Sugar Kyle is admit the winter CSM summit
and raised a very interesting question about
choke points in New Eden.
Some regions of Eve are defined by their lack of watering
holes. Venal has only six systems with stations in them, and all of those are
centrally located within the region. Whole wings of systems are without a
market, forcing players back into the center to dock, repair, and re-provision.
Great Wildlands and Outer Ring are the same.
Other regions, like Stain and Syndicate, are absolutely
lousy with stations. They can support larger populations and tend to host turf
wars as the different groups fight it out. Both sheep and wolves tend to
congregate there. To use a military equivalent, these are the hills and
plateaus upon which armies can build their camps and fortifications.
Your major trade hubs are in the north-east of Empire space,
with huge swaths of territory between them and the southern null-sec regions.
You’ve got a lack of symmetry in where the best regions are located in terms of
rats and moons. New Eden
is not uniform.
Then you have the chokepoint systems Sugar discussed. Most
relevant to me right now is J5A and B-DB, separating Fountain from Cloud Ring.
Unless you want to add an extra six jumps to your route or wait for a direct
wormhole to your destination, you need to run that gauntlet, often with catastrophic results. There’s the
Tenal-Cobalt Edge stargate that spans a distance of about 14 LY. And plenty
others.
These kinds of features really are a unique element of Eve.
They’ve been modified significantly
by the reduction of jump ranges to 5 LY and the release of Thera and the good
work of Signal Cartel to map the wormhole
exits for that system.
Building outposts may not dramatically affect choke points,
but it will heavily influence the density of watering holes throughout Eve. No
longer will Venal, for instance, be limited to only six station systems. It’s
very possible someone might decide to open a freeport somewhere in the north of the
region, and that could have ramifications to the character of the region.
Is this a good thing or a bad thing? I do worry we’ll see
the normalization of space with Citadels. While I do enjoy the idea of various
groups being able to stake a claim in someone else’s - be it player or NPC –
region, the difficulty of being able to base out of Venal, for instance, is
part of the allure, the charm, and the element of surprise. Could you strike so
freely at CFC ratters from Venal if the region had more bases conveniently
located to ratting systems? I suspect ratters would be a bit more wary… more
like SMA in Fade in February than SMA in Fade in December.
I’ve been watching Black Sails recently (highly recommended,
from the opening credits to the season 2 finale, which was awesome), and have
always had an interest in the movement of pirates. Why did they choose one location instead of
another to base out of? Why was it so hard to eradicate them?
A lot of that had to do with the location of New Providence Island
and the positioning of Nassau
on it. It was conveniently located along major trade routes, yet it had nearby
coves for concealment when a navy vessel came knocking. And it had a fort
already existing from the time when the empires claimed it, albeit a run-down
one.
Would it have been what it was if someone could plop down a
mobile settlement on an island nearer to the Spanish treasure caches? Something
special about that place in the history of the world would be different, and
you could argue that having too many pirate bases would have either a) split
crews too much so you didn’t get the critical mass, or b) represented a larger
problem that the European empires couldn’t afford to ignore for as long as they
did. Ultimately, after all, it was the pirates drawing too much attention to
themselves that brought down the wrath of England .
Part of what makes some of those NPC regions so special is
that they can’t be governed or controlled by residents of neighboring sov null
regions. Venal will never be tamed by the CFC because the CFC can’t lock anyone
out of the region. It serves as a base for anyone operating a fifth column
behind CFC lines. That makes it something special. But if CFC alliances can
cache ships on the periphery of the region to serve as a firewall against
incursions, doesn’t that change the game in their favor? And what does that do to the balance of
power?
Likewise, CCP tidbits are coming out about CCP’s plans for
stargate construction. If you can set up connections between any two regions –
even if they are a bit imprecise – wouldn’t that bypass the important mechanics
of choke points? Why does it matter if you choose to live Cache instead of
Tribute now?
The “terrain” of space is a unique factor of certain regions
that adds to the importance of choice. I love that element of the game; it
layers on an additional consideration affecting alliance, corporation, and
individual decisions. It’s a case of complexity and inequality offering unique
gameplay. I’d argue we need more of it – perhaps even a spacing out of regions
and constellations within regions to create more of those choke points.
With large wars giving way to many smaller conflagrations, I
love the idea of being part of an effort to “hold the line” at a gateway system
so the enemy can’t break through and establish a beachhead citadel in that
system. There’s something magical about those kinds of battles that – though
they may not involved thousands of pilots on each side any more – can hold
equal allure to those who participate in them.
I don’t want us to lose that; in fact, I want to see more of
it where possible. Capital movement be damned…
No comments:
Post a Comment