actually when I though about it again, structures can stay, just resources should not spawn in these “dead” sectors anymore, no more anomalies, no more ore, task done
I am in favour of resource depletion which my friend @Herzog_Wolfhammer has suggested for some time, though I am not sure on the exact mechanism for this and I would suggest that making it too heavy will hurt newer players more than old ones.
My vision for resource depletion:
Systems and regions get a resource pool of ores, materials, sites, and rats that have a respawn rate consistent with the rate of farming.
That is, it would become possible to completely mine a system bare. It also becomes possible to chase out the rats. After all, if everybody and their brother is killing Guristas, would they not think “hey, maybe we should stop feeding this meat grinder and pull out of this hot zone for a while and regroup”.
But over time that system or region does replenish. So either these areas are left alone when bare only to be recolonized later by players when resources regenerate, OR people scrape at it until some equilibrium is reached. So such areas are not as abundant as they used to be, but at the same time not entirely empty.
Keep in mind though, that it would be a good idea to “mix things up a bit” with say ice comets breaking up in otherwise stripmined systems, or perhaps NPCs attempting to move goods through systems they thought the capsuleers have abandoned. That is, when a system is stripmined of resources and rats, “some” stuff may still happen randomly. Keeps things interesting.
Aside from the facet of conflict created when bigger fish might find it necessary to take over the ponds of smaller fish, it also creates a need for a controlling bloc to shut down all ratting/mining activity in areas they control so such areas become viable again. Hence we are not just dealing with resource as a conflict driver regarding taking it from someone but also to keep others from taking anything, possibly.
Another facet I would add to this is to make salvage great again, or make it a really big deal at all by making entire wrecks salveagable for raw scrap, not just components for rigs. This adds more conflict and challenge to the game as large fleet fights also become an opportunity for harvesting vast resources. Large battles will be followed by nearly as large battles for the scrap metal. War strategy for large blocs would have to include salvage as a means of combating attrition. The salvage operation might be as important as the entire reason the fight started. Or even perhaps, starting a fight just to create salvage that can be used to make ships. Imagine if say 30 frigates could be built from the raw scrap of one cap ship. Things like that.
As for hurting newer players, my opinion on that matter would be biased as I was well accustomed to sneaking past patrols, gates, blobs, and campers to get what I wanted. If someone wants to come to Eve just to farm, maybe it’s best those days are at an end. But we already have ships like the Venture which are designed for sneaking about and taking stuff. Were it up to me, I would throw indies a bone by adding faction industrials to the game. NPC pirate factions appear to be mining where they shouldn’t, so why not let players have those ships.
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