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Abolish the Gate Network

Author
Gareth Burns
GeoCorp.
The Initiative.
#21 - 2013-06-18 18:22:20 UTC
Balthazar Lestrane wrote:
I expect something similar might happen when we get closer to this "space colonization" that we were teased with during FanFest this year. They basically said we'd be building stargates, stations, etc. I imagine new systems will need to be opened up (Jovian ones.. perhaps..) or current stargates will be destroyed in some cataclysmic event (I'm going to pre-emptively blame the Gallente for this catastrophe). I think the gate system works. EVE already has a cliff-side learning curve, adding more complicated travel seems like a bad direction in regards to the New Player Experience.

And all this talk of the Micro Jump Drive.

http://wiki.eveonline.com/en/wiki/Inferno_%28Chronicle%29

I suggest everyone brush up on their lore.

TL:DR: The MJD is a prototype module, it was created at extreme cost and even those who produce it don't fully understand how it works or the math that drives it. While the Inferno Chronicle does prove that MJDs can go farther than 100km and be fitted to smaller vessels than a battleship.. jumping between stars? I don't see it happening from a scientific standpoint. The technology exists in New Eden but we don't really know how to create it. Better find some more IN-06 to feed to the Gallente if this is to come to fruition. +1 for effort and thinking outside the box, though.



I like the MJD but it's not what I was recommending.

I was talking about a Jump Drive similar to that of bridging devices used on Black Ops / Titans but for personal use only (like normal cyno jumps). That technology has been around for quite some time.

Noblesse Oblige ► Gareth Burns

Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#22 - 2013-06-18 18:47:12 UTC  |  Edited by: Balthazar Lestrane
Gareth Burns wrote:
Balthazar Lestrane wrote:
I expect something similar might happen when we get closer to this "space colonization" that we were teased with during FanFest this year. They basically said we'd be building stargates, stations, etc. I imagine new systems will need to be opened up (Jovian ones.. perhaps..) or current stargates will be destroyed in some cataclysmic event (I'm going to pre-emptively blame the Gallente for this catastrophe). I think the gate system works. EVE already has a cliff-side learning curve, adding more complicated travel seems like a bad direction in regards to the New Player Experience.

And all this talk of the Micro Jump Drive.

http://wiki.eveonline.com/en/wiki/Inferno_%28Chronicle%29

I suggest everyone brush up on their lore.

TL:DR: The MJD is a prototype module, it was created at extreme cost and even those who produce it don't fully understand how it works or the math that drives it. While the Inferno Chronicle does prove that MJDs can go farther than 100km and be fitted to smaller vessels than a battleship.. jumping between stars? I don't see it happening from a scientific standpoint. The technology exists in New Eden but we don't really know how to create it. Better find some more IN-06 to feed to the Gallente if this is to come to fruition. +1 for effort and thinking outside the box, though.



I like the MJD but it's not what I was recommending.

I was talking about a Jump Drive similar to that of bridging devices used on Black Ops / Titans but for personal use only (like normal cyno jumps). That technology has been around for quite some time.


The technology is there.. for Titans and Black Ops, two fairly advanced vessels that are in part built to house such a device. I just don't see it being possible on sub-capital hulls, but if you can find lore to support the notion well, it'd be hard to argue with.

The "Jump Drive" you speak of isn't a Jump Drive at all, it's a Jump Portal Generator. Aside from the technological hurtles of putting such a thing on sub-cap vessels, the redundancies it would create for Titan/Black Ops hotdropping would be bad. Jump Portal Generators would cease to have any use on Titans/Blops if every ship in a fleet can simply lock onto a cyno field and jump. It's interesting and I'm conflicted as I see both positive and negatives of such a scenario.

Let's say that it is a fitted module like current Portal Generators. What are the drawbacks? Balancing this module would be nothing short of a nightmare considering that not all hulls have utility highs. The meta in EVE would change drastically and I'm not sure it would be in a beneficial way. Ships without those extra high slots would cease to be flown in anything other than a defensive role, and probably an Alamo/Last Stand situation at that.

