Purpose: To spread players out, limit the size of coalitions, encourage conflict, create more player organizations in null, and limit the amount of space held by any entity. To make space a more dynamic and realistic place where going in alone has greater rewards than being in a huge alliance sitting in a rorq mining with zero danger.
- Each system gets a category of Empire, Outlaw, Wildlands, or Wormhole (today’s high, low, null, and wh respectively)
- As activity in a system increases, the security status of that system should increase.
- As activity in a system decreases, the security status of that system should decrease.
- Remove system upgrade structures and the concept of ADMs such as iHubs
- Empire never becomes nullsec. It can fall to 1.0.
- Outlaw space can become high sec or null sec and experience the full range of possibilities
- Wildlands can become low sec 4.0 and no higher (Never gets Concord)
- Wormholes would have a separate system and be unaffected by security status.
- Resources would need to vary dramatically from the highest security (none) to the lowest (massive). Grouping together in high sec systems would reduce income dramatically.
- Security status lower than 0.0 = local chat infrastructure does not function
Instead of having ADM increase with activity, have security status rise.
- Security status of players is affected by combat
- Gate guns spawn on gates
- Bounties tumble in value
- Anoms spawn in lower quality and lower quantity
- Asteroid belt quality drops
- Cosmic signatures of lower quality and fewer quantity spawn
- Bubbles begin to malfunction
What would happen?
- Many barely used or ignored systems would fall in security status to become far more valuable yet more dangerous. That high sec system you mine in alone after a week becomes low sec.
- Overused wildlands areas where ratting supercarriers congregate and run all of the havens and sanctums while people in Rorqs burn down the rocks rapidly become less valuable low sec systems.
Hoped for results:
- Groups burn down their space and need to roam or expand to continue to bring in isk. This encourages conflict
- Groups cannot “hold space” and keep it valuable. It is one or the other. Too many players = shitty space. Too few players is indefensible. Groups must find the balance of activity to keep their space valuable while not burning it down.
- Players are encouraged to move next door because no one lives over there and engage in more profitable activities.