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Death Nova
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Posted - 2010.07.27 00:16:00 -
[1]
Edited by: Death Nova on 27/07/2010 00:17:19 My idea is to have small deployable shielded structures that can be placed next to other structures in orbit around planets in low sec. These structures can be placed down by solo players for research, possibly ship fitting, and a small hanger bay for storage. They could be either solar powered or fueled like poses. But the only fuel I would think is worth putting in them is a few hours of strontium.
This will allow groups of solo players and small corps to get a foothold in low sec systems. It will provide the needed copy and research slots for industrialist even if it is only one. As a group people who live around a planet, the only way to protect themselves would be grouping together to fend off pirates.
Corporations or Alliances can also sponsor and protect these as a means to recruiting new members or just to try to keep them running. But let the players decide, like most of EVE's features.
I think these should be relatively fragile and cheep way of surviving in low sec where hopefully enough people will band together to keep a shanty town together. Make the structure's shield accept passwords form any players so they can be shared or used as drug drop off spots. Maybe limit the ship enter size to bc since stations and poses are still a usable for anything larger. They wont work everywhere but it would be cool to see them popping up over time.
A pos works in a similar way, but with the pos you need a corp and to cover the fuel cost before it can be profitable.
I am not very good with the whole game balancing things but I thought this idea was good enough to share.
Death Nova
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Fournone
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Posted - 2010.07.27 00:23:00 -
[2]
POS for the people? I can dig that.
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Jin Labarre
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Posted - 2010.07.27 03:08:00 -
[3]
Sure, why not. Make it reasonably worse than POS modules and reasonably better than nothing and it might work out nicely. Especially since the models for such things are already in the game.
It would also add targets appropriate for small roaming gangs, yet not interesting enough for armadas. -- Smoke me a Rifter. I'll be back for lagfest. |
DanceGabbyDance
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Posted - 2010.07.27 03:39:00 -
[4]
This seems like a very fun idea.
To add to this idea and give it more of a shanty"town" feel maybe have these structure be able to link up with each other or have them be able to be in the same grid to each other (will need some type of treaties to prevent enemies from setting up shop aswell). That way solo players/corps/alliances may have a centralized spot to conduct operations.
To further the suggestion even more maybe CCP can release a new REGION for these towns to thrive in. The region should have some type of abundant black-market item to collect and a very low station count (maybe 1 or 2 stations for the entire region). The region can also give a boost to these structures. The region should also be mostly low-sec with a few high-sec systems around to conduct trade.
Originally by: Jin Labarre Sure, why not. Make it reasonably worse than POS modules and reasonably better than nothing and it might work out nicely. Especially since the models for such things are already in the game.
It would also add targets appropriate for small roaming gangs, yet not interesting enough for armadas.
Maybe have the structures be able to get into reinforced mode for a day or two to give smaller corps a fighting chance.
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Rico Minali
Gallente Sons Of 0din The Uninvited.
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Posted - 2010.07.27 08:43:00 -
[5]
I like the general idea, but it needs some reasons to exist that lowsec stations and pos's dont give.
Maybe these shanties could house 'habitation modules' like you see in npc areas, that possibly anyone can add a habitation module to an existing shanty? Maybe they can only be started at a vacant panet with no station? Maybe they could house the black market as discussed in my thread about making lowsec better...
So, possibly, a Shanty township may start like this:
Only 1 or 2 per system, only lowsec. Possibly only in non station systems? The black market is only accessible in these towns. The module of brothel is placeable here along with hab modules, maybe shipyards, that people can charge for repairs etc. Drug manufacturing possible.
Its a good idea that could be built on.. maybe giving lowsec an extra unique feature where people can have thier own little slice of action in lowsec, owning brothels, ship repair facilities etc...
Would the OP mind if i add this to my main thread Outlaw? Trust me, I almost know what I'm doing. |
Grunanca
Final Agony B A N E
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Posted - 2010.07.27 08:51:00 -
[6]
Edited by: Grunanca on 27/07/2010 08:50:48 Funny idea. However you need a way to defend them 24/7, as people like me would go look for cities to kill when there are no players around. So if you make them as weak as pos structures, they would not last for more than a few minutes in low sec.
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Mr Stark
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Posted - 2010.07.27 09:05:00 -
[7]
Originally by: Grunanca Edited by: Grunanca on 27/07/2010 08:50:48 Funny idea. However you need a way to defend them 24/7, as people like me would go look for cities to kill when there are no players around. So if you make them as weak as pos structures, they would not last for more than a few minutes in low sec.
This is true, however, if tied in with an alliance or coalition who would defend their structures, since if you are going to invest in something like this it ouwl almost certainly be in or very close to where you amass your guys, it would be another reason for warfare, which is good.
