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W space little things.

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Minmatar Citizen 953102
Luv Gun
S K Y W I Z A R D S
#61 - 2014-07-02 11:52:23 UTC
Moloney wrote:
BayneNothos wrote:
Return Ore sites to Red Signature: Mining in W-Space is one of the most dangerous activities you can do. Back when they were Red Signatures you at least had protection in seeing probes on Dscan. As Green Anomalies that safety is gone and the miner is at the mercy of it's natural predators. Moving these back to Red Signatures would return the degree of safety back to miners, as well as making things interesting for those who hunt them as it used to be. This only needs to be a W-Space change, K Space can stay as it is. As an addition, making the Signature harder to scan down would also be nice.

Drifting Wormhole: Over DT, something is done to the precise location of the WH. As such after DT it is in a slightly different location, anywhere from a few hundred meters up to a dozen kilometres. This means remaking bookmarks for WH's along the entire chain so they're accurate. Having the WH not drift over DT by either doing whatever is causing the shift in location at initial spawn or just not drifting it would be nice.
Additional possibility: Embrace the drift. Have the WH every 15 minutes to two hours randomly drift in a random direction up to 100km. This would shake up WH camps into something a bit more chaotic.

Update BM location: Recreating bookmarks when they're wrong is a bit of an annoyance. Having inside the Right Click menu for the Bookmark the option to either update to current co-ords or update to current selected object's co-ords would be amazing.

Offgrid spawns: Occasionally one of the C4 Data or Relic sites spawns Sleepers off-grid. Sorry I can't remember which one exactly it is. I don't know if this is fixed or I just haven't seen it in a while.

New environment backgrounds: Can we get our space extra pretty as well please :)
Side Note: Can the C1 and C2 backgrounds be made more different. They're pretty close at a glance currently, especially when looking at it as part of a WH effect. A nice pretty green for C1's.

Security Status reset: Currently there's no way to change your security status in W-Space. If you go in negative, stay for a few years and come out you're still negative. It's be nice if gradually over time Concord "forgot" about you. Have the Sec Status slowly degrade towards zero (From both positive and negative) the longer you stay out of K Space. Something like the equivalent of ratting a single frigate for each day. Each day beyond one the strength of the sec status change could get slightly stronger so those who don't hit K-Space in any way for long periods, months for example, would get pretty decent sec status changes.

Epithal and Warp Core Stabilisers: 4 core stabbed Epithals. Needing 5 points of disruption to stop one of these is kind of ridiculous. Especially since the stabs don't do anything negative to the performance of the hauler. A reduction of lows or changes to the warp core stabiliser to make it's negative effects something relevant to non PvP ships would be best.
Noctis and Mobile Tractor Unit: The MTU has pretty much invalidated the existence of the Noctis. Can we get a rebalance on these so they have individual uses. Or better yet, send the MTU out back and burn to to death with a flamethrower.

WH Polarisation: Polarisation timers are directional A>>>B and B>>>A. For newer WH people this is confusing as from the players point of view, the WH is one object and having multiple separate timers is odd. Could these be squashed into the one timer, so A>>>B and B>>>A use the one timer. It should probably be rebalanced into a shorter timer overall as well if this is done.
Additional possibility: Have the polarisation timer modify based on the ship flown. Ideally off of Sensor Strength as this'd give a nice buff to larger ships, who could transit WH's faster. It's also give a nice buff to ECCM.

Hide 0% sigs: Currently under the Discovery Scanner a layer is alerted to a new signature whenever the Discovery Scanner wIndow refreshes itself. This is done automatically by the Scanner to an invisible timer and can also be forced by changing the sort of any of the columns or toggling the anomalies button. Due to the way WH's are spawned this means that people in the arriving system know about an incoming WH before the person who initiated warp to the WH arrives at that WH. There's been talk about a delay on the signature appearing before in a megathread but ideally the fix is simple. any signature at 0% inside W Space does not show up in the Probe Scanner Window. This would revert the system to the old way. The good way.


