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Evolving Incursions towards Outbreak

Author
Sicks
Doom Generation
Best Intentions.
#21 - 2013-05-15 00:36:44 UTC  |  Edited by: Sicks
Quote:
But ratting is really boring, and forcing people to do it is really not the way to keep them interested...


+edit: This wouldn't really be ratting, it'd be an NPC attacking player owned structures in ways that can't be ignored.

Ratting won't be boring if it threatens your sov and supercapitals. WH escalations and Mothership incursions are probably the least-boring PVE in the game right now.
Xavier Thorm
Caldari Provisions
Caldari State
#22 - 2013-05-15 15:38:55 UTC
I like the sounds of this a lot.
Daichi Yamato
Jabbersnarks and Wonderglass
#23 - 2013-05-15 16:31:07 UTC
NPC's with teeth sound fun. but what would stop us adapting to it all the same? are we just adding dps and tank to rats to make them harder? do we still have to warp to them in order for anything to happen or will they seek out and attack capsuleers and gate camp like real players?

the general powercreep of NPC's wont be enough to make them interesting.

Sicks wrote:
Quote:
But ratting is really boring, and forcing people to do it is really not the way to keep them interested...


+edit: This wouldn't really be ratting, it'd be an NPC attacking player owned structures in ways that can't be ignored.

Ratting won't be boring if it threatens your sov and supercapitals. WH escalations and Mothership incursions are probably the least-boring PVE in the game right now.


forgive me, but this would still be very boring.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Ghost Hunter
True Slave Foundations
#24 - 2013-05-15 17:40:06 UTC
Giving NPC's teeth may require more game design perspective than what I have.

For instance, pulling off the top of my head - emulate player behavior. Teach the NPCs to have roaming gank squads, or hotdrop in, or specifically 'probe out' and hunt players in missions/sites/etc. Allow them to have the same tools players use, and they become just as dangerous as other players.

But how do you program that? Is it a good idea to give NPCs the same potential as players? How will it affect the consumer base? etcetra.

The feature as a whole needs to be 'threatening' but not 'impossible'. It needs to be difficult and behave in nature similar to a campaign against players. You need to take out strategic targets and cripple the enemy, not sit in one range of sites and pad your wallet. Some parts of it should be profitable, but others should be driven by their threat value - not their isk value.

This can sound fairly obvious, but it represents a fundamental shift in how to look at the NPC environment. Players and developers alike I've spoken to are generally of the mind NPCs are 'lesser creatures'. In EVE, they exist to enable your game play against other players. The mentality you find in Guild Wars 2, or other MMOs, where NPCs are constructed to be seriously threatening, isn't found here.

Before we can pull out specific suggestions on how to make NPCs dangerous, we have to decide - are prepared to make them dangerous? The mentality that has prevailed in this game for a decade, where NPCs exist only to pad your wallet, would have to be removed entirely. Players would need to adapt to an environment where it is equipped and prepared to murder your multi-billion isk marauder if you aren't taking it seriously.

This is why I offer the Outbreak method - it is a continuation of the status quo. It can stabilize the Incursion area of the storyline with a healthier prospect that is nonvolatile. If we were to take the other route, and make Incursions 'dangerous', we would have to reevaluate fundamentals of the game. NPCs would have be redesigned, if not globally then locally, to have the tools that players cannot 100% anticipate. The idea you can get 'ganked' by the system like it was a player would have become accepted. The idea that some fights will just be 'unfair', like it can be with player fights, would have to become accepted.

In the end, giving Incursions real meat might simply be too daunting. It comes down to if the community wants to continue to treat NPCs as flying banks, or an actual challenge.

True Slave Foundations Overseer

ϕ

Freya Kaundur
Doomheim
#25 - 2013-05-15 17:59:17 UTC
I actually really like this idea. idk if this was said but you could tie this in with dust 514. have the outbreaks take place by planets. and this "infected" planets would be the drone pvp grounds for the dust bunnies to get isk and crafting materials. but these would not be like the "normal" pve ground. but much harder where it would actually take a focused squad and mabee some air support. it would be incursions on the ground. I think that would be very cool. and you could even tie it in with the current incursions.
Sicks
Doom Generation
Best Intentions.
#26 - 2013-05-15 22:25:18 UTC
Quote:
but what would stop us adapting to it all the same?


I think you'll be hard pressed to find ANYTHING that stops us from adapting.

Quote:
For instance, pulling off the top of my head - emulate player behavior. Teach the NPCs to have roaming gank squads, or hotdrop in, or specifically 'probe out' and hunt players in missions/sites/etc. Allow them to have the same tools players use, and they become just as dangerous as other players.


These might be a bit too much to expect from NPCs. Given that they are non-player characters, they do need to exhibit some manner of predictable behaviour, otherwise people will just avoid them entirely. It may be difficult to figure out, but there needs to be some pattern that will allow the player to come up with a solution for dealing with them.

The more I ponder this however, the more I think it'd be a great way to clean up empty 0.0.

Perhaps they only spawn in Sov space (or maybe just sleepers invade sov space? or "insert new dangerous force here"?). Perhaps in the sov window there could be an additional measurement for the amount of activity from the sov owner in that system. The less activity, the higher the chance sleepers or rogue drones invade and attack the sov structures of that system. Also, the MORE sov that sov owner has, the greater difficulty of the sleepers that spawn. So if a corp only has one or two systems, at most they'd be attacked by a couple dreads with battleship support. Alliances that own entire regions should need to mobilize supercaps against the invasion fleets that attack their unpopulated systems.

