Lowsec is not Pirate controlled, lowsec is run down and corrupt empire space. Therefore some sort of Bribery mechanic could make combat in lowsec far more interesting and exciting. For example, if you were able to bribe the operators of a gate to delay your appearance in local, or to turn off the gate guns for a short amount of time, or maybe even lift the restrictions on bubbles/bombs for a short period. You could ...more »
Add variability to the spawn range at each gate. I.e., when crossing a gate, you may spawn within a 100KM band around the gate. Use this mechanic to offset some of the overuse of gate camping. Quick align ships (i.e., transport ships) would become the best trade runners for lowsec, going along with the ideas about unique items, smuggling, etc.
This is an extension of my previous ideas relating to NPCs and Stations, and is based on the notion that those ideas would be implemented as well. It's a new approach to Faction Warfare that fits more organically into the game world utilizing Standings and existing EVE Lore as it's basis. The Changes go well beyond just Low Sec, but like existing FW remain very relevant to that area of the EVE. 1) Scrap existing ...more »
I was briefly in the Minmatar militia, and I enjoyed it. If our blob couldn't find an Amarr or Caldari blob to engage, we would undertake anti-pirate activities. I don't know of a time where we would initiate hostilities against a neutral unless that neutral was clearly aiding a hostile. Now that I am a 'neutral', I can't say as I have any fear of a FW gang attacking me, but I was thinking, it would be nice if I could ...more »
Currently, there are 6 gate guns around high-sec gates, and 2 around low-sec ones. There should be a sliding scale based on security status: 0.4: four guns 0.3: three guns 0.2: two guns 0.1: one gun What this would do: 1. Discourage pirates from hanging around after a kill, or even kill them if they bring the wrong ships to a gate camp in 0.4 space 2. Provide a more gradual change from 0.5-0.4, making it more likely ...more »
Assisting a criminal currently yields both GCC and standing penalty.
Standing penalty should be kept (so that criminals end up contaminating THEIR WHOLE CORP) in my opinion.
The GCC on other hand is completely uncalled for, and you get stupid situations like "your friend repaired you armor, and now will be the only dude within 5 jumps with sentry aggro". Please fix it, it's a not necessary penalty.
Anonymity for PI dwellers should be removed, or removeable.
Put pressure on planetary interaction leeches !
Allowing customs bribes (esp to know who got MUCH in hangeeers \o/) would put PI on a whole different level gameplay wise, from the predator side of the fence.
Pilots register with a NPC agent of choice (including pirate NPC factions) and fight on their behalf in an illegal NPC pilot duelling league. Duels would be between willing pilots in frigate hulls only (to keep this cheap) and will take place in a secure arena to ensure the fights remain true 1 on 1 duels. The main benefit to pilots would be quick and easy access to PVP which is not constrained by corp or alliance politics. ...more »
First, bounty system based both on security status and real (market) ship value. For example: -2 to -10 sec status would give bounty from 10% to 75% market ship value AND reduce insurance payout for blown ship by same amount, so u can't do insurance frauds using that. Also bounty would be claimable only if ur (or your fleet avg.) sec status is above >0 + it would give little sec status increase. Podkill wouldn't give ...more »
High sec is fine for what it sets out to do. Null sec is good too but you really need to invest some time. Low sec I see as a place for people who want pvp but don't want to have to set their alarm for 3AM to defend a pos. Low sec can and should be much more than this - but it should at least have this. I think when ccp makes mechanics it should consider this. What I am not proposing: This is not the game on ...more »
Conquerable Stations (LoSec and NPC NullSec). Each region contains a few systems with a station that can be conquered and controlled like 0.0 stations. These stations do not include all services by default but have upgradeable services (Ore Processing/Manufacture/Cloning/Agents if the owning corp/alliance wishes to upgrade it). All pilots can dock regardless of who owns the station, but the station guns will fire on wartargets ...more »