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[New structures] Observatory Arrays and Gates

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Author
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#361 - 2015-04-07 18:51:19 UTC  |  Edited by: Dictateur Imperator
Nikk Narrel wrote:
Dictateur Imperator wrote:
You have no barrier of entry: You don't need to control intel to disrupt activity or take sov. It can help only. So i don't see where the OA make a barrier to go in 0.0. If you want live in 0.0 you are not in a pvp game but in a sandbox game. It means you need some industriel.

The goal of CCP is not to kill all barrier, but make they are more easier to unlock : OA can help to unlock, but he is not mandatory to have your own 0.0 .


Again, you seem to not understand the point, and assumed I meant something else.

I said this:


You are flipping over the issue.

The problem is not about threats directed at small groups.
The problem is that it makes small groups less meaningful as threats, unless they can make use of capital ships in order to have the AWACs equivalent support. It creates a barrier to entry for them.




My point is regarding small groups, clearly not capable of taking sov, that will have reduced capacity to disrupt activity.
Activity disruption is content, whether you embrace it or despise it.

You are taking away from them one set of tools, sustainable cloaking, but suggesting the resources previously sufficient for them will no longer be so.
(Before, they needed a few cloaked ships, possibly a BLOPs to help move them around, and local was a universal presence)
(Now, you possibly deny them local, suggest they should need a carrier at minimum for an AWACs equivalent of the OA structure, and point to entosis links as if taking sov they cannot maintain would be desirable to them)

You aren't addressing the sandbox, you are excluding valid forms of play should they find a carrier exceeds their disposable income. You are telling them how they should play, rather than offering the same range of options they previously enjoyed.

Keep the AWACs style ship comparable to the OA based on a command ship, and at least it keeps the small group integrity with less disruption.



OA don't change nothing. You can continue to disrupt, and in prime time you will have more target to entices link to disrupt people. You had new way to little entity to disrupt. It's an other kind of gameplay, if people don't defend you will capture/kill building cost B and B.If they defend you will have your fight.

Why don't give this bonus to command ship ? To give interest to this bulding, and more interest to cap/super if they have the same power, because it must have a cost (a great cost) in isotope and cost on the field. So i don't see where is your barrier. (actually little entity don't have outpost did have outpost is a barrier to enter in 0.0? no)
Nikk Narrel
Moonlit Bonsai
#362 - 2015-04-07 19:02:43 UTC
Dictateur Imperator wrote:
Why don't give this bonus to command ship ? To give interest to this bulding, and more interest to cap/super if they have the same power, because it must have a cost (a great cost) in isotope and cost on the field. So i don't see where is your barrier. (actually little entity don't have outpost did have outpost is a barrier to enter in 0.0? no)

You may not be considering it, but some groups operate in 0.0 that do not base themselves in 0.0

You are limiting your views of acceptable content, when you assume they must take space or leave.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#363 - 2015-04-08 01:36:26 UTC
CCP never said you can install OA only on 0.0 so you can imagine some people in low sec deploy OA to counter 0.0 OA if you have an offensive mode ...

Stop think this game is only for small gang player. Small gag player can do a lot of thing, they can't do all it's normal in a sandbox.



OA don't change the barrier to enter in 0.0: You don't need to control intel to disrupt.
OA give more risk: OA give more risk for people who want disrupt a system yes , but in exchange it's a target during prime time and entices link, so you must defend him, so every day you must have people ready to defend it ... And every day you can have people who attack just to launch a fight. So more risk for attacker and defender : balanced.
OA kill perma cloak : stop to cry in this subject for this you have an other subject , and it's a broken mechanic.
OA is 1 bulding .. you have a lot more, imagine strategy : what do you attack defend first ? OA ? gate ? Administrative hub ? etc ... A lot of risk.
Bonus of OA must be countered only by super capital bonus. Yes OA is a L structure we can imagine a building who cost Billiard like outpost. don't give same bonus or a counter to a ship who cost few... or this building become useless and waste of time and isk. But he needs some counter to broke fortress: so give it to super. Little entity don't need to try to take a forteress they can take space with less defiance grow and after attack. (for just disrupt and make pew pew you on't care about ennemi control of intel, just wait prime time).

