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CCP if you're still trying to figure out how to solve local. Please read this.

Author
OFFICERoftheLawL
JERXX
#1 - 2013-12-09 09:47:38 UTC  |  Edited by: OFFICERoftheLawL
I really sat down and thought about the mechanics of local and intel in general. I wanted to think about a solution that removes 'intel' from the concept of 'local' while providing an alternative where engaging in actual gameplay is encouraged. It needed to be realistic and reward the user who correctly interpreted the information given and took the most correct action given the tactical circumstance and player's mission. As a bonus it should discourage blob warfare and encourage smaller, efficient and more organized tactics as well as increase situational awareness amongst players while increasing immersion in the game. Pretty daunting task, but if you're still reading you agree this would be 'better'.

So the first thing we need to do is remove 'intel' from 'local' itself. Local should be an empty chatbox with the total number of players in the system. People who talk appear for a set amount of time then disappear, and people docked remain visible in local. Think about it. You're in a station and there are workers in the station that would report your arrival and departure. This will help pilots who first jump into the system to quickly assess their next move. It also helps the person who doesn't have a cloaky scout sitting outside station when they first log in after ratting in 0.0 the night before. The advantage of being in space and disadvantage of being docked up may cause more players to "rest" at POS's, increasing their value.

"BUT THE PIERATS!.." Yes, this was alot of information lost, but again separate 'intel' from 'local'.

So how do we do everything i said above and regain the intel? Lets look at modern aircraft and their radar systems. I play DCS, with full on 3K$ simulation setup and it's interesting how efficient the radar systems in say the F-15C are out to 160km (atleast modeled in game, but high fidelity and realism). You have 2 systems RWR "radar warning receiver" and MFD "multi function display". These 2 systems tell you everything you need to know about what's in the sky within radar detection that you need to know. In short the MFD helps you locate and track targets. you have to manually place your radar cone to where the target is to find it and when you do it tells you direction, altitude, speed, type etc after you lock the target. Imagine the radar coming out from the nose of the aircraft forward getting wider the further you go out which scans vertically and updates whats shown on your screen after every scan is complete. The RWR tells you that there are radar signals actively scanning. You don't know what they are, or exact location, but you have an idea of direction and that they're there as well as the level of threat they are. (in an oversimplified explanation of course.)

"OK SO?"

So you combine those 2 principles into the D-scanner. First things first, though. The D Scanner range should be a slider not manually entered. The D-scanner should have its maximum range extended to a given number and refresh automatically every so often. The refresh rate and/or maximum range could be dictated by skills and/or ship classes/designs/roles. As the beam of the scanner is narrowed down on target the strength of the scan resulting in more information should be produced. So a 360 degree scan should yield less information given the ship's actual range to target on scan than a narrower beam. Using 360 scan; maximum detection range should show the type of object (ship/station/asteroid etc) and name (of the ship/asteroid/etc) as well as range narrowed to the au. At 50% of the max range you should be able to see the type of ship. At 25% of maximum range you should be able to see the pilots name also maybe corp too or alliance even. (just throwing suggestions out.) These numbers can vary depending on degree of scan and scan strength skills etc. A narrower scan for example could yield the type of ship at say 75% of max range. Since your max range is a set number, if you reduced your scannable range to half of that, then anything that appeared on your scan would atleast tell you the type of ship.

The Scenario:

You're in a mining barge hitting up some [insert expensive roid] with 4 other people in a null sec system with you. You see [5] in local and 4 avatars so you know they're docked. Your dscan is up and its updating every 10 seconds. Suddenly you get a text message. You read it and put your phone down. When you look up you see that there are now [6] people in system but still only 4 docked. You align your ship. Dscan is refreshing and doesnt show anything until suddenly you see that there is a ship 10au away from you on 360. You have no idea who or what it is, but you're not panicking... yet. You see suddenly that its range is decreasing... rapidly with every refresh. You know its heading right at you. At 5au you see its another hulk but since this is 0.0.. could be unfriendly hulk. You've succesffuly narrowed its location down and because you've narrowed the beam you see at 4.5 au (instead of 2.5au) that it's a corp mate and breathe a sigh of relief.

