Basic idea is pretty simple: Seeding unique and limited quantity ships, structures, or mods into the game (ex. The Palatine Keepstar)
Thoughts, critiques, bumps are all welcome!
Goals:
-Make limited run, highly powerful ships/mods/structures to serve as strategic ‘Flagship’ items
-Make usage of these items strategically viable (ie. not economically prohibitive as in the Palatine or Maxed Abyssal-Officer equipment)
-Satisfying implementation mechanics
Implementation Strategies:
-Region Locked, Single Run BPC’s, Seeded on Death-:
The item can only be produced from single run BPC’s. Once the item is destroyed, a fresh single run BPC is seeded. The BPC can only be seeded within a particular region/constellation/system/location/station.
Commentary:
This offers a fresh incentive to control a particular region or system. The item can maintain economic viability for the user, because the item is recoverable so long as the seeding region is controlled. Material costs can be tuned to keep the item viable, but avoid abuse.
-Limited Quantity, Indestructible Build Material:
The item requires a specific material to build. A limited quantity of this material exists in the game. The material is guaranteed to drop upon item destruction.
Commentary:
Limits the quantity of the item while avoiding prohibitive expenses. However, this implementation strategy will make it’s use unlikely in uncertain combat scenarios, and may make it vulnerable to becoming a collector item instead of a strategic tool.
Other implementation ideas are welcome!
edit 2: unique items are not protected by asset safety and cannot enter NPC stations. This prevents these unique items from becoming locked by collectors
Final Thoughts:
I think this would offer some interesting new content and incentives for sov warfare, putting large strategic value on any system that provides these powerful and unique tools. The idea is perhaps ship centered, but I don’t want to limit the application. This is coming from a desire to see interesting and special vessels see real use in conflicts, instead of displays of vanity or wealth. Previous attempts to achieve this effect with capital ships, and now faction capitals fail due to balancing issues. The ship will either be over-tuned and too ISK efficient resulting in it’s eventual widespread and ubiquitous use, or will be unusable unless recovery is certain. This avoids the most powerful-expensive ships from being used as trump cards or game-changers and instead being used as a display of absolute confidence or showmanship.
I also hold that this idea would probably be most interesting if the unique items provided powerful strategic options (positioning control, powerful fleet buffs, specialized system wide effects), as opposed to overwhelming raw numerical advantage. They can also serve as a platform to enable interesting features that would otherwise be impractical due to server load issues.
Certainly such ships would also be interesting with a feature such as Manwithdog’s suggestion.