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[New structures] Observatory Arrays and Gates

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Hicksimus
Torgue
#501 - 2015-05-13 12:28:14 UTC  |  Edited by: Hicksimus
Sometimes I think I'm not against "AFK" cloaking but I am against jump drive and bridging mechanics involving instant gratification.

You're welcome to attack me with a covert ship while I'm engaging in PvE because my PvE ships will slap most or all covert ships around. The issue is that almost nobody can blap a cyno covert ship before the tidi kicks in and the grid fills with 50 ships each worth more than theirs. Give jump drives and bridges a spooling time to give other players a fair chance......I find it silly that a few week old toon in a 30m isk ship can instantly become a large number of 5 year old toons in billion isk ships.

Edit: and even if you can't kill the cyno you should at least get a chance to burn for range.

Recruitment Officer: What type of a pilot are you? Me: I've been described as a Ray Charles with Parkinsons and a drinking problem.

Raphendyr Nardieu
Avanto
Hole Control
#502 - 2015-05-13 15:08:03 UTC
Could the observatory provide some kind of d-scan ability to the structures? In wormhole, instead of sitting at the pos I would be docked in the station. This would mean I wouldn't have anyway to see if there is something happening in the space.


Side notes:

From the lore point of view I do not get how d-scan is working. It will take time for information to travel 14AUs.

Also, I would get how observatory would provide local to the system, as the information is routed through the FTL network to central router where the local chat is handled. The ships chooses to connect to local, when it jumps to new system ("Ok. I entered system X, so I need to join chat channel X"). I don't see how observatory would force ship to join the local. Maybe you should be able to leave local at will, but gates and stations would let you use them, until you have been in local 15 minutes.
Johny Tyler
Solar Forged
#503 - 2015-05-13 19:38:02 UTC
Hicksimus wrote:
Sometimes I think I'm not against "AFK" cloaking but I am against jump drive and bridging mechanics involving instant gratification.

You're welcome to attack me with a covert ship while I'm engaging in PvE because my PvE ships will slap most or all covert ships around. The issue is that almost nobody can blap a cyno covert ship before the tidi kicks in and the grid fills with 50 ships each worth more than theirs. Give jump drives and bridges a spooling time to give other players a fair chance......I find it silly that a few week old toon in a 30m isk ship can instantly become a large number of 5 year old toons in billion isk ships.

Edit: and even if you can't kill the cyno you should at least get a chance to burn for range.



Maybe there could be more noticeable travel time for cyno traffic based on distance. Maybe 1 - 3 sec per LY or something.
Teckos Pech
Hogyoku
Goonswarm Federation
#504 - 2015-05-13 21:00:20 UTC  |  Edited by: Teckos Pech
Hicksimus wrote:


You're welcome to attack me with a covert ship while I'm engaging in PvE because my PvE ships will slap most or all covert ships around.


Which is why cynos let reinforcements arrive quickly. Roll

And with the current mechanics you have plenty of time to see that guy in the covert ship who would like to tackle you and light the cyno. Getting extra time to get away is asking quite a bit, IMO.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Aivlis Eldelbar
State War Academy
Caldari State
#505 - 2015-05-14 10:20:28 UTC
Hicksimus wrote:
Sometimes I think I'm not against "AFK" cloaking but I am against jump drive and bridging mechanics involving instant gratification.

You're welcome to attack me with a covert ship while I'm engaging in PvE because my PvE ships will slap most or all covert ships around. The issue is that almost nobody can blap a cyno covert ship before the tidi kicks in and the grid fills with 50 ships each worth more than theirs. Give jump drives and bridges a spooling time to give other players a fair chance......I find it silly that a few week old toon in a 30m isk ship can instantly become a large number of 5 year old toons in billion isk ships.

Edit: and even if you can't kill the cyno you should at least get a chance to burn for range.


You already have the cloak targetting delay, which is close to 10s with a standard cloak, or are being tackled by a bomber, which is paper thin.

Then you have the lock time of the tackler, another several seconds.

So you're either tackled by a bomber which can easily be shut down to free yourself (no, I'm not gonna tell you how, l2p) or you're as afk as the afk cloaker who just got you. Honestly, most of my kills when hunting for a blops group have been afkers and people who were just bad at EVE.

