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Gates, Travel, 0.0 and other game changing ideas

Author
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#1 - 2013-01-11 16:34:43 UTC
Some additional Terms so this post is understandable:

* Slip Space - The non-space Dimension a ship enters when travelling through multiple systems simultaneously. - Effected by Beacon Destabalizers.

* Warp Space - The acellaratory warp drive used when traveling Inter-system. - Effected by Interdiction and Warp Bubbles.

* Beacon - Logistical Beacons located where all current gates are now, they communicate with each other on a slip space network and are all simultaneously linked. (You must be within 15k of a Beacon for your intersteller drive to lock onto and use its network) - Can be shut down or disrupted temporally in Highsec and lowsec via ship mods - Can be shut down Permanently, or Reactivated in 0.0 by Inter-system deployabals (IE the Gate disruption devices).


* Interstellar Drive - An on board Default Interstellar drive which is small, lightweight and capable of thrusting the player into a slip space tunnel much like its warpdrive. Comes equipped on all ships and can not be removed it requires no slots and is simply an upgrade to the ships current warpdrive, Does not require fuel and like the warp drive only requires capacitor to use. The distance from Point A to Point B is determined by the Destination beacon you choose. Your ability to travel from Point A to Point B is entirely dependent on your Capacitor size (Same as when warping inside 1 system) Larger ships with larger capacitors can travel farther before needed to recharge their capacitor.

Example - I want to go from Amar to Jita - There are 13 Beacons in the route, I am in a frigate, and I hit "jump" my ship drops into the slip space warp tunnel but then 2-3 minutes later drops me out in Arera on one of it's beacons (Most likely the one closest to the Amarr system) with an empty cap and Aurora screaming in my ear about not having sufficient capacitor to complete the jump.



1. Realistically speaking, warp gates are a fantasy, according to quantum physics such creations could do nothing more then provide logistical way points, the ship itself would need to be the one to plot the course and make the jump due to differentials in mass. Currently the warpgate extends a field around the ship and transports its matter to another gate where it is reassembled, this would work if the ship was passing through an event horizon created by the warpgate (like in stargate SG1). However this is not the case, there is no way a warpgate would retain a drive capable of transporting multiple ships simultaneously, the power requirements would be astronomical and the drive size would be massive. Not to mention the disintegration of your ship inside the projected field could seriously go wrong as there is no real containment for it, the damn thing might transport half the solar system on accident.

(Although you could explain this as the reason only certain ship sizes can use a gate)

1A. Realistically the most efficient method of space travel is continuous warp along a designated path from one beacon to another. This allows for continuous travel without all the stops if desired, you pick a system beacon and hit Enter slipspace or jump from near or close to another beacon the beacon will allow you to travel directly to any other beacon in eve over a period of time (Rather then instantaneous such as with a Jump Drive), while also allowing for pirates to place warp bubles along said routes, and to beacon camp and even shut down the slip space path in that area causing a ship or many ships to drop out when they pass it due to the break in slip space. This is also beneficial to those defending home systems as :

*** THE SLIP SPACE WARP ROUTS FOLLOW THE CURRENT STARGATE ROUTES THEY ARE SIMPLY CONTINUOUS TRAVEL ALONG SUCH IN SLIP SPACE UNLESS A BEACON ON THE ROUTE IS INTERRUPTED, OR YOU HAVE INSUFFICIENT CAP TO GET ALL THE WAY THERE.

This solves all of the issues with something like this while allowing for a smoother transition for ships and a lot less hassle. Pirates can still camp there camp areas, and 0.0ers can still defend their systems, it simply makes travel more streamlined and less of a hassle. Stargates will simply be re purposed into Beacons, They do not need to be removed or even moved from their current locations unless desired by CCP devs.

* A mod which disrupts a beacons ability to communicate with other beacons thus effectively creating a gap and a trap could be added, this would of course be a ship mod which uses cap or some sort of fuel. It would act much like a warp bubble dropping the ship out of "Slip Space". However it would not prevent the ship from warping to a planet once it was "out of Slip space" Thus allowing ti to be used in any security space. A system Mod for 0.0 could be developed to permanently shut down a beacon, the Gate disruptor Modules used to help capture sovereignty could be re-purposed for this or serve a duel purpose depending on the setting you put them on.

This is really only a slight change in a game mechanic and a few new Mods, Freelancer did something similar to this in 1998 with there game and travel systems. I am positive CCP can do it much better. (Freelanceer is actually the 1998 version of Eve Online and is so similar one wonders if its not where CCP got the idea from or if perhaps CCP was not part of its development in some manner).


