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Idea for gradual development of new space to enable CCP to start now.

Author
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#21 - 2017-04-29 13:02:16 UTC
I suggest that our eve 2.0 is a reset currently, id settle for a wipe of everything but characters as the current complaint is there too much isk in circulation and we don't have any mass ways of taking isk out other than blueprints and skills.

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

Alderson Point
Federal Navy Academy
Gallente Federation
#22 - 2017-04-29 13:23:21 UTC  |  Edited by: Alderson Point
Agondray wrote:
I suggest that our eve 2.0 is a reset currently, id settle for a wipe of everything but characters as the current complaint is there too much isk in circulation and we don't have any mass ways of taking isk out other than blueprints and skills.



That would be a little extreme, however the OP achieves the same player goals without destroying the current players lifestyle, It simply offers an alternative, a fresh beginning, an option for the brave and courageous, but when the Gate eventually opens, their wealth will count for nothing, and those coddled by their isk farms, will find lean hardened players coming through to new eden, interested in seeing them burn.

It should be an interesting conflict, without making anyone feel hard done by, well the self entitled will always feel hard done by.

CCP is clearly exploring pulling isk out with faction capitals, shiny citadels and the likely "interesting changes" of plex price incoming.

That will teach players the meaning of "the value of your investments may go down as well as up, past performance is no guarantee of future performance" CCP have always said they are not responsible for players investment choices.

"But look, the graph always points up!" Is not a good investment strategy.

If or more likely when, the fountain of isk from nullsec ratting is turned down a touch, by for example, replacing every battleship rat with webbing frigates, then we will NEED the newspace ™ to get out of earshot of all the moaning and whining that will follow.
Now Life
The Scope
Gallente Federation
#23 - 2017-04-29 13:32:38 UTC
Agondray wrote:
we don't have any mass ways of taking isk out other than blueprints and skills.


or go mine in rorq's ;)
Alderson Point
Federal Navy Academy
Gallente Federation
#24 - 2017-04-29 13:39:06 UTC
Now Life wrote:
is a good proposal

But what I was thinking of : T3 Deep space expedition/exploration ships
New ship typs, Each with their own task
1st type Hull size between Cruiser and BS (probe launcher ,1st Deep space exploration ship)

2nd type Hull size between BS and Supper ( mid Bridge head Deploy ship and new system expedition )

3rd type Hull size between Supper and titan ( First base ship and new system defence)

The new ship class can not come in high sec
needs new type of fuel and mods to travel to Unknown space .

-New deep space prob launcher (structure cost of a keepstar)
1 structure per constelation/WH
When active to launch probs : Penalties in a particular radius around the structure to warp , scan , target, .....
- New Medical data transfer structure (Can be put on standby and have sleeper cloak tech when on standby when you die you wake up in Known space /WH )
- New intergalactic gat (cost of a faction keepstar)


The intention is
You're deploy a deep space probe launcher (DCPL) where it will best suit your group
When you want to launch probs, you get penalties in system / WH around the launcher
Choose the direction / Travel time / ... of probs . XX amount of time you get data from brobes (The structure must stay online )
Alsow posible with the 1st ship but less probs / range/ flight time of probs
And as you know space is big So finding something is rare.
And if you find something you need to warp to it with the 1st or 2nd ship type set up a safe midpoint (Medical clone data transfer) to transfer your mind to a new clone when you die in the New unknown space with new unknown Alliance
Now you have a bridge head in the middle of nowhere space and you can start scanning with you 1st type ship for new regions or do expeditions with te 2nd one .

When you find a new region
your group can make this new region known to all
Or keep the location for your own group
Exploit it and the locals or work with them to develop new technologies
(like bether scan mods when the new region is high in radiation from a new sun)
3rd ship you set up 1ste base and then an intergalactic gat (after ... for CCP to decide)

And when a WH groups find new Eden / new regions the same rules

No existing ship / Upwel building can go / deploya in the new location / region until there is a intergalactic gat.


Interesting ideas, I am not sure if these are in improvement on the simplicity of the OP but there certainly will need to be a ship and structure progression of things found and built in the new space, I was thinking more of a "pirate type" line of NPC ships, as there is unlikely to be time to develop independent T2/3 and fully developed citadels in the time available before the gate is built and opened.

