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Thread Statistics | Show CCP posts - 12 post(s) |

Adunh Slavy
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Posted - 2009.09.17 19:39:00 -
[391]
Originally by: Orange Faeces
Simply require sov. to extend from an existing system with sov. That means, you can't claim sov. in a system that is not adjacent to your current claims. oF
Full of win, this one.
The Real Space Initiative - V5 (Forum Link)
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Cailais
Amarr Stealthfield Clandestine.
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Posted - 2009.09.17 19:48:00 -
[392]
Originally by: Adunh Slavy
Originally by: Orange Faeces
Simply require sov. to extend from an existing system with sov. That means, you can't claim sov. in a system that is not adjacent to your current claims. oF
Full of win, this one.
Im not so sure. There are examples from history of empires being geographical separated, but idealogical and politically linked.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Adunh Slavy
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Posted - 2009.09.17 19:51:00 -
[393]
Cailais & Jarvis,
All neat ideas. My concern, how much more code is all of that vrs dropping in some generic DED agent? Can't blame anyone for scope creep however, I've my own quixotic quests in Eve :)
The Real Space Initiative - V5 (Forum Link)
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Adunh Slavy
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Posted - 2009.09.17 19:58:00 -
[394]
Originally by: Cailais
Im not so sure. There are examples from history of empires being geographical separated, but idealogical and politically linked.
True enough, true in modern times as well. I suppose in my way of thinking, it would be defensively advantageous to be more geographically concentrated. Perhaps there is an aesthetic element to it as well.
However, if logistics is going to be more of an effort as was indicated, this may happen naturally anyway. Diplomatic skill to leverage a neighbor's geographical and logistic assets will be more important I gather. Spreading out Jump Bridge systems, just for the sake of logistics, may also be cost prohibitive in the new model as well.
The Real Space Initiative - V5 (Forum Link)
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Jarvis Hellstrom
Gallente The Flying Tigers
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Posted - 2009.09.17 20:02:00 -
[395]
Originally by: Adunh Slavy Cailais & Jarvis,
All neat ideas. My concern, how much more code is all of that vrs dropping in some generic DED agent? Can't blame anyone for scope creep however, I've my own quixotic quests in Eve :)
Don't do enough code of the type that EVE is built on to say. I would venture, however, that a lot of the skeleton code could be the same as the current agent system. Lots of modifications, naturally.
I think it's a cool idea mostly because it will be one more thing that will make null sec more populated (which is one of Greyscale's main priorities).
Well okay - and because I think someday being able to visit agents working for an Alliance I'm part of would also be cool...
May God stand between you and harm in all the Empty places you must walk
(Old Egyptian Blessing) |

Adunh Slavy
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Posted - 2009.09.17 20:22:00 -
[396]
Edited by: Adunh Slavy on 17/09/2009 20:22:50
Yeah. It would be cool. An easier solution may be to slap an alliance logo on the agent instead of an NPC corp, and be done with it. Probably the absolutely simplest thing they could do, to create PVE content on the fly to support lots of players in one system would be a "Cosmic Anomaly Spawning Widget". Click the widget, scan, woo rats, kill, loot, dock, click widget. I do like the Agent idea though.
The Real Space Initiative - V5 (Forum Link)
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Some Advisor
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Posted - 2009.09.17 20:47:00 -
[397]
i heard somewhere some time ago about "player controlled stargate" or at least sentry guns or something (still reading trough the massive devblogs and stuff)
anything about this?
.....and fuel pellets i want ;) (doesnt fit here, but just reminding :P)
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Vxrasa
Caldari Smegnet Incorporated Libertas Fidelitas
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Posted - 2009.09.17 20:49:00 -
[398]
Originally by: Mkiaki Chaos is what I want. Total and utter **** hit the fan chaos 
/signed
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-{Smegnet Incorporated Recruiter}- |

MatrixSkye Mk2
Minmatar
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Posted - 2009.09.17 21:08:00 -
[399]
You had me at:
Originally by: Greyscale ...this means that the best way to raise funds for an alliance will once again be to fill your space with as many people as possible, upgrade your space as much as possible and watch the money roll in.
