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.