
Aliventi
Southern Cross Empire Flying Dangerous
756
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Posted - 2014.07.08 02:13:00 -
[1] - Quote
Alright.
We need to make holding large areas of space challenging while making it so the fewer systems you still do hold on to can support a large number of pilots. Here we go:
1. Taking Sov require activity: % ownership determines who owns the system. Multiple entities can hold % control at the same time. You need 75% ownership before ownership flips (think democracy/anarchy from TPP). Stations and the iHub flips when ownership flips. For every aniom run, X m3 of ore mined, x mods/ships produced your % ownership goes up by a small percentage. Overall, it should take a day or two to take a completely inactive system from someone. Every day it loses a flat 10% ownership to the local pirates as upkeep that goes up every day there is not activity (10, 15, 20, etc). Simple to recover from if you are active. If you are not you will soon find your hundreds of systems falling in to pirate control to be taken by someone who is more active in the area. Pluses: No more EHP grind. Make money while taking SOV. Difficult to hold regions of space.
2. No more notifications: You should only know that someone is taking your space if you actively patrol your space. No more anchored POS notifications, No more POS RF'ed notifications, no % ownership reports, etc. unless you pass through the system to get any reports. Pluses: Smaller entities can take inactive systems without alerting the afk overlords. No need to hold large areas of space to see if anyone anchors a POS.
3. Ring mining: No more moon mining. Shift all moon goo to asteroids. Pluses: No more need to hold large swaths of space to control valueable moons. No more SOV holders complaining about the amount of effort it takes to keep those moons running.
4. Redo anioms: Think incursions. Each systems can be above HQ, HQ, Assault, or Vanguard system. Each system starts out spawning 5 beacons. Each beacon is the gate to an aniom. Above HQ system is essentially 80-100 man fleet sized incursions with difficulty bumped up to accommodate. 4b. Roamers can destroy these beacons in around 5 minutes with a 30 man fleet (2 min to RF, 3 minute RF timer that counts up as people warp away, post RF timer you can finish it off quickly) with a reasonable fleet. Each beacon destroyed disallows that beacon to respawn for an exponential amount of time (then 30 minutes after for the first, 1, 2, 4, 8 hours for the rest) and has a small bounty payout (250-500 mil isk divided up across roamer fleet)to the roamers. The roamers also gain a small amount of system control for each beacon destroyed. SOV holder can buy back beacons early at escalating costs (1, 2, 4, 8, 16 bil isk). 4c. Player owned stations can have mission agents. Standard lvl 1-4 missions for those who don't want to do anioms or too new. 4d. Each system has an iHub. From there you can purchase beacons, upgrade to HQ, HQ, assault, and VG for an flat isk fee, hire more mission agents, reassign them to different stations, buy belt upgrades, etc. Pluses: Fewer systems can support large numbers of pilots which means you need less space for PvE (upwards of 500 pilots in the above HQ systems). Fleets required to do the anioms are premade PvP fleets with active people to defend space. Roamers have an incentive to roam. SOV holder wants to prevent destruction of the beacons so they can make isk.
5. Make alliances in game entities with the ability to have a tax. Pluses: Allows for a more coordinated and fair taxation of pilots if the alliance chooses to use it. Taking away moon goo and such so there should be a way to still easily gain alliance level isk.
6. Nerf power projection: Now that capital ships are pretty much useless for taking/holding SOV they will pretty much be only used for PvP. I am a big fan of non-JF capitals needed to take gates to get around with 2 full range jumps every 4-6 hours or so. Makes it so you can still get from place to place, just not quickly or safely, while preserving the ability to hot drop. Titan bridges work the same (2 bridges in 4-6 hours). The countdown timer is tied to characters. JFs get unlimited jumps as they are needed to haul in lots of minerals and such. Pluses: Caps are useless when it comes to taking SOV. So having 1000+ supers won't make you any better at SOV grinding. Other than that "localized conflicts are better" etc.
All told smaller entities can take less wanted space. Large alliances can support large numbers of pilots with far less space and without moon goo. Power projection is fixed. Roamers have an incentive to roam. SOV holders have an incentive to defend. Did I miss anything? |