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Idea for removing gates

Author
Selissa Shadoe
#1 - 2012-05-16 15:03:42 UTC
What if there were no gates to travel between systems?

Think about it. You would have an inter-system warp drive, like Star Wars (hyperdrive) and Star Trek (warp engines) have.

Systems would still be reachable via the connections they have now but instead of initiating warp at a gate, you could initiate an inter-system warp (transwarp?) from anyway the same way you can warp inside a system now. Instead of toddling on over to this fixed gate in the local area you just GO.

For warping you would select the target system (and point) to go to that is within reach (i.e. connected) to the system you're in, just like now. However, maybe based on a skill (TransWarp Tuning?), you could pinpoint where you want to turn up. Higher levels obviously include the features of lower levels. If you wanted to jump to a random location (scouting?) you could do so.

Untrained: Jump to target system, random location
Level I: Celestial within target system, within 100 km
Level II: (as above) within 50km
Level III: Stations selectable, accuracy is 30km to point selected
Level IV: Celestial, Station or Bookmark within target system, , within 20 km
Level V: Accuracy to within 5km of point chosen (or station docking distance + some random factor?)

What would this mean?

No gate camps and no slow-boating. Before the pirate tears come QQ'ing along, think about it. You can traverse into high-sec much more easily if you're not coming in at a single point of origin. No gate guns. It means faster travel for EVERYONE. Space is then just SPACE, not areas delimited by gates that are placed in an apparent random location around a system. It opens up low and null sec for everyone since I think everyone agrees it's the bottleneck border systems that are a problem for the uptake of those regions by the populous. You're never going to have high-sec population move to low/null while gatecamps are commonplace.

Let me say that again, CCP, so you understand this I hope: You're NEVER going to have high-sec population move to low/null while gatecamps are commonplace.

For implenting it, it wouldn't take much really. The game allows you to initiate a session change within a gate's perimeter, we'd simply make it possible whereever you can already engage your intra-system warp drive already. Targets to travel to could be shown on the overview like gates already are (Maybe default to having a navigation tab on the overview, but configurable just like now)

e.g.

O - System (random)
O - System (Moon I)
...
O - System 2 (CBD Corporation Warehouse - Moon V)
.. etc.

"Whether suicide ganking or doing anything in eve, there are exorbitant amounts of people in the game and on the forums that are complete jerks." - Spikeflach

Vinn Kelsier
State War Academy
Caldari State
#2 - 2012-05-16 15:11:41 UTC
Hello

Let me get this one guys: CYNO! Titan Bridge, Black-Ops Bridge, Jump Freighter. I was going to make a long trolling post about cyno's and the ships that use them but meh, to much effort for a mechanic that already exists.

Vinn
Simi Kusoni
HelloKittyFanclub
#3 - 2012-05-16 16:17:20 UTC
So your solution to people not playing in low sec and null sec, is to make null sec and low sec more like high sec? Erm, no. As the above poster pointed out there are already ships and tactics designed to avoid camps, learn to use them or stay in high sec.

As for your unwarranted assertion that players will not move where the ISK is, I ask you this: why did null sec depopulate after the anomaly nerf?

Furthermore, I have recently noticed an increase in the number of players in wormhole systems, specifically since the incursion nerf. The corresponding drop in nanoribbon prices would seem to support this observation, and I have also seen considerably more people in null, low sec and wormholes mining since the drone region changes.

Whilst my observations can't be confirmed or denied until CCP Diagoras releases some interesting statistics, they certainly do suggest that player's behaviour does in fact adapt to mechanics changes.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Selissa Shadoe
#4 - 2012-05-16 16:55:07 UTC
Vinn Kelsier wrote:
Hello

Let me get this one guys: CYNO! Titan Bridge, Black-Ops Bridge, Jump Freighter. I was going to make a long trolling post about cyno's and the ships that use them but meh, to much effort for a mechanic that already exists.

Vinn


Can you make cynos in high-sec? No.. GTFO and READ what I said before trolling.

"Whether suicide ganking or doing anything in eve, there are exorbitant amounts of people in the game and on the forums that are complete jerks." - Spikeflach

Selissa Shadoe
#5 - 2012-05-16 16:57:33 UTC
Simi Kusoni wrote:
So your solution to people not playing in low sec and null sec, is to make null sec and low sec more like high sec? Erm, no. As the above poster pointed out there are already ships and tactics designed to avoid camps, learn to use them or stay in high sec.


No, I think that EVERYWHERE should be able to move fast. You suck at comprehension.

