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CSM views on engagement mechanics

Author
Kyle Myr
Brutor Tribe
Minmatar Republic
#1 - 2012-02-09 21:56:44 UTC
At the end of the day, EVE online is a game driven by player actions, and this makes it a great thing. Many players in EVE enjoy shooting at other players, for whatever reason - revenge, suicide, sheer terror, a good fight, a well cornered target, or to achieve some objective. I'm sure I've missed some reasons.

To generate more of this content, player content can drive some of this, but really, at the end of the day, there are two ways to generate this content.

-Give players a reason to shoot at other players. This is the obvious one, and yet the one which doesn't really make sense, to me, to focus on. Players will shoot each other for any reason, as mentioned above, that sort of encouragement is not the problem. I mention this because if one of the CSM candidates has a novel idea to suggest here, it would be great.

-Give players a reason to risk being shot. This, right here, comes down to the whole idea of motivating possible engagements by giving players a reason to undock in potentially hostile space. There are numerous existing mechanics here, though which actually generate consistent fights seems to vary.

Towers, Sov, ratting, missions, exploration, mining, customs offices, moongoo, sleeper goo, killmails, and plenty of other motivations are reasons to undock, and possibly fight. Yet, not one of these will always generate consistent activity. I'd like to hear the ideas out there for more ways to generate engagements.
ViperLok
Sebiestor Tribe
Minmatar Republic
#2 - 2012-02-09 22:00:10 UTC
Keep in mind, when designing stuff to shoot, that you don't make more structures with timers. More structure shoots are the last thing we need.