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REAL Exploration, Please!

Author
Jesspa
The Scope
Gallente Federation
#1 - 2012-01-19 14:04:47 UTC
For me, one of the most exciting things about a space sim should be the prospect of exploration. But exploration in the EVE Online sense doesn't really feel like that. It's essentially just a way of locating mini instances, for financial gain. I don't feel like a pioneer when I explore, it's not excitng. So I thought about how I would like for exploration to work in my fantasy EVE Online expansion.

Pilots would first of all consult the star map and identify a system on the edge of known space, one on the fringes of the chart, and not surrounded on all sides by other systems. They would take a gate to that system, which would likely be 0.0, straight away making it a trip not for the timid.

On arriving in the chosen 'frontier system', the pilot would set a course for the edge of the system, in the direction of the outer-edge of the star map. This would presumably involve some addition to the game UI, as I don't know how easy it would be to do right now. On reaching the edge of the system, the pilot could deploy probes to scan the space beyond the system. The scanning UI would have to be significantly changed for this as I'm not talking about narrowing down a cosmic signature to a precise location. I'm talking about sending the probe out, in one direction, into the great unknown.

At some point, the probe would signal back to the pilot, if it had found a new star system. Perhaps this could take several days, meaning that players could send out probes from several different locations, prospecting for new systems, and then sit back and wait for a positive signal. Probes would only have a limited range (though one of several thousand/million AU), so after a certain length of time with no signal the pilot could assume that the probe had not found anything within its signal range, and was thus just lost to the expanse of space forever. And this would usually be the case - finding new systems should be rare.

Every once in a while, though, the pilot would receive a signal from a probe, notifying him that it had found a new star system, and include some kind of indication as to where it was. At that point the pilot would return to the 'frontier system' from where that probe was launched. He could then either warp directly to the location indicated by the probe, or perhaps further narrowing down of the location would be required using more probes, in a revised version of the current scanning procedure. Either way, eventually the pilot would be able to fill up his cargo hold with whatever items a fearless pioneer needs to explore new territories, load up his weapons with a healthy supply of ammunition, and head off across uncharted, deep space to this new-found system. Reasonably speaking, this trip should take a long time. Maybe even hours. Yes, this would be tedious as a player, but at the same time, the excitement of finding a new system that only you know about should be worth it.

On arriving, the potential array of things to be found would really be up to how much effort CCP wanted to put in. Maybe these new systems would be spawned automatically, with a random number of planets of random types, perhaps some NPC pirates, and so on. But, much more excitingly, CCP could hand-craft these new systems, seeding some of them with encounters which would lead to world-changing discoveries like new alien races, or at least new NPC factions, new types of planet or asteroid, and so on, and then just sit back and wait for a player to find them, one day. Rather than world events like the Sansha incursions just being kicked off by someone at CCP flicking a switch, they could be triggered by a player discovering a new system, maybe months after CCP created it.

Anyway, once the pilot has arrived at this new system he has a number of choices. He can choose to share his discovery with the universe for the good of mankind, build a jump gate (obviously lots of new skills and money and materials would be required for this), report the discovery to some authority, perhaps Concord, and have it added to the star charts. Maybe he could even suggest a name for it which might be adopted, if it was sensible (because if player names are anything to go by, the universe would soon be full or ridiculously-named systems otherwise). There might be a large financial reward for making such a discovery.

Or, in a much more likely scenario, the player could keep his new system a secret. He could set up a POS, have all of the resources of the new system to himself to mine and plunder to his heart's content. Imagine having a base of operations for you or your coporation which isn't even on the star map! But could you trust everyone in your corp to keep this new system a secret? The financial gains for blabbing about its location to a rival corp might be too much to resist. Or maybe an egomaniacal corp member just wants a system named after him, so he reports it to Concord, seeing it added to the star map with his moniker, and receiving a financial bonus in the process.

Presumably new systems that were discovered would likely be 0.0, at least to begin with, and certainly if they remained secret and uncharted. But maybe systems which were added to the map could potentially be designated as losec, or even hisec, depending on their location, after consideration by Concord (read: CCP). Newly-discovered systems which were reported to Concord would obviously make headline news in your Captain's Quarters.
Jesspa
The Scope
Gallente Federation
#2 - 2012-01-19 14:04:55 UTC
I know this would be a big change, require a lot of work and thought, but I really think that if this is how exploration worked it'd be a genuinely exciting occupation. It would keep the world of EVE fresh, and allow for plausible ways to add new lore, with players at the heart of the process. And it would allow the little guy, the pioneering solo player (I like to play solo a lot) to have a real impact on the universe without having to be part of a mega-corp.

So, how about it for summer 2012? Blink
Droxlyn
School of Applied Knowledge
Caldari State
#3 - 2012-01-19 15:26:41 UTC  |  Edited by: Droxlyn
Some observations.
These would by definition be 0.0 systems.
Wormholes would only start spawning into these systems after they were discovered.
The probe would be a Cyno generator so you could jump to the system. One shot, so you would need to have a cyno generator with you to get anybody else to go too. So, the probe range should not exceed the jump drive range of any jump capable ship.

Also, The only solar body that you should be able to warp to is the Sun until you probe down the planets, moons, and anything else in the system.

If a W-space system is in range of the probe, that cyno generator should work for a jump drive. Only one ship for one jump. These probes should appear on the scanner. There would be no going back (unless you launched a probe back in the other direction and waited.)

If the probe goes 10 AU/s, it will take 104 hours to go 1 light year. (4 days 10 hours), so to make these something worth-while, I'd hope their top speed is closer to 25 AU/s if they peak out at 5 LY as below:

A Black Ops has a max range with max skills of 5 LY and is the most likely ship to be used to sample the system. Your next most likely ships are Carriers and Rorquals. I think a Rorq would be the best next option as you could get friends to clone jump into the system with you quickly.

Also, It would be cool if you could have "star name brackets" in normal space view so you could tell where you should aim and an overview option to list stars within X LY. Unknown stars would have estimated distances.

(The real danger is just making sure there is always a k-space lowsec or lower system within range of the system so you can get out) At least for those close enough to high-sec systems. These could nest deeper into space without difficulty.

As there are no K-space trappings, there would be no local like W-space.

I dub these systems U-Space for Unknown Space.

I like the idea.
Jesspa
The Scope
Gallente Federation
#4 - 2012-01-19 17:03:16 UTC
I forgot my golden rule: Always Ctrl-C before hitting 'Post'. Just lost a very long and detailed reply. So, let's type it again! Evil

Some excellent ideas! I hadn't considered how this new ability to expand the boundaries of the star map might affect the current wormhole model. I think there are two ways to handle this:

  1. As Droxlyn said, only allow wormholes to lead to these new-found systems after they have been discovered through exploration, meaning that you might be emerging in newly-discovered K-space, or a newly-discovered system which the discoverers of have keep secret.

  2. Allow pilots to lay claim to W-space in the same way as they would to new systems they discovered using my proposed new exploration model. The major difference being that W-space could be in some system millions of lightyears from K-space, making it much more remote, whereas systems discovered through exploration by the method I described would be adjacent to K-space.

Very good point about probe speeds and ship ranges. I think once a system has been reported to Concord and added to star charts, thus becoming part of K-space, it needs to have a stargate built to allow other pilots to get there conveniently. It'd be good if the discoverer of the system could be able to build a gate themselves (only one per system, and only leading back to where they launched their exploration from), and perhaps levy a tax on future pilots using the gate, in the same spirit as the recent change to player-owned customs offices. Of course, if the new system was never reported to Concord and remained a secret then a gate couldn't be built.

I'm not sure what you mean about 'star name brackets', but I think anything which gives players a hint as to where new systems might be found should be avoided. If there is any predictability in the discovery of new systems, too many people will try it, and this will lead do the pioneering feeling of being an explorer, as well as the novelty of new systems, being eroded. Not to mention that the server might struggle with new systems being discovered too often! Finding new systems should require a lot of patience, with the rewards of succeeding being commensurate with the required investment of time.

