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The EVE Report

Author
Abra's Shadow
Aliastra
Gallente Federation
#1 - 2011-12-05 04:02:52 UTC
The EVE Report

Table of Contents
INTRODUCTION
MARKET PROBLEM – WHY DID THE RESEARCHER QUIT THE GAME?
SECURITY/ INTELLIGENCE PROBLEMS
GEOMETRIC REALISM
REALISM ISSUES
SUGGESTED WEAPON IMPROVEMENTS
MISSION-RUNNING AND CORP STANDINGS
RANDOMZATION / DIVERSITY
VISUAL / INTERFACE ENHANCEMENTS

INTRODUCTION
1. WHY ARE OLD PLAYERS LEAVING EVE UNSATISFIED…
NEW PLAYERS FEELING SO SATISFIED???
This is because in EVE, the “rock” always wins in “rock-paper-scissors”. Energy-based weapons such as Lasers and Railguns go farther in space than projectiles? This certainly makes a lot of sense; only in EVE, and only if you are high. The two main reasons why players are turning away from EVE are described below, and in further detail underneath.

1. There is a lack of fair balance between:
a) The old and the new players and tech;
b) Instant satisfaction/gratification and long term commitment/investment;
c) The builders, the techies, the miners and combatants;
d) The larger ships and smaller ships;
e) The missiles, lasers, projectiles, railguns and drones;
f) The four races;
g) The many players versus the few.

2. There is an overwhelming, confusing complexity that does not allow anything to be done easily of quickly, while there is a lack of AI-controlled content and random-occurring-event content that is needed to spice up the game exponentially.


2. WHAT ELSE COULD CCP DO TO UNBALANCE THE GAME FURTHER?

EVE game designers could take a race, give them the best ships, with the best weapons and the best defenses, put them in the center/best part of the galaxy, in the place with the trade center of the universe, place the best agents, COSMOS agents, the best mass mission-running areas, the best LP rewards then have the best POS towers to place in those areas and tell them that mission-running and killing is the only real good way of making money in the game, because the over-drops killed the builders, the market over-supply killed the traders, the hundreds of 0.0 macro/script/bot miners killed the miners and the resulting economy killed the researchers. Now let’s call this hypothetical race a random hypothetical name such as Caldari.
Sure, they were nerfed since 2003, but was it enough? Living in 0.0 can slightly minimize the unfair benefits, but is it enough?

3. WHY IS CCP STUBBORN?

CCP was not interested in taking such feedback from a player in 2007 and unsubscribed players cannot post feedback on the forums as was tried in 2008. The purpose of this report is not to shoot down EVE, or to get a job with CCP, but it really is to enhance the game to its best.

EVE OF TOMORROW
MARKET PROBLEM – WHY DID THE RESEARCHER QUIT THE GAME?

It is great to have a fully player balanced market without restriction, regulations or other hindrances that regulate prices however there is no rhyme or reason.

Causes

1. Over-seeding for all categories of items. The wealth in EVE keeps accumulating. On any average day of mission-running Level 3 or 4, one can gather 10 times the gear needed for that day. Seeding is one controlled variable that is abused by the macro-mining and macro-plexing, while restricting the regular players who have to fly around for 2 hours to find a free complex and offers limitless proportions as contributing to an empire’s wealth. Something needs to be done to counter the overwhelming growth, and production of the game and rat looting, as more people constantly build, accumulate versus the amount that they waste, scrap or destroy.

2. Farming complexes and drone mineral drops allows fighters to gather more minerals than miners. No one realizes that this destroys the purpose of the miners, as will be expanded in section.

3. In 0.0 and especially in Empire the loss rate of ships, modules and towers is way lower than growth.

4. BPOs are unlimited – Fair because it allows all to get access to all component types, unfair because it devalues the producer.

5. A constant addition of new types of modules (e.g. Tech 3) –> every introduction, cause unbalance in the market, causes a spike in prices, lowers the previous models by stopping sale of those models, causes an unbalance between the classes of players, and gives the edge to the players who are most active at that time.

6. An enormous amount of skills are required for a trader, a builder, a miner and a scientist to even begin to make a profit, compared to the fighter.

7. Add ability for lending/leasing contract option for ISK/ships/items to decrease incentive for thieves and allow for people to start a business.

8. Allow game corporations to make money from operating like businesses. Allow public trading of stocks that cannot be controlled by the corporation Directors.

9. Allow Bank of Luminare to keep items in a collection Vault, where they cannot be used or seen by thieves. Insurance and loans can be taken from the bank as well. The interest rates are variable based on real market and has options to sell stocks.
Abra's Shadow
Aliastra
Gallente Federation
#2 - 2011-12-05 04:04:10 UTC
Problems

1. The trader has no interstellar reference pricing since all the regions have only local regional markets. Agreed that more centralized markets allow every Joe to know what everything is worth and where it's best to buy and sell, while a market with a range per solar system would benefit the smart hauler trader. The trader would spend 10 times longer accumulating the same ISK and LP from Currier missions as he would from Combat, so he better pick up a gun and become a failed-fighter.

2. Due to the crashing market, high competition, overwhelming production and population distribution, the ‘perfect’ builder, which needs too many SPs in empire makes a profit margin of 10-20% on average (low end modules as low as 1-2% and battleships 10-20%, which barely justifies buying the BPO, since there are way too many on the market anyhow. A strict T1 builder just starting would not survive in Empire too long. A no SP builder should be able to build.

3. The scientist has no place in 0.0 since the datacores, the BPOs, the data interfaces, decryptors are all in Empire it is too long, tedious and dangerous to transfer out. The profit margins of the ‘perfect’ scientist and t2 builder have dropped tremendously in the last years due to competition caused by overproduction vs. necessity of those modules. To become a perfect scientist, you require investments of millions of ISK, and over 1 year of skill training, year in which it is impossible to make any money researching, thus forced to be a low-level fighter. Furthermore research is bottlenecked by the 30+ days of wait just to copy the BPOs, as there are no more T2 BPOs.

4. The perfect miner would be lucky to make the same amount of money/items as the low-end missioner who will most likely get those items without BPs, with a higher ‘meta’ level, and some bounties to top it off. Thus unless you have a macro, or 1 billion ISK worth of implants, ship, fitting and you are in 0.0, mining is a waste of time and ISK. Leave the mining for macro-miners, perfect for all people that support their accounts with ISK.

5. The fighter has 4 choices, complexes, ratting, mission-running, or PVP/pirating. Cosmos in empire, low sec and 0.0 is owned by fighters, not builders. By far the most dominant class, with the same SP can make many times the ISK/hour as a starting character over any other class. In the end game it is not the richest, but still the most dominant class, and has proved the central most essential class. Now with LP stores, the fighter class is even more profitable. Has access and is favored in low sectors, is protected from rats at all times.

To further destabilize the market, EVE makes changes in the new patches, that totally changes the value of modules and faction items. An unstable market can not only wreck the game for making things too easy to acquire or not worth acquiring, or decrease the trust in investments due to the instability.
Thus the miner, the builder, the scientist, trader/hauler cannot compare to the fighter, making the game unfair (especially for one who just starts and chooses a random favored class).

Solutions

1. Eliminate Macro Miners: The game should automatically block and ban a miner ship that moves at same coordinates 3 times consecutively. 1 is normal, 2 is chance, 3 is a pattern. Use ProtectShield-like programs to detect against macro programs. Use NPC mining patrols to ask various random questions for miners, and have them answer or be temporarily banned. (Communication that blocks the screen so it cannot be ignored or rejected.) A miner that warps out of the belt when the belt patrol comes should be a suspect. A miner that does not answer the question while switching mining targets will be banned. A miner that does not answer the questions 3 times in 5 days will be permanently banned. (no such thing as AFK for more than 5 min intervals) A player that mines for more than 3 hours straight should be flagged as a suspect, one that mines for more than 6 hours should be investigated. Reduce amount of ore available, reduce ore types in empire, reduce amount of belts in safe sectors.

2. Increase base prices for items to increase profit margins for miners, producers, researchers and traders. Optimal economic structure:

Tech I
Miner/Refiner: Ore (35% profit/day of work)
Component Builder: Components (30% profit/day)
Wholesaler: Buys and Sells in Large on few stations (15% profit/day of sales)
Retail/Trader – Buys, Moves, Distributes and sells on many stations (20% profit/day of sales)
Soldier (ultimate) – Buys all materials created, accumulation of wealth. Should work to rat, pvp, clear complexes for 4 days to afford the components that the Miner/Builder/Wholesaler/Trader made available for him.
Abra's Shadow
Aliastra
Gallente Federation
#3 - 2011-12-05 04:04:36 UTC


Tech II
Moon Miner: Elements (12% profit/day of tower operation)
Chemist: Compound Synthesis (8% profit/day of tower operation)
T2 Component Builder: T2 Components (7% profit/day)
Researcher: Data Cores Agent Research (5% profit / day of research)
Complex Runner: Encryption, Decryptors, Interfaces (8% profit / day of work)
Inventor: Needs BPOs, Copies, Cores, Invention, Skills and takes risk (30% profit)
T2 Builder: Needs T2 BPC, T1 base items, decryptors and T2 Components (10% profit/day of work or sales)
Wholesaler: Buys and Sells in Large on few stations (7% profit/day of sales)
Retail/Trader – Buys, Moves, Distributes and sells on many stations (13% profit/day of sales)
Soldier (ultimate) – Needs to work 1 day to afford the components built by 9 people during 9 days.

3. Decrease seeding for ALL items by about 20 times in all rats including missions. Decrease salvage, decrease named and unique modules from complexes. Decrease explorations. Remove predictable complexes that make any money relevant at the higher skill levels of the game.

4. Allow fighting in Empire (as the new Faction Militia wars allows) to allow more fighting and losses even in Empire space.

5. Stop adding content to a game that is overfilled with content. Stop changing content in the game, as this changes its values of rare items and the fortunes of the players change as well.

6. Replace the LP Store with a Black market for faction and illegal goods whose trade should make extremely larger profit margins at a risk, sales of legal and illegal items, faction, quest, collectible items, officers, COSMOS or mission items, livestock (restrict it at individual system), even in empire. A market where the hubs are created by the individual corps and alliances. Players/corporations can attempt to create such black market channels and recruit NPC corporations to place buy and sell orders on them, as well place really rare items on them, for gaining interest of other players. The popularity of these channels will determine if it lasts, or it is closed, and the tax imposed by the player creating it will be their profit on the number of transactions. The market is not searchable, has no recordable history, has no minerals or common mods or rigs, and can only be linked at systems adjacent to it. The Black market should also have officers, crewmen, individualized items, capital ships and so on, since it is not on a station.

7. Introduce NPC trader ships who can stimulate the market by buying, selling and stabilize the continuous deflation, and creating availability and demand across all item types.

8. Add a Stock Market. The player corporations and alliances can have invested in the NPC company stocks and support those companies in their war against the rats and struggle against other factions. NPC companies that produce and sell various components, can have varied success based on the demand for their products, the volume they can produce and distribute and the profit made per product, loss of wars, and others.

Abra's Shadow
Aliastra
Gallente Federation
#4 - 2011-12-05 04:05:41 UTC
SECURITY/ INTELLIGENCE PROBLEMS

Problems

1. Right now the game espionage, counter-espionage and theft system is only based on dirty lies, deceit, backstabbing, cheating and stealing from good people, not making for a good source of relaxation.

2. Much more of this side of the game should be based on individual player skills and intelligence. (i.e. A new player with a purchased skilled character should not always win against an experienced players with lower skills)

Suggestions – Additions

1. Introduce the Espionage to the game with associated Espionage Skill Cluster:
a. Add ability for players to rent ships from NPC corporations for 15% of the price of the ship per week. Lost or stolen ships are to be paid at 125% over the 15% rental fee. Allows poor people to still experience the thrills of their new skills, and know if they wish to buy a ship before spending billions on it.
b. Skill to infiltrate into other people's private conversations (adding twists/dimensions to the game)
c. Skill for Ship Sabotage, allowing users to disable components in mid-flight, destroy cargo/ammo, detonate ship, turn drones against their master, etc... One example just imagine a Gallente Command Ship with unbeatable T2 drones confidently taking on a harmless industrial ship in 0.0… when suddenly hardeners fail and the drones start attacking their master ship, an incredible site giving hope to the weakest)
d. Skill and module for holographic projection. This can disguise any ship as another. Similar to cloaking, this disguise can be dropped when approached at 2500m or closer, or if disengaged. This would reduce the confidence of even the most experienced pirates.
e. Skill to see other people's hangars and steal from them.
f. Skill for counter espionage (can find people's traces of where they've been without agents, their alts, their skills, find out who has a specific item (within a range), ships or locked containers, the market orders or contracts, etc...
g. Skill to look up information about specific people, such as their implants, their skills, their location and their alternative characters.
h. Skills for checking foreign corp. mails, corp. members, corp. accounts, and even to sabotage corp. (e.g.: kick people out of corps, steal money from corp. funds, steal items from hangars, destroy/steal assets from contracts or corp. hangars, etc…)
i. Skill for hacking to do secure containers.
j. Skill to check various local channels remotely from other systems

2. Add corporation security levels measures, many different levels needed for accessing POS, inability to cancel jobs placed by someone else, logging of names of people taking stuff, cancelling jobs or others just as if they were taking money.

3. Introduce military or organizational ranks for a hierarchical structure in corps. Promotions by corp. directors can be granted based on connections, skill points, financial contributions, corp. service contributions, established trust, length of time with the corp., etc…

4. Add Tracking Devices, personal trackers that can be carried in cargo-hold, others like mines that can stick to ships that pass within 2km in space. Cameras that allow interfacing from far away to watch battles, allows news reports and espionage in areas of interest remotely.

5. Add module to monitor and capture conversations, the closer to another ship, the easier to intercept conversations, the closer the two people talking, the more secure the conversation

6. Add Bomb Modules that mimic regular modules, that when looted off your wreck can be linked to a remote detonator and destroy/damage/disable the carrying ship. Decrease motivation to rob miners in space, to interfere with other’s missions and perfect against pirates.

7. Fix: Do not allow any more than 1 EVE client to run on the same computer at the same time, do not allow more than one connection from the same IP. (Allowing people to have their own gang of 3 characters makes it unfair in the sense that they don’t need to depend on others to do missions meant for gangs)

8. Module for Freighter class: Refitter, Refiner, Repairer, Reprocessor and Repackager

9. Unique items, item collections, ability for people to have collections/collectible hobbies, extremely rare items that are only found in 1 system (Entity the item collector is only one man), ability to place those items on display on ships, on stations, amazing visual effects on ships that keep completed collections in cargo.

