These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Hijacking.

Author
Grand Admiral Simo-Hayha
Vigilante Carebears
#1 - 2013-02-21 01:21:13 UTC
Hello.

I am here to suggest an idea that would change not only the interfacing of EvE, but the gameplay dynamics, economic state, and magnitude of the EvE universe itself. Recently I had a discussion with a small number of players on Tranquility and it was recommended that I submit the following to the forums in the hope it would gain a following and CCP may take an interest in implementing the idea.

Hijacking. Starting with the idea of creating either specialized ships, modules, and/or gear that would allow for the possibility of locking down or disabling critically damaged ships, or ships that would otherwise be destroyed, and 'incompacitating' into a status so that they would be, with specialized gear, "hijacked" and in effect, tractor beamed or 'towed' to a nearby location for reuse or to be exposed to a 'chop shop' type of refining that would allow for the ships to be broken down into their full set of available resources.

These chop shops would allow for players to gain a maximum profit from the ship they stole or allow them to repair or repacking them for personal use. The idea isen't without it's limitations. It was also suggested that there be a set of skills, equipment, or even a modified version of dust, that players would have to form a team, to use.

'infiltrating' the ship would require a specialize module or link that would prevent the ship from all movement while other players 'board' the ship and begin to take it over. Requiring an engine much like DUST or requiring CCP to ressurect the idea of in game avatars manueving through the ship. Using new skills, that would have to disable a self-destruct initiated by the owner of the ship, and use further specialized skills to disable lockout codes implemented by the player before they either eject from the ship and escape, or are killed in combat defending the ship.

This of course, would require a completely revolutionary and unique setup for the assaulting ships themselves, giving way to all ships, or at least certain ones, having the capability of ferrying multiple players/clones on one ship, or more, of certain types.
Limits could be set for players on board these ships, I.E. battlecruisers carry 3, battleships carry 5, and any other advanced types of ships carrying up to an entire squad.

This would require not only cohesion, but trust amongst their fellow players to board the ship for a proper takeover or hijacking. We also discussed, briefly, the possibility of docking clamps, which would leave the pirates ship preoccupied and completely immobile while their compatriots board the ship and execute the take over.

Docking clamps, entering another players ship, and even the ability to 'pacify' the ship would all require a great deal of not only training and coordination, but also a revolution (based off of EvEs already impressive gameplay and graphics from Incarna) that would involve players having the ability to view their ships from the inside at will. To include their cargo bays, interior hulls, and of course their own personal bridge that would be different ship to ship.

Mercenaries would have a new function, as docking crews. EvEs avatar graphics can be used to navigate the ships and view the ships interior as well as space, from their bridge. Dust can be used for on ship combat, during which, pilots would decide to fight or choose flight. These aspects would all be chosen by the player, not manditory. You would be able to not only custom make the interior of your ship with select items. These ideas would not only add more in depth game play, but more realism as well. All these ideas put Incarna back onto the table and would give players an oppertunity to view the world of EvE from a first person perspective.

EvE is risk. Applying these new dynamics would require players to be more choosey about who they allow on board their ships, and would also give everyone a multitude of options for further, more realistic gameplay.

Rescue would be possible. Players, especially in pods, would be able (with the players permission) to enter into their ship and be harbored and/or transported to other locations, to include hijacking operations. Clone transport, human transport of an undetermined number of other players, as well as the probability of crews.

Crews would be useful for additional boosts on the existing ship. CPU, Powergrid, warp drive operation, and even weapons augmentations would be possible with crew members who had aquired new skills and potent neural implants. This feature would not only be useful for military operations, but industrial operations as well, to include, but not limited to, mining. Fundamental operations of the ships would work much like fleet command, except when a ships captain leaves, he can transfer command of the ship to a secondary commander, requring a completely radical overhaul of development in ship dynamics.

These features could give way to new opertunities for EvE players, to include hijacking, mutiny, or even a protocal for mass evacuation, given combat circumstances, possibly even democracy, if the captain gets out of hand.

The economy, which is always a concern in EvE, may not suffer, In fact, it may prosper due to the new game play. No one would be capable of anything i've mentioned above without new forms of training, specialized gear, mods, and links, and it could not and indeed, would not, be a single player operation. So, it would not become so common place as to overshadow the existing economy by impacting it through depletion of the purchase of mods or ships. Indeed, it would open a new market for gear (dust) training, modifications, new ships, and even warfare links. Not to mention customizable personal items for interiors of ships, decals, and personalized or customizable hull interiors. Drawbacks would create economic boosts as well, such as an entire docking bay full of hijackers being killed before they are deployed. More to come.
Grand Admiral Simo-Hayha
Vigilante Carebears
#2 - 2013-02-21 01:31:15 UTC
A specialized crew would be required for these, potentially profitable, operations. Taking, for instance, an Orca or Titan, would require a great deal of effort and would most likely meet in a decent or vast combat operation. The spoils would be, or course, the ship in its entirety. Using interior designs, the player would use the ships own dynamic layout to seek cover, coordinate attacks, and advance to the bridge, where ultimately, commander and crew can be fought for control. Of course there is always the risk of the pilot self destructing the vessel and killing all on board.

Everyone would not be capable of this proceedure and would leave, less experienced players, vulnerable to death or the entire crew vulnerable to destruction, adding an entire new aspect and thrill to gameplay.

The economy, as seems to be a main concern, can and most likely will be bolstered by the spoiles of war awared to those that overcome the adversity and survive the conflict, leading to not only glory and reputation, but further economic gain once those involved are rewarded for efforts put fourth. Chop shops are one idea that come to mine, for say, a Titan that has been taken by an entire squad of pirates. Once again, not everyone is capable of this, and in massive fleet battles would add a design of realism.

It is just a thought, and I hope for feedback, either positive or negative, thank you for reading this thread.

Yours truely.

Simo.
BadAssMcKill
Aliastra
#3 - 2013-02-21 03:57:57 UTC
+1 Would read again