Simi Kusoni wrote:

As for your unwarranted assertion that players will not move where the ISK is, I ask you this: why did null sec depopulate after the anomaly nerf?


I didn't say that, I said that there are MANY more high-sec residents than low/null and I think gatecamps are to blame for blame for that. It's a sentiment I've seen echoed before that low/null is fine once you're there but getting there is a PITA.

"Whether suicide ganking or doing anything in eve, there are exorbitant amounts of people in the game and on the forums that are complete jerks." - Spikeflach

Simi Kusoni
HelloKittyFanclub
#6 - 2012-05-16 17:15:41 UTC
Selissa Shadoe wrote:
Simi Kusoni wrote:
So your solution to people not playing in low sec and null sec, is to make null sec and low sec more like high sec? Erm, no. As the above poster pointed out there are already ships and tactics designed to avoid camps, learn to use them or stay in high sec.


No, I think that EVERYWHERE should be able to move fast. You suck at comprehension.

Simi Kusoni wrote:

As for your unwarranted assertion that players will not move where the ISK is, I ask you this: why did null sec depopulate after the anomaly nerf?


I didn't say that, I said that there are MANY more high-sec residents than low/null and I think gatecamps are to blame for blame for that. It's a sentiment I've seen echoed before that low/null is fine once you're there but getting there is a PITA.

Your proposal is about killing gate camps, my response highlights why this isn't desirable. You have not addressed those concerns.

As for your claim that your post did not touch on people moving to low/null, the part where you clearly yell in capitals "you're NEVER going to have high sec residents move", seems somewhat contrary to that assertion.

People don't stay away because of the risk of gate camps, they are easily circumvented for anyone who has played more than a week or two, it is simple a matter of reward. Removing gate camps just makes low sec and null sec high sec 2.0.

As for your belief that making Eve smaller is a good idea, quite simply no. No it isn't.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Nikk Narrel
Moonlit Bonsai
#7 - 2012-05-16 17:45:41 UTC
Gate camps are not sacred cows.

That being said, balance must exist. The design of the game created gate camps as both a convenient zone line between systems, and a bottleneck to trap people.

Space is vast, like you said. Teaching people to hunt across wide spaces, however, is difficult. A lot of them need doors to hide behind to have fun.

To enact change like this, probing and hunting in general would need to become more convenient.
Also all ships would need available means to do so, (or be forced to travel with those that could).

Remember, this is a game, and ultimately gameplay needs to be the highest priority.
Simi Kusoni
HelloKittyFanclub
#8 - 2012-05-16 17:53:23 UTC
Nikk Narrel wrote:
Gate camps are not sacred cows.

That being said, balance must exist. The design of the game created gate camps as both a convenient zone line between systems, and a bottleneck to trap people.

Space is vast, like you said. Teaching people to hunt across wide spaces, however, is difficult. A lot of them need doors to hide behind to have fun.

To enact change like this, probing and hunting in general would need to become more convenient.
Also all ships would need available means to do so, (or be forced to travel with those that could).

Remember, this is a game, and ultimately gameplay needs to be the highest priority.

For combat to still occur in sufficient quantities without gates acting as hot spots we would need a complete rework of:

Exploration: Gated sites means little/no risk except when moving from system to system.

Probing: Probes show on directional and are easily spotted and evaded.

Local: Without vulnerable logistics, the only viable method of attack is hunting. Hunting sucks with local in place, expect more AFK cloaking threads.

Logistics: Without gate camping even a T1 untanked hauler could make it from Jita to VFK.

etc.

The list of issues that would arise from killing off gate camping is simply too vast for it to ever really be considered.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Wolodymyr
Breaking Ambitions
#9 - 2012-05-16 18:18:46 UTC
Selissa Shadoe wrote:

Idea for removing gates
More like an idea for removing pvp

There are only a few places you can be sure to find a fight in eve. And giving everyone a free safe spot when they jump in system would make things worse.

This would reduce all fights in eve to jumping belt ratters, and structure shoots.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Nikk Narrel
Moonlit Bonsai
#10 - 2012-05-16 19:36:29 UTC
Simi Kusoni wrote:
Nikk Narrel wrote:
Gate camps are not sacred cows.

That being said, balance must exist. The design of the game created gate camps as both a convenient zone line between systems, and a bottleneck to trap people.

Space is vast, like you said. Teaching people to hunt across wide spaces, however, is difficult. A lot of them need doors to hide behind to have fun.

