This is my idea for changing the current sov system.  I am going to show this here, so that people can pick it apart and tell me where I have some flaws and what they are before I bring it to CCP:

Distributed Challenge Model for Soverignty Mechanics

Distributed Challenge Model is formed so that actions taken to take over a particular system will require the attacker to do a number of similtanious tasks, the difficult of which will be based both on the Sov level of the system, the value of the system itself, and desire of the current owners to defend it.

The previous and current sov mechanics utilized a formula of essentially:  time * number/number = difficulty.  For example, in the POS Sov era, the difficulty of capturing a system was determined by how many POSes were on the moons and how the fuel was managed.  The defending force could  a.) Strike the attackers at the POS with POS weapons and fleets and b.) adjust the fuel level s to allow for their POS defenses to fail at a more favorable time.  This was done for each and every POS in the system, and a majority of POSes had to be destroyed and new ones put up in order to control a system.  The current Dominion Sov Era is more complex, but still relies on the same general model.. only it takes much longer.

My Distributed Challenge model will draw from more “real-world” actions by allowing multiple ways and times to harass and interrupt operations.

First, Soverignty will be determined by who owns the Station in system.  If there is no station, then a  Command POS (C-POS) will determine the ownership.   In dealing with Sov, the two will act the same way, with the Command POS just having less resources than a Station, and it can be destroyed.  The advantage to the C-POS is that it can be placed at any moon, and will not come up on D-scan like a normal POS would.  The advantage of the Station is that it can be armed with an auto-targeting Doomsday weapon (to be explained later).

Each Station or Command POS will have several static assets that are kept in case of attack and must be kept full (they do not deplete over time or during combat) in order to maintain your Starbase or C-POS shield and armor resists at their max level.  At the time of installing a Station or C-POS, and at the time a Station changes owners, the Station owner must designate one planet, either in system or in a neighboring system (already under control) that the  static assets are attached to (for Lore purposes, it is the planet they are replenished from).  There is no notification to anyone once these are chosen, and they cannot be moved for 45 days once chosen.  In addition, the Station or C-POS must have a contingent of soldiers, either Marines or Freedom Fighters, which are also considered Static Assets.  In order to take over a station or a C-POS and thus, also the system, you will need to deplete the defending soldiers AND completely replace them with your soldiers to full capacity.

Once the Station is established, the following Static Assets are acquired and placed in station:

  • Consumer Product – Frozen Foods
  • Consumer Product – Holoreels
  • Industrial Goods – Soil
  • Industrial Goods – Metal Scraps
  • Passengers – Tourists or Slaves
  • Passengers – Exotic Dancers or Janitors

Each of these items now is designated to a particular nearby planet and are hidden from both allies and enemies.  However, a designated enemy or neutral (not a friendly) CAN send a hacker to that station or C-POS and hack into their systems via a quick skillpoint based mini-game.  Each successful hack will yield up to three of the designated planets (Level 1, 2 = 1 Planet – Level 3, 4 = 2 Planets – Level 5 = 3 Planets), randomly generated.  After a successful hack, that alliance that the hacker belongs to cannot hack it again for seven days.  An unsuccessful hack will automatically send an Email to all the directors and CEOs of the defending alliance and lock his access for 24 hours.  There is a slight possibility of a “catastrophic failure”  Such a failure will make the hacker’s ship act like it has just set off a cyno, uncloaking him, locking his controls for five minutes, and broadcasting his location.  The higher the Hacking skill, the less likelihood of a “catastrophic failure”.

Once that information is obtained, the attacking alliance can then send players to those planets to reduce that station’s static assets via Skillpoint based mini-games.  The breakdown will be this:

  • Consumer Product – Frozen Foods – Influenced by Trade SP
  • Consumer Product – Holoreels – Influenced by Industry SP
  • Industrial Goods – Soil – Influenced by Science SP
  • Industrial Goods – Metal Scraps – Influenced by Mechanic SP
  • Passengers – Tourists – Influenced by Leadership SP
  • Passengers – Slaves – Influenced by Gunnery or Missile SP
  • Passengers – Exotic Dancers – Influenced by Social SP
  • Passengers – Janitors – Influenced by Corporate Management SP

A successful move will lock a particular static asset as “out of commission” after 48 hours for 36 hours, and will reduce the armor and shields resists of the station by 16%.  The station or C-POS owner cannot unlock those assets during that time.  An unsuccessful move will generate an e-mail message going to the alliance leaders and lock his access for 24 hours.  A catastrophic failure, will make the attacker’s ship act like it has just set off a cyno, uncloaking him, locking his controls for five minutes, and broadcasting his location.  The higher the specific skill SP, the less likelihood of a “catastrophic failure”.

While a single alliance/corp can only get up to three planets, it may be possible to deduce all six either by using neuts or by other corporations and alliances that will be involved making their own hacking strikes.  Here is the breakdown of the resists reduction:

  • 1 Asset Locked = -16% to resists
  • 2 Assets locked = -33% to resists
  • 3 Assets Locked = -50% to resists
  • 4 Assets Locked = -67% to resists
  • 5 Assets Locked = -83% to resists
  • 6 Assets Locked = -100% to resists

When the attack commences, the invading force will have to hit the station, destroying whatever shields and armor there is.  Once structure is reached, then the attacking force must bring in their own Soldiers (Marines or Freedom Fighters) to fight the defenders.  The capability of the defending soldiers is determined by how many assets have been locked.

  • 0 assets locked – Each Defending Soldier = 3 Attacking Soldiers
  • 2 assets locked – Each Defending Soldier = 2 Attacking Soldiers
  • 4 assets locked – Each Defending Soldier = 1 Attacking Soldiers
  • 6 assets locked – Each Defending Soldier = 0.5 Attacking Soldiers

To get attacking soldiers onto the station, the invaders must right click the station and select a new option “Disembark”.  Soldier will disembark at a rate of 5,000m3 of soldiers every minute for the attacker.  And only one ship from the attacking fleet can “Disembark” at a time.  During this time, defenders may warp in troops.  Defender’s disembark time will be 10,000m3 of soldiers for every minute.  Only one ship from the “defending” forces can “Disembark” at one time.

If the attacker must retreat, and fails to attack again within the 48 hour period, the defender’s static assets are unlocked and the base remains in their hands, though the soldiers will need to be replaced.

If the attacker is successful in taking over the station, all static assets are dropped to zero and will need to be filled to get the station online (though the attacker will be able to dock), and planets will need to be designated.  Once the station is online, the defense resists start out at only 30% for the first day, then 60% for the next day, with resists reaching their full 100% after three 24 hour days have past.

An addition, Stations can have a module added for one doomsday turret.  This doomsday turret is protected by the station’s shields, but not its armor.  The gun will fire every three minutes and will only target Capital ships and above.  The turret is automatic and will fire at what it perceives as the most dangerous threat.