These forums have been archived and are now read-only.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

New Wormhole/Wild Space PvP/PvE Content

Author
Devon Weeks
Federal Navy Academy
Gallente Federation
#1 - 2013-08-16 03:55:54 UTC
So, I had this idea for a whole new type of dynamic PvE content that should encourage some pretty epic and spontaneous PvP fights as well. Hear me out.

A new type of scannable wormhole. It has no total mass limit and only collapse after a set amount of time. It does not allow supercapitals through. Wormhole is generated procedurally, and no entrance ever goes to the same space. Wormhole will not allow anchorable structures of any kind. Wormhole will not have belts, gas, or mag sties. Entrance will collapse after set time (48 hours?) but all ships inside will be allowed to exit beyond that time frame. Wormhole is entered through the scanned entrance, but exiting the wormhole results in being ejected into a random system that changes every 6 hours of the wormhole's life cycle. All entrances and exits are in null or low sec. D-scan and probes do not work in this wormhole, and neither does local.

Alright, so, what's in these new wormholes? Here goes.

Upon entering this new wormhole, a number of anomalies are on scan. They all have names that indicate their purpose and all provide some kind of buff to the rats in the wormhole. An example below...

Frontier Logistics Network - boosts the rats' ability to remote rep
Frontier Data Center - boosts the rats' resistances to electronic warfare
Frontier Staging Complex - adds additional battleship spawns to every site that drop no loot or salvage
(Faction) Command Center - boosts rats' armor/shield resistances
(Faction) Refitting Station - increases the quality of rats' ships without increasing loot/salvage value (makes cruisers advanced cruisers and so on).

Completing all sites will spawn a final site, an npc carrier fleet or some other "boss" encounter.

Site loot/salvage value will be on par with C5/C6 wormhole sites with the final site being DED 10/10 equivalent.

Now, here's the kicker...

All sites are covered by a 500 kilometer in radius warp disruption field that does not drop until all rats are cleared! All warp ins will drop within 20 kilometers of the center of the field. Once you're in, you're committed. It's do or die.


Here's how I see all of this playing out.

Fleet 1 finds a new wormhole entrance in their home system. They form a 12 RR battleship fleet to clear the site and make some mad money. Upon entering the system, they decide to remove the Frontier Staging Complex so they don't have to fight unprofitable spawns. They warp in, land 20 km from the center of the massive bubble, and begin clearing the site. While this is happening, fleet 2 finds the same entrance a few minutes after fleet 1 has entered. They decide to form up with four carriers to clear the sites and enter the wormhole. They also don't want to fight unprofitable spawns, so they warp to the Staging Complex. They have no idea fleet 1 is there because there is no local, no d-scan, and no ability to use combat probes. They drop right on top of fleet 1! Fighting ensues with the rats still in full attack mode. Fleet 2 dies to fleet 1, and fleet 1 clears the site.

Fleet 1 evaluates their losses and decides they do not have the strength left to clear the wormhole. They loot/salvage everything they can, pocket 150 million in salvage/loot from the rats and another 2 billion from the carriers, then warp to the exit. They are ejected into null sec 38 jumps from their home system, 6 jumps from low sec, 11 jumps from high sec. They decided to their most advantageous move is to make a beeline for high sec. What happens next? Who knows?

This kind of system, in my opinion, would generate some absolutely epic and hilarious PvP encounters. If the site rewards are sufficient enough to risk the ships necessary to clear them, I think it would be a great bit of content.
Pytria Le'Danness
Placid Reborn
#2 - 2013-08-16 08:01:42 UTC
Devon Weeks wrote:
What happens next? Who knows?


I do.

Three jumps into their voyage their are all killed by a massive gate camp and/or supercaps staged by the alliance whose local they violated.

The loot from the fight goes to the alliance.



Realistically speaking, this thing would rarely be run, and then only by already rich organisations. You need an big organized group to fight it, and the "random exit" guarantees that only those with extensive territory can get their fleet in and have them return to friendly territory (the exit will be scouted out beforehand before you even assemble the fleet).

Also, the commit-or-die principle is somewhat flawed. Sometimes stuff happens that forces you to stop doing whatever you do, and you need the possibility to opt out to answer your phone, look after your crying child or whatever. In all other instances you can ask your fleet to kill the ship pointing you, jam it or whatever. If the only way to get this opportunity is to run an hour-long gauntlet... well.
Devon Weeks
Federal Navy Academy
Gallente Federation
#3 - 2013-08-16 11:25:25 UTC  |  Edited by: Devon Weeks
[deleted]
Devon Weeks
Federal Navy Academy
Gallente Federation
#4 - 2013-08-16 14:53:57 UTC
Quote:
Also, the commit-or-die principle is somewhat flawed. Sometimes stuff happens that forces you to stop doing whatever you do, and you need the possibility to opt out to answer your phone, look after your crying child or whatever. In all other instances you can ask your fleet to kill the ship pointing you, jam it or whatever. If the only way to get this opportunity is to run an hour-long gauntlet... well.


Isn't that already a problem with big fleets running three to 10 hour long sov ops? I mean, if alliance A drops a fleet in your space and starts bashing structures, you can either fight them now or when the structure comes out of reinforcement. If you start that fight and junior cries, well, no difference. I have a three year old, but I'd hate me having to attend to her to be the metric we measure everyone else's commitment by.

As for being in that fleet trying to come home, that fight is exactly what we want! I mean, people are too blue as it is and rarely cross into enemy space. This is an instigating force. It's also a very useful place for black ops battleships to shine as these events can provide an almost necessary use for them, that use being getting their fleet home with all that loot.
Maximus Aerelius
PROPHET OF ENIGMA
#5 - 2013-08-16 15:43:43 UTC
Interesting concept...but why not have High Sec ejections but just less often than an ejection to Low or Null Sec?

There are "organisations" out there capable of fielding large amounts of players, for instance, the Incursion community like The Valhalla Project (TVP), Incursion Shiny Network (ISN), DIN etc. Capable of fielding over 40 ships at most times of the day.

We need more "Incursion Style" play and more areas where pilots can form ad-hoc fleets to fight a common foe be it completely PvE (Incursions) or PvE with the risk of PvP.

For those that don't like PvP or have never been introduced formally but have been unwillingly "raped" by it it may just encourage them into trying it out.
Devon Weeks
Federal Navy Academy
Gallente Federation
#6 - 2013-08-17 04:29:56 UTC
Quote:
Interesting concept...but why not have High Sec ejections but just less often than an ejection to Low or Null Sec?


Having the exits eject completely randmomly in any security system would work, I guess. The ejection to null assures that a bit more PvP content will be generated and that blackops battleship fleets will have a true purpose and will be fielded a lot more often.