Please, tell me more about how you can't warp away because you were watching kpop while tabbed out and lost your domi.
Jagious
Dreddit
Test Alliance Please Ignore
#506 - 2015-05-16 18:38:18 UTC
Loving the OA structure idea. Its really goin to put cloaky campers in a non afk state,and give players a chance to enjoy pve content. I feel that the main purpose of this structure is to combat morale camping so SoV Indexes can get upgraded for preparation for the new SoV mechanics. As for the talks of removing local and delayed local I just have to say that Null is not WH space PERIOD.
Jagious
Dreddit
Test Alliance Please Ignore
#507 - 2015-05-16 19:09:32 UTC
Nikk Narrel wrote:
viverxia wrote:
...

But AFK cloaks should be disrupted. Its a cheap and broken mechanic that allows a group to sit and disrupt a system with no risk to themselves.

...

I appreciate this is how YOU see the issue. Truth be told, it is something we get to hear often enough.
Almost always from someone, who through no fault of their own, is using incomplete information to draw conclusions from.

First, the cloak is a vital method allowing players to go AFK, most specifically in otherwise hostile space.
Logging out is not always the best answer, as anyone sitting in a POS or outpost can also confirm.
Should this method of being AFK have less impact on gameplay for others? Perhaps, but cutting it off from allowing AFK options is probably not a good aspect.

Actual covert cloaks, these are intended for more direct play, and have more abilities as such.
I would suggest they perhaps have a mode to allow them to operate in AFK safe mode, as well as active play.
The active play aspect allowing more function, as well as opening up options to interact with these arrays.



Im all for the OA changes, and surely enough the main purpose of a cloak is for the safety of the ship in hostile space. With that said I REALLY dont think a OA structure will be placed in every system in EVE. Mainly the home and PVE systems will be affected for the entosis link ,SoV index changes. Nor do I believe players would haul a OA to the middle of nowhere just to track a cloaker down unless its easy on the cargo space.
Teckos Pech
Hogyoku
Goonswarm Federation
#508 - 2015-05-16 19:15:10 UTC
Jagious wrote:



Im all for the OA changes, and surely enough the main purpose of a cloak is for the safety of the ship in hostile space. With that said I REALLY dont think a OA structure will be placed in every system in EVE. Mainly the home and PVE systems will be affected for the entosis link ,SoV index changes. Nor do I believe players would haul a OA to the middle of nowhere just to track a cloaker down unless its easy on the cargo space.


But TCUs are placed in every system a corp/alliance wants to hold. If you want intel in that system, put an OA in there, if not then you are tacitly accepting a higher level of risk. I see absolutely no problem with this at all.

And yeah, if a guy wants to go AFK in a system with no OA....what is the problem? He is AFK, you don't see him, he doesn't see you (no OA right, none for you none for him). Where is the problem.

If you can't articulate a problem I'm left to conclude that there is a high probability there is, in fact, no problem at all.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Jagious
Dreddit
Test Alliance Please Ignore
#509 - 2015-05-17 18:51:53 UTC
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.



Null sec is not WH space they are not supposed to be the same.
Teckos Pech
Hogyoku
Goonswarm Federation
#510 - 2015-05-17 19:21:14 UTC
Jagious wrote:
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.



Null sec is not WH space they are not supposed to be the same.


And they still would not be the same even if local works approximately the same in both types of space.

So no worries.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

exiik Shardani
Imperial Spacedrill and Logistics
#511 - 2015-05-20 02:47:13 UTC
Some of my idea to gates :-)


costs
please make there 2-3 maintance fees like:
- fuel cost - to be functional
- starbase charters - for hi sec/low sec gates, because factions needs give you permissions (make system cost index to avoid over-gated some systems aka Jita. it works well in industry I think)
- isk tax for empires -

+ possible some fees reduction in FW space, when system is upgraded

cloaky gates (aka smugglers route)
- private and cloaked gates - it has 2x more maintenance costs, because there is fitted cloak :-) can be scan down just when players are around it.

+ if private gates be possible, would be nice have any kind of entries cards (these can drop when player with gates access rights die -> killer then can loot dropped card and can use gate, because he infiltrate it) - hacker role ;-)


+ more love to small structures
- make siphons usable, scoop-able, not detected by api. Siphons can be invisible and only OA can detect them
- antiAFK QAmodule make maintance costs expensive. for example, when it runs and wide system cloaks jammed, it cost 500 pos fuel per minute...

sry for my English :-(

James Zimmer
Republic University
Minmatar Republic
#512 - 2015-05-25 15:59:34 UTC  |  Edited by: James Zimmer
This is a difficult topic to discus. The implications of it are massive. Even without Fozzie sov, these 2 structure groups alone could completely change null.

