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Wormhole Urbanization! (not sov)

Author
Zombie Mohammed
Brutor Tribe
Minmatar Republic
#1 - 2011-12-06 14:13:37 UTC
Greetings Internet Spaceshippers, here's a proposal for an idea to urbanize wormholes and achieve the following goals:

- Improve / expand PI/moon mining and bring PI/moon-goo to wormholes to extract precious wormhole goo
- Make w-space fleet fights more fun/accessible while keeping w-space's unique flavor of fighting
- Make your homes in w-space easier to setup, more fun to attack and defend.

Things needed to achieve these goals:

- Wormhole stabilizers (small, medium, large) [referred to as holestabs from here]
(anchorable, onlineable, reinforceable)

I know that this idea has been posted before, but I hope to present a few twists that haven't.

A holestab removes the mass quota from a wormhole and places a beacon visible by all in the each system where the wormhole is stabilized. This could be factored into a two-system variant where you must build two stabilizers one on each side of the hole you want to keep open. Wormhole stabilizers are destructible and can enter reinforced mode. Holestabs are made from reverse engineered sleeper technology found on w-space planets and moons.

A class N wormhole may have N+1 holestabs + the normal rate of unstable wormholes.
The mass limit of the wormhole determines the size of the stabilizer you can setup.
Small stabs let cruiser class ships and lower through, medium is B.S. and lower, large is for caps and lower.

Due to the immense gravitational strain of keeping a wormhole pinned open and imperfect reproduction of the sleeper tech, the holestabs take damage over time which is repaired/maintained using using a mixture of standard fuel and reverse-engineered sleeper tech (from wormhole goo). This forms the basis for holestab 'fuel', if the standard fuel runs out the hole stab starts burning strontium to keep the wormhole open.

The existence of these gives a way to achieve the first goal by way of having a need for wormhole PI and moon industry and makes the second and third goals possible.

- Slipstream cyno beacons (anchorable, onlineable)

Space folding technology discovered on w-space planets mixed with standard FTL tech allows use of cyno jumps between systems connected by holestabs, limited by the restrictions of a large holestab (so capitals). Cyno jumps cause increased fuel use in holestabs due to the even more strenuous conditions of threading a hyperspace portal through a wormhole and shoving cyno jump through that. If undersized holestabs are used for the jump they burn strontium proportional to how oversized the ship is compared to the holestab.

SS cyno beacons run on fuel similar to holestabs, or is a module on a holestab.

Again the goals are all fulfilled.

- Interstellar Comms Network Relay (requires stabilized wormhole to k-space)
(anchorable, onlineable, reinforceable)
One per system.

Forms a link to the k-space interstellar comms network, registration requires entering a unique name into the network for a system which will now appear as the system name. Creates 'blue only' local based on the standings of people in the system. Suddenly you know how many friends you have in w-space, but nothing more.

This is forged from standard technologies and requires only normal k-space fuels.

This item is only for the second and third goals, obviously. People will fight over a system that *they* named as they'll feel more attached to it, adding a new intensity and more fun to w-space battles.

- Wormhole goo!

All the reverse engineered tech requires wormhole tech products of some sort found through PI and moon mining. This means the products have a niche to fill.. But what about the its effect on the whole EVE economy and your buddies back in k-space?

These are a few ideas that were thrown around to integrate w-goo into the k-space economy and aren't so fleshed out.
+ T3 modules
Bringing reverse engineered sleeper tech to your T1 and T2 ships for fun and profit. More rig-like they grant large bonuses to certain ship attributes with drawbacks due to incompatibilities with standard tech.

+ New T3 Ships
More spaceships = more better!
T3 frigate, destroyer, battleship?

+ Spatial Anomaly Exploitation Modules
Bringing new twists to w-space battles. Link modules based on the effects of local spatial anomalies to enhance your fleet.

+ Small gang warfare links
Sleeper tech command processors that work better the *smaller* your gang is, enhancing offensive capabilities.

Of course these ideas aren't final and it would be quite fun to tweak and tune this if the community thinks this is a good idea.
Thanks for reading, if you've gotten this far. I'd be happy to hear any constructive comments and feedback.

Cheers,
ZM (and a few others who contributed ideas)
Vassal Zeren
University of Caille
Gallente Federation
#2 - 2011-12-06 15:02:06 UTC
Nope. Wh space is meant to be unconquerable. Within weeks after your Wh stabilizers and cyno thingamajigs were deployed, you would see major Wh alliances carving chunks out of Wh space. Whs are the last place in eve where the few and the bold can survive. These changes would bring blobbing to Whs. Fleet fights in general need to be made SMALLER not bigger. Blobbing should not be a tactic. We need EVE to be more like the trailers. Where one or two guys can make a home and beat the odds. Thats Whs. If anything make more whs to spread out the people and make fights smaller.

As for moon goo it already is a huge isk facet for null sec alliances. giving it to whs too would make inflation worse. Moon goo has to be nerfed. I don't know what your talking about with the PI, you can already do that in Wh space.


I like the the anomaly exploitation device thou. (possibly make more wh effects and make them cycle to add fun?)
example: system type random wh. one day it's a pulsar and 2 weeks later it's a red giant.

However i return to the bottom line. Urbanization is only good if it can happen on smaller levels. A couple of poses in one wh with some cool stuff. Mega BS and cap fleets + overpopulation = bad. Your idea would result in that.

A bad analogy is like a leaky screwdriver.

Xtover
Cold Moon Destruction.
#3 - 2011-12-06 15:06:31 UTC
Do you really want to know what was fun? When you could find a wormhole, jump through and it was mysterious. There was no system set up, no knowledge of statics (remember when we were all trying to figure out the significance of K162?

But you could jomp through a WH, then another.. and you know you are probably truely alone. There were no abondoned POSs on every moon, there were no dedicated fleets to spamjumping WHs until they closed, and no PI offices on planets.

I miss that, where some of us could go into virgin territory and enjoy the unknown aspect of it.


Your post shows why those days have been long since gone.
Zombie Mohammed
Brutor Tribe
Minmatar Republic
#4 - 2011-12-06 15:25:16 UTC
@Vassal - Thanks for the concern, but please note that I attempted to add some control to the size of fleets by burning stront, when you jump oversized things, or just even just in general. It's possible to change this system in a minor way and severely restrict or simply not allow blobbing. Plus, you still have the possibility of sneaking ships around through non-stab'd wormholes. There is no sovereignty, and any one can use the hole-stabs to transport a ship, whoever puts them up has to maintain them and they can be destroyed. I don't think that any of these changes make w-space more or less defensible, they just add in definite routes through w-space. You can even systematically block off your system from stable connections to other wormholes if you so choose.

Concerning w-goo problems and isk faucets, I think the wh moon-goo will be significantly less profitable than you think given the immense amount of money and support needed to maintain viable trade routes out of w-space not to mention the volatility of stabilized wormhole routes.

Concerning the PI stuff - I was just thinking new PI, sleeper archaeology or something like that.... Just throwing things around.

@ Xtover - Sorry the halcyon days of wormhole exploration are long over. Virgin territory almost always eventually gets worked over. These structures are all destructible, you can always revert a system to a vast tract of nothingness. If you want to organize a wormhole space inter-faction park service, by all means do. Save the sleepers. :-)
Vassal Zeren
University of Caille
Gallente Federation
#5 - 2011-12-06 15:28:39 UTC
Xtover wrote:
Do you really want to know what was fun? When you could find a wormhole, jump through and it was mysterious. There was no system set up, no knowledge of statics (remember when we were all trying to figure out the significance of K162?

But you could jomp through a WH, then another.. and you know you are probably truely alone. There were no abondoned POSs on every moon, there were no dedicated fleets to spamjumping WHs until they closed, and no PI offices on planets.

I miss that, where some of us could go into virgin territory and enjoy the unknown aspect of it.


