Lets talk about ratting and all the things it does baby, lets talk about rats

Actually its very different.With a badge system you can set it up so the turn in rate has taxes on it that leads to the void known as the goblin vault where isk remains stockpiled but never touched.

This tax rate can be adjusted to act as an artificial sink in the game massively controlling isk rates, which is a massive combating tool against afk / botting styles of game play. This could have the impact of potentially removing 2-3 trillion isk from the economy out right, which is massive, massive impact.

Loot drops are antiquated / outdated. They also encourage botting, and we have a loot all feature in eve (known as tractor bot) which sucks it all up for you. This adds a huge amount of isk and items to the economy, of which partially invalidates buildings / production styles of game play.

by shifting this out we put more value into transport and manufacturing which is a great way to validate the content with out actually having to change it (or very little at that). That being said i am a fan of removing skills that “increase manufacturing and research limits” The limits should be built in a way that you can do as many as you want, but taxes increase accordingly to the amount of projects you have. Skills should be then used to reduce these amounts, Or you could take another route and just increase tax rates on production and make skills reduce them.

Btw, we have this already with rares/etc which im sure you are aware of. Removing the bounties from npc’s is a good move for the game (and it makes the consistency between it and pvp much better) though i am against “item drops” (for the record i have the same opinion about all games btw, i find them to be outdated like leveling).