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Expanding The EVE world

Author
Taz Carnarth
Hedion University
Amarr Empire
#21 - 2017-01-16 22:46:02 UTC
Do Little wrote:
There are 8031 systems in Eve, 7801 are accessible to players. 75% of the population lives in highsec (1090 systems). Nullsec has a few population clusters but, for the most part, it is empty. We don't need more systems - we need more reasons to visit the systems we have.

Walking in stations is essentially a new game - if you implement it, you have to provide things for people to do and ways for their avatars to interact. It can be done but it's a lot of work and it adds nothing to the core gameplay. CCP spread themselves too thin and got burned - I don't think they'll make that mistake again. You'll notice the new structures don't have captains quarters. Visiting the planet surface is in the same category - essentially a whole new game that adds nothing to core gameplay.

CCP introduced industry teams a while back and removed them because they weren't working. I think this concept should be revisited. Players could recruit and train industry teams or ship crews that grant a small bonus that grows as the teams gain experience. They should be tradable through contracts and either die or drop as loot if their ship/structure is destroyed.


Nice idea. The different factions could treat the dropped loot crew too accordance to law. Ie Amarr would enslave then to be crew and have certain bonus, other nations might have to pay wages for another set of bonus, or volunteers but you don't get so many. It would add law flavor to the game.
Taz Carnarth
Hedion University
Amarr Empire
#22 - 2017-01-16 22:51:06 UTC  |  Edited by: Taz Carnarth
Regarding the PI, I would like a little mini game to enhance and build your factory site. You'd start off with a factory and be able to build up population and facilities. Eventually you'd have a town etc. Nothing fancy -I would not want SimCity or anything, but a bit of progression/ability to grow something permanent would be nice.
Elmund Egivand
Tribal Liberation Force
Minmatar Republic
#23 - 2017-01-17 01:40:44 UTC
Taz Carnarth wrote:
Regarding the PI, I would like a little mini game to enhance and build your factory site. You'd start off with a factory and be able to build up population and facilities. Eventually you'd have a town etc. Nothing fancy -I would not want SimCity or anything, but a bit of progression/ability to grow something permanent would be nice.


'Population'.

This isn't LV-426 where your colonists are country hicks going to the frontier hoping to strike it rich with no knowledge of whether there are any rich mineral veins to exploit.

What you are doing in PI is scan the planet for rich resource nodes, drop down your high tech extractors and factories and support structures and get to work. Your colonists do not bring families. Your colonists are employees who are here to keep the machines running and nothing else. Your colonists are here on contract terms and will go home to their families once contract term expires. No 'build up population' here. You just bring in what staff you need for whatever equipment and machinery and facilities you add to your colony. Once the planet ceases to be profitable, you will tear down the colony, cancel the contract and the colonists will all go home.

A Minmatar warship is like a rusting Beetle with 500 horsepower Cardillac engines in the rear, armour plating bolted to chassis and a M2 Browning stuck on top.

Taz Carnarth
Hedion University
Amarr Empire
#24 - 2017-01-17 02:03:05 UTC
Elmund Egivand wrote:
Taz Carnarth wrote:
Regarding the PI, I would like a little mini game to enhance and build your factory site. You'd start off with a factory and be able to build up population and facilities. Eventually you'd have a town etc. Nothing fancy -I would not want SimCity or anything, but a bit of progression/ability to grow something permanent would be nice.


'Population'.

This isn't LV-426 where your colonists are country hicks going to the frontier hoping to strike it rich with no knowledge of whether there are any rich mineral veins to exploit.

What you are doing in PI is scan the planet for rich resource nodes, drop down your high tech extractors and factories and support structures and get to work. Your colonists do not bring families. Your colonists are employees who are here to keep the machines running and nothing else. Your colonists are here on contract terms and will go home to their families once contract term expires. No 'build up population' here. You just bring in what staff you need for whatever equipment and machinery and facilities you add to your colony. Once the planet ceases to be profitable, you will tear down the colony, cancel the contract and the colonists will all go home.


Aye-firmative.

I can't imagine that many folk would want to bring the kids to live on a lava world. But I wouldnt have thought they would have taken newt to live on LV-426 either, after all it's a rock, no indigenous life. And just remember They mostly come out at night, mostly.
mkint
#25 - 2017-01-17 03:00:24 UTC
Elmund Egivand wrote:
Taz Carnarth wrote:
Regarding the PI, I would like a little mini game to enhance and build your factory site. You'd start off with a factory and be able to build up population and facilities. Eventually you'd have a town etc. Nothing fancy -I would not want SimCity or anything, but a bit of progression/ability to grow something permanent would be nice.


'Population'.

This isn't LV-426 where your colonists are country hicks going to the frontier hoping to strike it rich with no knowledge of whether there are any rich mineral veins to exploit.

What you are doing in PI is scan the planet for rich resource nodes, drop down your high tech extractors and factories and support structures and get to work. Your colonists do not bring families. Your colonists are employees who are here to keep the machines running and nothing else. Your colonists are here on contract terms and will go home to their families once contract term expires. No 'build up population' here. You just bring in what staff you need for whatever equipment and machinery and facilities you add to your colony. Once the planet ceases to be profitable, you will tear down the colony, cancel the contract and the colonists will all go home.

That's actually part of what made PI such a huge disappointment, and why I still can't stomach it. It was heavily marketed as "dominate the population or be a noble leader, your choice." Then it turned out they spent all their dev time focusing on the zooming in mechanic so couldn't afford to make PI good. Regardless, the populations aren't what would have made PI appropriate for EVE. Where it really fails in the "is this suitable for EVE" test is "can this be disrupted by other players or cooperative for players" question. Obviously the answer is no. I think even if they did fix PI, I'm so ruined on it, I still wouldn't bother. It's space-farmville, nothing more.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Elmund Egivand
Tribal Liberation Force
Minmatar Republic
#26 - 2017-01-17 03:07:13 UTC
mkint wrote:
Elmund Egivand wrote:
Taz Carnarth wrote:
Regarding the PI, I would like a little mini game to enhance and build your factory site. You'd start off with a factory and be able to build up population and facilities. Eventually you'd have a town etc. Nothing fancy -I would not want SimCity or anything, but a bit of progression/ability to grow something permanent would be nice.


'Population'.

This isn't LV-426 where your colonists are country hicks going to the frontier hoping to strike it rich with no knowledge of whether there are any rich mineral veins to exploit.

What you are doing in PI is scan the planet for rich resource nodes, drop down your high tech extractors and factories and support structures and get to work. Your colonists do not bring families. Your colonists are employees who are here to keep the machines running and nothing else. Your colonists are here on contract terms and will go home to their families once contract term expires. No 'build up population' here. You just bring in what staff you need for whatever equipment and machinery and facilities you add to your colony. Once the planet ceases to be profitable, you will tear down the colony, cancel the contract and the colonists will all go home.

That's actually part of what made PI such a huge disappointment, and why I still can't stomach it. It was heavily marketed as "dominate the population or be a noble leader, your choice." Then it turned out they spent all their dev time focusing on the zooming in mechanic so couldn't afford to make PI good. Regardless, the populations aren't what would have made PI appropriate for EVE. Where it really fails in the "is this suitable for EVE" test is "can this be disrupted by other players or cooperative for players" question. Obviously the answer is no. I think even if they did fix PI, I'm so ruined on it, I still wouldn't bother. It's space-farmville, nothing more.


This is one of my disappointments with Dust514 actually. One would think that in Dust, the mercs might be able to thrash our PI like nobody's business, but that never happened. Welp.

A Minmatar warship is like a rusting Beetle with 500 horsepower Cardillac engines in the rear, armour plating bolted to chassis and a M2 Browning stuck on top.

Vanessa Celtis
The Scope
Gallente Federation
#27 - 2017-02-02 00:07:02 UTC  |  Edited by: Vanessa Celtis
Sonya Corvinus wrote:
Do Little wrote:
There are 8031 systems in Eve, 7801 are accessible to players. 75% of the population lives in highsec (1090 systems). Nullsec has a few population clusters but, for the most part, it is empty. We don't need more systems - we need more reasons to visit the systems we have.


