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Player Features and Ideas Discussion

 
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Non-scannable locations in space

First post
Author
Nikk Narrel
Moonlit Bonsai
#241 - 2014-01-27 14:37:34 UTC
Debora Tsung wrote:
Dinsdale Pirannha wrote:

Example: I asked on one of the other forums about if the standard grid size can be altered by CCP from system to system. Naturally, the trolls, and eventually, the ISD derailed the thread, without me getting an answer. The reason I asked is because I think the standard grid size we have today is too large for something like this. If the grid in the cloud case extended only 100 km from your ship, or any object you dropped in space, a this point I think it would be a good starting point. If someone can see say, 400 km in any direction (I have seen stations 400 km from my ships), then it gets way too easy to find stuff, and to also see trouble coming, or to find prey. But can CCP code a special size grid inside the cloud while have the traditional size grid outside of the cloud, I have no idea.


I wouldn't try to change the grid size itself.

How about the distance of items shown on the overview was linked directly to sensor strength?

That way both, the big slow battleships with high sensor strength and the very fast frigattes with very low sensor strength could have a place in exploring that D-Cloud.

For Example, once on site, battleships could even be used as some kind of early warning system, while smaller ships clean out the site your gang just found... or something liek that.

Making sensors a factor in sensing things, rather than the much lower priority detail it is now... that would make the trade offs so much more important.

The sensor frigate suddenly becomes the eyes of the group, rather than the pointless tag a long.
Ruskarn Andedare
Lion Investments
#242 - 2014-01-27 14:52:40 UTC
Nikk Narrel wrote:
Debora Tsung wrote:
Dinsdale Pirannha wrote:

Example: I asked on one of the other forums about if the standard grid size can be altered by CCP from system to system. Naturally, the trolls, and eventually, the ISD derailed the thread, without me getting an answer. The reason I asked is because I think the standard grid size we have today is too large for something like this. If the grid in the cloud case extended only 100 km from your ship, or any object you dropped in space, a this point I think it would be a good starting point. If someone can see say, 400 km in any direction (I have seen stations 400 km from my ships), then it gets way too easy to find stuff, and to also see trouble coming, or to find prey. But can CCP code a special size grid inside the cloud while have the traditional size grid outside of the cloud, I have no idea.


I wouldn't try to change the grid size itself.

How about the distance of items shown on the overview was linked directly to sensor strength?

That way both, the big slow battleships with high sensor strength and the very fast frigattes with very low sensor strength could have a place in exploring that D-Cloud.

For Example, once on site, battleships could even be used as some kind of early warning system, while smaller ships clean out the site your gang just found... or something liek that.

Making sensors a factor in sensing things, rather than the much lower priority detail it is now... that would make the trade offs so much more important.

The sensor frigate suddenly becomes the eyes of the group, rather than the pointless tag a long.


A whole new version of scouting, yes!


Rather late to this thread but this, this is what Odyssey should have been about, actual exploration with mysteries to solve.

+1, thanks Dinsdale
SKINE DMZ
The Scope
Gallente Federation
#243 - 2014-01-28 22:32:46 UTC
Needs more attention.

I disagree

Dinsdale Pirannha
Pirannha Corp
#244 - 2014-01-29 00:30:14 UTC
Nikk Narrel wrote:
Debora Tsung wrote:
Dinsdale Pirannha wrote:

Example: I asked on one of the other forums about if the standard grid size can be altered by CCP from system to system. Naturally, the trolls, and eventually, the ISD derailed the thread, without me getting an answer. The reason I asked is because I think the standard grid size we have today is too large for something like this. If the grid in the cloud case extended only 100 km from your ship, or any object you dropped in space, a this point I think it would be a good starting point. If someone can see say, 400 km in any direction (I have seen stations 400 km from my ships), then it gets way too easy to find stuff, and to also see trouble coming, or to find prey. But can CCP code a special size grid inside the cloud while have the traditional size grid outside of the cloud, I have no idea.


I wouldn't try to change the grid size itself.

How about the distance of items shown on the overview was linked directly to sensor strength?

That way both, the big slow battleships with high sensor strength and the very fast frigattes with very low sensor strength could have a place in exploring that D-Cloud.

For Example, once on site, battleships could even be used as some kind of early warning system, while smaller ships clean out the site your gang just found... or something liek that.

Making sensors a factor in sensing things, rather than the much lower priority detail it is now... that would make the trade offs so much more important.

The sensor frigate suddenly becomes the eyes of the group, rather than the pointless tag a long.


I like the idea of aligning sensor strength with overview range, be it stronger strength = longer range, or the inverse of that. Either way has merits.

But the key is the same thing that these ideas run up against: the KISS principle.
How difficult are ANY of these ideas for a CCP coder to handle?

None of us have a real answer to that.
And I just don't know how many resources CCP has to throw at something like this entire concept.
It may take years before we even hear the first inkling of it, if we ever hear anything at all.
Dinsdale Pirannha
Pirannha Corp
#245 - 2014-01-29 00:31:07 UTC
SKINE DMZ wrote:
Needs more attention.


I find it heartening that pirates and PvE'ers alike seem to like the idea.
Sister of Pain
The Scope
Gallente Federation
#246 - 2014-01-29 00:52:19 UTC  |  Edited by: Sister of Pain
I like this idea A LOT. Stick to the purest definition of the word "Explore". No bookmarking for farming, and no indications of what may or may not be in there. Scan probes in, and scan probes to get out. 5000km is pretty small for a fast explo ship. Make the area giant, and take it off the normal 'disk'.

Put things in these areas that are worth finding, and make them hard to scan out. Good sites that have decent drops, rare ore and ice belts, oddball (read ancient) structures that you need to navigate thru that may or may not have something worth putting in your cargo. If a combat type site, then ramp up the rats(new and scary rats, not the usual one shot wonders) according to the ships that are brought in. (a scanner, a bc and a bs walk into a bar sort of thing.)

Think about killing combat probes in these areas to make any intervention between two or more ships totally by chance. (That could be interesting.) Think about taking the security down a couple notches from the surrounding system. (.3 in a .5)

Most importantly, give it the true feel of isolation. Some people like this from time to time. Make it so you WILL need to use the tools and skills you have at hand to save yourself. No clicking the sun and spamming warpto, etc. You want out, get yourself out. Either with your ship and goodies, or by pod express.

Pain is inevitable, but the suffering is optional.

This is possibly one of the worst threads in the history of these forums.  Locked. - CCP Falcon

Abdul 'aleem
Sumiko Yoshida Corporation
#247 - 2014-01-29 06:36:13 UTC
+1 OP

I like the idea.

The ability for everyone and their allies to legally counter-gank mission invaders... yes please. Add a Suspect Flag for Mission Invasion

Click "like" in the original post to support it.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#248 - 2014-01-30 01:24:29 UTC  |  Edited by: epicurus ataraxia
I actually think the idea of LIMITED farming of these systems could actually work.

Back to the original post there was an example of explorers in the deep forest at the beginning of the 20th century.
Often apart from hunting game, these explorers sought out ancient tombs, gold and other precious minerals.

They didn't just load up their backpack and come home.

They made maps, and they came back and either fitted for an expedition or they sold the map to another to exploit.

We should be able to make bookmarks and routes to these hidden gems, and they should persist long enough to plunder. Maybe even for a few days, Different sites different timers. But Once gone they are gone forever.

Of course others can also find these prizes and wait with other intentions..............

Once a book mark trail is made then one should be able to return reasonably swiftly.

But the finding is slow and full of risk and challenges, Real exploring. Just that the dangers can be avoided next time, just like the explorers of old did.

Instead of mountain passes there will be asteroids and sleepers and other challenges to map a way through. But even the sleepers guard treasure, and is there better beyond them? What portal are they guarding?
Those hunting you also have to pass them, Hard challenges for those who wish to prey on you Too , no easy kills....

Keep it simple, the original post is superb, and lots of good ideas since, The mechanic can actually be incredibly simple, due to the disruption effects and the limited intelligence provided by the space, It limits exploitation due to the changing nature of un-bookmarked areas. Of course others have to explore from scratch. PVP will find it's own way to happen, it always does.

Mapping a way through is the core of what will make this work rather than just getting lost for it's own sake.

let the discovery of Dinsdale's new space commence.

There is one EvE. Many people. Many lifestyles. WE are EvE

Ryann Padecain
Doomheim
#249 - 2014-01-31 14:21:15 UTC
tops idea
Dinsdale Pirannha
Pirannha Corp
#250 - 2014-01-31 14:44:15 UTC
epicurus ataraxia wrote:
I actually think the idea of LIMITED farming of these systems could actually work.

