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What if the Jove decide to play games, with us as pawns?

Author
Eli Stan
Center for Advanced Studies
Gallente Federation
#1 - 2014-11-20 17:19:42 UTC
[Sorry for the tl]
We know little of the Jove. They have amazing technology way more advanced than ours, there doesn't appear to be many of them, they reproduce slowly, and they live a long time until the contract the Jovian Disease. To us capsuleers, it seems like boredom and ennui would be problems they face while waiting for the inevitable onset of the disease. So what if they decide to play a game between themselves, with us capsuleers as play pieces?

Say the Jove introduce twelve new ships [or some other number]. Not ship types that can be built, like the pirate ships we have access to, but simply individual ships. Each ship is fantastically powerful in its own, unique way. They are pre-fitted with various unique modules, and the fitting cannot be changed.


  • Like the Gnosis, they only require Spaceship Command I to fly, so anybody can use them.
  • They each spawn at a random planet within the accessible New Eden systems.
  • If the ship is not found within 24 hours, it spawns at a different planet.
  • Once a capsuleer boards such a Jove ship after it spawns, a one-week timer begins, plus or minus a random time up to 12 hours, at which point the ship will disappear and respawn elsewhere.
  • If the Jove ship is destroyed for any reason, it will respawn immediately.


The Jove Game lasts for one Old Earth year. It's unclear how the Jove judge the winner of their game. Whenever a Game ship respawns or is boarded after respawning, the Jove announce the event to New Eden, but do not give details on where it happens or who the capsuleer is.

Possibilities for the ships could be:


  • Aker, the Ship of Borders. Cruiser. Aker has one midslot module that when activated prevents all gates and wormholes in the system from being used, and prevents the use of cynos, jump drives and jump portals. Stations and force fields can be used as normal.
  • Ammit, the Ship of Devouring. Battleship. Ammit has one highslot module with a ten second cycle time that immediately destroys the targeted ship.
  • Anti, the Ship of Travel. Freighter. Anti has a massive cargo hold, fleet hanger and ship maintenance bay. It has unlimited jump range without using any fuel, and complete jump fatigue reduction.
  • Anubis, the Ship of Graves. Battlecruiser. Anubis cannot target any ships, and is immune to damage. It has a passive effect of preventing all damage to pods on the same grid.
  • Atum, the Ship of Finishing. Interceptor. Atum only shows up half-way through the Jove game. It cannot target or be targeted by normal capsuleer ships. It has one highslot module that will remove a targeted Jove Game ship from New Eden - meaning the targeted ship will no longer respawn for the rest of the Game. It also has one midslot module that will produce a list of all Jove Game ships, their pilots, and their locations - except for respawned Game ships waiting to be found.
  • Geb, the Ship of Growth. Cruiser. Geb has one midslot module with a 30 minute activation time. At the end of the module's cycle, the pilot receives 2000 skillpoints and 50 million ISK. When the ship is destroyed, it respawns at a random planet in that same system. Upon first being boarded after respawn, the ship is immune to targeting for 30 seconds. It cannot ever dock or enter a forcefield.
  • Hathor, the Ship of Mines. Exhumer. Hathor has one highslot module that will immediately harvest and compress all ore in an asteroid; harvest all gas in a cloud; and harvest and compress all ice.
  • Horus, the Ship of Protection. Command Ship. Horus has three highslot modules that can render targeted ships immune to all damage as well as fully repairing shields, armor and hull. Can be fitted with three Warfare Links. Has a large T2 local repair module of each type.
  • Imhotep, the Ship of Architecture. Transport Ship. Inhotep has a massive cargo hold that can only carry packaged structures. Anchoring, onlining and unanchoring delays are reduced to zero. Inhotep has a highslot module with a five minute cycle time, during which it cannot move or warp, and at the end of which a targeted structure's current HP of each type is reduced by half.
  • Maat, the Ship of Justice. Battleship. Maat has a passive effect on all ships on grid: any ship that activates a module on another ship will have that module's effect directed back at them. This includes damage, e-war, remote repairs, etc.
  • Nu, the Ship of Formlessness. Cruiser. Through the ISIS interface, at any time Nu can become any ship cataloged therein. Any module, charge or drone listed in the market interface can be added to Nu for no cost. When Nu changes form, all items are removed. When items are removed, they disappear. While undocked, Nu behaves as if all skills are at Level V.
  • Pakhet, the Ship of Night. Covert Ops. Pakhet can probe scan an entire system in one pass as if it had core probes. Anhur has infinite strength data and relic analyzers, and a Covert Ops Cloak.
  • Sia, the Ship of Perception. Frigate. Anhur is always cloaked while undocked, no matter what. The capsuleer in the ship does not show up in Local. The probe scanner is available for use without deploying probes - a single use of the scan function will reveal all combat probe scannable items at 100% in one pass. Has a single midslot module that when activated will uncloak all cloaked ships in system.

The respawn mechanism means that no one pilot or group can monopolize any power from the ships. During the week (or less!) that the Jove ships are in their posession, capsuleers can utilize them for their own gain, shake up the status-quo, sell them, or hire them out. Of course, some of the above abilities might not be possible depending on EVE Online's codebase.
Anhenka
The New Federation
Sigma Grindset
#2 - 2014-11-20 17:38:33 UTC
Or they could fix sov.



Not really sure what to say about the post except that adding that many unique ships, that 99% will never get to fly or encounter, attempting to balance them, adding lore, assets, art, and everything else needed to add a ship, is a massive undertaking.

Especially when Sov fixing, Nullsec industry rehauling, lowsec rejiggering, comet mining, POS rework, additional PvE assets, changeable ship skins, Brain in a Box, and many other things are far higher on the priority list than something that probably 1% of the playerbase will ever get to use.

-1 on the basis of not being a decent use of limited dev time.