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buee
Gallente
Valor Inc.
Nulli Secunda
Posted - 2011.08.18 04:27:00 - [631]
 

Anyway..


Many spoke of getting rid of the idea that structures mean sov, and I support this idea. This gives smaller fleets the opportunity to make some tactical differences. I feel that this sort of small fleet action would also be a lot more thrilling. One missed step means the annihilation of the entire fleet, imagine that.

I thought of a method of doing this, one that can project control over space but still be a viable target for smaller fleets who lack the power of caps and titans.

I propose the discussion of corporation owned navies. I know this idea has been discussed before, but it hasn't been discussed as a possible alternative method to sov warfare.

I envision Corporation-owned navies as being finite, deployable squadrons of battleships and frigates of small sizes (say 3 battleships, a few frigs) that could guard gates or player owned stations. They can come as an upgrade to a given system requiring a “Training Facility” or “Barracks” of sorts. The catch is that they can only be deployed in finite amounts – a number attributed to the upgrade. They would also have to be manually placed by corporations, maintained (paid and supplied) and actively trained. The less automation, the better.

Think of Sov being metered with a certain amount of points to begin with, each destroyed unit counts a negative amount of points against the corporation with control of the system. Destroying these units could also count as some sort of monetary gain for the attacking force, large enough to matter to a small fleet, but too small to matter to a blob. However, I also argue that destroying the entire navy should not constitute as taking SoV in a system, it merely makes it easier for a system to be captured by an opposing corporation.

Navies can benefit larger corporations by providing security against careless carebears, and small fleets of incompetent individuals. It can also serve to be an early warning of invasion/ incursion into their owned space. If the individual squadron isn’t destroyed within 1 minute of aggression, for example, it sends out a warning to the employing corporation that said area/gate has been invaded by foreign subjects.

This system also fits within EvE lore. If you think about how the EvE universe works, there are billions of non-pod pilots occupying NPC stations, Player Owned Stations, planets and mining stations alike. It would only make sense if you could hire these meat bags to run some of the security for you. I find the thought of millions of people going to work to defend your empire to the death pleasing. It also gives a more solid feel to player owned space, as if that space (planets and stations) are actually being occupied by the non-pod pilot filth of player owned corporations.

My solution isn’t fully realized yet, and I leave the rest to discussion. I know this might seem weird and many will think it stupid, but actually consider how it might make an impact on promoting smaller fleets. It makes small, tactical fleets a viable option in null sec.

Strongo
Posted - 2011.08.18 05:18:00 - [632]
 

Edited by: Strongo on 22/08/2011 18:01:49
Maybe I'm wrong but maybe this could free up some ideas to look on and move 0.0!



1)Local & Star-gate & Bookmarks- Remain? or Removed?
a)Star-gates & Bookmarks - If removed?

Now with no star-gates this free, up options warping to any close by systems! Were will next big small fights take place?


Ships Smaller then 'Capitals' warp to large objects between systems. Planets to Planets and or Sun's ONLY!

Ships that are 'Capitals', we want to keep every one on their toes, Capitals run the risk of being blown up! Able to move around with smaller ships? Sure why not!


1) Bookmarks warping, only in current systems! You wont be able to know were you are go in 0.0. when warping between systems. Only between what you point, and warp too.


1) [C] Cy-no's - Will be needed for when jamming system are up more the one type? sure!
Warp Jamming, 'Capital' warp to with smaller then capitals in to system.
Jump Jamming, 'Capital' locking jammed, call this point lock jumping to cy-no's.



1) [C]local chat - If removed?
This is not empire go live their! 0.0 is risk and get rich!

Basic over view scan, "unlcoaked" of current system in, name,ship,range.
Basic over view scan, "cloaked" of current system in, name. He's in here.
Basic over view scan, "scan cloaker" of current system in, not sure how this would work
yet, maybe siting in one spot to long say '1 hour' allow you to scan late points in space. Maybe he move to new spot, your tracking his save spot down!
NOTE: Why being cloak, your ship slowly loses it option of keeping you safe. Maybe your cloak can over heat using it to long also. (24 hours before being burn out?) Use past to repair it?


DREADS! MORE GUNS - (ONE) CAPITAL SMART BOMB WHY IN MODE!
Titian days are over, I think dreads should be more useful in future!

