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Eve Gate Concept w/Video (and cake)

Author
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#1 - 2012-05-14 22:51:07 UTC  |  Edited by: Lord X3n0s Aeon
Well, maybe not cake. Let's be honest, you knew that already. So lots of people people complain. Fewer have solutions. Even fewer have solutions that don't mega-fail and cause much lulz on the intar-webs.

Well, in this case I think I might.

First, gates suck.
1. In a world of awesome, they're kinda lame. Half the time you come out of warp and bump in to them.
2. After you kind of just "stop", your ship poofs into a gloooorrrpppphhhhhhwwoosh
3. You appear on the other side, cloaked (?!*)
4. All suspension of disbelief is broken
5. I realize I'm at home in my boxers with Cheetos on my fingers playing with internet spaceships and NOT commanding a badass interstellar war machine.
6. Gate camping sucks
7. From a strategic/logistics standpoint it grossly inverses classical defender/attacker dynamics in vast combat theaters in favor of the defender, when realistically the opposite should be true given the scenario. (More on this later!)
8. This is EVE, we're the best at everything right?

So, I've fulfilled the first tier, complained, but now the magic happens (or doesn't). Oh whatever can we do?

First: The Approach.
-What if you weren't simply dropped out of warp and bubbled away, what if you blasted out of warp, maintained high velocity in a wide arc to align with the jump gate, the hull of your ship energized, and space/time/reality bent backwards around you as you were violently catapulted across the universe?

Second: The Landing.
-Here I'll admit this is a shameless rip of another popular scifi series, but I think it works well and from a science-fiction standpoint makes more sense. We're launching massive objects thousands of light-years across space. This is a big deal.

-Drift. I propose a spherical region around the receiving gate, no closer than 50km and no farther than 500km. In it, the game randomly selects where you spawn inside this region. This achieves a few things. Notably, it significantly increases the ship requirements to effectively gate camp. It also allows small ships to pass into low/nul sec and explore with a reduced (albeit still inherently risky) chance of getting atomized. "But, won't that make defending borders from large fleets impossible?" and "What about small ships spying?" See answers to that below.

-How you spawn. Again, you're being catapulted across the galaxy mannn. Instead of bubbling in, what if a small explosion marked the collapse of your hyper-luminal energy waves re-condensing into matter resulting in a burst of gamma rays as your exit velocity trickled down from 5000+ m/s? This was of course directly proportional to your ships tonnage. In turn, this lets off a detectable signature. Massive/significant fleets create more substantial signatures. Checks and balances can be made.

Concerns:
"Gates are cool and all but they're really loading screens for the next section, with all this stuff going on how does the next area get loaded?"
-I'd propose rather than "poof" the ship, you stay with it sort of like you do when you warp. Rather than see around you though, you're in a blueish hyperspace tunnel while the game caches the next stage's resources. By entering this "tunnel" (a very sexy, shiny, sci-fi one) the previous stage can be purged from memory.

"If I come out of the Gate 1500Km away what happens if I want to turn around?!"
-Click gate in overview, "jump", and you're done.

"But bro, brooooooo, that would totally blow my 15 mil/day noob camp in 0.4!"
-Maybe that's not a bad thing. Perhaps you should try a Van. I hear free candy signs work (got you here didn't it?!)

"I don't like it, it makes it much harder for corporations to defend their regions in low/nul sec. Perhaps impossible"
-I wouldn't say "impossible", if anything, perhaps re-balanced. Guys, space is VAAAASSTT. Granted, our ships are huge, but still. Let's do an example. I'm gonna give you and 35 of your best friends semi-tractor trailers (lorries for you British scalawags) equipped with machine guns, missiles, and WARP DRIVES (don't ask how that works). Now, I'm gonna need you to spawn-camp America's border along the pacific ocean. All of it. From china. GO!

Let that sink in. The funny thing is, even that sense of scale isn't big enough. Really, expecting to be able to have the mother-of-all-choke-points isn't just nonsensical, it's childish.

So bottom line, something like this could be:
-far more aesthetically captivating.
-let you maintain a sense of velocity and exhilaration with an otherwise mundane task
-The game doesn't get caught in an awkward position with it's pants down
-The mechanics of it are more functional/sci-fi worthy than the current system which pops you out with a cloak and says "have fun"
-Makes travel slightly less dangerous and newbie accessible without compromising core-players
-rebalances defender/attacker dynamics to more accurately depict deep/open space conflict.



TLDR: I made you a video full of shiny:
http://www.youtube.com/watch?v=CtQNZtKAIug

So, feedback? GTFO troll? You gonna spit in my lunch? I'll be the first to admit it may be a horrible idea (but hope it's a great one). I'm down to talk about why either is true.

