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blankseplocked the sov idea that changed eve
 
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hi mates
Posted - 2010.05.01 10:27:00 - [1]
 

ok where to start.....

my idea is an expansion on the current sov system, using a TCU, IHUB, and SBU's.
however in alot more detail than ccp has allowed.

the ihub now has 10 sov upgrade slots, each upgrade grants an increase to the systems sov level.
and system upgrade points to be allocated to various system resources,

for example after installing the level 1. sov upgrade into the ihub you will recieve 1 upgrade point for each type of upgrade, ( in this case im sticking with the current industry, military, and stategic.)
now for industry currently there are only 2 choices to make ( ore prospecting ) and ( the one that increases the chance of grav sites) i would like to add another so that industry and military are the same, the 3rd would be somthing to do with the amount of asteroids at belts/ amount of ore in the asteroids, and for military you have ( plex's, anomalies, and wormholes) to put is in short.

now you only get 1 point to start with so you have to choose which one of the 3 you are gong to upgrade.
as the sov gets higher you get more points to spend, 30 total and a cap at 10 each, so at sov 10 you'll have all the bases loaded, just gives more versatility while upgrading the system.

now onto the upgrades themselves. the sov upgrades will fit into slots in the ihub, they will be purchased in empire for the following prices and will have a delay apon installation befor another upgrade can be installed,

soverienty level 1 upgrade market cost of 1 billion isk, 7 day delay apon installation

Soverienty level 2 upgrade market cost of 2 billion isk, 7 day delay apon installation

Soverienty level 3 upgrade market cost of 4 billion isk, 7 day delay apon installation

Soverienty level 4 upgrade market cost of 8 billion isk, 7 day delay apon installation

Soverienty level 5 upgrade market cost of 16 billion isk, 30 day delay apon installation

soverienty level 6 upgrade market cost of 32 billion isk, 30 day delay apon installation

Soverienty level 7 upgrade market cost of 64 billion isk, 60 day delay apon installation

Soverienty level 8 upgrade market cost of 128 billion isk, 90 day delay apon installation

Soverienty level 9 upgrade market cost of 256 billion isk, 120 day delay apon installation

Soverienty level 10 upgrade market cost of 512 billion isk, no thurther upgrades.

now im reading your mind and your saying WTFPWND thats too much isk, just wait till u see what you get for all that isk.
allows use of modules are under current stategic menu in ihub

Sov 1. Allows use of supercap construction, 1 upgrade point for military/industy
Sov 2. Allows use of cyno generator, 1 upgrade point for military/industy
Sov 3. Allows use of cyno jammer, 2 upgrade point for military/industy
Sov 4. Allows use of jump bridges, 3 upgrade point for military/industy
Sov 5. Allows use of Jump drive jammer, 3 upgrade point for military/industy
Sov 6. Allows use of System def mainframe, 4 upgrade point for military/industy
Sov 7. Allows use of SC/titan pos mooring, 4 upgrade point for military/industy
Sov 8. Allows use of pos fortification mod, 4 upgrade point for military/industy
Sov 9. Allows use of Pos Efficiency mod, 4 upgrade point for military/industy
Sov10. Allows use of High sec cyno Gen, 4 upgrade point for military/industy

quick mod descriptions:
jump drive jammer, ( stops capital ships from using jump drive, stoping them from leaving the system)
System def mainframe, ( is a window in station to control the systems fixed sentry turrets)
POS fortification Mod,( when this module is activated on POS, pos recieves a 25% bonus to powrgrid/cpu)
POS Efficiency Mod, ( when this mod is activated on POS, pos recieves a 25% bonus to fuel consumption)
High sec cyno gen ( Allows cyno gen to operate in high sec.

to be continued....

Erich Herrmann
Posted - 2010.05.01 10:36:00 - [2]
 

10 levels of Sov and High Sec cyno's? Erm. No thanks. It's too complicated ... overly complicated ... unnecessarily complicated.

hi mates
Posted - 2010.05.01 11:03:00 - [3]
 

gggrrr thats anoying type out a long explanation click post reply and get sent to login screen and loose it all,

any ways...

sov 1-5 pretty much the same

sov 6. +1 fixed sentry turret at each gate/station in system, system sec status 0.1

sov 7. +1 fixed sentry turret at each gate/station in system, system sec status 0.2 + additional outpost can be erected

s0v 8. +1 fixed sentry turret at each gate/station in system, system sec status 0.3 + additional outpost can be erected

sov 9 +1 fixed sentry turret at each gate/station in system, system sec status 0.4 + additional outpost can be erected

sov 10. +1 fixed sentry turret at each gate/station in system, system sec status 0.5 + additional outpost can be erected


ok so system def mainfraime i mentioned early controls the fixed sentry turrets, can be set by standings to engage reds or be put on auto and will act as per norm low sec gate guns and fire apon agression.

ok so now that u got high sec system you can contract concord to come protect your system, however concord will not accept contract if system def mainfraime is not set to auto.
contract to cost 10 bill per month, if concord is contracted normal concord rules apply.
( this will bring back player allaince war dec's)

oh yea fixed sentries to have like 10mill shield/armour are incapp'd and invulnerable once at 90% hull.

more to come...

