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Player Features and Ideas Discussion

 
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thoughts on making EVE more dynamic

Author
Vas Eldryn
#1 - 2013-09-02 03:58:25 UTC
To make the game more Dynamic and combat more strategic and interactive I propose the following:

i- remove cloaking from the game and make the detection of ships more reliant on Sig radius, giving ships that are designed for cloaking a Sig radius bonus.

ii- remove players from showing up on local.

iii- greatly increase the activation range for warp gates as well as the distance you appear upon completion of jump (say up to 5,000km) to bring fights into the system and away from the gates.

iv- have a cool down on warping while in system, say 1 min, varying with ship. Refreshing upon changing system or entering a station.

v- overhaul the scanning system to make it completely interactive with the overview, making scanning and scouting the staple of
combat rather then gate camping or afk cloaking.

In order to keep the post brief i'll stop there for the moment, it'll take forever to lay the whole plan in my head down, obviously there is much more, like transport of goods in low and null, but that a subject that requires much more thought.

But hopefully you can see these idea is to bring both opportunity to both invaders and defenders, also removing the afk and static nature of trying to get a kill. I strongly believe that to bring down a system, corp or alliance should take more thought than gate camping or putting a cloaked ship with a cyno in a system, as well as small gangs should be more potent as invaders.
Schmata Bastanold
In Boobiez We Trust
#2 - 2013-09-02 06:57:04 UTC
Why are you afraid of people who are not at their keyboards so much? Do you think them not being at keyboard means they are outside of your window plotting RL awoxing on you?

Invalid signature format

Cade Windstalker
#3 - 2013-09-02 07:23:02 UTC
Vas Eldryn wrote:
To make the game more Dynamic and combat more strategic and interactive I propose the following:

i- remove cloaking from the game and make the detection of ships more reliant on Sig radius, giving ships that are designed for cloaking a Sig radius bonus.


So, this would be horribly broken. Sig radius is used for damage calculations, lock times, and a few other things.

On the flip side being invisible on-grid is the point of a cloaky ship, which this completely removes. Invalidating an entire ship type is bad.

Vas Eldryn wrote:
ii- remove players from showing up on local.


Having players in local generates conflict and player interaction. These are good things and some of the staples of conflict in Eve. Therefore local should stay.

Vas Eldryn wrote:
iii- greatly increase the activation range for warp gates as well as the distance you appear upon completion of jump (say up to 5,000km) to bring fights into the system and away from the gates.


This would actually push fights onto gates more because one of the main reasons fights happen on gates is because you can escape through them even while warp scrambled, you just need to de-agress first. In Wormholes you don't even need to do that and you still generally end up with a "brawl at 0 on the hole" fight meta.

If your objective is to push fights into the system proper then you need something there to drive the fight, gates are used for travel and serve as a bottle-neck and therefore drive conflict tinkering with them will not push fights into the system it will either do the opposite or generate fewer fights in general.

Vas Eldryn wrote:
iv- have a cool down on warping while in system, say 1 min, varying with ship. Refreshing upon changing system or entering a station.


This would completely break a number of mechanics like on-grid warping and make Warp Disruption somewhat less necessary. Also it encourages station games which are generally not fun.

Vas Eldryn wrote:
v- overhaul the scanning system to make it completely interactive with the overview, making scanning and scouting the staple of
combat rather then gate camping or afk cloaking.

In order to keep the post brief i'll stop there for the moment, it'll take forever to lay the whole plan in my head down, obviously there is much more, like transport of goods in low and null, but that a subject that requires much more thought.

But hopefully you can see these idea is to bring both opportunity to both invaders and defenders, also removing the afk and static nature of trying to get a kill. I strongly believe that to bring down a system, corp or alliance should take more thought than gate camping or putting a cloaked ship with a cyno in a system, as well as small gangs should be more potent as invaders.


Ignoring completely the UI issues inherent in moving scanning onto the main game window (which are massive) cloaky scout ships already generally fit probes and use them while observing an area while cloaked to keep tabs on the rest of the system.

Gate camping is generally boring, it's used to protect space most of the time and is only viable for getting PvP when you're either trying to get kills rather than fights or have a bottle-neck area. Otherwise many many people go on roams. You might want to look into roaming gangs before condemning the static nature of Eve PvP.

Also if you think that's all it takes to bring down a system then boy are you in for a shock. There's mountains of logistics and planning that go into any attack, the lighting of the cyno is basically an after-thought (also it's rarely on any sort of cloaky ship).
Nariya Kentaya
Ministry of War
Amarr Empire
#4 - 2013-09-02 07:29:11 UTC
Cade Windstalker wrote:


Vas Eldryn wrote:
ii- remove players from showing up on local.


