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Deep Space Exploration

Author
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#1 - 2017-05-31 10:51:51 UTC
Modified MJD capable of flinging a single craft deep into space without a celestial or bookmark to guide them. Spool up on first button press with 30 sec cycle times that drain capacitor as an AU jump meter increases as cap goes down indicating the direction of jump, by where the ships nose is pointed, and the range based on max jump range of the ship in the warp distance calculation.

Each new jump requires capacitor to build back up for another jump and might involve system failure, D-SCAN failures, etc for a certain time due to the length of the jump or power needs used.

Flinging yourself and your ship deep into unknown space beyond the edges of the solar system, think old deep safe spot distances, hundreds of AUs beyond all known celestials in the solar system. Security status drops the further out from the core planets you go in each system until you are entirely in -1.0 space like WHs. Anom or deadspace areas and pockets would spawn and exist randomly and be able to be probed out like regular signatures with one twist.

Signatures would be incredibly hard to find and simply dropping probes well away from your ship would result in zero hits as there are zero signatures listed on your ships probe guide to help you nor are there any help in the solar system guide. It is simply hunt and peck style probing where the further your probes are from your ship the lower the probe strength is, the closer the higher it is. So one must jump out to the fringes and probe to obtain ANY hits. And once a hit is found the radius is HUGE and one must jump closer and closer until either A) you end up on grid with it or B) you get a 100% hit. I prefer that the probes "lead" you to the grid in question more than the old probing style of 100% and where you have to calculate jump distances using the modified MJD method to land "on grid".

Rats are entirely hostile using the new NPC AI and dangerous. Players can lay in wait to kill you even though it might be a 1.0 system because of where you are. In the low sec space as you venture outwards the same suspect rules apply and as you drop from lowsec to "wh/null" -1.0 space you also drop off local from the system. As you return into the low sec areas you appear back on local.

NPCs could be a mix of anything or everything available in New Eden as they fight out in the fringes of solar systems for dominance with each other and capsuleers. Concord beyond the high sec space is nonexistant and would allow for a slight push over time of rewards to these areas even in high sec. Localized WH like effects could exist within grids or on certain grid spaces to further enhance or degrade the usages of certain ships. Grid sizes could also be used to determine how easy or hard it is to find certain areas. Smaller grids would make it very hard to land "on grid" while larger grids would not require such pinpoint MJD efforts.

Cheers enjoy the idea. I will proceed to get drunk and watch a movie!!Twisted

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Do Little
Bluenose Trading
#2 - 2017-05-31 13:10:32 UTC
I believe Kuiper belt and Oort cloud surrounding existing systems should be candidates for "new space" when CCP gets around to that. Kuiper is within range of a warp drive , Oort will require player built stargates at 0.8ly -3.2ly distant (from Earth- other systems may vary).

Obviously the empires don't have resources to police these regions ...
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#3 - 2017-05-31 18:32:11 UTC
Do Little wrote:
I believe Kuiper belt and Oort cloud surrounding existing systems should be candidates for "new space" when CCP gets around to that. Kuiper is within range of a warp drive , Oort will require player built stargates at 0.8ly -3.2ly distant (from Earth- other systems may vary).

Obviously the empires don't have resources to police these regions ...

These would do from an earth lore ideology nicely. Thanx for the addition though I would rather have it be Eve lore names but the idea would be all the same.Blink

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Suren Scott
Extra-galactic Cooperative
#4 - 2017-05-31 20:30:22 UTC
I think if stars had a "signature radius" that could be detected a number of light years out (depending on size and other factors) that could make for a good target for a new type of propulsion mod; maybe star signatures beyond the current system only appear on overview/can only be locked if a new type of sensor mod is active. This ends up eating up two slots on ships used for independently moving between these new systems; combined with a vulnerable enough spooling time, and you probably won't see people roaming in ships that can jump themselves between stars.

It also means players aren't just flinging themselves alone at empty/randomly generated space. It'd be more like WH space in that you're still likely to run into people; and there's a definite "thing" that can lead other players to it. Unlike wormhole space, you can always go back to a particular system. It'd also be an opportunity to introduce player-built stargates.

I think the least disruptive way to introduce this would be as a new region, with stars at the edges of this region being detectable across three or four existing regions; or as a region within Anoikis, so first you have to find a wormhole directly to the region, or a WH system within range of the region. Maybe a WH-usable "cyno" can be dropped which effectively makes an artificial star signature that the new propulsion and scanner can target, so people have a way to get back to their WH system if they visit this new region, but it also makes their WH system detectable while the cyno is up.

Maybe the stars in this new region give off signature radius as the result of some experiment-gone-wrong, explaining why existing stars aren't updated for this system.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#5 - 2017-06-01 03:57:00 UTC
Suren Scott wrote:
I think if stars had a "signature radius" that could be detected a number of light years out (depending on size and other factors) that could make for a good target for a new type of propulsion mod; maybe star signatures beyond the current system only appear on overview/can only be locked if a new type of sensor mod is active. This ends up eating up two slots on ships used for independently moving between these new systems; combined with a vulnerable enough spooling time, and you probably won't see people roaming in ships that can jump themselves between stars.

It also means players aren't just flinging themselves alone at empty/randomly generated space. It'd be more like WH space in that you're still likely to run into people; and there's a definite "thing" that can lead other players to it. Unlike wormhole space, you can always go back to a particular system. It'd also be an opportunity to introduce player-built stargates.

I think the least disruptive way to introduce this would be as a new region, with stars at the edges of this region being detectable across three or four existing regions; or as a region within Anoikis, so first you have to find a wormhole directly to the region, or a WH system within range of the region. Maybe a WH-usable "cyno" can be dropped which effectively makes an artificial star signature that the new propulsion and scanner can target, so people have a way to get back to their WH system if they visit this new region, but it also makes their WH system detectable while the cyno is up.

Maybe the stars in this new region give off signature radius as the result of some experiment-gone-wrong, explaining why existing stars aren't updated for this system.

If you want to go this route then.

WH stabilizing anchorable initial gate builds, think POCO gantries, these keep unstable WHs open as permanent stable WHs that simply have a mass allowance and regeneration, aka time vs usage metric. These then lock onto stars in those systems and a stabilizer is needed on the destination end to make it permanent completely, and then gets upgraded to a full fledged gate through additions like the gantry of PI, minerals, and even the new WH loot.


My idea lets people explore for things not so easily found and makes that exploration dangerous and deadly. Jumping on grid with new hostile sansha AI that scrams and intercepts you and then instagibs you and then pods you like the sleepers do. Maybe you jump a few hundred or a few thousand KMs from them sometimes you jump in the middle of them. I dont want stable, I dont want farmable, I dont want safe exploration thatll simply make more isk. I want dangerous, unknown and deadly.

Now you could add new gates too and from these dangerous areas sure. Citadels and other depots being able to exist way out there. Gates would be destructible of course, citadels already are. Would even give a good reason for capital ships in "high sec" as its technically not high sec out there.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Do Little
Bluenose Trading
#6 - 2017-06-01 08:26:35 UTC
Eve lore already has a Jovian wormhole drive - see the Inheritance chronicle. Sansha stole it and use it for incursions. Presumably SoCT are custodians of this technology.

Think of a jump drive that doesn't need a cyno - pretty disruptive if CCP adds it to the game!
Suren Scott
Extra-galactic Cooperative
#7 - 2017-06-01 09:39:57 UTC
Eternus8lux8lucis wrote:
WH stabilizing anchorable initial gate builds, think POCO gantries, these keep unstable WHs open as permanent stable WHs
I don't want to disrupt the dynamic nature of wormholes, just make the new region near some wormholes (or not, that might make it too hard to get to). Hence the cyno-like object for getting back. Disposable and risks making your home wormhole (temporarily) a point of interest to other players. Or if it just shares borders with some of the k-space regions, one less item to deal with. The new region can just interact with wormholes the same way k-space does. I'm not committed to making WHs a go-between for the new region, it was just a thought.

Quote:
My idea lets people explore for things not so easily found and makes that exploration dangerous and deadly. Jumping on grid with new hostile sansha AI that scrams and intercepts you and then instagibs you and then pods you like the sleepers do. Maybe you jump a few hundred or a few thousand KMs from them sometimes you jump in the middle of them. I dont want stable, I dont want farmable, I dont want safe exploration thatll simply make more isk. I want dangerous, unknown and deadly.

There is nothing more dangerous and unknown than a neutral player. Imagine jumping to a star, not knowing if it has a gate - or worse, it has a gate, and you don't know where it leads. Now there's a neut in system. Do you risk getting scanned down while spooling, trying to jump to another unknown star; or risk the gate leading to a blob, or a dead end that the neut follows?

