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My visions about possible new directions to fix and improve the living in null

Author
B DeLeon
DeLeon Industries
#1 - 2011-12-02 00:41:18 UTC  |  Edited by: B DeLeon
1 COLONIZATION

Right now nullsec territories claimed by alliances are nothing more just static treasure chests. More space they have, more income they can gather. That's why the powerblocks who wants more is forced to conquer new territories instead of improving what they already have. That's what drives away small and mid sized alliances from sov holding if they doesn't want to be in powerblocks pocket.

I think the feeling that alliances are building up entire empires in null with selfrunning economy and market is missing. They are just sitting on resources.

My first idea is to implement a completely new feature for sov claiming forces: colonization (I know I know we already have PI but that's not the same).

Every alliance have x infrastructure points depending on the number of their active members (no trial characters). They can distribute this points between planets (what they already have) every week.

Every planet has a governor (1 player character) elected by the alliance leadership who can manage the colony. I don't have exact thoughts how the colony management should work but it should be something similar to sim city or sid meiers civilization but maybe less complex. Similar to the existing PI but more complex (and better visuals) :)

They can decide how they want to use this points:
- Increasing the population by developing cities or building new ones (more tax income).
- Building defensive military complexes.
- Building factories for research and manufacture slots
- Increasing the possible yield of PI, moonmining on nearby moons (or mining better materials), mining yield in nearby asteroid belts, number of anomalies

Of course maintaining a colony needs isk. The alliance can decide how much money they give to the governor to manage the colony and the alliance gets the taxes in exchange (from the virtual population, from manufacturing and researching, planetary launch and ofc the increased yield from mining/moonmining etc) Almost just like in a real government.

Planets with higher infrastructure level should be more profitale then lower. For example 1 planet with level 4 infrastructure should make more possible profit then 2 planets with level 2 infrastructure and a level 1 planet should have deficit.

Different planet types have different maintaining cost. The sovholding alliance can focus on the better planets and they can let the other planets to rent by other corps/alliances.

Building cities, routes, factorys etc should be an entire industrial branch. The governor can make the plans and then he must hire third party industrialist persons/corporations to actually do the job (or calling for help in the alliance).

PI characters can still use planets to build their own planetary material harvesting factories independently of the planets owners as long as the governors or their alliance grants access. More PI factories = more jobs = higher population on the same infrastructure level = higher income for the owner from taxes. This way 0.0 forces will be interested more to grant access for industrialist corporations to enter their territories and not blowing them up but actually defend them. More powerful an alliance economically if more players doing their thing on their territory.

If you think it would remove the fun to harassing carebears you can still do it with carebears in enemy territories and if they can't defend their carebears properly they will moving away making the enemy alliance more weaker.



2 REWORKING THE STATIONS

Make the costumes offices the stations of nullsec. The stations available services should depend on the colony.

The alliance can hire agents on their stations. The agents should have a weakly cost depending on their level but the alliance can set a tax rate on the rewards.



3 SOV WARFARE

The base of the sov warfare should be the planets. The alliance owns the sov who have more planets in a system. Similar to TCUs but without destroying them. Of course during shooting the station the on-the-ground launchers can harass the attacker fleet and the only way to destroy them is planetary bombarding (and hiring dust mercenaries to attack or defend them). The bombarding causes random collateral damage on the colony (even in the personal PI factories?) to give some bonus isk sink for sov warfare.

I know many alliance used TCUs just to force the enemy to have some fun fights. They can still do it by bombarding the planets and making some serious damage :D


4 LOCAL AND INTEL

Many players suggested before to remove the local and many players pointed their fingers in the WHs direction as a response :)
Here is my idea:
A structure what is anchorable on stargates and only shows a player on the local when he entered trough this gate. This could make systems with less entrance more important strategically.

It's possible to shoot them to reinforced mode and as long as the players aren't repping back it's not functioning.
Anchoring this things is only possible in the alliances own space and only alliance members and blues can see the local.

High weakly ISK maintenance cost to limit the numbers of them (and great isk sink). Also limited use of them is good for solo hunters.

Medslot modul to see the local chanel in enemy territory -> more jobs for scouts and for spying.
B DeLeon
DeLeon Industries
#2 - 2011-12-02 00:41:33 UTC  |  Edited by: B DeLeon
5 MORE SEPARATED ECONOMY AND MARKET BETWEEN NULL AND HIGH

The easiest way to separate them and buffing lowsec at the same time: remove cyno from lowsec but let capitals use the gates there. I don't think there is a better solution to make a more separated and regional market. The industrialists (I'm talking about real industrialists not riskfree carebears) will forced to make their thing in null or close to null if they want to be able to sell their stuff. If the null alliances will be more interested to let them operate within their borders because of the colonization and other taxes/contracts then it's good for both sides.

Also this could remove hotdropping from lowsec completely and making it a small scale pvp paradise.



6 NOMADIC LIFESTYLE FOR SMALL CORPS AND ALLIANCES IN NULL

Mobil deep space station (or mothership if you like it better) with limited max ship size. The biggest ships who can jump there are battlecruisers (and any industrial ships). If a jump freighter for example wants to get there first the pilot have to jump to the nearby solar system and just then to the station. This stations are in real deepspace outside of a nearby solar system. Only the alliance/corp members can jump between the ship and the system but the sov holding alliance can anchor a structure what can scanning down this deepspace mobil stations. But long onlining time (1week for example) and high maintenance cost if they want to keep it running constantly. The CEO can jump with the station to another location any time but it should cost a lot.

Why is this good? More small pvp oriented alliance or corp can live in null without pushing them to live in npc null. They don't have to fear from hotdrops and station ganks or their stuff stuck somewhere when the others are moving away. They can launch a small scale surprise attack anywhere (except the wellprotected systems where there is already anchored a deep space scanning device <- lol I figured out the name).



7 CONTRACTS BETWEEN SOVHOLDING ALLIANCES AND OTHER SMALL/MEDIUM ALLIANCES/CORPS

Industrial contracts:
The sovholding alliance can grant acces to their stations, POS forcefields, jump bridges etc for a price (or amount of minerals as tax) for a small/medium corp/alli to operate within their borders.
If some of the sovholding allimember attacks and kills one of the industrial corp member in their territory then the victims damage automatically gets paid off from the alliance wallet and the same happens in the opposite case (just to avoid obvious scams). If this happens between two industrial corp who have contract with an alli and they are on their territory then the same happens between them.

Mercenary contracts:
Almost same as the industrial contracts but they gets paid for watching borders, taking care the carebears (:D), harassing the enemys or joining CTA-s. If they aren't doing their job properly, they can get fired.


Feel free to tear apart my post if you want to.I'm not even sure in myself that my ideas are good. Most of them are random brainstorming. I'm actually curious about the possible flaws, the reasons of dislike, or how can I improve the ideas. Maybe CCP likes something from my ideas.

(if you find any grammatical mistake in my wall of text, it's because I'm crazy http://www.lauizm.com/images/2009/crazyDave/crazyDave_03.jpg)