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Player Features and Ideas Discussion

 
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Non-scannable locations in space

First post
Author
Ivan Malik
Viziam
Amarr Empire
#181 - 2014-01-18 04:20:16 UTC  |  Edited by: Ivan Malik
Lemmih AI wrote:
If there must be warping, require cynos (but disruption due to the cloud prevents lock-on from other systems, or even outside a thousand km or so) as navigational beacons..


No to warp, yes to cyno. Using a cyno as a beacon so that everyone in system can see the marked location inside of a DDC would make things interesting. Remove the ability to warp to them when they are lit inside a DDC, either have it dump you out just outside or just flat out refuse the jump, but keep the light up to everyone in system via overview. If you try and warp to them from outside the DDC via overview then your warp is interrupted at the edge of it and you fall out of warp just inside. This way there is a system to alert folks to others that are in a DDC, adding risk, and a reason to draw fleet fights together inside these things. As awesome as it is to have a huge space where everyone is sensor blind, having no focal points is going to make them seem very empty even if they are chalk full of folks.

Have other beacons that individual ships can drop to mark a path as well, breadcrumb idea again, but they disappear on once off grid. So there are two options, a boat load of beacons (that probably should take up a bit of space so that people cant walk around with thousands of them) that are hidden unless stumbled upon or a cyno that everyone can see.

I like to take things from a NPE perspective. If it works for NPE and vets then it is a sound idea.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#182 - 2014-01-18 11:16:28 UTC
This is the trickiest aspect of balancing this to my mind. Allow warp and people can bring large ships in fleet and effectively farm the location by saturating grids to deny access to others without a large enough fleet to dislodge them..This would effectively lock out lone explorers.

Disallow warp and suddenly the area has an intrinsic size limitation otherwise it takes too long to explore. This was my reasoning for the region being destructive to anything above a cruiser (gravitational effect or whatever). One way or another ships will need to cover the distance within the region and anything bigger than cruiser class (maybe even less) would just take and control the region.

This are would need to be tested in many ways I think to find the correct balance.

Just a though, the region could be like the mouth of a wormhole on that certain mass restrictions are in place, maybe these are wormholes trying to form, but failing to bridge to the parent system (which could be anywhere, even the other side ov Eve Gate :) )
Nikk Narrel
Moonlit Bonsai
#183 - 2014-01-18 14:28:38 UTC
Corraidhin Farsaidh wrote:
This is the trickiest aspect of balancing this to my mind. Allow warp and people can bring large ships in fleet and effectively farm the location by saturating grids to deny access to others without a large enough fleet to dislodge them..This would effectively lock out lone explorers.

Disallow warp and suddenly the area has an intrinsic size limitation otherwise it takes too long to explore. This was my reasoning for the region being destructive to anything above a cruiser (gravitational effect or whatever). One way or another ships will need to cover the distance within the region and anything bigger than cruiser class (maybe even less) would just take and control the region.

This are would need to be tested in many ways I think to find the correct balance.

Just a though, the region could be like the mouth of a wormhole on that certain mass restrictions are in place, maybe these are wormholes trying to form, but failing to bridge to the parent system (which could be anywhere, even the other side ov Eve Gate :) )

You are referring to a static area, which is used in EVE precisely because it makes bookmarks possible.

Make the cloud area something filled with currents instead.
Ref currents from this post in this thread.

Slower ships would be unable to reach any area surrounded by currents moving faster than they were able.

Next step: Deny all warp into points inside the region. Yes, it would be possible to fly towards a static point by slowboating, but only a live orientation point can reliably bring you to your fleet mates, instead of a now empty spot where they had been earlier.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#184 - 2014-01-18 15:52:15 UTC
Could be worth trying that out also, see which works best on the test server...also make the damaging clouds come and go randomly...then where someone previously thought was a safe spot is now a radioactive ball of gradual death...

Only problem with currents is that they need coding and not sure how tricky that would be, whereas a fixed region that you cannot warp into and that you can only warp to fleetmate/cyno in is much more easy to code.
Dinsdale Pirannha
Pirannha Corp
#185 - 2014-01-18 16:44:39 UTC
Corraidhin Farsaidh wrote:
Could be worth trying that out also, see which works best on the test server...also make the damaging clouds come and go randomly...then where someone previously thought was a safe spot is now a radioactive ball of gradual death...

Only problem with currents is that they need coding and not sure how tricky that would be, whereas a fixed region that you cannot warp into and that you can only warp to fleetmate/cyno in is much more easy to code.


I think simplicity is the key.
Said it before, will say it again.

For something like this to work, it has to be "walk before you run, or even, crawl before you walk".

If CCP actually incorporates this idea in any form, I would hope that they would tell the sub base "OK, we are fooling with a new concept that may take some time to flesh out. We are dumping the most basic construct on Sisi, and we will keep overhauling this "sandbox within a sandbox" over an extended period of time, testing what works, and what doesn't. We NEED your help to figure it out, so test it, and tell your friends to test it."

When I was living on the Sisi server in wormholes pre-Apochrypha, I can't remember how many times we had a POS up one day in a wh pocket, only to find the wh was wiped clean the next day as CCP overwrote the whole environment. And we were totally cool with it, because we understood CCP was working hard to get it right.

That is how CCP should approach this concept, if they do it all.

Further, I would suggest this:

IF CCP can figure out the coding, just dump the cloud/zone/whatever you want to call it, ON TRANQUILITY, but ONLY the very bare bones. Do this in parallel with more elaborate Sisi tetsing. Imagine these clouds start randomly appearing in systems. There is nothing, and I mean NOTHING, in them. Just an area where d-scan does not work, where warping does not work. There is no PvE incentive to go in there, and the only reason to go into one is to hide ships. The only people initially using them would be PvPe'rs, for whatever reason. I imagine some would go in just for the trill of hunting each other.

Then slowly, over time, the conditions in there might change, as CCP overwrites the code, and starts adding PvE incentive, and tweaks the environment conditions, based on Sisi feedback.

This whole concept the more I think about it, no matter how simple I would like to see it stay, can never be expected to be perfect and whole out of the box immediately. CCP HAS to take it slow, with small iterative steps.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#186 - 2014-01-18 16:49:52 UTC
Dinsdale Pirannha wrote:


...snip...

IF CCP can figure out the coding, just dump the cloud/zone/whatever you want to call it, ON TRANQUILITY, but ONLY the very bare bones. Do this in parallel with more elaborate Sisi tetsing. Imagine these clouds start randomly appearing in systems. There is nothing, and I mean NOTHING, in them. Just an area where d-scan does not work, where warping does not work. There is no PvE incentive to go in there, and the only reason to go into one is to hide ships. The only people initially using them would be PvPe'rs, for whatever reason. I imagine some would go in just for the trill of hunting each other.

Then slowly, over time, the conditions in there might change, as CCP overwrites the code, and starts adding PvE incentive, and tweaks the environment conditions, based on Sisi feedback.

This whole concept the more I think about it, no matter how simple I would like to see it stay, can never be expected to be perfect and whole out of the box immediately. CCP HAS to take it slow, with small iterative steps.


I think you summarized far more eloquently than I could exactly what I was trying to say, create a region you cannot warp into, next create damaging environmental regions within that region, now add some room style areas with debris etc (from existing mission rooms) and so on, iteratively adding in new features with each working pass.
Schmata Bastanold
In Boobiez We Trust
#187 - 2014-01-18 17:13:16 UTC
One more +1 from me Dinsdale for that last post, that could be awesome to have just bare bones cloud on TQ while Sisi would be evolving, more and more fleshed out version of it. And I bet pvp crowd would love those clouds for hiding effect alone.

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JamnOne
Viziam
Amarr Empire
#188 - 2014-01-18 17:22:49 UTC
How about a cloud nebula that pulls you out of warp when you fly through it? That would be cool. Have a couple of different types of clouds. One that does damage parts of your ship. One that has hidden treasures or rewards - if you are configured correctly to find them. One that just sits there to **** you off. You're warping between gates and this floating cloud slows your ass down until you maneuver out of it.
Dinsdale Pirannha
Pirannha Corp
#189 - 2014-01-18 18:18:43 UTC
JamnOne wrote:
How about a cloud nebula that pulls you out of warp when you fly through it? That would be cool. Have a couple of different types of clouds. One that does damage parts of your ship. One that has hidden treasures or rewards - if you are configured correctly to find them. One that just sits there to **** you off. You're warping between gates and this floating cloud slows your ass down until you maneuver out of it.


Yeah, I thought that having these work as a giant warp bubble would also be a possibility (that has to be VERY VERY carefully considered, because the original thrust was to create a dangerous environment that people chose to participate in, not get dragged into) , even in high sec, but that is not something that should be considered on the 1st iteration.

The majority of the Eve sub base does not read the forums.
If a giant warp bubble started appearing randomly in any security zone, especially high sec, the outcry would be insane, and not a good kind of insane.

On the other hand, people start seeing this giant rather benign cloud randomly appearing, players will start picking up on the fact that there is a new mechanism in town, and will start learning about it. And if some time in the future it does start having more impact, players are more aware.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#190 - 2014-01-18 23:49:40 UTC
I need to quote a commentator from a past Alliance Tournament "This is goddamned awesome!"

As a part of the Eve Uni group that explored wormholes, I have to agree with Dinsdale's description of that as one of my favorite times in Eve. New areas, new possibilities, the unknown.

Please, PLEASE start a group looking into how to integrate existing code into this concept, and get a cludged-up version onto Sisi so we can see if it will be workable!

Great idea, Dins!
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#191 - 2014-01-19 16:32:52 UTC
Bump!
Alternative Splicing
Captain Content and The Contenteers
#192 - 2014-01-19 20:16:43 UTC
Just want to say this is an awesome idea and would do much for many, many aspects of the game.

A few mini-ideas to explore if I may:

1)Should make them anomalies that jump you to a subsystem, not clouds contained within one system.
Couple people suggested thing like this, but if it's localized within one system you have a pretty good idea who is there, which limits the novelty. Instead, have anomalies spawning in all types of space that lead to the same area. Also, letting the entrances be anomalies rather than signatures lowers the hassle, etc, as scanning skills wouldn't even be of use inside. Once inside, you would have to find an exit by sight.

2)Possibly put them into tiers
Spatial tear, rip, rift, abyss, graveyard, etc. Spatial Tears would only allow frigate class. etc. Also, some have bizarre effects; you can't see who is piloting a particular ship, or your standings toward her/him (until there is a KM exchange) on the overview, for example. Fleets are not allowed - subspace prevents ship-to-ship recognition.

The whole 'single shard' aspect of EvE is sometimes fails to play out, as you get quite accustomed to your neighbors and their behaviors. If you took your people into a tear, you have no idea who you'd be facing, or the circumstances, just perhaps the ship classes. Roams would be re-invigorated.

This idea is fantastic.
STush T
House of Tuachair
#193 - 2014-01-20 04:59:06 UTC
On the topic of warping

TL:DR
Warping warps you randomly, "Warp To" only works if your close enough.



I agree that as soon as you have a "warp to" option, then it will get farmed. But slowboating isnt a real option for most larger ships. Although this would be an excellent use for the marauders new MJD bonus.
What if you can warp, but only small distances, so if you were close to your fleet, then you could warp to. This could be something that is balanced over trial and error and easily adjustable. Large fleets would sit on the edge of the space, so that allies could jump to them, but still be hidden (could make the waiting game more fun for the fleet if the space moves).
Maybe a new option to just warp, without a destination. This would warp you a random distance, to a random location. Warping this way could warp you out of it, or just as likely warp you to a new part of the (insert name of feature). This way you wouldnt be stuck in it, but you wouldnt have an easy out. Balance it with chance to warp out vs chance to warp to other part of same cloud.
Doing it this way would make it impossible to explore thoroughly, but gives you an option besides slowboating, but slowboating would still be a safer and more thorough way of exploration. Maybe some sites could only be found by slowboating to encourage it.
Herzog Wolfhammer
Sigma Special Tactics Group
#194 - 2014-01-20 07:17:16 UTC
deep, dark, mysterious space.


Lots of people want that.


Bring back DEEEEP Space!

Schmata Bastanold
In Boobiez We Trust
#195 - 2014-01-20 07:55:03 UTC
Hopefully some of those people can make decisions in CCP.

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Grayland Aubaris
Aliastra
Gallente Federation
#196 - 2014-01-20 12:57:46 UTC
I would be really interested to hear CCP's take on this - on how technically feasible it it, or how it fits into their long term plans for the game.

If this was to be implemented then I would have no money - as I would be giving it all to CCP.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#197 - 2014-01-20 13:21:50 UTC
I think from the discussion here most of the key elements for the actual regions already exist to lash together in a rough mock up.

Scan and warp inteference regions? Check (Eve gate, mission areas etc)
Damaging environmental effects? Check (from missions)
Debris fields to hamper navigation? Check (again from missions)
Nutcases willing to fly into who knows what hell awaits them? Check Check Check (recursive.....)

Still not sold on the ability to warp inside the DDC. This may be better governed by the use of the new mobile jump drive units. Anyone can find them in space and use them to jump any direction. This would mean that groups of explorers could perform an organized search by aligning with objects and jumping in a known direction. This would allow for someone skilled to lay down a network of named units (via save location) that they can align to to activate the mjdu's. Others can still use them but are flying into the unknown even more when they jump in a random direction.

I would certainly figure out how to access the test server to play with this environment should a POC be built.
M1k3y Koontz
House of Musashi
Stay Feral
#198 - 2014-01-20 13:32:00 UTC  |  Edited by: M1k3y Koontz
I like the general idea, gigantic deadspace-like areas of space with all kinds of amazing rewards is what exploration needs.

I do have a few concerns though. Without the ability to warp out of the gas cloud any kind of mining would be severely limited. Unless miners set up hoards of Depots and stashed their minerals in those until the site despawned (not very practical given the volume of ore) there would be no way of hauling minerals out, as mining barges and Orcas are notoriously slow.

Hiding fleets in them would be impractical for the same issue, though MMJUs may change that.

I also have some concerns about logging off in these sites, since escaping them to log off would be impractical given their large size, and not everyone has several hours of warning to escape the sites before they may have to log off.

All in all, very good idea, I'm glad the CSM has taken note.


Edit:
One last thing: if the sites are to have cloud effects like some missions and harvestable gas sites do, what effect would that have on performance? I understand the importance of the unknown, but those clouds cause my computer to freak out in missions, even on the lowest settings. Since it would be impossible to zoom out to shrink the size of the cloud, it would be like zooming all the way in on one, which does raise issues of performance.

How much herp could a herp derp derp if a herp derp could herp derp.

Debora Tsung
Perkone
Caldari State
#199 - 2014-01-20 13:46:28 UTC
M1k3y Koontz wrote:
I do have a few concerns though. Without the ability to warp out of the gas cloud any kind of mining would be severely limited. Unless miners set up hoards of Depots and stashed their minerals in those until the site despawned (not very practical given the volume of ore) there would be no way of hauling minerals out, as mining barges and Orcas are notoriously slow.


Hidden mineral depots, with an energy reservoir that lasts no longer than 12 hours after the Dinsdale Phenomenon Cloud has dissolved into the mysterious nothingness from which it came, after that everyone can scan it down and steal your precious hard earned mineral treasures. Lol

Well that or ventures. Really, I can only think of something like the venture when someone talks about mining in such a hazzardous location.

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
#200 - 2014-01-20 13:48:20 UTC
How about the effect making warping impossible as the pilot has to use the warp drive to keep them stable within the region. Thus the warp drive cannot be used to power a jump as it's warp field controlling gizmo's are occupied with stopping your ship being ejected from the region. Any loss of pilot control (disconnect etc) ejects the vessel in a random direction in the usual log off manner.

With regards to mining I proposed early on the ship size should be limiited to maintain the speed of the site and exploration aspect. Orcas and mining barges would allow for farming.. Any ore should be in highly dense nuggets of new or rare ore/materials (fullerenes etc maybe) that can be reasonably gathered by a smaller vessel with mining lasers. It would be like striking gold in the Yukon when you find one...then mad panic to get it mined and run away before someone else finds you...