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Player Features and Ideas Discussion

 
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Purchasable Military Contracts with NPC Corporations & Factions

Author
Reelishan Azizora
House Bloodbane
#1 - 2014-02-09 02:37:13 UTC  |  Edited by: Reelishan Azizora
I would like to be able to purchase military contracts with any NPC faction that obligated them to gather a set amount of combat ready ships, with non-capsuleer crews, to a specific location of my choosing.

When activating the purchasable 'Military Contract' item, the player should receive a single use deployable structure in their current hangar, the 'Rendezvous Beacon'.

The beacon can be deployed anywhere in New Eden. After deployment, for a set amount of time, NPC Faction Ships belonging to the faction the 'Military Contract' was purchased, will continuously spawn in waves. This would effectively produce a player generated Combat Anomaly.

Potential Gameplay Uses:

  • Build Corporations together around common corporations/navys that exist putting PvE into a more cooperative style of gaming. Randomly built fleets deploying these, could kill some of their own members.
  • It would make the racial decision of players (primarily, what companies/navy/pirates they work for) effect the game world with content that is both PvP, PvE, and RP oriented
  • Factional Warfare defense and reinforcement, by purchasing the 'Military Contracts' from the Factions involved.
  • Creating cold-war PvP between rival Corporations by using 'Military Contracts to harass or weaken the defenses or attacks of enemies, anonymously. (possibly have only the 'Rendezvous Beacon' share player information)
  • Protecting Mining Operations without the need for Capsuleers to sit around in armed ships, just to deal with rats. (probably not cost efficient unless you mine on a certain scale)
  • Claiming territorial assets, by keeping them so full of high level pirates, it dissuades the enemy from attempting takeover, until the infiltrate the organizations YOU hired to kill them, and get them to cease fire against them (but this would, in turn affect your standings with your original navy)
  • Using Faction NPCs as bait to lure player targets into traps, and destroying the weak minded fools who should have seen it coming.
  • Vying faction contracts deployed to indirectly launch battles in the most unexpected locations.
  • Players could use this item to design, and host, player created mission content for others to enjoy, even opening up the RP Community into building exciting missions for each other that reflect the plotlines of their stories.. (distress call, under attack by blood raider fleet!)
  • (using long term option set below) Light defence for territorial Assets, including POS, while corporation member are in off hours.


Balancing Variables & Options:

  • The ships should arrive in relativity small squadrons(possibly variable with standings), with arrivals every (theoretically) 15 minutes, for 2 hours
  • Faction ship do not show specific loyalty to the player who deployed the beacon, will not attack players with faction/corp standings over X amount.
  • NPC wave stacking. The longer the beacon is up, the more ships appear. as opposed to one wave needing total elimination before the second arrives (as in most standard Combat Anomalies)
  • After X amount of time, all NPC Pirates warp away, clearing the area.
  • Only one Beacon may be active in space at a time, per player.
  • 'Military Contract' item is available in multiple tiers, that scale up power of NPC ships, such as 'System Scouting Contract'(level 1), 'Light Patrol Contract' (level 2), 'Assault Contract' (level 3), 'Fleet Contract' level 4, 'War Fleet Contract' (level 5) etc,.
  • Every wave comes with 'Command' vessel, that cause all members of its wave to warp out of combat if destroyed (demoralized, these guys are not capsule pilots, and will die)
  • Only deployable in low/null security systems, though my personal opinion is that lower tier versions should be usable cluster wide. Not Deployable in WH Space
  • 'Rendezvous Beacon can be destroyed, causing enemy waves to stop appearing.
  • First wave does not spawn at beacon until it has been in space for X amount of minutes.
  • Beacons display on probe scanners with an identifying label, to let others know that they ARE player owned.
  • Only purchasable with Loyalty Points earned from particular faction.
  • NPC's spawned with beacon provide no bounty or faction rewards (or significantly reduced)
  • Long-term, system wide, 'Military Contract' availible, that will increase deployment of faction/corp/rat NPCs around all of the Systems celestials over longer periods of time.
  • NPC ships warped in via the beacon, should be set with variable time stamp that causes them to warp out (variably) 3 hours after the beacon was deployed . This will leave the NPC fleet on the grid for 3 hours, reaching its maximum size after 2.
  • Standings determine the Size of the ships (IE 5.0 = Friagtes, 9.0 = Battleships) and the ISK cost determans the quality of the NPCs.