From a purely selfish point of view, I would like this new kind of exploration to be too much effort for most people to be bothered with. It should really appeal to be people with a strong sense of adventure and enough patience to keep at it, despite multiple failures. I imagine these new explorers, limited in number, tinkering on the edge of distant systems, with most people paying no attention to them while they engage in what most people consider a pointless activity, but posing no threat. I imagine them like the gold prospectors in the wild west of America in the 19th century, regarded as crazy by most people, but every so often making a discovery which vindicates them. In fact I imagine this whole new proposed kind of exploration as akin to the wild west, with new frontiers being opened up, and danger and wealth in abundance.
Droxlyn
School of Applied Knowledge
Caldari State
#5 - 2012-01-19 17:15:32 UTC  |  Edited by: Droxlyn
Jesspa wrote:

I'm not sure what you mean about 'star name brackets', but I think anything which gives players a hint as to where new systems might be found should be avoided. If there is any predictability in the discovery of new systems, too many people will try it, and this will lead do the pioneering feeling of being an explorer, as well as the novelty of new systems, being eroded. Not to mention that the server might struggle with new systems being discovered too often! Finding new systems should require a lot of patience, with the rewards of succeeding being commensurate with the required investment of time.

From a purely selfish point of view, I would like this new kind of exploration to be too much effort for most people to be bothered with. It should really appeal to be people with a strong sense of adventure and enough patience to keep at it, despite multiple failures. I imagine these new explorers, limited in number, tinkering on the edge of distant systems, with most people paying no attention to them while they engage in what most people consider a pointless activity, but posing no threat. I imagine them like the gold prospectors in the wild west of America in the 19th century, regarded as crazy by most people, but every so often making a discovery which vindicates them. In fact I imagine this whole new proposed kind of exploration as akin to the wild west, with new frontiers being opened up, and danger and wealth in abundance.


The stars you see in the distance in space, actually match up to stars in the game. I'd like the option of displaying the names of the known stars like anything else in space. The squares and circles you see for star gates, planets, stations, etc are called brackets. I'd like those for known stars. That way I don't end up with a probe in Jita. If you watch the jump gate activation animation, the streak fires directly at a star, the one you're going to.

Black-ops is currently a 72 day training for me, so jump drive capable ships are not a next-day kind of thing.
I could get into a Rorqual in 28 days or so.
Carriers are over 80 days or so.
A jump freighter would be tricky to use since you'd have to set up a POS before you could do anything else. (39 days)

Using the probes to do alt-less jumping would be an interesting change, but you'd have to plan ahead since they have a travel time. (Unless you can shoot them at the current system you are in and can jump from anywhere within range.)
corvus acanum
State War Academy
Caldari State
#6 - 2012-01-19 17:59:35 UTC
I like this idea it would be awsome I love probing stuff down and probing down a whole new system would rock.
Jesspa
The Scope
Gallente Federation
#7 - 2012-01-20 22:24:14 UTC
Can I bump my own thread? Worth a try - I was hoping for slightly more discussion on this!
Jace Errata
Caldari Provisions
Caldari State
#8 - 2012-01-21 00:44:36 UTC
I'm too tired to think properly right now, but I think this is a bit relevant. If you wanna have a go at combining them or something (only if you like the linked suggestion, obviously), I'd be interested in seeing the results.

tweeten

One day they woke me up so I could live forever

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

Mars Theran
Foreign Interloper
#9 - 2012-01-21 01:45:35 UTC
Ideas like this to expand known space have been considered before; couldn't be bothered to find and link the threads though, and most of them are probably in the old forums.

My take:

- Concord is non-existent in Nullsec, so you would have to get an Empire or Faction sponsor. Standings required to arrange for gate construction would be in the 8.0 range, and possibly as high as 9.0

- Local would be non-existent in these systems; even were a gate buiol;t to connect them with the rest of Nullsec.

