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Player Features and Ideas Discussion

 
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Implants - CCP's anti-PvP feature?

Author
el alasar
The Scope
Gallente Federation
#41 - 2012-03-04 15:08:53 UTC
i dont see why there shouldnt be some shiny new , more costly pvp implants also having +5 on attributes.

meaning you could have e.g. a full snake set with +5 on all attributes (instead of +3 right now). this brings you on par with skilling with improved implants. of course price should be around 150mil per implant higher than current ones. provides an even better isk sink Bear

and corpses should drop implants at some low rate, maybe 2% per implant. make them salvagable. provides more incentives to produce pod goo and bring salvagers on the field.

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

Simi Kusoni
HelloKittyFanclub
#42 - 2012-03-04 15:20:22 UTC
el alasar wrote:
i dont see why there shouldnt be some shiny new , more costly pvp implants also having +5 on attributes.

meaning you could have e.g. a full snake set with +5 on all attributes (instead of +3 right now). this brings you on par with skilling with improved implants. of course price should be around 150mil per implant higher than current ones. provides an even better isk sink Bear

While this helps balance high/low sec pvp and pve, it still means null sec characters will be skilling at a considerably reduced rate.

I think the entire point of the thread is that giving implants a bonus to learning speed, and then crafting the game so that only PvP characters in null sec will realistically risk losing them, is imposing an artificial barrier for people to engage in null sec PvP.

Implants should, IMHO, give performance bonuses only. I don't mind people's ships performing a little better than me because they're using them in space where they can take the risk, but skilling up faster?

The current system just gives the impression that PvP is synonymous with lower sp/hour.

el alasar wrote:
and corpses should drop implants at some low rate, maybe 2% per implant. make them salvagable. provides more incentives to produce pod goo and bring salvagers on the field.

No. Lol.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

el alasar
The Scope
Gallente Federation
#43 - 2012-03-04 15:56:44 UTC
Simi Kusoni wrote:
el alasar wrote:
and corpses should drop implants at some low rate, maybe 2% per implant. make them salvagable. provides more incentives to produce pod goo and bring salvagers on the field.

No. Lol.

why? besides that it would add some interesting new aspect it makes sense to me - some valueable things are usually left.

check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts comment, bump(!) and like what you like

YuuKnow
The Scope
#44 - 2012-03-04 17:05:13 UTC  |  Edited by: YuuKnow
I agree with the OP. However there would be an outcry if CCP would try to eliminate the attribute bonus now after so long.
Most players see skill training as the most paramount part of their avatar development, so eliminating attribute enhancements altogether will be met with *RAGE*.

Perhaps they can change the current implants so that each has only a minor attribute bonuses of 1+ starting at the "basic", with the "Standard" and "Improved" versions still having only 1+, but with additional fitting/ship performance enhancements (similar to the pirate faction implants).

For example
Ocular basic: +1 perception
Ocular standard: 1+ perception, 1% sig resolution
Ocular Improved: 1+ perception, 1% sig resolution, 1% optimal range

This change is probably the only one that the playerbase will accept without outcry. If the skillpoint training rate is less of a loss and only a 1+ boost to attributes players may be more willing to accept the risk of podding and venture into PvP more. Then players would be more willing to loose those implants and more implant losses equals a higher isk sink as well as more PvP.

yk
Simi Kusoni
HelloKittyFanclub
#45 - 2012-03-04 17:15:39 UTC
YuuKnow wrote:
I agree with the OP. However there would be an outcry if CCP would try to eliminate the attribute bonus now after so long.
Most players see skill training as the most paramount part of their avatar development, so eliminating attribute enhancements altogether will be met with *RAGE*.

Perhaps they can change the current implants so that each has only a minor attribute bonuses of 1+ starting at the "basic", with the "Standard" and "Improved" versions still having only 1+, but with additional fitting/ship performance enhancements (similar to the pirate faction implants).

