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Wormholes

 
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W space little things.

First post First post
Author
O'nira
Science and Trade Institute
Caldari State
#121 - 2014-07-03 04:51:42 UTC
Komodo Askold wrote:

- Making BH's missile friendly. Right now no system effects help missiles (excepting Wolf-Rayets, partially), and BH's in particular are negative towards them. Giving BH's bonuses to, let's say, missile max speed and explosion velocity (or perhaps even explosion radius too) would make them shine on there. They could be systems where Caldari POS could be really good... if they get updated to not needing CPU to use their launchers (and thus not losing their weapons when entering reinforced mode), which by the way I think would be very reasonable. It would also help the Phoenix.



Pulsar increase your sig radius wich directly helps missiles, phoenix is a complete monster in a pulsar since it gets easier to hit with it and it also increases the shield hp wich makes the resist and lots of mid slots insanely powerful.



i'd like to be able to swap out clones with a rorqual, it doesn't have to be a rorqual just about kinda of pos mod or structure or whatever really. I would just like to be able to switch to cheap clone so i can go and pvp without worrying over my clone and this wouldn't have be a wh only type thing, this would only increase pvp everywhere as long as you can't jump to it and only can swap clones when you are the location i don't think it will do anything bad to the game.

i'd like to have some systems with dual statics or even triple statics, just something for the top corps to fight over - systems with dual statics should be rare, like 5-10 total systems with it. (this could be a bad idea as well since it would make defense easier)

Ice belts in whs would be cool, especially if its a green anom like the ore sites are.

i like the name the system with a TCU idea

i'd like sig Ids to stay after dt, i simply close the static right before dt to not have to deal with it atm but i would prefer if i didn't have to.

i'd like it if poses started degenerating shields once they are offline, this would make players possibly want to shoot at them for easy pos mods/pos killmails wich would reduce the huge amount of space trash in whs. it also just makes no sense that the shield is operational if both the force field is not and the tower itself is offline. this might be hard to do since the pos code is such a mess.

i'd like people not showing up in local until they lose the jump in cloak
Keriana Natinde
Karu totuus
#122 - 2014-07-03 06:06:48 UTC  |  Edited by: Keriana Natinde
More unknown and random effects like:
- All or at least some WHs have random static. Sometimes it leads to lowsec and sometimes to C4 etc.
- Increase random factor of time and mass of WHs. One day wh stays up only 4 hours, other day 24 h. Anyway you could tell status either from info or graphics.
- Similar escalation what kspace combat sites and anoms randomly give. Rare thing but it gives you secret site location from another wh. Timer has to be much longer than 24h, maybe one month as finding correct hole is difficulty. Loot should be worth the effort. Maybe new type sleeper mods or ghost site type things.
- Random things happen when you pass WH. Passing through randomly could offline one/some of your mods or possibly even destroy. Passing trough could drop you random place in system or even to different system sometimes.
- C4 should have random kspace exit
- Possibility to separate probe and dscan
Darren Fox
Overload This
Escalation Theory
#123 - 2014-07-03 07:11:13 UTC
I just want to give +1 to some little things that are annoying:

-Split Dscan and Probe scan. Two windows please
-Hotkey for Dscan analyze
-Move Probe analyze and recall probes further away, or make it harder to chose the wrong botton. Too often I have recalled drones due to insufficient levels of caffeine in the morning..

Then I have some more:
-More hotkeyes for scanning in general. I would love to be able to scan for a long time without inducing carpal tunnel syndrome..
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#124 - 2014-07-03 08:02:02 UTC
Wow, I'm really liking several ideas...

jonnykefka wrote:
Other little things:

More unknowns: Not necessarily turning all sleeper sites into Quarantine Areas, but at least having spawn trees, so you can get different things at any given wave, e.g., "do we get the neuting wave or the dps wave?" Makes things a little more interesting without being completely unpredictable.

More unknowns: Sleepers where you don't expect them. "decoy" WH sigs that are in fact sleeper traps. Better than sleepers spawning on WHs at random because it doesn't make logistics miserable hell.

