Reagalan - CSM 21 - A New Order for the Ages

A Document

Containing the details of who I am and what I do here.

It started on a Monday in 2010.

It took me four days to discover I could double-click in space.

Apart from clambering out of the womb, nothing really special happened for the first few weeks. Like most of you. I spent them putting around highsec, vacillating between awestruck stupor and marvellous curiosity, soaking in the atmosphere, and basking in all there was to learn about New Eden; where immorality meets immortality. Not always nicely. The Great Wars, still recent memory, had already begun to pass into legend, and soon, nascent aspirations met cold hard reality. A few abortive excursions, a dead Ferox, and the lifting of the veil of ignorance extinguished those dreams. Discouragement gave way to despondence, and, following in the wake of untold millions, I quit the game for good.

Or so I thought, for a mere month later, the guy who first dragged me here casually dropped that he joined “that Goonswarm group” and threw me an invite.

It wasn’t long until the next major inflection point. During some Drakefleet over in Cobalt Edge, the FC ordered explosive missiles against Zealots. I knew from an already-excessive amount of EFT-warrioring that this was the wrong move, and we lost. Huh. Was the bar really that low? Well, yes! Apparently it was, and a few months later I lost 200 Maelstroms in a single bombing run! The Blood Gods, still not appeased, demanded more sacrifice, so over the next few years I ran over 600 confirmed fleets, including at Asakai, 6VDT, and B-R5.

Over in the backrooms, I administered our Incursions group, ran and expanded the FC training program, dabbled in doctrines, and by 2015 had Peter-principled into the position of Imperium Skymarshal for all of two glorious months.

Extremely casual play characterized the next few years. Come April 2020, I gave all my stuff to a close friend, she sold it all to get a Titan, and once again, I quit the game for good.

Or so I thought. I returned in Nov 2023; with nine figures in the wallet and half a dreadnought on my back. Since then, I’ve mostly kept a low profile, playing spreadsheets and watching rocks melt. I tend to not do very much outside of major conflicts; but when they do kick off, I will run fleets until coord puts me on medical leave.

Then, as now, I believe EVE is best when the fleet is full, comms are loud and obnoxious, local count is over four digits, tidi’s around 10%, and my only concern is who to call primary next. It is war in its’ purest form.

A form, that I wish to preserve. Given the course of events, the long arc of history, and out of a sense of duty to elevate our world to never greater eminence, I am thus compelled, to offer myself to the service of such excellent and admirable pilots, to advance our values, and to secure our future among the stars.

Here I stand. I can do no other

Fables Reconstructed

These are the things that I tell myself, the thoughts that maybe don’t need to be vocalized, but they motivate all that follows, so perhaps you ought to know.

We’ll All Go Together When We Go

I wish to make the game better for all of us.

Some have insinuated that, as a Goon, that I have a vested interest in the prosperity of Goons. An astute observation! I certainly do. Why would I not? Is it not a noble act to consider the welfare of ones friends? Of course it is, but to what end?

To be king of the ashes is no admirable feat.

I wish to make the game better, not just for Goons, but for everyone; because if you quit, I won’t have anyone to shoot anymore!

The World of Evecraft

EVE is our Third Space and I revere it as such.

EVE is many things, but above all, it is a world we live in. We come for the flashy space battles, we stay for the rich community. It’s as much a social experience as a game. It is something special. It is good, and it’s worth fighting for.

The people, the vibes, the feels. “Realism” and “immersion”, the twin dragons every video game chases, they are both here.

Of course, we don’t want real-realism, we want “realism”; just enough to pass muster and suspend disbelief. EVE’s sandbox solves problem through it’s player-driven structure. This is the magic, If it weren’t for all y’all, we wouldn’t be here.

The issues are on the edges; IRL we solve problems with technologies. In EVE we’re arbitrarily limited in how we do that by what tools we are given. These limits aren’t always bad, they constitute the gamey bits; but when they are imposed without “realism” in mind, or leave “plot holes” for lack of a better phrase; they break the illusion.

The Feels are the Reals

I want mechanics that are simple and just make sense.

If “common sense” is the source of “realism”, the antithesis is arbitrarity. For all the world gets right, some oddities abound.

Shooting a structure… causes your warp core to stop working? Capital ships, these enormous machines… can’t fit cyno generators? Carriers can’t use drones? Why can’t I reprocess corpses into protein? We all know why changes were implemented. But what do they add? Sure, you could say, “It’s a video game. Everything here is a constructed experience.” but this argument misses the point! “Realism” is the core product. It has to feel right to be right.