For example
Ocular basic: +1 perception
Ocular standard: 1+ perception, 1% sig resolution
Ocular Improved: 1+ perception, 1% sig resolution, 1% optimal range

This change is probably the only one that the playerbase will accept without outcry. If the skillpoint training rate is less of a loss and only a 1+ boost to attributes players may be more willing to accept the risk of podding and venture into PvP more. Then players would be more willing to loose those implants and more implant losses equals a higher isk sink as well as more PvP.

yk

That would be better, but it would again fix people into using certain implants for certain ships and not pvping "because they're in the wrong clone".

IMHO attribute enhancers should be moved to boosters, so for example a +5 intelligence implant would be become a +5 booster lasting x number of weeks and produced through manufacturing or bought for LP. This way the effect could become independent of what pod you're in, or whether or not you have lost it.

It would also maintain an ongoing ISK sink, as people would need to keep buying new boosters to maintain a high rate of learning.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Cordo Draken
ABOS Industrial Enterprises
#46 - 2012-03-04 20:30:22 UTC
A Non-Flame more Constructive comment:

First off, you provided 3 ways options for PvPers. I think that this is the root of the solution. By this I mean, being able to use jump clones more than once in a 24 hour period.

Risk is what PvP is about... you should stand to risk everything when you enter combat. It's part of the fun and feel to Eve.

What I share about what you touch on here, is that it would be nice, to be able to swap to a "Combat clone" for when you have a combat situation, and then at the end of the day, swap back to your +4/+5 "Training Clone". Thus I would merely suggest to CCP, to allow for using jump clones twice within a 24 hour period. This should be acceptable, while still not allowing for a Jump Clone frenzy all about.

Hope this helps. Smile

Whomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my Autocannons 

Misanthra
Alternative Enterprises
#47 - 2012-03-04 20:37:27 UTC
Simi Kusoni wrote:
IMHO attribute enhancers should be moved to boosters, so for example a +5 intelligence implant would be become a +5 booster lasting x number of weeks and produced through manufacturing or bought for LP. This way the effect could become independent of what pod you're in, or whether or not you have lost it.

It would also maintain an ongoing ISK sink, as people would need to keep buying new boosters to maintain a high rate of learning.



problem is ccp has to fix booster production. Namely...source of supply. Source of supply is currenly broke imo in that required mats are even more area limited than moon goo. SOme gas clouds only exist in 1 region. Switch to booster for learning faster would just feed select 0.0 entities. This has to be fixed to be an isk sink proper. Fortress delve for example is the only source of 1 gas whose name escapes me at the moment. If the new boosters use this gas....its more of an isk faucet for those residents who mine that gas than an isk sink for the game. Fortress delve does not need a new a new isk faucet. they have some moons and I do miss my ratting there for sure.... made me some damn good isk in the past there. Same goes for other 0.0 regions that only provide certain gases.

Secondly, no drug labs in empire. Puts empire dwellers out of the loop and takes missions runners out of an isk maker. Market will go to utter **** jsut like pi wrecked so many markets as the few who run this determine price. Current system fine for this, 1000's of storylines run daily, 1000's of + 3 and 4's on the market not at need ky pricing. At least for +3's....which mentioned several times here are a pvp'er's best friend.

Besides the isk issues above....also have the slight issue of ccp would go be going backwards in time. the learning skills they took forever to remove would come back. In the form of the skills that affect boosters. Shooting a booster may as well learn those biology related skills for them. New can of worms there with new player whines about older players having edges. And it be somewhat legit. Bitter vet pvp'ers should have these well trained most likely, New player has to make a long layover in science skills to catch up. To learn skills they may not even use except to make learning boosters work better even if they pvp. Never dropped blue bill in the blob for example. No need....buffer or passive tank, no shield booster for it to work with.
YuuKnow
The Scope
#48 - 2012-03-04 21:52:13 UTC
Simi Kusoni wrote:
That would be better, but it would again fix people into using certain implants for certain ships and not pvping "because they're in the wrong clone".


I don't think players would avoid PvP just because they don't have a 1% implant in... its more of a neglible boost actually.

Quote:
IMHO attribute enhancers should be moved to boosters, so for example a +5 intelligence implant would be become a +5 booster lasting x number of weeks and produced through manufacturing or bought for LP. This way the effect could become independent of what pod you're in, or whether or not you have lost it.

