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Player Features and Ideas Discussion

 
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Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond)

First post
Author
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#121 - 2011-11-15 15:42:45 UTC  |  Edited by: Asuka Solo
Mr Pimms wrote:
Alx Warlord wrote:

So time to build star-gates? for the planetary migration!


Asuka's been bouncing ideas around about planetary stargates after reading that. You have no idea what that post has done. He's going on and on about it, the future of smuggling, customs, the alternative to FiS travel with offline characters and offline-avatar based gate camping on planets.

This topic just got bigger.


Last time I bounce ideas off you =P

But yes.

Alx got me thinking. Planetary Stargates. A WiS (or should I rather say W.o.p -> Walking on planets) expansion that basically enables Eve life without starships, pods or even space. It's a bit of a stretch and in it's early stages of design, but I think it could be a viable addition to this topic.

We allow the construction of mini planet based stargates on the PI network (probably a military network), linking to another military network stargate owned by the same player/corp/alliance in some far away system. These planetary stargates will allow players to travel between planets the same way current space based stargates allow player ships to travel between systems. The stargates would only be able to send a limited amount of mass through at any given time (like wormholes), after which it would require a recharge or more fuel (if we made it run on a jump bridge/portal fuel system). All characters would then receive a mass value.

We could also allow these stargates to be used as a means of transporting items (PI goods, fuels, materials, items or ships etc) between networks. But since our characters don't have backpacks or a wheelbarrow or something to move the items through the gate, we'd be looking at introducing controllable planetary industrial vehicles for Eve players. Imagine small industrial cargoships, mediums and large, only planet based with a limited storage capacity of say 5000m3, 10000m3 and 15000m3 or something along those lines ferrying goods between these stargates.

This type of system would enable players to setup cities on hostile owned planets, spam goods and items and then use their own stargates to slowly move items to friendly planets, completely bypassing the entire "hostile fleet in local / gatecamps/ customs scene or risking ship and limb to retrieve goods from planets located in that hostile system. Once transported into friendlier waters, they could be retrieved via the starports or customs offices, or even kept on the planet and sold on the planetary markets.

Still hashing allot of things out, will probably add another 3-5 posts or so to this topic.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Synner G
Aliastra
Gallente Federation
#122 - 2011-11-15 17:23:08 UTC
I heard a rumor that Interbus held the technical and manufacturing rights on Planetary Stargates, and that's why we never see them in space. Is this true?
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#123 - 2011-11-16 04:50:28 UTC
Synner G wrote:
I heard a rumor that Interbus held the technical and manufacturing rights on Planetary Stargates, and that's why we never see them in space. Is this true?


I don't believe so.

But if it is true, it would be the first I've heard of it.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Alx Warlord
The Scope
Gallente Federation
#124 - 2011-11-16 05:30:25 UTC  |  Edited by: Alx Warlord
Well, based on eve lore...

Space bending:

if HUGE and expensive: don't spend fuel and can transport big ships from one "stargate" to another.

IF Small: (Covert ops, Titan and Jump bridges) Spend isotopes to stabilize the wormhole and can only open to a target cynosural field.

If Natural: Have a limited amount of mass that can travel trough it. And have unpredictable range ( The less the stability the smaller it is..)

So if a Planetary stargate would be possible the most common ones would be Small close-range and Expensive.

So, In Wh-Space the Clonning and then jump-cloning the civilians would be the best procedure to increase population, although expensive.
tengen san
Triton-TC
#125 - 2011-11-16 12:06:02 UTC  |  Edited by: tengen san
Asuka Solo wrote:
#31Posted: 2011.10.04 20:36
If this topic can make 3 pages of positive responses and/or another 30 odd likes... I will be posting it over in the Assembly Hall with some additions.
Then spam every PI alliance in Eve hoping to garner enough support to push it to the top of the next CSM refocus list.


So what is the judgment of the PI alliances on your idea?

Now, the additions are made the odd likes received, when do we get to see the idea posted in the assembly hall? Or do you just want to continuing to nurse/babysit it here furthermore.