More unknowns: Little unexpected behaviors. Random and/or rare pop-ups in some sites. Mysterious ships that appear and then vanish before you can kill them, as some missions have. NPC local broadcasts surrounding some events, like a new hole spawning or a new combat site. Or better yet, things that respond to player kills.

Give us some ******* mysteries, we came here for the unknown.
I'm really liking this. And about the first idea, it's a system that could also be used to refresh PVE in K-space (sites, missions...).

chickenandbiskets wrote:
The little things? Lol how could everyone miss the fact that sleepers still don't have moving turrets? I mean great hulls in all but the Lasers and missiles still appear out of thin air (well space) usually several km from the ship itself. On top of that introduce sleeper version of mods by way of fragmented sections of blueprints in order to make a complete BP or something to that effect. That way the wormhole community can have its own monopoly on something in the game besides fun.
Yup, I don't know how could I forget about the moving turrets and missile launchers! They do deserve it and could provide models for these new Sleeper modules... I've always thought those big badass particle cannons Sleeper battleships have at their broadsides could look awesome as actual moving turrets, and their missile launchers to be some kind of revolver-action, cylindrical one (I'm looking at this Sleeper's cylinder located on its upper back, poiting towards the camera).

O'nira wrote:
Pulsar increase your sig radius wich directly helps missiles, phoenix is a complete monster in a pulsar since it gets easier to hit with it and it also increases the shield hp wich makes the resist and lots of mid slots insanely powerful.
Well, you've got a reasonable point... although sig radius also help turrets and drones, and pulsars don't benefit armor missile boats. I still think, however, that POS missile launchers should not need CPU (only powergrid) so Caldari POS could actually be used.
Janeway84
Insane's Asylum
#125 - 2014-07-03 10:00:50 UTC
More roaming c4 connectors

pulsar can get a buff to target painter , missiles, drones

would be cool with a pos mod that can remot repair armor, shield or hull for those that dont have many friends online or displaced their rep mods.

maybe give some new effects to wormholes using some of the new mods like micro jump drives etc.. stuff that where introduced after the wh expansion?

Give marauders +2 warp strenght when outside of bastion mode

Give marauders 100% more range to smart bombs?

Give loki more capacitor,

new sig should only show when you put probes out or when logging in?

Maybe new graphics for wh, like show if ship is on the other side of the wh the graphics could display a little change on the wh fx?

Make sleepers not so static, have them roam around a little or orbit wormholes after X amount of time after wh has been gridded or something?

Offline pos structures shouldnt have shields on..

Make T3 industrial ships mining ships, battleships

Make wh loose mass twice more if more ships jump in at same time rather than one at a time?

maybe add sleeper site structure that can be blown up or hacked to recieve t3 components needed for higher end t3 ships like t3 battleships?

More new music

wh with wh effects that boost industry could be intresting, maybe adding new resources ?

i heard rumours that there was gonna be a 5th subsystem back in the day Big smile

Maybe having a new type of bookmarks fleet bookmarks?

Give t2 bs faster warp speed

maybe give warp disruptors +2 scram if you overheat them? and scrams get extra 7000 m range when you overheat and +3 strenght?


HerrBert
Republic Military School
Minmatar Republic
#126 - 2014-07-03 11:37:12 UTC  |  Edited by: HerrBert
(FOCUS BERT THIS IS YOUR MOMENT FOOOCUS)

I cast complicated Synapsis and Drugs:
Wormhole Changes:

-Lift C4 Space from the Unsocialpocket ´
= Dualstatics / Random Highsec connection but for the Love of Bob keep the Cap Limitations

Reason: C2 Masterrace needs a hole to upgrade without having to force people to fly Capitals

- PvE Randomness making organized Players earn more then 7b an Hour
= The static Spawning of Escalations waves and Reinforcment waves made it to predictable, also the limited amount of ECM Warfare makes the PvE expierence very limited and not really RISKY

YES YOU CAN RUN C5 ESCAS within 1 Cycle... that simple ... give it 12 Cycles at 700m per Cycle and you got a problem.

