The same thing they’ve been every other time I’ve gone over this in the last 3 months (and far longer, really):
The faucets need to be tightened, yes. They are not the primary problem, though, so we’ll come back to them.
The primary problem is that destruction’s too low. The big things don’t blow up. If destruction was more in-line with the faucets, the faucets wouldn’t be a problem at all. So destruction needs to come up. Destruction specifically needs to come up in the supercapital range, and it needs to come up in terms of actual warfare being waged.
Without that, you can’t keep rewards at a reasonable level for the risk that exists in null. And before anyone decides to trot out the bullshittery of ‘null is too safe’, STFU and lemme 'splain:
Null is dangerous. There’s no CONCORD. There’s no faction navies. Bubbles work. Hot-drops work. Bombs work. What safety there is comes from players. And players are very good at providing that safety. As a result, the faucets get out of balance for a static, relatively safe environment with no appreciable levels of destruction. But the only reason the environment is safe is because the faucets are open enough to make the effort of providing that safety, day in and day out, worthwhile.
If you remove those faucets, you remove the people. We saw that in the Blackout. If you remove the people, you remove the safety. At which point, the cycle feeds back on itself and you lose more people, and on and on. And, since opening the faucets in order to offset this creates more problems along the way, you have to be careful about how you engineer the tightening.
So you need more destruction. You need more destruction in the form of war. Not the asinine skirmishing we’ve got going on, not the ‘one side might put up a little resistance, but then they just up and run away’ we’ve had basically since 2014, if not longer. You need war. Real war. Committed, bloody, no-quarter-asked-and-none-given war.
Which means you need to fix the root causes for why nobody actually commits to a war unless they know they can win.
Which means fixing supercapitals, because we’re right back to:
- If you want to hold space, you need enough of a supercapital fleet to beat the hell out of any subcap fleet that tries to take it from you.
- If you want to have a supercapital fleet, you need to have space.
- If you want to take space, you need enough of a supercapital fleet to beat the hell out of the defenders’ supercapital fleet.
People want to go to war. We like wars. But nobody is willing to lose their supercapital fleet, because losing your supercapital fleet loses the war. And then it loses you the ability to even be in the next war or two. At this point, it might put you in a position you can never recover from.
Fix that[1], and wars happen. So destruction comes up. Which means the faucets aren’t so badly out of line. And to fix where they are… (told you we’d come back to this)
Excavators. Excavators make as much as they do because they cost so much. Make the rogue drone controller thing drop more often. So they become cheaper. And then reduce the Excavator yield so a max-yield Rorq makes about 80% what a max-yield Hulk w/full boosts gets. Make it the damned boosting ship it’s supposed to be.
On the ratting side, you adopt a very simple premise: you don’t go building massive amounts of high-value, high-tech infrastructure in a godforsaken post-apocalyptic anarchist hell. You want to build up your industrial base, that doesn’t jive with ‘look, endless hordes of rats to kill’. Make the mining upgrades and ratting upgrades mutually exclusive. It forces either a widening of the umbrella (which weakens it), or people have to pick one or the other, which reduces the faucets.
Like I said: ain’t brain surgery. More like… ecology. Or economics. The non-voodoo kind.
1. Hell, fix supers—fix them in a way that means you don’t need a massive supercapital fleet just to take and hold space in null—and you open the door to smaller groups being more viable. Fix them in a way that makes them less of an uncontestable apex force, and they become part of the Rock-Paper-Scissors-Lizard-Spock that we’re supposed to have out here, but we all know breaks down as soon as the meta solidifies, because it stays solidified for years. The more the uber-dominance of supercapitals can be shattered, the better it is for the game across the board. Large groups don’t have to be so risk-averse. Small groups aren’t automatically without even a shred of a prayer. The potential to drop supers doesn’t squat like an angry Buddha over literally everything in null and low. More destruction means more construction to replace it, meaning more economic movement in highsec.