*modified distances*
Loius Woo
Sebiestor Tribe
Minmatar Republic
#2 - 2012-05-15 00:52:21 UTC
I think it is a good idea.....

Perhaps needs some refining but I can see how it would work.

As for the signature after you "land" in your new system, perhaps a warp able object on overview that shows up at a greater range and for a longer duration the larger your signature radius.

Also, can you do a "fleet jump" and have your fleet land on the same grid? If not that could make it very difficult to manage fleet fights.
James Amril-Kesh
Viziam
Amarr Empire
#3 - 2012-05-15 02:55:04 UTC
Awesome jump graphics would be... awesome. Not sure how I feel about the mechanics change though.

Enjoying the rain today? ;)

hacksideways
Wayward Fleet
#4 - 2012-05-15 03:45:17 UTC
Gate mechanics and graphics/immersion definitely needs a looking at. However, I'm not so certain about the large margin of error upon system entry. As I see it, the ~15km sphere is a good distance. Perhaps the area between 15km from the gate and 30km would be more appropriate. As a nullsec explorer myself, I have no difficulty slipping past all sorts of gate camps relatively unnoticed. It takes a particular type of ship and a particular set of skills to do for extended periods of time, but, as nullsec is dangerous, I feel that it should not be easy to attain such freedom of movement within it.

Aside from that, I rather like this idea, and seeing it in EVE would make things that much more awesome.
L0rdF1end
Tactical Grace.
Vanguard.
#5 - 2012-05-15 11:32:58 UTC
Your proposal pretty much breaks the game completely. Most interaction happens in and around gates. If you have people randomly landing miles away from gate then that will break the interactive level the game currently has.

If you wish to do away with gates you need to come up wth a concept that replaces them that doesn't break the interactiveness caused by gates.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2012-05-15 12:04:49 UTC
You've never heard of a choke-point, have you.


Also, exactly how, with your proposal, would a 0.0 group even attempt to keep every random hostile in the entirety of new eden from just piling into their space? With camps there's at least a chance to catch them.
Danel Tosh
The Scope
Gallente Federation
#7 - 2012-05-15 17:03:44 UTC
I will support everything except the distances you gave us for exit points. the distances should be kept the same (around 15 Km). Im not entirely opposed to the Idea of not being cloaked after a jump, all it would do is speed up gameplay with gatecamps which is not nessisarily a bad thing.
Im mean if you jump in a battleship, your going to end up uncloaked anyway and the gate activation gives you away so the campers know you are there. People would just have to adapt and improve thier reaction times. A bomber will still be able to engauge its cloak, a battleship will still be able to crash the gate, an interceptor will still be able to warp off. the waiting game is just removed from the equation, which may be a good thing.
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#8 - 2012-05-15 17:18:23 UTC
Danika Princip wrote:
You've never heard of a choke-point, have you.


Also, exactly how, with your proposal, would a 0.0 group even attempt to keep every random hostile in the entirety of new eden from just piling into their space? With camps there's at least a chance to catch them.


I have. Well, it's pretty unrealistic/silly in such vast regions of space to have a singular choke-point to enter/exit that region. I get why it made sense from a development standpoint early on, but there's opportunity for something much greater.

This re-focuses defense from a single point in space back to the installations/starbases/planets in that system. Just to clarify, under such a system gates would *still be* your only way in and out. What you're doing is making it such that rather than 5-10 people effectively camping a gate it takes a substantial force that's well spread out, organized, and can respond with necessary force at the position incoming attackers regroup. This is augmented with substantial re-entry signatures being broadcast by the incoming ship's re-materializing. Such an action would light up the defender's sensors like a Christmas tree, meaning that any attacking force would have to quickly reorganize before it could attack.


You could also throw in fleet dynamics. The mass effect codex actually presented this as a difficult tactical tradeoff for admirals. Fleets launched one-after-the-other could be launched more "accurately", but the few initial ships would have relatively little firepower and could be overwhelmed. Launching all together however would give your more punch on landing however you would be more spread out, potentially a tactical gamble if your support ships are closer to your enemy than your capitals.

Yeah, defending your gate is no longer shooting fish in a barrel, more like.... a large aquarium.

http://masseffect.wikia.com/wiki/Codex/Ships_and_Vehicles#Space_Combat:_General_Tactics

See "trans-relay assaults"
Caleb Ayrania
TarNec
Invisible Exchequer
#9 - 2012-05-15 20:01:47 UTC
This idea is quite awesome..

I do think its taking the change a bit to far for most players comfort, and disrupts the continuity a bit..

However.. there was a few details that could really improve existing system, and maybe be small steps towards something like that video you linked. Cool

The exit randomizing.