Gates:

"Gates focus on movement, like warp speeds, agility and mass..." No. This would mean attackers would have to assume they will be out-manuevered while warping around system, and when they land, out-run. In a nutshell, you have to commit to every fight and you can't kite. Massive armor brawl fleets should never be the only viable tactic. This would have the effect of making null (and maybe even wormholes) considerably safer than low for occupants. It will create fiefdoms in null who's ONLY PvP content is sov warfare.

I don't have a problem with anything else with gates and think that allowing players to create a steady, alternate transportation network (one that's bristling with guns and preferably tied to a ship's navigation system) is a great idea. It will give null occupants a safe way to move around in their territory, which has both positive military and economic implications.

Observatory Arrays:

These seem really fun, but as with the issues of gates impacting warp and speed, it may bias too strongly toward the owner if not done right. The defender will already have a much better understanding of the situation than the attacker simply because they have these structures. Interfering with the attacker's one intelligence tool (D-scan) on top of that, could easily make it so dangerous that no one chooses to fight in tollerably networked systems outside of sov warfare. An alternative route could be to give the system 2 distinct modes. One is offensive, giving defenders more intelligence, while the other is defensive and denies an opponent intelligence. This would force defenders to make meaningful decisions about how to configure thier intel network.

Then there is the issue of pinpointing ships, AFK cloakers etc. Decloaking cloakies or pinpointing them down to warpable coordinates is too powerful in my opinion. Giving general information about their location is not. Use the scan probe mechanic with each OA acting as a probe and cloaked ships having a very low signature strength, low enough so they can never produce a warpable location. You could display this information on a map, and in a defender's d-scan with a new column for precision of that location. So for example, the ship is 7 AU away, and it could be up to 1 AU away from that point. If some cloaked ship was sitting someplace all day, it would be obvious, because these values would never change. As soon as he gets back online and warps somewhere, the values change and the defender knows it's time to dock up or whatever.

The bigger picture:

Traveling through null has always been a dangerous affair. These changes will make it considerably less dangerous for sov owners and considerably more dangerous for non sov owners. A corp/alliance/coalition that owns sov that is connected to empire space will have a huge advantage over one that does not. Not only will they be able to easily access the bustling high sec trade hubs, they will be able to deny access to corps that are further from empire space. It may cause these distant sections of null to become even more isolated than they already are. You could mitigate this by allowing gates to be built in lowsec, which could create some very interesting gameplay (and some severely trashed sec statuses).

Overall, I like the concept.
Rek Seven
University of Caille
Gallente Federation
#513 - 2015-05-26 11:42:58 UTC  |  Edited by: Rek Seven
CCP Nullarbor wrote:
Sharing an idea I heard on the Fanfest pub crawl Bear

A one way directional jump bridge module.

1. You fuel it up and get everyone within range
2. Pick a rough destination on the map, no cyno required
3. Click the button and launch the fleet into the unknown
4. Based on the distance travelling the
5. The fleet itself may also be scattered out over a system or even constellation
6. Everyone gets some amount of jump fatigue of course
7. You have to slow boat / pod express back

Could be an interesting day tripping mechanic.


I like the overall concept but i don't like the idea of a fleet being scattered across a constellation. I understand that you may think this somehow balances the power projection but in reality it will just be frustrating and unfun gameplay IMO... I would modify your idea as follows:

1. You fuel it up and get everyone within range
2. There is a cap on the number of people that can jump (say 50-100). This means you need to use multiple gates or jump in waves.
3. Select a destination (Jump range is limited)
4. Launch the fleet
5. Fleet does not necessarily land in the system they were aiming for. It could be within X jumps or X lightyears of a target.
6. Accuracy has a chance of being negatively affected by jump distance. Penalty reduced depending on sovereignty upgrades.
6. The fleet lands at the sun but the formation is random. e.g. each pilot spawns at a random spot within 100km of the sun.
7. No jump fatigue. This will incentivise people to use this riskier method (power projection limited by 2 & 3)
8. The defenders can use their gate to either prevent you from jumping to their system or re-routing you to another location.