It would also maintain an ongoing ISK sink, as people would need to keep buying new boosters to maintain a high rate of learning.


Switching attribute enhancement to boosters is an intriguing idea... 400k subscribers as virtual drug addicts...

... an entire section of the Eve economy would be based off getting and supplying drugs. The areas of the map that have the most resources for creating the boosters would be the most contested and those that control it control the ability to skill train the fastest. You bet there would be hotly contested if that's the case...

... that's an interesting thought experiment.

If CCP eliminated implants altogether and changed all attribute enchancements to boosters then it would need careful planning to who and how boosters were created to make sure that it improved (not gimped) gameplay and didn't turn the entire game into a fight for booster supplies.
Simi Kusoni
HelloKittyFanclub
#49 - 2012-03-04 22:46:04 UTC
Misanthra wrote:
problem is ccp has to fix booster production. Namely...source of supply. Source of supply is currenly broke imo in that required mats are even more area limited than moon goo. SOme gas clouds only exist in 1 region. Switch to booster for learning faster would just feed select 0.0 entities. This has to be fixed to be an isk sink proper. Fortress delve for example is the only source of 1 gas whose name escapes me at the moment. If the new boosters use this gas....its more of an isk faucet for those residents who mine that gas than an isk sink for the game. Fortress delve does not need a new a new isk faucet. they have some moons and I do miss my ratting there for sure.... made me some damn good isk in the past there. Same goes for other 0.0 regions that only provide certain gases.

Secondly, no drug labs in empire. Puts empire dwellers out of the loop and takes missions runners out of an isk maker. Market will go to utter **** jsut like pi wrecked so many markets as the few who run this determine price. Current system fine for this, 1000's of storylines run daily, 1000's of + 3 and 4's on the market not at need ky pricing. At least for +3's....which mentioned several times here are a pvp'er's best friend.

Besides the isk issues above....also have the slight issue of ccp would go be going backwards in time. the learning skills they took forever to remove would come back. In the form of the skills that affect boosters. Shooting a booster may as well learn those biology related skills for them. New can of worms there with new player whines about older players having edges. And it be somewhat legit. Bitter vet pvp'ers should have these well trained most likely, New player has to make a long layover in science skills to catch up. To learn skills they may not even use except to make learning boosters work better even if they pvp. Never dropped blue bill in the blob for example. No need....buffer or passive tank, no shield booster for it to work with.

As I said, they should be produced either by manufacturing or bought for LP.

Also, the regional gasses thing is mostly because of the way drug production is split between certain NPC types providing the mats for the various different boosters (E.G. caldari = blue pill). Since attribute modifiers are neutral, and not currently associated with any specific race or faction, there is no reason they would be in the future. So production could easily just use globally found materials.

Also, most of the skills that effect boosters involve handling side effects, I didn't propose any side effects. The only skill involved would be biology effecting duration.

YuuKnow wrote:
I don't think players would avoid PvP just because they don't have a 1% implant in... its more of a neglible boost actually.

People min/max. It's human nature.

Give someone a free sig reducation with their intelligence implant, and they'll resent using it because their battleship doesn't benefit from it. Give them no bonus at all and they won't mind in the slightest.

Unless of course you mean you are going to be giving people genuinely pointless boosts? In which case I think the "genuinely pointless" part of that sentence conveys my issues with that idea.

YuuKnow wrote:
Switching attribute enhancement to boosters is an intriguing idea... 400k subscribers as virtual drug addicts...

Yes... "virtual" drug addicts Pirate

YuuKnow wrote:
... an entire section of the Eve economy would be based off getting and supplying drugs. The areas of the map that have the most resources for creating the boosters would be the most contested and those that control it control the ability to skill train the fastest. You bet there would be hotly contested if that's the case...

... that's an interesting thought experiment.

If CCP eliminated implants altogether and changed all attribute enchancements to boosters then it would need careful planning to who and how boosters were created to make sure that it improved (not gimped) gameplay and didn't turn the entire game into a fight for booster supplies.

