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Player Owned Hideouts (POH)

Author
Marsan
#21 - 2012-01-26 18:00:26 UTC
I kinda of like the player owned dead space pocket idea. What if you could scan down a dead space pocket with a special type of probes. Then put an acceleration gate at the edge of it. This gate takes you to a random place in the dead space pocket. (IF they were big enough multiple people could live there.) Here you can setup a POS or maybe a POS-lite. Access via the gate is controlled in the same manner as jump bridges and the like. The gate could be scanned down with difficulty then hacked, but hacking it takes 48 hours and it becomes unhacked in a window determined by the defender. (Target gate activate cracking module, wait 5 minutes, 48 timer starts.) The defender could reset the gate once it becomes cracked but they'd need to basically spend 5 minutes next to the gate. with a hacking module.

The major issue is that the locals could camp the gate. On the other hand if the POS-lite were small enough to fit in a blockade runner or indy then you could simply run. Sure you might need to leave minerals and loot behind, but those were the risks you took. Also if the gates were cheap enough then you could setup dummy gates.


PS- Am I the only one who thinks you should be able to hack the abandoned POSes, and other anchored stuff. If something was abandoned in space but anchored you should be able to unanchor it and take it. Maybe there is a timer, or maybe you just have to sit there for 5 minutes hacking it. It annoys me the number of abandoned POSes I see in HS and WH space. I've known a number of small corps in worm holes who live in a hole with a couple of abandoned POS. Simply because they lack the firepower to take them out.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Miss Whippy
Native Freshfood
Minmatar Republic
#22 - 2012-01-26 22:33:43 UTC
I like the idea of Mini POSs/Hideouts/Whatever. But this wouldn't just benefit the small corps trying to get by, it would also support the large corps as well, the effect you're trying to achieve is lost, as your enemies would just do exactly the same and hide their massive blobs in a place you can't find them. Any benefit gained would be lost, because the enemy would have exactly the same advantage to use against you.

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Nikk Narrel
Moonlit Bonsai
#23 - 2012-01-26 23:15:04 UTC
Miss Whippy wrote:
I like the idea of Mini POSs/Hideouts/Whatever. But this wouldn't just benefit the small corps trying to get by, it would also support the large corps as well, the effect you're trying to achieve is lost, as your enemies would just do exactly the same and hide their massive blobs in a place you can't find them. Any benefit gained would be lost, because the enemy would have exactly the same advantage to use against you.


This can be prevented, at least for the massive blob part.

That folded space pocket idea I mentioned uses an entry like a WH.

Limit it to the amount of mass the pocket can hold, at one time.

(Nothing as big as a capital ship probably, maybe like the equivalent of 5 Battleships worth of mass)

The deadspace idea, not sure how you would limit that, maybe the gate blocks ship types like the NPC ones do?
Mary Annabelle
Moonlit Bonsai
#24 - 2012-01-26 23:27:58 UTC
I would also think it was cool if we could put this pocket near enough to an asteroid belt to catch a couple, and mine it in secrecy...


Ok, thats crazy talk perhaps.

Maybe what I am saying is this could also have a portable version, something that keeps people from being scanned down.

Maybe a type of electronic warfare that blocks scanning?

How cool would that be, hide the mining op from being detected...
Gaia Ma'chello
Photosynth
#25 - 2012-01-26 23:50:03 UTC
Marsan wrote:
I kinda of like the player owned dead space pocket idea. What if you could scan down a dead space pocket with a special type of probes. Then put an acceleration gate at the edge of it. This gate takes you to a random place in the dead space pocket. (IF they were big enough multiple people could live there.) Here you can setup a POS or maybe a POS-lite. Access via the gate is controlled in the same manner as jump bridges and the like. The gate could be scanned down with difficulty then hacked, but hacking it takes 48 hours and it becomes unhacked in a window determined by the defender. (Target gate activate cracking module, wait 5 minutes, 48 timer starts.) The defender could reset the gate once it becomes cracked but they'd need to basically spend 5 minutes next to the gate. with a hacking module...


We could also make the gate un-probable. The way its found is the enemy propes out your ship when it warps to the gate. With persistence eventually they probe you while you are using the gate, thus locating the gate itself.
Atum
Eclipse Industrials
Quantum Forge
#26 - 2012-01-27 17:17:19 UTC  |  Edited by: Atum
Marsan wrote:
PS- Am I the only one who thinks you should be able to hack the abandoned POSes, and other anchored stuff. If something was abandoned in space but anchored you should be able to unanchor it and take it. Maybe there is a timer, or maybe you just have to sit there for 5 minutes hacking it. It annoys me the number of abandoned POSes I see in HS and WH space. I've known a number of small corps in worm holes who live in a hole with a couple of abandoned POS. Simply because they lack the firepower to take them out.

This. Hack the abandoned tower to flip it to your corp, giving you the option of either tearing it down or putting it back online. Or as a slight balancer in case the tower just went offline a few hours ago because of logistics difficulty, you have to hack each individual module before the tower itself could be taken. Anything in a hangar (SMA, CHA, LSAA, whatever) does become yours.
Nikk Narrel
Moonlit Bonsai
#27 - 2012-01-27 19:26:18 UTC
Atum wrote:
Marsan wrote:
PS- Am I the only one who thinks you should be able to hack the abandoned POSes, and other anchored stuff. If something was abandoned in space but anchored you should be able to unanchor it and take it. Maybe there is a timer, or maybe you just have to sit there for 5 minutes hacking it. It annoys me the number of abandoned POSes I see in HS and WH space. I've known a number of small corps in worm holes who live in a hole with a couple of abandoned POS. Simply because they lack the firepower to take them out.

This. Hack the abandoned tower to flip it to your corp, giving you the option of either tearing it down or putting it back online. Or as a slight balancer in case the tower just went offline a few hours ago because of logistics difficulty, you have to hack each individual module before the tower itself could be taken. Anything in a hangar (SMA, CHA, LSAA, whatever) does become yours.


That sounds cool... bring espionage into the mix.

Cloaky player hideouts for the win!
Atum
Eclipse Industrials
Quantum Forge
#28 - 2012-01-27 19:37:16 UTC
Nikk Narrel wrote:
Atum wrote:
Marsan wrote:
PS- Am I the only one who thinks you should be able to hack the abandoned POSes, and other anchored stuff. If something was abandoned in space but anchored you should be able to unanchor it and take it. Maybe there is a timer, or maybe you just have to sit there for 5 minutes hacking it. It annoys me the number of abandoned POSes I see in HS and WH space. I've known a number of small corps in worm holes who live in a hole with a couple of abandoned POS. Simply because they lack the firepower to take them out.

This. Hack the abandoned tower to flip it to your corp, giving you the option of either tearing it down or putting it back online. Or as a slight balancer in case the tower just went offline a few hours ago because of logistics difficulty, you have to hack each individual module before the tower itself could be taken. Anything in a hangar (SMA, CHA, LSAA, whatever) does become yours.


That sounds cool... bring espionage into the mix.

Cloaky player hideouts for the win!

Espionage is already involved in this game (see "IRON failcascade", "BoB implodes", or "Goonswarm robbed!" for any number of examples), and we're talking about alternatives to dealing with abandoned towers in low/WH space besides sitting there for an hour or two plinking away at structures you'd much rather take for your own.
Nikk Narrel
Moonlit Bonsai
#29 - 2012-01-27 21:23:34 UTC
Atum wrote:
Espionage is already involved in this game (see "IRON failcascade", "BoB implodes", or "Goonswarm robbed!" for any number of examples), and we're talking about alternatives to dealing with abandoned towers in low/WH space besides sitting there for an hour or two plinking away at structures you'd much rather take for your own.


Quite seriously, I am agreeing with you.

If the tower goes offline due to neglect, it should be vulnerable to theft by others. Same with the modules.
Atum
Eclipse Industrials
Quantum Forge
#30 - 2012-01-27 21:25:38 UTC
Nikk Narrel wrote:
Atum wrote:
Espionage is already involved in this game (see "IRON failcascade", "BoB implodes", or "Goonswarm robbed!" for any number of examples), and we're talking about alternatives to dealing with abandoned towers in low/WH space besides sitting there for an hour or two plinking away at structures you'd much rather take for your own.


Quite seriously, I am agreeing with you.

If the tower goes offline due to neglect, it should be vulnerable to theft by others. Same with the modules.

Ok, I'm just not seeing how espionage is involved... there's no spying, metagaming, or anything else... just a bit of patience (and luck) in finding the things, then sneaking off with them in the night.
Nikk Narrel
Moonlit Bonsai
#31 - 2012-01-27 22:33:28 UTC
Atum wrote:
Nikk Narrel wrote:
Atum wrote:
Espionage is already involved in this game (see "IRON failcascade", "BoB implodes", or "Goonswarm robbed!" for any number of examples), and we're talking about alternatives to dealing with abandoned towers in low/WH space besides sitting there for an hour or two plinking away at structures you'd much rather take for your own.


Quite seriously, I am agreeing with you.

If the tower goes offline due to neglect, it should be vulnerable to theft by others. Same with the modules.

Ok, I'm just not seeing how espionage is involved... there's no spying, metagaming, or anything else... just a bit of patience (and luck) in finding the things, then sneaking off with them in the night.


Oh, that. The owner still sees the POS and associated items as their own. In theory, you must have been spying on them to see they suddenly dropped shields, and became vulnerable, when they ran out of fuel.

(If the items can be snatched, in a first come first serve basis, people may start keeping an eye on these more often, which could be viewed as spying)

I would like a way of telling how much fuel is left in an enemy POS, so I knew when to come back and see if they had refueled, or could I now snag some modules for my secret cloaky hideout.

I think we should get bonus points for using stolen POS items in the cloaky hideout, but others may not agree.
Atum
Eclipse Industrials
Quantum Forge
#32 - 2012-01-28 02:01:42 UTC
Nikk Narrel wrote:
Oh, that. The owner still sees the POS and associated items as their own. In theory, you must have been spying on them to see they suddenly dropped shields, and became vulnerable, when they ran out of fuel.

(If the items can be snatched, in a first come first serve basis, people may start keeping an eye on these more often, which could be viewed as spying)

I would like a way of telling how much fuel is left in an enemy POS, so I knew when to come back and see if they had refueled, or could I now snag some modules for my secret cloaky hideout.

I think we should get bonus points for using stolen POS items in the cloaky hideout, but others may not agree.

I think you're going in a different direction than what Marsan proposed, and I agree with. Marsan and I are talking about offline, abandoned towers/modules, generally in W-space, but occasionally found elsewhere as well. If a tower's online, that's an entirely different conversation.
Nikk Narrel
Moonlit Bonsai
#33 - 2012-01-28 20:38:05 UTC
Atum wrote:
Nikk Narrel wrote:
Oh, that. The owner still sees the POS and associated items as their own. In theory, you must have been spying on them to see they suddenly dropped shields, and became vulnerable, when they ran out of fuel.

(If the items can be snatched, in a first come first serve basis, people may start keeping an eye on these more often, which could be viewed as spying)

I would like a way of telling how much fuel is left in an enemy POS, so I knew when to come back and see if they had refueled, or could I now snag some modules for my secret cloaky hideout.

I think we should get bonus points for using stolen POS items in the cloaky hideout, but others may not agree.

I think you're going in a different direction than what Marsan proposed, and I agree with. Marsan and I are talking about offline, abandoned towers/modules, generally in W-space, but occasionally found elsewhere as well. If a tower's online, that's an entirely different conversation.


That's nice, but it should relate to player owned hideouts. Grabbing offline modules and towers on it's own is not the intent of this thread, but if you should start one, let me know. I like the idea.
Mary Annabelle
Moonlit Bonsai
#34 - 2012-01-30 22:11:18 UTC
How did we get off topic?

This thread was about hidden player owned hideouts.

I liked the idea about folded space pockets myself.
Stonecrusher Mortlock
The Scope
Gallente Federation
#35 - 2012-01-31 00:12:16 UTC
i like this thing, and its would be 100% better than the orca i use now because i don't have to be logged on for corp mates to use it.


as it stands now i use a orca to hide the stuff inside of, and so far its been working great. it holds replacement bombers and ammo and mods for them.


but i would rather have these.


so long as they keep the reinforced timer
Mardero
#36 - 2012-01-31 04:01:39 UTC
Feligast wrote:
Beaches wrote:
While in the POH cloak bubble the player or players are removed from local.


You were doing great until right there..

No to this part. The rest is interesting.

This.
Pidgeon Saissore
Tyrant's
#37 - 2012-01-31 07:25:27 UTC
I like the fold space pocket idea but with a few additions.

The entry portal must be a destroyable object looking something like a jump bridge. Only one such portal to your pocket can exist at a time. Anything inside at the time of its destruction is stuck there until the alliance builds a new one.

This may be exploitable as a super jump freighter as the owner may simply load it up with an unlimited supply of stuff and self destruct the portal and build it somewhere else.

It might also be possible to set it as a jump bridge exactly but it leads to a place in deep space between stars, set at the time of construction on the galaxy map the same way a probe is sent on the system map. Its bubble will show all the systems that are in jump range of it and may have the option of linking multiple bridges to it.
Pidgeon Saissore
Tyrant's
#38 - 2012-01-31 07:46:21 UTC
Like all things in eve there must be some possible way to invade someones deep space complex. Make deep space cyno probes that scan areas for such things. They should be single shot and have a scan radius approximately 1/10 of the bridge distance to them. If they do find one they will jump in and light a cyno in the complex. If they don't find one they light it wherever they landed. They should have a travel time based on the distance in light-years from the point of origin (say about 5 hours at the maximum distance) and give a warning to complexes that they are approaching a few minutes out. These might also be used to go to a random point in a system. But again spam the warning of the incoming cyno and where it is from. It would be something like: Hyperwarp signature detected from (system) (ETA).
Nikk Narrel
Moonlit Bonsai
#39 - 2012-02-01 18:58:30 UTC
Pidgeon Saissore wrote:
I like the fold space pocket idea but with a few additions.

The entry portal must be a destroyable object looking something like a jump bridge. Only one such portal to your pocket can exist at a time. Anything inside at the time of its destruction is stuck there until the alliance builds a new one.

This may be exploitable as a super jump freighter as the owner may simply load it up with an unlimited supply of stuff and self destruct the portal and build it somewhere else.

It might also be possible to set it as a jump bridge exactly but it leads to a place in deep space between stars, set at the time of construction on the galaxy map the same way a probe is sent on the system map. Its bubble will show all the systems that are in jump range of it and may have the option of linking multiple bridges to it.


I see what you are getting at, but I think you will get too many opposed to the idea of what amounts to a portable hole, (from dungeons and dragons).

The original idea was more along the lines of a POS or mini station, that relied on being hidden. It substituted being hidden for the reinforced shields as a defense. Keeping it hidden by moving the entry within the same system, or the device making the entry hidden, is what would be threatened and maintained by the opposing sides.

And to make the balance equal, where it would take a fleet to repair / defend the regular POS / Outpost, this one would also be smaller, requiring fewer to support it. It is also less of a threat, in theory, due to it's lower ability to shelter and provide for players.
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