Giving it option of capital size smart bombs! AOE of 24km! Pushing damage of 4000 dps every 5 mins.
Giving it more gun power to not only shot large object's, but ships smaller then capitals!
Small capital fleet, should scare YOU!ugh



Strongo
Posted - 2011.08.18 05:20:00 - [633]
 

Edited by: Strongo on 18/08/2011 05:38:06
Not going in to sov changes yet! What do you think of current idea of changes.

Super Chalupa
Posted - 2011.08.20 13:47:00 - [634]
 

Edited by: Super Chalupa on 20/08/2011 13:47:57
"Making something tedious will not stop players doing it if it's very clearly the best option. They'll do it, and they'll hate it"

I'm just happy to see someone at CCP finally recognize this. I understand part of this game's allure is the long term commitment it incurs, but too many things are far too tedious. As players we end up spending too much of our play time setting things up and running through processes instead of actually playing the game.

The reactions system for example, couldn't that be streamlined a bit so we can just get them running and move on to other things? Instead of having to offline, then online, then offline again, then online again, etc. why not just be able to manipulate the modules, switch out their materials and send them on their way while they're online? Why all the extra tedious steps in between?

With planetary interaction, how come after we do an expedited transfer it takes so many hours before we can do another? In current times warehouses can ship tens of thousands of cubic meters of cargo every hour, yet in the distant future when people have advanced technology, can live in wormholes, can jump ships to distant systems, etc. they can't manage to move cargo more than once every 8 hours?

The game mechanics and many of its daily operations could be streamlined and simplified a little without removing the long term commitment to the game, if anything it would make it more enjoyable.

True Sight
Deep Freeze Industries
Posted - 2011.08.21 02:26:00 - [635]
 

Not sure if its too late to chime in on this or not, but here's a couple of points.

Sov Mechanics
War in EVE and Most MMO's is what I shall call "World War II" style, rather than "Modern Warfare" style, simply because the modern warfare (that is, the fact a stronger force can tactical nuke or cruise missile to oblivion the enemies HQ and its all over), whereas in WWII, Germany couldn't just turn up and conquer Paris, England ETC, they had to fight for ground.

This is something I see as a current flaw in EVE sov mechanics, the attacking force doesn't care about all the space, in a lot of recent cases they didn't even 'want' it, they simply didn't want the other side to have it (E.g. alliances like PL being paid to attack people). When these conflicts start, the bad guys arrive at the defenders home system and camp it, whilst trying to flip the sov.

Make sov mechanics more territorial, Alliance A claims one system, this is sov lvl1, once they own all the adjacent systems, their core system becomes Sov II, once they own everything 2 systems out, it goes up to 3.. Sov 4 becomes like the old 'constellation' sov mechanic, immune and safe, with extra defences (How cool would alliance NPC stargate cops be?, not something that can clear a 100man fleet, but something to provide a tiny bit of defence).

When the bad guys turn up, they can't just run to the defenders main base and wipe them out, they have to actually fight their way 'into the core'. Make it more rewarding/easier to conquer a Sov 1 system than a Sov 2 one, etc. Make the Sov bills based on system Sov level, so as originally planned with the sov overhaul, the bigger an alliance spiders out, the more it costs them exponentially.

Industry
I think a huge, huge thing thats being overlooked here is the boredom/tedium/technical difficulties. Lets say I'm the member of a corp, in an alliance that hold a distance reach of space, like Period Basis. if I want to help out my alliance by producing Ammunition I will need a POS, So my corp either has to trust me enough to give me full POS roles, or they have to set it up for me and I still either have to gather fuel or pay them to fuel it for me.

Then, due to poor corp role mechanics, I have to actually have the "Factory Manager" role in order to start jobs, I also need access to a corporate hanger to begin the jobs, now if my corp happens to be building dread's, super carriers, titans etc then those roles aren't being given out to ANYONE, because either by accident, bribe or pure maliciousness, I could cancel a titan thats being constructed and cause tens of billions in harm to my corporation.