Since EVE gates are sort of artificial wormholes it would make a lot of sense that the exit was hard if not impossible to predict and the rather close relation to size and mass. The volumes and the weight of the ships should be directly used in the exit location math, and the randomizing element should be calculation of the cargo mass/weight. This would make it possible to camp for different types of ships, and the smaller the ships the hard it would be.

There should be one way I would prefer it could be countered. Since ships would still approach and activate on one side, if you scanned the ship you should be able to send the location pretty close to accurate to camps on the other side. The accuracy would be depending on the range of the the person scanning. If totally at a stop and the target was also parked, the result would be 100% accurate. The uncertainty should compound depending on relative velocities and distance, further randomized for scanner quality and skills. Result would be it would be possible to camp, but would need more preparation or be more fishing with rather bad nets..

Further to not entirely break current mechanics it might be important to boost scanning and its effectiveness.

My suggestion would be to get ccp to make it possible to directly link scan results and any bookmarked location via chat, so we would not need the bookmarks feature for anything except storage.

A minor update to the map function would also help a lot. We need a smaller "HUD" version of the local area while inflight. The current F10 version have needed an upgrade for quite a few years.. A small tactical map for some changes along the OPs suggestion would be about time.

Things along this direction of thinking might get activity off the gates and stations, and out into actual space. Without tactical and ability of pursuit that will never happen.

Nikk Narrel
Moonlit Bonsai
#10 - 2012-05-15 20:28:49 UTC
I think you have an interesting idea.

I have a couple of suggestions.

How about this: Since you are suggesting a decentralized landing method in the target system, any fleet activities would require a focal point in order to arrive together.

I would suggest an effect similar to a cyno beacon. Call it a fleet beacon. Due to the energy levels it shows up on the overview like a cyno beacon does.
The FC would create it, and initiate the fleet jump. Probably happen as a procedure, could look cool.

Fleet align (point at distant system with all ships)
Fleet interlink drives (ties together the nav computers, generates an energy signature at the target, the fleet beacon)
Fleet warp (fleet travels to the fleet beacon in target system)

For regular ships, no overview visible beacon is created, but one visible on D-Scan is made. This D-Scan beacon is 100% warpable to any ship detecting it.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2012-05-15 20:59:10 UTC
Lord X3n0s Aeon wrote:
Danika Princip wrote:
You've never heard of a choke-point, have you.


Also, exactly how, with your proposal, would a 0.0 group even attempt to keep every random hostile in the entirety of new eden from just piling into their space? With camps there's at least a chance to catch them.


I have. Well, it's pretty unrealistic/silly in such vast regions of space to have a singular choke-point to enter/exit that region. I get why it made sense from a development standpoint early on, but there's opportunity for something much greater.

This re-focuses defense from a single point in space back to the installations/starbases/planets in that system. Just to clarify, under such a system gates would *still be* your only way in and out. What you're doing is making it such that rather than 5-10 people effectively camping a gate it takes a substantial force that's well spread out, organized, and can respond with necessary force at the position incoming attackers regroup. This is augmented with substantial re-entry signatures being broadcast by the incoming ship's re-materializing. Such an action would light up the defender's sensors like a Christmas tree, meaning that any attacking force would have to quickly reorganize before it could attack.


You could also throw in fleet dynamics. The mass effect codex actually presented this as a difficult tactical tradeoff for admirals. Fleets launched one-after-the-other could be launched more "accurately", but the few initial ships would have relatively little firepower and could be overwhelmed. Launching all together however would give your more punch on landing however you would be more spread out, potentially a tactical gamble if your support ships are closer to your enemy than your capitals.

Yeah, defending your gate is no longer shooting fish in a barrel, more like.... a large aquarium.

http://masseffect.wikia.com/wiki/Codex/Ships_and_Vehicles#Space_Combat:_General_Tactics

See "trans-relay assaults"


Which makes it effectively impossible for small groups to defend a system, or for small gangs to harass stragglers of large fleets, cut off allied systems by sitting on a bottleneck gate, or even to shoot idiots moving through unscouted. Removing gatecamps does kind of have far reaching effects I don't think you're really considering.
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#12 - 2012-05-15 22:54:46 UTC  |  Edited by: Lord X3n0s Aeon
Quote:
Which makes it effectively impossible for small groups to defend a system, or for small gangs to harass stragglers of large fleets, cut off allied systems by sitting on a bottleneck gate, or even to shoot idiots moving through unscouted. Removing gatecamps does kind of have far reaching effects I don't think you're really considering.

[/quote]

"makes it impossible for a small group to defend a system"
Not impossible, just different. I'll explain in a bit.

"or for small groups to harass stragglers of large fleets"
Well, yes and no. Yes in that large fleets would no longer travel through gates in a linear fation. No in that far superior mechanics could then come in to play.

