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Investing In NPC Stations

Author
Deckel
Island Paradise
#1 - 2016-12-12 10:53:47 UTC
Three possible things:

Upgrades to station services
-Either by market, ship or agent traffic or periodic player donations I think stations should be able to have their services upgraded or slightly variable. No I don't think they should all start at a base level with a need to work their way up, but having the ability to include one or two additional services above from when they are at a low activity level may promote people to, in a way, own responsibility for them and keep their usage up.

Agent Relocation
-I don't know if some agents should just be capable of randomly moving around or being enticed to relocate or spawn, but currently available agents locations are static which can really make or break a system and shape player activities. If this is truly a sandbox then this is a variable that should be able to be changed.

Station Ownership
-Dedicated to your NPC faction? Want to expand their influence? Well, maybe with a bit of help the Sisters of Eve can acquire that Quafe station, or some other factions. Not sure on mechanics or limitations on how this would work, but maybe buying an epic mission arc with a huge LP donation?

Yes they would all be huge changes, but may be worth it.
Lan Wang
African Atomic.
OnlyFleets.
#2 - 2016-12-12 16:49:43 UTC
No you cant have lvl 5 missions agents in your back-end nullsec system 300 jumps from everything

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

ShahFluffers
Ice Fire Warriors
#3 - 2016-12-12 18:00:58 UTC
Regarding station "investment" and "ownership": That is the whole point behind Citadels. The DEVs are trying their hardest to make Citadels more appealing than NPC stations... your idea kinda runs counter to that.


Regarding missions agents migrating; this has been discussed and more than a few people kinda like it. Unfortunately, hardcore mission runners hate it as it would require them to be "nomadic" and upset their routines (which they fancy as their "playstyle").
Deckel
Island Paradise
#4 - 2016-12-12 18:13:43 UTC
ShahFluffers wrote:
Regarding station "investment" and "ownership": That is the whole point behind Citadels. The DEVs are trying their hardest to make Citadels more appealing than NPC stations... your idea kinda runs counter to that.


Regarding missions agents migrating; this has been discussed and more than a few people kinda like it. Unfortunately, hardcore mission runners hate it as it would require them to be "nomadic" and upset their routines (which they fancy as their "playstyle").


Yes, I imagine that in order to implement migrating agents, either new agents would have to be created for each faction that fill that role, or ones of a redundant level in stations would have to be selected like when there are two lvl 2 or two lvl 3 agents in the same station etc.
PopeUrban
El Expedicion
Flames of Exile
#5 - 2016-12-13 00:29:31 UTC  |  Edited by: PopeUrban
This sounds like aperfect service module niche for the "office" style upwell stations CCP was collecting feedback on.

Keep in mind the station types, as planned, are roughly:

Citadels (Fortresses, bonused for combat)
Engineering complexes (Production facilities, bonused for research and production)
Mining complexes/drilling platforms (Resource exploitation facilities, bonused for mining,reprocessing,reactions, etc.)
Offices (Bonused for SOMETHING, but CCP doesn't know quite what yet)
Gates (Special purpose, likely for jump bridging or maybe as actual gates for new space, bonues for... being gates)

We don't need ways to add services to NPC stations because we can already add nearly every NPC service to upwell stations. The missing services are agents.

CCP listed Office Complexes as thematically being diplomatic structures, so natural bonuses for them (as in base bonuses and what modules they get a fuel bonus for) are replacing POCOS and IHUBS but it would be within a reasonable realm for them to also have special access to agent offices.

These service modules would be bought with LP from their associated faction, and require corp standings with that faction to keep online. The mission agent could even be customized by the owner (name and portrait) for fun.

For instance:

Standup [faction] Outreach Office [Type] (All kinds of NPC mission agents.)
Standup [faction] Research Center (Research agents)
Standup [faction] Intelligence Center (Locator Agents)
Standup [faction] Trade Bureau (LP store)

You'd be limited to non-enemy factions in empire offices (so no Minmatar agents in Amarr space) losec offices would allow enemy agents but suffer somewhat decreased payout, and null offices would allow whatever the **** you want. You make the rules. If Johnny Caldari and Gerald Gallente don't like having offices next to each other, tough ****. It's your station and you make the rules in nullsec. In wspace you'd probably want to limit everything but research and mining agents from being slotted, or limit the corps willing to be slotted there to like just pirates and soe or some ****.

Then the standard rig sets for buffing the payout/lowering the cost. The idea being that if you want to do Amarr l4s in backwater nullsec, you can get in good with the Amarr to get corp standings up, then use some Amarr LP or buy an Amarr mission office, install it in your station, and bam, you now have an amarr mission hub. The drawback is that its an upwell structure, so if other players feel like you shouldn't have it they can decide to remove it from space for you.

Further, you can levy a tax on mission rewards (or RP/LP payouts) as the station owner. The idea being that with a rigged office you can have better payouts than an NPC station so that you have the ability to tax without actually paying mission runners worse.
Nevyn Auscent
Broke Sauce
#6 - 2016-12-13 01:01:06 UTC
Citadels are the office structure they originally discussed. They just worked out it was best expressed as a Fortress.

However no, & hell no to upgrading unbreakable structures
PopeUrban
El Expedicion
Flames of Exile
#7 - 2016-12-13 01:16:29 UTC
Nevyn Auscent wrote:
Citadels are the office structure they originally discussed. They just worked out it was best expressed as a Fortress.

However no, & hell no to upgrading unbreakable structures


So what's replacing POCOs and IHUBs and such? I was under the impression that end end goal was that everything got moved to upwell style structures with fitting windows, including all the bits and bobs that control sov.
Nevyn Auscent
Broke Sauce
#8 - 2016-12-13 01:29:09 UTC
Not sure POCO's are intended to be replaced?
Unless it's a system wide structure where you can launch from all the planets to a single structure (& your competition could put their own up also to stop super easy monopolies), replacing POCO's with a fittable structure would actually be more work. & way too safe for PI also when the POCO has guns.

I always just thought they were intending to replace POS & Outposts.
Deckel
Island Paradise
#9 - 2016-12-13 01:58:26 UTC
PopeUrban wrote:
This sounds like aperfect service module niche for the "office" style upwell stations CCP was collecting feedback on.

Keep in mind the station types, as planned, are roughly:

Citadels (Fortresses, bonused for combat)
Engineering complexes (Production facilities, bonused for research and production)
Mining complexes/drilling platforms (Resource exploitation facilities, bonused for mining,reprocessing,reactions, etc.)
Offices (Bonused for SOMETHING, but CCP doesn't know quite what yet)
Gates (Special purpose, likely for jump bridging or maybe as actual gates for new space, bonues for... being gates)

We don't need ways to add services to NPC stations because we can already add nearly every NPC service to upwell stations. The missing services are agents.

CCP listed Office Complexes as thematically being diplomatic structures, so natural bonuses for them (as in base bonuses and what modules they get a fuel bonus for) are replacing POCOS and IHUBS but it would be within a reasonable realm for them to also have special access to agent offices.

These service modules would be bought with LP from their associated faction, and require corp standings with that faction to keep online. The mission agent could even be customized by the owner (name and portrait) for fun.

For instance:

Standup [faction] Outreach Office [Type] (All kinds of NPC mission agents.)
Standup [faction] Research Center (Research agents)
Standup [faction] Intelligence Center (Locator Agents)
Standup [faction] Trade Bureau (LP store)

You'd be limited to non-enemy factions in empire offices (so no Minmatar agents in Amarr space) losec offices would allow enemy agents but suffer somewhat decreased payout, and null offices would allow whatever the **** you want. You make the rules. If Johnny Caldari and Gerald Gallente don't like having offices next to each other, tough ****. It's your station and you make the rules in nullsec. In wspace you'd probably want to limit everything but research and mining agents from being slotted, or limit the corps willing to be slotted there to like just pirates and soe or some ****.

Then the standard rig sets for buffing the payout/lowering the cost. The idea being that if you want to do Amarr l4s in backwater nullsec, you can get in good with the Amarr to get corp standings up, then use some Amarr LP or buy an Amarr mission office, install it in your station, and bam, you now have an amarr mission hub. The drawback is that its an upwell structure, so if other players feel like you shouldn't have it they can decide to remove it from space for you.

Further, you can levy a tax on mission rewards (or RP/LP payouts) as the station owner. The idea being that with a rigged office you can have better payouts than an NPC station so that you have the ability to tax without actually paying mission runners worse.



I could get behind this. LP bought service module Offices for each faction. Only one faction office allowed per structure obviously.

I don't know if I would outright ban enemy faction offices, though they would definitely receive detrimental effects, such as limiting from security agent types and level reduction. Also, agent types would be limited to agent types that the specific faction uses.

Also, having multiple office types available for each faction is a little much. I think one would be sufficient and then rigs can expand their functionality. Less rigs being needed to max the functionality and agent levels of the larger structures.
-Rigs to increase agent level
-Rigs to add or expand LP store
morion
Lighting Build
#10 - 2016-12-13 02:21:48 UTC
Nevyn Auscent wrote:
Citadels are the office structure they originally discussed. They just worked out it was best expressed as a Fortress.

However no, & hell no to upgrading unbreakable structures


Um you might have described the going away " outpost "
PopeUrban
El Expedicion
Flames of Exile
#11 - 2016-12-13 03:05:23 UTC  |  Edited by: PopeUrban
Deckel wrote:
PopeUrban wrote:
This sounds like aperfect service module niche for the "office" style upwell stations CCP was collecting feedback on.

Keep in mind the station types, as planned, are roughly:

Citadels (Fortresses, bonused for combat)
Engineering complexes (Production facilities, bonused for research and production)
Mining complexes/drilling platforms (Resource exploitation facilities, bonused for mining,reprocessing,reactions, etc.)
Offices (Bonused for SOMETHING, but CCP doesn't know quite what yet)
Gates (Special purpose, likely for jump bridging or maybe as actual gates for new space, bonues for... being gates)

We don't need ways to add services to NPC stations because we can already add nearly every NPC service to upwell stations. The missing services are agents.

CCP listed Office Complexes as thematically being diplomatic structures, so natural bonuses for them (as in base bonuses and what modules they get a fuel bonus for) are replacing POCOS and IHUBS but it would be within a reasonable realm for them to also have special access to agent offices.

These service modules would be bought with LP from their associated faction, and require corp standings with that faction to keep online. The mission agent could even be customized by the owner (name and portrait) for fun.

For instance:

Standup [faction] Outreach Office [Type] (All kinds of NPC mission agents.)
Standup [faction] Research Center (Research agents)
Standup [faction] Intelligence Center (Locator Agents)
Standup [faction] Trade Bureau (LP store)

You'd be limited to non-enemy factions in empire offices (so no Minmatar agents in Amarr space) losec offices would allow enemy agents but suffer somewhat decreased payout, and null offices would allow whatever the **** you want. You make the rules. If Johnny Caldari and Gerald Gallente don't like having offices next to each other, tough ****. It's your station and you make the rules in nullsec. In wspace you'd probably want to limit everything but research and mining agents from being slotted, or limit the corps willing to be slotted there to like just pirates and soe or some ****.

Then the standard rig sets for buffing the payout/lowering the cost. The idea being that if you want to do Amarr l4s in backwater nullsec, you can get in good with the Amarr to get corp standings up, then use some Amarr LP or buy an Amarr mission office, install it in your station, and bam, you now have an amarr mission hub. The drawback is that its an upwell structure, so if other players feel like you shouldn't have it they can decide to remove it from space for you.

Further, you can levy a tax on mission rewards (or RP/LP payouts) as the station owner. The idea being that with a rigged office you can have better payouts than an NPC station so that you have the ability to tax without actually paying mission runners worse.


I could get behind this. LP bought service module Offices for each faction. Only one faction office allowed per structure obviously.

I don't know if I would outright ban enemy faction offices, though they would definitely receive detrimental effects, such as limiting from security agent types and level reduction. Also, agent types would be limited to agent types that the specific faction uses.

Also, having multiple office types available for each faction is a little much. I think one would be sufficient and then rigs can expand their functionality. Less rigs being needed to max the functionality and agent levels of the larger structures.
-Rigs to increase agent level
-Rigs to add or expand LP store


I don't agree with limiting it to one per station. Its a capsuleer owned station after all, and requires standings with those organizations to function. Part of the draw would be the ability to house more than one faction with LP stores and all that in a single station if your station is big enough and your corp has the standings. Capsuleer stations aren't owned by NPCs, and as such their offices in them are really more like embassies that you set up.

I do think your approach to rigs is more in line with how structure rigs actually work, yeah, but I think you'd have to let people stack the M and L agent level rigs to avoid needing various tiers of agent modules. i think you'd also want to set these up to have agents for all tiers under the highest one just to keep the fittings from getting too labyrinthine (e.g. if your rigging gets you an L3 agent, it also gets you and l2 and an l1)

M rig: +LP store, OR +payouts, OR + research guy, OR +mission level, etc. Give the structure itself a +1 agent level bonus per sec band (so +1 in HS, and +3 in null) along with the fuel buff and You can put up a small and efficiently trick it our for a very narrow purpose (say as an L4 HS mission hub for 3 types, but with no other services) or you could make it a very attractive payout L2 hub with a little tax that's better than nearby NPC station options.

up to

XL rig: +all that ****, so you could use the 3 rig slots on the XL to have fully tricked out offices for 3 different NPC entities in addition to unbonused other facilities in the other slots, or one entity fully tricked out with rigs left over to buff your POCO or reproc or whatever other service modules.
Deckel
Island Paradise
#12 - 2016-12-13 07:02:37 UTC
PopeUrban wrote:

I don't agree with limiting it to one per station. Its a capsuleer owned station after all, and requires standings with those organizations to function. Part of the draw would be the ability to house more than one faction with LP stores and all that in a single station if your station is big enough and your corp has the standings. Capsuleer stations aren't owned by NPCs, and as such their offices in them are really more like embassies that you set up.

I do think your approach to rigs is more in line with how structure rigs actually work, yeah, but I think you'd have to let people stack the M and L agent level rigs to avoid needing various tiers of agent modules. i think you'd also want to set these up to have agents for all tiers under the highest one just to keep the fittings from getting too labyrinthine (e.g. if your rigging gets you an L3 agent, it also gets you and l2 and an l1)

M rig: +LP store, OR +payouts, OR + research guy, OR +mission level, etc. Give the structure itself a +1 agent level bonus per sec band (so +1 in HS, and +3 in null) along with the fuel buff and You can put up a small and efficiently trick it our for a very narrow purpose (say as an L4 HS mission hub for 3 types, but with no other services) or you could make it a very attractive payout L2 hub with a little tax that's better than nearby NPC station options.

up to

XL rig: +all that ****, so you could use the 3 rig slots on the XL to have fully tricked out offices for 3 different NPC entities in addition to unbonused other facilities in the other slots, or one entity fully tricked out with rigs left over to buff your POCO or reproc or whatever other service modules.


A reason why I say to limit it to one NPC service office is that using rigs to add capacity seems to indicate that it would affect all service modules of this type, which seems broken if you have multiple NPC offices. If it can be made so that the addition of a rig does not affect all factions then I can probably agree to allowing more than 1.

Also, having agents of all levels seems a little much considering how the rest of the NPC station universe works. How about 1 rig to increase maximum agent level (for 1 faction), 1 rig to add another agent (for 1 faction), 1 rig to add LP store (for 1 faction), 1 rig to increase LP payout (for all).

-Size of the station I think should determine the starting level capacity M=2, L=3, XL=4 and factions in enemy territory get a -1 to this (and maybe lack of security missions in highsec).
-Installation of the office module gets normal capacity for 1 agent of that faction.
-Agents can be hired or fired at an isk/LP cost to make changes to their level and agent types.
-Factions with research agents available will be required to acquire research agent types.
(if lvl 5 agents are included there would likely be strict restrictions or costs around it)
(Could potentially make new lvl 6 agents available Smile but likely not)
Lugh Crow-Slave
#13 - 2016-12-13 08:16:10 UTC
build a citadel and you can do all this besides the agent thing
Donnachadh
United Allegiance of Undesirables
#14 - 2016-12-13 13:39:33 UTC
ShahFluffers wrote:
Regarding missions agents migrating; this has been discussed and more than a few people kinda like it. Unfortunately, hardcore mission runners hate it as it would require them to be "nomadic" and upset their routines (which they fancy as their "playstyle").

Some of us lead nomadic lives running around the universe running missions everywhere to keep standings on a positive note to all factions and we hate the idea of agents moving around. For us it is about finding those agents in out of the way systems because we are not familiar with the locals, their patterns etc and it is easier .

I find it interesting as well that you are quick to jump on the mission runners here, when the simple reality is that most players in the game choose a specific area and tend to stay in that area instead of moving all over the universe. As I wonder from place to place with my missions character I always see the same names in the same area every time I wonder through, and the same goes for my low sec character we see the same names in the same general area of space every time we pass through an area looking for fights. Humans by nature will gravitate to an area and a group of people they are most comfortable with, perhaps this lack of movement around the EvE universe is simply the game characters expression of that.
elitatwo
Zansha Expansion
#15 - 2016-12-13 16:48:53 UTC
Deckel wrote:
...I could get behind this....


And we would care about this why exactly? There is zero reason to alter anything on NPC stations, because everyone but you has already guessed they are NPC as in you can not interact with them, so you have no business with them.

Let's keep them as they are.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Deckel
Island Paradise
#16 - 2016-12-13 17:53:49 UTC
elitatwo wrote:
Deckel wrote:
...I could get behind this....


And we would care about this why exactly? There is zero reason to alter anything on NPC stations, because everyone but you has already guessed they are NPC as in you can not interact with them, so you have no business with them.

Let's keep them as they are.


But you can interact with them. Standings, LP, Missions. All of these are important eve factors and revenue generating mechanisms. Areas lacking NPC interaction lack access to Faction gear and require additional hauling from major trade hubs to acquire high end modules and ammo.
Lan Wang
African Atomic.
OnlyFleets.
#17 - 2016-12-13 19:16:42 UTC
Deckel wrote:
elitatwo wrote:
Deckel wrote:
...I could get behind this....


And we would care about this why exactly? There is zero reason to alter anything on NPC stations, because everyone but you has already guessed they are NPC as in you can not interact with them, so you have no business with them.

Let's keep them as they are.


But you can interact with them. Standings, LP, Missions. All of these are important eve factors and revenue generating mechanisms. Areas lacking NPC interaction lack access to Faction gear and require additional hauling from major trade hubs to acquire high end modules and ammo.


no move around space and interact with different agents in different areas, it would be broken if you could simple add pirate and lvl 5 mission agents to stations so you dont have to leave the comfort of your blue donut.

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Deckel
Island Paradise
#18 - 2016-12-13 19:33:12 UTC
Lan Wang wrote:


no move around space and interact with different agents in different areas, it would be broken if you could simple add pirate and lvl 5 mission agents to stations so you dont have to leave the comfort of your blue donut.


If you are only worried about LVL 5 access, then you really don't have any real complaints to the idea. Agent types and levels would obviously be controlled with how this all works. As for pilots only operating in their blue zone that happens everywhere as it is with some pilots never leaving their comfort zone. All this does is make it so that this zone becomes player dictated rather than NPC station dictated.
Lan Wang
African Atomic.
OnlyFleets.
#19 - 2016-12-13 19:59:28 UTC
Deckel wrote:
Lan Wang wrote:


no move around space and interact with different agents in different areas, it would be broken if you could simple add pirate and lvl 5 mission agents to stations so you dont have to leave the comfort of your blue donut.


If you are only worried about LVL 5 access, then you really don't have any real complaints to the idea. Agent types and levels would obviously be controlled with how this all works. As for pilots only operating in their blue zone that happens everywhere as it is with some pilots never leaving their comfort zone. All this does is make it so that this zone becomes player dictated rather than NPC station dictated.


no im not worried about lvl 5 access im more worried about huge sov blocks crashing every lp market in the game with the least amount of risk in the game

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

PopeUrban
El Expedicion
Flames of Exile
#20 - 2016-12-13 22:57:40 UTC  |  Edited by: PopeUrban
Lan Wang wrote:
Deckel wrote:
Lan Wang wrote:


no move around space and interact with different agents in different areas, it would be broken if you could simple add pirate and lvl 5 mission agents to stations so you dont have to leave the comfort of your blue donut.


If you are only worried about LVL 5 access, then you really don't have any real complaints to the idea. Agent types and levels would obviously be controlled with how this all works. As for pilots only operating in their blue zone that happens everywhere as it is with some pilots never leaving their comfort zone. All this does is make it so that this zone becomes player dictated rather than NPC station dictated.


no im not worried about lvl 5 access im more worried about huge sov blocks crashing every lp market in the game with the least amount of risk in the game


You say "blue donut LP crashing" but the fact is that CCP has been pushing deep null self reliance for a long time.

In fact one of the primary problems that prevents smaller entities from moving to null is that the generally stronger "shallow null" alliances function as gatekeepers.

The 'safety' of null has nothing to do with systems design aside from its continued reliance on hisec that makes true null residence a logistical nightmare unless you're involved in some giant alliance. Furthermore, allowing players to move agents to more advantageous local positions would change nothing about this behavior. They'd simply do missions on their null "main" in stead of an out of corp hisec "mission alt" and this would make less desirable truesec space (that literally nobody fights over) actually attractive for smaller operators, potentially leading to more localized conflicts and less reliance on "shallow null" blue donut acitivity to act as arbiters of whether or not a smaller deep null alliance can sustain itself.

This would simply democratize the LP market and require lesser reliance on alts to utilize LP systems, as well as encourage players to invest in and use more player owned stations, which in turn creates conflict over said stations, which in turn creates more, not less content.

Nobody is going to stop null ratting to start doing missions if the ratting is already more profitable and requires zero infrastructure investment.
Nobody is going to start becoming a hardcore mission runner just because they now have the agent in system in stead of a couple systems over.

However people that LIKE to run missions and want to use that as a financial or faction goods supply source WHILE living in whatever space they want, or those who'd like to try their hand at running a for-profit mission hub have something to gain here.

Your doomsday scenario is like saying spawning more asteroid belts creates more miners and crashes the mineral market. LP is not a limited commodity that has a finite supply, and its value is not propped up by scarcity or difficulty of finding missions to run.

At worst it may result in blingy missioning ships being in less predicatble places, and thus harder to find for hisec ganking groups. That's fine. If someone want to assume the risk of defending a station in order to gain that ability, the ganking group has the ability to wardec the station and blow it up to put an end to that behavior.
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