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

Author
Xam Nesse
Running Unicorns
#181 - 2012-02-26 02:36:53 UTC
Just read all 9 pages.
+2 thread and needs a bump.

Some outstanding and creative ideas here.
Hope the OP consolidates them and drops into the Assembly Hall.
Malcolm Roberts
Organized Chaos Inc
#182 - 2012-02-26 06:59:42 UTC
+1 to this idea.

Also, just to throw this out here - science says it's possible real wormholes might lead to other dimensions.

So maybe these anomalies could go to alternate universes where even the physical laws might be different. Where lasers might not work, for example. Nastier versions of wormhole effects. Or they go to a New Eden that's been overrun by sleepers.


Just throwing that out there....

The First Rule of Flying: Love. You can learn all the math in the 'Verse, but you take a boat in the air that you don't love, she'll shake you off just as sure as the turn of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' before she keens. Makes her a home.

Vassal Zeren
University of Caille
Gallente Federation
#183 - 2012-02-26 20:42:15 UTC
Captain Alcatraz wrote:
What made EVE special when it started was its cold, mysterious atmosphere, the unknown. Years later 0.0 feels no more special or distant than high sec, thanks to jump bridges, jump freighters, warp to 0 and its stagnant state. EVE was EVE when alliances had to escort convoys of freighters into deep 0.0 to move supplies or build an outpost, having to defend them from ambushes, that's the spirit of the EVE I loved, a dangerous, real space odyssey.

High sec needs less ISK generated in it, and the 4 empires separated by low sec systems
Low sec needs to feel more like far west, a place for gold diggers, caravans and bandits
0.0 needs to be more dangerous, less accessible, makes you feel you're somewhere far in space not 2-3 JBs away from empire
WHs are a step in the right direction but once you've been there 2-3 times, you've seen it all

What EVE needs in 2011 to bring back some of its original spirit is more mystery, make those stories in chronicles possible for players. A great addition would be MASSIVE uncharted space around 0.0, accessible through abandonned / hidden stargates. There would be no local, no bounties, you could make dozens of jumps into desert systems, having to take note of your route, to finaly end up discovering a jovian stations in ruins, experiments of prototype technology made by empires or pirate factions, remains of unknown civilsations, traces of early / alien space exploration, a pirate / hostile lair in the middle of nowhere à la bad guys systems of Mass Effect, buildable + destructible player outposts, etc. Players could map this space and sell their work, making good maps or falses ones leading their buyers into a trap. That's the EVE I dream of, hope the game is something like this if its still around in 10-15 years


OMG so true!

A bad analogy is like a leaky screwdriver.

Hannchin
The Scope
Gallente Federation
#184 - 2012-02-26 21:43:36 UTC
Fantastic idea, definitley a way to add gameplay to a group that seems left out. Small to medium corps
Martyri Sunstride
The Scope
Gallente Federation
#185 - 2012-02-26 22:56:01 UTC
I love so many of the ideas posted here.

But, think about it. 10 pages, 400x the views of any other topic in this forum, and no dev has posted? I've seen dev's post on a hell of a lot of smaller less noticeable topics.

I get the feeling a DEV has already read this. Maybe they're being tightlipped, "Gosh, we were going to implement that next expansion, damnit."

;)
Hannchin
The Scope
Gallente Federation
#186 - 2012-02-27 00:47:13 UTC
Martyri Sunstride wrote:


I get the feeling a DEV has already read this. Maybe they're being tightlipped, "Gosh, we were going to implement that next expansion, damnit."



They are probably letting us argue out the kinks before they say anything
Ager Agemo
Rainbow Ponies Incorporated
#187 - 2012-02-27 04:52:59 UTC
+1 to this, i would like it to be like 500 AU solar systems where celestials must be scanned and you cannot anchor anything bigger than a starbase.

no outposts, no jump bridges, no capital ships, sounds awesome.

also NO bounties for RATS, and instead of stargates or wormholes to travel they could use the original Highway system that was developed for EVE where you would warp between systems, just that you first should scan for the system you want to warp to. sort of galactic scanning instead of solar system scanning.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#188 - 2012-02-27 07:50:54 UTC
babymuncho wrote:
first

No. This is not YouTube.

This is my signature. There are many like it, but this one is mine.