Foundations, not Walls

I want mechanics to support player behavior, not to attempt to engineer behavior or force outcomes.

As far as I understand, early EVE development operated under a radically player-driven philosophy. The story goes that POS were added because we started hiding cans in safespots, and Warp to 0 was added because we bookmarked all the gates. Like pouring cement to expand the foundation of our sandbox; such additions followed the players, improved our quality-of-life, enhanced the “realism” illusion, and expanded our possibilities. This was exceptionally pro-social, intuitively logical. and I like that, and I want more of it.

Should such changes be called for today, would history repeat? Would our prostrations be acknowledged? Would cement be poured, not to widen foundations, but to erect walls; to engineer behavior? I hope not. I oppose attempts to get players to behave a certain way, like “undocking more”; I find the entire idea suspect. There was many ways to interact with this world and all should be supported.

Hate the Gamers, not the Game

I think weaponizing game mechanics is toxic.

I wish to disperse any shroud of enmity between and amongst us players and our world’s creators. I do not desire to sow discord in the music. We march to our own tunes, but should not demand others follow, nor twist the strands of fate to our own ends and leave others hanging. Sometimes, it seems that we are not fighting other players, so much as we are fighting the game itself; or that we fight other players with the game, rather than within it. That is not a game I wish to play.

In the realm of policy, I seek not to miliate odium, nor engage in acrimonious contention. In construction of institution, animosity is no suitable instrument.

I Am a Human Being! My Life has Value!

I want actions not to be for actions’ sake, but to be meaningful, and I wish to root out tedium everywhere.

EVE, for all it’s magic, is plagued with boredom and tedium. This is a fundamental and somewhat intractable issue, and while certainly not unique as far as MMOs go, it’s a key component of our world’s sordid reputation. “I don’t want a second job” is not an uncommon retort to an invitation.

Hardcore? Perhaps. But casuals pay the bills, too, and this is sadly ironic, considering features like the skill queue and passive income sources like PI are so conducive to casual play.

A dirty truth is that we don’t actually like pressing buttons just to press buttons. Some of us don’t even like to log in! Or when we do, it is just to put in some jobs.

We do, however, like pressing buttons when they matter; aggressing on a gate, or making a doomsday pew. Pressing buttons to compress ore, though? That’s not meaningful; that is something that ought be automatic. Ought to be, but isn’t. Thus, the genesis of pointless tedium.

We must remove pointless tedium.

The Dead Letter Office

Improving Our Quality-of-Life, One Little Change at a Time.

Misdiagnosing Society’s Ills: The Paradox of Safety.

Those who know criminal justice know that deterrence is odd. Harsh penalties sound good, but their effectiveness is dubious. Sure, I might die, but I won’t get caught, so let’s try it. Yes! That’s really how this works!

One popular myth claims that if things are riskier; more content will be had. This is flat wrong. Making things riskier doesn’t make for more kills, it means fewer people’s risk calculus will return “do it”.

We can see this in real life as we do in EVE. Nobody gates freighters, except in highsec. In almost all cases, in almost all domains, discretion is the better part of valor. Keep this in mind when considering the following, as many proposals will reduce perceived risk; while in practice, folks already jump through an endless series of tedious hoops to eliminate it entirely.

Furthermore, I hold no bigotry against risk-aware individuals. I don’t think forcing people to undock is a worthwhile goal. Mere subscription is contribution, and structures are valid targets. To this end, I will push for all kinds of passive income sources, automation features, third-party app support, and so on, so that the umbrella of who is “playing EVE” covers as many as can be.

Autopilot Warp to 0
This should have been a thing years ago when Warp to 0 was added. It’s illogically unintuitive and “unrealistic” that airliners in 2026 can autopilot better than spaceships in 23364.

Fixing this will give a slight econ boost as highsec freighter hauling becomes faster. Quality-of-life for everyone will increase, especially in high-sec. Low-sec pirates will greatly benefit from the increase in targets. Rest assured, high-sec piracy will be minimally affected, as kills happen on the outbound side anyway, during alignment.

Non-confined Space Accidents
Improving Wormhole Visibility and Accessibility.

When a wormhole is scanned down, the person scanning it down should have the option to plant a Beacon; causing it to appear on the overview and be warped-to like any other celestial.

