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Fantasy patch notes of the future

Author
Galphii
Caldari Provisions
Caldari State
#1 - 2014-07-16 03:50:07 UTC  |  Edited by: Galphii
I got my hands on patch notes for a future iteration of eve, thanks to SCIENCE! I kept thinking of ways I would go about 'fixing' eve, and I had all this rattling around in my head. Just had to get it out of there and have a little fun in the process. Cool

Ship slots
* High, medium and low powered slots are now called Offensive, Defensive and Utility slots.
* Module slots are now determined by whether they are weapons (offensive), shields or armour (defensive), or utility
(everything else).

Modules
* Remote repair modules now apply a 33% stacking penalty to their target.
* Artillery now deals half the damage at twice the rate of fire.
* Missile hitpoints have been doubled in all cases.
* Damage control units are now a passive module, active whenever mounted on a ship.
* Armour plates and passive platings all have a powergrid cost of 1, and no CPU use. Ship design which favour armour have reduced CPU and PG.
* Modules now have a chance at being damaged during combat, even through shields and armour. The chance of this is affected by a new skill (see new skills below)
* Module effectiveness is proportionally reduced as they are damaged. e.g. A weapon at 90% damage state puts out 90% less damage.
* Cloaking devices now come in small, medium and large. Cloaking devices require capacitor to operate. Covert-ops cloaks use only a tiny amount of power (and come in only small and medium sizes), but the others have considerable capacitor drain. There are no cloaking devices for capital ships.

Stations
* There are now separate docking and undocking queues at stations. Ships will be launched or docked at 3 second intervals.
* There is now a fee for docking or undocking from stations based on the size (class) of your ship.
* NPC Stations will no longer tolerate weapons fire or combat of any kind within 400km of their stations, including war
declarations. Failure to comply results in a swift death at the crosshairs of high-powered sentry guns. This is necessary to keep the shipping lanes open and their profits safe. Ships with their safety's set to red still receive a warning if attempting to engage in this zone. Player owned stations may alter settings of this feature.

Clones
* You no longer have to upgrade your clone. New bodies essentially have no upper skill point limit.
* Jump clones must be in the same station as your active body when you switch to them. Stations can hold up to five jump clones at once. Jump clones can be carried as cargo.
* Bounties will no longer be applied to players by other players. When a player commits a crime they have a bounty placed on
their head from CONCORD, and they are attackable by all players until the bounty is reduced to zero.

NPE
* The stargates leading to systems in which new characters begin are only accessible by rookie ships.

Travel
* Stargates now send you to within 2 million km of the star in the target system you are traveling to.
* When warping to a stargate, you are brought to roughly 10km of the gate (warp to 0 has been removed).
* Bookmarks cannot be made within 120km of a stargate.

Intel
* Active local has been removed.
* The directional scanner has been vastly overhauled, providing an automatic 2.5 second sweep of a 20au area while active,
depicting ships on a new scanner display complete with their range from you. Targets on the direction scanner can be warped to directly, with the accuracy of your landing on grid determined by sensor strength, the warp navigation skill, and the
signature of the target. Maximum landing range is 100km, minimum is 2km.
* Combat probes have been removed.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Galphii
Caldari Provisions
Caldari State
#2 - 2014-07-16 03:50:17 UTC  |  Edited by: Galphii
Skills
* Warp navigation has been introduced. Reduces the deviation when warping to a target on the directional scanner by 10% per
level.
* Critical Precision has been introduced, increasing the chance to damage modules in combat by 5% per level.

Clipping
* When 'bouncing' off another ship, the ship with the smallest signature is bounced away and the larger of the two is unaffected.

Capital ships
* Jump drives on capital ships activate only when using a stargate.
* Supercarriers have been reduced in size, capability and cost to that of regular carriers. They are now known as 'Assault
carriers', able to launch up to 10 (unboosted) fighter bombers. They have no bonuses to remote repair modules.
* Regular carriers are now known as 'logistics carriers'.
* Titan jump bridges have been removed.
* Capital ship warp speed has been increased to 1.5au/sec.
* Assigned fighters and fighter/bombers can now accompany their designated ship up to five jumps away from the carrier.
* It is now possible to warp to your own fighters and fighter bombers if they further than 150km, and in the same star
system.

