player build sov & space, a pov by corebloodbrothers

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Since 1883 in Barcelona People are building the kathedrale Gaudi envisioned

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Since 1883 in Barcelona

People are building the

kathedrale Gaudi envisioned

Eve Online players

are no different…

Eve and its players have

evolved in gameplay in over

a decade as much in social

communities as in

motivational drives, resulting

in ever changing needs and

long term desires, except….

If you buildit…

Loyalty

Reward

Invest

Achievement

Ownership

Defend

Influence

Pride

• 2015 -2017

build your empire

Players truly in control of their space, its

use, upgrades, fysical infrastructure and

occupancy

Dream

Give players in null sec far reaching control

over their space and sov too build an empire

that reflects their identity, drivers and

ambitions in a way that ties them too their

communities and EVE, for decades too

come. Acting as achievement as much as a

driver for enternal conflict.

Upgradable space

Upgradable space means possibilities for a system to support:

• Higher player density

• Support different ocupations

• Support different player styles

• Isk and safety

• Information

• Acces/infrastructure

• Increase Independence –self sufficiency

Current indices

• Strategic IndexThe Strategic Index measures the amount of time during which sovereignty has been held over the system by the current sovereignty holder. The Index is measured on the following scale:

– Level 1 = Sovereignty held for 7 days.

– Level 2 = Sovereignty held for 21 days.

– Level 3 = Sovereignty held for 35 days.

– Level 4 = Sovereignty held for 65 days.

– Level 5 = Sovereignty held for 100 days.

• Military IndexThe Military Index measures the amount of NPCs killed in a system.

• Industrial IndexThe Industrial Index measures the amount of ore mined within a system.

Note: amount of indices, and their thresholds are up for disccusion and fine tuning. You could even tie them too “true sec” of a system to reflect desirabilityof different sec space in null and act as a conflict driver.

Upgrade space

Indice levels strategic Military industrial

1 0 0 0

2 1 1 1

3 2 2 2

4 4 4 4

5 6 6 6

True sec bonus % 0-50 % 0-50 % 0-50 %

Sov LP Points are given per indice per system too the holder on a

monthly/weekly base too distribute over a range of upgrades and can be

spend or saved for bigger projects

Note: you can chose for a system with generic SOV LP points or give different

points per indice, to be used on indice related upgrades or a combination

Spend your SOV LP wisely..Upgrade/cost Sov LP strategic Sov LP industrial Sov LP military

Astroid belt 6

Ice belt 12

ME rate 6

Fuel bonus 5 5

Sov anchor points 2 2 2

Anchor buidable stargate 30 30 30

Ore types 8

Anomalies 5 3

WH entrapment 12

Station services 6 6 6

Anti cloack option 18 18

Refining % 16

???????? ?? ?? ??

True sec as base and conflict driver

• Differences are drivers for conflict, truesec could be a bigger driver as the truesec value could reflect the speed sov LP point accumulate and also the start point in base belts, anomalies and otherservices tied into sov sandbox.

• Good space will get better quicker, but bad space can achieve same trough work andtime

Choices

• Sov owners need to make choices, short

term and long term, save up and lose

them all, or spend on smaller stuff

• SOV LP points are lost with sov loss

• Upgrades lost with loss or degrade %

“What you build defines who you

are and strive to be” Corebloodbrothers,

CSM9 and CSM10 candidate

conclusion

I believe that the current proposal of a new Sov mechanics is “just” a mechanism , which does not give credit too the depth of emergent gameplay and desire of null sec orientated socialcommunities. Therefor it will not meet or give the desired change in the long term too the fullest that null sec require too grow andprosper in a way that fits EVE and the development of itsinhabitant communities.

Focusing on building would imo fill the gap that some feel, or drive that motivates alot of us too play EVE as more then just a game. Eve players are 32 of average age, with that comedifferent motivational drivers.

Tying these togetehr in the near future would motivate playersand give meaningfull purpose which differentiates drivers for nullin comparison too a “capture the flag” game style tied into ping pong sov and blitzkrieg leading to the eroding off null.

Some quick fixes too Sov proposal

• Structures get 2 timers (else null wont have any ihubs with level 5

upgrades in weeks)

• Initial hacking module bs and above only

• Different module for spawns capturing, can fit on any ship

• Window 24h (in combo with 2 timers in 4h windows)

The above leave the fact standing that i dont like the capture the flag in null

and I feel null sec should be a reward and a strugle where you can build

stuff up, destroy eachothers dreams and play the best game i ever played.

Editors’ note

The presentation is a rough example of a

model where you can develop your space,

excact options, indices and levels are

ofcourse just a indication. Two things matter,

one is that it creates differences that drive

conflict and the other is that players can

build space that feels as their own and be

truely forfilling.

As corebloodbrothers i am running for CSMX and am a member of CSM9

currenlty, check me out on facebook or twitter!, make sure u vote, if not

for me then for someone else.