How hard can it be?

1PC[edit | edit source]

EVE 2.0, and any other sandbox for that matter, is ultimately pointless unless CCP enforces one character per player(1PC).

Of all the different types of MMORPGs, sandboxes are the ones that are closest to simulating a fictional universe. Furthermore, it is expected that it is the players themselves who will create most content in said universe. The mechanic of alts, which allows players to ignore or sidestep most rules in the game, goes directly against both the principle of universe building and player-driven content creation.

The disastrous effects that alts have on how the game is perceived and played cannot be overstated. In EVE itself there are dozens of problems that wouldn't exist to begin with if it wasn't for alts. (Super)cap proliferation? Pracitally impossible without an army of (super)cap alts. AFK cloaking? Doable, but only if you want to log in and not play the game. Botting? Possible, but extremely dangerous as a ban means losing months/years of effort and possibly access to the game forever. Factional Warfare side switching? Again, only really possible with alts. Mass scale farming and mining? Requires alts. And so on.

When you stop counting all the bad things that exist because of alts, start counting all the good things that don't exist because of alts. Scouting, small-scale hauling, actual espionage - how many more professions are missing from the game just because it's easier and/or safer to simply have an alt doing them?

Aside from the usual reactionary screeching, there are two arguments commonly put forward against 1PC.

The first is enforceability and goes like this: since there is no lock that will stop a determined burglar, it is pointless to ever lock the door to your house or indeed have a door at all. Right. To expand on the subject, 1PC was attempted before - the most relevant example being Second Life with its hardware checks. And yes, it worked well. But you can go even further than that: since EVE20 would be a subscription-based game, there's nothing stopping CCP from tying the game to personal information of the players which is an extremely effective system - just ask South Korea. There's a reason why most South Korean MMORPGs never bothered with anti-cheat systems.

The second argument is profitability. This argument is much better, but only because no one outside of CCP really knows how much money EVE makes and how much of it is being wasted. People who automatically assume that 1PC would make EVE20 unprofitable should remember that CCP used profits from EVE Online to fund development of nine different games, most of which never ended up making any profit themselves. I am pretty sure that if most money CCP made from EVE would actually went to EVE and not stupid random crap, none of that Alpha account nonsense or cash shop shenanigans would ever be necessary.

Now onto the fun stuff.

Capsuleers[edit | edit source]

Most of Capsuleer role/lore stays the same. They're still immortal because they can transfer their consciousness to a clone, destroying their current brain in the process. They still passively gain skillpoints. They're still very rare. They're still much better at flying ships than normal crews. One lore change I'd like to see is completely removing crews from Capsuleer ships, since no one in their right mind would ever enlist for such a thing(see suicide ganking and general blowing each other up just for fun)

A major change is moving the skillpoint gain to the clone itself. The clone you're currently playing doesn't gain skillpoints; it's your spare clone in station that gains them. It's only when you switch clones that your current skills are updated to whatever your station clone gained in the meantime. I'm sure there are some server woes(with session changes and such) that can be avoided by doing this. Makes more sense lore-wise too - you want to modify your brain in real time? That would give you hella migraines. Or like, a seizure.

Finally, while they're "Capsuleers", they don't actually fly Capsules, they just sit in them(or I guess, float in them) You cannot leave your ship(or board another ship in space) and fly(much less warp) around in a tin can. That'd be just silly, wouldn't it? Get in a station and order yourself a corvette. The only way to leave a ship in space is death.

Corporations[edit | edit source]

In EVE the Capsuleers are treated as special snowflakes who are essentially above the law and can do just about anything shy of outright shooting at stations. But if you think about it, this doesn't make any sense. Capsuleers are reliant on Clones for their immortality, and said Clones are almost always in Corporation-owned stations. What's stopping a Corporation from arranging an "accident" when you switch clones, killing the Capsuleer? Remember, this is something that actually happened on multiple occasions in EVE lore(though obviously not to a player)

The bottom line is, any Corporation station you have a Clone in is essentially holding your life in their hands. And they would be fools not to abuse that power. Therefore in EVE20 a newly created character starts in one of the "Slavecorps" with an absurd tax rate(say, 50%). To leave a Slavecorp requires you to get your standings high enough(say, to 5.0 in the usual EVE -10 to 10 scale) and pay a substantial "severance fee".

But being in a Slavecorp is not all bad - they provide players a rudimentary array of space Services. Everything in EVE has a price - things like Clones, basic Corvettes(equivalent of rookie ships), jumping through Stargates, storing items at Stations, tethering to stations, CONCORD protection, you're paying for it all. In a Slavecorp, all these basic services are provided for "free". Of course they're not unlimited, for example you can only get a new Clone or Corvette once every, say, 20 hours, and only apply to Slavecorp's own stations where applicable.

Slavecorps have two fortunate side effects. One is that they make New Player Experience easier by automating all the Service stuff - the last thing you want to bother completely new players with is space taxes. The other is that they give new players a clear goal from the beginning: get out of the Slavecorp and join something that's actually worthwhile.

