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Player Features and Ideas Discussion

 
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Few ideas for exploration from an old explorer

Author
Karma Codolle
Chimera Research and Development
#1 - 2013-08-21 05:04:45 UTC
So i've given it a few months and originally was fine with it, but have come to the conclusion that truly it has been made far far too easy. Exploration is supposed to be about the unknown and reaping the great rewards that come with braving out far from your home system. But a funny thing about the unknown is that it stops being unknown when everyone is able to jump out and see everything and do everything with no skill needed.

First off please remove the pinpoint formation. I loved it at first, not having to play with my probes every which way, but quickly realized that it made the process stupidly too easy.

There used to be a small skill in fine tuning the position of each probe to scan out the site. The new system completely removed that learned skill. Now all one needs to do is make sure the little red dot is centered on the white box and just shrink the bubbles down. I remember when was down to .25au having to constantly play with the probes position to finally jump the sig from 97% to 100%

This was not a skill that could be trained, but had to be learned from others and then fine tuned yourself to make your scanning efficient.

The new system spoon feeds everyone far far too much.

The sensor overlay is ok in a sense. I would like to see some changes regarding it.

First off it doesn't make too much sense that everyone can see everything. The anoms and grav sites are fine for everyone to see. Those make sense to an extent. Only ones that dont are the non-system upgradable grav site spawns. But i'll give and leave that be.

What doesn't make sense is a non-explorer trained pilot in a non exploration ship being able to detect unknown signatures right off the bat and doing this with some degree of accuracy of their location just doesn't make any sense.

Ships that should be able to detect unknown sigs are exploration class. I.E Exploration frigs or T3 with appropriate subsystem.

Outside of those, no ship should be able to see unknown sigs without launching probes.
Now in addition to that. Exploration ships should not have the sigs location determined to any degree without any additional skills.

For example right now. I launch probes when i see an unknown sig and right away I can generally avoid scanning the whole system to find it's general location and just pinpoint down to 8au and place probes around the red bubble that automatically comes up without scanning and work that down in a minute.

I propose introducing 2 new skills that would effect exploration ships.
(i'm terrible at coming up with names be forewarned!)

ArrowExploration detection
Each level of this skill increases the range of detection upon initial overlay scan of unknown signatures in a system.
Note: Only effects exploration class vessels.

I - Detects up to 5au
II - Detects up to 10au
III - Detects up to 25au
IV - Detects up to 75au
V - Detects up to 300au (aka an entire system I know there are some massive ones out there)

ArrowExploration pinpointing

Each level of this skill allows for more efficient scanning. Allowing a pilots overlay scan to pinpoint what section of space the signature resides.

(essentially without this skill you can still know there are scannable sigs in a system via exploration detection, but that's all you know. You launch probes you don't get a nice red bubble telling where you start. You have to manually start by scanning whole system. Like the old days)

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Karma Codolle
Chimera Research and Development
#2 - 2013-08-21 05:04:59 UTC  |  Edited by: Karma Codolle
Now on to Relic and Data sites themselves.

ArrowFirst off decrease the strength of Relic sites to make them harder to scan down. They're supposed to be abandoned, they should have weak signals that are difficult to scan.

ArrowSecond re-introduce rats to Data sites. It makes sense with relic sites not having rats, being the remnants of a battle or some lost temple. But personally I didn't think it made much sense with Data sites to remove the rats.
Though a new combat class Relic site should be introduced. Storyline wise coming across something abandoned that local pirates found first and having to defeat them to access the loot. And who knows since these are explorer class pirates, the rats could possibly drop more interesting loot and hey i might be reaching here but maybe make the difficulty that of a 8/10-10/10 for amount of rats to battle. And it could be a relic site that escalates :D to some pirate exploration complex (because sometimes it's fun to follow breadcrumbs)
but anyway i digress (but yes a simple combat relic site to change things up and add some risk/difficulty for the unprepared explorer)

Arrow Thirdly in regards to the mini-game a new defense node is needed. I honestly don't care what people say about the mini game it's fun in a way and better than the old system.
Seriously the old system was literally just you staring at your screen while your module cycled over and over and over again till it finally cracked it. I've had it take 5+ minutes before. The old system was honestly only a little bit better than station spinning in terms of enjoyment. The mini-game is far better. Having said that i'd like a new defense node.