This will make these things easier to find for all us k-spacers, and especially for newbees. Some wormholers will appreciate the extra content arriving right on their doorstep.

Cruisin’ for a Boozin’
Support for Commodities in Fittings

A few weeks ago, I tried to fit up 200 Ruptures for a fun fleet. Each was to have one unit of Spirits, as yah do, but I was unable to because commodities are disallowed in fits.

Splits and Stacks
An easier way to create equal stacks in inventory.

In the Inventory window, right-click a pile of stuff, in the right-click menu, “Split Stack”. That pile of stuff is then split into stacks of n-number of stuff, with the final stack being the remainder. N-number defaults to last number entered. This will be a huge improvement to the quality-of-life for industrialists and other spreadsheet enjoyers.

Stack All Hotkey
Because right-clicking and hitting Stack All is annoying when you have to do it a hundred times a day while mining.

Quik-Fuel
A faster way to fuel capital ships.

If you’re docked in a structure with a capital ship; right click the ship, in the menu, “Refuel Ship”. This automatically pulls the proper isotopes from the structure’s Fuel Bay, making an entry into a log so saboteurs can be identified and extirpated. Access gated by ACL.

Beacons of Safety and/or Freedom
Remove collision restrictions on placement of Pharolux Cyno Beacons; so they can be anchored in tether range of structures, and modify them so that jumping to a Pharolux Cyno Beacon does not accrue any jump fatigue.

On the marbled steps of the Taj Mahgoon in C-J sits a brick-tanked recon with a FAX on it 24/7, providing a Safe Cyno for public use. Why should we be so privileged to be the only ones with this luxury? You should have one, too.

Not only will this lessen the tedium of using capital ships, conduits, and titan bridges, making them a more enjoyable means of home defense, and increased use of these ships brings more opportunities to kill them.

Likewise, this is a boon for solo players and non-multiboxers, who would be unshackled from reliance on cyno alts. While this will remove the risks of using current cyno beacons, nobody uses those anyway, as they are too risky..

Public Transit Initiatives
Remove the one-jump-bridge-per-system hard cap.

We don’t need it anymore; we have a soft-cap via the power resource. Let us bolster our infrastructure, break down trade barriers, and interact more intimately.

The power resource, I must add, is one of the greatest design decisions ever implemented in EVE. Yes, it was an enormous not-so-stealth nerf to jump bridges, but it maintained “realism”.

A Simple Observation
Make Mobile Observatories re-usable.
This a shot-exchange issue. They cost a lot for what they do.

Ammo Holds for Barges and Exhumers
To hold crystals, of course.

Bodily Autonomy
Remove gender restrictions on clothing.

Glowing Hot
Make Lava Planets less bright. They’re too bright.

Glycerine Blue
Expired boosters should be reprocessable. Maybe into small units of gas.

Soylent Green
Reprocessing a corpse should grant 1 unit of Protein. Yes I’m serious.

Jump Safety Protocols
A few more checkboxes so that you don’t accidentally delete jump clones, nor hit the jump drive by accident.

These kinds of mistakes even being possible is a grossly unrealistic failure of safety engineering. Yes it’s funny. Yes it sometimes makes content. No it shouldn’t.

Player-Owned Starbases
A small-sized “tent” structure for temporary use

There seems to be a bit of a gap in the structure repertoire. We have medium sized, to huge sized, but where are the small ones? I feel like this should be a thing. I wonder if anyone else has had the same idea. I wonder…

Also, you’ll never get rid of POS code, so might as well make use of it.

EVE Mobile App
Intentionally left vague and nebulous. Perhaps something that serves merely as a terminal for docked ships to do markets and industry? Beyond that, who knows.

ACLs for corp hangars, third-party support in general
I’m all for it. Though I confess much ignorance in the technical details, anything to lighten administration burdens is a positive.

Searchbar on the Kick Corp list
To make managing large alliances easier

Automation for the People

Better Living Through Robotics

In real life, we live in the Future. In New Eden, it seems some sort of Butlerian Jihad has occurred. So many things should be automatic, but aren’t, and that’s a problem. A system so rife with tedium incentivizes, neigh, craves automation.

There is clear latent demand for this, as evidenced by the constant attempts by players to take such measures upon themselves. Valuable time and effort and blood and treasure is spent surveilling, identifying, and extirpating these intransigents; yet latent demand still exists. I find this state of affairs rather Kafkaesque.

