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Player Features and Ideas Discussion

 
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Non-scannable locations in space

First post
Author
M1k3y Koontz
House of Musashi
Stay Feral
#201 - 2014-01-20 13:52:36 UTC  |  Edited by: M1k3y Koontz
Cynos should definitely be a no-go, even covert cynos, due to disruption by spatial phenomenon or something like that ;)

Ruined stations or wrecked ships (broken Naglfars, chunks of Revelations, supercarrier and Titan wrecks as well) could be part of the site as either just eye candy or as part of the site that contains goodies.

Travasty Space wrote:
I like the idea that once inside to can warp to fleet mates but due to the cloud you land at a random location, maybe the further you have to warp the greater the distance/chance of landing away from your fleet mates.


That's a good idea. Being able to warp to fleet members once inside the cloud, but you don't land where you wanted to, instead landing somewhere on grid with your intended landing point.


Edit:
I think the OP's version of the site is likely the best so far, the idea of different versions of these sites I'm hesitant about. Damaging clouds seem unnecessary and actually harmful to the sites, since Frigates would be the primary ship used given their large size.
Hindering certain weapon types or sensor types also aren't particularly great ideas imho.

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

Dinsdale Pirannha
Pirannha Corp
#202 - 2014-01-20 13:54:39 UTC
Grayland Aubaris wrote:
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.


I KNOW that CCP will be hearing about this at the summit. That has been told to me by an extremely reliable source.
Another source has told that apparently more than a few dev's have already looked at the suggestion, and this person has no real reason to lie to me.

But any way you cut it, CCP will or does know about the concept.
But for something like this to be moved on, it will take time, lot's of time, IF, CCP decides to move forward with the idea at all.

Realistically, no matter how much some of us like the idea, you have to accept the fact that most ideas die a quiet death.
CCP has a ton on their plate. Whether I agree with the directions they seem to be taking the game in is irrelevant, I do accept the fact that they are really busy, and likely really stressed.

So I am just chilling regarding this concept.

But the more ideas people throw at it, the better, as long as they don't stray too far from the KISS principle.
Dirala
Deep Core Mining Inc.
Caldari State
#203 - 2014-01-20 14:55:57 UTC
I absolutly LOVE this idea!

I can imagine so much fun to be had just exploring those things.

There is one big Problem I see though.

If you cant warp at all in them the only chance to get out is by flying.

This basicly means, everytime you loose your ship you need to POD out, or wait 20hours to slowboat your pod out.
In WH you can at least warp out and get a new ship at the POS or something like that. And you only need to POD when you totally screwed up. But in those things you always need to POD out.

Maybe an effekt that automatically hurls your POD out when you sit in it. For example the space in the anomaly is so much shifting around that a small mass like the POD is not stable enouph to hold position and is hence catapulted in a random direction outside. (Like POS password change catapulting only to PODs)
That way a small fleet which is lost could also find the nearest direction for the exit by sacrificing one fleetmember and watch where the POD is going. :)

It would need to be forbidden to exit the ship while beeing in there than. Otherwise you would be catapulted out, and the ship would stay. hehe, hm, when thinking about it... But than nobody would ever be able to board it.
The effekt would be basicly no POD kills in it.

Another thing I could imagine with them:

When they are not permanent and appearing randomly it could be possible to have them envolope a gate or a POCO. So people will need to enter to get to there destinatin. Although I would beleave this should only be possible in 0.0sec.
Nikk Narrel
Moonlit Bonsai
#204 - 2014-01-20 15:02:56 UTC  |  Edited by: Nikk Narrel
Dirala wrote:
I absolutly LOVE this idea!

I can imagine so much fun to be had just exploring those things.

There is one big Problem I see though.

If you cant warp at all in them the only chance to get out is by flying.

I would expect it would be more in line with existing areas, where warping out is no big deal, but you can only warp to the entrance area rather than anything inside the place itself.
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#205 - 2014-01-20 15:05:06 UTC
Honestly, I think I'd rather it worked like a wormhole - either you get help to get your pod out (hey, bring me a ship in that Orca, or, since you have no implants, let me borrow yours), or take the Pod Express.

All part of the risk/reward.

Still loving this concept!
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#206 - 2014-01-20 15:08:51 UTC
I think my earlier idea of needing a frigate sized warp core or above to keep you stanle in the region would solve the pod issue ad well as the DC warp out issue. No controlling pilot with a functioning warp core and you get ejected from the region.
Dirala
Deep Core Mining Inc.
Caldari State
#207 - 2014-01-20 15:49:00 UTC
Nikk Narrel wrote:
Dirala wrote:
I absolutly LOVE this idea!

I can imagine so much fun to be had just exploring those things.

There is one big Problem I see though.

If you cant warp at all in them the only chance to get out is by flying.

I would expect it would be more in line with existing areas, where warping out is no big deal, but you can only warp to the entrance area rather than anything inside the place itself.