As with the original idea, this creates and interesting way to travel but by making the fleet spawn at the sun, you create a new potential battle ground. You may land at a sun one jump from your target and simply warp your fleet to the gate... or may land at a sun that has a hostile defensive fleet waiting.

Also, if something like this happens, I would like Blops to get the ability to jump and bridge to a sun (a jump cooldown may be needed).
Kaarous Aldurald
Black Hydra Consortium.
#514 - 2015-05-26 12:06:41 UTC
James Zimmer wrote:
Massive armor brawl fleets should never be the only viable tactic.


What in the actual hell are you talking about? They're not, in fact it's the exact opposite at present, because kite is king.

You might have a point if they chop off about 400m/s max speed from everything below a cruiser in size, but as long as the goddamned Svipul is still flying faster than the ingame camera can actually track the bastard, you don't.

And by the way, you might consider that these gate structures are CCP's way of saying "don't get too used to cynos".

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Rek Seven
University of Caille
Gallente Federation
#515 - 2015-05-26 13:11:21 UTC  |  Edited by: Rek Seven
Regarding observatory arrays, i hope that it involves creating a network to gather the information.

For example, your observatory arrays would be the data center that can gather and manipulate information and to increase your coverage/influence, you need to install listening outposts in more distant systems. Listening outposts could then be disrupted by hostiles. e.g. temporarily switched off to hide a passing fleet. and people in local.
James Zimmer
Republic University
Minmatar Republic
#516 - 2015-05-26 22:24:01 UTC  |  Edited by: James Zimmer
Kaarous Aldurald wrote:
James Zimmer wrote:
Massive armor brawl fleets should never be the only viable tactic.


What in the actual hell are you talking about? They're not, in fact it's the exact opposite at present, because kite is king.

You might have a point if they chop off about 400m/s max speed from everything below a cruiser in size, but as long as the goddamned Svipul is still flying faster than the ingame camera can actually track the bastard, you don't.

And by the way, you might consider that these gate structures are CCP's way of saying "don't get too used to cynos".


I'm saying that if gates have the ability to impact max velocity and warp speed of non-owner ships, the non-owners will be forced to assume they will be out-manuevered and out-run, in which case, kite setups and small gangs won't work for non-owners (for owners they'll be stupid good). You won't be able to choose your fights, control range or disengage. That, in my mind, equals massive armor brawl with decent projection, or just forget fighting. Stack links on top of it, and the advantage will get absurd.
ugh zug
Aliastra
Gallente Federation
#517 - 2015-05-30 12:38:10 UTC
I really do not like the idea of a structure modifying any WHs, regardless of if its mass, frequency, targeted unknown systems, or otherwise. Unknown space has a great appeal from normal space in that it is isolated. Anything to change this will ruin the play style for the people who currently live there. Under no circumstance should the mechanics involved with entering unknown space be messed with.

Want me to shut up? Remove content from my post,1B. Remove my content from a thread I have started 2B.

Lime Green
Federal Navy Academy
Gallente Federation
#518 - 2015-05-30 20:50:11 UTC  |  Edited by: Lime Green
Some thoughts on player-controlled Gates:

1. I think we can all agree that Gate-connections should be unfiltered, i.e. it should never be possible to disallow a specific group of players to jump and still have the Gate usable by friendlies. Gates should be on or off for everyone.

2. Gates should be weapon-platforms first and foremost, tampering with other effects and the connections themselves should be secondary, since armed Gates will already be valuable thanks to their primary function (being Gates) alone. They should be able to act autonomously.

3. If gates were used primarily as defensive structures, they should be conquerable in mid-length engagaments and using Entosis only instead of Entosis+Site, since they would have no system-wide effects to justify major engagements, however their automatic strategically valuable placement means that they should not be taken quickly.

4. Alternatively to 3, Gates could also be quickly conquerable, which might be more engaging. An additional structure could change this, see scenario c .

Example scenario a : Alliances A and B are small-ish. A forms quicker and has better FCs than B. This allows A to take gates even in B's central areas quickly, causing inconvenience for B's members since the Gates now shoot them. It also gives whomever holds the relevant Gate an advantage on grid with it, which is better for A, because they are better organized. However, B can take the Gates back quickly whenever A gets bored of gate-camping. And we're back at the beginning.

Scenario b: B has decided to buy better weaponry for their Gates, to make it harder to take them by allowing them to defend themselves better. This delights A. They bring heavier, more valuable ships, take the Gates and loot the valuable Structure-modules. If Alliance B had better FCs and participation, they could have threathened A's gang.
Note that A and B do not have to hold sov in the systems this is happening in. Perhaps this could even be going on in NPC null or Lowsec.