Reason: Dear CCP your sleepers are broken, the exploitation for VAST AMOUNTS of MONEY is already happening while Contentwise it ranks behind Incursions

- The ability to Instantly track opening wormholes is AMAZING
= Honestly when I was sieging I just warped a crashing crew to the new hole and crashed it .. **** the fleet on the other side .. if they cant force a hic through as soon as the open right?....

Reason: Took waaaaay too much of Buttsecks Surprise away from Wormholes

- The Game of MASS
= The Game of Mass is my favorite Mechanic about Wormholes, essentially being the backbone of EVERY encounter... sadly its too easy, MORE STAGES and higher deviation

(I still hate Statics they should be gone but many people wouldnt enjoy it)

Reason: Make it hard YO!

- The Miner (aka Poor mans food)
= Many low class dwellers already enjoy the occasional Highsec miner that dips his toe in a C2 Mining site... sadly there is no real "incentive" for miners to go deeper (ICE would be a good example). YES there are "better" belts in the Highclass Systems but "are they better" or just having more of the same **** ... (Where are the tier sized ores like condensed Veldspar)

Reason: Increasing other "activities" in Wormhole Space and hmaking use of the upcoming crius expansion for wormholes

- REMOVE THE ******* HACKING GAME FROM RELIC/DATA Sites

JUST DO IT! Like really KILL It.....or show me the Number that Can Looting has increased since its implementation

Reason: Do i really need to tell you how bad it is? Here a hint.. i have more Fun playing Minesweeper

And my favorite and this is really gonna make some people ... Dafuq?

- GIMME A 5th Propulsion Subsystem ... for MicroJumpDrive and make it 50km and the rest are Skilllevels .. soo per level 10Km...birthing a new breed of T3 ...

Reason: Fights should be not on the Hole ... they should utilize the entire grid.



Edit: The Camper
= Basicly the Orca but Slimmer... you cant store as much 10k m³ for Ammo and maybe 3 cruiser Hulls, it has a refitting option and a Fleet hangar of 2000m³. It also has the nice Blackops Feature of moving faster when cloaked and should be in the BS - Size Hull family.

Reason: I LOVE CAMPING

Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx

Zara Arran
Overload This
Escalation Theory
#127 - 2014-07-03 11:44:16 UTC
People might get angry with me for this one but... oh well.

Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too.
HerrBert
Republic Military School
Minmatar Republic
#128 - 2014-07-03 11:46:36 UTC  |  Edited by: HerrBert
Zara Arran wrote:
People might get angry with me for this one but... oh well.

Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too.



Coming from a C6 Magnetar thats BALLSY :) but in a C6 Blackhole sleepers might overshoot with 10km/s

In Wolf Rayets you might have problems with 1k DPS leeper frigs... but my favorite would be RR Sleepers in Cataclysmic Variable....


Also Pulsar being the NEW TOP DAMAGE since sleepers dont have shields :D

Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx

Moth Eisig
Gallente Federation
#129 - 2014-07-03 15:19:06 UTC
The good--
  • Split D-scan and Probe scan windows
  • Sigs keep the same designation until they despawn
  • Sleeper wave trees
  • Roaming sleeper gangs
  • Doable but difficult content for solo covops frigs. One of the most fun things I've tried in a wormhole has been trying to solo the 3BS initial spawn C5 relic/data sites in a Helios, but I was just barely breaking even with bookmarking the site and coming back to loot my wrecks from the times the turrets got lucky hits in after it despawned.
  • Separating the recall probes and analyze buttons or making it harder to press the wrong one (I do this all the time, just think how hard it must be for DBRB...or maybe I should just never be a Titan pilot)
  • Blackhole effect redo (I too like the industry ideas)
  • Fewer cans in data/relics


The bad--
  • Double statics/kspace connections for C4s. As they are, c4s are great for small groups that can't compete with the numbers that show up frequently in other WH classes. The poorer isk/hour due to site difficulty and the difficult logistics are a fair trade off for the seclusion and create a unique play space. Although I do like the idea of maybe giving *some* higher class wormholes double statics.
  • Delayed local when jumping into k-space. If you want zero effort kills go join CODE.


