas they are going to develop as this drops their resource collection and is making per hour.

Role play seed.
I know Bob a Caldari engineer has spent the last 6 years in Null sec for work experience. He is now tired of the risk, low pay, and poor statues living in a Null sec stations working for POD PILOT Dic. He is taking the next shuttle out to apply for a job in Caldari Prime as he can now get a position of value because of his real life work experience.

On another note – Allow players to upgrade an Out Post to a conquerable station and allow out posts to be deconstructed – the owners belongings taken by inter bus to the nearest low sec system.

Not sure what programming would be required, but this require Alliances to choose safety over Profit.

In eve the only thing that should always mean more or bigger is better is the skill points of your character. Out side of that eve should be a give an take of you exchange an easy control empire or a profitable empire.

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

Gevlin
Pator Tech School
Minmatar Republic
#29 - 2011-11-28 09:58:09 UTC
moon mining should stay the same... maybe make more high end moons possibly as the market increases so should the supply.

out side of making some more moons they should stay the same as these are like the small nuggets that people fit over,
the item that people will politically let a moon fall of an ally so they can come to the rescue and take over the moon for their own purposes.

Though I Think some Random Moon have a temp store of High tech would be interesting. Something that would change every month. Make it worth while to once in a while to scan down a moon as it may have 1 months supply of value that you can collect before anyone realizes it. A reason to prob moons versus looking up on the 3 rd party sites.

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

Gevlin
Pator Tech School
Minmatar Republic
#30 - 2011-11-28 10:20:01 UTC
There should be fragile upgrades that can easily be destroyed by a gang of 10 pilots or 1 dreadnaught.

--Structure Upgrades
---->Fuel Conservation Pylon
Benefit – Reduce consumption of POS's and Jump bridge in system
Incapacitated:- if incapacitated this bonus effect is lost.
----->Modular Shield Booster Array
Benefit – Increases all POS modules in system to have a 24% shield resists across the board.
Incapacitated – Bonus effect will drop 1% per hour and after 24 hours, the Module can be Repair, but will take 24 hours to online at that time. Once online the defence will increase at 1 % per hour will shield resists are back up to 24%

Military Upgrade
Benefit Extra change for rare loot to drop on end bosses in Enoms
Incapacitated:- if incapacitated this bonus effect is lost.

Industrial Upgrade
---->Belt Cloak
Benefit – Hides belts from over view, requiring the belts to be scanned down. To be found only via prob scanner
Incapacitated:- if incapacitated this bonus effect is lost.
----->Code Breaker Code Silo –
Benefit --->increase chance of tech 2 BP to be found
Incapacitated:- if incapacitated this bonus effect is lost.

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

Eperor
Machiavellian Empire
Test Alliance Please Ignore
#31 - 2011-11-28 10:34:32 UTC
Tiger's Spirit wrote:
Abdiel Kavash wrote:
Tiger's Spirit wrote:
1. Destructible stations.
2. Moving technitium or other rare moon minerals after one month to other 0.0 region.
3. Change Upkeep System. Give chance for smaller corps and alliance.
Make much more expensive for corp or alliance if they want upkeep more systems than one.
Change every infrastructure upgrades and structure costs when corp or alliance hold more than one.


Example with Advanced Logistics Network cost per 30 days:
Just 1.5 billion now if an alliance want to upkeep ALN in five system, because every ALN cost 300 million in every system.

First system: 300 million
Second system: 300 million + 300 million from first system = 600 million
Third system: 300 million + 600 million from other two system = 900 million
Fourth system: 300 million + 900 million from other three system = 1.2 billion
Fifth system: 300 million + 1.2 billion from other four system = 1.5 billion

After change; 300 million + 2x300 million + 3x300 million + 4x300 million + 5x300 million = 4.5 billion

First system: 300 million
Second system: 300 million + 2x300 million = 900 million
Third system: 900million + 3x300 million = 1.8 billion
Fourth system: 1.8 billion + 4x300 million = 3 billion
Fifth system: 3 billion + 5x300 million = 4.5 billion


This will have exactly the opposite impact that you want. .....

I understand the argument that holding huge areas of space should be more difficult than it is now. But simply making it cost more ISK is not a solution, as the only way to get enough ISK on an alliance level is to conquer more space. Eventually you reach a balance when the space the alliance holds de iure is enough to pay for the space the alliance uses de facto. Ideally, this balance should be achieved without having to hold any space simply to make ISK. All alliance-owned space should be profitable to operate in.



No argument here, and i think you are wrong.
Just go and check 0.0 areas now. The big alliances controlled huge terroritories, but when you go there you just see so many empty systems without any pilots.
If you cant pay for 30-60 system upkeep cost, because that is too much ISK, you need more renters or smaller corps and alliences there.
Thats better against blob and much better for smaller corps and alliances, because it is possible to populate the empty systems so better, while this is cut smaller parts the big continuous possessed areas.