I like the idea of a new prop mod for getting to strange new places, but those strange new places should more or less force you to cross paths with players. Having a whole star system to play with lets even frigates play cat-and-mouse with bigger foes, and maybe bring in friends, and has an inherent value to make people come back and fight over it. Anything involving NPCs will have a detailed guide written about how to perfectly deal with it in 3 months; how to set up an overview tab that lets you assess what you've jumped to in less than a second, how to fit your ship so even if you're in the middle of the worst possible spawn you can get away if you don't want to deal with it; or the risk/reward will suck so much that the guide reads "don't bother".

Heck, make this region like an X above k-space, with the possibility for someone to set up infrastructure connecting the furthest reaches of New Eden, the risk of the major alliances ending up only 10 or 20 jumps away from each other, it will be active and bloody, and destructible gates would create great uncertainty if anyone is trying to seriously use it to invade space on the other side of the galaxy.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#8 - 2017-06-01 11:43:29 UTC
What you are saying is to create new systems, my point is to create more content with security status dropping the further you go within existing systems with the added benefit of no local WH -1.0 true sec farthest out. The addition of stable and destructible gates can still work here. In fact it would add the added benefit that nowhere, especially in null sec, would anyone be safe as now you literally cannot know who is all actually in a system but the time it would take to get to the core planet regions would take several max jumps to get back to. And in these lawless areas player built gates could be made, though there would have to be some limitations here in high sec or for range, as well as once built there would have to be a slightly better mechanic to finding them but not as a celestial or easily found on DSCAN. Think the original smugglers gates in lore or even juiced up deadspace style gates one can stumble upon.

As for the new NPCs I highly doubt that what you say would be possible if CCP allows a lot greater variance to its new AI spawning mechanics as well as having the grid sizes change slightly and the entire grid be the warp to diameter variance. These three factors would give MORE than enough RNG factor to make it relatively unknown what you are going to jump into even with NPCs involved. Empty grid, few NPCs, few NPCS that batphone for more after locking you down, many NPCs that are industrialist in nature, many NPCs that are extremely hostile in nature, the possibility for all NPCs to batphone for more hostile reinforcements and then on top of that you get a variance of where you land on these grids; right on top of them, hundreds or thousands of kms away, coupled with your systems going haywire for a set time, hurried repairs on modules using paste or a new repair depot as the NPCs start burning at you or you see billions run away and warp off before you can engage them. And you are on your own unless you bring friends and they might have landed a few hundred kms from you or way on the other side and you have to watch your friends diaf while you can do nothing.

And THEN you have player pirates that have braved it ahead of you, that can hide in the system failure noise to probe you down and kill you. Each jump you go out is the same jump back. So the further you go the longer your return trip is. No bookmarks, no local, everything out there wants to kill you and eat your eyes for juju beans.

Anyone brave, or stupid, enough to anchor a citadel would have it be constantly harassed and attacked by NPCs as well as players and because it is "WH space" rules if it dies everything drops to the victor. Me personally Id drop the RF cycles by at least one plus being vulnerable all the time to attack. Lawless death. Total destruction. Id rather see a revamp or addition of a mobile depot to support this rather than a citadel though. Something along the lines of a 2-400mil depot thats incredibly hard to probe out, offers 2 ship tethering and repair and a larger hangar, refit and a 5 ship dockable with repair, hangar spaces and reprocessing and a single manufacturing slot (ammo and disposables plus t1 and meta modules). These would come without RF cycles, defend it or lose it but fairly sturdy shield regen and hps. Or a revamp of the Yurt depot to give something along the lines of these bonuses purely for these reasons and a change to the anchorable sec system value to match along with a significant build price increase.

And like the mobile micro jump unit these small gates would be able to fling you off into regions to make your travel time less but once anchored would be far easier to find by players and allow destruction or deactivation that isnt visible, use at your own risk as itll fling you not to your destination but somewhere.... But would bypass the repair and system failure stage but would use the ships capacitor to power the jump itself. And if broken or disabled the capacitor, regardless of the length of the jump normally, drains fully and flings the ship anywhere within a very wide diameter of the target. Normal ships can refit to a Jump drive unit and take the time to get back, freighters or jump freighters are stranded effectively as they have no module slots and anyone else using the gate gets the same variance and a different destination. This limits what can come and go by ship type from these regions in each sec space. Stranded in space...Danger Will Robinson Danger!!

