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Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
Walker Ahashion
Imperial Academy
Amarr Empire
#161 - 2014-09-12 15:06:42 UTC
This will probably get lost in the rain forest of mediocrity that passes for opinions, but oh well.

Sov and it's mechanics are all well and good in terms of looking at any potential changes. However, nobody wants to sit in a system with 10% tidi for hours on end not doing anything except wonder why one is there in the first place. And then going back to repeat the process a day later and then going back again. Then having to do it on multiple occasions for weeks on end. That is not fun, it's not playing a game, it's boring, really boring and tedious, the only challenge is taking restroom breaks between recycling guns and wondering if your ship is still there or not. Doesn't matter what any mechanical changes one can do to sov capture or sov loss, the same crappy, life sucking tedium of sov warfare will still be prevalent.
For the rest of any potential changes then there's nothing really new that can be done, sov by occupancy maybe? Ratters will still rat, ratters will still get caught, bubbles will still be there, roaming fleets will still roam, empty systems will still be empty.




Ivy Fonulique
Doomheim
#162 - 2014-09-12 15:09:20 UTC  |  Edited by: Ivy Fonulique
Null sec should offer unique type of gameplay in New Eden. It should provide opportunities for both small gang pvp and large fleet engagements, empire builders and pirates, industrialists and researchers. Sovereignty is the defining feature of null sec and, in my opinion new sov system should provide rich, deep and engaging experience to all players. It should be more than waiting for pings, timers and blobbing the the hell out of enemy. A lot of people are repeating words like "sov by occupation" and "farms and fields".Below is my proposal for re-designing null sec sov. Farms and fields take the form of deadspace colonies. In my proposal the player is not a farmer but an overseer and protector.

1) sov is achieved by controlling majority of deadspace colonies in a given system

2) Colonies have "timed vulnerability" - owner of the system selects when they can be attacked (eg. 18.00 - 24.00 eve time- 6 her period) to prevent tz ping-pong

3) colonies have a limited amount oh HP (200k shield,2mil armour and structure for small, 500k/5mil for medium 1m/10m for large) to allow small gangs to harassment. Depending of their type they manufacture various goods for the owner. Mining colonies produce compressed ore, research colonies produce datacores, etc.

4) attacking Sov:

- raiding - you take out colony shields, than you have short timer (10 min for small, 15min for medium 20min for large)during which you must remain on the grid. If the colony is not secured by defenders after the timer you are free to loot it, and owner takes a small hit to this colony's allegiance, and colony goes into reinforced mode for 24h (it can still be assaulted).
- assault - you take out shield and launch boarding parties. Than you have short timer (20min for small, 25min for medium, 30min for large) if uncontested the owner takes a huge hit to colony allegiance, possibly flipping it to your side. Boarding parties are npc clone soldiers, they are launched in breaching pods from a new high slot module. Module requires 50cpu, 150 pg, so it can fit on a cruiser, transport ship and up. Breaching pods have 20k ehp, and are destructable during assault process. If defender clears breaching pods the timer resets. After successful assault colony goes into reinforced mode for 24h.
- destruction - scorched earth tactics, you proceed to destroy the colony and kill all of it's inhabitants. Functions the same as with POS, with armour and structure timers. Should give a huge negative standings hit to all involved(if colonists were Caldari this action should make you an outlaw in Caldari space).
- colony has a max number of allegiance points based on it's size S:100, M:150, L:200. Successful raid reduces those by 10, assault by 40. If as a result of assault this goes to negative colony switches owners. NPC colony agent issues level 1-5 mission, completing those missions grant allegiance points to colony owner based on 0.5xlvl of mission. You cannot gain more than 5 points per day this way. Well managed colonies should passively gain allegiance points, while mis-managed/abandoned ones should loose them.

In my system it will be really easy to take abandoned systems(no more than 30 min for a well organised gang), but taking one that is actively defended will be hard even if you have superior force. Defenders can simply use suicide destroyers / bombers / tornados / bad language, to kill breaching pods, and slow your progress.

5) Colonies:

After finding a suitable site (Jove artefact site, huge asteroid rich with ore etc.) Player anchors colony control centre, shortly after colonists build first deadspace gate. Control centre provides minimal habitation, and production facilities. In order for colony to grow players should anchor other modules to cater to colonists needs, providing habitation, workplaces, leisure centres etc.. Those structures are invulnerable if colony cotrol centre is active, if control centre has been destroyed they have small amount of hp and are easy to clean.