Other Corporations can vary greatly both in base tax rate and Services offered(although it's a no-brainer that the lower the tax the less Services), and moving from one Corporation to another always requires the same standing + severance fee. Some Corporations have bad relationships and you cannot jump between them. This is something that would usually happen between Corporations in different Empires. Hovewer a more "grey area" Corporations would exist, and players could move between Corporations in two different Empires using them. The bottom line and point is, players should be able to move from any one NPC Corp in the game to any other, it's just a matter of jumping enough Corps on the way.

Player Corporations of course can set up any tax and Services they like, and accept anyone they like(though you still need standing + severance fee to leave the NPC Corp)

Finally, players can go completely independent. Hovewer since they rely on Clones to live, and Clone Bays can only be installed in Stations, and Stations can only be put down in nullsec, this is definitely not a route for new players.

What happens to a player who quits a corporation but has no station with Clone Bay, then dies? Their character is deleted. The same thing happens when relationship with your current Corporation gets low enough(say, -5) - they arrange a "Consciousness Transfer Accident" next time you switch Clones, and your character is deleted. Finally, if you really piss off(say, -9) the Empire under which your Corporation operates, the Empire itself arranges the "accident"(even if your standings with the corp itself are good) and your character is deleted. MMORPG permadeath may sound outrageous but all things considered it's something that's actually quite difficult to do even if you try.

Systems[edit | edit source]

In EVE20 warping simply makes your ship go very, very fast. This means that warping through things is no more, be they planets, stations or even large collidable objects. If there's something in the way, you have to "go around". EVE20 loosens the warp restrictions and you can warp anywhere you want, not just to objects or bookmarks - this restriction was always trivial to circumvent anyway. Open up the system map, hold Q(like in current tactical camera) and you can just make your ship warp wherever you want.

For the safety of capsuleers, warping to orbital bodies means "warping to orbit". Manually flying towards a star/planet/moon after warping to 0 results in destruction of the ship once you get too close(either slammed into the surface or burned in the atmosphere or just burned)

Warpgates, which essentially are just large inside-out permanently open warp drives, require equally large amounts of energy to operate. They also should be easily accessible from anywhere in the system. Therefore rather than randomly scattering them around planets, logically they should be positioned near the sun(s), above and below the system's plane, both for the easily available power source(solar) and accessibility(line of sight to most of the system for easy warp-to) Note that to warp through a Warpgate your ship needs to actually, physically move inside rather than just mysteriously disappear like it does in EVE. This could - and definitely will - create congestions.

Warpgates remain the main way of moving between systems. All warpgates in the game are remains of initial colonization attempt; current empires don't know how to make them or even how they really work. This is to keep things moving, since if they were controlled by Empires(or players in case of null) then they would just shut them off and on on their convenience or otherwise control traffic. Warpgates are essentially artificially made static wormholes. Bonus points if you can actually "see" the other system through them.

At daily downtime position of every orbital body in every system in the game is updated(Planets orbit stars, moons orbit planets, stations orbit moons, etc) Making them move in real time would be technologically difficult and of little point given the scales involved. What happens when a ship logs out in space before downtime, and an orbital body appears there after downtime? In case of a large orbital body like planet or moon, the ship is considered destroyed(smashed into the moon or burned in the atmosphere of the planet) and you wake up in a Clone. In case of small orbital bodies like stations, all logged out in space ships count as "drifting" and therefore are moved slightly out of the way.

Docking and undocking out of a Station takes time - the ship needs to physically go into the station. This is why the default action when docking is actually tethering; tethering provides you access to most common station actions(loading/unloading cargo, reloading, repairing, etc) without having to dock and without removing the ship from space. Logically, to tether the maximum possible amount of ships, stations should have vertical design. Warping to 0 to a Station results in warp exit point being next to a free tether. Yes, there are limited amount of tethers per station, and limited amount of space IN the station for that matter, both for ships and cargo(the latter should probably be calculated on a player/player corp basis so that trolls can't just fill the entire station with junk)

There is no local unless you speak. Like in EVE wormholes. In the ENTIRE game.

Ships[edit | edit source]

The three subcap categories of ships are Corvettes, Frigates, and Cruisers. They're equivalents of Frigates, Cruisers and Battleships respectively. Why the name change? Because "Corvette", "Frigate" and "Cruiser" are more role-neutral names. "Battleship" kind of isn't.

High, Medium and Low slots are still a thing although they work slightly different. They now come in three different sizes - 1, 2 and 4. Similarly all modules come in three different sizes - 1, 2 and 4. Can you put four small (size 1) modules into a large (size 4) module slot on a Cruiser? Yes you can.

