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CCP! Please clarify the future plans for WiS!

First post
Author
Ladie Harlot
Viziam
Amarr Empire
#1801 - 2011-12-29 23:05:14 UTC
Kuronaga wrote:
Zing!

This word doesn't mean what you apparently think it means.

The artist formerly known as Ladie Scarlet.

Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#1802 - 2011-12-29 23:06:09 UTC
Of course it does.

Shazam!
Deviana Sevidon
Jades Falcon Guards
#1803 - 2011-12-29 23:08:30 UTC  |  Edited by: Deviana Sevidon
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.

Also don't forget about the roleplay aspect. SWG had extrensive options for player housing and RP content, that is player generated and not pre-scripted.

....as if 10,058 Goon voices cried out and were suddenly silenced.

Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#1804 - 2011-12-29 23:12:57 UTC
Deviana Sevidon wrote:
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.


I'm not disagreeing with your post, but why did you try to unjam a printer cartridge with your face?
Deviana Sevidon
Jades Falcon Guards
#1805 - 2011-12-29 23:16:03 UTC
Kuronaga wrote:


I'm not disagreeing with your post, but why did you try to unjam a printer cartridge with your face?


Hey, the tatoo is not an accident it's a feature.P

....as if 10,058 Goon voices cried out and were suddenly silenced.

robbyx
#1806 - 2011-12-29 23:23:58 UTC
Deviana Sevidon wrote:
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.

Also don't forget about the roleplay aspect. SWG had extrensive options for player housing and RP content, that is player generated and not pre-scripted.



War rooms were already discussed in this thread.....the rest are not realy FiS related as FiS stands now...if you want to broaden what FiS means then thats a different thing altogether.

Smuggling is already part of the game, what you are talking about is running around on stations arresting people...not FiS.

Missions are already boring enough without having to get out of my ship to engage in more boring NPC interaction.

Role playing...yea well thats a totally subjective aspect of the game...and housing etc is of no benefit to FiS what so ever......thank f**k this is not SWG and never will be...and i would guess the number of RP'ers in EVE is even smaller than the WiS lovers.
Ladie Harlot
Viziam
Amarr Empire
#1807 - 2011-12-29 23:24:27 UTC
Deviana Sevidon wrote:
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.

Also don't forget about the roleplay aspect. SWG had extrensive options for player housing and RP content, that is player generated and not pre-scripted.


So smuggling would be walking (because you can't run) from one CQ to another CQ while somebody roleplaying as a "freelance space police" would walk behind you (and maybe use a super cool emote like /handcuff)?

A corporation war room where tactical information is compiled sounds an awful lot like alliance and corp forums that people already use. Or maybe you meant a bigger version of a CQ where members of a corp or alliance can get together to compare their $100 space pants?

And your missions...how are they different from current missions other than the fact that you will have to go through the hassle of leaving your ship and walking (slowly) to an agent?

The artist formerly known as Ladie Scarlet.

Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#1808 - 2011-12-29 23:25:18 UTC
I heard this game mass effect was pretty cool, and you could walk around stations and shoot people and **** aliens.

Just sayin'
Jhagiti Tyran
Caldari Provisions
Caldari State
#1809 - 2011-12-29 23:30:35 UTC
Deviana Sevidon wrote:
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.

Also don't forget about the roleplay aspect. SWG had extrensive options for player housing and RP content, that is player generated and not pre-scripted.


All of this would never have happened, the only reason we got any kind of Incarna at all was because CCP thought they could make a fast buck with the cash shop.

Years of development and all that came out of it was a single room and a few clothes that looked nothing like any of the previous concept art. You and the other space barbie supporters are doubly fools, firstly for being unable to see the ruin this bought to the game and secondly for failing to realise that CCP never had any real intention of making a real Incarna when they gave us the captains quarters.

They made the cash shop and the most basic platform to allow players to view the items, after that they had no clue or plan for where it was going.
Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#1810 - 2011-12-29 23:35:31 UTC
Jhagiti Tyran wrote:
Deviana Sevidon wrote:
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.

Also don't forget about the roleplay aspect. SWG had extrensive options for player housing and RP content, that is player generated and not pre-scripted.


All of this would never have happened, the only reason we got any kind of Incarna at all was because CCP thought they could make a fast buck with the cash shop.

