2. Overhaul Player Corps.
Currently, player corps only offer limited benefits over NPC corps, and I think this is driving part of the stagnation of hisec. In order to get players out of NPC corps and interacting more, I think player corps need a buff.
2A. Tax NPC corps. Strictly speaking, yes, this is a nerf to NPC corps, not a buff to player corps, but the net effect is the same. After 90 days in an NPC corp out of the last 180, a player would be subject to a tax on all station-based activities
(EDIT: and collected bounties) for as long as they remain in an NPC corp. I would place this tax at somewhere around double the current base NPC corp tax. This new tax would apply to placing market orders (buying and selling), creating contracts, installing industry and research jobs, reprocessing, repairs, and mission rewards. Anything that you do in a station would be taxed after you've been in an NPC corp long enough to meet the criteria. This tax can be eliminated by joining a player corp, but would be immediately re-imposed if you re-joined the NPC corp within 90 days due to the "90 out of 180" requirement. The goal here is to encourage people to leave NPC corps while requiring those who stay in NPC corps pay for the relative safety they are afforded by wardec immunity. I realize that this would not impact many things done in space, particularly mining, exploration, hauling, etc., and that these activities could still be performed in NPC corps with no penalty as they are now. However, refining, using, or selling any goods gathered in space, or buying and selling goods to be hauled, would still be taxed. I don't feel that a change to in-space mechanics (aside from taxes on bounties), which would likely be no small undertaking, justifies the potential benefit. As with all things, I am open to discussion about this though.
2B. Player corp "history". Currently, the standings between a player corp and various NPC factions and corps are determined entirely by the combined standings of its members. If all of the members of a player corp quit and re-formed a new player corp, the new player corp would have the exact same standings as the old one. These standings offer benefit to corp members in the form of lower fees, better access to agents, etc. This mechanism removes a solid incentive to retaining an old player corp over forming a new one and makes dodging a wardec easier. I propose adding some attribute to a player corp that is specific to that corp and provides some of the same benefits as NPC faction standings above and beyond the member-derived standings, but would
not transfer when moving to a new corp. I'm thinking something along the lines of increased mission rewards or more efficient station/POS services (in other words, the exact opposite of the NPC corp taxes in 2A), but I don't have a particular mechanic in mind here and am open to suggestions. Perhaps this could be tied to some new hisec entosis mechanic coupled with system occupancy?
3. Adjust hisec agents.
Currently, level 1-4 agents for empire factions are scattered approximately equally throughout empire space, whereas level 5 agents are available only in losec. This creates ample opportunity to earn a good living running level 4 missions in a 0.9 or 1.0 system, which I feel violates the risk vs. reward principle. I would propose that mission agents have their ISK and LP rewards scaled up with decreasing security status.
be adjusted such that higher level and quality agents are only available in lower security status systems. Thus, in 1.0 systems you could find level 1 agents, maybe a low quality level 2 agent, whereas to find level 4 agents you'd need to go to a 0.5 system (or losec). This would re-distribute income sources in a manner more appropriate with the risk associated with them.
It also makes more sense to me from a lore standpoint as the empires are weakest in their least-secure systems and would be more likely to require more advanced capsuleer assistance. Whether existing agents, with their associated player standings, are actually moved to different systems, or whether agents simply have their levels adjusted based on the security level of their system is something I'm willing to discuss. I am aware that this would likely cause a massive, yet hopefully brief, upheaval as hisec mission runners move their assets to find their new agents, but I feel the long term benefit will be more than worth the temporary growing pains.4. Remove hisec Sansha's Nation incursions.
Many people suspect that the current Sansha's Nation hisec incursions are ending with the coming of Drifter incursions, but I still wanted to call this out here. The current incursions in hisec offer far too much profit for far too little risk and I think this further violates the "risk vs. reward" balance crucial to EvE. The current Sansha's incursions in losec and nullsec are fine as far as I'm concerned.
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