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Walking in Ships

Author
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#1 - 2012-08-14 12:32:18 UTC  |  Edited by: Nyancat Audeles
I think "Walking in Ships" would be revolutionary. It's obviously too complex to create or handle with current graphics technology, but think about it...

You get to walk around in your ship.

Here's a few examples:

You see your crew thrown back against the wall as an all-powerful artillery shell tears through the armor. As you hit structure, you see the internal part of your ship catch fire, your crew struggling to get to their escape pods as you stay in the ship until the very end... no one survives...

You just bought a brand new Titan, teeming with life and hundreds of thousands of people aboard. You look down from the upper floors of the Titan and see thousands of people hustling and bustling, making the ship battle-ready, and making everything as perfectly calibrated as can be... scientists calculating jump portal sizes, engineers tweaking the guns to be completely accurate. You look out the window and see your whole fleet, hundreds of frigates and ships alongside yours as you head into battle.

You board your Rifter with 5 crew. The crew is small and silent- they all know that the survival rate on this mission will be low. Within seconds of undocking in nullsec, the ship is blasted into smithereens by a nearby Myrmidon. Having the durability of a Minmatar ship, your graphics card starts to smoke under the strain and catches fire.

Far off in the future, but something to think about... this would really add life to the game, especially during boring 20-jump long trips through the vast emptiness of space.
Tchulen
Trumpets and Bookmarks
#2 - 2012-08-14 12:37:52 UTC  |  Edited by: Tchulen
You do know you're in a pod, right? Not just wandering around the inside of the ship.

EDIT - But yes, it would be cool. Considering what they could do with all that development time though, not a particularly good use of resources.
Emulated
Aliastra
Gallente Federation
#3 - 2012-08-14 13:14:11 UTC
i would love to see walkin ships with crew micromanagement.

say 1 person is incharge of firing weapons 1 flying and another controlling the shields. the game would have to be reworked but in my opinion eve should because its combat mechanics are quite lacking compared to what they could be.

imagin sitting in your ship on auto pilot playing chess with ur avitars starwars melenium falcon style.


+1
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#4 - 2012-08-14 13:37:53 UTC
+1

But I would like to see this expanded much more.

Anyone remember "Starblade" by Silmarils, back in 1990? You had your character in a ship. You could walk around the ship, fight boarders, fight other ships in space, land on planets and meet new and interesting aliens and then kill them, etc. Yes, all that in a 22-year-old game. Makes you think.

The interesting features were the ability to repair your ship from the inside, manually. Something that might work in EVE. Make a minigame out of it, for example.

Another was boarding action - your ship would periodically get infested with aliens, and you would have to fight them room by room and deck by deck until you cleared your ship. This would work fantastically with Sleepers. And could later be expanded in PvP. For a more recent example of this in an MMO, see avatar combat in "Pirates of the Burning Sea" by Flying Labs, 2008.

Etc.

Basically give it meaning, not an empty room you can do nothing unique in.
Karah Serrigan
Ministry of War
Amarr Empire
#5 - 2012-08-14 13:46:55 UTC
Emulated wrote:
i would love to see walkin ships with crew micromanagement.

say 1 person is incharge of firing weapons 1 flying and another controlling the shields. the game would have to be reworked but in my opinion eve should because its combat mechanics are quite lacking compared to what they could be.

imagin sitting in your ship on auto pilot playing chess with ur avitars starwars melenium falcon style.


+1

It should just be a new game(for ps3 only)

EVE Online Crew Manager

  • Feed your crew
  • Please their interests
  • Train them
  • Send them to bootcamps on stations
  • Settle differences between crew members
  • Let them breed to get enough manpower for a new terrarium(ship)
  • Watch them grow
  • Duke it out with other managers
Michael Harari
Genos Occidere
HYDRA RELOADED
#6 - 2012-08-14 13:49:25 UTC
Karah Serrigan wrote:
Emulated wrote:
i would love to see walkin ships with crew micromanagement.

say 1 person is incharge of firing weapons 1 flying and another controlling the shields. the game would have to be reworked but in my opinion eve should because its combat mechanics are quite lacking compared to what they could be.

imagin sitting in your ship on auto pilot playing chess with ur avitars starwars melenium falcon style.


+1

It should just be a new game(for ps3 only)

EVE Online Crew Manager

  • Feed your crew
  • Please their interests
  • Train them
  • Send them to bootcamps on stations
  • Settle differences between crew members
  • Let them breed to get enough manpower for a new terrarium(ship)
  • Watch them grow
  • Duke it out with other managers


It should be on facebook
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#7 - 2012-08-14 13:52:37 UTC
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Sarah Baal
Sebiestor Tribe
Minmatar Republic
#8 - 2012-08-14 13:56:23 UTC
For a PS3 game, yes would be a good idea, now, for EVE would be a terrible idea since dont make any sense with the current game type
Brother Ludwigus
#9 - 2012-08-14 15:01:33 UTC
Asuka Solo wrote:
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.