I do not now, nor never will I ever defend criminal acts; but neither do I call for Great Purges. “Tough-on-crime” never works. Innocents are too often bycatch in a dragnet. Nor would it succeed, for this misdiagnoses the problem. We’re treating a symptom, not the cause. The fever, not the virus.

Automation is not the disease, automation is the cure.

Like an injection of Botox; the dose defines the poison: Full automation bad, limited automation good.

A world devoid of humanity is not to our interests. Nor is it necessary. We don’t need to go full-auto to hit this target. We need just enough to satiate this latent demand; to abrogate the use of illicit tools by co-opting their functionality and utility.

This is as much about respecting players’ time, as it is about improving quality-of-life by eliminating pointless tedium, as it is simply good business. If we are to build greater works in this sandbox, a bigger shovel is in order.

Yes, some of these features will reduce effort required to play. This is no vice. It means more people will play the game. More second-monitor activity. More going AFK for “just a moment.” More drifting off tether. More opportunities for meaningful, memorable gameplay, making the time we spend in the world that much more valuable; and given our time is fixed, a greater value for a greater share of it.

Dynamic conditional market orders
Automatically relist your buy and sell orders according to specified parameters.

Reduces tedium, saves players’ time, increases market efficiency, abrogates market botting, and ameliorates bidding wars. Similar features exist on IRL market trading apps, they should exist here, too.

Automatic D-scan
Tick a checkbox and D-scan refreshes once a tick without having to push button over and over and over.

Reduces tedium, helps protect the health of wormholers’ finger joints, while also making j-space more accessible to newer players. I’ve been told by some that this “reduces the skill ceiling”; a notion I consider very funny. Being able to press a button once a second for hours on end is not laudable.

Automatic compression
Tick a checkbox, and as long as any compression module is active, ores/ice/gas comes out of the mining laser already compressed. Separate checkboxes each for for ores, ice, gas.

Another tedium reduction measure, reduces the effort in mining even further, meaning more people will do it, meaning more targets in space to shoot at, and more ships to shoot them with. The compression hotkey was one of the best design decisions ever implemented in EVE. Go a step further.

Automatic PI restart
Continuous Extraction mode.

This is to make PI even less of a chore. Adding the remote restart button was one of the best design decisions ever implemented in EVE. This single change has enticed tens of thousands of new planetary endeavors. This is good. Passive income is good for the game, good for new players especially. It provides “base load capacity” and thus reduces income inequality to some amount.

Automated Weapon Systems
To address the “Just use an Ishtar” problem.

I think we all want to see more variety in the kinds of ships one can use in PvE. Thousands of us have trained up a ship because “it’s cool”, only to learn that we should have just trained Ishtar. Are Drones broken? Yes, but no. The lack of automation is the problem.

Re-tooling the Auto Targeting System high slot module might be a way to do it. Activate, and your ship will start targeting and shooting NPCs as if you were an NPC. Maybe even have some configurable panel to assign targeting priorities or something.

On Multiboxing and the Limits of Automation

I have a very healthy respect for those who can multibox, more for those who can multibox well. I hold no antipathy nor bigotry against multiboxers. You are a critical piece of EVE’s world, an incarnation of the freedom of the sandbox. I will always oppose any attempts to restrict your liberties, and I will push for features that support your playstyle and improve your quality-of-life.

However, the “Replicator problem”; the unbounded nature of input broadcasting, must be addressed for these sorts of things to exist as unproblematic quality-of-life features. There need to be limits, and I look forward to help craft them.

Monsters and Moonshine

No Ship Left Behind!

Geriatrics among us can attest; EVE’s current starship repertoire is the most balanced it has been at any point in history. Gone are the days when you had a choice between only a Drake or a Dramiel. Few issues remain.

Every Day Carrier
Something needs to be done to make these just a bit better.

Drone Control
Let carriers use combat drones, but NOT sentry drones.

Combat Air Patrol
Bring back Fighter Assist, that is all.

Conduit Jump for Force Auxiliaries
FAXes are the ultimate support ship and they should act like it.

Allow Capitals to Fit Cynosural Field Generators
The removal of cynos-on-everything was one of the greatest design decisions ever implemented in EVE; it went too far.

These are large ships, they surely have the facilities to fit cynos. It is illogical for this not to be the case. It is “unrealistic.” Will this make them harder to kill? Yeah, a little bit, but this will change the risk calculus and result in far more opportunities to blow them up.