- Sov would not be immediately available. Gates would have to be in position and active, linking current Nullsec to the new system, before such could happen. Once a gate is deployed at the destination, and its coordinates locked in to the Nullsec end of the gate system, activation of that gate system would allow travel and communication for Sov puposes.

- I think any new gates and systems developed and added to the game should be player discovered and player developed. New gates should require players to place them and make them available and usable. It should require quite an undertaking, involving freighterloads of construction components at the very least.

Unlike the wormhole gate kind of idea, these have to actually create a bridge to the new system; rather than taking advantage of an existing Wormhole and stabilizing it. This should require new sleeper technolgy, or a combination of Jovian and sleeper technology.

- There has to be a way to create gates on both ends. This may take months. Compared to your sensory probe, an automated gate deployment transport would be much slower. Only when it has successfully made it's journey and completed deployment, could you finalize construction and lock down the near gate to the destination gate.

This is something that would require a great deal of time, resources, and energy. Every additional gate linking to systems discovered further out, would require the same amount of effort and dedication of time and resources.

- We need a ship that is player piloted, and has the ability to reach AU/s speeds without actually warping to a destination. A new type of probe, (similar in deployment to a moon scanning probe), would have to be introduced, along with a new Scan probe launcher capable of deploying it.

This would ideally be a Tech 2 Destroyer or Cruiser size vessel capable of cloaking, but without much combat capability. It would be the only ship capable of fitting the new Probe Launcher and travelling at such high rates of speed; potentially, it could be limited to this means of travel, and not actually have warp capability. A new sub-warp propulsion technology could be introduced; where this ship would function as a 2nd generation prototype show-casing this technology.

Edges of systems could be made tangible with the Oort Cloud and Kuipur belt idea. Masive areas filled with particles of ice and rock too small to make use of, but damaging to ships. All ships systems would send back warnings indicating the hazard, preventing pilots from proceeding into them under normal circumstances. Any pilot who chooses to, would effectively be sacrificing his ship, while taking AoE damage from the debris based on spped of travel.

This ship, and it's probe technology would be designed to navigate these debris fields. The probe much more capable than the ship of course. Slow travel could be achieved by the ship into the debris field for probe deployment, at speeds that would destroy another vessel.

Sensors on the probe would of course allow it to navigate freely at high AU/s trevel using the same new sub-warp technology as the new ship. Upon reaching its destination, (pick a bright star center it in your view and launch at it), the probe will send back coordinates and navigation information using EVE lores FTL communication technology. These paired particles would of course only be in the launching ships Probe launcher and the launched probe.

The New ship could then accelerate to Sub-warp velocities to carry it through the cloud surrounding the current system, and travel between at incredible velocities, (may still take hours), then decelerate and pass through the cloud surrounding the system on the other end to arrive at the Probe at the edge of that system. Dscanning the system could then commence, and true exploration could begin.

- Any player could do this, and nobody needs to build gates to connect these systems. Many, might prefer not to. The only means of travel without the gates will be these ships however. No wormholes will spawn in these systems, unless they lead somewhere else. The original wormholes were designed as a quarantine area with routes to known space; there is no reason they should lead to these systems.

- Some form of danger should exist in these places, and maybe not always consistent. Some of these hazards should be incapable of being overcome with these ships and what little combat capability they might field. Others may be environmental hazards, or challenges that yield reasonable rewards for the pilot of this new ship.

Really, I could just keep going with this idea; but I'm going to stop for now.
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Mary Mercer
Doomheim
#10 - 2012-01-21 08:40:20 UTC
Oh my effing word. They have so got to fix that damn posting bug that wipes out your damn posts.

oh well I'm not retyping all that crap. 4000 characters down....


+1

No instant gratification though. It should take a year or better to get a system onto the jump system network.

It should be hella skill intensive to probe for this..

New skills should be introduced that would be required for this probing.