But then when your ship is blown up you lose all your skill points because your memory wasn't loaded up for the next clone through the pod. Like a very unskilled boss.

Soli Deo gloria.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#10 - 2012-08-14 16:10:42 UTC  |  Edited by: Asuka Solo
Brother Ludwigus wrote:
Asuka Solo wrote:
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.


But then when your ship is blown up you lose all your skill points because your memory wasn't loaded up for the next clone through the pod. Like a very unskilled boss.


Only if they dont have the new Dust implants that allows for a full transfer of consciousness, at the precise moment of death.

Like a very poor boss.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Kusum Fawn
Perkone
Caldari State
#11 - 2012-08-14 16:22:26 UTC
the templar implants for immortal soldiers, yeah we still need full pods while they have it all inside their heads?

I guess its only the human-ship interface thats housed in the pod? or its jsut an escape capsule.
either way the lore limitations have been broken.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Diesel47
Deep Core Mining Inc.
Caldari State
#12 - 2012-08-14 16:41:03 UTC
Maybe in like 2 years we can have this.
Destination SkillQueue
Doomheim
#13 - 2012-08-14 17:25:10 UTC
Asuka Solo wrote:
Brother Ludwigus wrote:
Asuka Solo wrote:
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.


But then when your ship is blown up you lose all your skill points because your memory wasn't loaded up for the next clone through the pod. Like a very unskilled boss.


Only if they dont have the new Dust implants that allows for a full transfer of consciousness, at the precise moment of death.

Like a very poor boss.


It's actually much more simple to do. Just say the avatar that is walking around in the ship is a holographic projection. Since you're sitll in the pod, it explains the immortality, the ability to interact with the projection and the quick transitions between the different play modes. I think the whole idea of you walking around in your ship is a giant waste of development resources when we have no actual gameplay or even basic social spaces available for characters and it doesn't work well when actually flying in space, but the lore isn't a reason to not do it.
Jack Carrigan
Order of the Shadow
#14 - 2012-08-14 18:28:02 UTC
No.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Real Poison
Sebiestor Tribe
Minmatar Republic
#15 - 2012-08-14 19:23:28 UTC
Asuka Solo wrote:
Brother Ludwigus wrote:
Asuka Solo wrote:
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.


But then when your ship is blown up you lose all your skill points because your memory wasn't loaded up for the next clone through the pod. Like a very unskilled boss.


Only if they dont have the new Dust implants that allows for a full transfer of consciousness, at the precise moment of death.

Like a very poor boss.


Not really.

At least from the lore they established in the last 3 novels.
Where an immortal empyrean used his clones to sabotage installations.
The pod is only a chance to save your current clone. Not related to skill preservation.

Velicitia
XS Tech
#16 - 2012-08-14 19:44:32 UTC  |  Edited by: Velicitia
Real Poison wrote:
Asuka Solo wrote:
Brother Ludwigus wrote:
Asuka Solo wrote:
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.


But then when your ship is blown up you lose all your skill points because your memory wasn't loaded up for the next clone through the pod. Like a very unskilled boss.


Only if they dont have the new Dust implants that allows for a full transfer of consciousness, at the precise moment of death.

Like a very poor boss.


Not really.

At least from the lore they established in the last 3 novels.
Where an immortal empyrean used his clones to sabotage installations.
The pod is only a chance to save your current clone. Not related to skill preservation.



You're wrong.
The Broker was jumpcloning around.
The pod houses the electronics for doing the brain scan and transmitting it across space. (DUST mercs only need to get a few hundred KM, tops). The pod is still very important to us (not for skills, that's the recipient clone in station; but for getting our consciousness "there" in the first place).

Edit -- While we can probably "feel" the ship a little bit (e.g. Falek on that frigate in Empyrean Age), the pod also houses the necessary interfaces for us to actually control the ship...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#17 - 2012-08-14 22:10:22 UTC
Destination SkillQueue wrote:
Asuka Solo wrote:
Brother Ludwigus wrote:
Asuka Solo wrote:
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.


But then when your ship is blown up you lose all your skill points because your memory wasn't loaded up for the next clone through the pod. Like a very unskilled boss.


Only if they dont have the new Dust implants that allows for a full transfer of consciousness, at the precise moment of death.

Like a very poor boss.