Lonely Morose
Give the Moros its’ drones back.

Why? Why not?! Variety is the spice of life.

Vertical Inferiority Complex
Buff the Naglfar, somehow

Range Role Bonus Rectifications
Destroyers have a range role bonus. Interdictors are Tech 2 Destroyers. They should also get a range bonus. Solves a bit of inconsistency.

Combat Battlecruisers have a range role bonus. Command Ships are Tech 2 Combat Battlecruisers. They should also get a range bonus. Solves a bit of inconsistency.

Finish the Gun Tiericide
Why does a Dual 250mm Railgun not track at all like a 250mm Railgun?

The early 2010s “Ship Tiericides” were one of the best design decisions ever implemented in EVE. “Gun Tiericide” was to follow, but it went unfinished. We have seen it in one instance; light missile launchers. This was to be a colossal shakeup in ship meta balance. Given the current dominance of certain guided-missile-launching-platforms, maybe this is the time.

Out of Time Dilation

Performance Enhancement and Lag Reduction

Asakai, B-R, X47, M2-, Atioth. Lest. We. Forget.

We do not play this game for dainty little skirmishes, ephemeral wins, now today, forgotten tomorrow. We play for grand epic struggles, which earn themselves, burn themselves, into the history books. The toil, sweat, and dandruff shed in these endeavours has sanctified, has consecrated, has hallowed these stars. We play to be part of something big, even if we’re small.

Praise be where it is due: Time Dilation was one of the best design decisions ever implemented in EVE; without which, the greatest events of our world would not have transpired. We few. We happy few, are honored to have such experiences, and it’s thanks to the titanic efforts of the developers that it was so. I bow my head.

The show must go on.

On a personal note, part of what forced me out of the game in 2015 was the churn of updates that my machine couldn’t keep up with. My experience is certainly not unique; likely thousands of subscriptions have likely been lost over the years because of insufficient computing power; the vast emerging markets of the Global South are likewise shut out. This is money on the table.

One Drone to Rule Them All
Rework Drones to use Fighter mechanics.

Soldiers and salvagers alike agree: lag is an exponential function of entity count, and drones are one of, if not the, worst culprit. I clearly recall during B-R5, after having bridged my Dominix fleet into system, giving the order to drop drones. The server hiccupped, and Lazarus Telraven, Winner of EVE, unleashed such a fury that it echoes in my minds’ ears twelve years later. I ordered drones pulled back in.

We need fewer entities on the field. Reworking drones like this will reduce lag and further facilitate the large epic fights that define EVE. I will push heavily for this when elected.

Beauty in Simplicity
Provide an option to use older lower-resource visual models.

Check a checkbox and done. Ships, planets, etc, anything with an older and less-resource-intensive asset available. Not only will this substantially help performance, it will satisfy those with old aesthetic tastes. Some of us really do like the old models.

New Takes on Old Ways
Support for Old UI icons, Old Aura Voice, or even UI Skin Packs.

To cater to the old aesthetic, enable the creativity for the new, and unlock potential performance optimizations. Another intentionally nebulous proposal, details in the air.

Free Libraries
Remove the maximum run cap on BPC copying; allow “merging” of BPCs.

As many industry enjoyers can attest, blueprint libraries quickly become oppressively laggy due to the sheer number of entities within. This a solvable problem. Some of us still have old BPCs with thousands of runs on them; this should not be a privilege only available to us aged few.

Life’s Rich Pageant

Replacing Scarcity with Abundance.

You don’t fly what you can’t afford to replace.

The Rorqual era, with its’ grand glut, lead to the largest and most spectacular conflicts in all of EVE’s history. Beyond all reasonable doubts, this was an objective boon for the health of the game, both short-term and long-term. More folks than ever before looked at the numbers and concluded “Yes, I can replace this”, jumped in, and fired all weapons.

The reactionary Scarcity-era which has followed has seen the opposite; shorter, more limited wars, fewer huge conflicts. It is clear as can be; scarcity doesn’t work. Scarcity doesn’t drive conflict. Scarcity makes everyone poor and miserly and averse. You don’t fly what you can’t afford to replace.

Increasing supply of ships, means increasing supply of opportunities, means more interactions, more wars, more fighting, more engagement. A rising tide lifts all ships before letting us blow them up.

It has gotten better as of late; we should build on this progress.

