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If you could change 3 mechanics in EVE...

Author
Serena Wilde
State War Academy
Caldari State
#81 - 2012-04-03 04:00:26 UTC
Ai Shun wrote:
Serena Wilde wrote:
1) No more "Inbound" gates to systems - I don't find it right that jumping into the next system could lead to your death with no real way to circumvent it.


Having died to several gate-camps (Here is looking at you Aunenen) I don't like this idea. There are mechanisms to circumvent gate-camps. You could scout using an alt or one of the intelligence channels. If it is a frequently travelled route for you, keep a shuttle or similar close by for a quick scout before you fly something expensive through. Or, better yet, fly something that can cloak if it meets your goals. Then, you also have the statistics available on the star-map which should be your first stop before deciding if you are going to drop into a low-sec system.

Blockading a choke-point is a perfectly acceptable mechanism for a pirate to try and make a living. From my perspective, you basically die in a low-sec gate-camp only if you are on auto-pilot or too stupid / lazy to scout / check the intel. And in that case, congratulations, you've just been EVE'd.


I would much rather see better mechanisms for hunting players rather than holding a chokepoint and hoping for a fight against something that is generally not made for it. As well, opening the chokepoints would encourage people to visit the lower sec systems, and when they stop to do any other activities (like mining, ratting or exploring) they can be caught and killed. That would make for far more interesting fights than the current setup. Yes you can avoid the fights if you fly something made to avoid fights or if you rely on other characters' information. You have no way to know if a gate is camped on the other side without poking your nose across. Which means that if you aren't flying something that can avoid said fight, you are dead.

You want to encourage more people to visit low sec so that there are more targets. This is the ultimate goal. By chasing them off before they get there...that's silly.

Quote:
2) No more "role specific" ships - I posted this in the "Ideas for ships" thread, but I will repost it here:

I both like and dislike this idea.

Like it because the idea of taking any hull and using it for a purpose would make fitting more of an art-form as you would not rely on the inherent bonuses anymore (They wouldn't exist, right?) It would be difficult to balance the ships that are built for a specific purpose though; not sure how you intend to solve that as you've not linked your full formed idea. At the same time, this can act as an enabler for having a bounty hunter hiding in a Mackinaw or a miner hiding in a Hurricane or similar.

I dislike it because there is a certain New Eden flavour to having different types of ships built by different corporations. I know what I'm getting when I pick up a design from Lai Dai or from Ishukone or others. There is a certain level of immersion in that.

Have you considered the idea of cloaking a bit further and having some form of sensory fooling / jamming module instead that would make another pilot see something the ship is not really? E.g. an Iteron can project the sensor / visual output of a Hurricane or similar? Then you could still ... rambling. Sorry.


I like where your rambling was taking you. It would enable a way to fool scanners, which should be allowed in some way. I think I would still allow ship bonuses for various things, but I would want to get rid of the very specific non-combat ships, like mining/industrial ships and fold them into existing hulls. Right now, if you fly a non-combat ship, you are an easy target. If you didn't know if your target could fight back effectively that would make for more interesting fights I think.

Quote:
3) No more local as an "Intel source" - I would like to see local changed to be more like wormholes. It would mean less instant intel about who is in your system at any given time, which for 0.0 would make things more interesting, as well as inviting more fighting.

I would like this too. Passive / Active sensors and the support skills for those arrays would be a great addition and open up a whole profession in-game. It would be a learning curve though.

As to my idea:

I want to see CONCORD replaced with realistic ships (E.g. available to players as well), open up null, low and high-sec so they are all the same with players able to hold their territory anywhere in New Eden. Empires and Corporations would have massive resources to fit a battle fleet and to protect their sovereign space, but enterprising players should be able to take over Jita, for example. Or New Caldari. Or any of the others if they can bring sufficient resources to overwhelm the Empire or Corporation that owns it. But that would need such a significant investment in resources that it will be nigh on impossible for the core areas, including the new player hubs.

But, in general, I am all for removing NPCs from the core services in the game and leaving them in the hands of players.


That could definitely be interesting, but as we've seen with "nigh impossible" titans, people find a way to do way more than CCP intends, and allowing the noob zones to be overrun with gankers would be suicide for EVE as a game.
Serena Wilde
State War Academy
Caldari State
#82 - 2012-04-03 04:02:43 UTC
Ai Shun wrote:
Serena Wilde wrote:
I like your EDIT. I'm pretty sure that there would be no chance of that ever happening, but it would be nice. Although how do you prevent multiboxing/multiple accounts to bypass said restriction?