1B. This will also allow larger ships to go more places, IE Mother ships, Titans and Capitals no longer "HAVE" to use their jump drive they can slipspace warp using the Beacons, since the function for travel is now located on the ship, rather then the stargate/beacon (RP WISE). Highsec restrictions WILL still apply, rp wise Concord put a code into the beacons which denies all ships classed as Capital from entering Highsec, save possibly the "Rorq". Which should be allowed in Highsec in my opinion as it is simply an industrial ship.
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#2 - 2013-01-11 16:45:54 UTC  |  Edited by: Malcorian Vandsteidt
I should also Add that:

* Warp Bubbles will not Disrupt Slipspace!

* Slipspace Beacon Disruptors will NOT act as a warp Bubble and/or prevent the player from warping, they will only prevent the player from entering Slip Space, and will force them out of it should they go by the deactive beacon in their Route.

- This allows the Slipsapce Disruptors to be used in highsec and lowsec, unlike Warp Bubbles.
- This allows a defending fleet to drop a 300 -1000 man fleet out of slipspace at a beacon location of their choosing.
- This Allows 0.0ers to have a firmer grip on their systems as they can disable any beacon in they desire in their space.

- This does not prevent people from entering and attacking their space, only from leaving it... of their own volition :).
- This does not interfere with any current Game mechanic, in fact it reinforces several.
- Beacon routes follow current stargate routes, simply without the continuous button clicking in each system.

- If you AFK dureing a slipsace run, don't be surprised to find yourself dropped out of SS and your ship ganked by pirates using a Beacon disruptor etc.
- The danger is still their and Eve stil plays the same, only more streamlined and efficient.

- IF ALL BEACONS ALONG A ROUT ARE INTERRUPTED DO NOT FEAR YOU ARE NOT STUCK! you can still jump from beacon to beacon along the rout just like they were stargates (Or rather just like you do now), only like now this is a very time consuming and barbaric antiquated way to travel...... But still an option...
Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2013-01-11 19:11:57 UTC

1.) Can we possibly get you to put this idea into English... drop the mumbo jumbo jargon, and spit out your idea. This is what I think you are suggesting:
Quote:
Lets make a new way to travel through space.:

A.) Instead of using warp gates, you go into Slipspace and travel directly from beacon to beacon. Caps can do this too.
B.) Beacons are located at every stargate and elsewhere?? But you don't have to travel to adjacent beacons and can instead travel directly across regions, with only cap being your limited factor.
C.) Also, as to not eliminate gate camps, pirates can setup disrupt beacons to pull you out of slipspace and gank you....



To this, I must ask you a question:

Are you aware of the term force projection? Are you aware of the problems of force projection in the current nullsec environment? Do you foresee this idea as compounding that issue (because I sure do!!!)??

Are you aware that a major limitation of capital ships is the need to have support? That you can't just move it from system to system like a BS, but need to plan, take time, and even run into some vulnerabilities in doing this?

In short... I don't think your idea is very good for the game... and we don't care if the current "setup" doesn't seem to hold water on some RP level...
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#4 - 2013-01-12 03:18:32 UTC
I simplified it all in my second reply. And well... it's pretty straight forward.
Hakan MacTrew
Science and Trade Institute
Caldari State
#5 - 2013-01-12 08:43:09 UTC
Malcorian Vandsteidt wrote:
I simplified it all in my second reply. And well... it's pretty straight forward.

I get it. I understand where your coming from. I also appreciate the tome you have put into applying combined theoretical physics to your solution to the perceived problem.
But its not a problem.

This is a game! Do you refuse to watch Star Trek because the technology breaks the laws of physics?

The gate mechanic, while not working within the realms of the accepted scientific boundaries, works perfectly well in the game. It does its job.

Please follow a very simple rule I have Lo ed my my whole life:
"If it ain't broke, don't fix it."
Hakan MacTrew
Science and Trade Institute
Caldari State
#6 - 2013-01-12 08:44:46 UTC
Malcorian Vandsteidt wrote:
I simplified it all in my second reply. And well... it's pretty straight forward.

I get it. I understand where your coming from. I also appreciate the tome you have put into applying combined theoretical physics to your solution to the perceived problem. Stephen Hawking would be proud.

But its not a problem.

This is a game! Do you refuse to watch Star Trek because the technology breaks the laws of physics?

The gate mechanic, while not working within the realms of the accepted scientific boundaries, works perfectly well in the game. It does its job.