hi mates
Posted - 2010.05.01 11:11:00 - [4]
 

ok so how to take sov.

pretty much unchanged,

need SBU's at gates, anchoring an SBU is counted as an immanant threat to the sentry turrets and they will engage it, so ill turrets first.

once SBU's are online you will be able to attack the current sov upgrade at the ihub, sov upgrade will have 10 mill shield / armour and at 25% shield will enter RF for 12 hours, apon exit of RF, SBU's will be vulnerable, once Sov upgrade reaches 25% armour another 12 hour RF, apon exiting that RF, SBU's will be vulnerable again, If the Sov upgrade is destroyed, the next upgrade down will be vulnerable to attack, all sov upgrades have same HP's and RF timers. if one of your sov upgrades is destroyed you will have to buy another to replace it.

once down to sov 2 station will be vulnerable.
note that if you have sov 7-10 and have erected extra outposts, if you loose an upgrade the outpost linkd to that upgrade will be vulnerable, however becuase you still own the space the station will remain vulnerable until the corresponding sov is restored to claim it again.

i think thats just about everything sry had to quickly type it out again not as in depth as my 1st go, go booted to login screen and lost it all.

hi mates
Posted - 2010.05.01 11:16:00 - [5]
 

Edited by: hi mates on 01/05/2010 11:22:12
now the military and industry upgrades,

now that they have 10 slots, if u have max 10 in military for anom's would have 30 high end anom's not 2-4 like atm, hate logging on and all the good anom's r taken by corp mates.

same with plex at 10 there would actually be plexs in the system, atm +5 and get 1 per month maybe is broken maybe....

but yea u get wot i mean lots more for more people.. atm with fully military upgraded system the systems only good to maybe 5 people and thats not good if u have a 200 man corp in that system...

so more slots more upgrades more diversity, some real territory for the player factions and more pvp

let me know what u guys think about this any further idea's refnining of aspects and stuff would be great

NotActuallyFrench
Posted - 2010.05.01 13:24:00 - [6]
 

Originally by: hi mates


ok so now that u got high sec system you can contract concord to come protect your system, however concord will not accept contract if system def mainframe is not set to auto.
contract to cost 10 bill per month, if concord is contracted normal concord rules apply.
( this will bring back player alliance wardec's)



So you pay 10bil a month so that your alliance can't kick out people coming to run your anomalies?

not supported...

Party Scout
Posted - 2010.05.01 13:28:00 - [7]
 

I think the whole idea of 0.0 is exactly the opposite of what you are suggesting. 0.0 is the true sandbox. Empire space is still computer controlled and protected. You want to make 0.0 into empire space...

Nah, just does not fit with what EVE is. If you want a safe place in 0.0, then take it over, and police it, and make arrangements, and invite neutrals, and setup a market, and everything. There, your own little safe space.

Roosterton
Eternal Frontier
Posted - 2010.05.01 15:47:00 - [8]
 

Originally by: Party Scout
Nah, just does not fit with what EVE is. If you want a safe place in 0.0, then take it over, and police it, and make arrangements, and invite neutrals, and setup a market, and everything. There, your own little safe space.


^^ What he said. *cough* Laughing



hi mates
Posted - 2010.05.02 02:33:00 - [9]
 

Originally by: NotActuallyFrench
Originally by: hi mates


ok so now that u got high sec system you can contract concord to come protect your system, however concord will not accept contract if system def mainframe is not set to auto.
contract to cost 10 bill per month, if concord is contracted normal concord rules apply.
( this will bring back player alliance wardec's)



So you pay 10bil a month so that your alliance can't kick out people coming to run your anomalies?

not supported...


thats if you decide you want concord in your system, if not then the system will continue as per the norm, only you will have control over 5 sentry's at each gate/station in the system

also with further upgrading on military ihub upgrade would have over 150 anoms in system to choose from, ranging from tiny frig ones to all out BS swarms

the concord factor is more for the industry types who like to mine and know if they get agressed that thier agressers have no hope of surviving,


hi mates
Posted - 2010.05.02 02:46:00 - [10]
 

Originally by: Party Scout
I think the whole idea of 0.0 is exactly the opposite of what you are suggesting. 0.0 is the true sandbox. Empire space is still computer controlled and protected. You want to make 0.0 into empire space...

Nah, just does not fit with what EVE is. If you want a safe place in 0.0, then take it over, and police it, and make arrangements, and invite neutrals, and setup a market, and everything. There, your own little safe space.


the cost of the sov upgrades is supposed to deter allainces from upgrading all their systems so you might get 1 - 2 systems per allaince that are a 0.5 sec system (defended, or not by concord) where you would be able to get new players from empire out to your space. and provide a small amount of security, other than straight from no one can shoot you to .... u are in a new clone because you jumpd thru a gate. just provides a way for younger players to get to null sec / your own low sec, and make the transition more gradual.

also these sov upgrades are destroyable so if you cant defend you own space then your looking to loose some isk

and as for the sandbox this just gives you more tools (sentry's) to play with,
just means that if your attacking somones space and they have spent 30-60 bill isk upgrading thier system you will have to destroy sentry's or use RR to tank sentry's while you camp thier gates.
just provides more intriquate fleet setups required.


 

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