3. 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….
6. • 2015 -2017
build your empire
Players truly in control of their space, its
use, upgrades, fysical infrastructure and
occupancy
7. 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.
8. 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
9. Current indices
• Strategic Index
The 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 Index
The Military Index measures the amount of NPCs killed in a system.
• Industrial Index
The 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 desirability
of different sec space in null and act as a conflict driver.
10. 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
11. 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
???????? ?? ?? ??
12. True sec as base and conflict driver
• Differences are drivers for conflict, true
sec could be a bigger driver as the true
sec value could reflect the speed sov LP
point accumulate and also the start point
in base belts, anomalies and other
services tied into sov sandbox.
• Good space will get better quicker, but bad
space can achieve same trough work and
time
13. 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 %
14.
15. “What you build defines who you
are and strive to be” Corebloodbrothers,
CSM9 and CSM10 candidate
16. 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 social
communities. Therefor it will not meet or give the desired change
in the long term too the fullest that null sec require too grow and
prosper in a way that fits EVE and the development of its
inhabitant 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 come
different motivational drivers.
Tying these togetehr in the near future would motivate players
and give meaningfull purpose which differentiates drivers for null
in comparison too a “capture the flag” game style tied into ping
pong sov and blitzkrieg leading to the eroding off null.
17. 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.
18. 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.