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Player Features and Ideas Discussion

 
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Bringing back deep space and true exploration

Author
Nalia White
Tencus
#1 - 2015-04-03 11:49:26 UTC
Hey there

just a quick idea. Why not add some signatures that are NOT visible on the scanner from the start. these signatures could be special lore missions or in npc pirate regions maybe even the hideout of an officer npc.

these sites would have to be pretty remote (say not like the current ones always near a celestial) so you would have to scan the systems very carefully to find them.

they could even be missions/plexes for small lore events which will automaticly be posted on a website with the player name who found it and what it has done to the eve world. why introduce new modules like the entosis link just from the get go? combine the new stuff with small lore events and hide them somewhere in new eden (preferably not in player controlled space) from highsec to nullsec. i am sure they could be automated in such a way that on a successfull run it will ad a page on the website and on the next maintenance the modules/ships whatever will be available...

let the freaking players truly invent/discover new stuff. bring back the deep space expirience and the wonder (wtf a new sig????? omgomgomgomgogm)

there is no limit what could be done with such a system!

it's a sandbox ffs :D

Syndicate - K5-JRD

Home to few, graveyard for many

My biggest achievement

Nalia White
Tencus
#2 - 2015-04-04 14:02:35 UTC
sorry for the shameless bump but is really no one interested in such a thing?

Syndicate - K5-JRD

Home to few, graveyard for many

My biggest achievement

Humang
Sudden Buggery
Sending Thots And Players
#3 - 2015-04-04 14:11:48 UTC
The biggest thing I see is who is going to do the work to support this?
It may sound simple but there is still a lot of background work that wold need to be done, to stat and maintain it, which would probably mean taking resources from other projects.

I really do like the idea of sites that aren't instantly visible on the scanner when entering local, but the rest is one of those "maybe one day" kind of ideas.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Harvey James
The Sengoku Legacy
#4 - 2015-04-04 14:18:02 UTC
Humang wrote:
The biggest thing I see is who is going to do the work to support this?
It may sound simple but there is still a lot of background work that wold need to be done, to stat and maintain it, which would probably mean taking resources from other projects.

I really do like the idea of sites that aren't instantly visible on the scanner when entering local, but the rest is one of those "maybe one day" kind of ideas.


so many things in eve are still broken, if they hadn't neglected things for so long maybe things like this and WiS could have been a thing Sad

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

bunzing heet
Science and Trade Institute
Caldari State
#5 - 2015-04-04 16:18:55 UTC
I like it

Eve is and will be always broken
Always things to better and fix
But that's no reason to not give more content
I like the idea of sigs that Initially don't show on your scanner
So yeah good idea if you ask me

Fly safe keep killing And remember I'm watching you !!!!

Lyra Gerie
Garoun Investment Bank
Gallente Federation
#6 - 2015-04-04 16:23:03 UTC
I suggested something similar. Push the probes beyond the star system and give us far our sigs to try and hunt down even if it takes hours of warping to get there. Let us be pioneers.
vikari
Deep Core Mining Inc.
Caldari State
#7 - 2015-04-04 16:58:44 UTC
This would lead to, even if unintentional, deep safes being reintroduced to the game.
Celthric Kanerian
Viziam
Amarr Empire
#8 - 2015-04-04 17:32:08 UTC
DED sites are not visible with the regular scanner.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#9 - 2015-04-04 17:42:24 UTC
Re-use the scanning difficulty and site structure from the sleeper caches and thro some tougher rats in too to make for some interesting sites with DED 5/10 difficulty . Would be fun for explorers and a nasty surprise for standard mission runners if they ever ended up in one.
nVus Antollare
Center for Advanced Studies
Gallente Federation
#10 - 2015-04-15 11:24:28 UTC
On board scanner's range is 64AU, anything outside of that won't appear on the list.
Cade Windstalker
#11 - 2015-04-15 11:35:54 UTC
So, a couple of problems with this. One of the reasons all sites and such are close to celestials and relatively easy to at least detect with probes is that it makes the creation of "deep safe spots" harder. These are bookmark spots well away from the normal area of the solar-system and were removed some time ago because they were a royal pain in the arse and if you had one sufficiently far away they were basically undetectable.

The other problem here is that lore content is actually kind of time intensive to create and get right, especially scripted missions and the like, so you're looking at months of dev work for something that few players will ever experience (assuming they're actually hard to find) and that will be fully found and fleshed out in under a week.
Scorpionstrike
Federal Defense Union
Gallente Federation
#12 - 2015-04-15 11:52:13 UTC  |  Edited by: Scorpionstrike
To truly make exploration interesting there could be something like a jovian writing / map that leads you to another site, putting investigation together with the scanning / probing would give it more depth and later on would lead to bigger things introduced into the game.
Xe'Cara'eos
A Big Enough Lever
#13 - 2015-04-15 12:43:04 UTC
I would use these to get safe log-in/log out spots in WH space, since someone wouldn't be able to dscan me to get a pinpoint, also, they'd be much too safe to PVE in

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Ivarr Kerensky
Kerensky Tactical Group
#14 - 2015-04-15 13:10:03 UTC
What I'd rather have is for scanning itself to become less lol-easy, it's ridiculously simple atm. Throughout the years it has gone from super easy to quite challenging, back and forth, but atm it's just silly. It's like Fisher Price Probe launchers and My First Scanning.

