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LEGIT ideas to improve wormhole space

First post
Author
Quinn Corvez
Perkone
Caldari State
#81 - 2014-02-23 12:26:36 UTC  |  Edited by: Quinn Corvez
Jack Miton wrote:
Bane Nucleus wrote:
Serendipity Lost wrote:
You can improve gameplay through mechanics and stuff, but you can't drive conflict or create content with a module. At the end of the day its you the players that do that.

This x1000

can we make this the official WH motto?


You guys are morons if you believe that. Any addition (non visual) to the game is a change in mechanics.

You can't create conflict or content with a module? So POCOs, moons, ESS, bubbles, POS, etc have nothing to conflict? also i don't think you know what "content" means because I'm pretty sure that anything CCP add that players interact with is considered content.
Serendipity Lost
Repo Industries
#82 - 2014-02-23 13:00:19 UTC
I believe it and I'm not a moron. I'll give a brief example of how I am right and you are wrong. Find a wh devoid of players. Put all the crap you think creates content and drives conflict into that wh. OK it took a lot of time and effort, but it will be worth it to see what I'm getting at.

Now do the following. Sit there and admire all the stuff in your wh. Until someone else with guns shows up there is nothing but peace, harmony and all the crap you put in there. No conflict. No content (in the context that we generally use it on this forum).

It's just you, all your stuff and a big bucket of boredom.

I could agree with your post, but then we'd both be wrong.
Quinn Corvez
Perkone
Caldari State
#83 - 2014-02-23 13:12:58 UTC
Serendipity Lost wrote:
I believe it and I'm not a moron. I'll give a brief example of how I am right and you are wrong. Find a wh devoid of players. Put all the crap you think creates content and drives conflict into that wh. OK it took a lot of time and effort, but it will be worth it to see what I'm getting at.

Now do the following. Sit there and admire all the stuff in your wh. Until someone else with guns shows up there is nothing but peace, harmony and all the crap you put in there. No conflict. No content (in the context that we generally use it on this forum).

It's just you, all your stuff and a big bucket of boredom.

I could agree with your post, but then we'd both be wrong.


I'm still waiting for you to prove why you are right... That example sounded like the ravings of a madman.

Let's say this empty system was one of the dreaded blackholes. CCP add a new mod that nullifies wormhole system effects. A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...

That is content and a conflict creator brought about by the introduction of a module.
Joan Greywind
The Lazy Crabs
#84 - 2014-02-23 14:08:35 UTC  |  Edited by: Joan Greywind
Quinn Corvez wrote:
Serendipity Lost wrote:
I believe it and I'm not a moron. I'll give a brief example of how I am right and you are wrong. Find a wh devoid of players. Put all the crap you think creates content and drives conflict into that wh. OK it took a lot of time and effort, but it will be worth it to see what I'm getting at.

Now do the following. Sit there and admire all the stuff in your wh. Until someone else with guns shows up there is nothing but peace, harmony and all the crap you put in there. No conflict. No content (in the context that we generally use it on this forum).

It's just you, all your stuff and a big bucket of boredom.

I could agree with your post, but then we'd both be wrong.


I'm still waiting for you to prove why you are right... That example sounded like the ravings of a madman.

Let's say this empty system was one of the dreaded blackholes. CCP add a new mod that nullifies wormhole system effects. A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...

That is content and a conflict creator brought about by the introduction of a module.


Quin don't be a troll obviously wormhole space exists in a dimension where normal game design doesn't work for reasons and content can be created in void because of reasons. Gosh you people just ask CCP to add in game mechanics to drive conflict like all other games of the same kind, you guys are just lazy. You just go and create fights because fighting for the sake of fighting is enough, and my opinion is the only opinion that matters.
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#85 - 2014-02-23 14:28:35 UTC  |  Edited by: Bane Nucleus
Quinn Corvez wrote:
A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...

That is content and a conflict creator brought about by the introduction of a module.



Jesus f**k .You don't need a module to fight in a pulsar. You need to reship. Get out of your armor T3s and reship to something else. As shocking as that might be to you and some of your buddies, that actually works. We live in a pulsar and we own armor ships. Why? Because fights often happen somewhere other than home.

No trolling please

Cylin Rath
#86 - 2014-02-23 15:27:55 UTC
Be it through a change to existing SMAs, assembly arrays, or some new mobile deployable, I would like to be able to repackage ships at a POS.


I also think ship movement tracking would be good:

Make it possible for scouts to examine/scan a wormhole for evidence of ships that have passed through it. These scanned “tracks” would fade over time becoming harder to detect, or the results detected have a greater chance of being inaccurate. The wormhole scanner could be a mid slot module that is affected by a skill. The higher the skill level the greater accuracy of scans. It would work something like:

Scout jumps through an unexplored wormhole and scans out the system. He finds a few wormholes. After warping to the hole he de-cloaks, locks the wormhole, and activates his hole scanner.

The results would not have to be text, cool multicolor visual effects showing up on the wormhole would be sweet, but the scan output would give the scout info such as:

“A single [small, medium, large, huge] ship has has transversed this wormhole [minutes ago, very recently, a few hours ago].”

