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Player Features and Ideas Discussion

 
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How about an OORT cloud?

Author
IDrinkTubeGel
Deep Core Mining Inc.
Caldari State
#1 - 2014-11-20 19:24:09 UTC
I know, this sounds like a stupid Idea, and honestly, I doubt it myself. but here goes my 2 cents.

EvE needs oort clouds.
In short, the oort cloud in our solar system is a HUGE cloud that contains millions of billions of tonnes of space rocks.
There are many.
They are unstable.
They are far, far away.

each system has an oort cloud, and anyone can warp there any time. the cloud will be about 250 AU away, so visitors will be seldom to none. Most of the time, the oort cloud will be empty, vast space where the sun can barely be seen., however, these clouds have new mechanics.

sovereignty: all oort clouds are sovereign to three factions: Sansha's nation, Concord, and ORE.
Concord rules all hisec clouds
Sansha's rules all lowsec, and WH clouds
ORE rules all nullsec clouds, but this is changed.

BadEffects:
- Delays: all chat is delayed 25 seconds, no matter who is sending a mesage
- Unverification: bounties payed by concord for rats are split between all players within 250km of the rat in time of elimination, even if cloaked.
-Distant: concord reactions are delayed 13.5 seconds
-Instability: In low sec and below, the clouds do a constant 75 DPS of Kinetic damage from collision, and 10 DPS of explosive damage. This is occasionally complimented by a rare large projectile that deals 1,000 omni-damage. (this is how lowsec systems are decided)
- Sensor jamming: Multiple small objects cause D-scan radius to be cut in half.
- Traversal Electromagnetic well: If you bridge into or out of the oort cloud, the shift in magnetic field will cause all ships to take 50% of their shields, and armor in EM damage (resists are useless)
-Rats: Rats, from the peasants to the awakened general, they are everywhere in the cloud, salvaging.

Good Effects:
Zero Refrence: you can warp 1,000,000 km in any cardinal direction, any time
Dwarf planets: Celestial planets can be scanned down. These planets are special in the fact that they can have 4 POSes anchored to them at once.
Bountiful: astroids of every kind can be found everywhere.
Deadspace: the oort cloud is treated as a deadspace pocket, meaning that people have to scan you down to find you.
Catherine Laartii
Doomheim
#2 - 2014-11-20 20:07:57 UTC
More landscapes/terrain to the game is an absolutely wonderful thing, and any misgivings I might have I will put aside simply because I like the concept so much. +1
Bullet Therapist
FT Cold Corporation
#3 - 2014-11-20 20:40:30 UTC
I'm all for more terrain in eve too, and we'll be getting some soon. 101 brand new wormholes that, I think at least, are going to a lot of fun. After that, who knows?

If you really want to push your idea, you should review it and think of what the potential benefits, downsides, or exploits could exist with them mechanics you propose. If things could be potentially broken, or unintentionally exclude a group of people from participating it might be a problem.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#4 - 2014-11-20 20:44:03 UTC
Catherine Laartii wrote:
More landscapes/terrain to the game is an absolutely wonderful thing, and any misgivings I might have I will put aside simply because I like the concept so much. +1

This.
Paru DracoGaurdia
Slanted Anvil
#5 - 2014-11-21 02:22:08 UTC
Great idea +1

sansha owning w-hole oort cluds makes little sense to me since sleepers are found in w-hole space

also you shouldn't be able to warp through it even though its going to out of the way
James Baboli
Warp to Pharmacy
#6 - 2014-11-21 02:47:28 UTC
I would like this, but it is actually something which would be precluded by lore for K-space, as all systems with suitable gravity fields for the stargates are technically binary systems with a wide displacement partner to the star which supported planetary formation, which would have acted largely as a street sweeper for the further out matter.

Now, adding debris fields like this as areas within systems, especially in the shattered wormholes, with appropriate rewards would be awesome.

So concept of hostile debris fields for real exploration : +1
Putting them in as OORT clouds in every system, when lore says they should be the exception, rather than the rule -1
Putting them in at about twice the frequency of ice systems, and thus adding inherent value to these systems: +1

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Meyr
Federal Navy Academy
Gallente Federation
#7 - 2014-11-21 06:50:37 UTC
Catherine Laartii wrote:
More landscapes/terrain to the game is an absolutely wonderful thing, and any misgivings I might have I will put aside simply because I like the concept so much. +1


What she said!! ^^
Ceawlin Cobon-Han
Garoun Investment Bank
Gallente Federation
#8 - 2014-11-21 07:26:35 UTC  |  Edited by: Ceawlin Cobon-Han
Now let's consider the problem of the server tracking godzillions of objects, planetoids, rocks and rats. An Oort cloud would require a LOT of data to be kept, with the attendant server load once players begin to interact with it.

How much lag do you desire?
James Baboli
Warp to Pharmacy
#9 - 2014-11-21 10:14:58 UTC
Ceawlin Cobon-Han wrote:
Now let's consider the problem of the server tracking godzillions of objects, planetoids, rocks and rats. An Oort cloud would require a LOT of data to be kept, with the attendant server load once players begin to interact with it.

How much lag do you desire?