Rolling Thunder, Hidden Venture
Gases from Metaliminal Storms

If a storm is in system, there’s a chance for gas clouds to spawn. Simple as. This would be a boost to nomadic lifestyles who now have a reason to chase these extremely valuable gas clouds, and would help alleviate this industrial bottleneck.

Bring Back Drone Poop

This was removed over a decade ago, before sov mining upgrades existed, but now that they do, there’s no reason to not bring this back. It added flavor to the game and differentiated drone space from the pirate regions. I also just think it’s neat.

Fix the T2 capital gun component dead-end

Have you ever built a Capital Focusing Laser Crystal only to find that they aren’t used in any capital laser turrets? Well, I haven’t, but someone has, and while that’s funny to laugh at, it’s also not!

Constructo-Electro-Neuro-Doohickeys

Some BPOs or even BPCS to enable us to build certain capital ships components are in order.

Mining Dreadnought

The Rorqual Era saw the most use of ships ever in the game’s history. The richest ever seas to sail upon. Like Atlas holding the globe, these whales supported the world. New pillars must be erected.

Losing My Salvation

This was meant to be a section for disparate topics that don’t neatly fit into all the other categories, It enshrines only one.

Space Estate Laws and Digital Inheritance

As an IRL political issue, this it’s in its’ infancy, for now, but it will be more of a thing soon. Proactive measures are called for. Some sort of formalized means of transferring ISK/assets and possible other things to descendants is in order. A generational game needs generational mechanisms.

There is something to be said about the all the aeons we have collectively devoted to this fever dream. Indeed, that’s one of the sources of “realism.” We’ve spent so long here, that in a way, we literally live here. We literally die here.

The graveyard in Molea is a testament to our last wills, and a monument to this reality. Go visit it if you haven’t.

Shiny Happy People Flying Ships

Space Ponies for Everyone!

Wow! Look at all these promises. I don’t think I can actually deliver on many of these, but honestly I don’t expect to. Some of these are things that I’d like to do, and some of them are things that actually should be done! Many are both, and I hope you agree.

Others have told me that it’s a bad idea to list them all like this, but I disagree. You aren’t electing just a pile of policy points, you’re electing me, a person, because that’s how representative democracy works. I cannot foresee all of the issues that will arise during my term in office, nor what stances or attitudes I will take toward them, but you can use the positions that I’ve described here to surmise how I might respond to them, which is a lot harder to convey in just a few points.

I wish for you to be fully confident in your choice. I’m certain you will make the correct one.

1 Like

(This section was intended to be put on the main post but was cut because of the character limit. Enjoy the rant.)

Reckoning

Repudiation of the Three Great Mistakes; hacking sov, DPS caps, and jump fatigue

The Iron Laws of Lanchester.

There is no “N+1 problem”

There has never been an “N+1 problem”.

What folks think is a “problem” is a fundamental theorem of military science; that up to some point, quantity is a quality all its’ own. You will never defeat 100 Shermans with one Tiger, but you won’t defeat one Tiger with 100 Spearmen. This is EVE’s “realism”. This is why we play.

The “blob”, for lack of a better term, is good.

The “blob” is players. The “blob” is content. The “blob” is targets. The “blob” is headlines. The “blob” is subscriptions. The “blob” is revenue.

The “blob” is friendship.

The “blob” loves you, and it benefits us all.

The “blob” encourages player-driven recruitment, as manifests on forums and subreddits and other existing gaming organizations. This is free advertising. This is the ultimate earned media.
The “blob” encourages constructive treatment of new players; who are showered with ISK, shown the ropes, mentored, tutored, and built up.

Trying to “solve the blob” is futile, as any larger group can always leverage more brains, more players, more power.

Trying to “solve the blob” is destructive, as any measure to do so must, by necessity, be anti-social, and will conjure resentment.

Nevertheless, for over a decade now, a sort of pseudo-jeune ecole has argued that the “blob” is a demiurge; the domain of the skilless and undeserving, that diplomacy is illegitimate, and that EVE should be more like other MMOs; where eager players are coerced to sit on the sidelines because the raid is full.

A charitable interpretation of this reveals a kernel of truth; bigger is better, but every crystal of misconception nucleates upon a seed of fact, and this nugget proved pure pyerite. To that end, we’ve had all kinds of “anti-blob” mechanics. Some gimmicks, others trifles. Three of them stand out; the root and stem of all our calamities.

The Three Great Mistakes: Hacks, Caps, and Fatigue.