The gate system works. :P On a side note, while I'm no IT wizard, I think removing the gates would have some sort of negative effect on the server and the way it runs. I know now most systems in null sec are "offline" until someone actually activates a gate to jump into it. If I'm wrong about that, please feel free to correct me. But I have a feeling that removing gates might be a problem for server stability/session changes. Anyone with more knowledge/experience about that should definitely chime in.
Gareth Burns
GeoCorp.
The Initiative.
#23 - 2013-06-18 18:57:03 UTC
Balthazar Lestrane wrote:
On a side note, while I'm no IT wizard, I think removing the gates would have some sort of negative effect on the server and the way it runs.


Yeah, I think the gate system is pretty 'set in stone' so to speak.


And yeah I completely agree that if done wrong it would be completely unbalancing. It's a tough subject, and therefor I don't think it's going to be on any real 'to do' list for awhile.

Noblesse Oblige ► Gareth Burns

Adunh Slavy
#24 - 2013-06-18 18:59:34 UTC
Balthazar Lestrane wrote:
EVE already has a cliff-side learning curve, adding more complicated travel seems like a bad direction in regards to the New Player Experience.


Clicking an icon and then clicking the command jump, if it is a gate, or a star or a bouncing space poney is not difficult.


Balthazar Lestrane wrote:

I suggest everyone brush up on their lore.


Lore is infinitely malleable, Eve lore is not 100% consistent as it is.

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

Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#25 - 2013-06-18 19:07:13 UTC  |  Edited by: Balthazar Lestrane
Quote:
Clicking an icon and then clicking the command jump, if it is a gate, or a star or a bouncing space poney is not difficult.


Neither is clicking the Undock button, but as we've seen with Odyssey's release, it got moved to be more apparent for newer players (and possibly because ISDs went insane after answering the "How Do I Undock" question for the past 10 years in Rookie Chat).


Quote:
Lore is infinitely malleable, Eve lore is not 100% consistent as it is.


Just because something is currently inconsistent doesn't mean we should add to it. I know of no inconsistencies with the Inferno Chronicle, or contradictions so if I missed it feel free to point it out.
Commander Ted
Caldari Provisions
Caldari State
#26 - 2013-06-18 19:43:52 UTC
Travel time isn't a problem, it can take hours to go from on side of the map to another. The problem is how trivial it is to get from one place to another.
In hisec you can get nearly anywhere else in hisec or to any null entrance with 0 risk.
In nullsec you can just jump freighter **** in or send a covops or consult the intel channels.

There needs to be more obstacles for travel.
Also Nerf Jump Drives.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Kraal Utrecht
Viziam
Amarr Empire
#27 - 2013-06-18 20:10:06 UTC  |  Edited by: Kraal Utrecht
Jumping without Gates? YES
Removing Gates? NO

I suggest to make possible to install Micro Jump Drives on some specific ships - the BIG ones. ;)
Such ships would be able to plot a navigation curse (takes some time - several minutes?). Then that pilot would get projected time that would take him and his fleet to reach destination.

If pilot accepts then Jumpdrive mechanics would be projected on ships in fleet.
Pilot selects 'Jump', jumpdrive starts to charge up (slowly) and then journey begins.

So generally speaking - almost all the ships would just tag along.
The more ships (collective mass?) the longer it will take to reach destination.

Owners of system will get notification of incoming Jump signature early enough to prepare but not too early leaving some margin for a bit of chaos. ;) - lets say half of time needed to jump to the closest system

Jumping from and to highsec would be prohibited by factions army (unless all members of jumping fleet are participating in FW).
Jumping to lowsec is prohibited for non participants of FW. Jumping from lowsec - available to all.



Before gates ware established - someone had to travel there in such time that spending huge amount of time and resources on building Gates - was the most reasonable way to do if permanent connection to empires was even considered.


...................
...and this opens whole new possibilities in light of making our own gates that was mentioned to be in future!
Plenty of systems without gates that somehow players need to reach to build gate on other side!

Would open whole new chapter in Exploration history.
Especially if we add some chaotic systems with possibility of high prize but with no possibility to build gates there.

So
Step 1.
Add fleet jump drives.
Add conquerable systems where gates can be build.


Step 2.
Add squad jump drives with very limited jump distance and mass that jumpdrive can carry along.
Add wild, unconquerable systems ready to be explored.
Add subspace beacons to mark systems (simple bookmarking would not work; beacons can be found by other explorers and destroyed or hacked and taken over so better find some nice spot for it, or use more beacons). Scanning in search for treasures would be on same rules like now


Step 3.
Add mobile refinery industrial ships that would be used in such systems from step 2 where some very rare and extremely profitable ores had been found.

