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Replacing Local

First post
Author
Tryaz
University of Caille
Gallente Federation
#1 - 2013-12-06 20:19:07 UTC  |  Edited by: Tryaz
Many worthy ideas have been discussed on this thread since my original post so I'll paraphrase them here. We all agree on one thing: the Local channel as a source of instant intel has got to go!

  • Stargates and Stations become hackable, using the new mini-game, for access to jump/docking logs OP (see below)

  • An automatically updating D-scanner that combines with your Sensor Overlay (using the new ISIS ship classification icons) Batelle - look to Reply #6 for this idea in full, it's very well conceived and has received a lot of positive attention.
  • - Reply 16# Grandma Squirrel Interesting additions to Batelle's concept. Scroll down and read

  • Mini-game launching from the Sensor Overlay to actively gather intel on ship signatures Reply #17 Arwen Ariniel

  • Local, Cloaking, Hot Drops, Star Map: of these features local should be the last (nerfed) iterated upon Reply #22 Eruptar Ambient
  • this one's a MUST READ

  • Cloaked ships can only gather restricted intel "hey look, there is a ship" (presuming Dscan replaces local) Reply #24 Arwen Ariniel

  • Constellation-wide Local (as opposed to system specific) Reply #27 MonkeyMagic Thiesant - some great balance discussion around this suggestion, please read

  • Graduated Local in two proposed iterations:
  • - Reply #26 Humang The refresh rate of Local decreases with the system sec status (beginning at 0.4)
    - Reply #56 fudface Discontinuous Local in Low-sec, interrupted by destroyable transponders
    and synergised in a fantastic post by Kagura Nikon Reply #61

  • Active and Passive Dscanning proposed and defined Reply #30 Nikk Narrel - a good one to read

  • Gate fire can be picked up by your Dscanner (balances the loss of instant Local) Reply #31 Lloyd Roses

OP I was reading this article http://www.usgamer.net/articles/what-are-ccp-games-future-plans-for-eve-online and in it CCP Fozzie reveals a long term plan to change the way that Local works with a view to making it harder to find out who was in system.

In response to that I had an idea: what if stargates and stations could be hacked for access to logs of the pilots that have used them? This could involve the new hacking mini-game: the currently non retain-able Utilities from the mini-game could be made trade-able, allowing recon pilots to breeze through the mini-game when hacking gates/stations.
I envisage this giving you the name of the pilot, the mass of the ship docked/jumped and the time of the interaction. The first level of access should give you the last 15 minutes of activity (the length of a criminal flag) and should be very easy to obtain for t2 Recon hulls. I also think sov-holding alliances should have free access to the gate and station logs of their own systems, probably from the Infrastructure Hub.

Please join in this discussion o/

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Batelle
Federal Navy Academy
#2 - 2013-12-06 20:31:28 UTC
Ever since Odyssey was revealed, I've been pretty convinced that the ship scanner or scanner overlay will be the main vehicle for replacing local. Dscan will also be iterated on and eventually the results will be integrated with the scanner overlay.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Soldarius
Dreddit
Test Alliance Please Ignore
#3 - 2013-12-06 20:46:37 UTC
Batelle wrote:
Ever since Odyssey was revealed, I've been pretty convinced that the ship scanner or scanner overlay will be the main vehicle for replacing local. Dscan will also be iterated on and eventually the results will be integrated with the scanner overlay.


This sounds decent. Local chat shouldn't go away. But having instant perfect intel on all pilots in local is bad. May as well just say everyone is wearing a transponder that can't be shut off even when cloaked.

http://youtu.be/YVkUvmDQ3HY

Lucien Visteen
Imperial Academy
Amarr Empire
#4 - 2013-12-06 21:00:01 UTC
Tryaz wrote:
A second ago I was reading this article http://www.usgamer.net/articles/what-are-ccp-games-future-plans-for-eve-online and in it CCP Fozzie reveals a long term plan to change the way that Local works with a view to making it harder to find out who was in system.

In response to that I had an idea (it's not at all developed so please criticise and help me build it). What if stargates and stations could be hacked (opportunity to use the new minigame :P) for access to logs of the pilots that have used them?

My initial criticism of my own idea was that it sounds clunky but then I remembered CCP mentioning that the utilities gained in the Hacking mini-game (wrench, chip and shield) might one day be tradeable and i thought PERFECT! If Recon pilots had large stockpiles of these tools in their cargo holds they'd be able to breeze through the mini game..

[I envisage local becoming similar to Local in WH space after this change]

More to come but what do you think so far?


Hm.

Could you elaborate on what you think players can do once they get access?

And is this meant for the system owning alliance, or an enemy player? Or both?



The ships hung in the sky in much the same way that bricks don't.

Tryaz
University of Caille
Gallente Federation
#5 - 2013-12-06 21:04:03 UTC  |  Edited by: Tryaz
Lucien Visteen wrote:


Hm.

Could you elaborate on what you think players can do once they get access?

And is this meant for the system owning alliance, or an enemy player? Or both?


I suppose I was thinking more in my theater, low-sec, than for null. I'd imagined players being able to peruse the time-stamped logs of jumps and docking requests.
Perhaps sov-holding alliances should have access to this info without a need for the hacking game...

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Batelle
Federal Navy Academy
#6 - 2013-12-06 21:07:09 UTC
I kind of think an automatically updating d-scan on a 5s interval would be pretty cool, with all the results going on your sensor overlay using the ISIS icons for ship hull type, and perhaps additionally colors for the race (sensor str type).

This would be balanced by several mechanics... ships would have a 'scanner strength' value that would function similarly to scanner probe strength. This could be a new attribute or a derived one based on scan resolution and possibly other things. Based on your ships scanner strength, the distance to the target, and the target's size (sig res, and sensor str), the game calculates a value from 1-100 that determines how much your scanner can tell about the ship. The higher result, the more information is revealed.

1-10 : You see a blip on your overlay for the target being a ship, offset by some significant deviation.
10-40: You see the race and hull size of the target, less devation in its location
40-70: exact ship type and the name on the ship, no deviation in its location in space (not warpable though)
70-90: the corp/alliance that own the ship are now viewable, along with some standings-based FoF coloration or icon.
90-100: pilot's name viewable.

specialized craft, t2 ships in general, smaller ships, would all get bonuses to their scanner strength, bigger ships would be more easily identifiable, and the scanner's range would be from 50au to 250au, with distance playing heavily into the results of the formula.

Also, ships would get a unique sig every session change, meaning that if you identify certain information about a ship is retained once ID'd.

I know this is a pretty radical idea, but I'm just trying to envision something that would work, and fulfill the potential of the sensor overlay, while eliminating dscan clicking, eliminating the 100% accurate information of the d-scan within 14.5 au, and still making intel gathering a reasonable thing to do. Also gotta make sure this new system doesn't step too hard on the toes of combat probes (probably through some buff to the functionality of combat probes). Would also need to make the solar system map more accessible. Right now half the time i click the map button it takes me to star map.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Tryaz
University of Caille
Gallente Federation
#7 - 2013-12-06 21:15:31 UTC
Batelle wrote:
I kind of think an automatically updating d-scan on a 5s interval would be pretty cool, with all the results going on your sensor overlay using the ISIS icons for ship hull type, and perhaps additionally colors for the race (sensor str type).

[ibid]


This is a REALLY cool idea. The Dscanner has always been one of my favourite mechanics in EVE and I love the depth that this brings to it. Would you like to see this balanced so that within 14.25 AU t1 ships will return a result in your 40-70 category for all ship types (with the exception perhaps of some new t2 bonuses on certain hulls)?

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucien Visteen
Imperial Academy
Amarr Empire
#8 - 2013-12-06 21:36:34 UTC
Tryaz wrote:
Lucien Visteen wrote:


Hm.

Could you elaborate on what you think players can do once they get access?

And is this meant for the system owning alliance, or an enemy player? Or both?


I suppose I was thinking more in my theater, low-sec, than for null. I'd imagined players being able to peruse the time-stamped logs of jumps and docking requests.
Perhaps sov-holding alliances should have access to this info without a need for the hacking game...


This... could make hunting targets, interresting.

You could determine when, and where, a player might be the most vulnerable, based on information extracted from the logs.

For low sec this could indeed be viable.

Please do keep working on it. Would like to see what you can come up with.

Batelle wrote:


I kind of think an automatically updating d-scan on a 5s interval would be pretty cool


This would kill fleet battles I think. But that is my opinion.

I don't remember who presented it, but another solution to this in regards to null-sec whitch I support is a Gateway FoF system.

With this new hacking game, this opens up for some good possibilities aswell. For example. An enemy player could be allowed, either upon entry or after entry, to hack that FoF system, and upon a successful hack, may remain undetected. A failed hack will reveal that enemy player as normal.

I have myself proposed something about the local issue in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=216699&find=unread

But.... that ties in with a lot of other changes aswell. You all can read it if you want, its on page 6, however I believe a FoF system may be the easiest to implement.

The ships hung in the sky in much the same way that bricks don't.

Batelle
Federal Navy Academy
#9 - 2013-12-06 21:43:39 UTC
Tryaz wrote:
Batelle wrote:
I kind of think an automatically updating d-scan on a 5s interval would be pretty cool, with all the results going on your sensor overlay using the ISIS icons for ship hull type, and perhaps additionally colors for the race (sensor str type).

[ibid]


This is a REALLY cool idea. The Dscanner has always been one of my favourite mechanics in EVE and I love the depth that this brings to it. Would you like to see this balanced so that within 14.25 AU t1 ships will return a result in your 40-70 category for all ship types (with the exception perhaps of some new t2 bonuses on certain hulls)?


That's a very specific balancing question. I would think that at that the 15 au mark we would see a baseline decrease in specificity from what d-scan offers, unless the target you're looking at is a heavier ship class than you. I would also want the variations in ship class sizes to be more towards making bigger ships being easier to spot/ID, rather than making bigger ships less capable of doing the spotting/IDing. I don't want to make battleships blind. So cruisers would have slightly better sensors than BS. T2 ships should have their baseline scanning be better than t1 counterparts as well, with interceptors, recon ships, and covops ships being really good.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Tryaz
University of Caille
Gallente Federation
#10 - 2013-12-06 21:47:11 UTC
Batelle wrote:
I would also want the variations in ship class sizes to be more towards making bigger ships being easier to spot/ID, rather than making bigger ships less capable of doing the spotting/IDing. I don't want to make battleships blind.


Important point and I entirely agree with you, there's enough of that already in the mechanics

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#11 - 2013-12-06 21:49:46 UTC
NB. Taken from a different thread
Lucien Visteen wrote:
Changes to the chat.

Local should be set to only show players in your alliance, chatting is also filtered to display the chatting of your alliance only.
New channel introduced for constellation. Like npc corp chat will show number of players in the chat (constellation), friend and foe, but will not show playerportrait unless player has typed in it.

Posibilities.

Local will show number of players in the system. This in regards to the gates tracking you traveling to and from
the system.

Ships entering or leaving through wormhole accesspoints will not be added to or subdracted from the number of people in the system, since they did not enter or leave via a gate.


Surely some combination of these features will be present in an updated local. I think there are interesting lore questions to be answered as to who provides the local information and decides how it is used.

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#12 - 2013-12-06 23:23:28 UTC
Lucien Visteen: what do you think about the stargate log displaying the mass of the ship as well as the pilot's name? This would be a cool sliver of information so people could guess the type of ship flown :D

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucien Visteen
Imperial Academy
Amarr Empire
#13 - 2013-12-07 19:16:14 UTC
Yeah, that could work.

Can't really see any fault in it atleast :)

It does not give too little, or too mutch, information.

The ships hung in the sky in much the same way that bricks don't.

Arthur Aihaken
CODE.d
#14 - 2013-12-08 00:23:06 UTC  |  Edited by: Arthur Aihaken
Local simply provides too much intel for no work whatsoever. You can already get average number of players in space for the last 30 minutes or number of players docked up through the map statistics, neither of which is necessarily accurate - and that's the whole point. Local should function like wormhole local; no one shows up unless you decide to announce yourself, and it should be there to solely relay mission updates.

I am currently away, traveling through time and will be returning last week.

Jane Schereau
#15 - 2013-12-08 06:18:52 UTC
Batelle wrote:
I kind of think an automatically updating d-scan on a 5s interval would be pretty cool, with all the results going on your sensor overlay using the ISIS icons for ship hull type, and perhaps additionally colors for the race (sensor str type).

This would be balanced by several mechanics... ships would have a 'scanner strength' value that would function similarly to scanner probe strength. This could be a new attribute or a derived one based on scan resolution and possibly other things. Based on your ships scanner strength, the distance to the target, and the target's size (sig res, and sensor str), the game calculates a value from 1-100 that determines how much your scanner can tell about the ship. The higher result, the more information is revealed.

1-10 : You see a blip on your overlay for the target being a ship, offset by some significant deviation.
10-40: You see the race and hull size of the target, less devation in its location
40-70: exact ship type and the name on the ship, no deviation in its location in space (not warpable though)
70-90: the corp/alliance that own the ship are now viewable, along with some standings-based FoF coloration or icon.
90-100: pilot's name viewable.

specialized craft, t2 ships in general, smaller ships, would all get bonuses to their scanner strength, bigger ships would be more easily identifiable, and the scanner's range would be from 50au to 250au, with distance playing heavily into the results of the formula.

Also, ships would get a unique sig every session change, meaning that if you identify certain information about a ship is retained once ID'd.

I know this is a pretty radical idea, but I'm just trying to envision something that would work, and fulfill the potential of the sensor overlay, while eliminating dscan clicking, eliminating the 100% accurate information of the d-scan within 14.5 au, and still making intel gathering a reasonable thing to do. Also gotta make sure this new system doesn't step too hard on the toes of combat probes (probably through some buff to the functionality of combat probes). Would also need to make the solar system map more accessible. Right now half the time i click the map button it takes me to star map.



I support this product or service.
Grandma Squirel
#16 - 2013-12-08 06:51:04 UTC  |  Edited by: Grandma Squirel
Jane Schereau wrote:
Batelle wrote:
I kind of think an automatically updating d-scan on a 5s interval would be pretty cool, with all the results going on your sensor overlay using the ISIS icons for ship hull type, and perhaps additionally colors for the race (sensor str type).

This would be balanced by several mechanics... ships would have a 'scanner strength' value that would function similarly to scanner probe strength. This could be a new attribute or a derived one based on scan resolution and possibly other things. Based on your ships scanner strength, the distance to the target, and the target's size (sig res, and sensor str), the game calculates a value from 1-100 that determines how much your scanner can tell about the ship. The higher result, the more information is revealed.

1-10 : You see a blip on your overlay for the target being a ship, offset by some significant deviation.
10-40: You see the race and hull size of the target, less devation in its location
40-70: exact ship type and the name on the ship, no deviation in its location in space (not warpable though)
70-90: the corp/alliance that own the ship are now viewable, along with some standings-based FoF coloration or icon.
90-100: pilot's name viewable.

specialized craft, t2 ships in general, smaller ships, would all get bonuses to their scanner strength, bigger ships would be more easily identifiable, and the scanner's range would be from 50au to 250au, with distance playing heavily into the results of the formula.

Also, ships would get a unique sig every session change, meaning that if you identify certain information about a ship is retained once ID'd.

I know this is a pretty radical idea, but I'm just trying to envision something that would work, and fulfill the potential of the sensor overlay, while eliminating dscan clicking, eliminating the 100% accurate information of the d-scan within 14.5 au, and still making intel gathering a reasonable thing to do. Also gotta make sure this new system doesn't step too hard on the toes of combat probes (probably through some buff to the functionality of combat probes). Would also need to make the solar system map more accessible. Right now half the time i click the map button it takes me to star map.



I support this product or service.


I also like the concept. What I think would make it even better would be if your scanner improved its report over time. For example, lets say I've got a poor scanning ship, and the enemy is a very low sig ceptor. As long as the ceptor stays beyond say 50 AU, my scanner will have no chance of detecting it at all. At 25 AU, maybe I've got a 3% chance of detecting a blip every tic, (That works out to a 50% chance of detecting in 28 or fewer seconds) and at 15AU, you have 100% chance of detecting a blip, and say a 3% chance to improve the hit, narrowing it down, or adding info, up to a max of hull type. As the target gets even closer, you start having chances of detecting more and more info (and the easier info starts becoming 100% chance).

You could work probes into this scheme, have a "Passive scan" option, when not actively probing, your probes would be passing along info to help you detect ships, from the location you deployed them, and refine the information you have on already detected ships that are also in their range. Probes would have very long detection ranges, but in passive mode, would be slower to refine hits beyond the blip stage compared to a ship with the same detection range. Actively probing would work as it currently does, and would provide very good detection on any signatures that are narrowed down.

As for how to determine a ships detection strength, using the sensor strength of the ship divided by sig (same as probing resistance) as a proxy for the overall quality of a ships sensor suite would work well and give you a way of buffing your detection capability by fitting ECCM, without requiring an entire new stat.
Arwen Ariniel
Shaolin Legacy
Preatoriani
#17 - 2013-12-08 17:04:45 UTC
Grandma Squirel wrote:
Jane Schereau wrote:
Batelle wrote:
I kind of think an automatically updating d-scan on a 5s interval would be pretty cool, with all the results going on your sensor overlay using the ISIS icons for ship hull type, and perhaps additionally colors for the race (sensor str type).

...




I support this product or service.


I also like the concept. What I think would make it even better would be if your scanner improved its report over time. For example, lets say I've got a poor scanning ship, and the enemy is a very low sig ceptor. As long as the ceptor stays beyond say 50 AU, my scanner will have no chance of detecting it at all. At 25 AU, maybe I've got a 3% chance of detecting a blip every tic, (That works out to a 50% chance of detecting in 28 or fewer seconds) and at 15AU, you have 100% chance of detecting a blip, and say a 3% chance to improve the hit, narrowing it down, or adding info, up to a max of hull type. As the target gets even closer, you start having chances of detecting more and more info (and the easier info starts becoming 100% chance).

...

As for how to determine a ships detection strength, using the sensor strength of the ship divided by sig (same as probing resistance) as a proxy for the overall quality of a ships sensor suite would work well and give you a way of buffing your detection capability by fitting ECCM, without requiring an entire new stat.


I'm definitely liking the ideas proposed here. Even the minigame.
It would give a much more real feel to Eve Online, and make solarsystems feel 'larger'.

I think we mostly have to divide between being able to know who is there, and where they are at.
Right now, local gives us the info on who, which is what needs to be replaced, and the probes let you know where, which is a good working mechanic for it.

To find out more about who is in the system, you might incorporate a minigame, which you can activate from the overlay ID-tags. If you don't actively gather intel, you automatically get the basic information according to what's allready been proposed. But once you start the minigame, you can 'refine' the readings from your ship's sensors yourself, finding out much quicker what that 'blip' is all about.
Teckos Pech
Hogyoku
Goonswarm Federation
#18 - 2013-12-08 19:38:41 UTC
Love the discussion here guys. Keep it up.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tryaz
University of Caille
Gallente Federation
#19 - 2013-12-08 22:59:45 UTC
Big update to the OP, have a read :D thanks for making this an interesting discussion everyone

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#20 - 2013-12-09 05:30:40 UTC
up

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

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