If you want to go with that argument then I’m going to go with “I don’t see why Gankers shouldn’t need to use multi billion isk ships to gank with”. And from there we can go in a circle on “I don’t see why”.
I’ve already said I would be happy/even want to see a ganking gameplay where multiboxing is not the norm.
Null-bears whine about everything; both null-sec “ganking” (and stuff like cloaky camping, blackouts, etc.wtc.) and high-sec PvP. At least high-sec bears only whine about high-sec PvP, and advocate for players to go to null-sec for PvP, instead of trying to turn the entire game into a farmer’s paradise.
There’s an upper limit on the amount of hit points that a ship has, but no limit on the amount of value you can shove inside its cargo hold, which is why you can’t balance ganking by monetary value.
You guys keep thinking that you’re clever with these little bits, but it comes down to a fundamental lack of knowledge about the game, and its core balancing principles.
Except I’m not talking about cargo here, I’m talking about hull values.
So no to your attempt at an argument. I do have a solid knowledge of EVE fundamental principles, and core balancing principles.
But you chose to bring up an equally silly argument about ‘Why can’t I 1v1 them and win’.
And also ignore the whole part where I acknowledged it would be a silly ‘But what about’ argument and that I would like to see a game design that allows for less multiboxing.
Sometimes yes, sometimes no. Though I’m not directly advocating for needing a 1B isk ship to gank a 1B isk ship. But for more interactive gameplay during the gank, rather than most of the gameplay being pregank. The ideas do overlap though.
But as I’ve said many a time, I don’t have a goal with my ideas of making ganking harder, I just don’t think the current gameplay is much fun for most people. Only for the pile of loot at the end.
What is it that you want to know? What would happen to the game if high-sec were made entirely safe?
First of all, the average income baseline would drastically increase. Second, because high-sec’s portion of destruction (equivalent to almost half of all destruction in the game) would be gone, you’d see massive inflation across all sectors of the economy. Both normally-produced items and currency would become nearly worthless, and the only items of value would be PLEX (which hardly anyone would be able to afford), and special, rare items like officer gear.
What would the long-term effects of this be? Likely an extremely high player turnover rate, because people would get bored from not having their labor validated, since everything would be nearly worthless. Would you want to keep playing if you already own everything in the game? Probably not.
No, I’m not going to tell you that, and if I had a good idea on how to improve mining I’d be pushing for that also.
However, when I mine, I’m usually doing a lot more than shooting the same Veldspar rock all day, since part of mining is managing all that player & NPC risk as well. So I don’t think you are fairly treating mining there.
However, that is a serious whataboutism argument, since in essence you are saying “This one thing is bad so we shouldn’t improve anything else”.