From Character birth date to time of ability to probe for new systems should be equivalent or harder than training for a high quality super cap pilot + all the skills to build the ship (A LONG TIME!). Do NOT make this an instant gratification isk farm.

Once the system is located it should NOT be a one man operation (Sorry OP). Any new race should have to be cleared out (Incursion on steroids). Or a pilot could possibly establish positive standings and be allowed to be there by said race.

System setup (as stated above) should be a huge undertaking and take even the biggest alliances a year or more to establish normality to the system and jump system access.

Races found there should have cyno jammers in place to avoid cap ship jump in to clear it out right away.

I don't think the probes need limited distance. I think when a system is found, the explorer can pick the location and say "warp to" and the server can say "your current ship only does x au, it will take you x amount of days to get there" and the player can have the option to say yes or no. If said yes, the players ship and character should be moved to a "safe" and made invul and unable to be moved for specified amount of time. Player can still log in and chat and such but he is locked until the time has elapsed to get to the system.

Special ships could be desiged for exploring even though any ship "could" be used the special ships might have abilities to warp faster but require expensive fuel. Fuel bays are only so big and it could be possible that the ship will only have the fuel to do it one way quickly.

The system distance doesn't have to be within jump range using this concept you could easily move freighters with the same "character lock" idea. Taking a week for freighters to get in and out of an area would be a good job for alts.

This difficulty would mean that each system would have a different story of discovery and evolution. How one explorer founded and made a new world flourish is likely to be totally different than the next player. When it takes over a year to set something up, the story will stick to the game lore. Movies for youtube will be made and the explorer will likely be a big deal even without specific game recognition.

This idea is awesome, but I would love to see it implemented on a scale much larger than the OP had envisioned. I would really like to see it almost impossible to do alone. Not because some pirate might make you pop before you get there, but because it's hard work, a long ways off the grid where no jump gates head, and it takes dedication.

The jump gates should take freighters of stuff to load, I mean like 20 or 30 freighter loads or more to build one gate.

further, jump system setup in a system farther out should not be able to be done without developing the closer system first. put a limit on it. No system is bigger than 100 au say? if you find one that is 250 au from a known system then no jump gates can be built there until they are also built in the one or two systems that are between the far one and the known territory.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#11 - 2012-01-21 11:07:33 UTC
What about things like Stargate Construction?

Also, is there a possibility of being able to find Super-Wormholes that could take you into what remains of the Milky Way?

This is my signature. There are many like it, but this one is mine.

Mars Theran
Foreign Interloper
#12 - 2012-01-21 16:08:46 UTC
Amaroq Dricaldari wrote:
What about things like Stargate Construction?

Also, is there a possibility of being able to find Super-Wormholes that could take you into what remains of the Milky Way?


I've said it before, and I'll say it again: I hate it when space games "Return to Earth;" for me that usually indicates the end is near. In my experience, any game that starts messing around with Earth and our solar system as a focus; usually, if not always, results in a completel loss of interest. Maybe it's just me, or maybe it's just the fact that the game has gone full circle.

What I see: "We went all the way out there, and now we've come all the way back. This is the end." Game developers have either run out of ideas, or are streching for new content for yet another expansion, or have mostly lost interest in storyline and continuity; while becoming grossly involved in pointless details and/or community created content.

Yeah, I'm speaking specifically about another game. It was good, but lost all sustainability at some point, and that was around when the Devs turned it back towards Earth. All content was focused primarily on player tools for making more content or modding.

The actual game was completely devoid of anything new, save for some hulls and stations from Earth that were tacky and poorly imagined. Devs made most of the new missions with the same tools that they provided to the community with the release.

I think the only community they have left are the modders, and maybe a few othes that pop up once in awhile to try the community content with the game, because the base game is lacking. The previous release was good, fully featured and well developed. Same graphics too, as none of that was ever updated. Also much easier to play, because they decided to change flight controls and completely screwed it up imo.

