These forums have been archived and are now read-only.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

Gameplay changes I would love to see.

Author
Cardano Firesnake
Fire Bullet Inc
#1 - 2017-01-21 14:14:13 UTC
There are lot of things that I would love to change in Eve online. But there are 3 things that I think would change the face of the game.

1- Sovereignty and gates.
Puting a flag in the middle of nowhere never gave you the sovereignty on a place. It is your ability to choose who can enter your property or not that gives you the control and the power.
So the Ihub should give the opportunity to choose who could pass through the gates or not.
If you are not allowed to enter you should have three ways to overpassĀ : stealthy Hacking, force Hacking or using a Wormhole...
Once in the system you could hack the Ihub to open all the gates to everybody for a time.
Stealth hacking could give you the opportunity to enter without giving the alarm.
Force Hacking should be very easier but give the alarm.

In highsec the same system should apply. So someone with low security status should hack the concord gates to pass.

2- Scans and local channels.
Detection and Deception are the basis of war.
The Local chanel that warns you directly when an hostile enter your system is a very bad thing.
But you should be able to detect an hostile when he is coming.
Directional scan should be able to make the difference between hostiles and friendly ships and should make a sound when an hostile is at range.
Bigger ship should have bigger scan range than smaller. (example: frigates 8AU range, cruiser 15A, BC 30, BS60, capitals 120AU)
And Cloaky ships should be detected by scans. Three different modules should exist to lure overview, directional scan and probe scan.
So to be entirely invisible you chould have a cloak, a directional scan scrambler, and a probe scan scrambler.

3- Anchorable scanners to give intel .
An anchorable module should exist that would be able to directional scan, and probe scan in the systems.
This module could be use by someone that have the control of the Ihub.
Statistics about hostiles detected by these modules should be find in the map...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2017-01-21 15:19:02 UTC
1. Nope.
Practicing sovereignty is enforcing your law. Someone breaks your law, hunt them down and punish them. Want to block their access? Get on gate and blockade it. No magic-super protected carebear havens.

Definitely can get behind nerfing local and cloaks and generally overhauling intel. And i also think different ships could have varying D-scan ranges.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Cardano Firesnake
Fire Bullet Inc
#3 - 2017-01-21 15:52:13 UTC  |  Edited by: Cardano Firesnake
Daichi Yamato wrote:
1. Nope.
Practicing sovereignty is enforcing your law. Someone breaks your law, hunt them down and punish them. Want to block their access? Get on gate and blockade it. No magic-super protected carebear havens.

Definitely can get behind nerfing local and cloaks and generally overhauling intel. And i also think different ships could have varying D-scan ranges.



I don't agree. there is no logic to let a free access to your systems. In real life there are guys 24/7 on the frontier. but it is not possible in a game. You misunderstand the goal. It is not about creating carebear havens because I would change the local chan in the same time and it would be possible to enter the system by hacking the gate. I would change all the ship to give them un utility slot to put a hacking device so all ships could have the force hacking system, and specialized shipcould have stealth hacking modules.
I also think that hacking a gate should give you a scan of the other side. but it is another story.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Donnachadh
United Allegiance of Undesirables
#4 - 2017-01-21 16:05:42 UTC  |  Edited by: Donnachadh
A goon asking for a safe place to play the game in, gotta love the irony in that one.

Throughout all of history control over an area (sovereignty) has been taken by force and maintained by force and so it should be in EvE, no easy mode way to minimize or eliminate competition for your area of space. To be blunt if you want it you have to fight to get it and you have to fight to protect it from all who would want to take it from you.

Now the gates thing. You want control of the gates and considering the goons past, burn Jita, the Gallente Ice incursion just to name a few this one seems rather odd. On the one hand you want to be able to go anywhere and blow up other peoples stuff using a gate system that is available to all characters. But now you want to have the ability to lock those same gates so they cannot easily raid your stuff and blow it up. Again got to love the irony of that. But in the end I say no to being able to lock gates because you are not supposed to be safe anywhere in EvE and locking your gates behind you when you enter would add an unacceptable level of safety to living in what is quite possibly the safest area in the game, nul sec space.

