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James Vayne
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Posted - 2010.06.30 11:21:00 -
[1]
So. There's a lot of people who say Walking in Station expansion will be boring largely because of the lack of one particular aspect: combat.
While it's laudable that CCP would like to keep the WiS idea as a social platform rather than have combat, I do think it would be a good idea to have combat included in some limited way.
This, of course, presents us with two schools of thought. The people who do want combat and the people who don't.
So how can we find an acceptable medium for the two? Curiously enough such a system is already in place. This is a WiP and can be updated as suggestions (constructive ones) are made.
Highsec: 1.0-0.9 Guns will be confiscated by CONCORD station security on leaving the ship (an automatic process of disarming your character/unequipping any weapons it may have previously had).
0.8-0.5 Possession of a gun is permissible. Firing it, however. would result in CONCORD combat drones immediately descending upon your location and gunning you down. (the same way it works in space if you fire on someone who doesn't have aggro on you.) One possible scenario for being able to fire your weapon on a highsec station works in that way also. If someone had aggro on you from stealing from your can and had docked up/left their ship. You could conceivably follow them and gun them down without CONCORD intervention.
Lowsec: 0.4-0.1 Carrying a gun on station is permissible. Firing a gun at someone on private (someone's slot) property is also permissible. Firing a gun on the concourse or other public area of the station will result in Combat Drones immediately descending upon your location (though not insta-killing you, you could conceivably run away [this is equivalent to tanking sentry guns in Lowsec] ).
Nullsec: 0.0 Lawless. Carrying and firing guns on stations is permissible due to the lack of CONCORD security. Private security, however, is another matter.
Private Security Systems: A slot owner setting up show in null/lowsec may choose to install a private security system. This system uses sophisticated technology to dampen weapons carried within it's field and render them useless. However. Cheaper security systems are not infallible and long ago, an enterprising pirate invented the Dampening Field Disruptor to null the effect of the dampening field enabling them to fire their guns.
Skillsets and New Items.
[Skillbook] Private Security: A Skill which enables one to install and safely operate and maintain a private security system. (though no actual maintenance is needed). Energy usage of dampening fields is decreased by 5% per skill level (Energy usage would be tagged onto your overall cost of the slot. So by increasing the skill you make it cheaper to run the system).
[Skillbook] Weapon Modification: Skill at safely modifying weapons with extra modules. Modules effectiveness is increased by 5% per skill level.
[Skillbook] Projectile Pistol: Skill at using pistols. 3% increase in weapon accuracy per skill level and 2% reduction in reload time.
[Skillbook] Semi Automatic Rifle Operation: 3% increase in weapon accuracy per skill level and 2% reduction in reload time.
[Skillbook] Automatic Rifle Operation: 5% increase in weapon accuracy per skill level and 2% reduction in reload time.
[Skillbook] Blaster Rifle Operation: 3% increase in hybrid weapon accuracy per skill level and 2% reduction in reload time.
[Skillbook] Projectile Weapon Specialization: Skill at using advanced forms of ammo for blasters and other projectile weapons.
[Skillbook] Laser Pistol Operation: 5% increase to laser pistol accuracy per skill level and 2% reduction in recharge rate.
[Skillbook] Laser Rifle Operation: 3% increase to laser rifle accuracy and 2% reduction in recharge rate.
[Skillbook] Dartgun operation: Skill at using dartguns. 3% accuracy increase per skill level.
Items Weapons: To be determined. Dartgun: Weapon that can be loaded with tranquillizer darts. Ideal for capturing your bounty alive.
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James Vayne
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Posted - 2010.06.30 11:27:00 -
[2]
Security Systems: [Dampening Fields] Budget Dampening Field: A small localized dampening field for private property that inhibits the use of weapons. Though most specialized weapons may overcome its effect Localized Dampening Field I: A small localized dampening field for private property that inhibits the use of weapons. Though some specialized weapons can overcome its effect. Localized Dampening Field II: a small localized dampening field. Very Few specialized weapons can overcome its effect. [faction] Blood Raider Infallible Dampening Field: A localized dampening field. No known weapons can overcome it.
[Security Drones] Projectile Security Drone System: A security drone loaded with projectile ammo. Will respond to gunfire on private properties but can be shot down by aggressors. Laser Security Drone System: A security drone using laser weaponry. Will respond to gunfire on private properties but can be shot down by aggressors.
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shady trader
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Posted - 2010.06.30 19:19:00 -
[3]
The main reason there will not be combat when we first get walking in stations, its the tea spoon problem.
I cheap character (i.e. new or disposable alt) could assassinate a major alliance leader by attacking them when they are of guard. As skills etc will not give you any sort of extra health or defences bonus unlike in ship combat, it means player with expensive clones are at the mercy of cheap alts. They don't even have to have a gun, any object even a tea spoon is deadly if used correctly, hence the name of the problem.
Also the is the back story to deal with, currently its the tech in our pods that is responsible for making cloning possible, this would have to be resolved for the RP crowd.
CCP have not ruled out having combat in stations between players, just not at launch.
Once they do, I suspect that CCP will implement something along the line of your idea's. As well as posion, explosive use etc given its a dark world we live it and being able to infiltrate and assassinate an emery leader is a part of it. Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congratulated by carebears for the actions. |
James Vayne
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Posted - 2010.07.01 00:10:00 -
[4]
Originally by: shady trader The main reason there will not be combat when we first get walking in stations, its the tea spoon problem.
I cheap character (i.e. new or disposable alt) could assassinate a major alliance leader by attacking them when they are of guard. As skills etc will not give you any sort of extra health or defences bonus unlike in ship combat, it means player with expensive clones are at the mercy of cheap alts. They don't even have to have a gun, any object even a tea spoon is deadly if used correctly, hence the name of the problem.
Also the is the back story to deal with, currently its the tech in our pods that is responsible for making cloning possible, this would have to be resolved for the RP crowd.
CCP have not ruled out having combat in stations between players, just not at launch.
Once they do, I suspect that CCP will implement something along the line of your idea's. As well as posion, explosive use etc given its a dark world we live it and being able to infiltrate and assassinate an emery leader is a part of it.
Which is why skills will be required to train to operate guns and their effectiveness. And this is training like any other. I'm aware of the tea-spoon effect, but it can be dealt with if training skills for weapons and their usage is adequately implemented. The Private Security system will also help toward this.
Further expansion on the 'security system' for slots would add a 'list' of characters you could add to your Security Drone's watchlist. The drone would be programmed to target and try and kill any of the characters on its list.
People couldn't simply create new characters, grab an automatic and go find the person they don't like. It will take time to train not only the operation of their guns, but the accuracy of its use as well.
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Turdilious
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Posted - 2010.07.01 00:13:00 -
[5]
No not a good idea.
ItĘs called walking in stations not fighting in stations for a reason. Eve online is a ship combat game.
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Simeon Tor
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Posted - 2010.07.01 01:21:00 -
[6]
Originally by: Turdilious No not a good idea.
ItĘs called walking in stations not fighting in stations for a reason. Eve online is a ship combat game.
Aww, I wanted it to be called Drinking Tea and Playing Monopoly in Stations
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Xindi Kraid
White Knight's Production inc.
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Posted - 2010.07.01 02:20:00 -
[7]
Originally by: shady trader The main reason there will not be combat when we first get walking in stations, its the tea spoon problem.
I cheap character (i.e. new or disposable alt) could assassinate a major alliance leader by attacking them when they are of guard. As skills etc will not give you any sort of extra health or defences bonus unlike in ship combat, it means player with expensive clones are at the mercy of cheap alts. They don't even have to have a gun, any object even a tea spoon is deadly if used correctly, hence the name of the problem.