Scenario c : Alliance C is big and rich. Alliance D depends on C. To make the area where D has been placed by C defendable under fozziesov, D holds sov where they're active. However, the Gates are held by C to ensure D's loyalty. This would work no matter how long it takes to conquer gates. Primarily since C and D are neighbors, which means C protects D as long as they are blue, but can also take Gates back quickly if D tries to become independent, even if they cannot flip the sov and actually hold it in the long term.

However, there might be a structure to allow D to protect their Gates. This additional structure (call it Stargate Management Facility or whatever), anchorable in sov null if the anchoring Alliance holds the system, makes it impossible to conquer Gates as long as it is anchored. It could be conquerable in longer engagements using Entosis+Site, and would immediatly flip all Gates to whoever takes it. Additionaly, while it is reinforced it might disallow refitting of Gates. This would provide Alliances with a fair trade-off of risk vs reward, allowing them to protect the Gates in systems they hold sov in while simultaneously risking the weapons installed on Gates more than they would otherwise.

If there were to be system-wide Gate effects, they should be enabled using an additional structure instead of Gates. That structure, anchorable if sov and all gates in system are held by the anchoring Alliance, might affect ship movement, provide the one-way jump function suggested by CCP Nullarbor and it might even have some small effect on wormholes.
An effect I'd like to see would be the creation of one static wormhole per one such structure, i.e. per system, which could lead to Null, Low, J-space ( C1 to C4 only, please) but not Highsec. (Something something Empires don't want that something something.)
Why it should not be possible to have a static connection to Highsec out of Sov Null should be self-evident. The same applies to C5 or C6 statics.
This static wormhole generation function should require some fuel.
Another function I'd love to see would be enabling and disabling Gate connections, with a maximum of one disabled Gate, which would be disabled in- and outgoing, per structure, i.e. again per system. This, too, should need fuel.

It might be useful to have different Stargate Management Facilities (SMFs for short). One might only block attempts to conquer Gates and do other things poorly, e.g. it might not have the ability to fit specific service modules and rigs or it might have a chance to explode and reset Gate ownership system-wide if it is used for other functions.

Example I: Alliance C wants to go annoy people in FW. To do that, they fit a Wormhole Statification Module and a Rig that makes sure that their static leads to Lowsec. If they wanted to go to Null instead, they would have to destroy the Lowsec Rig (only one allowed at a time) and fit a Nullsec Rig. Without a Rig the Module spawns a random wormhole, without fuel it does nothing.

Example II: Alliance D, newly independent, anchors Prototype SMFs in all of their systems, to block attempts to conquer their Stargates. (To do this, they had to take the Gates themselves beforehand) They now have a buffer that makes it harder, but by no means impossible to mess with their Gates. However, after some time they want to upgrade to a proper SMF , because that one has more functionalities. So they unanchor the Prototype, which makes their Gates vulnerable. Having underrestimated the hostile neighbor Alliance C, they lose several Gates (or even only one) and can no longer anchor an SMF. Tough luck.

Opinions?
DrysonBennington
Eagle's Talon's
#519 - 2015-06-02 10:17:42 UTC
With Drifter and Sleeper Tech becoming available on the market more so Sleeper than Drifter for the time being I think that the combination of Drifter and Sleeper Tech would lead to technology that would allow gates to be built on either side of a wormhole to keep the mass balanced out to allow for ships to pass through the gate. If the gate on either side of the wormhole runs out of fuel ore is destroyed then both gates would explode due to the sudden collapse of the wormhole.
Rek Seven
University of Caille
Gallente Federation
#520 - 2015-06-02 15:26:46 UTC
Lime Green wrote:
Some thoughts on player-controlled Gates:

1. I think we can all agree that Gate-connections should be unfiltered, i.e. it should never be possible to disallow a specific group of players to jump and still have the Gate usable by friendlies. Gates should be on or off for everyone.


I'm not in agreement... You can lock a door so why can't you lock a gate?

They should make it to where you have to have a key to access to gate to use it. If it was made similar to the bookmarking system where corporations have a corp wide key that can be copied by anyone in corp but also spies could make and distribute the keys, i think that could be interesting.

However, hostiles should be able to get temporary access by hacking the gate.