You just need to make the NPCs matter, just a little bit. Right now if you jump into a 0.0 system and there's rats on the gate, you don't care, because they aren't going to do anything to you. You're either going to warp off to your next destination, or you're going to farm them up because they're easy to kill. When sleeper rats set off my armor buzzer on a shiny fit archon, and I'm tackled and losing cap fast to neuts, pve actually gets kind of fun.

And just to be clear, I'm not currently a 0.0 pilot, and I've never really gotten very deep into the whole 'taking sov' business. I've done my time in 0.0 and my biggest peeve was the vast number of empty systems in apparent "sovereign" space. You shouldn't be able to drive 50 jumps through someone's space without running into them. If someone owns 50 systems you should be able to regularly find the owners of that space there. Not just holed up in one system stuck off in a corner somewhere. But since there may not be a good reason for other players to go and structure grind a bunch of systems with little tactical value, NPC's should do this sort of cleanup monotony for us. While making things a bit more interesting for the space owners at the same time. If sov starts being about taking systems you actually need, it would open 0.0 up to smaller groups that maybe don't have 200man supercap fleet required to actually hold key systems these days.
Daichi Yamato
Jabbersnarks and Wonderglass
#27 - 2013-05-15 22:50:18 UTC
Sicks wrote:
Quote:
but what would stop us adapting to it all the same?


I think you'll be hard pressed to find ANYTHING that stops us from adapting.


how about the need to keep adapting?


Quote:
These might be a bit too much to expect from NPCs. Given that they are non-player characters, they do need to exhibit some manner of predictable behaviour, otherwise people will just avoid them entirely. It may be difficult to figure out, but there needs to be some pattern that will allow the player to come up with a solution for dealing with them.


why?
why should i not have to adapt on the fly and bring equipment to be prepared for anything just like in a PvP scenario?
if it just becomes something else where i can accurately predict enemy fleet composition, what dps i need, exactly what tank i need, spawn triggers etc then there isnt really any point in any of this.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Alx Warlord
The Scope
Gallente Federation
#28 - 2013-05-15 23:34:05 UTC
This is a really good Idea for a new feature!! also congratulation for the good text!
Sicks
Doom Generation
Best Intentions.
#29 - 2013-05-16 00:35:44 UTC
Quote:
how about the need to keep adapting?

Not sure what you mean... I was basically saying whatever they put into the game, people will adapt to.

Quote:
why?
why should i not have to adapt on the fly and bring equipment to be prepared for anything just like in a PvP scenario?
if it just becomes something else where i can accurately predict enemy fleet composition, what dps i need, exactly what tank i need, spawn triggers etc then there isnt really any point in any of this.

It's impossible to be "prepared for anything". When we're talking about players, if someone wants you dead, there will be a way for them to pull it off. Everything in eve has a counter. If a game doesn't have rules, objectives, or mechanics, it probably wont be fun.

I'm not saying there needs to be an eve-survival for every pve engagement, but it needs to at least be a system that can be explained and understood. In the example I provided in my last post, someone could be like "they attacked your tower because noone's been in that system for a week" which would mean you've either got to focus your operations in that system, or move out, or defend it every time it's challenged. If you're just running a normal anomaly somewhere and suddenly some rats decide to hotdrop into your site, bubble you, and scoop your loot and frozen corpse, without any rhyme or reason, that won't be fun. Most would report that as a bug. And saying "sometimes npcs will show up out nowhere and resize your rectal cavity" isn't much of a mechanic.

With any mechanic there needs to be consequences (good or bad) for whatever action (or inaction) you take.
Daniel Plain
Doomheim
#30 - 2013-06-07 08:59:53 UTC
Ghost Hunter wrote:
Daniel Plain wrote:
tbh i never understood the whole sansha incursion thing in the first place. i can get a borg-ish civilization that assimilates people as it goes along but why would they continue invading extremely hostile space for years after getting their cyborg asses handed to them time after time after time?
with drones it's a whole other matter. anyone who ever used a computer can attest that it has no sense of self-preservation whatsoever, so the perseverance and failure to adapt can easily be explained by a "faulty strategic algorithm" or some such.


Because the Nation is being sent by Sansha himself to attack civilized space - for revenge and other motives. Sansha are relentless in the same capacity as Rogue Drones; fatigue and morale are unimportant to them because of their cyborg nature. They can fit the mechanic very well, but its wall banging their storyline presence fiercely doing so.


i'm not an expert on lore but i faintly remember reading that at least sansha and his top officers have retained their free will and should be capable of making rational decisions (at some level at least). right now, the whole incursion story reminds me of blackadder goes forth...

I should buy an Ishtar.

Altered Ego
Deep Core Mining Inc.
Caldari State
#31 - 2013-06-07 10:28:12 UTC
This is a great idea.

CCP has spoken about their new plan for 'iterative' game development instead of jesus features. So iterating on all that hard work they put into incursions would make perfect sense.

Maybe take the time to add another faction or two every expansion. Start with rouge drones and pirate factions followed eventually by the four major empire factions. Aren't they supposed to be at war anyways?

Incursions, drone outbreaks and full on invasions.
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