Wtf. Create more complications, undo good changes, make PvP easier for the lazy that don't adapt to hauler changes... Is this a troll or am I your exact opposite?


I also agree. I like the changes....noctis isnt useless...8 salvagers and go.
Serendipity Lost
Repo Industries
#62 - 2014-07-02 11:59:28 UTC
Here's one that I've advocated for years. Make rats in null sec scram like they do in wh (I'm not talking about 2 frigates with scrams in a an anomoly - I'm talking about 15 points like in C5/C6 anoms) This would greatly increase wh traffic and desirablity.

This change would be a HUGE buff to wh living. I get a little dizzy every time I think about it.
Phoenix Jones
Small-Arms Fire
#63 - 2014-07-02 11:59:55 UTC  |  Edited by: Phoenix Jones
Rek Seven wrote:
Two step wrote:
Randomness in sleeper spawns. I shouldn't be able to have a list of exactly what spawns where, and which sleepers are triggers.


I know this isn't a discussion thread but i don't think random spawns will improve anything.

Random spawns will force everyone to run sites with the minimum number of ships (namely logistics) to run a full site. It would effectively remove small gang PVE from wormhole space and encourage corporation to grow just to make isk.


I agree with you on that point. There is a invisible cap of the amount of people you need to do a site, vs its potential payout. The loots the same, but the division of payment for the work fluxuates.

And whoever said (hide 0% scanned sigs) is god. That's a ridiculous amount of free intel.

Yaay!!!!

BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#64 - 2014-07-02 12:08:05 UTC
Minmatar Citizen 953102 wrote:

I also agree. I like the changes....noctis isnt useless...8 salvagers and go.


Personally I don't like the automation of something that was done by a person previously.
It's also tougher to kill than a Noctis so sneaking in behind a gang and stealing their loot is a lot harder to do.
You're also loosing loot because of it during fights. I don't like having to roll the dice with the loot fairy again after killing someone just because one or more of these is on the field.
Jeff Kione
Pandemic Horde Inc.
Pandemic Horde
#65 - 2014-07-02 12:08:17 UTC
BayneNothos wrote:
WH Polarisation: Polarisation timers are directional A>>>B and B>>>A. For newer WH people this is confusing as from the players point of view, the WH is one object and having multiple separate timers is odd. Could these be squashed into the one timer, so A>>>B and B>>>A use the one timer. It should probably be rebalanced into a shorter timer overall as well if this is done.


It sounds like this would mess around with the current situation that is "fight on the hole, jump out if you get low". Also, what if you accidentally jumped through the hole? Then you'd end up stuck on the other side?
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#66 - 2014-07-02 12:23:49 UTC
Jeff Kione wrote:

It sounds like this would mess around with the current situation that is "fight on the hole, jump out if you get low". Also, what if you accidentally jumped through the hole? Then you'd end up stuck on the other side?


Yeah it'd change things quite a bit. That may not be a bad thing tbh.
This came about chatting with a guy new to W-Space last night. Never really realised how odd it is that the one WH has two separate timers that you can't see dictating how often you can jump.
Chitsa Jason
Deep Core Mining Inc.
Caldari State
#67 - 2014-07-02 12:27:54 UTC  |  Edited by: Chitsa Jason
Hey Corby,

I would like to pint out a few ideas. Some of those have been pointed out previously but I think it is important to mentions them. So here is my list of small things.

