These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Eve needs new space with a twist....I present Eve Deepspace Regions

Author
ASadOldGit
Doomheim
#81 - 2011-11-04 10:09:15 UTC
Alticus C Bear wrote:
... beyond the wormhole network ...


The trouble is, though, we don't know where the w-space systems are relative to New Eden. If they're in the same galaxy, they could be 10,000 light years away, and "deep space" could be thought of as up to 1000 light years away, implying they're not "beyond" them (depending on how you think of it).

I think the location and nature of these deep space systems is a separate argument to how you'd travel there (although, as others have pointed out, it should certainly not be easy to get there, regardless of the method of travel).

This signature intentionally left blank for you to fill in at your leisure.

Adunh Slavy
#82 - 2011-11-04 11:15:12 UTC
Didn't read the whole thread, that said ...

There was an idea a few years ago proposed by Mcalais (Spelled wrong), I think it was, of something called "mesh". The basic idea was, as I recall anyway, a second set of areas that are close to existing systems but are not accessible via the current jump gate network. The areas them selves would be in static locations, for instance, between Jita and Perimeter, there is an area players could get to by way of using probes to find a rift/hole. From within these new areas, players can travel to other near by gated systems and other un-gated areas.

I use the term "area" so as to distinguish them from existing systems. Maybe some of these areas would have stars, maybe some of them would not.

The holes/rifts/whatever could be semi static, that is to say, they will remain in generally the same area of space, such that players could use the onboard scanner to find them, but will move every 24 hours or so. Let's say from jumpgates. For the Jita/Perimeter example, a player in Jita could go to the Perimeter gate, run the scanner and find the hole to the Jita-Perimeter area. The next day, from within Jita, the player would need to run the onboard to find the hole again. It would not be in the same place, but would still be within 4 AU of the Perimeter gate in Jita.

All these areas are of course lawless and operate under wormhole rules, no law, no sec loss, and delayed local.

To travel out of one of these areas to another area or one of the existing gated-systems, perhaps the "exits" are on the overview or near something warpable where the player would run the onboard scanner. I do realize the idea of this thread is that there is nothing on the overview that is a warpable/celestials, so this is a bit out of whack with that, but ... does everyone need a probe launcher all the time? Just an annoyance IMO for something like this.


Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Velicitia
XS Tech
#83 - 2011-11-04 13:11:03 UTC
Luninuas wrote:
Well i think it would be better instead of adding it farther out have the deep space above/below the current plane, or in between all of the systems.

Also a ship should be added about the size of a carrier that has production and research slots, a good sized corp hangar and mantinence bay on it, not armed at all, only a small drone bay. it would be nice for the people who just want to wander around. imagine people just wandering the depths of space occasionally stopping by a asteroid belt to pick up some ore to build some modules that they need and then continuing on their way. for it to truly work you would need to find some way to get moon mats from a ship, maybe a mod for this class?

also have it produce up to battlecruiser class?

Because i would love to just roam the heavens seeing what there is to see hunting what i wish and then every few months popping back into known space and getting ready to go on another jaunt into the depths of space.

It would be great to have some truly unique sights and fun out there for those with the patience and the drive to explore the heavens, that is an eve that i would love (even more than i do)



\o/ new Capital Industrial!Bear

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

JimmySquirts
Republic Military School
Minmatar Republic
#84 - 2011-11-04 16:52:22 UTC
Pretty much any reference to wormholes as they exist now somewhat miss the point of Deepspace Regions.

Wormholes are too closed off, inorganic from the standpoint of NPC threats, and really are too exploitable in too many ways. On the other hand, scanning does play a role in wormholes and scanning would be required\rewarded in Deepspace Regions. Scanning for temporal access points could speed up travel immensely, for example. Who knows, scanning could even reveal the location of the equivalent of "Borg HQ" in some .001 % of a chance to be scanned area of a large, remote, Tier 3 Deepspace Region!

In many ways, one of the guiding principles of Deepspace Regions is to "kick out from underneath" every crutch handed to alliances in the last 5 to 6 years. Jump drives are out, jump bridges, remote manufacturing is out, anchorable bubbles, supercaps, etc.

..And then, turn around and give the NPC presence in Deepspace some of those capabilities that had been human crutches or aids to living in space.

I think humans have been "coddled" in the sandbox. I think groups of humans in the sandbox have become political power blocs in csm, these forums, etc...to the point that meaningful and fundamental change to how players interact with space is not really going to happen through non-"out of the box" type thinking.

