Nullsec Revamp Part II: Live In Your Space

January 31, 2013
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Anyone who has spent any length of time in nullsec or involved in sov war will know that structure grinding is miserable and that most nullsec systems are empty, held by alliances who don't make any use of the space, but will happily jump on anyone stupid and masochistic enough to attempt grinding any of the sov structures down so they can claim and live in the (apparently) unwanted system. The keystone of my nullsec proposal is the removal of the old structure- and index-based system of sovereignty in favor of what I call the Influence system, which aims to incentivize and (to a degree) require living in the space you claim.

Influence

Influence = K + O + P + M + E + I – L

Each alliance that operated in a given system would gain an Influence score for that system. Influence would be measured in ISK, with a maximum of 1 trillion and a minimum of zero. At downtime, an Influence score would be calculated according the formula above for each alliance that had been active in that system during the preceding day, and the alliance with the highest Influence score would be listed as the owner of that system for the following day. In the case of ties, if one of the tying alliances held sovereignty on the preceding day, it would retain ownership of the system; otherwise the system would revert to unclaimed status until the next downtime. The Influence score would not be cumulative over time.

  • Kills: The value of all ships and structures, PC or NPC, destroyed in the system by members of an alliance. This would include the value of bounties, hull, and items destroyed, but not dropped items.
  • Ore: The value of all ores, gas, and ice mined in the system by members of an alliance. Ring mining would also be included here, once implemented.
  • Planetary Activity: The value of all planetary interaction products exported from any planet by members of an alliance in the system. Planets would also no longer be restricted to use only by members of the alliance holding sovereignty over that system. If a sov-holding alliance wants to gate access to planets in their space, they should have to put up POCOs and patrol their space for people who try to get by using the basic launch capacity of planetary command centers.
  • Manufacturing: The value of all items (including ships) built in the system by members of an alliance.
  • Economy: The value of all items sold (via contract, sell orders, or selling to buy orders) in the system by members of an alliance.
  • Infrastructure: The value of all active infrastructure owned in the system by an alliance. This would consist mainly of POSes, POCOs, and system upgrade structures. Stations and outposts would be included in this value, but otherwise totally decoupled from system ownership. I-HUBs and SBUs would no longer exist; TCUs would, but in altered form (see below).
  • Losses: The value of all ships and structures lost in the system by members of an alliance, whether lost to hostile players or NPCs. As with the Kills variable, this would include the value of bounties, hull, and items destroyed, but not the value of any dropped items.

The ISK value of any given item would be determined by a system similar to the one used to calculate LP payouts for FW kills; prices on the local market might have an impact, but the intent would be to incentivize local economies, not the selling back and forth of 1 exorbitantly priced unit of tritanium.

Upgrades

Unlike the present system involving development indices and installing upgrades in a system's insanely durable Infrastructure Hub, the Influence system would involve multiple, more vulnerable freestanding upgrade structures, suitable for a roaming small gang to attack and destroy. Neither sovereignty nor any threshold level of influence would be required to anchor these upgrades. The majority of these structures would not have reinforcement timers, and would send notifications only on their destruction (or when put into reinforced), not when first attacked.

Upgrade

Location

Reinforced?

Capital Ship Assembly & Maintenance Arrays POS module

~

Cynosural Generator Arrays Planet

No

Cynosural System Jammer Any non-gate, non-belt celestial

No

Entrapment Array Planet, moon

No

Fire Control Node Station, stargate

No

Interdiction Field Jammer Station, stargate

No

Jump Bridge Planet

Yes

Ore Prospecting Array Asteroid belt

No

Passive Sensor Array Any non-gate, non-belt celestial

No

Pirate Detection Array Any non-gate, non-station celestial

No

Quantum Flux Generator Star

No

Stargate Traffic Monitor Stargate

No

Survey Network Planet, moon

No

Territorial Claim Unit Any celestial

Yes

  • Entrapment Array: Only up to 5 of these would benefit a given system at any one time. Each Entrapment Array would increase the chance of DED complexes spawning in the system, and the more there are, the higher the chance of spawning a higher-level complex.
  • Fire Control Node: Anchored near a stargate or station, this structure would allow the anchoring of POS guns which would automatically fire on anyone at -10 security status, -10 standing, or at war with the owning alliance. Characters with the ability to control normal POS guns can also assume manual control of weapons anchored with this structure.
  • Interdiction Field Jammer: Anchored near a stargate or station, this structure would project an energy field that prevents entities other than the owning alliance from anchoring Mobile Warp Disruptors on the same grid. Warp Disrupt Probes and Warp Disruption Field Generators would still function as normal.
  • Ore Prospecting Array: Each Ore Prospecting Array would guarantee one Gravimetric Signature in system, which would respawn immediately on completion, up to a maximum of five guaranteed Gravimetric Signatures. The Ore Prospecting Array would also include a sizable cargo bay; when loaded with a crystal appropriate to a highsec ore type (veldspar, scordite, pyroxeres, plagioclase, omber, or kernite), it would mine the closest, largest asteroid of that type on its grid until the crystal breaks or its cargo bay is full.
  • Passive Sensor Array: Only one of these would be able to be anchored in a system. Members of the owning alliance benefit from an upgraded d-scan which displays distance figures for everything within scan range.
  • Pirate Detection Array: Only up to 5 of these would benefit a given system at any one time. Each Pirate Detection Array would add a guaranteed number of at least four Cosmic Anomalies to a system, each of which would re-spawn instantly upon completion.
  • Quantum Flux Generator: Only up to 5 of these would benefit a given system at any one time. Each Quantum Flux Generator would increase the chance of a Wormhole spawning in the system.
  • Stargate Traffic Monitor: If an alliance were to have a Stargate Traffic Monitor anchored at more than half the gates in a system, Local would function as if the system was lowsec (see part I).
  • Survey Network: Only up to 5 of these would benefit a given system at any one time. Each Survey Network increases the chance of Magnetometric and Radar Signatures spawning in the system.
  • Territorial Claim Units: Territorial Claim Units would no longer define who owns a system, and no longer be invulnerable to attack. Territorial Claim Units would provide no benefit other than contributing to Infrastructure and serving as a physical reminder of who is claiming the system, and more than one could be anchored in the same system.

Each of these upgrades would be able to fit in a Blockade Runner, and only one of each type would be anchorable at each valid location – for example, one could anchor an Ore Prospecting Array and a Pirate Detection Array in the same asteroid belt, but not two Ore Prospecting Arrays.

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