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Easter Egg Exploration

Author
Rayzilla Zaraki
Yin Jian Enterprises
#1 - 2013-05-26 12:18:24 UTC
Lots of threads coming up about exploration lately. Its always a tough choice to decide whether to throw something out deep in the pages of an established thread or to start a new one. Since I try not to be a total idea-spammer, I figured it was OK to do the latter. Big smile

Robert Caldera made a good point on another thread - there is really no exploration as all the sites are static and anything discovered has been posted to the web. A player can just look up what sites with which to bother and search them out. Of course, a player who wants a real exploration experience can just avoid reading those postings, but those that want to just make the ISK will have already been through the profitable ones many, many times before the "true" explorer might get there.

I am no programmer or game designer, but I can imagine that making exploration more random so as to be something "un-sharable" with other players would be a nightmare. But, I think there are ways to approach some randomness without causing our intrepid development team to tear out there hair.

Leave in the various sites we have now, but begin to add in unannounced exploration sites (Easter Eggs). At first, they'd have to be semi-announced as in "We have added some secret content!" or whatever for the first several expansions and patches and after a while explorers will just know to begin looking for this new stuff after each expansion and patch. The randomness of when they are added just enhances the exploration experience. Some explorers might not find the Easter Eggs from Expansion 1 until Expansion 3, but they'll still be "new" content to them.

These Easter Eggs would have static content in the form of the goal and the main loot itself. But everything else could be randomly generated - guarding ships, for instance, so players won't be able to first read how to fit their ships to deal with them. They could also be actual "Landmarks" in space that need to be explored for clues that will allow access to the next expansion's set of sites.

These sites could be made into mazes, somewhat like WH Space, but a lighter, safer version for those who want to stay in New Eden. In fact, some exploration sites could include a worm hole, locked (but unlockable through hacking or a found key) stargates to the next level of the site (could be all the way across New Eden!), an acceleration gate or even a combination of all three in the same site. The more dangerous the route, the greater the possible rewards (wormhole > stargate > acceleration gate). After several uses, these sites could deactivate and relocate to a new, random location. I think for the same of keeping player interest, though, they should stay within the same constellations. I know I wouldn't want to take 40 jumps to get to the next place.

There could also be multiples of the above to make the exploration more maze-like and random-feeling while allowing it to be somewhat static for easier programming.

There is also the utilization of all the deadspace throughout New Eden. This area is VAST. How about some of the above mentioned stargates having their other half located somewhere between systems? They'd basically be interstellar versions of acceleration gates. It sort of gives the feeling of W-space without going there. Do it right, and it may encourage more players to migrate their exploration to W-space.

These Easter Egg sites, I think, should include things you cannot find anywhere else in New Eden. No typical NPC pirates or rogue drones. Something different as well as something that makes it nearly impossible to know exactly how to fit your ship to deal with them.

This is also how some new gear could be introduced into the game. If they want to roll out a new T3 ship, make it so the design must be found in these exploration sites, then brought to a researcher who figures out the design, adapts it and sends it to manufacturing. You know, kind of how it would really go.

Some real, player-created content.

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#2 - 2013-05-26 12:32:53 UTC  |  Edited by: Rayzilla Zaraki
Good lord - a two page post. Sorry about that! Lol

THOUGHTS ON EXPLORATION GEAR

While I like the idea of the Gnosis, it just doesn't fit in with my idea of exploration. It's more clean, fancy, high-tech Star Trek than Lewis and Clark. I am thinking something down and dirty, even improvised. I think this can be achieved by utilizing the modularity of the Strategic Cruisers - without making them Strategic Cruisers, of course.

In these sites, players could find the general hulls for these exploration ships. They might have to be brought back to a researcher to make them work again and they wouldn't be copy-able. No reverse engineering (yet - not until the next great thing comes out). Unlike the T3's, however, they would be flyable without all their subsystems. When found, they'd be hulls, control systems and engines with several large slots to fit their specialized subsystems. This would allow players to choose to fit several subsystems of the same class to the ship if they so choose. Of course, there would be limitations to certain subsystems like offense and defense while engineering, propulsion and electronics could allow for multiple subsystems. Instead of the five subsystems on the T3's, these could go as many as 7. One each offense and defense, then at least one of engineering, electronics and propulsion, but with multiples possible. As a switch to the current system in place, these ships could allow one jury-rigging slot in the hull then one or even two in each of the electronics and engineering subsystems.

Each of the above mentioned subsystems would be discovered and un-copyable until the next big thing comes along in a future expansion. The subsystems would have to be repaired when found. This would have to be done in the field, so a skill in mechanics or something would be necessary. Each subsystem would need certain components in order to be repaired. These, of course, would need to be found within the exploration sites.

CCP could make it so that this ship and its subsystems are initially un-sellable on the market. When they roll out a new, better ship, then these could be released for sale.

The same could be done for new rigs and modules. Findable, but must be repaired before fitted and initially un-sellable (especially since they'd be specific for the found hulls and subsystems and unuseable on any other ship in the game).

For those of you looking for specifics on the above ship, subsystems and modules, don't bother. I put it out as a concept only.

