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NattyDreadlock
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Posted - 2005.11.23 07:33:00 -
[1]
I'd like to see another non-combat oriented aspect added to the game. I'd like to see the addition of scientific research of systems, celestial bodies and the scietific phenomena that can happens within them. These phenomona would be randomly spawned for periods of time. These phenomena could be planetary, their satelittes(belts and moons), solar, etc. SOme phenomena would be in dead-space locations, or just out in the vastness of empty space. Some phenomena would be made evident by changes in visual characteritics, others would require much more in-depth scanning and probing to find.
There would be current and specialized modules to perform this research in the form of probes, scanners, senors and sensor boosters, etc. This research would provide the means of finding and collecting current and new materials to be used in the EVE marketplace. Imagine finding a temporary phenomena, that once detected and studied, yields a current high value mineral or ore in a reasonably high amount, but is also collectible much easier and faster than normal asteroid minning. You find it, you collect it...or sell the bookmark for its location to others. Or you find a rare and high value material generated in a temporary phenomena that isnt present in any asteroid belt, but instead requires research to find and collect where ever it may be. Imagine there being rare materials to explorer for that is required to build Tech II equipment.
In many cases these phenomena wouldnt be detectable without specialized senors and you wouldnt be able to get to them without probes to generate a warp point. Some will be detectable with normal sensors but would yield less valuable materials, some of these materials would still require specialized equipment for research and studying of the phenomena to determine what material or materials are present...if any! So sometimes you'll find that you have in fact detected, located and studied a phenomena of scientific value, but there wont be any materials to collect(no one said all phenomena would yields riches). Either way, you recieve a data collection log and/or samples for all studied phenomena which would be of value on the NPC and R&D agent market...some more valuable than others.
You may also find that R&D and explortion agents will send you out to investigate low-grade phenomena as missions. The may have you head to a specific planet, nebula or moon to study it. Or they may have news of something in a system and send you to itto do a system wide search for phenomena to study. You may or may not find anything valuable from their mission, but their mission may allow you to find aonther phenomena outside of the mission that may be lucrative.
Some phenomena will be easier to study than others, requiring more or less equipment and/or time to complete. Some phenomena may be in danegrous systems and areas, so bring a combatant friend may be good. NPCs may have also found the phenomena and afre willing to defend it with force. Of course the best exploration ships will have very limited combat ability since the research and sensory equipment will be resource intensive.
_____________________________ You hit "insert pirate" with a frozen turd right in the eye from your 150mm railgun for 0.0 damage. |

NattyDreadlock
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Posted - 2005.11.23 08:00:00 -
[2]
It would atleast give those with probe and survey skills something to do, especially since these phenomena wouldnt warp around spoiling your probe analysis. It woul dmake good use of probes, suvey skills, the new environments planned , etc.
_____________________________ You hit "insert pirate" with a frozen turd right in the eye from your 150mm railgun for 0.0 damage. |

Dhejay Centrix
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Posted - 2005.11.23 13:47:00 -
[3]
If these phenomena were in 0.0 and therefore risky to get to then it would be AMAZING. A worthwhile reason for non PvP players to get out of empire space and something to make the game a bit more involved. This sort of exists anyway in that you can pay some poor dude to fly about scanning moons for you to see where to put a POS etc, adding it to agents would be cool.
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Civ Zomas
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Posted - 2005.11.23 14:29:00 -
[4]
Edited by: Civ Zomas on 23/11/2005 14:31:14 Adding in-space tasks to R&D is already under discussion. Check out The Drawingboard.
/me points to the sticky
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NattyDreadlock
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Posted - 2005.11.23 20:24:00 -
[5]
Thats a start, but it doesnt seem to imply research and exploration of scientific phenomena. They talking about artifacts and complexes. That makes me think of combat, dead-space complexes, etc...nothing differnet from what we have. They did mention environments, but there was no description of how it would work. "Complexes/Environments" seems to me that the environments would be basically be like complexes in nature. You'd be warped in by a jump gate, you'd fight NPCs. Even worse, it seems the whole experience of finding, exploring and researching would be too scripted because you dont have to look/hunt for them, they'd all automatically yield something. Sorry if Im jaded, but if it goes this route it will just be stuff we already have but in different clothing. I want something totally new and refreshing.
I'd like to see phenomena and the environments that house them to be vast. A place I can spend hours, if I had the patience, in exploring. The environemnets(of course planetary, solar and nebulas would be of thier respective sizes) or even the phenomena themselves could be a couple of kilometers in diameter, have one to several characteritics to research, several materials to gather samples for additional player research in station(and/or on some specialized ships) or for R&D agents, etc. Higher value materials for collection and sale and higher value sources of data collection would be concentrated in clusters that would require a minimum distance to detect. So if the enviroment or phenomena is 200km across, you may have to be with 25km to detect it, that way it encourages tarvel through out the environment or phenomena to detect and collect these high value items.
Immagine making use of research labs in stations and on specialized ships to do additional research on sample materials. This research could take minutes to days to complete. This additional research would yeild additional materials and data for sale on the player and NPC markets, R&D agent markets, etc. This additional research of materials in addition the materials and data they yield could be used together with other materials and data to generate new Tech II BPOs. So imagine you have sample material A, B, and C. Additional research of A may yield material D, combined with material B and the data collected from researching C to create...anything. It could be another material to be used with other materials and data, it may be a material worthy of sale on the market or R&D agaent market, it could be a BPO(though Im assuming it would require much moe than this), or it could be nothing, but it provides more data...data is always valuble to R&D agents.
Materials and data not worthy of market sales would always be valuable to R&D agents. Providing these materials and data to R&D agents could be used to allocate points for the Tech II lottery. This way many materials and data would just be ghost items, each one wouldnt need be unique to cause server lag. So there would be some randomness/lottery aspect to the research. While others would be easily identifiable, unique or of a specific type with some reliably consistent and perdictable combination charcteristics. But in most cases, if you get a generic data or material outcome you can sell it to R&D agents, or try to combine it again with something else. Either way, you never totally lose out, if all else fails, give it to R&D.
_____________________________ You hit "insert pirate" with a frozen turd right in the eye from your 150mm railgun for 0.0 damage. |

Spoon Thumb
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Posted - 2005.11.24 00:13:00 -
[6]
Edited by: Spoon Thumb on 24/11/2005 00:18:35 As an observation: This idea seems to run parallel with the archeology idea being implemented at the moment. This would suggest that it is highly plausable and possible, but may be felt to be stepping on the feet of Archeology?
I also think this is a really cool idea. :D
x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x Spoon Thumb - I can scoop ice cream with my thumbs! |

NattyDreadlock
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Posted - 2005.11.24 01:46:00 -
[7]
The more diversified the devs make the game the better. Since the scientific exploration guys will likly be exploring differnet environments than the archeology guys I'd hope they'd wouldnt feel we'd be imposing :). My understanding is that archeology still requires a descent amount of combat, the scientific exploration direction would be a lot less combat intensive and as a means of balancing risk over reward, maybe the scientific route would yeild less Tech II stuff, or atleast require more time or trial & error to yeild it. There is plenty of space out there for both methods to fit in game. Archeology could be to PvP as Resesarch & Exploration would be to minning. Different means to an end...profits. One is more combat oriented, the other would be more non-combatant oriented...though I can see pirates finding a source of prey and loot for their economic endeavors also. Just beacuse your war-ship cant find, collect or mine the stuff, doenst mean you cant ransom a ship for the valuables in thier holds. However, I'd like to see some rare materials require specialized holds and/or cans for transportation. So a pirate may lock down a research vessel, but that research vessel maybe carrying highly volitile materials that only its holds are designed to carry. Unless the pirate has specialized cans, he wont be able to carry it away.
_____________________________ You hit "insert pirate" with a frozen turd right in the eye from your 150mm railgun for 0.0 damage. |

NattyDreadlock
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Posted - 2005.11.30 00:41:00 -
[8]
ok, this shouldnt get lost in the crowd.
_____________________________ You hit "insert pirate" with a frozen turd right in the eye from your 150mm railgun for 0.0 damage. |

Ricdic
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Posted - 2005.11.30 08:41:00 -
[9]
/signed
I like where you are going with this. Sounds very interesting, and a nice change from the "go here, kill that" , or "take this there". Similar to my ideas about mining agents actually giving mining tasks, ie l4 mission where agent requests that you collect 3.5 million units of veldspar within 5 days, and gives a bookmark etc, for a hidden asteroid belt to be used to fill the contract.
To stop players just buying the ore, have completely new asteroids at the bookmark, yielding ore that cannot be reprocessed, however is used for mining agents. Rewards and loyalty points would be great, due to the large amounts of time involved.
So yeh, pretty much the same as your idea, and not limited to agents. Having hidden phenomena that a dedicated explorer can find. Kinda like a treasure hunter. The profession could so easily be added to the game, but as yet has not. You might explore 20 different phenomena's, maybe even some having clues to get to other ones, in order to refine your search, and give it a linear feel. Of course the clues cant be as easy to decypher as the ones on ship logs.
More like, "The tablet reads "The serpentis spy leader entrusts this key to the entrance of his tomb. Rumor has it that the tomb is located somewhere within the Ukaste Constellation. Vast riches were buried along with the Spy leader many years ago."
You get my idea. I think the OP wants this kind of thing (forgive me if I am wrong). I think there should be ie 50 different types of phenomena in the game at any one time, but of course they can double up all over eve. I also think, the twist should be that all phenomena locations should be reset and re-randomised every downtime. So while there are only 50 variations, there might be a total of 10,000 phenomena in game at any one time. Just a matter of dedicated pilots searching.
Sorry if I went way off-topic. But good idea ------------------------------------------ Dreadnought Production INC is recruiting Join DPI Channel Or Visit (IGB) http://www.mmorpg-online.net/intro.html |

NattyDreadlock
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Posted - 2005.12.01 09:48:00 -
[10]
If there is one thing a game like this could benefit from, it would be more diversity in the non-combat aspects of the game. Im not trying to take away frpm combat, but its the option of doing something completly different from what you normally do that saves a game like this for the player who is beginnong to get tired of the same old point-less fighting for the sake of fighting. Ots hard for me to get into if there is no "end-game", purpose, territory to capture, large area impact, etc. Yes its in our nature to fight and have conflicts(sometimes just for the hell of it), but its also in our nature to explore and learn just for the hell of it. The more purposeful the exploration and research the better for keeping players occupied. This idea of course works for combat to, but its not as fresh an idea compared to exploration and research.
_____________________________ You hit "insert pirate" with a frozen turd right in the eye from your 150mm railgun for 0.0 damage. |
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