High, Medium and Low slots represent their relative position on the ship. High slots are everything that affects things outside the ship. Low slots affect things in the very center of the ship. Medium slots are everything between Low and High. Example:

High Slots: weapons, EWAR, tackle, shield, sensors, probes
Medium Slots: armor, propulsion, capacitor, lance weapons
Low Slots: warpdrive

Since ships are more or less spheroid in shape, the further away you go from the center the more space you have to work with when considering the layer layout of the ship(which low/medium/high slots represent) Therefore ships generally have high/med/low module distribution in the 3:2:1 ratio, though of course it can always vary a bit depending on empire, class, etc.

For example a basic Corvette has three size 1 high slots, two size 1 medium slots, and one size 1 low slot. A comparable basic Cruiser would have three size 4 high slots, two size 4 medium slots, and one size 4 low slot.

Remember that module size goes up as ship size goes up, so in the above example both Corvette and Cruiser can fit only three aprropiate-sized weapons - size 1 in case of Corvette, size 4 in case of Cruiser.

Aside from all the module slots, each ship comes with the following modules built-in. Called "core systems" these are basically modules, except they cannot be removed:

High systems: sensors, shields, utility drones
Medium systems: engines, capacitor
Low systems: warpdrive

Core systems represent the "bare minimum" a ship needs to have to be space-worthy. You cannot undock a ship without all of these operational. Systems don't occupy normal high/med/low slots, they have their own dedicated slots. While every ship has base versions of them built-in, they CAN be replaced with superior versions. They can be damaged in combat like all modules.

Rigs are decided on when the ship is made(though obviously still need the blueprint and resoruces to make them) They cannot be added or removed afterwards, they are permanently tied to the ship. They should ALL be tradeoffs.

Two ships cannot occupy the same space(clipping) Collision pushback takes precedence over any other movement. Ideally wrecks block movement.

Sensors[edit | edit source]

Sensors are a new mechanic aimed at replacing and supplementing the EVE's stealth mechanic, making it more dynamic and less binary.

As mentioned above, every ship comes up with a sensor suite. Said suite can operate in three modes: active, passive and dark. Active and Passive sensors are pretty self-explanatory: active sensors work at full performance but also let everyone know where you are. Passive sensors make your ship harder to detect, but you also can't see much yourself. The larger and faster the ship, the easier to detect it is. Changing sensor settings is on a cooldown or better yet, ramps up. Since there are at least two factors to sensors(range and strength) they can now vary between races and ships. Skills affect everything as usual.

"Dark" sensors refers to a new mechanic of "going dark". When you go dark your ship powers down completely(all modules off, 0% capacitor) and you become a sitting duck(albeit very hard to detect one) What is the advantage of this? Honestly, not much; the goal here is to have a mechanic to explain random disconnections or logging out in space. Rather than completely disappearing from the game as happens in EVE - which is exploitable as hell - ships automatically "go dark" instead which means that with enough effort they can still be found and destroyed. And since the larger the ship is the easier to detect it is, don't even think about trying to "hide" somethign big this way. Park it or lose it.

Utility Drones[edit | edit source]

Because things like instantenous looting from kilometers away is, of course, nonsensical. You use utility drones to interact with all space things - loot primarily, but also moving things between ships or repairing armor for example. How long it takes depends on the volume of loot and how accessible it is. Looting cargo is the fastest, then the three slot layers from high to low. No more a random frigate swooping in and looting a battleship in a second.

Power[edit | edit source]

Just like Sensors are a mechanic to improve on stealth, Power is a mechanic to improve on overheating. In practice overheating in EVE is equivalent of "potions" in other MMORPGs - you trade money for a temporary power boost. The outcome is either "pay to win"(if the "potion" is expensive) or "mandatory"(if it's not); EVE is the latter - PvP just doesn't happen without overheating. There's no real choice here, you overheat in every fight because it's just better to do so, then you repair later.

Power mechanic lets you boost effectiveness of some modules at the cost of others, and is similar to tactical destroyer mechanic in EVE, it just applies to every ship by default. You can route power to Offense, Defense or Mobility, routing improves performance of one area at the cost of two others. "All power to shields!" and all that. Skills affect everything as usual.

Defense[edit | edit source]

EVE has shields, armor and hull but in practice they're just three differnet health bars. That's boring and actually kind of stupid, so let's do it differently.

Shields slow down incoming projectiles, therefore they reduce the incoming damage by %. They regenerate even during combat but slowly, so eventually "break" under constant barrage of fire. They work best against slow(time to regen) but hard hitting(the more incoming damage, the more of it gets reduced) weapons.

Armor reduces damage by a flat number, and if the incoming damage(already reduced by shields) is lower than the armor value, then the ship simply takes no damage. Obviously, armor is therefore best against fast firing(armor doesn't care) but weak(more blocked by flat armor value proportionally) weapons. Armor has HP and any damage that pierces armor reduces armor HP proportionally. Obviously it doesn't regen.

Finally, there is the hull. IRL damaged ships/submarines lose the ability to float and sink, and water and pressure does the rest. Damaged planes lose their ability to fly, and gravity does the rest. But what about a spaceship? Vacuum might be hazardous to the crew, but it's not inherently dangerous to the superstructure of the ship itself.

