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More Buckets for the Sand Box! An EVE Idea / Suggestion

Author
Wagner Stodin
Caldari Provisions
Caldari State
#1 - 2015-08-05 18:05:00 UTC  |  Edited by: Wagner Stodin
TLDR: player owned scalable bases that can be customized, but are behind acceleration gates similar to those found in FW. The bases can be hacked, entosed, destroyed depending on how big / profitable. Content pinata for all.

Preface

So I have been reading a lot about what people think the major problems are in EVE on the forums and Reddit, and it made me think about what made me like EVE so much.

What makes EVE for me an awesome game is that its one of the few MMOs that tries to be a sandbox mmo, its not dumbed down, has interesting space mechanics and combat, and its set in sci-fi space which is one of my favorite genres.

These major themes alone lend itself to a lot of things that make me like EVE so much. That being said I thought I would throw my 2 cents out into the deep void that is the internet about what I think would make this game more enjoyable. One of the ideas that I came up with is too give players more options in what they can do and build in this sand box we call EVE!

Player owned hideouts

So the first idea is player owned hideouts. It would combine a few things that I enjoy in EVE a lot. Choice, Small gang PVP, Customization, and World Building.

So an example of a player owned hideout would be a station built by the player in space. However the player would not initially drop a station, what they would drop is an acceleration gate to the hideout. Depending on the size and or type of hideout the player creates would affect variables about the hide out such as, what kind of ships can enter the acceleration gate, how many modules the station can fit, and in what kind of security space the hideout can be placed in.

Some choices that could be made on the dev side would be to have the acceleration gate be static, or depending on the modules fit to the station, the acceleration gate would constantly change after every down time. The player who owns the hideout would always have the ability to always warp to the gates location in space, but others would have to probe it down, Unless dictated by modules in the hideout.

So why the acceleration gate instead of just warping to the hideout? Well one thing I really like from Low-sec are the FW complexes. What I like about them is that players can at least dictate to a degree on what kind of ships they would like to be engaging. New players often like to engage in frig size battles or even destroyer size battles where older veterans enjoy battles in bigger ships.

So players can choose what size hideout they feel they either enjoy, or they think they can "handle". For example depending on the type/size of hideout created would effect what kind of ships can enter the acceleration gate.

CHOICES

So the basic function of the hideouts creation is set. An acceleration gate the player makes that gives him a hideout he can go to. What does the player do at the hide out once he gets there though? Well depending on what modules he puts in his space hideout will determine on what the hideout is to him and others. My ideas would be to create a few major themes for the hideouts players can build towards. The major themes being PIRATE, CONCORD, MAJORFACTION, ORE, TRADER, RESEARCH, BUILDER. With these themes would come corresponding modules plus a bunch of extra modules that would help players customize their hideout.

So why even build a hide out though? Well it would provide advantages and options to players, as well as content for other players who do not own the hide out.

With all that being said let me show you an example of what I think the small entry level hide outs could look like and function.
Quote:

Small Hideout

Can be built in high sec and low sec but not null or worm-whole space. It is a small hideout for beginners to start a base of operations. Enough space to house a maximum of 50 people. Can be hacked by hacking module. Can not be destroyed or effected by entosis module.

Attributes

1 High slot
1 Med slot
1 Low slot
Only frigate size ships can enter
Requires a small upkeep
Comes with 1 Docking port initially
Has 2000 m3 cargo space initially
Room for 2 frigates in the hanger initially


Some example modules to fit into the initial hideout would follow. I put some different versions how each module could work depending on what would make better sense for the player and the developer.

Also anything referring to themed goods as upkeep, insert w/e goods from either PI or isk or crafted items etc...

MODULES ON NEXT POST --->
Wagner Stodin
Caldari Provisions
Caldari State
#2 - 2015-08-05 18:05:11 UTC  |  Edited by: Wagner Stodin
HIGH SLOT MODULES

Small Time Gurista Pirate Lord


"Hes no one really. Just a thug off a backwater world. But hes got ambition and some friends."

Fits into a small hideout high slot
increases upkeep to require certain pirate themed goods to your hideout
Spawns 1 small pirate anomaly per downtime cycle
[Choice A] If anomaly is not destroyed in 10-15 minutes pirate themed goods are transferred to your hideouts cargo.
[Choice B] If anomaly is not destroyed in 10-15 minutes owner of hideout receives Small Pirate LP which he can then use to purchase goods from the Small Time Gurista Pirate Lord
[Choice C] If anomaly is not destroyed in 10-15 minutes owner receives LP towards a certain faction.

2 Pirate frigates guard the hideout.

Spunky Cop


Fits into a small hideout High slot
increases upkeep to require certain themed goods.
[Choice A] Spawns a concord frigate to defend a random celestial once per downtime. Either a gate / asteroid belt / poco / station. Concord frigate lasts for 10-30 mins and then warps off. Concord frigates stats to be decided at another time
[Choice B] Gives player Small Spunky Cop LP which he can then use to purchase goods from the Spunky Cop.
[Choice C] Owner receives LP towards a certain faction once per downtime.
[Choice D] Themed goods are transferred to your hideouts cargo once per downtime.
[Choice E] Owner's security status goes up slightly once per down time cycle.

