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Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
baltec1
Bat Country
Pandemic Horde
#901 - 2014-10-08 14:52:38 UTC
SFM Hobb3s wrote:
This fact alone puts them at a HUGE advantage over goons.


Please, do go on.
Nikk Narrel
Moonlit Bonsai
#902 - 2014-10-08 15:10:29 UTC
Here is what I consider to be a foundational argument.

If you want more conflict in an area, such as null, it is reasonable to want opposing forces present in the same places.

We, as human players with often limited time for playing this game, should not be surprised that being in certain places proves to be difficult.
In these places, we are unable to prepare ourselves for play, without taking more time than comfort permits.
This is caused by game assets being denied us, giving the holders of these game zones stability and leverage against opposing players.

We know, for example, that we are willing to make progress in small amounts, so long as we can recognize that such progress is taking place.
It is difficult to recognize progress, when the steps taken the day before, and likely the day after, result in no more than maintaining your position.
This would be typified by a player traveling to a system that had many opponents, only to discover that the tools suited for playing against them required them to leave the areas where the opponents were.

TL;DR: We can't dock up in hostile outposts, buy ships and fittings, and then pop out to shoot at the other team in local space.
Even a MOBA only puts players a short distance apart, as conventional gaming wisdom points out that play time can't be spent twice.


You can either fight, or travel to / prepare for the fight, not both together in this context.
If your travel to and prepare soaks up too much of the time you would spend fighting, the fighting doesn't happen.
Soldarius
Dreddit
Test Alliance Please Ignore
#903 - 2014-10-08 15:18:52 UTC
Kismeteer wrote:
Fix POS. Fix Null sec sov system. Fix the corporate management stuff.


These three things. Word is you're working on the second of these. This is good. The other two things are inextricably interlocked and must be addressed together.


Something Easy: POS Reactions Interface
A few weeks ago I spent 3 days trying to figure out "Wtf why won't this work now? I had it working last week!" And I've been using POSes for years. I'm for drag and drop. But feedback is really important. Nothing in that counter-intuitive boondoggle of a spreadsheet ever gives feedback. Hit apply and **** just reverts with no feedback. The only clue anything has changed is when the difficult to see slightly lighter than normal links suddenly revert back.

The red-text onlining blurbs are extremely vague. Please make them more informative/descriptive.

When I give instructions to people new to POS reactions, I typically tell them the hit apply after every single thing they do because if they screw up, they never know why and they will lose all their progress up to that point if they haven't. There is nothing more frustrating than linking 15 structures and having them all revert with no feedback when you hit apply.

There is no logical workflow. Your input silos could be at the bottom of the list, at the top, or in the middle. But one thing is certain, they will never be in any useful order because the list auto-sorts by module type followed by name, and we can't manually move them.

Could we get a graphical interface? Something like the new Industrial S&I interface would be so much better. Failing that, at least let us drag and drop individual silos/etc where ever in the list we like so that there is some semblance of logical workflow.


Something Easy: POS Tracker
POS management people need better tools to manage POSes. The current "In Space" assets list in corp neocom is shite for anything except saying "In system XYZ-123 you have all this stuff anchored somewhere."

An actual POS management interface in the neocom corp tab would be super cool. Being able to remotely see a comprehensive structured list of what is out in space and the applicable fuel/timers is needed. We shouldn't have to resort to custom third-party API tools and spreadsheets to track in-game assets. A proper POS tracker should have been shipped with POSes.

Something similar to the Unified Inventory should work well for at least showing what is there, which modules are anchored at a particular POS, and displaying timers, statuses, and fuel amounts. If you happen to click on an assembly array, it could take you to the S&I interface to show the jobs, assuming you have those roles. Or it could just give a basic summary of current activity. (Ex: 15 jobs running, 4 awaiting delivery.) A bonus would be a way to manage POS configurations remotely.


POS/Hanger Access Roles
Config Starbase Equipment and Other Hanger Access roles are currently universal in scope. This is bad, and a major cause of corp theft. Allow us to limit the scope of these roles via a list of corp offices and POSes. The option to set roles to global, system, constellation, or regional scope should still exist.

All the items at a POS are effectively child objects of the POS itself. The option to cascade roles to everything at a POS should be available. No more having to go to the POS to configure every anchorable structure one at a time.