Having players in local generates conflict and player interaction. These are good things and some of the staples of conflict in Eve. Therefore local should stay.



pretty much this, though one point

wormholes ahve fights just as often as lowsec, if not ocassionally more, and the only time people even LOOK at local there is when some dumbass daytripper comes in and accidentally talks to his fleet in local.
Cade Windstalker
#5 - 2013-09-02 07:42:53 UTC
Nariya Kentaya wrote:

pretty much this, though one point

wormholes ahve fights just as often as lowsec, if not ocassionally more, and the only time people even LOOK at local there is when some dumbass daytripper comes in and accidentally talks to his fleet in local.


Yes, but wormholes are also full of conflict generators. People live in them or go into them searching for money. Quite often they find money and no people and are completely unmolested.

The mechanics of wormhole space also help to drive conflict with the ability to connect to many points from a single system and the relatively large numbers of people living in wormholes pushes this further. In low and null sec these mechanics don't exist and there isn't the same sort of focused profit driver.
Vas Eldryn
#6 - 2013-09-02 07:51:37 UTC
so you would actually prefer the system as it stands... rewarding the static players over the dynamic players? yes some people think outside of the box.... but ultimately yes its easier and more rewarding to afk cloak or system camp... so they are done overwhelmingly.

cade windstalker... have you ever been to null sec?
Vas Eldryn
#7 - 2013-09-02 07:56:15 UTC
and as i posted there are many things that would have to be revised, and these where just thoughts, obviously there would have to be more systems implemented to stop things like sitting on gates, please read the OP.
Zan Shiro
Doomheim
#8 - 2013-09-02 07:59:01 UTC  |  Edited by: Zan Shiro
1. Cloaking is the basis for several classes of ships. recons, co (includes bombers), blops....cloak is intergral to their survival. Sig radius won't fix this....the last batch of scanning changed this. they have not made virtues useless but they have made them less important in the game as they once were for scanning. As I see it unless you want to track down the hard to find t3's.....you can skip them and go with the new mods and find damn near everything else pretty decent.


2. like it that much live in a wh. While not against no local but I am not sold on it either. I see it's bene's in wh space. Wh space however does not have 10's if not hundreds of players one hotdrop away.

4. why...instalock and they can't do instawarps as often. I see this as being a insta bm stopper at any rate. CCP is making this even easier. With fleet booster changes info warfare is a common secondary or tertiary bonus. Its not like old times to have instalock you have to run gallente boosters which were never popular.

5. is used as part of pvp. With ogb now at least having to leave pos' soon....it will be used more. Mr loki won't be lurking in the pos soon....you average fleet and roam boats just not cutting it for tracking him down. Lots of crews in the past used this as well. A few roams and ops I was on ole boy found him a deep safe and opted to leave and ride out his timer. He was in for a nice surprise on relogin....our prober found him before the ship vanished. We then made it vanish the more violent way.
Vas Eldryn
#9 - 2013-09-02 08:09:10 UTC
Zan Shiro wrote:
1. Cloaking is the basis for several classes of ships. recons, co (includes bombers), blops....cloak is intergral to their survival. Sig radius won't fix this....the last batch of scanning changed this. they have not made virtues useless but they have made them less important in the game as they once were for scanning. As I see it unless you want to track down the hard to find t3's.....you can skip them and go with the new mods and find damn near everything else pretty decent.


2. like it that much live in a wh. While not against no local but I am not sold on it either. I see it's bene's in wh space. Wh space however does not have 10's if not hundreds of players one hotdrop away.

4. why...instalock and they can't do instawarps as often. I see this as being a insta bm stopper at any rate. CCP is making this even easier. With fleet booster changes info warfare is a common secondary or tertiary bonus. Its not like old times to have instalock you have to run gallente boosters which were never popular.

5. is used as part of pvp. With ogb now at least having to leave pos' soon....it will be used more. Mr loki won't be lurking in the pos soon....you average fleet and roam boats just not cutting it for tracking him down. Lots of crews in the past used this as well. A few roams and ops I was on ole boy found him a deep safe and opted to leave and ride out his timer. He was in for a nice surprise on relogin....our prober found him before the ship vanished. We then made it vanish the more violent way.


god forbid anyone for wishing for a more dynamic game based on skill.... i know.

EVE players are so opposed to anything that relates to a player actually having skill and be an active part of the game!

Cloaking is just a god mode nothing more, nothing less.

and BTW this is an ideas forum not a "lets crucify anyone that challanges the statis quo" forum
Cade Windstalker
#10 - 2013-09-02 08:37:54 UTC
Vas Eldryn wrote:
god forbid anyone for wishing for a more dynamic game based on skill.... i know.

EVE players are so opposed to anything that relates to a player actually having skill and be an active part of the game!