Set it up as procedurally generated and kill the tracking outside each grid.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

IDrinkTubeGel
Deep Core Mining Inc.
Caldari State
#10 - 2014-11-23 04:06:55 UTC  |  Edited by: IDrinkTubeGel
James Baboli wrote:
Ceawlin Cobon-Han wrote:
Now let's consider the problem of the server tracking godzillions of objects, planetoids, rocks and rats. An Oort cloud would require a LOT of data to be kept, with the attendant server load once players begin to interact with it.

How much lag do you desire?

Set it up as procedurally generated and kill the tracking outside each grid.



The godzillions of objects are only viewable up to 200 Km away (at most) and anything that is not of value is client rendered, and moving, except for rocks that fly within 50km of your ship. the moving rocks are un targetable, un- anchorable, and otherwise uninteractable with the client (think gas cluds redone)

Thinking about this, I think that this would pair wonderfully with the new manual controlls (let's face it, auto would never let you weave through, and having a fight where you have to get your opponent stuck on a rock to escape would be EPIC!!!

edit: will do a full review and refine tommorow, You guys can expect a followup thread, that is a wall of text. JK. there will be a follow up thread. no wall of text.
Komi Toran
Perkone
Caldari State
#11 - 2014-11-23 04:58:37 UTC
IDrinkTubeGel wrote:
-Instability: In low sec and below, the clouds do a constant 75 DPS of Kinetic damage from collision, and 10 DPS of explosive damage. This is occasionally complimented by a rare large projectile that deals 1,000 omni-damage. (this is how lowsec systems are decided)

Why would you get any damage dealt to you in the Oort cloud? It's like 99.999999999999999999999999999999...9999999999% empty space.

And yes, I do have a problem with asteroid belts. Why do you ask?
Nevyn Auscent
Broke Sauce
#12 - 2014-11-23 05:08:42 UTC
James Baboli wrote:
Ceawlin Cobon-Han wrote:
Now let's consider the problem of the server tracking godzillions of objects, planetoids, rocks and rats. An Oort cloud would require a LOT of data to be kept, with the attendant server load once players begin to interact with it.

How much lag do you desire?

Set it up as procedurally generated and kill the tracking outside each grid.

Or you could do the same thing with 'grav clusters' well inside each system without running into the same science issues.
Jur Tissant
Garoun Investment Bank
Gallente Federation
#13 - 2014-11-23 06:08:40 UTC
For basing an idea off of scientific reality you sure seem to be abandoning it with e.g. DPS gas.

I like the idea in general, a sort of outskirts/no-mans-land on the edge of each system. But DPS clouds are just a pain.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#14 - 2014-11-23 06:09:33 UTC
you are asking for a programing nightmare, and wtf do you need a chat delay?
and its going to be a ganking haven with the concord delay, current sites are already problematic as is since they didnt need to be scanned down anymore

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

Jur Tissant
Garoun Investment Bank
Gallente Federation
#15 - 2014-11-23 06:13:52 UTC
Agondray wrote:
you are asking for a programing nightmare, and wtf do you need a chat delay?


Everyone says every new idea will be a programming nightmare. Most of them probably don't know the ups or downs about how much effort/resources it would take.

Quote:

and its going to be a ganking haven with the concord delay, current sites are already problematic as is since they didnt need to be scanned down anymore


That's the point
The Hamilton
Sebiestor Tribe
Minmatar Republic
#16 - 2014-11-23 08:16:06 UTC
+1, quite a cool idea
The Hamilton
Sebiestor Tribe
Minmatar Republic
#17 - 2014-11-23 08:20:24 UTC
Ceawlin Cobon-Han wrote:
Now let's consider the problem of the server tracking godzillions of objects, planetoids, rocks and rats. An Oort cloud would require a LOT of data to be kept, with the attendant server load once players begin to interact with it.

How much lag do you desire?



Make three or four objects then use the sky box and particle effects like they are going to put into the asteroid belts.
Ceawlin Cobon-Han
Garoun Investment Bank
Gallente Federation
#18 - 2014-11-23 10:19:13 UTC
James Baboli wrote:
Ceawlin Cobon-Han wrote:
Now let's consider the problem of the server tracking godzillions of objects, planetoids, rocks and rats. An Oort cloud would require a LOT of data to be kept, with the attendant server load once players begin to interact with it.

How much lag do you desire?

Set it up as procedurally generated and kill the tracking outside each grid.

You think as a player in a single-player game. With multiple players in the cloud there would be multiple procedural calls and, should a player leave 'his grid' you can't despawn what was created in case someone is interacting already with part of it. The tracking of multiple player ineractions would be ludicrous for a non-essential feature.

Again: how much lag do you want?
Ix Method
Doomheim
#19 - 2014-11-23 10:41:55 UTC  |  Edited by: Ix Method
Do we really need more places where you're effectively hidden/ignored and its easy to farm shiny stuff?

Don't mind the idea as such but the implementation is horrible. There was a similar suggestion on here a year or so ago that important types went apeshit mental over, kinda space within systems you could genuinely explore, find **** and even get lost in but still not be safely eleventy billion miles away from even the hint of prying eyes.

Maybe it's already in development, who knows but the discussion is well worth digging out if you want to kick this idea into shape. Ironically it might even have been a Dinsdale post.

Travelling at the speed of love.

IDrinkTubeGel
Deep Core Mining Inc.
Caldari State
#20 - 2015-01-04 00:24:30 UTC
Agondray wrote:
you are asking for a programing nightmare,


looks like they did it....
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