The Ugly--
  • T3 rebalance. It might not be pretty, but can we please just get it over with?
  • Wormhole/ship mass adjustments and variability. Maybe a small scaling (like how wormhole effects scale in different classes) addition to the total mass limits of wormholes but not to the mass per jump? Would make collapsing holes harder and more dangerous and also make battleships more viable, especially in higher classes. A lot of people seem to think this needs fiddled with, but there doesn't seem to be much consensus on how.

Moonlit Raid
Doomheim
#130 - 2014-07-03 19:33:49 UTC
Supercaps have a small chance of creating (and disappearing into) W space wormholes when activating jump drives. The created wormhole has enough mass for a couple jumps of the ship that created it but spawns in a random location in the two solar systems.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Verisimilidude 001
Viziam
Amarr Empire
#131 - 2014-07-03 20:13:07 UTC
My little things:

-Split D-Scan and Probe windows.
-Keybind for D-scan (For the love of Bob)

Not-quite-so-little things:
-You should not appear in local when zoning into K-space from a WH until you land on grid with a gate or a station.

I would metaphorically set fire to an orphanage for this change. "Sorry your parents didn't love you!" *WHOOSH!*
ArmEagle Kusoni
Knights of Nii
The 20 Minuters
#132 - 2014-07-03 20:17:00 UTC  |  Edited by: ArmEagle Kusoni
Pff, finally at the end. It would dhelp if people actually kept the discussion on point; W space LITTLE things.


My truly little thing:
- A hotkey for jumping wormholes, just like jumping a stargate, preferrably the same (I think it's d?). I got this under the attention of some CCP staff through Twitter once. You'd think a real little hting like this would have made it in by now.

Not really little:
- Assuming our (small corp's) feeling about them is right; fix loot from relic/data cans. Playing the minigame takes a long time and the reward is much less than simply running more sites. At least the scatter mechanic is gone. But there's a compete imbalance in you needing a group to clear the site and then having a minigame for just one player, relatively taking ages.
We reluctantly run these sites now because they're useless.
- What's the point of the low end gas sites (minor, token, etc)? It's not worth anyone's time to mine them, especially with the risk involved. And they clog up the list of signatures. Not having sig ids change over DT would help with the clogging though.
- The personal storage is nice. But I'd actually like to give specific other people access to my storage so I could use it between alts. Basically the only other option is to have my own tower, but corp permissions still make that hard also.
+ Same for when you introduce a personal SMA.


(ps. THANK YOU for the editing draft system here!)
Cylin Rath
#133 - 2014-07-03 22:07:36 UTC
I'm not sure how 'little' it is but I would really like to repackage ships at a POS in a ship assembly array or similar structure/deployable. It would definitely make moving holes so much better.
Jack Miton
School of Applied Knowledge
Caldari State
#134 - 2014-07-03 22:49:19 UTC
Zara Arran wrote:
People might get angry with me for this one but... oh well.

Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too.

they used to get effected by some but not others. was inconsistent so it all went away.

I dont think they should be. would make it almost impossible to run sites in a magnetar, and really damn easy in a pulsar.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Rroff
Antagonistic Tendencies
#135 - 2014-07-03 23:26:51 UTC
Jack Miton wrote:
Zara Arran wrote:
People might get angry with me for this one but... oh well.

Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too.

they used to get effected by some but not others. was inconsistent so it all went away.

I dont think they should be. would make it almost impossible to run sites in a magnetar, and really damn easy in a pulsar.


Hah yeah the sig bloom + armor debuff is hilarious for escalations it also bugged out POSs pretty badly if it was applied to everything - not sure if I've still got the screenshot of the management screen with the pulsar effect affecting a domi POS in a C5 pulsar but it was kind of funky.
Zara Arran
Overload This
Escalation Theory
#136 - 2014-07-04 07:37:52 UTC
Come on guys... it is an idea that shouldn't be implemented without tweaking it. The idea is that if you choose a system for its affect, it is odd that you have the advantages of that while running sites, but not the disadvantages. There should be changes made to make it more equal. But sleepers being not affected by it at all is also not equal over all effects...
Sandslinger
The Scope
Gallente Federation
#137 - 2014-07-04 09:21:39 UTC
Zara Arran wrote:
Come on guys... it is an idea that shouldn't be implemented without tweaking it. The idea is that if you choose a system for its affect, it is odd that you have the advantages of that while running sites, but not the disadvantages. There should be changes made to make it more equal. But sleepers being not affected by it at all is also not equal over all effects...


