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How to improve a nomadic lifestyle

Author
Cailais
The Red Pill Taker Group
#21 - 2011-11-07 00:29:06 UTC
Lakshmii wrote:
Quote:
allow T3 subsystems to be changed in space -> one ship can cover several roles (one at a time), this is possible for station nomads already

I really like this, but surely there should be some great penalty for doing so, like perhaps no warping or cloaking for a certain amount of time while subsystems integrate into the ship's mainframe.

My personal nomadic lifestyle would be significantly improved if I had a significantly larger cargohold on my T3 or perhaps some sort of "tent" or "backpack" container I could deploy at a safe-spot to use as a temporary base for refitting/storing cargo.


The 'tent / back pack' idea is interesting. It brings up a few questions (how would you conceal it? Would that concealment be 100% effective?)

Id also question if these 'tents' would end up everywhere, cluttering space and databases alike? Would players abandon stations entirely? Its a nice idea - worth exploring a bit more.

C.
Vanessa Vansen
Vandeo
#22 - 2011-12-15 05:45:29 UTC  |  Edited by: Vanessa Vansen
BTW since PI contradicts a nomadic lifestyle (unless you consider those planets your home base) it would be good to have some kind of orbital (mobile?) PI.

Orbital Command Center
A fusion of planetary command centers and custom offices.

Since it is a command center that orbits the planet there is only one kind not one kind for each type of planet, i.e. no Plasma Orbital Command Center. In terms of colony it is similar to the regular command centers (upgrades and all that stuff). The difference is that there is no command center on the planet, hence you'll need at least one launchpad to move your stuff out.

Since it is also a custom office it has it's beacon on the overview and could get destroyed which would destroy the whole colony on the planet as well.

However to support a nomadic lifestyle
- you should be able to unanchor and scoop the orbital command center (and removing the colony with it)
- the upgrade level should be remembered for the next time you launch the orbital command center
- you should get a part of the isk back that was required to setup the colony.

edit: depending on the feedback in here, I'll consider opening a topic for this idea
Marcus JuniusBrutus
Martial Artisans
#23 - 2012-01-08 19:52:28 UTC
Vanessa Vansen wrote:
Ok, the aim of this topic is to gather ideas on how to improve a nomadic lifestyle.

To start off, two general concepts of nomadic lifestyle:

  1. Station nomads move between stations/outpost while they do whatever they want to do. For them the most important thing is how to move their assets.
  2. Space nomads these nomads don't rely on stations/outpost but whatever they bring along (currently POS's). For them, it's still important to move their assets but also how to include the necessary services to get along.


Next, the (capital) ships which already exist to support a nomadic lifestyle:

These ships cover mostly the moving aspect besides

  • ore compression of Rorqual
  • portal generation of Titans
  • clone vat bay of Titans and Rorqual
  • fitting services of Titans, Carrier, Rorqual and Orca


How could you improve the nomadic lifestyle?

  • allow T3 subsystems to be changed in space -> one ship can cover several roles (one at a time), this is possible for station nomads already
  • introduce T3 mining barge such that it resembles a hulk, a skiff or a mackinaw depending on the sub system with further sub-systems for gas harvesting bonus and anotherone for mining foreman bonus, an idea is posted in the thread oh no ... another T3 mining barge ...
  • drop restriction on ship main bay of rorqual, after all miners should be able to defend themselves
  • introduce an industrial jump portal generator restricted to mining barges and industrial as well as their T2 and T3 variants ... freighters and orcas would be welcome as well Big smile) but that might be too much
  • make clone vat bays work both ways, so you can clone from a Rorqual or titan back to a station
  • rework starbase and outpost as suggested in the thread Starbase & outpost ... reworkd keeping in mind the thread POS's Flogging the Dead Horse
  • last but not least, introduce an industrial titan that could transform into a mini-outpost either along with reworking the starbases or as a new ship (T3 with sub-systems?) e.g. for each level of the skill you get one of each industry slot (manufacturing, research, ...), +10percent refining efficiency, + 1 mill m3 ship main bay, +20k m3 cargo and +20k m3 corp hangar bay ... just an idea since I'm greedy



Searched on forum and this idea in general really appeals.