Defense node: Explosive firewall (like i said i suck at names)

Upon discovery (aka uncovering it) the explosive firewall deals a significant amount of damage to the pilots ship.


Obviously the more valuable the can the higher the damage. More than one can be found per a game, forcing players to actually risk their ship and loot they've acquired so far. Or abandon the can and using up one of their 2 chances.

This makes doing sites with just your covops frig a bit riskier obviously. And brings back the old trap from failed hacking attempts.



lastly! I'd would like to offer that the t1 exploration frigate being given a special role that bypasses the 2 skills i mentioned above. Essentially using it would let you see all unknown sigs in a system regardless if those skills were trained. This way newbies can get a feel for exploration easier. I wouldn't be too worried about abuse of it as the t1 frig would be easily destroyed from the defense node i suggested adding if it were taken to lowsec or null. Not to mention taking those anywhere but hisec is more or less suicide anyway and no one in their right mind would properly risk several hundred million to a billion in a t1 frig.


Anyway, that's my 2 cents
TeeKay Latef
Seraphim Ltd
#3 - 2013-08-21 07:39:10 UTC
Quote:
Outside of those (exploration ships), no ship should be able to see unknown sigs without launching probes.
Now in addition to that. Exploration ships should not have the sigs location determined to any degree without any additional skills.


Completly agree, but no need for an extra detection skill. Just add it to Astrometric Pinpointing.

Quote:
...decrease the strength of Relic sites to make them harder to scan down.


I would like to see a general decrease in site strenght, as everyone can now use 8 probes. Players have to be forced to use different ships for combat and exploration or at least multibox.

Rats & Booby traps, well people will find a way to avoid them, no need to reintroduce them again.
But adding an extra branch of Data & Relic sites that involves combat sound's good.
Maybe add a special item to regular sites that triggers an escalation into a combat relic/data site. In these you can aquire some pirate bpcs or rare meta level items. The really rare ones, for eg the pandemonium bcu.

Btw, T1 frigs work well in hostile enviroments, such like low and null. Main reason is their flexibility. You can fit everything you need on them, plus some drones, huge cargo space and everything for a dirt cheap pricetag. Downside is you cant warp while cloaked and got -5 strength. Unless you have covop 5, they even offer almost the same probe strength.
Vaal Hadren
Imperial Academy
Amarr Empire
#4 - 2013-08-21 07:50:46 UTC
Yes, it's far too easy now. But I think there's only one real culprit and that you nailed it in the second post.

I don't think the preset probe formation buttons are the problem (at all), nor 'everyone gets eight probes' (which I did have issues with initially), nor that one can launch all probes with the push of a button, but rather that all the sigs are preplotted by automatic ship scan on entry and only need to be pinpointed to 100%.

You don't have to actually find any sites anymore at all. That's the problem. Exploration isn't about 'discovery' anymore.

Also, it makes ganks a hell of a lot easier too as you can quickly throw and retract combats within seconds just to get a ship ping to know where a player is and what they're doing. This works both ways of course, so isn't exactly a 'problem' per se but the problem I have with it is the direct result of the autolocating of the new default hands-off ship scanner alone. At least let me fumble for a while unitl I find the site, and those that use d-scan to eliminate vast sectors of a system should be rewarded by doing so (IE, not wasting their time in that area). You know, like skills? Playerside? Yes, that.

So, I say, eliminate that (the new 'autosigscan' feature) and keep everything else and the changes would be much more welcome.

Also, as everyone knows by now, relic sites are ludicrous isk sprouts though I really like how them being ratless has made cov op/scan frig vs cov op/scan frig PVP a real 'thing' in EVE. "Cripple Fights" FTW. :D

The other thing that really strikes me as crude is how you don't have to wait to 'recover active probes' at all. Click, Bam: Teleported instantly to your cargohold. (WTF? For real?). This is really just nasty in feel.

And I agree with you, the mingame is cool.

Your Defense Node idea is interesting. I hope it'd be rare tho >.>