To be honest, I am imagining this as a gigantic Warp disruption / Scan disruption /WH Effekt /... Bubble. With hundrets of Grids and for navigation purposis the ability to use the deployable Micro Jump Structure to move larger ships around fast. Without a specific entry point. Which would mean, local inside would be the same as outside.

Using Micro Jump Structures actually give PVPer the possiblity if they happen to stumble across one to kill it effektivly disrupting the marked way out. The one how laid the way down would need to get help by an interceptor or something fast to lay down a new way out.

When you have an enrty point it will be camped or guarded or watched. Which defeats the purpose of the whole thing.

Capitals should be able to enter, but because they cant use the Micro Jump drives, they would never be able to enter more deeply. Unless they want to slowboat the way.

Grayland Aubaris
Aliastra
Gallente Federation
#208 - 2014-01-20 16:52:54 UTC
Dirala wrote:

Using Micro Jump Structures actually give PVPer the possiblity if they happen to stumble across one to kill it effektivly disrupting the marked way out. The one how laid the way down would need to get help by an interceptor or something fast to lay down a new way out.



I think this would be the perfect use for the new deployable MJ Structure - to be able to scout an area and use those to move bigger ships / industrial / miners etc more quickly.

Dinsdale Pirannha
Pirannha Corp
#209 - 2014-01-20 17:14:13 UTC
Grayland Aubaris wrote:
Dirala wrote:

Using Micro Jump Structures actually give PVPer the possiblity if they happen to stumble across one to kill it effektivly disrupting the marked way out. The one how laid the way down would need to get help by an interceptor or something fast to lay down a new way out.



I think this would be the perfect use for the new deployable MJ Structure - to be able to scout an area and use those to move bigger ships / industrial / miners etc more quickly.



Yes, I posted earlier in the thread about using the MJD deployable as a possibility, but that also has drawbacks.
If my calculations are correct, a player group could string them out at 100 km intervals, and if the 12 second spoolup number I read about is accurate, players can move 500 km / minute, or as fast as a tricked out interceptor. That is too fast, way too fast for most ships.

Granted, there is the cost of laying down the deployables, and the risk that someone with bad intents may follow your breadcrumbs of MJD's, but overall. something would have to be done to slow down the speed these provide.
Nikk Narrel
Moonlit Bonsai
#210 - 2014-01-20 17:29:48 UTC
Dinsdale Pirannha wrote:
Grayland Aubaris wrote:
Dirala wrote:

Using Micro Jump Structures actually give PVPer the possiblity if they happen to stumble across one to kill it effektivly disrupting the marked way out. The one how laid the way down would need to get help by an interceptor or something fast to lay down a new way out.



I think this would be the perfect use for the new deployable MJ Structure - to be able to scout an area and use those to move bigger ships / industrial / miners etc more quickly.



Yes, I posted earlier in the thread about using the MJD deployable as a possibility, but that also has drawbacks.
If my calculations are correct, a player group could string them out at 100 km intervals, and if the 12 second spoolup number I read about is accurate, players can move 500 km / minute, or as fast as a tricked out interceptor. That is too fast, way too fast for most ships.

Granted, there is the cost of laying down the deployables, and the risk that someone with bad intents may follow your breadcrumbs of MJD's, but overall. something would have to be done to slow down the speed these provide.

More than just a chance.

With no consequences to status or worry over Concordokken, the person finding these inside the DPC will have a trail to follow.
If they see profit and probable success by attacking whoever is at the other end, why wouldn't they?

The balance point for this ability, in my view, is the risk of PvP being able to find that target easily, since they marked their trail so well.
Dirala
Deep Core Mining Inc.
Caldari State
#211 - 2014-01-20 17:34:17 UTC  |  Edited by: Dirala
Dinsdale Pirannha wrote:


Yes, I posted earlier in the thread about using the MJD deployable as a possibility, but that also has drawbacks.
If my calculations are correct, a player group could string them out at 100 km intervals, and if the 12 second spoolup number I read about is accurate, players can move 500 km / minute, or as fast as a tricked out interceptor. That is too fast, way too fast for most ships.

Granted, there is the cost of laying down the deployables, and the risk that someone with bad intents may follow your breadcrumbs of MJD's, but overall. something would have to be done to slow down the speed these provide.


Yes, you got a point. Spooluptime could be a measure. But I think if those MMJD were too powerfull speedwise in this Phenomenon it is too powerfull outside.

Or you could just increase the size of the Dinsdale Phenomenon Cloud.

That is a balancing issue though.
In my point of view, it should be big enouph that a couple people could zoom around in it with ceptors without noticing each other.
But as you said allready, they can come in different sizes.
Nikk Narrel
Moonlit Bonsai
#212 - 2014-01-20 17:43:20 UTC
Rather than just having this as a limited event inside of a system, why don't we instead say this cloud effect is what surrounds all of the systems?

We already have blocks against bookmarks being made too far off the grid, so to speak.