Here's the problem. The current system is absurd. Of course people that profit well off the current one don't want it to change, but let's put this in different terms. The current state of things is sort of like if the state of Wyoming was encircled by impenetrably tall mountains 360 degrees except for one vary narrow pass. In such a situation it's conceivable that a tribe of native americans could defeat a squad of marines and in effect, hold *the whole state of Wyoming*. It's so ridiculous that that if you transcribe the situation into earthly terms it just sounds ridiculous. Because that's what it is.

This would re-focus defensive strategy off of a silly singular system-wide choke point and back to belts, moons, starbases, and planets. What would the hypothetical Indians in a real life situation do without their impenetrable mountain range? They'd fight in rivers, woods, hills, and their cities. Not only does this result in a more diverse set of terrains for combat, but I'd go so far as to say a better one.


Here, I'll present an example of something like you describe under the hypothetical mechanics:

A defending FC learns that a far superior (numerically) force is going to be simul-warping on his system's gate. Knowing he doesn't have the numbers to take them head-on, he devises a three prong strategy:

1. Place a small expendable force of low-shield, high DPS, and short-range "shotgun" ships in spherical positions out from the gate spaced dozens of Km apart.

2. Place cloaked scouts in all 3 of his system's belts, 2 moons, and 1 planet.

3. Have the rest of his forces clustered near his starbase

The attacking fleet warps in, large in number they are very spread out from the gate. The defender's phase 1 ships open fire. Some are surrounded by capitals and fall quickly, others cargo and support vessels. The attacking fleet quickly annihilates the phase 1 ships, but suffers significant hits to their support fleet as the defender's ships targeted only the vulnerable ones before they fell.

The attacking FC had ordered all of his forces to instantly warp to the 3rd asteroid belt in the system upon landing. The surprise tactic of the defenders had resulted in some of the attackers warping instantly while others diverted to destroy the ambush.

The defending FC watches as his phase 1 get blown to pieces, but he had what he needed. His scout at asteroid belt 3 reported roughly 15% of the attacking fleet landed at the belt, and most were support ships. The defending FC warped all of his forces to belt 3, obliterating the attackers that landed on time.

The attacking FC re-ordered his now scattered forces to warp to the rally point

The defenders took this as an opportunity to focus-fire on the attackers out-of-sync launch to belt 3, scoring impressive hits until they were quickly outnumbered. The defending FC quickly ordered his forces to retreat to the starbase.

Under cover of their starbase's guns and heavy shielding it was almost a fair fight, though still slightly in favor of the attackers still-greater numbers. Rallying at belt 3, the attacking FC realizes that the costs will be too high taking the base and decides to abort. The defender's cloaked scouts sees the fleet rally and hold position. The defending FC decides to try something bold.

He warps all of his forces to the gate. The attacking FC orders his ships to retreat and rally in a distant sector.

The attackers crash into the defenders, the ships explode out of warp on an arc for the gate, existing in space for only a few seconds before jumping. The defending FC orders his ships to focus-fire on the weakest ships, flickers against the background of space as cruiser's and frigate's broken hulls bounce off the shields of carriers as they jump. The damage was done.

"...... idiots that didn't scout"
That's a feature not a bug. As ships exit the gate large, noticeable signatures emit their location. This allows fast interdiction ships to attempt to lock down incoming scouts and ships. For small, inexperienced, 1-ship players they can jump to the next gate without much chance of death. If you drive on the interstate through the ghetto you're fine. If you pull off the highway and take a walk at 2am, good luck bro.
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#13 - 2012-05-15 23:50:50 UTC
Sorry, the post system is acting weird. I wrote a long post, posted it, and it was gone! Couldn't get it back either, had to re-type it all. Evil
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#14 - 2012-05-16 00:01:11 UTC
Loius Woo wrote:
I think it is a good idea.....

Perhaps needs some refining but I can see how it would work.

As for the signature after you "land" in your new system, perhaps a warp able object on overview that shows up at a greater range and for a longer duration the larger your signature radius.

Also, can you do a "fleet jump" and have your fleet land on the same grid? If not that could make it very difficult to manage fleet fights.



Sure, the gate would factor in the # of ships and total tonnage and have some sort of drift factor. The larger the cluster, the greater the dispersion.
Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2012-05-16 00:33:45 UTC
You've...never actually been in a large fight, have you. They won't go like that at all.
Lord X3n0s Aeon
Deep Core Mining Inc.
Caldari State
#16 - 2012-05-16 00:48:07 UTC
Danika Princip wrote:
You've...never actually been in a large fight, have you. They won't go like that at all.


Well no... not all of them. There's billions of different possibilities and lots of different existing techs I didn't even mention. I was making a limited example within the bounds of the modified mechanics where someone's using a jump gate.

Don't keep me hanging though. Feel free to "enlighten" me with what you're alluding to.