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[New structures] Observatory Arrays and Gates

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Styphon the Black
Forced Euthanasia
#61 - 2015-03-23 17:12:32 UTC  |  Edited by: Styphon the Black
I think that the observation arrays idea is going to be a nightmare for anyone wanting to do smaller engagement PVP. It will be a carebear paradise.

With these structures as proposed. It would making it so all information from your system filters could not and would no longer be trusted to be correct.

You don't need to give the carebear alliances added features to protect them from gangs rolling through their systems looking to take down a ratting and miner ships. Things exploding in space keeps the economy alive, if nothing exploded no body would purchase any new ships or modules. Nullsec needs to be more dangerous not less dangerous.

Small engagemet PVP is already anemic in Null we don't need to make it more so. By giving these alliances an unfair advantage.

If CCP does make this structure with these effects they will only have to fix it later on down the road after they realize that they screwed up nullsec.
Rayzilla Zaraki
Yin Jian Enterprises
#62 - 2015-03-23 17:14:13 UTC
I like the idea of OAs effecting things like D-Scan. Again, this could be designed similar to how we use scan probes now. A network of these would make D-Scan very effective for friendly ships (longer range, ability to create a warpable lock on very strong signals...). Or, they could make life tough for unfriendlies (such as very decreased D-Scan range).

As for the effects on the star map, they could be used to effectively hide friendly structures and ships to unfriendlies. A well-established network might be able to obscure an outpost from all but the best probe users. Without OA abilities in-system, a structure shows up on the overview. With one or two OA assets in place, it becomes an anomaly. With a good network, friendly structures become signatures that need to be scanned down, their difficulty depending on the network.

As for communications, in Null, they can be used to establish local in sovereign systems. Without them, no local. In low, they could disrupt local in some way, shape or form. But, this could lead to a silly escalation. A corp in Rancer wishes to disrupt local, so he puts up an OA for this. Another corp, who ships regularly through Rancer, puts one up to counter the first one. The first guy puts up another and so on. In highsec, local stays as is, its part of high sec life.

I am not sure on some of the proposed gate abilities. Affecting movement, speed and agility? Maybe this class of structure should be called something other than a gate. Have gate be a subset.

For gates, like the communication OA's, there needs to be a limit or else things might get silly with dozens of gates in a given system. And, even though it would be realistic, I fear the idea of having gates collect tolls in the game. That could create a huge mess.

Gate campers are just Carebears with anger issues.

Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#63 - 2015-03-23 17:14:55 UTC
Awulf wrote:
I may have missed something somewheres but on the idea of gates are we talking about jump bridges and/or actual player built gates which have been alluded to in the past?
Would/could these be used in w-space in any fashion? Would enhance game-play imho if w-space entities could perma-connect 2 w-space systems via special jump bridges/gates. Lol
Yeah. I'm sure all wspace entities would consider their gameplay enhanced if, say, SSC, HK and LH permanently connected their home systems...

And the local+decloaking+intel network need to be really carefully balanced, so that it doesnt turn systems into supersafe carebear havens. Same applies to the possibility of deploying any of these in wormholes, because they might really screw up the gameplay.
Zedah Zoid
Good Eats
#64 - 2015-03-23 17:38:13 UTC
Any ideas of forcing open or maintaining open Bob's holes makes him very angry. Making your home more or less inviting to Bob is probably tolerable but Bob roams where Bob roams and he will not be controlled by your meager technology. Nor may you summon him summarily like some common pilot that you require to answer your fleet op calls. Similarly Bob does not like to be exposed to your spreadsheets. Bob grants you information on his state and his fog is his cloak against your incessant meddling into his universe.

In a slightly less tongue-in-cheek response, be very careful of messing too much with cloak and d-scan mechanics inside wormholes. w-space is sufficiently different that a common set of mechanics is probably not desirable even if the Observatory Array is anchorable in w-space systems. I'm not a big fan of any anchorable structure that tends toward less randomness and/or more control in w-space.

We already deal with controlling our space via active players through the hole rolling mechanics but the randomness is what make w-space special and different. I would hate to lose that uniqueness.
Soldarius
Dreddit
Test Alliance Please Ignore
#65 - 2015-03-23 17:40:37 UTC  |  Edited by: Soldarius
xttz wrote:
Observatory arrays become incredibly relevant if CCP bite the bullet and finally change how local works in null-sec. The possibilities for new features based around this are endless.


I cannot upvote this enough.

Also, this.

Without even reading the responses to this thread, I am already imagining players reconfiguring stargate configurations to better suit their needs. For example, a regional gate from FAT-6P in Catch to T-NNJZ in Stain.

I am also wondering if players will be able to turn these on and off at will. There will be people that simply disable all gates and say "FU, I wanna play sim-city alone in my little micro-sandcastle."

http://youtu.be/YVkUvmDQ3HY

Rowells
Blackwater USA Inc.
Pandemic Horde
#66 - 2015-03-23 17:40:58 UTC
Are there plans to increase the different venues of information that can gathered from an observation post, outside of currently obtainable information?

For example:
Ships logged off in system
History of pilots spotted
Watch list jamming?
Dixie Mason
ZERO TAX MERCS
#67 - 2015-03-23 17:51:25 UTC
Styphon the Black wrote:
I think that the observation arrays idea is going to be a nightmare for anyone wanting to do smaller engagement PVP. It will be a carebear paradise.

With these structures as proposed. It would making it so all information from your system filters could not and would no longer be trusted to be correct.

You don't need to give the carebear alliances added features to protect them from gangs rolling through their systems looking to take down a ratting and miner ships. Things exploding in space keeps the economy alive, if nothing exploded no body would purchase any new ships or modules. Nullsec needs to be more dangerous not less dangerous.

Small engagemet PVP is already anemic in Null we don't need to make it more so. By giving these alliances an unfair advantage.

If CCP does make this structure with these effects they will only have to fix it later on down the road after they realize that they screwed up nullsec.


This is the exact problem I see in new OA. Small gang pvp and Blops in null sec is already at the brink of extinction, but with the new proposed system SOV holders get all the advantages without taking any risk.
Generally new system favors afk/bot ratters and miners, because even now with proper intelligence channels, local chat and d-scan it's easy to circumvent any danger.
War Kitten
Panda McLegion
#68 - 2015-03-23 17:57:38 UTC
Styphon the Black wrote:
I think that the observation arrays idea is going to be a nightmare for anyone wanting to do smaller engagement PVP. It will be a carebear paradise.

With these structures as proposed. It would making it so all information from your system filters could not and would no longer be trusted to be correct.

You don't need to give the carebear alliances added features to protect them from gangs rolling through their systems looking to take down a ratting and miner ships. Things exploding in space keeps the economy alive, if nothing exploded no body would purchase any new ships or modules. Nullsec needs to be more dangerous not less dangerous.

Small engagemet PVP is already anemic in Null we don't need to make it more so. By giving these alliances an unfair advantage.

If CCP does make this structure with these effects they will only have to fix it later on down the road after they realize that they screwed up nullsec.


Hopefully the observation arrays that add this intel / safety will also provide relatively easy killmails, or at least be as trivial as an entosis link to shut them off as well. A small group of carebears that don't want to fight, but want that extra intel advantage would be spending a lot on undefended OAs that keep getting reinforced/destroyed/stolen by roaming gangs.

Maybe a nice hacking mini-game could turn an OA against it's owners and change the desired effects.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Ravasta Helugo
Republic University
Minmatar Republic
#69 - 2015-03-23 18:04:00 UTC
Jason Dunham wrote:
I'm a big fan of allowing players more control over their space with tools like an observatory array and gate fittings.

I'd be cautious of making things binary though, removing local completely will just add a structure everyone puts in to get it back. I think we'd prefer meaningful choice, where there might be reasons to set up different systems differently, depending on your needs. (i.e. industrial/ratting systems vs. main or boundary space).


That's the point though:

You will put up these towers and (I presume) rig them to give local back, and that is the advantage of sov!

People have been complaining that Sov doesn't grant any real benefits... well, here's one. No more local... unless you have sov and a bunch of these things all over the place.
Querns
Science and Trade Institute
Caldari State
#70 - 2015-03-23 18:19:02 UTC
Rowells wrote:
Are there plans to increase the different venues of information that can gathered from an observation post, outside of currently obtainable information?

For example:
Ships logged off in system
History of pilots spotted
Watch list jamming?

Watch list jamming would be extremely cool to have. As it stands, nonconsensual watch listing provides way too much intelligence about enemy forces in a way that is extremely easy to read from the client's memory and output into an irc channel. Short of removing nonconsensual watchlisting, having a mechanism to blunt its effectiveness would be marvelous.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Styphon the Black
Forced Euthanasia
#71 - 2015-03-23 18:21:34 UTC
Gates:

"Structures specialized toward movement in general.
•Service module possibilities: Being able to affect warp speed in a solar system (positively or negatively), affect jump capabilities for capitals, alter ship movement inside a solar system, allow vessels to travel to other solar systems and modify wormhole spawning behavior.
•Rigs possibilities: anything affecting the duration or effectiveness of what’s mentioned above."

I don't like anything that would artifically effect a players ship capabilities. Like slowing warp speed down in a system.

Here is how SOV alliance will use such a device. Alliance has major holding in system A at the end of a "pipe" this is where they do all there industry, ratting, mining etc... systems B and C are also part of the pipe and the alliance keeps a spy alt in space to give early warning intel about fleet moving their direction. The alliance would but one of these gate structures in that would "negatively" effect warp speed in systems B and C to slow advancing fleet and dock all ships in station in system A. This again makes it safer nullsec. This is really good for the nullbears but really bad for anyone not taking part in huge alliance fleet battles.

