Iron Wolf Saber
BetaMax. CRONOS.
3296
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Posted - 2013.03.30 03:06:00 -
[1] - Quote
First I agree with the preface problems I have played eve and know the dull and drull of no fighting.
I agree with the goals of the idea mostly. With the major exception of exponentially increasing costs of control. This is a partial factor in NAP fests as its all different faces of the same dice. The effort should be static per territory. Thus larger corps need more 'crop hands' to make use of all they currently have or get more folks to help out with new territory.
But for urge to fight, resources requiring activity as a corp while individual gets passives benefits while remaining dynamic.
The 'security' status I partially believe it needs a far better
Well I am still digesting the solution beers purposed so I am not complete and full on the entire idea yet.
A. 'Security status system' (Wording could be better) I have another way of 'getting meres' to be more in control and playing it out in my mind. Maybe a stability score. More calm a region is the more normal life can return to there. It should be scored between -1.(00) to 1.(00) instead. If a place becomes too embattled it would take much more effort to restore normalcy. This can be later factoring in better development and far more devastating effects such as a XL Turret bombardment form an Eve Pilot literally scarring the district.
B. I have one better... in reply. You throw up contracts to invite corporations to move in and help develop the area. Doing so gives you access to their armor lockers or science data stores. PVE corps or players can then get agent out to assist the corporation for whatever they need on the field to be done. There is a static tax for non-corp/allainc emembers participating in sub-contracting with the NPC corp locally. Members do not get taxed and get priority pick to participate. Missions are not on demand and have a finite generation rates windows of operation. Bonus rate of missions generated for more adjacent areas you own capping out at a solar system. PVE missions can be from co-oped to Open Explore Solo activities.
C Infrastructure Score changes based on investment then time to improve. Think of it as cleaning up all the damage and mess you caused taking the district in the first place. Each time its invested into it increases the potential of increase to a cap. You can then raise it though activities such as defending very successfully or PVE/Resourcing /Future activities. High infrastructural makes it possible to install better SIs. Higher SIs allows the subcontracted NPC corp to operate better as well increasing frequency of their work and finds.
D. When attacked, based on how poorly it was defended Infrastructure score lowers. Loss of control of territory remains the same. Inftrastructure damage is caused most significantly by MCC destruction and more so the use of orbital bombardment. Attackers are also going after the work of the NPC corps and raid their data stores in the process getting some of the equipment that the defenders would had to buy though normal means for free or cheaper. Thus raiding someone eles's highly established relationship is very valued. When a NPC subcontracted corp loses a good deal of assest to the enemy, the standings with the friendly contractor is severly decreased, increasing the cost of contracting, and store items and r eventually lowering the favor of access to missions and supplies. Gaining standings with the contracted special NPC corps is very difficult, there are standard NPC corps that will take you offers regardless of past failures but offer normal benifits such as normal items. instead of their own special gear.
Losing standings with one contacted corp lowers its allied corps and factions as well. Holders can forge the need of having subcontractors but will pay out of pocket to generate missions and resource nodes.
E Covered in D.
F also Covered in D
G. Additionally Individual mercenaries can donate resources into a pool for their own improvements for their favorite planet that benifit themselves the most while bolstering the team a slight bit. Such as better salvage drones that help recover lost items in combat. Body Harvest an object that reduces the loss of clones caused by your team. While alliances can fund as an entire allaince these individuals will have access to them as well to only benefit themselves and bleed out benefits to non payers or others.
H. Special Resource nodes that pop up on planets at random because of the NPC subcontracting finds will be highly valuable in developing high tech gear. Everyone in attack range will know of it once it spawns, it takes 1-3 days to set up the means to mine it by the NPC subcontractors. Only the holder of that district can earn it. If attacked that district does not harvest that node delaying any attempts to gather it. The nodes automatically deplete and credit the holders. The node only depeletes a small bit a day once the miners are contructed. Those how raid this resource gets a standing bonus with thier own sub contractors of the district they attacked from, increasing the amount of gear accessible and buy able.
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