Drones
* Fighters' volume and bandwidth has been reduced to 200m3/tf.
* Fighter bombers' volume and bandwidth has been reduced to 300m3/tf.
* New logistics fighters have been introduced (for shield, hull & armour). These can be assigned just like regular fighters.
* Assigned fighters and bombers show their hitpoints even when off grid our outside of the carrier's star system. Notification of their damage output are also displayed.
* Drone hitpoint displays now function while drones are docked.
* Carriers and supercarriers gradually repair docked drones and fighters over time using the new drone repair module.
* The volume and bandwidth of light combat, logistics and ewar drones has been increased to 25m3/tf, and their
firepower/effect and hitpoints have been multiplied by 5.
* The volume and bandwidth of combat, logistics and ewar medium drones has been increased to 50m3/tf, and their
firepower/effect and hitpoints have been multiplied by 5.
* The volume and bandwidth of combat, logistics and ewar heavy and sentry drones has been increased to 125m3/tf, and their
firepower/effect and hitpoints have been multiplied by 5.
* The volume and bandwidth of mining drones has been increased to 25m3/tf, and their yield and hitpoints have been
multiplied by 5.
* Ships with less than a 25m3 drone bay either have the bay removed entirely, or increased to 25m3 (determined on a case by
case basis.)
* ECM drones have had their ability changed to a burst ECM effect (see electronic warfare section for details).
* Shield, armour and hull repair drones can be instructed to affect your own hull.

Electronic warfare
* ECM burst modules no longer affect ships or drones. They now have a chance to disrupt missile locks within their area of
effect. This area has been increased to 20km base. When a missile's lock has been jammed, the missile detonates harmlessly.
* Direct ECM modules have been removed.

Sovereignty
* The Supercapital assembly array has been removed.
* The primary sovereignty structure is the Fortress. It must be destroyed and your own put in its place to claim sovereignty.
- The Fortress is heavily armed and armoured, more than capable of destroying a sieged dreadnaught.
- It is less effective against subcapital fleets, but still deadly. It is self-repairing and able to hit targets on grid.
- It can be upgraded with different subsystems to affect the constellation - mining (more ore sites at random throughout the
constellation), industry and science (bonuses to S&I, plus the ability to build a titan at the Fortress itself), defense (A
DDD mounted on the Fortress, plus more combat sites throughout the constellation). All fortressess disable cloaking devices
to any ship on-grid.
* There are three other sovereignty units. Each of them can be destroyed with reasonable ease by subcapitals, but they are
far more useful to leave intact, for hacking. Each facility can have multiple sentry guns placed around it.
- Defence facility. Hacking this allows a player to reduce the shield resistances of the Fortress for one hour. It also disables sentry guns throughout the constellation for the duration.
- Tactical facility. Hacking this allows a player to disable 75% of the weapons of the Fortress for one hour. This also reduces profit from combat sites in the constellation by 50% for the duration.
- Sensor facility. Hacking this allows a player to disable the cloak disruption field of the Fortress for one hour. This
also blacks-out information on ships in space or ship losses in the constellation for the duration.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Nariya Kentaya
Ministry of War
Amarr Empire
#3 - 2014-07-16 04:01:54 UTC
Galphii wrote:
I got my hands on patch notes for a future iteration of eve, thanks to SCIENCE! I kept thinking of ways I would go about 'fixing' eve, and I had all this rattling around in my head. Just had to get it out of there and have a little fun in the process. Cool

Ship slots
* High, medium and low powered slots are now called Offensive, Defensive and Utility slots.
* Module slots are now determined by whether they are weapons (offensive), shields or armour (defensive), or utility
(everything else).

Im sorry but this is a terrible Idea, Not only that, It would take away variety in ship fittings because literally every ship would have EXTREMELY specific fitting space as to what goes where and why.
Rowells
Blackwater USA Inc.
Pandemic Horde
#4 - 2014-07-16 04:21:32 UTC
I think my brain is bleeding...
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#5 - 2014-07-16 04:22:29 UTC
Galphii wrote:

* High, medium and low powered slots are now called Offensive, Defensive and Utility slots.
* Module slots are now determined by whether they are weapons (offensive), shields or armour (defensive), or utility
(everything else).