Going into invulnerable mode means diverting all power to shields, shutting down acceleration gates and all non-essential systems, therefore colony and all of it's services factories etc.. Are only active when the colony is vulnerable. Minimum amount of time required to maintain functionality is 4 hours per day. The more active colony is the more efficient are the production facilities. With 4 hours you have 50% 8h -100%, 16h - 150% efficiency 24 h - 200 % efficiency. This means that 1 colony active for 24 hours produces as much as 22 colonies active for 4 hours. An average system with 5 fully developed colonies active 24/7 should produce around 25 Bil worth of goods per month.

There should be finite amount of people willing to settle in dangerous area of space at any given time, and this should provide a hard cap on colony income. More attractive colonies (safer, more open, with better infrastructure) will attract immigration from worse colonies. While system openness provides efficiency bonuses, population provides necessary workforce.

This is just the basic proposal. Imagine what happens when you start to deal with different government systems, attracting npc corporations and agents, dealing with population unrests, possible revolts as a result of mismanagement, possible dust/legion integration etc.
It is also much more fun to fight for an asteroid mining colony or a Jovian excavation site than for a flagpole#4542.
Any constructive comments welcome. If you like the proposal feel free to send me ISK(I will unfortunately not double it).
Syd Unknown
#163 - 2014-09-12 15:12:31 UTC
Get rid of the METAGAMING....

Metagaming is destroying this game.

At the moment big Alliances can hold SOV without even having to log in, except for a Timer or a Jabber ping.

Remove Timers, Remove huge structure grinds.

Make SOV "ACTIVITY BASED" Either through Missions, Industry, Ratting, or even implement the FW mechanics.

That way the players that ARE active will get rewarded, and metagaming will get punished.

Peace out.
Speedkermit Damo
Republic University
Minmatar Republic
#164 - 2014-09-12 15:23:09 UTC
Noxisia Arkana wrote:
Nullsec gets 1 year warning that their gameplay may change. Wormhole space finds out by logging onto SiSi. Please tell me again how much you respect the emergent play in w-space.

Your actions here speak plenty loud. As a side note, when the null tears come I'll be there licking them and promoting the changes just as null treated wh residents in Hyperion.

Or maybe by the time late 2014 rolls around I'll have peaced out. Nah, I'll probably be here bitter vetting it up.



Wormhole whining thread is that way

------\
------/

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Maman Brigitte
Death of Rats
#165 - 2014-09-12 15:27:47 UTC  |  Edited by: Maman Brigitte
The main problems with nullsec, as I see them:

1. it is difficult-read-impossible for groups to get a foothold without joining an existing powerbloc. The attempt requires an outlay of resources that is difficult for a small group to recover from after a supercapital blob steamrolls their sov structures. This discourages smaller alliances from "rolling the dice" and results in a null-sec that rarely sees fresh blood unless that blood is imported as a "pet" of some sort.

2. the structures that steal moon mining production and the structures that allow ratters to increase their risk in return for increased reward are a good idea and a good start. I'd like to see more of this sort of thing, to encourage small gang participation and relevance in large wars.

3. TiDi, while I love it, has created an escalation problem. Because time runs so much more slowly in the system where the fight is happening, there's plenty of time for the rest of the universe to dogpile on. While large fights look good on paper, this technically removes objective-sniping from the game, and reduces the value of rapid deployment capabilies.

4. Titans are anti-fun. They're not fun to fly and their force-deployment capabilities both shrink the size of the game and discourage their use in risky fights. They also strongly discourage deployment of carriers and supercarriers in normal null-sec combat operations, which means that the Titan is not only unfun itself, but it actively decreases the fun to be had through use of less badly designed ships.

If I had my way, the Titan would be buffed insanely as a combat ship and nerfed hard as a logicstics asset. This would have the added benefit of driving tricky nullsec logistics traffic through wormholes and low-sec much more often, which would (in turn) offer large coalition fleets something to do (guard duty) other than be bored during downtime, and offer small gangs more opportunities to find trap and kill sov targets before they're even deployed.

