In my last post, I spoke about how the Null-Sec Statement was a demonstration of “dogs and
cats dancing together” to make a point about the importance of CCP taking this
opportunity for a soup-to-nuts change to sov mechanics instead of simply
slapping a bandage on it and calling it a day.
I don’t believe CCP has the wiggle room to get it wrong out of the gate
and slowly fix it (maybe). The null-sec
membership base is already plummeting.
To be
quite honest, I really didn’t expect anyone to take out of the Null-Sec
Statement (or my post!) that the “solutions” proposed were complete and
sufficient. I interpreted them as
general concerns, not fixes. Because,
you know, they aren’t a complete fix.
Just enacting those three points wouldn’t fix null-sec.
Alice
Karjovic called me out in corp TS and thought I was endorsing the statement in
full, as a complete and sufficient solution.
Not so, but if a writer is misunderstood, it’s the fault of the writer. So here’s my list of solutions to the
null-sec problem, to be clear. I talked about this in the context of drawing players from high-sec to null-sec last November. This time, I’m talking about fixing the
mechanics themselves.
Don’t
worry. Scroll down to “Summary” for the
TL;DR.
What I Want in Null-sec
First and
foremost, null-sec needs to provide alliances, corporations, and pilots proper
justification for moving out there, being in space, and taking actions. All three levels are constantly assessing
“whether it’s worth it” to come to or stay in null-sec. We can’t make changes that benefits one at
the expense of the others. Making
onerous changes that discourage pilots from participating won’t solve the
problem, and nor will creating mechanics that don’t require an alliance to have
active pilots playing the game. We need
people to be doing things in space, taking actions which require time
and which can be disrupted by other players.
Moon mining, PI, and ownership of sov (pay the bills, you’re good, even
if you’re never in a system) doesn’t accomplish that.
Secondly,
I want to see null-sec player density increase, but increase specifically by
developing mechanics which discourage ownership of large swaths of space by one
entity (or by “dummy” alliances subordinated to that one entity) and instead
allow room for many alliances to operate.
Not only would this create more sources of content, but it’d also allow
alliances to run the full lifespan, from fledgling null entities to end-game
meta manipulators. The trick here is
making it so the existing players can’t possibly own all of the space out
there. Into the gaps, new players can
appear.
Null-sec
needs to balance the desires both for narrative (importance to our actions)
with thrill (excitement to our actions).
These two factors are at play in what sorts of content we want to
encourage with mechanic changes.
Engagement is the result of both, but the type of engagement and who is
likely to be engaged are very different.
Both need to be accounted for.
These
engagement opportunities – the times a player has an impact on other players or
sov mechanics – need to be frequent, on the order of several per playing
session. It’s not sufficient for one
timer to be generated every 36 hours, or one fleet during a playing session
that affects sov. These touch points
should involve both PvP and PvE activities, with a focus on “activity”. That means being out in space doing things
and taking actions, not setting something up or sitting in station. Players and alliances should both suffer
negative effects for simply docking up when they meet with some
resistance. And passive income sources
should require active gathering and management.
Sov
ownership should be based upon the activity of an alliance, but this should
incorporate both PvP and PvE elements.
Having sov maintenance be dependent entirely on showing up with PvP
ships to engage an invader provides no incentive for alliances to recruit or
even allow PvE activity. This, in turn,
reduces the number of targets in space at any given time. This has to change, since it pretty much
excludes non-PvP-minded players from having a role in null-sec. The role they do have now is met with
contempt.
Null-sec
should offer a wide range of content.
Currently, null-sec requires only large fleet PvP content to maintain
sov: you pile as many people as possible into a system to overwhelm the
invader. This has to change to include a
role for all sizes of PvP fleets, from solo roamers to large fleet action. Ideally, defending a system involves
mechanics that cause you to benefit from bringing for frigates, cruisers,
battlecruisers, battleships, and capitals.
How Do We Get There?
“Great,
Tal. Nice pie-in-the-sky ideas. How do you propose we get there?” I’m glad you asked, convenient mouthpiece
fictional character. First, let me say
that I personally think we’re well beyond the point of giving CCP time to
dabble here and there and roll out gradual fixes. CCP hasn’t done anything for the past few
years even though it’s been readily apparent that we were headed for a bifurcated
universe similar to what existed on the Serenity server. We’re well beyond, “We’ve built up customer
goodwill that will buy us some time,” and are firmly in, “Help, help, the house
is on fire!”
Don’t
believe me? The concurrent user counts
are way down and have been getting worse.
Some players are leaving null-sec alliances for greener pastures, but
many, many more are simply logging off.