It’s a complex proposal which, if not judged by a boarder public, already start to loos attachment. Do you have direct contact with any of the dev’s in the dust514 arena? The further this idea is taking out the more adjustments need to be done. Now you want to add "Walking on Planets", if this ever should be considered as a real implementation into the game it will take years to do so. Don’t think they just drop WiS or divert their ongoing Dust514 planning and time scheduling and jump over to your ideas which seem to grow as the days go by.

For now it’s just a well thought, ever growing, SF storie based on the game.

As long as you are not willing to put it in Assembly hall there will be no attention by the dev’s.
tengen san
Triton-TC
#126 - 2011-11-16 12:07:46 UTC  |  Edited by: tengen san
DP
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#127 - 2011-11-16 15:23:41 UTC  |  Edited by: Asuka Solo
tengen san wrote:
Asuka Solo wrote:
#31Posted: 2011.10.04 20:36
If this topic can make 3 pages of positive responses and/or another 30 odd likes... I will be posting it over in the Assembly Hall with some additions.
Then spam every PI alliance in Eve hoping to garner enough support to push it to the top of the next CSM refocus list.


So what is the judgment of the PI alliances on your idea?

Now, the additions are made the odd likes received, when do we get to see the idea posted in the assembly hall? Or do you just want to continuing to nurse/babysit it here furthermore.

It’s a complex proposal which, if not judged by a boarder public, already start to loos attachment. Do you have direct contact with any of the dev’s in the dust514 arena? The further this idea is taking out the more adjustments need to be done. Now you want to add "Walking on Planets", if this ever should be considered as a real implementation into the game it will take years to do so. Don’t think they just drop WiS or divert their ongoing Dust514 planning and time scheduling and jump over to your ideas which seem to grow as the days go by.

For now it’s just a well thought, ever growing, SF storie based on the game.

As long as you are not willing to put it in Assembly hall there will be no attention by the dev’s.


1) I have yet to pass this along to the broader plain of PI alliances via the Assembly hall. This is in the process of happening. The alliance PI carebears I have spoken to in entities that transcend russian, french, former NC, former IT, ghetto pirates, pvpers, wormhole maniacs and the likes, are well and truly fond of the idea.

2) No I do not have direct contact with a Dev for Dust or Eve. But this is an oversight I'm looking to remedy.

3) Thanks for the advice regarding the Assembly Hall. But patients young grasshopper. Even if this Assembly Hall post were made, it would not find it's way onto Sisi overnight. I anticipate the Assembly Hall to try it's best to tear it to shreds, so it's been sitting here in the ideas forums for sometime, smoothing out all the issues and covering all the basics so as to make more people happy than it would have with the initial 1st draft. Even if only 20% of this idea were considered, it would only ever see the light of existence some time after Dust is released, building upon the same technologies that will make fps on eve planets possible. As for the 2.1 version (Which will be posted in teh assembly hall), it will incorporate allot of the feedback collected in this topic, right up to about page 5 at this point in time.

My Assembly Hall post is nearing completion if you have an interest in it's progress. I am just considering adding graphics to better convey the idea(s) behind it and how it would integrate with what we currently have.

It will also feature a proposed release strategy, indicating what features should be introduced first and in what kind of time frame windows these new mechanisms, additions and dimensions to Eve should be introduced in.

Depending on how much effort I want to put into the graphics, the 2.1 version could be posted as early as this weekend. But to give you an idea of what a mission it is to finish off and complete, here is the Table of Contents:

Planetary Interaction 2.1
Acknowledgments (player contributions)
Index:
Introduction
1.0 Planetary Interaction
1.1 PICC (Industrial Command Centers)
1.2 PCCC (Civilian Command Centers)
1.3 PMCC (Military Command Centers)
1.4 PSCC (Social Command Centers)
2.0 Moon Interaction
2.1 MICC (Moon Industrial Command Centers)
2.2 MCCC (Moon Civilian Command Centers)
2.3 MMCC (Moon Military Command Centers)
2.4 MSCC (Moon Social Command Centers)
3.0 Planetary attribute Overhaul & additions
3.1 Planetary population growth/death rates
4.0 PI Cities + Capital Cities
4.1 City Development Index & PI-Hub upgrades
4.2 Connecting PI Networks to Cities (PI-Hubs)
4.3 Conquering/Destroying Cities
5.0 Terra-forming
5.1 Terra-forming chains (Type to type conversions)
6.0 City location penalties
7.0 NPC action hauling contracts
8.0 Space and Planetary Economies (for corps and alliances)
9.0 Smuggling and Player owned Customs Offices
10.0 The relationship between Ships and Planets
11.0 Skills for PI 2.1
12.0 Proposed deployment plan

