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Eve is awesome.

Ive played (lived) it for around 1,5 years, and there is still a lot of content to look forward
to. I jumped into an ocean of information, and learned how to swim Ive read thousands of pages of
guides, news, forum posts, listened to my friends adventures, then left my hangar to roam the heavens
(and kill everyone I find in an evil manner).
But every now and then I have to rearrange my carefully layed out plans, because there is a great change
coming ship rebalance, nerf, new ships, or other revamps. An example would be the replacement of
magnetometric/radar sites with the new hacking sites. Back when I first went to null, I just patrolled the
belts with my Megathron (the only ship I could use to make money), and listened to my alliance mates on
TS, talking about things they were doing, while training vagabond and salvaging to be able to run magnetos,
the next step, only to find out that when Im so close, its no longer there. And while I enjoyed the hell out
of the relics (I used to get ~1b every day from them, later I just switched to hunting the competition), I
missed some things that I dont get to try/do anymore.
One could argue that most changes are for the betterment of gameplay, but there is more to Eve than just
mechanics. The sense that were all part of the same universe, we grind/fight our way through the same
obstacles, discover the same wonders, is diminished every time when something is redesigned to the core,
so that after you finally achieved something, you have to accept that it no longer matters. There are tales of
the veterans that I dont know where to put, because the causes were changed by the time I got here, and
in a few years probably I will be the one who faces raised eyebrows when I tell how hard I had to try to get
my taranis from RV5-DW to M-MD3B through the god damned, ever changing maze that is Curse. Fingers
crossed that when I finally get to the c5/c6 wh life, it will still be as good as it sounds. Dont fix what is not
broken, right?
I think that instead of ducktaping parts of EVE, there could be new, thick layers added to the gamplay.
Ones that are not focused on modifying existing features and adding some comfort functions, or ships that
dont bring too much to the current meta (except forcing me to learn missiles instead of the damned
Moros ). Ones that bring a whole new experience to eve both in PVE and PVP. And industry. And
trading. And scamming. And empire building. Because that is what makes EVE truly special. You can do
whatever the hell you want the game tries to give you the tools to transform New Eden to your liking.
And watch how cannonfire brings it all to dust.
Maybe I should just sleep in the nights, instead of trying to complicate things that are not necessarily
complicated But since Ive already started it, here are some ideas that I think would bring great change,
without actually changing anything:
I. Argolite Sites (dont worry, it is just a build-up):
An unstable gas cloud around a massive black crystal bulk. Any attempt to harvest the gas with standard
equipment causes an explosion that deals 20000 omni damage, and standard mining lasers are not
powerful enough to drill into the crystal. However, a Hydra Device is capable of disrupting the chemical
bonds inside the crystal structure, and harvesting the Argolite in small pieces without triggering an
explosion from the gas cloud as long as there is some Argolite left. If the bulk is completely gone, an
explosion occurs that deals 100000 omni damage, and destroys the gas gloud.
Cynosural fields that are closer than 5km to the gas cloud also trigger an explosion that causes 20000 omni
damage.
These sites are very hard to scan down.
Argonite is an essential component in the construction of sovereignty utility structures and tech 3 modules.

II. Industrial Supercapital: Gaia
Who else would have found the greatest geological wonder since mercoxit, if not the astrogeologists of
Outer Ring Excavations. And it begs the question, how much do they really know about the crystal? After
all, it is really suspicious that shortly after they published their findings, they introduced a Titan-sized
industrial collossus that uses technology never before seen in the universe. One thing is sure, money
started flowing like a river onto the accounts of the deeps space industrial giant really quickly.
Industrial Supercapital skill (16x) bonuses
- 5% fleet bonus per level to mining laser, gas harvester, and mining drone cycle time.
- 5% per level to Advanced Geodrone optimal range and warp speed
- Can deploy 1 additional Sentry Drone or Advanced Geodrone per level
Role bonuses
- Can fit Hydra Device
- 200% bonus to sentry damage
- Immune to all forms of electronic warfare

Advanced Geodrones
Fighter sized mining sentries that can warp anywhere in the system
Can be assigned to belts, where they start mining the closest asteroid
Optimal range: 70km
Mining amount: 40
Bandwidth: 500Mbit/s
80s cycle time that cannot be aborted
Destruction in deployed mode by a player generates a killmail.