Also, you could make it so that each module could be killed relatively quickly, but to destroy the whole thing could litterally take days if it had enough modules built onto it, all owned by individuals and goups. So if a module took 10 minutes of pounding by 10 BSs, and the whole shanty had 200 modules... Add to that the options of better defences and more expensive shielding etc and you get a truly large sprawling structure.
It becomes a destroyable minor outpost, but any respectable alliance would defend their sponsored township with all their might...
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Death Nova
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Posted - 2010.07.27 21:38:00 -
[8]
Edited by: Death Nova on 27/07/2010 21:42:21 Edited by: Death Nova on 27/07/2010 21:40:38 The structures could have an upgrade feature for stuff like defense (maybe turrets) and storage for more ratting loot.
They could also be upgradeable as a entire town. like in dominion, give each town the ability to have strategic levels that will allow for defensive and more structures. Strategic levels should upgrade base on the time the shanty town has survived.
The greater purpose would be a forward base for pvp and ratting and a copy slots/research slot for industrialist in low sec.
It would also bring more life to unoccupied parts of space.
Thanks for the good feed back.
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Fournone
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Posted - 2010.07.29 00:03:00 -
[9]
bump
A few things needed:
1. anchores at downtime 2. less shields than a pos tower 3. only 24 hours of reinforce mode 4. very low fuel reqs 5. EVERYTHING is upgrade able, the cpu, powergrid, refine amounts, etc 6. dockable (no capitals!!!) 7. only anchorable in low sec 8. only one per player (or corp, depends how overpowered it is) 9. killable, not capturable 10. needs to have guns 11. pos like placment only everything needs to be connected like npc pos 12. can do research/manufacturing jobs (no capital building!!!!) *optional
1. fighter hangar 2. RR capable 3. black market 4. npc guards (nothing much, just a few frigates, the residence of the shanty tower would probably want to defend thier home) 5. each ministructure seperatly killable 6. player can control the defences like a ship
this is all I can come up with for now, ill come back if i think of any other ideas
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chingchongchangy
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Posted - 2010.07.29 00:11:00 -
[10]
very cool idea. I think it should have been like that at the start. It will make lowsec less barren and boring too
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paritybit
Moira. Rote Kapelle
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Posted - 2010.07.29 22:44:00 -
[11]
Edited by: paritybit on 29/07/2010 22:45:33 Interesting idea.
With the talk of "objectives for small gangs" going around lately, I think this could qualify. If a structure is under attack, perhaps it could send an SOS in local as a beacon in space or something so people could come defend it watch it get blown up.
Also, I know it's not the forums and it's not "EVE OFFICIAL", but one of our CSM representatives (Mynxee) has set up a web site for presenting and voting on ideas to improve low-security space.
http://paritybit.wordpress.com |
Altaen
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Posted - 2010.07.29 22:49:00 -
[12]
Very cool concept.
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Cael Vhiran
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Posted - 2010.07.29 23:07:00 -
[13]
Instead of having a big, POS-like force field it would be cool if the shanty towns looked more like the collection of structures you see in agent missions.
Seed a blueprint for the reactor structure (which already has a model) and use that to provide powergrid and CPU, but no force field. Other starbase structures (including gun/ewar batteries) could then be linked to the reactor structure. Any structure could be attacked at any time without having to bash down a shield first. Multiple reactors could be used for larger shanty towns.
Also, it would be cool if we could anchor these anywhere in space, and not just next to moons. A criminal shanty town cranking out boosters seems like it ought take more effort to find than just checking out a bunch of moons.
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King Rothgar
Amarrian Retribution
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Posted - 2010.07.29 23:29:00 -
[14]
I'd like a shack in a shanty town where I can sit on the porch with an ion shotgun in my lap and drink white lighting. Supported. Thus far you shall read, but no further; for this is my sig. |
Mr Mork
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Posted - 2010.07.30 14:28:00 -
[15]
Small pos's are cheap and getting cheaper. Why do we need a minipos that doesn't need fuel so the same people who would put up the small pos would instead anchor several minipos's and make it harder for people to get a pos up in low sec as the people who have pos's out there now would be taking up more space by anchoring to more objects.
Currently if you share the password it lets anyone who uses it in. This idea is just riddled with redundancy to current features.
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AtheistOfFail
Wildly Inappropriate.
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Posted - 2010.07.30 16:06:00 -
[16]
Originally by: Mr Mork Small pos's are cheap and getting cheaper. Why do we need a minipos that doesn't need fuel so the same people who would put up the small pos would instead anchor several minipos's and make it harder for people to get a pos up in low sec as the people who have pos's out there now would be taking up more space by anchoring to more objects.
