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Player Features and Ideas Discussion

 
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0.0, Eve, and How to Fix What Has Been Broken Over Time.

Author
HakerElite
Ganja Labs
Exodus.
#1 - 2011-09-27 19:08:20 UTC
I will be as forward and straight to the point as possible :P

0.0 used to be like the Wild West, with lots of risk and benefits for that risk. Now 0.0 has become to easy and risk free on top of the fact that Empire is now worth a lot more with even less risk.

Primary Changes:
-Get rid of Local.
-Upgrade/Remake the Directional Scanner. Make it more interactive (Helps against bots as well :P)
-Get rid of Jump Bridges.
-Force Titans to be at least 15km off of PoS shields in order to activate their portal.
-Make 0.0 worth twice as much if not more.

This will promote more small gang everyday warfare and repopulate 0.0. Before jump bridges and Titan portals pilots had to travel the pipes and choke points of 0.0 creating a lot of activity; essentially it populated nullsec. Not to mention previously Freighter's had to be escorted through 0.0 as opposed to just being portaled/jump bridged around. 0.0 used to be filled with people out to make isk, but now it is almost vacant compared to the way it used to be, and a lot of this is due to Empire being worth more.

Secondary Changes:
- Make Sovereignty so flimsy that it requires active bodies to defend it. If there is no one there to actively defend it, 5 people alone should be able to take a system over.

This will have many effects, but primarily it will create a lot of activity in 0.0. Secondarily Eve will get a lot more interesting with all of the little groups and alliances that will pop up.

This will allow for alliances and power blocs to be only to take what they are actually going to use. The benefit of a powerblock now is having more bodies spread around to actively defend more systems. It is this as opposed to the current broken system where mega-powerblocks own all of 0.0 most of which is not even populated.

It will also make large fights a lot more interesting than the way things are currently.

More Secondary Changes:

-Fix the docking radius of stations. They should all be kick-outs. (Implement Tractor Beams? Pretty Please :P)
-Enable the player to look outside the station before undocking.

Absurd Tertiary Changes:

Make non-npc stations destructible. (Risk is what makes Eve great :P)
Solinuas
Viziam
Amarr Empire
#2 - 2011-09-27 19:18:15 UTC
I like everything you have suggested exept the local change, i say leave local there but make it have like a 30 sec to 1min update delay so it isnt "Real-Time" but is delayed and updates at intervals, because if nullsec has no local wormholes loose a lot of what makes them unique, and that would be tragic.

However as i stated earlier, seems pretty solid to me.
HakerElite
Ganja Labs
Exodus.
#3 - 2011-09-27 19:30:09 UTC  |  Edited by: HakerElite
Solinuas wrote:
I like everything you have suggested exept the local change, i say leave local there but make it have like a 30 sec to 1min update delay so it isnt "Real-Time" but is delayed and updates at intervals, because if nullsec has no local wormholes loose a lot of what makes them unique, and that would be tragic.

However as i stated earlier, seems pretty solid to me.


The directional scanner would need to be upgraded and reworked with this as well. The fine details I haven't worked out, but this is a more interesting interactive substitute for local.

edit:

There should be no way to identify friendly or foe w/o either prior intelligence gathering or visual contact.

Also I won't speak to much on it since I primarily do not play in WH's, but I would think that the constant changing of the locations of WH's as well as the WH mechanics themselves are what make wormholes unique and different as well as their value.
Insane Randomness
Stellar Pilgrimage
#4 - 2011-09-27 22:14:13 UTC
I like it. All of it. I can agree with the post of a 30 second delay. If this is put into place, it could allow for lightning quick strikes, yet intel pilots could have a very good job hunting targets down.
HakerElite
Ganja Labs
Exodus.
#5 - 2011-10-15 22:36:18 UTC
bump
ShahFluffers
Ice Fire Warriors
#6 - 2011-10-15 23:34:12 UTC  |  Edited by: ShahFluffers
I like it. The low bar enables smaller alliances to get their foot in the door (at the very least) and doesn't really change the current "blob" tactics. Hell... it might even encourage smaller skirmishing gangs to go out and do some real damage.

And the "delayed local" with "upgraded D-scan" seems to be a pretty good compromise.

Supporting.
Messoroz
AQUILA INC
#7 - 2011-10-16 03:05:45 UTC
Dscan works fine in wspace, don't know why kspacers are so terrible at it. Most competent scouts and locate and be on top of ratters in seconds in wspace using dscan.
HakerElite
Ganja Labs
Exodus.
#8 - 2011-10-17 20:18:28 UTC
Local should be made completely passive as wormhole space is.

I will go ahead and throw some possible idea's for changing the Dscan out there. This isn't any final ideas or anything just some possibilities.

An example of a Dscan upgrade (this is all speculation):

-Dscan is now passive, so you don't have to constantly tap the scan button. Or even perhaps you can have a passive and active mode?

-Upgrade the Dscan to have multiple range settings, 14au/50au/300au. *Note* The ability to fine tune the range should remain, just think of these as different intensity/precision settings.

-Dscan now varies by range and has multiple range settings. The shorter the range setting on the Dscan the more information you get.

-At the longest range setting you can only tell that a ship is there.
-At a midrange setting you can only tell what size the ship is.
-At the shortest range setting which should be the standard 13au/s you can tell what shiptype it is and whether it is physically being piloted. (If the ship is abandoned or not.)
Spr09
Abyssal Echoes
Invidia Gloriae Comes
#9 - 2011-10-17 20:39:36 UTC
null has tons of profit, you're either doing every alone or you're sitting in stations ever hour you're online.

dscan doesnt matter as much in null, and making passive and getting more info would mess up wormhole space mechanics big time. get combat probes if you want to find who they are!

as for local, it should be removed or only tell how many are in system without showing who.

titan bridges i agree with also.

jbs were already nerfed, they should stay but take out about half of the stargates in null. imo this would make attacking/defending sov need some strategy rather than blobbing with battleships.
HakerElite
Ganja Labs
Exodus.
#10 - 2011-10-18 16:33:00 UTC  |  Edited by: HakerElite
Another solution for jump bridges is they could be placed at planets.

But the reason I want jump bridges removed is because it populated the pipes of 0.0 and if camps were formed then the locals would have to clear out those camps or be stuck. Which made things interesting. Think M0o perma camping choke points :P
Taint
Deep Core Mining Inc.
Caldari State
#11 - 2011-10-18 16:48:37 UTC
-Get rid of Local. NO !
And then there will be no need for this -Enable the player to look outside the station before undocking.

Insane Randomness
Stellar Pilgrimage
#12 - 2011-10-18 17:04:30 UTC
Bump for support, and something that needs to be worked on.
HakerElite
Ganja Labs
Exodus.
#13 - 2011-10-18 18:28:53 UTC
Spr09 wrote:
null has tons of profit, you're either doing every alone or you're sitting in stations ever hour you're online.


Eve is about risk vs. reward and atm Empire is worth more in comparison with the amount of risk. Basically I want to make 0.0 risky and fun/exciting for that matter and make the reward for that risk worth it.

I am also trying to concentrate on populating 0.0 a lot more than it is.

Spr09 wrote:
dscan doesnt matter as much in null, and making passive and getting more info would mess up wormhole space mechanics big time. get combat probes if you want to find who they are!


I am definitely not suggesting Dscan should give you any pilot information, only ship type information. So if that is what you are talking about I agree 100%.

Spr09 wrote:
jbs were already nerfed, they should stay but take out about half of the stargates in null. imo this would make attacking/defending sov need some strategy rather than blobbing with battleships.


Making sov flimsy will go a long way towards more interesting strategy based fights. Also with Eve's constellation and regional chokepoints if jump bridges are effectively changed or removed it will bring this back.
Mai Loi
Aliastra
Gallente Federation
#14 - 2011-10-18 23:07:55 UTC
Solinuas wrote:
I like everything you have suggested exept the local change, i say leave local there but make it have like a 30 sec to 1min update delay so it isnt "Real-Time" but is delayed and updates at intervals, because if nullsec has no local wormholes loose a lot of what makes them unique, and that would be tragic.

However as i stated earlier, seems pretty solid to me.


Just a random thought. What about local showing the number of people in system but not a list of names or whatever??
Mfume Apocal
Brutor Tribe
Minmatar Republic
#15 - 2011-10-19 01:48:02 UTC  |  Edited by: Mfume Apocal
HakerElite wrote:
- Make Sovereignty so flimsy that it requires active bodies to defend it. If there is no one there to actively defend it, 5 people alone should be able to take a system over.


brb, taking all XDeath sov in the USTZ while they sleep

Quote:
This will have many effects, but primarily it will create a lot of activity in 0.0. Secondarily Eve will get a lot more interesting with all of the little groups and alliances that will pop up.


no it won't small groups tend to be focused in one TZ, maybe two if they stretch themselves. dickheads like me will just run around taking their sov AFK with a handful of stealthbombers until they either 1) go back to empire or 2) become large enough to have full TZ coverage, either with blues or just expanding their alliance

HakerElite wrote:
I am also trying to concentrate on populating 0.0 a lot more than it is.


umm, your ideas, not helping.
HakerElite
Ganja Labs
Exodus.
#16 - 2011-10-19 18:32:20 UTC
bump