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Randomly Generated Warpable Debris Fields

Author
ToshioMagic
I N E X T R E M I S
Tactical Narcotics Team
#1 - 2015-12-26 02:46:58 UTC  |  Edited by: ToshioMagic
Hi there,

I've been a skirmish commander in EVE for awhile and with the recent enlargement of grids I think CCP is moving in a direction that a feature I've wanted can come to fruition: Randomly generated debris fields around static grids like stargates and stations. I apologize if this has come around before. I'm sure it has. I don't check the forum very often and I just came back from a long break.

What would they look like?
This is obviously up for debate. Questions such as "How many objects on a grid?" and "How far away should they be?" are going to have to be hammered out. But here's what I envision.

Every day during downtime the server randomly creates debris fields around a grid. The feature can start with stargates. This debris field contains warpable objects at distances anywhere from 100 to 1000 km away from the gate. When I say "warpable," I mean that you can lock a warp drive on the items in the grid. Similar to cans, wrecks, or asteroids. This provides a dynamic environment around stargates that skirmishing fleets can use to bounce around on.

As far as what these objects would be, I'm sure we can all think of some great things. Ship wrecks of various sizes, asteroids, space trash. This would also make EVE just more interesting and lively. It looks like things actually happen. Systems with higher activity metrics can have more items at further distances in their debris fields.

Where would these be?
A great place to start is stargates. Pretty much every PVP fleet moves through one of these.

If it works it can be deployed at planets, moons, and stations. Stations (and maybe citadels!) are great examples of places where activity metrics could contribute to the size of the field generated.


What will this give to the game?
As an FC one of the things that gives me a significant disadvantage in hostile space is my lack of gate grid bookmarks. It makes it very difficult to fight another FC that has dozens of bookmarks on every gate in his space. This feature helps to close the tactical advantage between local and foreign FCs. This may be enough of a tactical favor that may convince a bookmark-less FC to take a fight rather than just run.

It doesn't completely level the playing field, just closes the gap. The local FC who has a buttload of bookmarks will have many more options and can also warp to the items in the debris field.

And, they change every day! No two grids will be alike and no grid will have the same field any two days.


What are the challenges?
Some gates already have permanent objects around them like signs, clouds, and agents. I don't know if this is a technical challenge. Since EVE uses points and signature radii to abstract massive objects, I think it could work.

A lot of people will not be happy if something is generated between 2.5 and 100K from a stargate in line with another celestial. This ruins the cloak game. But, I think this can be good. If you want eyes on a gate you may take a risk of landing on or near an item in the field and decloaking.

I'm not sure if it would be computationally efficient to generate these and what the load on the server would be.



So, what do you guys think? Would other FCs like to see this?
FT Diomedes
The Graduates
#2 - 2015-12-26 13:14:55 UTC
Adding some more terrain around grids sounds like a nice idea. Especially if some of that terrain had noticeable effects on ship performance.

I could live without it, but it could make combat more interesting. And it requires more awareness of your surroundings on the part of an evasive pilot.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

ToshioMagic
I N E X T R E M I S
Tactical Narcotics Team
#3 - 2015-12-26 18:36:13 UTC
FT Diomedes wrote:
Adding some more terrain around grids sounds like a nice idea. Especially if some of that terrain had noticeable effects on ship performance.



I really don't want any effects on ship performance. That creates another barrier to entry for new FCs and null pilots and widens the tactical gap.

Hopelesshobo
Hoboland
#4 - 2015-12-26 19:21:37 UTC
FT Diomedes wrote:
Adding some more terrain around grids sounds like a nice idea. Especially if some of that terrain had noticeable effects on ship performance.


This I would like to see. The WH system effects is a great idea because it changes the meta based on the system you are in. I would like to see that brought to K Space (Although only at the low class wh level), and not be a permanent buff.

Just imagine a wolf rayet like effect appearing in Niarja for a few days out of the month Pirate.

Lowering the average to make you look better since 2012.

ToshioMagic
I N E X T R E M I S
Tactical Narcotics Team
#5 - 2015-12-26 19:35:49 UTC
Hopelesshobo wrote:
FT Diomedes wrote:
Adding some more terrain around grids sounds like a nice idea. Especially if some of that terrain had noticeable effects on ship performance.


This I would like to see. The WH system effects is a great idea because it changes the meta based on the system you are in. I would like to see that brought to K Space (Although only at the low class wh level), and not be a permanent buff.

