Ah, now we get to the real intentions here. You want an easier version of ESS, and since it’s already stupidly easy to begin with, you don’t want to be embarrassed to say that.
You know, it’s not a bad thing to admit you suck at a particular aspect of EvE. What is bad is trying to get a mechanic tailor made to counter your lack of ability, instead of either becoming good at it or choosing to do something else. This is what the super majority of all threads posted in PF&I are, after all.
As to where to sell these new special “tags” at…well at one time was there not a Bounty Office in the game?
Bring that back…Bounty Offices in select corporations or whatever.
And then we can try and bring back Player bounties, when if a player gets killed by a bounty Hunter…you HAVE to loot the targets wreck for the Bounty Tag to get your ISK when you turn it in.
Tbh I don’t think its possible to get good at attacking ESS, becuase defenders advantage is way to large they have 6minutes to see what you have in there how many players you have and bring more people + counter ships.
It’s just a bad game mechanic that is silly to even engage with.
Personally I would have no problem with there being bounty tags as loot inside a wreck it would just mean having to adjust strategies and flying more mobile ship’s able to loot it or having some way to keep a mobile tractor unit alive without it becoming an easy way to get combat probed down.
Hell I used to farm faction warfare tags from missions in npc null it was np at all, the question is would you up the reward maybe 10% to encourage players to interact with such a system.
CCP’s past mistakes where Stick’s with no Carrots so there would have to be a Carrot of some sort.
First, artificial environmental limitations are bad for sponaneous engagements, it forces an attacker to bring specialized fits that work in that environment and are severly gimped outside. So they have no real intention to fight, but will do exactly what you see right now: Hit&Run. Steal what they can steal, but never fight. And thats just a nuisance for the locals and not a benefit for anyone.
Second, the forced share deduction removes options from the players hands that would allow them to protect and grab their loot before hostiles can. Options that could otherwise separate the good players from the bad and lazy ones (and the botters). An ESS-system removes that, the ESS-share is locked and if you can defend it entirely depends on facts that you as a player cannot control: the gang that comes in for the intrusion and the ability of your alliance to respond in time. And thats also bad, because instead of rewarding skill and effort, it rewards blobs and causes frustration to all sides.
If you can’t understand this, you should really remove yourself from the conversation and let people talk who have deeper knowledge of the game and it’s mechanics.
I think you are missing some basic’s here that need to be conveyed, in your original post.
What do you see as the problem that these changes of yours are trying to address?
And what incentive would the players these changes effect have for engaging with it instead of doing something else?