To enact change like this, probing and hunting in general would need to become more convenient.
Also all ships would need available means to do so, (or be forced to travel with those that could).

Remember, this is a game, and ultimately gameplay needs to be the highest priority.

For combat to still occur in sufficient quantities without gates acting as hot spots we would need a complete rework of:

Exploration: Gated sites means little/no risk except when moving from system to system.

Probing: Probes show on directional and are easily spotted and evaded.

Local: Without vulnerable logistics, the only viable method of attack is hunting. Hunting sucks with local in place, expect more AFK cloaking threads.

Logistics: Without gate camping even a T1 untanked hauler could make it from Jita to VFK.

etc.

The list of issues that would arise from killing off gate camping is simply too vast for it to ever really be considered.

This is correct.

The needed reworks of so many aspects is prohibitive, just to have this false impression of wide open places.

Gameplay needs to win over all.
Tomcio FromFarAway
Singularity's Edge
#11 - 2012-05-16 20:34:14 UTC
Although the idea of removing Stargates is great it is not as simple as it seems OP. It would require introduction of many new features and dealing with many issues.

ArrowScanning/dragging system
ArrowAbility to scan ships during inter-system jumps
ArrowAbility to drag those ships via bubble-like mechanics
ArrowAbility to counteract scanning/dragging via special modules/ships ( jumping with solo freighter would be suicide and using fleeted escorts, which can counteract scanning/dragging would become a necessity ). Of course counteraction would not provide immunity.
ArrowTravel should still take a lot of time ( it would just become less tedious but riskier at the same time - no gate guns and NO CONCORD intervention when you are caught in between systems )
ArrowInitiating this kind of jump would need to take some time ( much longer than initiating intra-system warp ) and on most ships it could be like lighting a cyno ( to certain extent ) so players nearby can see what is going on but they can't warp to you unless they scan you first. Of course it wouldn't apply to covert/exploration vessels.
ArrowAdding fuel usage would also be nice

Then it wouldn't reduce camping but it would make it more dynamic, mobile and interactive, thus - less boring. Travel would become riskier and it would also require cooperation for some ships (escorts), which is a good thing.

Unfortunately it will never happen.
Oh well, one can only dream.
Gibbo3771
AQUILA INC
#12 - 2012-05-17 12:03:14 UTC
Hai,

Dont try and fix what isent broking.

Sincerely,
People with an IQ of 90 and above
Callic Veratar
#13 - 2012-05-17 16:30:37 UTC
From my understanding, gates are necessary at this time because they provide choke points that all pilots must pass through. By removing them and allowing people to jump anywhere in a system, with high enough skill, there's no way to catch anyone, which, while great for the average logistics route, makes space feel alone, isolated, and safe.

I am not opposed to removing gates, I'd like to see new systems in kspace, with no existing gates, where we have to build our own entrances. However, it's a big change that takes out one of the fundamental game mechanics and a basis of the plot.
Selissa Shadoe
#14 - 2012-05-17 18:05:01 UTC
Callic Veratar wrote:
From my understanding, gates are necessary at this time because they provide choke points that all pilots must pass through. By removing them and allowing people to jump anywhere in a system, with high enough skill, there's no way to catch anyone, which, while great for the average logistics route, makes space feel alone, isolated, and safe.

I am not opposed to removing gates, I'd like to see new systems in kspace, with no existing gates, where we have to build our own entrances. However, it's a big change that takes out one of the fundamental game mechanics and a basis of the plot.


Yes, I understand that it seems to go against the grain to suggest anything new on here since the bittervets will jump on it and cry about things changing. I do feel that space SHOULD be big. If people can 'slip past the borders' easily, then more power to them - that works for both sides of the coin. While I agree that it would be a big change it's nice to see someone that isn't so closed-minded.

"Whether suicide ganking or doing anything in eve, there are exorbitant amounts of people in the game and on the forums that are complete jerks." - Spikeflach

Nikk Narrel
Moonlit Bonsai
#15 - 2012-05-17 18:52:14 UTC
Selissa Shadoe wrote:
Callic Veratar wrote:
From my understanding, gates are necessary at this time because they provide choke points that all pilots must pass through. By removing them and allowing people to jump anywhere in a system, with high enough skill, there's no way to catch anyone, which, while great for the average logistics route, makes space feel alone, isolated, and safe.

I am not opposed to removing gates, I'd like to see new systems in kspace, with no existing gates, where we have to build our own entrances. However, it's a big change that takes out one of the fundamental game mechanics and a basis of the plot.