/edit/ or here's an idea that's terrible and will get shouted down: how about rather than bridging -from- a titan, you bridge -to- it instead? Force projection retained, but to bridge with a Titan you must now commit the Titan to the fight. /edit/
JackEuchre
Aliastra
Gallente Federation
#166 - 2014-09-12 15:34:41 UTC
Try this. Sov structure ehps are directly proportional to system sov level. Define system sov level by activity. Unused afk systems should be able to be claimed by small bands of pilots whereas flagship systems that should be very difficult to capture.

Force projection is a pain, but if your minor unused systems can be taken by cruiser fleets anytime, you are forced to decide where and when to use that projection.

Another possible solution is put a jump drive cool down timer like you have for micro jump drive - and continue the timer regardless of docking. If a dread can't jump for five minutes after jumping, it commits the pilot to their destination and it slows down force projection, forcing coalitions to decide what to defend. Apply same time to black ops and titans as well. A titan can project a force every five minutes max, stragglers be screwes.
JackEuchre
Aliastra
Gallente Federation
#167 - 2014-09-12 15:38:07 UTC
Sovereignty leaching deployment module that slowly reduces ehps of sov structures until they are destroyed and sov is lost unless the deplyable is killed.
Ereshgikal
Wharf Crusaders
#168 - 2014-09-12 15:41:12 UTC
MASSADEATH wrote:
Being one of the small null sec alliances that fights the CFC and goons daily here is my take.

Even though we have 1300 in alliance and in the range of 60+ capitals we can never field them or we will be crushed. The speed at which the enemy can bridge ships in our area makes most of our capital usage rare and ninja in fashion. (in fact that goes for subcapitals as well)

So if it was harder to jump capital ships you are saying you would use them more often?

Perhaps using your caps wisely and adapt to the enemy you are fighting?

MASSADEATH wrote:

The JB network allows the enemy to bridge ahead of us even using ceptors, it has basically made gate travel non existant in vast portions of null.


So you are bridging around a lot? Since I am sure as hell taking a lot of gates whenever I travel. If you are complaining about the fact that you are stupid enough to run into a pipe of systems and the enemy is waiting for you at the end of that pipe...well, that is up to your lack of using the terrain to your advantage (that is, learn to use the map).

MASSADEATH wrote:

The defensive SBU ability is silly.


Wholeheartedly agreeing to this. I dislike the existing SOV warfare mechanics but the defensive SBUing is that added boring layer that cements the positions of the blocs.

MASSADEATH wrote:


and the vast HP to take out structures and multi tiered timers actually makes it every hard for smaller groups to try and disrupt and hurt the enemy. Since they can travel vast distances with their capital forces to defend for timers.

so fast and quick attacks cannot be done. Even though most of the time there is no one around in most of the enemy space, the quick time to build a blob and move it is a huge restriction for small attacking forces.


If there were no timers the SOV warfare would turn into RISK where the currently active superarmy rolls over a gazillion systems; and then 12h later the opposing superarmy rolls over the same systems to regain them. Would just cause a massive headache and would not actually benefit the small organizations a bit.

MASSADEATH wrote:


Most of their vast area lies undefended 99% of the time, however timers allow these much larger numerical forces to bring blobs to bear, compound that with instant travel times for capital and subcapital forces, and it makes it almost impossable for smaller entities to take ground.


No, most our area is not undefended 99% of the time. We are even "defending" NPC null as you are clearly aware of.

"""
"quote=MASSADEATH" (Damned be the 5 qoutes-per-post limit)

The enemy like in any war should have to choose where to place defensive fleets....and by that choice leave areas weak for attack.

Thats not the case now... they are equally positioned to defend everywhere.

I dont think "the alpha" wrecking ball ect is the issue.... the issue is the wrecking ball can be anywhere and everywhere instantly. Especially since they know when and where the timers will be.

"""

No fleet can be everywhere at the same time...
Perhaps attack the enemy at several points at the same time; then for the next timer you can play distraction games/bait the enemy into defending the wrong timer. Going for a single point of attack makes it easy to defend.
ElectronHerd Askulf
Aridia Logistical Misdirection
#169 - 2014-09-12 15:47:20 UTC
Two comments right now:

1. I echo the request for CCP's goals to be made explicit. Much of the stew of opinion in this thread arises from various people having various goals, and it would be nice to be able to compare suggestions in terms of alignment with CCP's goals. Yes, it will also be nice to know how aligned my own desires are with CCP's goals. (Note: I've also requested this through mynnna's blog).

