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

Author
Nikk Narrel
Moonlit Bonsai
#201 - 2012-02-28 23:00:31 UTC
Exploration Gate:
This would resemble an giant acceleration gate, for much the same reason. It causes ship acceleration on top of normal hyperspace. The effect would be a sped up version of the regular warp tunnel.

Objective: When setting this prior to use, (it would require a selection), your ship would be hyper-launched to the distance and angle specified. (We are talking light-years in distance)
1 lightyear = 63,239.6717 Astronomical Units (That's a big sandbox!)

The exploration gate can have ranges that it can reach, and specific ranges it will not send ships to, (already known systems).
This allows CCP to define the size and shape of the area it can send people to.

Distances involved might make it practical to initial launch in an expendable ship, and self destruct once you finished exploring the area, as the distance by normal hyperspace would take possibly days, if not even longer.
Keep your medical clone up to date!

Found the right area? Let your buddies know the angle and distance, so they can follow you. Pick the ships you want to use to work the areas. Something that can support jump clones would let you travel back and forth more practically.

Cost to operate: Whatever makes sense, it could be linked to mass times distance, making the concept of exploring in light craft more practical, and heavier craft something done only when people are ready to invest in someplace they really believe in.
Quade Warren
Aliastra
Gallente Federation
#202 - 2012-02-28 23:24:53 UTC
Dark Drifter wrote:
SabuMaru ICE wrote:
Mars Theran wrote:
I hate the idea of re-introducing Earth in any space game. Can we really conceptualize where Earth will be in 20K years? If we could; would we want to deploy armadas against Earth defenses? Meet opposition when we wanted to explore Terran space? etc...

It's also done to death.


Milkway should never ever be accible ... that would just kill the games lore
but its long lost technolgy could be. better then what we have ... worse then the jove



Terran tech is far beyond the reach of even the smartest and long lived jovian. think of it this way.

EMPIRES: T1/T2
SLEEPER: T3
JOVE: T5
TERRAN: T>9000

in response to another poster in this thread:

i don't want earth to be discovered at all. what i want is new shines to play with



I don't completely agree with the difference in Jovian and Terran tech. According to lore, technically the Jovians never lapsed in their civilization like the rest of the Empires, so their technological advance would probably not be completely dissimilar to that of the Terran. However, sometimes technology is about resources and Terran resources are vast, so it's a coin toss at that point. I think the Jove are vastly underrated for the feasible 10K gap in technology between the Empires and the Jove.

Sorry to nitpick, I just love the Eve Lore. =)
Quade Warren
Aliastra
Gallente Federation
#203 - 2012-02-28 23:30:07 UTC
Nikk Narrel wrote:
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.


This.

If Deep Space is going to be truly deep, it needs to be relatively inaccessible and have the true feeling of the Wild West. Having a mobile platform would be a boon to true Deep Space exploration.

I'm looking at this from the standpoint of genuinely not knowing where you are on the map except possibly a general direction. "Where is home?" "Somewhere that way. Yeah, don't look at me like that. That's why we brought the platform."
Quade Warren
Aliastra
Gallente Federation
#204 - 2012-02-29 00:02:55 UTC
I have to admit, the idea of this is very intriguing. Some things I'd like to see and some things I don't like.

Likes:
-The concept of a new deep exploration vessel. You're basically discussing the creation of a colony ship to operate out of. The reason I support this idea is twofold. If you genuinely want to make this space seem wild, allow people to travel in normal ships to a certain degree, but make the outer reaches only accessible by jump drive and scale accordingly. A previous poster mentioned having the distance between systems extreme enough that the most skilled carrier pilot could not reach. I completely agree. The colony ship might be able to fit a specialized jump drive module that extends jump range only for that class of ship, much like Covert Ops Cloaking devices can only be fit on certain ships.

-The idea of being able to genuinely colonize unknown space. This has a major adventure factor that would get me on board any day of the week.

-The potential for new technologies discovered through exploration. Possibly even new types of minerals that would need to be mined in order to create T3 modules? Problem with that is T3 modules might phase out officer mods, but if their availability is dependent on someone manufacturing them out in deep, deep space, their price would still be comparable.

