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A new Vision for 0.0 gameplay. Mining and Blob solved! Crazy ideas for crazy people.

Author
Heinrich'von'Thrak
Aliastra
Gallente Federation
#1 - 2011-09-09 21:41:17 UTC
What nullsec should be. (Even if one idea is a success, me=happy!)

sorry for my bad english, i am german so please bear with me.

Nullsec has several problems as i read in several blogs. solutions are rare and most of the things are Cosmetical. i read that "nullsec gameplay" was never "planned". so i think we need some grassroots developement here and not cosmetical changes. those are long term goals but i think the roadmap that i created here is a good idea.

so what needs to be changed in my opinion? (first i describe what needs to be achieved, later all the solutions wich bases on one main idea)

1)
-avoid big 0.0 alliances stay in one place all the time and encourage them to conquer and MOVE over the map.
this results in constant pvp, large fleets, small roams to actually get intelligence on who is in the system, what strength do they have... harrass them... you name it.
2) -encourage 0.0 production. we want more people in 0.0 not only pvp'ers but bears to shoot wich the pvp'ers can protect. what can be more exciting than protecting a carebear fleet. to know that you HAVE to fight to actually PROTECT players not only some crappy PoSES. that leads to...
3)
mining revamp. my idea also will kill the possibility for botting, especially for botting minerals. prices will skyrocket short term, but long term effects will be awesome. as we will loose all the drone botting minerals (that will be like 40%) everything will get expensive rapidely. we need to compensate that and what could be better for that as a dangerous 0.0 environment. this is the basis of all my solutions and when i explain the solution for this later you will see it is a HAMMER. :)
4)
blobs on always the same grids, solved. traveling long distances (30 jumps in a battleship PAINFULL) solved!
5)
afk cloakers, 0.0 local problem, solved!
6)
supercapital " iwin" button, solved. encouraging more small and medium fleets. more recon, more frigate fleets, introducing a factor that is underepresented. intelligence and agility. solved.

ok. so this are all major problems. we can't solve big problems with little changes... right?

the solutions:
so, what is the basis of industry, the basis of wealth, the basis of internet spaceships? it's tritanium. its easy to get, its everywhere, it respawns quickly, its in empire. thats all fine. but: mining ******* sucks. its boring, its for noobs, bears and frikkin masochists. how do we change that?

well, today asteroids are made of one material. we use scanners to see how much of the material is in there. if we refine the stuff we get always the same refining result. that much noxcium, that much pyerite. good? wrong!

a player should have the possibility to mine for the stuff that he NEEDS. the solution is easy: you scan an asteroid and you find different depots of different materials, your lasers drill in the asteroid and you get the material THAT YOU WANT. how do we eliminate botting with this?

as the miner can now mine more focused and does not have to wait anymore so long for getting what he wants we insert a new fun feature: analyzing scan results tru the miners brain to make sure he is a human and not a bot: a random generated text appears and a total of lets say 8 different shaped buttons. the text explains wich button to press to focus a laser to a certain ressource. 4 of the buttons deliver NO result and mine forever because the mining lasers are directed to an "impenetratable surface". the describing text is coded and ripped so that only a human can read it. bang! botting solved.

but you will say: thats ******* more cruel than before. more painful mining than before! well, yes and no. because we did not talk about the new mining incentives: the better your mining skills are the better you can scan, the more stuff from a certain material you will find. of course the real good stuff is in masses only available in 0.0 but if your skills are maxed you can find small amounts of the good stuff also in empire.

now: special incentive. on good science skills you become an archeologist while mining! how does that work?
ships are killed left and right. debris flies around left and right and everywhere. sometimes a debris artifact collides with an asteroid and stays in its gravity. when a miner kills the asteroid the gravity is killed with it and the artifact is "released". the miner can get a faction item of the pirate faction wich is active in the system. the item is put in his hangar. true sec status defines how good it is. in empire maximum meta 4 items non faction are possible.
this happens very rarely and only if a miner finishes off an asteroid.

but what about drones? they give us minerals too!
solution: no! not anymore. drones are an indicator for wich minerals are in that belt, are an harrassment that has to be removed before beeing able to mine, and if there are a LOT of drones "protecting the belt" there is a good chance that there are faction items from people who where killed in the belt.

how do we replace the loss of minerals made by botting? how do we keep the prices from skyrocketing? and, how do we get alliances moving over the map? it's easy: ship design, respawn rate and module drop!

solves a part of the botting losses: "module drop!"
whenever a ship is destroyed and a faction module with it, 20% of them are "teleported" onto an asteroid. that "reimburses some of the loss", makes faction items a bit more accessable and takes some pressure of the markets. the faction items are still not made out of thin air, have still to be earned and produced, we just give them a bit more survivability and give them to the miners. yay!
Heinrich'von'Thrak
Aliastra
Gallente Federation
#2 - 2011-09-09 21:42:22 UTC
solves the rest of the botting losses: "ship design".
this is directly connected to the respawn rate of the asteroid belts. wich will get the alliances moving in space. now it gets funny. belts do not respawn anymore. well... yes they do, but not after downtime. the belts get bigger, but respawn only in a very Long timeframe. lets say 3 months. yay!

that means: an alliance can earn a lot of money with mining in 0.0 because there the asteroids are bigger, give better material and also mine more per cycle. ice belts only in 0.0 and they deplete not as fast as minerals, but they deplete.
so the mining amount has to be rebalanced to give the 0.0 alliances the possibility to produce everything in 0.0.
the possibility of mining in empire has to be lowered massively to create the incentive of actually going to 0.0 to mine and fight for mining grounds. now the "carebear" will cease to exist and miners and pvpers will finally work hand in hand to create wealth, full markets and empires.

so you are talking about huge hulk fleets? enemys will hotdrop on our hulkfleets turning them into ashes in no time!

no they won't. thats where the ship design kicks in. did you see the new star trek movie? the ship of the evil romulans that killed the frikkin planet of spock? this ship was a frikkin mining barge. when i am talking about ship design i mean the following: mining ships have to become the new POSES.

well, not with reinforcement timers and all that ****, they should be able to be killed as other ships BUT: they should be able to withstand a HUGE amount of punishment. end the days of them beeing made out of paper. they have NO attacking value, so make them tanked ROCK hard and almost impossible to kill. i am talking about capital class, super capital class, and titan class mining ships. as they have no attacking qualities give them 10 times or 20 times the tank of a normal carrier or supercarrier with very few mid and low slots. those ships will be in permanent danger because belts do not respawn in 3 months, they have to travel long distances because they have no jumpdrives (while they are moving, ALL of them can refine ore, compress ore, AND the longer you put a refining cycle, the more stuff you can squeeze out of the ore. also my plan to shorten travelling times tru skills while at the same time making the profession of a SCOUT more valuable is described later in this text. basically the mining fleet can choose if they want to travel slower to squeeze more out of the ore or move faster to avoid enemy contact.) if they don't have jumpdrives, how do they get to other systems, you'll ask! gates? i will answer this questions further down :)

titan class mining ships should have a "reversed area of effect doomsday":) whats that? a pos shield! of course the titan class mining ship can be shot, but not the the ships around it. the tcms can store ships so the miners can reship and defend. its not possible to kill one after another leaving the pos shield, because the tcms pilot can take down the shield instantly. also such a titan class mining ship could have an integrated cynojammer but ONLY if its mining lasers are ACTIVE on an asteroid. the fuel for the cynojammer is some of the ore wich gets burned by using the jammer. a titan class mining ship has no jumpdrive.

this opens the possiblity for large treks, protection fleets, traps, hotdrops, scouting actions (because of other changes that will be explained further down. for example changes to travelling and gates in 0.0)

as the belts do not respawn, an alliance can make a roadtrip tru enemy territory like a locust swarm pillaging enemy ressources. or even get completely into other systems and regions. titan class mining ships can be left by the pilot, code protected, and serve as temporary Poses, then again with one reinforced timer.

alliances have no excuse anymore not to make friends with another alliance of the opposing timezone. "we killed a titan class mining ship while you guys where sleeping and recovered 240 million tritanium." << you see where this leads to? a fleet to bring the stuff home savely. you need transporters and a fleet to protect the transporters.

the materials that are consumed by products like a supercarriers have to be consumed over time so that an enemy party can conquer the ressources and steal the blueprint.

solution to gatecamps, blobs, supercarrier "iwin" button etc.

bubble spams on gates, hours of gatecamps, blobs consisting of supercarriers and titan kill the game. now... this might sound radical but my solution will add "wildness" to 0.0 make it true "endgame" for skilled players and make it fresh and exciting and kill all of the above problems.

we remove the GATES! and replace them through something new! and this is: jump AREAS that MOVE! when you scan a system, you can find the areas in wich you can jump into another system. the better your scanning skills are the farer you can jump because you can find better and better corridors in those jump areas. an example: your "jump corridor scan" level is 5. you scan a jump region to the system that you want to travel to. you find a perfect hit of a 100%. you warp to the spot. the jump button becomes available. you can right click it and it gives you 3 systems that you can jump to according to the systems in row of your destination. a location with 33% gives you one system jump, 66% gives you 2. when you jump you will end up in the system in the according jump region.
those jump regions are not "bookmarkable" because they move around in the system. this gives more power to a skilled SCOUT profession who can find good spots for fast travelling for battleship fleets for example. a system upgrade can stabilize those movements of the jump regions and make the system more controllable for the owning party. also this upgrade can limit the quality of the corridors, taking away the "3 system jump flee factor" for an enemy gang.
Heinrich'von'Thrak
Aliastra
Gallente Federation
#3 - 2011-09-09 21:44:45 UTC
anti blobbing solution:
cynos and covert cynos are only possible in those jump regions. the cyno skill does whiden those regions by a factor of like a 100% per level making most of the systems again accessible at every point throuh a cyno. but with a changed game mechanic. the jumping ship will NOT land directly at the cyno but in a distance depending on its mass. a carrier closer as a supercarrier, and a supercarrier closer than a titan. i mean not a few hundred kilometers but a few 0.1 AU.