10. Missions like quests that need items, riddles, personal intelligence, some that need a few friends to do, activate ruins on planets, much more like

11. Tracking devices/mines that can pinpoint a ship (not a player) on system map, or some on starmap (better way of tracking than locator agent) (only removed at stations with high standings, 8+ for example) Some can show a smoke tracer in space of where the ship went exactly, even when cloaked. Some can give information about ship size, direction, radius, energy, systems, etc… Some can be deployed in space, and better ones can be placed by enemy ship within 2km range. Action not punishable by CONCORD. Can only be detected by stations with repair bay and external scanners when docked. Allows tracking of players, corps, fleets, etc…

12. Space mines that can be deployed... (limit the number to the Mine Anchoring Skill to reduce lag) (Limit all anchoring to the player's skill so that there is no infinite cans, no infinite outposts, no infinite bookmarks, etc…
Abra's Shadow
Aliastra
Gallente Federation
#5 - 2011-12-05 04:06:31 UTC

13. “Follow enemy into warp” option and Module for Warp tracking/destination alignment: an interceptor or a frig can, instead of scrambling an industrial ship, battleship or mining barge, follow enemy ship into warp side by side with it and can follow it or catch it somewhere else (warp core stabs may help). This would make different warp speeds actually useful (good for people trying to avenge their kill rights). (giving small ships an edge)

14. Module Reroutes Targeting to another ship, under the targetter/ECM class that (small ship can reroute enemy battleship target on a station, causing it to be shot at by sentries)(in fleet wars it can serve to redirect fire to the tank).
15. Module that can change another ships, warp destination (unless caught right away, you can find yourself warping to the enemy POS) (giving the few an edge over the many)

16. Module under the targetter/ECM class that reroutes targetting to another ship (small ship can reroute enemy battleship fire on a station.

17. Another ECM class should be introduced: one that acts to hide the ship using it, not to jam the target ship, but causing non-specific interference at close ranges. (e.g. one cruiser cannot be targeted by 50 frigs hovering around it, if not making it completely unlockable, at least increasing the lock timer and decreasing accuracy of guns – interference decreasing signature radius)

18. Freighter-type modules allowing on-board Reprocess, Repackage, Refine, Repair and Refit, these are rooms that take-up cargo space: e.g. 100,000m3 or more). Personal manufacturing, or Lab to use while flying (can add fuel type to run) similar in size, function and fuel to POS modules.

19. Add Diplomatic ships (T2, Level 3, Destroyers) – White light ships such as the yacht, that would not have med powered or high powered slots (no offensive power or trickery), but with 8 low slots for speed, protection and warp stabs. Command fleet bonus abilities, can travel at high speeds and are extremely hard to lock on. When attacked, these drop the SEC rating of the attacker significantly. These ships do not blink red when at war. Diplomatic ships can only travel in empire, in low sec, cannot be used as spy ships.

20. Add Suicidal Bomber ships (T1, Level 3 Destroyers), which can blow up only on impact (0 m) with enemy ships and deal damage exponentially proportional with the decrease in ratio of skill points of the opponent pilot (i.e. Bomber:Target Skill Points = 1000SP:50,000SP= 50^2*10=25000 damage points of each type of damage to a maximum of 400000 damage points in total). Suicidal ships have no high-powered slots, have medium speed and both pilot pods always get destroyed upon detonation. This would give newer players or alts odds against old players.

21. Ability to join ships together, like a battle tower, rendering more slots and transferable abilities (ability to transfer power, reroute shields, join shields together, use extra slots on board a destroyer with a BS powergrid, etc... (allowing creativity and a sense of teamwork)

22. Ship fuel to be kept in cargo. More fuel allows longer travels, at the cost of less velocity and warp velocity. More fuel can cause a ship to be explosive and even unstable in a fight.

23. Large Tractor Beam - A beam that is able to pull 2 ships together based on speed, vectors and mass or engine thrust ( allows for ability of BSs to catch frigates, etc...) Also the module is destroyed if any one of the ships goes to warp.

24. SHIP CREWS:
a) Each ship should have space for a crew and officers based on ship size. The crew and fuel of the ship should have a limit so that it needs to refuel in space from haulers, capital ships or regularly dock at a station. Crew needs to be paid, determines the speed and functionality of modules (e.g. gun reload speed), crewman that get killed, cannot be replaced until ship is docked (gives an endurance to ships).
b) Officers can be recruited based on skills, levels and standings with various corps, random luck and at different stations. Officers can give various bonuses to certain attributes (Frigate: 1 copilot allowed giving speed bonuses, destroyer 2 officers allowed, giving aiming/targetting bonuses, a Battleship can have 8 officers helping with all kinds of attributes.) Officers go on auction for highest hiring pay and highest hourly pay. Human players can replace officers, while embark on the same ship together adding together all bonuses from implants and skills (increases cooperative gameplay).
c) Crew killing allows for more ways of capturing ships. Crew deaths should be directly proportional to overall damage to a ship, causing the captain to automatically eject due to inability to pilot ship alone. (limits battleship and command ship infinite tanking, while helping small ships against larger classes)
d) Module Crew pods (can break through shields and a range of armor hitpoints) and Crew Transporters (can bypass armor hitpoints, unable to activate while enemy shields are up)


Conclusion

This will help balance out the rich and the poor, would decrease the amount of random containers left around all over the place, would decrease necessity for lies and deceit, would decrease the incentive of people gathering like ants in Jita, would make the losses of rich people proportional to those of poorer people and make wealth accumulation harder to unlikely, and would give the people who have been wronged a way to devote themselves and their resources to destroy another character/corp./alliance from the inside.

Abra's Shadow
Aliastra
Gallente Federation
#6 - 2011-12-05 04:07:04 UTC
GEOMETRIC REALISM

Why were planets and moons hollow inside, and why is flying through them so easy. Planets, Moons and Stars are not their real sizes, can’t be approached, cannot be seen from close, can be flown around, and cannot be seen from one another as would be expected. (e.g.: The moon can be seen from Earth, and Jupiter can be seen from Saturn, but not in the game. The Sun as an average star should be 1.3 million kilometers in diameter while planets should be on average 20000 km in diameter with a standard deviation of about 10000 km.

1. Should not be able to warp anywhere near the sun, without losing your ship and pod.

2. Should not be able to pass the sun and should not warp through physical objects (stations, moons, planets) even in warp. If there is a large object in the way of a warp tunnel, then warping has to stop at the object, and the object must be manually navigated around. Thus if you are on one side of a station or a moon, one cannot warp directly to a gate, without having to navigate. This makes navigation a critical pvp skill, while allowing frigate and small ships an advantage in velocities, maneuverability and warp speeds over the larger ships.

3. Crashing into objects should cause heavy damage to shields and then instant destruction; e.g. Mission: Deadly Arrival, cannot warp in the middle of a hollow asteroid and be trapped.

4. Understandably game play (speed/entertainment) and role-play (realism) often contradict each other. Warp to 0 does not exist, can warp anywhere between 1km and 100km depending on many factors: disturbances, obstacles, ship ability (scan resolution of the ship, skills, distance warped, size of ship (maneuverability), signature radius of the target object and a random factor. (e.g.: an interceptor will always warp at 1km from a planet, a battleship will always warp between 50 to 100 km from an interceptor, and a battleship will always warp between 10 and 30 km to a gate.

5. Add better textures for planets, approaching short of landing it, easy to implement, much more attractive for a lot of people. Green planets covered in plant-life, blue oceanic planets, rusty red volcanic planets, yellow desert planets, white snowy planets and purple gaseous planets.

6. Consider keeping relative sizes of objects such as the sun compared to a planet, and dimming light of the sun the further one goes from it.

7. Gravitational attraction and acceleration of large objects that can start moving your ship. Suggestions 6 and 7 allow for low atmosphere combat maneuvers favored by the small maneuverable ships (allows one to hide beneath the clouds). Slow cloaked ships will drift towards the planets’ surfaces at an exponential rate. Racing ships can use the gravitational attraction to achieve higher speeds than they are able to otherwise.

8. Planet surface should have corrosive hot clouds, explosive fumes and thick atmospheres allowing ships to hide in them, as a cloak.

9. Planets need more roles, whether it's to hold colonies of 'workers' or ‘exotic dancers’, that produce incomes, or that can be mined slowly, conquered, and maybe build on them, even put a citadel/orbital gun on them.

10. Station design should consider space assembly from many parts, have strong geometrical shapes that allow for gyro stabilization/centrifugal-artificial-gravity generation, that maximize volume to surface area with slant surfaces (ricochet kinetic impacts) that minimize impact with piercing space dust that gathers in gravitational well to orbit moons and planets, maximized volume to surface area for thermal, air pressure containment and life support isolation, and directional physical/energy shields as well, polymer domes for space viewing and command, towers for guns with maximum clearance.

11. It does not make sense for stations to have such little defense. Small ships can have up to 4 small guns, battleships, up to 8 large guns, and POSs can have massive guns, webbers, scramblers, scanners, citadel launchers, etc... So how can a station with so many more goods to protect, more people, more resources, a market and infinitely large hangars, how can it have only 6 miserable sentry guns? A station should be the heaviest weapons platform, 10 times more than the most guns that can be fitted on a large POS.

12. All stations (including faction) should be able to be destroyed otherwise the transferable power and resources are too great from loser to winner of the war. This makes no one safe at any given time.

13. Planets and other objects should rotate in their shown orbits at set velocity, different from one another.

14. Stars should move relative to each other, together in constellations to approach and gain distance from one another, creating a realistic, yet unexpectedly dynamic map.

15. The stars seen in the sky at any given time should accurately show the real EVE-universe stars, in their given locations with the associated colors and brightness based on star color and distance accordingly.


Conclusion

These innovations would make the EVE space an awesome model of realism incomparable to anything else in existence.


REALISM ISSUES
Problems

1. CONCORD should not be able to show up into a mission and kill the player yet rats and CONCORD ignore each other.

2. CONCORD should never bother anyone in a mission, unless called upon. (no beacons, no CONCORD protected gates, no bullshit; this should solve the pirates and CONCORD fighting and the inability to use ECM bursts, smartbombs, FoFs and accidents)...

3. CONCORD cannot be unbeatable, they can die, just more should show up over time.

4. Rats and CONCORD should not just appear out of nowhere next to you as if they were always there cloaked, but rather would take some time to warp in (gates and stations still don't accept you if Concord is looking for you)
Abra's Shadow
Aliastra
Gallente Federation
#7 - 2011-12-05 04:07:39 UTC

5. DED spaces should not allow warp points so how do rat BSs microwarp donuts around you?

6. Missions are all about tank and DPS. It has lost its flavor of skillful navigation such as turn various ports/guns to maximize/minimize damage as in a sixteen’s century naval ship fights.

7. Missions cannot functionally use ECM on enemy, cloak is never an option because the number of continuous locks and there is always some kind of cloud or junk. God forbid being able to take a lvl 3 or 4 mission in an assault ship, because with BSs going faster than you, missiles always hitting, defenders not working, cloak not working, everyone instant locking, no mistakes of Rats shooting each other, no ability to accurately target guns or other modules on enemy ships, no rats running off demoralized, no rats running out of ammo or cap, and no tricky stuff like mines, well the game is game-over for Frigs, Destroyers and Cruisers.)

8. Towers should not spawn out of nowhere, unless they have jump drives that no one knows about...

9. Rats should never drop items that they don’t have, but rather drop very few items that they posses in their fittings.

10. Items that are specifically Minmatar whose tech 2 version is made by a Gallente Company, need Caldari Provided Datacores, and Amarr Data Interfaces? This should be fixed as it doesn’t make sense. Missioning with Duvolle Corp., it should make Gallente products, tech 1 and 2. The skills relevant and needed should be for Gallente research, acquiring Gallente-specific Datacores, and research should need Gallente Data Interfaces for invention.

11. Repairing ships and modules doesn’t make sense: Ships armor hitpoints and hull hitpoints are not proportionally the same when counting repair fees since armor is a piece of thick metal intended to take damage and hull is the electronics, modules and valuble core of the ship itself. The amount of minerals needed to build a ship and those needed to build modules is really unproportional.



Suggestions - Solutions

1. Add CONCORD beacon. This beacon offers protection only when equipped in a high slot. When attacked, the satellite transmits the coordinates where aggression takes place. CONCORD locates the aggression and immediately warps in. If CONCORD was as powerful as it is now, it wouldn't make sense to have pirates, illegal goods smuggling, combat missions against Gurista ships in Caldari space, or anything odd happening in Empire... because CONCORD would solve it all instantly. This allows a level of risk / uncertainty.

2. Additionally CONCORD beacons can be bought and placed for a large upkeep price in Empire space or fixed on POSs, where it can protect an area of 100km around it.

3. CONCORD and Rats should have absolutely 100% real possible fitting setups (random within given ranges/criteria); this includes:
i) BSs cannot fly at 4000 m/s no matter what
ii) Frigs cannot target from 120-240 km away
iii) Light missiles cannot travel over 40km, I don't care what faction launchers and ammo they use.
iv) frigs cannot ECM a ship 99% of the time from 80km away (outside of their targeting range anyway)
v) Warp scrambling frigs should not just instantly appear and instantly lock you down in a mission. (whatever happened to warping in, flying to, locking time)
vi) BSs should not be instantly locking frigs in lvl4 missions
vii) No such thing as infinite cap or infinite ammo. How does a rat frig with 8 heavy NOSs on it while it is MWD donuts around you, shooting, warp scrambling and tanking you!?! (CAP should limit all mentioned actions!)
viii) Ship scanner should be able to read the rat fit, cargo scanner should read cargo/rat ammo and the rat should never give something else than he has fit/on board (this will solve some of the problems stated under the market problem)
ix) rats are self-serving, greedy, jumpy, cowardly not knights in shiny armors... they run away/ warp off after their tank is gone (this should settle some of the game unbalance discussed later)
x) 1 player BS in a lvl 4 mission should never be able to fight 14 FACTION BSs and cruisers and frigs on the side (reducing the numbers and increasing the power or guns/missiles per NPC ship will also solve the lag problem associated with too many ships/new spawns)
xi) Need for more dynamic relationships between NPC corps and players or player corps... players ability to buy NPC corp shares, player corps allying with NPC corps getting benefits, ability to declare war on certain NPC corps

Conclusion

Realism makes you actually immerse in it and live the alternate real life rather than being reminded that it is just a game.
These changes would balance out the game for all classes of ships, would increase the strengths/roles of ECMs, target scrambling, tracking inhibitors, cargo scanners, ship scanners, NOSs, and a lot more.
Abra's Shadow
Aliastra
Gallente Federation
#8 - 2011-12-05 04:08:10 UTC
SUGGESTED WEAPON MECHANICS

And for game dynamics, ALL guns have all by a few minor differences (in range, tracking and damage) almost as if making Rock-Paper-Scissors as Rock-Rock-Rock. That surely sounds like a strategic game to play! Starcraft was a popular game because Blizzard did not make the marine, the zergling and the zealot all hit with the same power, same range and have same life.

1. Missiles’ damage should be slightly decreased; missiles should miss really fast ships, when close by. Otherwise it would make sense if FoFs should act as defenders as well. Torpedoes decreases are good, but maybe a little overdone.

2. Defender missiles should shoot automatically at any range, taking out all missiles/torpedoes.

3. Realistically Lasers should be the most accurate due to their light electronic components, no mechanical/moving parts, no ammo and having instant impact to target. They would be so accurate that a medium sized laser would always hit perfectly a medium sized ship, and the same for all other sizes. The range of lasers should determine the energy consumed and the damage done, e.g.: 3km = 400 damage, 10km = 300 damage, 20 km = 200 damage, 30 km =100 damage, 45 km = 50 damage, 70 km = 5 damage (exponentially lower)

4. Railguns are less accurate then lasers, have shorter range than projectiles and require ammo/projectiles and energy. When they hit perfectly however they do much more damage than either projectiles or lasers.