Sasori michi
The Dirty Thukkers
#189 - 2012-02-27 12:06:46 UTC
This thread is full of awesome ideas.
Free bumpage
James Amril-Kesh
Viziam
Amarr Empire
#190 - 2012-02-27 12:18:53 UTC
The more I read the more I like.
+1

Enjoying the rain today? ;)

chris Karo
Alfa Strike Space Holdings
#191 - 2012-02-27 15:27:06 UTC  |  Edited by: chris Karo
+1 To an amazing idea!

Please CCP introduce this ASAPBig smile

Edit for epic spelling error Shocked
Nikk Narrel
Moonlit Bonsai
#192 - 2012-02-27 18:28:03 UTC
This could use a mobile base of operations.

I will leave others to hash out what makes sense for capacity and capabilities, but here is an idea I tossed to someone else about how they might try to handle the portable aspect of it.

Maybe this can be a useful starting point to something that will fit into this idea.

A freighter sized ship that deploys itself. (Becomes a port-a-station)

Requires anchoring 5, etc. (It stops being a ship once deployed)

Noone pilots it. (what?)

It is effectively a big drone. Huge freighter sized thing.
The person who owns / unanchors it is automatically in a fleet with it, and guides it through intra-system warps with fleet commands. For use of jump gates, it will always attempt to jump after the controlling pilot.
Cannot jump except by jump gate.
Cannot use jump bridges.
Cannot shift from base to mobile mode with pilot's online and inside. (Offline pilot's will come back in the last ship they had selected as active, at the location near where the station is currently, exactly as if they had logged off in space.)
(They were auto-ejected into space by logging in during transit)
Moving this thing will be dangerous, and if the controlling pilot's ship gets destroyed and podded, it drifts until the next pilot claims it.

Option: Possibly limit which ships can act as controller to move it.
Velicitia
XS Tech
#193 - 2012-02-27 19:01:16 UTC
Hannchin wrote:


They are probably letting us argue out the kinks before they say anything


Or they killed the OP, and are hoping this thread dies Shocked

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ager Agemo
Rainbow Ponies Incorporated
#194 - 2012-02-27 21:39:38 UTC
Nikk Narrel wrote:
This could use a mobile base of operations.

I will leave others to hash out what makes sense for capacity and capabilities, but here is an idea I tossed to someone else about how they might try to handle the portable aspect of it.

Maybe this can be a useful starting point to something that will fit into this idea.

A freighter sized ship that deploys itself. (Becomes a port-a-station)

Requires anchoring 5, etc. (It stops being a ship once deployed)

Noone pilots it. (what?)

It is effectively a big drone. Huge freighter sized thing.
The person who owns / unanchors it is automatically in a fleet with it, and guides it through intra-system warps with fleet commands. For use of jump gates, it will always attempt to jump after the controlling pilot.
Cannot jump except by jump gate.
Cannot use jump bridges.
Cannot shift from base to mobile mode with pilot's online and inside. (Offline pilot's will come back in the last ship they had selected as active, at the location near where the station is currently, exactly as if they had logged off in space.)
(They were auto-ejected into space by logging in during transit)
Moving this thing will be dangerous, and if the controlling pilot's ship gets destroyed and podded, it drifts until the next pilot claims it.

Option: Possibly limit which ships can act as controller to move it.




Even Better or easier, a WarOrca that to be boarded requires a password, and can haul maybe 3 or 4 fitted battleships inside and has some utility slots on it. and bonuses for that.
Nikk Narrel
Moonlit Bonsai
#195 - 2012-02-28 02:06:45 UTC
Ager Agemo wrote:
Nikk Narrel wrote:
This could use a mobile base of operations.

I will leave others to hash out what makes sense for capacity and capabilities, but here is an idea I tossed to someone else about how they might try to handle the portable aspect of it.

Maybe this can be a useful starting point to something that will fit into this idea.

A freighter sized ship that deploys itself. (Becomes a port-a-station)

Requires anchoring 5, etc. (It stops being a ship once deployed)

Noone pilots it. (what?)

It is effectively a big drone. Huge freighter sized thing.
The person who owns / unanchors it is automatically in a fleet with it, and guides it through intra-system warps with fleet commands. For use of jump gates, it will always attempt to jump after the controlling pilot.
Cannot jump except by jump gate.
Cannot use jump bridges.
Cannot shift from base to mobile mode with pilot's online and inside. (Offline pilot's will come back in the last ship they had selected as active, at the location near where the station is currently, exactly as if they had logged off in space.)
(They were auto-ejected into space by logging in during transit)
Moving this thing will be dangerous, and if the controlling pilot's ship gets destroyed and podded, it drifts until the next pilot claims it.

Option: Possibly limit which ships can act as controller to move it.




Even Better or easier, a WarOrca that to be boarded requires a password, and can haul maybe 3 or 4 fitted battleships inside and has some utility slots on it. and bonuses for that.

The value with this is that it never is a piloted ship, so it cannot log off.

When it is anchored, it's functions as a small outpost would go active, and pilots could dock in it.
Repair, Corporate hangar, jump clones, (always remember to place a new one when you leap in)
Exotic dancers maybe

The catch, if it's captured while mobile, is that whatever was stored in it would be controlled by the new owner, who would just need to anchor it to take what they wanted from inside.
Im Super Gay
Investtan Inc.
The Republic.
#196 - 2012-02-28 04:07:10 UTC
There's a lot of good ideas in this thread, but a lot of them are far out and will never be implemented. In the spirit of the OP I'd like to suggest a way for more systems to be added in the easiest possible way for CCP, i.e., no new wacky game mechanics or ship classes.

The Outlying Systems
Arrow Accessible by normal stargates with many entry points in lowsec and NPC 0.0 and of course wormholes
Arrow Each system must be at least 14.626 ly apart (farther than the jump range of a max skilled carrier)
Arrow System mechanics are like WH space but with no bubbles allowed
Arrow Each system has the resources of -1.0 truesec: best ore, anoms and the chance for officer spawns
Arrow Every pirate faction can spawn in belts and their anoms in every system

The back story would be that the pirate factions have been exploring systems on the edge of the galaxy (explaining the long distances between systems) and putting up secret stargates between these systems that have just been discovered (the stargates). Due to the logistical challenge of the long distances involved, no one pirate faction has been able to control any system, and they all are fighting to control all the systems, hence why you can find all pirate factions in each system. You can kill serpentis in a belt, and then the next wave of rats could be blood raiders, etc.

The draw to go to these systems is a chance at -1.0 truesec systems. The challenge is that there will be no local, and logistics will be much more difficult since you will have to live out of a POS if you want to stay long term, and jump freighting will be impossible due to the extreme distances between systems. No bubbles so that its harder to control a system, and many entry points to these systems so that its hard to camp choke points like the current entries into 0.0. You can of course build capital ships in the system, but its a dangerous proposition using capital ships in a system without local that can be accessible via stargates. I can only imagine that once capitals are spotted in a system there will be many more people scouting them to pop them.

BAM, its a parallel idea to the OPs, but much more easily implemented with the current game mechanics.

TL;DR get a longer attention span
Asudem
Black Spear.
#197 - 2012-02-28 04:56:17 UTC  |  Edited by: Asudem
JimmySquirts wrote:

6 ) No anchorable bubbles


Why no bubbles? They are a part of non-empire regions, so they should realy be anchorable even if I dont like those things that much.


ASadOldGit wrote:
I do like the idea of "wilder" untamed systems, perhaps binary or trinary systems, or even right smack in the middle of a stellar nursary, with proto-stars forming around you.
Perhaps even something with no warp-to points, no planets or moons, just a big 200-300 AU sphere of anoms you have to scan down - something you can truly get lost in.Blink



I like that idea as well. In generals I would go a step further and would say that there are no stargates. The only way to get into this areas is one jump beacon on the edge of that room of space so capitals can jump on it or open up a jump bridge. Rats in there are using ships from frigates up to dreadnoughts and carriers, and on some anoms NPCs will apear in Titans as well to r.a.p.e. the s.h.i.t. out of you. But the massive bounty brings up the challenge.
Achrius
Chronomancer.
#198 - 2012-02-28 13:17:50 UTC
Lelith Hellebron wrote:
ASadOldGit wrote:
I do like the idea of "wilder" untamed systems, perhaps binary or trinary systems, or even right smack in the middle of a stellar nursary, with proto-stars forming around you.
Perhaps even something with no warp-to points, no planets or moons, just a big 200-300 AU sphere of anoms you have to scan down - something you can truly get lost in.Blink




You musn't be afraid to dream a little bigger, darling.