2 Concord frigates guard the hideout

Amarr/Caldari/Gallente/Minmatar Small Time connection

Fits into small hideout High Slot
Increases upkeep to require certain themed goods or isk.
[Choice A] Gives player some LP towards a random LP store connected to the selected faction once per down time cycle.
[Choice B] Gives player a small reputation boost towards selected faction once per down time cycle.
[Choice C] Player receives a small package of goods from the selected faction once per downtime. Something like meta 1-3 small weapon modules or ammo represented by the faction. For example caldari could give 50-100 missiles, Gallente 50-100 hybrid ammo, or Caldari could give a meta 1 missiles turret or Gallente a meta 1 Hybrid turret.
[Choice D] Player receives a random frigate from selected faction once every week until hanger is full.

2 faction specific frigates guard the hideout

Experienced Miner

“Mining is this man's life. He served aboard a Venture his whole life, and know his way around a mining crystal. Be careful though, he goes into a fey mood from time to time…”

Fits into a small hideout High Slot
Increases upkeep to require certain themed goods or isk
[Choice A] Provides player some LP towards the Experienced Miner LP store once per down time cycle.
[Choice B] Provides player with a small cache of ore once per down time cycle. Ore gained is relative to what system the hideout is in. Ore is gained until hanger is filled
[Choice C] Player receives small boosts from the hideout while he mines in the system where the hideout is located.
[Choice D] A small mining expedition anomaly is spawned once per down time cycle. If the miners are not killed in 20-30 minutes a small cache of ore is gained. Ore gained is relative to what system the hideout is in. Ore is gained until hanger is filled.

Two battle hardened ventures guard the hideout.

Small Business Owner


Fits into a small hideout High Slot
Increases upkeep to require certain themed goods or isk.
Allows the owner to place 5 sell orders from the hideout.
Acceleration gate becomes static and advertised as a Trading Station in the overview for 1 - 3 hours per day. Time can be selected by owner.

Guarded by 2 generic frigates.

Small Time Mad Scientist

Fits into a small hideout High Slot
Increases upkeep to require certain themed goods or isk
[Choice A] Allows player 1 research related job Que.
[Choice B] Gives owner a small cache of research related goods per down time. Like one datacore or something.
[Choice C] Gives the owner a copy of a selected BPO once per down time.

Guarded by 2 generic frigates

Hardened Tinkerer


Fits into a small hideout High Slot
Increases upkeep to require certain themed goods or isk
Allows player 1 manufacturing related job que

Guarded by 2 small towers
Wagner Stodin
Caldari Provisions
Caldari State
#3 - 2015-08-05 18:10:41 UTC

MEDIUM SLOTS


Cargo Hanger
Fits into a small hideout Medium Slot
Increases Cargo size of the hideout

Ore Hanger

Fits into a small hideout Medium Slot
creates an ore hanger that holds specifically ore.

PI Goods Hanger
Fits into small hideout Medium Slot
creates a PI related goods hanger that holds PI goods.

Frigate Ship Hanger Extension

Fits into small hideout Medium Slot
Adds 1-3 more spots for frigate sized ships to be held in the hideout.

Destroyer Hanger Extension

Fits into small hideout Medium Slot
Adds 1-2 more spots for destroyer sized ships to be held in the hideout

Docking Tubes Extension

Fits into small hideout Medium Slot
Allows more ships to be docked at the hideout at the same time.

LOW SLOTS


Hardened Infrastructure

Fits into small hideout Low Slot
Makes the hacking minigame harder for those hacking the hideout

Small Hardened Vault

Fits into small hideout Low Slot
Creates a small cargo hanger to hold cargo that can not be taken from those hacking the hideout. Great for hiding BPOs or expensive implants in.

Small hideout turret.

Fits into small hideout Low Slot
Creates an extra turret to spawn in the hideout grid area.

Dscan Scrambler Dish
Fits into small hideout Low Slot
Makes it so players can not Dscan into the site from the acceleration Gate.

Small Bar
Fits into small hideout Low Slot
[Choice A] Generates a level 1-2 mission for the owner in the system.
[Choice B] Allows you to speak to a random agent found within 1-2 jumps. Can accept and finish mission from the hideout. Agent selected is randomized after every downtime cycle.
Wagner Stodin
Caldari Provisions
Caldari State
#4 - 2015-08-05 18:15:42 UTC
That sounds like it could ruin the EVE economy!

Well, I totally understand the need to balance anything generated from the hideout. I have included a required upkeep for the hideout in its base form, and each High Slot adds more upkeep. That increased upkeep could come in the form of certain PI goods, or just plain ISK. But like I said, the time put in to ISK out could be balanced towards a PI level. For example, the bigger the station in more dangerous space the more you would get out of it. But bigger stations would be vulnerable to more hacking / entosising to generate a timer for the owner / or straight out destruction of the hideout. But the small hideout would not be able to be entosised or destroyed as it would serve as an entry level sand castle to the player.

