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Player Features and Ideas Discussion

 
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Non-scannable locations in space

First post
Author
Debora Tsung
Perkone
Caldari State
#81 - 2014-01-09 15:00:17 UTC
Kagura Nikon wrote:

But probably the devs handlign server performance might not like it.

The general concept it good. PRoblem is how ccp can implement it without costign too much to be worth doing.


Lets not spoil visions of awesome and win with petty concerns about performance.

Where there's a will, there's a way. Big smile

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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#82 - 2014-01-09 15:01:47 UTC
I don't think it would need too much clutter to be a pain, the standard debris fields we have already in some missions would be fine if the goal object was in the middle of it...also not all sites would have it meaning explorers have to choose whether to go for the awkward to get goodies they have found or go look for easier pickings...
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#83 - 2014-01-09 15:03:45 UTC
Debora Tsung wrote:
Kagura Nikon wrote:

But probably the devs handlign server performance might not like it.

The general concept it good. PRoblem is how ccp can implement it without costign too much to be worth doing.


Lets not spoil visions of awesome and win with petty concerns about performance.

Where there's a will, there's a way. Big smile


Capsuleer's will: I hereby leave all of my worldly goods, chattels, and stipends to me...again...
Dinsdale Pirannha
Pirannha Corp
#84 - 2014-01-09 15:10:55 UTC
Debora Tsung wrote:
Kagura Nikon wrote:

But probably the devs handlign server performance might not like it.

The general concept it good. PRoblem is how ccp can implement it without costign too much to be worth doing.


Lets not spoil visions of awesome and win with petty concerns about performance.

Where there's a will, there's a way. Big smile


One of the CSM's has told me he is trying to get some momentum behind the concept.
That is as much as anyone can ask, or expect, from the CSM regarding pushing a new concept to CCP.

It CCP likes the idea, and thinks it can be done, and fits within their vision of Eve, it will happen.
If they don't, the only way we will know CCP rejected the idea is from summit notes, or if we are really lucky, CCP actually addresses a thread. But I don't think anyone should hold out great hope for any kind of immediate response and action.

Just let the wheels turn, and let's see what happens.
Nikk Narrel
Moonlit Bonsai
#85 - 2014-01-09 15:27:50 UTC
Debora Tsung wrote:
...Dinsdale Phenomenon cloud.

I think that should be the official name.
It feels right.

Kagura Nikon wrote:
Corraidhin Farsaidh wrote:
I like the idea of clutter around the area, that would make *everyone* much more careful about how they approach the area and is an already existing mechanic, no coding required.



But probably the devs handlign server performance might not like it.

The general concept it good. PRoblem is how ccp can implement it without costign too much to be worth doing.

I think CCP can worry about server load.

They are a creative bunch, and know a few tricks to make things happen.
Silvetica Dian
Imperial Shipment
Amarr Empire
#86 - 2014-01-09 15:29:53 UTC
could i suggest that dscan does work but only to about 500km so that you can get direction to friends /foes if you are very close but not accross the whole thing. would add to your cat and mouse thing.
otherwise i see no problems.
evading concord by flying in = exploit.
no concord spawning inside and no suspect or criminal flags gained inside either.
limited engagement timers as normal.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Deacon Abox
Black Eagle5
#87 - 2014-01-09 15:56:10 UTC
I'm not sure anything should be anchorable in these. The ships coordinate systems being affected for one reason. Maybe some new deployable that anchors to your ship via a tractor and follows around with your ship.

The idea of being able to warp to fleet mates inside would break this I think (some miner guy suggested it). It should be something a group of miners enter together (in the faster beefier barges and haulers, can't remember the names) and with some repairing ships and dps support. Trully group play with varied roles to perform. And the idea of breadcrumb jet cans is fine as long as your realize the currents can shift (or npc or pc minotaurs notice and consume/destroy them).

These thing must move as a whole. So that they don't become like being in a wormhole without a scanner and bookmarks. Eventually if you sit in one place long enough your ship will plop out. I suppose normal log off mechanics could work. So that would be an option (with whatever timer makes sense) if you get rl agro or simply get tired of whatever pursuit you entered the thing with. That way you could log off and then come back the next night or few hours and find yourself outside of the thing.

Along the lines of effects a la wormholes, have some of these or some areas within these disable all mwds but not abs, cause heat damage to these mods, or ignite the surrounding cloud to do aoe damage (server load problems?).

