Yellow zone rebalance to "solve" issue of solo pvp
Right now yellow is basically blue+. It's easy to find duels at the gate if you want 1v1 but there is hardly any risk. You are at more danger from the mob camps than from other players. It's full of gatherers with maxed reputation and I don't think I've seen more than 2 players flagged aside from when events are in area.
If we're to compare yellow to lowsec in eve(with red as pirate null and bz as sov), the pvp opportunities are crap and worthless. In lowsec there were fw, ratters/explorers, pos, pipelines to null. You could get excellent solo/small gang as fw or set up a pvp explorer ship to gank pvers(or really go for it and set up a pvp explorer ship to countergank). There were gate and station guns so if there were big fish coming through you weren't instagibbed unless you were being stupid.
I've seen the image about solo pvp not intended but no casuals = dead game and solo pvp is way more casual friendly. Also, don't you care about t3 mats? healthy blue city is healthy t3 production.
My ideas would be something like:
- small patches of higher tier or .1+ resources spawning but with an area of pvp surrounding it, full loot in the area, random and small enough that it isn't worth it for a big group(or even restrict the area somehow!)
- I liked that post with the alternate map with routes to bz and bonuses to resources at different blue cities
- some fw-like mechanic where different blue cities can have little spats over some of the maps between them for resource bonuses or something. You could declare your toon/guild as a resident of a blue city. The map would probably have to be reworked somewhat to accommodate that.
- ^ can use the bonuses to tweak resource rate and availability thereby linking casual gathering and casual pvp
- to balance the bonus perhaps give non-city-residents a penalty to collecting in city-affiliated yellow maps so that there is an incentive to join a city
- drop 5-10% of inventory on knockdown? no trash in yellow zone makes blue city markets less dynamic
- obviously there would have to be a balancing mechanic to keep everyone from mass joining one city and dominating a region(taxes, tariffs, i dunno--this would need some kind of cooldown to keep people from switching constantly as well).
- elements like npc caravans, patrols and warmachine/seiges that could foster pve->pvp elements at varying scales
Thoughts??
Posted Aug 17, 2017, 7:55 PM UTC