Dislikes:
Everything I stated above.

A new colony ship on that scale would require massive resources and would basically result in the power blocs moving in for control, so this does nothing but benefit players with a large amount of isk.

Colonizing unknown space means there is a safe haven and retreat for high value items and assets.

Any new assets that would require a major investment to acquire again means the power blocs would move in to capitalize. It's just smart business.

So you would have to do away with anything dependent on a large amount of resources to capitalize on. The introduction of any new modules would have to depend on something more than manufacturing, because as we all know the moons in 0.0 are one of the driving factors in alliance warfare because of the control it allows them for T2 production. If they had fields to farm new and improved modules (high meta level), there is no way they would not move in. Granted, this move would spread them thin, but if it was more profitable to be stuck out in deep space, they would just pick up and leave entirely. It's not uncommon for an alliance to move its sovereignty whole regions away.

They would have a safe base of operations to move out of and strike kspace at convenience. I think wspace was the careful answer to this potential problem. The logistics of keeping your alliance centralized are too much to move that many players into such a small area, so its easier just to keep them out. That way, smaller alliances and corporations have a chance at making big isk while the power blocs control T2 production.

Deep Space would have to work very similarly to wspace to protect it from becoming overthrown by major alliances completely. They should have just as much ability to capitalize on the new stuff, just not control all of it outright.

The only thing I haven't seen mentioned is medical clones in this thread. Anyone given any thought to how that would work? If you're so far out from kspace that there are not even jump gates, what kind of change would medical clones go through? I know technically wormholes ignore this, but I don't particularly like that, either.

Quade
Evei Shard
Shard Industries
#205 - 2012-02-29 00:27:05 UTC
I like the idea of deep space being deep space. As in not a location that is based around a star.
I can see potential issues with deep space being deserted due to the ease of which it could become a "solo only" content area. If there are no locations where pilots can meet, trade, manufacture, etc., the lack of trade goods becomes a problem.

Deep Space should be difficult to access. Not just via "stepping stones", but it should be time consuming as well. Since you are going to an anomaly or signature that is to an unknown location, you need special modules and skills, and much like lighting a cyno, you have to initiate the jump and then your ship "calibrates" for 15 minutes or so, totally incapacitated. Once you get *in* to deep space, this isn't as much of an issue, but when you are trying to make that first step, which may not be from a system that Concord is in, that 15minutes can be a long time. Deep Space alignments should always require that time-frame, with skills being capable of reducing it (and where, dear pilot, are you going to get said skill books?)

Deep Space exploration vessels similar to the "hive ship" ideas that have been posted in the past would allow for corps or alliances to have a sort of "mobile outpost" of their own

A large number of anomalies and signatures peppered throughout space (a minimum of 64AU between them) would allow for pilots to take a wide variety of paths. Just like current anomalies/signatures, they would be spawned/despawned depending on player interaction.

Whether it be "hive ships" or some new form of POS, players/corps/alliances would need the ability to have some sort of outpost-like structure they could use as a hub for their operations. These structures would need restrictions. Such as one per-alliance, in order to prevent deep-space from just becoming more alliance dominated null-sec. The benefit though is it provides a location of self-sufficiency for a given group of players. I like the idea of these being capable of becoming trade hubs. The alliance that owns the hub would be responsible for protecting it, as well as it's customers. Well protected trade hubs would be used more often, and should be profitable to the owners.

Star systems could be in place, such as the suggested binaries, but in order to prevent permanent establishment, or at least to discourage it, said star systems could be similar to wormholes, only the detrimental effects would be far more reaching. Being in a system for 10minutes or so, while you scan, slowly eats away at your shields, an hour latter, you are into hull, and then your ship pops. Get in and set up a special hardened POS, including the current shield hardeners, and you can establish a base that will last you a good week while you mine out the pure Arkanor belts.

One thing that this opens up, which I'd love to see happen, would be to allow CCP to use deep-space as a way to slowly expand New-Eden.

