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Thread Statistics | Show CCP posts - 13 post(s) |

Deva Blackfire
Viziam
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Posted - 2010.09.08 15:49:00 -
[181]
Originally by: CCP Greyscale
The flipside of the long-warp thing is that it makes it much harder to spring ambushes, and I'm not sure this is necessarily positive. Stronger differentiation between classes I can get alongside, but with current local mechanics at least my gut feeling is that it's already borderline too difficult to jump, warp and engage without the other side running off. (And their defense against this should be better scouting.)
Longer warps make ambushes much easier. At least the kinds of ambushes i was using (i had to stick to 100+au systems for my method to work). The problem is loging off in the warp. Before target (who logged) arrives at destination in large system his timer is practically up, so he will vanish before you lock/kill him. But aggro timers are another multi-page debate.
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CCP Greyscale

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Posted - 2010.09.08 16:12:00 -
[182]
Edited by: CCP Greyscale on 08/09/2010 16:13:25
Originally by: Razin
Originally by: CCP Greyscale
Originally by: Kerfira
Local Chat Channel
- Local chat is something we very much want to fiddle around with, but I have rather stubborn opinions about the downsides of just removing it outright. I'm hopeful we'll get to it at some stage though.
Greyscale, could you give some details on the downsides being discussed and generally what's being proposed by the 'need to fiddle with local' people? Is there any thought on what kind of scanning mechanic could replace this functionality?
This has been discussed for ages (5 years? longer?)It seems that with CCP Zulu (and Oveur?) being in the pro- delayed local camp this issue should have little problems finding its way onto some kind of a 'to do list'.
Man, this thread is going everywhere.
Ok, the problem with local as it stands is that it's a completely effort-free intel tool, which gives away too much information too freely, makes it harder to do some things that should be easier (like ambushes) and easier to do some things that should be harder (like finding targets or running away), and short-circuits a lot of opportunities for really good gameplay. Or, tl;dr, it's just a bit lame.
The problem with just sticking it into delayed mode is that 1) it's going to make it less likely that you just start chatting with people in space (this is kinda a fringe case, I know, but it pushes the universe a lot further into Greg Bear's Anvil of Stars territory), and 2) (in my opinion) it will make roaming gangs suck completely. Everyone's excited about the idea of ganking ratters, but if you tell them someone's jumped in but not who they're going to safe up in most cases anyway, and if you don't show a local count, how exactly are you going to find targets? I can't think of anything more tedious than going for a roam with a few friends and having to directional-scan around every single system to check for targets, particularly given how much crud is left hanging around at starbases.
Originally by: Zeuth Proxy Edited by: Zeuth Proxy on 08/09/2010 15:34:37 I hope decreasing warp speed isn't a serious idea, It doesn't help the issue all it does is cause downtime for the player while they wait in a warp tunnel.
Nothing in this thread is a "serious idea" :)
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Rexthor Hammerfists
Vanishing Point. The Initiative.
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Posted - 2010.09.08 16:22:00 -
[183]
Edited by: Rexthor Hammerfists on 08/09/2010 16:22:44 An ideal replacement for local would show anyone with little effort that there are players in local, but playerskill, modules and ship attributes should be necessary for more details. WH space is quite exciting and reminds me of how eve felt when i started in 2004, but scanning every 5 seconds is so goddamn tedious i couldnt stand it for long :/
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Zendoren
Aktaeon Industries
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Posted - 2010.09.08 16:28:00 -
[184]
Edited by: Zendoren on 08/09/2010 16:28:45
Originally by: Kerfira
Local Chat Channel
Make war targets invisible to each other in local chat. A) keeps local the way it is for the majority of eve players B) gives an incinerate to war dec a corp (plan ambushes) C) keeps low-sec PVP enjoyable and gives options for low-sec PVP corps and alliance on how to fight each other!
