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Player Features and Ideas Discussion

 
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[New structures] Administration Hubs and Advertisement Centers

First post First post
Author
Cade Windstalker
#81 - 2015-04-20 23:14:25 UTC
Kenji Noguchi wrote:
Just a simple, small idea.

It would be nice to have a module that would allow your advertising structure to select which song(s) your jukebox plays when entering your system, or when approaching the structure in question.

It might look silly, but I think it's a nice touch to make "your" system fell yours and make you feel more at home. Also, other will recognize systems simply by the ambient music, which again I think adds a lot to immersion.


Oh man, destructible space-jukebox. CCP could make songs in-game items. "Fail-fit cyno kestrel down in Jita. Hold said to be fully of Between the Asteroids. Analysts are calling this a cultural travesty."
Mikhem
Taxisk Unlimited
#82 - 2015-04-25 11:14:44 UTC
Some bullet points about advertisement centers:
- Move space TV screens from large size category to medium size category.
- XL and L advertisement centers could offer warp-in location visible on overview.
- XL advertisement centers could be visible on map. They would have their own section that resembles DED agent site list.
- There could be service modules for XL and L advertisement centers that alter structure appearance.
- XL advertisement center could offer its own chat channel when you are docked inside station. Alternative would be limited range chat channel around structure.
- XL advertisement centers are more like roleplaying buildings where you can show your imaginary structures in universe (structure allows docking). L advertisement centers are more like monuments (no docking).

Comments are welcome for my bullet point ideas.

Mikhem

Link library to EVE music songs.

Haahn Skjem
Brutor Tribe
Minmatar Republic
#83 - 2015-04-28 06:06:52 UTC
Advertisement Centers - Any chance we can get thee linked to twitter or some sort of social media feed so that we can taunt players or rally the troops from outside of the game?
Jenn aSide
Worthless Carebears
The Initiative.
#84 - 2015-04-30 16:46:21 UTC
Ironic thing is that These structures stand to have way more impact on EVE than a lot of the others, yet this discussion is the smallest and no DEV replies after the very 1st....
Mario Putzo
#85 - 2015-04-30 17:26:39 UTC
Would be interesting if these admin hubs could trigger group PVE events against local pirate fleets, somewhat like Incursions, but perhaps a reverse incursion in the sense Players are the ones invading pirate factions? Payouts would work similarly to how incursions do (where rewards on not split, per pilot like Bounties). Could even put them on the same scale where a new "incursion" can only be spawned once every 12-36 hours, with the potential to be lower depending on the sov index (based on occupancy metrics).

Tengu Grib
Caldari Provisions
Caldari State
#86 - 2015-04-30 18:26:04 UTC
I personally can't wait to erect a giant billboard with James' face on it on the Jita 4 - 4 undock and put up a statue of him in Halaima.

Having actual advertising buoys instead of named cans anchored on gates is something I really look forward too as well.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

unimatrix0030
University of Caille
Gallente Federation
#87 - 2015-05-03 09:16:40 UTC  |  Edited by: unimatrix0030
I came acros a nice idea for the advertising centers in the wormhole section of the forum :
ChromeStriker wrote:
Allow the creation of a "Bob shrine" in C5/C6 WH's.

One per system. Its a deployable structure, that shows on the overview, and requires a constant supply of frozen corpses to operate (small cargo hold and fast consumption).
Non aggressable, but will de-spawn if quota is not met... The longer it is operational the larger an effect field around the structure becomes (golden light, floating corpses, or wrecks, etc)

Whilst activated, the "shrine of bob" will periodically dispense random favours to the inhabitants of the WH.
This could be in the form of effect bonuses (10% tractor beam range, system wide Cyno inhibitor, 50% bonus to energy neutraliser drone structure hitpoints, etc),
Gifts collected at the shrine (warp disruptors, gyros, ammo, other items blessed of Bob),
and or some other such kind of thing maybe.


