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[Proposal] Deep Space/Space Travel Revamp

Author
Saec
Sebiestor Tribe
Minmatar Republic
#1 - 2012-05-26 09:41:35 UTC
Time and time again I've come and gone from Eve, simply because i get bored with missions. I believe there are many of us that do not have the skill or the gall to risk jumping into a .4 system or below only to be destroyed minutes later. As it stands, though we're in a vast galaxy of space, there are "roads" into and out of null-sec. Increasing the likelihood of running into a pirate almost to 100%. In my humble opinion, this is unacceptable and not a risk worth taking. Any "road" into null-sec is packed with pirates just waiting for the unsuspecting or overly curious/brave soul to pass through. This I believe is very stifling and severely prohibits travel into the unknown and more profitable regions of the galaxy. Most players are sitting in high sec space because it is the only safe place to be. If we leave high sec space, we are going to die. There needs to be a chance of at least sneaking past the pirates guarding null-sec. Deep space needs to be more accessable. Therefore I propose a solution.

JUMP DRIVES
- More ships with jump capabilities. Ships able to jump from system to system, or even farther.
- Jump drives fairly deep in skill progression. 20M SP or so.
- Plot coordinates on the map, the farther it is, the more fuel/bigger jump drive it takes.
- Refueling stations to supply players jump drives.

DEEP SPACE COMBAT(PVP)
- Redefine how pirates acquire there targets.
- Hubs will form in deep space, they must be protected by players from pirate players.
- Have ships "hackable". Pirates can hack into other ships that are not properly protected to discover bookmarks and/or waypoints for travel. Have skills required to hack into ships, as well as skills to create firewalls and counter measures to protect ships from being hacked.
- Make pirates explore. They have to find PvE combat zones through scanning. If they find them, they can ambush unsuspecting players.
- Allow pirates to hack into station computer systems and chat channels (with required skills) to gather information about players meeting to exchange goods, form parties, etc etc. The only sure fire way to have a private secure conversation is to meet in person on a station.

MAKE LOCAL CHAT A DECISION
- Join it if you want, don't if you don't want your presence known.
- Instead, allow system wide scans. If your corp owns a particular system, allow them to set up and array that will alert them to a players presence in their system.

KEEP JUMP GATES
- They will be the road most traveled. Pirates can still camp them.
- Allow players to choose their entry point into a system. A particular planet/station/belt etc.

Open space up.
Arduemont
Rotten Legion
#2 - 2012-05-26 11:51:22 UTC
Saec wrote:

JUMP DRIVES
- More ships with jump capabilities. Ships able to jump from system to system, or even farther.
- Jump drives fairly deep in skill progression. 20M SP or so.
- Plot coordinates on the map, the farther it is, the more fuel/bigger jump drive it takes.


This already exists, and there are already enough ships with jump drives. No to more jump drives unless new shiptypes are created.

Saec wrote:
DEEP SPACE COMBAT(PVP)
- Make pirates explore. They have to find PvE combat zones through scanning. If they find them, they can ambush unsuspecting players.


People already scan down people doing PvE and blow them up.


Saec wrote:
MAKE LOCAL CHAT A DECISION
- Join it if you want, don't if you don't want your presence known.
- Instead, allow system wide scans. If your corp owns a particular system, allow them to set up and array that will alert them to a players presence in their system.


This has been discussed many many times. No.

If you want to get deap into nullsec or lowsec without taking the common travel routes, then scan down a WH, go into that WH and see where it leads. If it doesn't lead to lowsec or null then scan down another WH in that WH and you will eventually find a route deap into empty null sec space. That, is a simple solution to your problem.

As for gate camps, you can check your map to see how many people are in space in lowsec systems and even see how many people have died there over the last hour. So you can see gatecamps coming. Just avoid them, or take a fast enough ship to get through.