Of course the coding for all this sounds rather complex. And I'm concerned about the client side lag from gas cloud visuals (or was that fixed recently?). Anyway, this idea has endless possibilities, and does not appear to be farmable. Or only "farmable" in the sense that you would need humans at computers. Because any group of entrants is not assured of any strategic advantage no matter what they entered with. E.g. the intys/hacs with mwds finding them disabled unpredictably and suddenly those tech I ab frigates or cruisers are looking rather good, etc.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#88 - 2014-01-09 16:28:14 UTC
Deacon Abox wrote:


...snip...

The idea of being able to warp to fleet mates inside would break this I think (some miner guy suggested it).



I feel oddly sullied being labeled a miner guy...I only do it a bit now :D

My point was that not being able to warp at all would be impractical as to travel even 1000Km at 100m/s (for simple maths) would take 10x1000 seconds to get there. That's about 2 hrs 45 mins, then you would have to slow boat back out again...only way this would work with new ore deposits containing high-end ore, very small but isk dense so you would take a frig/dessie/cruiser fitted with miners which may actually be better as it would make the mining side much more dynamic which fits better with the explo idea.

Mining the 'belt' in this instance would be more like a group of leafcutter ants taking a chunk and running back with it along the pathfinders route.
Scuzzy Logic
Space Spuds
#89 - 2014-01-09 16:47:49 UTC
+1, I love everything exploration-related that doesn't include loot spew.
Legion40k
School of Applied Knowledge
Caldari State
#90 - 2014-01-09 16:48:18 UTC
some mining ships can go fast xD

weeeeeeeeeeeeeeeeeeeee
Gnadolin
Space Pioneers
#91 - 2014-01-09 18:22:31 UTC
Ever watched the Odyssee trailer and thought: looks awesome, but doesnt look like Eve?
Here is your answer.
This is exactly what Odyssee should have been.
Although there should be a way to get Caps in, other then slowboating. Maybe capturable cyno beacons. To support operations in the null zone with approquiate ships, imagine a Rorqual using its other bonuses outside of a forcefield. Or blasting Pirate Fortresses, wich are equipped to actually are a threat to Dreadnoughts.
With this in mind, think of capital prop-mods.
Twikki
The Rusty Muskets
#92 - 2014-01-09 18:44:13 UTC
+1 great idea

rely purely on ship scanner for direction and distance, to any given site or ship within the area
no probes
no warping
no cloaks
no mirco jump drive
no cyno's of any kind

As for the comment by one of the csm's, i think combat within these should be treated like null anything goes. therefore upon leaving no concord action however still keep an aggression timer so you can still engage if the battle leaves the sphere
Deacon Abox
Black Eagle5
#93 - 2014-01-09 18:44:30 UTC
I'm fine with caps being impractical for these due to lack of prop mods. Caps have plenty of areas of the game to reign supreme in. In a way caps sorta ruin wormholes for me. I play in FW and cap use is rather limited. Subcaps are way more fun imo.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#94 - 2014-01-09 20:37:06 UTC
I like the idea of these regions being for smaller faster ships also...fits with the whole direction of Rubicon and exploration. Should be all the more dynamic for it.
Travasty Space
Pilots of Epic
#95 - 2014-01-10 02:07:51 UTC
I like the idea that once inside to can warp to fleet mates but due to the cloud you land at a random location, maybe the further you have to warp the greater the distance/chance of landing away from your fleet mates.
Dinsdale Pirannha
Pirannha Corp
#96 - 2014-01-10 07:14:33 UTC
Gnadolin wrote:
Ever watched the Odyssee trailer and thought: looks awesome, but doesnt look like Eve?
Here is your answer.
This is exactly what Odyssee should have been.
Although there should be a way to get Caps in, other then slowboating. Maybe capturable cyno beacons. To support operations in the null zone with approquiate ships, imagine a Rorqual using its other bonuses outside of a forcefield. Or blasting Pirate Fortresses, wich are equipped to actually are a threat to Dreadnoughts.
With this in mind, think of capital prop-mods.


Yeah, moving caps is problematic, at best.

And for a PvP perspective, if you are hiding a fleet, at first glance, it is a huge waste of space to have the fleet hanging on the periphery of the cloud. But looking at it from the other side of the equation, I think that adding creating cap prop mods is getting into dangerous territory, as then we are adding modules to the game that may unbalance the normal space that exists today.

I think that in my opinion, I am cycling back to some kind of warp mechanism, but with a risk factor built in, where if you decide to warp/jump to a fleet mate/cyno, there is a percentage chance you end up some distance from your destination.

I think the key to something like a zone like this is NOT to add new modules to the game, but to limit / remove specific game mechanisms that exist today. Simplicity is the key. Reuse existing sites, minimize the use of new modules or mechanisms (other than randomizing some things).

