
Plukovnik
Quondam Souls of the Universe corporation THE R0NIN
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Posted - 2011.10.21 13:42:00 -
[1] - Quote
Hi, what i think - the 4 high end anomalies per system dragged a lot of people to nullsec. When it was cancelled, many people found out there is nothing for them. Hunters who enjoyed catching deadspace fitted tengu in anomaly now fly through dead systems just to come to one with so many anoms that chance to pick the right one with tengu in it, is significantly small. Also, i have the feeling that exiting warp now takes longer than before - i noticed sometimes last 1 AU of warp takes 30 secs in dual nano curse!!! (do you have the same experience?). Simply theres not so much fun for many kinds of people in nullsec. I met R&K member who remembered old days when they were hunting carebears in Vale and Geminate , he said that they often caught several tengus a day, but now its a difficult thing as ratters are concentrated in distant, bubbled and well protected systems. So my ideas are actually to improve the funny part, besides the blob support improvement that is needed as well.
1) Change in anomalies GÇô current state supports people concentrating in few systems with good truesec, while majority of systems are empty because useless GÇô meaning 0.0 is actually less profitable than empire space. I would suggest: -0.0 to -0.2: 2 high-end anomalies per system -0.3 to -0.6: 4 high end anomalies per system -0.7 to -1.0: 8 high end anomalies per system (flying solo or small gang pvp is frustrating now, you just fly 20 empty systems where is nobody and then you come to one terribly bubbled and inhabitated by so many people, that engaging one results 20 other come to help once they find out you are alone)
2) Value of good truesec systems should be in belts GÇô belt NPCs should drop significantly more loot and salvage compared to anomaly / mission NPCs, also chaining should start with much better NPCs in low truesec systems (so no need to shoot BC + frig spawns to get 1.85 mil BS spawns, spawns should start with higher value NPCs in low truesec)
3) Supercapital docking bay GÇô upgrade to player stations, very expensive, that would turn player-built station into huge monsters that would make supercapital docking possible. Reason: now, only superskilled players with multiple accounts can afford locking one in supercapital ship. Docking supercaps would mean that regular players could fly one if needed, and still enjoy flying other ships. Also, this would definitely increase requests for supercaps and boost up economy.
4) Losing T3 should not cause losing skillpoints. T3 ships are now barely used in PVP because of this, only by superskilled players who donGÇÖt care about losing SPs on their 50+ mil accounts GÇô while beginners are afraid to fly T3 for anything else than PVE, as every skillpoint has high importance for them. Also, more frequent use of T3 ships in PVP would increase the trade in related commodities and increase the usage of W-space.
5) nullsec to nullsec wormholes should be much more frequently spawning and last for a couple of days.
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