As such, in EVE20 ships don't get destroyed as much as they get disabled. Any time the hull takes damage, some modules also take damage until they are inevitably disabled or completely destroyed. The point is that on average all modules should be disabled/destroyed long before the ship itself is.

Of course you can keep attacking even on a completely disabled ship if you really really want to make it space dust, but the more damage it takes the less valuable moudles/cargo(yeah that gets blown up too)/salvage can be extracted from it, so it's usually not in anyone's best interest.

And what can the capsuleer do in such a disabled ship? Press the suicide button of course. No, there is no self destruct - that would be ridiculous.

More on hull: EVE20 ships are basically "slabs" that you carve out of to make them useful. Putting a module in a module slot decreases your total hull. Increasing cargo space decreases your total hull. You get the idea. The less hull you have, the faster on average your modules(or cargo?) will take damage. So there's something to be gained by not pushing your ship to the limits.

Ammo bays are a thing. You cannot just take ammo from your cargo and put it in your weapons.

Note that, since armor reduces damage by a flat value, and larger ships have more armor, this creates a possibility where small ships simply woudln't be able to damage large ships(because damage they do is lower than the ships' armor value) - this is intended. Bigger requires higher skills, is more expensive and slower, so it SHOULD be better.

Logistics[edit | edit source]

Two words: stacking penalties. And not the limpwrist stacking penalties that are currently in EVE for FAXes, where you need something like forty to actually notice the difference. Same stacking penalties as normal modules: the fourth one is generally not worth it anymore. Let more ships blow up. Ships blowing up is a good thing.

Because Shields/Armor/Hull work differently, so do logistics. Remote logistics are only limited to shield reinforcement. You can repair armor HP with a local repper, but it applies a severe penalty(i.e. 50% less armor when you repair it) so you shouldn't do it in combat... at least not when you're being shot at. As for repairing hull, it carries even bigger penalty than armor, it is slower and can only be done with nanite repair paste(or EVE20 equivalent of it)

Mobility[edit | edit source]

The less hull a ship has, the lighter it is. The more cargo it has, the heavier it is(finally!) To make things more interesting and realistic(funny how that works. Everyone always told me that realism is terrible for games) let's separate mobility into speed, thrust and agility.

Speed is self-explanatory. It's how fast particles leave your engine to push your ship forward against the space-time drag caused by the warp engine. Did I mention that's a thing? Of course that's a thing, even in EVE, they just never mention it.

Thrust is the volume of the particles leaving your engine to push your ship forward. High thrust means the ship is less affected by its total mass. Higher thrust lets you reach your top speed faster.

Agility is a total sum of side thrusters, or maybe the ability of warp engine itself to bend reality in such a way to make the ship turn like a submarine rather than obeying real space physics which are boring. Note that unlike in EVE, in EVE20 agility doesn't affect your ship's acceleration(that's thrust), only your ability to change direction.

Warp drive creates a bubble of frictionless space around the ship - or something. The important thing is that top warp speed is tied to your ship's maximum speed, and warp acceleartion and deceleration is tied to your ship's thrust. Agility, of course, lets you align faster to enter the warp in the first place. It would be great if ships actually had a direction, so that you have to rotate them first to accelerate and warp. Because your ship uses its own engines in warp, the capacitor cost to enter warp is fixed and not dependent on distance. This will become important later(in Tackling)

Offense[edit | edit source]

The main three weapon types in EVE are all turrets(projectile, lasers and hybrids) Missiles exist but are a special case. Drones don't exist as a weapon system because they make no sense(submarines don't launch smaller submarines to fight), they're a nightmare to balance(AI, no cap, immune to EWAR, etc.), and are too hard on the servers(when every ship can launch up to five other ships) The focus on turrets also raises the skill cap a bit for basic flying(optimal, transversal) which is always a good thing.

The three damage types done are Kinetic, Heat and Explosive - that's what works IRL so why reinvent the wheel?

Kinetic is of course kinetic energy penetrators, they do highest damage but are most affected by shields since they rely entirely on their velocity to work.
Heat is of course HEAT(shaped charge), they are average against shields and do average damage. Lasers count as "Heat" for simplicity's sake.
Explosive is high explosives, they do least damage but are not really affected by shields(since the velocity of the projectile doesn't matter much - it still explodes no matter how fast it goes)

Careful reader might notice the mention of "lance weapons" above. These are everyone's favourite, oversized hull-mounted weapons! Think Ion Cannon Frigate from Homeworld. These can hit above the "weight class" of the ship(so corvette lance weapons do cruiser-sized damage, etc.) Since they're not mounted on a turret base to use them you need to be aligned towards the target, which is of course a terrible idea if you're getting shot at.