In wild systems can be found special ores, death, disappointment, ancient technologies, some more disappointment.

Now THAT would be exploration themed expansion... Big smile
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#28 - 2013-06-18 20:30:58 UTC
Kraal Utrecht wrote:
Jumping without Gates? YES
Removing Gates? NO

I suggest to make possible to install Micro Jump Drives on some specific ships - the BIG ones. ;)
Such ships would be able to plot a navigation curse (takes some time - several minutes?). Then that pilot would get projected time that would take him and his fleet to reach destination.

If pilot accepts then Jumpdrive mechanics would be projected on ships in fleet.
Pilot selects 'Jump', jumpdrive starts to charge up (slowly) and then journey begins.

So generally speaking - almost all the ships would just tag along.
The more ships (collective mass?) the longer it will take to reach destination.

Owners of system will get notification of incoming Jump signature early enough to prepare but not too early leaving some margin for a bit of chaos. ;) - lets say half of time needed to jump to the closest system

Jumping from and to highsec would be prohibited by factions army (unless all members of jumping fleet are participating in FW).
Jumping to lowsec is prohibited for non participants of FW. Jumping from lowsec - available to all.

Before gates ware established - someone had to travel there in such time that spending huge amount of time and resources on building Gates - was the most reasonable way to do if permanent connection to empires was even considered.


...................
...and this opens whole new possibilities in light of making our own gates that was mentioned to be in future!
Plenty of systems without gates that somehow players need to reach to build gate on other side!

Would open whole new chapter in Exploration history.
Especially if we add some chaotic systems with possibility of high prize but with no possibility to build gates there.

So
Step 1.
Add fleet jump drives.
Add conquerable systems where gates can be build.


Step 2.
Add squad jump drives with very limited jump distance and mass that jumpdrive can carry along.
Add wild, unconquerable systems ready to be explored.
Add subspace beacons to mark systems (simple bookmarking would not work; beacons can be found by other explorers and destroyed or hacked and taken over so better find some nice spot for it, or use more beacons). Scanning in search for treasures would be on same rules like now


Step 3.
Add mobile refinery industrial ships that would be used in such systems from step 2 where some very rare and extremely profitable ores had been found.

In wild systems can be found special ores, death, disappointment, ancient technologies, some more disappointment.

Now THAT would be exploration themed expansion... Big smile


That's under the assumption that Micro Jump Drives are even capable of traversing such distances. Just because it has the word "Jump" doesn't mean it can span the distance between stars. As well, there's no need for a Fleet "Jump" Drive.. we have portal generators that do just that. And these "wild, unconquerable" systems you speak of.. erm, well as John Crichton would say, "WORMHOLES!?" We have those too dude.

"In wild systems can be found special ores, death, disappointment, ancient technologies, some more disappointment. "

That's wormholes. As for the mobile refinery ships, well why not just bring a POS tower along with the refining array? I'm not saying your ideas are bad.. just overly redundant in regard to mechanics and content already present in New Eden.
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#29 - 2013-06-18 20:55:47 UTC  |  Edited by: Balthazar Lestrane
Commander Ted wrote:
Travel time isn't a problem, it can take hours to go from on side of the map to another. The problem is how trivial it is to get from one place to another.
In hisec you can get nearly anywhere else in hisec or to any null entrance with 0 risk.
In nullsec you can just jump freighter **** in or send a covops or consult the intel channels.

There needs to be more obstacles for travel.
Also Nerf Jump Drives.


There has to be some level of safety in high sec. As for zero risk, that's a load of crap. Suicide gankers, declarations of war, manipulation of game mechanics (auto-target back specifically comes to mind); there are multitude of risk factors even in high security space.

Getting to a null sec entrance safely doesn't really mean squat if there is a gate camp on the other side (which is common for any pipeline) regardless of what you're flying, the risk is still present. Covert Ops Frigates can be caught, difficult but not impossible. As for Jump Freighters moving stuff to null.. it's what they are for. And plenty of them still die in glorious fires. Intel channels will only get you so far as well, there aren't eyes in every system on every gate.

Why nerf Jump Drives? It's already expensive to fuel jumps. I don't see how nerfing Jump Drives creates more risk. MJD are a great new mechanic that while it might need tweaking(haven't used them myself yet so I can't say) they don't need to be nerfed.

