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Player Features and Ideas Discussion

 
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Null Sec Local Ideas...

Author
musejay1
Hogyoku
Goonswarm Federation
#1 - 2012-05-11 16:07:35 UTC
CCP have already suggested the idea of removing local.
I have come up with a few ideas that I would like to share, and would like to hear feedback on.

Those of you who have read the “Breathing Space” EVE chronicle, it mentions about capsuleers connecting to the Eifyr & Co. networks to communicate with one another, and the corporation about developments in sleeper technology.

Now from this, one can assume that the local chat system works by the pilots who enter the system to connect to a computer network which allows communication between pilots, and for it to appear in text form for you to read from your ships computers.

From this, you can then conclude that the empire factions, or concord, have systems set up in each high sec/low sec system to allow the pilots to connect to the network to communicate with each other, thus seeing them in local and knowing they are in the system because they have joined the network.

In wormhole space, as many of you may know, the empire factions do not inhabit the wormholes, as the sleepers do, so there was never an infostructure built, meaning no computer network for the pilots to connect to, hence why you don’t see anyone else in local unless they speak.

In null-sec space, it is the alliances who own claim to the system who would have infostructure in the form of POS’s, IHUB’s, TCU’s, Outposts etc. which has been ether built or conquered, so they would be in control of the local network that pilots join when they enter the system.

Now I think the following changes should be made, and I will expand on my ideas:

1) Remove local from null-sec for all pilots

This means that no one would be able to see who is in the system, and to find someone you would have to use d-scan or probes


2) Create an IHUB upgrade which allows you to deploy one system ship network module at one POS

Much like cyno generators and jumpbridges, it would have to be anchored outside the POS shield, so that it gives the hostile force a chance to incapacitate it. This POS module would allow you to have all ships connect to the network, but not allow hostile forces to see your forces or blues (your forces and blues would be able to see everyone who is in local because of the module).

To expand a bit more on this, you would not simply allow an enemy force to connect to your network to see how many people you have in the system, as this would be just handing them intel as to how many people are in the system. (So why does it allow it now?)


3) Create a new class of ship (example a corvette class, or add it as a role to Electronic Attack Frigates?) which its role is to use an advanced hacking module with a 10-15 second cycle time, which attempts to hack to the system holders network to allow the hostile fleet to see into that network, thus assessing the amount of pilots who are in the system

This ship would have no offensive capabilities, other than maybe a bit of E-WAR, and basic shield/armor systems.
It would be the job of the pilot of the corvette, or whatever class of ship it would be, to hack into the enemy network to allow the fleet to see who is in the local network channel.
The ship would have bonuses per level as to the chance of successfully hacking the network of the sovereignty holder, much like dataminers which have a certain percentage chance of successfully fulfilling its role.
If there is no network set up by the sovereignty holder, or if the system network module has be incapacitated then the pilot attempting to connect to the network will get an error message after the cycle, this would also include systems which are unclaimed, or that have been contested.

This is just an idea I had which I think would make the game more interesting, and it would also benefit small gang warfare, by making it so there would have to be more specialised pilots in the fleet to assist with the assault and capture of enemy systems.

Any comments or constructive criticism is welcome.

- Jay
Aleksander Erkkinen
Deep Core Mining Inc.
Caldari State
#2 - 2012-05-11 19:45:19 UTC
You defeat the entire purpose of removing local with your bullet #2, because you just replaced local with some complicated in game mechanic that is exactly the same as local. Why bother? Did you forget why there is pressure to remove local? The idea is so that you don't get intel about who is in the system at all, so AFK cloaking becomes meaningless (can't fear what you don't know is there) and cloaking becomes meaningful (can't detect what was meant to go undetected). Your little IHUB thing brings local back which does not solve the problem. So no, I wouldn't want the devs wasting time with this convolution of local that doesn't achieve anything beyond itself.

It doesn't matter who is in the system, be it the residents or an interloper (notice I didn't say "own" the system, since you dont own space, you just kick others out), they should not get that intell unless the pilot wants to give it up.