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Eve needs new space with a twist....I present Eve Deepspace Regions

Author
Captain Africa
GRIM MARCH
#141 - 2011-11-23 11:28:34 UTC
Alexander Yukari wrote:
I would love this, since exploration is one my favourite past time activities. Hell I would just move to such space for share factor of fun and unknown.

This would be a good way to include two new ship types focused on exploration. Yes we have our T3s that can be great exploration vessels but not everyone wants to risk them.

Mostly rough sketch/idea how to access Deep Space, by whole corporation/fleet and way to avoid choke points.

Two new hulls based on Tier 2 Battle Cruisers.
Both meant for exploration/deep space exploration.
New skill "Exploration Ships"

"Armed Explorer" - Mean as main DPS force, able to scan on its own.
Still keeping enough specialized equipment to fit Warfare Link.
8 highs, 7 Gun/Missile Hardpoints.
25m3 dronebay 25mbit (50mbit for galente) bandwidth. T2 resits.

Battlecruiser:
7.5% bonus to Shield Booster(Minmatar/Caldari)/Armor Repairer (Amarr/Galente) effectiveness per level
5% to damage of (Medium Lazors/Projectiles/Hybrids/HMLs)

Exploration Ships
10% increase to scan strength of probes per level.
Second skills :
-Amarr 5% reduction of capacitor recharge time per level
-Galente 15m3 extra Drone Bay space
-Minmatar 5% bonus to max velocity per level
-Caldari 5% bonus to capacitor capacity per level

Role Bonus
99% reduction in Warfare Link module CPU need

"Support Explorer" - Exploration ship with enough tank and no DPS.
8 highs, no gun/missile hardpoints.
T2 resists, higher base amount of shield/armor/hull.
No dronebay.
Enough mid slots for Prop/Codebreaker/Analyzer. Can be issue with shield tankers.

Battlecruisers
30% bonus to range and velocity of tractor beams per level.
7.5% bonus to Shield Booster(Minmatar/Caldari)/Armor Repairer (Amarr/Galente) effectiveness per level

Exploration Ships
10% increase to scan strength of probes per level.
20% to chance of archaeological find and data retrieval per level.

Role Bonus
-25% bonus to survey probe flight time
-99% reduced CPU need for Scan Probe Launchers.
Can fit Deep Space Portal Generator.


New Module

Deep Space Portal Generator - Similar in work to jump portal generator, can bridge fleet to Deep Space.
BS sized and below ships allowed. No caps/supcaps/orcas.
Fleet lands in random spot of deep space.
All DSPGs in fleet have coordinates of return point to K-Space from which jump originated.
After activating it requires 600s calibration before jump.
Ship is immobilized and DSPG creates a signature that can be scaned with any type of probes.

Yes if all DSPG fited ships in fleet are destroyed you are stuck in Deep Space.


Im almost thinking that the exploration ship wether a cruiser /bcruiser or capital ship must be a none racial ship ...like the salvage ship or hulk etc .....
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#142 - 2011-11-23 13:02:22 UTC
ASadOldGit wrote:
Caldari Acolyte wrote:

What your proposing sounds like Extra-Galactic Space since Eve is a Galaxy in its own right, which is an interesting concept. Maybe Globular Clusters which can only be accessed by special portals. These portals could only be scanned down by max skilled probers. The easter eggs in these Globular Clusters would have to be something special like Jovian Technologies or something close to it.


Although I'm out of touch with the lore of New Eden, I get the impression EVE could only be a tiny fraction of a galaxy.
New Eden is only a few dozen light years across, yet even a small galaxy is a good 50,000 LY's across.

Also, a globular cluster would be a bit too big to just jump in to, considering they could have a good 100,000 stars in them (http://en.wikipedia.org/wiki/Globular_cluster) - that's more stars than the whole of k-space. Admittedly, the view would be stunning, if the artists could render them properly. Smile



to be honest you don't ened to have these deep space areas aw part of the galaxy, just expand on the sleepers territory.