As mentioned missiles are a special case that is the primary weapon of bombers. Why? One, EVE20 actually models ammo volume accurately so missiles take a LOT of ammo bay space - unlike EVE where a cruise missile somehow compacts to 0.05m3. Since missiles take a lot of space, they take a lot of hull, and a lot of weight, which makes ships relying on them sluggish and fragile. You know, kind of like... actual bombers. The good thing about missiles is that they require no capacitor to fire and can be fired without a lock, "from stealth" as it were, since they feature their own targeting systems. Of course the missiles themselves are not stealthy so the enemies will still see the general direction they're coming from, even if they can't see the ship firing them. Finally, missiles are really easy to defend against if the target sacrificed some high slots for point defense weapons.

Because of all the new strengths and weaknesses of missiles, the whole confusing mess with explosion radius and velocity is no longer necessary.

Tackling[edit | edit source]

Warp disruption/scrambling is unfortunately very binary. You either have enough points and enemy can't do anything, or you don't and they just escape. This applies to ranges too: as a result half of EVE PvP is based on distance breakpoints someone half-assedly decided decades ago.

In EVE20 all points simply increase the amount of capacitor required to warp. They don't actually drain the capacitor - that's still neuts. This makes things non-binary(since you never know how much cap does your enemy have left) and makes distances more flexible, since you can now apply falloff to points. Disruptors still have longer range but are weaker, and Scramblers still have shorter range and are stronger.

Modules[edit | edit source]

ALL modules should come in four sizes, one for every ship class. This is not only logical(how can that Energized Adaptive Nano Membrane, which fits a Frigate, stretch to cover the entire Titan?) but also faciliates better risk-ISK ratios for fits.

For example at the time of writing this, Shadow Serpentis EANM costs about 19 million ISK. Therefore putting it on a 13 million Federation Navy Comet would count as severe bling, but putting the same SS EANM on a 477 million ISK Megathron Navy Issue is only common sense - as the price is a fraction of the price of the ship. Differently sized modules would prevent this kind of "paradoxes" from occuring.

Mining[edit | edit source]

Mining comes in three flavours: strip mining, deposit mining and vein mining.

Strip mining is equivalent to current EVE mining. Select a rock, turn on the suction and wait. It's an almost completely AFK activity that takes a while, recovers only the basic minerals and requires lowest skills.

Deposit mining is a semi-AFK activity and EVE20 version of Planetary Interaction(we can't let capsuleers actually mess with inhabited planets, are you crazy?) It's the same game of moving extractor heads around as in PI except sped up, requiring your attention every minute or so. It needs medium skills and gets you more rare minerals and/or common minerals much faster than strip mining.

Vein mining requires you to constantly adjust the mining laser along a vein in an asteroid in a simple minigame. The point is not to test the players' dexterity, but rather to make sure they can't AFK it. Needless to say it's the most skill-intensive type of mining that yields all the rare goodness.

(almost all of this was stolen from someone's idea on EVE forums years ago)

Empires[edit | edit source]

Since EVE's take on Empires was always rather weak and too black-and-white, here's a shakeup:

"Caldari" - remain most similar to their EVE counterparts, except they actually do the whole meritocracy thing, unlike in EVE where they're all corrupt nepotists. Unfortunately since most people are average or worse this doesn't really help the daily life of majority of Caldari citizens, who live average or worse lives. I like how both Caldari and Gallente originated from two planets in the same system, so this stays in. Caldari are the smallest but the most high tech faction with extra shields, agility and lasers, and of course hate the Gallente.

"Gallente" - now full blown space communists, they are the opposite to the Caldari. Everyone in Gallente gets a basic life... even those who hate it and could do much better. Love painting? Too bad, we're in dire need of space forklift operators so that's your new job. They are the least technologically advanced race with bulky ships with extra hull, thrust and projectile weapons and of course hate the Caldari.

"Ammatar" - Amarr and Minmatar rolled into one. Sorry but everything about the Minmatar, from their "space rebellion" backstory to their "made in scrapheap" ships is simply idiotic. Ammatar are the largest faction with average tech. The reason why they never conquered either Caldari or Gallente is because they're actually a conglomeration of "Kingdoms", each ruled by a descendant of their Space Prophet. The descendants endlessly(and sometimes violently) argue about which interpretation of Space Scriptures is the most correct one. It's all very IRL Islam with Ibadi, Shia, Sunni, etc. If you are a devout follower of their space religion life in Ammatar is decent, but if you don't you're viewed as a barbarian at best and subhuman at worst. They get extra armor, speed and use hybrid weapons.

Drones[edit | edit source]

Drones are the Great Enemy of EVE20, and most of PvE is centered around them. This is done to avoid the absurdities of players slaughtering literally billions of brainless "pirates".

The backstory goes like this: the original colonizers that traveled through the EVE Gate brought the Drones with them, a semi-intelligent self-replicating collective AI to aid with the terraforming and colonization. After the EVE Gate accident the Drones lost their shit and while humanity had to rebuild from sea level back up, the Drones were happily flying around replicating, terraforming, mining, replicating some more and so on. By the moment the game starts no one knows how many Drones are out there and what they're up to and while they kind of recognize the factions as humans(and therfore their masters) they also kind of don't. Which gives us the artistic license to use them hovewer we want, mostly as an enemy, sometimes neutral, sometimes friendly, sometimes smart, sometimes stupid, sometimes small scale, sometimes full blown invasion force.