I... I think... I love you .
That one sentence right there is what alliances should be all about; players.
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MatrixSkye Mk2
Minmatar
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Posted - 2009.09.17 21:14:00 -
[400]
This will definitely be interesting times. Alliances lining up in starter systems eager and fighting for recruits, trying to impress them with what little they have, like college fraternities during RUSH (Greek) week. This one single change will make players the single most important resource on Eve, as it should be. Now please hurry up and make it so!
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Vxrasa
Caldari Smegnet Incorporated Libertas Fidelitas
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Posted - 2009.09.17 21:20:00 -
[401]
Originally by: Terrible Karma Carebears Need 0.0 Survial Support
CCP must end its overt support of griefing. As long as piracy PVP (and PVP vs. 'carebears' in general) is dominated by players that get their thrills from ruining the gaming experience of others, 99% of carebears (i.e., empire pilots) will stay where it's safest. Getting podded and THEN having local fill with vial insults is a complete fun killer (we play for entertainment not stress). In the words of Han Solo: "No reward is worth this!"
- No Ins. 4 Criminals. Insurance for ships lost to aggressive PVP should be removed.
- Player Enforced Sec. (Criminal Intent). Empire space: Criminal flagging should be global (i.e., you agress a player, everyone gets to shoot you).
- Player Enforced Sec. (Violent Crime). Empire space: The criminal flagging for agressing and destroying a ship should exist until your ship is lost or you bribe the authorities (the bribe cost should be related to respective sec. status of the parties and the cost of the ship lost). The criminal flagging for agressing and podding a player should be permenant until you are dead AND pay a large 're-education' fee.
- Security Coordination. Carebears should have an 'improvement' in 0.0 where pirates are criminally flagged like in empire above (no concord or sec. status hit though).
- 2nd Chances for Pirates. Pirates need to have a (very costly) option to bribe officials and raise their sec. status.
- Player Police. As an alternative to the FFA on pirates proposed above, players with a good sec. status could act as police with a lisence to fine/shoot/pod criminally flagged players in empire as appropriate. This will bring many carebears into PVP.
- Hired Player Bodyguards. Carebears need a game mechanism to 'officially' hire players as escorts and an option to then rate those players. Loses of the carebears and escorts need to be recorded for risk assessment.
- KOS Coordination. Carebears need a game mechanism to record KOS / blue lists and the ability to base standings directly (using an in game mechanism) off those lists.
- More Common Profitable Pirating. Carebears need NPC agents that give out courier missions or missions where you need to defend NPC ships with cargo valuable to players/pirates. This gets PVE'ers involved in PVP, while allowing them to fly covert/PVP setups. If also gives pirates a target where the reward isn't simply griefing.
- System Security. A module that has ability to 'tag' ships with homing beacons or perhaps short circuit the cloak would be nice. Right now, it's very hard to track a pirate opperating in your space.
- Stop Cheaters. Reporting of suspected farmers needs to be streamlined.
- FIX Industry/Science! The production/industry/science/market problems listed in the threads created by the CSM in the respective subforums need addressed.
- The Rich get Richer Must End! Uber income generators need to be eliminated (high end moon nerfs will help). However, the production chains with bottle necks need to be redesigned. Whenever you have a bottle neck with no alternative required item's cost will be >50% of the entire production chain. Players need the option to shift to other materials, modules, etc. that require different resources to build. You're paid economist should know this, but then again look at the world economy.
So much carebear whining in one post! ------------------------------------------------
-{Smegnet Incorporated Recruiter}- |

Little Feathers
Caldari
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Posted - 2009.09.17 21:46:00 -
[402]
Originally by: Cailais Now consider the ability for an alliance to upgrade its space - improved rats etc etc. All well and good but we can do so much more here. A few posts up someone suggested alliance getting their own NPC agents to run missions for and hence provide a carrot to the 'carebear' and a route to distributing wealth.