In nul sec system wide local should be provided by a structure and only the characters in the corp that placed the structure should have access to that channel that would allow for you as defenders to know when someone is in your space but they would have no idea if there were any defenders around. Without a way for the attackers to provide a local type of functionality this would be to powerful so I have always liked the basic idea of a module or perhaps a dedicated ship that could be used anywhere including worm holes that provided the local channel functionality to them but only for a small area of space in the same way the U.S. Military uses the AWACS aircraft.

#3 seems like a solid basic idea, that structure could be the basis for providing the system wide local channel.
I would say that some aspect of it's operation should be automated and constant, while other more powerful capabilities should require player interaction and for the structure to be fueled to make them functional.
Lugh Crow-Slave
#5 - 2017-01-21 16:07:28 UTC
Nope eve should be as player run as possible. You want someone kept out of your system you put up the man power to do it.


The system should be yours for one reason and one reason only



You say so. This is why I feel all sov structures should be removed except maybe the tcu. System upgrades should be done not via a I hub but several seperate structures.
Cardano Firesnake
Fire Bullet Inc
#6 - 2017-01-21 17:56:32 UTC
You are wrong it is not about having a safe place. It is about creating a game mechanic more logic and more interestening. You must not think about this idea in the game as it is now but as it could be after.
Being Goon has nothing to do with this idea.
Within the things i would change there is also the anoms framing that I think it is as boring as mining and with no logic.
I am agree that defending a system must be an active thing and this idea don't change that.
But to me the biggest problem in the game is that modules, items, and ships, are designed with no real logic but with a gameplay logic.
I don't know if I am clear.
When an engineer create a thing, he have a purpose. The thing must have a mission and must be design to be the more easy to use for this purpose. The difficulty, must be created by another item created by another engineer to counter the first item or by a situation where the item should not be use.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Lugh Crow-Slave
#7 - 2017-01-21 18:00:01 UTC
Cardano Firesnake wrote:

But to me the biggest problem in the game is that modules, items, and ships, are designed with no real logic but with a gameplay logic.



crap your right that would only be a good thing if this was a game
Cardano Firesnake
Fire Bullet Inc
#8 - 2017-01-21 18:09:19 UTC
Donnachadh wrote:
A goon asking for a safe place to play the game in, gotta love the irony in that one.

But in the end I say no to being able to lock gates because you are not supposed to be safe anywhere in EvE and locking your gates behind you when you enter would add an unacceptable level of safety to living in what is quite possibly the safest area in the game, nul sec space.

.


In fact as I see the thing it is more as if people who own a place would not let the door wide open. But that does not mean that a bulglar can't enter.
It is true that if you have to hack all the gate, it would be boring. So the force hacking should be very easy but would give direct intel to owners instead of intel chans that exist for the moment. And don't forget That it would come with the remove of local chan.

That means that if someone who enter in force will be intel instantly but a stealth hacker could enter discrectly, find a target, open a cyno and make his fleet jumping...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Cardano Firesnake
Fire Bullet Inc
#9 - 2017-01-21 18:14:57 UTC
Lugh Crow-Slave wrote:
Cardano Firesnake wrote:

But to me the biggest problem in the game is that modules, items, and ships, are designed with no real logic but with a gameplay logic.



crap your right that would only be a good thing if this was a game


Yes it is a game, but wouldn't it be more interestening if the difficulties were not artificialy created.

I would rather a game where you can't warp through planets or moons, and use them to hide, where you can take damage of the environment (gaz, radiation, sunburn,) and where you could use these phenomenon to gain tactical advantage... for example...

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

ShahFluffers
Ice Fire Warriors
#10 - 2017-01-21 19:09:36 UTC  |  Edited by: ShahFluffers
Cardano Firesnake wrote:

Lugh Crow-Slave wrote:
crap your right that would only be a good thing if this was a game

Yes it is a game, but wouldn't it be more interestening if the difficulties were not artificialy created.