Years of development and all that came out of it was a single room and a few clothes that looked nothing like any of the previous concept art. You and the other space barbie supporters are doubly fools, firstly for being unable to see the ruin this bought to the game and secondly for failing to realise that CCP never had any real intention of making a real Incarna when they gave us the captains quarters.

They made the cash shop and the most basic platform to allow players to view the items, after that they had no clue or plan for where it was going.


So basically, you have a theory you have decided to believe in like a religion.

That's nice.
Deviana Sevidon
Jades Falcon Guards
#1811 - 2011-12-29 23:42:30 UTC
To clarify what I meant about smuggling.

The trade of smuggled goods would have to me made between people, either in a WiS environment. The smuggling and of course any anti-smuggling activity would be in space. (players with a police license scanning ships cargoholds for illegal stuff)

....as if 10,058 Goon voices cried out and were suddenly silenced.

Lors Dornick
Kallisti Industries
#1812 - 2011-12-29 23:56:51 UTC
Kuronaga wrote:
I heard this game mass effect was pretty cool, and you could walk around stations and shoot people and **** aliens.

Just sayin'

Hmm, and I've heard that the MMO part of Mass Effect was a bit lacking.

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#1813 - 2011-12-30 00:05:39 UTC
Lors Dornick wrote:
Kuronaga wrote:
I heard this game mass effect was pretty cool, and you could walk around stations and shoot people and **** aliens.

Just sayin'

Hmm, and I've heard that the MMO part of Mass Effect was a bit lacking.


I also heard bioware has this incredibly fat yaoi fangirl on the writing staff that hates gaming, and it's the reason every bioware game has some homosexual character trying to stick it in you throughout the dialogue.

But I digress, as Galaxy of Fantasy has 11 billion players now.
Deviana Sevidon
Jades Falcon Guards
#1814 - 2011-12-30 00:13:56 UTC
Kuronaga wrote:


But I digress, as Galaxy of Fantasy has 11 billion players now.


The Ardat-Yakshi Necromancers are imba

....as if 10,058 Goon voices cried out and were suddenly silenced.

Ladie Harlot
Viziam
Amarr Empire
#1815 - 2011-12-30 00:34:48 UTC
Kuronaga wrote:
I also heard bioware has this incredibly fat yaoi fangirl on the writing staff that hates gaming, and it's the reason every bioware game has some homosexual character trying to stick it in you throughout the dialogue.

Awesome. A little homophobia is just what this thread has been missing.

The artist formerly known as Ladie Scarlet.

Kuronaga
The Dead Parrot Shoppe Inc.
The Chicken Coop
#1816 - 2011-12-30 00:42:47 UTC  |  Edited by: Kuronaga
Let's not forget bars, tabletop strategy games you can bet isk/ships over, mind clash and other assorted awesomeness that would actually give you gameplay related **** to do when you're being camped in a station or just want something to do other than spin a ship in circles.

And just because CCP appears incapable of delivering these features doesn't mean they shouldn't be done. You don't see Nike going "Just Try it", they say "Just Do It". So CCP need to stop failing all the time over stupid stuff, pull their heads out of their asses and Just Do It.

Ladie Harlot wrote:
Kuronaga wrote:
I also heard bioware has this incredibly fat yaoi fangirl on the writing staff that hates gaming, and it's the reason every bioware game has some homosexual character trying to stick it in you throughout the dialogue.

Awesome. A little homophobia is just what this thread has been missing.


Got something you'd like to share with the rest of us?

edit: On second thought, don't. I don't want you to stick it in me either.
Ranger 1
Ranger Corp
Vae. Victis.
#1817 - 2011-12-30 01:10:52 UTC  |  Edited by: Ranger 1
Ladie Harlot wrote:
Deviana Sevidon wrote:
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.

Also don't forget about the roleplay aspect. SWG had extrensive options for player housing and RP content, that is player generated and not pre-scripted.


So smuggling would be walking (because you can't run) from one CQ to another CQ while somebody roleplaying as a "freelance space police" would walk behind you (and maybe use a super cool emote like /handcuff)?

A corporation war room where tactical information is compiled sounds an awful lot like alliance and corp forums that people already use. Or maybe you meant a bigger version of a CQ where members of a corp or alliance can get together to compare their $100 space pants?

And your missions...how are they different from current missions other than the fact that you will have to go through the hassle of leaving your ship and walking (slowly) to an agent?