Currently if you share the password it lets anyone who uses it in. This idea is just riddled with redundancy to current features.
Cause it's what people want and it's not space second life. PSBADPUP > I was trying to salvage a minmatar wreck for 10 minutes, until he started firing at me.
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Flyinghotpocket
Filthy Franchise
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Posted - 2010.07.30 17:18:00 -
[17]
Edited by: Flyinghotpocket on 30/07/2010 17:22:10
heavy support! this is excellent for pirates who are highly mobile. With faction war needing a fix. this is excellent for guys who are just getting into pvp. it needs to be capturable. you play all those other space games with mini pirate complexes for resupplying this is exactly what im thinking of.
And we can "anchor" acceleration gates to limit the types of ships that can come in like the pirate who colonize the dead space complexes. quiet good for small plex war. actuall profit involved.
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Viva Che
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Posted - 2010.07.30 17:19:00 -
[18]
Originally by: Grunanca Edited by: Grunanca on 27/07/2010 08:50:48 Funny idea. However you need a way to defend them 24/7, as people like me would go look for cities to kill when there are no players around. So if you make them as weak as pos structures, they would not last for more than a few minutes in low sec.
As with anything in lowsec it's risky, but that's no reason not to impliment. Hell, a POS of any kind in the wrong region of lowsec can mean billions of isk down the drain in less than a few days.
This is a good idea, if for no other reason than it would encourage more small-scale activity in lowsec.
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Stoogie
Cadre Assault Force
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Posted - 2010.07.30 18:01:00 -
[19]
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Bunyip
Center for Advanced Studies
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Posted - 2010.07.31 04:36:00 -
[20]
I had this idea when I was in the CSM, and I could see it being an implementation that would breathe some new life into the game. The following is my idea:
The idea for small player owned structures has been presented before, but I submit a thought-out design that minimizes both code and art, while giving a further purpose to the ships in the game. The details are included below:
The Ship-Based Habitat means it will start out as a ship. This ship can be flown as a normal ship, but will have special modules that highly limit it's effectiveness on the combat side without making the ship completely useless. Either Cruiser-size or Battleship-size rigs can be bought, and fitted to the appropriate sized ship.
Using LPs, a player can purchase a month-long 'lease' in an area of deadspace in the system. There can be two deadspace locations in a system, and the players go there to set it up. These deadspace areas have an acceleration gate to limit the transportation to all sub-capital ships.
The transformation process leaves the ship entirely defenseless for 15 minutes, so other ships are often needed as protection while a ship transforms. At the end of that period, the player can either eject in a pod or in one of the ships left in the cargohold (usually a shuttle), and the ship becomes anchored to the location in space.
A player can have as many SBHs as he has levels of the skill Habitat Management (rank 4). He can only have one in a system though, and there can be a maximum number of habitats in a system equal to some developer-decided system, such as moons. The SBH is considered a part of the person or corp, so other corp members can have access to them if given the permissions, and attacking them in high-security space will only not cause Concord interference if the corporations are at war.
In the SBH mode, up to 2 ships of an equal or smaller size can dock with the SBH. These ships use a gangway to link them to the SBH, so that they're outside the armor and inside the shield of the SBH. While docked at a SBH, the pilot can engage certain modules on the ship to allow it to function as a very limited POS, and these functions will run until complete (either the SBH runs out of fuel, the function runs out of the necessary components for the activity, or the pilot stops the process).
Certain modules can be used for a SBH, but it can also use any other passive module designed for a ship of it's type, such as hull modifications or anything else. Guns are activated automatically when attacked (with a skill level of 1 unless the Anti-Theft System is on the SBH).
When the SBH is deployed, regardless of size, the device doubles the HP of the ship and burns 10 Isotopes of the appropriate type for the ship used as the basis every hour, and 1 Oxygen per day. Modules which double the fuel are marked with (2x) and stack with one another, so a Factory and a Refiner would quadruple fuel costs.
Mid Slots System Scanner: Detects the people in system/cloaked status/security status. Detects ship type within 5 AU. Anti-Theft System: Detects and immediately evemails if the SBH is attacked, augments guns with the user's skill levels. Drone Coordinator: Automatically manages and launches drones if attacked, uses the skills of the deployer.
Low Slots Refiner (2x): Refines ore at 1 m3/second and ice at 1 unit/5 minutes, otherwise works as a Refining Array. Repair Bay: Enables repairs of T1 ships, the percent damaged is the cost to repair in total ship materials. Munitions factory (2x): Assembles ammunition from raw materials at 10% higher cost.
Rig Slots Transformation Augmentor: This is the cruiser-sized rig, adding 10,000 m3 to the cargohold of the ship when deployed. Improved Transformation Augmentor: This is the battleship-sized rig, adding 40,000 m3 to the cargohold of the ship when deployed.
