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Rework exploration

Author
Roime
Mea Culpa.
Shadow Cartel
#21 - 2012-11-18 12:10:41 UTC
Oh yes, dynamic events please :)

.

Bump Truck
Doomheim
#22 - 2012-11-18 12:51:33 UTC


How about this as an idea.


Once a day a series of wormholes spawn around the game, in High, Low and Null. They send out a signal so they are visible on the overview and in the ingame map. This is basically a time sensitive dungeon, it lasts exactly 24 hours before the wormholes collapse and anyone who is left inside is trapped and has to podjump their way home.

If you go through one of these wormholes you find a random selection of systems all with random planets in them, alien installations, sleepers, npc fleets roaming from system to system etc.

So in each one you could explore the system and make a map to lead other people/fleets to the good areas. You could bring in a big fleet and chew through NPC's for lootz. You could explore to find the special loot just floating around or sitting in an abandoned base.

OR you could try and solve the daily mega challenge. Meaning, scattered across this system are a load of stations with clues in and pieces of a code, if you explore the whole thing then you can take the code you get and fly to a final base and get some massive loot bonus (I'm talking like 1-2 billion ISK big, but in loot not money so it doesn't introduce new isk to the game) and maybe the second or third people to get there also get something.

This would make it into a sort of wacky races quest rush where every day teams would assemble to explore the system as fast as possible with the hopes of getting the prize, and pirates and griefers could set up cloaked around the installations and ambush them. Big fleets could find the final base and just sit on it blocking others from collecting the loot etc.

The whole system would have to spawn in different TZ's every day and have a decaying value, meaning if you only got in in the 23rd hour there would still be some stuff you could pick up.

It would all be w-space with no local and the anomalies which affect your ship.

Any thoughts?
cBOLTSON
School of Applied Knowledge
Caldari State
#23 - 2012-11-18 13:39:50 UTC
Roime wrote:
Joseph Dreadloch wrote:
- nice ideas -


Supported :)

While I'm basically fine with exploration as it is, I don't read walk-throughs so finding a new site is always somehow exciting. I get my shiny ships blown often by rats when I accidentally spawn the whole site, and I like it that way, risk is lovely, makes rewards much sweeter. I'm not after isk, but I need empire PVE to manage my security status, and I just like exploration for fun.

Biggest issue I have is the lack of lower-rated sites in lowsec and null. New players would have more reasons to go to low, if there would be 3/10s. Generally speaking hisec-exclusive content is bad game design, and having equal value sites in high and low is terrible game design.

Who runs drone sites? I'm not a cherry picker, I run about all sites I find, except I've kinda given up on rogue drones.

Onto some randomish ideas:

Exploration could involve the most basic "take", "put", and "use" actions found in adventure games. Three-key acceleration gates, that first need to be powered up by flicking a switch in another room. You know, move item A to place B to make X happen.

Hacking and analyzing could involve single-use, can-specific scripts, that are found in the same site (for example a random non-named frig) or from other sites or even belt rats. The whole profession module functionality has room for massive improvements that would emphasize user participation. Selecting code sequences/archaeologic findings based on visual clues in a stream of symbols. My explanation might suck, but I'm sure other games have many great examples of "hacking" pseudocode. And hey, why can't we hack anything else than spawn containers- abandoned control towers, secure containers, even force fields :)

Sites with automated sentries with area activation, which require you to manually navigate thru a maze of light beams to avoid triggering sentry fire.

Repping sites, where you would need to find and rescue a stranded spaceship and they would reward you.

Why is everything on the overview? Why not make spawn containers appear there only after you find them- activation by proximity, so you'd first need to visually seek for promising objects?







I would love to see something like this implemented for exploration. Keep the rats to shoot and lovely loot but possible include puzzles, objectives etc.
I would suggest you take that to features and ideas so we can work on the premise. Its just a pity there are (rightly so) higher priorities.

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Remiel Pollard
Aliastra
Gallente Federation
#24 - 2012-11-18 13:41:35 UTC
MINEFIELDS!!!!

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Vincent Athena
Photosynth
#25 - 2012-11-18 15:34:11 UTC
One way to get around the "You can only discover a new thing once" issue is to make discovering it a long process, and to make the new things randomly computer generated in unlimited quantities. For example solar systems:

To discover a new solar system you first build a interstellar scanner that looks for nearby systems that can support a stargate. Then you must build the outgoing stargate. Then a special one use add on to the stargate that allows ships to use it even though there is no stargate at the other end. Finally, the ships that go through must build a stargate at the other end. If you started in high or low sec the NPCs will move in and set up their infrastructure. Null sec is null sec. Total cost: somewhere around 100 billion.

Kuper belt and Oort cloud objects: There are supposedly millions of these around every solar system.

Rogue planets: I saw an estimate that for every star in the galaxy there are 50 planets floating about, not in orbit around a star.

Provisions could be made for players to find these types of objects, and once found they become a permanent part of the game landscape. Someplace to be, someplace to set up industry, someplace to fight over.

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turmajin
The Scope
Gallente Federation
#26 - 2012-11-19 02:50:45 UTC
All nice ideas ,but imo,alot of work to implement,CCP are looking to go as has been mentioned down the Dust/Avatar route.where you will explore bases and stations on foot,facing different hazards as you go,from rouge drones to bio and maybe reamimated corpses from malfuning capsular tech,to solving puzzels to open safes or log on to comps ect. to find your loot /rewardThis i feel is a better direction to go with exploration ,as it adds new dimensions to exsisting gameplay.As you will still have to scan down the site even in a WH fight anyauto-defences before docking /landing,Then face other dangers as you explore with your avatar.Wont come all at once but i expect in the next 3-5 yrs iCCP will be implementing something along these lines.After all WIS is still a CCP goal if atm it is on the back burner.But with more and more Dust intergration,it will come.
Nova Fox
Novafox Shipyards
#27 - 2012-11-19 03:08:38 UTC
How about something a bit more mine craft, cept in space :D

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Tarn Kugisa
Kugisa Dynamics
#28 - 2012-11-19 06:03:50 UTC
IMHO, I love exploration.
It's just there's nothing drawing me to it over grinding anoms all the time. I never tend to find anything good so I give up and grind anoms where I know I have a 99% chance of making ISK.

I'd really like some cool and awesome content in exploration so that I can do something other than the kill rats then kill players cycle.

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

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