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Player Features and Ideas Discussion

 
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Fixing Local Without Changing A Single Mechanic [Ship Transceivers]

Author
Eternum Praetorian
Doomheim
#1 - 2012-04-10 21:46:37 UTC  |  Edited by: Eternum Praetorian
1. Only ships that have their transceivers turned on show up in local (thus show up with standings)
2. Ships without their transceivers turned on do not show up at all and have to be scanned.



New Scanning System


A button hovering over local tab that cycles a "local scan" every few seconds. Yes, I mean actually scanning local chat like a ships cargo hold or fittings (this will not create server load) The scan would be chanced based like a cargo or ship scanner is. In order for it to work efficiently, all of your blues need to have their friendly transceivers turned on in order to reduce scan clutter. The more people scanning local the better the chances the larger majority will have of instantly detecting an intruder (just like they can today) you just have to work for it a little more.


This makes local the same as it is now, only slightly delayed. But more importantly it puts intelligence gathering into the hands of the players and their ability to field teamwork which is what EVE should be about. Carebears get to keep their safe locals, PVP'ers get to play hide and go seek and everything in EVE Online becomes more interesting.


Transceivers + automatic scan cycling of local (no new mechanics or new Dscan system needed)
Discuss.

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Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2012-04-10 22:31:46 UTC
Why would anyone keep the things turned on?
Eternum Praetorian
Doomheim
#3 - 2012-04-10 22:39:35 UTC  |  Edited by: Eternum Praetorian
Lrn 2 read.


A null sec alliances wants to see who is in local, so they must have their pilots in space flying with their transceivers set to "on" in order to fill up local with active friendlies. The remainder will be scanned by the "Local scan". So it is adventurous for every friendly to fly with their transceivers on, so the chance based local scan only pics up reds and neutrals.

Duh?


Like i said, it makes local intel a matter of teamwork. With a system like this it would still be just as easy, just not as "free".

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Buzzy Warstl
Quantum Flux Foundry
#4 - 2012-04-10 22:44:41 UTC
Ah, I see. "Fix local" involves taking it to the vet's.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2012-04-10 23:07:27 UTC
Eternum Praetorian wrote:
Lrn 2 read.


A null sec alliances wants to see who is in local, so they must have their pilots in space flying with their transceivers set to "on" in order to fill up local with active friendlies. The remainder will be scanned by the "Local scan". So it is adventurous for every friendly to fly with their transceivers on, so the chance based local scan only pics up reds and neutrals.

Duh?


Like i said, it makes local intel a matter of teamwork. With a system like this it would still be just as easy, just not as "free".



No, seriously. What advantage is there for me to keep mine turned on? If no-one's got them on and a red comes in, why would they stick around in an apparently empty system?

This wouldn't exactly make roaming much fun if you had to stop and scan every system you hit.
Bluddwolf
Heimatar Military Industries
#6 - 2012-04-10 23:19:48 UTC  |  Edited by: Bluddwolf
Eternum Praetorian wrote:
1. Only ships that have their transceivers turned on show up in local (thus show up with standings)
2. Ships without their transceivers turned on do not show up at all and have to be scanned.


.


So, I have a few question.....

1. Why would any ship turn on the transceiver?

2. If a ship has its transceiver off, can it still look to see who is in local, while remaing undetected themselves?

3. What is your real agenda here? Why do you have such an issue with local chat the way it is?

Unintended consequence of your idea... Agents that can track down a target will be made useless....because you would not be able to confirm your targets location, once you got there.

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Eternum Praetorian
Doomheim
#7 - 2012-04-11 01:10:29 UTC  |  Edited by: Eternum Praetorian
If I belong to a null sec alliance and I want the fastest and most actuate "Scan of local" possible, then I want everyone else who is friendly to me to have their transceivers on so they will be OMITTED from the local scan. So I won't be getting CHANCE BASED HITS ON FRIENDLIES. Get it yet?


My agenda is this, a local such as this would require players to use organization and teamwork to acquire near instant and relatively accurate intelligence. Instead of ya know, the mindless and perfect intel gathering tool that it is now. IMO that is not in the spirit of EVE or MMORPGs in general. From a purely PVP stand point it makes life more interesting if you have to rely on your scout to ascertain exactly how many enemy ships your going up against, Vs the "Average approximation" that your local scan is giving you. It makes it so there are more viable tactics then having half your fleet waiting one jump away, or titan hot drops.




Srsly, like the idea or not, if you can't understand these relatively simple concepts then maybe you you try posting in the new eve section instead of Features and Ideas.




Quote:
Agents that can track down a target will be made useless....because you would not be able to confirm your targets location, once you got there



Who cares? and half the time they move by the time that you fly there anyway.

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Eternum Praetorian
Doomheim
#8 - 2012-04-11 01:16:03 UTC  |  Edited by: Eternum Praetorian
Danika Princip wrote:
This wouldn't exactly make roaming much fun if you had to stop and scan every system you hit.



You don't use your Dscan do you? You either do not roam at all, or you just gatecamp/null blob/cyno drop all the live long day. Not to mention that 5+ ships using a chance based system would yield 95% of the system's hits on the first cycle (I gather). So you're wrong again, you could still gather intel quickly if you work as a team. Teamwork to gather intel being the whole point.



...without having to make a new system that would increase server load.

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Bluddwolf
Heimatar Military Industries
#9 - 2012-04-11 04:19:28 UTC
Eternum Praetorian wrote:
If I belong to a null sec alliance and I want the fastest and most actuate "Scan of local" possible, then I want everyone else who is friendly to me to have their transceivers on so they will be OMITTED from the local scan. So I won't be getting CHANCE BASED HITS ON FRIENDLIES. Get it yet?.



Well, I'm not the least bit concerned with Null Sec Alliances. They have the numbers and the resources to deal with this kind of stuff. Small corps and solo players do not.

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#10 - 2012-04-11 09:05:34 UTC
So friendly with transceivers on get omitted from local scan, but show up to enemies?
Enemies with transceivers turned off don't show up on local scan?

Therefore turning on your transceiver means enemies can see you in local, but you can't see friendlies in local?

This sounds very dumb.
Do you mean they get omitted from the D-scan results?

WH corps get along just fine with no local, and no need for transceivers.
Why would it be any different for null sec alliances.

I think you vastly overestimate any advantage to turning on one's transceiver.

People will not use it.
Eternum Praetorian
Doomheim
#11 - 2012-04-11 11:48:48 UTC  |  Edited by: Eternum Praetorian
Verity Sovereign wrote:
So friendly with transceivers on get omitted from local scan, but show up to enemies?
Enemies with transceivers turned off don't show up on local scan?t.



It would be their option to use it. If they do not want to then they don't get free and easy local intel. The more people in a system who are blue to each other not using it, the more "blue hits" you will get on a random local scan. Thus increasing the odds of missing reds in system, as a result of all the clutter you are creating. Just like a poorly organized overview. If everyone uses it, you get a nearly perfect intel tool via teamwork, that is the benefit. But teamwork becomes the deciding element, and teamwork is the central theme to any MMORPG.



The benefit of using a system like this is to GIVE PEOPLE THE OPTION of keeping local chat the way it is now, so long as they are willing, able and brave enough to work as a team. The ones who don't want to be those three things, don't need the benefits either. If you and your fiends want to be the only ones in a populated system with transceivers off, mucking up everyone else's scan results, more power to you. See how much love you get from them. No one makes you sit in intel channels either do they? They are optional too.




Empire can have their local, and in low sec if people don't want to use it fine. If you're looking for a fight, a GREAT tactic would be for two fleets to turn half their transceivers on to encourage pew pew, but making the other guy guess (and scout) for how many they really have. New tactics instead of the old tired ones equals more fun, but naturally people are resistant to anything that takes the stupid easy away. Even if it is in favor of something more dynamic and engaging. Also, since low sec tends to be so empty, you could gather who was in system pretty easy anyway if it is just you and a few others. You will always know if you are not alone, or if you are outnumbered if you are by yourself. Same for null sec if your on your own.

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