capital ships should be instantly 100% visible on an onboard scan because of their mass. so a subcapital fleet HAS to be in a system to swarm out to incoming supercarriers to protect them. if you, for example have a fleet of 40 people and one of them is a supercarrier, 39 can protect him a few seconds after he comes into system. if you have 2 supercarriers in the fleet, then you have only a guard of 18 for each wich is not a good balance. a fleet of the same size with only one supercarrier and 39 support can do serious damage on one of the smaller groups before the groups find together because of the "jump inacuracy" function.
a fleet consisting only of capitals jumping into a system would be spread out so much that tacklers reach them instantly keeping them away from helping each other and die one after another horribly. as they should.

this puts a halt to the nobrain "iwin" capital blob and gives again power to the subcapital fleet, empowers agility, playerskills that lead to quick reactions, empowers scouts who find good warpins to subcapitals with supercarrier support. this empowers also thinkering about new fleet compositions.

the 0.0 afk covert problem, general problem of knowing who is in a system at all times:

my solution is: warping makes you disappear in local for a certain time, cloacking makes you disappear in local as long as you are cloacked, when you jump into a system there is a delay of 20 seconds before you appear in local. of course you can see the flash and everything. also you can see a capital ship on your onboard scanner instantly.

why should we produce in 0.0, and build structures to do so? why should we take this risk when we just can use jumpfreighters to bring all the stuff from jita?

easy solution: ccp kill all jumpfreighters. problem solved. well maybe this one is a bit radical and maybe a nerf does it better... but its the most direct way to deal with the problem if you want production in 0.0

so... what do you guys think? am i crazy or is some of this useable? Shocked
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2011-09-09 22:48:27 UTC
1) CAPTCHA for mining? Drink Bleach. Bots would break it in a day at most, players would hate it until the servers died. What would you give to drones instead of their mineral drops, and why should PVP loot be given to miners who do nothing to earn it? if I blow up some guy in a T3, his fancy faction gear is mine now, it doesn't belong to carebear mc miner in his hulk.

Three MONTHS for a belt to respawn? And exactly what do you propose happens when the highsec belts are all gone (a week tops)? The markets would be ruined very, very quickly.

I'm not even going to tough your invulnerable mining pos ships. There are no words for how awful an idea that is.

Actually, bugger it. there is literally not one single good idea anywhere in this thread. You have no idea what you are talking about. Killing JFs to ensure production in 0.0? How would that work? There are not enough production slots in the whole of sov 0.0 to keep a fleet of maelstroms firing T2 ammo for more than an hour, how do you get around that if all you do is kill JFs?




Never post again.
William Cooly
The David Project
#5 - 2011-09-09 23:31:21 UTC
Danika Princip wrote:
Uncompromising, blunt, critical calling out of this ridiculous idea


I like the way you do things.
stockin
African Atomic.
Dreadnought Diplomacy.
#6 - 2011-09-10 00:31:43 UTC
burnTwisted
Laechyd Eldgorn
Avanto
Hole Control
#7 - 2011-09-10 08:25:59 UTC
Danika Princip wrote:
1) CAPTCHA for mining? Drink Bleach. Bots would break it in a day at most, players would hate it until the servers died. What would you give to drones instead of their mineral drops, and why should PVP loot be given to miners who do nothing to earn it? if I blow up some guy in a T3, his fancy faction gear is mine now, it doesn't belong to carebear mc miner in his hulk.

Three MONTHS for a belt to respawn? And exactly what do you propose happens when the highsec belts are all gone (a week tops)? The markets would be ruined very, very quickly.

I'm not even going to tough your invulnerable mining pos ships. There are no words for how awful an idea that is.

Actually, bugger it. there is literally not one single good idea anywhere in this thread. You have no idea what you are talking about. Killing JFs to ensure production in 0.0? How would that work? There are not enough production slots in the whole of sov 0.0 to keep a fleet of maelstroms firing T2 ammo for more than an hour, how do you get around that if all you do is kill JFs?




Never post again.


actually drones should drop something else than minerals, this is huge problem as it is.

well that was only sensible part...