Just imagine a wolf rayet like effect appearing in Niarja for a few days out of the month Pirate.



Once again, This does the complete opposite of what the goal is. Changing parameters and effects on ships that noobs don't understand yet only hikes the learning curve higher while creating an even further tactical gap between veteran players/FCs and new ones. I'm trying to close that gap without dumbing it down.

I do understand the sentiment about changing up the gameplay, but I think this should stay in wormholes. Otherwise, a fleet that usually could go in to null, fight, and return can now be permacamped by frigates doing almost 1K DPS.

This would also devalue null space because your activity in a system is now randomly determined by whatever the server decides to cook up that day. You may be able to rat on Tuesday, but not the next, and that is not a good feature for people holding sov.
Hopelesshobo
Hoboland
#6 - 2015-12-26 20:03:03 UTC
ToshioMagic wrote:


Once again, This does the complete opposite of what the goal is. Changing parameters and effects on ships that noobs don't understand yet only hikes the learning curve higher while creating an even further tactical gap between veteran players/FCs and new ones. I'm trying to close that gap without dumbing it down.

I do understand the sentiment about changing up the gameplay, but I think this should stay in wormholes. Otherwise, a fleet that usually could go in to null, fight, and return can now be permacamped by frigates doing almost 1K DPS.


All it would take is CCP to add this to the map, similar to how incursions show up if it would be system wide. If it was localized to the grid then that's what having a good scout is for. To reverse your complaint, that same roaming fleet could be in frigates and discover a cruiser fleet and bait them into a favorable effect.

ToshioMagic wrote:

This would also devalue null space because your activity in a system is now randomly determined by whatever the server decides to cook up that day. You may be able to rat on Tuesday, but not the next, and that is not a good feature for people holding sov.


Sorry, but if a weak WH like effect is preventing you from undocking for a day or 2, maybe you should consider getting a small fleet of different ships stockpiled where you operate. And those that are able to capitalize on any active effects, would actually receive a buff to their ship performance.

Lowering the average to make you look better since 2012.

Amber Starview
Doomheim
#7 - 2015-12-26 21:23:43 UTC
Good idea tho I am not sold on the random movement and would prefer to have the advantage of local knowledge being able to use previous bookmarks etc

FT Diomedes
The Graduates
#8 - 2015-12-27 01:33:28 UTC  |  Edited by: FT Diomedes
When I say local effects - I mean confined to a particular grid. Or simply near a particular object. For instance, a debris cloud that would act to decloak anyone within 50km. Or something like that...

I do not like the idea of system wide effects in K-space.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

ToshioMagic
I N E X T R E M I S
Tactical Narcotics Team
#9 - 2015-12-27 04:31:16 UTC  |  Edited by: ToshioMagic
FT Diomedes wrote:
When I say local effects - I mean confined to a particular grid. Or simply near a particular object. For instance, a debris cloud that would act to decloak anyone within 50km. Or something like that...

I do not like the idea of system wide effects in K-space.


I like the decloak cloud idea. But nothing like weapons/tank effects.

Amber Starview wrote:
Good idea tho I am not sold on the random movement and would prefer to have the advantage of local knowledge being able to use previous bookmarks etc



If you're local you already have your own bookmarks on the gate grid. Keeping the warp points static isn't that interesting.
ToshioMagic
I N E X T R E M I S
Tactical Narcotics Team
#10 - 2015-12-27 04:32:07 UTC  |  Edited by: ToshioMagic
sry for dbl post
Sitting Bull Lakota
Poppins and Company
#11 - 2015-12-27 07:23:09 UTC  |  Edited by: Sitting Bull Lakota
Jeebus H. Christ, this is a perfect example of the environment of these forums.

OP starts a thread with a fleshed out idea called A.
"Yeah, A sounds good, and I think B would be neat." says first reply.
"B sounds like a great idea!" says second reply.
"B could work, but it would be abused in this way." says third reply.
"Guys, B would undermine A." says OP.
"Removed off topic post." says ISD.
No good idea will make it out of F&I alive.

To the original idea.
10 to 20 warpable objects like Barren Asteroids, Shattered Wrecks, Clusters of Frozen Crewmen, et cetera to give both a bit of immersive atmosphere to EvE as well as helping to create a more dynamic and engaging battlefield.
I like it. Let's make it happen.
Morrigan LeSante
Perkone
Caldari State
#12 - 2015-12-27 08:48:58 UTC
Well it does rather undermine home field advantages as well as on grid probing (and not in a good way, that needs to die in a fire).

