Nikita Luciano for CSM 20 - Industry, Trade, People

My EVE Online Story

I joined EVE almost 10 years ago. For the first 7 years of my journey through New Eden, I explored the game through strange experiments, trial and error, trying to understand what to do and how to do it. At one point, I deployed my own Azbel in Hek. I flew through lowsec gates in a carrier with a single fighter. But most of my time was spent in solo content — specifically, trade. Trading between hubs and regions became something I was naturally good at, and it was this activity that initially pulled me deeper and deeper into EVE. Eventually, it even defined my real-world profession.

In my seventh year, I realized I wanted more people, more risk, more PvP, more danger. I discovered that part of EVE through EVE University. After a year there, I joined Goonswarm and finally experienced the full spectrum of what I had been looking for — while also diving even deeper into large-scale trading and industry within a nullsec powerbloc.

My Areas of Expertise

My primary expertise lies in:

  • Highsec, regional, and lowsec/nullsec inter-hub trading

  • Full-cycle production

  • Market risk analytics

  • Production optimization

  • Solo and small-group economic gameplay

  • Career pathfinding for capsuleers trying to find their identity and niche

Over the last two years in Goonswarm, I’ve participated in most SIGs and tried many different activities, giving me a broad understanding of what various players are looking for when trying to find their place in EVE.

Why Am I Running for CSM 20?

I want to be a voice for the community — someone who listens, shares personal experiences, and works together with others to keep the motivation to log in high and the enjoyment of EVE activities strong.

I have many ideas of my own, but I’m not a dictator. I believe good ideas should be built collaboratively with the community. I’ll bring forward my own thoughts as well as others’, and present them clearly and analytically so that players can make informed decisions and CCP can hear well-rounded feedback.

That said, here are a few areas I’d like to focus on:


Gameplay and Balance Ideas

1. Ship Balance – Deeper, More Radical Changes

Current balance passes are often too conservative. Minor stat tweaks can shift the meta slightly, but they don’t solve deeper issues. Some hulls remain virtually unused — even with buffs — due to fundamental design flaws like lack of cap stability, bad slot layouts, or insignificant battlefield roles.

Let’s be honest: Why have so many ships in the game if entire classes remain dead weight?

2. Zero-Use Modules and Rigs

EVE has many modules and rigs that are functionally abandoned. For example, Capital Salvage Tackle II — according to killboards, only four ships have ever died with it fitted, and only one person carried it in cargo. Even subcapital salvaging has limited value. These modules need rebalancing, rethinking, or replacement with something that offers actual utility.

3. Remote Repair and Niche Fits

There’s theoretical possibility for hull remote repair and hull local rep, but there are no solid ship bonuses support for them. This creates a void of underutilized mechanics. Let’s bring those into the spotlight and support more diversity in fleets.

4. FAXes and Carriers – Role Clarification and Rework

FAXes are incredible at what they do — but their immobility and high cost make them rare in most fleets. A potential path forward is to separate them entirely into a capital repair category, while encouraging logi-carrier use through fighter-based logistics.

Carriers themselves have fallen out of favor — not just because of price or risk, but due to design mismatch. They’re harder to use than dreads, with fewer practical advantages. Their bonuses don’t scale well into small or medium fleet fights, and in PvE, crab beacons and other changes have made them almost extinct. We need to re-examine capital ship roles to make them meaningful, not just expensive collectibles.

5. Fighter Mechanics on Subcaps

Fighter mechanics — micro-control, management, precision — are incredibly satisfying. Personally, I love them. But only carriers and supercarriers can use them. There’s huge potential in exploring how aspects of this mechanic could be adapted to subcap gameplay in a balanced way.

6. Specialized Roles – Bombers, EWAR, and More

Some modules are locked to very narrow use-cases. For example, bombs are exclusive to stealth bombers, even though the concept could be expanded with new types of tactical ships or modules. There’s room to rethink how special mechanics are distributed to create new fleet dynamics and open design space.

Industry & Production

The topic of production in EVE is nearly endless, but several core problems deserve serious attention:

  • Incorrect Skill Scaling: Many T1 and T2 BPs require nearly identical skill levels. For new players, this lack of skill progression discourages specialization and reduces variety in manufacturing choices.

  • Broken BPO Economics: Many researched BPOs are no longer economically viable to invest in. For example, it’s often cheaper to buy a T2 BPC for 40 million ISK than to invest 50 billion in researching a BPO component for a supercapital. This imbalance reflects legacy costs from earlier game states.