2. I'm nervous about continued intertwining of logistics (real logistics - getting materials where they need to be) and force projection. While the two are very related, I think that continuing to nerf null-sec logistics indiscriminately in the name of nerfing force projection will be harmful to a few of my personal wants (more people in null and better viability of industry in null).
The Ironfist
Viziam
Amarr Empire
#170 - 2014-09-12 15:48:06 UTC
First of nullsec would be in a much better place if PVE scaled like in any other MMO out there you know? In eve you get punished for team activity at least as far as null sec is concerned. Go shooting NPC's in anomalies with more then 2 people guess what? You earn less does that make sense? I mean this is an MMO yet it pushes people towards solo play as far as PVE content is concerned.

My suggestion scale anomalies the more people warp in the bigger the waves that spawn. Obviously that ratio of how much more spawns would need to be worked out but that should be a simple task. Yes this leaves it open to be "abused" with alts but that happens anyway by simply doing multiple anomalies at once already so it really does not make a difference.

Next thing is mining the ratio between low minerals (Trit, Pry, Mex, Iso) and high minerals ( Nox, Zyd, Meg) needs to be changed in nullsec. Cut the high mineral supply in half double or triple the low mineral supply. Due to the current ratio mining is simply not worth doing anymore. The oversupply combined with the industry changes destroyed the high mineral market making mining the worst PVE activity in the game.


Next up sov.. first of no more defensive SBU's that stuff is simply stupid and borderline exploit. Either fix it or simply completely remove SBU's the idea that you need to wait 3 hours before you can RF something and then the defender gets a timer is dumb. I don't think sbu's are needed at all.

Timers.. a system should not be able to get 4 timers because it has a station and a ihub every system should have 2 and thats it. If a system has a station the station gets the timers if a system only got an ihub the ihub gets the timers.

If a system has a station and a ihub the ihub simply follows into RF when the station enters RF. Ihub is destroyed when station switches owner after final RF.

Also no more installing of upgrades when an ihub is in reinforce it allows the defender to install cyno jammers after the fact which is pretty stupid. Right now the mechanics simply give to many advantages to the defender.
MeBiatch
GRR GOONS
#171 - 2014-09-12 15:56:18 UTC
Whatever you do please do two things.

1. Make all 0.0 stations kick out. This means that as soon as uou undock you are more than 1 meter from station. This will effectively kill station games.

2. For a titan to use its bridge it cant be with in 100 km of a celestial object. Just look at the most recent NCdot titan kill and the talk around that to understand how bull it is that you can effectively use titan bridges without any risk. And the one time a titan does not die to a fail jump people cry exploit.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Tzar Sinak
Mythic Heights
#172 - 2014-09-12 15:57:19 UTC
God Arthie wrote:
CCP Fozzie, i hope you wouldn't take it personally and I'm not being rude or anything, but when you WILL get fired from CCP 80% of the people who play eve would be finally happy =). And I think many of those who left for other games, because of your bad judgment, will come back and EVE will grow and not rot.
Hope you have a nice day.


People who insist on attacking individual CCP members fail to appreciate that often those members (Fozzie for example) are the public face of a larger group. Insisting upon pouring your hate and derision on one individual is counter productive.

We have all had reasons to be upset about various changes CCP has been making. My disappointment came about with various elements in Odyssey. What I am interested in is the overall health of the game and not just one element of it. After all if the game as a whole does not grow then that single element will not matter; the game will shut down.

Finally, insisting on leveling personal attacks on CCP simply demonstrates a closed minded vision of any possible growth. I encourage the various posters that believe personal attacks and negative feedback as being constructive rethink your approach. You simply do yourself a disservice in the eyes of many that contribute to the forums not to mention CCP.

Hydrostatic Podcast First class listening of all things EVE

Check out the Eve-Prosper show for your market updates!

X Gallentius
Black Eagle1
#173 - 2014-09-12 16:00:17 UTC
+1. Sovereignty in lawless space ought to be defined by the players - with whatever figure of merit they deem worthy. Veritas' map could be based on kills, NPC kills, Number of POSes, Number of POCOs, Number of Stations, or any combination of them you want to use. The API reveals too much anyways. Might as well use it to help players decide who is the current sov owner.