If a tiny change was made so that players could be given permission to create/deliver their own jobs only, I believe the volume of manufacturing going on in null sec would increase a great deal

High Sec Facilities
Here's an idea, Factories and Labs are FAR too accessible in empire, why not link them to the reputation mechanics? for example:

Amarr Navy Standings
0.0 - You can't use them
1.0 - You can use 1 factory slot
2.0 - You can use 2 factory slots
4.0 - You can use 4 factory slots
6.0 - You can use 8 factory slots
8.0 - You can use 16 factory slots

This is realistic, helps limit the spamming of factory/research alts and also gives more reason to use nullsec.

Soldarius
Caldari
Peek-A-Boo Bombers
Posted - 2011.08.22 04:50:00 - [636]
 

^this on sov. More of this. Not saying you shouldn't be able to go for the head shot. But dropping stuff deep into enemy territory should be difficult, not as easy as dropping on an NPC station next door. I can imagine a tank/dps bonus to blue entities in high-level sov systems, similar to what happens with incursions.

I like what the IHUB does. I do not like how it does it. That structure along with the SBUs, TCUs, and stations, encourages supercap proliferation due to the immense amount of HP and how long it takes to grind through all that hp.

Rather than having a huge structure in space with everything in it (IHUB), can't we have a POS module for each level of upgrade? Nothing like putting all your eggs in one basket. At least then the stuff would be marginally defended when no one is around.

I would also like to point out that just being in system and harrassing the locals (afk cloaking, whatever) can have a detrimental effect on the local military or industrial index. Its still up to the attackers whether they want to hit the players as they go about business, or the structures that give the upgrades.

L'Acuto
Posted - 2011.08.22 05:31:00 - [637]
 

Edited by: L''Acuto on 29/08/2011 20:20:22
If you have not read it I'd like to recommend to the devs Konrad Lorenz's book, "On Aggression". I've always been humored by how well this game and its players fit the observations on reef fighting fish.

I'm sure many players and devs have observed the loose allegorical relationship between sov and the chinese game of Go as well.

My suggestion on sov is to have it fundamentally based on the use of space and its resources. Industrial activity such as resource acquisition (from asteroids, moons, and planets) research, and manufacturing would be core, followed by market activity and player traffic. PVP combat should then potentially act as a sov destabilizer. So for example if a hostile pilot sat in system and the locals holed up, it should be bad for sov status. Also if a local fleet suffered a major defeat, it should be really bad for their sov status, and vice versa if they won it should strongly bolster their sov status.

I think the data exists to assess sov in such a manner, but I'm curious if such an application is manageable.

Zey Nadar
Gallente
Unknown Soldiers
Posted - 2011.08.22 10:32:00 - [638]
 

Originally by: True Sight

Sov Mechanics
War in EVE and Most MMO's is what I shall call "World War II" style, rather than "Modern Warfare" style, simply because the modern warfare (that is, the fact a stronger force can tactical nuke or cruise missile to oblivion the enemies HQ and its all over), whereas in WWII, Germany couldn't just turn up and conquer Paris, England ETC, they had to fight for ground.

This is something I see as a current flaw in EVE sov mechanics, the attacking force doesn't care about all the space, in a lot of recent cases they didn't even 'want' it, they simply didn't want the other side to have it (E.g. alliances like PL being paid to attack people). When these conflicts start, the bad guys arrive at the defenders home system and camp it, whilst trying to flip the sov.

Make sov mechanics more territorial, Alliance A claims one system, this is sov lvl1, once they own all the adjacent systems, their core system becomes Sov II, once they own everything 2 systems out, it goes up to 3.. Sov 4 becomes like the old 'constellation' sov mechanic, immune and safe, with extra defences (How cool would alliance NPC stargate cops be?, not something that can clear a 100man fleet, but something to provide a tiny bit of defence).



I kind of like this idea. Kind of like galaxy-wide minesweeper.. You could tie jump bridges to it by allowing bridges to be functional only in sov 3 systems for example.. However, the fun-factor of this system would be entirely dependant on how easy/hard it is to take over A system. One system at a time. The mechanics of taking a system over would be different and relative to player activity over a certain time period propably.. I like this way of thinking.


Quote:

Industry
I think a huge, huge thing thats being overlooked here is the boredom/tedium/technical difficulties. Lets say I'm the member of a corp, in an alliance that hold a distance reach of space, like Period Basis. if I want to help out my alliance by producing Ammunition I will need a POS, So my corp either has to trust me enough to give me full POS roles, or they have to set it up for me and I still either have to gather fuel or pay them to fuel it for me.

Then, due to poor corp role mechanics, I have to actually have the "Factory Manager" role in order to start jobs, I also need access to a corporate hanger to begin the jobs, now if my corp happens to be building dread's, super carriers, titans etc then those roles aren't being given out to ANYONE, because either by accident, bribe or pure maliciousness, I could cancel a titan thats being constructed and cause tens of billions in harm to my corporation.

If a tiny change was made so that players could be given permission to create/deliver their own jobs only, I believe the volume of manufacturing going on in null sec would increase a great deal



True, there are too many artificial restrictions to industry and POSes currently, that further enforce the "Jita-phenomenom", neuter nullsec industry and make playing with those things un-fun. Like for instance one should be able to launch personal POSes while in a player corp. Fiddling with corp access rights is a major bore, confusing and non-intuitive at the moment. And is often dealt with shortcutting the accesses to only few key personnel, in order to avoid corpthefts etc security issues.

Industry often relies on a few key personnel, because Eve UI is such a major hassle. Teamwork in industry should be made easier without giving up too much in the way of safety. (for example: depositing industry goods in corp hangars on POSes, if the POSes could be personal then access rights changes would happen more easily, compared to the corp boss trying to manage huge amount of POSes and people with their access rights to each separately). Theres much improvement to be made with POSes, access rights and corp UI.

Hakaru Ishiwara
Minmatar
Republic Military School
Posted - 2011.08.22 17:33:00 - [639]
 

Originally by: Zey Nadar

Quote:

Industry
I think a huge, huge thing thats being overlooked here is the boredom/tedium/technical difficulties. Lets say I'm the member of a corp, in an alliance that hold a distance reach of space, like Period Basis. if I want to help out my alliance by producing Ammunition I will need a POS, So my corp either has to trust me enough to give me full POS roles, or they have to set it up for me and I still either have to gather fuel or pay them to fuel it for me.

Then, due to poor corp role mechanics, I have to actually have the "Factory Manager" role in order to start jobs, I also need access to a corporate hanger to begin the jobs, now if my corp happens to be building dread's, super carriers, titans etc then those roles aren't being given out to ANYONE, because either by accident, bribe or pure maliciousness, I could cancel a titan thats being constructed and cause tens of billions in harm to my corporation.

If a tiny change was made so that players could be given permission to create/deliver their own jobs only, I believe the volume of manufacturing going on in null sec would increase a great deal



True, there are too many artificial restrictions to industry and POSes currently, that further enforce the "Jita-phenomenom", neuter nullsec industry and make playing with those things un-fun. Like for instance one should be able to launch personal POSes while in a player corp. Fiddling with corp access rights is a major bore, confusing and non-intuitive at the moment. And is often dealt with shortcutting the accesses to only few key personnel, in order to avoid corpthefts etc security issues.

Industry often relies on a few key personnel, because Eve UI is such a major hassle. Teamwork in industry should be made easier without giving up too much in the way of safety. (for example: depositing industry goods in corp hangars on POSes, if the POSes could be personal then access rights changes would happen more easily, compared to the corp boss trying to manage huge amount of POSes and people with their access rights to each separately). Theres much improvement to be made with POSes, access rights and corp UI.

I really like where this is going. Enabling corp members to contribute meaningfully (****ing hate that term, but it is the buzzword that CCP wonks are currently using) to corp and localized industrial initiatives is an awesome notion.

The practical suggestions above and elsewhere having to do with role management are excellent places to start when mapping out the project to make it happen, too. If there was ever an industrial expansion to bring more and newer players into the fold, this would be it.

PewPewYou
Amarr
Posted - 2011.08.24 03:59:00 - [640]
 

Edited by: PewPewYou on 24/08/2011 07:12:54
How to fix nullsec and address all those issues:

Full details moved to it's own topic in the features & ideas forum: Here.

PewPewYou
Amarr
Posted - 2011.08.24 04:01:00 - [641]
 

Edited by: PewPewYou on 24/08/2011 07:06:45
Sorry. Moved here.

