CSMs 13, 15, 16

Brisc has had a number of major accomplishments over his three previous CSM terms. Here’s an archive of his old list, including all of the items that were completed (even if CCP managed to do it in the worst possible way) from agenda and list of player driven ideas.

CSM 16 Big Idea #1 – End Scarcity Now

It has been more than a year since CCP launched the scarcity era. We have all watched as the mining and ratting has dried up, fewer and fewer big targets were out in space and many of our friends who enjoyed the era of plenty decided they had better things to do. It’s time to end scarcity and get back to having fun in EVE. Here’s what Brisc wants to see as an end to scarcity.


There is nothing more frustrating than wanting to log in to play EVE, head out in space to mine or rat, and finding there’s literally nothing to do because other players got there first. Scarcity has reduced the amount of content for a lot of players, and that means less to do. Less to do means fewer players in space, meaning fewer targets for hunters and potential opportunities for PvP, and an overall worse experience for everybody.

CCP needs to find creative ways to increase the amount of things to mine – whether that’s the creation of new mining sites, new mechanics that provide mining opportunities in places they haven’t existed before, and an overhaul of the mining ship lines so that they do what they’re designed to do without becoming overpowered like the 2017-2018 era Rorqual was.

2. Roll back the asteroid belt removal or create new spawning mechanics for NPC sotiyos and Officer rats COMPLETED!

The recent (April 2021) removal of asteroid belts has caused significant consternation around New Eden, especially as players who were used to doing the kind of content that surrounded belts and belt rats – like Officer spawns – found that gameplay completely removed from their regions. It’s important that CCP either rollback this change or create new mechanics for things like NPC Sotiyos and Officer rat spawning so that this gameplay isn’t permanently removed from the game.

3. Create more dynamic resource generation

The dynamic bounty system and the ESS changes have demonstrated that a universe that changes based on what the players are doing in every system is not only possible, it can be engaging gameplay, when it works properly. It would be great if the same thing applied to mining and other forms of resource generation. More dynamic systems that expand or contract based on player engagement will help to be a natural check to big groups overfarming their space, and will help encourage smaller groups to find territory that is being underutilized, especially in NPC nullsec and lowsec, to make their own.

4. Create anomalies that are designed specifically for carrier/dreadnought/supercarrier/titan ratting COMPLETED!

All of the changes to Rorquals and supercapitals to reduce their effectiveness in ratting and mining has been successful in doing so. The downside to that, unfortunately, is these big ships have far less to do and that means they are far less common in space than they used to be. Hunting for big game – titans, supers and Rorqs – used to be one of the most fun kinds of content for Wormholers, lowsec and nullsec players. Now, those ships are only used in ultra safe scenarios like uncontested structure bashing, or mega big bloc fights like we saw in M2. That needs to change. As part of ending scarcity, CCP should develop specific ratting and mining scenarios that are designed around supercapitals, capitals and Rorquals, from Titans on down, that provide those ships with a reason to be in space and off-tether. Obviously, this will require careful balance, because these sites need to be risk/reward balanced appropriately, especially after the industry changes that have made all these ships far more valuable.

CSM 16 Big Idea #2 – A Renewed Focus on Content

EVE is cyclical. This means that every couple of years, players will change their tune on what it is they want. In recent years, players demanded loud and long for new content, and they got it. Then they wanted balance changes, and they got it. Then they were back to demanding new content. And so forth. After the major changes to fundamental systems like industry and resource gathering and the end of the Triglavian Invasion, players are again asking for more content. Whether you’re in highsec, lowsec, nullsec, wormholes or Pochven, you are probably looking around for new things to do. CCP should work on creating that content – both in terms of PvE experiences and PvP experiences.

