These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Free anchoring and intersteller sites

Author
Catherine Laartii
Doomheim
#1 - 2015-04-29 22:18:28 UTC
I'd like to touch on a few concepts before going into the main feature here. Firstly, it has been mentioned during the o7 show and other feature vids that free anchoring is in the works as a thing that CCP is going to be working on/possibly releasing with the big structure rebalance. This is good not only for freeing up player-held locations outside of moons, but opens up the potential for new concepts and ideas, one of which I'll touch on here.

-Concept: "Interesteller sites"
These would just be places wormholes that open up to in the dead zones between stars in the normal eve cluster. They could be host to special pirate sites or sleeper/drifter enclaves or whatever, or absolutely nothing at all. What matters is that wormholes would occasionally open up into the middle of nowhere, and never in the same place twice.
The usability of this would be that with free-anchoring players could set up their own outposts in the middle of freaking nowhere. As long as the person had a cyno and a capital with jumping ability (and in range) and enough space to set up some of these new structures, they could make a covert base out in the middle of nowhere. With the understanding that the player built gates can be set up anywhere, they could also have gate links back into normal space to link up into their space.

So to recap,

  • Wormholes would have a chance to open up into random interstellar k-space in the middle of nowhere between stars. They would never open up into the same place twice.

  • With the assumption of free-anchoring being the norm after the new structure meta is released, this allows for players to set up their own bases with market and admin hubs, along with a player-built gate assuming the person discovering this area has access to a cyno, capital ships to truck in, and the resources to set all of this up.

  • There could be, although it would be unncessary for the concept, special sites in the area that can either be farmed repeatedly for a decent profit, ex. drifter or pirate outposts/research facilities that have already set up their own links. They would be VERY spread out, approx. several hundred AU since there isn't any central star as a point of reference or anchor.





  • Rawketsled
    Generic Corp Name
    #2 - 2015-04-29 22:46:33 UTC  |  Edited by: Rawketsled
    There's some huge, gaping, holes in this idea that arise from the technical background of how the servers work. Let's brush those aside for a moment and assume that, with infinite money, CCP can just re-engineer the entire backend to suit.

    A few questions:

    • What sec-status would these places have?
    • What limitations are applied to the destination gates (ie. only in nullsec, or they can be built anywhere)?
    • What happens when there's no connecting gates, and people in the site run out of cyno fuel?
    Catherine Laartii
    Doomheim
    #3 - 2015-04-29 22:54:29 UTC
    Rawketsled wrote:

    A few questions:


    • What sec-status would these places have?
    • What limitations are applied to the destination gates (ie. only in nullsec, or they can be built anywhere)?
    • What happens when there's no connecting gates, and people in the site run out of cyno fuel?


  • -1.0, just as w-space
  • The indication with how the proposed player built gates was that they could be built just about anywhere, as it was stated by fozzie that they could be put in niarja in an example he was talking about
  • Then they suffer the consequences and have to pod themselves back home, as you would in w-space if you didn't have a ship with a prober or if you were in your pod.

  • From a technical standpoint, it would be feasible for these to work since you could group them in the same node area as the surrounding systems, and with the assumption that player-built stargates will act like jump bridges and only allow people with blue standings to use them. If I'm wrong there could be some consequences with allowing random people through, but it would be interesting to have these, especially with the consideration that all of these structures are going to be destructible.
    Spacemover
    The Scope
    Gallente Federation
    #4 - 2015-05-06 17:26:13 UTC
    So basicly you want new systems with spy´s beeing the only risk to you printing money?

    "never opening in the same place twice" so no one can disrupt you ratting
    you can stow away caps/supers without the risk of beeing hotdropped
    every big group with some supers would build a network of safespots between systems to travel or hotdrop without any risk of beeing detected.


    even while it is an awesome idea it would break the game.
    Catherine Laartii
    Doomheim
    #5 - 2015-05-06 21:46:37 UTC  |  Edited by: Catherine Laartii
    Spacemover wrote:
    So basicly you want new systems with spy´s beeing the only risk to you printing money?

    "never opening in the same place twice" so no one can disrupt you ratting
    you can stow away caps/supers without the risk of beeing hotdropped
    every big group with some supers would build a network of safespots between systems to travel or hotdrop without any risk of beeing detected.


    even while it is an awesome idea it would break the game.

    like I said, having npcs in that area would *optional*. If it's an issue with no risk vs reward, then they could be removed from the equation and it can just be an empty area to use as a safehouse.
    ShahFluffers
    Ice Fire Warriors
    #6 - 2015-05-06 23:03:22 UTC  |  Edited by: ShahFluffers
    "Safehouses" that are effectively "undescoverable" is a no-go either as it still provides WAY too much security for "sensitive" operations.
    Calypso Warsmith
    Strata Dynamics
    Power Absolute Inc.
    #7 - 2015-05-07 03:13:29 UTC
    ShahFluffers wrote:
    "Safehouses" that are effectively "undescoverable" is a no-go either as it still provides WAY too much security for "sensitive" operations.




    Safehouses that are effectively "undescoverable", every player in a corp is a potential spy for hire, every new member is a liability.


    So no it would not be "undescoverable".




    We had something like this at one time with deepsafes, and the ability for you to use spy's to find your enemy's deepsafes bookmarks was critical to Sov war at one point.



    Rawketsled
    Generic Corp Name
    #8 - 2015-05-07 03:39:42 UTC
    You over-rate how much of a liability corpmates are.

    Also, what about my own personal un-discoverable safehouse that's populated by me and my army of alts? Are they going to be spies?
    Navy Jackal
    University of Caille
    Gallente Federation
    #9 - 2015-05-07 07:18:31 UTC
    Rawketsled wrote:


    Also, what about my own personal un-discoverable safehouse that's populated by me and my army of alts? Are they going to be spies?


    This. Problem solved!
    Catherine Laartii
    Doomheim
    #10 - 2015-05-07 08:13:49 UTC
    Navy Jackal wrote:
    Rawketsled wrote:


    Also, what about my own personal un-discoverable safehouse that's populated by me and my army of alts? Are they going to be spies?


    This. Problem solved!

    That made me smile. Smile

    But to answer the question, the new gates WILL be destructible, as will all the other structures. While there would be technical issues with bringing back deep safes into the game, something like this seems to be the next best thing to me. It would certainly mesh will with how people store and manage their capitals with the jump fatigue system.
    Calypso Warsmith
    Strata Dynamics
    Power Absolute Inc.
    #11 - 2015-05-07 15:07:48 UTC
    I don't see why anyone would dislike


    Adding more stuff to pew.

    Adding more stuff to build.

    Adding more stuff to promote group goals.

    Adding more stuff to get people to MOVE to other areas and build small bases.




    When i started EVE i thought dead-space pockets WHERE little pockets of 0.0 space with no rules in Highsec. Where Concords sensors couldn't look inside of.


    I Really thought i COULD be ganked inside of a mission and to be honest when i found out dead-space areas where safe it lessened my immersion in eve.