The longer this goes on, the most likely that those players won’t return
at all – they’ll discover fresh air or a new game or actually meet a girl. Moreover, those null-sec players we’re losing
usually have more than one account, including several empire characters. They’re gone too. How many of you have stopped subbing all of
your accounts? CCP should be very
concerned about this, but we should too.
Every player that leaves null-sec makes the problem of finding content
that much worse. With nothing to do,
null alliances are deploying to low-sec and ruining the small-gang environment
there with their blobs – all the habits they learned as a result of the
null-sec mechanics.
Another
note: Corebloodbrothers recently posted a post that, in part, calls BS on the null statement on account of hypocrisy –
these alliances are undertaking actions that further strangle the game. With a straight face, he’s arguing that
because these players are following the optimal path to an unfavorable conclusion,
they have no right to make a statement on suggested changes. Any set of mechanics that relies on the
players not doing everything they can within those rules is a bad set of
mechanics. It’s not the players’ job to
limit their actions; CCP’s job is to set the bounds and let players operate
within those known rules. It’d be like
blaming American football teams for taking a knee at the end of the game to run
out the clock - the fault lies with the league rules that allow them to do
that. The answer to prevent that isn’t
to expect the players to take unnecessary risk, but for the NFL to change the
rule so taking a knee stops the clock.
So,
players can and should do everything they can – including out of game
agreements – to max their alliance’s strength.
CCP needs to take bold action right away, and can’t simply slap a
bandage on it (like they did with the POS code).
So, here
are my suggestions.
Change: Escalating Sovereignty Costs
I really
tried to avoid incorporating escalating costs to keep and maintain sovereignty,
but as I considered the issue, I really think this factor is absolutely
critical to any effort to ensure a null-sec with a cornucopia of
alliances. That said, I don’t think these
costs should be incredibly onerous. For
an alliance owning less than 5 systems, for instance, I’d give them a 50%
reduction in sov costs. From 6-10, the
percentage reduction for all systems would reduce by 10%, so an alliance with
10 systems would be paying full price.
That would hold true from 10-20 systems, then begin to increase again
after 20, to a maximum of 150% of current sov costs for owning more than, say,
30 systems. After that, costs would
remain constant.
Likewise,
the number of pilots in the alliance would affect costs, ranging from a 25%
reduction for very small alliances to a 25% increase for very large alliances,
regardless of the systems held. This
way, a small alliance owning 5 systems would be paying 37.5% of the cost of an
average-sized alliance with 15 systems, and a very large alliance with 30 or
more systems would be paying 187.5% of the cost of an average/average alliance.
Immediate Effect: Sov costs for existing
entities would increase.
Second-Order Effects: Alliances would
reassess the value of each system they own and gauge their needs. Alliances would take a hard look at their
membership and identify necessary changes.
Third-Order Effects: Over time, some space
would be abandoned by existing alliances.
Some systems would be recovered/transferred to dummy alliances subordinated
to the original owner. Other systems
would be abandoned, allowing new alliances to move in.
Fourth-Order Effects: Reshuffle of the sov
map to include more entities, regional “bluing” between current dominant
entities and smaller entities on periphery.
Some dummy alliances would fail due to complexity of maintaining two
distinct sets of structures, some would remain stable, some would evolve into
independent alliances with diverging cultures and objectives. Alliances that move in to abandoned space
will either fail (to be replaced by more successful minor alliances) or grow
into more complex forms with expansionist goals.
Change: Introduce Culture Levels (Occupancy-Based Sov)
To
maintain sovereignty in space, I recommend the creation of a “culture index”,
which accounts for all of the activity that takes place within it. This index would represent the
occupancy-based sov idea out there.
After all, null-sec alliances are cultures/empires of their own,
right? As in the real world, culture reflects
not what a society says they want, but what they actually do. The stronger and more defined a culture is,
the harder it is for an invader to successful conquer and convert it.
The
culture index would consist of all activity in a system – rats killed,
asteroids mined, moon minerals collected, PI exported (not created), hostile
and friendly PvP kills, time spent in space, unique characters spending more
than 1 hour in the system, etc. It would
specifically include both PvP and PvE content, to reward both, as well as
physical presence. Notably, I recommend
having a fairly significant “presence” requirement for a system to discourage
alliances from daily gathering their membership together in interceptors and
jumping into each of their systems to artificially game the system. Active tasks would be rewarded, and passivity
in station would earn no reward. If you
don’t utilize a system long enough, sovereignty should lapse to the point that
you lose sovereignty.
High
culture levels should be difficult to achieve.