Eve Deepspace Regions turns every assumption about how current space is and turns it around in a way that hopefully is "kick in the nuts" for the typical "coddled" empire dweller or alliance type in nullsec. Space becomes living, organic, responsive to human presence to the extent that players fear not just other players, but the indigenous npc population as well.

I hope CCP picks up on this thread. The number of "likes" here should indicate that players en masse are receptive to radical reconceptualizations of space in Eve.
Naomi Knight
Ministry of War
Amarr Empire
#85 - 2011-11-04 16:58:18 UTC
make starbases killable :P
Luninuas
Ministry of War
Amarr Empire
#86 - 2011-11-04 23:05:01 UTC
I agree with jimmy, also in addition to the likes this has half the views of the sticky commonly proposed ideas lol
Commander TGK
The Deep Space Armada
#87 - 2011-11-05 04:17:21 UTC
Lets keep this party train rolling!
Agnarion
Archaic Enterprises
#88 - 2011-11-05 07:53:28 UTC  |  Edited by: Agnarion
Some more idea's for the mix to keep the party going :) (its some futher itterations on proposed ideas and some new ones)

In deep space no one can hear you scream!
How aboud no chat what so ever apart from fleet chat & corp chat with those people that are on the same tier of deepspace as you, to further add to the feeling of remoteness and isolation. (In deepspace no one can hear you scream!) this can then be circumvented by players by fitting a comm array to a modular ship or maybe an anchorable temporary buoy which lets you contact empire/known space, this could have as a downside that you are easier to scan down, and npc's dropping in for a visit.

How to get there:
As on how to get there how aboud a "unstable wormhole" (ignore the wh part its not related to wh space) which can spawn in any area but only lasts for 1 hour (need to act fast if you find one) this will then deposit you somewhere in deepspace. But once you jump through them there is no way back and you will be stuck until you find an exit. the way back could be another unstable hole which will then randomly drop you in a part of known space you dont know ahead of time where this will be, you could get lucky and get deposited in high sec or you could be extremely unlucky and get dropped in alliance held null sec.

Once there:
How i envision it deepspace is an area mostly for solo players and small gangs. This could be done by making all sites runable with small groups of people but also doable alone (as i proposed in my earlier post) and giving no advantage to big fleets what so ever (maybe even debuffs to rewards if you bring in large numbers into a site, ala incursions).
As to the the space itself it shouldn’t be safe be any extend of imagination with environmental threats (large dust clouds which move at high speed and do constant dmg to your shield as small rocks hit it at huge velocity’s, radiation from unstable stars, etc) and other modifiers similar to cataclysmic variables & pulsars. However as to the pvp aspect it should definitely be possible but VERY hard to find other players (think 1 needle in a thousand haystacks and no magnet in sight to help you find it), and lets be honest what would eve be without pvp :)

would like to hear what the rest of you think :)
ASadOldGit
Doomheim
#89 - 2011-11-05 10:37:53 UTC
Agnarion wrote:

In deep space no one can hear you scream!

I like this idea, but how will they put out a mayday (or bait someone) if there's nowhere for them to cry? (But, if they chose to be alone, they can die alone too.) Also, if I'm going solo (as per your last paragraph), it would have to be one hell of a ship to fit a comm array as well as codebreaker/analyzer/salvager and still have decent tank/DPS. Battleship class, at least.

Agnarion wrote:

How to get there:

This seems the logical way to get there. I'd like to note though (unrelated to your post) that some people seem to think that w-space is inside a wormhole, rather than just reached via wormhole. I find it hard to believe that all the naturally-occurring wormholes in New Eden just happen to point to one area of space (assuming w-space systems are all in the same area), as opposed to any one of the billions of other systems in the average galaxy! I wonder if it's possible for CCP to randomly-generate a system so that you could have literally "billions" of systems available! (not simultaneously though - "enough" would be generated at downtime to meet demand, and they'd disappear once all trace of player activity had gone (players, POS's, cans, etc))

Agnarion wrote:

Once there:

This bit I'm not sure about. As a solo player, I love the idea of sodding off to a remote location to do anoms and stuff, but that's not really what EVE's about. I'm worried about excluding the nomadic corps who just want to live in a system for a few days/weeks then move on. But that sort of corp could be "large" compared to whatever a "small-gang" is. This is sounding a lot like w-space, which is also mass/numbers-limited. Should these systems be unattractive to small-corps? Do we just need a lot more w-space systems and anoms in the existing EVE? Should these systems be thought of as "livable" or just "visitable"? If we have too many new systems, small-corps might all leave blob-sec to carve out their own little slice of heaven, then no-one would see each other anymore.Sad

I like the idea of the environmental damage, but it sounds a little bit risky for a solo ship that can't repair itself. Also, if this place is so isolated that it's hard to get into and out of, a lot of supplies are going to be needed to last the distance, which doesn't sound very solo-friendly.