Eve is about Capital ships, WiS, Boobs, PI and Isk!

tengen san
Triton-TC
#128 - 2011-11-16 16:31:40 UTC
Asuka Solo wrote:

1) I have yet to pass this along to the broader plain of PI alliances via the Assembly hall. This is in the process of happening. The alliance PI carebears I have spoken to in entities that transcend russian, french, former NC, former IT, ghetto pirates, pvpers, wormhole maniacs and the likes, are well and truly fond of the idea.

2) No I do not have direct contact with a Dev for Dust or Eve. But this is an oversight I'm looking to remedy.

3) Thanks for the advice regarding the Assembly Hall. But patients young grasshopper. Even if this Assembly Hall post were made, it would not find it's way onto Sisi overnight. I anticipate the Assembly Hall to try it's best to tear it to shreds, so it's been sitting here in the ideas forums for sometime, smoothing out all the issues and covering all the basics so as to make more people happy than it would have with the initial 1st draft. Even if only 20% of this idea were considered, it would only ever see the light of existence some time after Dust is released, building upon the same technologies that will make fps on eve planets possible. As for the 2.1 version (Which will be posted in teh assembly hall), it will incorporate allot of the feedback collected in this topic, right up to about page 5 at this point in time.

My Assembly Hall post is nearing completion if you have an interest in it's progress. I am just considering adding graphics to better convey the idea(s) behind it and how it would integrate with what we currently have.

It will also feature a proposed release strategy, indicating what features should be introduced first and in what kind of time frame windows these new mechanisms, additions and dimensions to Eve should be introduced in.

Depending on how much effort I want to put into the graphics, the 2.1 version could be posted as early as this weekend.



See..., now you rolling.


Asuka Solo wrote:
I anticipate the Assembly Hall to try it's best to tear it to shreds........


This will put it to the test if it can get hard boiled in the "crucible"


Asuka Solo wrote:
It will also feature a proposed release strategy, indicating what features should be introduced first and in what kind of time frame windows these new mechanisms, additions and dimensions to Eve should be introduced in.


Bad Idea, Dev's don't let it fly to get kick'd out of the Job.


Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#129 - 2011-11-16 16:33:05 UTC  |  Edited by: Asuka Solo
Updated the previous post with a table of contents of the 2.1 version.

Estimating this idea to equate to a 39 post suggestion at present (without graphics links)