You pretty much cannot. With the move to virtualisation it is nigh on impossible to block this. Perhaps when the whole word is running IPv6 you may have a snowballs' hope in hell. But until then?

That aside - why? I have an Industrial pilot that I sometimes escort with my combat pilot. Meantime I have a trade alt on a different account that sits in Jita and runs my business empire. That is 3 accounts (Well, was 3 accounts until recent events) that provide CCP with revenue.

I liked giving them money Lol


Heh, as do I. What I get at with my why is that if you prevent them from having multiple characters that can be "alts" you have to prevent them from having multiple accounts for the same reasons. Otherwise, there is no point to restricting them. People will still find a way to "bypass the system".
Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#83 - 2012-04-03 04:07:05 UTC  |  Edited by: Jaroslav Unwanted
dont know, i am not an expert on game mechanics.

But so far what i heard.

1.Sov. structure grinding
cons current system - promotes blobing as the only viable strategy. No tactics present. Bigger blobs inbound is necessary to compete on meaningful operation. Less tactics, more numbers.
to be changed - dont know as i am not the one directly overseeing sovereignty warfare. But i bet there are many political figures and FCs who can come up with some interesting ideas.

2.Moon Mining
Well as it is now it is pretty solid, it brings stable income for an alliance/corporation or sometimes even an solitude member
I would add some tactics for direct intervention with the moon harvesting cycles, in other words stealing Big smile would require specific modules/ships ?? dont know and some numbers.

3.And sniper fleets / aka on grid probing.
Obvious - if you engage at 180 km f.e. the enemy will just probe you and warp right on top of you.
Which will go for insane rewarp and one hit rewarp warp back other hit scenarios which are boring. Or get slaughtered which is actually less painfull. Cool

Not sure if anything of that has been mentioned or has been changed lately.

**edited. As i said i am not an expert on mechanics.
Serena Wilde
State War Academy
Caldari State
#84 - 2012-04-03 04:10:24 UTC
Jaroslav Unwanted wrote:
dont know, i am not an expert on game mechanics.

But so far what i heard.

1.Sov. structure grinding

2.Moon Mining

3.And sniper fleets / aka on grid probing.

Not sure if anything of that has been mentioned or has been changed lately.


Why would you want them changed, and what alternatives do you offer? Constructive criticism is the best criticism. :)
Ai Shun
#85 - 2012-04-03 04:21:36 UTC
Serena Wilde wrote:
I would much rather see better mechanisms for hunting players rather than holding a chokepoint and hoping for a fight against something that is generally not made for it. As well, opening the chokepoints would encourage people to visit the lower sec systems, and when they stop to do any other activities (like mining, ratting or exploring) they can be caught and killed.


Alright, I can see the motivation. Can I suggest then that:

(a) Having an alternative path into a system is a better mechanism. Look at the path from Nonni to Aikantoh - I know this spot well because I was based in Aikantoh for a while and lost a few ships to the gate-camp that sits on Aunenen. My own stupidity, I loaded up and thought to myself: "Yeah, it's late. They won't be there". Famous last words ... In any event, there is one path from Nonni to Aikantoh unless you feel like turning 3 jumps into 23+ and even that won't avoid any low-sec areas where camps are possible. More options would help avoid the camp, while still giving the campers something to strive for.

(b) Creating a set of modules and skills, perhaps related to your local replacement idea, that allows you to launch a drone / probe through a Stargate may be useful. Because it contains active sensors, it would be a valid target for a camp if they could lock it. And because it has to jump back before you get your intel you may or may not know what is going on. Basically, build on the idea of Local intel, scouting, etc. and allow for the other players to corrupt / attack / counter a probe drone flying through.

In general I am against removing something that gives enjoyment to some players, even if that is to the detriment of other players. It would be better to focus on better tools so the war between the two groups can escalate and fluctuate and lead to more dynamic play.
Serena Wilde
State War Academy
Caldari State
#86 - 2012-04-03 04:29:45 UTC
Ai Shun wrote:
Serena Wilde wrote:
I would much rather see better mechanisms for hunting players rather than holding a chokepoint and hoping for a fight against something that is generally not made for it. As well, opening the chokepoints would encourage people to visit the lower sec systems, and when they stop to do any other activities (like mining, ratting or exploring) they can be caught and killed.


Alright, I can see the motivation. Can I suggest then that:

(a) Having an alternative path into a system is a better mechanism. Look at the path from Nonni to Aikantoh - I know this spot well because I was based in Aikantoh for a while and lost a few ships to the gate-camp that sits on Aunenen. My own stupidity, I loaded up and thought to myself: "Yeah, it's late. They won't be there". Famous last words ... In any event, there is one path from Nonni to Aikantoh unless you feel like turning 3 jumps into 23+ and even that won't avoid any low-sec areas where camps are possible. More options would help avoid the camp, while still giving the campers something to strive for.

(b) Creating a set of modules and skills, perhaps related to your local replacement idea, that allows you to launch a drone / probe through a Stargate may be useful. Because it contains active sensors, it would be a valid target for a camp if they could lock it. And because it has to jump back before you get your intel you may or may not know what is going on. Basically, build on the idea of Local intel, scouting, etc. and allow for the other players to corrupt / attack / counter a probe drone flying through.

In general I am against removing something that gives enjoyment to some players, even if that is to the detriment of other players. It would be better to focus on better tools so the war between the two groups can escalate and fluctuate and lead to more dynamic play.


Interesting ideas. I'm still not a fan of blind chokepoints that you don't have any control over. The probe thingy is more interesting, but how do you allow "false" info to come back (ie. If the probe is destroyed, then there is obviously a gate camp and that person won't jump across)?

As far as your "removal" comment, I would in general agree, but if that thing is detrimental to the game (ie. Concord insurance payouts for gankers), it should be removed. If the game becomes healthier (ie more subscriptions while keeping the theme of blowing **** up going) then shouldn't that thing be removed and/or altered?
Ai Shun
#87 - 2012-04-03 04:39:16 UTC
Serena Wilde wrote:
Interesting ideas. I'm still not a fan of blind chokepoints that you don't have any control over. The probe thingy is more interesting, but how do you allow "false" info to come back (ie. If the probe is destroyed, then there is obviously a gate camp and that person won't jump across)?


Target and lock probe. Cycle module that corrupts the sensor feedback. Or use one of the sensor modules we discussed earlier to have the ships waiting on the other side appear as a collection of industrial ships. It would be up to the pilot on the other end to analyse the grid and decide if they felt it was safe or not. This is a bit more immediate than the starmap and still allows for a chance to determine what happens.

Serena Wilde wrote:
As far as your "removal" comment, I would in general agree, but if that thing is detrimental to the game (ie. Concord insurance payouts for gankers), it should be removed. If the game becomes healthier (ie more subscriptions while keeping the theme of blowing **** up going) then shouldn't that thing be removed and/or altered?


For that specific case, yes, but it was altered as suicide ganking is still possible. I know, your idea of random appearing locations is only an alteration, but it seems a bit too odd to me.
L'ouris
Have Naught Subsidiaries
#88 - 2012-04-03 04:47:08 UTC
Serena Wilde wrote:
My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights.


Before passing too much judgement on gates and how 'easy' it is to hunt folk. I recommend trying to catch anyone who is more than a 2 week resident in low-sec / null sec who doesn't want to be caught.

What you propose would make almost all opportunities for PvP consensual or pre-scheduled (POS timers etc ).

Seriously, take a shuttle/frigate/nano-cruiser through low sec, make some safes and keep your dscan up. Let me know how many times it takes for you to not warp directly to the smart bomb battleships at the gates and go loss free up until you get bored with living.
Qen Tye
In Between
#89 - 2012-04-03 09:10:35 UTC
Smile
Qen Tye wrote:
1clicky - WOW is that way ->>

Serena Wilde wrote:
And you are free to go there if you want. Myself, I would rather play EVE, and make EVE a better game. Thanks for your input. :)

No thanks! Been there and came here cause I dislike milk & cookies as I dislike 1clickies :)

Well now we are at it
1) transfer drones from cargo bay to drone bay mid space and even other ships *poof* - there you go.
2) transfer equipment from one ship to another - *poof* there you go - fully gear for you drake in one click.
3) Hell - lets make it so we do not even have to fly anymore, I mean - teleportation right? Lets just be able to teleport everybody and everything around as we see fit. Why even have ships?

Oh and I want macros and addons cause then I REALLY do not have to think anymore. I can just spam 1,2 and 3 on keyboard activating my macros.

Being to able fully switch between 3 different fitting mid space in one click is imho a bad idea and do not serve a purpose. It will take away the team play and cooperation which is essential in this game as will removing role specific ships.

Two possibilities exists: Either we are alone in the universe or we are not. Both are equally terrifying.

  • Arthur C. Clarke
Tobiaz
Spacerats
#90 - 2012-04-03 09:30:10 UTC  |  Edited by: Tobiaz
- Flying Mining Barges and Exhumers in high-sec requiring something like the starbase charters in for a POS. Anything to make it only for players in a player corporation only to fly the end-game mining ships. Players would have more reasons to for actual mining corporations and it mean the end of bot-mining in high-sec (mining corps evict them, bot corps get wardecced en in NPC corps they'll have to make-do with inferior equipement).

- Ships requiring fuel (racial isotopes) to warp. Not much, just enough so it can support a layer of industry and it will diversify the races and empire a bit more.

- Stop catering to the end-game players by 'bigger and better'. It's just WRONG. The power of SP should come from diversity and adaptability. Don't increase the height of the power-pyramid, but make it wider. Find roles for players to perform and give those specialized ships (and make them racial, not simply ORE, you lazy bums)

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Avila Cracko
#91 - 2012-04-03 09:40:27 UTC
About the gates...
I would like too see freelancer idea of gate malfunction so that they don't get you to desired locations sometimes.

truth, the whole truth and nothing but the truth.

Cant tell Ifserious
Caldari Provisions
Caldari State
#92 - 2012-04-03 11:10:51 UTC
gate guns are the dumbest fkin thing in lowsec i have ever seen.
Simi Kusoni
HelloKittyFanclub
#93 - 2012-04-03 11:13:32 UTC
Serena Wilde wrote:
Interesting ideas. I'm still not a fan of blind chokepoints that you don't have any control over. The probe thingy is more interesting, but how do you allow "false" info to come back (ie. If the probe is destroyed, then there is obviously a gate camp and that person won't jump across)?

I'm still not sure about your dislike for gate camps.

What proposals do you have as an alternate method of hunting targets? Currently it is literally impossible to catch an aware and experienced pilot, non-consensual PvP in this game is literally down to just picking off the idiots. Removing gate camping as a viable tactic would even further reduce the PvP element of Eve.

Gate camping has it's flaws, most notably that there are so many ways around it (jump freighters, carrier logistics, nullified T3s, covert ops haulers, the MWD+cloak trick, scouting), but it is one of the few reliable sources of non-consensual PvP.

[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]

Ashley SchmidtVonGoldberg
Doomheim
#94 - 2012-04-03 12:19:05 UTC
Give PVP a reason to exist as it has none at the moment.


remove the constant information about every system that allows you to see how many people are there from the other side of the galaxy


Standing in for Karn Dulake who was banned for saying bad words

Serena Wilde
State War Academy
Caldari State
#95 - 2012-04-03 12:26:53 UTC
L'ouris wrote:
Serena Wilde wrote:
My only problem with gate camps is that they are essentially "save or die" mechanics. If you go through the gate and there is a camp there, you are dead. If there is not, you have a chance at living. Barring going through with a ship designed to run of course. It's just silly. Low sec has problems because no one comes to visit it. Why? Because people "could" die simply poking their noses across. However, if they could get across and have a reasonable chance of running around there, more people would visit, which means more targets, which means more fights.


Before passing too much judgement on gates and how 'easy' it is to hunt folk. I recommend trying to catch anyone who is more than a 2 week resident in low-sec / null sec who doesn't want to be caught.

What you propose would make almost all opportunities for PvP consensual or pre-scheduled (POS timers etc ).

Seriously, take a shuttle/frigate/nano-cruiser through low sec, make some safes and keep your dscan up. Let me know how many times it takes for you to not warp directly to the smart bomb battleships at the gates and go loss free up until you get bored with living.


Not passing judgement at all. All I'm saying is that if you cross a gate with a ship that is not designed to "run", if there is a gate camp on the other side, you are essentially dead, with no chance of escape. If you jump across in a ship that is designed to run, the gate campers have no fight. Thus everyone either jumps in a ship that is designed to "run" or no one goes through at all. Neither of those situations encourage people to visit low sec for any activities beyond "getting through it to go somewhere else"

If you move the hunters away from the choke points, the prey will be more likely to poke their noses in. Since the hunters won't leave, because it is the only "easy" way to ensure fights (even as one-sided as they are), then you have to remove the choke points. Now you'll have to "hunt" them. Give tools to hunters to be able to catch those ships and voila, you still have your fights!

Change the Dscan to be less spammable (like an alterable sonar, with range and angle affecting speed), add modules that allow scanning (so that you have to sacrifice tank or gank for knowledge), add the ability for easy targets to defend themselves in some way (be able to mine AND do combat) and you will see people start to show up more, since they "feel" safer. Thus you gain more targets and more possibilities for good fights (not just fights that you managed to catch on a gate).
Serena Wilde
State War Academy
Caldari State
#96 - 2012-04-03 12:39:18 UTC
Qen Tye wrote:
Smile
Qen Tye wrote:
1clicky - WOW is that way ->>

Serena Wilde wrote:
And you are free to go there if you want. Myself, I would rather play EVE, and make EVE a better game. Thanks for your input. :)

No thanks! Been there and came here cause I dislike milk & cookies as I dislike 1clickies :)

Well now we are at it
1) transfer drones from cargo bay to drone bay mid space and even other ships *poof* - there you go.
2) transfer equipment from one ship to another - *poof* there you go - fully gear for you drake in one click.
3) Hell - lets make it so we do not even have to fly anymore, I mean - teleportation right? Lets just be able to teleport everybody and everything around as we see fit. Why even have ships?

Oh and I want macros and addons cause then I REALLY do not have to think anymore. I can just spam 1,2 and 3 on keyboard activating my macros.

Being to able fully switch between 3 different fitting mid space in one click is imho a bad idea and do not serve a purpose. It will take away the team play and cooperation which is essential in this game as will removing role specific ships.


Your derisive remarks add nothing to the conversation.

I have never said that I want instant switching anywhere, however I do understand your remarks about team play and corps. I too think they should be necessary for certain things, but there also needs to be a way to allow single players to survive and thrive in EVE. Keep in mind that during large battles, switching "roles" should be very inefficient, thus making predetermined group make-up more desirable (as it is currently). But this does make gameplay "smoother" for a single player, and keeps them playing the game.

I believe that I would still like to keep "bonuses" on ships and such, just give ships more different uses, and move mining away from the "mining only" ships that are really nothing but easy targets, or give mining ships a way to defend themselves so that they aren't easy. I would like to see more small battles and dog-fights rather than mob-rule and dog-piles which it is currently.

Do you have any actual ideas to contribute, rather than just being flippant and condescending towards others?
Serena Wilde
State War Academy
Caldari State
#97 - 2012-04-03 12:41:10 UTC
Ashley SchmidtVonGoldberg wrote:
Give PVP a reason to exist as it has none at the moment.


remove the constant information about every system that allows you to see how many people are there from the other side of the galaxy




Yes! Making PVP have a point in the game would help to drive more people towards it.
Raneru
Jerkasaurus Wrecks Inc.
Sedition.
#98 - 2012-04-03 12:53:36 UTC
1. ECM. I hate ECM. If ECM isn't going away then give us the ability to manually aim our guns without the use of targeting.

2. 0.0 Local Chat. For reasons iterated a thousand times over on the forums.

3. Level 4 Missions. IMO anything above level 3 should require collaboration with other players at a basic level, like in Incursions.
Eryn Velasquez
#99 - 2012-04-03 13:54:35 UTC
1. Kill rights: Eye for an eye, ship for a ship, pod for a pod - It's not balanced in the moment, if someone kills your pod you should have the right to give this back without committing a crime.

2. Remove local

3. Highsec should be only in constellations, where the HQs of the factions reside. But there it should really be secure, and additionally: only lvl 2 missions, small roids and belts, just for beginners.

_“A man's freedom consists in his being able to do whatever he wills, but that he should not, by any human power, be forced to do what is against his will.” ― Jean-Jacques Rousseau _

eliorra
24th Imperial Crusade
Amarr Empire
#100 - 2012-04-03 14:06:29 UTC  |  Edited by: eliorra
1-New roles for caps (constellation scaning,real carriers,better leadership mechanics ,crews (of players),basicaly caps at the center of the fleet)

2- everything else is in inferno Twisted