The idea of renewal and change

Update:

The idea is as simple as possible: Make NPC null-sec live, i.e. how each faction will become an alliance. Now in detail:

All NPC factions will become alliances, i.e. their space can be captured like players’.

Player alliances will be able to have relationships with NPC alliances.

NPC Alliance will have the following values:

Number of people ( Every DT increases by a certain value ).

Economy ( The combined production and crabbing of the Alliance )

Tension ( The more players kill NPC in their territory the less NPC will “Crab” )

Alliances will have their own beehive and fleet that can be tracked.

In case players decide to attack NPC, the latter will make a deploy to the front and start to defend and possibly counter-attack using not only sub capital ships, but also Dreadnoughts, FAX, Carrier and Titan.

If an alliance’s manpower exceeds (number of systems)*(certain coefficient), the NPC will possibly attack nearby alliances.

If NPC will be completely captured ( Which is unlikely, since their fleet according to my idea will be 1.5-2 times more than the strongest alliances ), then the former will start invasions in their space to regain greatness. At the same time NPC agents will be moved to low sec.

The NPC alliance will have fleets flying in and around their space, as well as camping gates.

Thus we get:

Firstly large alliances may try to take over spacestation to secure themselves however:

Other alliances that use this space for drops will not be happy and may stand up for NPC.

The strength of the alliance may not be enough to defeat the NPC.

Secondly NPC space will become a tidbit for players, which will bring new dangerous ways of crabbing.

Refinements and fixes:

Wrecks:

I think it’s worth fixing the appearance of wrecks. Now wreck appear at the place of destruction of the ship ( And usually happens so that the animation is lost and he has already flown away from the place of destruction, but teleported back ), I think it is worth revising and wreck should appear at the end of the animation.

Add special wrecks for each ship, not just KBT.

Increase hp modules for KBTs and KCBTs so that their overheat lasts longer than normal ships.

Revise Planetary System Defense Factor for the attacking alliance: at 6x all stations cannot be installed. At a value of 5x only XL stations. At a value of 4x only L and XL stations. At a value of x3, you cannot set up Drills and Skyhooks. This will bring new strategic targets for war. Note that the alliance owning the territory can install any stations/drills/skyhooks regardless of the defense coefficient of the planetary system. So attacking alliances will have to first besiege the system so that players can’t steal/mine, so the coefficient will drop to 4 and the attacking alliance will be able to establish a bridgehead. However, I think it is worth making some complication for the capture of the system, so that players do not decide to always first capture the system and destroy the citadels. For example, increase the time from 10 minutes to 20 or 30 minutes to make this action more difficult.

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We certainly do not need more space for player sov. There’s more than enough sov null sec available and not everyone needs to be subjected to the horrendous sov mechanics and gameplay loops that are more disengaging than exciting.

This is disingenuous at best. Players have already shown in numerous occasions that they are much better than NPC fleets at taking care of objectives and opponents. Sotiyos, FOBs, Trig Invasions, are all examples where players can outsmart the NPC fleets with ridiculous ease.

Overall: Making more space available for capture by players will not improve the game in any way. Quite in contrast, it will make the game worse because player alliances can remove annoying player groups from their sphere of influence, get more buffer space against hostile groups, make it harder for hostile players to live nearby and attack sov holdings, make it harder to live and play by gameplay styles other than sov space gameplay and this creates more unused, unusable space.

NPC null sec already uses a much better sov-like system. You can only “own” NPC null systems where you can reliably exert your influence. Everything else can easily belong to other groups because you cannot hoard systems with unassailable structures. Which means, this suggestion should be the other way around:

All Sov null sec space should be turned into NPC null sec space. With lots of NPC stations, no more frustrating Upwell structures and better conflict points, the game would actually become better, more active, more vibrant and far less tedious.

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The idea is to allow large alliances to protect themselves from capital drops on their territory.

I don’t think we’re going back to 2011.

You have tools at your disposal already with Cyno Jammers. You can also have scouts in popular hot drop source locations that tell you if something is going on.

You don’t need more protection. More protection means less content in a game that entirely relies on player interactions like “unwanted” capital drops. You do not want protection “on your territory”. You want to remove the possibility of drops from territories that are NOT your territory and should not be your territory.

Similar to Drone Lands, your coalition already has way too many areas outside direct NPC Null Sec engagement range with Feythabolis, Omist, Impass, Tenerifis, the most lucrative parts of Catch and Immensea even. You want to increase this lower-engagement sphere even more if you are able to capture Curse and parts of Stain, which are in engagement range from above regions, and can then prevent your hostiles from living there.

Wouldn’t adding NPC capture content bring in new content? Won’t other alns help NPCs to keep the ability to drop for themselves?

It would not. It would remove content from where it’s desperately needed and move it to areas where there’s already abundance. This is in no way helpful for Sov Null sec.

I don’t and can’t know how the other players will act.

This is absolutely disingenuous. From historic precedents and experience it is absolutely clear what a group like CFC would do if they got the ability to attack Curse and Stain and claim the systems for themselves. Or Horde and FRT, if they could claim Pure Blind and Geminate NPC space. Or Brave and Dracarys in Delve. It is recklessly disingenuous to believe that players would not just curb stomp these areas to prevent anyone from living there who can harm their operations.

Then, other alliances can prevent them, and perhaps goals will be achieved, but at what cost? ( This is assuming the NPCs will be smarter than they are now )