I want people to get lost, screw up and die in the vast harshness of space. Not just from players but NPCs and effectively the "elements". I got stranded in a WH once and had to pod two characters to get home. I want Eve itself to get people lost and to eat them slowly as clouds, debris, NPCs, rogue drones and system style effects drain and destroy their ship over time as they struggle to find their way home after a failed attempt.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Revis Owen
Krigmakt Elite
Safety.
#9 - 2017-06-01 13:03:46 UTC
Eternus8lux8lucis wrote:
I dont want stable, I dont want farmable


You might get the first, but you'll never get the second. If the ISK is there, players have proven they can figure out how to farm any PvE that CCP comes up with.

This is why CCP needs to reform and remove the nerfs done to PvP over the years. PvE is neither unpredictable nor exciting.

Agent of the New Order http://www.minerbumping.com/p/the-code.html If you do not have a current Mining Permit, please contact me for issuance.

Old Pervert
Perkone
Caldari State
#10 - 2017-06-01 17:30:10 UTC
One thing I read actually resonated with me quite well (in a fond way).

It would be very cool to add diminishing sec status the further away you get from the sun. Makes sense too, considering that the volume of a sphere increases rather dramatically as you increase the radius (and since policing requires resources, it makes it difficult to police the outlying sections).

Totally impossible in Eve, for a myriad of different reasons. But it would be fun to be able to warp out into the deep unknown of a system and engage in a bit of highsec piracy.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#11 - 2017-06-02 09:03:40 UTC
Revis Owen wrote:
Eternus8lux8lucis wrote:
I dont want stable, I dont want farmable


You might get the first, but you'll never get the second. If the ISK is there, players have proven they can figure out how to farm any PvE that CCP comes up with.

This is why CCP needs to reform and remove the nerfs done to PvP over the years. PvE is neither unpredictable nor exciting.

I believe that mathematically randomness can be generated with only a few variables present. At least to any human means of calculations. I enjoy doing math in my head actually. And like the autopilot route generators you quickly see how mathematically things get really difficult even for computers quite quickly the more variables are added. I dont think its impossible just has to do in the ranges of subtley small number variances within the main form.

I know that CCP can, quite actively, change numbers. This active evolution of such things like dps, hps, spawn rates and numbers when done in small number differences can make a HUGE difference. To formulate AI that can change over time would make almost every pve engagement slightly different. Tweaking this to functionally be small but humanely measurable near conscious or conscious changes that arent within the code dumps themselves would facilitate this quite well imo. So you wouldnt kill the exact same Zor over and over again. Again not gross changes but small ones in a few areas would do the trick. Using a shotgun pattern and regression to the mean to force a "resetting" and then variance again from this again would work.

So yeah I disagree with you on this. Its how its coded and done not that it cant be done. Coding static NPCs are always easier, especially from a risk/reward standpoint. But like you said this gets to a very boring farmable content. Variance in nature is a really interesting thing to look at. The sequences and math for say an empty plot of land to grow and develop over time is amazing. Its small subtle changes but a very profound mathematical formula based on some very small variable sets. I believe that for NPCs this can be mimicked quite well. Again like Im sure the devs are aware of it is a balance issue. The difference with nature is the cyclical relation of life and death to create that balance. Too much grass, deer become plentiful and eat it all up till its back to normal, then wolves get plentiful and eat the deer, then the deer population dies down and so do the wolves and they all feed the grass again. This very balancing mechanism in nature is a very unique thing and it happens all around us.

Cheers.Blink

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Suren Scott
Extra-galactic Cooperative
#12 - 2017-06-02 20:02:25 UTC
Using a new prop mod to send a player someplace new is a good idea. What kind of place that is makes or breaks the utility of the system.

People don't plan for every possible encounter, they plan for the worst thing they can handle and find out how often they can take advantage of that before encountering an acceptable loss. If the probability of instablap is higher than the number of times they can profit before taking a loss, people will just not use the system because it's not a sustainable source of income.

Eve depends on conflict drivers that do everything in their power to make players cross paths and contest each others' claims. Going further from the center of a star system just means there's even more space, decreasing the chances two players will fling themselves on-grid of one another, or randomly probe the appropriate area; if you've ever tried to probe someone down in a 200+ AU system, imagine that and make it worse. If anyone can figure out a way to profit in deep space, it would end up being safer than ratting within the system proper. (And again: if people can't develop a methodology for profiting from the system, they won't use it.)