Please follow a very simple rule I have Lo ed my my whole life:
"If it ain't broke, don't fix it."
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#7 - 2013-01-12 14:41:20 UTC  |  Edited by: Malcorian Vandsteidt
Hakan MacTrew wrote:
Malcorian Vandsteidt wrote:
I simplified it all in my second reply. And well... it's pretty straight forward.

I get it. I understand where your coming from. I also appreciate the tome you have put into applying combined theoretical physics to your solution to the perceived problem. Stephen Hawking would be proud.

But its not a problem.

This is a game! Do you refuse to watch Star Trek because the technology breaks the laws of physics?

The gate mechanic, while not working within the realms of the accepted scientific boundaries, works perfectly well in the game. It does its job.

Please follow a very simple rule I have Lo ed my my whole life:
"If it ain't broke, don't fix it."



My goal was not to fix a problem as there isn't one, it was to provide a solution which would simplify travel within the game, and improve it's current setup, and allow more sandboxed freedom of movement in a realistic manner, while providing the stage and opportunity for vast future improvements and maintaining, and retaining the exact same current aspects which the current system "Gates" has provided for years.

Eve has grown significantly in the last 12 years, it's time for it to evolve a little more, with what is actually, a very small tweak to the current gate system, that will effect the entire game, rather then a small part of it.
Kuro Bon
Test Corp 123
#8 - 2013-01-13 11:16:57 UTC
Malcorian Vandsteidt wrote:
My goal was not to fix a problem as there isn't one, it was to provide a solution which would simplify travel within the game, and improve it's current setup...


You are being disingenuous. There either is a problem, or isn't one. If you think travel in the game needs to be "simplified", I think it would be good to explain what you thing is too "un-simplified" about it now. Then we can discuss our positions on that assertion, rather than a myriad of details about a mechanics change without substantiation.

I'm only a nullsec novice, but to me your mechanics change sounds like it would eliminate much of the 'game' from the game. Eliminating travel time also eliminates a sense of "scale" of the universe, and a sense of "effort" (aka time) in getting somewhere far away. Sure, gate-camps remain, but players seeing you in local 5 systems out and in your system sharing that intel seems to be gone. Force projection over large distances would be even easier than it already is. Your idea seems to be headed in the wrong direction IMHO.

Protip: 100M ISK per hour is about $3US an hour.

Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#9 - 2013-01-13 16:43:34 UTC  |  Edited by: Malcorian Vandsteidt
Kuro Bon wrote:
Malcorian Vandsteidt wrote:
My goal was not to fix a problem as there isn't one, it was to provide a solution which would simplify travel within the game, and improve it's current setup...


You are being disingenuous. There either is a problem, or isn't one. If you think travel in the game needs to be "simplified", I think it would be good to explain what you thing is too "un-simplified" about it now. Then we can discuss our positions on that assertion, rather than a myriad of details about a mechanics change without substantiation.

I'm only a nullsec novice, but to me your mechanics change sounds like it would eliminate much of the 'game' from the game. Eliminating travel time also eliminates a sense of "scale" of the universe, and a sense of "effort" (aka time) in getting somewhere far away. Sure, gate-camps remain, but players seeing you in local 5 systems out and in your system sharing that intel seems to be gone. Force projection over large distances would be even easier than it already is. Your idea seems to be headed in the wrong direction IMHO.



This change only allows continuous travel without so many clicks, it does not stop people from ganking or "Beacon camping", it simply adds a more realistic setup to the system of travel within eve. And makes pirates and bounty hunters, actually work for kills. Rather then simply afking on a gate. They must actively disrupt the beacons in order to drop ships out of space, and then check the ships for bounties or gank them etc. It also adds an element of surprise to the game which currently does not exist.

It fixes many of the issues that now plague the gate system and are exploited by pretty much everyone. IE bumping people off gates for example, which is not an intended function, but an indirect one of the no collision programming.

There are many other examples as well.

Perhaps it would be best if you listed ways you believe it will eliminate things from the game and then I can clarify why it wont, or why it should.
Crimeo Khamsi
Viziam
Amarr Empire
#10 - 2013-01-13 20:34:14 UTC
Quote:
Realistically speaking, warp gates are a fantasy

I think the simplest way of interpreting is would be that they are structures holding wormholes open. Which may very well be possible with future technology.

Granted, that explanation doesn't really jive with the animations you see when you jump, but whatever. You shouldn't see lasers when you shoot people, either. Nor should you hear explosions. Graphics just add interest and shouldn't be taken too seriously.

Also, jump gates are vastly more realistic than warp drives on ships... so you're barking up the wrong tree if you want to complain about science anyway.