The output would stack as more ships go through a hole and vary based on approximate ship quantity, size, and time since passing through.

“A [single, few, many] small ship(s) have transversed this wormhole very recently.”
“A few medium sized ships and small ships have transversed this wormhole a few hours.”
“A small ship transversed this wormhole a few minutes ago and huge ship traversed this wormhole many hours ago.”

As time passes the scans could become more inaccurate based on the age of the ship tracks, pilot skill level, random environmental effects etc.

Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#87 - 2014-02-23 15:29:14 UTC
Cylin Rath wrote:
Be it through a change to existing SMAs, assembly arrays, or some new mobile deployable, I would like to be able to repackage ships at a POS.


I also think ship movement tracking would be good:

Make it possible for scouts to examine/scan a wormhole for evidence of ships that have passed through it. These scanned “tracks” would fade over time becoming harder to detect, or the results detected have a greater chance of being inaccurate. The wormhole scanner could be a mid slot module that is affected by a skill. The higher the skill level the greater accuracy of scans. It would work something like:

Scout jumps through an unexplored wormhole and scans out the system. He finds a few wormholes. After warping to the hole he de-cloaks, locks the wormhole, and activates his hole scanner.

The results would not have to be text, cool multicolor visual effects showing up on the wormhole would be sweet, but the scan output would give the scout info such as:

“A single [small, medium, large, huge] ship has has transversed this wormhole [minutes ago, very recently, a few hours ago].”

The output would stack as more ships go through a hole and vary based on approximate ship quantity, size, and time since passing through.

“A [single, few, many] small ship(s) have transversed this wormhole very recently.”
“A few medium sized ships and small ships have transversed this wormhole a few hours.”
“A small ship transversed this wormhole a few minutes ago and huge ship traversed this wormhole many hours ago.”

As time passes the scans could become more inaccurate based on the age of the ship tracks, pilot skill level, random environmental effects etc.



That is a pretty neat idea.

No trolling please

Paikis
Vapour Holdings
#88 - 2014-02-23 15:58:07 UTC
New deployable:
Wormhole Effect Inhibitor
1 minute anchor/online timer
Wormhole effects do not affect any ship within 300km of this module.
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#89 - 2014-02-23 16:04:32 UTC
Paikis wrote:
New deployable:
Wormhole Effect Inhibitor
1 minute anchor/online timer
Wormhole effects do not affect any ship within 300km of this module.


A few things here, if this were in game:

- Shorten the range by a large margin
- Do NOT allow on grid with a wormhole or POS
- Does not allow warping (same effect as a bubble)

No trolling please

Lina Theist
Running out of Space
ExoGenesis Consortium
#90 - 2014-02-23 16:20:28 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


what do we do about station games? I seriously don't want any of that ****
dan skirata
Hedion University
Amarr Empire
#91 - 2014-02-23 17:06:21 UTC
Bane Nucleus wrote:
Paikis wrote:
New deployable:
Wormhole Effect Inhibitor
1 minute anchor/online timer
Wormhole effects do not affect any ship within 300km of this module.


A few things here, if this were in game:

- Shorten the range by a large margin
- Do NOT allow on grid with a wormhole or POS
- Does not allow warping (same effect as a bubble)



I would say distance should be 40-50km. Can be anchored in sites, or act as a bubble for PvP. I do agree it shouldn't be allowed on grid with a wormhole or POS.

It should either need some sort of fuel to run, or cannot be picked up after deployed and expires after a certain amount of time. It can also be destroyed.

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dan skirata
Hedion University
Amarr Empire
#92 - 2014-02-23 17:07:53 UTC
Lina Theist 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


what do we do about station games? I seriously don't want any of that ****


You don't try to kill someone near a station. Simple. Staged fights would not have station games, and if you're trying to gank you would be smart and jump they while they are mining, afk, or in a site. Scram them and boom, they can't play station games. There is no reason to fight anyone who is right next to a station.

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dan skirata
Hedion University
Amarr Empire
#93 - 2014-02-23 17:16:18 UTC  |  Edited by: dan skirata
New idea. Ship (or mod) or structure that is deployed near a wormhole. This ship or structure fires high mass, semi expensive rounds into the wormhole, allowing you to collapse wormholes without trapping a ship. This structure is anchored, and can only be activated twice per 5 minutes. After it has fired, in time with polarization (5 min) it would not be allowed to be unanchored until the timer has expired after which you can decide to unachor the structure or fire again. Only one of these structures could be anchored near a wormhole at a time.

If instead there was a new ship or mod, it would deploy the ship into effectively Bastion mode or siege mode. You cannot move for 5 minutes, and can only fire 2 high mass rounds into the wormhole per cycle. There would be a limit of 3 ships deployed near the wormhole at once.

This would allow people to chose the risk of sending ships through the wormhole and risk getting stuck, but can be insanely fast with enough people. Or choose to not risk getting stuck on the other site of the wormhole, but make yourself more vulnerable on your side of the connection if someone decides to jump through.

