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Player Features and Ideas Discussion

 
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Exploration-missions?

Author
Aegis Wersuken
Science and Trade Institute
Caldari State
#1 - 2017-03-28 18:02:49 UTC
Just a small one about an interesing exploration-mission idea:

There could be new Exploration agents with L1-L4 missions with a small twist: the destination is a w-space system.

L1 is like go into a specific (maybe low class?) WH and hack cans and return to agent.
L4 is like go into a specific (maybe larger class?) WH and hack cans and/or fight off sleepers
perhaps L5 for Drifter sites :)

Because of the nature of the destination, the mission timer would be longer of course. :)

The stuff you get from the cans would be a lore items, with references to Sleeper or Talocan history, or just a usual 10xMarine (lost in space)
Perhaps chance to drop faction loot or component to compensate the nature of the missions.

So, what do you think?
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#2 - 2017-03-28 18:39:13 UTC
would the mission be guiding you TO that specific wormhole? because if so then that completely breaks the point of wormholes being unpredictable.

if it doesn't, have you ever tried actually finding one specific wormhole? it can take dedicated groups days, sometimes even weeks to find a particular hole. (its easier if they have a static connection to that type and can rage roll it but even then it can take hours)

who in their right mind would take a mission that could take weeks, or even months to complete (if its even possible for a solo pilot)

i'm not opposed to the idea of exploration based missions as whole, in fact It could be a decent way to guide newer players on the exploration path. but WH space is just not the right area of space for that, it works too differently to support it.

Now if I may propose my own variant on your idea. all missions send you to the same types of space that they would now, only instead of giving you a specific system, they only give you a constellation, and it could be anywhere in that group of 5-10 (I think thats average constellation size) systems.

Rewards would be ~on par with the equivilant lvl security mission.
difficulty of rats would be the same as security missions only one step down.
lvl 1 no rats, just hacking
lvl 2 same difficulty as lvl 1 security mission rats more difficult hacking
etc.

the idea is that the sites are easier to clear in smaller ships, but thats because you need to sacrifice at minimum a high-slot and a mid-slot for it. (t3's could blaze through them though which might be an issue.)

yes they would be far easier combat wise, if you are using a purely combat fit ship, but that would mean needing to switch ships or fitting, which kills your time efficiency (the only way that lvl 4's actually make you any real isk) so on the whole they would likely be about on par. especially once the time required to scan down the contellation is taken into consideration.

their version of a burner mission would be going against a small pocket of sleeper ships (c2-c3 difficulty) so solo-able but difficult, and the "bonus" for doing them is the possibility of blue loot.
Aegis Wersuken
Science and Trade Institute
Caldari State
#3 - 2017-03-28 20:00:55 UTC
I never tried to find one specific wh, but now as you mention it, it might not the best idea this way.

The original though behind the idea is to move out from your comfort zone, not just undock just 3-4 times
and return. The original meaning of Exploration is to explore new horizons.

The high-end idea would be a spec scanning ship (or a new module with fit restrictions) able to jump without a cyno, but strictly within a new region of New Eden, where there are no gates. A brand new region which needs to be mapped first maybe constellations will be added in smaller releases).

Using this system can bring a brand new game mechanic into the game where players can build gates and destroy other players' gates.

But it's a bit far-fetched :)
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#4 - 2017-03-28 21:29:50 UTC
Aegis Wersuken wrote:
I never tried to find one specific wh, but now as you mention it, it might not the best idea this way.

The original though behind the idea is to move out from your comfort zone, not just undock just 3-4 times
and return. The original meaning of Exploration is to explore new horizons.

The high-end idea would be a spec scanning ship (or a new module with fit restrictions) able to jump without a cyno, but strictly within a new region of New Eden, where there are no gates. A brand new region which needs to be mapped first maybe constellations will be added in smaller releases).

Using this system can bring a brand new game mechanic into the game where players can build gates and destroy other players' gates.

But it's a bit far-fetched :)


There has been a lot of talk over the years about opening up new regions of space. I think even ccp has said something along those lines in regards to player built stargates.

they are unlikely to ever implement the ability to jump without a cyno, but there has been some theorizing that if and when the new area of space gets opened up it would operate much like null-sec, only without pre-existing gates, originally only accessible via wormholes, but eventually with exploration, a player built gate network could be constructed.

but that is all just theories and speculation at this point.

personally I love the idea, especially with the proposed structures that affect how local work, it would make more sense to put those structures out in a new area of space like that rather than completely restructure current null-sec. so the existing areas of space would remain the way they are, and this new fronteir would only have gates if players built them, and would only have local if the intel structures where in place.
Do Little
Bluenose Trading
#5 - 2017-03-29 08:35:15 UTC
I think this would be a great way to reinvent research agents. The current missions are pretty ridiculous as is earning RP passively without doing anything (yes I have a bunch of level 4 research agents)

Even something like the ghost sites or sleeper cache sites that the agent can bookmark would be a major improvement requiring little development effort.
Dior Ambraelle
University of Caille
Gallente Federation
#6 - 2017-03-29 21:55:57 UTC
Bjorn Tyrson wrote:
the idea is that the sites are easier to clear in smaller ships, but thats because you need to sacrifice at minimum a high-slot and a mid-slot for it. (t3's could blaze through them though which might be an issue.)

There is an easy solution for that: the probes will find a gate that will restrict the site. Similarly to some security missions.

Also, it would be neat if the player-made gates could be used to reactivate the jove space. Fresh with high level exploration sites and better than usual loot.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#7 - 2017-03-29 22:20:59 UTC  |  Edited by: Bjorn Tyrson
Dior Ambraelle wrote:

Also, it would be neat if the player-made gates could be used to reactivate the jove space. Fresh with high level exploration sites and better than usual loot.


Jove space has often been suggested as being the prime candidate for the player made gates.

if I remember correctly, jove space is currently occupied by sansha. would make for some interesting gameplay if they also implemented some incursion style system mechanics, where you had to "capture" the systems before you could live in them.

there would be an incursion style influence meter, that would cause the same reduction to ehp and damage the higher it is. and would need to be lowered through running of fleet combat sites, once the influence is reduced to zero you could take out a star-base or other hub, which would allow you to capture the system for yourself and use sov structures etc.

once your sov is secured, more sites would periodically pop up that if left uncleared would push the sansha influence back up. shutting down sov services at certain thresholds, and if allowed to hit 100% causes your sov hold to drop and things revert back to them.

belt rat and anoms etc would be ~the same as current null sec at 0% influence, but would increase in difficulty the less secured the system is.

would make it a very different type of space to live in (which is good, because in my opinion new areas should be NEW not just more of the same thing) and would help to enforce the idea of only living in as much space as you can hold and patrol.

benefits to it would be having a permanent incursion, which would be a great source of isk for the residents. holding a single system probably wouldn't have these sites spawning regularly enough to keep a fleet running back to back sites 24/7, but holding a constellation might. (because having 24/7 incursion sites for the asking is just way too much isk)
Obiwan Aideron
Doomheim
#8 - 2017-03-30 05:39:05 UTC
Let's push that idea a bit forward.

I thought about concord missions and a cartography-module.

You will have to discover a certain amount of different wormholes and mark things in it.

Example:

You reach a new hole. Your mission is to cartography 4 different ones.
In this holes your task is to mark every planet / special anomaly / or other points of interest (i talk about that later) with the module.
After you have successfully marked everything, you go on to the next hole.

When you finished all four of them, you return and sell those infos to concord. You gain LP and ISK, but! those informations will be available for purchase in this station to everyone. (cartography market has a Special icon / different from normal market) With that data they can now track that WH down and maybe they use that infos for finding a new home or to find a certain anomaly (i talk about that later). However those datas will not be there forever, they get deleted after, lets say 24 hours, because concord qualifies them as not acurate anymore. All the bought datas will get deleted too, so you have to be quick.

Now lets talk about the difficulties.

First, not every anomaly you have to cartography should be easy to do so. Some of them need to be hacked, some have signal disruptors in them which have to be destroyed before you can activate your module, and some may even trigger sleepers. That should not be indicated before you warp in.

Second, when your ship is destroyed all the collected data gets destroyed too.

The next point are the special anomalies.
I thought of real cosmic anomalies, such as comets, special / collapsed whs, ect.
This should add more variety to wh space and be used for those missions.

Those cartography modules can be fitted onto every ship, and use one highslot. (But scan-ships should give a bonus to them) They also need 15 seconds to start the process and it takes another 15 to save the data. While in "cartography-mode" your sig radius is 1000% higher than normal, so you have to be either very careful or have defensive capabilities.

So i think thats it for now. Its very vague and there are lots of things to improove, but what do you think about the basic idea.


o7 Obiwan
Dior Ambraelle
University of Caille
Gallente Federation
#9 - 2017-03-30 10:09:38 UTC
Bjorn Tyrson wrote:
Dior Ambraelle wrote:

Also, it would be neat if the player-made gates could be used to reactivate the jove space. Fresh with high level exploration sites and better than usual loot.


Jove space has often been suggested as being the prime candidate for the player made gates.

if I remember correctly, jove space is currently occupied by sansha. would make for some interesting gameplay if they also implemented some incursion style system mechanics, where you had to "capture" the systems before you could live in them.

there would be an incursion style influence meter, that would cause the same reduction to ehp and damage the higher it is. and would need to be lowered through running of fleet combat sites, once the influence is reduced to zero you could take out a star-base or other hub, which would allow you to capture the system for yourself and use sov structures etc.

once your sov is secured, more sites would periodically pop up that if left uncleared would push the sansha influence back up. shutting down sov services at certain thresholds, and if allowed to hit 100% causes your sov hold to drop and things revert back to them.

belt rat and anoms etc would be ~the same as current null sec at 0% influence, but would increase in difficulty the less secured the system is.

would make it a very different type of space to live in (which is good, because in my opinion new areas should be NEW not just more of the same thing) and would help to enforce the idea of only living in as much space as you can hold and patrol.

benefits to it would be having a permanent incursion, which would be a great source of isk for the residents. holding a single system probably wouldn't have these sites spawning regularly enough to keep a fleet running back to back sites 24/7, but holding a constellation might. (because having 24/7 incursion sites for the asking is just way too much isk)

Sansha counter incursions? That would be awesome!
I would add that as Sansha is losing territory, the spawning sites become more difficult. So if the whole sector is controlled by players, it becomes nearly impossible to do the sites efficiently, because you would need so many ships, the payment multiplier will be near 0%. You would need to let Sansha recapture some of it's territories before you could farm isk again.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Sitting Bull Lakota
Poppins and Company
#10 - 2017-03-30 13:02:24 UTC
Aegis Wersuken wrote:
I never tried to find one specific wh, but now as you mention it, it might not the best idea this way.

The original though behind the idea is to move out from your comfort zone, not just undock just 3-4 times
and return. The original meaning of Exploration is to explore new horizons.


Let me take a swing at this.

Lvl 5 agent group activity treasure hunt.
Mission is given to go to a specific wormhole (one with a higher activity level) and activate the "gonkulator" module (I'm thinking 15-45 minute activation time to give the residents of the hole plenty of time to notice their visitors and form up. After the item cycles it will spawn a scannable signature in the system. At this signature is a handful of rats and an item that CONCORD wants. Get the item and turn it in to CONCORD for dank isk. In the 10-20 billion range.

Naturally, this being the Mad Max side of space, and the mission intentionally selecting a wormhole with regular player activity in it, the getting of the orb will lead to impromptu conflicts.

The agents would need a cooldown time so that wormholes don't become saturated with these. For added yucks, the gonkulator would be a deployable unit with it's paired wormholes id listed in its attributes and, let's say, a 30 day window.

Ergo, one group might start the mission, get murdered, and another group might find the gonkulator on the field and take up the treasure hunt themselves.
Or sell it on contract. Or reprocess it for like 18 isogen. Who knows.
Dior Ambraelle
University of Caille
Gallente Federation
#11 - 2017-03-31 00:54:53 UTC
Sitting Bull Lakota wrote:
Aegis Wersuken wrote:
I never tried to find one specific wh, but now as you mention it, it might not the best idea this way.

The original though behind the idea is to move out from your comfort zone, not just undock just 3-4 times
and return. The original meaning of Exploration is to explore new horizons.


Let me take a swing at this.

Lvl 5 agent group activity treasure hunt.
Mission is given to go to a specific wormhole (one with a higher activity level) and activate the "gonkulator" module (I'm thinking 15-45 minute activation time to give the residents of the hole plenty of time to notice their visitors and form up. After the item cycles it will spawn a scannable signature in the system. At this signature is a handful of rats and an item that CONCORD wants. Get the item and turn it in to CONCORD for dank isk. In the 10-20 billion range.

Naturally, this being the Mad Max side of space, and the mission intentionally selecting a wormhole with regular player activity in it, the getting of the orb will lead to impromptu conflicts.

The agents would need a cooldown time so that wormholes don't become saturated with these. For added yucks, the gonkulator would be a deployable unit with it's paired wormholes id listed in its attributes and, let's say, a 30 day window.

Ergo, one group might start the mission, get murdered, and another group might find the gonkulator on the field and take up the treasure hunt themselves.
Or sell it on contract. Or reprocess it for like 18 isogen. Who knows.

So... go to a specific place, drop the lure,then wait until the thing you want spawns?
Can't we pick an actually good game to rip off instead of Pokemon GO?

Though, if the system where the agent is located always spawns a wormhole, then the agent could send you to that specific wormhole. People will know the wormhole is used for missions, this will generate high traffic in it.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Metal-Beard
Rockstar federation
#12 - 2017-06-09 22:47:39 UTC
missions are quite dull and they seem to have no purpose other then standings, ud think ud get a medal or 2.
they all seem the same, and when you can actually beat all the ships on a lvl 1 or 2 by yourself it seems to unrealistic, like there should be some people on team.

so a wormhole in a mission is great for some difference I love it, anything that can improve on missions would be a plus,
in my opinion the missions in eve really need to be unique to each Agent, the storylines need to be more progressive, with in game consequences. agents need individual personalities and dialect,they need to be real actors, any NPC pirate threats should also be real actors, but ultimately the players need to be brought together.





Metal-Beard
Rockstar federation
#13 - 2017-06-09 22:56:21 UTC
missions would be a whole lot better if all ships had a permanent tractor beam and salvager or if they made an extra slot in every ship so a person could fit either, and still fit for combat, they seem like such necessary tools that I feel every player should have.