Any commentary or constructive criticism is welcome.
"May all your hits be crits." - Knights of the Dinner Table. |
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Death Nova
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Posted - 2010.07.31 14:02:00 -
[21]
Bunyip, I understand the reason behind your idea. I was thinking more along the lines of creating a purpose for low sec. Your idea seem to just create a form of player housing.
I feel that your ship would have to be capital size to do the things you want it to do, unless those modules snap on to the outside somehow.
It sound like it would be hard to find unless someone bm the location of it. So would pirates be able to knock on your door?
If it is found it can't be as strong as a pos. Poses have been made to be a corporate scale space base with many purposes. Therefore what ever is made for individuals can not be equal to that.
I hope you can see the direction I was going since I feel that our two ideas change the game in different ways.
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Flyinghotpocket
Filthy Franchise
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Posted - 2010.07.31 16:18:00 -
[22]
yea i had a different idea for this as well. i dont think it should be a ship that does it. it should be a item in your cargo hold. as will the acceleration gate you anchor in deadspace to limit the ships. It should deffinatly be catpure able. that would actually get a use for marines. certain amount of time the marines spend in there they come closer to capturing the resupply base. and its not supposed to be ****ing god awefull good at defense. just a meteoker defense. 5 mil structure. easy to defend if you spend alot of time in that system.
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Alica Wildfire
Federal Investigations Agency
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Posted - 2010.08.27 14:23:00 -
[23]
Cool concept if you anchor them in kind of deadspaces. So small scalers can build little bases in lowsec with limited ship access. Means frigate sized gates, cruiser sized, bc sized, bs sized.
But of cause this will come in conflict with services that only a POS can provide or even an OUTPOST.
But on the other hand this could fill in a gap for small scale players and really make lowsec more interesting. The last lowsec boost most pirates might not have noticed was PI. With planets in lowsec at around three times as profitable as hisec planets there is a lot of traffic into that. Okay, lots of cheap traffic because the poor PI players usually fly that with cheaply fitted T1 haulers who do not carry anything worth mentioning with them.
But still - a target is a target. And the profit is (still) tempting enough to draw people out there.
So what does people move into lowsec? Profit. With WH space and rich Arkonor deposits in those wormholes the miners get much better roids than they can expect from pirate infested lowsec systems. They are moving less into lowsec were they only might find Kernite, which is not much more worth than Omber for example - without the risc.
So why move into lowsec with a scattercity? I think it might be a good way to add some style. Maybe find use for the last few NPC goods that are still useless, like Prostitutes or Exotic Dancers. Or the Pax Amarrian.
It's just about style. It's about roleplay. It's about pride. "Our" city in lowsec. "Our" base in lowsec, something like this. Maybe some storage, but no processing. Maybe some market funktions. Maybe GAMES. Entertainment. And with Dust this might even have some functions for the grunt/capsuleer communication.
I am no fan of giving it POS functions like refining arrays or even production. Because this is what POSes are for. And with the endless falling price of POS structures - how hard is that to setup a POS anyway?
But POSes are "boring". They have very few social life. There is even no real possibility to allow "Guests" to your structure.
In EVE plexes you often see structures where those entertainment ships are docked. With a pleasure hub inside or a casino. I don't know how to actually "make money" with them, but on the other hand it's not more "afk" money than moon mining anyway. If the profit downscales accordingly to the investment I see no real problem in that. I don't see one in PI either, or does anybody?
I just think this could make those NPC plexes go live and move away from just being NPC available. I'd like to see anything that is running over NPC playable over the player base in EVE.
This also could be a drain for the lowtech drugs that drop from missions in hisec. There are damn many lose ends in the EVE industry that should be covered. Like PI did cover a lot of them - which I find a great step. -- FREEDOM, PUNK & AUTOCANNONS
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Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2010.08.27 21:09:00 -
[24]
1. Anchor pleasure hub. 2. Insert drugs and dancers. 3. Profit.
This signature is useless, but it is red.
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Antihrist Pripravnik
4S Corporation Morsus Mihi
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Posted - 2010.08.28 00:15:00 -
[25]
Edited by: Antihrist Pripravnik on 28/08/2010 00:17:33 http://wiki.eveonline.com/en/wiki/Small_anchorable_structures_(CSM) http://evajobse.net/csmwiki/index.php/CSM-CCP_Meeting_1-2#0102-03-0071_Small_Anchorable_Structures
As far as voting goes, I choose not to vote.
edit: Added the second link.
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Icarus Vane
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Posted - 2010.08.28 19:26:00 -
[26]
I think the pirate aspect of the game could stand to be enriched.
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