All structures should be build by anybody anywhere in 0.0. It should be up to players to get rid of them, not some obtuse sovereignty mechanic.


Align Planet1 wrote:
If you're going to reconsider the high level goals of the sov mechanics, it would be enormously helpful to have a discussion on what the justifications are for having de jure sovereignty in the first place.

If 0.0 is supposed to be "lawless" space, ownership by fiat (i.e. arbitrary game mechanics) seems to contradict that principle. All of the actual benefits of controlling a system -- and the mechanics that enable it -- could remain in place without the contrivance of a Territorial Claim Unit. In other words, perhaps player groups should be able to build infrastructure hubs, CSAA's, jump bridges, etc., or even plant a pretty flag, in any system at any time. The only requirement for keeping those structures and reaping the benefits would be the ability of owners to defend them. That would be the purest expression of occupancy-based sov.

Just to be clear, this isn't about "fixing" the current sov mechanics. I'm questioning whether they should exist at all.

Manssell
OmiHyperMultiNationalDrunksConglomerate
#174 - 2014-09-12 16:30:01 UTC
Just remove sov altogether.

If you really live in your space, then no one is going to build a cap there without you knowing it, no one will be taking your resources without you knowing it. And if you can't stop them from doing so, then you don't really have "sov" over it do you? Having no sov is actually the same as all the bottom up sov ideas, but without all the artificial hoops to fly through just to have your name on a map.
Karnac Anneto
Crawlers In Space
Intaki-Business Logistics Union
#175 - 2014-09-12 16:37:07 UTC  |  Edited by: Karnac Anneto
All ccp want to see is Moe capital engagements, it isn't fun, and seriously isn't helping eve or the community, people are leaving eve. Because the game we fell in love in back on 2005 (when I started playing) carriers , titans wer rare, and seriously used only now and then, these days a small gang won't go out unless they have capital soppourt , or one person who's a cyno, these blobs are ruining eve PvP wise, there's very few solo fights out there I can't even engage a few people thinking that if I do, will the consequence be a cap blob. I have a capital char, and yet I only use him when it's necasary and as a treat to myself, I find the nerves are needed also in jump briges and cyno capabilities. Like only allow a certain mass amount of 4 battleships go through a jump bridge before it needs a cool down of 5 mins or something, cyno shouldn't allow unlimited jumps to, nerve that and allow only one cyno to be active at a time in a system I'm confident there is solution s to this problem. It's become rather than all this fast paced action, who or rather which blob .ca. bring more capital ships. Which is getting boring . From both s sub caps char and my capital char.
Serendipity Lost
Repo Industries
#176 - 2014-09-12 16:37:54 UTC
Tzar Sinak wrote:
God Arthie wrote:
CCP Fozzie, i hope you wouldn't take it personally and I'm not being rude or anything, but when you WILL get fired from CCP 80% of the people who play eve would be finally happy =). And I think many of those who left for other games, because of your bad judgment, will come back and EVE will grow and not rot.
Hope you have a nice day.


People who insist on attacking individual CCP members fail to appreciate that often those members (Fozzie for example) are the public face of a larger group. Insisting upon pouring your hate and derision on one individual is counter productive.

We have all had reasons to be upset about various changes CCP has been making. My disappointment came about with various elements in Odyssey. What I am interested in is the overall health of the game and not just one element of it. After all if the game as a whole does not grow then that single element will not matter; the game will shut down.

Finally, insisting on leveling personal attacks on CCP simply demonstrates a closed minded vision of any possible growth. I encourage the various posters that believe personal attacks and negative feedback as being constructive rethink your approach. You simply do yourself a disservice in the eyes of many that contribute to the forums not to mention CCP.



Personal attacks aside. If one is paid to be the face of a group, it would be reasonable to expect to get some rotten tomato on ones face when things go horribly wrong. Are you suggesting that we the good citizens of eve should just accept dookie from above and sit quietly? Humanity has a long history of shooting messengers. If a dude signs up for messanger duty (esp in a video game forum) then I think it's reasonable to see this sort of thing coming.

Heat-seeking Moisture Missile
Deep Thought Labs
#177 - 2014-09-12 16:38:47 UTC
[engage idealism!]

