Omnathious Deninard wrote:You are under the false assumption that every supporter of this idea is a low sec pirate.
No. But I'm sure the supporters are guys, who have only benefits for their way to play the game.
Nowhere in this thread there comes up any compromise. Why? If CCP would like to divide the empire space routes, what major concessions for hisec only players are acceptable without killing lowsec gameplay?
Can transit routes between hisec enclaves be handled another way than deepspace routes?
Let me suggest a 3-step compromise:
(1) - PvE becomes more like PvP in order to reduce the need of completely different fittings and teach all players to pay more attention to the things they do.
- Experienced players and developers create "NPC char skills" and usual fittings for T1/navy issued/Concord ships.
- Concord become vincible but challenging. Navy shoud be vincible already.
- Concord patrols "uplink" gates to higher sec space only with small a bit challenging fleets in sec state 0.4 and 0.3.
- Concord does not roam in lowsec.
- Concord patroles no "downlink" gates to lower or equal security space.
- Concord needs a random time to replace a killed spawn. Time frame for replacement depends on sys sec state.
- Concord will auto aggro only outlaws/criminals (<-5.0 players security state)
- Temporary spawns of factional navy will appear like rat spawns in hisec but a bit more challenging.
- Navy fleets will auto aggro factional enemies only.
- "Downlink" gates will be temporary patroled by factional navy spawns (T1 or navy issued frigates/cruisers/bc).
- From time to time a small navy scout spawns at gates, belts or factional NPC stations (within the own territory only).
- A scout spawn stays a predefined time until it will go away. At gates navy scouts or fleets will stay much longer.
- The max spawn count and size will be limited by system security state.
- Borders between hostile races should be patroled more dense, than space between friendly races.
Nobody should be able permacamp a gate without having several smaller fights against NPC which maybe draw off the attention from transitting travellers possibly. Transitting travellers may have a slightly higher chance to escape.
(2) - There should be several routes with nearly the same hop count between the hisec areas.
- Not only one permacamped route should be reasonable and/or possible. This should reduce the sense of permacamps.
(3) - Building player controlled hisec jump gates to charge toll.