Plus LCOs have terrible clipping and it's far too easy to get caught on some sort of invisible thing.
ToshioMagic
I N E X T R E M I S
Tactical Narcotics Team
#13 - 2015-12-27 14:53:35 UTC
Morrigan LeSante wrote:
Well it does rather undermine home field advantages as well as on grid probing (and not in a good way, that needs to die in a fire).

Plus LCOs have terrible clipping and it's far too easy to get caught on some sort of invisible thing.


I totally understand your concern about on grid probing. I am a hardcore combat prober. Does it diminsh their role? I think it does. But! I think it gives more power to fleet interceptors and doesn't totally hamstring a fleet who didn't bring combat probes.

I think that this can be implemented in a way that still allows probers to be useful. As a side note, I would say that the items in the field should not be probe-able.

I also think that the sheer size of the new grids means that well-spaced out debris fields would still give probers a lot of work to do. This really comes down to testing and feedback if the system ever got a chance of being implemented.
Khan Wrenth
Viziam
Amarr Empire
#14 - 2015-12-28 13:41:25 UTC
+1 for at least having this discussed more. This seems like it has a lot of promise and I'm definitely intrigued.
FearlessLittleToaster
GoonWaffe
Goonswarm Federation
#15 - 2015-12-30 17:52:03 UTC
This actually sounds really interesting, especially with the huge new grids. I personally think local effects from some of the debris (or whatever) would be neat; a FC could pick the terrain for their fight to try and get an advantage instead of relying only on the hulls they brought. Sort of adding high-ground to the game if you will, a spot worth fighting for that can force your enemy to make decisions about when, where, and how to engage rather than just counting logi.
Frostys Virpio
State War Academy
Caldari State
#16 - 2015-12-30 18:08:00 UTC
FearlessLittleToaster wrote:
This actually sounds really interesting, especially with the huge new grids. I personally think local effects from some of the debris (or whatever) would be neat; a FC could pick the terrain for their fight to try and get an advantage instead of relying only on the hulls they brought. Sort of adding high-ground to the game if you will, a spot worth fighting for that can force your enemy to make decisions about when, where, and how to engage rather than just counting logi.


The spot worth fighting is the one on grid with your objective. If your enemy is stalling on one of those field to get a bonus, you just do your stuff you have to do since he is not stopping you.

It's would also be a new excuse to blue-ball. Didn't engage because I had an armor fleet and they were in a shield bonus site...
Khan Wrenth
Viziam
Amarr Empire
#17 - 2015-12-30 18:15:37 UTC
Frostys Virpio wrote:
The spot worth fighting is the one on grid with your objective. If your enemy is stalling on one of those field to get a bonus, you just do your stuff you have to do since he is not stopping you.

It's would also be a new excuse to blue-ball. Didn't engage because I had an armor fleet and they were in a shield bonus site...


This feels like a compelling point. The fields themselves still sound like a fun idea. Effects, not so much.
Serendipity Lost
Repo Industries
#18 - 2015-12-30 18:26:35 UTC
This is a horrible idea. Grids were made large for a reason. The reason wasn't to litter space with convenient warpables. This idea would kill a lot of the fun of command destroyers in the cradle.

If you want tactical BM that you can warp to, then make them. It's called planning.

As a goonswarm FC you already have access to overwhelming numbers of pilots. Now you want free tacticals too? You're only fighting guys for the luls, why the sudden need to be all serious business?

Come gaze into my crystal ball - allow me to reveal what will come to pass.

Now - you have overwhelming numbers and wander hamfisted across new eden. The few fights you get are from folks fighting above their weightclass. The reason they are engaging your superior numbers is because they have some homefield advantage (tactical BM).

Your spacejunk future - you have overwhelming numbers and wander hamfisted across new eden. You get no fights. Your numbers are overwhelming. No one can match you. No one is willing to stand and fight and obvious losing battle. You wander hamfisted across new eden. There is no glory, no good fights just an endless stream of spacejunk coverd gates and stations. Your fleets are boring and bring no content. Your fleetsize dwindles. You are labelled 'no fun'. The only thing pilots remember about you is that your space junk idea killed the joy of roaming. You quit the game amidst a barrage of ridicule and hate. Pariah only begins to describe you.