This signature intentionally left blank for you to fill in at your leisure.

El 1974
Green Visstick High
#90 - 2011-11-05 13:11:57 UTC
JimmySquirts wrote:
... Space becomes living, organic, responsive to human presence to the extent that players fear not just other players, but the indigenous npc population as well.

I hope CCP picks up on this thread. The number of "likes" here should indicate that players en masse are receptive to radical reconceptualizations of space in Eve.

I have a feeling that creating a massive amount of space might require too many resources for pleasing too few players. I very much doubt that will be a viable option.

CCP on the other hand has communicated that they intend to make space more dynamic. This can make space you haven't visited for a while interesting to explore again. Specifically player activity (or lack thereoff) and the construction of structures should change the nature of a solar system.
Agnarion
Archaic Enterprises
#91 - 2011-11-05 13:45:06 UTC
(note to ccp pls make the forum stop eating my post now i have to type it all over again Cry)

ASadOldGit wrote:
Agnarion wrote:

In deep space no one can hear you scream!

I like this idea, but how will they put out a mayday (or bait someone) if there's nowhere for them to cry? (But, if they chose to be alone, they can die alone too.) Also, if I'm going solo (as per your last paragraph), it would have to be one hell of a ship to fit a comm array as well as codebreaker/analyzer/salvager and still have decent tank/DPS. Battleship class, at least.


The idea is that you can still communicate as you would normally but only with those in the same deepspace area. So as to still be able to coordinate fleets, organise corp ops etc however you cannot communicate with known space without a comm relay either on your ship or on a base of operations. (speaking of which how about that rather then being easier to scan down you suddenly show up on local if you are hooked into a commbuo whereas if you would not be hooked in you dont (like with wh systems today))

ASadOldGit wrote:
Agnarion wrote:

How to get there:

This seems the logical way to get there. I'd like to note though (unrelated to your post) that some people seem to think that w-space is inside a wormhole, rather than just reached via wormhole. I find it hard to believe that all the naturally-occurring wormholes in New Eden just happen to point to one area of space (assuming w-space systems are all in the same area), as opposed to any one of the billions of other systems in the average galaxy! I wonder if it's possible for CCP to randomly-generate a system so that you could have literally "billions" of systems available! (not simultaneously though - "enough" would be generated at downtime to meet demand, and they'd disappear once all trace of player activity had gone (players, POS's, cans, etc))


Very much like this idea would solve the crowding problem quite nicely (you cant really jump around anymore in wh space without encountering ppl every jump or every other jump)

ASadOldGit
[b wrote:
Once there:[/b]

This bit I'm not sure about. As a solo player, I love the idea of sodding off to a remote location to do anoms and stuff, but that's not really what EVE's about. I'm worried about excluding the nomadic corps who just want to live in a system for a few days/weeks then move on. But that sort of corp could be "large" compared to whatever a "small-gang" is. This is sounding a lot like w-space, which is also mass/numbers-limited. Should these systems be unattractive to small-corps? Do we just need a lot more w-space systems and anoms in the existing EVE? Should these systems be thought of as "livable" or just "visitable"? If we have too many new systems, small-corps might all leave blob-sec to carve out their own little slice of heaven, then no-one would see each other anymore.Sad

I like the idea of the environmental damage, but it sounds a little bit risky for a solo ship that can't repair itself. Also, if this place is so isolated that it's hard to get into and out of, a lot of supplies are going to be needed to last the distance, which doesn't sound very solo-friendly.


Yeah i can your problem. how i thought of it was that you would be flying a large capital size ship where you carry some additional ships (a mining barge a few combat ships and a prober). once you reach a suitable area you transform the ship (ala rorqual) into a small temporary base of operations where you can change fittings swap ships, compress ore etc. Once you finish with the area you transform it back into its ship form and fly off.

