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Player Features and Ideas Discussion

 
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Non-scannable locations in space

First post
Author
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#61 - 2014-01-08 17:10:04 UTC
I think ships would need to be able to warp to fleet member inside the cloud (since they could provide absolute x/y/z plane co-ords relative to the fleet member) or use an mjd deployable (this has no warp co-ords, just throws you a specified distance like a mini-acceleration gate. All other warp actions would not work as the ship sensors cannot get a fix on anything to calculate warp co-ords.

This would be necessary for mining belts in the cloud since if the cloud is 5000Km diameter and a belt is at the centre? A mining barge would take forever to get there at ~100m/s, and then would have to crawl back out again.

A fleet ship would need to be stationed (or get to) the cloud edge to guide the rest of the fleet out. This would lead to a specialist Pathfinder role developing within fleets.

Similarly 'Save Location' would still work on any mjd deployables you stumble across as your ship navcom would record relative x/y/z co-ords inside the region. Could be fun having people jumping around into the unknown...
PotatoOverdose
School of Applied Knowledge
Caldari State
#62 - 2014-01-08 17:12:38 UTC  |  Edited by: PotatoOverdose
It would be nice to have some decent exploration for once. Exploration as in exploring a.k.a. wandering around an uncharted area with the potential for cool sights to be seen and rewards. Not exploration as in playing the same minigame over and over and over again.
big'n hairy
Interplanetary Trade Federation
#63 - 2014-01-08 17:19:37 UTC
Dinsdale Pirannha wrote:
Notorious Fellon wrote:
I would expect Concorde could chase a criminal from normal space into a cloud, but I think Concorde should be blind to any conflict that is happening inside one.

So while inside, if I shoot someone, I still acquire all flags normally, but Concorde will not respond unless I am dumb enough to leave the cloud. I would need to remain inside until my flag dropped.


Perhaps.
This is just a concept.
Who knows how it would finally work, and what coding issues CCP would come up against.

The one question I guess is if Concorde chases someone inside, is Concorde subject to the same sensor blindness, or are they still omniscient?


concord does not chase. faction police chase.
both i would think would be too smart to go inside this area of disruption.
Michael Loney
Skullspace Industries
#64 - 2014-01-08 17:30:30 UTC
Great Idea! Many +1's


General ideas
- Different clouds hamper certain sensor types of the four races so you should cross train / work with others or fit compensation modules. ( Rats can be hampered as well )
- Should spawn at least 1AU away from other things as not to block all warp routes away from a celestial / Gate
- When warping through one, it should drop you ~5-50 km inside the cloud, like skidding in. (neat PvP Trap)
~OR~ you should drop 15KM away from the edge because your ship saw it coming and e-stopped. ( easy to run away)
- Cloaks should be allowed, but random decloaks happen (5 - 45 mins)
- NPC ambushes based on the size of your fleet ( or ships within 30km of each other)
- The small damage bubbles should knock out the shields on most frigates and insta-pop drones.
- New short range, high power module adds ~500km to the D-scan
- E-warp does not work, no logging off in the cloud ( maybe...)
- Corrosive areas that put out 10-50 DPS you must tank ( fast vs tanky )

The Mobile jump unit ( coming soon )
- You can line them up like a chain to get slow moving ships around fast.
- Everyone else use it too unless you defend certain points or leave a trail to an ambush ( player or NPC )
- Someone can destroy your route out if they want ( see defense above )

Adding ISK to the 'Cloud'
- Add random spawn Officer NPC's inside with 5x bounty and chance of officer module drops
- Higher chance of Tags4Sec rats appearing
- Bounty placed on NPC structures
- * My favorite * Add NPC Ship maintenance arrays with pirate faction ships to steal ( Heavily defended of course )
- Random Ice belts of all types ( maybe based on racial sensor dampening above )
- NPC Structures can drop high value goods ( PI, Research, Moon goo, etc )
- Black ops agents that offer short time frame missions in the cloud
- Escort/Rescue mission to take Civilian NPC's out of the cloud ( damaged ship etc )


Make is so people WANT to go in to the cloud for glory and riches and shiny shiny loot

Make it so even a large well organized group has to be careful not to pile too many in at once or a large NPC counter fleet may appear to fight you.

Make it so to explore in a fast / safe manner, you need to drop your combat effectiveness ( Ie module based )

Make it so you need to have multi-race support so fleet doctrines will make a massive difference in clouds


The more I type the more I LOVE this idea! EvE needs this, it needs something that cannot be mapped, planned or documented. EvE-Survival will have to write guides, not reports on what to expect.

One more +1 for luck


Dinsdale Pirannha
Pirannha Corp
#65 - 2014-01-08 17:33:35 UTC
Corraidhin Farsaidh wrote:
I think ships would need to be able to warp to fleet member inside the cloud (since they could provide absolute x/y/z plane co-ords relative to the fleet member) or use an mjd deployable (this has no warp co-ords, just throws you a specified distance like a mini-acceleration gate. All other warp actions would not work as the ship sensors cannot get a fix on anything to calculate warp co-ords.

This would be necessary for mining belts in the cloud since if the cloud is 5000Km diameter and a belt is at the centre? A mining barge would take forever to get there at ~100m/s, and then would have to crawl back out again.

A fleet ship would need to be stationed (or get to) the cloud edge to guide the rest of the fleet out. This would lead to a specialist Pathfinder role developing within fleets.

Similarly 'Save Location' would still work on any mjd deployables you stumble across as your ship navcom would record relative x/y/z co-ords inside the region. Could be fun having people jumping around into the unknown...



Hmmmm...you make a good point about slowboating....how about this:

You are allowed to jump, but there is a risk associated with it.
Some percentage chance that you don't get warped to the right spot. (Could be 1%, could be 10%, only extensive testing would produce a fair number).

Call it "EM interference caused a mis-alignment of co-ordinates to the warp drive navigation", and you end up a few hundred km, or perhaps more, from your destination, if you roll snake eyes when you gambled on a warp.
big'n hairy
Interplanetary Trade Federation
#66 - 2014-01-08 17:43:49 UTC
could i suggest that like the environment in recon part 3, some areas of this "briar patch" causes damage by virtue of you being there, death being the result should you go afk and allow your pod to die too.
Dinsdale Pirannha
Pirannha Corp
#67 - 2014-01-08 18:54:01 UTC
big'n hairy wrote:
could i suggest that like the environment in recon part 3, some areas of this "briar patch" causes damage by virtue of you being there, death being the result should you go afk and allow your pod to die too.


Why not. This zone should have some dangerous areas where the unwise, or unlucky, founder.

I mean, if CCP wants to add some more PvE content, then they can start putting existing game mechanics together.
Imagine some relic or ghost site, or whatever site you like, where escalating damage makes your success cutting through the mini-game time sensitive.

But CCP does not need a whole new zone to do that.
They can do that by simply creating new PVE anoms or missions.
But I digress.
Nikk Narrel
Moonlit Bonsai
#68 - 2014-01-08 18:55:04 UTC
This may be an odd spin, but why not have currents?

We are already using aquatic type physics in many ways with the ships.

Call it a stellar wind, or any fancy preferred name, but designate areas where all ships and objects inside it are treated to a movement modifier in a specific direction.

Example:
Bob is in his ship, and enters a current's path.
His ship immediately has it's relative speed modified to include a 200 m/s motion directed from point A to point B, length and width of current depending on circumstance.

Any ship within the range of this current being also affected, targeting systems would need to compensate out this motion, and slower ships not capable of moving fast enough would be effectively blocked from moving 'upstream'.

A big enough path of such currents could prove a challenging obstacle, as well a dangerous trap for ships ending up where the currents dump them, where something nasty might be waiting to ambush visitors.

Just a thought.
Batelle
Federal Navy Academy
#69 - 2014-01-08 19:18:19 UTC
Horry sheet a dinsdale post that isn't filled with both paranoia and whine. I love it.

Synergizes well with the new mobile MJD structures as well, don't you think?

I have no idea what content should be there, or even what should be allowed to be there, regarding risk/reward/balance etc, but it could be very cool.

+1

"**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.

Mara Pahrdi
The Order of Anoyia
#70 - 2014-01-08 19:31:35 UTC
+1 for an awesome idea.

Remove standings and insurance.

Dinsdale Pirannha
Pirannha Corp
#71 - 2014-01-08 20:08:45 UTC
Batelle wrote:
Horry sheet a dinsdale post that isn't filled with both paranoia and whine. I love it.

Synergizes well with the new mobile MJD structures as well, don't you think?

I have no idea what content should be there, or even what should be allowed to be there, regarding risk/reward/balance etc, but it could be very cool.

+1


The more I think about it, the more I think the content there could, and should be "almost anything".
I am not talking about jamming a bazillion sites into some huge cloud.

I am talking about the POTENTIAL menu that could be in there should be very long.
Whether a zone should have 5, 10, or 100 sites, I have no clue.
But I think that an explorer, and any PvP'ers, would have to be prepared for anything. OK, maybe not Sleepers, but perhaps a new equivalent NPC.

The human pilots will add plenty of combat options themselves. That end of things is always taken care of.
CCP would have to create a construct that will attract the PvE'ers with enough potential reward to risk the predators that will naturally follow them in. And then who knows who follows the killers in, to kill the predators?

In essence, Eve has a lot of these constructs already built. Low sec, wh's, and null sec are supposed to work this way already, and do. What this new zone adds is a new level of difficulty, for everyone concerned. The only way such a zone should be created is if it offers something new, that existing areas do not. And that would be the heavily limited scanning meta, which opens up all kinds of possibilities.
Vaju Enki
Secular Wisdom
#72 - 2014-01-08 22:36:25 UTC
+1

The Tears Must Flow

NEONOVUS
Mindstar Technology
Goonswarm Federation
#73 - 2014-01-09 02:50:40 UTC
To circumvent the Concord issue, perhaps make these a "jump" on warp marker.
Such that you get sent to a new server area that way you can kill local and stop conord without opening up new exploits or unforseen consequences.
Mr D Williams
ROOKS AND KRAKENS
#74 - 2014-01-09 05:18:41 UTC
best.idea.ever. Shocked
Kiryen O'Bannon
SUNDERING
Goonswarm Federation
#75 - 2014-01-09 05:42:22 UTC
Excellent idea; +1. I don't think cloaking should totally not work, though. Maybe expand the decloak radius from 2500m to 25km or something? No cloaks at all would mean certain ships couldn't really be used in conjunction with the feature at all, and would be too limiting.

Eternal Father, King of birth, /Who didst create the heaven and earth, /And bid the planets and the sun/ Their own appointed orbits run; /O hear us when we seek thy grace /For those who soar through outer space.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#76 - 2014-01-09 09:57:05 UTC  |  Edited by: Corraidhin Farsaidh
Kiryen O'Bannon wrote:
Excellent idea; +1. I don't think cloaking should totally not work, though. Maybe expand the decloak radius from 2500m to 25km or something? No cloaks at all would mean certain ships couldn't really be used in conjunction with the feature at all, and would be too limiting.


You would have to be at the centre of a 5000Km site to not be de-cloaked instantly. Maybe better to allow cloaks to work but they 'flicker' in and out so that people can see they are present in local space (i.e. in the menu list of targets/objects) but can't lock them without quartering the area to de-cloak them. Would really keep people on their toes and think of the tension when another ship appears intermittently in the list...
Schmata Bastanold
In Boobiez We Trust
#77 - 2014-01-09 10:12:34 UTC
After seeing whole idea me likey, me likey a lot so +1 for ya Dinsdale.

Now, how many years we would have to wait before CCP gets around implementing 10% of it?
Can any CSM comment on how this idea correlates with current "5 year roadmap"?
Of course without stepping into area of that precious NDA you signed :)

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Debora Tsung
Perkone
Caldari State
#78 - 2014-01-09 10:23:45 UTC  |  Edited by: Debora Tsung
I actually do not see a problem with cloaking in those sites.

Every non cloaky explorer could use his MWD to zip around at incredible speeds and find his sites, while the fastest cloaked covops frigate (the cheetah) can reach only speeds of roughly 400 - 500 m/s with activated cloak. So it either has to slowboat around and hope to find something, or it's zipping around, too but very visibile to everyone else.

Bombers are a lot slower, and everything else with an activated cloak is even slower.

And lets not forgett, the main reason why lots of people do not like cloaks is the possibility of a cyno gang just waiting to jump the unsuspecting victim and if I got the concept right that possibility should not exist within the Dinsdale Phenomenon cloud.

Also, if it were possible to populate that kind of space, especially the places were the nuggets and exitement would be found, with all sorts of rock clutter collidable structures etc. in a way that a cloaked ship would have to plot a far more complicated course to it's target (just to stay cloaked) than a non cloaked ship, that might further increase the game play experience for everyone rather than jus flat out deny certain ships or ship configurations access to that sites.

I hope I wrote all that in a remotely understandable way, cheers. Big smile

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#79 - 2014-01-09 14:43:23 UTC
I like the idea of clutter around the area, that would make *everyone* much more careful about how they approach the area and is an already existing mechanic, no coding required.
Kagura Nikon
Native Freshfood
Minmatar Republic
#80 - 2014-01-09 14:48:02 UTC
Corraidhin Farsaidh wrote:
I like the idea of clutter around the area, that would make *everyone* much more careful about how they approach the area and is an already existing mechanic, no coding required.



But probably the devs handlign server performance might not like it.

The general concept it good. PRoblem is how ccp can implement it without costign too much to be worth doing.

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