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LEGIT ideas to improve wormhole space

First post
Author
Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#21 - 2014-02-22 01:23:01 UTC
dan skirata wrote:
Allna wrote:
dan skirata wrote:
A sort of trading post structure that can be anchored off a moon, allowing people to set up buy and sell orders in wormhole space. Every time someone comes into your system you don't have to kill themSmile It would add a more interesting economic lifestyle to wormhole space, and could possibly enable some wormholers to not visit HS as often for logistics.


I'm really confused about the highlighted/underlined part.


Assuming you are asking seriously, from my experiences so far in wormholes when someone enters the system you are in people either POS up or go on a hunt to find them and kill them. If people set up trading posts, there would be more of a reason to become more friendly with random people who appear in system.


Define... "friendly"

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Dmitry Wizard
Hard Knocks Inc.
Hard Knocks Citizens
#22 - 2014-02-22 01:23:40 UTC
with as much hate as i will receive for saying this... I am also in favor of DESTROYABLE (you can actually kill this) outposts in wormholes. stations that can be destroyed. I want the Small gang feel of wormholes but i also want the freedom an outpost gives you when it comes to corp roles and hangers (also im lazy and no one in my corp likes to fuel their pos on a regular basis) a "mini-outpost" that costs about 15 billion isk and takes 4-6 hours to anchor. all the same skills apply to anchor can only be brought in with a freighter or jump freighter. two timers within 24 hours shield and armor.

let the hate begin

"Wormhole corps are like a bunch of homeschooled kids"

Allna
Aim High
#23 - 2014-02-22 01:28:22 UTC
dan skirata wrote:
Allna wrote:
dan skirata wrote:
A sort of trading post structure that can be anchored off a moon, allowing people to set up buy and sell orders in wormhole space. Every time someone comes into your system you don't have to kill themSmile It would add a more interesting economic lifestyle to wormhole space, and could possibly enable some wormholers to not visit HS as often for logistics.


I'm really confused about the highlighted/underlined part.


Assuming you are asking seriously, from my experiences so far in wormholes when someone enters the system you are in people either POS up or go on a hunt to find them and kill them. If people set up trading posts, there would be more of a reason to become more friendly with random people who appear in system.


Sorry I didn't mean to troll, I had more to the post but then someone walked into the room and distracted me and accidentally posted.

I meant to follow it up with that I like the idea as long as it would follow typical standard ideas about structures, ie, they are attackable and destroyable (like a POCO I suppose). Thing is, what happens to the stuff inside if it gets blown up? Its lost (or looted), so people would have a hard time committing to using it for sell orders, for fear of losing all their stuff.

I think its a neat idea, we could certainly make use of something like that..

That said, I'm a complete moron as well, and didn't look at your corp ticker until I was half done typing this. hiiii!!!!!!

dan skirata
Hedion University
Amarr Empire
#24 - 2014-02-22 01:29:24 UTC
Dmitry Wizard wrote:
with as much hate as i will receive for saying this... I am also in favor of DESTROYABLE (you can actually kill this) outposts in wormholes. stations that can be destroyed. I want the Small gang feel of wormholes but i also want the freedom an outpost gives you when it comes to corp roles and hangers (also im lazy and no one in my corp likes to fuel their pos on a regular basis) a "mini-outpost" that costs about 15 billion isk and takes 4-6 hours to anchor. all the same skills apply to anchor can only be brought in with a freighter or jump freighter. two timers within 24 hours shield and armor.

let the hate begin


No hate. As long as it's destroyable (not like null where it transfers when brought to 0)

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Dmitry Wizard
Hard Knocks Inc.
Hard Knocks Citizens
#25 - 2014-02-22 01:31:45 UTC
dan skirata wrote:
Dmitry Wizard wrote:
with as much hate as i will receive for saying this... I am also in favor of DESTROYABLE (you can actually kill this) outposts in wormholes. stations that can be destroyed. I want the Small gang feel of wormholes but i also want the freedom an outpost gives you when it comes to corp roles and hangers (also im lazy and no one in my corp likes to fuel their pos on a regular basis) a "mini-outpost" that costs about 15 billion isk and takes 4-6 hours to anchor. all the same skills apply to anchor can only be brought in with a freighter or jump freighter. two timers within 24 hours shield and armor.

let the hate begin


No hate. As long as it's destroyable (not like null where it transfers when brought to 0)


NO FLIPPING only death and a killmail and phat lewtz

"Wormhole corps are like a bunch of homeschooled kids"

dan skirata
Hedion University
Amarr Empire
#26 - 2014-02-22 01:38:04 UTC
Dmitry Wizard wrote:
dan skirata wrote:
Dmitry Wizard wrote:
with as much hate as i will receive for saying this... I am also in favor of DESTROYABLE (you can actually kill this) outposts in wormholes. stations that can be destroyed. I want the Small gang feel of wormholes but i also want the freedom an outpost gives you when it comes to corp roles and hangers (also im lazy and no one in my corp likes to fuel their pos on a regular basis) a "mini-outpost" that costs about 15 billion isk and takes 4-6 hours to anchor. all the same skills apply to anchor can only be brought in with a freighter or jump freighter. two timers within 24 hours shield and armor.

let the hate begin


No hate. As long as it's destroyable (not like null where it transfers when brought to 0)


NO FLIPPING only death and a killmail and phat lewtz


Exactly.

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Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#27 - 2014-02-22 01:39:30 UTC
While they are at it, make the null one's destructible too.


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Dmitry Wizard
Hard Knocks Inc.
Hard Knocks Citizens
#28 - 2014-02-22 01:42:46 UTC
im ok with leaving their stations flippable. it works for the mechanics out there. but giving us our own sense of an "Empire" in our space is nice. I know they never expected wormholes to become populated but it is and they know have to think about that. it is inconvenient to live out of a pos. its manageable we do it fine. but having a sort of out post would make our lives just a bit more easy and let ceo's do some cool things with roles and hangers that we cant do right now

"Wormhole corps are like a bunch of homeschooled kids"

The Cue
Pator Tech School
Minmatar Republic
#29 - 2014-02-22 02:53:05 UTC
(C4 resident checking in)

I'd agree that POS fixes are one of the more desirable things for w-space. A Personal Ship Maintenance Array would be the top of the list for me, and honestly, I think that alone would go a really long way.

I also like the idea of a dual static on C4s, so long as it's just a dual w-space static, and preferably ones that don't match(aka, no C4w/C4&C4) Maybe one is always C4-C6 and one is always C1-C3. That said, having recently moved into the C4 I'm currently in, I'm pretty shocked at the activity we find in our chain. C4 space is not as dead as it used to be, in fact it seems to be more active than C2 or C3 space in my experience.

Black holes are an interesting question to answer, I think just changing the effect to something else would do plenty, maybe the opposite of a cataclysmic? It'd make for an interesting hole to say the least, I'm not sure how that would change PvP though, as having extremely powerful local tanks might make for some very unbalanced dread usage.

Another something that forces people out of their POS more often would be nice as well, especially in the low class wormholes. Structures with low HP and short RF timers(1-2 hours)? Motivate people to put them out and to knock them down with ISK? Something along those lines. I suppose there'd need to be some function to protect them when no one is online. I like the idea of some kind of conflict driver beyond invasion and :gudfites: in wormholes.

Overall, I think W-space is in a very good state. So long as mass limits aren't changed, I don't think there's a whole lot CCP could do that would remove the small gang effect that wormholes have always had.
Winthorp
#30 - 2014-02-22 04:04:06 UTC  |  Edited by: Winthorp
I feel the best way to improve WH space is to have it grow in all areas of WH space. My personal opinion for growth in all areas to occur it must first occur in low class WH's. Growth in C1>4's will lead to players wanting to change their Wh class eventually and seek out C5/C6 life either on their own or with existing large corps.

Now for my background as this toon only shows my C5/C5 history i grew up in low class WH's, firstly a C2 C1/HS then a C3 HS and a C2 C3/HS before i moved up to C5.C5 life. I made a lot of ISK in low class holes and eventually i sought out C5 life. It's a natural progression i think for most people.

I also think improving low end Wh's benefits us all even if these players become happy enough to stay in C1>C4's forever as a target rich environment benefits us all.

My preferred changes -

Arrow Give C4 space dual statics, a WH and a k-space.

-A C4>C6 will get an extra K-space
-A C4>C5 will get an extra K-space
-A C4>C4 will get an extra K-space
-A C4>C3 will get an extra W-space
-A C4>C2 will get an extra W-space
-A C4>C1 will get an extra W-space

Arrow POS overhaul.

- Fairly self explanatory here, fix pos's security and roles so all level of WH's can recruit with a little less fear and growth can occur.

Arrow Boost low class site income

- C4 sites are fine for income level, the only issue currently is the lack of connection from them to other WH space so as they are now they remain complete bear holes only.
- C3 site income is fine but site respawn or more overall pool of sites needs to be increased. Living in a C3 itself is worthless for any small group as your sites are farmed out completely most nights while you sleep and for those farming these sites they need more then the majority of C3's rolled into to have more then 6 sites.
- C2 home sites need an income boost as currently running C1 sites is more profitable and most C2 groups don't ever run home sites.(I realizes these holes most profitability is in the static but not every group in C2 space are small-medium size entities that farm the static, some bads actually live in C2>C2 space)
-C1 site income is at a nice level and provides a nice starting point for a new player to dip their feet into WH's although most of them are filled up with industry tower farms now so stopping this so i would introduce a negative WH effect to reactions/industry.

Arrow Black holes are the bane of everyone's existence,my solution to this is they become the OP WH that everyone wants to fight over in all WH class levels. I don't have the perfect solution to this i feel but they should be so great that in all classes of holes people want to invade to live in them.

Some possibilities
- Increased PI yields
- Increased RNG chances for extra blue loot or MNR's

Arrow Educated guess WH generation

- A new type of Wh spawn that will only spawn a connection between any two classes of WH's that has had an online player within 30mins on either side.

Arrow No Wh stabalizer you dumb ass fools.

- nuff said

Arrow Self destructing within a Force field to be disabled.

- This would drive more player conflict.
- Siege of a system of towers especially the fortress systems some of us groups have are a complete nightmare and there needs to be a reward for the time/risk investment made by those groups.
- As this would impact on the defenders i would make an increase to the effect of POS gunning so it becomes more wildly used as a defender when outnumbered, double module output perhaps?

Arrow Remove instant signature list and spawning.

- The instant intel this has given only leads to more safe bearing it up in WH's. WH's shouldn't be this safe wonderland where you know instantly with no effort that you are no longer safe site running. To achieve safer site running you should need to have gone to some level of effort like dropping combat probes and mashing that button to get further signature intel.

Arrow Limited HS engagement timer

- When engaging in combat in a WH you will receive a 1 minute combat timer that will allow combat between the parties to continue in HS free of the wrath of Concord.



I won't add ideas to C5/C6 space as i like the way it is now, C6 space is as empty as it is now because of the way C6 groups act to each other and history continues to repeat itself over and over again and they will never learn from this and still fail to see their own actions as to why they have an empty C6 wasteland. The C6 people that continually say C6 space is the "end game" are completely delusional and are the very same people that whine over and over that it is empty and come up with bizarre C7 space ideas.


EDIT: Fixed spelling on this damn wall of text and prob still missed some :(

TL;DR - Not going to happen lazy asses.
Kalel Nimrott
Caldari Provisions
#31 - 2014-02-22 04:49:12 UTC
What Winthrop said + T3 revamp. Remove rigs from T3. Make them versatiles.

Bob Artis, you will be missed.

O7

Joshua Lorne
The Night Crew
#32 - 2014-02-22 05:59:50 UTC
First off
Me = C4 resident
I also speak for TNCA, who I might add, have lived in wormholes since the day they were introduced.

Now, a few things to cover here.