5. Projectiles are old-school pirate weapons of choice, using no energy, no technology, hard to aim, long-ranged weapons (shouldn't even really have a falloff closer than 300km as projectiles don't slow down in space nearly as much as energy dissipates). In exchange for the Laser's accuracy and efficiency, projectiles can be offered the possibility of burst with multiple fast shots, and the disadvantage of being capable of missing targets and hitting other things in their path. This friendly fire concept can possibly end up in interesting strategies with frigates causing massive damage to fleets using projectiles, and increase the use of small ships in larger missions. Targets hit by projectiles should be hit off course or change momentums.

Additional Balancing Changes

1. Passive targetters should not allow the enemy ship to detect that it is being targetted at all, as long as it is online, otherwise they would be useless.

2. Change Auto-Targetter to properly target only enemy ships, while giving more bonuses. The slot it takes is more valuable than just a simple auto-target function.

3. Add Sensor-Link. Ability to link all sensors on multiple ships together to increase sensor strength, scanning resolution and targeting distance.

MISSION-RUNNING AND CORP STANDINGS

Different NPC corporation's departments should offer very different services such as:
1. “Accounting” and “Financial” should offer banking services, such as investment with better interest rates, etc…

2. “Marketing” should allow NPC buying of various items needed by that faction for a killer price.

3. “Security”: espionage/locator services, other services stated in Espionage section of the EVE report.

4. “Internal security” and “Surveillance” provide Counter-Espionage Services in an area.

5. “R&D” would offer RPs and Research slots at their stations

6. “Administration Skill” would give priority to people who have a better standing to use facilities.

7. “Command” would offer help when a person needs it (to be used like a special; eg: when in a low sec combat and there are 2 ships versus you, you can call on Caldary Navy Command to send 4-5 ships to help you out, ships and specialties such as shield transfer, cap transfer, offensive ships can vary depending on the corp)

8. “Legal” can give pardons from CONCORD for empire kills, or can increase kill rights (number and how many depends on level and quality of agent). Can change security level. Can clean up thievery

9. “Advisory”, “Archives” and “Astrosurveying” can give hints about regions, systems and even planets with hidden complexes, explorations, or alien phenomena.
10. “Distribution”: Free Remote Hauling Services (Put it on Contract similarly to a Courier only a diff category and deliver instantly to target locations safely, range depends on agent level and quality)

11. “Manufacturing” and “Production”: Can buy minerals and COSMOS components for better prices

12. “Mining” should offer mineral trading for better prices, and ability to refine better (cumulative to skills)

13. “Personnel” should give better officers for the new ship crews, than randomly found

14. “Public Relations” should give access to certain black market channels as well as the ability to modify Sec rating and or Standings with specific Factions.

15. “Storage” should allow a safety deposit box to protect precious possessions from theft.
Abra's Shadow
Aliastra
Gallente Federation
#9 - 2011-12-05 04:08:38 UTC
RANDOMZATION / DIVERSITY /CUSTOMIZATION

The Empire game makes for a boring and absolutely predictable, non-adventurous ‘adventure’. Very repetitive at the beginning, much time is wasted flying around, warping-jumping and very little action. This alone made me consider quitting more than once and made 2 of my friends not even join EVE due to the ‘boring’ too complex nature of the game. (I didn't even have a chance to show them the first complex, since it took 20 minutes to get there.)

Suggestions
1. Sun interference with Shields or other systems (hardeners, electronics, tracking, targeting, etc...) Heat and radiation slowly eroding hull and armor.

2. Solar panels for high powered slots, to add to ship’s power, like NOS, only ability varies based on distance from the sun. Can protect from solar radiation. Makes activity close to the sun be higher than away from sun in systems.

3. Space creatures, monsters, powerful squids, octopuses, crystal entities, porcupine/turtle-looking/asteroid-looking creatures that have various pulse, bursts, physical weapons such as spikes and tentacles...and other 2D creatures can only be shot from one direction. Plagues, computer viruses that take over ship command systems, extraterrestrial acid spore clouds that infest ships and slowly erode the hull. Highly infectious diseases that can catch ships which can rust armor and hull. (giving power to the little guy). Biologic organisms, that can attach on to ships and slowly alter appearance, disable modules, join to make it a bioship, etc...

4. Random disasters: Supernovas that devastate entire systems rearranging sovereignties warp points, killing POSs and Outposts and of course all ships in system.

5. Possible rotation of star clusters (constellations) in radial relationship to the others.

6. Black holes that can destroy random spots, make it really dark in the whole system (no sunlight), make it impossible to warp from some locations to others, and/or hide people in Local Chat (making it easier for pirates and spies to actually hide)

7. COSMOS Monsters appearing randomly and killing larger ships more expensive ships, and maybe not noticing less expensive ships

8. Space aliens attacking POSs

9. Add: Space creatures blockading docking and trading at stations.

10. Add: Possibility of stargate malfunctions (shoots you way off-course, can destroy or damage ship)

11. Add: Possibility of broken stargates (randomly cut access to areas of space for periods of time, takes time to be repaired by player)

12. Random Battles between the Factions (e.g.: at Caldari-Minmatar border Zone have random skirmishes between a Caldari Navy Carrier and Minmatar Rebels, while in 0.0 have navy battles between “Rogue Drones” and “Guristas”, between Angels and Minmatars (players should get option to observe without interference, to join a side) (getting standings increased for one and decreased for the other, and being able to loot) (stations that switch ownership lose all hangar items/ships)

13. Giant comets hitting moons causing explosions around them (taking out ships POSs, cans, etc..)

14. Solar winds causing interference with modules, sensors, cannot probe someone out in them, or they cannot be seen in Local, and all their chats are jammed. Some that jam solar system maps, star maps, or autopilot, some that allow pilots to be lost in space, until found or until they navigate themselves away.

15. Nebulas should reduce visibility, do not show ships on overview until really close, can make shields not work, can make energy drain, lasers not shoot and projectiles and rails miss more often.

16. Regions, factions gaining and losing systems, corporations merging, splitting, etc...

17. Add: NPC trader ships passing through empire, low sec and 0.0, profitable kills, if followed or stalked.

18. Standings: when killing a player to which you have kill rights or aggression rights, he shouldn't get kill rights back on you, when ratting in low sec one should get standings with the faction owning that low sec, when killing a low sec player, one should gain sec standings. When killing a player with negative standings towards a corporation or faction, one should get positive standings towards that same corp.
Abra's Shadow
Aliastra
Gallente Federation
#10 - 2011-12-05 04:09:01 UTC
VISUAL / INTERFACE ENHANCEMENTS

1. Addition of a Combat Simulator, which is hooked to the test server and person while in EVE mining or travelling, can play on the test server in a window, can test fittings and challenge friends in a safe environment.

2. Alternatively, EVE could allow just one system for people to kill each other with random ships they can test-fly ships , allowing practice combats, challenges, arenas, without the losses of 0.0 and without money losses) (adds a Starcraft side to the game)

3. Add board games, card games, gambling for ISK, chess, newscasts, spies reports, news report, tips sections, possibly EVE-TV and/or EVE News in an in-game Window.

4. Module that allows the pilot to broadcast his camera’s view to the rest of his fleet.

5. Module that allows the pilot to have a distress call communicated on other local channels, giving location, #of jumps, ship under attack, condition, # of attackers, ships of attacker and some of the info about the enemy.

6. Damage from hits, and sequential hits should stay on the screen for a longer period of time. The enemy hits should be shown on a different side of the screen from own hits. Assuming that most of the universe has a black background, the background box currently used can be removed. Simultaneous hits should be show like in World of Warcraft, slowly sliding up. This is necessary since most of the time, cannot scroll through log while in middle of battle.

7. Hits should do more than shake the screen! Hits should make modules blink on and off and ship speed and direction should change, hits should shut down certain systems such as the main shield/armor/energy gauge/warp drive/comms and main overlay overview.

8. Scramble - A VERY OBVSIOUS warp scramble indicator should be shown on the speed gauge, also where warp kicks in, and when/where you are safe from the warp scramblers.

9. Ability to draw in space temporarily with smoke. Smoke can slowly diffuse out from its original location.

10. Option to cancel locking.

11. Communications -> have a small animated screen with a picture of the person (finally can put the 3D character generator to good use, and have animated picture of the talking character in a chat or convo... this can serve better than blink on/off since you know who is talking at all times, without having to read the convo.

12. Being able to accurately, specifically targeting of modules such as sensors, engines, shield boosters, hardeners, etc… This would increase the role of scouts, ships with scanners on board that can call targets on specific modules exploiting specific weaknesses in enemy ships. Most important in small ships can use targeting speed, positioning/ship speed, weapon accuracy and sensor accuracy to shoot out specific systems and modules such as shield booster on BCs or BSs to actually have a chance to take them down.

13. Expand the game-play experience and incidences in the realistic space world, so people can feel it, relate to it and live it, such as asteroids colliding, accidental engine failures, nebula storms, black hole attractions affecting ships and view.

mxzf
Shovel Bros
#11 - 2011-12-05 04:23:28 UTC
TL;DR (from what I saw while skimming the posts): OP doesn't like playing Eve and wants to play a completely different game.
Abra's Shadow
Aliastra
Gallente Federation
#12 - 2011-12-05 04:42:53 UTC
I think it needs to evolve in a 2012 game, after 10 years... If a different game would do the same with new features and what I mentioned above, I would join that in a second. Apple needs to remain innovative to remain at the peak of the technology and lead the market.
Zirse
Risktech Analytics
#13 - 2011-12-05 06:26:41 UTC
Dude no one wants to read your 5000 word thesis dissertation.
Abra's Shadow
Aliastra
Gallente Federation
#14 - 2011-12-06 22:59:21 UTC
You're right. I can only hope that GMs read this, and take what they will from it. It was written in 2007, and never accepted by CCP.
FlinchingNinja Kishunuba
Crunchy Crunchy
#15 - 2011-12-07 07:04:18 UTC
So when is "Abra's Shadow Online" MMO coming out?

Heard of Dust 514? This should mix things up just a tad don't you think?
Spawne32
Caldari Provisions
Caldari State
#16 - 2011-12-07 07:23:22 UTC
Got some good stuff in there, but since 2007 alot has changed, and the game favors pvp players now more then anything.