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Proposal - New Null Sec Agent System

Author
Orboro Naheema
Doomheim
#1 - 2011-10-27 00:13:12 UTC  |  Edited by: Orboro Naheema
Problems:

* Need for more content, customization, and progression within null sec
* Need for more resources that can be attacked that will also generate conflict
* Need for more PVE and PVP diversity within null sec

Summary:

Dominion features had initially included talk concerning the addition of agents to null security space through upgrades installed, by player entities, within territory that they controlled, but this did not happen due to technical difficulties that would have been involved in implementation. Could we examine the feasibility of spawning mission agents in ships, in space, and utilizing the system for spawning anomalies and complexes to spawn mission sites for these agents? This system would add to the topography of null security space. It would create more interesting and varied PVE content that could possibly draw players into null security space. It would create flash points for short term conflicts ranging from small scale to large scale. If possible, the addition of another separate but viable LP store within the game would act as another ISK sink.

These agents would be added as a secondary index to the military index is filled by completing missions for these agents. The initial agent is allowed after reaching a specific point on the military index. In addition to this, the destruction of these agents by players would decrease your alliances index rating. If the rating drops too low, then agents that require that level or above in order to operate will cease operations within your territory. Alliance members will lose access to the missions and LP stores provided by the lost agents until the index is raised again.


The nitty gritty: I have attempted to outline some ideas of how these agents should function. I have attempted to address the problems that I could foresee. I.e. time zone warfare, game balance, gerrymandering


Agent Features:

* Creation of a secondary index for the military index that allows the alliance to import agents into their space

* Index has 5 levels and allows access to more valuable agents as it increases (Tier 1 agents are allowed at the first level and Tier 5 agents are allowed when the index is at level 5)

* Agents are part of splinter corporations aligned with the various pirate and outlaw factions. Negative reputation with the agent’s parent faction will not block an alliance/player from interacting with them. Performing story line missions will result in a small increase with the agent’s parent faction. Performing missions with the agent will cause the players/alliances reputation to shift relative to the other Tier agents splinter corporations

* Alliances are allowed a maximum of 5 Tier 1 agents, 4 Tier 2 agents, 3 Tier 3 agents, 2 Tier 4 agents, and 1 Tier 5 agent within a region

* Agents are distributed randomly within the region they are assigned to after downtime

* More than 1 agent may not be placed within a single system

* Agents must have a minimum amount of space between them and another agent (I.e. 0 jumps between Tier 1 agents, 1 Jump between Tier 2 agents,…,…, and 4 jumps between Tier 5 agents

* Alliances must control a minimum amount of space in order to gain access to the various tiers of agents (I.e. 1 system for Tier 1 agents, 3 systems for Tier 2, 5 systems for Tier 3,…, and 10 systems for Tier 5)

* Alliances may designate a time period in which the agents are active. The minimum duration is 16 hours. Agents will enter space at their designated time (+/- 3 hours)

* Only 1 Tier 5 agent is allowed per region and the alliance that has control over the most space , and has at least 20% of the region, will be able to enlist its services.

* Only 4 Tier 4 agents are allowed per region. The alliance that controls the most space, and has at least 20% of the region, will be able to enlist the services of 2 of these Tier 4 agents. The remaining 2 Tier 4 agents will be split between the next 2 sovereignty holding entities that control the 2nd and 3rd highest amount of space and at least 20% of the region.

* Agents may be attacked and killed. If they are killed then the owning alliance loses a specified amount of rep from their index. If the index drops below the necessary level for an agent, then those agents will not spawn again until the index is raised back to the required level. Higher Tier agents will be harder to kill but will result in a greater hit to the index. (Ex. Tier 1 agent with support could be balanced for a 5-10 man PVP gang and a Tier 5 agent could be balanced for 30-40 man PVP gangs) All agents should use enhanced AI’s. Agents should generate some sort of warning message when under attack

* Agents will be blue to the alliance that sponsors them and possibly to the blues of that alliance. All other players will be red and will be fired upon.
Orboro Naheema
Doomheim
#2 - 2011-10-27 00:13:33 UTC  |  Edited by: Orboro Naheema
Mission Features:

* Missions should be balanced for multiple participants and geared towards PVP fit ships if possible

* Tier 1 missions could be balanced for 2-3 players, Tier 2 missions 3-5 players, Tier 3 missions 5-10 players, Tier 4 missions 10-15 players, and Tier 5 missions 15-20 players

* Mission rats should utilize enhanced AI’s

* Mission rewards should utilize a reward system with a built in diminishing returns system (I.e. such as the one detailed for Incursion) that gives increasing rewards to players until they exceed the designed capacity of a given mission

* Higher Tier missions should require players to roam farther in order to complete them

* All missions will occur within the region they are assigned to and within the sovereignty of the alliance that has summoned them

* Tier agents may periodically offer missions to players that require them to hunt and kill their competition that is working for other alliances

* Hi security agents aligned with the Empires (I.e. Republic Fleet) may offer missions to mission runners that require them to go an kill Tier agents within null security space




Mission Rewards and LP Store:

* Develop an LP store that is separate from current LP markets

* Develop items that do not imbalance current PVP mechanics but that are desirable to players

* Balance the ISK rewards so that they are competitive with null security anomalies

* Offset ISK faucet of bounties with LP ISK sink

* Possible LP store items may include: Pirate Faction Drones (possibly up to and including fighters and fighter bombers), Pirate Faction Combat Drugs (with increased side effects as well as buffs), Pirate Faction Implants (side effects and increased or new buffs), and Pirate Faction Capital Turrets

* Faction drones and modules could increase certain stats at the expense of others in order to decrease the chance of upsetting the current balance present within the game

* Tier agents would have access to limited amounts of items. Higher Tier agents would have access to larger quantities of items

* Each tier of agents would have a separate LP store list. Bigger and better items would be available from higher tier agents. The loss of these agents would deprive alliance members the ability to purchase them until the agent is restored

* Items are purchased at the agent in space. They could either delivered in space in a cargo container or to the nearest station