But interesting thoughts none the less, there are plenty of opportunities for CCP to add options as the space develops, to steer it to the eventual goal, rather than everything from Day one, It will take quite a while to mine enough for the first battleship in the new space, let alone citadels.
Donnachadh
United Allegiance of Undesirables
#25 - 2017-04-29 15:42:22 UTC
I am snipping out parts that are not relevant to what I have to say.
Those who want can go back and read the entire thing.
[quote=Alderson Point]an Interesting mechanic for getting into the new space, requiring taking a pod and nothing else.There are no noobships given in stations, At each entry system and throught new space there are disabled shipyards you need to activate, With enough basic salvage lying around the system to mark for collection by the shipyard to build a limited range of ships, with inbuild blueprints programmed in. These are base combat frigate, basic mining barge, base exploration frigate.[quote]
A POD is nothing more than a life sustaining vessel that has neural connections that we plug into sockets in our heads. That POD has just two functions. it sustains us physically, and it acts as the interface between our brains and the ship we are controlling. But wait there is no ship, all we get to have when we enter this new space is our POD, this introduces quite the perplexing situation.
With no ship salvage is impossible so please explain how we procure the materials needed to build that first ship?
We cannot take ISK with us so we cannot go to the markets and buy the materials needed to build that ship, so again I ask how do we get the required materials?
Even if we could take ISK there is nothing seeded into the markets in this new EvE so that brings us back to how do we get that first ship?

You can cll us batshit crazy for our objections to your idea but based on the information you provide us your idea is a failure before it even has a chance to get started, why? because your own limitations on this new area and what we could take into it guarantee it will be a failure.
Now Life
The Scope
Gallente Federation
#26 - 2017-04-29 16:03:44 UTC
Donnachadh wrote:
I am snipping out parts that are not relevant to what I have to say.
Those who want can go back and read the entire thing.
[quote=Alderson Point]an Interesting mechanic for getting into the new space, requiring taking a pod and nothing else.There are no noobships given in stations, At each entry system and throught new space there are disabled shipyards you need to activate, With enough basic salvage lying around the system to mark for collection by the shipyard to build a limited range of ships, with inbuild blueprints programmed in. These are base combat frigate, basic mining barge, base exploration frigate.[quote]
A POD is nothing more than a life sustaining vessel that has neural connections that we plug into sockets in our heads. That POD has just two functions. it sustains us physically, and it acts as the interface between our brains and the ship we are controlling. But wait there is no ship, all we get to have when we enter this new space is our POD, this introduces quite the perplexing situation.
With no ship salvage is impossible so please explain how we procure the materials needed to build that first ship?
We cannot take ISK with us so we cannot go to the markets and buy the materials needed to build that ship, so again I ask how do we get the required materials?
Even if we could take ISK there is nothing seeded into the markets in this new EvE so that brings us back to how do we get that first ship?

You can cll us batshit crazy for our objections to your idea but based on the information you provide us your idea is a failure before it even has a chance to get started, why? because your own limitations on this new area and what we could take into it guarantee it will be a failure.


Think we should not take each other's ideas too literally
Better to combining each other's good points than just pointing out the mistakes
If there are things that are not currently good, give us a possible solution to the problem
Beta Maoye
#27 - 2017-04-29 19:21:25 UTC
Alphas are fading out. Free to play is not the solution. I think the game company needs to do more analysis on market segmentation and study how to make the game more inclusive, as there are many different kinds of players. The game company was too obsessed in putting everyone in epic battles of sovereignty gameplay. Wormhole, low sec, high sec are underdeveloped. The growth of one segment is not able to compensate the lost of other segments. Even null sec, the biggest but least populated space in the game, could be segmented by different sets of rules to accomodate broader scope of players, if null sec players are what the company wanted.
Alderson Point
Federal Navy Academy
Gallente Federation
#28 - 2017-04-29 19:33:25 UTC  |  Edited by: Alderson Point
Donnachadh wrote:
I am snipping out parts that are not relevant to what I have to say.
Those who want can go back and read the entire thing.
[quote=Alderson Point]an Interesting mechanic for getting into the new space, requiring taking a pod and nothing else.There are no noobships given in stations, At each entry system and throught new space there are disabled shipyards you need to activate, With enough basic salvage lying around the system to mark for collection by the shipyard to build a limited range of ships, with inbuild blueprints programmed in. These are base combat frigate, basic mining barge, base exploration frigate.[quote]
A POD is nothing more than a life sustaining vessel that has neural connections that we plug into sockets in our heads. That POD has just two functions. it sustains us physically, and it acts as the interface between our brains and the ship we are controlling. But wait there is no ship, all we get to have when we enter this new space is our POD, this introduces quite the perplexing situation.
With no ship salvage is impossible so please explain how we procure the materials needed to build that first ship?
We cannot take ISK with us so we cannot go to the markets and buy the materials needed to build that ship, so again I ask how do we get the required materials?
Even if we could take ISK there is nothing seeded into the markets in this new EvE so that brings us back to how do we get that first ship?