Now you have sleeper loot and NPCs, you can make huge systems with maybe one gate- frontier space. gates need stars but not planets, so have them go to massive starsystems with no celestials.

Not a diplo. 

The above post was edited for spelling.

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#143 - 2011-11-23 13:05:34 UTC  |  Edited by: Vincent Gaines
Captain Africa wrote:
Im almost thinking that the exploration ship wether a cruiser /bcruiser or capital ship must be a none racial ship ...like the salvage ship or hulk etc .....


It'd be a SoE ship.

There should be a ship that can tank and use exploration mods- salvaging, harvesters, codebreakers, etc. Throw up more and more random anoms in these huge multi-hundred, even thousand AU systems.

No nebulae.. just deep, dark space to get lost in. And from there CCP can get creative and throw some really wierd **** in to mess with you. Phantom AI, comets, gravity wells that damage your ship if you're AFK... space whales I don't care but there is a lot of wierd junk you can throw out there to give someone a story to tell.


And this also opens up the hiveship concept again.

Not a diplo. 

The above post was edited for spelling.

Seneqa
Aliastra
Gallente Federation
#144 - 2011-11-23 20:30:54 UTC
The concept is cool. Although, I'd suggest you have classes of deep space....sort of like WH space. Some systems ought to be SOV-able or held by Serpentis-in-hiding...etc......others too alien to even describe here.....think...blackhole in center with floating anomalies....or supernova......get to close...you get thermal damage....etc. Vary it so that you get a mixture for all types of players. I like the idea of using Wormholes that are hard to scan down.....exploration toons would have to be very very good to find these little nuggets....perhaps they're inside other wormholes....never seen in losec/nullsec/hisec....

It should be possible for loner alliances to get lost in space.....or an explorer to suddenly run into 'civilization' by that same alliance ....at the most unexpected locations.....think Bespin in Empire Strikes Back....or get so lost that they have a hard time getting back to Empire....LOL.....

Captain Africa
GRIM MARCH
#145 - 2011-11-24 06:23:37 UTC
Just became the Janitor for this thread ....Shocked
Captain Africa
GRIM MARCH
#146 - 2011-11-25 06:47:06 UTC
Someone grab the stick !
Xpaulusx
Naari LLC
#147 - 2011-11-27 13:50:05 UTC
Regardless of opposing ideas, Deepspace is a game changer, CCP needs to take a serious look at this, it just might save this game in which the content is extremely jaded and dated.

......................................................

MajesticParadise
Dark Secrets
#148 - 2011-11-28 00:58:32 UTC
The op's idea has alot of potential / merit. As it is, Eve has become stagnant, boring, and somewhat scripted. I hardly use my 2005 account and this one will probably end up being cancelled in the near future. A person can only do so much and then one day it happens...you get burned out.

Where is Eve now? One click away on my desktop. The next patch ...just updated eyecandy, some fixes, and another ship to sit and spin with...meh. Deepspace might provide some much needed content in which the devs could pursue.


The op has my vote....get it done devs...implement the unknown...give us Deepspace Explorations....
Tarn Kugisa
Kugisa Dynamics
#149 - 2011-11-28 05:27:21 UTC  |  Edited by: Tarn Kugisa
Lexmana wrote:
This seems to be perfect for a new line of T3 Battleships designed for deep space exploring.

I mean, a cruiser just don't cut it if you want to go deep into the unknown and not see empire in many weeks. There has to be a significant cargo-hold for all the supplies you will need (and loot you get) and possibility to repair, reconfigure and refit modules in space. No POS. Just ships.

And I do like the idea of real distances that takes time.


This looks awesome, I would fly one.

I like this whole thread. +1

Concept for a DeepSpace Exploration Vessel:
Look something like this (Non-Factional, like the mining barges)
Would have Trusses and Space Sails/Solar Panels (like on minmatar ships). It would use sheilds for defense because of aforementioned trusses & sails. It would have a large drone capacity, to protect itself and to have logistics and miner drones, along with a high drone bandwith and control range and more drones allowed in space. It would have to be large (Battleship-Freighter size) and have facilities like the roqual for ore compression, and have a large cargo bay, probably over 50K m³ of storage.

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Solinuas
Viziam
Amarr Empire
#150 - 2011-11-28 05:31:01 UTC
For some reason i dont think the devs come here.......
ShadowFire15
School of Applied Knowledge
Caldari State
#151 - 2011-12-29 06:55:03 UTC
bump for an awesome idea that probably wont even be CONSIDERED to be implemented for the next 10 years. but hey we can dream.

[i]Stan Smith had a snow storm over weekend guy was shoveling snow outside, so i shot him and mined the snow myself. concord never showed up. on an unrelated note, i have a court date next tuesday[/i]

Mars Theran
Foreign Interloper
#152 - 2011-12-29 09:31:00 UTC
I think everyone likes the idea of new space, and many dislike he fact that it might be tied to the endless meta-gaming and RISK-style space aquisition battles of Nullsec.

I think a system where factions introduced new gates for deployment by players in Faction Warfare might be cool.

Essentially, using either Faction standings, or combined FW rank and standings to aquire and deploy a gate for a specific faction in a charted region of low sec space that can be used to travel to "Deepspace" or farther into the core or rimward arms of EVEs galaxy and aquire new space for the factions.

These area's would become NPC Nullsec, and would have the potential to lead to a great number of systems which may also be reached by other points, allowing for player dominated Amarr, Gallente,Minmatar, Caldari, and perhaps other Nullsec regions to be explored and expanded by players.

These regions would be rich in potential rewards, and with exception to the vast gates, (for lack of a better term), required to reach them or even link individual regions, be capable of being expanded from the original point of entry by more standard gates.

Some technology of the gates themselvs might prevent anchored bubbles around them, but there is no reason to postulate that it would otherwise be impossible to anchor such devices.

Concord would be non-existent of course, but NPC bounties in the form of LP or some other reward may still be available from the factions supplying the technology to access the regions.

Some of this technology might come as a direct result of sleeper research, or in the form of yet another boon from the Jovians to the empires, which may later be stolen and made available through pirates or corporations interested in gaining foothold their own territories, distant from the reach of the empires.

Rich in potential Faction warfare possibilities to bolster that flagging model; new space for everybody once the initial gates are brought online, and plenty of exploration possibilities, reason for new technologies and player accellerated growth without creating just more Nullsec.

New Skills would be required to set-up the gates, as well as to probe or otherwise locate the near star systems within the regions and places where you can anchor additional gates to reach them. Plenty of logistics required.

Some tech would almost certainly rely on the sleepers as every gate would have to encompass the destination and point of origin, with gates on either end. Instantaneous wormhole, gate seperation, transport of destination gate, etc...
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ASadOldGit
Doomheim
#153 - 2011-12-29 10:42:32 UTC
Hmm, I love these ideas, but I get the feeling not much is going to happen with it.
Just discovered this article with CCP Soundwave, and I think he'd rather use the existing space in a different way. Whether or not CCP have changed their minds since July, I don't know, but it's not looking good.

http://www.evenews24.com/2011/07/31/ccp-soundwave-why-balancing-is-bad-and-monkeys-are-good/
Quote:

Player: “Are you guys thinking about expanding the universe at all?
S: “Yes and no. There’s always talk about adding more nullsec and more wormholes, but I don’t entirely see the benefit to it right now. We don’t need more empty space, we need to incentivize space to get people fighting over it.”

As others have implied, I think the root cause of all this is that we just want to build something of our own without a thousand-person alliance telling us how to do it. That doesn't strictly need new territory, but perhaps reworking what we've got would be enough. Whether that's changes to sov mechanics, alliance or fleet size restrictions, or a combination of those, I don't have the experience to comment.

To a high-sec dweller like me, a nullsec system that was abandoned / unpopulated would effectively be "deep space". What an existing nullsec or wormhole dweller thinks, I wouldn't know.