Keep it is a simple as possible.
Now that being said, beefing up Sleepers or Sanshas to capital class status as you suggested is reasonable, though the capital escalation Sleeper BS spawns are pretty potent as is.

Now, as stated before, I thing the list of potential encounters in such a zone should be myriad, so no one can game the system. Maybe you find a belt of ore guarded by Sleeper class BS's. 1000 km away, you run across some Sansha 10/10.
500 km from that, maybe a quiet pocket of CFC Nyx's waiting for a jump command, and unknownst to each other, an N3 Slowcat fleet at the other of the zone. Next time someone enters the same size cloud they find in high sec, they run into Guristas and Angel NPC's and The United, camping some lucrative site, waiting for prey.

No one should be able to say, "OK, this fleet comp/ fits will win the day today", because you have no clue what is in there, until it is thoroughly explored, and that should be damn difficult.

The biggest trick is the balance to attracting enough PvE'ers (prey) so the predators will also be interested. That ventures into the expected ISK / hour, and I am steering way clear of that discussion. I hate the term "risk / reward", but in a zone like this, it is truly appropriate.
Anthar Thebess
#97 - 2014-01-10 10:35:08 UTC
Good and fun idea that can bring some new stuff to the game.
Let say that you have your enemy on the overview only when it is on the same grid.

Create big gas cloud ... where you can find gas spots spawning.
Endless ice belt ... where you can find all types of ice / asteroid rocks.

Add there possibility to anchor POS - yes POS ! on some locations.
( or conquerable structures - aka stations with 1 ref timer?)

Make it unable to warp inside this field , jump in etc ( in both directions).
No ability to put cyno there.

2h of flight for a ceptor...

1 this kind of "system" in every NPC Nullsec space :)


First find spots for this poses , THEN supply them , when you have to escort your indy for 2hours to get some of the supplies.


Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#98 - 2014-01-10 11:22:04 UTC  |  Edited by: Corraidhin Farsaidh
I think the OP envisioned these as temporary regions so a POS wouldn't be much use or anchorable here. Large ice belts/ore belts would be against the idea of exploring the unknown I think.

I initially thought I'd like to be able to warp to fleet mates but that was because of using miners, if high density expensive ore or compounds like fullerenes etc were here instead then a mining barge won't be necessary. Then I swung back to being able to warp to mates as the region would be size constrained if warps can't be used.

I find myself leaning towards this being an area that strips things down to raw basic exploration. You want to search it? then you'd better have a solid search plan to quarter the area, and be patient. It would be a null like free-for all as the disruption to sensor and warp would also stop CONCORD knowing what the hell is going on inside.

Cloaks should still work, but an 'unknown' response should flicker in and out of the overview when in the same grid.. Imagine the paranoia that would induce :]

For the region to be large enough there may need to be an outer sphere of warp disruption that you have to traverse under 'normal' power and then have stable warp space but with internal warp disruption regions of 1-3000Km around the objects of interest. This would mean you need to be patient to find the goodies but can set warp to points for re-group. This would also mean the space would not get over-congested too rapidly and could lead for some very funny moments when two fleets hit the same warp stable spot on their way around.

I see these being like automated (in game generation terms) events where it's a free for all. It would be a little pocket of null space popping up anywhere in new eden...and would also be the perfect place for semi-permanent defended ghost sites to pop up too (No self destruct, but tough rats defending).

I definitely think that any capital ship should be impractical here, these regions should require speed, benefit from co-operation, and require skill to reap the rewards. Besides...the more small ships flitting around in there, the more chance of sudden surprises...
Debora Tsung
Perkone
Caldari State
#99 - 2014-01-10 11:40:32 UTC
Corraidhin Farsaidh wrote:


Cloaks should still work, but an 'unknown' response should flicker in and out of the overview when in the same grid.. Imagine the paranoia that would induce :]


The more I think about that the more I like it. ^^

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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#100 - 2014-01-10 12:00:11 UTC
I was careful how I put this idea. I am not against afk cloaking, perfectly valid tactic, but in these regions I think that nothing should be without risk. The 'unknown' return on the overview should not have a range either since the sensors can't lock, they just know *something* is there'

Imagine how spooked people would become seeing a flicker on the overview, then you could have WWII anti-sub tactics come into play to try to hunt and de-cloak the unknown. This would become a mini-game in itself except with real pilots trying to outwit each other. Hunting the cloak guy to keep him away from the can would also give the support guys something to do whilst the hacker cracks any cans.

Maybe cans should be invisible to sensors unless you get within say 250Km of them. This would allow for fleets to set up a defensive cordon, but also for others to see from player behavior (which of course could be a decoy) where objects of interest are.