The requirements for various culture levels should be such that
alliances with an average member count and average number of systems (100% of
costs for both ownership and size, from above) would not be able to get all of
their systems up to the highest level.
Choice must be a factor.
Alliances
should gain advantages according to their culture level in regards to defending
a system (more on that later). Compared
to a Culture Index 3 system, defensive measures should be 3x easier for Culture
Index 5 system and 3x harder for a Culture Index 1 system.
Immediate Effect: Sovereignty would
fluctuate within a week depending on the utilization of space.
Second-Order Effects: Systems that are not
heavily utilized would become more vulnerable to attack by weaker and weaker
entities as time goes on. Alliances
would seek to recruit players with PvE capability and appetite to maintain sov
levels.
Third-Order Effects: Conquest efforts would
benefit greatly from a period of “air superiority” to deny defenders some
opportunities to maintain their culture indexes (note: defender and attacker
losses in the system would still buoy the index, though, to encourage active
defense of a system). PvE members could
actively contribute to the defense of a system by engaging in PvE in off hours
to maintain and protect culture indexes.
Attackers would benefit from sieging systems for a period of time before
attacking. Absentee ownership would be
discouraged by making those systems very easy to conquer.
Change: Create Incentives to Repel Roaming Gangs
While the
culture index is a means of alliances to defend their sov actively with
space-based tasks, the other side of that is to create the means for a roaming
gang to disrupt that capability. Right
now, nothing prevents owners of a system from docking up at the first sign of
an invader and waiting until they pass – as confirmed by intel channels
reporting them in an increasingly distant system. These roamers have done nothing to irritate
the residents except for delaying them by a few minutes while they pass through
and look for targets. Owners of a system
have no incentive for attacking these roamers, since it’ll only provide the
PvPers with content, which makes them more likely to return next time.
We need to
turn this reality on its head. Players
need to be encouraged to undock and repel invaders, and that involves creating
the means for invaders to hurt system owners in some way. Similar to the ESS, I recommend adding an
element into the game at each planet – let’s call it a Communications Node –
that (according to the lore) communicates claims for ratting bounties to
CONCORD for payment to players. It would
also manage the communications between planetary and space-based entities.
These
Communications Nodes would govern PI, mining, ratting in the vicinity
surrounding the planet. Each anom would
be assigned to the closest planet. If a
roamer warps to the Communications Node, he can choose to interact with it and
disrupt either communications to CONCORD or to the planet, which can disrupt
these activities. For ratting, it means
rats killed at anoms and belts that correspond to that planet would pay no
bounties. For PI, no orders could be
transmitted to the planet (no changing PI around, re-upping resource gathering,
or removing product from the installation).
For mining, interacting with the node could tamper with the normal
communication signal to create a polarizing beam that makes asteroids
unmineable around that particular planet.
This
effect would last for two hours, and an attempt at interrupting each particular
node can only be made once every four hours.
In this way, a small gang could disrupt the activity in a system for
longer than their simple presence would, but defenders who muster can harden
their system against interlopers. The
length of time it takes to accomplish this disruption would have to be enough
that residents could form a gang to chase off the invader. Members of the owning alliance wouldn’t be
permitted to interact with the nodes themselves, preventing in-alliance
characters from artificially hardening the nodes from attackers.
Will the
invader interact with only one node – leaving the rest of the system free and
unmolested for use – or will he diligently hit every planet and shut the whole
system down? Residents would have to
decide whether to actively chase off the invader or let him disrupt their
activity long-term. Passively sitting in
station would no longer be the optimal solution.
Immediate Effect: Roaming gangs would
have a means of causing a sustained interruption of the activity in a system
whose residents refuse to engage.
Second-Order Effects: Roaming gangs would
meet more resistance as residents defend their ability to engage in PvE in a
system. In some cases, defenders will
bring out-of-alliance alts into the system to attempt-and-abandon interacting
with nodes to protect them from invaders.
Some systems will be selectively “deactivated” for periods of time.
Third-Order Effects: Combined with culture
indexes, alliances would recruit players who engage in a mix of PvP and PvE
content, and players would be actively encouraged to cross-train skills for
both disciplines. Standing fleets would
become more common throughout Eve, allowing faster responses. PvE activities would involve more complexity
and be subject to interruption, causing overall (but not necessarily local)
reductions in isk/hr and potentially affecting market prices for
faction/deadspace drops. Ice anom systems
would become targets for roaming gangs.
