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Player Features and Ideas Discussion

 
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A few suggestions for new features

Author
Darthvadara
The Scope
Gallente Federation
#1 - 2014-03-04 06:19:39 UTC
I would like to suggest the following new features:

(1) Currently, on auto-pilot, we approach the stargate at 15 km away. Can we have a skill under category of Spaceship Command or Engineering or Navigation where we can train to reduce this distance so that auto-pilot can be made 'faster' abit. Or we can pay a fee so that we can auto-pilot travel faster.

(2) Currently, POS has a reinforced mode where they are immune to damage for a period of time when they are attacked. Can we have a similar 'reinforced' mode for non-combat ship whereby if we fill our ship with the necessary fuel (like those used in POS for reinforced mode), our non-combat ship when our hull is starting to take damage, it can go into 'immune' mode for a short period of time whose length scales with the security status of the zone, for example 1 sec of 'reinforced' mode for 0.9 sec all the way to 5 sec for 0.5 sec. This applies to non-combat ships like mining barge, exhumer, transport ship, freighter only. Combat ship do not have this 'reinforced' mode capability.

(3) To make the game more realistic, I suggest that all ships should consume fuel when traveling. The bigger the ship, the more fuel it consume per AU it travels. Warp will necessarily consume more fuel than cruising. This fuel can be reprocessed and extracted from the ore or manufactured from the minerals refined from the ore. This feature will add a nice ISK sink to the game economy as well as further stimulate the industrial activities and demand for basis raw material in the game.

(4) To extent the idea of (3), what happen when ships runs out of fuel during its travel (perhaps due to bad planning or they miscalculated the availability of fuel along the travel route) and fail to reach a space station where it can purchase fuel or even if it docked, that particular station do not have fuel to sell. Ta da, we can have fuel tanker ship in the game. This ship will have massive storage space to carry fuel and can refill other ships in space. We can have also our personal fuel tank storage (of varying capacity like those secure containers/vault we have in space station) in our favourite space station to stockpile for our 'strategic' use. Fuel is a very strategic resources to stockpile especially when a corporation need to go to war with another. And cutting the fuel supply to an enemies' space station can also be a strategy used in war. This will open up new game play possibilities as well as a new profession of supplying fuel to ship in space and personal fuel tank storage in space station.
Nariya Kentaya
Ministry of War
Amarr Empire
#2 - 2014-03-04 06:25:36 UTC  |  Edited by: Nariya Kentaya
Darthvadara wrote:
I would like to suggest the following new features:

(1) Currently, on auto-pilot, we approach the stargate at 15 km away. Can we have a skill under category of Spaceship Command or Engineering or Navigation where we can train to reduce this distance so that auto-pilot can be made 'faster' abit. Or we can pay a fee so that we can auto-pilot travel faster.

(2) Currently, POS has a reinforced mode where they are immune to damage for a period of time when they are attacked. Can we have a similar 'reinforced' mode for non-combat ship whereby if we fill our ship with the necessary fuel (like those used in POS for reinforced mode), our non-combat ship when our hull is starting to take damage, it can go into 'immune' mode for a short period of time whose length scales with the security status of the zone, for example 1 sec of 'reinforced' mode for 0.9 sec all the way to 5 sec for 0.5 sec. This applies to non-combat ships like mining barge, exhumer, transport ship, freighter only. Combat ship do not have this 'reinforced' mode capability.

(3) To make the game more realistic, I suggest that all ships should consume fuel when traveling. The bigger the ship, the more fuel it consume per AU it travels. Warp will necessarily consume more fuel than cruising. This fuel can be reprocessed and extracted from the ore or manufactured from the minerals refined from the ore. This feature will add a nice ISK sink to the game economy as well as further stimulate the industrial activities and demand for basis raw material in the game.

(4) To extent the idea of (3), what happen when ships runs out of fuel during its travel (perhaps due to bad planning or they miscalculated the availability of fuel along the travel route) and fail to reach a space station where it can purchase fuel or even if it docked, that particular station do not have fuel to sell. Ta da, we can have fuel tanker ship in the game. This ship will have massive storage space to carry fuel and can refill other ships in space. We can have also our personal fuel tank storage (of varying capacity like those secure containers/vault we have in space station) in our favourite space station to stockpile for our 'strategic' use. Fuel is a very strategic resources to stockpile especially when a corporation need to go to war with another. And cutting the fuel supply to an enemies' space station can also be a strategy used in war. This will open up new game play possibilities as well as a new profession of supplying fuel to ship in space and personal fuel tank storage in space station.

the ships DO consume fuel, its just a fuel that can be readily created. the ships arent small, and they are tens of thousands of years in the future, thousands of years ahead of us in tech minimum taking the dark age into account, so you can literally handwavium anything you want as to fuel. not to mention "fuel" would just immediately screw noobs and anyone who has a run of bad luck and ends up low on cash.

to the other ideas, this is literally counter to the entire games risk and reward, highsec "non combat" ships already have more than enough ways to prevent being, hell, if you get killed its because you did something to deserve it, like flying 2 billion in loot in a bestower.

all considered, these ideas would be LESS than features, because it would bubble wrap several mechanics in favor of people who dont want to play an MMO, and would put artificial barriers in place for many more (a good example being ships needing fuel and wormholes)
Zan Shiro
Doomheim
#3 - 2014-03-04 07:09:13 UTC  |  Edited by: Zan Shiro
3 classic troll bait idea's at once and the 4th I don't recall before....op goes for the gusto


1. has been beat to death. don't like the distance don't autopilot. Or...do what I did long ago. Fit speed rigs. In the days of datacore farming before passed over to FW in bulk I'd do the daily 1 a day couriers for my research agents. Took a fast frig, fit it speed spec with rigs and it jsut zipped along on autopilot. Also when I had an orca I did this. Little bit of speed helped the gate crawls when going empty to hub.


