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Incarna HUGZ - The Pre-Production

Author
Bloodpetal
Tir Capital Management Group
#1 - 2012-01-21 17:47:13 UTC  |  Edited by: Bloodpetal
HUGZ stands for Multi-player Incarna.


Alright, so we see some Devs actually responding to some Incarna related threads.

Essentially, the long term future of Incarna is being totally revisited from Pre-Production onwards. So, what are we looking at here for what will make Incarna successful for those that want it, and not interrupt those who want to stick to FIS.

With that in mind, let's discuss a bit what would make it work.

My first point of contention is ...

Without people who can't "Fly In Space" then Stations will always be a secondary transport mode such as "driving a car" is to a person walking. So, you need a class of players who consider "walking" their primary mode and flying their secondary mode of transportation.

Creating a class of EVE player that can't fly, would be the first hurdle. But, if you can't do most of the content for EVE, why pay for it? Easy - Free 2 Play for WIS. PLEX is also conveniently called "Pilots License Extension" - so without a PLEX you aren't a Pilot. No flying unless you're paying (subs or PLEX). What can F2Players do? Well, a lot, and not so much at the same time, and would really help define what Incarna would cater to - a F2P EVE set of players that are interested in Social Play (with and through the EVE sandbox) and then we've got a point of interaction for Capsuleers to want to step off station to deal with F2Players. A committed F2Player who's out walking around more often will naturally succeed at certain careers that benefit that style of play (more social interaction - more micro community management) than someone who runs around all over EVE doing what they do in space.

Other things a F2Player can not do :

  1. Gain Skillpoints
  2. Vote for CSM
  3. Others?


Other game content would be exploration style 3rd/1st Person environments - from Station areas to Blood Raider outposts (how do they get there? Pilots?)

Other opportunities are to easily introduce friends and family to EVE either as a social avenue to explore with their significant others without needing to pay at first, or even as a permanent social environment to get time in for fun. Gameplay would vary widely, but here's some thoughts to get us rolling ::


  • Free Walking IN Stations - No Flying, No Skillpoint Training, No CSM votes, No more "Emergency PLEX Time", etc.
  • PLEX/Subs for Flying and Skill training
  • Each station has 2 Districts (limited for a reason)
  • Station Districts that can be influence and exert influence - through and by the player owned establishments on the station
  • Districts would specialize in certain bonuses/establishments/perks that bring different professions to that district. i.e. "Trade District", "Black Market District", "Industrial District", "Miners District", "Gambling District", "Red Light District", "Training District (NPE Content here!!)
  • These specialized districts would be developed by players influence through investments/establishments - Jita would probably be a Trade and Industry district from player influence, so a Blackmarket wouldn't fit (to trade boosters) - other stations in the vicinity would have to have those districts established, leading to specific stations for Booster trading and also then segregate into social levels - "Richer people districts" vs "poorer people districts", etc. This is a natural part of human society.
  • Districts naturally help "Segregate" types of players - bringing together like minded players for social opportunities, at the same time excludes non-like minded players making it easier for players to identify who they want to associate with - can lead to interesting social opportunities.
  • Free2Play players would require transportation occassionally - provided by PLEXers- contracting a passenger service (that's reliable) and doesn't get you killed would make a difference. Would require a "passenger" hold attachment to a ship perhaps, would come with various accommodations for the journey. Would be a marketable way to create Space Passenger travels and in the case of ship death an "emergency shuttle" is launched - and could be picked up, by lets say, pirates. Twisted
  • Competitive passenger transport could then go from "rag tag cheap" to "Cruise Liner" with full entertainment suites and on time departures, with limits of 50-100 passengers or more. (The Jita to Amarr Passenger Liner Corporation).
  • Dust integration into stations is a must have for station populations. Most capsuleers won't get into stations too often, and less so with less people there. Perhaps waiving the "NPC Broker fee" for Dust contracts if you meet in person can be an incentive as well.

Where I am.

Bloodpetal
Tir Capital Management Group
#2 - 2012-01-21 17:47:19 UTC

Establishments was initially a challenge for CCP in terms of what kind of establishments can players run - and all of these would be player run establishments focused on being parts of Districts, and having game mechanics that allows them to influence the district. The options here are so varied and game mechanics specific as to how establishments/players can influence districts that I rather not dig into the HOW but rather the WHY it can be this way. I would say the main selling point to influence would be that you can gather it in various ways - i.e. political, militaristic, economical, etc.