  1. Develop and finalize a Lowsec/Faction Warfare Plan

Put simply, it’s Lowsec and Faction Warfare’s turn. They have sat patiently by while every other area of the game has gotten attention, and they are still stuck with an entire sector of space that is suffering an identity crisis, and a content system that largely doesn’t work, hasn’t been meaningfully looked at in years, and has often been taken over by bots and farmers. What was once a vibrant and exciting community, with opportunities for role play and lore emersion, small gang and solo PvP, and lucrative mission running has largely turned into a Fallout-esque wasteland.

CCP should commit to doing a full review and development plan for lowsec and faction warfare, determine what exactly they want lowsec to be, how to make faction warfare fun, engaging and dynamic, and use what they have learned from a variety of new systems, like the Triglavian Invasion, to create meaningful and permanent player-driven content in that space.

2. Fix Pochven to make it easier to move around COMPLETED!

Pochven is one of the best kept secrets in EVE Online. The players who are there are enjoying their time in the game, and they are finding new ways to live and work in this weird region, cut off from the rest of New Eden. That being said, one of the absolute hardest parts about dealing with Pochven are the extremely high, extremely grindy standings requirements to use things like gates, stations and station services. This is probably the biggest barrier to entry and has given those who have made their entire gameplay exist around Pochven an advantage while limited access to the region to the average player. It’s critical that CCP review and adjust the standing requirements in Pochven to make it easier to get into and move around in.

3. Review wormholes and ensure their wealth generation is brought in line with the rest of the game

Wormholes are often the forgotten part of EVE – and for some wormholers, they would prefer that they remain forgotten. As often as CCP makes changes in wormhole space they believe will be good, they end up screwing up the ecosystem and messing with the things that make wormhole space unique. That being said, while the rest of New Eden has gone through scarcity, our friends in wormholes have largely avoided the nerf bat. As noted as recently as the March MER, wormhole wealth generation is still considerable, and blue loot still represents a major isk faucet that hasn’t been touched. CCP should review wealth generation in wormholes and make sure that it is in line with the rest of the game. If they determine that wealth generation in wormholes is not up to par with the rest of the game, they should buff WH space to ensure that players living there have earnings that accurately reflect the risk/reward of living in wormhole space.

4. New missions and sites for all areas of space

One of the biggest requests that players in highsec have had over the years is new missions. While we’ve seen a handful of new missions added to the game over the last few years, this remains a top request. In addition, while there has been the addition of Abyssal Deadspace, there hasn’t been a lot of attention paid to in-space content. CCP should focus some resources on building new missions, making them dynamic and spawnable in various areas of space, and creating new kinds of anomalies or other in-space PvE opportunities that are lucrative enough to get players running them and attractive enough targets for hunters to hunt the people doing so.

Brisc’s List (2018-2022)

