SandKid
Gateway Mining Division
146
|
Posted - 2012.05.29 14:20:00 -
[1] - Quote
Aside from sov mechanics and the dead horse...(you know what I'm talking about)...nullsec is really quite fine. It is still thriving and it continues to see new players come to it.
Now lowsec - lowsec has a population or people wouldn't complain about it. (Think about that for a second)
The problem of lowsec is that it has very little draw to it. It is more of a transition to nullsec than anything. One thing I would propose is that a range of ores only be available in lowsec, reserving the most valuable ores to nullsec. Those 'middle' ores are still necessary and still provide the most efficiency for acquiring their respective minerals - thus, many mining corps that have the manpower to protect themselves, but not the manpower to own or protect sov, would work in lowsec.
The other issue is that the PvE content of lowsec is virtually nonexistent. Thus, your #2 Consumer - the mission runner - has no reason to be there, making for a dried up economy at best. The ease of access to hisec trade hubs also exacerbates this problem.
Finally, there is no real reward for PvP in lowsec (FW aside - and that is a tiny slice of lowsec systems) except for pirates. Now I LOVE pirates (really, I do - best mechanic in this game is the people) but their competitor has no reward: bounties are broken, there's no market for antipirates (because nobody will hire them since there is no PvE content or middle ores) and, piracy battles aside, there is no general reward for PvP in lowsec at all.
The ideas...
1) Separate out ores - not to the degree OP suggests - so that hisec ores only go to Plagioclase and Pyroxeres. The rest remains the same (I'm leery of reducing ore availabilities in nullsec - nullsec is meant to be self sufficient.) These boundaries are strict for missions and belts, but not exploration sites (so that exploration remains lucrative in all securities by chance).
This results in Isogen not being in hisec - except through loot of course. This would impact the minerals market significantly (in fact I'd argue miners would get richer from this change) but would not in any shape or form 'break' hisec mining. More importantly, lowsec continues to maintain the needed minerals to build tech I equipment with ease. Small jaunts into nullsec will allow tech II production, and WH space is accessible anywhere already.
In order to build a market in lowsec that is viable there must be a viable industry there. I'll discuss how we insulate this market from hisec later. (The excuse being - it's easier to go to Jita or other hubs than do industry in lowsec).
2) LVL 5 Missions need some buffing - preferably in content but also paygrade to a degree. No numbers, I wouldn't have a clue on this one. The lvl 4 and down missions need buffing as well in pay. Solo mission runners will come to lowsec if the pay is worth it (not double or something silly like that...) There has been a proposal before that lowsec missions be entirely DIFFERENT from hisec missions in content and difficulty - the missions would be easier to fly, enabling PvP setups to run even lvl 4's with relative ease.
Whatever the choice - mission runners need a reason to go to lowsec - and ideally those missions are PvP friendly for both sides. This teaches carebears they have claws, provides pirate food, and enables a better transition for new players to make money, learn PvP, and be better prepared (mentally) to enter nullsec. i.e. We're creating a natural 'path of progression' to nullsec. The more of EVE players experience, the longer they stay.
3) FW has already implemented a 'paygrade' for destroying enemies - this needs to be expanded to negative security players and their ships. When I destroy a pirate with -3.0 standings (or -10.0) I should get some sort of compensation for righting wrongs - the LP formula in FW could be changed to isk here. Antipirates now have an actual business (along with the usual loot of killing someone)
PIRATES - By making an incentive to kill you, you have more targets to work against. Because the FW formula rewards based on the # of folks on the kill report, blobbing as an Antipirate will be horribly boring but even worst, not profitable. Since most pirates fly relatively inexpensive ships, antipirates will be more inclined for solo battles.
But how does this help the pirates - well as I said, more targets. More targets = more ransoms, more loot, and the reason we all play a pirate at some point...more beer. Wait, women. No...umm...oh yeah, yelling YAR when we kill someone? (The real answer is of course, fun.)
4) Gates and Security: I agree with OP that gate guns in lowsec should not be suped up. I doubt we'll ever see hisec islands again (and I'm not sure that would be a good idea as it'd only help a few lowsec systems, not all of them). Gates should be significantly weaker. A cruiser tanking them (without combat) sounds reasonable.
Security Hits in lowsec should be lower than hisec - it's not totally lawless space, but its pretty damn close. This helps out the gankers and pirates some, but not a lot. What it really does is strengthen the gate camp buffer between hisec and lowsec - which creates an incentive to build a lowsec market. Gate Camps go both ways - going OUT of lowsec will be just as hard as entering it, stifling trade lanes. This further bolsters the viability of a lowsec market by reducing the competition with hisec. Trust me when I say that if the market is created in lowsec, the freight corporations will find a way to make a profit there.
Finally - you've also just created a huge market for mercenary protection, another win for PvP in lowsec.
TL;DR I'm sorry, it's too long to make a summary for someone too lazy to read it. =) |