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PLAYER OWNED POWER GATES

Author
Temba Ronin
#1 - 2012-03-10 11:03:00 UTC  |  Edited by: Temba Ronin
Player Owned Power Gates (POPG) is a proposal to create in EVE a new limited class of commercial jump gates built by, controlled by, and defended by players in or out of Sov controlled Null & Empire space, with the ability to transport non-combat transport ships, exhumers, capital industrial ships, industrial command ships, jump freighters, and freighters up to five (5) systems, or in the case of unclaimed Null or Sov Null space, to the nearest NPC system in a single jump. The ability to use the POPG would be restricted to non-combat transport ships, exhumers, capital industrial ships, industrial command ships, jump freighters, and freighters exclusively.

The POPG would be susceptible to destruction much the same as a POS or POCO is currently, like a POS the POPG would have the capability to support weapons batteries and a force field twice as strong as those supplied on a large POS, as well as up to thirty (30) days of race specific fuel blocks. The cost of operations of a POPG should scale similarly to a medium POS with the added use of fuel blocks to power each jump provided by the user of the POPG along with a player set fee. The cost to construct a POPG should be set to ten percent (10%), to fifteen percent (15%) higher then the cost of a jump bridge. A POPG can only operate once every three (3) minutes. Ships can wait inside the force field until their turn to jump. All jumps can be powered by any racial fuel block, supplied in sufficient number. The POPG will have an interface outside of the force field modeled after a customs office where players would submit their transit charge and fuel blocks prior to being admitted to the force field surrounding the POPG.

Unlike standard jump gates the POPG would send each ship it transports to a different random location within the target system with no prior chance for the pilot to know exactly where he will end up, which in many systems will be extremely hazardous.

To withstand the force of a power gate jump, transport ships, exhumers, capital industrial ships, an industrial command ships would require a new module made from original blueprints provided by agents that will drop randomly in level III and up mining and distribution missions exclusively, as frequently as storyline missions currently occur. Transport ships, exhumers, capital industrial ships, industrial command ships, jump freighters, and freighter pilots would have to train an additional skill to use a POPG, the POPG skill-book would also drop randomly in level III and up mining and distribution missions as frequently as storyline missions currently occur. The original blueprints to build a POPG shall be awarded by level II an up agents of mining and distribution missions with one half (1/2) the frequency that storyline missions currently occur.

POPG will be able to jump ships up or down one level in security zone status subject to a 15 minute cool down upon arrival, IE a null sec POPG could transport a ship to a NPC low sec five systems away in one shot, the pilot could then navigate to the nearest low sec POPG using conventional means, however he would not be allowed to enter the force field to make a jump from low sec to high sec or back to null sec until a fifteen (15) minute cool down period expires, any additional POPG jumps within the target sec system status one up or one down from the point of origin could be accomplished immediately. If for any reason after entering the force field you cancel your jump you will not receive a refund of the fees charged or the fuel paid.

The fuel block cost to jump a ship thru a POPG should be equivalent to the fuel cost of using a jump capable ship of similar size and tonnage, this is not intended to in any way circumvent the use of jump freighters, many of whom will naturally become the first users of POPG. A POPG can be anchored anywhere within a system and is not limited to being anchored to a moon like a POS, additionally one POS can anchor within ten thousand kilometers (10,000km) of any POPG. In high sec a POPG can only be anchored in .5 to .7 space subject to the same provisions of a POS regarding charters and standings for anchoring. Players can restrict the use of and set the fees charged by their POPG.

This is a first draft and a compilation of several other players input and ideas i was merely tasked with putting it together and posting it. All constructive comments are welcome.

Power To The Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Nalha Saldana
Aliastra
Gallente Federation
#2 - 2012-03-10 11:47:11 UTC
Temba Ronin wrote:
Unlike standard jump gates the POPG would send each ship it transports to a different random location within the target system with no prior chance for the pilot to know exactly where he will end up, which in many systems will be extremely hazardous


Please tell me why anyone would want to use this
Simi Kusoni
HelloKittyFanclub
#3 - 2012-03-10 14:55:27 UTC
Temba Ronin wrote:
Unlike standard jump gates the POPG would send each ship it transports to a different random location within the target system with no prior chance for the pilot to know exactly where he will end up, which in many systems will be extremely hazardous.

That isn't really dangerous :/

Jump through, log off. Warp around safes, make sure system is empty before you jump etc. Sounds like what you really want is a way to completely avoid bubbles and gate camps.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Feligast
Brutor Tribe
Minmatar Republic
#4 - 2012-03-10 17:27:09 UTC
Temba Ronin wrote:
To withstand the force of a power gate jump, transport ships, exhumers, capital industrial ships, an industrial command ships would require a new module made from original blueprints provided by agents that will drop randomly in level III and up mining and distribution missions exclusively, as frequently as storyline missions currently occur.


HAHAHAHAHAHHAHHAHAHAHAA No.
Temba Ronin
#5 - 2012-03-10 17:36:03 UTC
Nalha Saldana wrote:
Temba Ronin wrote:
Unlike standard jump gates the POPG would send each ship it transports to a different random location within the target system with no prior chance for the pilot to know exactly where he will end up, which in many systems will be extremely hazardous


Please tell me why anyone would want to use this

Nalha thank you for reading the thread ..... The POPG has two (2) primary purposes, #1 to save time and expedite transit for some of the slowest lumbering ships in the game, and #2 put control of gate placement and the profit potential therefrom in the hands of players!

It is meant to be a faster route to serve trade and commerce like a toll road or railroad lines. I am pleased that this collaborative effort resulted in an idea that also places control of the new limited class of jump gates in the hands of players for both creation and destruction.

Power To The Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Temba Ronin
#6 - 2012-03-10 18:02:06 UTC  |  Edited by: Temba Ronin
[quote=Simi Kusoni][quote=Temba Ronin]Unlike standard jump gates the POPG would send each ship it transports to a different random location within the target system with no prior chance for the pilot to know exactly where he will end up, which in many systems will be extremely hazardous.[/quote
That isn't really dangerous :

Jump through, log off. Warp around safes, make sure system is empty before you jump etc. Sounds like what you really want is a way to completely avoid bubbles and gate camps.[/quote


Simi thank you for reading the thread ..... the POPG would not allow players to completely avoid gate camps at all ..... flying one of these painfully slow behemoths around makes the simple task of aligning to a jump target a lengthy experience ..... if you think popping into a low sec or null sec system all alone (only one ship at a time can use the POPG) an then safely making it to a safe point or the next POPG is easy or guaranteed, i would suggest that you have seriously under estimated the scanning skills of our fellow players that employ the honest profession of piracy.

The cool down time additionally guarantees that players attempting to traverse quickly from Null to high sec will spend a minimum of fifteen minutes of logged in time in low sec. The timer was installed to dissuade players from abusing the POPG in just such a fashion, logging off would merely restart the timer

Since this system is designed to save time logging off would be counter productive to it's intent and purpose, however that is a tactic/ exploit already in use in EVE and this proposal is not put forward as a solution to the concerns implementation of that tactic/ exploit engenders

Your ideas to improve this proposal in this or any other regard are appreciated.
Power To the Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Simi Kusoni
HelloKittyFanclub
#7 - 2012-03-10 18:22:47 UTC
Temba Ronin wrote:
Simi thank you for reading the thread ..... the POPG would not allow players to completely avoid gate camps at all ..... flying one of these painfully slow behemoths around makes the simple task of aligning to a jump target a lengthy experience ..... if you think popping into a low sec or null sec system all alone (only one ship at a time can use the POPG) an then safely making it to a safe point or the next POPG is easy or guaranteed, i would suggest that you have seriously under estimated the scanning skills of our fellow players that employ the honest profession of piracy.

