So going from my first goal in my CSM campaign (here) I decided to do them slowly over posts to get feedback, see what people want or perhaps better ideas. Who knows, may current CSM will grab some and we can see positive changes sooner! Of course, my ideas won’t be liked by all. Some will make a decision off a certain change or trigger phrase and not read everything. Some won’t agree simply because they don’t know me. (whereas if their CEO suggested, they would be all for. has happened to me before on other game forums, all good) And all that.
I’m going to do more bullet point here, as that seems to be less a mess for my thoughts. I also will say that much of what I am going for, I am thinking along the ideas
- New player training and retention
- Does is make ingame sense, lorewise
- Will it save or add game depth
Anyways, here goes the idea.
CONCORD responds only in CONCORD systems and rookie systems.
-These become the only 1.0 systems and security rating will never change
-Only tutorial and career agents/missions can be found in them
-No anchoring structures or jettisoning allowed
-No Orcas or Freighters (ships larger than BS) allowed
All faction systems have navy responses to crime
-The strength of the response depends on the security rating of the system
-Higher systems (0.8-0.9) would have a strong response that is nearly impossible to survive
-Lower systems would be slightly weaker until in systems 0.4-0.5 could be managed by a prepared fleet
Docking in faction space would be disallowed when pilot security status or faction standing rating get too low
-Docking in pirate faction space would be disallowed when faction standing is too low as well
Faction space security rating is no longer static
-Increased crime in a system will raise the security rating, as more security is called in
-When security rating of a system is raised, systems of the same faction 3-5 jumps away begin losing security rating (their security is sent to help, adjacent systems retain their security in case the crime spreads)
-Increased population in a system decreases the security rating of the system (the more people security need to monitor, the less secure a place is)
-Killing faction navy in their system, lowers the security rating of a system. A well prepared and organized fleet could thoroughly disrupt a system by launching an attack, killing navy fast enough that even as the security rating rises due to increased crime, it falls due to security death
-Pilots with positive security status receive a notification in The Agency when navy faction in a nearby system is killed, allowing them to fly and help the navy.
All pirate space, whether low or null sec, becomes NPC null sec
-Gate/station guns are placed. High security pilots be warned when engaging those with lose security status
-LP modules for tractor beams, mobile tractor units and other type items that would make looting the wreckage of victims to be easier/allowed
All non-pirate NPC null (ORE/Interbus) becomes low security with 0.1-0.3 ratings
-Gate/station guns in place
-Security fleets are “assembled” when crime happens. These are mercenary fleets of random strength with far slower response times than navy space
Gate/station guns would have their range greatly increased
-Lore reasoning. Law enforcement keep having law abiding citizens shot by those just outside their range? I think they’d risk the complaints of criminals and get longer shooting guns
Anything jettisoned by a person with suspect/low security flag will be marked as free-for-all
-Lore reasoning. Yes, no more can flipping. Attack the schmuck properly. But stealing from a thief seems like a petty thing to allow someone to be killed for!
That’s what I have. Is it perfect? Not likely. The feel I am going for is a pirate vs faction space type thing. Pirates should own pirate space and make incursions in faction space. Faction space should have security that isn’t moronic. Currently it’s like a gang planning on attacking a public venue. Everyone knows it’s happening, but they’re not going to stop it until the first civilian is shot. It’s foolishness.
Oh, and they hide out in the police station until they choose to actually start shooting.
That being said, I want pirates and their corporations who want to make runs into high sec to have that ability to. And reward planning on their part by allowing them to affect security rating changes in systems. Attacking one system to lower ratings in their target. Give them opportunities in congested systems to force players to spread out. Give them a chance to take on the NPC navies, so they can sit in the fight and keep at it. Right now, cheap, disposable ships are the go to. There’s no real reason to train expensive ships to sit and tank out a target in high sec. When CONCORD comes you’re dead. But if pirates come prepared, much like an incursion fleet. Tank, dps, logistics, E-War, to make high sec feel their presence. It should be rewarded. Pilots should have to pay attention to the happenings of a system. Let them set a pirate MTU to looks their ill-gotten gains. It’s a hacked piece of machinery. It’s diabolical and awesome.
Of course there would have to be balance planning. A section of high sec currently being occupied by a large pirate force would be unique and invigorating. Where counter forces of players might have to actually band together if they want to free Jita from occupation and help the NPC navy out? Awesome. The entirety of high sec being taken over would not.
Anyways, perhaps there are good ideas in there. Perhaps there are bad. Or it could just be a long-winded ramble. When you work from home you have a lot of time to ponder. Time to see if my pondering is at all decent.
And while I think it would be a big change to how things “have always been done.” I don’t think it would be the biggest CCP has done. As for my three goals.
New player retention is hard to say. I think something like this could help new players realize the dangers of EVE. When you see a security rating of a system start being messed with, it should wake you up to how things are working. I do think it will stop spur of the moment ganks that aren’t thought out and focus ganking to more organized events. Which might help
Lore-wise I think it makes sense. When crime happens, there should be an effect. And CONCORD seems to be more to prevent large-scale warfare between the factions, than the beat cops. Leave it to the navies.
I don’t think any depth would be loss. If anything, it’s trying to add too much, than too little. It’s almost like adding a FW that’s pirates vs law enforcement. But potentially larger scale. Hopefully.
Anyways, hitting create topic before I ramble more. Please be gentle!