For me if OA is the perfect control of intel (defensive and offensive) and cost like an outpost to be "perfect" it's balanced. Yes you can spen a lot of ressources to be "safer" but on prime time zone you can lost all. Great risk , great reward. If roammer don't want' take risk to send big ship to counter hit, don't make, but you increase risk to lost your fleet/ship, but they cost cheaper = Risk VS reward.


For argument like " yes but i can"t find prime time battle near to me" : you have an other subject about timezone mechanic. Go to this subject but the problem would be the same for all disruption of activity. So please don't make off topic.



For gate : A great question , bonus for speed like WH system will affect only owner of the stargate or all player ? Or we can choose ? Could be a good question, if only owner could be a very interesting building to help during defense.
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#364 - 2015-04-08 07:16:20 UTC
Dictateur Imperator wrote:
for just disrupt and make pew pew you on't care about ennemi control of intel, just wait prime time.


That's the flaw in your argument. Not every roam is a rampage. Maybe those small gangs want to know what they engage (or try to run away from). And they are not able to if the enemy controls all the intel they can get.
Xe'Cara'eos
A Big Enough Lever
#365 - 2015-04-08 13:13:03 UTC
are you thinking of allowing obs arrays in W-space?
because the number of times I've sat with an alt for about 12 hours cloaked watching an enemy POS to get intel is uhhhh. more than 10,
and I frequently do something similar with W-holes, to ensure they're safe for corpies/alts, watch the damn thing for 20 mins, and you'll know who's been jumping

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Nikk Narrel
Moonlit Bonsai
#366 - 2015-04-08 13:18:05 UTC
Sayod Physulem wrote:
Dictateur Imperator wrote:
for just disrupt and make pew pew you on't care about ennemi control of intel, just wait prime time.


That's the flaw in your argument. Not every roam is a rampage. Maybe those small gangs want to know what they engage (or try to run away from). And they are not able to if the enemy controls all the intel they can get.

This seems correct.

A roam is a group of players looking for an encounter, but due to their obvious presence they are normally avoided by any player not interested in encountering them.
This leaves mostly opposing players, many of whom often reshipped so they could meet the roam as a group.

If the intel is one sided, this places the roam at a disadvantage, and could result in some players avoiding places where they were blind to desired intel.
Cade Windstalker
#367 - 2015-04-08 16:29:12 UTC
Nikk Narrel wrote:
Sayod Physulem wrote:
Dictateur Imperator wrote:
for just disrupt and make pew pew you on't care about ennemi control of intel, just wait prime time.


That's the flaw in your argument. Not every roam is a rampage. Maybe those small gangs want to know what they engage (or try to run away from). And they are not able to if the enemy controls all the intel they can get.

This seems correct.

A roam is a group of players looking for an encounter, but due to their obvious presence they are normally avoided by any player not interested in encountering them.
This leaves mostly opposing players, many of whom often reshipped so they could meet the roam as a group.

If the intel is one sided, this places the roam at a disadvantage, and could result in some players avoiding places where they were blind to desired intel.


So we should be discussing and outlining what an acceptable level of intel is. For example I don't think any sort of Star Map manipulation should be able to completely remove occupation in a system from view. Inflate, Reduce, or Fuzz it sure, but if you've got someone in there then that should show up, and if there's no one there then the OA shouldn't show the system as occupied.

That way even if local is delayed or gone you know "yeah, there's probably someone here, or at least there was the last time the Star Map refreshed" you just don't know exactly numbers.

Hiding stuff like kills and other indirect activity should be fine though, since that allows you to setup some interesting tactical situations, like convincing someone no one is camping a pipe because it only shows 2 pod kills in the last 24 hours, when in reality you've just killed a 10-man gang and your 20th Blockade Runner today.

So, what's an acceptable level of intel fuzzing or removal here, and should some of this only be available if you control every OA in a constellation? Should it be tied to activity levels at all?
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#368 - 2015-04-09 13:26:04 UTC
Cade Windstalker wrote:
Nikk Narrel wrote:
Sayod Physulem wrote:
Dictateur Imperator wrote:
for just disrupt and make pew pew you on't care about ennemi control of intel, just wait prime time.