... says the person who is proposing an artificial way to keep people out of certain areas of space.


The current system (see: no restrictions on gate travel) is more "organic" than what you are proposing.
Either people defend, or they do not.
Either people travel through null-sec, or they do not.
Either the defenders are successful in repelling interlopers, or they are not.
Either the interlopers are successful in traveling through someone else's territory, or they are not.

Don't over-complicate things for the sake of making them complicated or because you have a personal issue with the concept of "gameplay first, realism second."

Think within the context of the game and what gets players to interact more (for better and worse).
Realism can be added in after the fact IF it does not unreasonably complicate things.

Cardano Firesnake wrote:
there is no logic to let a free access to your systems. In real life there are guys 24/7 on the frontier. but it is not possible in a game.

This isn't real life.
Think only within the context of the game.

Blocking access to systems the way you propose is a "no-go" because it creates a "non-insignificant" barrier of entry for people wanting to travel.

And you are correct that is it not possible to have "guards on the frontier 24/7" in the game.
That is actually the entire point.

If you do not have the manpower, you are vulnerable and need to find ways (within the context of the game) around that limitation (rather than try to add new mechanics to make up for this shortcoming).

Cardano Firesnake wrote:
You misunderstand the goal. It is not about creating carebear havens

While you may not intend for that to happen, that is exactly what will happen.

Your idea gives 0.0 alliances yet another a tool (among many) to stall (if not outright block) access for anyone and everyone they do not like.

Frankly... I am more partial to nerfing some of the tools 0.0 alliances use to keep themselves so isolated (so that it is impossible to isolate themselves).

Cardano Firesnake wrote:
I would rather a game where you can't warp through planets or moons, and use them to hide, where you can take damage of the environment (gaz, radiation, sunburn,) and where you could use these phenomenon to gain tactical advantage... for example...

I think you will find support for SOME of those things (I am a personal fan of the idea of environmental effects)... but you have to keep in mind that the game is over a decade old.
There may be some kind of technical and gameplay reason for why those things have not been added in.

For example: there are some missions that will deal damage to you over a period of time. Wormhole systems also have environmental effect. This shows that the DEVs can implement them (at least on an extremely small or system-wide scale).
Why they have not implemented this in more things... unknown.
It may be taxing to the servers.
They may not like the idea of giving "special" advantages to players that are outside of their ability to control (outside of certain "exceptions").
They may be concerned that players will find it too tedious and aggravating for their taste.


Be more conservative in how you approach ideas, think those ideas through (see: give more than simply "I want" and realistically consider how players are going to behave) and you will find that people will be more willing to listen to you.
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2017-01-21 23:22:29 UTC
This is the game where you protect your space 24/7. Make friends across time zones or people who can do the night shift.

You say there are always guys on the frontier 24/7 in real life, but also in real life i can overcome that with a big enough force, guns blazing, or slip in when its quiet. This can already be done in game, like fluffers says, 'organically', with no gimmicky hacking.

If you were to propose hacking enemy jump bridges and what have you, then I'd be intrigued.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Cardano Firesnake
Fire Bullet Inc
#12 - 2017-01-22 06:55:21 UTC  |  Edited by: Cardano Firesnake
Daichi Yamato wrote:
This is the game where you protect your space 24/7. Make friends across time zones or people who can do the night shift.

You say there are always guys on the frontier 24/7 in real life, but also in real life i can overcome that with a big enough force, guns blazing, or slip in when its quiet. This can already be done in game, like fluffers says, 'organically', with no gimmicky hacking.

If you were to propose hacking enemy jump bridges and what have you, then I'd be intrigued.


Well to invade a enemy system, you stealthy enter in the system and open a cyno, a mother ship arrive that deploys a gate. It is how I see the game mechanics. Or you hack the existing gate and anchor a module that lock it widely open...
It is like here when you want to invade a country: you take control of strategic places, destroy or take control of the accesses (bridges, roads airport etc.), or you create a new access to surprise your ennemies (Tunels, road in swamps or in mountains or through forests)

And I am agree that we sould be able to hack the jump bridges too.