PewPewYou
Amarr
Posted - 2011.08.24 06:17:00 - [642]
 

Edited by: PewPewYou on 24/08/2011 07:06:56
Sorry. Moved here.

flesh gordom
Posted - 2011.08.24 22:51:00 - [643]
 

All good, but if there is something i feel strongly is to nerf the local and use more d-scan like in wh. That would bring a hole diferent feel to the game as for dimension as for war tacticks. It could be more "realistic" to not know right away if someone is at the other end of solar system when u jump in.

arenta Andedare
Posted - 2011.08.25 04:27:00 - [644]
 

I believe that null sec should have no rules. That is what makes it null sec.

Acac Sunflyier
Gallente
Posted - 2011.08.25 18:17:00 - [645]
 

I've lived in both sov and non-sov 00. I've lived in null and high sec. I've got a small taste of everything. But what I'd like to bring up is 2 things.

1) Sov upgrades is broken. Every system everywhere has cyno jammer upgrades. It seems pretty useless to have anything but. Please do something to fix them.

James Wagner
Posted - 2011.08.25 18:41:00 - [646]
 

To address one small aspect of your goals - treating moon goo similar to drugs in high sec may be able to encourage T2 production in null. Charging a percentage based isk cost for moving 'high explosives' or other 'category 4' items through a high security stargate would make it cost ineffective to do T2 production in high sec. You could also make it illegal to move these things across high security stargates like the highway system does with certain materials through bridges / mountain passes, etc.

Same thing would work to a different degree for T3 coming out of wormholes, but it would likely cause the prices of T3 to skyrocket as it would be near impossible to get every component except in C5/C6 holes.

James Wagner
Posted - 2011.08.25 18:44:00 - [647]
 

Edited by: James Wagner on 25/08/2011 18:44:37
Originally by: Acac Sunflyier
I've lived in both sov and non-sov 00. I've lived in null and high sec. I've got a small taste of everything. But what I'd like to bring up is 2 things.

1) Sov upgrades is broken. Every system everywhere has cyno jammer upgrades. It seems pretty useless to have anything but. Please do something to fix them.


Cynojammers are not in every system at all. The upgrade has an incredibly high monthly cost PER system. They are only found in strategically important systems. They are one of the only ways to to hold a system against superior supercap fleets, and they encourage sub-cap warfare to win the field. Please do not 'fix' this.

Acac Sunflyier
Gallente
Posted - 2011.08.25 20:32:00 - [648]
 

I was reading something about there being pos changes that we can use to customize our pos towers. Changes that don't get anchored but actually fit to the pos. I think this is cool. But each change should do something to pos fuel consumption. Keeping the pos at default should make it consume the same amount of fuel. But any upgrades should make it consume more.

Marian Lula
Posted - 2011.08.25 23:42:00 - [649]
 

Edited by: Marian Lula on 25/08/2011 23:46:02

Issler Dainze
Minmatar
Tadakastu-Obata Corporation
The Honda Accord
Posted - 2011.08.26 06:07:00 - [650]
 

Since this seems more active than the other null sec thread:

0.0 has to change completely if there is any hope of making it relevant to the majority of Eve.

Capitals have to be dramatically changed from an "I win" button for wealthy giant alliances to something that provide logisitcs, transportation and support for mobile navies. Which will be required because...

All static sources of extreme value must be finite and respawn someplace else! Get rid of the "most valuable" region concept. Isk printing moons must go! Alliances wanting to maximize their wealth based on resource gathering will be forced to follow those resources as they move. The new roles of capital fleets will be to support those strategic movements.

Sov needs to be about building a true home in all respects, that means trade and actual occupancy. Any structure the exists today just to provide sov needs to be thrown into the nearest star. You earn sov by etablishing a presence, building a useful infrastructure and ATTRACTING pilots and trade to you area. Sov will only be gained if you actually are using and occupying the space and then making it attractive for traders. Sov holders would be able to earn with taxes and fees. You can still take over some space and keep everyone out but shouldn't be as rewarding are creating a real "space nation" that matters the the rest of Eve. This probably means introducing something that allows "ports" and shipping lanes that can be maintained and controlled by the sov holders to allow establishment of trade routes.