First, C7 wormholes.
sounds interesting...moving on

POS mechanics and structures.
Better security against corp thievery would definitely help grow the wormhole community, especially smaller corps.
But that's about all that is needed in all honesty.
The thought of dockable structures in wormholes just seems stupid to me. If you want to play station docking games, go to Low Sec.

Dual Static C4's
Not entirely opposed to this, provided there remains NO k-space - C4 connections and absolutely NO cap capable connections. Also, we currently have a C4 static and would like to keep it that way. If we got a second C5 or C6 static, we could deal with that. However, we really feel that C4's are perfectly fine the way they are and don't actually need a change. The can of worms opened up by CCP just suddenly changing all the statics would just screw over those of us currently living in C4's, Driving many, if not most out of their homes. Hurting the wormhole community, not helping. A wondering hole would be a better suggestion.
People like us who choose to live in C4's, do so for a reason. C4 residence like the laid back community they can enjoy despite not having the numbers for full TZ coverage necessary in higher class wormholes. The seclusion from K-space connections and lack of Cap sized connections is perfect for small to medium sized corps to get away from nasty K-space and still stay out of Alliance politics.
Not everyone wants to deal with large alliance political BS. C4's currently provide a nice alternative for people looking to get away from the large alliance thing. We enjoy decent ratting and small gang PvP as opposed to blobbing/dread blapping PvP of higher class wormholes. And yes, I said ratting. Guess what, we farm wormholes for Isk. Deal with it. What do you think pays for the shiny expensive ships we PvP in?

Black Holes
Yes, they suck. I don't have any suggestions for changing the effect ATM, but wouldn't be opposed to a change.
That being said, we've learned to run them like a boss, and so can you if you put in the effort. They're not that bad.

Data/Relic Sites
Take so long to run, they're not worth running. Be nice to see sleepers spawn at reasonable range instead of 200km out. Currently, they're pretty worthless in comparison to normal combat sites, of which 3-4 can be run in the time of one Relic or Data, netting more isk then the Relic/Data are worth
Ghost Sites
Complete waste. They're completely worthless. Cheaper LP implant is better, making the one obtained from w-space, well, completely worthless.

Conflict Drivers.
We (the players of Eve) are the conflict drivers. This is a sandbox, make of it what you will. The problem is not with wormhole mechanics, it's with the way people choose to play it. If you don't like the results of your style of play, then change your style of play. Learn to make the most of the game rather then b!tching to get the mechanics changed to make the most of your style of play. That's just lazy.

Ultimately. Wormholes are great because of the isolation and travel mechanics is what prevents wormhole space from becoming 0.0. We already have a 0.0. If docking, blobbing and cap blobbing and major alliance political meta-game are your thing, just go to 0.0 instead of trying to turn W-Space into 0.0



The Cue
Pator Tech School
Minmatar Republic
#33 - 2014-02-22 06:29:01 UTC
Joshua Lorne wrote:
Conflict Drivers.
We (the players of Eve) are the conflict drivers. This is a sandbox, make of it what you will. The problem is not with wormhole mechanics, it's with the way people choose to play it. If you don't like the results of your style of play, then change your style of play. Learn to make the most of the game rather then b!tching to get the mechanics changed to make the most of your style of play. That's just lazy.


I can't imagine why you would feel this way. If a conflict driver that's sole function is to add ISK and a timer were added to the game, there would be exactly zero down sides. Don't like it? Don't use it. Nothing is forcing you to use it. It would be an entirely ISK driven prospect. Put one up to make more ISK while risking its worth.

Often times there are people who are unwilling to fight, for usually unknown reasons, having such an anchorable would allow for a timer to be created within the lifespan of the hole(and timezone), and only a minor penalty if lost.
Joshua Lorne
The Night Crew
#34 - 2014-02-22 06:57:34 UTC  |  Edited by: Joshua Lorne
such structures wouldn't be conflict drivers at all. They would be a waste. People who won't come out and fight, also won't come out to defend said structures. just more targets of boring structure grinding and padded killboards. Wouldn't make a difference.