I AM one of your fellow players who has been employed in the honest profession of piracy. I also have max scanning skills, a set of virtues and a combat record that would make anyone in an industrial weep in terror and refuse to undock for the remainder of their painful, short existence in Eve.

And I am telling you, other than orcas or freighters, no ship can be scanned down and warped to in the time it takes for them to align out.

Even for orcas and freighters, they could easily just log off once they arrive. No way in hell are you going to scan them down and warp to them in the <1 minute it takes for them to disappear.

POWER TO THE MOFOING PIRATES.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Temba Ronin
#8 - 2012-03-10 18:34:51 UTC
Simi Kusoni wrote:
Temba Ronin wrote:
Simi thank you for reading the thread ..... the POPG would not allow players to completely avoid gate camps at all ..... flying one of these painfully slow behemoths around makes the simple task of aligning to a jump target a lengthy experience ..... if you think popping into a low sec or null sec system all alone (only one ship at a time can use the POPG) an then safely making it to a safe point or the next POPG is easy or guaranteed, i would suggest that you have seriously under estimated the scanning skills of our fellow players that employ the honest profession of piracy.

I AM one of your fellow players who has been employed in the honest profession of piracy. I also have max scanning skills, a set of virtues and a combat record that would make anyone in an industrial weep in terror and refuse to undock for the remainder of their painful, short existence in Eve.

And I am telling you, other than orcas or freighters, no ship can be scanned down and warped to in the time it takes for them to align out.

Even for orcas and freighters, they could easily just log off once they arrive. No way in hell are you going to scan them down and warp to them in the <1 minute it takes for them to disappear.

POWER TO THE MOFOING PIRATES.

So you as a pirate would not like more Orca or Freighter targets?

Honestly that is not the reaction i anticipated.

I was sure the pirating community would admire the Orca and Freighter pilots willing to risk use of a POPG in face of their scanning skills and predatory nature. It's not often you hear people who like to shoot things say "no, no, don't encourage more targets into my area of operation".

Nonetheless thank you for your input, other perspectives are valuable for any proposal to evolve and succeed.

Power To The Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Miss Whippy
Native Freshfood
Minmatar Republic
#9 - 2012-03-10 18:42:27 UTC
Let me see:

- Game Breaking (Check)
- Ridiculously Overpowered (Check)
- Equally Ridiculous suggestion to make it "balanced" (Check)
- Utterly Pointless (Check)

All the hallmarks of a truly awful idea. Thank you for taking the time to suggest it.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Temba Ronin
#10 - 2012-03-10 19:07:12 UTC
Miss Whippy wrote:
Let me see:

- Game Breaking (Check)
- Ridiculously Overpowered (Check)
- Equally Ridiculous suggestion to make it "balanced" (Check)
- Utterly Pointless (Check)

All the hallmarks of a truly awful idea. Thank you for taking the time to suggest it.

This thread is starting to get traction, complete with it's first official troll, sadly Whippy trolls every thread, he must have a lot of time on his hands.

Power To The Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Danny Husk
The Scope
Gallente Federation
#11 - 2012-03-10 19:17:36 UTC
Temba Ronin wrote:
This thread is starting to get traction, complete with it's first official troll, sadly Whippy trolls every thread, he must have a lot of time on his hands.

Five out of five replies telling you this idea sucks.

MISSION ACCOMPLISHED!
Miss Whippy
Native Freshfood
Minmatar Republic
#12 - 2012-03-10 19:23:37 UTC
Temba Ronin wrote:
Miss Whippy wrote:
Let me see:

- Game Breaking (Check)
- Ridiculously Overpowered (Check)
- Equally Ridiculous suggestion to make it "balanced" (Check)
- Utterly Pointless (Check)

All the hallmarks of a truly awful idea. Thank you for taking the time to suggest it.

This thread is starting to get traction, complete with it's first official troll, sadly Whippy trolls every thread, he must have a lot of time on his hands.

Power To The Players!


- Delusional and continued belief that idea is worth something despite several obvious flaws pointed out (Check)
- Exaggerated smears on detractors character (check)
- Ad Hominem (Check)
- Tears (Check)

All the hallmarks of a truly feeble argument.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Lucien Marbot
#13 - 2012-03-10 19:24:52 UTC
Danny Husk wrote:
Temba Ronin wrote:
This thread is starting to get traction, complete with it's first official troll, sadly Whippy trolls every thread, he must have a lot of time on his hands.

Five out of five replies telling you this idea sucks.

MISSION ACCOMPLISHED!

I like the idea. At first I was surprised Temba's poor attempt at humour was lost on you. But having read some of your threads you are clearly clueless so it's not surprising you don't recognise a joke, being one and all.

Death is nothing more then the searing pain of rebirth.

Raposao1978
#14 - 2012-03-10 19:32:27 UTC
I have difficulty moving around some areas of high security space due to my Faction Warfare standings. If this could help me avoid gate guns in Empire space I am all for it.

Self destruct so i can have your salvage ..... i'll get it anyway ..... and this saves us both some time!

KungFU Trader
Goosefleet
Gooseflock Featheration
#15 - 2012-03-10 20:17:07 UTC
In the conversation that was had concerning this idea many different perspectives were taken into account.

It is of note that you get you normal online forum epeen warriors to just say no for some attention to themselves with no real

reason or counter argument to increase the ability of the idea or to even dismantle it in a through way giving good counter ideas.

(1) If it would over power and create to much chaos in 0.0 and low sec regions limit the ability to high sec only.

(2) Given that players moving from one major hub to another are probably going to be popping in the same target systems within range would finding those systems be that hard to do.

(3) The cost for using this would not be cheap and as stated these setups can be war decced and destroyed like all other pieces Pos equipment

(4) The need for a module for anything other then freighters to use this mode of travel does add to the depth of character sp and the higher the skill level may reduce the fuel needed to operate the system.

(5) Characters would have the ability to either make there POPG available to the public at a fee set by them or keep them as private only.

(6) You have to pay a fee to transport to any npc controlled space and that fee would be in direct rating to your person faction standing. Less = more isk More standing = less isk.

(7) You can only place the pos if your corp has standing in the first place no npc corp person could build one.

These are some ideas to mull over concerning this and the OP is being very non troll like and is serious when he does consider anything said to be a tool to be put in place to alter the idea.

Try to be less negative in your personal HTFU world of eve.. Take off the sociopathic forum troll cloak.. Try to say something constructive and help form it.. Anybody can break something.. takes real skill to make things.

Falrec
Dremor Engineering inc.
#16 - 2012-03-10 21:46:48 UTC  |  Edited by: Falrec
-1 For this idea. Totally fanciful ... and unnecessary
SynthesisX
#17 - 2012-03-10 23:12:44 UTC
+1 Finally a proposal every EVE smuggler can support. I am for being able to deliver significant volumes of boosters to high security space without a customs check. About time somebody fixed that so more high security PVE players can use boosters and yes with this in place I would be happy to keep you supplied.
Ferrenc
State War Academy
Caldari State
#18 - 2012-03-11 00:28:35 UTC  |  Edited by: Ferrenc
.
Ferrenc
State War Academy
Caldari State
#19 - 2012-03-11 00:28:57 UTC
a private jump gate to Care-a-lot...FAIL. why not just give badgers cyno drives or make a region for indy's only. two thumbs down
Taka
ATHANOR AQUISISTIONS
Domain Research and Mining Inst.
#20 - 2012-03-11 00:39:22 UTC
Terrible idea on the most epic scale, normal stargates are fine, no need for new player owed gates just bcos you want to move things quicker.
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