Looks like someone forgot that shield and armor tanking mods use different slots for a reason.
Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2014-07-16 04:31:12 UTC
Galphii wrote:
* Artillery now deals half the damage at twice the rate of fire.


Hahaha. No. Biomass and unsub. Then go **** yourself.
Galphii
Caldari Provisions
Caldari State
#7 - 2014-07-16 04:37:33 UTC
Your anguish sustains me. Yes, cry for Galphii Big smile

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Little Dragon Khamez
Guardians of the Underworld
#8 - 2014-07-16 07:39:27 UTC
Jump clones. If you've got to travel to where your jump clones are what is the point of a jump clone?

Please don't apply for a job at CCP.

Dumbing down of Eve Online will result in it's destruction...

Sara Tosa
School of Applied Knowledge
Caldari State
#9 - 2014-07-16 08:13:08 UTC
why do you hate so much drone subcaps?
Fer'isam K'ahn
SAS Veterinarians
#10 - 2014-07-16 08:36:47 UTC
Love fantasy patch notes.

But you should fire half your dev team now, before they start working on it, cause at least half of the changes are terrible. But since you already got the results its easy to reverse engineer the mistakes and fix em .... once You know which they are ... gogogo. Blink
Dantes Wolf
Interstellar Corporation of Universal Management
#11 - 2014-07-16 09:24:26 UTC
No.

"Before you diagnose yourself with low selfesteem and depression, you should first make sure, that you are not just, in fact, surrounded by assholes".

Adrie Atticus
Caldari Provisions
Caldari State
#12 - 2014-07-16 10:01:04 UTC
What I got from this is that you think that Amarr ships are underpowered and everything else should be nerfed to hell and back because of it.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#13 - 2014-07-16 10:52:36 UTC
Dear god!
Some of the ideas are absolutely horrific would cause the total obliteration of years of balancing and improvements, and great effort and discussion spent over years would be wasted.

Then we get to the bad ideas.ShockedShockedShocked

Seriously though some good ideas in there, but some are really really game-breaking,

Particularly loved the Jump clone idea for making jump clones unable to jump. Classic watdafq moment for a second.

So in summation, quite a fun troll.. Well i hope it was!Shocked

There is one EvE. Many people. Many lifestyles. WE are EvE

Grobalobobob Bob
Hedion University
Amarr Empire
#14 - 2014-07-16 11:03:28 UTC
Manual warp drives!

You forgot manual warp drives.

Want a button that you punch, and your warp drive kicks into life.. who cares where you go / end up.. just want that oooooh crap get me outa here button.

Plus.. seamless system to system movement, so you can actually point at a star, hit warp and eventually end up there.. eventually.. 6000au later.
Valkin Mordirc
#15 - 2014-07-16 11:05:38 UTC
Jesus Christ, Hey good on you for coming up with your idea and shiz...but...
Quote:

Ship slots
* High, medium and low powered slots are now called Offensive, Defensive and Utility slots.
* Module slots are now determined by whether they are weapons (offensive), shields or armour (defensive), or utility
(everything else).


No, It would ruin the entire idea of fitting a ship, like said above, there is a reason that shield tanks use mids and armor tanks use lows.

Quote:
* Artillery now deals half the damage at twice the rate of fire
.

So Railguns? With more range and a more wide damage application?

Quote:
* Damage control units are now a passive module, active whenever mounted on a ship.


I eh, I dunno bout this one, Sure why the hell not.

Quote:
* Modules now have a chance at being damaged during combat, even through shields and armour. The chance of this is affected by a new skill

* Critical Precision has been introduced, increasing the chance to damage modules in combat by 5% per level.


Jesus, HELL no. Blasters would probably disable a ship before it actually dies, 25% chance that a high dps ship will damage a mod, if you put that up against something that is brick tanked, then the it a win for the blaster boat almost all the time.

Quote:
* NPC Stations will no longer tolerate weapons fire or combat of any kind within 400km of their stations, including war
declarations. Failure to comply results in a swift death at the crosshairs of high-powered sentry guns. This is necessary to keep the shipping lanes open and their profits safe. Ships with their safety's set to red still receive a warning if attempting to engage in this zone. Player owned stations may alter settings of this feature.