Hydra Device
What is the result of crossing a mining laser with a doomsday weapon? The answer is the
Hydra. This celestial laser drill is capable of shattering every natural material known to man.
But there is more to this device than just power. It was specifically designed to be able to
safely harvest Argolite, by rotating the drilling head, so the laser streams would also rotate
with the Argolite pieces inside, creating a magnetic vortex (due to the crystals magnetic
properties) that drives the gas particles away from the cloud before they ignite, preventing
a chain-reaction that would burn the whole could.

III. Tech 3 modules
Of course after the Gaia successfully mined the first batches of Argolite, it didnt take long until the
weapon manufacturers got their hands on some samples. The crystal has some unique properties;
it generates a magnetic field when it is exposed to light, and it accelerates electrons that get in
contact with it. These properties proved extremely useful when combined with existing
technologies.
Tech 3 weapons (overheat efficiency)
The Argolite can be used to build more resistant electric circuits, allowing the weapons to
go beyond safety thresholds for longer periods of time.
Weapon overheat does 20% less heat damage on these weapons.
req: <weapon type> heat control skill (x5)
10% bonus to weapon overheat reduction on weapons that require the <weapon
type> heat control skill (10% of the original 20%, so a lvl5 skill would result in a total
of 30% heat reduction).
Tech 3 jammers (drone jammers)
Combined with ECM technology, the argolite can be used to overload the enemy ships
local data emitters, causing it to temporarily lose communication with its drones. CONCORD
is known to have a similar device, but theirs rely on completely overloading the target
ships computers, disabling any features it have. With this device however, drones will still
be connected to the ship (cant be scooped by others), but they lose the ability to operate
until the data links are restored. This is a specialized system, and only affects drone control.
Tech 3 scanners (scan bursts)
Scanner waves no longer has to be focused on one specific target, they can be emitted in a
burst and retrieve data from multiple targets at the same time. The range is shorter, and
the processing requires significantly more CPU capacity, but these modules will supply data
from 3-4 random nearby ships. Works with both cargo and ship scanners. Does not work on
scatter containers.
It has two types:
The first requires more cpu, but gets results quicker.
The second requires less cpu, but the cycle time is considerably longer.
IV. Sovereignty Utility Structures
With the use of Argolite, it became possible to build interplanetary infrastructure withouth having to
deploy the power source on site, allowing engineers to design more versatile layouts for sovereignty
system development. The infrastructure hubs are able to manage sovereignty utility structures through
control devices, that require power and cpu capacity. Every deployable SUS needs a module on the iHub to
go online. The iHub recieves two new screens, one is a fitting window that allows the installation of control
modules that work like rigs, the other is a map that can be used to plan the deployment of SUSes, creating
a bookmark for locations where the structures should be anchored (near celestials the player still has to
manually navigate to the desired deploy location). iHubs can be upgraded for more PG and CPU. A
reinforced iHub still maintains the Utility Structures. When the iHub is destroyed, every SUS becomes
unanchored. If an anchored SUS is destroyed, the lossmail will belong to the SOV owner alliance.
Level 1 iHub PG: 70500MW, CPU: 11750tf
Level 2 iHub PG: 107000MW, CPU: 15000tf
Level 3 iHub PG: 150000MW, CPU: 21000tf
iHub upgrades cost ISK and minerals. The iHub level affects the price in the lossmail.
Solar Reactor Core: celestial structure built near the star, capable of producing immense amounts
of energy that can be used to power various deployable devices in sovereignty space. It has a built-
in solar deflector, that protects it from radiation, heat and solar wind, which uses up 10% of the
energy produced by the core. It has no armor, only shield and hull. The shield resistances are
weakened when the solar deflector is active [see later].
o Control module: PG: 30.000MW CPU: 5.000tf
When attacked, it has 3 reinforced modes:
R1: safety mode, can be reactivated by the owner, or automatically comes out of reinf after 8
hours. Occurs in 50% shield.
R2: incapacitated, 8 hours, 10% shield.
R3: incapaticated, 8 hours, 50% structure
The type of the star affects the efficiency:
Blue 10% increase
Pink 5% increase
White standard
Yellow standard
Orange 5% reduction
Red 10% reduction
A standard core generates 100 GJ energy per second, and it can store 1.500.000 GJ energy.
Heat Shield Generator: generates a magnetic field aound the Reactor Core, protecting it from
radiation, allowing it to turn off the solar deflector, and produce more energy. It does not require
energy to operate.
o Control module: PG: 2.000MW CPU: 250tf
Energy Transfer Relay: redirects energy from the reactor core to distant utility structures. It
requires 2 fuel blocks per hour to operate. It can receive energy from 50 AU and trasfer it to 50AU.
o Control module: PG: 2500MW CPU: 500tf
When attacked, it has 2 reinforced modes:
R1: safety mode, 25% shield, 8 hours untouched
R2: Incapacitated, 25% armor, 8 hours
Capital Energy Neutralizing Battery: can be anchored near stargates, stations and utility structures.
One tower neutralizes and consumes 7000 GJ per cycle, one cycle is 30s, its effective range is 100
km, and has to be anchored from at least 20 km from the parent object. Only 2 of these can be
deployed on the same grid.
o Control module: PG: 8.000MW CPU: 1.000tf
When attacked, it becomes incapacitated once it is down to 25% armor. 8h reinf.
Shield Transport Tower / Armor Repair Tower / Hull Repair Tower: deployable remote repair
structures, that can be anchored near POSes, stations and infrastructure hubs. They can be used to
repair the structure slowly over time. Their cycle time is 1 hour, they cannot be unanchored while
operating, and theyre very expensive. No reinf.
o Control module: PG: 5.000MW CPU: 800tf
Capacitor Transfer Tower: can be anchored near POSes and utility structures. They can recharge the
capacitor of a nearby ship. Only 1 of these can be deployed on the same grid.
o Control module: PG: 8.000MW CPU: 1.000tf
Warp bridge: I might be a little out of control with this one, but it is essentially a long range warp
gate, that makes the grid of its beacon (deployable) a deadspace pocket. It can not be used near
celestials, in mission sites, or in anomalies. If the beacon is at a cosmic signature, it disappears from
the system scanner. It can not be used in areas that are already deadspace pockets.
o Control module: PG: 20.000MW CPU: 4.000tf
The warp gate is anchorable anywhere, but it takes 24 hours to do so, and it is visible from the
whole system.
The beacon can be anchored in 10 minutes, it needs 1.500.000 GJ to initiate, and it uses 500.000 GJ
constantly (500.000 GJ becomes unavailable for other utilities). It appears on the directional scan.