Back to the original post there was an example of explorers in the deep forest at the beginning of the 20th century.
Often apart from hunting game, these explorers sought out ancient tombs, gold and other precious minerals.

They didn't just load up their backpack and come home.

They made maps, and they came back and either fitted for an expedition or they sold the map to another to exploit.

We should be able to make bookmarks and routes to these hidden gems, and they should persist long enough to plunder. Maybe even for a few days, Different sites different timers. But Once gone they are gone forever.

Of course others can also find these prizes and wait with other intentions..............

Once a book mark trail is made then one should be able to return reasonably swiftly.

But the finding is slow and full of risk and challenges, Real exploring. Just that the dangers can be avoided next time, just like the explorers of old did.


Yes, no doubt folks will have to develop methods of coming back to what they find.
Someone much earlier suggested that a new profession as a "pathfinder" may grow organically out of such an area.

And yes, as you said, the key is simplicity.
No new modules to make life easier.
No new deployables with an "I-WIN" button.

The allure of such an area must be the difficulty level and danger, balanced with the potential wealth, just like wormholes were when they were new. The biggest difference I see between wh life and this the mechanic that randomizes the PvE situations. In a C5 or C6, there are manuals describing every single PvE scenario you will come across. In my idea, because of the vast smorgasboard of potential sites, you cannot roll in with specialized ships and fits.

You have to search, prepare, and think, a lot more.
STush T
House of Tuachair
#251 - 2014-01-31 16:18:59 UTC
Wormholes degrade with time and use, so there is a mechanic already, time degradation.
With that in mind, how about, you can bookmark locations, but the more time that passes, the further away from that bookmark you will land.

I imagine it would work something like this, "pathfinder" (small fast frigate) explores the nebula, finds something interesting. Bookmarks it, warps out and back to station to reship. But since it took him a (insert an amount of time) to reship and warp back to bookmark, due to cloud shifts, the closest he can warp to bookmark is (insert range to be decided with testing). Combine that with random warp in points (anywhere within a sphere with a radius of [insert range] from the bookmark), and low visibility (reduced overview), and i think hat would take care of it being farmed.
Nikk Narrel
Moonlit Bonsai
#252 - 2014-01-31 16:38:18 UTC
From simplicity arises greatness.

In my opinion, the best solution to this would be denial of bookmarking ability outside the existing system sphere.
Not just bookmarks inside the area, the ability to use bookmarks at all when in the cloud.

The Reason: Bookmarks rely on a grid and coordinate system, which require specific points of reference.
These points of reference are simply not available beyond the established system boundaries, nor can they be utilized within a cloud that obscures needed telemetry.

Therefore, while you would be able to place bookmarks outside the boundary of this cloud's border, that will be the last truly known point of reference players would have upon entering the system.
They would only be able to proceed from one sensor beacon / waypoint to the next, afterwards, until they again exited the Dinsdale Cloud and could reestablish the reference points.

Like a blindfolded player trying to pin the tale on the donkey, or strike a pinata, they must guess and hope they are on the right track.
Grayland Aubaris
Aliastra
Gallente Federation
#253 - 2014-01-31 16:44:34 UTC
Nikk Narrel wrote:
From simplicity arises greatness.

In my opinion, the best solution to this would be denial of bookmarking ability outside the existing system sphere.
Not just bookmarks inside the area, the ability to use bookmarks at all when in the cloud.

The Reason: Bookmarks rely on a grid and coordinate system, which require specific points of reference.
These points of reference are simply not available beyond the established system boundaries, nor can they be utilized within a cloud that obscures needed telemetry.

Therefore, while you would be able to place bookmarks outside the boundary of this cloud's border, that will be the last truly known point of reference players would have upon entering the system.
They would only be able to proceed from one sensor beacon / waypoint to the next, afterwards, until they again exited the Dinsdale Cloud and could reestablish the reference points.

Like a blindfolded player trying to pin the tale on the donkey, or strike a pinata, they must guess and hope they are on the right track.


I reckon that the best way would be - deny bookmarks, allow the dropping of 'beacons' - these beacons drift over time and eventually degrade then vanish.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#254 - 2014-01-31 17:17:35 UTC
My take on this was to allow bookmarks but only when save location is on another vessel in your fleet. If that vessel leaves the cloud you lose the bookmarks associated with it.