No need for more renters that the case, you can sipmply not put up sov there but control it by your Fleets that space by controling key points, you can hold all ******* region just by byuilding up JB network and by holding entrance points. noting els is not needet to be controled. Problem for small entatis wil be the sames befor wil brin nochange at all.
Tiger's Spirit
Templars of the Shadows
#32 - 2011-11-28 11:23:17 UTC  |  Edited by: Tiger's Spirit
Eperor wrote:
No need for more renters that the case, you can sipmply not put up sov there but control it by your Fleets that space by controling key points, you can hold all ******* region just by byuilding up JB network and by holding entrance points. noting els is not needet to be controled. Problem for small entatis wil be the sames befor wil brin nochange at all.


Easy fixing.
No sov= no JB,no station.
No sov= less ISK from NPC bounty
No sov=reduced moon mining

Some big alliances hold +100 systems, but at least 50 percent of those solar systems is uninhabited, that's unacceptable.
It what makes it unviable the small corps and alliances there, because they cant controlling systems there. But big alliances can do this easily, because their upkeep costs is too low.
Need to cut these 6k alliance member numbers to smaller parts and populate the inhabitant spaces what controlled by big alliances, but nobody live there.
Yeep
The Scope
Gallente Federation
#33 - 2011-11-28 11:33:47 UTC
Tiger's Spirit wrote:

The big alliances hold 60 systems, but at least 50 percent of those systems is inhabitant , that's unacceptable.
It what makes it unviable the small corps and alliances there, because they cant controlling systems there. But big alliances can do this easily, because their upkeep costs is too low.


Those systems are empty because they're garbage. They're claimed because game mechanics (like the market) make sharing a region with non-blues at best obnoxious and at worst harmful.
Cyprus Black
School of Applied Knowledge
Caldari State
#34 - 2011-11-30 12:50:42 UTC
An opportunity for small corps and alliances to move to null without having to bow down to super alliances nor get destroyed within a matter of hours after going out to null.

Currently that opportunity doesn't exist except in wormholes.

Summary of EvEs last four expansions: http://imgur.com/ZL5SM33

Big Bad Mofo
Doomheim
#35 - 2011-11-30 23:16:58 UTC
its time to nerf moongold. its become saturated. Every valuable moon location is now known and instantly taken by the power blocs wiht a billion caps etc and there i snothing the average person can do about it. its simply not fair that all an alliance needs to do si put up a pos and thats it to make billions.

proposal randomise moongold every 3 months! make people work for it and let everyone have a chance to hit the jackpot
Big Bad Mofo
Doomheim
#36 - 2011-11-30 23:21:53 UTC
1) stop allowing alliances to hold so much space
2) alliances can only settle in one region and own only 51% of the stations in that region this gives more chance to others and makes more skirmishes, of course they can just make an alt alliance an take the rest, so that needs to be looked at.
3) limit the number of people in an alliance to 2000
4) add more stations in npc 0.0 regions like venal, gw that hardly has none to allow more ppl to go in and more pvp to happen
5) move 0.0 npc regions away from 0.0 sov regions, not right that the sov holders can also control the 0.0 npc region. perhaps move them in between highsec and lowsec
Wolodymyr
Breaking Ambitions
#37 - 2011-12-01 07:53:46 UTC  |  Edited by: Wolodymyr
OK rather than imposing artificial limits on people's behavior (limiting the amount of systems an alliance can claim or the amount of blues they can have) let's look at the what motivates people to form these giant power blocks and see if we can take away the things that motivate people to create a universe that we don't like (huge NAP fests, giant blob warfare)

The reason for this is that people will try to get round whatever rules you put in place. Take a look at the practice of can flipping, it's a bit of a mechanics exploit, but it exists for the simple reason that people like shooting at other people. And they'll navigate around the aggression rules to do what they wanted to do to begin with.

Even if what I say after this point is completely wrong I still think we should work on the motivation of large blobs forming rather than the means by which they form.

So why do big power blocks exist? Or rather why do people feel the need to form them?

Well so far I have come up with two reasons off the top of my head and I think we can work on one of them.


The first reason is that blobs win, and if you have a blob harassing you, the way to beat it is with a bigger blob. Having 100 noobs in you fleet flying drakes is useful. But having 1,000 noobs in drakes is even better. I don't know if this concept will ever go away so I am just going to ignore that elephant in the room for now. Granted getting rid of jump bridges would really hinder someone's ability to batphone a blob in.


The second reason I think is the presence of rare, valuable, and monopolizable resources that only an alliance can hold, (tech moons in particular). And for the most part these are resources that your average grunt will not care about.

So as an example ask yourself how much space (in jumps) do you need to enjoy the game? How many jumps would you go from your home station on a daily basis to rat or mine in? How many jumps would you go to buy something expensive or large (like a new ship, or a faction module)? And how many jumps would you go to start roaming?

I don't know about you but I would say I'd be willing to 3 jumps to run a haven every day (this is about the size of an alliance's home pocket). I'd go 10 jumps to the local market hub to drag an expensive CTA battleship or logi back home all by myself. And I'd like my roams to start at most 20 jumps from home. Try throwing up a roaming fleet advert in alliance and tell people that the first fleet destination is 30 jumps out before you are going to start looking for targets, see how many people join your fleet.

So if the average nullsec pilot would probably prefer to live their life in under 20 jumps, why do they have a sea of blues wrapping around most of nullsec?. And (in addition to the ability to batphone a blob) I would guess that it's the alliance as an entity is motivated to spread across space so it can take and hold as many rare and valuable resources as it can. This most obvious example of this I can think of is rare moon goo, although I was impressed with the whole gellente ice interdiction.


I could be completely wrong here but what do you guys think would happen to large alliances if tech moons were more common and drove down the moon goo price, or if the refined products of tech moons could also be produced by PI?

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

Lord Zim
Gallente Federation
#38 - 2011-12-01 09:37:28 UTC  |  Edited by: Lord Zim
Big Bad Mofo wrote:
1) stop allowing alliances to hold so much space

No.
Big Bad Mofo wrote:
2) alliances can only settle in one region and own only 51% of the stations in that region this gives more chance to others and makes more skirmishes, of course they can just make an alt alliance an take the rest, so that needs to be looked at.

No.
Big Bad Mofo wrote:
3) limit the number of people in an alliance to 2000

No.

Listen. Limits of this nature are dumb, and they will just be worked around by making alt alliances. And don't come here and tell me you want to limit the alliances we can make, and limit "how many blues" an alliance or corp can have.

Big Bad Mofo wrote:
4) add more stations in npc 0.0 regions like venal, gw that hardly has none to allow more ppl to go in and more pvp to happen
5) move 0.0 npc regions away from 0.0 sov regions, not right that the sov holders can also control the 0.0 npc region. perhaps move them in between highsec and lowsec

Meh. I think you'll find that modifying space itself will be more work than it's worth.

I think you'll find that what needs to be done isn't anywhere close to what you're thinking. What needs to be done is make SOV descriptive rather than prescriptive, and activity-based. Want to hold a region? **** you, use it. When someone lives in a space, and has system control most of the time, it's theirs. The instant they move on and someone else actually starts using it, it's theirs.

Limits. Pfwah.

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

RIP Vile Rat

Nicolo da'Vicenza
Viziam
Amarr Empire
#39 - 2011-12-01 18:10:04 UTC  |  Edited by: Nicolo da'Vicenza
Specific nullsec industries needs huge boosts to make it worthwhile and reincentivize living in space for grunts.
Add new low-end roids that spawn in null that go far beyonf a mere +10% bonus, or make a capital-class strip mining module. Maybe Rorquals will finally be seen outside a POS.
Nerf Jump Freighters/the whole "cyno supply train" so that all goods and materials aren't completely centralized in Jita.
Have it so that PI can have planets to run a manufacturing slots, opening up null for non-capital class manufacturing (while running a deficit, not surplus of food and power PI items).
Retool null archae/hacking sites so that the average site is worth more then the average anomaly site. Oh and buff anoms.

Indirectly nerf highsec by making it more dangerous to live there (increasing cost of operation). Patch wardec loopholes, the bounty system, NPC corp invulnerability.
Xtover
Cold Moon Destruction.
#40 - 2011-12-01 18:52:20 UTC
1) Buff truesec. There are so many -0.1 systems and very few -0.8 - (-0.9)

2) Bring back sov upgrades, but increase the difficulties of the levels while weighing the benefits

3) Require upkeep of these systems, and prevent this sort of minimal occupation. consecutie systems should be claimed, and in order to upgrade some systems they need to have control of the systems around it.

4) There needs to be the ability to put more than one station per system. With established sov an alliance should be able to put manned, destructible sentries on stations and gates.

5) High end ore should deplete, and fluctuate. Remove moon minerals completely, and slap the goo on comets. The comets move slow enough to where once found they can be mined for several months.

6) Remove belts completely. Why even have them? Just have them spawn on D scan randomly every day. The fact that systems have 5-15 belts on average is just dumb anyway. Do this everywhere and make mining interesting.

7) Change loot tables.. ABCs should be profitable to mine in null. Speaking of which, does anyone even use a Rorqual for mining ops anymore? Something changed- when I first started it was desired to do mining ops for Ark or Bistot.

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