While parts of this is clearly a troll it might be a good idea if reworked like this :
A shrine/temple structure wich can be named what ever you want.
And it accets offerings,gifts, whatever the shrine is for.
Can be on overview or not. Should be killable
It does not give any bonuses but it will add flavor .
Rolepayers can use it.
And maybe the so called offerings can be collected and automaticly transfered to the currect plex charity or stored for the next one.

No local in null sec would fix everything!

Mikhem
Taxisk Unlimited
#88 - 2015-05-03 11:18:05 UTC
Some capsuleers have strong feelings about faction. They either hate or like certain faction. Sometimes capsuleer have strong feelings about other capsuleer. He/She either hates or likes other capsuleer. You can't make wardec to NPC factions and wardec is too big tool for capsuleer vs capsuleer disputes.

Space TV-screen would be excellent tool for showing hate/like to other capsuleer or faction. You could load capsuleer faces / faction logos to space tv-screen. This picture could alternatively have thick red cross X on picture. If you hate someone you load picture with X and if you like someone you load picture without X. This allows you to promote your favorite faction / capsuleer or show hate to faction / capsuleer.

Allow us to show like and hate in TV-screen. This works the same way as holding red sheet in front of bull and allows our opinions to be attacked in EVE.

Comments are welcome for my idea.

Mikhem

Link library to EVE music songs.

Mikhem
Taxisk Unlimited
#89 - 2015-05-03 17:28:39 UTC
One idea that could increase troll effect of these advertisement centers would be hologram projector. Each building could show capsuleer/corporation/alliance/faction logo/face above this building (with hologram projector). Size of hologram depends size of this structure.

Mikhem

Link library to EVE music songs.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#90 - 2015-05-04 17:02:54 UTC  |  Edited by: ChromeStriker
unimatrix0030 wrote:
I came across a nice idea for the advertising centers in the wormhole section of the forum :
ChromeStriker wrote:
Allow the creation of a "Bob shrine" in C5/C6 WH's.

One per system. Its a deployable structure, that shows on the overview, and requires a constant supply of frozen corpses to operate (small cargo hold and fast consumption).
Non aggressable, but will de-spawn if quota is not met... The longer it is operational the larger an effect field around the structure becomes (golden light, floating corpses, or wrecks, etc)

Whilst activated, the "shrine of bob" will periodically dispense random favours to the inhabitants of the WH.
This could be in the form of effect bonuses (10% tractor beam range, system wide Cyno inhibitor, 50% bonus to energy neutralizer drone structure hitpoints, etc),
Gifts collected at the shrine (warp disruptors, gyros, ammo, other items blessed of Bob),
and or some other such kind of thing maybe.


While parts of this is clearly a troll it might be a good idea if reworked like this :
A shrine/temple structure witch can be named what ever you want.
And it gives access to offerings,gifts, whatever the shrine is for.
Can be on the overview or not. Should be killable
It does not give any bonuses, but it will add flavor .
Rolepayers can use it.
And maybe the so called offerings can be collected and automatically transferred to the current plex charity or stored for the next one.


Ok slightly troll.... but just wanted to get across that i didnt think any bonuses should tobe too game changing Blink More.... "look at how many things we've exploded"

(any visual effects should go a nasty green colour if corpses from the same alliance are added)

No Worries

Mikhem
Taxisk Unlimited
#91 - 2015-05-05 22:18:52 UTC
Lots of outposts have great history behind them. Outposts are indestructible and can only be captured.

I propose that permanent structures could have ownership history. Who owned building earlier and how long.

Mikhem

Link library to EVE music songs.

Justin Cody
War Firm
#92 - 2015-05-12 01:23:35 UTC
xttz wrote:
With all due credit to a Meta Show idea a couple of weeks ago, what about an Administration Hubs upgrade that introduces wormhole-like effects system-wide? It allows sovereign space to be customised around the owning alliance and introduces opportunity to break the global meta.