This would be implemented (in game terms) by sharing absolute co-ordinates as reference points. You would point at the target vessel, then calculate an x-y-z point based on it's current location and then warp to there. Without the pathfinders travel log you can't back-track to where it has been.

In code terms these are standard save points but tied to the vessel they are created on. If it leaves the area the save points are removed.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#255 - 2014-02-06 10:04:00 UTC  |  Edited by: Corraidhin Farsaidh
Another quick thought I had on this:

Comms are difficult into and out of the cloud...how about if you are podded inside you will lose any sp accrued during your stay in the cloud.. There could be a (sentience ejection pod) module to counter this, but that would then take up a precious fitting slot on the chance you will be podded, and would auto-pod you to make sure you get out with your SP intact (shiny pod kill mail for the aggressor, saved SP points for the victim.

The risk of losing SP introduces real risk to the region, meaning you either fit the safety pod and risk nasty killmails, take the risk and possibly lose SP, or manage your time inside with regular exits from the cloud to 'bank' SP, thus impeding your exploration efficiency.
Zappity
New Eden Tank Testing Services
#256 - 2014-02-06 11:50:43 UTC
Bump for a collection of good ideas. Just what Odyssey should have been.

The main thing this thread is missing is a blue tag.

Zappity's Adventures for a taste of lowsec and nullsec.

Schmata Bastanold
In Boobiez We Trust
#257 - 2014-02-06 12:00:18 UTC
I prefer to not see anything from devs than read another "we would like to but :legacy code:" note.

Invalid signature format

Debora Tsung
Perkone
Caldari State
#258 - 2014-02-06 12:23:01 UTC  |  Edited by: Debora Tsung
Actually I just thought that concept could be expanded to planetary rings.

Those things already are huge, thousands of km wide, not quite as deep but still enough.

You could fly to a planetary ring, with your mining barge fly around at the fringes and well, mine stuff and if you really want to be the brave explorer you could always "dive" into the ring, were the light of the local star can't quite reach you because of all the dust and debris and asteroids drifting around, were you can't warp out because of all the interference.

That way getting into and out of the area would still be quite the piece of work but at the same you can discern a general direction for the fastest way out as the ring would not be as deep as it is wide.

And (I really like that part) it wouldn't just vanish after a few days, you could actually stay in there, there could be small structures that a player would attach to an asteroid (of sufficient size), to further mask it's signature and create a little base of operations and if you want to bring your corp mates those could attach/anchor their own structures to asteroids nearby (yes I know, space city cliché)...

For some reason that picture won't leave my head, you're there with your little manticore or even Astero exploring the ring, the light is all diffuse and yellowish because of all the dirt and dust in the area, you navigate around a particular large asteroid when suddenly you stumble about something that almost resembles a little capsuleer city, haulers slowboating around between all those little micro bases, micro production facilities are active, producing ammo, ships and whatnot else for the local market and you look around a little bit and notice their capsuleer made jumpgate as it flashes and a few cruisers and maybe even battleships arrive on grid, returning from some roam or some anomaly to repair and restock on ammo.

The base had been well hidden, away from the main entry routes and the most ore ich areas, surrounded by enough sensor impairing debris and every structure attached to a bigger asteroid to mask its signature, you only found it by accident. Jackpot! Pirate

Now it's only a matter of bringing your buddies, and enough of them, to get what you want from them. But they'll have guards (no not THE guard), it's a concorde free zone after all, no one to interfere, no one between you and them...


EDIT: Grrr, now I can't stop thinking about that and how cool it would be. Thank you very much Dinsdale. X

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Dinsdale Pirannha
Pirannha Corp
#259 - 2014-02-06 14:20:20 UTC
Schmata Bastanold wrote:
I prefer to not see anything from devs than read another "we would like to but :legacy code:" note.


I have it on good authority that this concept was presented at the CSM.
Where it goes after this, is anyone's guess.

The general thought conveyed to me was that bits of the idea may be folded into some other idea already on the table.
That is typically how things like this work.

I would not expect this concept to show up as a whole, independent mechanism.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#260 - 2014-02-06 14:23:06 UTC
Any of the more agreed upon ideas presented would be good additions to the exploration aspects of Eve I think, and the better rounded the ideas the more likely to be considered. This has definately been one of the better threads here with people actually trying to be constructive rather than just shoot ideas down!