  2. Get rid of the delivery hanger or otherwise allow players to block receipt of delivered items
  3. Ansiblex Jump Gates you have access to should be included in in-game “set destination’ routes to systems COMPLETED!
  4. Tech 2 salvage drones COMPLETED!
  5. Nullification on shuttles COMPLETED!
  6. Tech 2 Reactive Armor Hardeners
  7. Merge the ICU and IHUB, there’s no need for both
  8. “Drone Chooses Independent Target” option under drone aggression
  9. Drug/Probes bay for the Monitor COMPLETED!
  10. Target painters working on structures COMPLETED!
  11. A reason for anybody to fly a Griffin Navy Issue
  12. Let Rorquals compress moon goo COMPLETED!
  13. Let me click on somebody from my watch list and have it show up in the “selected items” box
  14. Fix the fleet mechanics so FCs can choose where players who join the fleet go – COMPLETED!
  15. Optimize/Rework Corp and Alliance settings
  16. Patch Notes as a separate Dev Blog so we can see them as they’re updated FOR THE LOVE OF GOD and get them out before the day of the release COMPLETED!
  17. Better starting overview and window layout for new players.
  18. Fix the lock/unlock mechanic for BPOs and BPCs so that votes to lock/unlock are recognized, the interface is no longer buggy and slow and make it user friendly.
  19. Links/Boosts should apply to tethered ships
  20. Logi on killmails. Oh, this is kind of funny, actually. From CSM 1
  21. GMs should not be reimbursing PvP losses without a legitimate server side malfunction
  22. AFK cloaky camping – any solution that works to address this issue and get it off our plates after a decade and a half of complaints COMPLETED!
  23. ACL-style shareable standings lists with an edit history
  24. Command ship rebalance – COMPLETED!
  25. Multiple clones in a single structure COMPLETED!
  26. Remove station clone swap timer/treat station clones the same way as citadels for swapping into and out of clones
  27. Increase number of clones players are allowed to maintain (tweak isomorph skills to double clones, preferably)
  28. Bring back the AT COMPLETED!
  29. Update Corp logo system to allow for greater diversity of logos
  30. CCP Convict should NOT die in in every EVE Pulse video – the poor man has suffered enough COMPLETED!
  31. Adjust damage caps on structures. COMPLETED!
  32. I don’t know why I really have to type this, but alliance and structure skins.
  33. Shareable standings ACL for alliances, corporations and players, or, at a minimum remove, the standings slider and allow the player to enter the number of the standing they want instead
  34. Address the overuse of “capital” system in Aegis sov in the Providence region
  35. More corp hangers
  36. Allow citadels to be neuted
  37. Allow players to incap specific weapons on citadels by targeting them specifically,
  38. Correct issues with PI that make it difficult for those with color blindness to participate
  39. Add an instant “potato mode” button to the graphical settings window that allows you to go to lowest graphics mode with one click. (button should either have a little potato on it or a picture of Dark Shines avatar). No more drop down menus and thinking. COMPLETED (Ctrl-Shift-F9 basically does this)
  40. Show the actual date and time that a structure is coming out of reinforcement. Math is hard. COMPLETED!
  41. Allow players to open their personal hangers to alts via an ACL list
  42. Allow for refining and repackaging within cans, and allow them to be reorganized from outside a station
  43. HICs should be able to light cynos
  44. NPC Dreadbombs COMPLETED!
  45. A way to tell whether you already own a skin by looking at it – either on the icon itself or in the info.
  46. Make it so that fitting T3s isn’t “utter shite anymore.”
  47. Remove skill point loss on T3Cs. COMPLETED!
  48. Get rid of Edencom Cyno Jammers. They’re bullshit for JF pilots. COMPLETED!
  49. Remove one of the utility high slots on the Barghest – it’s way to stronk against small gangs.
  50. Fix the camera on the Falcon COMPLETED!
  51. Balance the power usage on command centers in PI – CPU barely breaks 50% but power grid is always maxed out. Bump up of 1k for just one more facility or extractor.
  52. Remote station/citadel item stack, split and delete
  53. A “center probes on self” button in probing window COMPLETED!
