We have seen some unique ways that non-combat players can work to fight, but I still think topside needs rebalancing. Without Corporate muscle or intimidation represented at all in a Corp, it lands entirely on staff to animate themely responses to topside threats.
I propose that Corporations have a set cap to non-combat players per faction. I dont think the mix factions (from my limited perspective) need this imposition right now, but topside does.
The idea is - For every 1 corpsec at a faction (megacorp), you can have 2 non-combat pcs there. If you have no corpsec at all, a max of 2 non-combat pcs. If the corpsec goes, you have 3? months to recruit a replacement or lay offs are imposed.
The Corporations feel limp and non responsive at times. I do absolutely understand that staff is strained, but I think imposing a cap could help balance this out and that it doesnt have to all land in their lap. Having some mandatory representation of Corporate intimidation would be so helpful redeeming that limp feeling (which gets the blanket "hugbox" accusation thrown at it even if this isnt what non-combat players even want).
This wouldnt require too much extra work on staff to impliment, and would, in my hopes, actually empower them to take more action without accusations of favoritism. It would give some OOC structure and some guidelines for players to roleplay around, guiding roleplay and enhancing it, forcing difficult choices and giving real reason to seek out new people or poach from other factions.
Im writing this from a place of frustration with my perspective of topside theme, seeking answers to hopefully better things for my fellow players down the line. I don't want to be a "this is how it should be" inflexible voice on the forums, so if you have a different view or suggestions, I'd love to hear it but thought I might see what everyone thought. I hope this doesn't offend anyone, and I do really appreciate the effort everyone puts into their characters. I think in the past I would have disagreed with myself here, worried that I was squishing narrative freedom, but my perspective has changed through exposure to other games and different roles.