In an alternate reality: At 5au you see its an intercepter. A crow. You immediately warp off/log/dock whatever. "I'm not taking any chance." Had you attempted to narrow the beam and find out who it was, you would have seen it was a corp mate. You didn't want to take the risk of waiting too long and being out warped to the next destination.

On the attacker end: it helps you locate targets and their approximate locations faster. Simplifies the process of using dscan currently. Actively flying around is rewarded with good useable information helping you decide if you want to engage. Someone who is paying attention to their surroundings is hard to catch anyway, especially if you're trying to catch indies not paying attention.
OFFICERoftheLawL
JERXX
#2 - 2013-12-09 09:47:56 UTC  |  Edited by: OFFICERoftheLawL
"BUT THE CLOAKIES"

Yes. Imagine your dscan as a futuristic radar system. because its constantly scanning you will show up on atleast the "rwr" of another player. meaning you can be seen by a player's dscan when in range. Cloaking should be the only way to turn off your dscan. Being cloaked means no access to dscan intel meaning you have to manually warp to celestials to find targets requiring patience. If you decloak your dscan automatically turns on putting you at risk of being scanned yourself. This will actually hinder the tracking of a cloaked ship but [doesn't change the gameplay of assuming cloaky if someone jumps into local currently and he never pops up on dscan.] Maybe only covert ops frigates can scan while cloaked but require a module that requires a ton of cpu or something with -cpu bonuses only to the non stealth bomber covops frigates. This will not change current game play because the amount of intel is still the same.

edit here: Alot of players have commented on this with dissatisfaction. I agree its harsh on cloakies. Ideas are appreciated. Perhaps these ships could have their dscan capabilities nerfed by like maybe a 90% decrease in range and strength when cloak is active requiring players to for instance have to scan in 10 different areas to dscan the entire system as opposed to having the scanner range to dscan the same system from only 4 different spots.

"Okay now what about the blobs"

Ok. So because d-scan is designed so horrible looking, it should actually stay the same and look the same just with auto refresh rates. Blobs will have a hard time deciphering between friend or foe quickly especially the larger they become. Local spike will still be local spike even if there arent 'faces'. Remember when local spike no one ever cares about the 'person' but the 'number of people'. Some blobbers are going to rename their ships to something similar using something like "(c)" at the end of each ship name. A potential target would see a blob of ships, with similar names and know whats happening or even see a ton of the same ship types if within range or whatever. Basically the larger your group, the more cluttered information may be. You will need more dedicated scouts actively flying around to help understand "the picture" and not confuse friend from foe. You will still fall victim to a blob of well piloted players. This also happens in flight simulators.

I think this combo of a pseudo radar/dscan thing plus the removal of alot of info from local window and transferred to an active radar design i think speeds up teh game somewhat in terms of skirmish warfare and cat and mouse.It also increases immersion because now you're really flying a space ship with radar you're looking at keeping situational awareness and feel like you're really tracking something down on radar to kill or evade. You will see that incoming gank squad warping in to save your target. All without the tediusness we currently have. The "engagement zone" is increased. Actions begin more fluidly when engaging/evading BVR(beyond visual range) upon jumping into system. With changes to warp mechanics, an intercepter is now hunting you down faster and more further out with more accuracy assuming he's interpreting his dscan correctly and taking correct maneuvers. Imagine the dog fight at 40km where each maneuver is crucial. Same thing except even further away. Mistakes are still more forgiving the further out you are, though.

other ideas:

"ecm" module similar to current technology. Activating this will make you be seen no matter if you're out of dscan range. However no information (type of ship, name of ship, range) will displayed besides the fact that you're a space ship until you've gotten inside certain % of maximum radar range (this is called "burnthrough" with modern aircraft) . At that point 'ecm' will be useless save for the fact that you're already closing on your target/or running. This could also help pve'ers because then they could it active and a hunter would have to try to get close enough to determine if you are even a target they could take, but by then you've assessed the situation and acted accordingly. Also, groups of people running ecm module would make it impossible to tell where the ships are going, if they're together or not, and could confuse enemy fleets and recon. (happens in the flight sim too) .

in any case you get the general idea of whats going on. Makes it "feel" more like a space ship game where im flying a space ship. Given the limited options especially with actual ship flying control. Is that not your vision too?

Thoughts:

-This is just a direction. Everything is subject to a better idea.

-Consider also, highsec just got a little harder and alot scarier at the same time. Corps at war will have to think about staying out in space and not showing up in local vs docking. In heavily populated systems, it would be "easier to blend in" as it should be. Finding a particular person amongst hundreds should be hard, but finding someone in a less crowded system should be easy.

-Penetrating enemy strongholds just got easier: You have to be well organized and actively flying around scouting/patrolling to find a gang of 10 in a system with 100 reds without some level of confusion.

-The need for combat probes still exist. You cannot warp to anything on your dscan it just tells you where it is.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#3 - 2013-12-09 11:01:35 UTC
Tl;DR?

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#4 - 2013-12-09 11:31:22 UTC
I like your idea. The only think that I'm not completely with is cloakies not being able to use their D-scan, even though they could use a high-CPU module. The reason is that I'm not sure how could they furfill a scout role if they must decloak for that.

As a real life example, take nuclear submarines. Not only they're carefully designed to contain every signal and water perturbation they generate, they've got powerful ears. We could say their tactic is to be silent and just hear. Since in space you can sense things by reading their energy output and perhaps even sending radar waves towards them, a cloaking device would be designed to not to emit outputs, and to absorb incoming radar waves, or even to give false lectures.

That's just my humble opinion :P
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#5 - 2013-12-09 11:50:59 UTC
Sounds pretty spot on IMO. I like it.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Jake Sake
Doomheim
#6 - 2013-12-09 12:11:10 UTC  |  Edited by: Jake Sake
OFFICERoftheLawL wrote:
... but if you're still reading...


When I reached this point I was already rewarded!

OFFICERoftheLawL wrote:
...unfriendly hulk...
Pirate
Battlehulk!


Dude you have some solid ideas there. And they so much more can be improved, let's say with implementation of a small to medium size sphere in UI showing from which direction scan waves comes when your ship get scanned, and maybe have different colour for friendly ones (corp/ally wave signatures) and enemy's (unknown signature - neut, known hostile signature - bad standing corp/ally).



Kirimeena D'Zbrkesbris wrote:
Tl;DR?

How you can even play EVE? It requires a lot of reading and comprehending.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#7 - 2013-12-09 12:36:19 UTC
Jake Sake wrote:
Kirimeena D'Zbrkesbris wrote:
Tl;DR?

How you can even play EVE? It requires a lot of reading and comprehending.

Its just that everything he has suggested already was in https://forums.eveonline.com/default.aspx?g=posts&t=216699&find=unread in one form or another, reading that again in the form of "wall of text" is not very amusing.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Nariya Kentaya
Ministry of War
Amarr Empire
#8 - 2013-12-09 13:38:37 UTC
Komodo Askold wrote:
I like your idea. The only think that I'm not completely with is cloakies not being able to use their D-scan, even though they could use a high-CPU module. The reason is that I'm not sure how could they furfill a scout role if they must decloak for that.

As a real life example, take nuclear submarines. Not only they're carefully designed to contain every signal and water perturbation they generate, they've got powerful ears. We could say their tactic is to be silent and just hear. Since in space you can sense things by reading their energy output and perhaps even sending radar waves towards them, a cloaking device would be designed to not to emit outputs, and to absorb incoming radar waves, or even to give false lectures.

That's just my humble opinion :P

beyond all that, how can you justify giving coakies a HIGH cpu module just to eb able tof idn targets? they are already horribly gimped in DPS capabilities and a module like that would effectively turn them into noncombat ships, which would negate the entire purpose of them being able to find people while cloaked anyways.
Alvatore DiMarco
Capricious Endeavours Ltd
#9 - 2013-12-09 14:27:55 UTC
I'm going to go ahead and give this idea a +1. Very interesting ideas, especially with the dscanner having potential risks for its use.

I do have a question for OP though: If detecting another ship with your dscan means that you'll show up on their rwr, then couldn't you just "turn off" your dscan by lowering the range down to the minimum? Sure you won't be able to look around on your own but if someone else scans you then your rwr will say so. Right?
Kagura Nikon
Native Freshfood
Minmatar Republic
#10 - 2013-12-09 14:48:07 UTC
This type of approach coudl be very interesting to the game. Also I would think a more submarinish approach coudl help as well. The concept that certain things make "noise"and make you easily detectable. Like MWD, like using an ACTIVE SCAN OF THE ENVIRONMENT (active ping).

There is a lot of room for talk, but anythign on this direction would improve the game a lot.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Batelle
Federal Navy Academy
#11 - 2013-12-09 15:14:22 UTC
+1 because:

Local that has no names but does have total in system sounds like a step in the right direction (but not a step that can be done stand-alone, rather has to come at the same time as other related features receive iteration).

Being seen in local is pretty much the only way to identify a cloaked ship, disabling or nerfing dscan on cloaked ships would be an interesting balancing factor to counter them now being virtually undetectable otherwise. This also gives utility to ships that can safely scout while uncloaked (interceptors).

Not sure how I feel about being alerted that someone else is scanning you. It seems kind of unnecessary since you would already be able to scan them. However, i suppose it makes sense because your idea is to have an auto-updating d-scan which still needs to be managed to the extent that you set its distance, direction, and angle.

Here's a shameless plug of my own idea which has some overlap and some differences with your idea: link.

"**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.

OFFICERoftheLawL
JERXX
#12 - 2013-12-10 04:38:52 UTC  |  Edited by: OFFICERoftheLawL
Man talk about a long day at work.

MY stance on cloaking is because the dscanner should prevent cloaking because its actively scanning the system. With the changes to local a stealth capable ship is truly a legitimate threat in its own right because the ability to acquire, track and engage a target enemy in the same system as you much more quickly. In short: If you fly around cloaked. You're going to have to manually find someone by landing on grid with them. If you have the correct covops scout or just a scout in general, you can warp to them.

The module being only being able to be fit on the covert ops ship is to balance the blops gang. Being able to jump into random low/null system, and use the faster paced action I'm proposing would definitely make them over powered. Now of course I don't want them to be under powered. But cloaking itself is both offensive and defensive in nature. Because it can be generally applied to any situation doesn't mean it should be capable of that with overwhelming force. Maybe if max range could be decreased significantly while cloaked as to not 'give off signal' that may work. 90% reduction in range of dscan. Thats something that should be looked at though I will say that.

Quote:
I do have a question for OP though: If detecting another ship with your dscan means that you'll show up on their rwr, then couldn't you just "turn off" your dscan by lowering the range down to the minimum? Sure you won't be able to look around on your own but if someone else scans you then your rwr will say so. Right?


That's why I made the suggestion that only cloaking devices should be able to turn off your active dscanner. It was for that very thing you just said.

Quote:
Not sure how I feel about being alerted that someone else is scanning you. It seems kind of unnecessary since you would already be able to scan them. However, i suppose it makes sense because your idea is to have an auto-updating d-scan which still needs to be managed to the extent that you set its distance, direction, and angle.


It's not that you will be notified if someone scans you. Its just that, if in range, you will see them on your dscan because their radar is emitting a signal.

I really hope that CCP sees this. I think these changes will make people be out in space more. Spend less time docked up showing yourself all over local. Spend more time hanging out at a pos increasing their value even more because of the new tactical nature of them also increasing fees to run them, defend them, or take them down . (note: all of that without actually even touching pos's) I'm certain WIS would never have been brought up if people had more incentive to be out in space instead of sitting in station staring at their ship for so long that they decided they thought they wanted WIS.

In all, thanks for the replies everyone.
Bienator II
madmen of the skies
#13 - 2013-12-10 06:00:29 UTC
dscan, local, probes. Its all connected. You can't fix one independently without having a bigger picture what you actually want to do. You would have to start from scratch, don't forget that you building a scifi game and not a chatroom, find out what is already 'canon' like for example active scanners, passive scanners, proximity chat, radars and how it all would work together.

Thats why they are afraid to change ANYTHING. It would be a high risk project since you really want it to succeed.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Icarus Able
Refuse.Resist
#14 - 2013-12-10 06:08:45 UTC
Apart from the Nerf to cloakies in your system this is amazing. Covops and recons should still be able to at least have the current Dscan while cloaked if not full DScan. Living in whs the ONLY way i can get intel is dscan and actually finding POS using it so nerfing that at all would make just finding a pos stupidly hard.
OFFICERoftheLawL
JERXX
#15 - 2013-12-10 06:12:08 UTC
Bienator II wrote:
dscan, local, probes. Its all connected. You can't fix one independently without having a bigger picture what you actually want to do. You would have to start from scratch, don't forget that you building a scifi game and not a chatroom, find out what is already 'canon' like for example active scanners, passive scanners, proximity chat, radars and how it all would work together.

Thats why they are afraid to change ANYTHING. It would be a high risk project since you really want it to succeed.


I don't see how. My entire post focuses mainly on Local as it sits, and what or who is shown in local. If someone is docked they show up in local. The number of players in system is displayed as a number which is currently the case. Basically the only thing thats really in depth is dscanning. Which instead of you manually clicking scan, it does it automatically at a set rate depending on various factors as described. What is shown in dscan is dependent of range, which is already done, things beyond your maximum range are not shown. Items within range are shown. Distances from celestials are also shown. The change would be showing player ships range further out than what is displayed on grid. Player distances are already shown in dscan when on grid. What is displayed about the target is dependent upon how far you are from the target relative to your max range skills. That is about the only thing I would think that would take some drastic new code. Everything else is already implemented in some form or another.

It appears you either didn't a. understand what i typed, or b. skimmed through it trying to get the 'jist' and completely failed or c. didn't read it at all
OFFICERoftheLawL
JERXX
#16 - 2013-12-10 06:18:38 UTC  |  Edited by: OFFICERoftheLawL
Icarus Able wrote:
Apart from the Nerf to cloakies in your system this is amazing. Covops and recons should still be able to at least have the current Dscan while cloaked if not full DScan. Living in whs the ONLY way i can get intel is dscan and actually finding POS using it so nerfing that at all would make just finding a pos stupidly hard.



well this is why you have probes. Your probes can tell you exactly where something is. My cahnges to dscan tell you "approximately" where something is, it's general position relative to your position, and also whether the object is 'coming at you, going away from you, or stationary'. Actually the dscan already says this. My method just delivers this information more efficiently and faster. Thank you for your comments though. The cloaking thing is really a tough part I think would take time to get right. There has to be some level of compromise. If you have any suggestion please throw an idea out there. I edited my main post to reflect new ideas.
Gigan Amilupar
Viziam
Amarr Empire
#17 - 2013-12-10 06:25:37 UTC
Yeah, this seems like a good idea. And it's a fair enough compromise on things like local showing player counts but not names.

+1
OFFICERoftheLawL
JERXX
#18 - 2013-12-11 00:32:23 UTC
Gigan Amilupar wrote:
Yeah, this seems like a good idea. And it's a fair enough compromise on things like local showing player counts but not names.

+1


Yeah I tried to find a happy medium without pissing everyone off. Which I still did anyway lol. Its hard. Thanks!
Swiftstrike1
Swiftstrike Incorporated
#19 - 2013-12-11 00:46:03 UTC
I don't think the D-scan should ever provide as much information as combat probes. That's my 2 cents.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

OFFICERoftheLawL
JERXX
#20 - 2013-12-11 00:53:44 UTC
Swiftstrike1 wrote:
I don't think the D-scan should ever provide as much information as combat probes. That's my 2 cents.


Combat probes enable you to warp onto a target. My dscan changes don't do that.
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