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Ezeria Mistanta
Future Corps Sleeper Social Club
115
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Posted - 2014.09.29 01:40:00 -
[1] - Quote
Logistics isn't the issue with null that is a surface and emergent crisis that developed from deeper and more core problems with how null is organized now.
I think if developers want to "fix" null it isn't about looking at the surface and seeing surface mechanics at play, but they need to take a deeper and more systematic approach and understand core issues. I am not a null resident currently, I have lived in null both sov and NPC and the issue for me has always been: there is no room for dynamic game play, development, or competition in null due to the concentration of wealth, power, and numbers into a few power blocs.
Worse these power blocs then follow any normal manner of accumulation and concentration of power organizing "staging" systems and "bases" of operation. These space metropolis and centralized structures burden the server, game play, and opportunities for small entities. They also make null have vast stretches of nothing.
I would propose two changes to Null mechanics in regard to outposts and POS mechanics. (Note: POS mechanics would include POSes in low sec)
For Null Outposts: a hard (if there already is one lower it significantly) cap on the number of modules and ships and assets that can be stored in one. This should theoretically spread players out in their respective regions. As players spread out and diffuse into their space Empires, it will open up more diverse pvp options and create lag in major op formation since they cannot keep all their assets in one central location.
For POS: have a scaling fuel penalty for any POS that hold supers. This would force player alliances and super holders to either constantly monitor and fuel POSes at small intervals or simple spread their supers out into more towers over a larger area. This will create some lag in mobilizing a super fleet and might require multiple cynos and more logistics thinking for deploying them.
Generally, we shouldn't be thinking of jump range penalties, or anything inane like that, but instead looking for mechanics and methods to spread people out and diffuse them. If people are pushed out away from their "capital" or power center they could be more vulnerable to attack from non-sov pvp entities, and there could be real frontier pressure in game. If there remote frontier players become vexxed that no help is coming, it might decay and breakdown coalitions and alliances as people develop a go it alone policy.
Just a few hastily typed ideas for discussion ;) |
ShahFluffers
Ice Fire Warriors Late Night Alliance
6198
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Posted - 2014.09.29 02:05:00 -
[2] - Quote
Ezeria Mistanta wrote:For Null Outposts: a hard (if there already is one lower it significantly) cap on the number of modules and ships and assets that can be stored in one. This should theoretically spread players out in their respective regions. As players spread out and diffuse into their space Empires, it will open up more diverse pvp options and create lag in major op formation since they cannot keep all their assets in one central location. Potential abuse found: before your station is about to fall, load it up with tons of cheapo ships and equipment. Now the enemy cannot dock or store anything in their newly acquired station.
The trouble with "hard limits" is that EVE players have a nasty tendency to abuse them.
Wanna limit how many people can be in any one system so the server does not crash? The defending/offending fleets will load up the system so no one else can get in. Limit blobs by restricting how many players can attack any one person at any one time? Fleets will have alts attack them (or attack each other) with weapons that do negligible damage so no one else can attack them.
Also... as long as there are Jump Portals/Bridges and cynos all members of an alliance will only be a CTA away.
Ezeria Mistanta wrote:For POS: have a scaling fuel penalty for any POS that hold supers. This would force player alliances and super holders to either constantly monitor and fuel POSes at small intervals or simple spread their supers out into more towers over a larger area. This will create some lag in mobilizing a super fleet and might require multiple cynos and more logistics thinking for deploying them. Many supers are cloaked and/or logged off on alt "holding characters" and not in POSs (because they are not secure enough). Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?" |
Ezeria Mistanta
Future Corps Sleeper Social Club
115
|
Posted - 2014.09.29 04:15:00 -
[3] - Quote
Appreciate the input, I tend to forget misbehavior and always think of the better angels of our heart, but that is way to utopic and optimistic.
The core to the argument I feel stands, that the issue isn't logistics but finding means to regulate scale and size of alliances or territory they can control.
There should be some sort of meaningful scaling system or objectives that create more meaningful content we could dream up/generate to make the experience richer in general. |
ShahFluffers
Ice Fire Warriors Late Night Alliance
6198
|
Posted - 2014.09.29 04:43:00 -
[4] - Quote
Ezeria Mistanta wrote:The core to the argument I feel stands, that the issue isn't logistics but finding means to regulate scale and size of alliances or territory they can control. While I agree with you in spirit the problem is that there no mechanical system on the planet that can regulate this in a reliable fashion.
If you set up such a system where groups below X size will not be penalized then those large groups will split up into "Alliance 1," "Alliance 2," and "Alliance 3 while still maintaining the same claims** and cohesion.
**One of the bigger issues with null-sec isn't that there is a lot of space out there that is basically unclaimed and/or unused. However, these places are "unofficially" claimed by large groups because said groups have the power to smash anyone and everyone who dares to claim SOV in those systems... and in a game based on conflict and warfare having an empty "buffer zone" between you and a rival makes sense. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?" |
Aggro Bot
Republic Military School Minmatar Republic
1
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Posted - 2014.09.29 05:14:00 -
[5] - Quote
I do think making a single system sustain aggressive farming from excessive amounts of nerds would only make the concentration worse. |
Zan Shiro
Alternative Enterprises
492
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Posted - 2014.09.29 07:21:00 -
[6] - Quote
So to fix the blob and sov mechanics (admittedly grindy)....you want to force the creation of more stations.
so its yet another monster ehp structure to bash and claim the system.
This is also forgetting the smaller guys can't drop eggs on the drop of hat. Bit pricey that.
Well that maybe its me but I like the fluff of 0.0 being pockets of civilization in a sea of desolation. KInd of wrecks that allure If stations up all over place. KInd of like going to see the great outdoors on country drive....and seeing a strip mall every 1 mile lol.
Idea also has an issue. Even not abused on purpose, lets have your side with the war. Yay, system is yours. And there are the former occupants going well can't move my stuff. So there it rots. I have been in some homes on system takes quite a few players happy. they were going awesome....I have about 2 billion in assets I left in this station when my crew got kicked out a few years back lol.
Some people fire sale on evac...others go we'll be back one day the take away.
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Ezeria Mistanta
Future Corps Sleeper Social Club
115
|
Posted - 2014.10.02 02:24:00 -
[7] - Quote
Naturally, if the new owners can eject all the previous owners stuff into space that would be fun ;) |
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