Let's say hypothetically there's a very commonly used ship doctrine based around shield-tanking and long-range missiles. A defending alliance about to be invaded could fit their Admin Hubs with system-wide effects that negatively affect shield HP / missile damage, and/or effects that boost their armour-based fleets / EM damage weapons.

This further opens up new room for strategic options or new ship roles on both sides. For example, an attacker could nullify the effect by bringing a Titan along in their fleet, or temporarily disable the structure at a key moment. Defenders could swap the effect unexpectedly and pick a complementary fleet composition.



No. But you can give up your super carrier dps to get that as an on grid bonus.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#93 - 2015-05-12 03:02:41 UTC
Some kind of killreport affecting structure. They're are very good reasons for not wanting killmails to spawn, and being able to have it as a option to remove them in your active space could be a really interesting conflict creator.
Leonis Perthshire
Dreddit
Test Alliance Please Ignore
#94 - 2015-05-18 05:26:11 UTC
Broadcast the o7 show on the advertisement centre. And if not a playable video in captain Quarters.

“If you win, you live. If you lose, you die. If you don’t fight, you can’t win!” – Eren Jaeger

White Maul

Kenneth Fritz
DND Industries
#95 - 2015-05-18 10:34:09 UTC  |  Edited by: Kenneth Fritz
There was an issue with parsing this post's BBCode

Who's your end of the world buddy?

Kenneth Fritz
DND Industries
#96 - 2015-05-19 04:49:16 UTC  |  Edited by: Kenneth Fritz
Lots of fairly interesting ideas within this thread. So in order to add to the madness, here are my 2 ISK. Admittedly a lot of what I wrote hear is a mish-mash of what was posted earlier within this thread. I did try to keep this as concise as possible, but only partially succeeded.

One of the key topics I kept seeing as I read through was an interest in exactly how the NPC security forces would work, along with a desire to know specifics on the system's security index changes would work. I think I've worked out a solid start on how to get quite a few of the ideas to work together.
Admin Structures: The structures would not allow the direct interference of any given system's security index. Instead, they woudl have an overall system wide security modifier that can be manipulated through the use of other mechanics.

1. One being personnel, agents attracted to them system would provide the biggest benefit for this. Another means would be through the use of the already in game personnel items. The "passengers" that are found randomly throughout EVE. Add a half dozen more types and you have yourself a legit work force. These workers can show up through manually importing them the old fashioned way, or on their own. (I will discuss this in my next post about advertisement structures.)

2. The presence of NPC security forces is another mechanic that would affect the system's security index.

a. As has posted in the dev blog about now named "Citadels" these structures have an "X" number of service slots available to them based on size. (Therefore, I am probably making a large assumption that the other structures will do the same to one extent or another.) Anyway, make a "Security Headquarters" service module specific to Admin Structures that can be placed into one of these service slots. Now based on the quality of the module and the size of the structure you get a CONCORD equivalent security force. The force's scope of protection could range from immediate vicinity to system wide. Upkeep could run similar to SOV upkeep.

b. The bigger the area of concern for your security team the higher the bonus to the security index. (System of progression could look something like this: station, moon, asteroid belts associated with station’s moon, planet, other moons of that planet, those moon’s asteroid belts, and finally the other planet formations in the system. Once all planets have a security presence their area of concern switch from individual areas to the system as a whole. Guarding and providing a police force for the corporation/alliance and their allies.

i. This would mean that while a nuet or red would not be attacked on sight, any “illegal” actions would be met with force as in high sec.
ii. In the case of SOV disputes the police for is temporarily suspended until the threat has ended, one way or another.
iii. If SOV is lost the gaining faction has a set window to reestablish lost facilities if they wish to maintain the modifiers to the system’s security index.
1. This can be maintained by a loss progression system where the longer they take the fewer beni’s remain.

3. Factions can also play a role in a system's security. If you are able to pull in 3 or more agents of a specific faction then that faction's presence in the system intensifies. This would have a twofold effect on the system, 1.) There is a minor boost to the system's security (This would be visualized by the presence of faction security ships appearing throughout their area of concern). 2.) The NPC/Rat faction would shift accordingly.