I think I can flesh that out a bit, if you will forgive a post I threw together after a few minutes thought for another thread.

Quote:

ArrowWalking to a dark part of a station, or perhaps a seedy player run bar, to meet with a new type of agent... an investigative agent. You can't contact him via normal coms due to the highly illegal, privacy invasive nature of the information he provides.

For a fee he/she can tell you most anything you want to know about an individual, for as far back as you can afford. They can tell you when the subject has logged on and logged off, where they went, whether they stay docked all the time or not perhaps even who they speak with or do business with. Far more information is provided than by your standard locator agent. How much are you willing to spend?

Perhaps a new bounty system comes into place, where bounty contracts are offered and can only be accepted by pilots with the appropriate skills and licenses. Such an agent would be vital for them to decide if a bounty is worth considering going after. You really need to know if the target ever undocks before you accept that contract. Because you are licensed and have accepted a contract you can kill that person any time, any where, without Concord intervention... but they are of limited duration and you can only accept one at a time.

Perhaps you just want to keep track of an enemy's key cap ship pilots, or freighter pilots, or even your own CEO...

ArrowConcord has really stepped up their effort to curb smuggling all types of contraband, including the more powerful boosters, and the prices for them have gone through the roof. Fortunately, the pirate factions have pooled their technology and provided a solution.

You can't buy them on the market, and the contract system won't accept them for legal reasons, but if you know where to find the right guy and he agrees to a face to face meeting, there are some new cargo containers available that make smuggling a walk in the park. Hideously expensive and difficult to find, they make it virtually impossible to scan the contents... instead registering as empty to a ship scanner.

Of course, if you want to sell the contraband that you successfully smuggle into empire space, you have to do that off the radar as well and the security systems in hanger bays have been monitoring trades lately...

ArrowYour alliance is involved in repelling an effort to take a key system from you by a long standing enemy. The battle is huge, and when you count forces blockading the surrounding systems and the sheer volume of pilots trying to relay timely information on enemy movements and attacks, you have a tactical nightmare on your hands commanding your fleets movements to respond quickly enough to a variety of threats.

Fortunately your Outpost is equipped with a command and control center, which you and your fleet commanders hurriedly report to. In a large 3D holographic display suspended above the central table you see a detailed tactical map of not only the target system, but the surrounding systems. Where ever you have eyes (a pilot designated as a scout or in a command position) you are provided with a real time display of what forces (both friendly and hostile) are on grid with him, along with key information like affiliation, numbers, ship types, direction of travel, speed, range, and whether they are firing or not. As your scouts reach their designated area's the flow of the entire battle becomes readily apparent to you without the necessity of tying up voice coms or waiting for chat to relay all of this information.

Of course you have an advanced interface that allows you to give orders, either via preset commands or verbally to any subset of pilots you need to speak to specifically, from your birds eye view of the battle... a view that your counter parts in the enemy fleet do not have access to as they do not have an Outpost with a command and control center in range.

ArrowYou can get a lap dance from a hot gallante pole dancer. Lol

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Jhagiti Tyran
Caldari Provisions
Caldari State
#1818 - 2011-12-30 01:21:15 UTC
Ranger 1 wrote:
Ladie Harlot wrote:
Deviana Sevidon wrote:
robbyx wrote:


Please list this " a lot of content " that will ultimately benefit FiS.....even just a sampling would do.


Smuggling for example, not via a market interface but with people having to meet in person in station bars, with the FiS part of players working as freelance space police to intercept these smugglers.

A corporation war room where tactical information from corp and alliance POS and fleets is compiled into one strategic map.

Missions with dynamic content, that sometimes may require players to meet NPCs in a station.

Also don't forget about the roleplay aspect. SWG had extrensive options for player housing and RP content, that is player generated and not pre-scripted.


So smuggling would be walking (because you can't run) from one CQ to another CQ while somebody roleplaying as a "freelance space police" would walk behind you (and maybe use a super cool emote like /handcuff)?

A corporation war room where tactical information is compiled sounds an awful lot like alliance and corp forums that people already use. Or maybe you meant a bigger version of a CQ where members of a corp or alliance can get together to compare their $100 space pants?

And your missions...how are they different from current missions other than the fact that you will have to go through the hassle of leaving your ship and walking (slowly) to an agent?


I think I can flesh that out a bit, if you will forgive a post I threw together after a few minutes thought for another thread.