Yeah the larger corporations should be very much able to be nomadic within the deep space area's though i do believe that any occupation should be temporary and that you shouldnt be able to make a permanent home there. (this was the original intention of wh space which was never designed to be permanently inhabbited) though i do see the appeal in being able to set up a small illegal science colony somewhere in deep space :D

As to the thoughts aboud the possible emptying of other area's of space is something i havnt really thought about yet but i see your concern (need to think aboud this some more)
Caldari Acolyte
Shark Enterprises
#92 - 2011-11-05 13:46:21 UTC
El 1974 wrote:
JimmySquirts wrote:
... Space becomes living, organic, responsive to human presence to the extent that players fear not just other players, but the indigenous npc population as well.

I hope CCP picks up on this thread. The number of "likes" here should indicate that players en masse are receptive to radical reconceptualizations of space in Eve.

I have a feeling that creating a massive amount of space might require too many resources for pleasing too few players. I very much doubt that will be a viable option.

CCP on the other hand has communicated that they intend to make space more dynamic. This can make space you haven't visited for a while interesting to explore again. Specifically player activity (or lack thereoff) and the construction of structures should change the nature of a solar system.


Lets face it Eve has become stagnant, boring and predictable, putting out more eye candy projects like new ships, which by the way we don't need will not hold interest for long. We need an injection of new life in the game and Deep Space if done correctly will accomplish that.
Commander TGK
The Deep Space Armada
#93 - 2011-11-05 23:47:38 UTC
Caldari Acolyte wrote:
El 1974 wrote:
JimmySquirts wrote:
... Space becomes living, organic, responsive to human presence to the extent that players fear not just other players, but the indigenous npc population as well.

I hope CCP picks up on this thread. The number of "likes" here should indicate that players en masse are receptive to radical reconceptualizations of space in Eve.

I have a feeling that creating a massive amount of space might require too many resources for pleasing too few players. I very much doubt that will be a viable option.

CCP on the other hand has communicated that they intend to make space more dynamic. This can make space you haven't visited for a while interesting to explore again. Specifically player activity (or lack thereoff) and the construction of structures should change the nature of a solar system.


Lets face it Eve has become stagnant, boring and predictable, putting out more eye candy projects like new ships, which by the way we don't need will not hold interest for long. We need an injection of new life in the game and Deep Space if done correctly will accomplish that.



Exactly. WH's used to be the solution for this, but no longer, they are just filled with people. SPACE SHOULD BE EMPTY. MAKE MOAR.
Jack Carrigan
Order of the Shadow
#94 - 2011-11-06 16:11:00 UTC  |  Edited by: Jack Carrigan
This idea is absolutely phenomenal. Expanding space as we know it into a wild, free, harsh, unconquerable frontier which can either be a quick route to profit or a medical clone. Now, with all the speak of not being able to anchor anything out there (which I agree with, as it would help prevent it from being exploited by the "superpowers" in null.

I couldn't help but think of something. A new ship class.

Navigator-class Mobile Survey Station

A capital ship specifically designed for Deep Space.
Designed by the Servant Sisters of EVE with assistance from CreoDron, ORE and Transtellar Shipping

Bonuses:
20% bonus to Cargo Capacity per Level
5% bonus to Shield Resists per Level
10% bonus to Drone Damage/HP per Level (able to support a full flight of small, medium and heavy drones - using them for combat or logistics purposes would be up to the individual pilot)
10% increase to scan strength of probes per level

Role Bonus:
10% bonus to Range/Velocity of Capital Tractor Beam per Level
10% bonus to Fuel Bay Capacity per Level
5% reduction in Fuel Consumption per Level

This ship in and of itself would be a bit of an enigma, as it would have such a specialized role. It would be capable of shield tanking, and utilizing tractor beams as well as the Expanded Probe Launcher. But where it would come in really handy, is if configured properly (utilizing a specialized siege type module), it could be "deployed" and thus allow for ships to dock with it (limited ship sizes) as if it were a mobile station (this feature would only work in Deep Space). During the time frame where it was "deployed" it would be immobile. In the event that it ran out of fuel while "deployed" it would eject the ships in its hangar into space and enter normal configuration again (or just be rendered completely immobile until it was refueled). It would have one refinery slot (which would refine at the tax rate of the corporation) and anything refined after the cargo hold was full would be ejected into space (thus making the pilot attempting to refine have to scoop it into their ship or take what they can).

I understand that a lot of people don't want to see more capital ships, HOWEVER, an idea of this magnitude would require a specialized ship of sorts, which would create more immersion as well-funded exploration teams could stay out longer.