Space Map[edit | edit source]

EVE20 naturally forms a space donut with EVE Gate in the middle. From center outward it goes: highsec(0.x to 1.0 to 0.1), nullsec(0.0) into negative security(negsec, -0.1 to -1.0)

Security level denotes how far of the nearest CONCORD station is. Security of 1.0 means CONCORD station in system, and 0.4 means nearest CONCORD station is 6 jumps away. This is important because CONCORD is reeled in to no longer be space fairies; when a space crime is commited, they simply travel from the nearest station to respond. Corvettes arrive first to tackle the perp(s), with some frigates/cruisers in tow, and if they don't make it until the perp runs away, then... they don't make it! CONCORD can be attacked and destroyed, but destroying a CONCORD ship triggers response from the empire's military and results in rather drastic reputation penalites.

0.0, or nullsec, is a thin outer rim of highsec, 1-3 systems deep. This is the only area of space where players can build structures, do PI or moon mine. Well I guess they could also do it in negsec, technically but it's not sustainable. nullsec has highsec level of content but CONCORD doesn't care about what goes on here.

Negative sec, or negsec, is space owned by our Drone overlords. More about negsec and how players can interact with it below in the "Incursions" section.

In this model the "lowsec" as known in EVE effectively doesn't exist.

Black Flagging[edit | edit source]

Above I mentioned how you can just run away from CONCORD if you're fast enough. Hovewer thinking about it logically, how exactly would that be done? With every Stargate having empire ships present, a criminal has no real way out of the system. Yes, in EVE you can simply warp through before they can do anything, but it's not possible in EVE 2.0 because the NPCs are not criminally incompetent.

This led me to another idea, that of black flagging. Every ship in EVE, presumably, runs some kind of IFF suite so that other ships know what exactly it is. But what would happen if you could turn it off? Realsitically, identifying a particular vessel just by hull alone is impossible, as there's dozens(hundreds) of such hulls flying around. Just like in real life, all commercial planes run IFF so that they're not intercepted and/or shot down by air forces of the countries they fly over.

And so, the black flagging mechanic works like this: you warp into some empty area in the system, with no other ship, station, etc. on grid. You go dark(See "Sensors" above), press the "black flag" button or whatever, and un-dark yourself. Being black flagged is similar to being a suspect in EVE - anyone can shoot you without any consequence and any empire/Concord ships will try to apprehend(tackle) you. Hovewer you can also attack other players without fear of being branded as a criminal, since no one knows who you are. Literally - in-game your portrait, character name, etc. don't even show up for other players. If you do manage to gank someone and run away, they won't even know who did it - rather important in a game where you're allowed to only ever control one character.

Escaping the fuzz is obviously the opposite - you have to warp away into some remote area of space, go dark and then enable your IFF again, pretending you're just an innocent passer-by. Presumably, you'll need a timer on this; i.e. you need to spend at least 15 minutes "dark" before un-black flagging yourself; with CONCORD trying to scan you down, so the larger ship you fly the more risky it is.

Punishment[edit | edit source]

In case the capsuleer does something Bad, what would be the best punishment? In EVE 2.0 losing standing actually matters since enough standings loss means permadeath, which makes it a far better "disiplining tool" than it is in EVE. ISK fines are possible, although just like in real life unless they scale with income/wealth the rich will be able to just shrug them off like they're nothing.

For maximum punishment, you could take away players' skillpoints. For example, a fixed 5% total skillpoint loss when caught. Alternatively, prevent players from gaining skillpoints for X amount of time.

PvPvE[edit | edit source]

In any MMORPG having PvP and PvE play differently, according to different rules and requiring different metas, is bad design. But in a sandbox where PvE can theoretically turn into PvP at any time, it is astronomically bad design.

Making PvP-like PvE in EVE would actually be fairly simple.

First you need to make AI play by the same rules. No more ships with stats pulled out of the ass - actual in-game hulls, with actual in-game modules, applied with actual in-game skills, not immune to EWAR, with no infinite capacitor, subject to same loot drop rules as player ships, etc.

Second, you need to drastically downscale the number of enemy ships since they pose an actual threat now. 2 instead of 20.

Third, basic AI improvement: enemy ships will try and warp out when in structure, to faciliate the use of tackling.

Another way in which basic missioning could be improved would be creating a two-axis mission selection. Rather than just higher level missions requiring larger ships, you could have ship size be separated from the mission difficulty. If we keep the nomenclature of missions where level 1 is corvette-sized and level 4 is capital-sized, then there could also be a separate difficulty scale of A to D, with A being easiest and D hardest. And so 1D mission would involve only corvettes but you would face against elite enemy ships, perhaps with T2 hulls/modules and decent(III-IV) simulated skills, while a 3A mission would pit you against Cruisers, but badly fitted and with bare minimum simulated skills. This way players could stick to whatever "size" of combat they like the most, rather than being forced into largest ship type by the mission level alone. Of course higher level missions would still pay best; otherwise there would be no reason to run them.