Far better in my view is to allow Sovereign Alliances to create their own agents.
Now we have the seeds of true emergence and, at least potentially, a direct and enticing competitor to the 'empire agent'.
I had considered the idea of having large player Alliances take over the NPC agents, but honestly I think I prefer your idea. Bravo. [Still don't like so many NPC agents, but still... it's a nice compromise.]
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.09.17 22:24:00 -
[403]
all these miners moving to 0.0 and mining ABCM ores, what are you doing about the impending highgrade mineral price crash?
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Gekkoh
Caldari Rearden Steel Foundry
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Posted - 2009.09.17 22:27:00 -
[404]
Originally by: CCP Greyscale
Originally by: Del Narveux This may be a stupid question but what's to prevent the following situation from happening:
Imagine fictional alliance BobSwarm currently holds the region Venal Basis. Under the new sov mechanics they claim 3-4 systems and basically put out a post on CAOD saying "we dont mechanically own the rest of Venal Basis but if anyone moves in we'll gank you with our blob of 2,000 battleships because we like to blob stuff with our epic blob of blobbery" And since, like every other .0 region, Venal Basis only has 3 or 4 links to other regions it's not overly hard to establish a sort of de facto rule.
Nothing, and I'm really not sure what we could do to outright prevent that scenario. Under the new system though, there will be a much bigger challenge funding that fleet of 2000 battleships without populating their space some more.
I know something you could do. Add a hell of a lot more connections between regions, so the few Space-Spartans can't play "Pass of Thermopylae in Space" and exert their influence over more star systems than your new system apparently intends them to be able to.
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Adunh Slavy
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Posted - 2009.09.17 22:46:00 -
[405]
Originally by: ingenting all these miners moving to 0.0 and mining ABCM ores, what are you doing about the impending highgrade mineral price crash?
Hopefully there will be other things to "mine" one day too. Short of that, the invisible hand will take care of it.
More miners means cheaper ships, cheaper ships are more easily lost, don' fly what you can't afford to loose, right? If I can afford to loose five ships instead of one, then time for more pew pew. More people out there will lead to more pvp, more ships blowing up, more demand for minerals to build more ships ... in the long run it'll work out.
The Real Space Initiative - V5 (Forum Link)
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Terrible Karma
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Posted - 2009.09.17 22:47:00 -
[406]
Urgent! Please Read!
Dear CCP Greyscale,
Aralis, CEO of CVA, and many others argue that your proposed sov. mechanics and 0.0 changes will "cut the ground from under [their] feet." If you like CVA and NRDS I urgently plead that you read what he has written in this thread!
Summary of Aralis Post:
- You don't understand the practical reality of NRDS. It means making alliance territory vulnerable huge numbers of potential enemies. It means leaving billions of isk in infrastructure open to attack. Even worse CCP refuses to allow enough standings slots to track known enemies.
- Cyno dampers help small alliances defend themselves and encourage small ship combat, why are you making them harder to obtain? Removing them only means mega alliances with huge capital fleets dominate everything.
- Due to poor 0.0 income CVA is supported by high sec. activities of alliance members. Taxes will severely impact CVA's bottom line.
- 0.0 industry is TOTALLY dependent on security. Removal of Sov. 4 will make 0.0 industry too risky for everyone except the biggest alliances who can rely on security.
- The biggest alliances will maintain security by wiping out anyone within reach of their core systems.
- Proposing to make space easier to take is completely at odds with your stated goal of encouraging alliances to invest in their space. Proposing to wipe out all previous investments just makes even more clear why NOT to invest.
- If you want to discourage huge fleet fights, make inter-regional travel harder and remove bottlenecks in 0.0.
- Suggestions are made on how to encourage people to move to 0.0. I've also make suggestions on pg. 11 of this thread. Basically, make 0.0 more profitable than empire. You will need to make 0.0 security possible for that to happen for most players.
- Taking away what alliances like Goonswarm have fought so hard for undermines emergence and strongly discourages long term investment.
NRDS Support Suggestions:
NRDS relies on public security. NRDS cannot work without it any more than democracy in A***anistan can work without it. This means CCP must chose between its current support of easy consequence free pirating/griefing and NRDS. You can't have both in the same area.
- Above all, make system security possible. NRDS and industrialists cannot operate profitably in quasi secure space.
- Expand standings slots. You can't protect anything from enemies hidden in a crowd.
- Fix corp. security. Corps. are forced to take a huge risk when accepting new members currently. This obviously makes NRDS much harder.
- Make sabotage much harder. As much as we all hate BoB, they shouldn't have been taken down by one disgruntled player.
- Allow sharing of standings between agreed parties.
- End insurance for criminals.
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Terrible Karma
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Posted - 2009.09.17 22:55:00 -
[407]
Originally by: Vxrasa So much carebear whining in one post!
I don't fear the AYVB or it's perpetual lust for online trolling, griefing, etc.
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Inferno Styx
Caldari Division of Dying Stars
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Posted - 2009.09.18 01:52:00 -
[408]
The more I mull this over in my head the more I think this is going to promote a faster more intense larger scale pvpenvironment. Looking @ CCP Weirdfish's blog The markers as they currently are set up can easily be taken down buy a medium sized BS gang. It's no longer a slugging match where both sides know when and where the battle is going to occur.
Example:
1. After Dominion though we might see a fleet of 10 Dreads and supporting elements racing to a choke point deep in enemy territory.
2. Follow on elements move through the area and start claiming sov. More then likely Medium sized BS gangs that are also patrolling the areas to clean up stragglers.
3. Obviously the defending alliance is now aware that they are under attack and scramble their fleet to defend the system and run right into the blockade, Battle ensues. Now those choke point systems are of vital importance. Instead of massive alarm clock ops it's more then likely that you could see battles that are lasting 24 hours or more as fresh pilots come online and the tired pilots go offline.
4. Now you have the problem of logistics, Ships are going to be running low on ammo and caps are going to be running out of stront. Which means you are going to have to have a fleet logistics train coming up from friendly territory probably to a POS that was set up for refits and resupply.
5. Longer battles means more pilots dying. Your going have to have spare ships ready and waiting for pilots to get back into the battle. But the problem now is that 4 or 5 freighter pilots are going to start to fall behind if they are coming all the way from high sec.
5b. Which means your probably going to start making the ships and modules in your home systems and bringing items up to the front in Transports. Perfect chance for black ops fleets to bounce them.
6. Now think about this across 4 or 5 constellations you can give your enemy a very big headache very quickly. But then again they can do the same for you in another constellation. Or they could cut your fleet off from home and then your SOL.
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jeffb
GoonFleet
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Posted - 2009.09.18 03:02:00 -
[409]
Edited by: jeffb on 18/09/2009 03:03:13
Originally by: CCP Greyscale This I'd suggest is because the value of moon minerals mean there's no pressure to use that space, because there's no way it'll ever compare in income terms to moon output. By fixing the moon mineral situation we encourage utilization of nullsec space to expand to its theoretical carrying limit, at which point we will run into resource density constraints - which is what the infrastructure upgrades address.
No its because there's no fun way to use space to generate an income. You seriously expect people who have been playing for 3 or 4 years to go back to mining or ratting in 0.0? You are wasting my time. Or do you expect us to bring new players in to do it for us? If so detail how you are revamping alliance security mechanics so we can actually bring people in.
Also please tell me a way to use 0.0 space with one account this isn't terribly boring to generate an income.
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Olga Mokroff
School of Applied Knowledge
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Posted - 2009.09.18 08:28:00 -
[410]
Edited by: Olga Mokroff on 18/09/2009 08:34:45
Originally by: Adunh Slavy
More miners means cheaper ships
No, it doesn't. There is a hard bottom for t1 ship prices, which is 70% of platinum insurance payout value.
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Kimi
Caldari Deep Core Mining Inc.
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Posted - 2009.09.18 11:46:00 -
[411]
Edited by: Kimi on 18/09/2009 11:50:02
Originally by: jeffb Edited by: jeffb on 18/09/2009 03:03:13...Or do you expect us to bring new players in to do it for us? If so detail how you are revamping alliance security mechanics so we can actually bring people in.
Also please tell me a way to use 0.0 space with one account this isn't terribly boring to generate an income.
And I am going to grab my hulks and cnr's and just run across 30 jumps of lowsec/nullsec to join a corp that suddenly needs my mining and manufacturing skills?
And I think that will be the biggest problem. I am a fairly long term player, but mostly a carebear. In all the blogs and messages here I do not see one good reason why I should move to nullsec, or what it gains me. I see no reason why any new player would move from a 99% safe zone right into a 1% safe zone just so they can continue to mine for some corp that a few weeks ago would not even talk to them.
Miners and the like will still be a "soft" target, in fact probably more so, since opposing corps will now see resource gatherers as a major target. What incentive do all those carebear people that ccp wants to move into nullsec have?
If a corp needs more "gatherers" to support the corp, those are going to need military protection unless there are at least semi-safe zones, and I don't see anything like that happening. The Cariest of CareBears |

Tiel Enim
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Posted - 2009.09.18 11:49:00 -
[412]
When CCP understands why ppl dont run small scale industry in low sec, they will understand why ppl dont run small scale industry in zero sec.
If you cant be safe in a 0.4 system, and you are being constantly griefed by some 12-year old ebil "hardcore" wow-piwate, how are you going to convince ppl that they will be safe in a 0.0 system where those same piwats fly carriers?
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Kimi
Caldari Deep Core Mining Inc.
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Posted - 2009.09.18 11:57:00 -
[413]
Originally by: Tiel Enim When CCP understands why ppl dont run small scale industry in low sec, they will understand why ppl dont run small scale industry in zero sec.
If you cant be safe in a 0.4 system, and you are being constantly griefed by some 12-year old ebil "hardcore" wow-piwate, how are you going to convince ppl that they will be safe in a 0.0 system where those same piwats fly carriers?
Very true.
Way back in the old days, the security system worked fairly well - I had my Battleship and could at least hold my own against anything in nullsec. But now, to move from high sec, I am pitting that same BS (somewhat upgraded perhaps) against ships and fleets that can squish me like a bug.
It has gotten so that 1.0 to .5 is almost a totally different game than .4 and under, the spread between high/low sec has gotten bigger with each expansion. The Cariest of CareBears |

Kate Rusby
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Posted - 2009.09.18 13:45:00 -
[414]
Originally by: jeffb Edited by: jeffb on 18/09/2009 03:03:13 ..because there's no fun way to use space to generate an income. You seriously expect people who have been playing for 3 or 4 years to go back to mining or ratting in 0.0?
Oh, Im sorry I didnt realise that playing the game for 3 or 4 years entitles you to.. what would you like? free isk? free ships? an endless line of noobs to shoot? Let me give you some cheese with your whine! What are the members of the big alliances to do? How dare they be asked to play by the same rules as everyone else for a change, rather than lazing around in a slushfund made purely from Moongoo. Oh the horror!  |

Corupt Jean
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Posted - 2009.09.18 14:35:00 -
[415]
Originally by: jeffb detail how you are revamping alliance security mechanics so we can actually bring people in.
So you are saying that what is good for the goose is not good for the gander ? Apparently you Goons had no issues with the Alliance security mechanics when it allowed you to take down BoB .
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zelalot
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Posted - 2009.09.18 15:25:00 -
[416]
Can we please get some more info on this patch particularly the sov thing because there has been plenty of hype and no real "Sov after the patch will.........."
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Riven Nightwing
Covert Agenda
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Posted - 2009.09.18 17:04:00 -
[417]
It seems obvious that the stated changes would result in a MASSIVE impact on the corps and alliances who are out there as their space will likely retract, leaving POSes and stations in no-man's land, and even jump bridges will become inactive.