It's actually much more simple to do. Just say the avatar that is walking around in the ship is a holographic projection. Since you're sitll in the pod, it explains the immortality, the ability to interact with the projection and the quick transitions between the different play modes. I think the whole idea of you walking around in your ship is a giant waste of development resources when we have no actual gameplay or even basic social spaces available for characters and it doesn't work well when actually flying in space, but the lore isn't a reason to not do it.


This seems like a good idea. The "capsule" idea could be reworked too; say, you don't need a capsule to transfer conciousness, but it's embedded in every capsuleer.

Also, I don't mean crew micromanagement, like feeding them and stuff. But what this will do is that it will add a level of immersion beyond what Captain's Quarters and Walking in Stations could ever do. Not only would this bring life to battles, but it would revitalize normally "boring" jobs like making 40-jump round trips.

Another thing to think about; what if you could grab a friend and board the ship together? That would just add even more immersion. Endless possibilities, minigames could be implemented virtually anywhere, too.
Karah Serrigan
Ministry of War
Amarr Empire
#18 - 2012-08-14 23:07:21 UTC  |  Edited by: Karah Serrigan
Nyancat Audeles wrote:
Destination SkillQueue wrote:
Asuka Solo wrote:
Brother Ludwigus wrote:
Asuka Solo wrote:
+ 1

The whole "Youre in a pod" dynamic is easily explained away. You can get in and out of your pod at will, anytime, anywhere.

Like a boss.


But then when your ship is blown up you lose all your skill points because your memory wasn't loaded up for the next clone through the pod. Like a very unskilled boss.


Only if they dont have the new Dust implants that allows for a full transfer of consciousness, at the precise moment of death.

Like a very poor boss.


It's actually much more simple to do. Just say the avatar that is walking around in the ship is a holographic projection. Since you're sitll in the pod, it explains the immortality, the ability to interact with the projection and the quick transitions between the different play modes. I think the whole idea of you walking around in your ship is a giant waste of development resources when we have no actual gameplay or even basic social spaces available for characters and it doesn't work well when actually flying in space, but the lore isn't a reason to not do it.


This seems like a good idea. The "capsule" idea could be reworked too; say, you don't need a capsule to transfer conciousness, but it's embedded in every capsuleer.

Also, I don't mean crew micromanagement, like feeding them and stuff. But what this will do is that it will add a level of immersion beyond what Captain's Quarters and Walking in Stations could ever do. Not only would this bring life to battles, but it would revitalize normally "boring" jobs like making 40-jump round trips.

Another thing to think about; what if you could grab a friend and board the ship together? That would just add even more immersion. Endless possibilities, minigames could be implemented virtually anywhere, too.

Ive got yet another idea. What about quests! Somewhere in the engine room theres a lose screw, go tighten it.
And the jainotrs son has lost his pet parrot, go find it somewhere on your erebus!
But whats this, a broken food dispenser on deck 446 leads to a shortage of food and the engineer is sick. Get him some medicine and deliver it to cell #3444 so the engineer can fix the problem.
Edit: forgot the kill quests. Kill 10 bugs and deliver their corpses to the janitor as proof of your work. He will then give you some isk as reward.
Lysenko Alland
Ubiquitous Hurt
The WeHurt Initiative
#19 - 2012-08-14 23:32:03 UTC  |  Edited by: Lysenko Alland
Karah Serrigan wrote:

Edit: forgot the kill quests. Kill 10 bugs and deliver their corpses to the janitor as proof of your work. He will then give you some isk as reward.


You forgot the modest amount of faction standing with the Janitors and the Quafe t-shirt that grants +1 memory.

Edit: Come to think of it I seem to have left my shirt slot empty. What's up with that??
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#20 - 2012-08-15 01:06:36 UTC  |  Edited by: Nyancat Audeles
Karah Serrigan wrote:

Ive got yet another idea. What about quests! Somewhere in the engine room theres a lose screw, go tighten it.
And the jainotrs son has lost his pet parrot, go find it somewhere on your erebus!
But whats this, a broken food dispenser on deck 446 leads to a shortage of food and the engineer is sick. Get him some medicine and deliver it to cell #3444 so the engineer can fix the problem.
Edit: forgot the kill quests. Kill 10 bugs and deliver their corpses to the janitor as proof of your work. He will then give you some isk as reward.


You must also think Captain's Quarters is utterly useless too? I don't get stupid quests in CQ at all. But it does enhance immersion/ Things like Walking in Ships would enhance immersion. Or would you rather spend your time staring at a virtual model of your ship for 40 minutes as you jump from system to system? Or just watch space lazors grab minerals from rocks?

IMO, the more immersion, the better. This would make the game MUCH more immersive.
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