What if a change was implimented that allowed us to manually activate our warp drives, moving in any direction we choose in three dimensions, and able to set an exit from the warp tunnel anywhere along the line, who's length would be determined by capacitor capacity.

Personally, I think it's a little silly that we cannot do this already, though implimenting it would be difficult, I'm sure, and its uses limited. However, building on your idea, what if we had these deep-space spheres at 10k-50k AU across instead of a measaly 200-300? Entire corporations could 'hide in plain sight', as it were, simply due to the sheer magnitude of the space (which is how deep space would actually work). Such abilities and arenas would truly open up a multitude of possibilities for many aspects of the game, not just scanning.

Just brainstorming some effects this would give rise to;
-There would need to be changes to the scan skills tree to vastly increase the radius of a scan.
-Exploration ships would need to be cap heavy to warp in longer intervals, and thus be more efficient.
-These spaces could fit inside the cluster that already exists; between systems, as the space that Jump gates normally allow us to bypass.
-PVP in these areas would be interesting, as having speedy scanners and tacklers with a good, long warp distance would be crucial. Cap recharge would be important, as it would dictate how quickly you can make a significant jump again.
-Logistics would require good scanning scouts (to avoid pirates)

And that only scratches the surface. Such a big playground could be home to lots of interesting new gameplay elements.


This is an awesome idea.

How about activating warp drive, and you enter warp. You would be able to move around normally, like you would out of warp. You'd be able to approach other players in warp, ie locking onto them with your scanners, outrun them/ match their velocity, in order to scramble their warp drive and bring them out into normal space. This way you could even build ships based on velocity, say you have a ship going 6AU/s, you'd be able to outrun most "normal ships". An interceptor going 13.5AU would hunt it down quickly etc.

I was also thinking, how about another fitting slot ie High, Mid, Low slots and an additional Warp slot, where you could introduce new modules that increase warp speed, but also increase capacitor usage. Something to increase your acceleration, longevity etc. For example a ship going at 8AU is trying to hunt down a ship going at 9AU, the ship going 9AU would require a lot more capacitor than the ship going 8AU. It wouldn't be able to catch up to it straight away, but the 9AU ship won't be able to hold 9AU constantly, and would have to slow down eventually, in which case the 8AU ship built for longevity would be able to catch up.

I kind of like this concept because it stop the "once in warp you're invincible", if you get into warp they won't catch you etc, they'd be able to hunt you down as well, and you'd have to outrun them.

Additionally how about having no warp scrambling at all? You've found a target, he's ill equipped for combat but he's got a decent warp drive, he might be able to get away from you, if it drags on a bit. But at the same time your ship's defences would be less in warp than in normal space. Also how about your warp drive would be disabled if your ship is damaged below a certain threshold, say less than 90% structure or something.

Let's say you win the encounter but you're down to 60% structure, you'd have to repair your ship(Though this would be stupid because no one would carry a hull repair conventionally). However let's say you could put your ship's crew to work and have them slowly repair your ship, say .1%/second or something, which could be improved with skills. In that time span, you could be jumped by someone else, your ship's shields/ armour could hold off the enemy until your crew's repaired the structure, unless they get through first.
Niall R
Nagles Capital Management
#199 - 2012-02-28 14:50:25 UTC
I'm going to be blunt.

No.

The deepspace idea by itself, I can see working. Just fine. What I don't like the sound of is the warp drive reworking. It's absurd. Manual control midwarp? Target locking midwarp?You may as well just ask CCP to bring back the 8 mwdscorpian.

If it comes down to it , I wouldn't disagree with the implemtation of the original idea. Anything other than that is a total no.
James Amril-Kesh
Viziam
Amarr Empire
#200 - 2012-02-28 22:16:15 UTC
Niall R wrote:
I'm going to be blunt.

No.

The deepspace idea by itself, I can see working. Just fine. What I don't like the sound of is the warp drive reworking. It's absurd. Manual control midwarp? Target locking midwarp?You may as well just ask CCP to bring back the 8 mwdscorpian.

If it comes down to it , I wouldn't disagree with the implemtation of the original idea. Anything other than that is a total no.

I'm also not in favor of manual warp control. If it has to be redone, IMO it should be pick a direction, distance, and go. No dropping out of warp early or maneuvering. Once you go, you've passed the point of no return, just like warping anywhere else. Being able to choose your direction and distance of warp would be something exclusive to this region of space.

Enjoying the rain today? ;)