Through whatever imagined mechanic, at one point or another, a special signature appears. The signature leads to a stable star system. Sov can be worked out by others, but the main idea as I see it is that a system is found, an alliance goes in, sets up shop, and they then begin the process of building a stargate. This should be a staggering task, with minimum time limits. Gate work progress could be stopped, but not reversed. Allowing alliances to fight over the system should one desire to take it from another. When complete, the stargate is aligned with a system within it's range. Upon completion, the nearest empire region builds a connecting gate in k-space (which magically appears over downtime), and the two gates are connected. (24hour anchor period). When the whole setup is complete, the new system is given a name, and CCP puts it on the map as part of New-Eden.

Profit favors the prepared

Ager Agemo
Rainbow Ponies Incorporated
#206 - 2012-02-29 00:48:53 UTC  |  Edited by: Ager Agemo
No SOV! that would just attract more power-blocks, i m all in for small warfare and small groups.

only POSES no Outposts. like in wormholes, no local.

To find this systems use the probing system but on galactic scale this would make system bookmarks an interesting market asset to buy.
(this bookmarks should not be copyable).


to arrive to this systems use normal warp but with longer alignment (tenfold?) and more capacitor usage, so lets say a very fast interceptor with lots of capacitor should take 5 minutes to get to the closest solar system it scanned and take 1 minute to align.

a battleship would take about 10 minutes aligning and up to half hour in transit.

if you take 10 minutes to align to get into said solar system, you take about the same time to get out due to warp aligment, so you just cant jump out to get safe.

Last, the landing spot of said warps should be random on the target system.

no jump drives, this would be the same as an outpost as an alliance can simply station a titan there and bridge a whole fleet in and out like it had sov on the system.

allow Cover jump drives to make Blackop battleships more useful.

moons on this systems must not have resources, but should be there to allow for warping games and fun pursuits.

Strong environmental effects like pulsars, quasars, whatever would be nice on this systems.


Pirates and rats with no bounties, No more ISK fountains, but high tech drops (With no NPC buy orders).
Tech 3 ammo maybe that can be used only with t2 weaponry? (sleeper ammo maybe)
James Amril-Kesh
Viziam
Amarr Empire
#207 - 2012-02-29 00:53:07 UTC
Nikk Narrel wrote:
Exploration Gate:
This would resemble an giant acceleration gate, for much the same reason. It causes ship acceleration on top of normal hyperspace. The effect would be a sped up version of the regular warp tunnel.

Objective: When setting this prior to use, (it would require a selection), your ship would be hyper-launched to the distance and angle specified. (We are talking light-years in distance)
1 lightyear = 63,239.6717 Astronomical Units (That's a big sandbox!)

The exploration gate can have ranges that it can reach, and specific ranges it will not send ships to, (already known systems).
This allows CCP to define the size and shape of the area it can send people to.

Distances involved might make it practical to initial launch in an expendable ship, and self destruct once you finished exploring the area, as the distance by normal hyperspace would take possibly days, if not even longer.
Keep your medical clone up to date!

Found the right area? Let your buddies know the angle and distance, so they can follow you. Pick the ships you want to use to work the areas. Something that can support jump clones would let you travel back and forth more practically.

Cost to operate: Whatever makes sense, it could be linked to mass times distance, making the concept of exploring in light craft more practical, and heavier craft something done only when people are ready to invest in someplace they really believe in.

Acceleration gate = sure gank camp spot, imo.

Enjoying the rain today? ;)

Adunh Slavy
#208 - 2012-02-29 05:18:50 UTC
Not kept up with all of this thread so if said already, meh, read it again! :)


Getting in and out should not require probes or anything too difficult in that regard, don't force people to be gimped. Let players find the entrances/exits with the on board scanner, treat them like current anomalies, heck put rats around them too.

They should move around a bit but always in the same basic area, always near the same planet, but perhaps not always in the same exact book mark-able spot. Let them shift around once a day, every few hours, when all the rats are dead, again, like anomalies. If they move around a bit, the whole boring camp, book mark, autopilot insta-jump, mess goes away.

