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Player Features and Ideas Discussion

 
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Non-scannable locations in space

First post
Author
STush T
House of Tuachair
#141 - 2014-01-14 08:03:06 UTC
+1 for CSM jumping on board and publicly voicing their support of a great idea.

Not sure if this was mentioned yet, but have certain modules not work in them, things like tractor beams, boosts, WEBS AND POINTS, and other projecting effects. Obviously different effects for different clouds, but some clouds should be so dense that the effect one ship has on another is limited to only physical objects (slugs, molten metal, missiles, and i guess lasers, but just because you kind of have to for balance).
Dredkeeper
Aliastra
Gallente Federation
#142 - 2014-01-14 08:27:53 UTC
STush T wrote:
+1 for CSM jumping on board and publicly voicing their support of a great idea.

Not sure if this was mentioned yet, but have certain modules not work in them, things like tractor beams, boosts, WEBS AND POINTS, and other projecting effects. Obviously different effects for different clouds, but some clouds should be so dense that the effect one ship has on another is limited to only physical objects (slugs, molten metal, missiles, and i guess lasers, but just because you kind of have to for balance).


I like this idea but maybe 1 step further?

Like make it so a particular effect doesn't allow warping, so suddenly having a point equipped is pointless..... unintentional pun is unintentional........

or maybe tractors are not needed because in certain nebula's/effects your hull becomes magnetized and the wrecks slowly(Half tractor speed) come to you, which could be a tactic used to uncloak cloaked ships lurking about..... ok maybe that's not possible with the coding...... but you could make it so there were obstacles that moved about randomly that could de cloak the cloaked ships.
Jori McKie
Hedion University
Amarr Empire
#143 - 2014-01-14 09:09:54 UTC  |  Edited by: Jori McKie
Consider this as core mechanics:
- All WH mechanics should be applied and i mean it literally. Make this new area like a WH without a Wormhole to enter but no sun, no planets.
- No Dscan, no probing at all in or out, just overview
- No "warp to" possible, if you want to travel fast with a/many slow ship/s use the MMJU
- Pods can warp out but not in.
- Bookmarks are possible, but as no "warp to" is possible they are kind of personal beacons.

Add this:
Any grid inside this area is random mass limited but the player has no way to check it. (A WH in a WH) And/or use acceleration gates/Wormhole beacons with ship restrictions and random mass limit. You can always enter the grid with any ship the first time, the first time a ship enters the grid the random mass limit does not apply but it will reduce the mass of the grid after entering.
Example:
Grid with only 10,000 kg mass
A BS with 100,000,000 kg is able to enter but after that the grid shuts down for anybody else.
(Capitals and Supercapitals allowed to enter are not a problem as the travel time to another grid would be hilarious, in case someone is going to abuse it make so that only the outer grids aka "warp in grids" are enterable for Capitals and Supercapitals )
Why is that needed?
Without an unknown random mass limit all bigger alliances/corps be it RvB, CFC, N3 etc etc. can just bring 50, 100, 200 players into this area and farm it without any trouble at all.
The unknown mass limit is working in both directions, if the orginal explorer want to abuse it to shut down the grid in case he found something shiny to farm, he won't know when the mass limit is reached and can't be sure he can enter the grid after the xth time.


PvE Aspect:
Fill in randomly any PvE stuff Eve has to offer, always use the highest difficult and reward level. Again i mean it literally, if you enter the area you can't be sure what to expect, could be a zerozero LvL1 to LvL 5 mission kind of difficulty or anything else.


PvP Aspect
Again use the WH mechanics, nothing more to add.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Genseric Tollaris
Hard Cog Industry
#144 - 2014-01-14 09:36:10 UTC
+1 Great idea, hope CCP looks into it.
Grayland Aubaris
Aliastra
Gallente Federation
#145 - 2014-01-14 10:10:06 UTC
Jori McKie wrote:
[
Without an unknown random mass limit all bigger alliances/corps be it RvB, CFC, N3 etc etc. can just bring 50, 100, 200 players into this area and farm it without any trouble at all.


I think based on how people would like these to work that they would be quite unfarmable. Since you have no idea what could be inside them. Even if you did get 200 guys in there you still need to slowboat your way through looking for potential targets and if you make them huuuuge they would be forced to split up. Making them more vulnerable.

I really like this idea, mainly as to be effective in small groups you would have to create diverse fleets that support one another whilst in them.

Also, I think that these should be semi-permanent, perhaps lasting for a couple of months so that you have chance to really explore them.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#146 - 2014-01-14 10:31:32 UTC
I prefer the idea of them being around 2-3 days at most, with more environmentally damaging regions spawning internally over time.

In lore terms these could be a spill over of the warp space around Eve gate. What if the turbulence there isn't because of the gate collapse, but because someone (or something) is trying to re-open it? Terran forces could be a nice new NPC faction...
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#147 - 2014-01-14 11:48:26 UTC
I like this idea a lot (wish I could +1 it endlessly), but:

how do you prevent that a cloaked alt outside of the sphere provides intel for those in it? Especially concerned about 0.0, where corpies might abuse their alts to farm those things with relative safety (someone shows up on local --> alt outside of the sphere reports it via Convo or Corp/shared Chat-channels).
Jori McKie
Hedion University
Amarr Empire
#148 - 2014-01-14 11:59:08 UTC  |  Edited by: Jori McKie
Grayland Aubaris wrote:
Jori McKie wrote:
[
Without an unknown random mass limit all bigger alliances/corps be it RvB, CFC, N3 etc etc. can just bring 50, 100, 200 players into this area and farm it without any trouble at all.

I think based on how people would like these to work that they would be quite unfarmable. Since you have no idea what could be inside them. Even if you did get 200 guys in there you still need to slowboat your way through looking for potential targets and if you make them huuuuge they would be forced to split up. Making them more vulnerable.


Because you have no idea what is inside, a fleet of 100 has all advantages, no challenge, just farm the PvE. Slowboating is not the problem even if you don't allow the MMJU to be used. You have to restrict the PvE in some way, what you could do is make the rewards depending on how many ships are on grid like in Incursions but i think that would be more difficult to code than mass limits.


Gimme more Cynos wrote:
I like this idea a lot (wish I could +1 it endlessly), but:

how do you prevent that a cloaked alt outside of the sphere provides intel for those in it? Especially concerned about 0.0, where corpies might abuse their alts to farm those things with relative safety (someone shows up on local --> alt outside of the sphere reports it via Convo or Corp/shared Chat-channels).


Intel from outside is not worthless but of limited use, because you don't know how many player, what kind of ships are inside (no local, no dscan if you are in this new area) and where. To alert someone inside, someone new is maybe coming in is rather pointless as you can't warp out, cloak. You are in a maze without knowing the maze and so is everyone else.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#149 - 2014-01-14 12:02:58 UTC
The cloaked person doesn't know if the guy in local just passed through or is also cloaked and heading into the region.. If they cloaky guy sees people coming in? He can warn the corpies someone else is on the way but once the new folks enter the DDC all bets are off. The people who just entered system also know that there is someone else there (the cloaky guy still shows up in local if he is outside the region) so know to be prepared. If anything the cloaky guy actually warns the new entrees that someone is already in the DDC

Want to mess with the cloaky guys head but not interested in the DDC this time? fly in and out of the system a few times and nip around a bit :D
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#150 - 2014-01-14 12:11:15 UTC
Ofcourse I know that alts outside are of limited use, just want to note it as it might be a little problem if some "sitting on station/cloaked at gate-alt" reports that 150 neuts entered a system and might be heading towards the sphere :)

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#151 - 2014-01-14 13:04:57 UTC
It think if the regions are implemented correctly it will cut both ways, you know that a large fleet is inbound and can prepare...hit and run guerilla tactics would work very well here to whittle down or drive off a larger force and could change what you expected to be an exploration trip into frenzied purist combat...Meanwhile the large fleet that is confident in its numerical superiority could be in for a *very* nasty surprise...
Jori McKie
Hedion University
Amarr Empire
#152 - 2014-01-14 15:01:49 UTC
Some problems that had to be solved:
- log out/in and the resulting emergency warp
- actually a way out without wasting hours of flying in one direction

Possible solutions:
- log out/in and the resulting emergency warp
After log out you emergency warp into normal space when you log in you won't warp back into the new area. There still has to be some sort of penalty so you can't use it as gtfo option. Especially if this new area will be in highsec too. Maybe a suspect timer can be added even if you weren't engaged in combat with NPCs or a player.

- actually a way out without wasting hours of flying in one direction
No really idea how to handle it without adding too many gtfo options. Maybe we need a new module here, very specialized like a self cyno (works only in this area, and only if you have no timer at all) which teleports you to a random spot in system but does not work with any player on grid and has a cooldown of 4h on your pod to be used again.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Nikk Narrel
Moonlit Bonsai
#153 - 2014-01-14 15:09:10 UTC
samualvimes wrote:
Dinsdale Pirannha wrote:
samualvimes wrote:
GORRAMIT DINSDALE!!!!


Why oh why did it have to be you to come up with the perfect most sublime new feature for EvE?

This literally is the best feature to merge PvE and PvP together.

+1 for this


Though I may champion high sec these days, and PvE, I don't think people realize that I spent over a year in wormholes, only coming out for resupply and to sell stuff we extracted/made inside, plus I spent quite some time fighting PL and the DRF in Pure Blind, and other null areas. I also have spent most of my online time the last couple days in low sec exploring.

So I am not completely out of tune with the non high sec game.

Anyway, I communicated with one of the CSM, and was told that this concept will be brought to CCP's attention, but no one should hold out any hope for any grand announcement on something like this anytime soon, or ever.
But the CSM member also told me that the more people who comment in this thread, the better.

So tell your friends to comment whether good or bad.
I don't care about any +1's or accolades, but I would like CCP to see that there is indeed a groundswell behind the concept.


A good idea is a good idea is a good idea. The thing I like about this one is that you risk what you are comfortable with and all dangers are unpredictable.

The word shall be spread!

The consensual element of comfortable risk is something very attractive here.

It creates an environment where players with less time can find the competition so often denied them, since they don't have the time needed for typical longer events.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#154 - 2014-01-14 15:15:32 UTC
These sites could also be very easily used to lead into other actual live event through seeding cans/sites with details of other locations, new items, story details etc
Dinsdale Pirannha
Pirannha Corp
#155 - 2014-01-14 15:24:03 UTC
Corraidhin Farsaidh wrote:
It think if the regions are implemented correctly it will cut both ways, you know that a large fleet is inbound and can prepare...hit and run guerilla tactics would work very well here to whittle down or drive off a larger force and could change what you expected to be an exploration trip into frenzied purist combat...Meanwhile the large fleet that is confident in its numerical superiority could be in for a *very* nasty surprise...


Agreed. The risk cuts both ways.

The more I think about it, the more I think it should be zero warp ability, but MJD drives and MJD deployable units should work, but with limitations.

Assume the cloud is 5000 km across (smallest I see being useful, and 20,000 km across just being too damn big). To get to the center, you would need a maximum of 25 jumps. Assume a perfect chain of them. If I understand the specs that Fozzie has drawn up for them, a pilot can activate 5 per minute = 500 km / minute. That would mean that a ship, like say an Orca, could get to anywhere in the cloud in 5 minutes.

Now, these MJD units act also like breadcrumbs to any bad person who might happen across them. It is unwise to leave a trail of raw steaks from some place in the forest to your campsite, if there are bears around. So there is the risk if leaving out that trail for your friendlies.

But even with that inherent risk, I think no ship should be able to move at 500 km /minute through this kind of area, under any circumstances. The only viable thing I can think of are:

a. To either have some kind of mechanism in place that limits the spoolup times of these units (adds complexity and might not even be possible code-wise)
b. Some mechanism in place that limits the range of the MJD's (same problem as above)
c. A new version of the MJD that only works in these clouds, which has a longer spoolup time, and/or significantly less range

I don't like any of these options particularly, since the idea was to keep it as simple as possible, and new modules is not "keeping it simple". But I think option c is the lesser of the evils.
Seranova Farreach
Biomass Negative
#156 - 2014-01-14 15:48:51 UTC
Dinsdale Pirannha wrote:
Given that CCP has now demonstrated that they have the coding capability to create zones of non-scanability, how about creating stuff like static nebula's and gas clouds that negate the ability to scan in OR out. Where there is a perpetual warp disruption field in place.

Large areas, thousands of km across, where fleets can hide, or even get lost in.
Put items/sites of value in in them though, where people REALLY have to explore, where you operate by your wits, overview and luck.

Some place that while it is easy to hide in, be it someone with evil or benign intentions, but also makes it very difficult to hunt someone down in the cloud.

I always imagined some kind of area like we saw in the Wrath of Khan, would be a very interesting to spend a few hours, or longer, in.

Edit: Expanded thoughts:

I don't really want to dive into specifics with this initial post, that is covered on page 3 of this thread.
I want to discuss general theme.

In my opinion, a whole lot of older players are looking for the "next horizon" within Eve.
They have done pretty much all that Eve has to offer, at least on a superficial level.
They are waiting for something new, hence the excitement about CCP opening up new territory with player jump gates.

But what if they can have that new experience within the confines of existing star systems?
What if they could experience a different type of Eve, where the game is played a little differently, where things are more claustrophobic, where things are a little more random, the risks higher, and the rewards also higher, where tried and true methods of PvE and PvP operation have to be altered, or thrown out the window?

On a different tack, Eve players are notorious for being way too smart for their own good. We quickly industrialize every PvE concept, or even PvP mechanism that CCP hands us. Does not matter if it is high sec incursions, or wormhole C6 combat sites, or FW plexes, or null sec sov moon goo.
The players will take a mechanism and will test and optimize the risk/return ratio.

But what if they faced a section of space where the rules are changed? Where things are so random, or so varied in possibilities that no group could optimize for any particular circumstance. Where industrialization of sites was impossible, where bad people could be anywhere? Where exploration and finding riches or prey was significantly more difficult than today, and the rewards matched?

This is the type of zone that I would like to see CCP create, and by removing some of the existing game mechanics as described later, where you are partially blinded, you don't know what you are facing. PvE sites and PvP situations can be so much closer together, since you can't see them, until you are virtually on top of them. Whole new meta's on how to play will be created.

The happiest time I had in Eve was when Apochrypha came out. My old crew, within Eve UNI, has our 1st POS up in wh space 5 hours after Apochrypha was released. We stayed for over a year, constantly upgrading our home, from a C3 to a C4 to a C5 with a C6 static. The sense of the unknown, the learning of new game mechanics, the heightened risk of no local, all made for a great experience.

I think something like what I am proposing could bring back that wonder and excitement level, and it would be oh so easy for all to access, as these zones could spawn anywhere. And if done properly, and if CCP jams enough variation of sites and potential combat situations into a zone, then it would be very difficult to optimize for anything. I am not talking about quantity of sites being in a zone. I am talking about variation of POTENTIAL sites. If one does not know what they will find any given day, the game becomes very interesting.



https://forums.eveonline.com/default.aspx?g=posts&t=310620&find=unread

Mobile scan inhibitor. nuff said.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#157 - 2014-01-14 17:04:07 UTC
Dinsdale Pirannha wrote:


a. To either have some kind of mechanism in place that limits the spoolup times of these units (adds complexity and might not even be possible code-wise)
b. Some mechanism in place that limits the range of the MJD's (same problem as above)
c. A new version of the MJD that only works in these clouds, which has a longer spoolup time, and/or significantly less range



The only option I could come up with for limited warp capability would be to other fleet members. The DDC region could be populated with warp inhibiting areas (where the good stuff is) that you cannot warp into or out of in any way shape or form. Once outside of them however you could warp to fleetmate within the DDC but still could not warp anyone inside the DDC from outside or vice versa.

These warp hotspots would become very contentious ares of space and whilst control of one could help your fleet it by no means prevents other explorers simply flying through the clouds in a speed rigged exploration boat.

This is the area I am least sure about and think it would bear testing both ways should the idea ever be implemented.

I still stand by my view that nothing bigger than a cruiser (at most) should be able to navigate the area. Anything more would make it too easy for a fleet to control and then farm the area. These regions should be driven by small craft interactions, with speed and guile being more important than guns in some ways.
Stami Baby
The Scope
Gallente Federation
#158 - 2014-01-14 17:32:14 UTC
I'm just gonna +1 that!
Yun Kuai
Garoun Investment Bank
Gallente Federation
#159 - 2014-01-14 17:43:29 UTC
I like the idea as it creates a new style of gameplay. It actually makes exploration feel more like exploring and it provides an area that would could be profitable, but very difficult to be farmable. Also, the idea of having these spawn in all areas of space is good as some others mentioned earlier it provides a "safer" way to experience the more dangerous bits of EvE since you don't have to pass the hundreds of gate camps looking for easy kills.

However, I do have some concerns and suggestions.
1) the idea of having to manually burn for hours (maybe less, but also maybe more) to find something (potentially) is kind of mind numbing. The initial idea that pirates would set up on-the-fly bases inside the nebulas is a good one, but there needs to be some other means of finding content besides lucky guessing and MWD inties. That being said, having pirate preset up gates or MJDU's that would randomly warp you 100km-10,000km would be ideal. These launch points wouldn't necessarily lead you to anything or anywhere in particular, but would help make starting points for further exploration. These areas would also lead to player interaction spots as you would have "known" xyz coordinates.
To further iterate:
-randomly generated acceleration gates or MJDU's placed around the nebulas
-these launch points jump you 100-10,000km (predetermined, but randomly generated for each nebula)
-launch points can lead to no where, near another launch point, at a content site (PVE, hacking, etc), lead to a trap, a toxic cloud, a dead end zone (imagine the return launch point decayed), etc. Again, all of these are predetermined, but randomly generated for each nebula
-launch points provide an area where content outside of exploring (PVP) can occur

2) for those opposed to using premade launch points, there is always the option of manually setting off into the unknown. You would be able to just manually fly into a direction and hope for the best. Again I don't really like that feeling, while in its essence it is pure exploration but in a game there needs to be content. There needs to be some way to be able to accurately lead your friends or be able to return to your site or if you're PVP minded to set a trap. The ideal is simple, have a new item in game that could only be used inside the nebulas (lore it up to them being coated in a special polymer that withstands the nebulas environment but is nonfunctioning in known space and decays instantly) that acts as a direction signal. These would allow for hunting to become more viable due to smaller grids and no d-scan and adds the interesting question: do you prepare a ship for a long haul or make a route that makes you more vulnerable to getting caught?
To further iterate:
-these would be anchorable "arrows" similar to a airfield runway lights
-would require anchoring lvl 1 to use
-there would be 3 variants to anchor in space: green, yellow, and red (each player would have their own code to take the correct route)
-able to position in any direction on a 3-D plane (not sure if coding for this is possible?)
-able to stack signals on top of each other to create patterns like: >< or >|< or +
-extremely small m3 so that can carried and used frequently
-low ehp so that they can be destroyed by any players who manage to stumble upon them

2.1) updating the on board system map and d-scanner (press f12 in game and you'll know what I'm talking about) so that we can have cardinal directions and coordinates to help with navigating these new nebulas.

3) the issue of where the nebula resides in space needs to be address. Under the current proposal, the nebula would be in one system so you would know exactly who came in and out of it. That is static and boring, especially if the nebula spawns In a desolate system. The workaround would be to create a nebula similar to bridge WH's. Essentially, you would have the nebula span across multiple systems, constellations, and regions.
To further iterate:
-nebulas would have a "jump" feature to enter the nebula itself (this feature could allow for players to jump and spawn in relation to where they entered/exited; I jump into the nebula with a fleet mate who is 5km from me. He also jumps. When we load inside the nebula he is still 5km from me...also, dat coding Shocked)
-nebulas would have multiple system entry points
-nebulas act similar to bridge WH's so you can have highsec to nullsec and any combination in between
-would have restrictions to prevent capitals from jumping into highsec


Anyways, this idea has a lot of potential but I fear from a programming and coding standpoint a lot of things that would make this awesome are just not feasible or doable. But here's to hoping something good can come from this

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Grayland Aubaris
Aliastra
Gallente Federation
#160 - 2014-01-14 19:10:21 UTC
Jori McKie wrote:
Some problems that had to be solved:
- log out/in and the resulting emergency warp
- actually a way out without wasting hours of flying in one direction

Possible solutions:
- log out/in and the resulting emergency warp
After log out you emergency warp into normal space when you log in you won't warp back into the new area. There still has to be some sort of penalty so you can't use it as gtfo option. Especially if this new area will be in highsec too. Maybe a suspect timer can be added even if you weren't engaged in combat with NPCs or a player.

- actually a way out without wasting hours of flying in one direction
No really idea how to handle it without adding too many gtfo options. Maybe we need a new module here, very specialized like a self cyno (works only in this area, and only if you have no timer at all) which teleports you to a random spot in system but does not work with any player on grid and has a cooldown of 4h on your pod to be used again.


Emergency warp should work as it does now, and returns you to where you disconnected (it should ignore the warping rule) - not sure?!

Getting out instead of having to spend hours burning in a random direction: I suggest that these locations are seeded with local wormholes. Some take you to near the edge, some may take you deeper into space. I suggest that they have a short life span, perhaps an hour and then respawn somewhere else in the area, so there are always a few floating around. To make life easier they could be some way to detect these at longer distances - perhaps some special probe?