Cloaking is just a god mode nothing more, nothing less.

and BTW this is an ideas forum not a "lets crucify anyone that challanges the statis quo" forum


It isn't a "please fix my personal pet peeve or personal hardship" forum either.

Cloaking is not in a great place however you are taking this too far in a dislike of "AFK cloaky ships". Cloaking is hardly god-mode, but it is very powerful and the ships that use it are balanced around this fact.

The imbalancing factor here is not the cloak itself, but one specific use of it, namely sitting AFK in a system lending your name to Local along with the threat of a Cyno drop.

Your suggestions would not make for a "more dynamic and skill-based game" they would likely make for a safer and more static game. Conflict, threats, and player interaction are dynamic. Even gate-camps can be dynamic and they are hardly unbeatable. They are certainly an advantage but not an overwhelming one, otherwise they would never fall which is demonstrably not the case.

I would also like to clarify that posting ideas here does not make them immune to critique. These ideas have been posts numerous times and most of them have been shot down numerous times. The cloaking and local ones are listed in "Frequently Posted Ideas", if you wish to discuss them there are ongoing threads for both.
Domanique Altares
Rifterlings
#11 - 2013-09-02 08:54:37 UTC
Confirming OP was once touched in his no-no place by a cloaked ship.
Andracin
Brutor Tribe
Minmatar Republic
#12 - 2013-09-02 09:09:27 UTC
All ships that fit covert cloaks are balanced by having less offensive ability.

The AFK cloaker threads hold no water. It boils down to people wanting more or less total security in their soverign null systems. EVE don't work that way. You can be ganked in empire space by tornados on the gate or catalysts in a belt. Ive yet to hear a whine about a cloaked AFK person in empire or low sec. Its the uncloaked ones you need to be worried about.

I used to know a guy a while back who made a super deep safes with a vagabond and would come down out of them and gank people ratting in their home system. Then he would warp back to it, turn his mwd on and motor away in a random direction more or less immune to probes and to my knowledge he never did get caught. You don't need a cloak to hold a system hostage.
Zan Shiro
Doomheim
#13 - 2013-09-02 10:27:22 UTC  |  Edited by: Zan Shiro
Vas Eldryn wrote:

god forbid anyone for wishing for a more dynamic game based on skill.... i know.

EVE players are so opposed to anything that relates to a player actually having skill and be an active part of the game!

Cloaking is just a god mode nothing more, nothing less.

and BTW this is an ideas forum not a "lets crucify anyone that challanges the statis quo" forum



how I am not advocating skill.

I told you to bring an information warfare linker to aid in instalock. Hell I will even be nice....after tomorrow if they are level 4 link skills make them 5. Link adjustment hits tomorrow, every % needed after 1.1. No fleet booster...."gimp" your fit with sebo res scripted possibly. Eve is a game for 2 people. Can you lock and tackle them before theywarp/burn off if they decide to not engage? Skill vs skill....just like you wanted.


I told you to bring a high skill prober. I even gave an amusing anecdote to show what happens when you don't bounce safes until timers run out and opt to take your chances in deep safe and leave. Skilled prober in crew hunting you....you wake up in a station.


Cloak is not god mode....I cannot fire at you cloaked. I have wrote treatises here on afk. I will sum it up like this: read kb's. Running in fear of a player who has kills every other time except when you are on is idiotic. I personally liked my afk'ers from the US tz (I am asia TZ) when in 0.0. They scared away people like you and I had the whole system to myself to rake in some nice ratting isk.

If that meany recon is on your tz...well then read intel. If for the past 3 days he calls in 10 more recons/bombers.....where are they now on day 4? Its not a game mechanic problem if 100 null bears cba to roam even locally and go ohh cool....we found the other 9 ships to go with Todd the cyno bait in some other system. Also not a game mechanic problem if the covert ninjyas are better at avoiding your traps (if bothering to do that) to keep on hunting. Skill versus skill....in this case your bait skills are lacking most likely.
Arya Regnar
Darwins Right Hand
#14 - 2013-09-02 11:31:42 UTC
Vas Eldryn wrote:
To make the game more Dynamic and combat more strategic and interactive I propose the following:


1. No
2. Carebears would rage, so no.
3. NOOOOPE
4. Warp cooldown? Lolno...
5. What are you going on about?

Hey OP can I have some of that stuff that got you high?

EvE-Mail me if you need anything.

Tobias Hareka
Republic Military School
Minmatar Republic
#15 - 2013-09-02 12:30:50 UTC
Vas Eldryn wrote:
i- remove cloaking from the game and make the detection of ships more reliant on Sig radius, giving ships that are designed for cloaking a Sig radius bonus.


Having trouble getting easy kills on hisec->lowsec gate?

Cloaking was introduced to game to directly counter gate camping.