They certainly wouldn't be able to use the current system, the easiest method would be to keep the current supply chains used for implant creation, but modify the ISK and LP cost to create a similar or slightly large ISK sink over time as currently exists.

That way they could keep the current booster production system for performance boosters (although tbh that could do with tweaking anyway), and adopt LP/incursions etc. as the method for acquiring attribute boosters.

Not that I'm claiming that would be the best way, but it would be the easiest and most predictable method of swapping from implants to boosters.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Xorv
Questionable Acquisitions
#50 - 2012-03-04 23:48:57 UTC  |  Edited by: Xorv
Simi Kusoni wrote:

IMHO attribute enhancers should be moved to boosters, so for example a +5 intelligence implant would be become a +5 booster lasting x number of weeks and produced through manufacturing or bought for LP. This way the effect could become independent of what pod you're in, or whether or not you have lost it.


Learning implants replaced with learning boosters sounds pretty good. Actually wouldn't mind going half way with the idea... Keep Learning Implants up to +3 and substitute Learning boosters for lost potential bonuses of Higher Implants, Giving +1, +2, and +3 Learning boosters.

In regard to Booster production add the harvesting of player corpses with implants into the mix. Perhaps the lowest tier boosters could be bought by LP alone and legal in High Sec. While the better ones require BPOs purchased from Pirate LP stores or found at Exploration sites, and components salvaged from implants on corpses. ..Oh and gasses from WH space rather than Null, so that it can't easily be monopolized by a handful of groups.
Caliph Muhammed
Perkone
Caldari State
#51 - 2012-03-05 00:31:39 UTC  |  Edited by: Caliph Muhammed
+5 learning rate is a privilege that comes with wealth and risk taking. You have no entitlement to it. While many pvpers die and run right back out 2 seconds later the game isn't designed with that in mind. Your fights are supposed to be somewhat planned and well thought out. If you disregard this protocol and play by the seat of your pants you take the higher risk.

People with hundreds of billions of ISK can use +5 implants and die multiple times a day. Its all about finances and how adept you are at staying alive. If your bankroll is low and you die often then you have no right or ability to maintain the higher learning rate. No the game shouldn't be changed to make it where you are equal in that right. There is no difference between a pvp and a pve player aside from what activity they are doing at that given moment. Its one game, EVE, not two games in one. There are only players, no pvpers and no pvers.
Simi Kusoni
HelloKittyFanclub
#52 - 2012-03-05 00:41:51 UTC
Caliph Muhammed wrote:
+5 learning rate is a privilege that comes with wealth and risk taking. You have no entitlement to it. While many pvpers die and run right back out 2 seconds later the game isn't designed with that in mind. Your fights are supposed to be somewhat planned and well thought out. If you disregard this protocol and play by the seat of your pants you take the higher risk.

People with hundreds of billions of ISK can use +5 implants and die multiple times a day. Its all about finances and how adept you are at staying alive. If your bankroll is low and you die often then you have no right or ability to maintain the higher learning rate. No the game shouldn't be changed to make it where you are equal in that right. There is no difference between a pvp and a pve player aside from what activity they are doing at that given moment. Its one game, EVE, not two games in one. There are only players, no pvpers and no pvers.

I don't think you really understood the point. The point isn't about risk, or cost, its that people who choose never to fight or leave empire or undock from station are...

You know what, **** it. This has been said above, read the thread before posting. I can't be bothered to reiterate what has been said multiple times over three pages just because you're too lazy to read a conversation before trying to join it.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Caliph Muhammed
Perkone
Caldari State
#53 - 2012-03-05 00:51:49 UTC
Simi Kusoni wrote:
Caliph Muhammed wrote:
+5 learning rate is a privilege that comes with wealth and risk taking. You have no entitlement to it. While many pvpers die and run right back out 2 seconds later the game isn't designed with that in mind. Your fights are supposed to be somewhat planned and well thought out. If you disregard this protocol and play by the seat of your pants you take the higher risk.