It sounds like you want a bloodbath 24/7 in all areas of space.. which is fine.. but it isn't going to happen. There's plenty of risk in high sec; aside from the off-grid boosting faggotry that needs to go, I see no reason why there should be more.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#30 - 2013-06-18 22:35:39 UTC

How does such a terrible idea have so many detailed comments?

There are two forms of "geography" within EvE.

a.) The stargate system
b.) The ly distance between systems (for ships with jump drives).

These work to add tactical elements to the game, and the removal of stargates eliminates the largest element of tactical game play! How do you propose re-introducing these tactics?

And while you may not like the gate-travel terrain, I personally think it enhances, far more than inhibits, game play!

Have you ever hunted ratters in nullsec?
Have you ever used bubbles to catch a person that doesnt want to be caught?
Have you ever used gates/bubbles to "split a fleet" so you can tear it apart piecemeal?

Furthermore, where do most fights happen? On gates!
Where does the lamest portion of PvP happen? On stations!

Why/how will your change improve the game? Hint: if you feel the universe is "too small", enabling direct travel between Jita and Amarr will NOT improve it!. Frankly, force projection is something that should be limited, not expanded! And forcing people to travel along the game's terrain (i.e. gates) limits it much, much more effectively than direct travel (jump travel). So, wtf are you thinking, this is a terrible idea!!!!!!
Danika Princip
GoonWaffe
Goonswarm Federation
#31 - 2013-06-18 23:19:23 UTC
De'Veldrin wrote:
Danika Princip wrote:
Lilliana Stelles wrote:
Realistically? Sure. It'd only take an interceptor 3-5 minutes to warp between stars based on my quick AUtoLY math.

Gameplay wise this is a terrible idea. The lack of gatecamps would kill pvp. If I wanted to live in a wormhole, I would. Perhaps you should check out W-space.




But it takes 3-5 minutes to warp across a solar system...

It'd actually take that interceptor about five DAYS to warp from Jita to the closest lowsec system.


While I don't know about Jita to lowsec, let's use a practical example.

There are 63,115 AU in 1 LY.
An Interceptor warps 13.5 AU a second.

This means it takes (63114/13.5)/3600 ~= 1.3 hours for an interceptor to warp 1 light year.

Which means that an interceptor could cover the distance to Alpha Centauri in a little over 5 hours. Which is slightly less than the amount of time it takes to drive from New York City to Pittsburgh, PA (discounting traffic)


Okay, so my maths was way off. Still, let's have a look.


To go from, say, Jita to...VFK?

29 hours.

Jita to 6VDT?

45 hours.

HED-GP?

Another 45 hours.

Another angle. VFK to J5A (As in, a common enough trip in the current war.)

39 hours.

Why the hell would anyone want to live in nullsec when it tales four days to make a round trip to Jita? And why fight when you need a day and a half just to get to the front lines?
Adunh Slavy
#32 - 2013-06-18 23:27:36 UTC
Danika Princip wrote:

Why the hell would anyone want to live in nullsec when it tales four days to make a round trip to Jita? And why fight when you need a day and a half just to get to the front lines?



Because chances are, if there were such a thing as a gateless eve, other thigns would be changed too.

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

Adunh Slavy
#33 - 2013-06-18 23:29:04 UTC
Gizznitt Malikite wrote:

Why/how will your change improve the game? Hint: if you feel the universe is "too small", enabling direct travel between Jita and Amarr will NOT improve it!. Frankly, force projection is something that should be limited, not expanded! And forcing people to travel along the game's terrain (i.e. gates) limits it much, much more effectively than direct travel (jump travel). So, wtf are you thinking, this is a terrible idea!!!!!!



It depends on how things are implemented. Some gateless ideas have direct travel, some still use the map and its current layout.

Think outside the fishbowl.

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

Danika Princip
GoonWaffe
Goonswarm Federation
#34 - 2013-06-18 23:37:56 UTC
Adunh Slavy wrote:
Danika Princip wrote:

Why the hell would anyone want to live in nullsec when it tales four days to make a round trip to Jita? And why fight when you need a day and a half just to get to the front lines?



Because chances are, if there were such a thing as a gateless eve, other thigns would be changed too.



Such as...?

