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Dutarro
Kydance Radiant Industries Interstellar Starbase Syndicate
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Posted - 2006.12.05 19:11:00 -
[1]
The new exploration system is quite interesting, and though some players have criticized it, IMO it will become more popular as we gain experience exploring. We also see on the 'In Development' page that twinned jumpgates at POSs are in the works. Here is a suggestion to put those ideas together to allow exploration in the classic sense, i.e discovery that expands the accessible universe.
1) Uncharted Star Systems Add a large number of new stars to the EVE map, none of which are connected to the known EVE universe by stargates. All map statistics for these unchared systems are zero/null.
2) Transient Wormholes Some natural phenomenon creates small, temporary wormholes connecting two star systems within a few light-years of each other. Pilots may discover these wormholes in hidden deadspaces, using the new exploration probes. After defeating any NPCs present, a pilot can jump through the wormhole arriving at a distant, possibly uncharted system. The wormhole is single-use, each end collapsing after a single ship jumps through. This is just enough to let the player jump in once, look around, and then jump back out to where he started.
3) Jump Drives and Jump Portals We already have capital ships with jump drives, so if an explorer brings a cyno generator through a wormhole, he can call in friendly carriers to begin colonizing the system. POS-based jump portals would open a permanent link between a newly charted system and the rest of EVE.
4) Stargate Construction Platforms Just as outpost construction platforms let player's build a functioning station, a stargate construction platform would let us build new connections between systems. A gate should cost less than an outpost to build, because a populated EVE region needs a lot more gates than outposts.
------------------------ *opinions stated are not necessarily those of my corporation or alliance |
Alkirin
Gallente Die Hard Mining
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Posted - 2006.12.07 05:20:00 -
[2]
Uncharted star systems would open up all manner of exploration in Eve.
Secret bases, and the general risk of 'running blind' in areas that possibly yield high rewards. That is what exploring is about.
Randomly generates areas in 'uncharted space' would give devs the opportunity to throw in...well, just about anything. Sort of like a series of instance zones only available to people that have trained science skills with unique, but balanced and valuable rewards (not easy, I know). These rewards don't have to be game-breaking...they just have to offer a bonus, or a niche that other players normally wouldn't have. This would open up a valuable market for those who currently have science skills; and would encourage others to start exploring.
What would make exploring most interesting with this idea is that it wouldnt have the deterrant of 'somebody else has moved in there and claimed it' that keeps alot of players from bothering to go into low sec.
Unique items + randomly generated complexes = fun with science....especially if such unique items pertain to invention and research.
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |
Alkirin
Gallente Die Hard Mining
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Posted - 2006.12.07 06:23:00 -
[3]
Sorry for the double-post, but this idea kinda has me psyched. With implementation from many of the ideas discussed in the tactical environments thread; this could add a whole new dimension to the PvE experience.
As far as the 'secret base' thing is concerned; we could allow a module...say, call it a 'Nav Beacon' (structure requiring science skills to set up...no new lame time-sinks here, let this be an actual use for some of these science skills), to be placed in one of these areas that a player might find ideal. If the selected area has any wierd side-effects (no shields, wierd armor effects, any variants to weapons damage of some sort), and the player still decides to set up shop, then let one of the science specialties (laser, quantum physics, etc) mitigate the effects on deployed structures on the area.
Alternatively, if we are going with the 'random generation' idea for these unexplored systems; you could let the science skills mitigate the chances of encountering certain negative tactical environments.
These new areas can include everything from ore belts, to pirate hideouts, stranded convoys(to be saved or pirated...or both), to even the jackpot....ancient ruins.
The ancient ruins could even be set to reward players who have invested in certain skills. The sensitive structure of the ruins would only allow the player to perform one type of operation on it before the entire structure becomes unstable and collapses upon itself. (you can mine to extract rare ores from the ancient structure; hack a database to unlock rare mods; excavate using archaeology to find a rare research item; salvage components from the ancient structure; use social skills to outwit a sentient AI; haul large parts of the intact structure back to a station for analysis; or even just vaporize it and collect the one item strong enough to survive the destruction.....any one of these actions would result in the ancient structure being destroyed, so one operation of any type can be performed only once, and there should be something for everyone).
This opens the realm for alot of exciting PvE ideas to be implemented without affecting the balance of the game.
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |
high star
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Posted - 2006.12.07 07:53:00 -
[4]
There could be one drawback to this idea. If it is uncharted and your ship get destroyed how do you get back. You couldn't just destroy your pod bearing in mind that clone activation shouldn't be able to work as no one would know what happened and i can not see CCP allowing pods though wormholes.
But having said that this was what I believe exploration should be about not this surveying exsisting systems to find hidden complexes.
Another idea would be to have a ship fitted with a speacial type of jumpdrive that does not need a cyno field and has a certain range. This would mean you would fly to dead end system and set the co-ordinates for a jump out side at which point ther would be a delay before you jumped were you could land in a ( for want of a better word ) null space were you scanner would pick up nothing so you would just reverse co-ordinates and jump back.
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Alkirin
Gallente Die Hard Mining
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Posted - 2006.12.07 08:13:00 -
[5]
How about, if your ship is destroyed, you are auto-warped back to a safe spot set up by the financing corp.
It could just involve the hosting station (like a privateer exploration corp or something) aligning a jumpgate for your expedition (an npc team would warp in ahead of you to set up a return gate). After so long, the tiny fraction that it will inevitably move will render you incapable of returning to the exact same spot, so the exploration will have to expire after so long or the team won't have a reliable way back home (explanation for limited time and safespot).
Those with the ISK and the standings will eventually be able to contract their personal teams, which would allow access to more dangerous explorations, and longer exploration times. Harder, smarter, rats (bounties paid for by the Exploration Corp for clearing out unsafe areas) and better chances of finding ruins.
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |
Sonlatur
Minmatar Matari Raiders
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Posted - 2006.12.07 13:39:00 -
[6]
Originally by: high star You couldn't just destroy your pod bearing in mind that clone activation shouldn't be able to work as no one would know what happened and i can not see CCP allowing pods though wormholes.
As far as i recall clone activation has no problems with being in unknown space according to the backstory.
You could be anywhere in the universe, the communication would always work.
-- "Greetings fellow pod pilot. I am Sonlatur of the Sebiestor tribe and you have become a target in my war against the Evil Amarr Empire. Ransom negotiations are possible." |
Alkirin
Gallente Die Hard Mining
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Posted - 2006.12.07 18:00:00 -
[7]
Well, I guess that isn't a problem then....but I'd still like the idea of leaving it open for a limited time, so that the player can still retrieve their intact items if they wanted to.
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |
Prescience
Gallente XERCORE
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Posted - 2006.12.07 21:52:00 -
[8]
I read the first two posts and skimmed the others, it seems these ideas are based around the super rich corporations and alliances being able to get richer by adding modules to POS and jump drives to capital ships. Some poor 3 month old character who discovers this new system is going to be unable to take advantage of his/her find. Its a nice idea but seems only to make the rich, richer. _____________________________________
WHO said EVE had to be FAIR??
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Alkirin
Gallente Die Hard Mining
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Posted - 2006.12.08 01:19:00 -
[9]
Untrue. I would like you to read the details of my suggestions if you will.
Adding new options for the vets is always fun; but I wanted to focus on something even the newer players could get into.
Expeditions are run through NPC corps (while player corps can contract their own teams), and the rewards should benefit any player; with a noticable bonus for the ones that have invested significant skills toward the end of exploration. In the case of finding ruins; even a player with no science, hacking, social, or hauling skills can simply blow it up and collect what's left of it for a reward (something combat-oriented in this case).
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |
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