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Huge expanding of amount of systems

Author
Goatman NotMyFault
Lubrication Industries
#1 - 2014-04-08 11:30:49 UTC
Expand the ammount of systems so much, that the amount of corps, dont have Manpower, strength or Finances to claim and hold everything. As its now, every little shitcreek of a system is fought over or owned. Now its about 5000 systems in k-Space.... roughly... multiply that With 100 or 1000 and change map into a Galaxy swirl.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2014-04-08 11:48:24 UTC
It's not going to change anything. Even the biggest swaths of space can be controlled by very few selected entities via vassals.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Karl Staufenberg
Executor Industries
#3 - 2014-04-08 12:00:12 UTC
The hardware costs alone for the additional systems would put CCP out of business. Not to mention there's a metric **** ton of systems already in place. Just because you can't waltz in and take one all by your onesies is not an indication there needs to be more systems. Also, what Luzade said.
Anthar Thebess
#4 - 2014-04-08 12:03:05 UTC
CCP have to find a way to force people to use systems they own , or ....
But as this change will cost money, and current status bring them $ - then there is no point of changing anty thing.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#5 - 2014-04-08 12:26:00 UTC
Anthar Thebess wrote:
CCP have to find a way to force people to use systems they own , or ....
But as this change will cost money, and current status bring them $ - then there is no point of changing anty thing.


Exactly that. That's probably also the reason why we have not heard something in a long time about progress or ideas regarding revamping/renovating/replacing the geriatric sov system with something that reflects more what people actually do with their sov.

There are so many systems, which are not used for anything; just look at regions like impass, Cobalt Edge, Cloud Ring, Kalevala Expanse, Pure Blind or Tenal. Vast swaths of unused space everywhere, but no one has a chance to grab some of them and start living there because they are eternally hold by big power blocks. CCP wants to force more people into Sov space out of Empire space, so CCP should start thinking about how to make it possible for smaller entities to get a hold in Sov space. I don't say that everyone and a dog should be able to hold a station system, that everyone should be able to live without blues in Sov. that we should have conditions like in Providence or Deklein, but more people should be able to start something in Sov space. Personally, I like to have a lot of empty, unclaimed systems and only a couple beacon constellations.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Goatman NotMyFault
Lubrication Industries
#6 - 2014-04-08 12:57:31 UTC
Karl Staufenberg wrote:
The hardware costs alone for the additional systems would put CCP out of business. Not to mention there's a metric **** ton of systems already in place. Just because you can't waltz in and take one all by your onesies is not an indication there needs to be more systems. Also, what Luzade said.


When looking into a old game, Elite2 Frontier, made in 1993, it had 513,982,470 unique star systems. It cant be compared to EVE how its built, but when looking at the pc-techonolgy back in 1993, it puts EVE in the dark ages when it comes to numbers. And all that came from one little floppydisk and a computer With 512kb memory..... (Amiga)


Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#7 - 2014-04-08 13:04:46 UTC  |  Edited by: Agondray
Most of claimed space empty, just being held by power blocs to rent out, at the same time that makes a empire group trying to break out to null near impossible because of the amount if players you would need if you don't want to be paying monthly tribute to either bloc.
If more systems were made for example when dronelands were released, there was a mad dash my all of the null sec crews plus some from empire to attempt to claim it.

Edit: an attempt to control how much space a group could control came out with the 500 m isk sink with dominion, as you can see the powerblocs were able to adapt and work to control even more space

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Goatman NotMyFault
Lubrication Industries
#8 - 2014-04-08 14:39:21 UTC
Agondray wrote:
Most of claimed space empty, just being held by power blocs to rent out, at the same time that makes a empire group trying to break out to null near impossible because of the amount if players you would need if you don't want to be paying monthly tribute to either bloc.
If more systems were made for example when dronelands were released, there was a mad dash my all of the null sec crews plus some from empire to attempt to claim it.

Edit: an attempt to control how much space a group could control came out with the 500 m isk sink with dominion, as you can see the powerblocs were able to adapt and work to control even more space



CCP needs to find a way to put a cap on how many systems a alliance could hold and at the same time Count together those alliances that have an "agreement" about systems, so all get counted as one and not seperate alliances.

If they fail to comply With CCP, or ingame With Concord, The alliance becomes a enemy the adjacent or closest high sec faction or NPC pirates (which invades and hit all POS's)
Daichi Yamato
Jabbersnarks and Wonderglass
#9 - 2014-04-08 15:03:05 UTC
Goatman NotMyFault wrote:

CCP needs to find a way to put a cap on how many systems a alliance could hold and at the same time Count together those alliances that have an "agreement" about systems, so all get counted as one and not seperate alliances.

If they fail to comply With CCP, or ingame With Concord, The alliance becomes a enemy the adjacent or closest high sec faction or NPC pirates (which invades and hit all POS's)


u know eve is a sandbox right? why place arbitrary limits on sov just to let unorganised weaker alliances get a slice of the pie they dnt deserve.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Nariya Kentaya
Ministry of War
Amarr Empire
#10 - 2014-04-08 15:13:05 UTC
Anthar Thebess wrote:
CCP have to find a way to force people to use systems they own , or ....
But as this change will cost money, and current status bring them $ - then there is no point of changing anty thing.

Nerf force projection into the ground, that way going on the offense or defense is a huge time consuming effort just to get into position.

Nerf notifications, If someone wants to put up a POS or take down a POS in a system the owners only visit once a month to clean out moon goo and refuel, they should be allowed to without a 1000-man cap fleet dropping on them.

That way if you want to "keep" a system and its upgrades, you have to patrol it, daily, to check on the status of your assets.

I'd also say remove notification for fuel, because the lolz, but i actually respect logistics pilots and the **** they put up with, so we can keep that.
Goatman NotMyFault
Lubrication Industries
#11 - 2014-04-08 15:25:23 UTC
Daichi Yamato wrote:
Goatman NotMyFault wrote:

CCP needs to find a way to put a cap on how many systems a alliance could hold and at the same time Count together those alliances that have an "agreement" about systems, so all get counted as one and not seperate alliances.

If they fail to comply With CCP, or ingame With Concord, The alliance becomes a enemy the adjacent or closest high sec faction or NPC pirates (which invades and hit all POS's)


u know eve is a sandbox right? why place arbitrary limits on sov just to let unorganised weaker alliances get a slice of the pie they dnt deserve.


To Call EVE a sandbox game, is slightly wrong, within a sandbox game, u can and are encouraged to change the Virtual world ure in. In EVE u cant change the game within, just use it.
Daichi Yamato
Jabbersnarks and Wonderglass
#12 - 2014-04-08 15:33:06 UTC
yes i call eve a sandbox game, and i see players taking matters into their own hands and changing the virtual world around them.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Goatman NotMyFault
Lubrication Industries
#13 - 2014-04-08 15:41:59 UTC
Daichi Yamato wrote:
yes i call eve a sandbox game, and i see players taking matters into their own hands and changing the virtual world around them.


We do not change the Virtual world, we add to the Virtual world, like POS's ect ect
Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2014-04-08 15:58:31 UTC
i think u may have read too much into a definition uve read. There is also no official definition of what a sandbox game is. i guess its open to discussion.

but in eve, we are given the 'sand and the tools' to make our own game with our own objectives and play how we want. So im calling it a sandbox.

if some ppl think battlefield 4 and GTA are sandboxes, then eve is and then some.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Wrayeth
Inexorable Retribution
#15 - 2014-04-08 16:00:23 UTC  |  Edited by: Wrayeth
TBH, I've been wanting them to add many new systems in nullsec and even lowsec for some time. IMO, space is supposed to be vast, but you can't travel 3 jumps without tripping over a group of players these days. Moreover, the current mechanics make it too easy to control wide swathes of territory and pushes the smaller entities out completely.

I'd personally like to see a number of changes to address this:


  • First, add a lot more systems, possibly even doubling the amount of nullsec available..
  • Second, drastically reduce the jump range of capital ships. Make it take a lot more jumps to cover a given distance, thus making it harder to use them to control massive amounts of territory. This will also require a rework or removal of the POS jump bridge module and an adjustment to titan jump portal range.
  • Third, give jump freighters a hard cap on the number of jumps they can do per hour; this will be in addition to reducing their jump range along with the other capital ships. The intent here is to force them to use gates for part of their trip, thus creating a more vulnerable supply chain that can be attacked. This should, in turn, make it harder to hold vast areas of space.
  • Fourth (and this will probably be the most controversial), limit jump clones. Currently, it's possible to have jump clones in many different regions. If you also have ships in station for each jump clone, it's a trivial matter to jump over there, ship up, and defend your space. This ability makes it easier to control multiple regions of territory. While removing jump clones outright would be the most effective limitation, that would also provide unnecessary hardship for some players. As such, I would suggest limiting the total number of jump clones to only one.


The combined effect of these changes should be a reduction in the amount of territory controlled by any single entity, and hopefully create more and smaller internet space nations.

These suggestions are coming from the point of view of someone who played EVE and fought for sov in 0.0 prior to capital ships being introduced and the massive influx of new players. Back then, it was very difficult to control more than one region since you had to use gates to fly out to any system you wished to attack. Moreover, the supply chains were very vulnerable; supplies had to be slowboated from point A to point B in industrial ships that were vulnerable to destruction, requiring players to fly escort missions for their haulers (and also offering the opportunity to attack said haulers in enjoyable, smaller scale combat). IMO, the game was a lot more fun back then and, hopefully, these proposed changes could bring back some of the game's lost appeal.
Goatman NotMyFault
Lubrication Industries
#16 - 2014-04-08 16:06:33 UTC
Wrayeth wrote:
TBH, I've been wanting them to add many new systems in nullsec and even lowsec for some time. IMO, space is supposed to be vast, but you can't travel 3 jumps without tripping over a group of players these days. Moreover, the current mechanics make it too easy to control wide swathes of territory and pushes the smaller entities out completely.

I'd personally like to see a number of changes to address this:


  • First, add a lot more systems, possibly even doubling the amount of nullsec available..
  • Second, drastically reduce the jump range of capital ships. Make it take a lot more jumps to cover a given distance, thus making it harder to use them to control massive amounts of territory. This will also require a rework or removal of the POS jump bridge module and an adjustment to titan jump portal range.
  • Third, give jump freighters a hard cap on the number of jumps they can do per hour; this will be in addition to reducing their jump range along with the other capital ships. The intent here is to force them to use gates for part of their trip, thus creating a more vulnerable supply chain that can be attacked. This should, in turn, make it harder to hold vast areas of space.
  • Fourth (and this will probably be the most controversial), limit jump clones. Currently, it's possible to have jump clones in many different regions. If you also have ships in station for each jump clone, it's a trivial matter to jump over there, ship up, and defend your space. This ability makes it easier to control multiple regions of territory. While removing jump clones outright would be the most effective limitation, that would also provide unnecessary hardship for some players. As such, I would suggest limiting the total number of jump clones to only one.


The combined effect of these changes should be a reduction in the amount of territory controlled by any single entity, and hopefully more and smaller space internet space nations.

These suggestions are coming from the point of view of someone who played EVE and fought for sov in 0.0 prior to capital ships being introduced and the massive influx of new players. Back then, it was very difficult to control more than one region since you had to use gates to fly out to any system you wished to attack. Moreover, the supply chains were very vulnerable; supplies had to be slowboated from point A to point B in industrial ships that were vulnerable to destruction, requiring players to fly escort missions for their haulers (and also offering the opportunity to attack said haulers in enjoyable, smaller scale combat). IMO, the game was a lot more fun back then and, hopefully, these proposed changes could bring back some of the game's lost appeal.


+1 for a very good reply. Tho abit agaist the 4th change, but i do see ur point With it and agree it would make thing more difficult for large corp's to move personell fast.
Arun Tadaruwa
Hotbirds
#17 - 2014-04-08 16:23:05 UTC
I have the faint sensation that Seagull's plan may have something to do with that.

Alt posting because yes.

Verran Skarne
4 Marketeers
#18 - 2014-04-08 16:58:57 UTC
Wrayeth wrote:
TBH, I've been wanting them to add many new systems in nullsec and even lowsec for some time. IMO, space is supposed to be vast, but you can't travel 3 jumps without tripping over a group of players these days. Moreover, the current mechanics make it too easy to control wide swathes of territory and pushes the smaller entities out completely.

I'd personally like to see a number of changes to address this:


  • First, add a lot more systems, possibly even doubling the amount of nullsec available..
  • Second, drastically reduce the jump range of capital ships. Make it take a lot more jumps to cover a given distance, thus making it harder to use them to control massive amounts of territory. This will also require a rework or removal of the POS jump bridge module and an adjustment to titan jump portal range.
  • Third, give jump freighters a hard cap on the number of jumps they can do per hour; this will be in addition to reducing their jump range along with the other capital ships. The intent here is to force them to use gates for part of their trip, thus creating a more vulnerable supply chain that can be attacked. This should, in turn, make it harder to hold vast areas of space.
  • Fourth (and this will probably be the most controversial), limit jump clones. Currently, it's possible to have jump clones in many different regions. If you also have ships in station for each jump clone, it's a trivial matter to jump over there, ship up, and defend your space. This ability makes it easier to control multiple regions of territory. While removing jump clones outright would be the most effective limitation, that would also provide unnecessary hardship for some players. As such, I would suggest limiting the total number of jump clones to only one.


The combined effect of these changes should be a reduction in the amount of territory controlled by any single entity, and hopefully create more and smaller internet space nations.

These suggestions are coming from the point of view of someone who played EVE and fought for sov in 0.0 prior to capital ships being introduced and the massive influx of new players. Back then, it was very difficult to control more than one region since you had to use gates to fly out to any system you wished to attack. Moreover, the supply chains were very vulnerable; supplies had to be slowboated from point A to point B in industrial ships that were vulnerable to destruction, requiring players to fly escort missions for their haulers (and also offering the opportunity to attack said haulers in enjoyable, smaller scale combat). IMO, the game was a lot more fun back then and, hopefully, these proposed changes could bring back some of the game's lost appeal.


+1 to this as well. One of the biggest reasons why nullsec has such a high barrier to entry is that force projection is so easy. I'd love to see changes that enabled more smaller corporations and alliances to go out to null and stake a claim in a system or two, and increase content for everyone.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#19 - 2014-04-08 17:03:52 UTC
Aye, cyno chains, titan bridges, and jump bridges make moving a fleet of 500+ ppl far to easy and fast.
Cloak n'all
Royal Amarr Institute
Amarr Empire
#20 - 2014-04-08 17:30:28 UTC  |  Edited by: Cloak n'all
I would like to throw in one real world flaw in your plans to nerf any of the large Null Blocks: they run the CSM, and talk to CCP in person. Most ideas are run by the CSM for player input, and not the community it self. There for, its never going to happen. Do not get me wrong, I would love to see some accessibility changes to Null that favored smaller alliances, just don't get your hopes up.
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