
Tu Ko
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Posted - 2011.04.21 02:36:00 -
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This is like cold medicine. We are talking about solutions to a symptom as opposed to the actual disease. The actual problem is that the idea of taking SOV requires that an alliance destroy another alliances TCU and place one of their own. Because the defender can have ANYONE come in and defend their TCU and destroy the invaders is the reason why a small allaince cannot take a single system from a coalition no matter how worthless. This is because to allievate the problem of TZ warfare we have reinforcement timers which is a cute way of saying; game paused, batphone your blues. Why does SOV have to boil down to SOV structures in the first place because thats why everyone blobs, they cannot control how many the enemy brings to the fight so they have to get as many people on the field as they can. The longer the notice the more blues can be rallied.
http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=1486890&page=1#5 http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=1486890&page=1#8
1) Un-nerf nullsec anomalies. Period. Pilots need ships to drive conflict, risk vs. reward, et al. The rest of this plan is predicated on a return of nullsec to previous states.
Although I am against the truesec anomally setup I am not against the idea of nerfing the raw isk generated in Null, if it was converted to different types of resources, minerals, gases, whatever it would be much better. My problem with what they did with this change was that they made the entrenched entities able to produce even more isk and removed alot of isk from those trying to build an alliance, IE taking the wind out of the new guys sails. That's not going ot produce more wars, this little shuffle in delve is far more about moons and IT's death than anything about sanctums or ratting in general. Saying that the amount of raw isk generated makes players lazy, in nearly every Null area I have lived in the amount of industry is religated to a very small group of individuals, and those individuals only produce just enough for the local market, I have have yet to see anyone build something in null and take it back to empire to sell.
2) Levy an asymptotically scalar monthly fee against corporate entities based on the total number of pilots that are set blue to them, even those inherited by alliance settings.
As other posters have said players would just meta game the standings. Likely what would happen is that People would reverse the RED standing, so RED is BLUE and Neut is Red. Its just bad either way.
3) Implement a way to produce moongoo from Planetary Interaction and remove it from all POS moons. Remove POS mining equipment from the game and replace it with modules which mine raw POS fuels such as Liquid Ozone and Strontium Clatherates
That'll just make the moongoo cheap. if technium was the same price as atmospheric gases we wouldn't even be talking about this. Granted the Tech bottleneck is a huge money maker for the alliances that hold them ,but the real way to deal with that is to spread the moons around better. Not increase supply dramatically. As far as the second statement if you make the fuel with the pos and assuming you made more of one type than what that particular pos needed in the same period of time, wouldn't this replace ice mining entirely...
4) Limit jump drives and jump bridges to being able to take a ship only to any system a gate in the system of origin could take it to, but reduce the cost of each jump significantly. Let's be honest, this is how it always should have been. Yes, you can try to avoid the incidental gates and camps to wage your war. No, you can't get there in thirty seconds.
I don't think I understand this clearly. So, you want the jumpbridge to drop people at the gate of the target system... which gate? How far away? What would designate the target system? Wouldn't this make **** cages better? You want capitals to land at gates they can't use? JF's would just die without a prayer.
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