These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

The Hunt for Red October

Author
Saede Riordan
Alexylva Paradox
#1 - 2012-08-02 05:24:12 UTC
So, I just rewatched the Hunt for Red October, and I must say, I rather wish eve was more like that movie. It gave me a lot of ideas for some small (and not so small) changes to eve that could make the gameplay more awesomesauce. Since I came up with a whole bunch of sort of random ideas all at once, I figured I'd just post it all in one.

At a glance some ideas:

*Being able to turn off everything (engines, shields, lights, toilets, everything) on a ship in an attempt to lose a pursuer.
*A constant, low level passive intel source, similar to listening sonar, maybe a permanently running version of the d-scan, one that autoupdates.
*An active scan that is very powerful, but also projects your location to your enemy.
*Change cloaking a bit so that when cloaked, ship is slightly out of sync with reality and therefore can't just see other ships on the overview, (change the in space view maybe? give it a weird visual distortion/colour shift?) they have to user their passive scanners (or should they want to risk detection, their active scanners.)
*Counters for cloaking using scanning when visual (overview) doesn't provide anything (THIS SHOULD BE TRICKY AND REQUIRE A DEDICATED VESSEL)
*The ability to hide from enemy ships by getting into their engine wakes
*slow moving weapons that can be used with sensors with no target locks, that can also be dodged and redirected and distracted with countermeasures
*While we're on the subject, countermeasures at all would be nice
*being able to drop 'pins' in space to plot out a complicated course that your ship would then traverse, allowing greater control then at present.
*the ability to show past tracks and projected bearings on the tactical overlay

this is just first pass stuff, its all open to discussion
Rek Jaiga
Teraa Matar
#2 - 2012-08-02 05:33:25 UTC
I tried playing the cloaky "sonar guy" in FW by sitting around in a Cheetah, probes deployed, giving information to my fleet-mates. It wasn't nearly as satisfying as what you're describing though. Some of the stuff would be hard to imlpement (stealth by hiding in engine wakes, etc) because it would require constant vectory analysis, but the gist is nice!

+1
Teshania
Silent Lazy Miners
#3 - 2012-08-02 15:23:13 UTC
Saede Riordan wrote:
So, I just rewatched the Hunt for Red October, and I must say, I rather wish eve was more like that movie. It gave me a lot of ideas for some small (and not so small) changes to eve that could make the gameplay more awesomesauce. Since I came up with a whole bunch of sort of random ideas all at once, I figured I'd just post it all in one.

At a glance some ideas:

*Being able to turn off everything (engines, shields, lights, toilets, everything) on a ship in an attempt to lose a pursuer.
*A constant, low level passive intel source, similar to listening sonar, maybe a permanently running version of the d-scan, one that autoupdates.
*An active scan that is very powerful, but also projects your location to your enemy.
*Change cloaking a bit so that when cloaked, ship is slightly out of sync with reality and therefore can't just see other ships on the overview, (change the in space view maybe? give it a weird visual distortion/colour shift?) they have to user their passive scanners (or should they want to risk detection, their active scanners.)
*Counters for cloaking using scanning when visual (overview) doesn't provide anything (THIS SHOULD BE TRICKY AND REQUIRE A DEDICATED VESSEL)
*The ability to hide from enemy ships by getting into their engine wakes
*slow moving weapons that can be used with sensors with no target locks, that can also be dodged and redirected and distracted with countermeasures
*While we're on the subject, countermeasures at all would be nice
*being able to drop 'pins' in space to plot out a complicated course that your ship would then traverse, allowing greater control then at present.
*the ability to show past tracks and projected bearings on the tactical overlay

this is just first pass stuff, its all open to discussion


already Being discussed check out the thread.
https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread

We need a Bounty Button on the Forums