Once the components are found, there will have to be someplace for the explorer to repair and fit these items. They could go back to a starbase but risk losing their progress into the exploration. So, I propose a sort of "tent" starbase structure. These would be small when repackaged and stored in a ship's hold. It would have very rudimentary facilities on it. Just enough to dock, fix subsystems, fit them then fit the subsystems themselves if you have the gear with you (or found it). They'd burn through one fuel block each hour they're online. They can be anchored anywhere in space and could carry a cloak module. They are very un-secure and can be easily destroyed or looted, so it is best not to leave them unattended. Pack it up when you leave or risk losing it and its contents. But, since players would be using these tents to camp overnight (when logged off), being docked when logging off could produce a "perfect cloak" to assure no worries of waking up and logging on to find out you were ganked overnight. Not very realistic or sandboxy, but necessary, I think. These are items that could be bought and sold on the market. Also very useful in wormholes and even null sec, I suppose.

Gate campers are just Carebears with anger issues.

Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2013-05-26 12:46:40 UTC
This might provide a use for Smuggler Stargates.

Also, I'm not sure how well "Lewis and Clark" works into a space game where you're never too completely far away from civilization. It might be best to work your idea into a more Star-Trek-esque sort of paradigm. We're demigods, the contents of our wallets could fund the economies of every colonized planet in the cluster for decades or more.

I don't know about you, but that kind of wealth and power insists I should fly into the unknown a little more suitably-equipped than a canteen of water, some old matches to hopefully start a fire with and a gun that may or may not work properly. A brand-new ship, properly equipped to handle whatever dangers I might find, more than sufficient ammunition for an extended journey and a crew of about a thousand sounds more fitting for entities such as ourselves.
Rayzilla Zaraki
Yin Jian Enterprises
#4 - 2013-05-26 13:02:23 UTC
Alvatore DiMarco wrote:
This might provide a use for Smuggler Stargates.

Also, I'm not sure how well "Lewis and Clark" works into a space game where you're never too completely far away from civilization. It might be best to work your idea into a more Star-Trek-esque sort of paradigm. We're demigods, the contents of our wallets could fund the economies of every colonized planet in the cluster for decades or more.

I don't know about you, but that kind of wealth and power insists I should fly into the unknown a little more suitably-equipped than a canteen of water, some old matches to hopefully start a fire with and a gun that may or may not work properly. A brand-new ship, properly equipped to handle whatever dangers I might find, more than sufficient ammunition for an extended journey and a crew of about a thousand sounds more fitting for entities such as ourselves.


Well, I like the idea of roughing it a little and, if you use one of the sites stargates to get to one of the ones I mentioned between star systems in the galactic dead space, a starbase is not going to be readily available. Abandoning the site to go to one to get gear could forfeit your progress through the system. Move ahead with what you have with you or lose out on the spoils.

I also think the ship I mentioned would, when fully equipped, but the best possible fit in New Eden for exploration. It would be just a matter of building it as you go along. So, a fancy T3, might be able to do these sites/complexes, but the new ship would do it much better. The only thing the T3's would have over the new ships would be their offensive capability.

I kind of envision this new ship to be some Jovan technology.

And, with that, who knows? Maybe one (ONLY ONE) of the stargates or wormholes in these new complexes might lead somewhere VERY interesting...

Gate campers are just Carebears with anger issues.

Alvatore DiMarco
Capricious Endeavours Ltd
#5 - 2013-05-26 13:09:13 UTC
If I understand the devs correctly, they're trying to put an end to "all in one" exploration. Either you're exploring DED sites with guns or you're exploring data/relic sites with the appropriate analysis equipment and (ideally, to the devs) doing it in ships that strongly discourage trying to fit guns.
Rayzilla Zaraki
Yin Jian Enterprises
#6 - 2013-05-26 13:13:28 UTC
Alvatore DiMarco wrote:
If I understand the devs correctly, they're trying to put an end to "all in one" exploration. Either you're exploring DED sites with guns or you're exploring data/relic sites with the appropriate analysis equipment and (ideally, to the devs) doing it in ships that strongly discourage trying to fit guns.


Yeah, I got that impression, too. Personally, I think there should be a little of each type. "Pure" exploration sites where its all about the discovery and others where you have to fight a little to get to the goal.

Indiana Jones in space? :)

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#7 - 2013-05-26 13:22:22 UTC  |  Edited by: Rayzilla Zaraki
Small addition:

Those interstellar deadspace areas accessed via stargates could have to be scanned down once reached. There could be several sites within each area of deadspace.

These interstellar dead space sites could contain everything we currently find in the solar systems except stars.

Not sure how I like this, but these sites could contain limited amounts of low/null sec ore and maybe ice. (One of the mentioned subsystems could allow the mounting of a small ice harvester?

OK...maybe not ice. :)

Gas, though....

The hard part is to not make these sites too exploitable for resources, but still have something interesting and profitable for players.

But, maybe like I mentioned with the ships and gear, these new areas could be opened up for normal exploitation with future expansion packs. Sort of like you're settling the areas and making them useful to the population through the exploration.

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#8 - 2013-05-29 23:26:09 UTC
It died too young.

Gate campers are just Carebears with anger issues.