People with hundreds of billions of ISK can use +5 implants and die multiple times a day. Its all about finances and how adept you are at staying alive. If your bankroll is low and you die often then you have no right or ability to maintain the higher learning rate. No the game shouldn't be changed to make it where you are equal in that right. There is no difference between a pvp and a pve player aside from what activity they are doing at that given moment. Its one game, EVE, not two games in one. There are only players, no pvpers and no pvers.

I don't think you really understood the point. The point isn't about risk, or cost, its that people who choose never to fight or leave empire or undock from station are...

You know what, **** it. This has been said above, read the thread before posting. I can't be bothered to reiterate what has been said multiple times over three pages just because you're too lazy to read a conversation before trying to join it.



I understand your point perfectly. A person who avoids conflict and stays docked up trading and making money is also training at a higher rate. A person that suffers from adrenaline addiction and can't stand doing anything in EVE that isn't putting his avatar in peril every 5 minutes can't train as fast as the previous because he's taking more risk and said person doesn't have the bankroll to finance the risk. Thats working as intended. Its the traders advantage, much like combat inclined characters advantage when the two meet head on in war. Its also a choice that everyone makes from the start of their career in EVE. Do I master the market first and have the cash later to finance heavier combat or do I master combat earlier on to protect myself before making market moves.

I assume by your outrage you understood my point perfectly.
Simi Kusoni
HelloKittyFanclub
#54 - 2012-03-05 01:11:05 UTC
Caliph Muhammed wrote:
I understand your point perfectly. A person who avoids conflict and stays docked up trading and making money is also training at a higher rate. A person that suffers from adrenaline addiction and can't stand doing anything in EVE that isn't putting his avatar in peril every 5 minutes can't train as fast as the previous because he's taking more risk and said person doesn't have the bankroll to finance the risk. Thats working as intended. Its the traders advantage, much like combat inclined characters advantage when the two meet head on in war. Its also a choice that everyone makes from the start of their career in EVE. Do I master the market first and have the cash later to finance heavier combat or do I master combat earlier on to protect myself before making market moves.

I assume by your outrage you understood my point perfectly.

This is not "the traders advantage", it is the advantage of the level 4 mission runner, the incursion runner, the war dec griefers, the low sec pirates, the hauler, the high sec explorer etc. etc. etc.

There is little enough reason to go to null sec at the moment, for new players at least. How many do you think would really go if they had it thoroughly explained to them? "Oh, you'll die more often, make less money, everything will be considerably more difficult and, oh, we nearly forgot. You won't be able to gain SP as fast either".

Quite simply there's no reason that rate of learning should be linked to empire space, it adds nothing to the game.

And no, it doesn't effect us older players since a few days/weeks here and there on our SP plans doesn't make a lot of difference to us. It does effect new players though, especially since they're the ones who are far more likely than us to lose pods too.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Angelo Cossa
Sebiestor Tribe
Minmatar Republic
#55 - 2012-03-05 01:11:39 UTC
Caliph Muhammed wrote:
[quote=Simi Kusoni]
A person who avoids conflict and stays docked up trading and making money is also training at a higher rate. A person that suffers from adrenaline addiction and can't stand doing anything in EVE that isn't putting his avatar in peril every 5 minutes can't train as fast as the previous because he's taking more risk and said person doesn't have the bankroll to finance the risk.


This is one thing that bothers me in Eve, while i agree that having no XP is one of the best things in EVE, the fact that you get no SP benefict from actual experience is dumb, all knowlege in eve is theorical. I realize that there are many threads about it alread and i haven't read them, but i think a way to improve this is give a little bonus in SP while you are doing things related to the skills.

So if you are out Killing or get Killed you get a bonus (5% maybe) on SP for combat related skills, if you are transporting things you get a 5% bonus on skills related to it, and so on (some activities will be dificult to think about a trigger to the bonus, but that is another problem). That bonnus lasts for 2 hours for exmple, so when you stop fighting you lose the bonus.

This should compensate for the loss of the atributes for jumping to a new clone with cheaper implants. And Solve the problem for new players too, as they can get a bonus for playing the game and do not put implants for a while.
Simi Kusoni
HelloKittyFanclub
#56 - 2012-03-05 01:14:09 UTC
Angelo Cossa wrote:
This is one thing that bothers me in Eve, while i agree that having no XP is one of the best things in EVE, the fact that you get no SP benefict from actual experience is dumb, all knowlege in eve is theorical. I realize that there are many threads about it alread and i haven't read them, but i think a way to improve this is give a little bonus in SP while you are doing things related to the skills.

