Svalinn
SOMER Blink Cognitive Development
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Posted - 2011.08.03 19:24:00 -
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I think that the blog has covered the issues facing 0.0 both from a CCP and a player perspective rather well, which is a break from the recent... things they have said and done. Please don't let us down on this.
I think that starting from the ground up is a good way of doing things. But I feel you would need to go back to more basic levels, and actually compare 0.0 to empire. Both empire and 0.0 have common features such as belts, NPCs in belts and sites, planets, but there's actually very little difference, just a straight forward increasing of the rat level. Besides bubbles, 0.0 doesn't really feel different enough, especially with cloaky T3s that can move with almost absolute impunity. I think the mechanics should be changed, but to do this, you should look at true security, how it is distributed, and look at how it can affect systems.
True Security True sec has a mild influence on the quality of NPC rats and relative ores, but that is generally all it does. What might be a better idea is that true security and the inherent isolation from empire restrictions should have an influence on industrial processes and science research, so that lower true security values should increase refining efficiency, better invention, decrease research and production time, and should also have an passive effect on the defense of a system so that systems with very negative true security statuses are harder to take than systems which have very weakly negative true security statuses.
But what about 0.0 that boarders empire and so has relatively poor security statuses? Ideally, you want areas near Empire to be 0.0 areas of flux and transition, where it is easy to gain a foothold, easy to lose it and difficult to hold it. Industry is possible and they should have pre-nerf ratting capabilities, but the real advantages should be seen much deeper into 0.0. Instead, boarder 0.0 should be fast and furious, easy for the new alliance to break into and a dream for the roaming person or small gang.
Areas deeper into 0.0 should be like the wide open ocean. There are islands, good places to land and build, but relatively few of them. Better defended, harder to take, but much much greater prizes for those who hold them. These islands should have the capability to be more than self sufficient, and provide the needs of the areas around, with the right investment and management.
The Wild 0.0 At this time, it's basically Empire space without guns and concord. There's nothing there that makes it different - you can see everyone in local, every celestial, every planet. It's... boring.
- Remove local from 0.0, make it an instrastructure dependant item. - Remove asteroid belts from lists and overview - find them with probes or short range scanners. Basically, when you jump into a 0.0 system that hasn't been claimed, you shouldn't expect to see everything inside it. - Introduce different environmental effects similar to wormhole space, system dependent but weaker than W-space. Make certain systems more dangerous, at the cost of cutting time off of a journey. Or make some valuable systems more dangerous, increase the risk and reward
I think generally, you guys need to bite the bullet. Don't worry too much about the scale of the changes as much as the necessity of what is needed. 0.0 needs a shakeup, and many aren't going to like it simply because they're used to it. Yup, 0.0 is broken, and people are used to it! It looks like you guys understand that now, so keep us informed, keep an open mind, and don't be afraid...
... to rock the boat. :)
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