Your post shows why those days have been long since gone.


totally with you man. I have only hear the stories of stuff like that. Thats why I am all for creating new mysterious space. it could be more wh space or something else. but it would be nasty and there would be only help from a few mates that you got to bring in. There would be no blobing. Just you verses the environment.(this only works if the environment is completely unpredictable and hostile. Much more so that whs.

A bad analogy is like a leaky screwdriver.

Alx Warlord
The Scope
Gallente Federation
#6 - 2011-12-06 15:30:52 UTC  |  Edited by: Alx Warlord
First, my corp lives in a WH-Space

Zombie Mohammed wrote:

- Wormhole stabilizers (small, medium, large) [referred to as holestabs from here]
(anchorable, onlineable, reinforceable)]


I think it would be great to have some new sort of control over The Wh...BUT modules that just stabilize the wh woud create problems to the people living in the WH-Space... since they can be atacked by HUGE fleets without big problems... So the only reasonable control would be a way to CLOSE WH...

Although something that would jam the WH entrance of the WH would be nice, so who are at the other side trying to jump would receive a message " Something is scrambling the wormhole, it is not safe to go trogh." this could be some sort of anchorable structure or a module...

But making it stable would kill the WH spirit... it must be imprevisible...and must be dynamic... so i must disagree with most of your idea.. sorry...

Zombie Mohammed wrote:

- Interstellar Comms Network Relay


It would be interesting placing some sort of structure that detect ships in the system... this sensor could be part of the POS and allow this information to corp/alliance members in the area...

But noone should realy have the SOV of a WH...


Zombie Mohammed wrote:

- Wormhole goo!

All the reverse engineered tech requires wormhole tech products of some sort found through PI and moon mining.



Yes, this is a possibility WH needs more industrial incentive... although i think CCP need to Remake the moon mining system and the PI system on Dust release...
Vassal Zeren
University of Caille
Gallente Federation
#7 - 2011-12-06 15:35:31 UTC
Zombie Mohammed wrote:
@Vassal - Thanks for the concern, but please note that I attempted to add some control to the size of fleets by burning stront, when you jump oversized things, or just even just in general. It's possible to change this system in a minor way and severely restrict or simply not allow blobbing. Plus, you still have the possibility of sneaking ships around through non-stab'd wormholes. There is no sovereignty, and any one can use the hole-stabs to transport a ship, whoever puts them up has to maintain them and they can be destroyed. I don't think that any of these changes make w-space more or less defensible, they just add in definite routes through w-space. You can even systematically block off your system from stable connections to other wormholes if you so choose.

Concerning w-goo problems and isk faucets, I think the wh moon-goo will be significantly less profitable than you think given the immense amount of money and support needed to maintain viable trade routes out of w-space not to mention the volatility of stabilized wormhole routes.

Concerning the PI stuff - I was just thinking new PI, sleeper archaeology or something like that.... Just throwing things around.

@ Xtover - Sorry the halcyon days of wormhole exploration are long over. Virgin territory almost always eventually gets worked over. These structures are all destructible, you can always revert a system to a vast tract of nothingness. If you want to organize a wormhole space inter-faction park service, by all means do. Save the sleepers. :-)


If whs were more evil and nasty like the trailors suggest than the days wouldn't be over. Your proposal would help big alliances much more than it would small ones. I prefer the underdog. And as for logistics:if people want to get it done they will do it. it would add inflation. You've got to ask. whats the benefit of doing this. I don't see one. Moon goo is stupid. The system is too one sided. it needs to be more unpredictable and interactive. I like the idea of sleeper pi tho. that could create new interesting commodities. much more so than moon goo.

Create More Wh space and make it much more strange and new. I want the star trek feeling of boldly going where no man has gone before.

A bad analogy is like a leaky screwdriver.

Vassal Zeren
University of Caille
Gallente Federation
#8 - 2011-12-06 15:37:35 UTC
Alx Warlord wrote:
First, my corp lives in a WH-Space

Zombie Mohammed wrote:

- Wormhole stabilizers (small, medium, large) [referred to as holestabs from here]
(anchorable, onlineable, reinforceable)]


I think it would be great to have some new sort of control over The Wh...BUT modules that just stabilize the wh woud create problems to the people living in the WH-Space... since they can be atacked by HUGE fleets without big problems... So the only reasonable control would be a way to CLOSE WH...

Although something that would jam the WH entrance of the WH would be nice, so who are at the other side trying to jump would receive a message " Something is scrambling the wormhole, it is not safe to go trogh." this could be some sort of anchorable structure or a module...

But making it stable would kill the WH spirit... it must be imprevisible...and must be dynamic... so i must disagree with most of your idea.. sorry...

Zombie Mohammed wrote:

- Interstellar Comms Network Relay


It would be interesting placing some sort of structure that detect ships in the system... this sensor could be part of the POS and allow this information to corp/alliance members in the area...

But noone should realy have the SOV of a WH...


Zombie Mohammed wrote:

- Wormhole goo!

All the reverse engineered tech requires wormhole tech products of some sort found through PI and moon mining.



Yes, this is a possibility WH needs more industrial incentive... although i think CCP need to Remake the moon mining system and the PI system on Dust release...


ever tried to make T3 stuff?
Its reeeeeeeeely hard. Theres tones of different parts and skills you need. Whs have industry. there could be more but moon goo is not the answer.

A bad analogy is like a leaky screwdriver.

Vassal Zeren
University of Caille
Gallente Federation
#9 - 2011-12-06 15:39:50 UTC
you can probably tell by now i find eve civilization boring. I am a nomad and i think many eve players share my sentiments.


A bad analogy is like a leaky screwdriver.

Zombie Mohammed
Brutor Tribe
Minmatar Republic
#10 - 2011-12-06 15:41:29 UTC
Vassal Zeren wrote:

ever tried to make T3 stuff?
Its reeeeeeeeely hard. Theres tones of different parts and skills you need. Whs have industry. there could be more but moon goo is not the answer.


You bring up an important point that I failed to make. Imagine that all this stuff is as hard or harder to produce than T3 (since it is all effectively T3).
Vassal Zeren
University of Caille
Gallente Federation
#11 - 2011-12-06 15:45:08 UTC  |  Edited by: Vassal Zeren
Zombie Mohammed wrote:
Vassal Zeren wrote:

ever tried to make T3 stuff?
Its reeeeeeeeely hard. Theres tones of different parts and skills you need. Whs have industry. there could be more but moon goo is not the answer.


You bring up an important point that I failed to make. Imagine that all this stuff is as hard or harder to produce than T3 (since it is all effectively T3).


hmm it would be interesting. but eventually the stuff you propose would be made. once that happens the end result is the same . that would just prolong it. Your stuff is not quite sovereignty but its a step in that direction.

I can not stress enough how whs need to become more dangerous, less predictable, and less prone to large fleets.

out of curiosity how much time have you spent in whs?

A bad analogy is like a leaky screwdriver.

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#12 - 2011-12-06 15:58:12 UTC
All of your ideas revolve around one thing: making wormhole life easier. This is not necessary or wanted, except by those that find wormholes too difficult but are too afraid to go after sov null sec.

The answer to all of them is no, get out, consider biomassing your character for having such atrocious ideas.
Zombie Mohammed
Brutor Tribe
Minmatar Republic
#13 - 2011-12-06 16:52:29 UTC
Vassal Zeren wrote:

hmm it would be interesting. but eventually the stuff you propose would be made. once that happens the end result is the same . that would just prolong it. Your stuff is not quite sovereignty but its a step in that direction.

I can not stress enough how whs need to become more dangerous, less predictable, and less prone to large fleets.

out of curiosity how much time have you spent in whs?


I really haven't spent that much time in wormholes, and it's rather clear that you guys like things the way they are. This was mostly the result of a "wouldn't it be cool if" moment based on adding more fun things to do in EVE. I'm not sure if I'd even take part in it, I want to see what the EVE community would do with it.

Back to talking about wormhole structures:

If it's that hard to make, you have to protect your industrial base while you're building it and you're always open to attack from unknown wormhole. You may only need a few of these things, but they can be destroyed. What about getting rid of the reinforced mode stuff and you can just blow them up as you want? Or you could make the stabilizers easy to kill by small gangs.