You can cll us batshit crazy for our objections to your idea but based on the information you provide us your idea is a failure before it even has a chance to get started, why? because your own limitations on this new area and what we could take into it guarantee it will be a failure.


Ok I have calmed down a little, I am sure there is a good reason for you.

In your pod, you mark the salvage that is stated as in the system and needs to be found for the shipyard to collect, to build your ship.

Once you have had your ship built, then you fly around the rest of the universe.

Which is why I said and it is in your quote "You mark the salvage to be collected by the shipyard" what did you think the shipyard was going to do with the salvage it has to build the ship, make Pizza?

I am really really sorry if you are genuinely having difficulties understanding, I REALLY want to give a heavily sarcastic reply, but I am restraining myself with difficulty afraid that might be cruel and inappropriate.
Now Life
The Scope
Gallente Federation
#29 - 2017-04-29 19:33:26 UTC
Beta Maoye wrote:
Alphas are fading out. Free to play is not the solution. I think the game company needs to do more analysis on market segmentation and study how to make the game more inclusive, as there are many different kinds of players. The game company was too obsessed in putting everyone in epic battles of sovereignty gameplay. Wormhole, low sec, high sec are underdeveloped. The growth of one segment is not able to compensate the lost of other segments. Even null sec, the biggest but least populated space in the game, could be segmented by different sets of rules to accomodate broader scope of players, if null sec players are what the company wanted.



you have a point

CCP missed the ball a couple of times in the past
But it is difficult to maintain a good balance between the different types of players
And usually it is the group calling the loudest where CCP listened to and sometimes this does not benefit the number of new type of gamers
Alderson Point
Federal Navy Academy
Gallente Federation
#30 - 2017-04-29 19:51:31 UTC  |  Edited by: Alderson Point
Beta Maoye wrote:
Alphas are fading out. Free to play is not the solution. I think the game company needs to do more analysis on market segmentation and study how to make the game more inclusive, as there are many different kinds of players. The game company was too obsessed in putting everyone in epic battles of sovereignty gameplay. Wormhole, low sec, high sec are underdeveloped. The growth of one segment is not able to compensate the lost of other segments. Even null sec, the biggest but least populated space in the game, could be segmented by different sets of rules to accomodate broader scope of players, if null sec players are what the company wanted.



You are unfortunately right, there are a number of perceptions by Alphas that come up time and time again which all basically come down to "can I be really useful to myself and others?, and can I ever catch up?" We are unable to give truly honest answers without disappointment. They have a use, but In the current New eden, it is not really much of one, nice though the chance is.

One of the Ideas behind this proposal was that ALL players started from scratch in this Newspace ™ with the same knowledge.

The same knowledge of the skills for the new ships and weapons, and the same Newspace ™ wealth, with existing wealth and ships locked in new Eden, unable to be brought in. Then new players would feel they have the same chance of success as older players, whether Alpha or Omega. And would encourage alpha players to be involved and excited, wanting to become Omega because they can see it made a real difference to them from the first day without feeling that without Omega they were going to fail . With goals that do not stop at being tackle or bait.

The Shipyard could also have a library of basic Empire skills that would be wanted even in the Newspace ™ , such as the engineering skills, the cost of these basic skills are minimal anyway, and in Newspace ™ cannot affect the New eden player market. (I add this in case new players make a beeline for the first Pod entrance to Newspace ™ without spending any time doing career missions etc.)

Naturally the specific Newspace ™ skills would need to be trainable in part level by Alphas to enable this. (I shouldn't have to spell this out but it is clear some find every step necessary) And the existing Empire space racial restrictions would not make them feel that they were missing out in the new space.

Edit:- the Plex vault is encoded in one's implants, synchronised with ones new clone on death, so real world purchases of Plex are available for skins, upgrades, etc etc. Everywhere. Even though the exchange rates for Plex on the market (when it eventually opens and the goods available on it expand.) may be significantly different on the two markets before the gates are built, reflecting the wealth production of the local economy. Alternatively ISK may be a new Eden currency, and Newspace may have something like Talocan credits, both are potentially valid. A conversion rate based on values of each economy would occur on gate opening to ensure a balanced changeover. Again I clarify that the available features only need to be implemented by the developers as the players expand into needing it, not everything needs to be instantly in place.

Newspace ™ accessed by pod if it happens, as described in the OP would justify a Massive marketing campaign to bring in newplayers, both Alpha and Omega, even if only the stage to cruisers was ready, and development proceeding in small stages matching the eventual creation of battlecruisers and beyond, as it will take a while to even mine enough resources and explore out the blueprints to build the first battleship! Or possibly, we limit physical ship size to enable the progression to a range of highly advanced and powerful cruisers instead, to let the ships feel more mobile and alive! Making the eventual gate opening, a less overwhelming event by the new gates having mass limits.

It will really feel like an EVE reboot, with the added benefit of all the learning and development that has been so well done by CCP in the intervening years. It will also enable them to drop overcomplicated and unbalanced mechanisms and mechanics and historic baggage in Newspace ™ Where that would be hard in the current game.
A fresh start for the Developers too.

I strongly believe CCP are far better taking this progressive path rather than waiting until a fully developed "great" new universe was created, and opening it then, resulting in a land rush dominated by the rich and veteran in the main.

I propose "EVE Pioneer " as a release name for exactly that reason. "EVE Colonisation " can come once the space has been shaped by the Pioneers, and the Gate opened, many of who will have Started as new players, and retained, because it was great fun for them and they had something worthwhile that they could aspire to and achieve.

Now, even this could not be achieved tomorrow, but It will make the opportunities available far quicker, and with far lesser developer commitments from the beginning, than turning the entire company around in one go into Producing "Great" Newspace ™ to be opened as a complete finalised new universe.
I cannot actually imagine that is realistically even possible, and the complaints of some of the player base that they were being ignored might become overwhelming, or at least highly annoying and disruptive.

But CCP are incredibly talented, If anyone can do it they can, but I believe, this proposal is a far less risky and committed route, totally true to EVE and its dreams, that can be flexible as to available resources, and actually result in a better final product, and produce benefits and exciting, engaging opportunities to new and old players from day one.
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#31 - 2017-05-01 08:05:50 UTC
Alderson Point wrote:

[G]etting into the new space:


  • requiring taking a pod and nothing else
  • each entry system and throughout new space there are disabled shipyards you need to activate
  • enough basic salvage lying around the system to mark for collection by the shipyard to build a limited range of ships (instead of) noobships

These all sound fine, yet OP you may want to factor in something very pivotal: In this unexplored region the make of ships is tangential due to a dearth of NPC persons who have yet to settle the uncharted 2.0. All those station security, janitors, ship personnel and exotic dancers are absent here. You will not be able to anchor Upwell structures or build anything off the current Ship Tree, simply because the paradigm is now "pinnacle of capsuleering". What you build in the new space is innately player driven.

And it would gain ground before any of the old customs. Anything market driven not only takes huge set up costs, buy and sell would be lagging like Thera. Camps on both sides of the new space aperture would disrupt any means to replicate hisec regions.

So what else is there to do? You have a vanguard of actual players on open beta, maybe the occasional wormhole rat, all delving into the uncharted, accessing relic sites (your abandoned shipyards) and doing what EVE Online lets you do best: researching and building unprecedented Tech 'n' flotillas.

If Tech 'n' rings a bell, think moons. Should the most valuable moon product Technetium, commonly required for Fullerides and Nanotransistors, be in this new space? Extracting umpteen loads of this goo, befitting the input levels for making T2 capitals, would be where the new space prompts collaboration and heavy amounts of constellation-level surveying. You would have your only stable form of shipbuilding iconic to the region. Essentially, you'd find moons that are highly radioactive (proximity to pulsars or such) providing an abundance of Tn!

Appropriate to their super-doped Tn design, these ships would be too 'hot' for the connection back home, whether in mass, or emissions. Again, opportunities for collaboration, exploration, and some sense of running amock. Concord would place bounties on any of these new boats, for not only would they be irradiating anything below battlecruiser, they have a disruptive effect -- by default offlining, with skills would unlock entosising -- of stargates.

But here's the kicker: 'new space' T2 cruisers and battleships would be impossible to lock thanks to infinitesimal signatures of mere gamma noise sloughing off their hulls. They would have a reasonable resistance to all forms of Kinetic, Thermal, EM and Explosive smartbombing. This means having an unassailable window for incursion. Concord and New Eden defenders would have to take the fight to areas where smartbomb activation is not frowned upon. Sadly, that's where new space capitals get to cyno in.

Essentially, the new space capsuleers would have the opportunity to revisit New Eden proper as a beast of a living breathing scourge. You mention penalizing complacency, I say, if it's a sandbox, kick it in everyone's collective faces. The greatest risk is putting tradition on hold to brave the new territory, unlock its secrets, and start hunting the more populated old space connections.
Alderson Point
Federal Navy Academy
Gallente Federation
#32 - 2017-05-01 10:03:31 UTC  |  Edited by: Alderson Point
Tessa Sage wrote:
Alderson Point wrote:

[G]etting into the new space:


  • requiring taking a pod and nothing else
  • each entry system and throughout new space there are disabled shipyards you need to activate
  • enough basic salvage lying around the system to mark for collection by the shipyard to build a limited range of ships (instead of) noobships

These all sound fine, yet OP you may want to factor in something very pivotal: In this unexplored region the make of ships is tangential due to a dearth of NPC persons who have yet to settle the uncharted 2.0. All those station security, janitors, ship personnel and exotic dancers are absent here. You will not be able to anchor Upwell structures or build anything off the current Ship Tree, simply because the paradigm is now "pinnacle of capsuleering". What you build in the new space is innately player driven.