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||

Caldari Acolyte
Shark Enterprises
#95 - 2011-11-07 00:05:52 UTC  |  Edited by: Caldari Acolyte
Jack Carrigan wrote:
This idea is absolutely phenomenal. Expanding space as we know it into a wild, free, harsh, unconquerable frontier which can either be a quick route to profit or a medical clone. Now, with all the speak of not being able to anchor anything out there (which I agree with, as it would help prevent it from being exploited by the "superpowers" in null.

I couldn't help but think of something. A new ship class.

Navigator-class Mobile Survey Station

A capital ship specifically designed for Deep Space.
Designed by the Servant Sisters of EVE with assistance from CreoDron, ORE and Transtellar Shipping

Bonuses:
20% bonus to Cargo Capacity per Level
5% bonus to Shield Resists per Level
10% bonus to Drone Damage/HP per Level (able to support a full flight of small, medium and heavy drones - using them for combat or logistics purposes would be up to the individual pilot)
10% increase to scan strength of probes per level

Role Bonus:
10% bonus to Range/Velocity of Capital Tractor Beam per Level
10% bonus to Fuel Bay Capacity per Level
5% reduction in Fuel Consumption per Level

This ship in and of itself would be a bit of an enigma, as it would have such a specialized role. It would be capable of shield tanking, and utilizing tractor beams as well as the Expanded Probe Launcher. But where it would come in really handy, is if configured properly (utilizing a specialized siege type module), it could be "deployed" and thus allow for ships to dock with it (limited ship sizes) as if it were a mobile station (this feature would only work in Deep Space). During the time frame where it was "deployed" it would be immobile. In the event that it ran out of fuel while "deployed" it would eject the ships in its hangar into space and enter normal configuration again (or just be rendered completely immobile until it was refueled). It would have one refinery slot (which would refine at the tax rate of the corporation) and anything refined after the cargo hold was full would be ejected into space (thus making the pilot attempting to refine have to scoop it into their ship or take what they can).

I understand that a lot of people don't want to see more capital ships, HOWEVER, an idea of this magnitude would require a specialized ship of sorts, which would create more immersion as well-funded exploration teams could stay out longer.


+1 for originality. An anchorable portable station.


http://www.youtube.com/watch?v=-61z3ZlFnpQ
Jack Carrigan
Order of the Shadow
#96 - 2011-11-07 16:34:03 UTC
Bump for a good proposed idea.

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||

Solinuas
Viziam
Amarr Empire
#97 - 2011-11-07 17:07:47 UTC
Im going to have to disagree with jack, make the cargo bonus a bonus to corporate hangar and have a very large ship maint array on it.

Im not opposed to docking with another ship but time and time again CCP has proven that attempting to dock a ship to another ship makes the server have a heart attack and die
Jack Carrigan
Order of the Shadow
#98 - 2011-11-07 17:10:37 UTC
Solinuas wrote:
Im going to have to disagree with jack, make the cargo bonus a bonus to corporate hangar and have a very large ship maint array on it.

Im not opposed to docking with another ship but time and time again CCP has proven that attempting to dock a ship to another ship makes the server have a heart attack and die


This is what I was looking for. Constructive criticism is what I was going for, as it was just a base suggestion I pulled out of my ***.

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||

Solinuas
Viziam
Amarr Empire
#99 - 2011-11-07 17:21:19 UTC
Also the corp hangar means it is mostly useful for corp use not alliance, i would like it to be mostly small corps rather than large corps or alliances.

Due to restrictions inherit in only having it as a corp hangar and maint for your storage for more than say 20 people you need another, and so on.

Change the Triage/Siege to something that allows small scale moon mining on the fly? (To make your own t2 mods)
And of course make it have maybe 1 invention slot 2 Component slots 2 module slots and a ship slot for production up to maybe bc's?

I think that these regions should emphasize SELF SUFFICIENCY i think in eve we are too used to other people doing everything for our corp, you should have to have some people from all walks of eve to have it work.

To elaborate:
Should have a couple miners/indi guys to Fly your base and mine and create what you need on the fly
Need some PVE people to deal with the NPC's
And of course PVP, to help against other players

All walks should be required for a nomad corp to function smoothy, and to encourage a true nomad, make some penalty to constantly returning to normal space for supplies?
Commander TGK
The Deep Space Armada
#100 - 2011-11-08 04:27:01 UTC
BUMP, looking for Dev input!