In my objectives for nullsec i want to accomplish a few things which are as follows
- Removing immortal alliances from existing
- Making it extremely difficult to stay alive after you lose all your space.
- Making it much easier to gain space
- Removing station spam by a hard cap limit to 1 per corp or a number to an alliance.
- Limiting one station to a system
- Invalidating Intelligence channels through mechanics
- Improving the nullsec experience
- Finding out what to do with capitals.
lets get started…
I do not support the concept of alliances existing for many years on end. I think they should have normal life and death cycles because that enables new innovative groups to come up and it enables players with the ability to engage in new loyalties and “re-experience” that list of objectives they may of done before. Yes this may be repetitive to a degree (like working with a new corp to build members, or a new station over agian) but the travel along the way will be different and that makes the experience unique.
For the health of the game, for new innovative corps/alliances to exist, for new experiences to be acquired the old alliances and corps must die. If you look at goons for example, they have been uprooted from their space many times, but have never “died”, just moved to a place and uprooted a new entity that could of brought about change and innovation to the game.
These are strong examples of how null alliances are harming the game in the long-term. As i said before, would you rather have a choice between two alliances that offer the same thing, with the same conditions, or 10 alliances with different things, with different conditions. Obviously you are more likely to be happy if you have various levels of progression, with various levels of commitment to the game, you are far more likely to find a place there and stay in the game longer under those conditions.
What ever the mechanic, i support change in this direction.
Making it much easier to gain space
To be honest, this is an easy one by simply reducing costs for systems claimed and scaling up. This may also be a strong mechanic to fighting station space by scaling up costs based on how many your corp/alliance has. This brings us to the next point
“Removing station spam”
The new fusion cores will not be enough to stop the spam, so i purpose a set of changes to stations as a whole.
- Corporations will be limited to 1 station per a corp.
- Stations will now be upgradable from small to medium, to large, and will no longer be able to be build on medium and large sizes, but instead will require building up to that level.
- Station upgrades can now be directly installed for a isk cost, and will no longer require building the modules (simply, click, select, and play)
- Stations will no longer fundamentally generate isk (no more docking fee’s get paid to players) but will instead sink isk. Additionally, all rates of fee’s on stations will now be hard-locked by ccp, and only modules will decrease them effectively turning stations away from generating isk, and acting as an active sink. This is the price that has to be paid to have stations in null.
- Station benefits by default increased. This means that station will start at 90% reprocessing rate (in null) and go up to 100% with modules. Other modules will obtain similar logic.
- Stations will no longer have classifications (Ie, Retaru, etc) but will all be a generic station. The names will not only dictate the stations aesthetic design.
- Research and Manufacturing will now be increased significantly, and changes are to be made to make it far more difficult for jump freight / freight to move stuff from null (cargo nerf?) To encourage null production. Lets face it as long as you can shift high sec to null, you will never be able to progress the game in the direction of a true player created null economy.
- Corporations will now have a new feature where players can “teach” the corporations station specific blueprints. This will enable players in the corp to build anything in the station that potentially exists in the corps data banks, but will take time. If the station is losed, moved, de-anchored, etc that information will be purged completely and will need to be “researched” by the corp over again, if the station is off-lined, it will require 25% of the total time to research it to be reinvested to get it back to being able to being used.
- Stations will now be limited 1 per a system.
In the end stations should be the focal point of a corp, its crown jewel, and they should have value to an alliance as well as a corp.
Alliances should now be able to drop 1 station as the alliance hq and follow the above concepts but be alliance based.
improving the null experience & intel channels
Intelligence changes are really needed in eve because intel channels really work hard at preventing pvp from being a thing. With all the station spam, and intel channels its very difficult to be killed in pvp. Literally all the risk in the game has gone to high sec, and all the risk from null removed, and all the reward has been removed from high sec and added to null.
Its clear from the above that the devs are listening way to much to the null players / csms on this level and is why the game as a whole is suffering.
Its time we did something about this and added risk back to nullsec by
- Significantly increasing warp-scrams on rats, of all sizes for starters. This will cause players to effectively be tackled by rats which means potential roaming gangs will be more common (because it will be easier to catch things) this will in effect invalidate intel channels to a degree (because stuck players can move to get out of the way regardless.
- A new module will be added to citadels that increases the payout rate of insurance on ships in the system that die to players or npcs. This will be one of the new benefits to stations and the above changes, which is ment to make loss in pve setting (ie while earning money) sting less and be more rewarding for new players, encouraging them into null. This will be especially effective at refunding tier 2, faction, and tier 3 ship insurance. This will encourage insurance to take place which will sink much more from the game.
- More interaction from npcs for example
- If you, then they… Type logic or “if they, then you” type logic. Examples are
if you get close, they mines, small objects that can be visually seen that explode if you get in range or after a set period of time, or things like “if you destroy a drone they launch another”
- Npcs deal aoe damage when dying
- Npc rats can warp away and come back a few seconds later.
The nerfs to capitals is working, but im afraid it was to much for people to want to use them. It seems i was right again and that they just need to go to being something “sub-caps can kill but cant attack” and shifting all capitals into a capital vs capital, and capital vs station mindset.
This will validate sub-caps for protecting them against other subcaps which validates new players in all of this nonsense, moves for larger battles (which ccp is stuck on for some god-awful reason) and give a defined role to both cap/sub-caps.
this works well with high sec/lowsec station design if the stations simply just had more passive regeneration to them making capitals more of an “easier way to kill stations”. I think this will help capitals be pushed back to being valued, but only for the right reasons because the constant nerfs/buffs to health has never really solved the capital problem.
btw these changes are all based on the stats/power of weapons etc of capitals. Subcaps simply can be hit of the capital weapons etc cant track them so this change really requires little to no coding.
thats it for now.