Now, it may be that a POS manager doesn't want to allow the same access rights to everything at the POS for any particular individual. This is particularly true of reactions, since one has to offline and then online the silos to remove/drop stuff. You don't necessary want to allow a person to offline the entire POS just so they can maintain some silos. This is where being able to individually configure items at a POS is still a useful tool.

However, the only way to do this is to allow said rights to one of four categories: Config Starbase Equipment, Starbase Fuel Technician, Corp, or Alliance. Again, we run into problems with scope being too large. The first two options are global roles. CSE ofc allows global access to offline and unanchor every POS in the corp. SFT is better. But it does not limit to which POSes this person can now do these things. The ability to set an individual's scope of access is again required.

The other two options are just lol worthy when it comes to maintaining security. But they serve a purpose for less restrictive access to shared facilities like hangers and assembly arrays.


Hanger Access Rights
Generally, we currently have a number of ways to manage roles. They are divided amongst a number of categories. We can assign individual roles to pilots, or we can assign roles to titles, and then assign titles, which allows for some limited group management and customizibility. This is all well and good. The problem arises in that when you assign a role to a pilot it applies globally. We need a way to limit the scope of an assign role.

The scope of Headquarters is literally a duplicate of Base but without the ability to specify which station it applies. Pointless. Get rid of it.

Base is better. But a person can only have one base. And it only applies to a station. Again, it is too limited. Again, get rid of it.

The third scope, Other, is all-inclusive of everything that is not specified as either HQ or a person's base. This includes POSes. Holy crap. Can you say broken? Far, far too open and inclusive. Get rid of it.

Fourth is Container Access. This allows one to take audit log containers from a hanger to which they already have access. If they can take from that hanger but don't have this role, they can still take from the container. Just not the container itself.

Rather than having three ridiculously bad options, just let us select stations with corp assets and POSes via a sortable list of corp assets.

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#904 - 2014-10-08 15:48:20 UTC
Continued:

Note: 37 characters left on previous post. Hit submit. Forums say I have exceeded the character limit. CCP, fix your forums, plz for the love of God.

POS Industry and Open/Public Scopes
Materials and Hanger Access
One commonly requested feature for POS industry is the ability to rent out arrays and labs to either the public, corp, alliance, or people with proper standings.

Currently, one cannot do anything at a POS array if they do not have hanger access roles because in order to take from an array one must have corp roles; clearly an impossibility for someone that is not in the owning corp.

This issue could be fixed by simply adding an 8th "Public" Hanger to every corp, or by allowing any particular hanger to be set to public. Actual access to said hanger could then be based on standings. This hanger could then be used for whatever industrial activities are available at any particular POS array or lab, or not at all.

This kind of access does impart some risk of theft to the user. But with a public hanger, I"m not sure there is any greater level of safety that can be imparted.


The Cash
The other problem lies in how to pay for access. Clearly, being able to set a tax rate on the array or lab is the way to go. With Crius tax rates are already assessed on a system-to-system basis, these taxes simply vanish into the vast isk sink. Personally, I was never a fan of this for POSes. It would be more intuitive and useful if these taxes went to the owning corp. Whether the tax rate is set based on the Corp tax rate or on some more locally configurable tax rate (scope again Smile ) is open for discussion.

WARNING: Assessing additional corp taxes on top of the current job cost taxation could discourage public POS industry. I don't recommend it unless the corp tax is set less than the normal job cost tax with the difference going into the sink. This would set a tax floor based on the system cost index.

The issue of where the isk comes from and where it goes is currently limited by wallet access roles. If one does not have wallet access and the relevant corp factory manager roles in their corp, they cannot even use their own arrays, let alone another corp's.

I see no reason why all those roles should be required unless one is going to pay for the jobs from the corp wallet. If you are actually doing jobs for your corp and need to pay for them, then that makes sense. But if you just want to run some ammo jobs for your ratting ammo at the corp POS (hello, w-space), leave that crap out. The new S&I interface allows one to easily choose between one's active corp wallet or personal wallet to pay for jobs.


tl;dr:
Remove the requirement for corp roles and hanger access for personal jobs. Add a new hanger division to corps with the ability to designate any hanger as "Public", corp, or alliance access.

http://youtu.be/YVkUvmDQ3HY

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#905 - 2014-10-09 06:25:19 UTC  |  Edited by: Ninteen Seventy-Nine
baltec1 wrote:
Ninteen Seventy-Nine wrote:
Dras Malar wrote:
The meta is not 200+ Archons. Name the last time 200 Archons were in a fight.

All this talk of pasta straining makes it sound like we can't defend our space at all. How come we still have it then?

The CFC likes fights as well. The only difference is now we know if the fight is in our space and is over something that's actually important, we can escalate and our opponents can't. I seriously don't understand all this talk of how the CFC is suddenly going to lose its space because of TiDi or whatever.

BL does a carrier hotdrop every now and then, don't they? Good luck with that after this patch.


Yes,this change will make the turtles.

The turtles that leave their shells will be easily made into soup.
The others will just sit there in the road like stupid scared turtles unless maybe a truck comes along and runs them over.

Future changes will need to address opportunities on how to turn the shelled ones into soup Blink


So as you were told nerfing power projection has done nothing to our ability to hold our space.


Oh, I'm sure you'll hold space. No one has questioned that.

What is in question is how much.
What you've vehemently denied is that these changes will have no impact on your group at all. Which would be laughable if it wasn't so sad how you cling to the talking points.

Turtle shells only grow so big. Blink

Don't worry baltar. Time will prove, as it always does, that you know nothing about this game.

Identifying yourself with a blob of players doesn't grant you any insight, logic or knowledge.
You're like a football fan that sit on his couch watching tv, then acting like he made a play when his team scores. .

This is why you talk in plural first person instead of the singular.
Using "we" and "us" as if the actions of the body can be attributed to the little toe. Roll

You should go make sure your $15 monthly dues for your team's website is all paid up. We wouldn't want you to lose all that identity and credibility Lol

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

baltec1
Bat Country
Pandemic Horde
#906 - 2014-10-09 07:44:38 UTC  |  Edited by: baltec1
Ninteen Seventy-Nine wrote:
baltec1 wrote:
Ninteen Seventy-Nine wrote:
Dras Malar wrote:
The meta is not 200+ Archons. Name the last time 200 Archons were in a fight.

All this talk of pasta straining makes it sound like we can't defend our space at all. How come we still have it then?

The CFC likes fights as well. The only difference is now we know if the fight is in our space and is over something that's actually important, we can escalate and our opponents can't. I seriously don't understand all this talk of how the CFC is suddenly going to lose its space because of TiDi or whatever.

BL does a carrier hotdrop every now and then, don't they? Good luck with that after this patch.


Yes,this change will make the turtles.

The turtles that leave their shells will be easily made into soup.
The others will just sit there in the road like stupid scared turtles unless maybe a truck comes along and runs them over.

Future changes will need to address opportunities on how to turn the shelled ones into soup Blink


So as you were told nerfing power projection has done nothing to our ability to hold our space.


Oh, I'm sure you'll hold space. No one has questioned that.

What is in question is how much.
What you've vehemently denied is that these changes will have no impact on your group at all. Which would be laughable if it wasn't so sad how you cling to the talking points.

Turtle shells only grow so big. Blink

Don't worry baltar. Time will prove, as it always does, that you know nothing about this game.

Identifying yourself with a blob of players doesn't grant you any insight, logic or knowledge.
You're like a football fan that sit on his couch watching tv, then acting like he made a play when his team scores. .

This is why you talk in plural first person instead of the singular.
Using "we" and "us" as if the actions of the body can be attributed to the little toe. Roll

You should go make sure your $15 monthly dues for your team's website is all paid up. We wouldn't want you to lose all that identity and credibility Lol


Given that I have spent the last 8 years fighting in near every war of note I would say calling me a spectator isn't exactly right mr NPC highsec player.
Dwissi
Miners Delight Reborn
#907 - 2014-10-09 09:00:33 UTC
baltec1 wrote:
Given that I have spent the last 8 years fighting in near every war of note I would say calling me a spectator isn't exactly right mr NPC highsec player.


Uh - i know this goes a bit off-topic now - but how can 2008+8 add up to 2014? Would explain why i suck at piloting if thats the new math

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty

baltec1
Bat Country
Pandemic Horde
#908 - 2014-10-09 09:04:26 UTC  |  Edited by: baltec1
Dwissi wrote:
baltec1 wrote:
Given that I have spent the last 8 years fighting in near every war of note I would say calling me a spectator isn't exactly right mr NPC highsec player.