And it would gain ground before any of the old customs. Anything market driven not only takes huge set up costs, buy and sell would be lagging like Thera. Camps on both sides of the new space aperture would disrupt any means to replicate hisec regions.

So what else is there to do? You have a vanguard of actual players on open beta, maybe the occasional wormhole rat, all delving into the uncharted, accessing relic sites (your abandoned shipyards) and doing what EVE Online lets you do best: researching and building unprecedented Tech 'n' flotillas.

If Tech 'n' rings a bell, think moons. Should the most valuable moon product Technetium, commonly required for Fullerides and Nanotransistors, be in this new space? Extracting umpteen loads of this goo, befitting the input levels for making T2 capitals, would be where the new space prompts collaboration and heavy amounts of constellation-level surveying. You would have your only stable form of shipbuilding iconic to the region. Essentially, you'd find moons that are highly radioactive (proximity to pulsars or such) providing an abundance of Tn!

Appropriate to their super-doped Tn design, these ships would be too 'hot' for the connection back home, whether in mass, or emissions. Again, opportunities for collaboration, exploration, and some sense of running amock. Concord would place bounties on any of these new boats, for not only would they be irradiating anything below battlecruiser, they have a disruptive effect -- by default offlining, with skills would unlock entosising -- of stargates.

But here's the kicker: 'new space' T2 cruisers and battleships would be impossible to lock thanks to infinitesimal signatures of mere gamma noise sloughing off their hulls. They would have a reasonable resistance to all forms of Kinetic, Thermal, EM and Explosive smartbombing. This means having an unassailable window for incursion. Concord and New Eden defenders would have to take the fight to areas where smartbomb activation is not frowned upon. Sadly, that's where new space capitals get to cyno in.

Essentially, the new space capsuleers would have the opportunity to revisit New Eden proper as a beast of a living breathing scourge. You mention penalizing complacency, I say, if it's a sandbox, kick it in everyone's collective faces. The greatest risk is putting tradition on hold to brave the new territory, unlock its secrets, and start hunting the more populated old space connections.



Interesting.
That could go somewhere, there should still be some of the existing (reskinned) and especially new PVE available, I would expect Newspace ™ to be occupied, but not by us or the empires, or our New Eden Pirates.

The new NPCs are very important, as they should be designed to be a roaming force as well as being found in "Dungeons", attracted to repetitive agressive behaviour, this is intended to make things like lazy gatecamps impractical, as they will be attracted to them like sharks to blood in the water. This has the secondary effect, of making jump drives unnecessary, as most if not all travel will be system to system in Newspace ™. It will encourage a more mobile lifestyle. Whether jump drives are even possible in Newspace will depend on power projection and size. I would argue, that if we did not already have them, whether we would create them, the NPC behaviour is a different solution to the same issues that led to their creation.

We really do not need Nullsec duplicated, with all Its problems and issues, it should have a very different feel, based on a few simple changes, and discarding assumptions based on "we always do it that way!"

Your focus and ideas on new technologies, could definately lead to something new.

There needs to be something "different" for those in New Eden to be exposed to, once the gates eventually are built between the spaces. Something that cannot be countered by "bring a bigger blob". Possibly we can learn to use and train the PVE rats behaviour, to swarm static positions where agression takes place, and bring them out with usas a tactic? For them to drift back home after their job is done.

It needs to be different but balanced, one would like to give the complacent and lazy a wake up call, not a introduce them to an inevitable genocide, however, when the new space pioneers come back! But it certainly would be a good thing to "wake up" the bored and those who have lost direction, and have settled on farming and easy killboard padding, and just hanging onto playing the game, because it has become a habit.

And it might bring some of the "bittervets" back from reddit and get them to log in again!Cool "Eve is fun again! Who could have guessed!"

Imagination is a wonderful tool, sometimes it can result in things no one else had thought of before, if one starts with a basic premise like the OP, there is a near infinite opportunity for imaginative new ideas, freed from the baggage of the past, whilst still being very EVE.

Thank you for your thoughtful reply.
Do Little
Bluenose Trading
#33 - 2017-05-01 13:36:38 UTC
I'll disregard the question of where the shipyards and shipbuilding materials came from in "new" space that is unknown to the New Eden we are familiar with. That's a minor issue. The real problem is we're leaving behind the financial infrastructure provided by the NPC factions in New Eden. What is the medium of exchange? Are you intending a barter economy? If not, where does the money come from? Will CONCORD - who don't exist in this space - still provide bounties for killing NPCs (and how did they get here)? You need a consistent lore for immersion - there won't be many other reasons to pick new space over the developed space we're used to - at least for a while.

As an industrialist, I understand the complexity of Eve industry and markets. It will take years to recreate those from the starting point you provide. In Eve, NPCs provided the initial economy and the initial market but faded slowly into the background as players took over. In wormholes there was no restriction on what the people moving there could take with them. You had valuable new resources and interesting new gameplay but they were connected to the existing game.
Alderson Point
Federal Navy Academy
Gallente Federation
#34 - 2017-05-01 13:58:03 UTC  |  Edited by: Alderson Point
Do Little wrote:
I'll disregard the question of where the shipyards and shipbuilding materials came from in "new" space that is unknown to the New Eden we are familiar with. That's a minor issue. The real problem is we're leaving behind the financial infrastructure provided by the NPC factions in New Eden. What is the medium of exchange? Are you intending a barter economy? If not, where does the money come from? Will CONCORD - who don't exist in this space - still provide bounties for killing NPCs (and how did they get here)? You need a consistent lore for immersion - there won't be many other reasons to pick new space over the developed space we're used to - at least for a while.

As an industrialist, I understand the complexity of Eve industry and markets. It will take years to recreate those from the starting point you provide. In Eve, NPCs provided the initial economy and the initial market but faded slowly into the background as players took over. In wormholes there was no restriction on what the people moving there could take with them. You had valuable new resources and interesting new gameplay but they were connected to the existing game.



I propose a mechanism and a mechanic, CCP will decide whether Talocans, Drifters, or a long lost colony from the first empire are the ones they want to roll with.

I Already mentioned that Newspace will already be occupied by an NPC faction Just not one we are familar with. Currency could be ISK, ot Talocan Credits or Cowrie shells that is the medium of exchange, the name is not important, but a conversion rate would need to be established, either organically or deliberately based on the values of the differing spaces, when the Newspace ™ is Joined to New Eden. Prior to that, With NOTHING available from new Eden. Currency or goods. The market will Grow according to local needs, not because someone brought in a trillion isk from new eden and cornered the market.

You are right it will take years to replicate New Eden from scratch, but that is neither necessary or desireable, newspace ™ will be a simpler space INITIALLY, potentially with battleships or battleship class advanced cruisers as the peak of development, with local structures and equipment being built entirely from local materials, that may be significantly different from New Eden. (To simplify development many items may be identical to New Eden, just a different name and ID number)

This enables CCP to advance or delay growth according to their development timetables, and when they wish to open newspace ™ to the rest of new Eden.

Do not think of it as a copy of New Eden, or even wormholes, It will have an entirely different character, but still TOTALLY Eve.

One will NOT pick Newspace ™ because it offers better isk/hr or similar reasons, People will pick Newspace ™ for the same reasons they started playing EVE after the Beta, because it is fun to build a universe, even though the technology and development is so much better done and so advanced, many believe that those days were actually the golden age of Eve.

Now we can have that back with all the advances, free of the baggage of 10+ years and with CCP taking advantage of the lessons learned. Without having to change ANYTHING in New eden and isolating those who have got used to that.

If CCP choose, CCP can be free of the issues of sovereignty and force projection, super capitals and crimewatch, and all the decisions that made perfect sense at the time, but now possibly regret, and are stuck with trying to balance, that seems to please no one, no matter how hard they try. They can simply eliminate them from new space, they have a blank page to start with.
Each and every item in Newspace ™ will be there because it is good, not just there to balance an archaic mechanic, old decisions made in the distant past by people who have long gone.

Newspace is the perfect opportunity to do EVE the way they truly believe it should be, free of the baggage of the past, with NO risk of destabilising their customer base.

New Eden is still there. Newspace ™ will be Eve 1.0, done right.
Donnachadh
United Allegiance of Undesirables
#35 - 2017-05-01 14:21:51 UTC  |  Edited by: Donnachadh
Now Life wrote:
Better to combining each other's good points than just pointing out the mistakes
If there are things that are not currently good, give us a possible solution to the problem

That is the point, there are NO GOOD POINTS in this idea for us to work with. At least not at this point, the OP needs to work past the initial problems presented and from that we may have something we could work with.