Sov wish list

- Break the connection from B-DBYQ <--> J5A-IX. Make them go thru Cloud Ring a handful of jumps.
- Create a mechanism that allows for holding corp transparency. Now they just lie to us, tax and steal and
plex their accounts for free with the isk collected.
- End the Sov Grind/DPS Race
- Make NPC 0.0 worthwhile. Give it something that the sov-holding alliances will want. Ie Content and invasions
and warefare instead of just npc dwellers afk cloaking sov systems.
- Make corp/sov permissions more granular
- More Lowsec systems around the Khanid/Tash-Murkon southern areas for cap movement, etc
- More stations in Great Wildlands
- New Sov Region between Esoteria & Period Basis. Make it have a few NPC constellations.
- Repress coaliations and large alliances. I'd rather see 10x 1k pilot warring alliances than 1x 10k alliance.
*content*


Also check out my 'Random Stargates' Post
https://forums.eveonline.com/default.aspx?g=posts&m=5013265#post5013265

Kagura Nikon
Native Freshfood
Minmatar Republic
#178 - 2014-09-12 16:50:13 UTC
Jenn aSide wrote:
Sigras wrote:
I used to think that the way to get small entities involved in null sec was to make sov more defensible allowing a smaller group to really dig in their heels and stand up against a large group.

I know see that the exact opposite is true... the large HP numbers on sov structures actually provide a minimum barrier to entry while not effecting larger entities at all.

think about it, if you multiply the HP on all sov structures by 30x, the only people who could realistically do sov warfare would be N3, PL, and the CFC; nobody else could bring a relevant amount of damage.

TL;DR
instead of making sov harder to take, make it easier



This is what happened pre-Dominion. All the talk was about "small group objectives" and "small groups being able to compete", but the realty was a territial version of Malcanis' law, the big got bigger and the small got lowsec/wormholes lol.

This is why looking at the actual past and actual data is paramount in this discussion.

Also to CCP and the CSM, don't think that this kind of thing will ever work, this contributed to the current problems.



If you go back to that discussion you will see that several of us WARNED ccp about that effect.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Cherry Yeyo
Doomheim
#179 - 2014-09-12 16:50:41 UTC
Heres a way to Balkanize and break up the huge blocs. Let corporations claim sovereignty rather than on the alliance level. Tie it to the military, strategic and industrial indexes.

If a system is unused- its goes unclaimed. My corp goes in and rats up the index or mines it up. We conquer the station and set the standings.

This puts power into the hands of people who have been serfs and renters for years to overthrow their landlords who have ruled by virtue of a supercap blob and threats.

.

Serendipity Lost
Repo Industries
#180 - 2014-09-12 16:52:42 UTC
A little more on my "may moon goo deplete" crusade.

Every 8-12 months you deplete the goo deposit on a given moon. (you can make it time based or resource based - 3 tons and your done so to speak). Once depleted a new deposit becomes available for discovery. Woot, get your scanners and go prospecting.

Make the respaw point totally random. The new deposit isn't bound by constellation or even region. If just goes to a random moon somewhere.

The joy of prospecting. Say you're a monster blue donut trying to preserve your moon goo fountain... good freakin luck. Your vast holdings would take weeks to completely survey, so you'll have to pay trusted folks to spend countless boring hours finding the new deposits.

The other joy of prospecting. You're a little guy that holds 3 systems. Every tuesday you and the guys spend 2 hours to resurvey all the moons you control. Not that big a deal considering what you could gain. Woot you found super goo on your moon. What to do??? What to do???? You check your rental agreement and provision #2 clearly states that all goo deposits of X value or better must be reported to your overlords. Hmmmm.... what to do.... what to do. You can be a good pubbie (that's what they call you btw) and report isk fountain to your overlord and give away the gold...... OR...... set up a stealth mining op and suck that bugger dry - playing the odds that big daddy is just a bit too big to find it in time. Either way you get a ton of isk until you get caught.

Key point. Keep moon goo out of the api stuff. You need to launch a probe to find it, not sort a data dump.


OMG... this would cause players to be (dare I use the word 'forced') to actually interact with the game to get stuff. It would take one of the more valuable resources in the game and make it little guy accessable.

Double dog dare Fozzy.... Double dog dare.