Uh - i know this goes a bit off-topic now - but how can 2008+8 add up to 2014? Would explain why i suck at piloting if thats the new math


This isnt my first main, hence the 1 also 2006 + 8 = 2014Blink
DomanarK
Multiplex Gaming
Tactical Narcotics Team
#909 - 2014-10-10 08:20:40 UTC
Making sweeping changes is the right direction, and with the recent adjustments to the proposed changes, that shows wisdom. Making the hard decisions to find a set of changes that benefit the game and doesn't completely alienate your player base is a hard task, listening to feedback and adjusting form that feedback is a great way to handle the situation. Thank you CCP for moving in a direction with us instead of in spite of us.

For what it is worth, I a few changes I think would be a good addition / change to the game. Here is a link to where they are posted, would love to hear what other players think; also hope a Dev or 2 looks them over. Never know there might be a good idea hidden away in all the jumble of ideas.

CSN podcast thoughts for change post

Domanark
Clueless Space Nerds Podcast
Nikk Narrel
Moonlit Bonsai
#910 - 2014-10-10 13:20:12 UTC
This makes a good point, in my view.
DomanarK wrote:
Making sweeping changes is the right direction, and with the recent adjustments to the proposed changes, that shows wisdom. Making the hard decisions to find a set of changes that benefit the game and doesn't completely alienate your player base is a hard task, listening to feedback and adjusting form that feedback is a great way to handle the situation. Thank you CCP for moving in a direction with us instead of in spite of us.

...

Domanark
Clueless Space Nerds Podcast

Making the right changes in a game like this is difficult.

Basing changes off of popular perception, is too often like trying to paint a sunrise from the description given by a blind man.

I feel three aspects need to be considered in order to consolidate holdings, and decrease the leverage currently present.

1 The ability to cover three areas with a force only able to defend one area at a time. This would be less of an impact, but with timers you know ahead of time where you need to be.

2 Timers need to go. Seriously, this kills the effort by one group to strike while their opponents sleep. They have to make an appointment instead.
We may not be shooting for realism here, but making reservations for an assault is ridiculous.
If one side is willing to make the effort to wake up at 3am, and plow through a system while the opposition sleeps, good on them.

3 The opponents need to be more capable of presence, they are impaired in showing up once, while the defense can be 6 places as needed.
Allow modification to the docking system for outposts, here is a thread where I explained one theory about how this could work.

Paying the Red price
Avako
Asylum Of Shadows
#911 - 2014-11-05 02:22:56 UTC
I totally agree that the balance act between positive change and a game killing move has to be hard.

The CSM is a good concept, but it has feed into the larger alliances grabbing more control (HS/LS POCO, Wormholes, etc). It's a cycle that worries me because the small groups end up losing out, overwhelmed and absorbed or just plan quit the game.

I somewhat see the method to the madness. but question the amount of input by the players actually used in development. The little I have seen on the forums here and the survey results posted don't support the player involvement perspective often mentioned by the devs.

Finally, I really have trouble believing that the changes associated with a game attribute NERF constitutes a game enhancement. POCO's, Battleships, Wormholes, Jump Drive, etc. etc. are things taken away - not improved.

If you want the verse bigger - add new regions.

If you want ships to be used in a different manner - create more sub system classes

If you want sov to change more often - enhance Corp size and Small Alliance options to wage war against larger alliances

Eve is a great game with options not even considered... Think Big!

Av
Onyx Asablot
Aliastra
Gallente Federation
#912 - 2014-12-28 17:17:12 UTC
I guess I'll add my three cents for all to consume.


1st. The little guy
The masses are calling for smaller groups to hold SOV. I assume the only way to do this is to Nerf requirements for SOV grinding. I believe CCP could manage this concept, but it would require a reset of the SOV map or an expansion if that is possible.

a. Create communities in 0.0 SOV that have limits such as small alliances etc., medium to large corps. This space would essentially be renter space controlled by CCP.
b. Continue having space that remains up for grabs with current mechanics staying in place.


2nd. Gate Mechanics

a. Create a mechanic that allows SOV holders (i.e. small guys) the ability to lock gates or restrict entry to only SOV owners. Incoperate the wardec system so that those who want to take said SOV must pay for a war which would open the gates up to only those involved in the war.


3rd. Jove Space

a. Bring the Jove lore to the front and allow exploration in Jove space, maybe via WH.


Good day.

America!

Gorgof Intake
Aliastra
Gallente Federation
#913 - 2014-12-30 06:11:38 UTC  |  Edited by: Gorgof Intake
A future version of sov should meet the following four criteria.