Quote:

ArrowWalking to a dark part of a station, or perhaps a seedy player run bar, to meet with a new type of agent... an investigative agent. You can't contact him via normal coms due to the highly illegal, privacy invasive nature of the information he provides.

For a fee he/she can tell you most anything you want to know about an individual, for as far back as you can afford. They can tell you when the subject has logged on and logged off, where they went, whether they stay docked all the time or not perhaps even who they speak with or do business with. Far more information is provided than by your standard locator agent. How much are you willing to spend?

Perhaps a new bounty system comes into place, where bounty contracts are offered and can only be accepted by pilots with the appropriate skills and licenses. Such an agent would be vital for them to decide if a bounty is worth considering going after. You really need to know if the target ever undocks before you accept that contract. Because you are licensed and have accepted a contract you can kill that person any time, any where, without Concord intervention... but they are of limited duration and you can only accept one at a time.

Perhaps you just want to keep track of an enemy's key cap ship pilots, or freighter pilots, or even your own CEO...

ArrowConcord has really stepped up their effort to curb smuggling all types of contraband, including the more powerful boosters, and the prices for them have gone through the roof. Fortunately, the pirate factions have pooled their technology and provided a solution.

You can't buy them on the market, and the contract system won't accept them for legal reasons, but if you know where to find the right guy and he agrees to a face to face meeting, there are some new cargo containers available that make smuggling a walk in the park. Hideously expensive and difficult to find, they make it virtually impossible to scan the contents... instead registering as empty to a ship scanner.

Of course, if you want to sell the contraband that you successfully smuggle into empire space, you have to do that off the radar as well and the security systems in hanger bays have been monitoring trades lately...

ArrowYour alliance is involved in repelling an effort to take a key system from you by a long standing enemy. The battle is huge, and when you count forces blockading the surrounding systems and the sheer volume of pilots trying to relay timely information on enemy movements and attacks, you have a tactical nightmare on your hands commanding your fleets movements to respond quickly enough to a variety of threats.

Fortunately your Outpost is equipped with a command and control center, which you and your fleet commanders hurriedly report to. In a large 3D holographic display suspended above the central table you see a detailed tactical map of not only the target system, but the surrounding systems. Where ever you have eyes (a pilot designated as a scout or in a command position) you are provided with a real time display of what forces (both friendly and hostile) are on grid with him, along with key information like affiliation, numbers, ship types, direction of travel, speed, range, and whether they are firing or not. As your scouts reach their designated area's the flow of the entire battle becomes readily apparent to you without the necessity of tying up voice coms or waiting for chat to relay all of this information.

Of course you have an advanced interface that allows you to give orders, either via preset commands or verbally to any subset of pilots you need to speak to specifically, from your birds eye view of the battle... a view that your counter parts in the enemy fleet do not have access to as they do not have an Outpost with a command and control center in range.

ArrowYou can get a lap dance from a hot gallante pole dancer. Lol


Dreams, dreams and hopes that will never come close to being in the game.
Ladie Harlot
Viziam
Amarr Empire
#1819 - 2011-12-30 01:25:24 UTC
lol roleplayers

The artist formerly known as Ladie Scarlet.

Ranger 1
Ranger Corp
Vae. Victis.
#1820 - 2011-12-30 01:25:58 UTC  |  Edited by: Ranger 1
So flavor text aside, in a few minutes you have some viable concepts that make sense in the Incarna environment.

1: New types of agents, powerful sources of very private information, that make sense to contact in person.

2: New items of questionable nature than cannot be sold via the market or contracts, and the only trading possible is done face to face due to the nature of the item. Drugs and smuggling equipment make sense for this type of meeting, one where a public hanger to hanger trade could logically be a bad idea.

3: A Command and Control Center that allows far, far more information on a battle situation than any fleet commander would have currently in his ship. One that eliminates the necessity for large volumes of voice communications to relay basic enemy movements, and utilizes the scanners of your scouts and FC's to give a much clearer picture of the battle (in perhaps multiple systems simultaneously) than you could possibly get with the current overview.

That's about 15 minutes worth of thought from someone with only a rudimentary knowledge of game theory. I rather imagine that with any serious thought put to it the logical possibilities are pretty diverse.

Hey, he asked for even one example. I provided several with very little effort... none of which would be overly difficult to code.

Just making a point.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.