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Mapets
School of Applied Knowledge
Caldari State
#130 - 2011-11-16 18:25:58 UTC
Nice ideea about the PI , not so thrilled about all the planetary stargate thing tho, would make a preaty big part of eve mecanics useless ( cyno, titan bridge , the use for carriers to move ships to campaign locations and not to mention the clone jumping).
However, the dust interaction to eve requires that PI neads this 'upgrade' or at least something verry similar.
But... for it to be desired and rly have a positive impact in eve , other then creating another gaming world within the eve universe limited to only players that are borred of spinning the ship in hangar and influenced only by those with dreds/titans, the majority of eve players must have a benefit if not a need for it...... and for that i have a thought...
As the development of planet colonies/cities wil require and deal with planetary population, development indexes, growth and soo on, why not also add a more direct interaction to the curent eve gameplay and also populate that witch eve players play with mostly .... like the ships ?!...
A ship just bought to have a volunteer crew untrained and soo unable to bring the ship to full atributes (like only 75% shield/cap recharge and maby even cpu/powergrid reduction , say only 95% ).
A player or member of corp/ally that manages planets to be able to train on civilian flight academy structures ship crews of diferent competence lvls up to say lvl5 on a fully upgraded academy ( maxed crew to bring a ship to +125% ship shield/cap regen and say 105% cpu/powergrid), and be able to sell the trained personel to other players visiting the planet. Limiting access to the planet via personal/corp/ally standings like stations in 0.0 do atm and also have every purchase of crew take the nr from planet population so unable to hire the compleate crew for say 2 titans from 1 planet.
This would add the new crew nr and crew competence attributes to all ships in eve, i'm tinking most players in eve wanderd why the ships have soo many lights/windows on them if only the own character is inside no ? :)
Alx Warlord
The Scope
Gallente Federation
#131 - 2011-11-16 20:47:17 UTC
Mapets wrote:
Nice ideea about the PI , not so thrilled about all the planetary stargate thing tho, would make a preaty big part of eve mecanics useless ( cyno, titan bridge , the use for carriers to move ships to campaign locations and not to mention the clone jumping).
However, the dust interaction to eve requires that PI neads this 'upgrade' or at least something verry similar.
But... for it to be desired and rly have a positive impact in eve , other then creating another gaming world within the eve universe limited to only players that are borred of spinning the ship in hangar and influenced only by those with dreds/titans, the majority of eve players must have a benefit if not a need for it...... and for that i have a thought...
As the development of planet colonies/cities wil require and deal with planetary population, development indexes, growth and soo on, why not also add a more direct interaction to the curent eve gameplay and also populate that witch eve players play with mostly .... like the ships ?!...
A ship just bought to have a volunteer crew untrained and soo unable to bring the ship to full atributes (like only 75% shield/cap recharge and maby even cpu/powergrid reduction , say only 95% ).
A player or member of corp/ally that manages planets to be able to train on civilian flight academy structures ship crews of diferent competence lvls up to say lvl5 on a fully upgraded academy ( maxed crew to bring a ship to +125% ship shield/cap regen and say 105% cpu/powergrid), and be able to sell the trained personel to other players visiting the planet. Limiting access to the planet via personal/corp/ally standings like stations in 0.0 do atm and also have every purchase of crew take the nr from planet population so unable to hire the compleate crew for say 2 titans from 1 planet.
This would add the new crew nr and crew competence attributes to all ships in eve, i'm tinking most players in eve wanderd why the ships have soo many lights/windows on them if only the own character is inside no ? :)


In fact, in the lore, the capsuler is not the only one inside the ship, the crew is there for maintenance duties, and how do they get there? When you assemble the ship they are recruited from the Stations / SMA / Outposts / Capital ship population. But as you are an Allmight demigod capsuler you just don't care about them, and your ship can go well without maintenance, so you can launch a ship into space with 1% of the crew and it still will work for a good fine... but offcoures if you enter an other station your ship will automatically recruit what more is needed for you...

The same is said about the Outposts / POS / Custom-Ofices / Comand center population they are there (Inside the modules and pices) they are counted as part of the volume...

So if start taking hull damage you also loses part of your crew, and when you overheat a module you will possible kill some too...

And when you kill a pirate batleship... Thousands of deaths!!! when you kill a floating structure just to see what will drop, thousands of deaths, that is what a capsuler is.... A immortal Demigod of Death...

Also all the main functions of the ship are on the capsule's will, the crew is not an efficiency factor ...

So i don't think that the population of the planets will be a main concern since you can say that they are all inside the ship along the 1000m³ of the command center, and the rest is just clonned or fly from your ship or from somewhere to the planet when you enter the planetary view... most of the hard work are for the drones and nanites...

Lek Arthie
Doomheim
#132 - 2011-11-16 22:42:07 UTC
I dont like terraforming idea, we might end up with 2-3 basic and most profitable planet types. You have those planets live with them. If terraforming is introduced then it should be introduced lightly. Like, terraform a lava planet to have a little better temperature for example. Its still a lava planet it just has better stats, and ofc nothing should be permanent. Terraforming structures for example, when destroyed planet goes back to original.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#133 - 2011-11-17 05:32:07 UTC
Lek Arthie wrote:
I dont like terraforming idea, we might end up with 2-3 basic and most profitable planet types. You have those planets live with them. If terraforming is introduced then it should be introduced lightly. Like, terraform a lava planet to have a little better temperature for example. Its still a lava planet it just has better stats, and ofc nothing should be permanent. Terraforming structures for example, when destroyed planet goes back to original.


