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Recon Satellites

Author
Kye Roletto
Caldari Provisions
Caldari State
#1 - 2014-10-10 15:25:38 UTC  |  Edited by: Kye Roletto
Recon Satellites

Recon Satellites provide the player with their own personal "Local" and "D-scan" for a remote system. Careful consideration was taken for the potential of these being OP. Appropriately configured skills, satellite characteristics, and/or long training times could balance out the power of Recon Satellites.

Recon Satellite Profile
>Anchored/Launched anywhere in K-space
>Requires periodical maintenence for continued use - Must physically visit each satellite and "Recalibrate" it
>Provides the user with a personal "Local/D-Scan" profile of a remote system
>Can be scanned down
>Can be destroyed

Skills
Satellite Operation
Main skill. Lvl 1 enables player to use 1 satellite, up to a max of five sats at Lvl 5

Satellite Optimization
Each level cuts down maintence frequency. Daily maintenence baseline, and each skill level increases it 1-4 days??

Satellite Tuning
Each level reduces time delay from 30 minutes ago, to 1 minute ago at level 5

Satellite Programming
Each level enables a new tier of information the satellite can relay, starting with:
  • Level 1 - Orbital Bodies / Structures / POSs / some celestial objects
  • Level 2 - Drones / Probes / Wrecks
  • Level 3 - Anomalies (green ones)
  • Level 4 - Cosmic Sigatures (red ones)
  • Level 5 - Ships (no player names)


  • If Recon Satellites are too over powered, then the following characteristics can be added. One, two, or all three of them can be implemented as a way of balancing out Recon Satellites.

    Range
    Without this trait, there is no limit to how far away (in jumps) a player can be and still receive information. Implementing a range limit and an additional skill could further balance out Recon Satellites.

    - Signal Amplification
    By default, each satellite has a "0 jump relay distance", meaning the player must be in the satellite's system location to receive its information. With each skill level of Signal Amplification that distance by 1 jump. At level 1, a player can be 1 jump away and receive information from the satellite, while at level 5 a player can be 5 jumps away. If you're farther out than that then you cannot receive information from that satellite.

    Detection
    Without this trait, Recon Satellites can detect objects without a problem. There is no failure in detection. Implementing a Detection level and an additional skill could further balance out Recon Satellites.

    - Satellite Sensitivity
    Each satellite has a baseline 50% chance of picking up an object. Each skill level increases that chance by 10% up to a max chance of 99%. (or 100% ???)

    Reliability
    Without this trait, Recon Satellites can detect what an object IS without problems. Implementing Reliability can further balance Recon Satellites by adding another skill.

    - Satellite Resolution
    Each satellite has a baseline of 50% ACCURACY on the objects it picks up. Each skill level increases accuracy by 10% and level five it has a max of 99% accuracy?? or 100%? or what about just 90%?

    If a satellite fails to precisely decypher what an object is, it will still show that it picks up something, but that object will be titled "Unknown" in the list

    Note that while Satellite Sensitivity deals with the chance of detecting an object, Satellite Resolution deals with the accuracy of what that object is exactly. A ship, for example, could be detected, but listed as "Unknown". Increasing Satellite Resolution skill level will increase the chance that the object is correctly identified as "Proteus", for example.


    A big concern that arises with this idea is the potential for Recon Satellites to be over-powered. I believe Recon Satellites could be implemeneted in a balanced and useful way by implementing the aforementioned skills and satellite characteristics.

    Recon Satellites are not tools you can "fire & forget", nor should they be easy to train in to or difficult to destroy. With their required maintenence and vulnerability, these satellites would require an attentive player to maintain. The benefits of investing in Recon Satellites should outweight the responsibilities by providing them with the invaluable ability of tracking systems remotely.

    Skills, numbers, amounts, etc should be tweaked/changed appropriately to encourage balance. All numbers are "first draft" ideas.
    Syrias Bizniz
    some random local shitlords
    #2 - 2014-10-10 21:22:40 UTC
    While i like the idea of getting intel from other systems via modules or deployables (Camera Drones for example), your suggested Recon-Satelites are a bit over the top in my opinion.

    Basically, as long as there is a recon satelite in space, you can never be sure whether you're being observed or not. Getting a D-Scan and/or Local just by having dropped this thing somewhere is way over the top.

    Just by having a few alts i would be able to gather intel across potentially several dozen systems while sitting in safety. Whenever *something* enters, 10 jumps out, I would KNOW he is coming long before he knows he's getting watched.
    I could see what ship is coming, or what ships, i could see who it is and how many friends he has, i could see his front scout, his back scout, his ogb, everything. And all THEY could do about it is waste tons of time in sending a prober ahead to slowly scan and chew through every recon satellite they can find before jumping in.

    Because if they don't do it they could also just cynobridge onto the staging undock and start selfdestructing.


    What i would really, really like is having 'Camera Probes' that give you VISUAL of the grid they are on. No local, no dscan, maybe a shortened overview.
    Launchable from every Core & Combat Probe Launcher, targetable, and lasting for maybe 15 minutes, or 1 hour, or whatever.
    Vadeim Rizen
    Center for Advanced Studies
    Gallente Federation
    #3 - 2014-10-10 21:30:56 UTC
    No, there is already enough free intel in this game.

