The Platform

Three pillars. Each one is a problem worth naming, a change worth making, and the reason it matters.

01

Fights Where You Live

The problem

Nullsec has some of the least lucrative content in the game for the effort it takes, and the standard fix is a high-sec alt — the game telling you to leave to get paid. Meanwhile the space between groups is empty, so content means travelling further and further for it. That's tedium, and tedium is why people stop logging in.

What I'd push for

A zone of NPC space in every nullsec region, built to be that region's hub: missions, sites, a market, a station anyone can dock at. Everything high-sec has, without leaving null. Low-sec players come for the content if it pays. So do the neighbours. That proximity is the point — put people next to each other and fights happen without anyone organising them.

And income that's worth taking

Alliances need passive income sources that don't depend on fielding a wing of miners and ratters, so a lean PvP-focused group isn't slowly starved out. Those sources should be vulnerable: a short spool-up to activate, so another group can take a system, hack it, and divert the output until the owners come to kill them for it.

What it changes

Small fights constantly, medium fights frequently over income you can steal, and large fights reserved for what deserves them — citadels.

02

Modernized Nullsec Mechanics

The problem

The systems we use to wage war haven't meaningfully changed in a decade. Sov is one reinforcement window, one enormous fleet, and one bad day — fourteen hours of tidi where the winner is whoever had the stamina. And citadels are the one-stop shop for nullsec warfare, where the best-defended structure in the game falls to however many cheap cruisers a group can throw at it. At current numbers that's effectively infinite.

What I'd push for

FC took factional warfare's push-and-pull and modernized it — campaign tracking, sites worth contesting, a front that moves over days. Sov deserves the same treatment: taking space becomes a campaign you can participate in across a week, in pieces, without blocking out a full day to sit in time dilation.

Citadels need the same look. A Keepstar should be hard to kill because killing it is hard, not because you failed to bring enough hulls.

What it changes

You can take part in a sov war as a person with a job.

03

Worth Their Sails

The problem

Surgical Strike gutted supercapitals. They've clawed back some of it since, but supercarriers still can't earn — which is exactly where they should shine when they're not in a fight. And titans function as a nuclear stockpile: nobody undocks them, because losing the titan fleet means losing everything behind it before you can rebuild. The two most expensive hulls in the game are hangar decoration.

What I'd push for

Supercarriers need the stats to do their job — tracking, damage — and sites built for them to earn in at a level that matches what they cost. A price reduction so losing one isn't catastrophic. And titans need their muscle back: the best ship in the game should be the best ship in the game, at a price that's reachable for pilots who aren't already rich.

What it changes

The most expensive ships in EVE get undocked and used, which means they also get killed.

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