Just to make sure I understood your post.

You want the terraforming structure to be able to change the planet type along a pre-determined path (with regards to making the planet more habitable for civilian populations) that the players can select. And as long as that structure stays intact, fueled and online, the planet will remain the type it was terraformed to.

If the structure goes offline, runs out of fuel or is destroyed, the planet starts the reversion cycle back into it's previous (pre-terraforming) state and thus loses it's habitable appeal?

I think that is an option. But I think that option is too focused on civilian operations. Your concerned that the initial terraforming idea will allow alliances to take all their gas and barren planets and turn them into plasma worlds, each costing a titan in isk time and resources to begin with. This cost and time factor alone will prevent the mass spamming of key industrial type planets and serve as a much needed isk sink for such large entities to begin with. So yes, while planets will end up being changed into more valuable ones, depending on the goal of the alliance, it will be such a slow, long term and resource heavy process that actual proliferation will take years. This despite the ability of attacking alliances to abort the process by taking out the structures.

Your version of the idea will turn all the existing plasma and lava worlds into sprawling metropli (by adjusting their growth/death/migration rates as a result of a more habitable environment), that boost output so much with the bonuses granted by civilian PI networks that it would amount to the same output as a system with 8 plasmas.

So there is room for abuse either way, but it will be costly abuse.

Don't you think?

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Corazani
EVE University
Ivy League
#134 - 2011-11-17 06:21:02 UTC
Just a couple of points on what has cropped up lately.

First, on planetary gates. Given the EvE canon of them not existing to date, it would seem safe to assume that the EvE universe follows similar lines of thought to many other forms of static, "gate-centric" FTL transit. Namely that the gates always seem to by up and fair way away from planets (the Stargate series being one of the best known exceptions to this). Usually the logic given is the need for lower interference from gravity, or some sort of exotic radiation being put out that you don't want to expose a biosphere to.

Also, given the established lore or gates having to be located between two stars in a system, it would suggest that they require a certain balance of forces to be acting upon them in order to achieve whatever form of transit they allow (most likely temporary/unstable but directable wormhole/singularity). All of this would preclude any use of gates on planets.

Even assuming that such a gate could be constructed however, there are a number of other problems that would need to be tacklked. What about differences in pressure between ends of the gates? Is it one way only, or bi-directional? Are they like space gates and based on a discreet activation system/entity, or are they more like the SG-1 gates? What's to stop a terrorist from linking a bi-directional gate to one in deep space and evacuating the atmosphere on the target planet?

A much more canon option might be to ignore the transport of materials entirely, and to opt for a clone system similar to what is already in place. Quantum entangled transmission systems are capable of transmitting the conciousness of a suitably equipped person (like a pod pilot or Dustie) over interstellar distances. It might not be as satisfying as picking up your ball and taking it home with you, but you could still walk out in a huff if a card game goes badly for you. :P


As for terraforming, it is at best a slippery slope by way of people and their whims, but is one supported by canon. Korako Kosakami (better known as The Rabbit) has a little chat with a character in one of the novels (I... think the one with the Raven on the cover; where it follows the four different people throughout the book). This chat happens on his own personal planet. Which he had terraformed to his own desires.
Agamenox
Yanomami's Space Pilots
#135 - 2011-11-17 14:46:45 UTC
EVE Simcity Really? You want to complex a very complicated game. Maybe the next expantion will not be 514, the next expansion wold be "SIM EVE" or "SPORE EVE", construct the world!
Rabid cat
Garoun Investment Bank
Gallente Federation
#136 - 2011-11-17 14:48:36 UTC
Any idea when is this stuff going to be implemented?
Mapets
School of Applied Knowledge
Caldari State
#137 - 2011-11-17 18:37:52 UTC
Rabid cat wrote:
Any idea when is this stuff going to be implemented?