    What you really want is a "risk free rat/mining" deployable.
    Netan MalDoran
    Hail To The King
    The Silent Syndicate
    #4 - 2014-10-11 00:22:48 UTC
    I like the idea being someone with a single account. There is a trade off in quality of info that you get with paying for alts in comparison to using this system with a single player. I don't feel that it is OP.

    "Your security status has been lowered." - Hell yeah it was!

    Falcon's truth

    Jack Carrigan
    Order of the Shadow
    #5 - 2014-10-11 00:27:15 UTC
    As if there isn't enough random bull**** anchored in space. Enough is enough.

    I am the One who exists in Shadow. I am the Devil your parents warned you about.

    ||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

    Kye Roletto
    Caldari Provisions
    Caldari State
    #6 - 2014-10-11 01:22:21 UTC  |  Edited by: Kye Roletto
    Thanks for the constructive input. But as i stated, to balance it out you could implement the aforementioned skills as well.

    If you're someone with a few alts you'd have 20 max satellites out there, not several dozen. Plus, you could only see five jumps away if your skill is maxed, not ten. As i said they can be scanned down and appear in your DScan, so you wouldn't be clueless about their presence. Also just ship types/names, no player names.

    I agree i think it should be limited in some way. But I've laid the groundwork for issues.
    Christopher Mabata
    Northern Accounts and Systems
    #7 - 2014-10-11 07:35:17 UTC
    This sounds like the system scanners of old sort of, and there was a good reason those got effectively removed
    I would rather not see the game take that direction again, so -1

    TLDR - no

    ♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

    This Message Brought to you by a sweet and sour bittervet

    James Nikolas Tesla
    Tesla Holdings
    #8 - 2014-10-11 08:02:07 UTC
    Kye Roletto wrote:
    Recon Satellites

    Recon Satellites provide the player with their own personal "Local" and "D-scan" for a remote system. Careful consideration was taken for the potential of these being OP. Appropriately configured skills, satellite characteristics, and/or long training times could balance out the power of Recon Satellites.

    Recon Satellite Profile
    >Anchored/Launched anywhere in K-space
    >Requires periodical maintenence for continued use - Must physically visit each satellite and "Recalibrate" it (How about needing fuel instead of maintenance?)
    >Provides the user with a personal "Local/D-Scan" profile of a remote system Instead, have just a list of what objects are in the system at the moment you hit 'scan'
    >Can be scanned down
    >Can be destroyed

    Skills
    Satellite Operation
    Main skill. Lvl 1 enables player to use 1 satellite, up to a max of five sats at Lvl 5 This is questionable, probably should be removed

    Satellite Optimization
    Each level cuts down maintence frequency. Daily maintenence baseline, and each skill level increases it 1-4 days?? Cut this skill out

    Satellite Tuning
    Each level reduces time delay from 30 minutes ago, to 1 minute ago at level 5

    Satellite Programming
    Each level enables a new tier of information the satellite can relay, starting with:
  • Level 1 - Orbital Bodies / Structures / POSs / some celestial objects Only planets, moons, belts, stars, POCO's, and stations.
  • Level 2 - Drones / Probes / Wrecks POSes only
  • Level 3 - Anomalies (green ones) NPC ships, etc
  • Level 4 - Cosmic Sigatures (red ones) Player drones and probes.
  • Level 5 - Ships (no player names) Non-cloaked player ships


  • If Recon Satellites are too over powered, then the following characteristics can be added. One, two, or all three of them can be implemented as a way of balancing out Recon Satellites.

    Range
    Without this trait, there is no limit to how far away (in jumps) a player can be and still receive information. Implementing a range limit and an additional skill could further balance out Recon Satellites.

    - Signal Amplification
    By default, each satellite has a "0 jump relay distance", meaning the player must be in the satellite's system location to receive its information. With each skill level of Signal Amplification that distance by 1 jump. At level 1, a player can be 1 jump away and receive information from the satellite, while at level 5 a player can be 5 jumps away. If you're farther out than that then you cannot receive information from that satellite. Have one jump as default and the skill max out at 6 jumps

    Detection
    Without this trait, Recon Satellites can detect objects without a problem. There is no failure in detection. Implementing a Detection level and an additional skill could further balance out Recon Satellites.

    - Satellite Sensitivity
    Each satellite has a baseline 50% chance of picking up an object. Each skill level increases that chance by 10% up to a max chance of 99%. (or 100% ???)

    Reliability
    Without this trait, Recon Satellites can detect what an object IS without problems. Implementing Reliability can further balance Recon Satellites by adding another skill.

    - Satellite Resolution
    Each satellite has a baseline of 50% ACCURACY on the objects it picks up. Each skill level increases accuracy by 10% and level five it has a max of 99% accuracy?? or 100%? or what about just 90%?