This way CCP can reuse a lot of the existing code, anomaly code, onboard scanner code, wormhole code and assets. The simpler the idea is for them to do, the more likely it can happen.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Nikk Narrel
Moonlit Bonsai
#209 - 2012-02-29 15:11:50 UTC
James Amril-Kesh wrote:
Nikk Narrel wrote:
Exploration Gate:
This would resemble an giant acceleration gate, for much the same reason. It causes ship acceleration on top of normal hyperspace. The effect would be a sped up version of the regular warp tunnel.

Objective: When setting this prior to use, (it would require a selection), your ship would be hyper-launched to the distance and angle specified. (We are talking light-years in distance)
1 lightyear = 63,239.6717 Astronomical Units (That's a big sandbox!)

The exploration gate can have ranges that it can reach, and specific ranges it will not send ships to, (already known systems).
This allows CCP to define the size and shape of the area it can send people to.

Distances involved might make it practical to initial launch in an expendable ship, and self destruct once you finished exploring the area, as the distance by normal hyperspace would take possibly days, if not even longer.
Keep your medical clone up to date!

Found the right area? Let your buddies know the angle and distance, so they can follow you. Pick the ships you want to use to work the areas. Something that can support jump clones would let you travel back and forth more practically.

Cost to operate: Whatever makes sense, it could be linked to mass times distance, making the concept of exploring in light craft more practical, and heavier craft something done only when people are ready to invest in someplace they really believe in.

Acceleration gate = sure gank camp spot, imo.

That's not even challenging to fix.

Make it a super high sec outpost system, in a location reachable from both Null and high sec directly.
Security is not just there, they are able to rapidly deploy in numbers and strength sufficient to crush any violent outbreaks.

Security will ignore your security status, but only in this system. After all, you will be leaving their space, and if they did not like you, having you leave works just fine for them.

Variations to security include capacitor suppression that denies all but propulsion systems power, etc.
The point being, noone gets killmails while they are near this gate.
Kitt JT
True North.
#210 - 2012-02-29 22:14:55 UTC
I get what the OP is talking about here. trying to bring back the 2005 era type of nullsec experience.
Where mining operations NEEDED a rorqal, instead of just docking in the station thats in every system
Where ratting excursions were a big deal, where you could make a TON of isk.

I like what nullsec has become. The emergent situation is amazing.

I think wormholes were an attempt at ccp to do something like this, but tbh, the methods (depletable mass wormholes, scanning to find exits, etc.) kind of messed up that vision. Its tough to do real roaming gangs, however its very easy for people to settle in, and very easy to defend a wh against all but the most determined assaults.
PointlessWitch
Center for Advanced Studies
Gallente Federation
#211 - 2012-02-29 23:59:18 UTC
Ager Agemo wrote:


No SOV! that would just attract more power-blocks, i m all in for small warfare and small groups.

only POSES no Outposts. like in wormholes, no local.

to arrive to this systems use normal warp but with longer alignment (tenfold?) and more capacitor usage, so lets say a very fast interceptor with lots of capacitor should take 5 minutes to get to the closest solar system it scanned and take 1 minute to align.

a battleship would take about 10 minutes aligning and up to half hour in transit.

if you take 10 minutes to align to get into said solar system, you take about the same time to get out due to warp aligment, so you just cant jump out to get safe.

Last, the landing spot of said warps should be random on the target system.
-----------------------------------------------------------


I really like the idea of prolonged warping or gates players can assemble and align to these new places. Our ships already travel faster than the speed of light. I like the idea of having to actually wait out a warp and leave suspense for the ones at the receiving end.

Also, instead of solar systems, maybe it should be colossal sized asteroid clusters and within nebula with weird effects on game mechanics such as reduction of visibility (grid size?) and scanner probe strength.

The asteroid clusters could feature new Gravimetric sites and the nebula new Ladar sites. These new sites could contain realistic introductions such as moon materials, gases, and alloys. Other than these shiny Grav and Ladars, these 'places' should have nothing else to offer. The resources are limited and respond at a slow rate. (maybe the whole system disappears once it is exhausted and abandoned.)