  54. Allow the color you’ve chosen for watch lists to reflect in the fleet chat window, so that when the person you’ve assigned a color to on the watch list talks in fleet chat, their statements are highlighted in that color in the fleet chat channel.
  55. Add a Triglavian mindlink that provides benefits for skirmish and info boost modules for use with Draugrs.
  56. Allow players to remove chat channels from their list of channels. COMPLETED!
  57. Make killmarks bigger on the Ferox so Finchy’s old eyes can see them.
  58. Add an option to the right-click menu in the ACL screen to allow easy removal of names from an ACL.
  59. Upwell Structure Interior variation: let owners of upwell structures choose their interiors so there’s more interior diversity than there is now.
  60. Create new ship lines that are available to pirates and players with low sec status or provide bonuses for negative sec status, and give faction ships bonuses that stack with faction mods of the same faction
  61. Helios police skin
  62. Reduce range of ECM ships (get into the 50-30 km range from 75 km+).
  63. Add a tab on the access list page that shows 1) which lists you’re on and 2) has a toggle that lets you block them.
  64. Bronze classic megathron skin
  65. Can we just remove the impossible to read chat colors? kthx
  66. POCO tax/access list revamp, and allow POCO recognition of alliance standings (in addition to corp as is currently allowed)
  67. Rebalance haulers so that the Gallente don’t have far more than the other empires
  68. Agent name (see menu “Character — >>> Interaction”) should be followed by the number of missions needed for the next storyline mission.
  69. Allow players to upgrade citadels with NPC Agents
  70. Every nullsec region should have at least one gate into Pochven, to make things spooky
  71. Revenant’s fighter bay needs to be bigger – it’s the smallest of all the supers
  72. Let Athanors do some static mining (for passive income) and let that stuff drop when they die
  73. Allow players to create multiple wallets on their individual accounts, like corporations wallets.
  74. Provide the “Magic 14” core ship skills through the NPE tutorial as mission rewards and accomplishments
  75. Allow players to add a “pop up” warning notification on certain systems on their in-game navigation (i.e., when you plot a route through Tama, there’s a pop up warning before you jump in there so you can pay attention).
  76. Be able to repair items in containers, rather than having to do it in my main item hanger.
  77. Be able to sell items out of containers, rather than having to do it in my main item hanger.
  78. Have a notification via the feed when any industry job is finished for character/corp
  79. Make the “request an item” portion of creating a contract less cumbersome
  80. An “asset safety” tab in your inventory that highlights only the assets currently in asset safety, with the cost to redeem them.
  81. Allow repackaging of reaction formulas when a job is finished, and make it possible to stack them
  82. Let players save PI templates they can use on multiple planets
  83. Modules that will allow players in ships with ore holds, fleet hangers and other specialized ship bays to expand the size of those holds and bays.
  84. Do not allow cargo scanners to scan exploration cans. Fuck cherry picking.
  85. Add an additional 15 slots to the watch list (for a total of 30)
  86. Allow carrier and supercarrier pilots to reconnect to lost fighters by pulsing the NSA.
  87. Allow players to set a default skin for each ship type (or automatically use the last skin that was active) so that you don’t have to constantly change a skin when you reship.
  88. Add skins to killmails.
  89. PI in the EVE Portal App
  90. Alliance contracting skill, to increase the number of alliance contracts a player can make
  91. Implement shortcut keys for increase/decrease D-scan range and same for angle
  92. Jump formations like we have fleet formations
  93. Let Rorquals jump to indy cynos
  94. Allow an option on the skill mastery page that puts all skills necessary into the training queue
  95. Zarmadz should have a script/ammo/module that would allow them to repair heat damage on ships they are repping
  96. Alliance medals that can be given out to members
  97. Standings based chat channels
  98. Increase the value of salvage for the wrecks in the new CRAB sites and allow the fleet to salvage or pick up a CRAB, rather than have to blow it up
  99. Make it so you don’t lose sec status if you shoot a wreck created by someone in your fleet

Fountain Frank’s List of Critical Important Game Breaking Things that Absolutely Must Be Fixed Right the Hell Now

  1. A lowsec gate to Stain CAN YOU BELIEVE WE COMPLETED THIS?!
  2. Player built/owned Angel caps (including Titans) and Triglavian Titans
  3. An in-game novelty item “Brisc Rubal’s Expert Guide to Wormholes”
  4. Marshal skin with shark teeth like a P-51 Mustang
  5. Cat girl decals for ships and, of course, cat ears as a hat
  6. Ship spinning Supers and Titans – WHY IS THIS NOT A THING YET?!
  7. In-game chat client emojis
  8. All neuts killed in Poitot should drop a “postcards from Poitot” item
  9. Capital MJDs
  10. Shorts, socks and sandals (and more hat choices) as in-game clothing for those of us who are allergic to pants
  11. Be able to give Exotic Dancers, Male a given name, because we’re tired of not being able to see Magic Mike in all his glory

CSM 15 Big Ideas

For full disclosure, Brisc is leaving up the list of “Big Ideas” he had for CSM 15. Some progress was made on this stuff, more needs to be done.

CSM 15 BIG IDEA #1: Conflict Drivers 

  1. Give Nullsec Something to Fight OverPROGRESS MADE!

It has been over two years since the last massive Titan brawl happened in X47.  One of the biggest contributors to the idea that nullsec is “stagnating,” despite player activity being higher than it has been in the last five years, is the lack of major wars between the nullsec powers.  Some argue that this is the result of the “Blue Donut” of coalitions, others blame diplomats.  The reality is that there just isn’t a good reason, beyond ‘good fights,’ for these powers to go head to head. 

CCP needs to devote significant time and resources to developing conflict drivers for nullsec, to give them a reason to fight.

2. Mini-Blackouts – redesign “local chat” to be less about intel, provide groups a choice

While the Blackout was an idea that was extremely controversial, what it showed was the potential for conflict generation when “perfect intel” is removed from the game. 

CCP has acknowledged that the local chat channel was never intended to be an intel tool.  Combat probes, D-scan – all pale in comparison to the power of local chat for telling you what’s around you in space.

Some Blackout style changes that could be implemented include creating an ihub upgrade that allows for instant local in nullsec – otherwise local is delayed by a certain period of time. The module could be disrupted by entosising or even attacking the ihub to put it offline temporarily.  Systems with no active sov holder would not have instant intel, for instance.

CCP should explore making local chat, as a perfect intel tool, less perfect and requiring some kind of trade-off for such a significant game mechanic. Players should have the choice – perfect intel or something else they want.  At the very least, this could make certain areas of nullsec less safe than they are today.  

3. Resource and Ratting DepletionCOMPLETED!

In real life, one of the biggest conflict drivers that arose between tribes of humans, and has continued on today’s world of nation-states, has been over resources.  In EVE, however, resources are not only plentiful, they are endless.  Those who wish to “farm” asteroids will find themselves with an endless supply.  Those who wish to “rat,” killing pirate ships for bounty money from CONCORD, will find a limitless supply of moron NPCs who blithely go to their deaths over and over again, every day endlessly.

This isn’t how real life works.  If an area is mined out, people have to move on.  If you over hunt or over fish in an area in real life, you have to move on until those stocks replenish.  Real humans would learn to avoid areas where they know people are going to shoot at them. 

CCP should explore creating diminishing returns for both mining and ratting, where the more mining and ratting done in a system over a certain period of time, the less valuable mining those areas are.  This would force groups to be less like the Romans and more like the Mongols, roaming continually to feed their empires, and force conflict as the big empires strive to capturing the most pristine grounds for their krabbers.  

4. The Return of Passive Income – Money Trees to Fight Over

When CCP changed the moon mining system to move it away from a passive income generation stream to requiring active mining of moons, nullsec players lost one of the key alliance level assets that created conflict.  Fights over R64 moons were some of the most obvious, and important, battles in EVE for a long time, and that was lost when passive income went away.

CCP should explore whether creating a new form of passive income – one that is significant enough to be worth fighting over, but not economy breaking – could help drive conflict in nullsec.

5. War Declaration Iteration and Communication

The changes to War Decs that were designed and implemented after CSM 13 are some of the top changes to the game made by CCP as a result of CSM feedback.  The changes have been part of the reversing trend of new players being turned off from EVE within the first week, and have been largely accepted and approved by the player base.  That being said, the war dec community would like to see some changes to help promote their playstyle, and the larger community has some issues they want to see fixed.  CCP should explore (hat tip to Suitonia for some of these):

  • Retaliation Mechanics – Defenders should be able to retaliate against Attackers who have dropped the war or kicked a corporation during a war. The retaliation would allow the Defender to issue a new war that goes immediately into effect, with no 24 hour waiting period.
  • No Putting Ships in Capital Ship Maintenance Arrays While Tackled – Attackers can be some of the most risk averse players in EVE, and they love to find creative ways to frustrate Defenders. One way they have been doing this is to park neutral Bowhead or Orcas on a citadel grid, and if a fleet they can’t handle shows up, they dump their ships into the Capital’s Ship Maintenance Array – even if the ship is tackled.  This provides the Attackers with an easy way to never lose a fight, and it’s one of the most anti-EVE things out there.  This needs to be addressed.
  • Prevent Players from Joining Corps Actively Engaged in an Offensive War – One of the goals of the war dec changes was to make wars more meaningful, and provide Defenders with a way to win. Corp hopping – when players join a corp to help with a specific timer – makes a mockery of the corporation system, allowing players to hop in and participate in a war, then hop out when they’ve finished the timer or want to do something else – is the opposite of what the war dec changes were supposed to provide.  CCP should not allow Corporations with active Offensive Wars to recruit players who have not spent at least 24 hours in an NPC Corporation prior to their joining corp.  This should prevent most corp hopping while having minimal impact on actual corporation recruitment.
  • Talk to the War Dec Community – One of the biggest complaints from the war dec community is that CCP didn’t talk to them when they implemented their changes last year. While CCP was aware of and did review a lot of the information compiled by the community, it would be beneficial for them, in a structured way, to get feedback directly from those who are most involved in High Sec war decs and find out what their priorities and concerns are.   

6. Consider adding additional NPC nullsec space

This is a repeat from last CSM campaign, but it remains important, especially with the rise of ratting and mining empires in the Drone Lands and other areas of New Eden nulsec that do not have NPC space.

One of the biggest issues with hitting large empires, especially those in the Northeast, is the lack of NPC held nullsec space.  A region like Delve, despite its reputation for being the toughest area in the game to play in because of the Supercapital umbrella of the Imperium, remains dangerous and accessible to hostile groups because they have the benefit of NPC nullsec within jump range of many of Delve’s most important systems.  This means that, no matter how active, there’s always a risk of attack in Fortress Delve.

The same can’t be said of other regions of the game, like the Drone Lands, where there is no NPC null space for raiders to stage from.  This makes impacting the infrastructure of some of the nullsec empires extremely difficult, and thus those areas are exploding in ratting and mining, and they’ve also become a haven for bots and RMT.  Adding NPC nullsec in those areas would at least provide a meaningful beachhead for guerrilla warfare and anti-Botting game play against those alliances.

CCP should consider expanding NPC nullsec space, especially in the Northeast.

CSM 15 BIG IDEA #2 – Keep Rocking the Balance Changes

  1. Continue Iterations on the Capital and Supercapital Meta

CCP has gone come a long way over the last few years when it comes to the capital and supercapital metas, but there is still much work to be done.  The massive EHP nerf that was seen in April 2020 was just one part of a larger rethinking of the capital and supercapital meta that needs to happen.

Each ship in the capital meta needs to have a specific purpose or roll to fill.  Right now, why bring a Titan when a Dread will do more damage?  Why bring a Supercapital when you can bring a Titan?  The recent changes to carriers to make them the tackle capital is a step in the right direction, but CCP needs to come up with a comprehensive game design for the supercapital meta that makes sense and will promote conflict between players.

2. Continue Module TiericidePROGRESS MADE

It may not be sexy, but module tiericide helps to, as CCP Burger would say, “fix the stupid” in EVE, making things easier for newer players by providing names of items that make sense and by tweaking existing modules so they fit into a rational system that scales properly. 

CCP should keep providing rounds of module tiericide each quadrant release.

3. Capital MJDs

Dunk Dinkle had his Tech 2 salvage drones, I have my Capital MJDs.  Someday it will happen.  Maybe.

4. Roll Back the Boosh Nerf

I can understand why some people wanted to see booshing nerfed – it was a tactic that made it possible for fleets to move around grid quickly and be able to take fights (and avoid fights) in a way that was difficult to counter if you weren’t familiar with it. Yet, at the same time, the booshing mechanic with micro jump field generators was not something that was widely adopted or successful, and it was not overpowered if you were familiar with how to counter it. In the end, removing the boosh has not provided any significant increase in meaningful content or gameplay, and it made certain areas, particularly those under a supercap umbrella, safer than they were before.

It’s time to roll this change back.

5. Marauder Lock Range BuffCompleted!

With both Tech 1 and Tech 2 battleships getting buffs to scan resolution, it’s time to provide a similar buff to their bastion module using big brothers, the Marauders.  While the Golem has a lock range that’s close to its Tech 1 brethern (119 km for the Golem vs. 135 km for the Rokh), the Vargur is rocking a horribly bad 101 km lock range.  Let’s get these ships back in line with the rest of the battleships so they can be used for fun things like MJD spearfishing.

CSM 15 BIG IDEA #3 – It’s Lowsec and Faction Warfare’s Turn

  1. Give Lowsec a reason for existing – Create the Subcap PvP Paradise

Each area of the game needs to have a fundamental reason for existing.  Highsec is the “safe” area of EVE, where new players and PvErs are free to run missions and mine in Covetors in relatively safety, with CONCORD standing by the annihilate anybody who ganks them.  It’s the marketplace and industry hub of EVE, as well.  Nullsec is the domain of the giant player built Empires, where politics and reputations rule, and where much of the sand of this sandbox game exists.  Wormholes are a unique area, EVE Online on “hard mode,” with different mechanics and culture from the rest of the game.  So that leaves lowsec.  What’s the point?

It’s more safe than null, less than high.  It has Faction Warfare, but that area of the game needs work, too.  So what’s the point of it?  Lowsec needs a function that makes sense and is fun. One thing CCP could do is make Lowsec into a subcap PvP paradise, by banning the use of all combat capital ships.  Lowsec should be the place where you don’t have to worry about dreadbombs and carriers getting dropped on your heads constantly.  It should be the place where Titans fear to traverse, because they can’t fight back, and if you get caught, you either need a response fleet or you’re going to die. 

Lowsec should be the destination of every small gang roam, because they know they’ll be able to get a fight there. 

CCP should explore making Lowsec a subcap PvP zone for EVE Online.

  1. Faction Warfare Revamp

It’s their turn.  Almost every other area of the game has seen significant iteration over the last few years, but Faction Warfare remains relatively unchanged, despite the significant impact of the Citadel expansion.  It’s time for Faction Warfare to get a solid six+ month development cycle, to rethink it and make it more fun. 

A few ideas I’d like to see explored in a Faction Warfare Revamp include:

  • Citadel Changes – One of the goals of controlling a system in the old days of FW was to lock the opposing team out of the outposts in the system. That’s possible in the current system, but player owned citadels take the bite out of losing a system – as long as you have a player owned structure, you’ve got access to your assets, a safe place to log and tethering.  This should change – loss of control of a system should lock down all player owned structures of the opposing Faction, shut off tether and drop those citadels into abandoned state.  This provides a meaningful impact to losing or controlling a system.  Player structures of neutral alliances who are not engaged in Faction Warfare should be off-limits to Faction Warfare players, to prevent workarounds.
  • Meaningful Rank System – Ranks exist under the current system, but they are simply a reflection of faction standing. This should change, and there should be meaningful and obvious ranks for players in FW. As you fight in Faction Warfare, you should rise through the ranks of the Faction Militia, from second lieutenant to General (or Ensign to Admiral, depending on the Faction), with each rank providing modest increases to LP gain and cheaper costs in the LP store among other rewards. That rank should travel with you wherever you go, there should be visible symbology on the character sheet, and it should be viewable on the player info sheet in the medals screen, and if you switch Factions, you should lose it permanently and be forced to start from zero.  If you simply retire, the rank should remain visible as an honorary title from the Faction Militia. This would provide a meaningful achievement system for those players engaged in FW.