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Player Features and Ideas Discussion

 
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A Few Points of Interest....

First post
Author
BinaryData
The Scope
Gallente Federation
#1 - 2012-11-11 05:57:08 UTC
Well, let's get to the point....

Also, Suggestions are welcome. Don't be an ass, or rude.


I've sat here awhile thinking about some things I've noticed over my many years of playing EVE. I've come to the conclusion that CCP has fallen behind on new ideas, and constructive expansion for many areas. Over the last year, CCP has made some nice advances, though a good portion of them directed at High Sec, and the nerf bat directed towards nullsec.


A few ideas are;

Sov Levels 4 & 5: Absolutely no use for them. Take advantage of it.

Ideas for SL 4 & 5: Pos module that allows for decloaking of ships. Can be fired off once every 30 minutes, and requires a combination of fuels, and the right frequency to disrupt the field. Add a skill that requires Anchoring V, and POS Gunnery Defense 5, for the use of the module, it would limit everyone and their brother from being able to use it.

Fuel:
1,000 units of Every Racial Isotope
1,000 Units of Liquid Ozone
2,000 Units of Strontium Clathrates
100 Robotics
2 Capital Grade Multi-Frequency Crystals.

The device would take 5 minutes to charge, each level of the skill would allow an increase of distance. The SP required would be a 8x or 10x skill (Take the time of a 1x Skill multiple it by 8 or 10, and that would be the required SP/Time)
L0 - None
L1 - 25 AU
L2 - 50 AU
L3 - 75 AU
L4 - 100 AU
L5 - Any Distance.


Gravimetric sites need a bit of a beefing up. I believe that ice belts should be included in the random spawning of the NullSec iHub upgrade. You could get a Ore Belt or Ice Belt, the higher the Industry level, the bigger the belt (obviously). Wormholes should also be included in the random spawning. We don't have an iHub to upgrade it, so ours is by chance. It would also help balance the market when things like Siege Jita or Hulkageddon comes around.

Industry L1 - 10,000 Units of Each Racial Ice
Industry L2 - 20,000 Units of Each Racial Ice
Industry L3 - 30,000 Units of Each Racial Ice
Industry L4 - 40,000 Units of Each Racial Ice
Industry L5 - 50,000 Units of Each Racial Ice

Plus the Strontium Clathrates Iceroids. Which would be limited in the amount of blocks that could be withdrawn. I don't know the names off hands, so if someone could post them, that would be wonderful.

If the system has a naturally occuring Ice belt in it, the chances of a Industry upgraded Ice belt to spawn, would be lowered to about 25% chance. The belt would stay there for 3 days, then cycle again like it does now. If you mine it out, belt would respawn in 30 minutes, and the amount of blocks per ice roid would be lowered.


The nullsec industry has been nerfed quite a bit. The removal of drone minerals really shocked the market. Titans used to be 80 - 85billion for a T2 travel fit, now they are 105billion for travel fit. Fully fit titan runs 115billion - 120billion with standard deadspace fit, Depending on the race it is.


Last but not least;

With the amount of fire power that nullsec has, and how powerful alliances are, I believe stations should have upgrades to them to increase their defenses.

NCdot, Black Legion, Goons, and TEST have proven that they can flip a station quite easily. I believe the defenses should be increased. Sov is too easily taken these days, with the amount of players people can deploy, the mechanics simply cannot withstand it.

I believe stations should have a module, like the factory slots upgrade, and the refinery up grade, etc.. that increase its shields, armor, structure, and resists. The modules would be too big for JFs, that way alliances couldn't just mass jump them down.



I feel that CCP has neglected nullsec, and wormholes for far too long. They've made Empire more profitable than nullsec! Which is outrageous. High Sec can make just as much money, as wormhole people, WITHOUT the risk. I'm not saying nerf high sec, I'm saying balance the damn game. Low-sec & Null Sec incursions are damn near impossible to run, unless you've got scouts every where, and a large enough fleet to combat them. But in nullsec if you move an 90 man fleet, people will notice, spies will talk, and ruin the effort. I would know, I tried setting this up with IRC, and Hades. when I was a member of both alliances.


So, in light of this post, what do people think?
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#2 - 2012-11-11 06:23:41 UTC
Moving this from General Discussion to Features and Ideas.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Mallak Azaria
Caldari Provisions
Caldari State
#3 - 2012-11-11 06:24:06 UTC
So this was a nerf AFK cloaking thread that you tried to disguise.