Are you sure this is what you want??
SurrenderMonkey
Federal Navy Academy
Gallente Federation
#19 - 2015-12-30 18:58:52 UTC
Serendipity Lost wrote:

Now - you have overwhelming numbers and wander hamfisted across new eden. The few fights you get are from folks fighting above their weightclass. The reason they are engaging your superior numbers is because they have some homefield advantage (tactical BM).

Your spacejunk future - you have overwhelming numbers and wander hamfisted across new eden. You get no fights. Your numbers are overwhelming. No one can match you. No one is willing to stand and fight and obvious losing battle. You wander hamfisted across new eden. There is no glory, no good fights just an endless stream of spacejunk coverd gates and stations. Your fleets are boring and bring no content. Your fleetsize dwindles. You are labelled 'no fun'. The only thing pilots remember about you is that your space junk idea killed the joy of roaming. You quit the game amidst a barrage of ridicule and hate. Pariah only begins to describe you.

Are you sure this is what you want??


That all seems a bit dramatic, especially if they're randomly generated and ephemeral. Sounds like you're picturing every gate having a field of permanent tacticals built-in. My take on the OP was that any given grid might have 0-X temporary warpables generated on grid creation (downtime for things like gates and stations).

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

ToshioMagic
I N E X T R E M I S
Tactical Narcotics Team
#20 - 2015-12-30 19:22:12 UTC  |  Edited by: ToshioMagic
Serendipity Lost wrote:
This is a horrible idea. Grids were made large for a reason. The reason wasn't to litter space with convenient warpables. This idea would kill a lot of the fun of command destroyers in the cradle.

If you want tactical BM that you can warp to, then make them. It's called planning.

As a goonswarm FC you already have access to overwhelming numbers of pilots. Now you want free tacticals too? You're only fighting guys for the luls, why the sudden need to be all serious business?

Come gaze into my crystal ball - allow me to reveal what will come to pass.

Now - you have overwhelming numbers and wander hamfisted across new eden. The few fights you get are from folks fighting above their weightclass. The reason they are engaging your superior numbers is because they have some homefield advantage (tactical BM).

Your spacejunk future - you have overwhelming numbers and wander hamfisted across new eden. You get no fights. Your numbers are overwhelming. No one can match you. No one is willing to stand and fight and obvious losing battle. You wander hamfisted across new eden. There is no glory, no good fights just an endless stream of spacejunk coverd gates and stations. Your fleets are boring and bring no content. Your fleetsize dwindles. You are labelled 'no fun'. The only thing pilots remember about you is that your space junk idea killed the joy of roaming. You quit the game amidst a barrage of ridicule and hate. Pariah only begins to describe you.

Are you sure this is what you want??


Before I begin, may I get an ISD to remove this post for trolling?

Ditch the Grr Goons. You have no idea who I am or how I FC. I don't need bookmarks. I'm one of the best combat probers in the game. When I roam enemy space (which I haven't since this summer since I took a break to graduate from college this semester), I roam outnumbered and against the odds. The scenario you described is quite silly.

I take 10 to 40 man gangs through wormholes to hostile space. There is no way to plan for that. I can't go put a bookmark on every gate in the game. If I'm being chased and want to engage, but don't have bookmarks, then I'll just keep running. Then no one gets a fight. But if I had warpable objects it would give me enough of a tactical boost (which both FC's get) to stay and fight. Bookmarks remain a tactical advantage.

Here's some homefield advantages that you are so scared of losing:
1. You can warp to your own bookmarks at 0 cloaked.
2. You can warp to your bookmarks nowhere near a debris item.
3. You can anchor bubbles in your home space on all of the debris items.
4. You can set up bombing run bookmarks on debris items.
5. You know where the debris items are before the hostiles come to your system.

Also, CDs are not getting killed in the cradle. They're being used and abused like no other game mechanic in Eve. This feature would do little to detract from their presence in a fleet.

I'm not envisioning an entire asteroid belt around a stargate. I'm thinking something like 2 or 3 items with sig radii varying from 5m to 5km somewhere between 100km and 1000km away from the gate. For really busy systems you might see up to 10. Like I said in the OP these questions come down to testing.

SurrenderMonkey wrote:


That all seems a bit dramatic, especially if they're randomly generated and ephemeral. Sounds like you're picturing every gate having a field of permanent tacticals built-in. My take on the OP was that any given grid might have 0-X temporary warpables generated on grid creation (downtime for things like gates and stations).


Not generated on grid creation. Just generate a different one at downtime.

Thank you all for the thoughtful feedback so far.
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