Change: Tug-of-War Sov Capture/Defense with Ship Restrictions
The
faction warfare system of seizing systems is generally seen as a positive
contribution to the gameworld, since it encourages round-the-clock activity to
push a system into vulnerability. Maintaining
“air superiority” through long-term presence in a system, along with multiple
capture points (FW plexes) creates the possibility of many smaller fights to
capture a system, instead of a small number of, “Bring as many people as
possible and bury your opponent in bodies” approach.
Blending
this type of tug-of-war plex system with null sec’s timers would create a
dynamic system that rewards both consistent, day-long PvP and system control
and massed fleet battles. Under this
system, sov anomalies would always exist, and could be warped to at any time to
start the process of capturing a system.
Each size of site would allow different sizes of ships – from all ships
(including capitals) down to frigates only.
Invaders would need to control a site for a certain amount of time, much
like faction warfare, to capture it. If
they successfully capture the site, it pushes the counter for that
particular size of site into a reinforcement timer, which would spawn a
randomly positioned TCU (but it would never spawn at a POS, a gate, or a
station). At the end of that timer, the
fleets would have to contest that timer.
Here’s
where things get interesting. To capture
a system, you’d have to successfully capture a range of these hull-sized
TCUs. Each system would have separate
counties for frigate-only plexes, cruiser-and-below plexes, BC-and-below
plexes, BS-and-below plexes, and capital-and-below plexes. You’d have to capture at least three of
them. Alliances could choose which ones
they want to defend, and which they want to attack. The TCU itself could be attacked by anyone,
but to get that TCU to emerge, you’d have to bring the appropriate ships to
push at least three counters into a reinforced timer.
And, as an
added sweetener to pot, the length of time an aggressor would need to control a
plex to capture it would scale directly with the Culture Index (explained
above). Want to capture a level-5 system
the defenders are using regularly? Be
prepared to sit on a single plex for 50 minutes, have to capture several of
them to trigger a TCU timer, and have to do that whole process three times with
different sizes of ships. Want to take
on a level-1 system? The plexes you’ll
need to capture take only 10 minutes each.
This
system would make sieging a system – maintaining that “air superiority” that
denies the owner the ability to do the activities that maintain their culture
index – the easier it’ll be for you when you hit the plexes. Long-term exertion of power in a system can
both defend the owner and be necessary for an invader, and all this involves
time in space taking actions in that particular system.
As a final
element, defenders couldn’t “deplex” a system, but each day, the counters for
each hull-sized plex type would naturally decay. If the system isn’t taken in a fortnight, the
system is considered successfully defended and the counters reset to 0.
Immediate Effects: Conquest efforts would consist of continuous engagements
that ebb and flow, offering a wide range of small-gang activity. Limiting the hull sizes of individual plexes
would require a range of fleet capabilities and doctrines.
Second-Order Effects: Alliance doctrines
would change to be hull-specific, and alliances would begin to specialize based
on their own perceived strengths.
Individual invasions would see varying doctrines used, depending on the
strengths of the defender, as well.
Conquest would be less dependent on individual battles, requiring
round-the-clock defense. Alliances will
omni-TZ coverage would be at an advantage.
Blobs would have a limited use, allowing CCP their marketing gold for
important systems. Sieges would become
more common as attackers balance time vs. culture index to reach the optimal
approach to conquest.
Third-Order Effects: New doctrine metas
would evolve around agility and local, temporary force superiority instead of alpha
strike with overwhelming force.
Change: Require Physical Presence to Modify PI Installations
Right now,
you can modify and assign new orders to Planetary Interaction installations remotely;
you don’t need to visit the planet itself until you want to scoop the
products. Essentially, 95% of the PI
process involves little to no interaction with the gameworld – rather, you
interact with an interface. By changing
he mechanics so you need to be in orbit of the planet – or, say, within 10,000
km of the planet and uncloaked – this adds an element of danger, albeit a small
one, and requires you to actually be in space to engage in PI. Ships in space have a chance, even if small,
of being attacked by roamers.
Immediate Effects: More pilots would be
flying through space, providing additional targets. The nature of PI is similar to running data
or relic sites – an interface that can easily distract pilots. The risk for an alert pilot is small, but
still exists. PI would become an “active”
task that would positively contribute to the culture index, including during
efforts to buoy the culture index during sieges and conquest attempts.
Second-Order Effects: Roaming gangs will
have additional targets and may adjust strategies to tackle these
targets. Alliances may actively recruit
PI pilots to positively contribute to the culture index. Skilled PI pilots could operate even when
under siege.