In fact, all structures should be hackable with more or less difficulties. It is not far from the Entosis system, but more realistic. Instead random modules that magicly appears in systems the nodes would be sort of anchorable modules used to hack the protections of the attacked systems.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Donnachadh
United Allegiance of Undesirables
#13 - 2017-01-22 21:37:52 UTC  |  Edited by: Donnachadh
Cardano Firesnake wrote:
In fact as I see the thing it is more as if people who own a place would not let the door wide open. But that does not mean that a bulglar can't enter.

It is this word "own" that keeps tripping you up. In EvE you do not "own" an area of space, in EvE you "control" that area of space and when you can no longer "control" it then someone will take it away from you.

You claim you cannot protect your space 24 / 7, that is a valid point, and my counter argument is simply this. If you cannot defend your space 24 / 7 how are you going to defend the gates from the hackers 24 / 7?
Let's be honest here, if you do not have people online 24 / 7 your enemies will determine when you are not online and when you are not online they will come, hack your gate and destroy your stuff and then take your area of space. So the simple reality is that the only thing your gate idea does is slow them down for a few minutes it would take them to hack it.

ShahFluffers wrote:
For example: there are some missions that will deal damage to you over a period of time. Wormhole systems also have environmental effect.

There is no doubt why environmental affects are not used more in this game, they are simply unworkable given the wide range of ships and character skills CCP would have to deal with. In the missions you mention and for a vet player with a high skills character and a hig ISK value ship they can be ignored completely, yet for a new player with a low skills character those affects can be difficult to deal with. The same would be true in nul sec if they were added, make them strong enough that they would present a challenge to vet players with high skills characters and they become an instant death sentence for new players with low skills characters. In the highly restricted area we know as worm holes this is not a bad thing, applied to vast reaches of nul and possibly low sec they would be a significant deterrent to new players with low skills characters moving into those areas and this game does not need more restrictions on getting players out of high sec.
Cardano Firesnake
Fire Bullet Inc
#14 - 2017-01-23 03:32:22 UTC
Donnachadh wrote:
Cardano Firesnake wrote:
In fact as I see the thing it is more as if people who own a place would not let the door wide open. But that does not mean that a bulglar can't enter.

It is this word "own" that keeps tripping you up. In EvE you do not "own" an area of space, in EvE you "control" that area of space and when you can no longer "control" it then someone will take it away from you.

You claim you cannot protect your space 24 / 7, that is a valid point, and my counter argument is simply this. If you cannot defend your space 24 / 7 how are you going to defend the gates from the hackers 24 / 7?
Let's be honest here, if you do not have people online 24 / 7 your enemies will determine when you are not online and when you are not online they will come, hack your gate and destroy your stuff and then take your area of space. So the simple reality is that the only thing your gate idea does is slow them down for a few minutes it would take them to hack it.

That's true. It will not protect the area you control more thant it is protected today. It is not the point. The goal is to make the way you protect your systems different. Today it is as if you place a strongbox in your house and you let the doors wide opened with no camera.
The idea is to protect the accesses of your house, before puting a safebox in it.
It is all about logic, to protect your country, you don't build a wall around your capital and let all the roads on the way without protection. If you do, the town is yours, but not the lands around.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Lugh Crow-Slave
#15 - 2017-01-23 12:43:46 UTC
Cardano Firesnake wrote:


You claim you cannot protect your space 24 / 7, that is a valid point, and my counter argument is simply this. If you cannot defend your space 24 / 7 how are you going to defend the gates from the hackers 24 / 7?
Let's be honest here, if you do not have people online 24 / 7 your enemies will determine when you are not online and when you are not online they will come, hack your gate and destroy your stuff and then take your area of space. So the simple reality is that the only thing your gate idea does is slow them down for a few minutes it would take them to hack it.




what it will do is give your ratters a huge heads up when some one is coming


no need for intel ch just set an alt on the gate and he can see if some one is hacking it



but i get the feeling thats what he is after
Cardano Firesnake
Fire Bullet Inc
#16 - 2017-01-23 13:04:16 UTC
Lugh Crow-Slave wrote:



what it will do is give your ratters a huge heads up when some one is coming


no need for intel ch just set an alt on the gate and he can see if some one is hacking it



but i get the feeling thats what he is after


There is alreday an alt in the system before the system where the guys are farming.