But what about muh content?

Here’s one of the best parts. Since the acceleration gates act similar to a FW plex, it would create scenarios for attackers and defenders or neutral parties. For example the small hideout acceleration gate would act like a novice plex from lowsec. If a player tries to hack the hideout to get sweet goods from inside it would draw aggro from the two guarding rats and make the hacker have a suspect timer. The player could defend his hideout or a 3rd party could. But the player would not always be able to be there to guard his hideout. You could link the faction high slots to turn your zone into a FW activated zone. If an enemy militia member just enters your hideout area it automatically gives him a suspect timer. If you have the trader high slot, it could create a great place for you to sell to others a small bit of goods. Or have the trader high slot automatically link the goods to a selected station in system at a higher tax rate. You could have pirates wait nearby cloaked ready to try and jump on suspected buyers or sellers. You could have increased anomaly activity created by how many and what kind of hideouts are in the area. You could have it so people can attack certain parts of the station that would bring down their function until repped back up to health. Possibilities are there.

How do you limit how many hideouts can be in one system?

you could either have soft / hard caps per system. Or you could give it diminishing returns, the more hideouts per system the less each one gets? The bigger hideouts could create more diminishing returns to the much smaller hideouts in the system? Have it so that each player can only create 1 hideout per character? It could be done.

I want to build / smash a sandcastle!


Yes! that's the idea behind the whole system. Give players the ability to not only create more sandcastles in this giant sand box, but the ability to smash them as well! Well thats my suggestion for more “content / fun” generation for eve. What do you think? What kind of modules would you have? What kind of hideouts would be interesting to make in high / low / null / wh space?
McChicken Combo HalfMayo
The Happy Meal
#5 - 2015-08-05 20:57:12 UTC
My suggestion is to add a TLDR to the top of the first post, concisely summarizing the ideas in your posts. There are just too many words for most people to devote to reading it without first knowing their interested in the ideas.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Wagner Stodin
Caldari Provisions
Caldari State
#6 - 2015-08-05 21:16:55 UTC  |  Edited by: Wagner Stodin
McChicken Combo HalfMayo wrote:
My suggestion is to add a TLDR to the top of the first post, concisely summarizing the ideas in your posts. There are just too many words for most people to devote to reading it without first knowing their interested in the ideas.


Will do
Quote:

TLDR: player owned scalable bases that can be customized, but are behind acceleration gates similar to those found in FW. The bases can be hacked, entosed, destroyed depending on how big / profitable. Content pinata for all.


Hopefully that boiled it down enough... Don't exactly know if its 100% accurate to exactly what the whole main post meant, but I think it hits the main points.
Nicolas Oksaras
School of Applied Knowledge
Caldari State
#7 - 2015-08-07 04:16:28 UTC
I think this is a really good idea, but I think it should only be for low-sec. If you had these set up around any low-sec areas, lots of more people would be coming to low-sec for sure. I also think this would benefit factional warfare, as you would be able to have a safe spot to reload on ammo or refit your ship, or even get a new ship!

However, I think that people would be creating hideouts just to get them loyalty points or to increase security standing. I think there should be a limit to the number of hideouts you can have, so people won't be able to do this.

Overall, I think this idea can be modified in a way that it would be a good expansion to the Eve universe.
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2015-08-07 06:59:34 UTC
Take away the acceleration gates, and how is this any different to what we know about citadels?
Celthric Kanerian
Viziam
Amarr Empire
#9 - 2015-08-07 09:24:15 UTC
This sounds completely like garrisons in WoW, which ultimately was a complete fail. (From what I've heard)
Barrogh Habalu
Imperial Shipment
Amarr Empire
#10 - 2015-08-07 10:43:31 UTC  |  Edited by: Barrogh Habalu
Celthric Kanerian wrote:
This sounds completely like garrisons in WoW, which ultimately was a complete fail. (From what I've heard)

Mostly because they are meaningless as an addition to MMO part of the game, what's with being instanced locations with nothing to do there. More like WiS rather than OP's idea.
FT Diomedes
The Graduates
#11 - 2015-08-07 10:48:01 UTC
Danika Princip wrote:
Take away the acceleration gates, and how is this any different to what we know about citadels?


My thoughts exactly.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Maldiro Selkurk
Radiation Sickness
#12 - 2015-08-07 17:37:45 UTC
dumb.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Juan Mileghere
The Corporate Raiders
Safety.
#13 - 2015-08-07 22:10:48 UTC
So a mini-citadel? Not a terribad or great idea either way.
Wagner Stodin
Caldari Provisions
Caldari State
#14 - 2015-08-08 01:02:56 UTC
Thank you for all the feedback!

The main idea behind the post is just to brainstorm one idea of how to add more tools for players to have when it comes to the sand box that is eve. We all like to build things and destroy things in EVE!

What are some of your guys ideas for stuff that can be built by players that would be fun to both to build and have and to destroy?