    If a satellite fails to precisely decypher what an object is, it will still show that it picks up something, but that object will be titled "Unknown" in the list

    Note that while Satellite Sensitivity deals with the chance of detecting an object, Satellite Resolution deals with the accuracy of what that object is exactly. A ship, for example, could be detected, but listed as "Unknown". Increasing Satellite Resolution skill level will increase the chance that the object is correctly identified as "Proteus", for example.


    A big concern that arises with this idea is the potential for Recon Satellites to be over-powered. I believe Recon Satellites could be implemeneted in a balanced and useful way by implementing the aforementioned skills and satellite characteristics.

    Recon Satellites are not tools you can "fire & forget", nor should they be easy to train in to or difficult to destroy. With their required maintenence and vulnerability, these satellites would require an attentive player to maintain. The benefits of investing in Recon Satellites should outweight the responsibilities by providing them with the invaluable ability of tracking systems remotely.

    Skills, numbers, amounts, etc should be tweaked/changed appropriately to encourage balance. All numbers are "first draft" ideas.


    I have made some changes (in bold) to give your idea a fighting chance. I am, however against this idea.


    Also, you can only use the satellite while you are in a station.

    CODE is just a bunch of pirates; smart, organized pirates. It doesn't help to rage at them because that is exactly what they want. Dust yourself off and get back on your feet, you don't even have to talk to them.

    Alvatore DiMarco
    Capricious Endeavours Ltd
    #9 - 2014-10-11 10:27:26 UTC
    Oh my god. OP just killed nullbear ratting in every nullsec system ever, permanently. This is amazing.

    Kye Roletto
    Caldari Provisions
    Caldari State
    #10 - 2014-10-11 18:59:45 UTC
    James Nikolas Tesla

    Good input. I like your suggestions. Originally, I had the idea Fuel Cells or something similar be the "maintenance" requirement, but changed it.

    The rest of your suggestions/changes seem like good ideas and good additions.

    "Scanning" with your satellite instead of having a continuous report seems better to me. Nice.

    Without a certain maintenance period, what would be the baseline time? Daily maintenance?

    Thanks for input.

    Christopher Mabata

    I'm relatively new, with my character only having ~3m skill points. Started playing earlier this year. So I'm not familiar with the system scanners of the "old sort". You sound glad they were removed. Were they similar to these deployable, scanning satellites?
    Kaerakh
    Obscure Joke Implied
    #11 - 2014-10-11 19:57:23 UTC
    Because skill barriers are such a good way to prevent proliferation of a tactic/strategy/item.

    http://jestertrek.com/eve/blog/2011/drf-supers.jpg
    Kye Roletto
    Caldari Provisions
    Caldari State
    #12 - 2014-10-12 03:11:50 UTC
    Kaerakh

    You seem hesitant to give input. Do you have a suggestion?
    Kaerakh
    Obscure Joke Implied
    #13 - 2014-10-12 03:44:34 UTC
    Kye Roletto wrote:
    Kaerakh

    You seem hesitant to give input. Do you have a suggestion?


    Not in the slightest. I gave you my input.
    Kye Roletto
    Caldari Provisions
    Caldari State
    #14 - 2014-10-12 05:18:37 UTC
    I don't understand what that picture is of and what your post meant though.

    What did that mean?
    Dr Jihad Alhariri
    Dr Jihad's Brigade of Interstellar Mujahideen
    #15 - 2014-10-12 10:35:56 UTC  |  Edited by: Dr Jihad Alhariri
    -1

    Intel is already too damn easy to gather in this game, and the OP's proposed Recon Satellite would make it embarrassingly easier.

    Instead, how about we push for changes that actually address the over-abundance of easy intel? Requiring consent from other characters in order to add them to your contact watchlist would be a good start.
    Kaerakh
    Obscure Joke Implied
    #16 - 2014-10-12 13:53:29 UTC
    Kye Roletto wrote:
    I don't understand what that picture is of and what your post meant though.

    What did that mean?

    It's a picture of a blob of super capitals.
    Super carriers require a minimum(just to sit in, not even talking about competently flying) of 10 LV skills to fly.
    Titans require a minimum of 9 LV skills to fly.

    And this does not include any of the support skills and module skills for said ships that also more often than not require LV of multiple other skills.
    So, what is my point that I so obviously made? That skill barriers are ineffective. Nullsec is the perfect example of this, people measure a nullsec corp/alliance/coalition's epeen value by how many supers they have.
    Angeal MacNova
    Holefood Inc.
    Warriors of the Blood God
    #17 - 2014-10-12 16:27:25 UTC
    Vadeim Rizen wrote:

    What you really want is a "risk free rat/mining" deployable.


    It already exists. It's called using cloaked alts.

    Benefits:

    Instant intel (no delay)
    Can not be scanned down and destroyed
    No need to rely on others

    Drawback:

    Have to sub additional accounts

    http://www.projectvaulderie.com/goodnight-sweet-prince/

    http://www.projectvaulderie.com/the-untold-story/

    CCP's true, butthurt, colors.

    Because those who can't do themselves keep others from doing too.