A decade ago, the map of New Eden was dominated by massive powerblocs, with scant small independent groups. All the sand in the box had been divvied up to build the biggest castles possible, grand monuments to our hubris, leaving mere grains to all others.

If you were to ask why this state of affairs came to be, you would get three answers; “Dominion sov mechanics”, “the blob”, and “power projection.”

Three solutions were proffered.

Hacking Sov

For those who weren’t alive back then, the Dominion sov system involved shooting structures with a few millions of HP until they went into reinforce; winning some timers, then killing them. The structures had no damage caps and had to be repaired manually; usually done with triage carriers (FAXes before we had FAXes). People loved to hate on the system, claiming it was too grindy, demanded too much from small groups, favored defenders too heavily, and “rewarded blobs”. While some of these criticisms had some merit, most were overblown, and, really, it just needed adjustment.

So what do we have now? Aegis sov. The hacking sov.

Instead of shooting things in our shooting things game, we sit there while a voluntold grunt waves a sov wand until the flag changes color.

Can I use my guns? No. Can I bring more friends to make it go faster? No. Can I bring bigger ships, put more money on the field, take more risk, to make it go faster? No.

This is arbitrary contrivance, peak un-realism, and forced tedium. A trifecta of terrible.

While intended to be a “small sovholder” boon, it only somewhat worked. As in Dominion sov war, and POS sov before it, you win the fights first, demoralize opponents, and capture the flags later. Nothing fundamental had changed, the minutae just got more mundane. While I used to think this was literally the worst thing to ever happen to EVE, times change and minds with them, and the next Great Mistake has usurped that crown.

Damage Caps

I really like Citadels. I like their general concept. I like their tether mechanics. I like docking in them. I like blowing them up. I like to blow people up with them before mocking them in local for dying to a building. Citadels are Awesome.

I struggle to express with text my feelings about deflection. This ultimate anti-blob mechanic; a blunt hard cap to even the playing field and give the underdog a fighting chance. It had such lofty idealistic aspirations. Oh boy.

Familiarity has brought loathing. I ran 70+ fleets during the Great Glassing. In just this campaign, the folks in my fleet killed hundreds of structures worth trillions of ISK. I would have run more had my voice not broked. I have been at four keepstar kills where one side just threw ships at it until it died. One of them, 4-HWWF, a capitol of one of the Great Empires. We spent that fight zipping around in our Typhoons, tanking their entire dreadnought fleet, popping attack battlecruisers, and watching a real-time simulation of the sinking of the Titanic while a heap of disposable dronebags did all the work.

Let me vent my disgust, first, at the philosophical issues.

This is anti-social. I feel we are, effectively, punished for having too many friends, while our targets are rewarded for the opposite. Say what you want about “the blob” it sure does encourage prosocial behavior.

This is anti-sandbox. It’s not as bad as sov system, where I can’t even use my guns at all, but we are restricted by practicality. Imagine my incredulity when, upon returning in 2023, learning that capital ships were almost never used for structure bashes. We conducted the Great Glassing with hordes of destroyers!

As with the sov wand, we have no means to speed this up. Our targets, however, can, and do, slow us down via fitting plates, to which we have no counterplay. The finality of this manifests in the accursed multi-plated Astrahus; distilled anti-social forced tedium. The Devil himself couldn’t have concocted a more devious device.

Practical issues prove more damning. We have a cascade of ad-hoc dependencies; culminating in the structure shooting scrambler mechanic mentioned earlier; itself necessitated by the disabling of traditional repairs; itself necessitated by damage caps. Drive-bys are a lost art, probes are fast enough, so the scram isn’t an issue. The repair mechanics are, the unintended consequences thereof. Take any of those debauched scenes of forlorn hope mentioned earlier, these feed-till-dead keepstar kills, and imagine how it would play out if the defenders could just put a FAX on grid and rep the thing.

Jump Fatigue

Pre-Dominion capital ships followed a rock-paper-scissors of dread-carriers-subcaps. Dominion supercarriers broke this balance; their network reps scaled superlinearly, and combined with carriers, they had no counterplay outside of “bring more”. Force Auxiliaries and fighter updates solved the issue. Space-superiority fighters provided counterplay to fighter-bombers, and relegation of capital reps to vulnerable platforms rectified superlinear scaling.