Any time spent on this idea means that is time they do not have to work on problems and unfinished projects in the EvE we have now, so perhaps this goes on the bottom of the someday list.

If there is no continuity, no cross over between the EvE we have now and this new EvE then you would be splitting the game community into 2 separate groups and that would not be good for either EvE. Yet if you allow for any cross over then those who have the most in EvE 1.0 will quickly have the most in EvE 2.0.

You continue to insist that the large nul groups here will not be able to transition that power into this new EvE, and yet the simple fact that they are large, coordinated have a large number of players and have out of game resources set up to aide them says that it is not only possible but indeed quite likely that they will dominate this new space.

And you have not even begun to deal with perhaps the biggest issue and that is the first few players into this new space will have a huge advantage simply because they will have ships and can camp the entry points and shoot the defenseless PODS of anyone that tries to enter. Combine this with the large number of players the large nul groups can dedicate to this new idea and you are only increasing the likely hood that these large groups will dominate.

Given all of the advantages that being among the first into this new area will have how do you balance that across the time zones to ensure that ALL players have an equal opportunity to succeed in this new EvE 2.0? I am just one example, I am sleeping during downtime and corp mates and friends in the military are off to their jobs when EvE comes out of downtime. Yes we did face this issue when worm holes first came into the game, and again when the Thera systems went active, however those were balanced by the simple fact that you can take your stuff with you to these areas.

Will there always be salvage available, or wiil there only be a limited amount when the system first goes live?
No matter how much salvage is available what prevents a large group from tagging it all so no one else has access to it?

Others raised the basic point so let me refine it a bit more. If this new area is undiscovered then how do you justify the existence of these ship yards, other facilities and salavage that is there?

If they are the remnants of a lost race would those structures still have a working power source?

What about decay and damage due to asteroid impacts over the years would these facilities still be functional or smashed into worthless space junk?

Do I need to go on, or are you calm enough to start to grasp the multitude of problmes that your new area would face.

And NO I do not need to be positive in my responses, in fact while developing a new idea like this the negative responses are far more valuable because they highlight the things you need to resolve.
Alderson Point
Federal Navy Academy
Gallente Federation
#36 - 2017-05-01 14:31:43 UTC  |  Edited by: Alderson Point
Donnachadh wrote:
Now Life wrote:
Better to combining each other's good points than just pointing out the mistakes
If there are things that are not currently good, give us a possible solution to the problem

That is the point, there are NO GOOD POINTS in your idea to work with.

Any time spent on this idea means that is time they do not have to work on problems and unfinished projects in the EvE we have now, so perhaps this goes on the bottom of the someday list.

If there is no continuity, no cross over between the EvE we have now and this new EvE then you would be splitting the game community into 2 separate groups and that would not be good for either EvE. Yet if you allow for any cross over then those who have the most in EvE 1.0 will quickly have the most in EvE 2.0.

You continue to insist that the large nul groups here will not be able to transition that power into this new EvE, and yet the simple fact that they are large, coordinated have a large number of players and have out of game resources set up to aide them says that it is not only possible but indeed quite likely that they will dominate this new space.

And you have not even begun to deal with perhaps the biggest issue and that is the first few players into this new space will have a huge advantage simply because they will have ships and can camp the entry points and shoot the defenseless PODS of anyone that tries to enter. Combine this with the large number of players the large nul groups can dedicate to this new idea and you are only increasing the likely hood that these large groups will dominate.

Given all of the advantages that being among the first into this new area will have how do you balance that across the time zones to ensure that ALL players have an equal opportunity to succeed in this new EvE 2.0? I am just one example, I am sleeping during downtime and corp mates and friends in the military are off to their jobs when EvE comes out of downtime. Yes we did face this issue when worm holes first came into the game, and again when the Thera systems went active, however those were balanced by the simple fact that you can take your stuff with you to these areas.

Will there always be salvage available, or wiil there only be a limited amount when the system first goes live?
No matter how much salvage is available what prevents a large group from tagging it all so no one else has access to it?

Others raised the basic point so let me refine it a bit more. If this new area is undiscovered then how do you justify the existence of these ship yards, other facilities and salavage that is there?

If they are the remnants of a lost race would those structures still have a working power source?

What about decay and damage due to asteroid impacts over the years would these facilities still be functional or smashed into worthless space junk?

Do I need to go on, or are you calm enough to start to grasp the multitude of problmes that your new area would face.

And NO I do not need to be positive in my responses, in fact while developing a new idea like this the negative responses are far more valuable because they highlight the things you need to resolve.



Oh dear, I think this was for me as the OP, It looks like I have to go back to basics, and point out the various answers to your points that are already there.