1. Make black holes something else. Like an industrial wormhole for example. Wspace lack industrialists and such a thing would interest them greatly.
2. Solve C4 straight line chain issue. It can be dual statics (which I would prefer) or increased chance of dynamics. C4s should also have ability to spawn k space wh.
3. Make it so that signature names do not change after DT. It is annoying to scan out the entire chain again.
4. I know this will touch POSes but it might be not a terrible idea. Make it so you can configure access to POS structures not via roles but via corp Titles instead. This would be nice temp solution for increased POS security.
5. Hide the system name of the wormhole. People already use tools to determine how many moons and planets there are, or who lives there by looking at J sig. Make it so it is a bit harder for players to understand where they are. I know players would make sure eventually to come up with tools which tell which system it is but for a while it would be hilarious chaos.
6. Something something rorqual being useful. Clone swapping is one of long standing ideas.
7. Make it so that wormhole colors are visible under low resolution as they are become visible when jumping animation starts. So this is not a load issue.
8. Increase capital shield and armor rep power by 15% as it was done with other sized modules.
9. Ability to know what kind of effects and their strength in game.
10. Randomize signature sizes. So people can not determine what it is by just looking at the signature size.
11. Visual representation of polarization timer. It can be a bit tricky as there can be multiple polarization timers. The most simple solution to show the longest one.
12. Make some systems more useful than others by introducing dual statics in some random C6/C5/C3 and C1 WHs.
13. Make it so that there is no need to re-tag targets after someone new lands on grid.
14. Reduce battleship mass when using MJD by 50% for example. So that people can bring more battleships through Wh.
15. Add PVE content to wormholes when it is added to other spaces. Good example was gjost sites but we need more.
16. Reduce can count in Radar and Mag sites so you don't have to spend 40 minutes in order to hack all the cans. Reduction in drops might be a good idea. Especially in Radar sites.
17. Reduce the drops of non melted nano ribbon non NPC loot. It is useless right now the only thing it can be valued by the players if the drops decrease.
18. Make it so that the higher of the ship mass the further it spawns from the wormhole by jumping through. Would increase the ability to catch rolling ships, would make rage rolling slower.
19. Give lower class players something special. Higher classes have capital escalations. Lower classes should have something too.
20. Give ability to close or hide Moon analysis tab on Scanner window. No-one ever uses in in wspace.
21. Give ability to unstack dscan from probe scanner. ou sometimes want to do both at the same time.
22. Give sleepers ability to randomly drop sleeper Faction/Dead-space loot.
23. Give security status increase for killing sleepers. Drones have it now so sleepers should.
24. Ability to jump clone out of wspace to kspace but not back. Sometimes you want to get to kspace fast but dont want to kill your implants. This is connected to rorqual but could be esier to implement.
25. Include what was in CHA on kill-mails much like SMAs.
26. Solve the auto appearing signature issue on scanner. Either by delaying new sig or removing this feature all together or any other method. Right now it is just too safe to do stuff in your home.
27. Move mining sites back to sigs or make more incentive to do industry other wise. (IE Black hole industry effect).
28. Give wspace unique PI resource. We have unique NPC loots why not have unique PI thingy.
29. Some of the new ship skins should drop only in wspace. Like for example T3 ship skins.

Burn the land and boil the sea You can't take the sky from me

Jack Miton
School of Applied Knowledge
Caldari State
#68 - 2014-07-02 12:31:04 UTC
Hatshepsut IV wrote:
can we get the ability to split the probe scanner and d-scan from the same nested window?

^this. would be very useful.

Other things:
- Make ore sites sigs rather than anoms. currently it is WAY too easy to kill miners in WHs and as a result, no one mines in WHs.
- sigs should not pop up automatically on system scanner, you should have to at LEAST have to hit scan to refresh it, if not have probes out. currently it is way too easy to spot new sigs with zero effort.
- wandering WH to WH connections in C4-6 holes (C1-3 already have them). Increased traffic = increased interaction.
- dual WH static for C4s. i know some people are against this but i really think it would be excellent. would increase traffic, again increasing interaction, and create a non PVE use for C4s.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#69 - 2014-07-02 12:41:50 UTC  |  Edited by: Komodo Askold
First of all, and as has been posted before, I think any change made to W-space should:

- Not create an advantage to any player group, be them either PVP or PVE focused, big corps or small ones.
- Keep the W-space feeling of "unknown space".

That said, these are my "Little Things":

Black Hole systems
We know most of them are empty because their effects are mainly disadvantageous to everyone. There was this topic some months ago that tried to collect some ideas for new effects for them. In line to the beggining of this post, those effects should not be advantageous to anyone in particular, neither disadvantageous (neutral). To that, I'd add the requirement of: system effects should only affect ships themselves and their modules (as they do now) and not the system itself, its wormhole spawning rate, its signature spawning rate, etc.
From that topic, 2 ideas stood out the most for me:

- Making BH's missile friendly. Right now no system effects help missiles (excepting Wolf-Rayets, partially), and BH's in particular are negative towards them. Giving BH's bonuses to, let's say, missile max speed and explosion velocity (or perhaps even explosion radius too) would make them shine on there. They could be systems where Caldari POS could be really good... if they get updated to not needing CPU to use their launchers (and thus not losing their weapons when entering reinforced mode), which by the way I think would be very reasonable. It would also help the Phoenix.

- Making BH's industry friendly. In particular, they could give bonuses to yield for mining lasers, and cycle time for ice and gas extractors. That way, any corp that wants to take advantage of the awesome resources avaliable could settle there and have a powerful and fast production going. That would help all player groups: everyone can manufacture their own stuff in their home system and have their ships, modules, ammo... ready for any activity they may want to do, or perhaps just sell the materials in K-space.

Both of these ideas could keep the current theme of high speed, low manouvering BH's have.

C4 systems
Right now C4's aren't very populated either because they require more powerful fleets but they don't have capital escalations. One idea I've been tinkering about is the possibility of "mini-escalations" that spawn when enough battleships (of any kind) are brough into the sites. These mini-escalations could spawn the same advanced Sleeper battleships capital escalations feature, although less of them, thus lesser income than C5's but higher than C3's. Let's say, 1 or 2 of these advanced battleships. Or perhaps even not advanced battleships at all but instead spawning a bigger fleet of standard Sleepers.

It has also been proposed to give C4's more connectivity, in particular between W-space systems. I personally think it's not a bad idea. Can't see a con to that, excepting perhaps not benefiting PVE groups because it increases the chance of being ganked (more doors), while benefiting PVP groups for giving them more doors too. I think it should be discussed properly.


Some more Little Things I'd like to see are:

- New high-definition nebulae for W-space. The current ones are very beautiful and I love them, but they look outdated compared to K-space ones. New ones, based on the current theme and colors, would be welcome. There was a topic in this forum section where I posted the possibility of changing some colors on the scale: white-blue-green-yellow-orange-red instead of blue-dark blue-white-yellow-orange-red. Also, I'd LOVE to see a purple nebula.

- New solar flares for system effects. They too are old, although awesome. I don't know how these effects are included in the game: as part of the background or as a real "sun" located hundreds of AU away that can't be warped to (which is a common system configuration in real life space). I personally think the latter would work nicely for the Solar Flares and allow for more dynamic lighting of the objects and ships.

- More music variety for W-space. And by the way, for nullsec too. Right now we hear the same track over and over again, while highsec and lowsec have awesome track variation. I'd love to hear new tracks that keep the "mistery" of W-space.


I'd prefer not to touch the Survey Scanner topic, but I think removing its features from W-space (new sigs appearing instantly) would not hurt much anyone in particular; one reason is that it violates the "principle" of keeping the "unknown" feeling of W-space. PVE groups would have to put more attention on scanning their wormholes, although that's what they were doing before Odyssey. On the other hand, PVP groups would no longer benefit from seeing the signatures located in space, where they could point their cameras to, thus being able to use their D-Scan easily for checking for targets. But, as I said for the C4 increased connectivity idea, this should be discussed properly.

My 2 cents, hope this helps.
Phoenix Jones
Small-Arms Fire
#70 - 2014-07-02 13:35:50 UTC  |  Edited by: Phoenix Jones
Chitsa Jason wrote:
List (sorry I would have copied it but out of space/characters)


I'll comment on my top 10 from your list.

2) C4 straight line needs a fix and a dual static for C4's would be fantastic for this space, but I do not believe they should be able to spawn a Kspace. C4's are the oddball wormhole. It is the deepest wormhole you can get into and be completely isolated. There is some joy with that type of space. A dual static would be enough for this I believe.

5) I love this idea of not listing J numbers anymore in wormhole space (easy IDing), but it is terrifying at the same time. I have to admit that this makes sense, but god this would be chaotic. In wormhole space, chaos is good, but the basic tools for wormhole space don't function atm. This would frustrate more people at this time, but they could adjust (it would take ALOT of adjusting).

6) The Rorqual/Pod Clone Swap idea has been out there for a while, but why not just make a clone swap a new pos module. Heck even make killmails for it to see just how many pods you killed and the amount of implants that went boom. Its probably a easier concept to implement than a log on/log offable ship.

8) The capital shield rep module increase is a balancing issue that effects all of Eve. This is a balance issue, not a wormhole issue.

10) Randomizing signature sizes. That is more of a learned skill and not necessarily a balance issue, as it really only applies to wormhole space (or at least that is the only space people actually care about it).

14) Reducing battleship mass by 50% for those with MWD active. You run into a balance issue here, but there is another option (obviously a more ridiculously expensive option that people will hate). Marauders gain a 50% mass reduction when in Bastion Mode. That'd probably work out slightly better, but people still wouldn't risk them in a conflict (least not without backup). This still has the same balance issue problem, especially with C1 wormholes (as they can now fit a marauder fleet into it). I fear that wormhole space would wind up changing into battleship sniper gang fleets. This can be contentious.

15) Wormhole space needs more PVE industry going, sleeper loot, sleeper modules, sleeper Equipment for ships (buildable stuff based off sleeper loot and T1 blueprints, such as a Sleeper Overclocked Heavy Missile Launcher, whose damage is that of a T1 Heavy Missile Launcher, until the Launcher is Overheated, then does damage comparable to T2 or a officer/deadspace module. As the launcher gains heat damage, this increased potential is only temporary. That would increase the use of overheating subsystems, create an entire new Industrial Block, and Open up Wormhole Space to complete industrial corps (that build T3 ships and subsystems, and Sleeper High, Mid and Low Slot Equipment (call it an overclocked T1 module). Balance wise it should only use T1 ammo and navy/fed ammo (no T2 ammo).

22) Giving sleepers the chance to drop sleeper faction/deadspace loot would be fantastic. The space would actually become valuable. People need to get some special thing from time to time (omg a actual module, yaay). this should be fairly RARE though.

26) The auto appearing signature in the probe window needs to go. period.

27) Yes mining should be back to red signatures and force people to probe them out. This isn't k space.

Yaay!!!!

Phoenix Jones
Small-Arms Fire
#71 - 2014-07-02 14:00:54 UTC  |  Edited by: Phoenix Jones
We should probably reduce this list to stuff CCP could actually implement within the expansion cycle. I'm thinking the following should be focused on initially.

Priorities (simple fixes)

1) Split the Dscan/Probe window into two windows
2) Remove ore sites from discovery scanner (back to Anoms)
3) Remove Auto Updating new signatures from Probe Scanner

Longer Term Wormhole Life Improvements (more complicated stuff)

1) Revamp of Black Hole Systems
2) Dual Static C4 space
3) Personal Ship Maintenance Array.
4) Temporary Timed Bookmarks (auto deleting bookmarks)

Wishlist of Wormhole life Improvements.

1) Clone Swapping (either by Rorqual or by Pos module)
2) Wormhole Industrial creation (building sleeper modules and future sleeper ships, assembly of T3's in POS's, building pos modules)
3) Sleeper module loot drops (aka sleeper version of deadspace modules), and other added PVE content.
4) Ice (hey some want to do it).