To be honest it just makes PVE in some systems insanely overpowered, In such a way that jumping people in sites in those systems becomes nigh on impossible for a regular wh size crew. Don't need more reasons to get even larger =).

HerrBert
Republic Military School
Minmatar Republic
#138 - 2014-07-04 11:29:40 UTC  |  Edited by: HerrBert
Chitsa and I were bullshitting around about me sperging some opinions like i always do....but during that process we may started coming up with a new type of PvE...

While Chitsa said in his proposal something about "Special" Loot from sleepers in terms of modules, i highly disagreed with being .. just another Pay to Win Mechanic within Wormholes and would just increase Iskies but then again.

Eve already has a really wierd Exploration Mechanic, many have tried in Nullsec. Its the one where you jump through Systems in between RedCrosses and you get one Escalation after another until you hit the end with an X-Type Dropping Thingy. it's a fun game if you are not the current resident of that region and have to go through dangerous terretory.

Now lets get this into Wormholes? Well some minor changes would be implied and scaling needs to be definitly adjusted, but the general Idea goes like this:

- Timer for Exploration: Many Wormhole Residents have prooven to be in Wormholes for the Longrun, so they actually manage to see the same system twice. Yes it takes time, but within a 3 Month period you can travel alot of Wormholespace. So instead of a 24Hour Deadline you have a 3 month Period of finding that system, to continue that "Exploration Quest".

Now how would the challenge be shaped?
This is an interesting question and definitly needs looking at but it should keep the theme of the Class it was started in while the actual quest leads you across all of new eden (High/ Low / Null / Wormhole Classes 1-6).
So if you start your Arc in a Class 5 you can expect a "Core Garrison" Type Event in the Destination system (no matter which part of space it occupies). This would also mean that Sleepers are starting to venture into new eden, while only be accessable for Wormholers as the Defense Frontier, it gets supplemented by the Lore of the First Pilots of New Eden to explore wormholes themself.

The glorious thing about it, while there is nice loot to be gotten, as you do the Class 6 / 5 arcs you will need a group enviroment to do them, almost like a minor expo crew. So you have the challenge of logistics and capital moving "maybe".

Now the problem of a 3 month window would be to keep track of the missions in the individual player journals, this could be addressed by "Corp Exploration Journal", so that an unlocked mission goes there for everybody to follow up on the progress and goals (Location for example). Also a notification once a corp member enters a target system would be nice.

Just checking in the Class 2 Arc would be doable in a Drake.. :D


So what would be the endgame? Well this is where i can only give you my imagination which will exceed CCPs Budget but .. hey one can dream. What if in the end your Corp has a super narrow time window (24 hours) to gain access to a "Class 7" (the wormholers version not the CCP one) Sleeper dreadnaught... *Squuuueeeeeeeeel*

But yeah the incentive to venture out to these sites definitly needs to be higher then the loot payout of a core garrison type event (Special Loot??????) "otherwise this idea would sound pretty stupid like... NOW YOU CAN SHOOT SLEEPERS IN DIFFERNT PLACES... for one site... yeah no..." (Sleeper Ship BPCs as Endgame Drop anyone?)


Of course your corp in time aquires more access to those missions ... so you have 10 - 20 destinations...

Community-Challenge: Make Jack Miton sing a Duett with me. http://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx

Chitsa Jason
Deep Core Mining Inc.
Caldari State
#139 - 2014-07-04 11:42:51 UTC
Thats definitely not a small thing but I approve it :)

Burn the land and boil the sea You can't take the sky from me

Kalel Nimrott
Caldari Provisions
#140 - 2014-07-04 13:08:25 UTC
Revert back the "I can see all sigs without launching probes bullshit", please.

Bob Artis, you will be missed.

O7