Establishments for Incarna


  • Trade Exchange (Stock Market/Broker/Auction style establishment) - can be or must specialized into certain "Exchanges" (Minerals only, Ships Only, Faction Only, etc) Influence : Trade/Industrial districts
  • Bars - to socialize, play mini-games, etc. (Black Market) - would cater most to "Free2play" players and by extension generate "capsuleers" to come.
  • Academy - A place for newbies to come and learn. Could have various player instructors (former Free2Play pilots turned trainers to make ISK) - can come with some holographs stations that can use virtual ships to help represent training, (the game within the game, within the game) - I'm sure there are a dozen ways to get this to work and help new players have fun too and make it worthwhile for veterans to help train newbies.
  • Casino - Centered on profiteering from entertainment (vs a Social Bar). (Black Market District)
  • Cosmetic Surgery - To change character physical appearances, for profit. Would require consumption of PI material such as "bio reports", etc. to change a persons body.
  • Medical Bay - Now player owned! Allows pilots to save their skill clones. Consumes PI materials (bio reports, etc) to offset costs set by players. Jump Clones still with current restrictions. If you die, you wake up in this establishment.
  • Retail Store - allows players to setup "mini-markets" for their corporations away from the market or for specific "friendly" players or for the general populace a store front to use instead of the market for "special pricing" a la "Sam's Club" (50m a year subscription, 10% off market prices and access to the store). Or a place to sell clothes that you can see sitting on a rack.
  • Office Establishment - Would be good for people who spend most of their time in station (alliance leaders, etc). They could setup a space to "wheel and deal" . An interactable holo-map, a few corpses, a torture chamber. You know, the typical thing an EVE CEO wants for accommodations.
  • Corporate Office - This would be replace the current offices. The current offices would be renamed "Warehouse" so you can rent a corporate warehouse in a station (represents the corporate hangar) - the Office would be a physical place that must be rented (not connected to a warehouse in any way) and would allow corporations to do interactive things have a "playhouse" and discuss "War" and "Strategies" with interactive hologram style objects.



What "Professions" would a Free2Player have available to them is important. Here's some more sandboxy professions to take from or that could be permitted by Game mechanics. The first point should be that F2Players should probably considerably produce less ISK revenue than the average space flyer. This makes things like a million ISK feel like a lot more money to them (unless they're coming off a month PLEX where they made a lot of cash) - so a 1,000 ISK beer means more to them than it does to a PLEXer, this can also be reinforced with the idea of clothing (social strata that CCP was aiming for with AUR) - starships, etc.

I think there are challenges with this - anyone can dump 100m ISK into some random F2Players lap - but I think there is some interesting "Charm" to that concept. A lower tier of economy for EVE in stations for non-payers. Why do they need a 2M ISK T2 module anyways? They don't. So a Bartender can actually feel like he's making decent money on "drinks" and tips.

Possible New Professions for F2Players:


  • Recruitment Headhunters (Stay in stations finding noobies to get recruited into corporations, can be paid by NPC corps for helping find those pilots their first corp (abusable?) - or incentive from corporations to pay headhunters to do some legwork for them.
  • Bartender/Owner - Tries to make ISK from running social joints. Can get activities such as EVE radio, customizable "hangout here perks" (every 20 minutes in a bar gets you +2 charisma/intelligence, whatever attributes depending on customizations?)
  • Broker - Can be the middle man for Exchange establishments Takes the place of the NPC broker in some ways? Moves more into the hands of players for auctions?
  • Fashion Stylist - Add customizable clothing or something similar that requires a player to create it and enough time/skill that it can be a profession.
  • Information Broker - For District Politics - they would watch who is influencing what stations politics, sell it to the right person.

Where I am.

Bloodpetal
Tir Capital Management Group
#3 - 2012-01-21 17:47:28 UTC  |  Edited by: Bloodpetal
CCP Revenue from F2Players

  • Occassional PLEX consumed to train skills, fly around, etc.
  • Aurum consumption for buying what should become clothing "BPCs" and similar as profession options to sell to F2Players
  • So, if I wanted to be a "Clothing designer" - I would buy the BPC from the Aurum store and make it for sale for F2Players or by F2Players
  • Promoting more players to play in general, generating more interest in EVE and resulting in more subscriptions for space content. Combine with other improvements to gameplay and Dust to generate longer term player commitments and loyalty.



Justifies Aurum for Incarna by having an actual Free2Play side to EVE, would require serious lowering of many Aurum goods, and generally creating a sensation that paying subsribers generate tremendous amounts more ISK than the average F2Players, also justifying some ridiculous prices for "social clothes" to stand out from the "F2Pers". This makes F2Pers more interested in getting in on the good money and subscribing when they feel up to it.


You'd need clothing on the order of 1-2 M ISK, $0.25 in Aurum (5 AUR equivalent or so) - that would be purchased easily by multiple F2Players (T-shirts, basic pants, super basic accessories). To 10M ISK/$1 in AUR (50 AUR or so) for slightly more intersting things, all the way to 100M ISK Pantalones for Super Rich subscribers that pull in 100M ISK an hour and don't care about some uber stupid expensive pants (to the general F2Per.)


I'm sure CCP can use other forms of Revenue to justify the F2P access without flying around.



The big challenges as I see them are as follows :


  • Giving F2Players the right kind of content
  • Not confusing F2Ps to what they can or expect from a Walking in Station EVE game (it's not a WoW MMO)
  • Fast development cycles on certain "Exploration" environments
  • Developing a micro economy for Stations separate from Space economy using ISK (or not ISK?)
  • Making station environments Unique enough that not each station feels like the exact same replica of another station.
  • Bridging the perception of "Station" to "Universe" for the average F2Player that they comprehend the scale of EVE as more than just 1 station.
  • Creating enough social opportunities with F2Players that pilot capsuleers want to come off their ship enough to interact often enough.
  • Creating tangible professions even if you can't fly in space.
  • Making "Drinking a Beer" actually mean something - or being bought a drink have more value than some gimmick MMO thing.
  • Making this awesome enough to be awesome enough to do.

Where I am.

Mars Theran
Foreign Interloper
#4 - 2012-01-21 20:25:56 UTC
I like it when people actually think of ways to make it actually work, rather than trying to tear it all apart because it isn't directly focused on their playstyle.

Good ideas all, by the looks of it; though I've only really read about 30% of it. +1

I'll read some more when I get back from tea.
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Mars Theran
Foreign Interloper
#5 - 2012-01-21 21:33:26 UTC
I would actually change a few things; though I like most of the ideas you've come up with.

No specific order:

New ship - Player transport. Can be used to transport F2P or other pilots from one location to another... scratch that; got a better idea.

F2P players are essentially non-capsuleers; meaning they don't have clones. These people are essentially just your usual New Eden citizens; but this doesn't mean they can't fly a transport or a small fighter, or even operate a mining platform of some kind.

Reasoning: There has to be more than just operating an establishment, or wandering around a station to draw people into this kind of game.

New ships which are Civilian class vessels will become available. Personnel and luxury transports capable of holding multiple passengers, small fighters much like Drones, except operated by F2P players, and mining and transport ships for industry.

This gives them the ability to transport goods, transport other F2P players, mine in asteroid belts, and defend those operations.

The downside: They can die. For all that they achieve, leaving a station will be a risk for them; whether transporting goods, riding on a personnel transport, or piloting an escort fighter. If they get destroyed out there by other F2P players, or by FiS subscribers, they could very well have seen the last of their days. Their only means of survival, should be escape pods, and the time required to use them.

In a Fighter pilots case, it might be as simple as throwing a switch to eject the pilot with his flight control capsule; for a passenger liner, they may have little chance should it be small and easily alpha'd, and only slightly more if it happens to be a larger luxury liner with more EHP.

Fighter Bombers and Fighters: Could F2P pilots work for Corporations and Alliances and manually pilot these or something like them? C

ertainly, they could pilot their small fighters while working for a Corporation or alliance, and even transport goods for them or manage small mining operations.

Death is final, but there is a solution: Black Market cloning and cloning offered by Alliance and Corporate services. Don't want to die; this is the answer. Every clone will cost you!

Skillpoints: I think they should actually have skills and a skillpoint system similar to what subscribers get; it should however be a much more incremental advancement in skills, with access to skills with much lower requirements, and some skills which overlap. Trade skills for example, as well as research and manufacturing skills could overlap. They would be very time intensive for an F2P player to train, but rewarding when they were completed, from an F2P perspective.

Given the F2P players would not be capsuleers, they would be required to actually have some means of learning the skill without injecting it, and much slower learning times without a data chip to rely on at all times. Nevertheless, it would still be a passive training plan.

Training could, at best, be 1/4 the speed of a Capsuleer or even slower. For skills available to both F2P and Capsuleers, this would provide a measure; but for F2P specific skills, the training requirements would generally be much less.

Other things:

Transports and Mining ships could require multiple F2P players to operate effectively, resulting in combined effort to actually do anything with them. A minimum req. for these vessels could be something like 1-2 pilots, and 2-3 Techs. This would depend on the ship of course.

Mining would be lower than what is possible with Exhumers of course; yet still profitable from an F2P perspective.

Transports would be limited in cargo capacity, to something like the smaller Industrials, or even less. Potentially, with larger transports requiring more crew, this could change. Skill requirements would be high of course, and loss would be catastrophic in most cases.

Tradeable market items for the F2P players. Things that are specific to their available professions and activities; yet can be traded by the greater EVE playerbase.

New skills: Starship Operation, Transport Operation, Shield Technician, Gallente Fighter Operation, Maintenance Technician, etc...

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Bloodpetal
Tir Capital Management Group
#6 - 2012-01-22 02:43:15 UTC  |  Edited by: Bloodpetal
Well, at some point they should be able to transition to paid subscribers - so I think they should essentially be Capsuleers without a "License" rather than "baseline humans".

In theory, you could start any F2Players as "baseline" and then to upgrade to being a Capsuleer they need to do some Surgery and pay a "$5" equivalent fee or PLEX to make the transition - that would be an interesting way to breach the NPE.


At any point they can become licensed pilots or not - so I think they really need to just be Capsuleers that can't legally "undock" a ship so to speak. I think it'd be less successful if they can't become Capsuleers at any given time - you just need enough gameplay style stuff that keeps them interested in the Sandbox of EVE, away from the Spaceships - and you'll find people go where they find they have the most fun.


I think that also keeps development time very low, since all they need to focus on is Incarna stuff, and less so on other gameplay mechanics (new skill trees, etc). I think that many F2Players may occasionally buy up game time, but some may look into the social aspects of the gameplay as the primary focus of EVE for their style of play.

If they want to train skillpoints without actually paying for a subscription/plex, then there might be some AUR based items that provide skillpoint training over time (1M SP of training time) but no flight time as a middle ground option - but that really depends on CCPs marketing department and their bottom-line.

Where I am.

Bloodpetal
Tir Capital Management Group
#7 - 2012-01-22 14:30:57 UTC
I want to emphasize that I'm not taking credit for the Free 2 Play Idea, someone told me they saw someone else post it on the forum and it really struck a nerve with me and the other ideas I had already posted.

Where I am.

Eveliy
Coronize
#8 - 2012-01-22 20:14:19 UTC  |  Edited by: Eveliy
Have to add something I found while cross-reading your post:

Radio ingame won't be possible except music made by CCP or in CCP's order. Playing music from out of game (read charts / whatever was produced in real life) would cost licensing (GEMA in germany, for example) or could cause legal action taken against CCP since they're earning money with the game and the radio would be one of the features.
So i doubt they would be willing to pay the charges. :)

Still some nice ideas while I would limit F2P-Players to trade hub stations without any chance of being transported to another station except the trade hub ones or by just a loading screen without player acting needed.

Simple reason: In trade hubs there's always a huge ammount of players docked which would already give the best impression of the social aspect (Facebook 2.0! Like the idea. More funny to do so as to watch that white, nearly blank page with entries that sometimes are just made of the reason "Hah...at least I posted something!"). New Players could just be lost when being stationed somewhere else than at those stations that are already filled.
The advantage for CCP: F2P-Players only use certain hardware resources thus limiting the costs they produce, because trade hubs are more likely and worthy to be reinforced for the paying customer (while Jita already is...heavily :) ).


To the reason of no player driven transports: That would add too much complexity to the game. What if there's no one willing to transport anyone at a certain time? A player would have to wait to get somewhere else which would result in manny....(believe me...if this is bound to F2P...) manny people coming to the forums and crying for a even obvious reason.
Mars Theran
Foreign Interloper
#9 - 2012-01-22 21:00:11 UTC
Regarding the music: I'm sure CCP could have some techno-universe music composed in house quite easily; preferably with more than a 1-3 minute length, and with some variety. In-game music could be their own copyright. No problems there, although it needs some variety. 15 minute tracks would be good for some, and 4-10 minute tracks for others.

I don't think techno-universe is actually any kind of genre, but I am kind of referring to synthesized instrumentals, with a space-like mood. No idea what that actually is. They could also do some actual artist tracks of different kinds too, so it's not all just synthesized music, but that would be a little more costly.

As for baseline Humans, all capsuleers were at some point; so it would just be a matter of them taking that extra step. This could be done through RP elements, in combination with actual subscription services. At any time after they decide to actually Sub to EVE online, they may go through the process at the appropriate station.

Basically, they'll get a message saying they've been selected for the Capsuleer program, and it is requested they sow up at some location for training and integration.

Like you mentioned in your next paragraph, I see. Basically the same thing I was thinking.
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Eveliy
Coronize
#10 - 2012-01-22 21:10:02 UTC  |  Edited by: Eveliy
One thing that came to my mind:

Trial accounts are already tied to certain skills and locked out of certain ones (for a reason), if you tied mini-professions to the existing skill system and only enabled those for F2P-Players while paying subscribers were able to train everything as usual, including those mini-profession skills, you would also make them log in again besides the system they hopefully like and because of that they play which further leads to use of the NEX store. (You always have to look at the company's perspective. CCP should also have an economical reason to implement such features)
One aspect of EvE that makes people pay their subs besides the game itself is also that they want to progress further since it can be done offline (I do know at least some people that also sub when they have enough of EvE for the moment).



Regarding the music:

Ofc, just add in some more pieces of music that are not available though the NeoCom-Jukebox and we're fine. Radio in a bar needs a reason to be bought/installes/turned on. :)


Regarding Humans / Capsuleers:

I would make them all Capsuleers. Only that F2Pers are Capsuleers without a valid license.
If anything of this is ever to be happening CCP needs a reason to do so.
The most obvious reason is ofc that they want and need to generate income. I do not doubt that they also develop this game because they like their own game but money is always a factor since programming/designing/engineering something costs a lot of money, worktime and other resources.

Switching between F2P and P2P should be seamless. If someone doesn't want to pay for a month he can still log in on certain stations that are allowed for F2P and interact with everyone there just without being able to train his spaceship skills which could basically make them subscribe again.
People that do not plan on ever steering their own ship/capsule generate income through the NEX Store because they maybe want that shiny new trousers or a slave bikini (oh please never implement those wearable...please) or whatever.

I would find it a bit confusing if a P2Per becomes a normal human again, having all his implants and adapters removed just to get them all again as soon as he subscribes again.
FlinchingNinja Kishunuba
Crunchy Crunchy
#11 - 2012-01-22 21:45:56 UTC
I really like this, CCP should take not. My personal opinion on the F2P > P2P transition would be that you do start as a human and then have surgery to become capsuleer. If you go back to F2P you just don't have to pay for surgery again.

On the music front I would personally look at working with someone like Spotify to incorporate it in game. Maybe even do a similar thing with Facebook?

Eveliy
Coronize
#12 - 2012-01-22 21:58:09 UTC
Hm...I would stick to CCP-made music to make those jukeboxes lore-wise. If anyone wants to listen to something else he will just open winamp or whatever player he uses and plug in what he wants to. :)
The space/future style of music EvE has adds to the atmosphere, imo, I'd keep it that way since I like that dark touch and would go nuts if I step in a bar to be shocked and incapacitated by the newest Lady Gaga song. :p

And why co-operating with facebook?

EvE has always had a more mature and rough community. I would build upon that and advance in that direction. If I want facebook...well..I can still open my in-game browser and check what everyone is writing.
Walking in Stations is a way to fortify the community this game has, as well as opening up the game to a wider audience and to open up new ways for CCP to fund this game. In the end, fully explorable stations will make EvE complete, somehow.
Morgan North
Dark-Rising
Wrecking Machine.
#13 - 2012-01-22 22:04:41 UTC
+1 for general idea, but needs further touching up. An excess of station-wellers could simply blow up the EVE cluster, due to the endless stream of connections. Thats what happen if it was free to play. At least for a while.