PvP needs to totally change so that at some reasonable fleet size there is a negative affect on results and that balanced fleets and tactics win the day. No one would watch the allinace tournaments if each team could use a thousand ships, what makes it interesting is seeing really clever fleets engage in a balanced fashion combining the best of multiple types of ships.

0.0 needs to have unique elements you can only see there and they need to be special enough to make folks want to go see them. Early in Eve CCP tried to make stuff in space worth visiting. I spent a month just seeing the sights and it was really enjoyable. Bring back eye candy content and unique encounters, and put the really special ones in 0.0!

CCP, be brave enough to scrap 0.0 as is and rebuild it like that and I expect you will finally see the migration to null and the real empire building that sov should produce begin.

As for low sec, make that to semi-quote Captain Reynolds "a place for naughty men to slip about"! Make low sec where you can engage in smuggling and drug manufacturing! Put in bribable Concord elements and disreputable NPC agents where high risk but high reward missions with chances of being cheated by the agent or even cheating the agent exist. Let low sec be where I can iteract with the pirate factions and really be a "pirate". Expand what it means to be a criminal so that bad deed in low sec could result in interesting experiences in high sec. For example random gate encounters with "agents" that might even confiscate non-contraband goods or better yet, point me at other smuggling opportunities if I provide the correct gratuity!

Again, these are just how I Eve being a better place. In the end though, I expect something like Manfred will be what CCP does, we'll open up the back of the set, put some tin foil on the rabbit ears and bang on the top of the TV set that is 0.0 to try and find a show that the neighbors will like, and when that doesn't work CCP will just burn their houses down to force them to come over and watch the static and wiggley lines on the tube...

Thanks to anyone taking the time to read this thread, I hope we can see some more folks share their ideas about what "Sandbox II" should look like.

Issler

bdeath118
Minmatar
DEAMON DRAGONS ARMY
Posted - 2011.08.26 06:29:00 - [651]
 

i know I'm going to take alot shot's from the big alliance's in null sec about this but the number of jump bridge arrays that can be build in a system with the current system its too easy to create a network of private jumps arrays to get in and out of null or hostel regions with during a war or just to go around a region that might have hostel players in it and never have to worry about be targets if even seen by anyone along the way.

Soldarius
Caldari
Peek-A-Boo Bombers
Posted - 2011.08.26 07:52:00 - [652]
 

Originally by: bdeath118
i know I'm going to take alot shot's from the big alliance's in null sec about this but the number of jump bridge arrays that can be build in a system with the current system its too easy to create a network of private jumps arrays to get in and out of null or hostel regions with during a war or just to go around a region that might have hostel players in it and never have to worry about be targets if even seen by anyone along the way.


Clearly the gods of punctuation have denied you their gifts. Is it too much to ask for some periods in that gigantic run-on of a statement?

But more to the point, you also clearly don't know anything about nul. The current system allows for only 1 jump bridge per solar system. It used to be two. Frankly, I don't see that either makes a big difference. Jump bridges can only be constructed in your alliance's sovereign space.

I just read up on the IHUB upgrades to get more informed on the requirements and how they work. I can't believe Capitol Ship Assembly Arrays require only strategic index level 1. That needs to be changed.

Pepper Mynt
Posted - 2011.08.29 17:19:00 - [653]
 

i am a new eve player.

i have read the two recent dev blogs about null sec and some of the community response about the impending revamp. my experience in null sec has basically been solo roaming through barren systems wondering what all the fuss is about.

when i checked out the sovereignty page on evelopedia, my head exploded. there are so many rules governing a supposedly lawless area. i like the idea that eve can be very complex and take a bit of research to grasp, however i do not understand the point of sovereignty. null sec, as i understand it, is: the sandbox of eve, high risk vs high reward, with no concord protection. it seems to me that sovereignty is just a leader board to show which alliance controls the most space. to me a leader board doesn't really fit into the concept of eve.

my feedback on null sec: i don't understand sovereignty's role in making null sec compelling.

Banlish
Gallente
Di-Tron Heavy Industries
Atlas.
Posted - 2011.08.30 07:20:00 - [654]
 

How to Fix null content vrs lvl 4's.
1. Allow us to deploy select agents of some sort, IN SPACE in an outpost system (around a planet or something) allow it to go up to 10 agents. lvl 1 to 4. Allow a diversity (not all 100% kill missions means MORE agents) and then you'd see people investing in space AND not just making it all kill missions.


