I say no to restrictions. I think this is a PvP game. PvE is often handled from game development perspective like it would be equal, but truth is, either your game is pvp, or its not, as a question of balance. On the player side, being PvE oriented usually is more related to avoid competition, which is fine by me, but ultimately, a good pvp game aims to take that fear away. There is also a healthy realisation, not to use these terms anymore in recent years, as they shift the discussion to a polarization.
I rather have them balance the ships in over time, once its done.
You propose longer farming times. It’s crazy. What happened there. Just because you ride the wave, doesn’t mean all do.
Anybody can play where he wants - also I don’t find T5 harder than T3, just different. I would say there are people who play nice in T5, but average max on T3 and vice versa. Plus is, T3 is more explored, and usually, the games have more base quality, and its also not T3 anymore anyway, since R10 is involved. Minus is more frig games, plus is big huge fast games. Exceptions are the high pop times. It really always depends on the population, if something is easy or not. Also, T3 has less allrounder ships, but already a good mix of all, which somewhat mitigates skill differences, and the T5 implant mechanics also make it easier to control a game from being turned, so it’s really just another meta.
Any step towards rewards coming from invested time and effort are welcome to me. Any steps towards making progression more linear in terms of ships and modules, and instead exponential in terms of aesthetics and niche items, is also welcome to me. I want players to acquire the items they need to play faster, for the balance of the games, and grind should be really for the epeen.