Basically, learn more about PvP before you start proposing to change the game for your inadequacies.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Drake Draconis
Brutor Tribe
Minmatar Republic
#3 - 2012-05-26 14:19:33 UTC  |  Edited by: Drake Draconis
Saec wrote:
Time and time again I've come and gone from Eve, simply because i get bored with missions. I believe there are many of us that do not have the skill or the gall to risk jumping into a .4 system or below only to be destroyed minutes later. As it stands, though we're in a vast galaxy of space, there are "roads" into and out of null-sec. Increasing the likelihood of running into a pirate almost to 100%. In my humble opinion, this is unacceptable and not a risk worth taking. Any "road" into null-sec is packed with pirates just waiting for the unsuspecting or overly curious/brave soul to pass through. This I believe is very stifling and severely prohibits travel into the unknown and more profitable regions of the galaxy. Most players are sitting in high sec space because it is the only safe place to be. If we leave high sec space, we are going to die. There needs to be a chance of at least sneaking past the pirates guarding null-sec. Deep space needs to be more accessable. Therefore I propose a solution.

JUMP DRIVES
- More ships with jump capabilities. Ships able to jump from system to system, or even farther.
- Jump drives fairly deep in skill progression. 20M SP or so.
- Plot coordinates on the map, the farther it is, the more fuel/bigger jump drive it takes.
- Refueling stations to supply players jump drives.

DEEP SPACE COMBAT(PVP)
- Redefine how pirates acquire there targets.
- Hubs will form in deep space, they must be protected by players from pirate players.
- Have ships "hackable". Pirates can hack into other ships that are not properly protected to discover bookmarks and/or waypoints for travel. Have skills required to hack into ships, as well as skills to create firewalls and counter measures to protect ships from being hacked.
- Make pirates explore. They have to find PvE combat zones through scanning. If they find them, they can ambush unsuspecting players.
- Allow pirates to hack into station computer systems and chat channels (with required skills) to gather information about players meeting to exchange goods, form parties, etc etc. The only sure fire way to have a private secure conversation is to meet in person on a station.

MAKE LOCAL CHAT A DECISION
- Join it if you want, don't if you don't want your presence known.
- Instead, allow system wide scans. If your corp owns a particular system, allow them to set up and array that will alert them to a players presence in their system.

KEEP JUMP GATES
- They will be the road most traveled. Pirates can still camp them.
- Allow players to choose their entry point into a system. A particular planet/station/belt etc.

Open space up.


How to break gate camps permanently.

Not supported.

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sabre906
The Scope
Gallente Federation
#4 - 2012-05-26 17:42:49 UTC
Drake Draconis wrote:
Saec wrote:
Time and time again I've come and gone from Eve, simply because i get bored with missions. I believe there are many of us that do not have the skill or the gall to risk jumping into a .4 system or below only to be destroyed minutes later. As it stands, though we're in a vast galaxy of space, there are "roads" into and out of null-sec. Increasing the likelihood of running into a pirate almost to 100%. In my humble opinion, this is unacceptable and not a risk worth taking. Any "road" into null-sec is packed with pirates just waiting for the unsuspecting or overly curious/brave soul to pass through. This I believe is very stifling and severely prohibits travel into the unknown and more profitable regions of the galaxy. Most players are sitting in high sec space because it is the only safe place to be. If we leave high sec space, we are going to die. There needs to be a chance of at least sneaking past the pirates guarding null-sec. Deep space needs to be more accessable. Therefore I propose a solution.

JUMP DRIVES
- More ships with jump capabilities. Ships able to jump from system to system, or even farther.
- Jump drives fairly deep in skill progression. 20M SP or so.
- Plot coordinates on the map, the farther it is, the more fuel/bigger jump drive it takes.
- Refueling stations to supply players jump drives.

DEEP SPACE COMBAT(PVP)
- Redefine how pirates acquire there targets.
- Hubs will form in deep space, they must be protected by players from pirate players.
- Have ships "hackable". Pirates can hack into other ships that are not properly protected to discover bookmarks and/or waypoints for travel. Have skills required to hack into ships, as well as skills to create firewalls and counter measures to protect ships from being hacked.
- Make pirates explore. They have to find PvE combat zones through scanning. If they find them, they can ambush unsuspecting players.
- Allow pirates to hack into station computer systems and chat channels (with required skills) to gather information about players meeting to exchange goods, form parties, etc etc. The only sure fire way to have a private secure conversation is to meet in person on a station.

MAKE LOCAL CHAT A DECISION
- Join it if you want, don't if you don't want your presence known.
- Instead, allow system wide scans. If your corp owns a particular system, allow them to set up and array that will alert them to a players presence in their system.

KEEP JUMP GATES
- They will be the road most traveled. Pirates can still camp them.
- Allow players to choose their entry point into a system. A particular planet/station/belt etc.

Open space up.


How to break gate camps permanently.

Not supported.


Breaking gate camp mechanics is exactly what's needed. Those chockpoints are making certain inner sov null farmers' heavens way too safe. Oh yeah, also, camp duty is boring.
Saec
Sebiestor Tribe
Minmatar Republic
#5 - 2012-05-27 09:41:45 UTC
Being able to sneak your way through a wormhole into nullsec is unpredictable and a risk many simply will not take. Having a single road into any null-sec region is not realistic. It's seriously like walking a path to school, the only path you can take, and having every ******* bully in the city waiting for you at regular intervals to beat your ass. It's nonsense. The way it is we can either be willing to have a 100% chance to lose considering there is not a cap to skills and many players have YEARS more skill training time under their belts. There is no way to win. There is no way to organize a null-sec endeavor without serious losses. It's stifling at best.

It takes an open mind to realize the possibilities of what i'm proposing.

We need ships that don't take years to train for that can equip jump drives.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2012-05-27 09:52:22 UTC
sabre906 wrote:


Breaking gate camp mechanics is exactly what's needed. Those chockpoints are making certain inner sov null farmers' heavens way too safe. Oh yeah, also, camp duty is boring.


Nullsec is as safe as the sov holders make it. If it's impossible to keep hostiles out, which is what you want, it pretty quickly becomes impossible to rat for more than about ten minutes.
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2012-05-27 09:53:15 UTC
Saec wrote:
Being able to sneak your way through a wormhole into nullsec is unpredictable and a risk many simply will not take. Having a single road into any null-sec region is not realistic. It's seriously like walking a path to school, the only path you can take, and having every ******* bully in the city waiting for you at regular intervals to beat your ass. It's nonsense. The way it is we can either be willing to have a 100% chance to lose considering there is not a cap to skills and many players have YEARS more skill training time under their belts. There is no way to win. There is no way to organize a null-sec endeavor without serious losses. It's stifling at best.

It takes an open mind to realize the possibilities of what i'm proposing.

We need ships that don't take years to train for that can equip jump drives.


But there is always more than one way in...
Ribikoka
Royal Amarr Institute
Amarr Empire
#8 - 2012-05-27 11:53:21 UTC
sabre906 wrote:
Drake Draconis wrote:
Saec wrote:
Time and time again I've come and gone from Eve, simply because i get bored with missions. I believe there are many of us that do not have the skill or the gall to risk jumping into a .4 system or below only to be destroyed minutes later. As it stands, though we're in a vast galaxy of space, there are "roads" into and out of null-sec. Increasing the likelihood of running into a pirate almost to 100%. In my humble opinion, this is unacceptable and not a risk worth taking. Any "road" into null-sec is packed with pirates just waiting for the unsuspecting or overly curious/brave soul to pass through. This I believe is very stifling and severely prohibits travel into the unknown and more profitable regions of the galaxy. Most players are sitting in high sec space because it is the only safe place to be. If we leave high sec space, we are going to die. There needs to be a chance of at least sneaking past the pirates guarding null-sec. Deep space needs to be more accessable. Therefore I propose a solution.

JUMP DRIVES
- More ships with jump capabilities. Ships able to jump from system to system, or even farther.
- Jump drives fairly deep in skill progression. 20M SP or so.
- Plot coordinates on the map, the farther it is, the more fuel/bigger jump drive it takes.
- Refueling stations to supply players jump drives.

DEEP SPACE COMBAT(PVP)
- Redefine how pirates acquire there targets.
- Hubs will form in deep space, they must be protected by players from pirate players.
- Have ships "hackable". Pirates can hack into other ships that are not properly protected to discover bookmarks and/or waypoints for travel. Have skills required to hack into ships, as well as skills to create firewalls and counter measures to protect ships from being hacked.
- Make pirates explore. They have to find PvE combat zones through scanning. If they find them, they can ambush unsuspecting players.
- Allow pirates to hack into station computer systems and chat channels (with required skills) to gather information about players meeting to exchange goods, form parties, etc etc. The only sure fire way to have a private secure conversation is to meet in person on a station.

MAKE LOCAL CHAT A DECISION
- Join it if you want, don't if you don't want your presence known.
- Instead, allow system wide scans. If your corp owns a particular system, allow them to set up and array that will alert them to a players presence in their system.

KEEP JUMP GATES
- They will be the road most traveled. Pirates can still camp them.
- Allow players to choose their entry point into a system. A particular planet/station/belt etc.

Open space up.


How to break gate camps permanently.

Not supported.


Breaking gate camp mechanics is exactly what's needed. Those chockpoints are making certain inner sov null farmers' heavens way too safe. Oh yeah, also, camp duty is boring.



Remember Elite 2 ? Hyperdrives generated scannable jumpportals, where the ships jumped.
The ship not landed directly to station, they jumped to randomly position and they needed to moving toward them without warp.
Claire Raynor
NovaGear
#9 - 2012-05-29 11:50:45 UTC  |  Edited by: Claire Raynor
To the OP, (EDIT: Actually it reads a bit patronising sorry - I guess you are probably more experienced than this - but this might help newer people - doing PI and exploration in lo-Sec has recently become a favourite of mine and this is my experience - like I say - I'm rubbish at PvP but don't die like ALL the time in Lo. - The Risk Reward might just be OK).

Hi there. I totally understand where you are comming from. But if I might sugegst that there is more protection than what you think in the existing game mechanics for people wanting to travel into lo-sec and then beyond.

1) With the reduction of session timers it is now quite possible to AB or uWarp back out through your gate should you find yourself looking at a gate camp.

2) Take time to look around if you are in a camp while your cloak holds. What ships do they have? is there a good allign to a celestial. Or are you best to head back to the gate.

3) If they've fired at you they can't jump through after you. use that to get away.

4) The "Roads" have Regional jump gates that are MASSIVE!!! and as such you are likly going to be quite some distance from any campers! Use you cloack time to work out an exit strategy.

5) Once you are jumping to a varying distance from belts, celestials, POCO's , etc you are very hard to "Get".

6) Jump to celestials near a gate you want to use if local chat is full of enemies and then DScan the gate to see if it is safe.

Remember - A fast frigate is very difficulty for a gate camp to take out - by virtue of it's small sig radius and the small time it takes to allign.

Try moving through Lo-Sec in a small cheap ship - use a jump clone to protect your expensive implants. And you'll find that this cat and mouse game can be quite good fun. Also - try a fight!!! remember that a gate camper - small group will have fittings specific to their roles - you might well be able to get a kill especially if the weaker tackle ships can be picked off!

Watch Eve-Is-Easy videos or any of the other tutorials.

Don't fly a ship that will hurt your budget if you lose it - and spend some time in your local Lo-Sec - learn who's what.

I'm no great PvP expert - just look at my kill boards and you'll see I'm rubbish. But take heart - I fly through Lo a lot and don't get blown up that often - and I am rubbish at PvP!

Take care