Bah.. I actually had the latest release shipped to me from overseas, and it ended up making a trip to Mumbai India, and possibly Asia, before it finally got here. Completely disappointed when it did.

btw, most of the community created content and mods sucked or was absurdly stupid imo, but that's just me.

/negative trend

No to Super-Wormholes that go anywhere near the Milky Way. The Milky Way must have bumped into a ProtoStar nebula and been consumed in a fire. We were lucky to get away.

Stargates, as mentioned a few times, are cool.
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Droxlyn
School of Applied Knowledge
Caldari State
#13 - 2012-01-21 16:22:41 UTC
If Eve ever returned to Earth, it would need to be an unknown system (not named Sol), have the 8.5 planets and Earth would need to be either a Shattered planet or a Barren planet and labeled "U006942 III." The only way you would know that it was the Earth's solar system is by noticing that the size, order, and orbits of the planets are remarkably familiar.
Jesspa
The Scope
Gallente Federation
#14 - 2012-01-24 18:24:57 UTC
Droxlyn wrote:
...
Labelling stars on the overview wouldn't really work.

  • Only known stars would be labelled - undiscovered stars would, by definition, be unlabelled anyway.

  • There are far too many stars in the starfield to label them all (they're mostly just a backdrop, after all).

  • Even if it was feasible, it would give pilots a clue as to where to probe from, which I feel shouldn't happen.

  • Jace Errata wrote:
    ...
    I read your post on the subject. I think our goals are the same: improve exploration. However, I personally feel that your proposal would still leave exploration as a slightly perfunctory routine rather than something exciting. And the accumulation of points leading to races gaining new systems is a bit arbitrary and, dare I say it, 'unrealistic'! I hope this doesn't sound like I'm just tearing your idea apart, it's only my opinion!

    Mars Theran wrote:
    ...
    You put some real effort into that post! I have to admit, I don't understand all of it, not least because, even after two years, I still feel like I'm learning so much of the game! However, I think I understand the principles.

    • I agree about having to get Empire/Faction sponsorship, Concord was just the first NPC authority that popped into my head.

    • I totally agree that new systems discovered should be player-developed and players should place gates, and yes, that should involve massive and time-consuming effort.

    • There probably would need to be a new type of ship for this, capable of great speed. Yes, cloaking would be good for probing from nullsec systems. Whilst I agree that newly-discovered systems should often (though not always, let's keep some mystery) contain some sort of hazard, I'm adamant that it shouldn't always be NPCs looking for a fight. Sometimes it should be something environmental too. Finding life already in the newly-discovered system, even if it's only NPC life, takes away the pioneering, "where no man has gone before" (ahem) feeling.

    • I'm intrigued by the idea of having some sort of outer boundary to systems which is all but impossible for most ships to navigate. I quite like the idea, but would it make the universe feel a bit too divided into 'rooms', and less open-ended? In any case, I agree that travelling to the newly-discovered system should take many real-life hours.

    • Allowing systems to be discovered without insisting that gates be built once you got there is key to allowing players/corps to discover systems and keep them quiet for their own purposes. To my mind you'd have two options: Announce your discovery to the universe, build gates for the good of mankind and have the system potentially named after you (or something you suggest), or keep it secret, making travel there more difficult, but plunder its resources for yourself/corp. Or do the first and then the second, once you've harvested it to your heart's content!

    Mary Mercer wrote:
    ...
    Yep, that wipe-a-post bug is infuriating!

  • DEFINITELY no instant gratification, I totally agree. Lots of skills, time and patience required. However, I really do think that it should be possible for a lone, pioneering individual to discover a new system and decide what to do with it. But I probably agree that actually developing it, building gates and so on, should require the resources of a whole corp. Once again, though - the reason for this shouldn't be that there's inevitably a powerful enemy to clear out of the system first. Maybe sometimes there would be, but by no means every time. The reason for a whole corp being required would simply be because of the massive resources involved in devloping a new, publicy-listed system. A YEAR might be SLIGHTLY too long, though...

