PewPewYou
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Posted - 2011.08.24 03:59:00 -
[1]
The best way to fix all these problems is really pretty simple. One system should be able to support an alliance, not a whole region.
System Upgrades: * Make systems much more upgradeable. Number of updates only limited by the system security level (a -1.0 system should for example allow 100 upgrades, a -0.1 should allow 10 upgrades, etc); so that one system can be upgraded enough to support a whole alliance (of varying sizes) from. More alliances is better (more fun) then bigger alliances. * Re-do all 0.0 sec status. The further from high sec a system, the greater the average sec status. No 0.0 should be "junk space" like a lot of it is now though. Give new alliances somewhere to start. * Re-do moon distributions with the upgrade system (unlock moon mins with system upgrades). Moons should be part of the system upgrade process (but better upgrades are available further from empire). * With alliances able to live in a single system, taking a single system from them should be much harder then it is now. * Change jump briges to be system upgrade unlocked alliance stargates (that are no longer linked to a POS, and can be used even by enemies when they are constructed - and can also be destroyed). They are a normal stargate, but created by alliances and can have alliance gate guns unlocked on them as upgrades. * More then 1 outpost per system. Let alliances create a whole empire in a single system. Add the ability to unlock sentry guns for outposts. * Change NPC rats so that they spawn at moons and planets and any other objects in systems, not just belts. The more upgrades an alliance buys/builds, the more objects NPCs have to spawn at. The numbers grow as the alliance expands the system. * Make belt rats more like anomalies (linked to above system). One belt should keep a player or gang busy, no more warping belt to belt. Each belt now functions as an isk source for a player/gang, not the whole system for a single player. These should remain solo-able in most cases, except when an officer spawns. * Add some bounty for rogue drones and reduce loot drops. There are too many minerals coming out of the drone regions, this has a bad effect on the market. * Let alliances hire agents for their starbases. * Make hold more then 1 system cost an exponential ammount to hold. To the point that owning more then 2 or 3 is impossible. (enough for logistical routes in/out of outskirt regions, no more)
Fleet Changes: * Make squads and wings mean something. Primary target mentality needs to be removed and replaced by squads and wings with different orders. Limit how many people can target an object by it's sig radius. Blobs are boring, this is the fix.
Misc Changes: * For god sake. Stop with the 1 carrot in front of our noses with each patch. 1 or 2 carrots *per race* would be much better. Fleet doctorine is stupid and boring. Fleet variation is good. * Change local chat to display number of blue/red/neuts, not a list of names.
The Effects: * More (and newer) alliances. * Less distance to travel for fights. * No need to add new 0.0 space. Current space becomes open to new alliances. * Encorages people to leave high-sec and form alliances as larger alliances have little interest in systems with only 10 upgrades. * More small/medium scale PVP. Less blob scale PVP. Need for node reinforcements becomes predictible with alliances owning less systems. (and with the longer+harder fighting period for each system, systems being attacked will be known after the 1st day of fighting for reinforcement). * Alliances feel like they have a home system, not 50. * Botting becomes harder/impossible with many players able to catch/report them in the same system. * Faster/Easier fleet form-ups with everyone in one place. Both casual and serious players find it easier to join ops (less travel and formup time means people can join fleet when they only have 30 mins to play). * Incursions in your home system can actually mean somthing. It is your ONLY home system. |