- maybe something like a t3 freighter that can at reduced degrees of ability/efficiency than t1/t2 existing ships or stations:
1. maintain a small support fleet for defence - i.e. frigs or cruisers
2. can refine gas, ore, salvage etc on the go
3. has limited no. of science labs
4. has limited jump clone bays
4. somesort of exploration bonus for deepspace for finding/hacking ancient archaeological sites
5. greatly reduced cargo capacity vs freighter but with option to carry rigged vessels as per Orca; again to convey deepspace operational lifestyle
6. jump drive

I would suggest it having no offensive capabilities other than shield/armor but unlike freighter maybe rig capability given nomadic/life on the go nature of ship

Finally, I would see ship not being able to dock at stations but moored at station piers at friendly/neutral stations or pos's
CaleAdaire
Deep Core Mining Inc.
#24 - 2012-01-09 03:09:05 UTC
I had an idea and this seems like the thread to put it in.

A capital ship that can be anchored and set up as a a POS of sorts. Something that has highly specific modules to facilitate anchoring it.

-In the high slots you could fit up to 5 extra large weapon systems, just like POS defenses
-In the mid slots you could fit anything from stasis webifiers to aid in defense or ship repair mods so others can repair and refit ships on the fly
-and in the low slots you could have any low slot mod you saw fit.

It's a rough idea still and needs improvement, but it would help nomads for sure (0.0 and WH alike)

Trust in God, Have Faith in Fusion.

Valei Khurelem
#25 - 2012-01-09 03:15:39 UTC
CaleAdaire wrote:
I had an idea and this seems like the thread to put it in.

A capital ship that can be anchored and set up as a a POS of sorts. Something that has highly specific modules to facilitate anchoring it.

-In the high slots you could fit up to 5 extra large weapon systems, just like POS defenses
-In the mid slots you could fit anything from stasis webifiers to aid in defense or ship repair mods so others can repair and refit ships on the fly
-and in the low slots you could have any low slot mod you saw fit.

It's a rough idea still and needs improvement, but it would help nomads for sure (0.0 and WH alike)


There was something about having some sort of mobile manufacturing thingy in a thread made but I get what you mean, I wouldn't necessarily have modules because that would probably make things tedious but a giant anchorable capital ship would be a great idea. I'm thinking of something a bit like Macross Frontier with the huge colony ships they have.

You can move the ship around, warp it, jump through stargates and it acts like a titan, but when you anchor it it becomes a space station and you get all the associated services with it.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

CaleAdaire
Deep Core Mining Inc.
#26 - 2012-01-10 02:52:18 UTC
Valei Khurelem wrote:
CaleAdaire wrote:
I had an idea and this seems like the thread to put it in.

A capital ship that can be anchored and set up as a a POS of sorts. Something that has highly specific modules to facilitate anchoring it.

-In the high slots you could fit up to 5 extra large weapon systems, just like POS defenses
-In the mid slots you could fit anything from stasis webifiers to aid in defense or ship repair mods so others can repair and refit ships on the fly
-and in the low slots you could have any low slot mod you saw fit.

It's a rough idea still and needs improvement, but it would help nomads for sure (0.0 and WH alike)


There was something about having some sort of mobile manufacturing thingy in a thread made but I get what you mean, I wouldn't necessarily have modules because that would probably make things tedious but a giant anchorable capital ship would be a great idea. I'm thinking of something a bit like Macross Frontier with the huge colony ships they have.

You can move the ship around, warp it, jump through stargates and it acts like a titan, but when you anchor it it becomes a space station and you get all the associated services with it.


EXACTLY!! I'm glad my idea is understood. And thank you for adding some clarification to what I meant.

Trust in God, Have Faith in Fusion.

Valei Khurelem
#27 - 2012-01-10 05:39:02 UTC
Eh don't feel bothered about it, a lot of people on this forum seem to prefer to post rather than read.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

B DeLeon
DeLeon Industries
#28 - 2012-01-10 09:35:50 UTC
I'm totally into the idea of some kind of mothership/mobile station thingy. It's sad that the small/medium alliances who don't want to/can't grind sov is forced to live in the npc stations. I'm sure CCP want to achieve something similar in the future but maybe they just don't know yet how to do that exactly :)
McOboe
Viscosity
#29 - 2012-01-11 14:36:06 UTC  |  Edited by: McOboe
Industrial mother-ships? Sounds a lot like old-school HOMEWORLD.
Vanessa Vansen
Vandeo
#30 - 2012-01-11 22:58:18 UTC
McOboe wrote:
Industrial mother-ships? Sounds a lot like old-school HOMEWORLD.


That's a big well of inspiration for me ...
I like both Homeworld and Homeworld Cataclysm.
So something like the Mothership (able to build up to capital ships, no super capitals) or it's small variant (Kuun Lan, able to build up to BS) would be nice.

There should be enough background in EVE already ... Thukker Tribe!
Dasquirrel715
Aurora.
The Initiative.
#31 - 2012-01-13 02:26:19 UTC
TBH what needs to happen is for a ship to be added(or a module that modifies and existing ship) that really acts like a completely mobile base, something that can be setup on the fly. Yes POSes are similar to this, but these require multiple haulers and modules all totaling a much larger effort.