I'd enjoy it if the non-capsuleer did not have access to the general chat service, and instead could either/only use the mail service and/or only a local-station channel, where he could talk to other individuals. But any and all acess to Capsuleer communications outside the mail should and would be barred, in addiction to not having acess to the guest list for individuals docked at the station.

Other than that, it'd be EVE as usual, but withotu spaceships and possibly shooting each other at some point, but for a start, they should only be a inner/closed set of room wth individuals you could talk.

Maybe... The possibility of operating market-related transactions would be nice aswell.
Eveliy
Coronize
#14 - 2012-01-22 22:34:30 UTC  |  Edited by: Eveliy
Well, implement chat bubbles and a station chat (which would btw better suit the social aspect of WiS) and as you say, block the "capsuleer chats" for F2Ps as they don't have any real use for them anyway.

Regarding server load:

I have to admit that i have no exact idea how station environment is handled but I would guess that it's a instance on the (space) system's node. I have once read some dev blog about what action produces aprox. what traffic and if I remember right it would be possible to reduce load to a minimum if scripted and designed properly or extract station environments to seperate nodes.
Morgan North
Dark-Rising
Wrecking Machine.
#15 - 2012-01-23 01:03:17 UTC
If moving around from station to station is made near impossible or exceedingly complicated (IE: Requires capsuleer intervention by contract accepting and relocating), server load would be at a minimum assuming hat either everyone shared one or two stations in the beggining (4 probably, one per race), or that there were so few individuals per individual station.

An example:

Lets say each system has an average of 2/3 stations. That not true, but lets assume so. there's apparently 5100 systems, and that makes for about 10000 stations. Some stations like the starting stations would have a lot of people, but others would either be empty or near desolate. Even if all stations were populated, some would be very residual, while others would be overpopulated, to the point of requiring aditional hardware.

Even if we say that about 10 people are in each station, that's already about 50.000 people, as many as in everyday eve, so you'd probably picture they'd have the same lag as eve in general does.

All in all, it might require a whole new server that communicates with the main cluster just in terms of station-location, and at the same time, it might not even require that many people, especially if its treated like an FPS game with up to 32 people in a station at any given time. And if there were more, it'd just create a new room.

I'm not going anywhere with this reasoning I think. :D

I think it might just require some hardware implementation that's akin to launching a whole new MMO. Lets see hos dust 514 fares first. :D
Bloodpetal
Tir Capital Management Group
#16 - 2012-01-23 01:09:18 UTC  |  Edited by: Bloodpetal
Well, they must have some hardware considerations when they setup WIS for Incarna - clearly they knew some stations such as Jita 4-4 would be tremendously "overpopulated" and need its own WIS server.


So, I don't think the hardware is an issue if it can be justified by the $$$$$


If our worst concerns is that we have "too many people" in EVE - then the success brought by that can be compensated for more easily than a lack of people playing. :)

Where I am.

Morgan North
Dark-Rising
Wrecking Machine.
#17 - 2012-01-23 01:25:22 UTC
BTW, i read this now.

I don't think Free to Play human-playing should be able to train skills. I enjoy the idea of them being offduty or unlicensed Capsuleers, which would indeed make the transition to implanted/non implanted simpler.

In essence, what people in EVE pay for is essentially the skill progress. Any Free to Play gaming scheme would necessarily have these skills not-trainable during unpaid-for periods. However, the idea that your character is cmpletly static isn't so much realistic. Perhaps a set of skills could be trained, but had nothing to do with the way EVE currently is. Stuff like "heavy machinery operation" that'd allow your guy to be a mechanic, or "heavy duty lifting". Regardless, I'm far morenclined that no free-to-play scheme should have skill training capacity, period.

One you paid, however, you could once more board a pod and become a capsuleer, possibly by having an option that instead of "go to ship hangar/captain's quarters" you could have the option "return to pod". Or you could just be uploaded directly into your current pod-clone.