Change: Reduce Predictability of Moon Mining
Moon
mining provides a largely passive income stream for corporations (much of which
is currently turned over to alliances), entirely bypassing the member
level. Once established, little effort
is needed except to fuel the POS and extract the moon goo. I recommend creating an active module on
mining ships which, when activated in orbit a moon, allows the pilot to mine it. The round-time would be one hour and would
provide more than the current 100 units of material. This material could then be taken to be
reacted at a nearby POS as usual.
However, the process of collecting this first material would be manual.
“Ring
mining” is an alternative that would also provide a manual, attention-intensive
process. Additionally, I recommend that
minerals be generated randomly and change every couple days (sometimes spawning
no mineral) to create less predictability.
In conjunction with the last element, alliances could tax moon mining
separately (as a percentage of the total yield). Should they tax the moon mining amount too
much, no players will spend the time doing it, resulting in players profiting
as the alliance does.
Immediate Effects: Moon mining becomes
active, providing targets and incorporating alliances members in the moon
mining income stream. The final element
of passive income would be removed.
Second-Order Effects: Alliances recruit
dedicated moon miners and experiment with varying levels of taxation to
encourage the activity, yet glean as much value as possible from moon
mining. Income streams become more volatile
and subject to disruption by hostile elements.
Third-Order
Effects: SRP programs adjust to provide additional reimbursement to ships lost
in an effort to save moon miners.
Alliance leadership becomes increasingly involved in regulating and
planning PvE activities for alliance profit.
Change: Introduce Alliance Tax Rates
With the
elimination of passive moon mining, alliances will need a way to profit from
their members’ efforts. By introducing different
alliance tax rates for ratting, mining, PI, and moon mining, and changing the
mechanics to allow alliances to earn the transaction fees for market orders placed
and fulfilled within alliance-owned stations, alliances could generate wealth
from player actions, instead of simply ownership. Throughout history, leaders have profited by
providing safe areas for their citizens to operate… for Eve to approximate this
value model, alliances need the ability to tax.
Immediate Effects: Alliances will suffer
a short-term drop in income before they adjust to the new paradigm. They will stockpile moon minerals in
anticipation of market disruptions, cashing in as prices spike. Supply will be disrupted for a short time. Alliance recruitment will heavily emphasize
mining.
Second-Order Effects: Alliances will
struggle with a balance between moon miners, miners, ratters, PvP pilots, and
administrators while keeping their numbers under control (due to escalating
costs, above). Moon mining value would
exceed that of other mining, so some alliances will create secondary subordinate
alliances who hold no space and exist specifically to moon mine; they’ll be
willing to sacrifice the culture index value of moon mining to ensure moon
miners wouldn’t affect sov costs.
Third-Order Effects: Disruptions from
roamers and invaders would encourage defense of moon mining, in particular, due
to the greater-than-average value.
Alliances may possibly sign treaties exempting moon miners from being
legitimate targets (similar to NIPs or B0TLRD), but the particular
vulnerability of this important alliance revenue stream would likely be too
tempting for hostile alliances to ignore.
Summary
I know,
this isn’t taking sov mechanics back into the shop and doing a little work on
them. This set of suggestions blows up
the mechanics, melts them down, tosses a refrigerator in, recasts the metal,
and builds something new out of it. So,
here’s the promised TL;DR.
This is
what I want to see in null-sec:
- Encouragement of many small alliances carving out an area of space.
- The full range of content from solo roaming to large fleet PvP.
- Regular and frequent involvement of player-to-player content (ie. high engagement).
- Inclusion of PvE as an integral aspect of holding and maintaining sov.
- Increased density in null-sec systems.
- Capture and defense mechanics that require a range of ship types.
- Proper justification for alliances, but especially players, to come into null-sec.
- Introduce escalating sovereignty costs based on alliance size and number of systems held to discourage sprawl.
- Have PvE and system utilization factor into a culture level, and make systems vulnerable to capture once it falls below a certain threshold.
- Introduce a means of roaming gangs to reduce/disrupt a system’s PvE capability for a short time, thereby creating an incentive for residents to repel these gangs.
- Create capture points for sov defense/conquest that utilize tug-of-war mechanics, inspired by faction warfare.
- Introduce alliance tax rates to enable bottom-up alliance income, encourage PvE recruitment, and encourage active income generation over passive income generation.
- Require a physical presence in orbit of a planet to modify to PI installations to create a potential target.
- Reduce the predictability of moon mining to encourage activity.
I think you've got a lot of awesome ideas here. The FW style system capturing seems awesome and is a good way to allow smaller entities to capture systems without caps.
ReplyDeleteI hope something like that gets added and causes a resurgence of solo null sec pvp. That 'd be damn cool to see. :)