That's the flaw in your argument. Not every roam is a rampage. Maybe those small gangs want to know what they engage (or try to run away from). And they are not able to if the enemy controls all the intel they can get.

This seems correct.

A roam is a group of players looking for an encounter, but due to their obvious presence they are normally avoided by any player not interested in encountering them.
This leaves mostly opposing players, many of whom often reshipped so they could meet the roam as a group.

If the intel is one sided, this places the roam at a disadvantage, and could result in some players avoiding places where they were blind to desired intel.


So we should be discussing and outlining what an acceptable level of intel is. For example I don't think any sort of Star Map manipulation should be able to completely remove occupation in a system from view. Inflate, Reduce, or Fuzz it sure, but if you've got someone in there then that should show up, and if there's no one there then the OA shouldn't show the system as occupied.

That way even if local is delayed or gone you know "yeah, there's probably someone here, or at least there was the last time the Star Map refreshed" you just don't know exactly numbers.

Hiding stuff like kills and other indirect activity should be fine though, since that allows you to setup some interesting tactical situations, like convincing someone no one is camping a pipe because it only shows 2 pod kills in the last 24 hours, when in reality you've just killed a 10-man gang and your 20th Blockade Runner today.

So, what's an acceptable level of intel fuzzing or removal here, and should some of this only be available if you control every OA in a constellation? Should it be tied to activity levels at all?



After you have choice:

You are organized with ressources because you have your own industry : drop your own OA
You are organized but only pvp player, no industry : Make your own intel send scout and check.
You are pvp player without organisation you just want fight and kill mail : Sorry for you your opponent have advantage on you because they have use industry to have this adavanteg in exchange during prime time all people can attack this building who cost a lot.

RISK VS REWARD .
The first groupe take same risk as target : They have same advantage. (yes take the risk to loose everyday an expensive structure is a risk).
The second group take less risk (they take risk to loose some scout): They haven't the bulding advantage but they can scout like actual WH with probe and d-scan (and yes they can be less powerful if system have a strong intel def, but strong intel def can be an intel already => people live here.
The third group take no risk for intel (no isk sacrifice for intel) : No reward on intel, so they accept to pvp in "blind".


So yes i agree on battlefield group with 0A take less risk as group who "pvp for fun without intel" because they have intel. But they take more risk as "pvp for fun without intel" because yo can everyday attack this expensive structure.
Tejoe Nightstar
The Scope
Gallente Federation
#369 - 2015-04-09 15:36:48 UTC
Observatory Arrays:
Will there be a limit on the number in a system? Or a penalty if they are within a certain distance (20au) similar to PI extraction but more pronounced?

I would prefer them to be single function with the function chosen from a list of available programs. Also, have them show up on the f10 system map and allow anyone in the system to see what program is running. Alternative: several programs may be chosen but all programs running are at reduced efficiency.

An entosis link and password would be required to change the program. During primetime, a hacking minigame could be used to spoof the password but a failure or taking too long sends out an alarm and the ship is stuck until the end of the e-link cycle.

Local:
Have a counter that shows how many ships/characters are in the system but delay on appearance of names on local based on their type of entrance; 4 minutes for normal stargate or logging in, 5 minutes if arriving by cyno, and 6 minutes for arriving through a WH. If the OA owner is running an “Improved Local” program, people in the owning corp/alliance will see the names appear 50% sooner. Also, low-sec should have delay of 2/2.5/3 minutes.

Gates:
In Eve there is always more than one way to do something, oftentimes four. Why have only one type of gate? Keep NPC built gates as is and indestructible but allow player to build destructible gates.