... or ... to make things more fun in WH systems along with having all of this in place, a friend passed along the idea of having the stars in the systems become unstable and eventually nova:
"""
To bring some mystery back to WH space, let there be some small chance
that on any given downtime a WH system will become "Unstable". Each
day that the system is unstable the amount of sleeper activity and
rewards doubles. But each day that it is unstable increases the
chance of a cataclysmic event rendering the entire system
uninhabitable.

On downtime (somewhere between 3-10 days after going unstable) the
system stops existing. Everything left in the system is deleted. A
new, empty WH system spawns somewhere else in the cluster.
Day 3: 10% chance of Nova
Day 4: 20% chance of Nova
Day 5: 30% chance of Nova
Day 6: 40% chance of Nova
Day 7: 60% chance of Nova
Day 8: 80% chance of Nova
Day 9: 95% chance of Nova
Day 10: 100% chance of Nova

This will clean out WH's slowly.
"""

This could be quite a bit of fun, it keeps every one on their toes. People will be too concerned with reaping huge profits and moving their structures around (or letting them explode). I think that would keep things dangerous and varied while keeping people from getting a stranglehold on w-space given the structures previously talked about.
Rek Seven
University of Caille
Gallente Federation
#14 - 2011-12-06 17:05:19 UTC
Some okay ideas in there, I like the wormhole goo. However, allowing capital ships to jump into a sub C5 would break wormholes... Holding wormholes open past their natural life however, would be good.

Zombie Mohammed
Brutor Tribe
Minmatar Republic
#15 - 2011-12-06 17:26:46 UTC
Rek Seven wrote:
Some okay ideas in there, I like the wormhole goo. However, allowing capital ships to jump into a sub C5 would break wormholes... Holding wormholes open past their natural life however, would be good.



What about the following compromise: if a cap (or generally oversized) ship goes through an undersized wormhole, its hull experiences so much strain that it can never jump through an undersized hole again? Or simply by having a rather large probability of oversized ships being crushed by the undersized wormhole and instantly popping the pilot.
Ingvar Angst
Nasty Pope Holding Corp
#16 - 2011-12-06 17:41:05 UTC  |  Edited by: Ingvar Angst
It's nearly impossible to truly verbally express how incredibly fail this entire concept is and how much it would damage and degrade the wormhole frontier aspect, reducing it to something similar yet somewhat less than the current space we call null. The best I can hope to do is express a message truly from the heart:

Not only no, but **** no.

Six months in the hole... it changes a man.

Migeta
Sebiestor Tribe
Minmatar Republic
#17 - 2011-12-06 17:49:31 UTC
Zombie Mohammed wrote:
Greetings Internet Spaceshippers, here's a proposal for an idea to urbanize wormholes and achieve the following goals:

- Improve / expand PI/moon mining and bring PI/moon-goo to wormholes to extract precious wormhole goo
- Make w-space fleet fights more fun/accessible while keeping w-space's unique flavor of fighting
- Make your homes in w-space easier to setup, more fun to attack and defend.

Things needed to achieve these goals:

- Wormhole stabilizers (small, medium, large) [referred to as holestabs from here]
(anchorable, onlineable, reinforceable)

I know that this idea has been posted before, but I hope to present a few twists that haven't.

A holestab removes the mass quota from a wormhole and places a beacon visible by all in the each system where the wormhole is stabilized. This could be factored into a two-system variant where you must build two stabilizers one on each side of the hole you want to keep open. Wormhole stabilizers are destructible and can enter reinforced mode. Holestabs are made from reverse engineered sleeper technology found on w-space planets and moons.

A class N wormhole may have N+1 holestabs + the normal rate of unstable wormholes.
The mass limit of the wormhole determines the size of the stabilizer you can setup.
Small stabs let cruiser class ships and lower through, medium is B.S. and lower, large is for caps and lower.

Due to the immense gravitational strain of keeping a wormhole pinned open and imperfect reproduction of the sleeper tech, the holestabs take damage over time which is repaired/maintained using using a mixture of standard fuel and reverse-engineered sleeper tech (from wormhole goo). This forms the basis for holestab 'fuel', if the standard fuel runs out the hole stab starts burning strontium to keep the wormhole open.

The existence of these gives a way to achieve the first goal by way of having a need for wormhole PI and moon industry and makes the second and third goals possible.

- Slipstream cyno beacons (anchorable, onlineable)

Space folding technology discovered on w-space planets mixed with standard FTL tech allows use of cyno jumps between systems connected by holestabs, limited by the restrictions of a large holestab (so capitals). Cyno jumps cause increased fuel use in holestabs due to the even more strenuous conditions of threading a hyperspace portal through a wormhole and shoving cyno jump through that. If undersized holestabs are used for the jump they burn strontium proportional to how oversized the ship is compared to the holestab.

SS cyno beacons run on fuel similar to holestabs, or is a module on a holestab.

Again the goals are all fulfilled.

- Interstellar Comms Network Relay (requires stabilized wormhole to k-space)
(anchorable, onlineable, reinforceable)
One per system.

Forms a link to the k-space interstellar comms network, registration requires entering a unique name into the network for a system which will now appear as the system name. Creates 'blue only' local based on the standings of people in the system. Suddenly you know how many friends you have in w-space, but nothing more.

This is forged from standard technologies and requires only normal k-space fuels.

This item is only for the second and third goals, obviously. People will fight over a system that *they* named as they'll feel more attached to it, adding a new intensity and more fun to w-space battles.

- Wormhole goo!

All the reverse engineered tech requires wormhole tech products of some sort found through PI and moon mining. This means the products have a niche to fill.. But what about the its effect on the whole EVE economy and your buddies back in k-space?

These are a few ideas that were thrown around to integrate w-goo into the k-space economy and aren't so fleshed out.
+ T3 modules
Bringing reverse engineered sleeper tech to your T1 and T2 ships for fun and profit. More rig-like they grant large bonuses to certain ship attributes with drawbacks due to incompatibilities with standard tech.

+ New T3 Ships
More spaceships = more better!
T3 frigate, destroyer, battleship?

+ Spatial Anomaly Exploitation Modules
Bringing new twists to w-space battles. Link modules based on the effects of local spatial anomalies to enhance your fleet.

+ Small gang warfare links
Sleeper tech command processors that work better the *smaller* your gang is, enhancing offensive capabilities.

Of course these ideas aren't final and it would be quite fun to tweak and tune this if the community thinks this is a good idea.
Thanks for reading, if you've gotten this far. I'd be happy to hear any constructive comments and feedback.

Cheers,
ZM (and a few others who contributed ideas)




very bad idea... and nerfing t3 ships to be even stronger even worse...

good idea woud be a new galaxy.... where evyrthing woud be uknown and u coud only go there true whs... or something like that
Vassal Zeren
University of Caille
Gallente Federation
#18 - 2011-12-06 18:04:22 UTC
Migeta wrote:
Zombie Mohammed wrote:
Greetings Internet Spaceshippers, here's a proposal for an idea to urbanize wormholes and achieve the following goals:

- Improve / expand PI/moon mining and bring PI/moon-goo to wormholes to extract precious wormhole goo
- Make w-space fleet fights more fun/accessible while keeping w-space's unique flavor of fighting
- Make your homes in w-space easier to setup, more fun to attack and defend.

Things needed to achieve these goals:

- Wormhole stabilizers (small, medium, large) [referred to as holestabs from here]
(anchorable, onlineable, reinforceable)

I know that this idea has been posted before, but I hope to present a few twists that haven't.

A holestab removes the mass quota from a wormhole and places a beacon visible by all in the each system where the wormhole is stabilized. This could be factored into a two-system variant where you must build two stabilizers one on each side of the hole you want to keep open. Wormhole stabilizers are destructible and can enter reinforced mode. Holestabs are made from reverse engineered sleeper technology found on w-space planets and moons.

