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ugh zug
22
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Posted - 2012.05.10 02:54:00 -
[1] - Quote
this might blow your mind, or ive done too many boosters, but lets consider an alternative method of travel for the game that still meets the need for pvpers, and high sec travel at the same time. like many eve players i find gate travel tedious, obnoxiously so. why am i required to zone 30 times when trying to get to a location? then it hit me, like many other scifi shows or novels why not just make a highway in subspace?
players could hop on the highway from anywhere in open space barring that the pilot is not on an aggression cooldown.
entry would require a massive amount of cap, and a burn in time + alignment... think back to the future.
players will then burn to their exit on the pipeline loop, exit distance based on light year distance between systems. where speed and vessel size really does come into play.
there is no warp while in subspace, you're already in an accelerated state.
players will see other players on this highway in subspace.
players will be able to target and suicide gank players on the highway just like normal space at gate camps, but unlike camping a gate (because this will consist of all of highsec.) there will be a lot more... targets because how tempting the reduced travel time is to most people.
Concord will be patrolling subspace like high sec on the high sec subspace loop, but there will be a random response time unlike normal high sec... bear in mind though that the more violations at the same time the more dice that will roll, and your fun might be cut short sooner then later.
the highway will be a travel zone for the whole of high sec, a different travelzone for low + null space.
just like gates this subspace travel will be limited to sub capital ships.
using subspace highways could require a 3 month permit from concord, or a special fuel for entry sold by NPCs. hello isk sink. (licensed to be revoked by concord upon criminal activity in high sec loop at least.)
the exit point into a system should be one of the old gates or a new object like a beacon in normal space that will have an effect when someone jumps out of the highway.
/discuss, add your on thoughts on gate travel and how it might be improved. Want me to shut up?-á Send me ISK and i'll stop giving suggestions to CCP that make sense. Remove content from my post, 15 bil Remove my content from a thread I have started 30bil. |

Trollin
32
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Posted - 2012.05.10 09:13:00 -
[2] - Quote
licensed to be revoked? can you elaborate
can it be rebought after?
whats the point of allowing ganks and patrolling with concord if the license is revoked after 1 gank?
not picking on you just want clarity
and tbh i hate gates, feels more like rooms with doors than outer space. . |

James Amril-Kesh
4S Corporation RAZOR Alliance
215
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Posted - 2012.05.10 11:06:00 -
[3] - Quote
Requires changing way too much about how the game works but doesn't add anything particularly substantial in return. Support showing T2 and faction frequency crystal damage in the info window. |

Aphoxema G
Teraa Matar White-Lotus
298
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Posted - 2012.05.10 15:58:00 -
[4] - Quote
A "highway" between some systems would be nice, supposing we limit freighters from using them and make their cost significant in some way. All modules "miss" like turrets instead of deactivating when out of range. [ http://tinyurl.com/6nrdzon ] Identify "North" [ http://tinyurl.com/7kubllo ] |

Aphoxema G
Teraa Matar White-Lotus
298
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Posted - 2012.05.10 16:00:00 -
[5] - Quote
Hah, pods only. And make the gates lowsec only. All modules "miss" like turrets instead of deactivating when out of range. [ http://tinyurl.com/6nrdzon ] Identify "North" [ http://tinyurl.com/7kubllo ] |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
271
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Posted - 2012.05.10 16:45:00 -
[6] - Quote
Yeah... I am not seeing it happen.
It is not that your system is more, or less, realistic than what they have now. It gives the impression that attacking or ganking other players would be more difficult, which is what CCP is against.
They want both risk, and consequences with risk.
Your idea would make the ganker have to work harder in high sec. They don't want that.
Ever wonder why autopilot drops you 15km from your jumps or stations? They want you exposed to risk, in exchange for convenience.
You manually jump, translates to your effort minimizing that risk.
Risk + Effort = Reward.
Your highway reduces risk AND effort, but keeps the reward. |

Carton Mantory
Occassus Republica Trade Wind Commodities
10
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Posted - 2012.05.10 19:39:00 -
[7] - Quote
I remember when CCP was going to have transport services. Pay a fee and your goods would be moved to destination station.
That would be awesome |

ugh zug
23
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Posted - 2012.05.10 20:25:00 -
[8] - Quote
Nikk Narrel wrote:Yeah... I am not seeing it happen.
It is not that your system is more, or less, realistic than what they have now. It gives the impression that attacking or ganking other players would be more difficult, which is what CCP is against.
They want both risk, and consequences with risk.
Your idea would make the ganker have to work harder in high sec. They don't want that.
Ever wonder why autopilot drops you 15km from your jumps or stations? They want you exposed to risk, in exchange for convenience.
You manually jump, translates to your effort minimizing that risk.
Risk + Effort = Reward.
Your highway reduces risk AND effort, but keeps the reward.
while in the highway you would be burning to your exit gate, and it would take quite some time depending on your fit and your intended exit, i dont see how this would inhibit gankers from scanning you and poping your ship in the process especially if said pilot was not paying attention to individuals locking them up and scanning their cargo. warp is going to be inhibbited but also so will WMD's its basically same mechanics as a deadspace pocket.
imagine if you will your crew just going with the flow passively scanning ships to alpha you find a target your budies are signaled and they burn to optimal on the victim. lock and alpha. sure you get concorded but you had plenty of time to pick a target and you also had plenty of time to prep for the assault. in some ways this would be an easier way to net a better payout then camping a gate... a target rich environment and the vast majority of people not really looking at their overviews or afk getting a beer.
Want me to shut up?-á Send me ISK and i'll stop giving suggestions to CCP that make sense. Remove content from my post, 15 bil Remove my content from a thread I have started 30bil. |

ugh zug
23
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Posted - 2012.05.10 20:27:00 -
[9] - Quote
Aphoxema G wrote:A "highway" between some systems would be nice, supposing we limit freighters from using them and make their cost significant in some way.
i would rather allow all ships that can normally use a gate use this system for travel. plus not having a freighter to pop for suicide gankers would defeat part about a target rich environment. Want me to shut up?-á Send me ISK and i'll stop giving suggestions to CCP that make sense. Remove content from my post, 15 bil Remove my content from a thread I have started 30bil. |

ugh zug
23
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Posted - 2012.05.10 20:33:00 -
[10] - Quote
Trollin wrote:licensed to be revoked? can you elaborate
can it be rebought after?
whats the point of allowing ganks and patrolling with concord if the license is revoked after 1 gank?
not picking on you just want clarity
and tbh i hate gates, feels more like rooms with doors than outer space.
i hate gates too. like everything else in this concept im just tossing them out there, an inexpensive fuel say 5 to 10k isk per entry to the system doesn't seem like a lot but when you have everyone using it, it does add up. licensed idea just another idea as to how this could contribute to an isk sink. im sure pilots with standing high enough to jump in highsec should have no problems repurchasing a subspace travel permit from concord. they might work in mechanics though that it costs more based on how low your sec status is i don't know~. the low sec/null version of this wouldn't have a concord permit with it but maybe the fuel requirements. Want me to shut up?-á Send me ISK and i'll stop giving suggestions to CCP that make sense. Remove content from my post, 15 bil Remove my content from a thread I have started 30bil. |

ugh zug
23
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Posted - 2012.05.10 20:48:00 -
[11] - Quote
ugh zug wrote: speaking of nullsec and lowsec highway... i think you should be able to light a cynos into the highway but, once a capital jumps in its trapped there for good, and if you happen to disconnect, quit, or you hit the walls with your capital, it asplodes into a shower of pretty and moderately expensive fireworks. capitals (with jump drives) jump in, they don't jump out. ;p
consider the EPIC fun this could lead to with a spy ^^
Want me to shut up?-á Send me ISK and i'll stop giving suggestions to CCP that make sense. Remove content from my post, 15 bil Remove my content from a thread I have started 30bil. |

Loius Woo
PATRIOT KNIGHTS
21
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Posted - 2012.05.10 20:50:00 -
[12] - Quote
First off, I like the idea of it, but I am not sure how it could be implemented in a way that both A: made sense and B: didn't break the risk/reward paradigm that is so important to the game.
To A, it doesn't make sense that all of the Eden cluster have basically one big deadspace pocket to slow boat across in order to cross in "hyperspace" I could see more of a timed jump bridge where your destination takes x minutes to reach. But this breaks other aspects of the game. Even though doing the jump gate thing kinda sucks, how much more would it suck to play a game that you don't "play" cause all you are doing is watching a "time to hyperspace exit" countdown on your screen? I think it would make the universe feel LESS connected, not more connected than it does now.
To B, If you do the enter hyper and travel for some time mechanic, then there is no gank chance, there are no strategic choke points where combat can occur, roaming gangs are null and void, mining fleets can just ninja some deed null sec pocket without worries, people can just enter hyperspace to avoid being popped and stay in flight for hours to avoid you. If you do do the "deadspace pocket" idea then what you will have is basically a single grid with ALL OF EVE on it...which means you would have a GoonSwarm playground.
A way to achieve some possible iteration of this idea would be to allow gates to have a range on them instead of a destination and then you can plot to any other gate in that range. So that way the universe would be less linear and more 3D, while still providing for choke points in some places (regional gates having more range), there would still be the opportunity to gank people in high sec, and there would be risk/reward also. This might also have a negative impact on gangs trying to follow prey through a gate....perhaps the gates keep a record of the last 10 jumps or something that you can look at and see where each hull type went if you want.
As to your initial idea, I like the concept, but cannot see a clear way to implement. |

Doctor Grugon
GRUMPS RESEARCH TEAM Army of Dark Shadows
0
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Posted - 2012.05.10 21:32:00 -
[13] - Quote
Make the hyperspace available only if your going more than X jumps. say 12, depending on a skill level, no special reason for that number. So if you want to go 15 jumps using the existing gate system, you could skip the first 12 in hyperspace and would have to go the rest of the way using gates. There should be some sort of extra risk using this. you might end up more than 3 jumps from your destination in the example above,say 4 to 7 jumps or something., again depending on a skill level. This way the existing gate system could be piggybacked, the gates would give you the option of hyperspace travel at an extra cost. the cost could be determined by ship mass just like wormholes.
Interesting idea though.
Are you standing where you should be? |
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