V. Carrier Mining Boost
- Mining Drone Enhancer module (5% to drone durability and mining amount)
- Ore bay for 1 full batch (boosted)
- Mining Drone Control Reconfiguration
Ores can be loaded into the ship maintenence bay as crates.
Drone mining cycle reduced
Duration 120s
T1 bonus: can release 2 extra drones
T2 bonus: can release 4 extra drones, cycle reduction is higher
Mining Reconfiguration skill needed (lvl1 for T1, lvl5 for T2)
prerequisite: Mining Director Lvl5
Geodrones (mining sentries)
sentry sized mining drones
80s cycle time that cannot be aborted
optimal range: 30km
T1 mining amount: 25, T2 mining amount: 35
Bandwidth: 25 Mbit/s

A list of questions and concerns that might come up about these ideas:
Are you fckn high, bro?
I wish
This will turn the market upside down, there will be a lot more minerals than before.
Yes, but there will also be a lot more minerals used than before. Miners will buy carriers too,
Gaia will be on the market, the Utility Structures will have to be constructed, and they will be
relatively easy to destroy. Also, hopefully this will bring more fleets to null that can ultimately
be berpwnd, so those ships will also have to be replaced. If anything, I would expect mineral
prices to go up, not down.
The repair modules will make it extremely easy to repair reinforced towers, people wont
have to risk their carriers anymore to rep up before the attackers return.
When I said those modules would be very expensive, I meant it. In some situations it would be
more risky to deploy those, than to bring carriers, because carriers can gtfo if they sniff trouble,
but the rep towers long cycle can not be aborted, which makes it a sitting duck. And losing it
WILL hurt. But it will also force the attackers to bring more heavy tools to do the job, because if
they take too long to shoot one structure, the others might be repped back above reinf
threshold, and is not good. At all.
Sure, the modules can be killed first, but what if there are 2 neut towers protecting them?
Those could be sniped of course, but a sniper fleet would probably be more fragile and easier
to destroy. Long story short, they could generate more opportunities for battles.
More structure grinding... Just what we need in sov space
These deployables are much more easy to destroy than the standard sov structures, a lot of
them can be taken down by just a roaming fleet relatively easily, so those who deploy them
cant just dock up when a pvp gang arrives, unless they want to lose them (and a lot of ISK and
time). They will be forced to dock out and defend (or call in the blob). Also, they would
strengthen the strategy part of fleet battles.

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