I suggest you start at the discussion of NPC rats having an attraction mechanic, and how they would exterminate the lazy campers who would try to farm the pods, before the second pod ever arrived. And how that attraction mechanic means oblivion to blobs, rewarding smart tactical play.

And I repeat, to save you the effort of looking, that the space IS occupied, just not yet by us.

I do not expect you to be positive, Newspace will NOT be attractive to all, but I would politely request you read before you jump to conclusions. Whilst my proposal is simple in many ways, it will create a good level of complexity based on those simple mechanics, not require dozens or hundreds of contradictory rules.
(It would be presumptuous of ANY player to tell them how they should apply the tools they already have, let alone those they have in development. So I haven't.)

I do NOT Expect for a moment that CCP will take this proposal and go " that's Genius! Do exactly that!" I hope they will see it as a Viable framework, that they can add their expertise and experience and knowledge to, to achieve a Goal, that is achievable, resource light, and Good for Everyone in a significantly reduced timescale.

CCP have learned immense amounts from the Time we occupied new Eden, they have man-decades of shared experience. And in the old Joke, "If you want to get there I wouldn't start from here".


They do not have to, Newspace can be Eve done right. And THEY know what they would choose not to repeat.

And If YOU can persuade thousands of Null players, to give up the Easy isk, and staged Wars, their comfy life, to live the life of a Pioneer, when nothing they gain is of any value in New eden, and they cannot even own space, and primitive mass Ganking attempts like "burn Jita" resulting in the biggest and most embarrassing loss ever in EVE, then you are the Mittani, not the real one but the Imaginary all powerful God whose servants do his bidding without question with absolutely no personal choice, and infinite patience.Shocked how's that working out?

Newspace is Coming.

Will it be all in a rush for the next three years, requiring ALL DEVELOPER resources to make it happen? in the meantime eating all those resources, out of your sight, pushing for that golden day to make it "great"? Or a slow staged use of developer resources that allows a steady progression, as they are available? Using tools that already exist, or are on Sisi now.

I suggest the latter is better both for those in new Eden and for those who lust for, and dream of Newspace ™ alike.
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#37 - 2017-05-01 21:59:22 UTC
Alderson Point wrote:
Using tools that already exist, or are on Sisi now.

I suggest the latter is better both for those in new Eden and for those who lust for, and dream of Newspace ™ alike.


Oh you know it. The real changeover completing this proverbial colony transplant is not hours of additional code - it's a literal press of a button cessation of NPC function in New Eden. As referenced earlier in this thread, the downplay of farming / killboard padding to disgusting levels. We would be abandoning Armageddon, to risk it elsewhere.
Shallanna Yassavi
qwertz corp
#38 - 2017-05-02 00:56:22 UTC
If you think that just just throwing down a hard barrier beyond which no wealth can pass between the two universes will keep people from trading between the two, you're wrong. It's a simple "I have something you want in this universe, you have something I want in that one, let's trade."

This isn't theory to me, it's history from a sharded EVE-like game.

A signature :o

Alderson Point
Federal Navy Academy
Gallente Federation
#39 - 2017-05-02 09:09:50 UTC  |  Edited by: Alderson Point
Shallanna Yassavi wrote:
If you think that just just throwing down a hard barrier beyond which no wealth can pass between the two universes will keep people from trading between the two, you're wrong. It's a simple "I have something you want in this universe, you have something I want in that one, let's trade."

This isn't theory to me, it's history from a sharded EVE-like game.


That is emergent behaviour, of course you need to have both a willing buyer, and a willing seller. Thats a bit harder to achieve when the development of the spaces is at such massively different levels. So is it worthwhile to both for it to emerge?

Of course, when someone is mining as hard as they can to get a cruiser, and spent days or weeks to get there, they would want a LOT of isk in new eden to sacrifice all their goals.

But there are always people for sale, it is just a matter of price, good luck with the negotiations.

I just don't see it is worth Goons while to give 10 Plex for an unfitted cruiser, so they can spend a month fitting it, but whatever floats their (DBR) boat I guess.
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#40 - 2017-05-02 09:45:47 UTC
Shallanna Yassavi wrote:
If you think that just just throwing down a hard barrier beyond which no wealth can pass between the two universes will keep people from trading between the two, you're wrong. It's a simple "I have something you want in this universe, you have something I want in that one, let's trade."

This isn't theory to me, it's history from a sharded EVE-like game.


Smuggler's Route stargates seem to already dive into ruthless, unexplored parts of New Eden. It would be a logical addition to the new space if one was looking to funnel existing assets through. The more fluidity in this game in terms of old to new, the less likely people will try to cling to one mode of play over the other, i.e., more activity across the board.