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Parliament x
Clandestine Management Group SiNTaX err0r
0
|
Posted - 2013.03.24 00:07:00 -
[1] - Quote
Hey all, I was thinking today about ways to lower the high sec - low sec divide.
Has anyone thought about making a sort of mid sec space 0.5 to 0.7 where instead of concord responding to attacks you have militia that show up instead. You could tie the militia to the corps that call the region their home making it so you can basically purchase (hire) roaming npc guards that warp to defend you and/or attack and inform you of low sec status players entering your system. This could make a mechanic where low sec corps sort of raid mid sec areas.
The npc police could be contactable mini outposts with defenses that can be destroyed. It would also give you the capability to extend protection to neighboring systems. When militia from your outpost are destroyed it costs you money to replace them as well as a daily upkeep on the station.
This would require a revamping of the rewards from systems to encourage players to want to move to mid sec systems. And eventually move on to low sec systems. As it stands currently the reward for going to a 0.1 system is pretty much the same as being in a 0.5 system.
Let me know what you think! |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
890
|
Posted - 2013.03.24 00:10:00 -
[2] - Quote
0.5-0.7... Yeah, break up highsec into little islands, and see 80% of the playerbase leave in a month.
This will only work in 0.4 and below. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Parliament x
Clandestine Management Group SiNTaX err0r
0
|
Posted - 2013.03.24 00:13:00 -
[3] - Quote
yeah I see the problem there.
To address that, you could easily just change the sec status of systems to create a large connected island in the middle, and move the 0.5 - 0.7 system to the outer edge of this. keeping the central island in tact. As of now there's not much difference between the high sec systems so would moving them a bit be a big issue?
This could also be applied to like 0.4 and 0.5 systems only. |

Stegas Tyrano
GLU CANU Open Space Consultancy
304
|
Posted - 2013.03.24 00:22:00 -
[4] - Quote
Exact safety ratings of which systems become part of this 'mid-sec' space can be rejigged. It may require an overhaul of the sec-status of all systems but I personally like the idea, reminds me of a wild-west-esque scenario where the sherriff and his goos run the town.
+1 Herping your derp since 19Potato --á[Proposal] - Ingame Visual Adverts |

Zircon Dasher
159
|
Posted - 2013.03.24 00:24:00 -
[5] - Quote
It is always nice to see new and refreshing ideas in F&I. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Parliament x
Clandestine Management Group SiNTaX err0r
1
|
Posted - 2013.03.24 00:26:00 -
[6] - Quote
Zircon Dasher wrote:It is always nice to see new and refreshing ideas in F&I.
Sarcasm ??  |

Seranova Farreach
Friendship is Missles
437
|
Posted - 2013.03.24 04:11:00 -
[7] - Quote
dont nerf highsec at all.. if anything needs a nerf its nullsec.. lok at the billions and trillions players can make down there, if people wanna go high risk high yeald go Null or w-space, if you want safe(ish) and more grindy type money makeing stay high. |

Parliament x
Clandestine Management Group SiNTaX err0r
1
|
Posted - 2013.03.24 04:50:00 -
[8] - Quote
Seranova Farreach wrote:dont nerf highsec at all.. if anything needs a nerf its nullsec.. lok at the billions and trillions players can make down there, if people wanna go high risk high yeald go Null or w-space, if you want safe(ish) and more grindy type money makeing stay high.
Seriously? My post says "you can't just get rid of high sec" I obviously don't want to nerf high sec, and I never said nerf high sec, I said scale the rewards. If anything it would be a buff to high sec with a slight added risk. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
890
|
Posted - 2013.03.24 05:53:00 -
[9] - Quote
Parliament x wrote:Seranova Farreach wrote:dont nerf highsec at all.. if anything needs a nerf its nullsec.. lok at the billions and trillions players can make down there, if people wanna go high risk high yeald go Null or w-space, if you want safe(ish) and more grindy type money makeing stay high. Seriously? My post says "you can't just get rid of high sec" I obviously don't want to nerf high sec, and I never said nerf high sec, I said scale the rewards. If anything it would be a buff to high sec with a slight added risk.
Add some risk to sov null instead. Deep inside the blue nether region that is sov null, you don't see hostiles for weeks on end. And when you see a neut cloaky, everybody docks up. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Parliament x
Clandestine Management Group SiNTaX err0r
1
|
Posted - 2013.03.24 08:12:00 -
[10] - Quote
Well that's a failing of SOV mechanics not risk. The risk in Null is 100%. It's not the players problem if the mechanics are in place that players cant or don't want to capitalize on that. |

Seranova Farreach
Friendship is Missles
439
|
Posted - 2013.03.25 22:51:00 -
[11] - Quote
Parliament x wrote:Seranova Farreach wrote:dont nerf highsec at all.. if anything needs a nerf its nullsec.. lok at the billions and trillions players can make down there, if people wanna go high risk high yeald go Null or w-space, if you want safe(ish) and more grindy type money makeing stay high. Seriously? My post says "you can't just get rid of high sec" I obviously don't want to nerf high sec, and I never said nerf high sec, I said scale the rewards. If anything it would be a buff to high sec with a slight added risk.
there is already risk, gankers, ninjas, corp theives, AWOXers, wardecks.. and so on.. |

Lin Gerie
Hole Perception Fade 2 Black
29
|
Posted - 2013.03.26 03:46:00 -
[12] - Quote
You are looking at it too broadly at the high end. Try 0.4-0.6 where in 0.6 militia/faction police show up quickly to defend but after about 40-60 seconds concord still shows. 0.5 is the same only concord would show after about 2 minutes and 0.4 would only bring small numbers of faction police and the rest would be militia.
In 0.4 and lower this would not affect militias engaging other militia forces. |
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