This is just a quick idea I though of, so please make adjustments to it.

Edit: There would be different sized rounds allowed in different classes of wormholes. This is to prevent someone from firing 1 dreadnought sized charge (mass wise) into a smaller connection hole and collapsing it instantly.

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chris elliot
Treasury Department
Plug N Play
#94 - 2014-02-23 17:20:52 UTC
In terms of dev time and money being used I think two things that would benefit WH space as a whole would be these two.

* Give all C4's the ability to connect to K-space. Maybe not a static per say, but the codebase is already there for all other wh's, it is significantly less coding to implement than making stuff from scratch.

* Allow a micro jump drive to give a mass reduction bonus when activated. This will mess with align times a bit, yes, but it can enable some more interesting things to happen fleet wise(all hail geddonfleet) and tactics wise. The nestor is a festering pile of cr*p for WH space but that doesn't mean we can't all enjoy the benefits of a slightly broadened array of ships to fly.

The whole "make statics open to make site running less safe" is a waste of dev time and money imho. All the bears have to do is crit the incoming hole right away and then go about their business.
Axloth Okiah
Sebiestor Tribe
Minmatar Republic
#95 - 2014-02-23 18:33:05 UTC
chris elliot wrote:
* Allow a micro jump drive to give a mass reduction bonus when activated. This will mess with align times a bit, yes, but it can enable some more interesting things to happen fleet wise(all hail geddonfleet) and tactics wise. The nestor is a festering pile of cr*p for WH space but that doesn't mean we can't all enjoy the benefits of a slightly broadened array of ships to fly.
I think mass reducing rigs would fill this role better, because you can't refit just them after you've moved your BS fleet through and would allow for more possibilities. It would force you to make tradeoff decisions.
Lizden Kroff
Kroff Industry
#96 - 2014-02-23 18:57:21 UTC
Hello!

this: https://forums.eveonline.com/default.aspx?g=posts&t=284772 (bookmarks in the overview idea)

It would be nice to be able to have your pos and other vital location in the overview so that you quickly can warp to them.

Regards
Lizden
Shilalasar
Dead Sky Inc.
#97 - 2014-02-23 19:29:37 UTC
Most of the good stuff has already been mentioned, he is somethign stupid:

An unrollable or very high mass WH (10+ capitals for c6). Incredible unique maybe only once per class. Mostly to stop safefarming and undermin the capadvantage of the hometeam.
Kyte Tentales
No Vacancies
No Vacancies.
#98 - 2014-02-23 19:42:51 UTC
A lot has been said, here's the most important stuff IMO.

**alliance bookmarks... If people didn't have to deal with trading bookmarks 5 at a time, for each corp, more people would be interested in living in whs.

**pos redeux...
.........XLSMAs need to have protection from being used OUTSIDE of the pos shields without the POS P/W.
.........Dead sticks disappear over time of inactivity, or perhaps can be unanchored by anyone after a certain time.
.........Increase range to access SMAs... no-one likes dealing with bumping on POS mods.
.........When in a pos with CHA and near an SMA, allow fitting mods from the CHA automatically using the fitting window's "fit" button, as well as allow dragging mods straight from CHA to your module location if you have the option "show unfilled mods" selected (now you have to first drag it to the ship's cargo, which may be full or whatnot)

**change black holes... I don't even like passing through them with the ridiculous align time. I think if you just increased acceleration to be equal align times, it would be much more feasible to live/fight in. The max velocity "bonus" is actually a negative until you add this as well.

**make sleepers a bit more unpredictable. In general, the sleepers always have a rotation going for specific targets over and over again, depending on skills/resists i think. It seems too easy to expect that they will primary certain targets first, and keep damaging them for quite a while before swapping targets. Perhaps include a little more ewar from them, such as sensor dampening, target painting, tracking disrupting etc.

**make random wh connections more likely to occur, creating more content, adding more risk, keep things exciting.


---

I think these changes will make more people want to live in wormholes, and for those already here it will increase the content we get.

-K
Quinn Corvez
Perkone
Caldari State
#99 - 2014-02-23 19:48:34 UTC
Bane Nucleus wrote:
Quinn Corvez wrote:
A month later, all black holes are inhabited and we have a module that allows an armour T3 gang to a fight in a pulsar...

That is content and a conflict creator brought about by the introduction of a module.



Jesus f**k .You don't need a module to fight in a pulsar. You need to reship. Get out of your armor T3s and reship to something else. As shocking as that might be to you and some of your buddies, that actually works. We live in a pulsar and we own armor ships. Why? Because fights often happen somewhere other than home.


You are missing the point as usual mate.

I don't actually have a problem with pulsars, we will take a fight in one if we can. I was just using it as an example to educate people who thing conflict and content can't be created through new modules and structures.
Quinn Corvez
Perkone
Caldari State
#100 - 2014-02-23 19:58:40 UTC
Paikis wrote:
New deployable:
Wormhole Effect Inhibitor
1 minute anchor/online timer
Wormhole effects do not affect any ship within 300km of this module.


Yeah, something like that. The range would probably be okay at 100km though.