So if you are out Killing or get Killed you get a bonus (5% maybe) on SP for combat related skills, if you are transporting things you get a 5% bonus on skills related to it, and so on (some activities will be dificult to think about a trigger to the bonus, but that is another problem). That bonnus lasts for 2 hours for exmple, so when you stop fighting you lose the bonus.

This should compensate for the loss of the atributes for jumping to a new clone with cheaper implants. And Solve the problem for new players too, as they can get a bonus for playing the game and do not put implants for a while.

No. This idea has been discussed to death.

It will be botted to hell etc. Use the search function if you want to read pages and pages and pages of why that is a terrible idea.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Caliph Muhammed
Perkone
Caldari State
#57 - 2012-03-05 01:21:09 UTC  |  Edited by: Caliph Muhammed
Simi Kusoni0 wrote:
Quite simply there's no reason that rate of learning should be linked to empire space, it adds nothing to the game.
And no, it doesn't effect us older players since a few days/weeks here and there on our SP plans doesn't make a lot of difference to us. It does effect new players though, especially since they're the ones who are far more likely than us to lose pods too.


Then its a good thing its not linked to any particular space. It's linked to isk in wallet, risk aversion and individual determination.

And for attempting to use "the newbs" like people use "the kids", you sir, are worse than Hatler.
Luba Cibre
Global Song Setup
#58 - 2012-03-05 01:27:10 UTC
Alot people say, it's risk vs. reward to pvp with +5s, but actually it isn't.
You have _NO_ risk and get _ALL_ the reward, if you sit in station with +5.

"Nothing essential happens in the absence of noise." 

Simi Kusoni
HelloKittyFanclub
#59 - 2012-03-05 01:35:50 UTC
Caliph Muhammed wrote:
Simi Kusoni0 wrote:
Quite simply there's no reason that rate of learning should be linked to empire space, it adds nothing to the game.
And no, it doesn't effect us older players since a few days/weeks here and there on our SP plans doesn't make a lot of difference to us. It does effect new players though, especially since they're the ones who are far more likely than us to lose pods too.


Then its a good thing its not linked to any particular space. It's linked to isk in wallet, risk aversion and individual determination.

It is linked to empire, have you ever undocked in Eve? Why are you even discussing this? Are we playing the same game?

Oh Christ I just looked up your combat record, nvm. I lol'd.

Caliph Muhammed wrote:
And for attempting to use "the newbs" like people use "the kids", you sir, are worse than Hatler.

Some things effect new players more than old players, deal with it.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

YuuKnow
The Scope
#60 - 2012-03-05 03:33:32 UTC  |  Edited by: YuuKnow
Simi Kusoni wrote:
[They certainly wouldn't be able to use the current system, the easiest method would be to keep the current supply chains used for implant creation, but modify the ISK and LP cost to create a similar or slightly large ISK sink over time as currently exists.

That way they could keep the current booster production system for performance boosters (although tbh that could do with tweaking anyway), and adopt LP/incursions etc. as the method for acquiring attribute boosters.

Not that I'm claiming that would be the best way, but it would be the easiest and most predictable method of swapping from implants to boosters.


I don't know. Its certainly an interesting idea, but linking skill training to LP will make missioners the kings of EVE... there's already not enough incentive to get people to war as it is. Boost the power of LP and it seems counterproductive to what the devs are trying to create in motivating more PvP rewards (not PvE).

... I think it would be interesting if Attribute boosters (lets just call them SP DrugsP) were supplied from null sec areas only (be it from Moons or Pirate Corps or even Null Sec PI. With each attribute drug from a different section of the map. That would motivate more resource motivated conflicts in Null Sec and would create a Null Sec to High Sec supply chain to the economy.

... any change this big needs to be thought out very long and very hard to make sure it works well, but I think you may be on to something.

yk.