2. All ships in eve are open to combat. Maybe one day when eve has a hospital ship with a big red cross on a white background there will be non-combat ships. that day has not come however. Not sure what history books you read...submarines in wars like WWII sank freighters. taking away the enemy's source of supply is part of warfare.


3. cap is your fuel.

4. Caps ops have this if long ones...lets leave them there. edit: my bad so do cyno gangs...to keep the blops bridging.
Seliah
Red Cloud Vigil
#4 - 2014-03-04 07:56:25 UTC
Darthvadara wrote:

(1) Currently, on auto-pilot, we approach the stargate at 15 km away. Can we have a skill under category of Spaceship Command or Engineering or Navigation where we can train to reduce this distance so that auto-pilot can be made 'faster' abit. Or we can pay a fee so that we can auto-pilot travel faster.


Or alternatively, use your fingers to click your mouse and perform jumps manually.

Darthvadara wrote:

(2) Currently, POS has a reinforced mode where they are immune to damage for a period of time when they are attacked. Can we have a similar 'reinforced' mode for non-combat ship whereby if we fill our ship with the necessary fuel (like those used in POS for reinforced mode), our non-combat ship when our hull is starting to take damage, it can go into 'immune' mode for a short period of time whose length scales with the security status of the zone, for example 1 sec of 'reinforced' mode for 0.9 sec all the way to 5 sec for 0.5 sec. This applies to non-combat ships like mining barge, exhumer, transport ship, freighter only. Combat ship do not have this 'reinforced' mode capability.


I don't even see what good it could do. What's a non-combat ship anyway ? You can do whatever you want with your ship, and you're never 100% safe from being engaged by other players.

Darthvadara wrote:

(3) To make the game more realistic, I suggest that all ships should consume fuel when traveling. The bigger the ship, the more fuel it consume per AU it travels. Warp will necessarily consume more fuel than cruising. This fuel can be reprocessed and extracted from the ore or manufactured from the minerals refined from the ore. This feature will add a nice ISK sink to the game economy as well as further stimulate the industrial activities and demand for basis raw material in the game.

(4) To extent the idea of (3), what happen when ships runs out of fuel during its travel (perhaps due to bad planning or they miscalculated the availability of fuel along the travel route) and fail to reach a space station where it can purchase fuel or even if it docked, that particular station do not have fuel to sell. Ta da, we can have fuel tanker ship in the game. This ship will have massive storage space to carry fuel and can refill other ships in space. We can have also our personal fuel tank storage (of varying capacity like those secure containers/vault we have in space station) in our favourite space station to stockpile for our 'strategic' use. Fuel is a very strategic resources to stockpile especially when a corporation need to go to war with another. And cutting the fuel supply to an enemies' space station can also be a strategy used in war. This will open up new game play possibilities as well as a new profession of supplying fuel to ship in space and personal fuel tank storage in space station.


You have obviously never been 0.0 roaming to suggest something this annoying. I would assume ships do have fuel bays already, it's just not implemented as a gameplay element. Just like ships are loaded with food and toilet paper for the crew.
Samillian
Angry Mustellid
#5 - 2014-03-04 08:56:00 UTC
1. No.

Use the search function.

2. Hell No!

Don't fly what you can't afford to lose.

3 and 4. No.

While I'm all for realism in my game of FTL internet space ships with immortal body hopping pilots I don't want to spend half my play time refuelling or working out how much fuel I need for a roam.

NBSI shall be the whole of the Law

Darthvadara
The Scope
Gallente Federation
#6 - 2014-03-04 09:54:50 UTC  |  Edited by: Darthvadara
Samillian wrote:

While I'm all for realism in my game of FTL internet space ships with immortal body hopping pilots I don't want to spend half my play time refuelling or working out how much fuel I need for a roam.



Self contradictory statement.

But anyway, there is no need for cumbersome rocket science calculation much like you don't need to calculate too much for your daily vehicular fuel need in real live. Each ship should be equipped with a 'reasonable' fuel tank size that enables a travel mileages typical of say 90% of the players' travel mileages. And the indicator to watch (without need for calculation) when to refuel will be your fuel gauge.

A pilot worth his salt will probably start searching for fuel or spam local chat for player with fuel tanker ship to sell him fuel when his fuel gauge show 50% or less. He will probably not wait till his spaceship run out of gas entirely before searching for fuel. So it is not that difficult really.