  • Planetary Production Imbalance: Certain PI (Planetary Interaction) components are heavily demanded early in the chain, while others are only used as intermediate steps with little end-use. Rebalancing PI consumption and usage would improve the diversity and utility of planetary setups.

  • Subcapital-Centric Production: The meta often changes fast, and players need to respond quickly. Subcapitals should use more diverse components, similar to capital ships, to allow for rapid reaction builds — not 7-day production queues. This would help manufacturers adapt faster to patches and market shifts, and allow more responsive planning.


Missions & PvE Content

Missions become repetitive grind at higher levels — a chore, not a challenge. I propose:

  • Bounty Hunter Missions: Using killboards and fitting history, we could create missions based on real player fits. These would simulate PvP through advanced AI enemies, becoming more difficult the higher the tier. It would function similarly to abyssals — challenging, scaling PvE content with a human touch.

  • Roaming Drifter Station: A wild idea I’ve discussed with friends — a Drifter faction station that randomly jumps to new systems every few days. Players could follow it, explore unknown space, and find unique missions and content. It would promote nomadic gameplay and organic low-scale PvP opportunities.


History, Lore, and Legacy

EVE is built on epic wars, player stories, and emotional community moments — but many of them are lost to time. I propose:

  • Memory Through Medals: Reduce the cost of medals or allow them to be purchased with EVE Marks, so corps can reward players without hesitation. Even better — allow medals to be visibly worn on characters as a badge of honor.

  • Story-Driven Quests: EVE has great lore, but not enough guided paths through historical locations and past conflicts. Imagine a chain of missions that takes players through the scars of old wars — to understand what shaped the game. New players often want to know what happened — but right now, they can only dig through old Reddit threads and YouTube videos. Let’s bring the past to life in-game.


Visual Style & Player Expression

  • EVE has hundreds of corporations, medals, and identities — but visual customization tools have barely evolved.
  • We need new logo elements, medal designs, colors, and identity tools so every corp and alliance can stand out.

Creative Community Contributions

EVE isn’t just about spaceships — it’s about people.

I’ve met incredibly talented players who make posters, 3D models, lore art, fashion, music, and more. Many would love to contribute their work officially. Let’s:

  • Host regular design competitions for ships, skins, clothing, station banners, and logos.
  • Let players vote on and implement the best submissions.
  • Give people a way to leave their mark — and know the community appreciated it.

Trade & Economic Tools

I joined EVE for the market — because it felt like a living economy. But today:

  • We lack key data for order tracking and transparency.

    • Who placed an order? When was it created? Was it edited or replaced?
    • This limits financial modeling and risk analysis.
  • We need deeper wallet and market tools inside the client, with advanced filters, charts, and parsing — like what third-party tools (e.g. EVE Tycoon) try to offer externally.

  • It’s currently difficult to evaluate the real profitability of anomalies, PI, or production chains due to overlapping wallet entries and hidden payments.

Give players better data, and they’ll create better systems.


Risk, Balance & Forgotten Activities

Many EVE activities are dying — not because they’re bad, but because alternatives are unbalanced or too easy.

  • Why scan or salvage if scanning yields more profit with less risk?
  • Why use research agents if the return is lower than scanning?

We need a detailed analysis of risk vs reward, investment vs profitability — across professions. This will help revive underused mechanics by making them worth choosing based on interest, not just ISK/hour.


Alliance Tournament & Combat Logs

This year I had the honor to serve as an Junior AT “pilot”, and from my background in analytics and Warcraft logs, I strongly suggest:

  • Detailed Battle Logs: Let teams analyze engagements properly.
  • Visualize actions, target priorities, errors, success moments — like post-game analysis in other competitive games.
  • This isn’t just for the AT — it can help FCs review major fleet fights, train new players, and create amazing cinematic replays for the community.

What Can Players Expect From Me?

I’m proactive. I love listening, discussing, and developing new ideas. I don’t care if you’re in a nullsec alliance, a solo pilot, a wormholer, a trader, or a miner in Taitan— we are all part of the EVE ecosystem, and it only works when we work together.

This is my first year running for CSM, and I’m here not just to share my ideas — but to listen to yours.

If someone else takes one of my suggestions and brings it to life? I’ll be happy. It’s about improving the game, not about who gets credit.

In real life, I work in financial modeling and risk analysis — and I’d love to use those skills to benefit the entire EVE community.

Let’s build something lasting — together.