Note that the above could even be expanded to mining and hauling missions. In case of mining, level would equal amount of ore required and difficulty would equal the resource tier, with tier C being vein mining, etc. (although mining missions were always weird in EVE and I don't think many people would miss them if they were removed completely) In case of hauling missions, level equals volume of cargo and difficulty equals time; with more difficult missions require you to transport the goods faster; or in some extreme cases even spawn NPC "gankers" on the way.

Missions[edit | edit source]

Missions in EVE are infinite, which immediately creates two problems: one, it's immersion-breaking and two, it lets people be lazy and just sit in one place, running missions over and over. This in turn creates tightly packed player hubs while rest of space is largely deserted. Jita, Osmon, Amarr, etc. are typical examples of this in EVE. Furthermore, mission level in EVE seems to be completely decoupled from system security; somehow, all these Blood Raiders, Guristas, Serpentis and so on manage to hide thousands of cruisers, battleships and so on smack in the center of colonized space. What are the empires even doing?

All that is easy to fix; limited mission pool(by corporation, system, constellation, security level) and scaling of mission level(but not difficulty - see PvPvE above) based on system security. After all, the more lawless the area the more trouble, right?

Space Fields[edit | edit source]

Limited mission pool immediately creates a problem of what do you do when the missions run out. Sure, you can simply move on with your ship to a different area of space, but not everyone is willing to move all the time just to shoot some AI baddies. And some people don't like running missions in general.

There is another problem with missions in EVE not yet mentioned: because the missions themselves are instanced(not instanced-instanced, just created when you accept them for your personal use) and the space is really, really big, PvE in EVE just feels... empty. Even if you are with few hundred other players in the system, and you're all running missions, you never actually interact or even see any of them, save perhaps for docking and undocking. Even the local is usually silent because why talk to complete strangers who are god knows where? This sense of solitude is a "feature" almost unique to EVE, and something that seriously dampens the social aspect of the game as well as its "massively multiplayer" feel.

Solution: large(EVE ice belt or larger), non-instanced ares of space in a system where you can just warp in and shoot some Drones. Give them appropiately sounding PvE name(i.e. "Drone Scout Party") and make them represent an area of space that the Drones are interested in for whatever reason. These would replace EVE's combat anomalies.

Since Space Fields would be so large, they would permit for a wide variety of enemy sizes(i.e. corvettes at the edges, Cruisers in the center) and even activities(i.e. maybe there are some slightly rarer asteroids hanging around, or someting to hack) which in turn would allow both old and new players of different interests to participate. And because it all would take place on one grid, you could actually see the other players doing the content with you. From there, you know how it goes - see the same name several times, remember it, maybe say hello next time, you'll be fucking before you know it.

This should be how mining works as well. Rather than fifteen different "belts" in a system, there should be just one huge belt(i.e. "the empire allows this part of the asteroid belt to be mined today") where anyone can warp in and eat rocks. Of course, this can also be combined with the above.

Exploration[edit | edit source]

Not much to add to exploration, as this is something that EVE already does quite well. Sites are already sorted by difficulty depending on security level, they force moving around the cluster, etc. One thing I'd love to see is changing the minigame, which they only got half right. The half they got right is that the minigame requires no player skill, it's just clicking on buttons without any sort of dexterity required or timer ticking down. It's mostly down to your characters' skills - as it should be in an RPG, and ultimately the point of the minigame is just to waste your time, which is the goal when you design an activity that will likely take place in hostile environment.

What they did wrong was making it binary - you either blow up System Core and get everything, or you don't and get nothing. Ideally the minigame would work like the hacking minigame in Deus Ex: Human Revolution(minus the ticking clock of course) - the ultimate goal is to hack the critical node(s) but there are also Datastore nodes, hacking which gets you better reward at the end.

Extending this to EVE 2.0, let's say every hack has System Core but hacking only the System Core gives you 25% of all the loot. There are also three Data Cores(or whatever) on the hack map, and each is worth another 25% of the loot. This changes the dynamic of the entire minigame, since rather than blindly rushing to the end you actually have to explore the hack map to get the full reward, and it creates the risk vs. reward mechanic where you push further to find more Data Cores even as your Virus Strength/Coherence goes down and down.

Incursions[edit | edit source]

EVE let players build empires. So they did. And what do you know - it became a huge problem.

Sure you can blame the capital umbrella, or how boring structure bashing is, or how stupid entosis mechanics are. But even if you removed all of it from the game, would it really be any different? Instead of capital umbrella it would be some other kind of umbrella(i.e. HAC), and both structure bashing and entosis requires people to actually WANT to take your space, which just isn't the case most of the time.

Here's a radical thought: players in EVE 2.0 wouldn't be able to permanently take over (profitable) space.