The other issue I have is the ability to modify wormhole spawn behavior. Anything that would reduce the amount or wormholes or shorten their length of time is bad. Again reducing the amount of random players or fleets dropping into SOV space and increasing null safety again. However, anything that increases their spawn rates or helps keep to held open longer. I don't see as bad.
Saisin
Chao3's Rogue Operatives Corp
#72 - 2015-03-23 18:22:14 UTC
I really like the open discussions and concepts exposed in the structure presentation. I think CCP is doing a great job of putting theses on the table and have us comment on them upfront.

As for this specific topic about observatory arrays, the most important thing is to make sure these structures help active connected pilots, and put a significant risk on inactive pilots not in a safe zone (POS or Station).

I fully support the concept of a system wide de-cloaking pulse from an observatory array, as long as it can only be activated by a pilot that has to go to the observatory array, and trigger the pulse there from a module that would "sync" with the structure (much like the upcoming entosis link, so not doing it from a pod, not doing it remotely from a safe spot, or worse without even being in the system). The module could have variations, selected by the pilot, to bring some kind of effect variation to such a pulse (delay, strength, range,.. whatever..)

I think these structures should not necessarily be inside a POS shield but placed around the system, larger systems requiring possibly more of such structures.
They would still need to link to an online POS somehow (or was there any mention that these new structures will be deployed independently of POSes?).

Overall, I do not recommend having various roles for the same structure. A gate is used to go from System A to System B. If something should affect the warp speed in a system, that should be a new structure on its own. Deployable structures like that should stick to one role only, as multiplying effect on the same structure will lead to higher risks of unbalance.

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Check out the Minarchist Space Project

Lord Wulfengheist
Adhocracy Incorporated
Adhocracy
#73 - 2015-03-23 18:28:05 UTC
Part of the lore of local is stargates pinging you when you use them, or at least that's sort of how I took it work. After all, local doesn't let you find where people are, it just lets you know they're there.

With that in mind, pilots entering null through a wormhole should, in theory, not show up on local, at least immediately. After a certain amount of time, perhaps they would show up as the system's local network picked up the ID.

So with the changes to local in null, I would propose the above, perhaps with the quality of the "observatory" effecting that delay. This would of course only be true for the system you entered via a WH. If one were to use a gate to next door, they'd end up on that system's local, and going back of course. It would only be the time you entered through a WH.
Styphon the Black
Forced Euthanasia
#74 - 2015-03-23 18:28:11 UTC
Querns wrote:

Watch list jamming would be extremely cool to have. As it stands, nonconsensual watch listing provides way too much intelligence about enemy forces in a way that is extremely easy to read from the client's memory and output into an irc channel. Short of removing nonconsensual watchlisting, having a mechanism to blunt its effectiveness would be marvelous.


I like that idea. Watchlisting not only is bad from gameplay terms. It is also bad from a roleplaying standpoint.
Styphon the Black
Forced Euthanasia
#75 - 2015-03-23 18:31:02 UTC
Saisin wrote:
I really like the open discussions and concepts exposed in the structure presentation. I think CCP is doing a great job of putting theses on the table and have us comment on them upfront.

As for this specific topic about observatory arrays, the most important thing is to make sure these structures help active connected pilots, and put a significant risk on inactive pilots not in a safe zone (POS or Station).

I fully support the concept of a system wide de-cloaking pulse from an observatory array, as long as it can only be activated by a pilot that has to go to the observatory array, and trigger the pulse there from a module that would "sync" with the structure (much like the upcoming entosis link, so not doing it from a pod, not doing it remotely from a safe spot, or worse without even being in the system). The module could have variations, selected by the pilot, to bring some kind of effect variation to such a pulse (delay, strength, range,.. whatever..)

I think these structures should not necessarily be inside a POS shield but placed around the system, larger systems requiring possibly more of such structures.
They would still need to link to an online POS somehow (or was there any mention that these new structures will be deployed independently of POSes?).

Overall, I do not recommend having various roles for the same structure. A gate is used to go from System A to System B. If something should affect the warp speed in a system, that should be a new structure on its own. Deployable structures like that should stick to one role only, as multiplying effect on the same structure will lead to higher risks of unbalance.



I am for the decloaking pulse as long as it makes the player activating the pulse vulnerable to attack for doing so. I would say something akin to activating a cyno. That way there is risk involved in doing this.
laassaalos Kiblos
Koshaku
#76 - 2015-03-23 18:44:48 UTC
Would it be possible to link local to these observation arrays? Many times now Fozie has said he hates local. Why don't we make it so these arrays are in all low sec and high sec and not in null and must be placed. I think probably a limitation for WH, I doubt they would want an active local.

