CORRECTION: OP has taken the position of being on the ‘against’ side for purposes of this discussion.
This is merely a discussion or argument Jonah. Now don’t get it twisted.
OP writes in summary of the position in most of the responses to this thread that the reasons put for wanting a one man corp qualify as selfish reasons.
-at least 1 million sp
-a pop up message on opening the corp:
You must ensure you recruit an Accountant and Director within the next 14 days. If you are unable to then this corporation will enter shutdown mode. Any facilities owned by this corporation when shutdown initiates will be transferred to CCP Holdings until you are able to reinstate your corporation by meeting the minimum recruitment quota.
-if you want to get your corp back from CCP Holdings you must pay the release fee.
-Players who have a corp that has been transferred to CCP Holdings CANNOT open a new corp.
-CANNOT anchor ANY structure unless corp has a minimum of 10 players (must include a Director and maybe two other important corp roles).
-No access to more than 1 corp wallet UNLESS an accountant has been recruited.
-No access to more than 1 station hangar UNLESS a director has been recruited.
you get access to +1 corp wallet and station hangar every 3-5 members recruited.
-corporation gets shutdown if nobody comes online in a month.
-corporation base tax of 2% depending on the Empire owning the station where you opened your corp.
-opening fee must vary between regions or across empires: could be between 2.5 mil in easy highsec systems to 150 mil in NPC null.
-Monthly corp administrative fee also based on region.
-CCP will introduce benefits for corp owners based on the tax rate. For example a deduction in tax if you recruit more corp members, and lower resource costs to blueprints for NPC null corps with higher tax bands.
Me too!
They are conflating 1-character corporations with “solo” play. But there are lots of “solo” players in NPC corporations and even in . . . Goonswarm. lol
Honestly, I hate to keep bringing up the Goons, but they are a very useful example. I have seen Goons that played “solo”. There are people in the State War Academy, with its thousand+ active members, that play “solo”. And, conversely, there are characters in 1-man corps that do pirate alliance logistics and scout for supercapital fleets.
1-man corps are not necessarily about “solo” gameplay. Eliminating them or making them prohibitive is not a nerf to “solo” gameplay. And, I put “solo” in quotation marks, because nobody really plays solo in EVE.
“You are not alone in space.” - Hikaru Sulu
And eve if they play solo so what? Should it be not allowed to play solo in an MMO game?
(And just disregard the part you rightfully mention that even solo players encounter others as well, so the above question is as if one can play completely solo.)
When you assert that people’s reasons are not good enough, you are not merely taking a side on a discussion. You are telling them their reason is invalid simply because you don’t like it. this clearly says you don’t see value and you aren’t interested in counter opinions.
As fun as it was to read your crazed manifest of ludicrously dumb ideas, now I feel bad because I realized how sad you will feel when you die of old age without any of this stuff ever being implemented by CCP.
I think this issue here is not being solo or not, it’s owning a corp solo. Which I personally have no problem with (with slight changes) but rather when said single person corps start to own stations.
People seem to be getting solo and single person corp tangled where as they are not the same.
Except for the fact it’s not an exploit. And it comes with huge downsides when it comes to defending them.
And said people are most certainly social and playing with others.
So…
Nothing wrong with a single person Corp owning an upwell structure.
Asserting this doesn’t make it so. Especially since owning a structure specifically exposes one to the social nature of the game. Which… directly contradicts your claims.