.... honestly I think that is really it. Most believe wormhole space does not need a lot of changes, just some basic fixes, and some added improvements.

Yaay!!!!

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#72 - 2014-07-02 14:07:43 UTC
Never thought about manufacturing Sleeper modules, structures or even ships... and I'm really liking the idea... Good one!
Rek Seven
University of Caille
Gallente Federation
#73 - 2014-07-02 14:24:20 UTC  |  Edited by: Rek Seven
Yup CCP could effectively kill two birds with one stone by introducing a new T3 modules like, for example, a low slot mass reducer which could stimulate the wormhole economy and make battleship fleets viable...

Sadly CCP have already said they won't be adding new wormhole content for the foreseeable future, they're just going to be focusing on fixing the things they break after every expansion. Blink
Phoenix Jones
Small-Arms Fire
#74 - 2014-07-02 14:52:34 UTC  |  Edited by: Phoenix Jones
We'll see what happens. I think a simpler compiled unified list works better than a list of 10,000 changes. Something that can be backed by the community in total, is simple, and can be quickly added to Eve without dramatic changes or the requirement of an entire Team to do.

Yaay!!!!

Retar Aveymone
GoonWaffe
Goonswarm Federation
#75 - 2014-07-02 15:02:52 UTC
CCP Greyscale wrote:

So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.

It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)

Is this the same way the DED site upgrades work (which have always been assumed to be broken)?
Mindful Visteen
Anomalous Existence
Wrong Hole.
#76 - 2014-07-02 15:14:58 UTC
Rek Seven wrote:
Roaming sleepers - sleepers should travel through wormhole space, not just wait in sites to be killed. The more sites you run, the more roaming sleepers you awaken.

Wormhole information window - update the text to more accurately describe the wormholes condition. Most of us already know what end of life means

Sigs and session change - remember what sigs are ignored and the scan results after a session change.

CCP wormhole mapping tool - Third party development is great but it's time ccp made a mapping tool so everyone had this advantage.

New sig appearance - New sigs should not show up unless probed.

Signature ID change - IDs should not change after downtime

Ore sites - You should have to probe them to find them like in the good old days

Dual statics for everyone! - Some C3 to C6 systems should have 2 or more statics

Battleship mass reduction - A BS only mod should be introduced, which reduces the mass of battleships to create more variety in fleets.

C5/C6 data/relic sites - Reduce the number of sleepers in these sites so small gangs or solo players have PEV content in high class wormholes.

D-scan inhibitor - These should not show up on d-scan. They should only be detectable using combat probes.

Blackhole systems - Turn them into industrial wormholes like Chitsa wanted! Increased ore sites, ice belts, bonuses to research/invention/manufacturing and better PI yields.

Bookmark visibility - We should be able to see bookmarks in space


That's all... for now...



Except for dual statics I'll +1 on this post.
Mindful Visteen
Anomalous Existence
Wrong Hole.
#77 - 2014-07-02 15:16:48 UTC  |  Edited by: Mindful Visteen
Serendipity Lost wrote:
No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)

It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.

Sometimes small changes have large results - please be careful.


EXACTLY. +1


I'm reading a lot of idea advocating changes, not creating additional content. Most make it more dangerous for the small groups, many who have moved out or merged into larger groups.

Leave the c4s alone except for maybe a random kspace exit from time to time. There are already enough groups in c2s and c5s rolling into c4 guys.
Meytal
Doomheim
#78 - 2014-07-02 15:25:38 UTC
I'd agree with turning C4 systems into the super-highway between C1-C3 and C5-C6, and further, I'd propose making C5 and C6 the new "deep space" of W-space by reducing K-space connectivity and reducing connections between C1-C3 and C5-C6, while allowing freighters, rorquals and any future non-combat capital to move through C3-C4 connections and then into C5-C6. I'd say this should be a package deal as the increased freighter allowance is to compensate for the reduced K-space connections in C5-C6.