Force Hacking should take a few second no more than 10 s. When you sucessfully hack the door you can jump through but the owners that are in the system or that look in the star map are aware of an intrusion (timecode of the jump).
Stealth Hacking should take 60s. When you successfully hack the door you can jump and there is no alarm.
Of course if there is an alt cloaked on the gate they will know you jump (as it is right now.)

The difference is you can create an intel map, and it is the first step to create a gameplay with a wargame logic.
Imagine anchorable modules that maintain the gate wide open or entirely locked. Fighting for the accesses of a place mekes more sens to me than the Fozzy SOV system.
Of course such modification of the game play need adjustements in many ways. But I don't think it would a bad thing. I think that the Fozzy SOV system is so artificial that is one of the reason of my lack of interest on sovereingty gameplay.

The range for the hacking should be the same than the directional scan.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Lugh Crow-Slave
#17 - 2017-01-23 14:06:57 UTC
How many ships do you think can't get under a 10s align time? Difference between this Idea and right now is with you idea I need 0 advance warning of a fleet since I can start to dock once I see them land on a gate. As it stands now if I was ratting in a BB+ or mining I would be caught if I wasted until they were landing on the in gate

Eve wars already deal in war game logic so I don't see your point.


Yes fozzie sov is bad. Again the best sov system is no sov system
Frostys Virpio
State War Academy
Caldari State
#18 - 2017-01-23 19:49:05 UTC
Cardano Firesnake wrote:
Donnachadh wrote:
Cardano Firesnake wrote:
In fact as I see the thing it is more as if people who own a place would not let the door wide open. But that does not mean that a bulglar can't enter.

It is this word "own" that keeps tripping you up. In EvE you do not "own" an area of space, in EvE you "control" that area of space and when you can no longer "control" it then someone will take it away from you.

You claim you cannot protect your space 24 / 7, that is a valid point, and my counter argument is simply this. If you cannot defend your space 24 / 7 how are you going to defend the gates from the hackers 24 / 7?
Let's be honest here, if you do not have people online 24 / 7 your enemies will determine when you are not online and when you are not online they will come, hack your gate and destroy your stuff and then take your area of space. So the simple reality is that the only thing your gate idea does is slow them down for a few minutes it would take them to hack it.

That's true. It will not protect the area you control more thant it is protected today. It is not the point. The goal is to make the way you protect your systems different. Today it is as if you place a strongbox in your house and you let the doors wide opened with no camera.
The idea is to protect the accesses of your house, before puting a safebox in it.
It is all about logic, to protect your country, you don't build a wall around your capital and let all the roads on the way without protection. If you do, the town is yours, but not the lands around.


If you want to protect the access to the system under your control, control the access with player. Setup camp and kill whatever jump.

Earning SOV over a system does not grant you control of the gates in any way, shape or form.
Dior Ambraelle
University of Caille
Gallente Federation
#19 - 2017-01-23 21:20:19 UTC
Donnachadh wrote:
In nul sec system wide local should be provided by a structure and only the characters in the corp that placed the structure should have access to that channel that would allow for you as defenders to know when someone is in your space but they would have no idea if there were any defenders around. Without a way for the attackers to provide a local type of functionality this would be to powerful so I have always liked the basic idea of a module or perhaps a dedicated ship that could be used anywhere including worm holes that provided the local channel functionality to them but only for a small area of space in the same way the U.S. Military uses the AWACS aircraft.

Maybe we could rework one of the recon cruisers, the AWACS mechanic seems like a role they could fill quite well.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Lugh Crow-Slave
#20 - 2017-01-24 06:33:26 UTC
as a ship it could work but as a module that you put down that only lets your corp have local its extremely op