Perhaps also hidden pockets in existing systems would be an alternative? (hidden via natural phenomena such as gas clouds, or via new cloaking technology, for example.)

Guess I'll have to keep dreaming in the mean time.

This signature intentionally left blank for you to fill in at your leisure.

SabuMaru ICE
DLM Enterprises
The Serenity Initiative
#154 - 2011-12-29 14:22:21 UTC  |  Edited by: SabuMaru ICE
As far as i see it all the posts have some for of info that i would love to see
I would love to see the following :

Deep Space Systems :
750 – 1500 new D-space systems scattered around the “Galaxy”
This will decrease the population density by about 10%-20%
- Black-hol / bi-tri-nairy systems hidden from the galaxy map
- Systems holding : Planets, Moons, ICE-belts, Asteroid-Belts, Gas-clouds, All-types of Signatures, T3 resources (for new T3 ships) etc etc
- Infested with : Sleeper IA level pirates/drones/empire fleets/ships
set on destroying any and all player owned ships and structures..
they will increase their strength to match that of the residences.
even you’re POD/Clone is no longer save, No Bounties,
- D-space systems resource are depended on location in space,
Close to / in between empire = Low resource value..
Close to / in between True Null Sec = High Resource Value
- Capable of allowing both POSes and Outpost(s) (multiple would make it more hostile and fought over as 0.0 is now)
- No Local (a’la W-space)
- Only accable by DS exploration ships / DS Cyno / DS jumpbridge
- Moving arround Systems of a specific region (no set location). but predictable (like a predifind range each day)

Deep Space Signature ( DSS ) :
- Signatures that are used by de Exploration ships as stepping stones to find the new D-space systems ()
- Missing the spot will result in dropping in K-space or Unknown hostile sites that can result in deadly injuries
- Close to / in between empire = Easy to scan – Small jumps
Close to / in between True Null Sec = Very Hard to scan – Lon range jumps
- To long in 1 spot will result in “pain”

DS jumpbridge
- New POS module that allows for a bridge between K-space and D-space
- No way to password protect (free for all acces)(deathstar anyone ?)
- Able to hookup to any POS (no sec limit)
- No Super Caps allowed
- 2 Sizes, 1 for links to High sec (no CAPships allowed at all), 1 size for Low and 0.0 (Allowing CAPships)

DS exploration ships
- Capable of non-cyno Jump drive to scout the new area’s (only on DSS)
- Capable of finding the new DS-signatures
- Low Offensive / High Defensive capability
- Incapable of being any form of game-changer in (SOV) warfare
- All sizes.. size dictates jump-scanner range
example :
frigates = 0.5 Ly
Cruisers = 1.0 Ly
BC = 2.5 Ly
BS = 5 Ly
- Able to light and detected DS cyno
- Bonus to scanner accuarcy, DS Cyno Fuel cost


DS combat / industrial / Mining ships
- New T3 ships
- Able to jump on DS cyno
- Different sizes with ranges like the explorer ships
- Handeling like there T2 same class competitors
- Varied types of bonusses


DS Motherships
- Capable of non-cyno Jump drive to scout the new area’s (only on DSS)
- T2 Carrier Hull
- Normal Carrier stats added : DS Mobile JumpPortal generator
- Bonus for DS jumprange and scanning range(lower drone bonusses)
- Able to jump on DS cyno and normal cyno

DS Fatherships
- T2 Dreadnought Hull
- SiegeMode deploys POS like shield (radius of ~5Km)(not like ShipShield)
- Bonus for Shield HP and Radius(lower dps bonus)
- Able to jump on DS cyno and normal cyno

DS cyno
- Only able to light in blackhole / Bi-Tri-nairy system(D-space)
- Jumpable to by a DS jumpdrive
- Hiden from overview

DS jump portal generator
- Only works into and out of D-space
- Hiden from overview
- will add new dimention to SOV war i know... but makes it intresting

SOO many more ideas just pop in my head .... its one hell of an expension
SabuMaru ICE
DLM Enterprises
The Serenity Initiative
#155 - 2011-12-29 22:04:59 UTC
ASadOldGit wrote:
Hmm, I love these ideas, but I get the feeling not much is going to happen with it.
Just discovered this article with CCP Soundwave, and I think he'd rather use the existing space in a different way. Whether or not CCP have changed their minds since July, I don't know, but it's not looking good.

http://www.evenews24.com/2011/07/31/ccp-soundwave-why-balancing-is-bad-and-monkeys-are-good/
Quote:

Player: “Are you guys thinking about expanding the universe at all?
S: “Yes and no. There’s always talk about adding more nullsec and more wormholes, but I don’t entirely see the benefit to it right now. We don’t need more empty space, we need to incentivize space to get people fighting over it.”

As others have implied, I think the root cause of all this is that we just want to build something of our own without a thousand-person alliance telling us how to do it. That doesn't strictly need new territory, but perhaps reworking what we've got would be enough. ...


there are so many possible solutions and so many diffrent development plans they can implement

    new ships
    new space
    new missions
    new modules
    new / expensions on captains quarter
    new enemies]
    new money sinks
    etc etc

with Dust 514, new space can also be the planets, but that would mean a diffrent playstyle for the PODpilots

i think as players it is stil our duty to voice our ideas our feelings .. our dreams our hopes

and in my opinion there are no right or wrong ideas
just pro's and con's on each

Endeavour Starfleet
#156 - 2011-12-29 23:57:00 UTC
I spent some time thinking about this last night.

In my opinion the best way to do this is to make it a completely new aspect of EVE online.

One that you cant bring back endless mins from or piles of isk you made without any risk.

Basic deal ought to be. New ships new type of warp based on long periods of time. No potential for isk abuse outside 30M an hour for so for very skilled players. Basically a new game within a game that you access while docked.

In the main game once we are able to get to 100K accounts on for an average amount of time my opinion is that it will be time to double the amount of systems within low and nullsec.

By this point we ought to have.

A) A completely modular POS and Corp system to reduce the effect of spies and thus newer players will find it easier to get into nullsec action.

B) A change in many of the roles of T1 craft so that there is a great deal more variety of skill training and ship use.

C) A COMPLETE change in the mining system.

So all this is a general growth of EVE.
Dark Drifter
Sons of Seyllin
Pirate Lords of War
#157 - 2011-12-30 02:20:58 UTC
found through scanning mechanic.

NEW TERRAN GATES!!!

you find it
use some kind of scanner/decoder on it.
it activates and sends you and everyone on grid with you to a destination gate
(or a derelict/adrift Terran gate ship that was lost in space)
to return you have to repeat step 2 on the gate/gateship.

have 25-50 new deep space systems located in the normal eve cluster.
visible as stars on the map with no gate lines
entry points for these systems spawn in the same region as the system is located.

the systems:

can have distant stars (visible but not warpable)
can have celestial bodies (not warpable, need to be scanned)
moons in these systems are to unstable for POSs
NEW MOON MINING SHIP!! BPCs found in sites in these systems
can be Cyno'd to but not to a specific point in space (cyno'd ships are scattered over the sys)
CYNO's show up on overvue as normal
new radar sites (components for new ships/mods)
new grav sites
new mag sites (components for new ships/mods)

new Ladar sites (ancient gasses for T3? mods
any booster ladar sites

belts in these systems need to be scanned with the OB scanner
are 50% - 60% smaller than normal belts (in amounts of ore) but with all kinds of ore
are spred over a wider area
have random spawns.

10 new kinds of NPC ship.

"factional" gate ship so:

serpentis
guristas
sansha
angel
blood raider
rouge drone
amarr
gallente
minmatar
caldari.

these ships will spawn in an anomily with apropriate escort.
if spawned the systems anomilys and scan sites are all populated by the gateship faction
so serp gate ship anomily spawns serpentis sites for that day/week.
standings dont apply here so if you find a gallente gate ship its support is going to be more than likly hostile to you

gate ship sites will drop BPCs for:

faction/pirate modules gate modules. (to be fitted to Black ops battleships) 2 of these ships can provide a reliable but compramisable link to accessible space for these systems.

gate module takes 1 min to spool up and is a beacon in system(s) when active
needs to be activated by ship in accessible space (normal EVE) to link to ship in dppe space
will only establish link when activated at a Planet or a sun. gate module works the same as Terran gates/gate ships.
can only be activated once every 23hours (by pilot not ship/mod)
can only transport a limited mass (calculated by largest to smallest) (mass is calculated as ship+cargo mass not just ship)

i totaly whent over board here .

maby no normal cynos only Black ops cynos and no gate mods still the idear is now mentioned and up for debate

DD

ASadOldGit
Doomheim
#158 - 2011-12-30 04:05:33 UTC
SabuMaru ICE wrote:
[...]
- D-space systems resource are depended on location in space,
Close to / in between empire = Low resource value..
Close to / in between True Null Sec = High Resource Value
- Capable of allowing both POSes and Outpost(s) (multiple would make it more hostile and fought over as 0.0 is now)
- No Local (a’la W-space)
[...]

Just some thoughts around this part:

In theory, empire space is colonised because its systems are reasonably stable, but that doesn't mean that every system was colonised - they could well have skipped over systems because they were just too hostile to bother with. There could be stellar or non-stellar systems right in the heart of empire, but you'd never know about it.
These systems don't have to have low resources, but they should be bloody difficult to live in!

I was going to suggest a system with a pulsar in it, but considering pulsars are visible from other galaxies, having one on your back door step would be kinda noticeable, and all of empire could have felt its effects by now, so how about something a little tamer - a star in the early stages of going nova; something that pulses system-wide with massive bursts of EM/thermal radiation every few minutes or hours (or a similar variety of effects, like wormholes currently have).

Something that wears down structures over time, requiring constant maintenance. Whether it's cyno-jammers, the "beacons" that broadcast local, POSs, etc - whoever lives there decides what structures survive. To support those who want to live there, a range of modules that have resistances to those specific environmental effects could be fitted to your POS or ship. Anyone wanting to invade you will need to fit their ships accordingly if they hope to survive.

As Dark Drifter suggested, perhaps the Terrans discovered these systems long ago and set up gates to them. There could even be Terran artifacts hidden away.

If, however, CCP Soundwave is going to completely chicken out and not make EVE awesomer Big smile, something like that could be done to some existing nullsec systems, so that the lazy alliances get their toys broken, and the active ones get some harsh systems with bigger rewards.

This signature intentionally left blank for you to fill in at your leisure.

SabuMaru ICE
DLM Enterprises
The Serenity Initiative
#159 - 2011-12-30 07:42:49 UTC
ASadOldGit wrote:
SabuMaru ICE wrote:
[...]
- D-space systems resource are depended on location in space,
Close to / in between empire = Low resource value..
Close to / in between True Null Sec = High Resource Value
- Capable of allowing both POSes and Outpost(s) (multiple would make it more hostile and fought over as 0.0 is now)
- No Local (a’la W-space)
[...]

Just some thoughts around this part:

In theory, empire space is colonised because its systems are reasonably stable, but that doesn't mean that every system was colonised .....


i understand what you mean

its hard to figure out a way that will please both smal and large alliances
will keep the game sandbox... but also give new fun things to do

on the resources : its just a must, if there are to many resources near Highsec .. this will flood the market and is just bad for bussniss
on the star : also a nice option next tot he NPC’s hunting for us instead of waiting for us to hunt them
Terran Tech : this might be a nice new way for Tech3 resources to be flowing into the game these resources should be diffrent from Wormhole coussins not to make them obsoleet
Mars Theran
Foreign Interloper
#160 - 2011-12-30 08:11:30 UTC
I hate the idea of re-introducing Earth in any space game. Can we really conceptualize where Earth will be in 20K years? If we could; would we want to deploy armadas against Earth defenses? Meet opposition when we wanted to explore Terran space? etc...

It's also done to death.
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