Scanning should be a specialisation, something that requires effort and some planning. And part of all that is having more options and tricks, like deep saves.

Excellence is an attitude.

Dustpuppy
New Eden Ferengi
#15 - 2015-04-16 12:00:12 UTC
To make exploration "true" exploration again I would add additional sigs which have to be scanned down like the current data/relic sites but contain NPCs which defend the loot.

Just like in the good old times where a newb char with 1 month training and some basic skills on lvl III flying a t1 frig or an astero wasn't enough for null exploration. I remember the times when you had to bring in at least a T3 or a HAC with good skills to shoot the rats before you were able to grab the loot.
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#16 - 2015-04-29 04:48:48 UTC  |  Edited by: Lyra Gerie
To solve the problem of deep safes the game could require once you leave a solar system that you plant an anchoring device. Due to the lack of local gravity fields from a solar system the navigational systems on your computer need something to lock on to. Anchors would have to be deployed, right clicked on and activated by a ship/player who wishes to use it. Once activated a player could log out and the ship would do a typical emergancy warp out and warp back in on the anchor when they log in. These anchors could have meta levels that do things from increase tonnage that can anchor (possibly even medium building sized anchors for larger ships) how long the anchor will last, and it's sig radius.

This means that not only will they need a large anchor to deep safe a capital ship, but they would have to contend with being able to be identified by deep space probes. Ya know, if those were a thing or got brought back.

Now this could be countered by having multiple anchor spots all over but it leaves your unattended decoy anchors vulnerable to salvagers or possibly even hackers if CCP lets players hack certain structures. This could be yet another way to find out what is anchored there aside from simply probing down and spying.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#17 - 2015-04-29 05:09:01 UTC
Lyra Gerie wrote:
To solve the problem of deep safes the game could require once you leave a solar system that you plant an anchoring device. Due to the lack of local gravity fields from a solar system the navigational systems on your computer need something to lock on to. Anchors would have to be deployed, right clicked on and activated by a ship/player who wishes to use it. Once activated a player could log out and the ship would do a typical emergancy warp out and warp back in on the anchor when they log in. These anchors could have meta levels that do things from increase tonnage that can anchor (possibly even medium building sized anchors for larger ships) how long the anchor will last, and it's sig radius.

This means that not only will they need a large anchor to deep safe a capital ship, but they would have to contend with being able to be identified by deep space probes. Ya know, if those were a thing or got brought back.

Now this could be countered by having multiple anchor spots all over but it leaves your unattended decoy anchors vulnerable to salvagers or possibly even hackers if CCP lets players hack certain structures. This could be yet another way to find out what is anchored there aside from simply probing down and spying.


Or give probes a 'deep space' pattern and make ships in deep space easier to scan because their is less interference in the system. Maybe even add interference into scanning on an inverse basis using the mass of an object and the distance from the object. This would let you sit at a planet for harder scanning or hull down in an asteroid field, the advantage being harder to scan, the disadvantage being you are at a warpable location to gain the benefit...
Nevyn Auscent
Broke Sauce
#18 - 2015-04-29 05:18:20 UTC  |  Edited by: Nevyn Auscent
Or.... rather than trying to fling things out, we could put more into a system, so exploration isn't 'lets sail the huge ocean till we hit land' but 'lets explore this forest to find the particular tree we want to find'.

Imagine, systems that are busy with dozens of sigs & anoms, all of them of value.
Now imagine that things aren't clearly labeled 'Dark Sansha loot pinata' but all you get is 'Sansha Frigate' 'Hawk class' (For random mix example). But that we also get rid of the useless 5 DPS trash frigates. So that there are 5 or 6 targets in the site, any of which might have value in terms of rats. And you can use Relic/Data scanners on any object in a site, and random objects each time will have loot (Not random per object but site randomly designates). But the lore of the site gives some of them more likelyhood than others. I.E. 'Sansha Shipyard' you would be more likely to get relic results on all the shipyard related structures, but it doesn't mean you will for sure.

Now isn't that much more interesting exploration than 'I launch a deep space probe and click a few times' or 'I spend 5 minutes carefully placing probes one by one fighting a clunky interface' (Which is what the 'difficulty' in the old system actually was).
Nalia White
Tencus
#19 - 2015-04-29 18:10:56 UTC  |  Edited by: Nalia White
the argument with deep safe spots is a valid one. didn't think that through but i already have another idea :)

how about we will make the "invisible" signatures the same like the current ones but to pinpoint them exactly (read: have a red dot on your screen) you have to have at least x% signal strength of the sig or have your 8 probes set in pinpoint formation at least at x AU and be in range of the sig. if you catch the sig but don't meet the criteria you get a message like "you get some strange signal but can't quite pinpoint it's location yet".

explorers will need to check every celestial carefully where this "invisible" sig might be. :)

Syndicate - K5-JRD

Home to few, graveyard for many

My biggest achievement

Omnathious Deninard
University of Caille
Gallente Federation
#20 - 2015-04-29 19:11:12 UTC
It's easy to bring back true exploration, simply remove cosmic signatures from instantly appearing with the discovery scanner.

If you don't follow the rules, neither will I.

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