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Player Features and Ideas Discussion

 
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VOID SPACE inprogress

Author
Shelley09
The Scope
Gallente Federation
#1 - 2013-04-25 21:07:08 UTC  |  Edited by: Shelley09
After hearing from eve HD stream and various DEV posts etc the idea another type of space has been chucked around a lot well here's my proposal (of which i intend to keep my ideas back a little to give a chance for more discussion)

(for a start let me tell anyone reading this I've experienced all parts of eve and by no means share a bias view and intend to give a balanced opinion on play styles)

This is mainly written as after being mainly a low sec fc, I've noticed it becoming a lot of blob warfare once again, due to lack of player restriction, this forces fc's to get equal numbers to fight, and a general dilution of individual player skill (not to be confused with skill points)

Base idea for this type of space:
Truly dynamic (no non-player item in space is older than 1 month)
not influenced buy any large groups of players alliance or otherwise for no longer than 3 weeks
force escalation due to limited options (this can be in ship types /numbers or both depending on environment
truly dynamic NPC attacks that force players to adapt within given time frame rather than go farm, guaranteed isk if such and such is blown up/taken over
allows new and old players to become fwends buy having a use for all (again player skill specifically)

Base idea for mechanics
no win solution in fleet comp or number
as available ISK opportunities increase difficultly increase - force the players skill at FCing and organisation to adapt and improve rather than the next skill or ship/numbers.

yes have some sort of base - POS or station type structure , however a lot less hp than normal structures we see in eve,but with slightly longer reinforcement to enable 2-3 days prep (as if more players needed requires more logistics)

Method of entering/leaving
running parallels with wh's however with enabled jump cloning allows logistic fleets (making caps more useful on small scale also) to bring in ships for escalation if need be
i would imagine this being a special type of Stargate that requires each individual player to prove themselves in order to enter (again via player skill not ship type or number however not limited to)

limited only by time and type of ship (E.I not mass or stability) AND individual players
gives option to players to either fight together or solo within said void systems based on a recommendation system from past events per player (e.g specialized medals) enables constantly in flux fleets and applies pressure to all parties, flight or flight system

The story
just an idea ofc but i would like to see this be applied to back-story of the unstable eve gate, parallels to grav distortions and constant change and danger associated within
but i'm not much of a role player :} however understand some people like this level of texture to game-play
_______________
please share your thoughts humbly :)
-Shelley09


Situational ideas of mine (deliberately not to detailed here)
mining (i know yawn) + asteroid salvage (yay - not specifically through a salvaging system) possible good place to include planetary ring mining if feesable
whereby depending on (unspecified) difficulty applied gives said reward, however again certain mechanics in flux to stop repetitive farming.

npc's (on your side) yes that's right :} npc's that can won in your favor to fight for u in order to even the odds here,i would imagine rewarded through a corp/alliance temp group of players wide achievement (protecting an installation from other plyers for example)

npc engagements by which players can involve themselves in, so instead of you entering site and look things spawn; they're already there and screaming at you in local for 'halp'.

aaand many More juicy features which don't require humungas rewriting of code ,from what i can tell
Jureth22
EVE-RO
Goonswarm Federation
#2 - 2013-04-25 21:20:58 UTC
good ideea.but lets face it,ccp doesnt give a **** about players ideas especialy as complex as this one
Shelley09
The Scope
Gallente Federation
#3 - 2013-04-26 17:59:05 UTC
Jureth22 wrote:
good ideea.but lets face it,ccp doesnt give a **** about players ideas especially as complex as this one

Too true, however due to discussions I've witnessed involving ccp soundwave and guard, talking about this kind of thing, it may hoepfully gain some interest.
Shelley09
The Scope
Gallente Federation
#4 - 2013-04-26 18:37:54 UTC
i just saw a a point made on HD stream at fanfest whereby stargates where constructed via players, this woudl tie in really nicely with my proposal
Shelley09
The Scope
Gallente Federation
#5 - 2013-07-03 21:38:14 UTC
bumpady bump bump
Nikk Narrel
Moonlit Bonsai
#6 - 2013-07-03 22:04:13 UTC
Here is a neglected concept:

Introduce mission like scenarios where it is a known detail that a no win situation is imminent.

Hostile NPC, whatever, but the players need to evacuate an area under mounting hostile presence.

The purpose? Higher and higher escalating rewards become available, the longer the players can endure.

A group of defensive ships tanking and holding back assaults so rare items / ores / salvage can be recovered.

Wait too long, and lose everything when your ship gets popped.
Leave too quickly, and hear about the great loot others claimed after you left.

Players should need to evacuate a system, leaving by a gate or similar entry point.
ratuchikaka
Center for Advanced Studies
Gallente Federation
#7 - 2013-07-04 01:46:43 UTC
Nikk Narrel wrote:
Here is a neglected concept:

Introduce mission like scenarios where it is a known detail that a no win situation is imminent.

Hostile NPC, whatever, but the players need to evacuate an area under mounting hostile presence.

The purpose? Higher and higher escalating rewards become available, the longer the players can endure.

A group of defensive ships tanking and holding back assaults so rare items / ores / salvage can be recovered.

Wait too long, and lose everything when your ship gets popped.
Leave too quickly, and hear about the great loot others claimed after you left.

Players should need to evacuate a system, leaving by a gate or similar entry point.

Make a separate thread for that please, it's a nice idea.