Though I'm not sure I understand your post, so I might be off base
Stan Primus
State War Academy
Caldari State
#35 - 2014-02-22 07:13:10 UTC
Well three things,
1.) Make players who jump into k-space from w-space not appear in local. I read somewhere that “local” comes from players using gates, but if we enter a k-space system without using a gate then why do we instantly show up? This would make null/low sec roams more interesting for us and make nullsec carebears cry (always a plus). Local is an abomination unto Bob and we should only be tainted by it if we chose to debase ourselves by using gates.

2.) Add a market pos structure. Ok before the trolls descend on me, hear me out. If wormholer corps could construct a market inside a pos this would reduce some of the risk of corp thieves. You could only access the market if you already have a password so basically its just a way of making it easier to do all the things we already do. For example no more waiting for the guy who buys gas to log on because they have a standing buy order, provide greater personal incentives to get people bringing in useful corp assets (shuttles, probes, ammo, t3 subsystems, exotic dances, ect).

3.) FOR THE LOVE OF GOD, ALLIANCE BOOKMARKS!

P.S. First time poster, long time troll
Serendipity Lost
Repo Industries
#36 - 2014-02-22 07:48:04 UTC  |  Edited by: Serendipity Lost
No stations please. Destructable or not. If you make wh living easy then the easy mode players move in. Guess what they do - whine whine whine for more easy mode crap. Then you get more lazy easy mode players in wh space. The whining goes up.

The other thing. No local. It's just too easy for larger folks to have 250 tools logged in ready to undock, so any plans to destroy these things will result in the agressors bringing 350 tools to counter the 250 tools.

I'm not hating, it's just a bad idea.
The Cue
Pator Tech School
Minmatar Republic
#37 - 2014-02-22 08:02:17 UTC  |  Edited by: The Cue
Joshua Lorne wrote:
such structures wouldn't be conflict drivers at all. They would be a waste. People who won't come out and fight, also won't come out to defend said structures. just more targets of boring structure grinding and padded killboards. Wouldn't make a difference.

Though I'm not sure I understand your post, so I might be off base

So what you're saying is, you wouldn't fly out of your POS shield to fight an opponent you have numerical superiority on and have had an hour or two to rile up your guys, plan your fleet comp, make bookmarks for pings if needed and what not? Because I'm pretty sure most people would, maybe you're doing a bit too much of that making ISK stuff. Not sure where you get structure grinding from either, pretty sure I said low EHP.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#38 - 2014-02-22 08:16:31 UTC
Dmitry Wizard wrote:
outposts

Do you really want to introduce docking games into wspace?
Serendipity Lost
Repo Industries
#39 - 2014-02-22 08:16:54 UTC
I'm saying it would be too much home field advantage to have stations in wh space. There are so many good for wh space things to work on. Forget this bad one.

We all get that pos things sux, but giving large wh alliances more home field advantage just makes a lot of the current problems worse. We all know that if stations were allowed in wh that every c5 and c6 would plant one within hours. The second they get put up the easy moders would be wanting jump clones in them. Think about how much having jump clones in stations in wh would screw things up. Alliance x could put jump clones in alliance y's station for blue defense purposes. Heck - sky fighters have so many folks - the could drop stations in 10 wh and just jump clone between them as necessary.

So the next answer (justification to make them OK) is have stations without jump clones - and so on. How about just drop the station ideas and accept that wh space is kind of difficult to live in.

Stan Primus
State War Academy
Caldari State
#40 - 2014-02-22 08:38:20 UTC
Axloth Okiah wrote:
Dmitry Wizard wrote:
outposts

Do you really want to introduce docking games into wspace?


Addendum to the market pos; no docking, no jump clones. Just think of a box with items (maybe even very specific types of items) and a volume limit. Players can put items into the box with a price tag, and if another player likes something in the box they can take it if they pay the price. Everything I just described can already be done with current mechanics, this pos module just streamlines the process, not a new ability, just an improvement. Eve has one of the best virtual economies out there, and without some kind of market we are forced to barter. While I agree that bigger groups would jump on this quickly, smaller groups in some ways would benefit more because they are so dependent on who is online at any given moment; bigger groups have a deep bench so there is usually someone who has the item you’re looking for.