Quality Post all-around. 90% agree with the proposed model.
I would add that it would be desirable for the loot to change depending on the sector it is run from (High, Low, etc), this would create some trade routes between sectors.
But yeah, it is clear to anyone with eyes and ears that a linear model would just break the feature both in its intent and in its practicality. People would be dependent from trade hubs and more importantly they would be barred from the content they are more comfortable running.
Well, I guess this is the fit that CCP will hose next lol.
I do believe one of the intent of the feature is that you have to brave the unexpected by plunging into the Abyss (getting metaphorical up in here) and this only has value if sometime the unexpected ends up being ‘well, you are ■■■■■■’.
Well that is possible but it seemed early on in the testing process that pockets had number codes, and it was observed from screenshots (of the chat box channel number) that some players had entered identical pockets (with rng spawns, scenery and loot).
It is possible that we are entering a range of fixed pockets with random spawns.
I doubt that is the reason. More likely is the fact that they wish to disincentivize high sec as the de facto place to run filaments as if there wasnt a suspect flag people could run filaments all the way up to t5 in complete safety from gankers.
CCP designed filaments to leave traces in order to provide more pvp content, which would be effectively countered by running filaments in high sec if the more valuable ones didnt create a suspect flag upon exit.
That is one and the same as NS interest.
With L4-5 conferring suspect status, the obviously best place to run them is deep in secured Player NS systems. See?
I will abide by that, and dont dispute the L4-5 exit suspect status.
But we where discussing different reward from pockets based on system they are activated in, and as I said, that must be universal.