As mentioned above 0.0 is where players can build infrastructure. Then there's negative sec, or negsec, which extends beyond nullsec, from -0.1 to -1.0. This is the territory of Drones, and this is where the most profitable ores, exploration sites, and combat sites are. But here's a twist: Drones will react to hostile incursions - in other words, capsuleer incursions.

Which leads us to EVE's Incursion system, only in reverse. Instead of Sansha invading Empire space and players working together to put it down, it is the PLAYERS who have to invade the DRONE space to loot and pillage, with DRONES trying to put them down.

The strength of Drone response is a factor of the negsec rating and time. The deeper you go and the longer you stay the stronger Drone fleets appear trying to kill everyone. Needless to say, the deeper you go the better the rewards. Note that this is a fight that the players HAVE to lose - evenetually the Drones will overwhelm even the largest, most well prepared and equipped player fleet.

This system has four major advantages.

The first one is player cooperation. An incursion into Drone regions requires cooperation of PvPers(to fight off Drones and other players) and PvErs(to actually mine and run sites - you know, what you probably came to the Drone regions for in the first place) This creates a much tighter bond between these two groups of players, who in current EVE are almost antagonistic to one another: PvPers see PvErs as carebears and "krabs", and PvErs see PvPers as thankless gankers and F1 monkeys.

The second one is that players cannot permanently take space, and therefore can never mine in peace bloating the economy to absurd proportions. Every incursion into Drone space is temporary and because it requires large amount of players and organization to do, it would likely be limtied to about half a dozen hours every day per corp. (It should be noted that solo incursions into Drone space should be possible, but would be limited to ninja-exploration or ninja-mining only and require staying on the move, and so would be extremely limited in scope)

The third one is, because of the nature of incursions, they're much harder to automate and therefore bot, especially if you want to hide it from other corp members.

The fourth one is that they're natural conflict drivers. Why bother making your own incursion when you can wait for some other corp to finish their incursion and then just gank them and take all their stuff?

BONUS: Let's say you spent 2 hours deep in Drone space until the incursion leader calls the signal to GTFO because Drones are starting to drop capitals. Everyone goes back to their 0.0 station(s) and celebrates a job well done. Well... but what about the army of angry Drones? Should the game just despawn all the AI ships after a certain amount of time has passed? That's kind of lame, isn't it?

Time for Revenge of the Drones! All the already spawned Drone ships with some extras now attack nearest 0.0 systems. Or, if you REALLY managed to piss them off, they might even go past 0.0 and into low highsec where they'll end up fighting Empire navies. Hey, seeing AI fight AI is always fun. Especially if you get to loot the wrecks afterwards.

Note that since Drones retaliate against the nearest 0.0, it's possible for one corp to "drop" a Drone response fleet on another corp, by doing incursions in Drone systems closest to their 0.0.

Capitals[edit | edit source]

Dreadnoughts: the smallest and most basic capital, Dreads are basically upsized Battleships. Their role is to bash stations and shoot other capitals.

Force Auxiliaries: Capital logistics. Not much to say.

Carriers: the only "drone" ship in EVE, Carriers can launch fighters which can attack anywhere in the system without the carrier being anyhwere near, turning the game kind of into an RTS-lite. Their role is to fight subcapitals.

Supercapitals[edit | edit source]

There is only one Supercapital in the game, the Titan. Titan's role is flagshipping and bridging.

Flagshipping is simple - it's just command links improving performance of rest of the fleet.

Bridging requires some explanation. Cynos are no more - a single rookie ship dropping capitals on top of your head in five seconds is retarded. Instead, Titans have two special abilities to faciliate fleet movement: Jump Drive and Bridging.

Jump Drive lets you jump to any other system in the game. Open star map, right click, jump, wait a bit, you're there. This obviously uses some kind of fuel. It's also not terribly useful on its own.

Bridging is the ability to open a temporary wormhole between itself and another Titan. Other ships then use said wormhole like a normal gate to jump there and back. This also requires some kind of fuel.

This means that if you want to hotdrop someone, you need a Titan there first, risking it in the process. This is also slow enough that any subcap not AFK should have plenty of time to disengage and escape. Basically hot dropping is for fleet movement, not dunking randos.

Payment Model[edit | edit source]

Apparently this needs to be said. Monthly sub. No PLEX, no cash shop, no dailies, no endless free skillpoints.

Monthly sub and EVE's method of passive progression is a match made in heaven because you don't feel like you're "missing out" - even if you don't play the game at all, at least you're still gaining SP. The rest is either literal pay to win(PLEX, cash shop) or frankly speaking demeaning(dailies and handouts)

Leftovers[edit | edit source]

  • Either ship fuel system or import tax system(when moving from one Empire to another) or preferably both to make transporting goods non-free and promote development of local trade hubs
  • Heat is an extremely important factor in space. Replace capacitor with Heat Sink and NOS/Neut with some kind of directed heat transfer weapon?
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