I haven’t posted anything in a long time but my hiatus is
soon to be over. I’ve been keeping up
with Eve while I was gone and one of my favorite subjects has come once again
to the forefront of conversation; should high sec be truly safe or not.
I’ve posted on this subject before but time changes all
things and so to have my thoughts on the subject. Well, I still think high sec should be safe
for the game to expand i’s player base, but a lot of the other details have
changed.
All games evolve over the years. Some better or some worse. Eve has changed some but the core concepts
are still the same since I started playing three years ago. Sure the ships are being adjusted and there
have been a few changes here and there, but for all intents and purposes it’s
the same game.
During this time the average number of players logged in has
remained fairly stagnant. Which
indicates that while subscriptions might be up the people actually playing the
game is the same. The game essentially
isn’t growing and I believe the reason behind this lack of growth is due to the
hostile nature of the game casual players can't escape.
The problem with any change is the interweaving of different
aspects which have caused the problem.
There is no simple “change item A and B for great success” answer. Instead we have to look at several different
aspects of both high sec and low sec for a solution. Null also plays a part but not as
significantly.
High Sec changes-
Reductions:
PVP requires mutual consent, no more ganking
Industrial capability in NPC stations restricted so that
only pilots with 3mil (a guesstimate) can use them.
Reduction of mining belts in all .8-.5 systems and replaced
with gravimetric sites instead
POS construction limited to small towers only
Additions:
POS tied to player faction standing, not corporation
Offline POS destroyed after two weeks of inactivity
Increase number of systems connected to low sec to diffuse
number of bottlenecks/ambush areas
Make time limits on consecutive war decs to reduce ability
to grief
Low sec changes-
Reductions:
No super caps allowed in low sec
Additions-
Home system which allows an alliance to claim through ISK
payment to one of the four factions
Fees can
be used to upgrade gate defenses through additional NPC ships with respawn
rates ranging from two – six hours
Medium
POS towers can be used in home system space but not large
Percentage
of all refining, PI, and bounties go directly to NPC faction
Fees can
be used to hire NPC run cyno jammers which have mandatory maintenance cycles
the owning alliance can schedule for times when they have manpower to defend
Covert
ops cyno and black ops raids would still be allowed
No
missions available in home systems
Home systems have to be at least one or two jumps inside low
sec, cannot have high sec border
Regular low sec systems operate under current rules
regarding POS and tax rates
So what do these changes do for the game? The intent is to create an area for casual
players who prefer PVE activities over PVP.
The primary method for them to make money will be missions with some
extra work required to run grav sites for mining. The low sec home systems should spread out
the trade hubs to new markets closer to populated areas of low sec. Industry will be pushed into low/null due to
limitations in high sec. Those wishing
to continue to manufacture in high can, but it will require more investment in
time and resources.
Low sec becomes a stepping stone for null instead of the
current sheer drop. The home system
concept would extend into null as well providing smaller alliances a base of
operations which they can actually defend.
Home systems provide a base for groups to hone PVP skills, increased
resources for industry, and some advantage to defenders. Those groups wishing to take on more risk can
do so in the regular systems and they will get the added benefit of lower/no
taxes and access to bigger POS towers.
The idea is to have areas where fights occur and areas to
build up resources to eventually move into null. Capitals can be built in a home system but at
a limited rate. Once a group gets strong
enough they will want to push into neighboring systems to enhance their
industrial capability. Alternately the
group can decide to move into a null home system once they’ve gotten a taste of
PVP. Either way to increase your
alliance footprint will require branching into more dangerous areas for better
rewards.
High sec becoming safer is dependent upon a reduction in
industrial capacity, improvements to low sec to encourage distribution of
population, and a gradual movement towards null sec and end game level
PVP. Simply making high sec safer won’t
help the game, but continuing to leave things as they are will only continue
the slow decay of long term players.
The time has come for CCP to make some radical changes, but
by doing so they could make the game appealing to millions of gamers instead of
just the thousands of slowly bittering veterans.
No comments:
Post a Comment