In a real life setup, you would most likely have all of your long range stargates in a system orbiting or whatever within a few thousand kilometers of one another (however close they can get without colliding and destroying each other), and ships would jump in, move at sublight speeds for an hour or so to the next gate, then jump again. There would also be local wormhole gates in the same area that allow you to travel from the main node near individual planets and other areas of interest. No ships would have their own "warp drives."





Anyway, since the science is leagues away from what we have now anyway, this is really just a gameplay suggestion. And gameplay-wise, I like it. Jumping is tedious and boring, and removing tedious and boring things is always good. So long as you have the option of manually hopping system by system like you do now if you so choose, it wouldn't break anything obvious, I don't think.

Possible concerns:
1) You would also want some means of being able to see which people have passed by a nearby beacon, even if they don't stop there.
2) If there's only one route somewhere, and the beacon at the chokepoint is disrupted, is it literally impossible to travel further without destroying the ship that is jamming it? If so, that is really bad for gameplay. Dropping you out of warp is one thing, but you still need to be able to manually continue your journey if you escape, without having to fight. Otherwise areas could be locked down almost perfectly.
Malcorian Vandsteidt
Alpha Trades
Solyaris Chtonium
#11 - 2013-01-13 23:39:48 UTC  |  Edited by: Malcorian Vandsteidt
Crimeo Khamsi wrote:
Quote:
Realistically speaking, warp gates are a fantasy

I think the simplest way of interpreting is would be that they are structures holding wormholes open. Which may very well be possible with future technology.

Granted, that explanation doesn't really jive with the animations you see when you jump, but whatever. You shouldn't see lasers when you shoot people, either. Nor should you hear explosions. Graphics just add interest and shouldn't be taken too seriously.

Also, jump gates are vastly more realistic than warp drives on ships... so you're barking up the wrong tree if you want to complain about science anyway.

In a real life setup, you would most likely have all of your long range stargates in a system orbiting or whatever within a few thousand kilometers of one another (however close they can get without colliding and destroying each other), and ships would jump in, move at sublight speeds for an hour or so to the next gate, then jump again. There would also be local wormhole gates in the same area that allow you to travel from the main node near individual planets and other areas of interest. No ships would have their own "warp drives."





Anyway, since the science is leagues away from what we have now anyway, this is really just a gameplay suggestion. And gameplay-wise, I like it. Jumping is tedious and boring, and removing tedious and boring things is always good. So long as you have the option of manually hopping system by system like you do now if you so choose, it wouldn't break anything obvious, I don't think.

Possible concerns:
1) You would also want some means of being able to see which people have passed by a nearby beacon, even if they don't stop there.
2) If there's only one route somewhere, and the beacon at the chokepoint is disrupted, is it literally impossible to travel further without destroying the ship that is jamming it? If so, that is really bad for gameplay. Dropping you out of warp is one thing, but you still need to be able to manually continue your journey if you escape, without having to fight. Otherwise areas could be locked down almost perfectly.


In answer to one and 2:

1: the system runs off the same gate tracking system currently in place, the devs simply change the wording to state something like "Number of Players Passed this Beacons etc"

2. No, it would'nt change any of the routs (unless the devs changed them or added new systems) even though youd continuosly be in a slipspace warp youd travel along the same "Gates/Beacons" there are currently, so if you were going from clarelam to ebo for example and you disrupted the Avair becaon it would drop you out of Slip Space in Avair on the Testala Gate. etc (And since there are no alternate routs from clarelam to avair except through tastela, theres only 1 gate and path you could take.

This however may have interesting events with systems which have 5-10 routs like Jita and amarr, However you would still follow the rout you set for yourself before you hit "Enter Slipspace" etc. So it is a set routs just like now if you hit "Set Destination" the system simply assigns a rout based on your position. If any of the systems along that rout ahve their beacons disrupted you will be droped out of Slipspace and have to warp toi the next beacon in the system to re-enter slip space (if it is also not disrupted) if it is then you have to jump to the next system over along the rout until you find a beacon which is not disrupted in order to jump back into Slip Space and continue.

Example:

Entered slip space-
Clarelam>Tastela>Avair (Beacon Disrupted) Exit slipspace> Warp to Ebo Beacon in Avair> Slip into Ebo

Example 2:

Enter slip Space-
System> System> System> System Beacon disrupted--- Warp to next beacon in system- Is also disrupted> Slip into next system - Warp to Next Beacon- Re-Enter Slip space> System> System>system>System> Exit Slip Space at Destination System.

As you can see fromt he Examples routs are still very much the achilles heel of any player trying to get out of or encroach on territory or escape. And it is still possible to cut them off or catch them and even know generally where they are headed by their direction along the Slip Space warp.