How to Fix SuperCaps online:
1. New regions (like 20) too far for ANYTHING to jump there, give it 20 connectors to empire/low sec so it can't be single controlled and no alliance with space in current 0.0 can hold space there. People want to have non cap battles, let em. Watch the game swell again with players.
2. Give a MASSIVE reward for Super caps to be 'scuttled' by owners to stop Supercaps online. I'm putting the idea out there, let players come up with a good trade in to make the game fun again since they are breaking the game.
3. Give option 2 around 3 to 6 months, then introduce U-boats to the game. Between BC's and BS's they have a setup that does +300% damage to caps and +1000% damage to supers, we figured this out in WWII yet in space we can't figure out fast ships with massive torpedos can cripple big and slow ships?
4. Don't try to hold back minerals or restrict them, go the opposite way. When drone regions were introduced Morphite was 20k, Mega 6k and Zydrine 4.5k. Not that way now at all, let it happen again with more way to mine/capture minerals and add more and vicious ways to kill each other. More war = more fun.


How to fix Industry - Mining
1. Add Pirate Mining crystals. They can be bought with faction points, or made from tech 1 or tech 2 crystals with BPC drops. These Pirate mining crystals can only be used in 0.0, npc 0.0 or WH space. Give some MASSIVE upswing in mining of mid to low ores (Nocx down to trit ores only) like +500% to 750% to mining veld for instance. You worry that people will ship trit back to empire, let them start trying and watch how quickly they go insane. Couple that with your anti-botting campaign and it might even be needed.
2. Add Pirate faction Mining Drones. (same idea as above, only drones instead of crystals)
3. Make all 0 to 5 belt systems have 6 belts. Systems under that are useless so why have them anyway, just increase belt count, problem solved.
(only to be used if more time, above 2 are immediatly available).
4. Radiation Pulse Mining (http://www.eveonline.com/ingameboard.asp?a=topic&threadID=866121) (way long but you want mining to not suck, try that)

How to fix Inudustry - Manufacturing
1. Upscale everything by a factor of 4 in outposts. Factory slots, research slots, and Invention slots. Leave refining and office counts alone. When one person can max out an entire constellation of Amarr Factory outposts, there is a problem. Make tier 3 factory outpost be able to have 200 factory slots.
2. When a constellation reaches 51% outpost coverage (ALWAYS round up) then allow multiple outposts to be built in systems. Every outpost past the first costs +100% to encourage spread out outposts rather then centeralized. While allowing some diversity.
3. Make a better system for allowing players to 'link' POS's to Outposts and make the services 'public based on alliance standings' Factory slots can't build ships, all else is fine. Allow Downtime for delivery to station, too risky for player to use, then they don't use it. HAS to be used in outposts and can delivery directly to a player hanger NOT corp hanger.

Banlish
Gallente
Di-Tron Heavy Industries
Atlas.
Posted - 2011.08.30 07:22:00 - [655]
 

How to fix system usage - System position
1. "travel path" systems are allowed a few sentry guns per system (like 6 to 10 total) "dead end" systems are allowed none.
2. Find a good fix to AFK cloaking, people walking away while cloaked is lame, give them a challenge.
3. Allow players to construct Stargates that change how to get around a constellation only, make the price horrendous. It would allow players to turn some of those super rich systems on travel paths into more useable systems for a very expensive investment.


How to fix Moon rarity/supply problems.
1. PI moons.
2. Allow NPC 'moon haulers' to spawn randomly. lower the rarity, the more it spawns. We have NPC mineral haulers, you'd think the pirates need this stuff too. So Double or triple the amount of moon minerals in 'play' each month and let players fight over the stuff. No new moons needed, and some hauls will even be left to sit in space so it won't be 100% used.
3. Allow barren moons to spawn 1 month to 2 month moons of rarity 16, 32 and 64. Once mined out, the moon goes back into the pool to try again. Moons with POS's on them can't 'randomly spawn' a mineral. Suddenly a need to build and scan more often. Yay isk sinks!