This, basically. Maybe 10% of people are in null as it is. Most systems are empty 100% of the time. Explore the space we have. Or better yet, get out of empire completely and live in wormholes. You can find a completely empty system to call home (out of the 2500-ish wormhole systems) in maybe an hour, and have fresh, random space to explore daily.

Why add new space when there is an area over twice the size of highsec that isn't used by most of the players as it is? Push them to get out and explore and build.



Yup ! Hellooooo CCP !

Null sec is almost dead, many empty systems everywhere plus the ISK income mechanic in this game is so wrong that nobody wants to go there anymore (except a bunch of bored vets or pirates). Why a heck would I go to NULL or LOW-SEC (for ISK) and have 90% chance of losing my chip if the only thing I can get after battling for 2 hours is a 10M blue print copy (which won't even sell in Jita because there is too much offer)... Duh !
Vanessa Celtis
The Scope
Gallente Federation
#28 - 2017-02-02 00:13:40 UTC
Vanessa Celtis wrote:
Sonya Corvinus wrote:
[quote=Do Little]There are 8031 systems in Eve, 7801 are accessible to players. 75% of the population lives in highsec (1090 systems). Nullsec has a few population clusters but, for the most part, it is empty. We don't need more systems - we need more reasons to visit the systems we have.


This, basically. Maybe 10% of people are in null as it is. Most systems are empty 100% of the time. Explore the space we have. Or better yet, get out of empire completely and live in wormholes. You can find a completely empty system to call home (out of the 2500-ish wormhole systems) in maybe an hour, and have fresh, random space to explore daily.

Why add new space when there is an area over twice the size of highsec that isn't used by most of the players as it is? Push them to get out and explore and build.



Yup ! Hellooooo CCP !

Null sec is almost dead, many empty systems everywhere plus the ISK income mechanic in this game is so wrong that nobody wants to go there anymore (except a bunch of bored vets or pirates). Why a heck would I go to NULL or LOW-SEC (for ISK) and have 90% chance of losing my chip if the only thing I can get after battling for 2 hours is a 10M blue print copy (which won't even sell in Jita because there is too much offer)... Duh !
Gregorius Goldstein
Queens of the Drone Age
#29 - 2017-02-02 09:19:51 UTC
Players would thin out if the Universe was much bigger. If there were an other 10k active players, more systems could be added without to much "dead space". I would prefer if more stuff got added to the existing systems.
March rabbit
Aliastra
Gallente Federation
#30 - 2017-02-02 11:02:34 UTC
Gregorius Goldstein wrote:
Players would thin out if the Universe was much bigger. If there were an other 10k active players, more systems could be added without to much "dead space". I would prefer if more stuff got added to the existing systems.

It depends of what EvE is.

If this is arena* style pvp-oriented game then i can agree that more space is not needed at all until current universe is not full.

But if the game is pvp-based SciFi space simulator then limiting its size based on current population would be pretty strange.

Note: i use word 'arena' with meaning that there are enough players to 'make content' around some limited in space and time area.

The Mittani: "the inappropriate drunked joke"

Herzog Wolfhammer
Sigma Special Tactics Group
#31 - 2017-02-03 09:56:32 UTC
Eli Strange wrote:
First, I would like to say that I am pretty hyped about EVE. I have been playing on and off for last seven years, and I have always came back to this game. The unlimited possibilities are mind blowing. Calling it a game is a little like comparing to Monopoly or Clue, which does not capture the depth of this game. However, like everyone else, I see some room for expansion.
A few things I wouldn't mind seeing in EVE.

1. Larger EVE Universe. I would love to see a newly discovered null sec Empire regions added to the EVE Universe that players have to conquer from some pre-existing newly discovered empire.

2. I think Planetary Interaction could be filled out by perhaps being able to visit your factory and perhaps even doing some exploration on the planets surface. I really see some potential for some ground vehicles or perhaps even some ships that could enter the atmosphere of planets. The graphics of EVE are so awesome, I would love to be able to explore so ancient ruins on a planet's surface or submerge understand to see ancient space ship. Anyways, it would be interesting.

3. I would also be interested in exploring the ideas of crews. In the EVE fiction is it pretty well established that capsuleers are the pilots of these great ships, but that there are also crews that maintain and obviously do something for the ships. We could have another mechanic involving crew modifiers, crew bonuses and so on.