This will cause chaos in null sec, especially for those alliances who are on the rim of space and require the jump bridge network they have cultivated to support their assets. POSes will go offline at an alarming rate, as the sov fuel bonus is lost. It will likely lead to a mad dash pre-patch to dismantle many of the outlying POSes to avoid having them hanging in no-man's land after the patch.
But, in spite of this, I am completely FOR the proposed changes.
One problem I have with it, however, is that it creates a MASSIVE PAIN IN THE ASS for players who are vested in null sec. Imagine the countless hours spent (wasted) dismantling those POSes that took you so long to put up in the first place. The change is going to have a cost in sheer boredom for the players as they dismantle what the new sov mechanism can no longer support.
My proposal - start over.
Don't make players tear down all their infrastructure to facilitate a new sov mechanism û find another way.
I propose that CCP just go ALL IN on the change.
Wipe the slate clean. Start again for nullsec.
Think about this scenario:
Scientists warned us that the EVE Gate was demonstrating unstable fluctuations in it's gravity well. The scientists correctly predicted that a new and massive spacial disruption would form around the Gate, and proceed outwards, gaining strength as it progressed farther from the gate. Most of Empire space would be largely unaffected by the spatial disruption, but nullsec, being further away from the gate would suffer a more dramatic and unpredictable fate.
As a result of this, all 0.0 alliances ôbugged outö of null sec to ride out the storm in Empire. Faction pirates decided to ôstick it outö and see if they could ride out the storm. We have lost contact with the Jovians, and their fate is, as yet, unknown.
What scientists did not predict, however, was the effect on the SHAPE of space. Space was distorted, with stars and even entire constellations ôshiftingö their positions overnight. Gates that had previously connected stars 5 LY apart were now unable to connect as their target gates were pushed beyond the limits of gate technology.
Null sec becomes a new sand box. Wiped completely clean. The old regions have changed. The gate network is patchy and most of the typical routes have been cut. Constellations that were once in one region have been pushed into other regions, or have even been ripped apart.
The result? Alliances will be entering a vast, new and uncharted space. They will spread out and have to map the new space as they go, charting routes, discovering unconnected star systems (no active gate û only accessible by jump technology) and surveying for mineral wealth.
Oh, and all of those stations that were out in space? Some of them even survived û and they are waiting to be found and claimed. Can you imagine the fun in this? An interstellar easter-egg hunt, punctuated with roaming gang battles as competing alliances search for their new homes.
Players themselves get to decide the new shape that nullsec space will take. Isolated systems could be bridged with jump bridges û or even, eventually, with permanent bridges. New routes are formed, the new regions begin to take shape û but all being driven thru ôemergentö player activity. Players truly do get to shape the new sandbox.
But space is not empty, and the alliances are not alone. The pirate factions not only rode out the storm, but managed to thrive in the absence of competition. They have been busy reconnecting systems and occupying stations found in null sec. They are there and they are waiting for us.
This scenario gives the community of EVE a brand new start to null sec.
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Riven Nightwing
Covert Agenda
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Posted - 2009.09.18 17:11:00 -
[418]
Edited by: Riven Nightwing on 18/09/2009 17:12:16 Continued from above...
Instead of imposing a new sov mechanism that will have a massive and chaotic effect on the current inhabitants, let them relocate AUTOMATICALLY during down time of the patch. All assets (except stations) would be automatically relocated to corporate HQs. Then after the DT, players will have to work cooperatively to explore, conquer and civilize their new homes in the 0s.
CCP would do well to remember MachiavelliÆs advice to the prince: If you must inflict pain, it is best to do it all at once, and not try to mitigate it or do it bit by bit. Wipe null sec clean and start over. The alliances who were strong before the patch will be just as strong after the patch (relative to each other). They can rebuild, without having to first tear down what they have.
I know I am gonna take some heat over this, but it really seems like a great opportunity to make the whole game seem new again.