C1-C3 would have reduced connections to C5/C6; C4 would remain void of K-space connections; C5-C6 would have reduced connections to C1-C3 and greatly-reduced connections to K-space.

Disclaimer: while I do live in a system with a C4 static, I have not lived in a C4 or C5/C6 system, so I'm willing to accept this may be distasteful to residents of both groups of wormhole systems.


If there are any interbus customs offices left, they should be removed. Then any planet that has had no POCO for some time should have a Sleeper battleplatform constructed over downtime. To place your own POCO, you need to fight and kill the battle platform. The platform should be comparable to the interbus customs office, no reinforce timer, but it will shoot back with multiple guns of varying sizes, damages, ranges, and tracking abilities which vary based on current system class.

Unused/abandoned POCOs should eventually be replaced by the Sleeper battle platforms once an acceptable mechanic for removing the abandoned structures is determined.


Agree with the sig IDs not changing after downtime. Ideally, we wouldn't know just by the ID whether a sig is likely a wormhole or not, or a new sig or not. Long-term application of non-changing sig IDs will make this possible. Make sig IDs unique only to the current system in W-space to reduce internal tracking requirements. New sig IDs are chosen at random.


Reduce the rate of sites spawning in inactive systems. If a system hasn't been loaded for some length of time (say, a month), it is removed from the list of random systems that will be chosen for sigs to spawn. The rare gold mine systems are nice, but that just means those sigs aren't available to the active players which reduces chances for friendly player interaction.


Ore sites should be signatures instead of anomalies. When an ore site is about to spawn, there should be a very low chance that it spawns as an ice belt instead. Also, when a gas site is about to spawn, there should be a very low chance it spawns as a random type of booster gas site. Neither should appear with sufficient regularity to eliminate the need for external resources.


Allow roleStarbaseConfig to view contents of the Personal Hangar Array for other corp members, even if it is view-only permission. Perhaps do the same for POCOs since they share similar code, though POCOs are much less important. When taking the things down, stuff in them is lost. If we can't see it, we don't know that we've destroyed something. Extend this functionality to each personal- array created in the future.


If someone self-destructs a ship in the force field of a reinforced POS, or if a POS that is bubbled by a group other than the owning corp and someone self-destructs the ship while in that bubble, it should generate a killmail with the aggressing entity or bubble owner as the killer with 0 damage. Self-destructing ships should remain as a way to deny assets to the aggressor, but there should be a killmail trail attached at all times.
CCP Greyscale
C C P
C C P Alliance
#79 - 2014-07-02 15:28:34 UTC
Retar Aveymone wrote:
CCP Greyscale wrote:

So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.

It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)

Is this the same way the DED site upgrades work (which have always been assumed to be broken)?


Yup.
mynnna
State War Academy
Caldari State
#80 - 2014-07-02 15:40:37 UTC
CCP Greyscale wrote:
Retar Aveymone wrote:
CCP Greyscale wrote:

So yeah, wormhole generators "work", they just work in a very laid back, casual way. There are a certain number of wormholes shared between all systems with each level of the wormhole generator upgrade, which scales more-or-less linearly with number of upgrades installed, and they move around between those systems in the same way that normal exploration sites do.

It's not a very good upgrade as it currently stands, but neither is it "broken" per se. (At least as far as we are aware - and the system involved is sufficiently generic and widely-used that I would be very surprised if there was anything wrong with it. If this was broken, anomalies would almost certainly be broken too, and we'd know about that.)

Is this the same way the DED site upgrades work (which have always been assumed to be broken)?


Yup.


The difference being that DED site upgrades "work" in a way that is at least beneficial and welcome to the owners of the space, whereas the wormhole generators are just a means to invite more bored wormhole pilots to come in and roam your space and kill your ratters. Evil

Member of the Goonswarm Economic Warfare Cabal