  • The problem with probes not having a limited range is that a player could just fire a billion of the things in all directions, knowing that he's bound to get a hit at some point. Instead, I think he/she should be able to know that after x days with no response the probes have found nothing, and it's time to launch more from somewhere else. It shouldn't be a sit-back-and-wait affair, at least not for more than a few days. Maybe probe range could be linked to a skill with a huge multiplier so that only the most invested pilots could discover the most distant systems.

  • I quite like the idea of a 'character lock'. Something like that would be required if you're going to be flying a ship for several hours. Realistically you'd need to be able to log out and come back at your estimated arrival time to manage the discovery. If you weren't around when your ship arrived, well, you'd be taking your chances! Much like AFK hauling.

  • I LOVE the idea of system discovery being so unique and varied that lore grows up around the events themselves. It'd be so cool to see the TV screen in CQ announcing newly-discovered systems, with the option to watch a video on YouTube (or whatever) describing the story behind it. I must re-emphasize, though, that I think players should have the option to keep their discovery completely secret and NOT announce it at all. What could be cooler than a system that only your corp new about? Would other players engaged in exploration have the opportunity to discover your system for themselves subsequently, thus blowing your cover and stealing the glory for themselves?

I don't think your vision is any larger than what I had in mind. In fact, I think the only thing we fundamentally disagree on is that I believe a single pilot working alone should at least be able to DISCOVER new systems and make some huge profit from doing so, even if it requires more resources than one person could bring to bear in order to develop the system fully.

Amaroq Dricaldari wrote:
...
I don't feel as strongly as Mars about not going back to the Milky Way, but I think I do agree with him.
Droxlyn
School of Applied Knowledge
Caldari State
#15 - 2012-01-24 20:39:38 UTC
Jesspa wrote:
Droxlyn wrote:
...
Labelling stars on the overview wouldn't really work.

  • Only known stars would be labelled - undiscovered stars would, by definition, be unlabelled anyway.

  • There are far too many stars in the starfield to label them all (they're mostly just a backdrop, after all).

  • Even if it was feasible, it would give pilots a clue as to where to probe from, which I feel shouldn't happen.


1) We know an awful lot of stars around Earth: http://www.shatters.net/celestia/ is a 3d program to fly through the known milky-way on your own PC! Just because we haven't been there yet doesn't mean we don't have a label for them. (If they ever do add our Galaxy to Eve, I would hope they get data from this or its sources.)

2) That's why I'd want it limited to those within so many light years.

3) I do want a clue as to where to probe. I don't want to wait 7 days and be told my probe was lost in deep space.
Mary Mercer
Doomheim
#16 - 2012-01-25 03:50:07 UTC
Jesspa wrote:

I don't think your vision is any larger than what I had in mind. In fact, I think the only thing we fundamentally disagree on is that I believe a single pilot working alone should at least be able to DISCOVER new systems and make some huge profit from doing so, even if it requires more resources than one person could bring to bear in order to develop the system fully.


Actually if I mistyped or mislead somehow I'm sorry, I completely agree with you that a loan explorer should have the ability to find a system. I just think resources involved in getting to the system should require help if it's far enough away. For example if your ship might need two times the amount of fuel it can carry to reach the system, a pilot flying a hauling ship of sorts may need to accompany you half way, where you refuel from a jet can and go the rest of the way. Getting back may cause issues LOL.

The build up is where I too wanted the insane resources to be required. I think this would be a perfect opportunity for a new "level" of eve online gaming. It might not be for everyone to develop a system in the middle of nowhere but this would be intensely insane for the guys sitting in null sec sick of blob warfare.

The build up and maintenance of the new systems could be the resource sink in and of itself. Rather than just blowing up ships, there could be jump gate fuels, abilities to disallow travels FROM your system by turning off or restricting gate access. It would be great to see a time sink from this that involves something than only dodging pirates... and for heavens sake... NO LOCAL instant whos in system garbage! Make Local just like wh's.