A class N wormhole may have N+1 holestabs + the normal rate of unstable wormholes.
The mass limit of the wormhole determines the size of the stabilizer you can setup.
Small stabs let cruiser class ships and lower through, medium is B.S. and lower, large is for caps and lower.

Due to the immense gravitational strain of keeping a wormhole pinned open and imperfect reproduction of the sleeper tech, the holestabs take damage over time which is repaired/maintained using using a mixture of standard fuel and reverse-engineered sleeper tech (from wormhole goo). This forms the basis for holestab 'fuel', if the standard fuel runs out the hole stab starts burning strontium to keep the wormhole open.

The existence of these gives a way to achieve the first goal by way of having a need for wormhole PI and moon industry and makes the second and third goals possible.

- Slipstream cyno beacons (anchorable, onlineable)

Space folding technology discovered on w-space planets mixed with standard FTL tech allows use of cyno jumps between systems connected by holestabs, limited by the restrictions of a large holestab (so capitals). Cyno jumps cause increased fuel use in holestabs due to the even more strenuous conditions of threading a hyperspace portal through a wormhole and shoving cyno jump through that. If undersized holestabs are used for the jump they burn strontium proportional to how oversized the ship is compared to the holestab.

SS cyno beacons run on fuel similar to holestabs, or is a module on a holestab.

Again the goals are all fulfilled.

- Interstellar Comms Network Relay (requires stabilized wormhole to k-space)
(anchorable, onlineable, reinforceable)
One per system.

Forms a link to the k-space interstellar comms network, registration requires entering a unique name into the network for a system which will now appear as the system name. Creates 'blue only' local based on the standings of people in the system. Suddenly you know how many friends you have in w-space, but nothing more.

This is forged from standard technologies and requires only normal k-space fuels.

This item is only for the second and third goals, obviously. People will fight over a system that *they* named as they'll feel more attached to it, adding a new intensity and more fun to w-space battles.

- Wormhole goo!

All the reverse engineered tech requires wormhole tech products of some sort found through PI and moon mining. This means the products have a niche to fill.. But what about the its effect on the whole EVE economy and your buddies back in k-space?

These are a few ideas that were thrown around to integrate w-goo into the k-space economy and aren't so fleshed out.
+ T3 modules
Bringing reverse engineered sleeper tech to your T1 and T2 ships for fun and profit. More rig-like they grant large bonuses to certain ship attributes with drawbacks due to incompatibilities with standard tech.

+ New T3 Ships
More spaceships = more better!
T3 frigate, destroyer, battleship?

+ Spatial Anomaly Exploitation Modules
Bringing new twists to w-space battles. Link modules based on the effects of local spatial anomalies to enhance your fleet.

+ Small gang warfare links
Sleeper tech command processors that work better the *smaller* your gang is, enhancing offensive capabilities.

Of course these ideas aren't final and it would be quite fun to tweak and tune this if the community thinks this is a good idea.
Thanks for reading, if you've gotten this far. I'd be happy to hear any constructive comments and feedback.

Cheers,
ZM (and a few others who contributed ideas)




very bad idea... and nerfing t3 ships to be even stronger even worse...

good idea woud be a new galaxy.... where evyrthing woud be uknown and u coud only go there true whs... or something like that


a whole new unknown galaxy. thats thinking big! I like it!

A bad analogy is like a leaky screwdriver.

Zarak1 Kenpach1
Diamond Dogs.
Mercenaires Sans Frontieres.
#19 - 2011-12-06 18:05:29 UTC
no to almost everything in the OP. Do you realize what I could do with such changes to the game?

the only thing he mentions that would be kinda fun would be additional T3's and the addition of T3 modules.

however, this is nothing new. it has been something that CCP has been playing just the tip with us for years now.
Zombie Mohammed
Brutor Tribe
Minmatar Republic
#20 - 2011-12-06 18:08:43 UTC
Zarak1 Kenpach1 wrote:

no to almost everything in the OP. Do you realize what I could do with such changes to the game?


Probably not everything, please supply a list, I'm kind of interested.
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