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Riven Nightwing
Covert Agenda
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Posted - 2009.09.18 17:30:00 -
[419]
Ok, second suggestion:
CCP Greyscale mentioned methods to restrict the amount of space that can be claimed by any one alliance.
Why not make it a different kind of cost for landholders in null sec û one that would create a new demand for newer players/PVE players and Empire dewllers in null sec.
Make the cost of landholding to be paid in manpower and resources. To police a system û to civilize it. Any monetary cost can be paid by an alliance with deep enough pockets, but if you want to really limit the space any one organization can control, then it needs to be a payment of a different coin. Time and resources.
Make the cost to ôuseö the space be a never ending struggle to keep the factions who claim the space from retaking it.
I am, of course, talking about the pirate/drone NPC factions that occupy null sec and claim it as their own domains. I have read about proposed changes to 0.0 for a few years now, and it has always been apparent to me that, in the words of a long locked thread, RATS ARE THE SPACE CATTLE OF EVE. They serve no purpose other than as a dangerous kind of natural resource that we ôcullö to make a living in space.
They have no order, no purpose. They just exist in conveniently located asteroid belts, and occasionally at a gate. We farm them and they don't retaliate.
Why not give those NPCs some more meaning in the game. Especially in null sec, where it is supposedly where they come from. And this will give a home and, hopefully, some incentive to players to go to null sec.
I would love to see a sov mechanism that requires players to ôcivilizeö space from the pirates and drones that want to keep it for themselves. No, this would not dominate life in null sec, but it would be part of the mechanic to ôimproveö space.
Pirates and drones would fight to retake systems. Why have them hang out at the gate with absolutely no logistics or tactics? If they are at a gate, they should be dropping a bubble and trying to disrupt transport thru ôtheirö space. Have them form up in roving gangs that seek to target the civilian ships û and landholders will need to protect those ships to ôimproveö their space. Have rats drop POSes, or even assault player POSes with dreads. Temporary NPC outposts would be constructed, requiring massive effort to clean them out of a system. And. yes, I can even see the most profitable systems requiring capital ships to occasionally mix it up.
It makes sense to me that anti-NPC ops would become a necessary part of the new sov mechanism. It is a way to build the ôlegitimacyö of leadership with the civilians living in your space û and allow for system improvement.
PVPers, don't stop reading yet.
I realize that many of the most successful alliances in the 0s are mostly PVP oriented. Industry is integrated into the corps, but many require combat ops from all of their pilots, making industry a secondary profession.
This new NPC menace might just be a way to entice some of those PVE players into null space û find them a home in their 0.0 alliances as the ôNPC patrol officers.ö The guys who work to fight back the rats and keep the home in order for their more warlike buddies to defend against player incursions.
This is just a suggestion for how the traditional alliances could open their ranks to PVE players û making them an essential component of their sovereignty strategies. This gives PVE players/casual players a home and a place to play in null sec, and it expands the character of the alliances by integrating a different perspective and style of play to their game.
It also provides a perfect opportunity for those members who can only afford a casual gaming schedule. You can stay with your buddies in your corp AND manage to be productive for the greater good û simply by ratting û or counter-ratting (protecting civilian assets in alliance space to allow the population to grow and the space to be improved).
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Riven Nightwing
Covert Agenda
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Posted - 2009.09.18 17:37:00 -
[420]
Edited by: Riven Nightwing on 18/09/2009 17:38:15 Continued from above...
This seems like a win-win, allowing for the transition of PVE content into null sec, but tying it into alliance sov mechanics.
This gives incentive for alliances to open their ranks to PVE and casual players, and the players themselves will find a home in null sec, as part of an alliance. These players will become essential components in the efforts of an alliance to expand their power base. They become part of the team by doing what many of them love to do now - PVE.
It would be like level 4/5 missions in null sec - with the benefits of null sec loot drops. They would get the opportunity to do what they do now, but with greater returns - AND - they would be doing it for the greater good of the alliance they are a part of.
It seems like a win-win to me.
My apologies for the epic wall of text.
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