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Player Features and Ideas Discussion

 
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Line of Sight Sites

Author
Ninth Guardian
Arton Shotgun Grannies And Logicstics
#1 - 2012-01-13 00:30:55 UTC  |  Edited by: Ninth Guardian
Line of sight firing used in special sites will open a whole new set of creative tools to expand combat experiences. Imagine traveling through rock tunnels like you already can find in mission pockets looking for a players micro player owned station. The two chief difficulties in introducing this. One is to tweak bouncing ( at least in these specific places) so players are not flying off each other or the walls too dramatically. The other is to add of course the line of sight where either it is a sudden full mitigation and target lock is maintained or perhaps introduce along with line of sight a partial lock system that only applies to specific instances. Partial lock being where you maintain lock but are unable to fire.

I feel a complete loss of lock will limit the creative potential of designers for these places it is used; as well as tasking the Devs with having to address all the many exploitable cases where people are maneuvering around stations or even asteroids breaking lock in normal space, which yes implies the first phase of this concept may best be left only to mission pockets and special wormholes. There may also be the desire to add another skill that increases agility, but tweak it so that it offers little to no benefit to align time that way its not causing imbalances elsewhere in pvp. That said, what about warping inside such a structure?... nope =) you go in and you either come back out the way you came/ setup a warp enhancing module/ or not at all.

I can see 10 people go in... 8 pods come racing out =).

Wormholes could be added to the game to house or entirely consist of these structures. Some can be inside fractured planets that were perhaps fractured by the wormhole itself. Making for sights that defy the laws of physics as we know it.

Others could take place inside Nebula where storm pillars act to disrupt line of sight and "fog" can either mitigate or behave the same as a wall.

The concepts are many that make this effect happen, ( super massive ice fields), but the heart of it is to force fleets to roam in a way they have not quite been able to do successfully before I feel. I'll demonstrate some important reasoning to how this holds true soon.

I trust there is a lot of tools that already exist in the game can make this easily accomplished and setup for many phases of development. I enjoy thinking how something like this will help to remove pvp from following a recipe that always includes the use of a station, a POS, a gate, pretty much some form of escape. And even 1v1 pvp presents its own tedious aspects that increasingly seems like a dieing breed anyway. The kind of game of chess and blob pvp i feel personally to be boring and chokes the player base from learning how to work together and irritates newbies. Incursions seem to have helped fix this. That said the nature and tools behind incursions can be applied to the excuse of how these new sites are accessed.

In the case of tunnels you encourage fleet pvp, but the effectiveness and abuse of blobs goes away and various pve rewards can serve to further make it feel balanced and interesting. I'll leave rewards for another time and frankly have much more details/ideas that should maintain balance that I would like to be approached about.

Another supporting tool that is already in the game is clouds that cause damage. One can work with how it is based on proximity and number of other ships. Now even though my point of this is about line of sight and not how to get rid of pvp blobs, I am wise enough to recognize that if 30 team blue ships have line of site on 2 team red ships, even though 40 team red ships are right behind them, I do not see it being viewed as as a very fun or economical/fair thing to put into the game... and can make players go right back to camping at sweet spots =(. Now i don't see any flaws with "spider holes" that are planned out by developers.

You could then introduce a kind of capture the flag thing if you must, but please make it tasteful using science fiction based stuff NOT some cartoony and childish ooo go fly through the green cube junk. Maybe a module anchored to remove/secure a reward like new sleeper stuff. Maybe a special item has to be in the cargohold to enter this type of site and will kick out enemy fleet ( perhaps using factions as triggers) that then offers the winners to secure a period of time to loot/ harvest rewards. There i let a reward slip.

Like I said I feel like this is something that should not be too demanding to start introducing. As something the meets both the demands of new content as well as integrating the desired remodeling of existing content. I understand i made a lot of points and i hope anyone interested takes the time to go over this again and sorts them out.

Thank you,

Guardian
Zayn Longson
Perkone
Caldari State
#2 - 2012-01-13 14:54:54 UTC
Not sure about all the specifics you put in there, but I am fully for the idea of using LOS (Line Of Site) to make combat more competative and about player real skills rather than "click target, approach and fire" then put the kettle on.....

It would be quite realistic, not to mention fun, for small fighter ships to be able to hide in astroid belts, which large ships couldnt enter without fear of being destroyed / taking huge damage, and the small ships pop out fire a shot or two, then hide behined the astroid LOS again for protection.

The "solidness" of objects in Eve in general needs a lot of work - I can understand the argument of being able to apparently "move through solid objects" when entering warp, as you are not in normal space, but I have been able to fly through the walls of spacestations and other "solid" objects to inside the normal model; CCP really need to get their collision system sorted out - its bad enough that you can apparently, at the moment, shoot through solid objects (rather than the damage being absorbed by the object or the object being distroyed), but being able to fly through them in normal space???