Finding cloaky AFKs:
If the OA is running an “Anti-Cloak” program, the OA will sense disturbance echoes that exist in space for 15 minutes after a ship has passed a given spot. Since the OA takes 15 mintues to process this all data is between 15 and 30 minutes old. A ship using combat probes will have to set then to 1au or less to pick up these echoes. (giving a reason to use the virtually unused “spread” formation) Based on the size, role, and type of cloak a various number of echoes are needed to be detected; 2 or 3 for a BS, JF or capital with a prototype cloak to 15 for a cov-ops frigate with a cov-op cloak. Once on grid, drones can fly a programmed spread pattern until the cloak is popped by proximity. If someone is truly AFK after all that, this will be an easy kill. But it will require an active and intelligent effort to do so.

New Systems:
If an OA is used in the search for new systems, there should only be one array in the searching system and the program has a one or two week uninterruptable cycle time.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#370 - 2015-04-09 15:45:22 UTC  |  Edited by: Dictateur Imperator
Local who actualise after X minutes with OA for all player is just a very bad idea : if people want to play without local they already are in WH.
OA must give a full control of intel means control of local. So auto refresh local lie now is mandatory for OA. Other case it's an uselless building ,and 0.0 will become useless (industriel will be more safe in WH).


And we are speaking about a structure who can cost billions and easy to take with entices link . 1 must cover all the system other case read : Uselless building.
Lienzo
Amanuensis
#371 - 2015-04-10 02:45:24 UTC
Anchoring pinpointing arrays should lower the profitability of a system for both extraction and especially ratting. It could be rolled in with the ESS, but with a greater penalty.
Cade Windstalker
#372 - 2015-04-10 05:31:00 UTC  |  Edited by: Cade Windstalker
Dictateur Imperator wrote:
After you have choice:

You are organized with ressources because you have your own industry : drop your own OA
You are organized but only pvp player, no industry : Make your own intel send scout and check.
You are pvp player without organisation you just want fight and kill mail : Sorry for you your opponent have advantage on you because they have use industry to have this adavanteg in exchange during prime time all people can attack this building who cost a lot.

RISK VS REWARD .
The first groupe take same risk as target : They have same advantage. (yes take the risk to loose everyday an expensive structure is a risk).
The second group take less risk (they take risk to loose some scout): They haven't the bulding advantage but they can scout like actual WH with probe and d-scan (and yes they can be less powerful if system have a strong intel def, but strong intel def can be an intel already => people live here.
The third group take no risk for intel (no isk sacrifice for intel) : No reward on intel, so they accept to pvp in "blind".


So yes i agree on battlefield group with 0A take less risk as group who "pvp for fun without intel" because they have intel. But they take more risk as "pvp for fun without intel" because yo can everyday attack this expensive structure.


(lets try and keep the quote trees to a minimum, it makes the ISDs twitch)

This is more or less generally what I was thinking, but I think it drives more and better conflict if the OA is actually fairly cheap (for a structure) and also fairly easy to knock over. This means that the group that it poses the greatest threat to (a small gang) can actually do something about that. Then, if the gang decides to attack the structure with an Entosis Link, the defenders are forced to react or lose their structure.

Lienzo wrote:
Anchoring pinpointing arrays should lower the profitability of a system for both extraction and especially ratting. It could be rolled in with the ESS, but with a greater penalty.


Why should this be the case? Because of increased safety? That doesn't make sense. The risk here is losing the structure, that doesn't need an additional downside. If you want to stop people from ratting in slightly increased safety then blow up the structure. Either they come fight you (during which time they can't be ratting) or they lose the structure and you're free to harass them without worrying about it.
Banko Mato
Republic University
Minmatar Republic
#373 - 2015-04-10 11:41:09 UTC
Dictateur Imperator wrote:
Local who actualise after X minutes with OA for all player is just a very bad idea : if people want to play without local they already are in WH.
OA must give a full control of intel means control of local. So auto refresh local lie now is mandatory for OA. Other case it's an uselless building ,and 0.0 will become useless (industriel will be more safe in WH).


And we are speaking about a structure who can cost billions and easy to take with entices link . 1 must cover all the system other case read : Uselless building.