Some kind of observation array. Basic array takes 30 seconds to register a player in local. Then upgraded like 5 seconds and then highly upgraded array is instant appearance in local. Could also link it to gate activation. Maybe also deny local to certain people based on standings.

Not sure how far this can go, but some kind of mechanic like that maybe cool if hacking could then disrupt local. So defending in in a sov war can be quite helpful, while the attacker might find it appealing to hack it and create surprise attacks or just hack it to gain local.
Phlebas the Phoenician
Caldari Provisions
Caldari State
#77 - 2015-03-23 19:09:16 UTC  |  Edited by: Phlebas the Phoenician
I mentioned this in the other thread, but I'll say something here as well. Anything that restricts the ability to use dscan, starmap, and cloak would seem to favor two groups:

  • Locals
  • Larger attack groups

  • and harm two other groups

  • Non-locals
  • Smaller attack groups, or those involved in production (e.g. mining, explo, ratting)

  • This is because the latter groups rely on the tools you're talking about making less available. Without dscan, it's hard to pick fights and travel in space that you don't own. It's hard to explore because you can't see what's coming. And it's hard to find people doing these things as an small-gang invader.

    So it seems like two obvious effects of the proposed observatories is that you'll see less travel to space not owned by your alliance, except as part of a large attack group. And it will likely make intel gathering and exploration harder.

    Personally, it doesn't seem like the home-field advantage is currently too weak. I don't really get the idea behind making it stronger. I'd love to see the devs talk a little more about the planned extent of the proposed modifications and the problems they're hoping to solve by adding them.
    Querns
    Science and Trade Institute
    Caldari State
    #78 - 2015-03-23 19:09:53 UTC
    laassaalos Kiblos wrote:
    Would it be possible to link local to these observation arrays? Many times now Fozie has said he hates local. Why don't we make it so these arrays are in all low sec and high sec and not in null and must be placed. I think probably a limitation for WH, I doubt they would want an active local.

    Some kind of observation array. Basic array takes 30 seconds to register a player in local. Then upgraded like 5 seconds and then highly upgraded array is instant appearance in local. Could also link it to gate activation. Maybe also deny local to certain people based on standings.

    Not sure how far this can go, but some kind of mechanic like that maybe cool if hacking could then disrupt local. So defending in in a sov war can be quite helpful, while the attacker might find it appealing to hack it and create surprise attacks or just hack it to gain local.

    I daresay that is the entire point — observation arrays replace or enable Local functionality, in whole or in part, among other tasks.

    This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

    afkalt
    Republic Military School
    Minmatar Republic
    #79 - 2015-03-23 19:20:00 UTC
    EvilweaselFinance wrote:
    afkalt wrote:
    Less safe, not more was what I said.

    And as I said, was promptly jumped on. Who did the jumping and as to their reasons is nothing I can influence however so I'll kindly ask for the removal of the conspiracy/bias/"agenda" tinfoil hattery you all have got going in here

    it is not a good idea to use the number of how many people pointed out the obvious flaws in your reasoning as support for that reasoning


    Except they've not. It's just been a giant circle jerk of how to make their space safer. Of course expecting anything else is like turkeys voting for Christmas...

    I want to promote risk, I want to promote conflict - these are the cornerstones of eve. Some people want to promote less risk, promote 'turtling up' on the grounds that they paid for it so should somehow be allowed to. This is appalling and should be stamped on with vigor. It is as abhorrent as making highsec safer.

    Null bears utter, vitriolic hatred for ANYTHING that brings them risk is well documented and this thread is merely underpinning that fact.

    Eve needs less saftey, not more. Never more.
    Asura Vajrarupa
    Doomheim
    #80 - 2015-03-23 19:26:13 UTC
    CCP Ytterbium wrote:
    Hello people,

    We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

    This particular thread is going to focus on Observatory Arrays and Gates.


    • Observatory Arrays focus on intelligence gathering and disruption tools, like tampering with Star Map filters, D-scan disruption, ship intelligence disruption, player tracking capabilities or being able to pinpoint cloak users

    • Gates focus on movement, like warp speeds, agility and mass in the system they're deployed, affect jump capabilities, alter ship movement inside a solar system, allow vessels to travel to other solar system and modify wormhole behaviors.


    Before the discussion continues I'd like to first know how the data on afk cloakers was collected by members of the player base. Was it tea leaves, chicken bones thrown in a fire, or tarot cards?

    That being said, if cloaking is somehow modified to keep people from being terrified of who is in local, what will become of ships that can not be d-scanned? Would I not be able to sit in a safe in a ship that can not be d-scanned and still terrify bots set to dock if local is not 100% blue?

    Ignorance is the cause of suffering.