How to fix Rent/Treaties
1. Introduce Alliance Tax collected by the Exector corp into DEFAULT wallet 7. This tax is a MAXIUM 5% and goes before corp tax.
2. Treaties allow Alliances to give any percentage of that 5% away to another alliance. It now becomes automated and easy to setup, players use it or not.

How to fix JB's.
1. Allow a 'spool up' of the JB between jumps. More then 5 ships go through at once then there is a 'wait' between the next ships. Small ships or logistics moving np, HORDES moving? no.
2. Remove them. heh.


How to allow 0.0 'Free traders'.
1. Add new 'regions' to the game that are single systems that do NOT show up in any region market tab, but on their own tab when in system. Cyno's cannot be lit or used in system (no new attack points for other regions), Lowsec connect to empire and NPC the system with no belts or agents. Players can now trade to 0.0 empires. Bulk goods STILL have to be moved to low sec and anyone can post goods there for people to come buy.


Thought process change.
Right now I see many dev's say 'we can't hurt empire dwellers in xyz fashion.' and while fine I'm asking you to debate the idea of viewing 0.0 in a different way.
View empire as the Modern world, Europe, U.S., Some of Asia.
View 0.0 as the 3rd world, Africa, South America, and polar regions not developed.

0.0 is supposed to be richer and provide access to resources and money balanced by the risk of being blown to bits. People go to empire to escape risk and make more isk then they could in 0.0, move the carrot to 0.0 (bigger rocks, better agents, better rewards) and people will come out there for it. Don't punish empire folks, but maybe make the rewards in 0.0 so amazing that everyone wants to at least TRY to get out to try it.





Banlish
Gallente
Di-Tron Heavy Industries
Atlas.
Posted - 2011.08.30 07:30:00 - [656]
 


To CCP Greyscale

The above entries (in red) are just a few ideas I've come up with because I'm hoping EVE will make a come back, I've watched literally every real life friend I have leave the game in the last years because 0.0 is becoming stagnant, broken and unbalanced in their view. This is an 'old bitter vets' suggestions to fix them.

I tried to include ones that should take almost no coding to ones that would take drastic amounts of coding and I hope other people take the ideas and run with them, expand upon them, tear them apart and spawn better ones. I've been in love with industry/trade since 05 when I started and besides the hulk it hasn't been improved upon except with 3 ships. (orca, Rorq and Noctis) I'd love to see things change and there are more drastic changes I could suggest that would rejuvenate the game, but there more along the lines of EVE 2.0 then the scale your talking. For example adding a new ship to every race in every class.

I really hope at least a few of these ideas will be seen by the BFF team and they'll at least debate them. I'll probably add more when I get home if there is any sort of reply to the pots.

I've been away from EVE for a while now, I'd love to come back to a game that has much more to offer and some balance rather then (side A figured out that 1,000 supers is unbeatable and now Side B is finished so we have a copy of the Asian server with Side A controlling everything and the game dies).

I love the game, I come back over and over again because of the friends I've made here and the awesome corp my EVE friends allow me to stay part of. Please consider some of these suggestions to 'fix' the problems people have been practically begging you guys to fix for years.

-A very old bitter vet

Hermy Nator
Posted - 2011.08.30 21:12:00 - [657]
 

Dear CCP,

we here at my house understand your concerns fully and I can asure you the future of Eve and expacialy 0.0 space is not something we take ligthly but is an aspect of our freetime upon which we place great value and importance.
The problem with feedback concerning gamedevelopment and 0.0, however, is the amount of time and resources needed to produce good answers and good posts.
So we're left with the question of how to give you the right answers and help you want without simply lowering the monthly subscription payment to you.

Welp!

Herr Mynator

Ravenlokk
Posted - 2011.08.31 04:26:00 - [658]
 

Dear CCP,
Prior to me even starting to play this game, people who were playing always said that it doesn't matter if you were a player who started when the game was introduced or a new player on a 14 day trial, tactics was all that mattered

Clearly this is not correct.

Your game now known as super capitals online is boring. Only known counter to alliances who drop supers like they were going out of style is dropping more supers. As I am a new player who only started about a year or so ago my skill points do not allow me to fly one. Nor do I want to fly one. Hence I no longer wish to play this game.

Thanks for all the fish.

PS I has no stuffs so you cants have stuffs.


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