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BinaryData
The Scope
Gallente Federation
#4 - 2012-11-11 06:33:39 UTC
Mallak Azaria wrote:
So this was a nerf AFK cloaking thread that you tried to disguise.



And a troll appears! Someone get a poke ball so we can capture it, and shut it up!
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2012-11-11 11:54:58 UTC
BinaryData wrote:
Mallak Azaria wrote:
So this was a nerf AFK cloaking thread that you tried to disguise.



And a troll appears! Someone get a poke ball so we can capture it, and shut it up!


Hardly trolling. The POS module idea is suggested what, once a week?
Omnathious Deninard
University of Caille
Gallente Federation
#6 - 2012-11-11 12:08:05 UTC
Danika Princip wrote:
BinaryData wrote:
Mallak Azaria wrote:
So this was a nerf AFK cloaking thread that you tried to disguise.



And a troll appears! Someone get a poke ball so we can capture it, and shut it up!


Hardly trolling. The POS module idea is suggested what, once a week?

Only ONCE a week, I see it more like once every 2 or 3 days. Doesn't change anything though it was a bad idea years ago and it is a bad idea now.

If you don't follow the rules, neither will I.

Little Dragon Khamez
Guardians of the Underworld
#7 - 2012-11-11 12:37:25 UTC
i dont mind the idea personally as slong as it's done in a consistent way with the how the rest of the eve universe works in that an area of effect weapon blasts out a field of physical particles and requires a lot of ammo and powergrid etc to do so. Cloaks only collapse when they encounter something physical in anycase so a cloud of particles held in place around the pos by a weapon might do it, make it similar to a gas cloud etc. Thing is though there should come a point where the weapon is ineffective.

Personally I don't mind afk cloaks in system, I know they are there thanks to local and I assume that I am being watched and behave accordingly.

Dumbing down of Eve Online will result in it's destruction...

BinaryData
The Scope
Gallente Federation
#8 - 2012-11-11 17:34:24 UTC
The whole idea is to be able to detect cloakers, but not completely ruin that specific style of play. There used to be probes, but they removed them.

I could see once every 2 - 3 days working, but then the person could just re-cloak after you've pulsed it, and be cloaked for another few days while the module "cools down". The module would be like a cyno beacon, cyno jammer or jump bridge, it'd sit out side.


I was thinking a minimum of once every few hours, but fuel costs to fire it that often would degrade the module. Like an overloaded module gets heat damage, the same would happen to the module. Requiring you to "rep" it with logistics of some sort. Wouldn't be able to rep it until it "incapacitated" itself so to speak. Unanchorable, invulnerable to damage at that point, you'd HAVE to rep it in order to get rid of it.



What do you ladies & gents think about the other points of interest, I mentioned above?
CraftyCroc
Fraternity Alliance Please Ignore
#9 - 2012-11-12 02:08:38 UTC
cloakers are supposed not to be able to be detected - however i don't see why there couldn't be a high slot ship module that fires out charges of magic within a 5km radius to uncloak things...
Luka Datitties
Star-Gate Command
#10 - 2012-11-12 02:17:28 UTC
CraftyCroc wrote:
cloakers are supposed not to be able to be detected - however i don't see why there couldn't be a high slot ship module that fires out charges of magic within a 5km radius to uncloak things...


They are called drones dude. Assist to your fleet mates and they decloak everything in their path.
Jackal Datapaw
Doomheim
#11 - 2012-11-12 02:30:51 UTC
Currently cloaking is so broken that it balances itself, you can never truely sneak in a system, everyone knows you are there AKA local, most cloaking vessels are weak in true combat, so when they can't cloak they tend to go smoosh.

The problem lays is this, one needs to fix so many things about cloaking. So in layman terms it this

Cloak needs a certain kinds of buffs before it can receive a nerf.
BinaryData
The Scope
Gallente Federation
#12 - 2012-11-12 05:24:05 UTC
Luka Datitties wrote:
CraftyCroc wrote:
cloakers are supposed not to be able to be detected - however i don't see why there couldn't be a high slot ship module that fires out charges of magic within a 5km radius to uncloak things...


They are called drones dude. Assist to your fleet mates and they decloak everything in their path.


You've obviously never lived in a wormhole. You HAVE no local. You only have dscan, which is where this module would play a bigger role in than nullsec, or lowsec. The module would be restricted to lowsec/nullsec/wh space. Uncloaking people in HS would be too ********.