
Doctor Invictus
Gallente Industry and Investments
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Posted - 2011.08.16 19:18:00 -
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I have a whole thread up on this. There are two versions. One introduces planet/moon/belt -based colonies to the game, and a whole series of new, player-centered economies. The other modifies outposts to get the same basic effect, although with probably less radical changes to the game as a whole.
Some common elements to both versions:
1) A new sovereignty pricing system: Sovereignty pricing works more like a market. A new resource, troops, has cyclical maintenance costs associated with ownership. Troops get stationed aboard sovereignty structures (outposts) and are used to attack or defend during sovereignty contests. The more value a system has, the more people will have to invest in troops to defend against attackers. This is more efficient and 'accurate' than the current system.
2) New conquest system: Troop on troop fights create a new kind of sovereignty timer, which is set by the defender but not easily game-able. This takes the 'shoot the floating box' out of sovereignty contests. An alternate route to disrupting sovereignty, which involves shooting outposts, is introduced in one of the variants.
3) Revised index system: The Dominion index system is given an overhaul, creating an incentive structure that encourages in-system activity and promotes small-gang warfare as a means of disrupting economic activity.
4) Revised upgrade system: Sovereignty holders can 'save' upgrade credits derived from the indexes in their system, allowing them to purchase a wide array of system upgrades (e.g., nullsec agents, belt content and yield upgrades, outpost upgrades, etc).
5) Lower the scale of sovereignty: Rather than the smallest claimable unit of space being individual star systems, each planet, moon, and belt becomes its own claimable unit. This vastly increases the amount of claimable space available to new entrants to nullsec.
6) Revised cyno-system and player-built stargates: Basically adds more of a 'terrain' effect to using cynos. This implies that there will be places where hot-dropping is highly unlikely due to costs. Player-created cyno-disruption can affect multiple systems.
7) Hierarchical sovereignty structure: A revamped sovereignty system creates incentives for sov-holders to be in constant conflict with their immediate neighbors. The incentives encourage players to claim more space than their immediate neighbors (or to negotiate vassalage treaties with them).
If someone addressed all the common complaints about nullsec in a single proposal, would CCP ever find it? |