Any thoughts appreciated.

I havent been active on the forums much since I began EVE, but if this is something that has not been suggested in the past I hope CCP might give it some consideration. This feature (with balancing kinks worked out, of course) would build onto this already awesome sandbox, adding more user created, interactive, in game, content.
Actaeon Versaea
#2 - 2014-02-09 03:52:31 UTC  |  Edited by: Actaeon Versaea
Hmm.. Interesting.

Prehaps have NPCs warp out if they lose more tank 50% of their tank, seeing as they probably value their life.

Also have navy standings play a large part?

I'd rather that the size/quality was more dependent on relations to the particular Navy.

Prehaps Standings determine the Size of the ships (IE 5.0 = Friagtes, 9.0 = Battleships)
and the ISK cost determans the quality of the NPCs.

Also, what's to stop players using these to, say, clear out a level 5 mission solo, or otherwise do things that their current ship would be radically incapable off?
Reelishan Azizora
House Bloodbane
#3 - 2014-02-09 05:34:08 UTC  |  Edited by: Reelishan Azizora
Actaeon Versaea wrote:


Prehaps have NPCs warp out if they lose more tank 50% of their tank, seeing as they probably value their life.


I like this idea, as it takes warp scramblers and and bubbles into PvE Applications.

Actaeon Versaea wrote:

Also have navy standings play a large part?

I'd rather that the size/quality was more dependent on relations to the particular Navy.

Prehaps Standings determine the Size of the ships (IE 5.0 = Friagtes, 9.0 = Battleships)
and the ISK cost determans the quality of the NPCs.


Yes! This is exactly the kind of thing I am talking about!

Have variables of the items function, related to navy standings, effect how well this system will work for you. This will also encourage PvP players, to delve into some PvE (or pay others to do it) to get the standings required to contract powerful NPC fleets.

Actaeon Versaea wrote:

Also, what's to stop players using these to, say, clear out a level 5 mission solo, or otherwise do things that their current ship would be radically incapable off?

Well, i honestly kind of like the idea of this happening, as it is a great use of this ability. Using a few of the variables I had mentioned this problem could be curbed.

The obvious, though too strict imho, way to deal with this, would be to not allow deployment of the beacon within deadspace pockets (mission rooms). Justifting this with IC reason is the hard part.

Reelishan Azizora wrote:

First wave does not spawn at beacon until it has been in space for X amount of minutes.


The slow time between waves is the second factor. The ships should arrive in sqauadrons, with their arrivals every (theoretically) 15 minutes, for 2 hours.

To help remedy this problem all NPC ships warped in via the beacon, should be set with variable time stamp that causes them to warp out after (theoretically again) 3 hours after the beacon was deployed . This will leave the NPC fleet on the grid for 3 hours, reaching its maximum size after 2.


Reelishan Azizora wrote:

Only purchasable with Loyalty Points earned from Corporation/Pirates/Navy in question


This would cause grinding the missions to be the most ISK efficient method to gain them. Giving an awesome incentive for
PvP players to take a break and do a little PvE. Players would be put into a position to balance their gameplay between the two styles in order to use this functionality in an aggresive way.



I see alot of ways this could dramatically make the game world more exciting. Such as applying this concept to Drone research, and being able to place POS Drone Hives across the system. In PvP, rather than take on a corporations NPC fleet defenses head on, you could infest their system with the NPC Oppposition of their NPC fleet.

It would make the racial decision of players (primarily, what companies/navy/pirates they work for) effect the game world with content that is both PvP, PvE, and RP oriented.



I am going to add good ideas and helpful thoughts to the OP, just to keep the first post as informational as possible.