Uhm, OA is L-sized according to the proposal in dev-blog, which equates to costs somewhere around current starbase structures, so maybe around 100 to 200m.
And I wholeheartedly disagree with the auto-refresh local being mandatory as a feature for OA. Granted, there should be a mod fittable to it that focuses on local, but imho this should at no point grant 100% accurate instant intel on an automatic level. I think there needs to be some delay, maybe based on the size of a ship and its distance to the nearest OA structure (skip that if the ship is cloaked -> no data available for regular scanners on the OA -> additional mod required?), with a sensible minimum (say a titan can be detected and analyzed within tens of seconds, while an inty or other very small ship needs a long time up to minutes for the OA to gather enough information to provide more accurate intel than "there is something moving out there"). Different stages of intel accuracy could and should be expressed in the local chat:

  • If no OA present or no OA having acquired enough scan data to tell that there is something out there => pilot and craft not showing in local.
  • OA has received signals, but not with high enough accuracy => have new icons near the "local count" for unidentified space crafts.
  • When OA has enough information about ship/pilot => let him show up in local (maybe even with ship size next to name if OA was able to analyze the data long enough?)
  • In case a ship stays on grid (as in "is visually directly exposed to the OA's scanners") the OA should be able to provide all the intel within seconds (this would mean that OAs should have a meaningful minimum anchoring distance from anything else, e.g. 1million km or 1au or something else well above grid size, lore-wise explainable by the problem of signal interference another structure in close proximity would incur).


So ships that actually can be detected by the OA will more or less slowly transition through those stages until they are fully exposed in lcoal or until the OA has reached the limits of its capability and isn't able to provide more detailed information about the intruder.
Accuracy and detection speed could further be improved by placing multiple OAs within a system in a fashion similar to placing probes. For the intruder it would be possible to avoid exposure of too much intel by knowing locations of OAs in system and moving at greater range from them, for example.
To not let inhabitants of space suffer from not recognizing their own in local, a player should have the option to switch on or off a kind of FoF beacon on his vessel that sends out a highly encrypted recognition signal to friendly OAs in a system, making him immediately available to the intel stream provided by those structures. Note that said intel stream is only available to those owning the OAs or being friendly enough (don't want to ponder here whether this kind of automatic intel sharing across alliances is desirable). So when someone hostile enters space, they do not get access to the local information granted to the locals by the OA network. To gather intel they would have potentially 3 options:

  1. go out in space and do old school manual intel gathering
  2. deploy their own OA structures (maybe at a very very distant deep save that makes detection of the OA difficult but also decreases its efficiency)
  3. use the sov-wand to gain temporary access to existing OA structures, making their intel stream available (either as a snapshot or xx minutes, etc..)


Might be a viable alternative to the "I enter local and all red lights go on immediately across the system" thingy we have now.

Centurax
CSR Engineering Solutions
Citizen's Star Republic
#374 - 2015-04-10 12:50:56 UTC
From the original description of the Gates they sound interesting and I look forward to learning more about them.

I am more interested in the tactical potential of the Observatory type structures, it is clear that they will have a significant strategic advantage in WH space for those who can operate them effectively, which I dont see necessarily as being a bad thing. It would be nice to be able to use the Observatory structures like a command and control point giving a commander the ability to move around fleets and scouts within a system or maybe several systems with near real time accuracy. Feeding back information form scouts, probes and fleets in a meaningful way would add a new dimension to game play.

I have the following idea that sort of works with the Observatory array concept in WH's but could be used in integrating a WH mapping system into the game, so here it is:

Wormhole Telemetry Probes: (probably not new but stay with me) These probes would send a signal to an observatory array, with the current Mass on the WH, the current Age of the WH as well as a location and type, nothing more. These probes are expendable you launch them into a WH and it gives more accurate information than sitting there looking at it working out when the WH will die. They could also be hackable or destroyed, so you can mess around with targets.

Idea As a part of a suggestion for a WH mapping system is that this would then automatically update a personal/corp/alliance bookmark location once the probe is launched. The mapping will automatically add any additional WH's in a chain as you scan down the WH (you still have to do that) and launch a probe to add the WH to the chain. When one of the WH's collapses/or probes telemetry is lost the location is removed within an hour or so from the map/bookmarks automatically along with anything beyond it, and it is a nice idea for mapping WHs without hopefully breaking the game for anyone. If a probe is destroyed and you redeploy a probe it should reconnect a chain.