I get the feeling that you hate anything that deals with Highsec combat. Why does the outside of station need to be protected from combat? It would ruin duels, not to mention other stations activities. Stations baiting, Wardecs and so forth.


#DeleteTheWeak
Sigras
Conglomo
#16 - 2014-07-16 11:09:01 UTC
This is actually a list of the worst ideas I have ever seen...
Valkin Mordirc
#17 - 2014-07-16 11:19:43 UTC
*Apparently I can only quote somebody five time in a post, so sorry if this one is a bit harder to read*

* Jump clones must be in the same station as your active body when you switch to them. Stations can hold up to five jump clones at once. Jump clones can be carried as cargo.

Why bother calling them jump clones then?

* The stargates leading to systems in which new characters begin are only accessible by rookie ships.

I could deal with this, only if the players could not go back into the rookie system once they left it, and supply in the rookie system was just rookie items to a dessie type stuff.

Travel
* Stargates now send you to within 2 million km of the star in the target system you are traveling to.
* When warping to a stargate, you are brought to roughly 10km of the gate (warp to 0 has been removed).
* Bookmarks cannot be made within 120km of a stargate
.

YAY, let's force everyone into become human autopilots, ruin gatecamping, and make it hella hard to move ANYWHERE.

Intel
* Active local has been removed.
* The directional scanner has been vastly overhauled, providing an automatic 2.5 second sweep of a 20au area while active,
depicting ships on a new scanner display complete with their range from you. Targets on the direction scanner can be warped to directly, with the accuracy of your landing on grid determined by sensor strength, the warp navigation skill, and the
signature of the target. Maximum landing range is 100km, minimum is 2km.
* Combat probes have been removed.


I like my Local thank you very much, It's how I make friends. And D-scan works perfectly fine as is. If you have D-scan with a Combat Scanner on every ship it's way OP.

* When 'bouncing' off another ship, the ship with the smallest signature is bounced away and the larger of the two is unaffected.

Bumping is affected by Mass not Sig Radius. Also Bumping is apart of the Gameplay, and if you get a something moving at 5000 m/s and it has a mass of say 100 and it hits something not moving with a mass of 1000, That 1000 mass ship is going to move whether it wants to or not. That or the ship is not a bullet and insta kills it your choice.

Capital ships
* Jump drives on capital ships activate only when using a stargate.
* Supercarriers have been reduced in size, capability and cost to that of regular carriers. They are now known as 'Assault
carriers', able to launch up to 10 (unboosted) fighter bombers. They have no bonuses to remote repair modules.
* Regular carriers are now known as 'logistics carriers'.
* Titan jump bridges have been removed.
* Capital ship warp speed has been increased to 1.5au/sec.
* Assigned fighters and fighter/bombers can now accompany their designated ship up to five jumps away from the carrier.
* It is now possible to warp to your own fighters and fighter bombers if they further than 150km, and in the same star
system.


Ruins the point of jump drives,
Do you hate carriers or something?
Titans or not only used as pvp ships rather than the multi-function mini-hubs they are suppose to be.
being able to have your fighters 5 jumps away is OP and stupid because you're not actively risking your ship.

Electronic warfare
* ECM burst modules no longer affect ships or drones. They now have a chance to disrupt missile locks within their area of
effect. This area has been increased to 20km base. When a missile's lock has been jammed, the missile detonates harmlessly.
* Direct ECM modules have been removed


I figured the Nerf ECM would be in here somewhere. Yeah ECM is annoying but so is getting shot at, and being damped or pointed. ECM works fine, and only does it's job well when you have on the right ship with the right racial ECM mods.


Anything I didn't mention, is either A. I don't mess around with that part of EVE, like Sov, or I just didn't feel like point out how silly it was. Any spelling errors or grammar errors are due to not wanting to proof read two annoying long posts, and I apologize for such.
#DeleteTheWeak
Daichi Yamato
Jabbersnarks and Wonderglass
#18 - 2014-07-16 11:46:54 UTC
making the damage control passive and removing local were the only good ones

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs