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Player Features and Ideas Discussion

 
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crossings

Author
Bienator II
madmen of the skies
#1 - 2011-11-20 01:10:57 UTC
one reason for the perceived emptiness is that if you travel in eve, all you do is to warp and jump. You meet people only in front of gates or stations. There are no queues, there is even no flight, only warp and jump when you travel.

One way to change this would be to introduce crossings where multiple gates are on one grid, maybe even a station.

To move from one gate to the other you will have to fly. Since flying is quite slow and nobody would ever do this voluntarily those gates could be shortcuts to compensate the lost time.

Having one of those crossings in lowsec, maybe even combined with some kind of "you can not warp" anomaly, would add a few interesting scenarios which would otherwise never happen in eve (protect a armored convoy, find the cloaked blockade runner etc).

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Pelador Rova
No Luck Corp
Kenshin Shogunate.
#2 - 2011-11-20 01:17:35 UTC  |  Edited by: Pelador Rova
I can see this potentially introducing some interestingly fun scenarios.

Don't know who determines the shortcuts though, seeing as travel is pretty much dependant on the player.

Could possibly see this as being applicable for say the major trade routes, where customs officials may want to place the occasional customs station that uses these facilities to monitor traffic. And I do think it would need enforced useage as players wont mind to avoid them as required and use normal gates otherwise, making them a possible erroneous addition if not.

So e.g. 1 on the trade route between Jita and Amarr.

So any established route that gets significant traffic could introduce these, including low sec "hyperways". This assumes however that if the environment should ever change. i.e due to long term player changes routes move, then these facilites move also.

So wether existing star gates are changed to introduce extra "sub systems" with just these deep space type stations?

As to the warp disruption properties, thats a strong nerf, possibly opening up a mid slot for these areas where the disruptor would have been used. Especially when for any ship making use of a stabber for other parts of the route might be needed but suddenly useless.

I think having a model of 1 or more per system would likley only frustrate the majority of traffic. Also most mission times and other intrinsic properties of travel might enforce numerous rebalancing issues as a result.

Also need to consider how it would potentially make ganking easier. Unsure of war dec scenarios really, as any travel is risk related with those if not sensible, but this would increase any risk associated.