Yes, I understand that it seems to go against the grain to suggest anything new on here since the bittervets will jump on it and cry about things changing. I do feel that space SHOULD be big. If people can 'slip past the borders' easily, then more power to them - that works for both sides of the coin. While I agree that it would be a big change it's nice to see someone that isn't so closed-minded.

You misunderstand.

There are very many logical and realistic ideas flying around, but none of them are worth the effort if they make gameplay dull or pointlessly difficult.

Your idea makes sense from a story telling aspect, yes. But it destroys the structure that promotes pilot interaction and conflict.

Call it artificial if you like, but these choke points to travel keep the mechanics simple enough to be in a game like this.
MortisLegati
School of Applied Knowledge
Caldari State
#16 - 2012-05-18 12:37:27 UTC
I always hear of people getting all hot and bothered about a gatecamp then complaining about never getting any PVP action. I remember back in my tutorial days 6 or so years ago that Aura told me that if I was being gatecamped I should get twice as many of my closest friends together and kick their asses off that gate. Blockage cleared, if not for a short period of time. Consensual PVP occured. Holy crap.

What really astounds me is that people consider gatecamps to be this abominable monster which cannot be defeated. I can understand this in null where a gatecamp could be hiding a cyno, but that also seems to be the risk-averse gameplay people sheep towards. (The aggressor hotdrop pilots never expect the counter-cyno though.) In lowsec, I can't understand people getting so hot and bothered about gatecamps. Right there, at a celestial, there's a group of people with known numbers and power and predictable setups. Counter-gank heaven. You can tackle one or two and feel vindicated for the day at having gotten in a deliciously ironic kill by ganking a ganker.

Even moreso with this argument against people moving to nullsec is just the way people handle other people in nullsec alliances. Most of the time I find that it becomes the burden of the player moving into the space to actually get to the space, [strike]sometimes[/strike] always through contested territory. In response to that situation, suddenly people have something to do; busting gatecamps on the pipe when a new member is about to move into their space. Power in numbers; why not spend the time and effort used to accrue power in other methods on introducing new pilots into the fray (on your side)?

Sometimes I feel people just don't want to play anymore.
Simi Kusoni
HelloKittyFanclub
#17 - 2012-05-18 12:42:41 UTC
MortisLegati wrote:
Even moreso with this argument against people moving to nullsec is just the way people handle other people in nullsec alliances. Most of the time I find that it becomes the burden of the player moving into the space to actually get to the space, [strike]sometimes[/strike] always through contested territory. In response to that situation, suddenly people have something to do; busting gatecamps on the pipe when a new member is about to move into their space.

Let's be honest, that's pretty rare. Most players now will pod their way up, and have their ships moved by jump freighter or a carrier run.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

MortisLegati
School of Applied Knowledge
Caldari State
#18 - 2012-05-18 12:49:40 UTC
Simi Kusoni wrote:
MortisLegati wrote:
Even moreso with this argument against people moving to nullsec is just the way people handle other people in nullsec alliances. Most of the time I find that it becomes the burden of the player moving into the space to actually get to the space, [strike]sometimes[/strike] always through contested territory. In response to that situation, suddenly people have something to do; busting gatecamps on the pipe when a new member is about to move into their space.

Let's be honest, that's pretty rare. Most players now will pod their way up, and have their ships moved by jump freighter or a carrier run.


Podding your way up is a wonderful way to get your ass eaten alive by a flycatcher or its ilk.
Simi Kusoni
HelloKittyFanclub
#19 - 2012-05-18 12:51:55 UTC
MortisLegati wrote:
Simi Kusoni wrote:
MortisLegati wrote:
Even moreso with this argument against people moving to nullsec is just the way people handle other people in nullsec alliances. Most of the time I find that it becomes the burden of the player moving into the space to actually get to the space, [strike]sometimes[/strike] always through contested territory. In response to that situation, suddenly people have something to do; busting gatecamps on the pipe when a new member is about to move into their space.

Let's be honest, that's pretty rare. Most players now will pod their way up, and have their ships moved by jump freighter or a carrier run.


Podding your way up is a wonderful way to get your ass eaten alive by a flycatcher or its ilk.

Podding as in blood jumping.

Move med clone to corp office: self destruct pod.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

MortisLegati
School of Applied Knowledge
Caldari State
#20 - 2012-05-18 13:12:45 UTC
Oh, the immortal bloodjump. I always feel that takes the fun out of things.
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