Spy Satellites: One scout can do the job of ten, part of me would like this feature some way of monitoring locations like a Stargate, Station, Wormhole or even an Ore belt without having to deploy a whole fleet of scouts to do it. It is probably not feasible to have something like CCTV for Eve, but having maybe something like a log saying e.g. "Location 1: Buzzard belonging to Pilot XXX entered system at 20:00". You would have to have filters so that only war targets or something like that appear but would something like this be possible?


rsantos
The Scope
Gallente Federation
#375 - 2015-04-10 15:30:00 UTC
System upgrades effects should be system wide and not owner specific and I would really like to see something more concrete from CCP.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#376 - 2015-04-10 21:30:59 UTC  |  Edited by: Fredric Wolf
rsantos wrote:
System upgrades effects should be system wide and not owner specific and I would really like to see something more concrete from CCP.


Why should everyone benefit from these? IMO they should only give advantages to the holding alliance. They are the ones spending the isk and taking the risk to put these up. Now if you want to hack into it and then gain access to the "network" I am fine with that but it shouldn't be free to the attacking parties.

Edit: I am also of the idea to get rid of local and only have regional or constellation chats.
Webster Carr
Carr Consolidated Corporation
#377 - 2015-04-11 01:14:56 UTC
I'm antisocial, I want to be able to cloak the gate to my system... Twisted

Seriously though, we have hidden/covert star gates in some of the Mission Fluff, I wonder if that will be a possibility for players:

There is a constant gate camp in 'low-sec' system X, let's sneak a blockade runner through and build a gate that links high sec with system Y one jump beyond X and bypass the camp... Set the gate to allow blue only?

Talk about something that will make low-sec/null-sec more accessible...

-Web
Nikk Narrel
Moonlit Bonsai
#378 - 2015-04-11 12:20:36 UTC
Webster Carr wrote:
I'm antisocial, I want to be able to cloak the gate to my system... Twisted

Seriously though, we have hidden/covert star gates in some of the Mission Fluff, I wonder if that will be a possibility for players:

There is a constant gate camp in 'low-sec' system X, let's sneak a blockade runner through and build a gate that links high sec with system Y one jump beyond X and bypass the camp... Set the gate to allow blue only?

Talk about something that will make low-sec/null-sec more accessible...

-Web

I hope to see that happen.

As it stands, we use the gate bottleneck's existence to leverage a small number of defenders into protecting much larger areas of space than some may realize.

I am not saying that this is a bad thing, necessarily, but it would be worth considering making other options, like this hyperspace bypass, a means of creating content.
Cade Windstalker
#379 - 2015-04-11 12:55:00 UTC
Nikk Narrel wrote:
I hope to see that happen.

As it stands, we use the gate bottleneck's existence to leverage a small number of defenders into protecting much larger areas of space than some may realize.

I am not saying that this is a bad thing, necessarily, but it would be worth considering making other options, like this hyperspace bypass, a means of creating content.


You know, I'm suddenly seeing the Shattered Planets' connection to the appearance of Wormholes as a Hitchhiker's Guide to the Galaxy reference.... Lol

Seriously though, I wonder what the anchoring/online time for a gate should look like. If it's only a few hours but they follow the normal Entosis mechanics then you could potentially sneak one online during off hours and then have a sneaky attack route for your enemy's next vulnerability period.

On the other hand if it's a very long period to build and online then it should also be a lot harder to take offline again afterwords.
Aivlis Eldelbar
State War Academy
Caldari State
#380 - 2015-04-11 13:44:19 UTC
Quote:
There is a constant gate camp in 'low-sec' system X, let's sneak a blockade runner through and build a gate that links high sec with system Y one jump beyond X and bypass the camp... Set the gate to allow blue only?


Every time I hear this, I fear it will be abused by the large groups to break jump fatigue changes. While I'd like to see smuggler gates, it has to be carefully balanced so people can't just leap-frog gates without fatigue.

I have a feeling CCP will go the way of the jump bridge with these things, since POSes are going the way of the dodo, they will move jump bridge functionality to separete structures.