4. There was mention of wanting to lower the security standing of a system as well. This could be accomplished by a Pirate Faction version of the Security Headquarters module. In essence a Pirate Headquarters module, this would immediately change the Rat type of the system as well as have an adverse effect on a system's security index. Though in balance with being the only means to lower a system's security index the module's effects would have to be several factors above that of the standard module. Risk being that other than having a “less secure system”, pirates/rats would, though infrequently, spawn around the station in which their headquarters is located.

Who's your end of the world buddy?

Kenneth Fritz
DND Industries
#97 - 2015-05-19 05:05:40 UTC
Advertisement Structures: A lot of people see no practical reason/use for the admin structures. However, if there were multiple settings for the structure based on what you wanted to do with it I could envision some very definitive uses.

- First actual use I could see ties into my comment above about personnel. You place a structure that is designed to attract NPC personnel to your system. Bigger add structures reap bigger rewards. You could even tailor them towards specific factions and/or NPC corporations.

- Next I feel these could take the place of if not link to the current recruitment advertisement process for player corporations.

- And finally the generic whatever you wish to put out to the world advertisements.

All advertisement structures would be destructible at all times except for those specifically attached to corp. recruitment i.e. single small structure like the NPC versions you see outside gates already. Those are invulnerable for a set time (say 72 hours) before they're free game. Thus adding a new area of corporate competition that doesn't necessarily rely on people explodicating each other.

Also making the structures hackable would be nice. Gives offender a suspect status but allow you to affect changes to the displayed advertisement until the owner comes to fix it. Could even make covert hacking module that allows hacks without incurring suspect status.

Who's your end of the world buddy?

Somal Thunder
Pator Tech School
Minmatar Republic
#98 - 2015-06-13 03:34:28 UTC
CCP probably needs more PLEX sinks, right?

Allow videos and images to be reviewed by CCP on space billboards. 1 PLEX per image review and 1 PLEX per 10 seconds of video (if you allow video). Then don't approve any videos Cool
Adriana Shi
Deadspace Corp.
#99 - 2015-06-23 10:22:27 UTC
So how are any\all of these's new structures going to effect Wormholes do we just not get to live in them anymore do the new structures not need sov? are we limited to only med\large and not Xl??

So many questions afaik literally no answer's i know this isn't comming super soon but some addressing needs to be done to Wormhole inhabitance as a whole in terms of the new structures as honestly imo this change effects us most.
McChicken Combo HalfMayo
The Happy Meal
#100 - 2015-07-01 16:06:33 UTC  |  Edited by: McChicken Combo HalfMayo
CCP Ytterbium wrote:
Administration Hubs affect solar system control and ownership as a whole, like territorial Sovereignty flag, solar system security status modifiers, NPC agent spread and spawn behavior, NPC faction switching or NPC security / police forces.
Consider this idea I put forth a couple months back. Some of you may have read this about 4 times already.

It's been proposed that structures like admin hubs could provide bonuses to things like mission running and mining. Instead of structures providing a set bonus, how about they leech bonus from a collective pool for each system?

Imagine for a moment that each system offers a 30% bonus to mission profits or mining through the deployment of structures. If one corp deploys the structure they receive the 30% bonus for that activity. If a second corp deploys the structure, each corp receives only a 15% bonus for that activity. Three structures, 10% each.

This would promote either cooperation between the corps (forming one larger corp) or competition between them (kill the other corp's structure to get your full bonus). Systems like Osmon and ice systems would be a proper warzone.

To prevent abuse we would add an industrial index to the equation. There are two ways to prevent abuse using that.
1) You need to have a certain amount of industrial activity in the system before you can deploy the structure.
or
2) The structures start with leeching 0% bonus from the system pool and only gain bonus through industrial activity.

The numbers are arbitrary of course but you get the picture. The idea is to have the presence of structures affect not only the deploying corp, but also the other corps that utilize the system. This creates conflict.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin