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The Wishlist, 8 Years on

Author
Cygnet Lythanea
World Welfare Works Association
#1 - 2014-05-26 17:56:26 UTC
Back in 2006 I posted the Wishlist Omnibus, which at the time was a series of ideas I and others had that we'd have liked to see in game (this was before the commonly proposed ideas sticky thread). I thought it would be interesting to look back and see what had been done, and what was yet to be achieved.

1) Line of Sight: Sadly, line of sight combat has yet to appear in the game. Which is sad, as it's actually not hard to implement in a non-server melting way. (I mean, hell, if a bunch of drunk belorussians can do it for World of Tanks, which has even higher server concurrency than Eve....)

2) Firing Arcs: Sort of tied to LOS. We'll likely never see this, as the level of whining alone from PvPers who now have to 'manuver' their ships rather than just camp someplace and spam one button is staggering.

3) Multipurpose drones: This is something I'd still like to see. The idea was not really broken (one med basically gave you the abilities of various lights) and would make the small drone bays that a lot of ships have more generally useful.

4) Boarding Actions: See latest fanfest video. They might be coming. Sometime.

5) Ramming: Probably not going to happen. Much as I'd like it. Doing damage to both ships based on mass and relative velocities seems like a good idea, and bumping games would be brought to a halt via concord, but undocking in Jita would become a nightmare.

6) Self Destruct as a weapon: I still like this feature, and still think it should be introduced. This would make this somewhat useless feature a little more viable. I would suggest the formula of damage = (remaining HP/Total HP) * (ship size factor*10) across an area of (ship size factor*2)km which deals equal parts Thermal, Explosive, and Kinetic damage.

7) Removal of gate ganks/blob warfare: Which has been more or less replaced by hot drop cap fleets as major alliances tactic of choice.

8) Flack: The idea of an active high slot module that acted as a automated way to shoot down drones and missiles (basically CWIS for EvE) just seems logical to me. I can't imagine however far in the future this is that they would not be as advanced as a 20th century battleship.

Ship Improvements and Ideas:

1) Escort Carrier: See Myrmidon.

2) Ship Crews: Sadly, my original proposal for this was utilized by Star Trek Online. It does, surprisingly, work.

3) NPC Pilots: I still like the idea of hireing npcs to create system traffic. The npv haulers we all see at station have no real function in game, and this would bring them into the sphere of 'player activity' by being able to hire them to move goods.

4) The Q-ship: I still like the idea of a ship that sensors say is another type of ship. It opens up all sorts of combat possibilities.


5) Capitol Mining Vessel: We now have this.


Station, POS, Deployable Alterations and ideas:

1) Biosphere: This ended up being more or less filled by PI. It was a POS deployable that produced organic stuff like livestock, etc.

2) Solar Power Plant: Changes to POS fuel made this unneeded. An alternative idea might be it lets you trade CPU for Power.

3) Modular POS: Yes, I thought of it first, but others did it better. It still needs implemented, and has been brought up almost every CSM at some point.

4) Command Bunker: This one is clearly no longer needed. The idea was a deployable that let you control POS guns.

5) Long Range Sensor Array: This one ended up being an alliance toy and then got removed from game just as fast. It's not a bad idea, but with changes to scanning etc, really is no longer something that's needed.

6) Deployable Super Computers: This was something to increase CPU for POS. In all honesty I'd still like to see it implemented, as it would make all faction POS equally viable for industry, instead of some favoring it and some not.

7) Minefield - Still like the idea of this as a combat deployable. Deploy it, it uses X of the old mines as ammo, based on size, and decays after 24 hours. Once active, it looks like an asteroid, but the deploying corp can see the 'mine field' as a bubble.

8) Repair Deployable: Unneeded with the advent of repair drones.

9) Drone Hive: A drone POS weapon makes logical sense. It's really the only weapon that POS don't have, and is a good counter for the tactic of spamming frigs to distract POS guns.

10) Docking at POS and walking inside stations: WiS. We all saw how that turned out, but frankly I think that it should still be fully implimented.

11) Mining Stations: Mining cap ships made this idea unneeded.

12) Outposts Outside 0.0: The idea was that corps with sufficient standing could build outposts in locations outside 0.0 as long as they had the standings and there was no station in system. I still like this idea.

Karen Avioras
The Raging Raccoons
#2 - 2014-05-26 17:59:54 UTC
Many of these are horrible ideas..
Celthric Kanerian
Viziam
Amarr Empire
#3 - 2014-05-26 18:03:16 UTC
The line of sight thing... Well things do not pop op on overview beyond 350 km.
Crew on your ship? Well if you want to die faster then sure... The whole point with capsuleers is that you control the ship faster than a normal crew would.
Cygnet Lythanea
World Welfare Works Association
#4 - 2014-05-26 18:08:33 UTC  |  Edited by: Cygnet Lythanea
Celthric Kanerian wrote:
The line of sight thing... Well things do not pop op on overview beyond 350 km.
Crew on your ship? Well if you want to die faster then sure... The whole point with capsuleers is that you control the ship faster than a normal crew would.


Incorrect. Even capsule ships still use regular crews (go see the ship crew thread that's stickied in commonly proposed ideas for a lengthy explanation.) There even used to be a crew stat for each ship, though that's fallen by the wayside.

Effectively the Capsuleer reduces the crew required, but they still are actively involved in the running of your ship.

The line of sight thing however was not meant to pass beyond the limits of your immediate area. The idea was that things like asteroid belts could provide cover for smaller ships against larger ones.
Xenovenom
Xenon's Space Cleansing Force
#5 - 2014-05-26 18:42:22 UTC
I'm going to throw my two cents in on this one. Firing arcs......we are in space there is no gravity to act on objects. Newton's First law says and object in motion tends to stay in motion until acted upon by ANOTHER force. Without another force to act on ammo that is fired you will not have an arc to compensate for.

LoS....meh, this sounds good on paper but it has no place in eve itself. Also, small ships already have ways to avoid big ships using sigradius, transversal, quick align time, making distance quickly. Eve isn't about getting away ALL the time without a scratch, its about destroying ships and objects.

Crew....Celthric is right, capsuleer pilots control their entire ship we have no crew that is part of what makes capsuleers gods, aside from being able to live after death, read the lore its all in there.

As for the rest of the ideas, you need to go back to the drawing board and rethink things. On top of that don't add an idea and for the description say "nevermind it's useless now", it makes for a long and boring read.
Cygnet Lythanea
World Welfare Works Association
#6 - 2014-05-26 18:52:06 UTC  |  Edited by: Cygnet Lythanea
Xenovenom wrote:
I'm going to throw my two cents in on this one. Firing arcs......we are in space there is no gravity to act on objects. Newton's First law says and object in motion tends to stay in motion until acted upon by ANOTHER force. Without another force to act on ammo that is fired you will not have an arc to compensate for.


In this case a firing arc is talking about a weapon not being able to fire THROUGH the ship it's mounted on. Weapons on the port side can only fire to port, etc.


Xenovenom wrote:

LoS....meh, this sounds good on paper but it has no place in eve itself. Also, small ships already have ways to avoid big ships using sigradius, transversal, quick align time, making distance quickly.


I might point out that at least a few of those were put in there to compensate for lack of the sort of protections provided by LOS, though transversal plays into it.

Xenovenom wrote:

Crew....Celthric is right, capsuleer pilots control their entire ship we have no crew that is part of what makes capsuleers gods, aside from being able to live after death, read the lore its all in there.


Please read the lore yourself. Particularly 'Forsaken Ruins' and 'Jovian Wetgrave' for an actual look at how the capsule ship works. Frigates are the only ships with just one person aboard.

From the Jovian Wetgrave:

"This is a capsule," Anu said to the Caldari. "It is used to control a ship. With it a ship a big as this one can be controlled with only a handful of crew and smaller ships, like your frigates, can even be controlled by a single person."
"As I said, the captain acts as the central unit in a highly advanced computer. This role allows him to access and evaluate data at extreme pace. He can easily handle the jobs it takes 5 or 10 people to do normally."

The 'only one person aboard ship' is fanon, not canon, unless it's a frigate. Further, I suggest looking at a Fighter Drone or Fighter bomber drone sometime. Since you can, you know, see the pilots in them.

Xenovenom wrote:

As for the rest of the ideas, you need to go back to the drawing board and rethink things. On top of that don't add an idea and for the description say "nevermind it's useless now", it makes for a long and boring read.


Well, the point was to look back at the ideas I posted in 2006 and see if they had been implemented, or if they were still relevant.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#7 - 2014-05-26 19:00:05 UTC
Even Capsuleer ships have crews.

Seriously, do even one google search or read lore.
SurrenderMonkey
State Protectorate
Caldari State
#8 - 2014-05-26 19:18:36 UTC
Most of these ideas are not only bad, but entirely unfeasible.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Xenovenom
Xenon's Space Cleansing Force
#9 - 2014-05-26 19:43:30 UTC
First off, the link provided by Uriel. That whole page is updated by players and has no relevance except for the opinion provided by players. Which is also wrong considering no battleship could hold that number of people unless they were 1/3-1/4 the size they are now.

Secondly, the Jovian Wet Grave takes place close to the beginning of the cal-gal war which is a very long time ago. You don't think things have changed since then?

Find me an up-to-date reference, NOT created or changed by the players, or a post made by a currently employed dev saying there are crews to ships, otherwise we should not change the game to use them.

On the very slight chance that CCP says "Hey crews are in capsuleer ships." I want to hire and train crews to be better than the rest of those around me not just meatbags who press buttons just as fast as every other meatbag and have no differentiating factors.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#10 - 2014-05-26 19:55:43 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
@Xenovenom, that page is locked (meaning no, players cannot edit it), and was written by a CCP member and an ISD. I'd say it's pretty acceptable as truth.

And as for the amount of people, do you not think there'd be a large amount of automation on ships that advanced? Just because the Battleships are huge doesn't mean they NEED a huge amount of people- they have a huge maximum capacity, but the MINIMUM crew really isn't that much due to automation.
Xenovenom
Xenon's Space Cleansing Force
#11 - 2014-05-26 20:12:09 UTC
A CCP dev that has long since left CCP and an ISD is a player......point?

These are no longer credible sources.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#12 - 2014-05-26 20:20:33 UTC
Point is, I have a source, albeit an old one, and you have guesswork and assumption- I'll stick with mine for now, unless you manage to get CCP Falcon to answer you or something Cool
Gully Alex Foyle
The Scope
Gallente Federation
#13 - 2014-05-26 20:37:30 UTC
Why people say 'most of these are bad' without saying which ones they like is beyond me.

OP, most of these ideas are bad, imho. Lol


But at a first glance I do like:

- Boarding actions

- Self-destruct as a weapon

- Q-Ships (as a module only fittable on a new class of ships, probably cruiser hulls would work best)

- Minefield, or rather a deployable smartbomb that does show up on dscan and grid

- Drone Hive

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Meandering Milieu
The Scope
Gallente Federation
#14 - 2014-05-26 20:50:32 UTC
Cygnet Lythanea wrote:


5) Capitol Mining Vessel: We now have this.



We do?

We have capital boosting ships, capital tractor beam ships, capital logi ships, capital hauling ships, capital compression ships...

I can't think of a capital mining ship.
Gully Alex Foyle
The Scope
Gallente Federation
#15 - 2014-05-26 20:51:31 UTC
Meandering Milieu wrote:
Cygnet Lythanea wrote:


5) Capitol Mining Vessel: We now have this.