I'm not seeing how this is a problem. First, I don't see why it's such a bad thing for newbies to be able to kill older players, after all, all of those skills are in spaceships. It would be interesting for there to be skills relating to WiS combat, could create an assassin class of characters. Another thing is, I would imagine a powerful leader would have a security entourage and expensive body armor. Besides in empire it's a suicide gank. In 0.0 it's probably an alliance station so it would take a skilled player to make a sucessful insertion and even more to make it out alive once everyone knows about him/her.
Quote: Also the is the back story to deal with, currently its the tech in our pods that is responsible for making cloning possible, this would have to be resolved for the RP crowd.
2 ideas: 1. Miniaturization, they managed to miniaturize the mind transfer tech enough for it to be carried on a captain's person. The tech is far too expensive for daily use by commoners, though, so pod captains still keep their godlike status. 2. A mental backup is made when you exit the pod, so if you do get killed, they can upload the backup into your new body. Of course you would lose the training youhave done since the last backup was made.
-Xindi Kraid: Delivering acerbic wit and scathing comments with just a dash of 'stab you in the eye' |
Goose99
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Posted - 2010.07.01 02:44:00 -
[8]
Even without SP related buffs, a skilled FPS player with low latency can slaughter dozens of vets. Welcome to FPS territory, where blob size just make larger targets for the twitch masters.
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Terranid Meester
Tactical Assault and Recon Unit
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Posted - 2010.07.01 03:07:00 -
[9]
Edited by: Terranid Meester on 01/07/2010 03:07:38 The idea of passive combat in Incarna might be a better solution. Instead of active combat, spying, economic warfare and subterfuge should be the name of the game. Sabotage a players ship by offlining his modules while he's gambling, poison his implants with drugs and steal the ammo from his ship as examples.
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Rhadia
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Posted - 2010.07.01 03:20:00 -
[10]
If you're worried about being killed in station by a measly alt, then make "social clones" be separate from Ship Clones. Make social clones more adapted to the "dirty" life of stations and society, and thus not as high risk as the typical pod-pilot's body.
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James Vayne
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Posted - 2010.07.01 13:12:00 -
[11]
All of the above. Armour was one thing I forgot to include and would go a long way to doing away with the Teaspoon effect.
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Bobbeh
Minmatar Navy of Xoc Wildly Inappropriate.
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Posted - 2010.07.01 22:19:00 -
[12]
One good thing that would come out of it!
You could kill all the annoying Enemies that keep a toon logged off in station. Or the neutral people who log on after a while and the station has switched hands....
you see neutral/red log in and they are docked, everyone scrambles for their rifles and goes hunting for implants! Flagships a New look at an old idea-Check it out
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James Vayne
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Posted - 2010.07.03 21:18:00 -
[13]
Edited by: James Vayne on 03/07/2010 21:18:41
Originally by: Bobbeh One good thing that would come out of it!
You could kill all the annoying Enemies that keep a toon logged off in station. Or the neutral people who log on after a while and the station has switched hands....
you see neutral/red log in and they are docked, everyone scrambles for their rifles and goes hunting for implants!
Quite so.
You could also become invisible to locator agents when not on your ship. Either that or the time it takes the locator agent to find someone could increase proportionately.
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Killclone
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Posted - 2010.07.03 21:43:00 -
[14]
Edited by: Killclone on 03/07/2010 21:44:38 To combat the tea spoons there could be behavioral surveillance computers everywhere that monitor each pilot. Whenever someone shows any sign of aggression he gets dealt with before he can even take out his gun. Pilots also must wear a collar that takes readings of body adrenaline and other signs of aggression.
If there was some ways to kill someone it would have to be done indirectly by poisoning a gift beer or something like that.
Anyway, i'd like stations to be allmost as dangerous as lowsec infront of a station is. Meaning you can be killed but if you're smart it's impossible to be killed.
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Kalin Fisic
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Posted - 2010.07.04 14:52:00 -
[15]
I don't think they are putting combat in station for a while after WIS, mostly because they put Dust on the console.
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