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Player Features and Ideas Discussion

 
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Player constructed Deadspace

Author
Saede Riordan
Alexylva Paradox
#1 - 2014-03-16 12:48:28 UTC
Acceleration Gates and the complexes contained therein are one of the staples of gameplay in EVE Online. Acceleration gates are found everywhere, across pretty much every sec level. They are completely ubiquitous, and seemingly easy to build and move from a lore/RP standpoint.

And yet, despite that, I can't go to the market and buy and acceleration gate.

My idea is thus, allow player constructed deadspace outposts. Allow players to build rooms, unique structures, possibly even hire NPC defenders.

How it works is, just purchase an acceleration gate, take it where you want it in space, aim it in the direction you want it to point, anchor and online it. It will come online and create a deadspace pocket 5,000 km from the gate, just like a normal NPC acceleration gate. Inside this pocket can be placed structures that are only anchorable in deadspace. Things like defense turrets, freeflying shipyards, power harvesters, asteroid colonies, research facilities, whatever. You can also anchor other acceleration gates, allowing you to have multi-room outposts. These outposts are scannable, but if you scan them, you end up on the outside of the first room.

More complex things:

This could be made much more complex as well, so here are some ideas to get people's brain juices flowing, as to how player built complexes could be built and balanced.

*Lockable acceleration gates that can be hacked.
*Place power generation structures to power other structures such as turrets and shipyards.
*Destroy acceleration gates to brute force your way through an enemy outpost, and reduce it to a bunch of junk floating in safespots.
*Get your own acceleration gates and tunnel into someone elses network with careful calculations and observations.
*poisonous gas clouds become traps to pursuing forces.

Key parts:
These acceleration gates would be anchorable anywhere in low, null, or wormhole space. They can be stacked inside of each other, you might even be able to do some things like put a tower, poco, or stargate inside a deadspace pocket, creating a tremendous amount of space terrain and opening up the game to all sorts of interesting things. I would not give them a reinforcement timer, but I would give them a lot of eHP. This allows a very large group dedicated to a well dug in group's destruction, to destroy the first acceleration gate, therefore making the defenses in the first room inoperative, letting them bypass those defenses and push deeper into the complex. There's all sorts of interesting ways that it could go.
Halcyon Ember
Repracor Industries
#2 - 2014-03-16 13:07:37 UTC
Seems reasonable

Queen of Chocolate

Ashlar Vellum
Esquire Armaments
#3 - 2014-03-16 13:49:01 UTC
Cool.
What about anchoring restrictions?
DrysonBennington
Eagle's Talon's
#4 - 2014-03-16 14:35:10 UTC
What about using Acceleration Gates that would give Capsuleer's the ability to create their own system of Jump Gates similar to each system Jump Gate?

The Acceleration Gates or Sacbeob Gates and Great Sacbeob Gates would function basically the same as the Cynosural Bridges at a POS function. Each Sacbeob Gate would first need to anchored at a Moon where other structures such as Toll Both Structure where Capsuleer's would need to pay a toll for the use of Gate if the owner decides to add a toll as well as defense structures that would be the same as the POS.

The Capsuleer could then jump from system to system avoiding the System Jump Gates which can be beneficial for various reasons.

Other structures would be a Concord Communication Array that would communicate with Concord to allow or block and even take control of Gate defenses when a pilot of pirate status attempted to use it.

The Highways and By-Ways of life are not meant to regulated by the Empirical Corporations....lets go off road.

Jennifer Maxwell
Crimson Serpent Syndicate
#5 - 2014-03-16 16:00:29 UTC
I fully support this.
I also would love to see us able to buy the kinds of stuff inside deadspace pockets, even if it's just asthetic crap like hab modules and bunkers and ect.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#6 - 2014-03-16 16:37:42 UTC
Is this to replace POSes or sov mechanics or something? The idea sounds okay, I just don't get what the point is.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#7 - 2014-03-16 16:38:44 UTC  |  Edited by: Riot Girl
Also acceleration gates can't be scanned with probes, which might be irrelevant but if we're talking about player bases, that would probably be quite an important consideration.
Saede Riordan
Alexylva Paradox
#8 - 2014-03-16 18:25:05 UTC
Riot Girl wrote:
Is this to replace POSes or sov mechanics or something? The idea sounds okay, I just don't get what the point is.