Availability of these places should be limited in nullsec as we don't want to help the already existing monopolies in this game even more. I want to think of this as a way for smaller corporations to have small teamwork building activities with an industrial edge. PVP can still happen so it doesn't become carebear heaven.

Yeah sure there's plenty else that needs to be fixed and added to the game, but I like exploration and things that can make things better for the underdogs in this game.
Tinu Moorhsum
Random Events
#212 - 2012-03-01 11:12:37 UTC
JimmySquirts wrote:


...snip...

These regions would be called "Deepspace" regions, hidden from human eyes for the ages but available now for exploration by the few, the chosen, the courageous!


As long as it's still within range for BLOPS and hot-dropping then we're fine.

No bubbles? LOL. Not that. No need to stack the deck.

T-
L0rdF1end
University of Caille
Gallente Federation
#213 - 2012-03-01 12:49:55 UTC
-1

Eve at this tme does not need more space, it actually needs less.
Less space will create more player interaction as we are forced to live within close proximity to one another.

Wormholes already created extra space to devide players away into seperated segments of space.

No more space please until the player base grows.

AlleyKat
The Unwanted.
#214 - 2012-03-01 13:07:30 UTC
/signed

The most depressing thing in EVE is the star map.

It very clearly shows any new pilot there is nothing to explore, because the entire map is filled in to such an extent, it will tell you the composition of a planet 100's of light years away.

What's the point of exploration if there is nothing left to explore?


I appreciate this is a cluster game, where each system belongs to another server or server resource, but there must be room on a server somewhere that allows for unexplored space.

I can tell you now the feeling of being the very first capsuleer to explore an area and chart it, would be taken down 10 pegs if I knew someone else had been there before me.

I'd like the feeling of exploring something new.

And coming back to the map; why is it populated with information when you first start playing the game? Why doesn't it populate areas once you have actually been there and completed a survey?

Along with removing local chat, it would be a start to making this universe have more meaning to players....

What bugs me even more is the CSM have never really looked into this. Chicken sandwich anyone?

AK

This space for rent.

DanaRae
Doomheim
#215 - 2012-03-01 13:21:17 UTC
Oh yes please. Make it happen. A star map that shows only the places you've been to. It will be thrilling to slowly get your map full of stars as you explore the universe.
Nikk Narrel
Moonlit Bonsai
#216 - 2012-03-07 20:56:26 UTC
L0rdF1end wrote:
-1

Eve at this tme does not need more space, it actually needs less.
Less space will create more player interaction as we are forced to live within close proximity to one another.

Wormholes already created extra space to devide players away into seperated segments of space.

No more space please until the player base grows.


It should be considered that to make the player base grow, they must have something to lure new players they did not have before.

And getting to the final frontier in a space game, where it really is the edge of civilization you can explore, might just attract a lot more players.
Veluis
Aliastra
Gallente Federation
#217 - 2012-03-08 22:23:29 UTC  |  Edited by: Veluis
My previous post did not belong in here so i create its own.

I fully support a Deespace area where we need to probe to move around. A very huge area.
Nikk Narrel
Moonlit Bonsai
#218 - 2012-03-08 22:52:59 UTC
Veluis wrote:
Important : All Hyperwarp drive engine are destabillized by stargate. Cannot be used to travel to systems with stargate

So, considering you are starting from a system with a stargate, this is a one way trip for the ships and materials, and items gained cannot in theory be brought back to New Eden. Not in a practical time frame at least.

By your description, for those wishing to play in the new area, they need to have jump clones available. They will Med Clone back to New Eden when podded, and must clone jump back to return.
Try not to die twice in the same day, it seems.

New Eden, however, will be exerting influence over this new space, unless all these ships are free to the pilots. Even then, presumably there are skill requirements for it all.

Interesting.
Veluis
Aliastra
Gallente Federation
#219 - 2012-03-08 22:58:24 UTC  |  Edited by: Veluis
Deleted
Veluis
Aliastra
Gallente Federation
#220 - 2012-03-09 01:53:02 UTC  |  Edited by: Veluis
Deleted