We do?

We have capital boosting ships, capital tractor beam ships, capital logi ships, capital hauling ships, capital compression ships...

I can't think of a capital mining ship.

The Veldnaught.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Kaerakh
Obscure Joke Implied
#16 - 2014-05-26 21:03:07 UTC
Cygnet Lythanea wrote:

7) Minefield - Still like the idea of this as a combat deployable. Deploy it, it uses X of the old mines as ammo, based on size, and decays after 24 hours. Once active, it looks like an asteroid, but the deploying corp can see the 'mine field' as a bubble.


Mines have already been in the game. It was bad. It doesn't need to be again.
Destination SkillQueue
Doomheim
#17 - 2014-05-26 21:07:02 UTC
Xenovenom wrote:
A CCP dev that has long since left CCP and an ISD is a player......point?

These are no longer credible sources.

It's common knowledge capsuleer ships have reduced crews. It's in the chronicles, it's in the official lore portal on many pages, it's in the books and CCP has confirmed it on multiple occasions. It's not something being debated. It's just people who don't know the lore bringing it up from time to time.
Cygnet Lythanea
World Welfare Works Association
#18 - 2014-05-26 21:54:50 UTC
Gully Alex Foyle wrote:
Why people say 'most of these are bad' without saying which ones they like is beyond me.

OP, most of these ideas are bad, imho. Lol


But at a first glance I do like:

- Boarding actions

- Self-destruct as a weapon

- Q-Ships (as a module only fittable on a new class of ships, probably cruiser hulls would work best)

- Minefield, or rather a deployable smartbomb that does show up on dscan and grid

- Drone Hive


That would require them to read the whole thing, or to stop and think of a reason beyond 'it does nothing for how I play the game'.

The T2 cruiser idea has been batted around where it's a special mod on a certain type of T2. Personally I like the idea of it being a T3 component.

The issue with being able to see it is that no one would ever fly toward it. Sort of a common sense thing there. How about if it cloaks? It would be visible for a few secs if hit, but otherwise invisible.

Meandering Milieu wrote:


We do?

We have capital boosting ships, capital tractor beam ships, capital logi ships, capital hauling ships, capital compression ships...

I can't think of a capital mining ship.


In this case we were looking at what is now basically the Narwhal. Not a mining barge itself per se, but a cap ship to support mining operations.

Kaerakh wrote:
Mines have already been in the game. It was bad. It doesn't need to be again.


Previously you could put a mine anywhere and they didn't go away until downtime. This led to players putting them along the exit points around space stations. By limiting them via a deployable, it's possible to control where they're being put.
Gully Alex Foyle
The Scope
Gallente Federation
#19 - 2014-05-26 22:31:38 UTC
Cygnet Lythanea wrote:
The issue with being able to see it is that no one would ever fly toward it. Sort of a common sense thing there. How about if it cloaks? It would be visible for a few secs if hit, but otherwise invisible.

If you're referring to the mine aka deployable smartbomb, I was thinking of an FC tactically placing them to 'shape' the grid.

For example, around his logi to protect them from short-range dps.

Everyone can see them, but everyone (including those who deployed them) have to work around them or take the damage.

Currently, combat space is practically infinite except on choke points. And stations are the only thing big enough to make a difference. So battlefield-shaping seemed like an interesting concept.

TBH, no idea if/how it could work, but the idea seems to have some potential, at least.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#20 - 2014-05-26 23:46:17 UTC
Cygnet Lythanea wrote:
1) Line of Sight: Sadly, line of sight combat has yet to appear in the game. Which is sad, as it's actually not hard to implement in a non-server melting way. (I mean, hell, if a bunch of drunk belorussians can do it for World of Tanks, which has even higher server concurrency than Eve....)

Why would high concurrency make that hard?

30 people in a 25km2 area is way easier than 3000 in a 62500 km3 area.
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