Yes, its to replace/move forward from POSes.

Quote:
Also acceleration gates can't be scanned with probes, which might be irrelevant but if we're talking about player bases, that would probably be quite an important consideration.


Have the outside gate generate a signature, at the very least, you could have a 'beacon' be generated at the landing point of the acceleration gate, wherein that could be scanned out, taking you to the outside of the complex. There's probably also some coding that could be done to trigger the outermost gate have a signature. Something like if:deadspace=no, then generate sig. Certain structures within an outpost might only work inside deadspace, so blowing up a player acceleration gate would leave them exposed and inoperable.


Jennifer Maxwell wrote:
I fully support this.
I also would love to see us able to buy the kinds of stuff inside deadspace pockets, even if it's just asthetic crap like hab modules and bunkers and ect.


I'd love that too, the possibilities are almost endless, for hidden starbases, mazes of acceleration gates, lethal pockets of gas, there's so much gameplay potential that could be generated.

DrysonBennington wrote:
What about using Acceleration Gates that would give Capsuleer's the ability to create their own system of Jump Gates similar to each system Jump Gate?

The Acceleration Gates or Sacbeob Gates and Great Sacbeob Gates would function basically the same as the Cynosural Bridges at a POS function. Each Sacbeob Gate would first need to anchored at a Moon where other structures such as Toll Both Structure where Capsuleer's would need to pay a toll for the use of Gate if the owner decides to add a toll as well as defense structures that would be the same as the POS.

The Capsuleer could then jump from system to system avoiding the System Jump Gates which can be beneficial for various reasons.

Other structures would be a Concord Communication Array that would communicate with Concord to allow or block and even take control of Gate defenses when a pilot of pirate status attempted to use it.

The Highways and By-Ways of life are not meant to regulated by the Empirical Corporations....lets go off road.


That's rather outside the scope of this topic, but I encourage you to make your own post.

Spread this around with your friends and bump the topic if you like the idea. If it gets enough support, I'll see about doing a formal writeup.
Nariya Kentaya
Ministry of War
Amarr Empire
#9 - 2014-03-16 18:29:46 UTC
problem i see is that these basically become super-safe havens unless their is severe arbitrary restrictions on it, like thousands of battleship rats or towers/etc.
Ragnarok Knight
ROGUE - DRONES
#10 - 2014-03-27 10:55:46 UTC  |  Edited by: Ragnarok Knight
Brilliant idea. Just make some sort of limit so you don't end up with dead-space maze's so deep it abuses game mechanics and causes server-side issues.

although hiding my base in a maze of acceleration gates is brilliant....

*edit

What if someone aim the gate precisely at a belt or some-such?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#11 - 2014-03-27 11:11:10 UTC  |  Edited by: Corraidhin Farsaidh
simple so;ution would be to disallow gats from targeting anything but deadspace. I like the idea of player owned complexes but not yet sure what utility they would provide.

EDIT: In terms of building deep space POS maybe from deployable modules then the POS would be scanable but when you warp to you would drop out at the first gate as with missions
Kenrailae
Center for Advanced Studies
Gallente Federation
#12 - 2014-03-27 11:15:41 UTC
This could actually be a fun idea.

+1


I also see no reason we can't build a labyrinth.

The Law is a point of View

The NPE IS a big deal

Minus Dronus
Dark Venture Corporation
Kitchen Sinkhole
#13 - 2014-03-27 13:02:31 UTC
+1 i like this idea.
Marcia en Welle
Doomheim
#14 - 2014-03-27 13:09:22 UTC
I quite like the idea of player constructed deadspace. So long as it can obviously be scanned down by anyone else. Not sure how it would work within the game though, and what benefits it would offer. But seems reasonable that players should be able to construct it with the whole theme of players being able to do everything these days.
Rahh Serves
Doomheim
#15 - 2014-03-27 13:36:31 UTC
+ from me i like to build a mining outpost in giant spod roid :P
Xe'Cara'eos
A Big Enough Lever
#16 - 2014-03-27 13:57:41 UTC
+1 - I'm going to get a fast 'ceptor - fly in a random direction from an ore site in my WH - set up one of these so it lands me inthe rocks - and then maybe more..... force anything wanting to get in to decloak, set dscan to 5100km

Mining safely in low and null sec ftw!

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.