Which one of these things would make me want to live in a place that will take me several RL days to get to?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#35 - 2013-06-18 23:59:22 UTC  |  Edited by: Gizznitt Malikite
Adunh Slavy wrote:
Gizznitt Malikite wrote:

Why/how will your change improve the game? Hint: if you feel the universe is "too small", enabling direct travel between Jita and Amarr will NOT improve it!. Frankly, force projection is something that should be limited, not expanded! And forcing people to travel along the game's terrain (i.e. gates) limits it much, much more effectively than direct travel (jump travel). So, wtf are you thinking, this is a terrible idea!!!!!!



It depends on how things are implemented. Some gateless ideas have direct travel, some still use the map and its current layout.

Think outside the fishbowl.


There are many ways it could be implemented... but to implement it right would take an amazing amount of dev work. In general, this idea pops up because people want to "bypass" gate camps. In general, this idea pops up because they want to explore space in a more "safe" manner.

Just look at some of the suggestions... Warp directly to a fleet mate, 50% warning that a pilot is entering system before it enters, etc, etc, etc.

Look at your 1-au bubble: Yeah... that'll catch about 2% of the traffic heading into a solar system. Furthermore, it suddenly requires scanning a ship down if it happens to get caught by your bubble, so you could warp to it! WTF, really? You realize this screws over a lot of solo PvP? Much of solo PvP involves using gate tactics to separate opponents until you find one you can gank and run. This can be done with bubbles (and suddenly needing a prober to scan down targets hurts most pvp setups a ton!); this can be done by having people agress on one side, going through a gate and killing someone that tried to follow; this involves stringing people out along a series of gates until the "fastest opponent" finds themselves to far from backup, where you can kill them and run. But how/why would they chase you if they won't land in the same place in a solar system, as it becomes trivial to evade people!!!!

Do you understand what the most dangerous part of traveling is? It's going through a gate in which you have no clue what's on the other end. You remove that, and suddenly travel is much, much safer. And FYI, evading people while "in a system" is complete, and amazingly easy already. Take away the travel danger between systems, and most of the remaining PvP is consensual only!

A well thought out idea is NOT what the Op posted... uhg!!
Adunh Slavy
#36 - 2013-06-19 00:33:27 UTC
Gizznitt Malikite wrote:

A well thought out idea is NOT what the Op posted... uhg!!


So you enjoy 1990s style spawn camping game play, cool.

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#37 - 2013-06-19 01:47:36 UTC
Adunh Slavy wrote:
Gizznitt Malikite wrote:

A well thought out idea is NOT what the Op posted... uhg!!


So you enjoy 1990s style spawn camping game play, cool.


Actually, when I "gate camp", I catch people warping to a gate. I do so in a very easily avoidable style, too... if they simply warp to a bookmark around gate, or warp to any celestial before warping to my "gate camp", they avoid the bubble and get away fine..

At the same time, when roaming, we use bubblers and inties to catch/trap people out traveling, and while you may call that "spawn camping", if they bothered with a scout we'd rarely catch anything.

Furthermore, you never addressed my concern about how your pretty much destroying the most common means to get fights as a solo PvP'er... i.e. using gates to split up forces so you can kill a straggler!

Adunh Slavy
#38 - 2013-06-19 03:06:42 UTC
Depending on how the travel mechanics were changed, would dictate how non-consensual PVP happens. I can't give you an answer from this thread, because this thread has multiple ideas, I'm not going to shoot at moving targets to entertain narrow minded argumentation based on little more than an appeal to antiquity.

If you want to read specifics on an idea I came up with a few years ago, feel free to read, http://dl.eve-files.com/media/corp/AdunhSlavy/RSIV611.htm.

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

Loki Feiht
Warcrows
Sedition.
#39 - 2013-06-19 09:13:40 UTC  |  Edited by: Loki Feiht
Anyone ever play frontier? now that was a galaxy, eve pales in comparison.

You could analyze peoples hyperspace bubbles and intercept them on the other side, similarly, in the older elite games thargoids had technology that would drop you out of hyperspace (and into witch space) and had 8 galaxies each with many more times the systems of eve.

For many sci-fi spaceship game players eve is great but the whole sov (empire building) thing makes the map seem incredibly small, if it took several days to get to some edge of the galaxy a lot of players would do it, just so they could get away from all that jazz, and it would interestingly, also provide more space for newer fledgling alliances to form their own sov.

Personally i think eve would be a million times better if it was twice as big with less pipes

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

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