in this formula probably never but but some of the ideas presented in this thread will most most likely be part of the update when dust gets released , and there is no date yet set for that :P
Tarkett Reedster
House of Reed Interstellar Defense Force
#138 - 2011-11-18 02:20:26 UTC
Overall I love this concept. I'm sorry if they have already been suggested Of coarse I have a few suggestions.
1.) I'd like to see the planetary guns part implemented asap. People are already concerned about being able to defend the new customs office and this would be a great solution.
2.) On a similar note I'd like to see the military structure enable a fixed amount of ground troops that would serve as defending forces (NPC's). I.e. You get 20 command points per military command structure. You can then add a number of tanks, troops, drones, etc based on there command cost. Obviously in order to do this we would need the ability to produce these item, which of curse could sell on the open market to other Capsuleer's or Duster's. The main driving reason behind this is two fold:
A. You should be able to defend you cities as with a POS when your not logged on.
B. Attacking a "city of the gods" should be the pinnacle mission of a Duster. Where a Duster would face a fortified installation as well as other human players.
3.) The use of mobile command ships as previewed in the dust videos to control additional troops.
4.) Lastly I would like to see the use of space based minerals e.g. Trit used in the construction of these cities creating a symbiotic relationship between the two industries.
Thanks this is one of the best threads I've seen in awhile.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#139 - 2011-11-18 04:41:52 UTC  |  Edited by: Asuka Solo
Tarkett Reedster wrote:
Overall I love this concept. I'm sorry if they have already been suggested Of coarse I have a few suggestions.
1.) I'd like to see the planetary guns part implemented asap. People are already concerned about being able to defend the new customs office and this would be a great solution.
2.) On a similar note I'd like to see the military structure enable a fixed amount of ground troops that would serve as defending forces (NPC's). I.e. You get 20 command points per military command structure. You can then add a number of tanks, troops, drones, etc based on there command cost. Obviously in order to do this we would need the ability to produce these item, which of curse could sell on the open market to other Capsuleer's or Duster's. The main driving reason behind this is two fold:
A. You should be able to defend you cities as with a POS when your not logged on.
B. Attacking a "city of the gods" should be the pinnacle mission of a Duster. Where a Duster would face a fortified installation as well as other human players.
3.) The use of mobile command ships as previewed in the dust videos to control additional troops.
4.) Lastly I would like to see the use of space based minerals e.g. Trit used in the construction of these cities creating a symbiotic relationship between the two industries.
Thanks this is one of the best threads I've seen in awhile.


1) The only planetary guns that would be able to shoot that far, would be the anti-capital guns. Sub caps will be beyond reach of the anti-sub cap defenses that protect the city close range. At this point in time, we have not yet indicated that those cap guns would be capable of hitting attacking caps as far out as the customs offices, but I'm sure it would be worth looking into.

As for sub caps... would it be fair to allow capsuleers to place anti sub cap defenses on their networks and allow those defenses to attack sub cap pilots who agress the customs offices? It would be like sending frigates up against deathstars.... An idea I'm not opposed to, but my biggest concern is the mass adoption of this big idea as opposed to appeasing just PI farmers.

2) I believe they can do this already as per the suggestion. There are even bounties on these npcs similar to our rats for eve.

A) This is the case. Military networks and all defenses use the POS mechanics. You can set who to shoot and under what circumstances to shoot. With regards to anti-cap guns, you can assume control of these. We could look into doing the same for anti-sub cap guns. BUt I think that might end up becoming too overpowered.

B) This will hopefully be the case with all the military networks etc that can be setup.

3) CCP will handle this.

4) Minerals will be used to construct items like the PI-hubs, alongside some PI components. But the rest of the City will use isk to be built, as PI does currently. You will however, be able to import minerals and blueprints/ammo/modules down into the City and use the manufacturing facilities that can be setup to construct items for Eve or Dust players, such as modules, ships, components, ammo etc.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#140 - 2011-11-18 04:46:42 UTC  |  Edited by: Asuka Solo
Rabid cat wrote:
Any idea when is this stuff going to be implemented?


Assuming this is posted in the assembly hall:

Assuming the Assembly hall gives it the thumbs up:

Assuming the Assembly hall pushes this tot he top of the next refocus:

Assuming the designers at CCP declare it feasible:

Assuming they implement it exactly as proposed:

Assuming CCP implement it according to the proposed release strategy:








We'd start seeing the first bits and pieces of this sometime after Dust is released would be my guess.

Eve is about Capital ships, WiS, Boobs, PI and Isk!