Maybe thats how it should work:

Capsuleer or human generates a clone for space-working/living. This clone is in everything identical to a Capsuleer's clone, but has no implant. It is basically a un-implanted clone. Since you don't train skill while in it (its free to play) its unimportant. If you upgrade to a PLEX, or a Pilot's License (paying), your clone gets transferred to your Capsuleering clone. Once your pilot license is up, you get transferred back to your non-capsuleering clone. You can even use the prime fiction to then explain why capsuleers have acess to the Capsuleer chat network (its the zeroth-implant everyone and their mother has), and when you aren't in the Pilot Licence clone, you do not have that implant, limiting you o everyday, normal human-conversation.
Mars Theran
Foreign Interloper
#18 - 2012-01-23 08:05:29 UTC
Morgan North wrote:
+1 for general idea, but needs further touching up. An excess of station-wellers could simply blow up the EVE cluster, due to the endless stream of connections. Thats what happen if it was free to play. At least for a while.

I'd enjoy it if the non-capsuleer did not have access to the general chat service, and instead could either/only use the mail service and/or only a local-station channel, where he could talk to other individuals. But any and all acess to Capsuleer communications outside the mail should and would be barred, in addiction to not having acess to the guest list for individuals docked at the station.

Other than that, it'd be EVE as usual, but withotu spaceships and possibly shooting each other at some point, but for a start, they should only be a inner/closed set of room wth individuals you could talk.

Maybe... The possibility of operating market-related transactions would be nice aswell.



On that note, I had an idea inspired by your first comment there and my own thought regarding system populations like the Jita population.

WiS and Fis Station environments and nodes do not necessarly have to be the same. Anyone parked in hangar, or in Jitas system, would effectively be in the current node. Anyone in CQ or WiS would be in another node altogether. Local would be invisible to WiS as would station guest lists, including the lists for FiS. This prevents a repeat of Jita local in WiS.

This doesn't mean you can't access the channel Local, but you would have to do so from a specific location, and WiS channels would be localized communication only. Examples being the Bar, CQ, Corporate Offices, Hallways and Elevators, etc..

No silly bubbles though. Mousing over a portrait in chat could identify the speaker by highlighting them in WiS, if you really want to quickly identify them or watch them.

With seperate nodes for station environments and FiS, the problem would be circumvented by it becoming localized to those seperate environments.

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Mars Theran
Foreign Interloper
#19 - 2012-01-23 08:07:25 UTC  |  Edited by: Mars Theran
Morgan North wrote:
BTW, i read this now.

I don't think Free to Play human-playing should be able to train skills. I enjoy the idea of them being offduty or unlicensed Capsuleers, which would indeed make the transition to implanted/non implanted simpler.

In essence, what people in EVE pay for is essentially the skill progress. Any Free to Play gaming scheme would necessarily have these skills not-trainable during unpaid-for periods. However, the idea that your character is cmpletly static isn't so much realistic. Perhaps a set of skills could be trained, but had nothing to do with the way EVE currently is. Stuff like "heavy machinery operation" that'd allow your guy to be a mechanic, or "heavy duty lifting". Regardless, I'm far morenclined that no free-to-play scheme should have skill training capacity, period.

One you paid, however, you could once more board a pod and become a capsuleer, possibly by having an option that instead of "go to ship hangar/captain's quarters" you could have the option "return to pod". Or you could just be uploaded directly into your current pod-clone.

Maybe thats how it should work:

Capsuleer or human generates a clone for space-working/living. This clone is in everything identical to a Capsuleer's clone, but has no implant. It is basically a un-implanted clone. Since you don't train skill while in it (its free to play) its unimportant. If you upgrade to a PLEX, or a Pilot's License (paying), your clone gets transferred to your Capsuleering clone. Once your pilot license is up, you get transferred back to your non-capsuleering clone. You can even use the prime fiction to then explain why capsuleers have acess to the Capsuleer chat network (its the zeroth-implant everyone and their mother has), and when you aren't in the Pilot Licence clone, you do not have that implant, limiting you o everyday, normal human-conversation.


I agree that they should retain a mostly seperate skill set. I do believe some trade and social skills from the standard skill set should be available however, as they still have to interact with the markets to one degree or another. Other skills to I'm sure, but the list should be very limited.
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Guinness Renko
Indemnity Holdings Inc
#20 - 2012-01-23 09:26:42 UTC
Bravo, ladies and gentlemen. There are a few really impressive ideas here, and it seems to me you're on the right track. For all the incarna-hating out there, I think almost everyone can agree that whatever makes it a viable gameplay addition, whatever changes would truly add the depth to WiS that we are accustomed to in EVE at large, would be a good thing.

Keep up the good work! Hopefully these ideas are getting some dev attention.

Renko
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