ArrowA diverse landscape of asymmetric and systemic warfare where individual player skill and commitment have a greater impact than pure numbers

ArrowA system of flag capturing that provides a novel, broad and ever changing gaming experience for both defenders and attackers

ArrowThe ability for the playerbase to customise content nodes beyond simply setting timers and

ArrowTo cater for meaningful content for both time poor gamers as well as time rich ones


Eve prides itself on being a sandbox game. It allows for greater diversity of character development and gaming experience than any other MMO and player choice features critically within the game mechanics.

Sov Warfare in Null Sec however is the antithesis of the Sandbox concept. Sov holding entities have little or no choice or diversity in how they can go about installing or defending their influence in New Eden. They also cannot change the level of investment they want to commit to defensive infrastructure.


I dont know if this is still being read or not but I put a fair bit of work into a proposal regarding sov holding that I hope might get some feedback from a Dev or CSM. Without sounding biased, its a solid concept that meets a lot of player expectation. I have discussed it with several Devs during various OOG events and a whole host of players. The response has been overwhelmingly positive.

If you are interested in Sov mechanic changes I would love to hear your feedback on it.

"DEADPACK": Alternative Sov Mechanic Proposal

Sov Mechanic Theory
Nikk Narrel
Moonlit Bonsai
#914 - 2014-12-30 14:28:36 UTC
Onyx Asablot wrote:
I guess I'll add my three cents for all to consume.


1st. The little guy
The masses are calling for smaller groups to hold SOV. I assume the only way to do this is to Nerf requirements for SOV grinding. I believe CCP could manage this concept, but it would require a reset of the SOV map or an expansion if that is possible.

a. Create communities in 0.0 SOV that have limits such as small alliances etc., medium to large corps. This space would essentially be renter space controlled by CCP.
b. Continue having space that remains up for grabs with current mechanics staying in place.


Actually, that is still thinking inside the box.

In order to promote smaller groups being successful, the simple truth is you only need to destabilize groups above a certain size. That size would be a dynamic function, of social trust.
Put another way, larger groups only exist because of mutual trust inside that group. Mutual trust is based on a combination of two things:
1. Members have accountability, so realize they cannot betray others without consequences.
2. Understanding that smaller accomplishments as a group are more desirable than no accomplishments while opposing such a group.

This can be broken VERY easily.

Introduce a mode where you can log into a character as either an obviously false name, NOT another player's name, or simply as an anonymous identity.
(The character image could be replaced by a Guy Fawkes mask)

Knowing you can kill and loot your fellow alliance members, and they will have no idea you did it, would be instrumental in breaking down systems where players work together under a banner, that is supported by name-only level relations.

Without trust, the in-fighting will consume them.
The temptation to take from a stranger, minus the consequences of accountability, means that only your personally known friends will possibly be safe from those with flexible morality.



Onyx Asablot wrote:
2nd. Gate Mechanics

a. Create a mechanic that allows SOV holders (i.e. small guys) the ability to lock gates or restrict entry to only SOV owners. Incoperate the wardec system so that those who want to take said SOV must pay for a war which would open the gates up to only those involved in the war.


3rd. Jove Space

a. Bring the Jove lore to the front and allow exploration in Jove space, maybe via WH.


Good day.

The gate mechanics aspect seems to require formal war decs, making trust too easy to institutionalize.
No guerilla raids for you, declare war or GTFO!!

As to the Jove part, I dunno.
M1k3y Koontz
House of Musashi
Stay Feral
#915 - 2014-12-30 15:03:16 UTC
HVAC Repairman wrote:
out of my cold dead hands will you take dominion sov away from me

With pleasure.

How much herp could a herp derp derp if a herp derp could herp derp.

Ronny Hugo
KarmaFleet
Goonswarm Federation
#916 - 2014-12-30 16:24:26 UTC
I like all the suggestions that make it easier to take sov, in order to "make it easier for the little guy to take sov", completely forgetting that if its easier to take sov, the big guy will just take more sov.
Nikk Narrel
Moonlit Bonsai
#917 - 2014-12-30 16:42:00 UTC
Ronny Hugo wrote:
I like all the suggestions that make it easier to take sov, in order to "make it easier for the little guy to take sov", completely forgetting that if its easier to take sov, the big guy will just take more sov.

That is exactly why I am pointing out that in order to stop leverage from scaling with group size, you need a system of diminishing returns.

The problem is not simply inaccessible sov mechanics for smaller groups, but how to handicap larger groups in a way that does not harm the overall game.
(Large groups are not essential to the game's well being, they evolved as a result of being the easiest way for individual players to move forward. It is human nature to take the easiest & most efficient path forward, so they emerged here.)

Quote:
Actually, that is still thinking inside the box.

In order to promote smaller groups being successful, the simple truth is you only need to destabilize groups above a certain size. That size would be a dynamic function, of social trust.
Put another way, larger groups only exist because of mutual trust inside that group. Mutual trust is based on a combination of two things:
1. Members have accountability, so realize they cannot betray others without consequences.
2. Understanding that smaller accomplishments as a group are more desirable than no accomplishments while opposing such a group.

This can be broken VERY easily.

Introduce a mode where you can log into a character as either an obviously false name, NOT another player's name, or simply as an anonymous identity.
(The character image could be replaced by a Guy Fawkes mask)

Knowing you can kill and loot your fellow alliance members, and they will have no idea you did it, would be instrumental in breaking down systems where players work together under a banner, that is supported by name-only level relations.

Without trust, the in-fighting will consume them.
The temptation to take from a stranger, minus the consequences of accountability, means that only your personally known friends will possibly be safe from those with flexible morality.
SFM Hobb3s
Perkone
Caldari State
#918 - 2014-12-30 16:55:57 UTC
I'm pretty excited to hear what's going to happen with sov when they make the first announcements in three weeks or whatever. The changes could not come soon enough (Read CCP: you needed these changes a long time ago so get on this already)

Things I hope to see in the new sov system:

- it will not preclude big empires, but significant effort must be required on a per-system basis to maintain sov, the larger you get.
- no timers for sov or station control that can be exploited by big empires as they are today (this is a plague in eve). BLOB needs to become irrelevant when it comes to SOV. Have timers=getting blob. This is the key fact that has caused null to stagnate.
- having empty or unused sov within your borders incurrs ridiculously huge financial burden on the sov holder

I'd like to see some drastic changes to promote the dissolution of coalitions, another plague in null. Null, as it is, needs to get broken into much smaller entities. This will give us more borders, and, in the end, more meaningful conflicts.
ShadowandLight
Trigger Happy Capsuleers
#919 - 2014-12-30 17:05:08 UTC
Groups arent fighting because the level of income they make in X or Y location is enough to sustain them AND its not worth the effort to go someplace else.

If you made resources dynamic, introduced randomness in depletion, had shifting bottlenecks etc etc etc

Groups would have a reason to move around the Universe.

For example, Tech is the most expensive moon product, it never depletes and its amount in T2 production never shifts. Hence why groups setup around Tech moons.
ergherhdfgh
Imperial Academy
Amarr Empire
#920 - 2014-12-30 17:47:00 UTC
you guys keep going round in circles when the answers are right in front of your face. You guys give lip service to letting the creativity of the players sort stuff out but then you try to micro-manage the game.

Look to Provi and NRDS in general for your answers. You don't need to figure out how to make null sec fun and engaging and active. Give corps and Alliances the tools that they need to manage their space and make profit and / or sov tied to use and not ownership and your problem is solved.

Some ideas to achieve the above could be:

Allow standings to be shareable. An example would be a corp or alliance or even just a character could make and / or allow a specific set of standings shareable and when you are in their space you could set your overview to show those standings and not your own.

Allow Sov holders to set tax rates to out of corp / alliance members, maybe put a cap on it so it can't be out of control maybe not.

Get rid of passive income. Non-active moon mining has to go.

Allow sov holders the ability to post an link information on systems. So somewhere in the right-click menu on systems and from the star map allow sov holders to post system specific or general information. Then anyone could see the rule of engagement. An example would be a sov holder could post that system XYZ was NRDS and post a link to the standings that determine red status in one system and the system next door owned by the same sov holder could be posted with NBSI and a link to different standings for that system.

I'm in a hurry right now and could post more but I have in the past and it seems to fall on def ears. The main point is that the "if it moves shoot it" situtation that exists in low sec is not fun for most people. If you want fun active engaging null sec you need neuts and blues, carebears and hardcore PvPers all flying together in the same space. You don't have to worry about things getting too friendly if you tie profit to use because then the profit motive makes it so sov holders have to make their space as friendly as possible and their neighbor's space as hostile as possible causing the conflict that you guys fap to in your circle jerk parties at the office there on those long dark Icelandic winter evenings.

Want to talk? Join Cara's channel in game: House Forelli