What I would like to see is something like a carrier module which essentially converts the carrier/mothership/whatever into a miniature station for a time, so long as its fueled. Something that can be packed up extremely quickly, within an hour, and moved.
Vanessa Vansen
Vandeo
#32 - 2012-03-03 19:57:36 UTC
bumb Big smile
Jace Errata
Caldari Provisions
Caldari State
#33 - 2012-03-03 23:02:32 UTC
Confirming this thread is full of Good Ideas™

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Timbuck V
Breizh Punisher's
#34 - 2012-03-05 11:07:06 UTC
+1
That would help to boldly go where no one has gone before
McOboe wrote:
Industrial mother-ships? Sounds a lot like old-school HOMEWORLD.

exactly Big smile
Vanessa Vansen
Vandeo
#35 - 2012-03-06 17:20:19 UTC
I would love to talk to a game designer about nomadic stuff at the FanFest but I can't go there Cry
Buzzy Warstl
Quantum Flux Foundry
#36 - 2012-03-06 17:35:20 UTC
Homeworld was an awesome game, I was so disappointed when EvE "motherships" turned out to be just &%#^ed carriers.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Vanessa Vansen
Vandeo
#37 - 2012-03-06 20:37:42 UTC
Confirming Homeworld and it's sequels Homeworld Cataclysm and Homeworld 2 are awesome and some of the ideas could be incorporated into eve.

- auto-targeting repair modules
Move close to your "repair ship" and get repped.
Yes, I know that there are RR modules and RR drones, the important thing is auto-targetting :D

- motherships
* able to build and do research
* two hulls
-- smaller one, less modules (dockable!)
-- larger one, more modules (not dockable?)
* modular like strategic cruiser, whatever you can have in a station/outpost or at a POS
-- production module
-- research module
-- repair module
-- trade module
* drone bay, for self defense (no fighters!)

just an idea ... for more, have a look at Homeworld Shipyard
wurblewind
Filthy Peasants
Intergalactic Space Hobos
#38 - 2012-03-31 05:42:03 UTC
Confirming that I do indeed still support this idea, for the nomads and Homeworld addicts in us all. Big smile

Quite a few of these are good ideas. If nothing else, I do like some of the ideas I've heard recently about deployable factory/refit/research caps, that could do the basic job. Though I still hold to my space train obsession as primary. P

[center]Keep low, fly fast, die well.[/center]

Rogatien Soldier
C A R D I N A L
#39 - 2012-03-31 06:25:57 UTC  |  Edited by: Rogatien Soldier
I want a T2 or T3 Orca that really would function as more of a pirate faction orca. So an Orca modified as a deep-space combat outpost. Don't anchor ****, just maybe give it some or all of the following: advanced cloaking; ability to use cynos, improved PG (the ability to fit MWD and warfare links in the highs; modify the ore hold to allow storage of an ammo / drone supply depot... and/or allow it to throw up a temporary non-anchored POS-type bubble with say, a four hour "reinforced" mode; add an improved communication center where I can interact with agents in nearby systems (accept/complete missions)... but maybe make that really expensive so there is still an incentive to dock in a station. In one of the EVE books there is an instance where a capsuleer stays in space awaiting a trigger for onward movement for weeks, just chillin in space. I don't think I should need to dock/undock ten times an hour. It just doesn't make sense.

I basically want to be able to fly my orca everywhere, park it in deep space in a way that it can't be stolen like a normal ship that you exit in space, and then access the ship bay in order to do whatever I want to do in that system... doesn't have to have crazy ass ship services... a single-person clone bay would be awesome, but possibly borderline over the edge of what a T2/T3 orca "should" be capable of. I would lean toward a T2 variant...

But a T3 would open all sorts of doors. Could configure it as a giant ship transport (get rid of ore hold and add that volume to the ship maintenance bay), a black ops command center, an improved mining support platform that could tie into the whole ring-mining thing... etc.

I seriously consider the Orca one of the most useful ships in the game. Love the damn thing. Pirate modified or a T2 (secret ORE project to support war efforts or some ****) would allow CCP to embrace the role that **players have created*** for this ship as a swiss army knife and advance the storyline all in one go.
Buzzy Warstl
Quantum Flux Foundry
#40 - 2012-03-31 14:15:45 UTC
While I appreciate the idea of a "parkable" low- and nullsec Winnebago, I would still dual account for roaming just because fleet bonuses are so blasted useful (even in the absence of Gang Modules).

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs