Urgg Boolean
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Posted - 2011.08.22 17:58:00 -
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Edited by: Urgg Boolean on 22/08/2011 18:09:20 Edited by: Urgg Boolean on 22/08/2011 18:02:02 Null sec as we know it is needs to change. I like the idea that system ownership should be easy/possible for any group. But I would go a lot farther, including erasing the slate and starting over:
1) It should be virtually impossible to dislodge any group/corp from their one designated "home" system using any game mechanics you want, including harmful geek-wave radiation that whacks invading corps, sorta like Recon 3 on steroids. Tolls can be paid for safe travel through other corps' "home" systems (they can provide temporary shield nutation algorithms to avoid geek-wave radiation). Simultaneously, owning multiple systems should result in exponential increases in God-taxes and/or market fees per system, i.e., one system = tax^1, two systems = tax^2 ... n systems = tax^n. Available space will be a natural fallout of exponential costs per system. Once enacted, the Sov map would change overnight affording many freed up systems. Or the Megacorps would go bankrupt in the attempt to maintain gigantic tracts of space. This will change the 0.0 mindset: bigger is definitely not better, and the epeen of owning large tracts of space will cost you big time. 2) Competition would occur mainly in the non-home-designated systems. This means that tiny corps can stay holed up while stockpiling resources, and mega corps can duke it out as usual. But instead of owning more systems as a supposed safety buffer zone, they will be keeping adjoining systems free of enemies, and thus open for whatever purposes, be they open PvP or resource harvesting or PvE. 3) Systems should start out small with only a few planets/moons. Corps/Groups should be able to build up their system(s) by creating planets/moons from harvesting gas, asteroids, and NPC debris from mission sites/plexes/adjoining systems/etc and frozen corpses from PvP and DNA samples from PvE for some biomatter. Aggregating all that stuff into a large enough mass will result in congealing into celestial bodies. Obviously, tools of planetary construction will be needed and the PI skill tree can be expanded accordingly. Cookbooks/recipes for planet/moon results could be built, results could be random, or both some recipes some random. Fabricated planets/moons will be far better than the sum of the resources used to make them, of course, or why would you make them? Max system size constraints would apply. Raiding open systems for resources = PvP/PvE Ops without the built-in protections of Sov. Yummy. 4) Planet building would take long azz time, such that large numbers of players involved would really make a difference but smaller groups could accomplish some things. Mega corps would be at an automatic advantage as they will start out with large human resources available to engage in planet building. 5) Planets/moons in claimed systems get used up, so planet building must be ongoing, meaning PvP/PvE Ops in unclaimed systems will be an ongoing opportunity for anyone looking for pew-pew. Planets/moons in unclaimed systems would replenish over time. This would give a reason to keep some systems unclaimed: raiding for resources to build planets/moons. 6) Allow all ships to go everywhere and all levels of missions and plexs should be able to spawn anywhere in the EvE universe. This would make 0.0 the true battle zone for high end PvP while allowing all the Carebears the opportunity to experience high end PvE in hi sec, simultaneously allowing all 0.0 corps to take advantage of PvE income in or near their homes.
**edited cuz I keep hitting update before previewing...
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