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Player Features and Ideas Discussion

 
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Pocket regions.

Author
Resender
Freedom-Technologies
#1 - 2011-12-23 13:25:02 UTC
The concept is probably not new but in recent days, I’ve had some idea’s about it that I wanted to share.

This would benefit novice alliances in that they should be able to control space without the big older ones tossing them about.
And it would force the larger alliances into adapting and coming up with new strategies.

So what are these pocket regions.
Well remember the launch of the wormhole expansion, we had these empire expeditions travelling through. Let say some of them found a way into new regions beyond
The eve cluster but that weren’t part of the wormhole regions. Under empire sanction they started building new stargates and developing them only to realise that because of their isolation
And hard to get to the regions were no worth it.

SO you got at least 4 pocket regions where a dozen constellations have been stargated, but no connections exist between constellations, the first way to get to them would be by finding a wormhole leading to
One, and these would be in the C5 wormholes, with no guarantee that a wormhole to a pocket region would lead to the same pocket region as a previous wormhole.

The pirate factions in eve should however into moving into these regions and a constant struggle between them should be visible (meaning that one day the pirates might be serpentis and the next day sansha),
While only capsuleers will be able to claim these systems, but the pirates won’t like this, npc pirates will attack POS’s and outposts of capsuleer alliances and even sbu systems.

Special sites (new sites that are present only in the pocket region)
*Travelling sleeper station
A huge behemoth sleeper structure, guarded by dozens of sleeper battleships and a dormant sleeper dreadnought (the dreadnought will wake up when the battleships are defeated). Once the dreadnought has been defeated players will have some time allocated to collect the loot and salvage before the station jumps to a new location. The dread will either drop a Farjumper bpc or t3 components.When the sleeper station jumps it takes along all the wrecks sleeper and non sleeper.
*Space battle site
A combat site where 2 pirate factions attack one another and or players in order to gain access to the system. New waves are regularly sent in
*Hidden Ice belts
Not guaranteed what ice it will contain
*Hawking gas site
Contains hawking gas

New modules
*Mobile cyno jammer, allows to cyno block a system
….

New structures
*Farjumper
The farjumper is a structure reverse egineered from the travelling sleeper station, it is in between stargate and jumpbridge, and will allow alliances to create a connection between a pocket region constellation and normal space.
When a farjumper is onlined no jumpbridges will be able to online within a constelation, when a farjumper is onlined it must be connected with a sister farjumper within a pocket region. They consume hawking gas (only found in the pocket regions) on a daily basis, they can be placed in either lowsec or 0.0. They can not be captured, but they can be destroyed, if destroyed when online the connected farjumper is destroyed as well. There anchored on a planet orbit (like an outpost) and belong to an alliance, altough anybody will be able to use it. Because of limitations in the technology the farjumper will allow only 1 supercap to use it in a 48 hour period. (It does not matter who the supercap belongs to), normal capitals can use it but there is a 30 min cool down between capital usage.Farjumpers can only connect to a new sister if its in the same system as the old one,so if that system is no longer accessible the farjumper will have to be pulled down.

New items
*Hawking gas (better name needed)
Hawking gas, is needed to fuel farjumper and mobile cyno jammers.It can only be found in the pocket regions and has some variety depending on what region you get it from. The gas has to be liquefied to be useful, a process that has to be done on a planet using the PI structures. Cloaking modules seem to malfunction on ships carrying either the gas or its liquefied form, the gas has an usual effect on wormholes when passed through them the wormhole either collapses immediately or stays open longer.
Epofhis
Amped.
Goonswarm Federation
#2 - 2011-12-23 13:38:20 UTC
So what you're asking for is alliance play on easy mode? CCP has put in all these sovereignty systems in place to encourage fighting over space that exists. You want space, take it or find someone willing to help you.

Also, I envisage it would take the major alliances a matter of weeks to completely dominate these areas. They have the money, the resources and the manpower to make it happen.

-1. Not supported.

Before posting in Features and Ideas, please remember that Eve is in no way obligated to change based on your stupidity, ineptitude, or well honed sense of personal butthurt.

Alticus C Bear
University of Caille
Gallente Federation
#3 - 2011-12-23 15:29:26 UTC
I posted htis in the deadspace regions thread that was quite popular a while back, it had a lot of good ideas regarding a different type of space with more aggressive sleepers.

Quote:


If you want to make it really remote then why not have it the other side of wormhole space.

Create some new classes of wormholes.

C7 & C8 same as C5 and C4 but can only be reached from C6
C9 and C10 same as C3 and C2 but can only be reached from C7 & C8
C9 and C10 could lead to a new set of systems as described.

The idea is to give a sense of deepening and shallowing of Wormhole space.

Corps could set up in the Wormhole systems but would be far removed from empire, plus the mass restrictions would prevent an immediate influx of capitals to the new regions and those with permanent bases on the borders would always be appearing in a different part of the new regions due to the wormholes moving.

I like the idea of having to scan and explore all systems with perhaps nothing but the sun to warp to at first, and no star map.