The Dinsdale Phenomenon Cloud could be the space which surrounds the systems itself.
Schmata Bastanold
In Boobiez We Trust
#213 - 2014-01-20 18:21:51 UTC
Let's move Eve to THE CLOUD :)

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Dinsdale Pirannha
Pirannha Corp
#214 - 2014-01-20 18:44:14 UTC
Nikk Narrel wrote:
Rather than just having this as a limited event inside of a system, why don't we instead say this cloud effect is what surrounds all of the systems?

We already have blocks against bookmarks being made too far off the grid, so to speak.

The Dinsdale Phenomenon Cloud could be the space which surrounds the systems itself.


So you are suggesting the "clear-space" in each system is roughly a volume of space surrounded by a shell of indeterminate thickness where d-scan does not work and other weird stuff happens? And this shell of odd space starts, what, maybe 20 AU from the last object that defines the edge of "clear-space"?

Sure, why not?
It is certainly as good an idea as many of the others. The real trick would be how to get to the beginning of the shell.
I also think that CCP would have a lot of balancing issues, because they are essentially introducing a permanent zone with "modified null sec zone rules" into every system, but that is not a terrible thing either. People can avoid the area if they don't want to participate.

I think the key is test test test, and start small.
If CCP ever tries this, I would think they would start with a randomly appearing cloud, figure out the mechanics that work, then look at expanding it. What you suggest would sure scare the hell out of a lot of people in the game, and entice a lot others, if it was a shell surrounding every system in the game.

It would kind of like be "the place that Reavers come from".
Josef Djugashvilis
#215 - 2014-01-20 19:32:31 UTC  |  Edited by: Josef Djugashvilis
I started playing Eve almost seven years ago as the idea of exploring the mysteries of the universe really appealed to me.

Exploration as it is now, is just puerile.

Dinsdale, you have restored my faith in the whole concept of Eve Online space exploration.

Also, credit to Malcanis for supporting you with this idea.

CCP make it happen.

Edit.

The main thing for me would be to keep the focus on the exploration part and not turn it into an isk per hour exercise.

This is not a signature.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#216 - 2014-01-20 20:25:07 UTC
Dinsdale Pirannha wrote:


It would kind of like be "the place that Reavers come from".


More like the place that reavers go to...
Nikk Narrel
Moonlit Bonsai
#217 - 2014-01-20 20:29:40 UTC
Corraidhin Farsaidh wrote:
Dinsdale Pirannha wrote:


It would kind of like be "the place that Reavers come from".


More like the place that reavers go to...

They say, "When your only tool is a hammer, every problem looks like a nail".

I don't know what tool a Reaver prefers... but to them we all look like bacon.

Shocked
Dinsdale Pirannha
Pirannha Corp
#218 - 2014-01-21 00:14:39 UTC
Corraidhin Farsaidh wrote:
Dinsdale Pirannha wrote:


It would kind of like be "the place that Reavers come from".


More like the place that reavers go to...


Sorry, you are correct. Where they came from, where they live now, different places.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#219 - 2014-01-21 11:33:45 UTC
I like the idea of this being a deep space phenomenon, but also like the idea that it is still within system where people can stumble across it and think 'Holy *insert chosen expletive* what the *choose another expletive* is that???'

I still think the level of reward for entering these phenomenon needs to be balanced with the sec-status of the area it occurs in otherwise new players will avoid like the plague since older more powerful players will simply own the areas. If the reward is relatively low then older players won't bother and the newer players will at least have a chance and hopefully become more involved.

If the rewards are always high then the region will simply look like a giant null-sec gate camp to newer players who will then avoid them like the plague.
Nikk Narrel
Moonlit Bonsai
#220 - 2014-01-21 15:13:35 UTC
Corraidhin Farsaidh wrote:
I like the idea of this being a deep space phenomenon, but also like the idea that it is still within system where people can stumble across it and think 'Holy *insert chosen expletive* what the *choose another expletive* is that???'

I still think the level of reward for entering these phenomenon needs to be balanced with the sec-status of the area it occurs in otherwise new players will avoid like the plague since older more powerful players will simply own the areas. If the reward is relatively low then older players won't bother and the newer players will at least have a chance and hopefully become more involved.

If the rewards are always high then the region will simply look like a giant null-sec gate camp to newer players who will then avoid them like the plague.

I believe we can avoid bottlenecks being forced onto us, and still be able to find targets in the deep space aspect.

I think that the fringes of the deep space aspect, (Dinsdale Deep Space perhaps, DDS for short), could be low value items that players do not need to create obvious tell-tales to investigate.
(No easily scannable deployable jump items needed for the lower reward parts)

The bookmarking ability, should be only able to get you to the outermost safe point still inside a system. You either slow boat or use the warp assist deployables to get you farther in.

The deployables are the tell-tales for those going for greater risk / rewards. The ability to go farther out this way also lets people find and follow you, so be prepared for dinner guests.

Some players will exclusively hunt the explorers. People are like that, so expect it. They will scan the outer edges of a system, and try to find either ships or the deployable jump items.

I believe that other players are the ultimate balance aspect for players, and this allows both groups to get onto the field together, in a fashion limited enough to still feel comfortable enough to play.