4. And the dreaded WIS. Walking in Stations, which was supposed to have stripper poles and gambling. I still think WIS could be added to the game. I would still like to see it.



Ideas that might have increased immersion in the game.


Once the game did seem much bigger. There used to be the ability to create a "deep safe" - a warp to bookmark that could take a ship (even when they all warped the same speed) many minutes to get there. But the deep safes were removed.

Imagine if we had citadels with these deep safes....

Exploration also made New Eden seem huge and mysterious. That got changed too and now it's just sperg content to grind on.

As other have said, another game might be your game. This one has it's niche and serves it well enough and has no reason to head in any other direction. In due times other games will come and there does appear to be a direction towards exploration. No Man's Sky is an example, but too much of an example and it gets old quick. Dual Universe in alpha has the "u find stuff and build stuff" aspect of NMS with the ship seemingly like Elite Dangerous and everybody looks like Spartans from Halo.

Bring back DEEEEP Space!

Nana Skalski
Taisaanat Kotei
EDENCOM DEFENSIVE INITIATIVE
#32 - 2017-02-03 10:01:26 UTC
Ability to scan on star map using deep space probes to find strange new places to explore. Full of relics and dangerous corrosive gases.
Chopper Rollins
hahahlolspycorp
#33 - 2017-02-03 10:31:24 UTC
Eli Strange wrote:

1. Larger EVE Universe.



More cats in a smaller bag means better party.


Goggles. Making me look good. Making you look good.

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#34 - 2017-02-03 12:41:20 UTC
you cant find new places of a galaxy that's already been fully explored.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Starrakatt
Empire Assault Corp
Dead Terrorists
#35 - 2017-02-03 13:03:46 UTC  |  Edited by: Starrakatt
New Eden feels 'too small' and boring because of statu quo and stagnation, and well, a huge % of players live in static Hisec.

Change Hisec's mapping and just by that you force players to move out of their rut and makes it interesting, even with no new space added. The thing is, nothing change and stagnate.

Drifters and a new Amarr Empress is well and good, but it only impact a tiny amount of players. If Drifters started destroying Stargates or Stations or Empire collapsed/seceded, Stargates stopped functionning or were re-directed, maybe fluctuating System's sec status (0.4-0.5) changes to reflect Pirate faction interaction, then environment interaction would force player's to take notice and adjust, even if in a minimal way.

Stagnation is death.

Static games that don't evolve, are too slow about it or don't shake up things from time to time slowly die.
LouHodo
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#36 - 2017-02-03 16:51:15 UTC
The only thing I want added to EVE, is the ground combat that was supposed to be DUST, but not for the console. I want it for the PC, with the depth of EVE but on the ground, linked to the space version. The PS4 idea was a fail from the start when I heard it wasnt going to be on PC, the biggest market for this type of game.
Wolfgang Jannesen
Imperial Academy
Amarr Empire
#37 - 2017-02-03 22:29:28 UTC
Elmund Egivand wrote:


3. MORE complexity in an already complex game? Come on! Besides, in lore, all these modules are supposed to be automated and what crew capsuleer ship has are usually delegated to maintenance work. Keep the gears greased, the bolts fastened and all. Modules being automated is a very large part of why capsuleer ships perform much better with heightened response times and everything as compared to baseliner ships.


This is the biggest reason I'd advocate keeping crew mechanics as they are (which is to say, nonexistent). I wouldn't mind seeing an approximate non-capsuleer crew amount in attributes for fluff, but that's about it.
Chopper Rollins
hahahlolspycorp
#38 - 2017-02-04 00:28:07 UTC
Crew numbers were an attribute for ships in EveMon last i looked.


Goggles. Making me look good. Making you look good.

DrysonBennington
Eagle's Talon's
#39 - 2017-02-04 01:56:58 UTC
I'm surprised that a new cult hasn't shown its face yet in New Eden that has used Clone technology to transfer their consciousness into Clones of the things from myth and lore of New Eden child bed time stories to make those stories horrifically real.
Quantum Science
Doomheim
#40 - 2017-02-04 02:17:27 UTC
Where are the walk in stations? Sheesh! :P
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