Structure dwelling capsuleers,
I would like to share my 2 cents about the proliferation of Upwell structures. I’m not the first one with such ideas, I’m sure much has been written about this topic already, so some stuff in this post you may have read before. Also, I’m writing this mainly from a null-sec perspective, though most of these issues apply to low-sec and WH space as well.
Structure Spam
To make a long story very short, the proliferation of structures has made once risky and dangerous space far too safe. Members of null-sec alliances do not need to worry about being caught out in an isolated pocket of their territory, as every single system has at least one structure in it that provides instant and infinite protection for all ships, against all foes. Capital ships and even supers can move around in perfect safety as Keepstar chains are deployed at the drop of a hat. The sheer number of structures in a single system has been used on multiple occasions to deter enemies purely with the prospect of a mind numbing grind. Removing enemy infrastructure from a region takes hundreds, if not thousands of manhours. On top of that, current structure mechanics give defenders a disproportionate advantage.
It has become very obvious that the traditional way of trying to contain the proliferation of very powerful toys in EVE Online (that is, by making them extremely expensive) just doesn’t work. Didn’t work with titans, didn’t work with Keepstars. So screw the sandbox, it’s time for some hard caps.
Constellation based limits
To start with, I would propose a hard cap on certain structures per constellation. Constellations in New Eden usually have between 6 and 8 systems in them, which would create caps as such:
Keepstars: 1 per constellation.
Fortizars: 3 per constellation.
Astrahus/Engineering Complex/Refinery: Unlimited.
No more Fortizars on every gate, no more multiple Keepstars in staging systems. Pick and choose where your strategic priorities lie.
The limit only applies to online (full/low power) structures. This allows for multiple structures to be anchoring and unanchoring at the same time to facilitate relocation.
Tether restrictions
Any ship being able to tether in complete safety on any type of structure is ridiculous and should never have been a thing. I would see most structures lose their tethering function, again forcing strategic deployment of tether capable structures.
Keepstars: Tether enabled for all ships.
Fortizars: Tether enabled for all ships except super capitals.
Tatara: Tether enabled for all industrial ships (mining, hauler, freighter, industrial command).
All other structures lose their tether capabilities.
Astrahus’ should function like an ordinary station. You can dock there, you can live there, it keeps its docking range, but you don’t get free infinite protection in a structure this cheap and this small.
Engineering complexes are dedicated to industry. They shouldn’t function as safe havens for anything or anyone. Anyone building capitals or supers should have their exit figured out before they undock them.
Athanors are so prevalent due to moon mining that they shouldn’t function as a safe haven to anything, period. You want to provide your miners with extra protection? Deploy a Tatara.
Anchoring restrictions
The ability to anchor structures just anywhere means everyone does the most logical thing; group everything together on one grid so it becomes nigh impossible to get caught warping between them, and defending becomes a cakewalk. Time to rip that up too.
Citadels: No change, can be anchored freely anywhere.
Engineering complexes: Can only be anchored on planets, and only one per planet. Geography now decides where large industrial hubs can exist.
Refineries: Can only be anchored on moons, and only one per moon.
Offensive structures
Now, I’m fully aware of using structures offensively, and hard caps kind of kill that concept if the defender has already hit the limit. Originally I had come up with a way too elaborate system involving hacking the sov hub to raise the structure limit, but let’s keep it simple (stupid). Declare war on your target, and as long as you’re involved in a war you can anchor one additional structure in any system where your opponent has an online structure (this would work both ways). If element of surprise is an issue, we could say anchoring becomes possible from the moment the war is declared, rather than after 24 hours. That doesn’t actually matter much for the purposes of this mechanic.
Forced abandoned state
I know very well that if a loophole exists, EVE players will find and abuse it within exactly 0.000136 seconds. So in the interest of anti-bullshittery, a war declaration only allows an additional structure to be anchored and online for a set time limit (I’m thinking 2 weeks). The attacker either is or isn’t able to remove one of the structures from the system within that time, and if they fail to do so, their beachhead is rendered moot. After 2 weeks the last structure to cross over the structure limit is forced into an abandoned state, regardless of online services or fuel usage. This prevents entities from existing in a perpetual state of war so they can circumvent the structure limit. Yeah, I know what you people are like.
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And that’s all I have! I’m sure there’s angles to this I haven’t considered, so feel free to poke holes in my ideas. Just to note; these ideas are meant to support a healthy state of null-sec warfare and the game in general. I’m well aware that implementing these ideas would destroy quite a few conveniences people have become accustomed to (myself included). However, I think these changes would make the null-sec a much more interesting place with more potential for conflict and loss.
Thanks for reading!