What does this have to do with Jump Fatigue? Another misdiagnosis occurred. “Power projection” was blamed for what was a ship balance problem. Not entirely unjustifiedly; during the Dominion era, power projection was a bit of a problem. Claims that this remains the case today are rather audacious in this context, but credit where it’s due. I must begrudgingly admit that Jump Fatigue did succeed in its’ goal.

None of this was without controversy. Objections were made at the time, overruled. Now, eleven years on, despite all the tribulations and sacrifices and supreme efforts by the the stewards of our world, the map of New Eden … is still dominated by massive powerblocs with scant small independent groups.

I trace this all to one fundamental issue; you can’t fight human nature.

The Three Grand Repairs: Halls, Heals, and Freedom.

Great Halls
POS Sov, but with Citadels.

The old “POS Sov” had problems. It also had the supreme advantage of being simple and intuitive. The conceptual skeleton is solid; just need to work out the details.

Tender Heals
Remove deflection altogether, tie structure resists to ADM, and allow structures to be repaired at all times via normal means.

Not much more to be said, really. Damage caps are bad. Remove.

True Freedom
I bet you thought I was gonna say “Remove Jump Fatigue”.

You’d be correct! Remove Jump Fatigue … from friendly Nullsec … by implementing the cyno beacon changes I mentioned earlier in the main post.

I can’t speak to how the rest of space sincerely feels about this, except that some of y’all seem to be very fond of Jump Fatigue. Who am I to shame? Perhaps you’re right, in your own lane., and as the projection objection demanded correction, with further reflection, I see this selection has offered protection despite imperfection.

Really, though, my umbrage derives from the impact of Jump Fatigue on our home terf. Impediments to intra-domain travel directly and acutely degrade quality-of-life. I saw no positive here; just contrived inconvenience.

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I think I support almost every one of these points and suggestions.

If you had to prioritize 3 issues that you were most passionate about, generally or specifically, what are those issues and why do you think they’re most important?

One Drone to Rule Them All
Rework Drones to use Fighter mechanics.

It feels like a “simple” change considering carrier fighters are a thing, so the systems to do this should(?) already be in place. The difference between 10% time dilation and “10% time dilation” is profound. The future holds more epic fights; more Atioths, more B-Rs, more days in which years are decided. The importance is not lost on any of us. People take PTO and sick-days for these things. Making these brawls smoother is worthwhile. This benefit, of course, also extends to the ~1000-in-local-give-or-take range which are regular occurrences all around EVE.

General automation-for-convenience features
Dynamic conditional market orders, automatic D-scan, compression, PI restart, etc plus Autopilot Warp to 0

A number of these feel like “no-brainers” Some are immediately beneficial to quality-of-life, especially for multiboxers and miners, for what I imagine is little development effort. The others, like auto-market-orders, would require more work, but would pay enormous benefits in the long run.

Tender Heals
Remove deflection altogether, tie structure resists to ADM, and allow structures to be repaired at all times via normal means.

I just added this in an addendum section, which, idk, maybe downplays how passionate I feel about it? I was at several of these broke-the-system-with-Zapp Brannigan tactics Keepstar kills, have bashed trillions of ISK in structures, before and after Citadels were introduced. These damage caps, the deflection mechanic, it’s gotta go.

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I fully support your campaign and wish you the best of luck.

1 and 2 are things I personally find to be the most compelling. I share your enthusiasm for the kinds of fights where legendary stories are made. For point 3 - As someone who fed Nearly 50 vexors in the 4-H hull timer (half of which I made and shipped in myself). I totally agree that there needs to be an adjustment made and I don’t dislike this solution.

“The days where years are decided”. Is the fundamental core of what personally drives my interest in this game, and every focus should be enabling these fights wherever possible.

You have my vocal support, I wish you luck in your campaign!

Hello @Reagalan, what about this?

  • The connection between EVE Online and EVE Vanguard

Do you have any expectations what that could be, how it could work? I am aware there is nothing tangible yet, but it’s rather inevitable if I red FC correctly.

No idea at all. I am EVE Only and that ain’t changin’.

I also don’t have any expectations, really, considering what we were promised vs. what we got WRT previous projects; Dust 514 et. al. It’s a “we’ll cross that bridge if it’s built” situation.

If integration is insisted upon, it absolutely must be optional from our side, otherwise there’s a risk of shackling someone important to a corpse.

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I fully support your campaign and agree with all of your points.

Automation is here to stay but it needs to be carefully applied. People with a grounded approach must be guiding this.

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