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Zendoren
Aktaeon Industries
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Posted - 2010.09.08 16:31:00 -
[185]
Edited by: Zendoren on 08/09/2010 16:31:30
Originally by: Kerfira
Local Chat Channel
Make war targets invisible to each other in local chat. A) keeps local the way it is for the majority of eve players B) gives an incinerate to war dec a corp (plan ambushes) C) keeps low-sec PVP enjoyable and gives options for low-sec PVP corps and alliance on how to fight each other!
P.S. This will also keep wine and cheese off the forums (Sorry for the double post)
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Nick Curso
Black Nova Corp IT Alliance
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Posted - 2010.09.08 16:32:00 -
[186]
Could always Delay local, and have the constellation chan noone uses show everyone like local used to that way ppl would chat but not know exactly where everyone is. Please re-size your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. Zymurgist |

Marconus Orion
D00M. Northern Coalition.
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Posted - 2010.09.08 16:39:00 -
[187]
Originally by: Nick Curso Could always Delay local, and have the constellation chan noone uses show everyone like local used to that way ppl would chat but not know exactly where everyone is.
I think constellation chat showing people would be nice on a delayed mode. Then just remove the local chat unless people talk in it. Something like that but again, this is all just chit chat and we are getting some good ideas out there.
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mechtech
SRS Industries SRS.
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Posted - 2010.09.08 16:41:00 -
[188]
Originally by: Nick Curso Could always Delay local, and have the constellation chan noone uses show everyone like local used to that way ppl would chat but not know exactly where everyone is.
I like this idea.
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Great Artista
Caldari Veto. Veto Corp
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Posted - 2010.09.08 16:42:00 -
[189]
Originally by: CCP Greyscale how exactly are you going to find targets? I can't think of anything more tedious than going for a roam with a few friends and having to directional-scan around every single system to check for targets, particularly given how much crud is left hanging around at starbases.

...
People are safed up/stationside in nighly every system as is. Every day I undock I do this. For the past 2 years of interceptor piloting.
Remove local, adjust scanner ranges on ships. Go for the wildcard, instead of making it so that the cov-op has the largest dscan radius, it could be on interceptors, giving them a role in scouting again. These days if you can't bring a cov-op, you bring a recon. Interceptors can't intercept because they don't have advantages to make them stand out in scouting.
____ Rockets need a boost. CCP status: [_] Told. [x] Not told.
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.09.08 17:24:00 -
[190]
It should be mentioned that introducing some new mechanics about Intel could make the gameplay greatly deeper.
Right now all ships are equally visible, and have the same "sight",except cloakers and ships with bonus to probe scan strength. Our ships lack "sight" and "visibility" attributes, as far as scanner is concerned.
Having other two attributes like "Sensor threshold" (scanner sensibility) and "signature strength" (visibility on scanner) could make the landscape more various: you can see the other ships on scanner if their signature strength is higher than the sensor threshold of your ship.
The sensor threshold could be varied by the pilot with a tradeoff: the lower the sensor threshold, the longer the update time of the scanner.
This could be a very interesting scenario, with some ships more geared toward sneaking through enemies unseen and other ships more face-to-face combat oriented, other ships would have very good sight while some other would be almost blind.
This is my idea...
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Tippia
Sunshine and Lollipops
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Posted - 2010.09.08 17:39:00 -
[191]
Edited by: Tippia on 08/09/2010 17:40:44
Originally by: Camios Having other two attributes like "Sensor threshold" (scanner sensibility) and "signature strength" (visibility on scanner) could make the landscape more various: you can see the other ships on scanner if their signature strength is higher than the sensor threshold of your ship.
The sensor threshold could be varied by the pilot with a tradeoff: the lower the sensor threshold, the longer the update time of the scanner.
[à]
This is my idea...
àwhy make a specific attribute? Why not base it on things the sensors might actually pick up, e.g. CPU/Grid/Cap usage and shield output? This gives players the option of "running silent" by turning things on their ship off ù they're basically just running engines and life support ù but when they turn on all the systems on board, they start beaming heat/RF/tachyons/[random technobabble] out in the system and thus become easier to pick up.
