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Space colonization - Quo vadis? Player controlled complexes (PCC)

Author
Chirality Tisteloin
Ministry of War
Amarr Empire
#1 - 2013-09-29 13:06:57 UTC
Here I want to drop some ideas, how the colonization project could introduce new game mechanics of how access to structures is managed and how access to space can be controlled. The concept is based on the idea of modular space settlements inside player controlled deadspace pockets.

For background info on the concept in the context of what has been announced for Rubicon please look at this blog entry.


  • Make space yurts (aka depots) the first element of modular space structures. Add modules that upgrade the yurt to do more stuff.
  • Pave the way to space cities. Make modules from different players connectable. A key game mechanic has to be how modular structures work together in a corp or alliance. Being based on individual ownership of the components, rather than corp ownership of the whole thing, the access management and sharing of resources will be completely different than what we see with POSes. It will only partly be based on standings/membership. I imagine corp members donating part of their module capabilities to the corp. For example each module contributes a bit of their capacitor to the whole structure. But control over that remains largely in the hands of individual player. He can disconnect his modules at any time. With the surplus power generated through this mechanic, communal modules can be operated. Access rights derive from the contribution players give to the whole.
  • Player controlled complexes (PCC): Make capsuleers control and eventually build acceleration gates. This offers a whole new system of controlling access. Instead of access by standings, acceleration gates work with keys (the mechanics for this is already in the game). The keys are handed out by the holding corporation and can be reissued at any time. Reissuing invalidates all old keys. Keys are physical objects that have to be carried in the cargo hold in order to access the PCC through the acceleration gate. They have a high probability of dropping when a ship is destroyed.
  • Add hacking into the design. Acceleration gates could be hacked to force access. In contrast to using a (potentially stolen key) hacking could alarm the defenders.
  • Scalability: acceleration gates have a maximum ship size they can transport. This allows balancing what a possible intruder (if he gets his hand on a key) can bring into the PCC. More valuable complexes will only be reachable through large acceleration gates. The size of the complex might also limit what kind of community operated equipment you can bring in. Larger alliances will be needed to operate a large, multi-room complex with many acceleration gates.
  • Make deadspace explorable. Through new scanning technologies players can expand their deadspace pockets. They can discover new folds in space time and build acceleration gates to get there.
  • For the further future, large PCCs might be the optimal place to start constructing real stargates for interstellar travel…


The key elements here are, that new space is intimately connected to the known universe and that it offers new game play mechanics, thereby addressing fundamental problems with the current system of access control in POSes and the control of space.

See you at my blog: http://spindensity.wordpress.com/

Neville Smit
The Scope
Gallente Federation
#2 - 2013-09-29 13:49:57 UTC
I like your ideas – a lot. I recently posted on my own blog about the need for CCP to introduce some substantial new content into EVE Online. What you propose would be wonderful additions. But mynnna commented on my post, giving me the impression that it may indeed be a very long time before we see such a content expansion – though he was not specific, I’m thinking it may be years. I hope my feelings are wrong on this, but I don’t think we’re going to see the kind of colonization ideas that you are talking about in the game in 2014 – and I worry that it might be a lot longer wait than that.

I am an unapologetic fan of EVE Online. My blog: http://nevillesmit.com/ - My Twitter: https://twitter.com/NevilleSmit

Velicitia
XS Tech
#3 - 2013-09-29 14:26:59 UTC
TBH, looks like a partial re-hash of the Modular POS mechanics that were discussed in the "Flogging the dead horse" thread from the old forums, and the re-make of it here.

granted those two threads have died due to old forums (duh) and 90 day inactivity timer.

Suffice to say, yeah it's wanted. The space-colonization thing that Seagull talked about was their "new" 5-year plan, so it'll unfortunately be a while Sad

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

Chirality Tisteloin
Ministry of War
Amarr Empire
#4 - 2013-09-29 14:43:08 UTC
The modular POS thing is well discussed and there are many proposals out there. I agree.

For me the PCC idea is more important. Let players build acceleration gates. Make use of the key mechanic. Add in hacking. (and let them put whatever structures CCP comes up with inside).

See you at my blog: http://spindensity.wordpress.com/

Kinis Deren
Mosquito Squadron
D0GS OF WAR
#5 - 2013-09-29 14:49:10 UTC
I really liked your ideas. There's certainly a lot of empty space out there between celestials and gates and I like the fact that this would be utilised in constructing a true home based upon individual contribution.

It will be interesting to see if the EVE Online development road map will be plotting a similar course.
Chirality Tisteloin
Ministry of War
Amarr Empire
#6 - 2013-09-29 18:56:20 UTC
Velicitia wrote:
The space-colonization thing that Seagull talked about was their "new" 5-year plan, so it'll unfortunately be a while Sad


Actually they already have an idea when new space will be added to EVE: see this piece of the fanfest presentation

"Towards the second half of the 5 year vision."

If deadspace can be colonized before this remains to be seen :)

See you at my blog: http://spindensity.wordpress.com/

Mocam
Aliastra
Gallente Federation
#7 - 2013-09-30 13:42:34 UTC
oddly familiar tone here....

http://oldforums.eveonline.com/?a=topic&threadID=1565835

Nullsec design goals feedback: smallholding

Page 10, post 289 I posted (on my same-account alt) this:

Marak Mocam wrote:
Perhaps a mixed situation: A new type of complex. You clear the complex to the last building. That building is an infrastructure that, once at 10% structure left, it will "stop being hostile" and a message will appear in local that the current owners (NPC's) wish to evacuate - at which point you have the option to take it over or just blow it up and get whatever miscellaneous stuff might drop from the previous owners.

Once you've taken it over, you have to fix/rebuild it and it will have a certain number of services slots on it that you can then manufacture/purchase parts for - like a station. More slots on some, fewer on others.

The style, type, composition, defense batteries that may be around it, etc... would be somewhat random dependent upon the space it was taken over in so they would be a little different and only available in nullsec.

No "SOV" held, just a base that would/could be found and would show the same as the original complex that you conquered if someone were exploring. The only way you'd know if it were possible to do this is if you were doing the complex and cleared the final room.

Because you are *NOT* building anything, you are restoring, the API does not need to change for POS's going up nor SOV changes. It's just a complex but the final building, in that final room... That final room could exist until found and blown up by someone - the complex would remain until eventually the building were destroyed.

Yes this is not a "guaranteed" way to get a spot. No, you aren't going to cherry pick and go build a POS. You might spend days or weeks hunting through complexes to find one of these but when you did find one... What's the value?

Explorers gain. Those who wish to do it on their own can gain. It still has "scam" potential for those who may do these and sell the info to players THEN to nearby SOV holders... It still remains EVE to the core.


Old post but complexes (deadspace)... I figured I'd pop it back up here for some other things to look at.

Any "home" permanently built/anchored by players will trigger the API on construction. Triggering the API means even offline - people will be told that someone built something and you can expect guests.

Other considerations: If you can build and/or destroy entrances to complexes (gates and such) then you can make impossible to reach deadspace locations. Some guards against this are needed with deadspace or you will have people making "unassailable" locations (2nd+ room in - no way to reach it) - not good for the long term.
Chirality Tisteloin
Ministry of War
Amarr Empire
#8 - 2013-09-30 14:53:01 UTC
Nice to see these old ideas to resurface!

The accessibility issue has also caused me some headache. I see are several possible solutions:

  • simply make acceleration gates un-shootable What?
  • Acceleration gates are downgraded by damage, not outright destroyed. Each reinforcement cycle lowers the maximum mass that can be transported until only the smallest frigates can enter.
  • Allow players to scan down a complex even if no gate leads there. Allow them to build a new acceleration gate, which can be alligned to the scan coordinates to connect to the plex. I spellt out details of this concept on this blog entry.


I'd obvisouly prefer a combination of points 2 and 3.

See you at my blog: http://spindensity.wordpress.com/