This means we get the ease of finding big ships built into the formula: big ship = lots of PG and cap-hungry modules to give you away; we get an analogue to the sig boost from shields; and we get that thing we need most of allà empty and/or abandoned ships don't show up(!) It also provides other interesting intel ù a ship that's actively engaged in combat will probably have just about everything running, and maybe even have stuff overheated so they suck down more energy than usual, which means active ships show up easier, and you can make conclusions from this fact. If you see a HAC that gives the same signal response as a BS, you know that HAC is up to no goodà
I suppose it would be computationally intensive (yay, scan lag), but meh! 
I also suppose I should have posted this in your F&I thread, but meh to that tooà ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2010.09.08 17:42:00 -
[192]
Thanks for your answer, Greyscale.
There is a lot of player consensus about why current local is a lame game mechanic, and it coincides with your assessment. Many a discussion over implementing delayed local (one where you donÆt show up unless you speak) tend to focus on a replacement scanning mechanic that provides the intel: some kind of a new d-scanner that is both more convenient than the current one (has an auto-mode) and more capable in terms of quality of intel (can filter out unpiloted ships) and gameplay complexity (active/passive, environment effects, etc.). Arguments tend to stagnate around impacts on server performance and balancing, for lack of any real input from æthe people who knowÆ (CCP). Hence the questions, whenever opportunity arises. Sorry for taking the discussion off on a tangent!
Originally by: CCP Greyscale Edited by: CCP Greyscale on 08/09/2010 16:13:25 The problem with just sticking it into delayed mode is that 1) it's going to make it less likely that you just start chatting with people in space (this is kinda a fringe case, I know, but it pushes the universe a lot further into Greg Bear's Anvil of Stars territory),
As a rule, people donÆt talk in local in 0.0. Unless itÆs smack. So this wouldnÆt change anything in this regard. The new local implementation could have some standings-based options so that blues would be able to see each other to help with some level of socialization.
Originally by: CCP Greyscale and 2) (in my opinion) it will make roaming gangs suck completely. Everyone's excited about the idea of ganking ratters, but if you tell them someone's jumped in but not who they're going to safe up in most cases anyway, and if you don't show a local count, how exactly are you going to find targets? I can't think of anything more tedious than going for a roam with a few friends and having to directional-scan around every single system to check for targets, particularly given how much crud is left hanging around at starbases.
As has been said already, unless you ambush someone on a gate, people will do their best to safe/dock/pos if faced with a prospect of nonconsensual pvp. Instant local makes sure of that. So being able to see everyone in local to find targets is a placebo argument against delayed local. What we would really need are some better scanning tools that make the pursuit fun and the risk of being caught real but manageable.
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Khanaris Asgarth
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Posted - 2010.09.08 17:45:00 -
[193]
Personally I don't feel that the game universe feels small due to lack of space. More due to lack of actual locations of value in systems. Stations as we know are the linchpin of player economies in the world. All of the commerce and interaction not involving guns ( bar resource gathering ) transpires inside these. I'm not saying this is a completely bad thing. But when these are the focus of so much of a players daily life in game it can make the rest of the system feel a little empty. Sure there are mineral fields and sometimes monuments and planets and exploration sites. But people only go there if theres a financial incentive to do so.
I guess what I'm saying is a good way to make systems feel bigger is to make new and existing non used locations have financial incentives to visit them. Maybe via current professions or possibly new industries and professions linked to them. Planetary interaction has helped this way with planets. And once its built upon could give a lot more meaning to locations. Once we focus on adding more content to the macro element as well as continuing space content it will go a long way to making the game world feel more alive/lived in. Plus civilian/npc traffic added I feel would be interesting. Make empire feel like its an empire your living amongst. With commonly used space lanes having traders, migrants, pilgrims, workers going where they need to go day by day in shipping. And backwater systems be seemingly dead by comparison. With the few ships doing their business being followed by armed escorts if they can afford them. Because right now bar a few trafficker npcs space feels solely the domain of NPC empires, pirates, corporations and the elite pod pilots of mankind. I guess technology could still be in issue if this was all modeled to scale but its a bit of future wish item of mine.
And thank you all for the interesting ideas that have cropped up in this thread.
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.09.08 17:57:00 -
[194]
Edited by: Camios on 08/09/2010 17:57:20
Originally by: Tippia Edited by: Tippia on 08/09/2010 17:40:44
Originally by: Camios Having other two attributes like "Sensor threshold" (scanner sensibility) and "signature strength" (visibility on scanner) could make the landscape more various: you can see the other ships on scanner if their signature strength is higher than the sensor threshold of your ship.
The sensor threshold could be varied by the pilot with a tradeoff: the lower the sensor threshold, the longer the update time of the scanner.
[à]
This is my idea...
àwhy make a specific attribute? Why not base it on things the sensors might actually pick up, e.g. CPU/Grid/Cap usage and shield output?
Just because it's simpler, and thus easier to balance. Of course your proposal is more complex and deep, but in its simplcity my proposal can vastly expand the gameplay depth.
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.09.08 18:01:00 -
[195]
Originally by: CCP Greyscale In principle, anywhere can generate a "complete market" if there's sufficient demand for it......
Here is something for your pet economist to do besides drinking and typing up his quarterly (how much does that guy do anyway )
Distribute/create resources across the regions so that no region has everything it needs as is currently the case. Like silk from Asia being traded for gold from South America to buy coffee from Africa.
Wars (violent and trade) over resources has been the bread and butter of the human race since the dawn of time but Eve has nothing of the sort. Even the "poor" regions that lack something can usually get it by sending even more miners out. War, trade and 0.0 hubs .. what's not to like?
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Deva Blackfire
Viziam
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Posted - 2010.09.08 18:04:00 -
[196]
Originally by: CCP Greyscale Everyone's excited about the idea of ganking ratters, but if you tell them someone's jumped in but not who they're going to safe up in most cases anyway, and if you don't show a local count, how exactly are you going to find targets? I can't think of anything more tedious than going for a roam with a few friends and having to directional-scan around every single system to check for targets, particularly given how much crud is left hanging around at starbases.
Ummm... scan around for... lets say... wrecks? Takes one click and you know if people are/were NPCing or no (ofc sometimes you jump into system over 14au from belts, happens).
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Destination SkillQueue
Are We There Yet
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Posted - 2010.09.08 18:07:00 -
[197]
The feeling of size in the universe or the lack of it is also partly because everywhere the space is the same. It's hard to get a feel that you are traveling when nothing ever changes in your surroundings. No the background color of the clouds don't cut it. You never really feel like you have left somewhere and arrived somewhere different. It is all the just too monotonous.
Wormhole space and the system wide anomolies it has should be transferred in some form to K-space, so there would be terrain there. I'm not asking you to just copy-paste the same affects, although even those would be a nice, but create limited cluster or system wide affects in certain parts of space. As a bonus you could make the affected sytems look less monotonous too and they would offer tactical possibilities for fleet engagements.
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coolruningc
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Posted - 2010.09.08 18:18:00 -
[198]
In updating this I would love to see the next fourm of long distance travle to be pos bases for corps and allaince. The new unit would be a wrom hole genator much like the jump bridge but able to be used in high sec. Thus getting from 0.0 to empier a little easer. The mod would not allow carriers or titans in high sec just frigs to battle ships. also would requier t pos's in order to work much like a wrom hole.
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Matthew
Caldari BloodStar Technologies
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Posted - 2010.09.08 19:26:00 -
[199]
Originally by: Siiee The number of POIs in a system doesn't have any bearing on how big a system feels. You could triple the number of planets, and double the number of stations in every system in eve and it wouldn't feel one spec larger than it does now. Distances in eve would still be counted in "number of jumps" and I know that whenever I land in system I'll just choose whatever point I wanted to go to, twiddle my thumbs for 30 seconds and I'll be there.
I agree with the POIs you mention, mainly because having more of those types isn't very interesting. Planets are of only marginal interest (even PI requires minimal actual travel to the planet), and additional stations are just redundant once you have the key station services covered in a system (see the Jita 4-4 effect).
However, I do think you have a point, in as much as the mechanics of warp travel don't lead to much of a "journey" experience within a system. The only real "journey" experience within a single solarsystem tends to come from the multi-stage deadspace content.
Unfortunately, just increasing the time spent in warp will not give more of a "journey" feel. The reason goes back to something you said about how you treat warping within a system:
Originally by: Siiee ...twiddle my thumbs for 30 seconds and I'll be there.
The point being that there is nothing to do while in warp. There is no interaction with any other players, or even with the environment. You can't even abort the warp half-way through if you change your mind. It's basically just waiting for a number to count down while watching a pretty swirly graphical effect.
Travelling 5 jumps feels like a journey because you have a series of points of interaction, points of risk, along the way. This is good gameplay. Spending 5 minutes in warp just feels like an excuse to go fetch a drink. This is not good gameplay.
Unfortunately, I'm not entirely sure what the solution to this is - it's largely a limitation of the warp travel model itself. I'm just sure that decreasing warp speeds is not it.
One possibility that comes to mind is to move far more content into deadspace-style areas. With their multi-area structure, they offer a "series of interactions" travel model.
Originally by: Siiee Part of the reason that people get so skittish with others in local is because it's so easy to project power throughout an entire solar system within a few seconds. If you know that it's going to take 60 to 70 seconds for an enemy gang's heavy hitters to relocate you can be more willing to stick around even knowing that they're in system.
Well, you'll be willing to stick around for 60 to 70 seconds after local spikes. But if you are planning to avoid others, you'll still warp out early enough for the heavy hitters to never get there in time, which then doesn't really improve the situation for the attackers at all. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |

Lady Rensa
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Posted - 2010.09.08 19:29:00 -
[200]
Originally by: CCP Greyscale Everyone's excited about the idea of ganking ratters, but if you tell them someone's jumped in but not who they're going to safe up in most cases anyway, and if you don't show a local count, how exactly are you going to find targets? I can't think of anything more tedious than going for a roam with a few friends and having to directional-scan around every single system to check for targets, particularly given how much crud is left hanging around at starbases.
There are many possible solutions to this. It just requires changing more than the behavior of local. For example, make d-scans unable to penetrate POS shields (but scanner probes still can). That makes d-scans useful for quickly spotting ratters, and scan probes are still the king of precise intel. As for the social aspect, maybe people could use a regional chat (delayed intel there too) instead of local (get rid of constellation chat entirely).
Local is a bane and should be changed (insert sarcastic 18 months joke here). Imagine how much removing local as an intel channel would affect nullsec bots! CCP still hates bots, right?
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Matthew
Caldari BloodStar Technologies
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Posted - 2010.09.08 19:52:00 -
[201]
Originally by: Siiee It also makes the role of fast tacklers much more distinct, and important since they can enter warp and easily get ahead of an enemy gang in only one or two warps.
Though again, if you know someone is going to come in quicker and lock you down, you'll again just leave straight away to avoid that.
I believe the real reason for this skittishness is that weak ships (especially industrial ships) find it very difficult to stay alive on the same grid as a fight, regardless of how much combat escort they are being protected by. This leaves very little incentive for these ships to stick around in threat areas, with the main method of defense being avoidance. This leads to a natural consequence of tending against combat support, as if the ships to be protected are just going to hide anyway, what's the point? This also leads to the size or composition of the enemy force being relatively unimportant compared to mere presence, which skews intel priorities in favour of things that local can provide, rather than proper scouting.
It also greatly amplifies the impact of other frequent forum complaints, such as the "presence threat" of safe-spotted perma-cloaked hostiles.
If you can find a way to allow combat escorts to "meatshield" the vulnerable ships they are escorting, then you are far more likely to find these targets willing to linger around and trust to their escort for defence, you are far more likely to get a proper fight occurring around them, and hostiles become less of a threat until they actually commit to combat.
Originally by: Tippia àwhy make a specific attribute? Why not base it on things the sensors might actually pick up, e.g. CPU/Grid/Cap usage and shield output? This gives players the option of "running silent" by turning things on their ship off ù they're basically just running engines and life support ù but when they turn on all the systems on board, they start beaming heat/RF/tachyons/[random technobabble] out in the system and thus become easier to pick up.
A specific attribute makes it much easier to balance the stealth aspect specifically, and allows you to make more interesting specialist ship types (e.g. stealthy with lots of power, but other drawbacks such as very low speed).
A good historic example of this is the introduction of the Drone Bandwidth attribute. Before that was introduced, drone bay capacity was the only limit as to the size of drone you could field from a given ship. This made it impossible to give smaller ships enough drone bay to hold spare sets of drones, because people could just use it to move up a drone class and become horribly imbalanced.
Having specific attributes also mean you can affect those attributes with modules/implants etc. So you could then produce a wider range of "stealth" modules (and counter-modules) than the on/off mechanic of cloaking. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |

Phantom Slave
Universal Pest Exterminators
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Posted - 2010.09.08 19:59:00 -
[202]
I've always thought about removing local and replacing it with a 'Fish Finder' type window.
When I imagine this window, I imagine it being like a mix between a fish finder in the video here and an oscilloscope like here.
So what would happen is there would be small anomalies on the scanner at all times with a constant flow from right to left, maybe 20 seconds before the data disappears off the left edge. They could be caused by cosmic anomalies, comets, etc. They would look like small increases in the wavelength on the oscilloscope. When a ship jumps into the system it would create a small blip depending on the size and quantity of ships jumping into the system. A single frigate or destroyer would cause a small blip, hardly distinguishable from the random noise. Cruisers would create slightly larger blips, while BS and larger obviously create very large blips that are easy to identify.
All the cloaky ships (Recons, stealth bombers, black ops, etc.) all have reduced sized blips and any ship that covert cyno's into the system never causes a blip because of the distortion from the cyno. Buff to cloaky ships and traps, but could be overpowered.
The window would only update itself when gate activity has occured and a ship is entering the current system, but what about roaming gangs looking for targets? The window would have a button that when pressed would "scan" the whole system and report back the number of signatures from ships currently being piloted who are not stealthed. It could even give an approximate ship size but that's probably too much intel for free. Any time any person in local uses this button it updates everybody and causes a "line" to be drawn top to bottom on the scanner, showing anybody else in system that they've been scanned. Again, probably overpowered from a defensive standpoint but could cause serious confusion when friendlies are hitting the same button and causing the same problems for yourselves.
Local would still be there, just on delayed mode like in wormholes.
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Internet Knight
The Kobayashi Maru
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Posted - 2010.09.08 20:05:00 -
[203]
Originally by: CCP Greyscale
Local Chat Channel
There's a "passive targeter" module (with no detrimental affects to targeting time, I might point out, only to alpha damage and DPS), why not create a "passive radio" module? Activate to stop all automatic broadcasts on the local frequency. Combine with another idea mentioned here that you don't actually enter local until your session change timer runs out (your ship's passively looking through the frequencies to find what frequency to broadcast on). You can jump/login/undock, start moving, cloak up, warp somewhere, log off, whatever... and activate the Passive Chat module so that your ship doesn't even enter local.
I'd make it a mid-slot item to try to make a tradeoff of surprise vs tackle. IMO simply appearing on grid is all the surprise you need, but if you're doing that at the expense of not appearing in local chat, you should have a little harder time preventing your target from escaping.
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James Lyrus
Lyrus Associates The Star Fraction
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Posted - 2010.09.08 20:08:00 -
[204]
Originally by: Rexthor Hammerfists Edited by: Rexthor Hammerfists on 08/09/2010 16:22:44 An ideal replacement for local would show anyone with little effort that there are players in local, but playerskill, modules and ship attributes should be necessary for more details. WH space is quite exciting and reminds me of how eve felt when i started in 2004, but scanning every 5 seconds is so goddamn tedious i couldnt stand it for long :/
I want submarines in space. Something with an 'active/passive' sonar style model (think 'hunt for red october'), and a progressive detection - ships gradually showing more info as you scan the (scan for them). And automatic - passive sonar is 'always on'. Active 'sonar' is toggleable, but if it's on, it's on and automatically tells you when it spots something. (of course, given you're broadcasting, they can spot you quite easily too).
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Crewman Jenkins
Caldari Malicious Demi-Lancers
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Posted - 2010.09.08 20:19:00 -
[205]
Edited by: Crewman Jenkins on 08/09/2010 20:19:18 Delayed Local, no static belts, directional/probe scanner differentiates between active ships and non-active ships?(engine signature?)
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Henri Rearden
Gallente VIRTUAL LIFE VANGUARD Black Star Alliance
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Posted - 2010.09.08 20:51:00 -
[206]
Originally by: Hirana Yoshida
Originally by: CCP Greyscale In principle, anywhere can generate a "complete market" if there's sufficient demand for it......
Here is something for your pet economist to do besides drinking and typing up his quarterly (how much does that guy do anyway )
Distribute/create resources across the regions so that no region has everything it needs as is currently the case. Like silk from Asia being traded for gold from South America to buy coffee from Africa.
Wars (violent and trade) over resources has been the bread and butter of the human race since the dawn of time but Eve has nothing of the sort. Even the "poor" regions that lack something can usually get it by sending even more miners out. War, trade and 0.0 hubs .. what's not to like?
I love this idea! Fantastic. Make it so the empires actually have to trade, and some things are only available in 0.0 areas. Just make sure that no single resource that is mostly in player sov space is more valuable than others or we'll have moon goo no-work profits again.
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S'qarpium D'igil
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Posted - 2010.09.08 21:13:00 -
[207]
Greyscale:
Regarding the need to D-Scan every system to find other players, have you considered creating a new class of module that will basically automate D-scanning? One or two interceptor/scouts in the fleet could fit this module (maybe make it fit to a mid slot, so that players have to sacrifice tackle/E-war/something valuable to use it), and it wouldn't necessarily need to be fitting to other fleet ships who specialize more in DPS/E-war roles.
Conversely make it a high-slotted module, so that ratters can use it to be more aware of people coming after them, but at the same time they would have to sacrifice DPS (a.k.a. isk/HR) in order to be a little more safe. A mid or low slot may be to easy of a sacrifice for a ratter to use such a valuable module.
I think having an automated D-scan would make scouting a lot less tedious, but still a very necessary role in a fleet (especially if local is removed or delayed, in which case having dedicated scout ships becomes an even more important role)... Just make sure that people have to make a meaningful sacrifice to fit it.
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Major Raditz
Black Nova Corp IT Alliance
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Posted - 2010.09.08 21:50:00 -
[208]
Originally by: Nick Curso Edited by: Nick Curso on 08/09/2010 16:41:37 Could always Delay local, and have the constellation chan noone uses show everyone teh way local used to. That way ppl would chat but not know exactly where everyone is.
+1
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Trebor Daehdoow
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Posted - 2010.09.08 23:16:00 -
[209]
I've got to agree with Greyscale that the balance problems are going to be a *****, but here's an off-the-top-of-my-pointy-head idea that might lead to something practical.
* Make all local delayed, like wormhole space.
* Your ship (or station if you are docked) has a detection radius (depending on the type, of course). Any undocked (and uncloaked?) player that is within that radius of your ship (or more precisely, any ship on a grid that is within that range of the grid you are on) appears in local.
* If you start a warp, you immediately appear in the local of the players in your destination grid (even if cloaked?).
* If you d-scan, any players you detect appear in local.
* You can manually clear and filter local.
The trick would be balancing the ability of roaming gangs to "jump" ratters and miners with their ability to get away if they are on their toes.
Confessions of a Noob Starship Politician Spending Hours blogging the Minutes
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Maskiz
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Posted - 2010.09.09 00:04:00 -
[210]
Originally by: CCP Greyscale Edited by: CCP Greyscale on 08/09/2010 16:13:25
Man, this thread is going everywhere.
that's because no one tells the players anything anymore and we have been waiting over a year now for fanfest 
Great thread.
Mas
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