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Nyabinghi
Minmatar Re-Awakened Technologies Inc Electus Matari
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Posted - 2011.02.23 18:00:00 -
[1]
Pt. 1
This idea essentially extends from the already implemented Planetary Interaction feature. In fact much of these gameplay additions I am proposing have their foundation already existing in current day EVE and thus I feel would be easily implementable. The following I propose would potentially, I hope, give more meaning to the actions players take or don't take in EVE. As it stands now combat, war, is done purely for the sake of itself and the economy is in the majority built around a military industrial complex. By the following gameplay additions I hope to see implemented I believe many players can find a little more meaning to what they do in EVE. If anything, it will allow players to adopt positive goals beyond simply having the most uber-destructive characters, ships, corporations and the like.
Allow existing NPC characters to be a necessary part of planetary colonization.
Already ingame we have homeless, tourists, scientists, janitors, exotic dancers, etc. I suggest to expand upon this and make them an integral part of planet colonization. So for example an initial colony could require x amount of general colonists, x amount of janitors, etc. Players will have to locate and transport these NPC characters to the planet they are colonizing. Essentially a NPC labor market is created. When new colonies are created players will have to approach the labor market to obtain the required NPCs.
Give NPCs (in player set up colonies) needs and wants.
Starting off with the basics like food, shelter, clothing, NPC colonists will have needs. Players can assist in providing for these needs by aiding in the development of the colony so it is self sufficient. Players then can levy a tax on the NPCs in exchange for having helped develop essential services, agricultural complexes, etc. Needs that cannot be sustained on the particular planet colonized can be shipped in at a price. So for example the NPC colony is in need of wheat (because for whatever reason such cannot be grown on the planet) or planetary vehicles, etc. the NPC colony puts a buy order on the market. The player who set up the colony can obtain and sell these market items to the colonist or set up a contract for someone else to do it. As for colony wants there is no limit as to the goods and services that can be provided for NPC colonies. Additionally colonies could be made more dynamic. Randomizers could be put in place where the population grows or recedes at a certain rate, certain market items become popular amongst the colony(ies), catastrophes happen and need to be addressed i.e. a flu outbreak that requires additional antibiotics supplied, etc.
Allow for new industries to be created to supply the needs and wants of NPC characters
Potentially, with there being colonies that have wants and needs, most of which requiring an ongoing supply, whole industries can be created in EVE and subsequent opportunities for players to become wealthy. Textiles for example, colonies could have a need/want of various textiles for clothes. A player could potentially choose to be king/queen of the textile industry in their region by having one or more of their own colonies create textiles and then bringing them to market so that they can be supplied to other colonies. Another example could be players setting up a medical facility to supply antibiotics to other colonies.
continued... ***
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Nyabinghi
Minmatar Re-Awakened Technologies Inc Electus Matari
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Posted - 2011.02.23 18:05:00 -
[2]
Edited by: Nyabinghi on 23/02/2011 18:10:41 Pt. 2
Colonies can be subject to conquest and/or destroyed
Depending upon whether these colonies are set up in high sec, low sec or null sec, players will have to protect them to a lesser or larger extent. This essentially gives players a good reason to fight. You fight to protect your colonists and/or you fight to conquer colonies.
There is a lot of potential for these proposed ideas and many new gameplay options could potentially be made available. Another example would be at some point players could be able to set up learning/training institutes on their colonies that produce x amount of scientists, engineers, etc. Players can then enter their trained NPCs into the labor market and earn a fee for having provided them. Players can also be given certain merits, badges, honors for their work with colonies. So lots of room to expand without requiring major changes in EVE gameplay. Most importantly I believe implementing these ideas could potentially give meaning to the combat and wars that make up the bulk of EVE gameplay. From a RP perspective, for example, players can help build and further the goals of their particular empire. Amarr could seek to conquer Minmatar colonies, Minmatar could seek to free their conquered colonies, trade agreements could be set up between empires, trade agreements could be infringed upon (oh! political intrigue!), etc. From a non RP perspective players can still choose to set up and further colonies for whatever reason they choose, if anything to further their isk making goals.
All in all these proposed gameplay additions could make EVE much more interesting to play and do so without major changes to the existing gamelay. ***
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K'uata Sayus
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Posted - 2011.02.23 21:44:00 -
[3]
This would require the scale now used in PI to be discarded, as colonies now extend over thousands of square kilometers.
This is kinda like Simcity in space, as PI in most regards is turning into a PITA, having to micromanage the lives of mere mortals would be agony for most immortal Pod Pilots.
I think that Eve may evolve in this direction many years down the road, but the player base as it now stands are here to fly spaceships and indulge their sci-fi fantasies, not provide groceries for colonists.
EVERYONE SEEMS NORMAL UNTIL YOU GET TO KNOW THEM. |

Nyabinghi
Minmatar Re-Awakened Technologies Inc Electus Matari
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Posted - 2011.02.23 22:04:00 -
[4]
I think my proposal will require some management from players who wish to participate in active colonization but that will be part of the fun. At the very least a person could contract out most of the jobs and merely take a percentage. This creates jobs amongst the player base so for example a player running a colony could hire a person or corp to do all their transporting of goods. It's all up to the player the extent they want to get involved. Too a player could build a colony and then hand over all supply and export rights to someone else for a price. Many possibilities here.
This doesn't interfere with anyone who wants to just camp gates or war in 0.0 or ninja salvage or mine Veldspar. It's merely a new gameplay element and I believe one that will make the game more interesting. ***
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Nyabinghi
Minmatar Re-Awakened Technologies Inc Electus Matari
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Posted - 2011.02.24 16:42:00 -
[5]
Worth noting again that the proposed idea will boost the storyline, give RPers something tangible to work with in game and boost/diversify the economy. ***
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Jaik7
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Posted - 2011.02.24 22:17:00 -
[6]
why not?
if i lived in new eden, i would have set up a tropical resort on my wormhole's oceanic planet the second i got there and started charging people ridiculous amounts of money to go.
and then when they got there, after they were there for a few weeks and i'd gotten them to say on tape that they'd like to stay there forever (to send the friends and family), i'd move them to my barren and gas planet's extractor farms and keep them there for the rest of their lives.
 
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Hirana Yoshida
Behavioral Affront
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Posted - 2011.02.24 22:52:00 -
[7]
It's a fair enough idea but taken in its entirety comes awfully close to "The Sims" 
Have a basic start-up requirement as you describe and add racial flavours to augment production: - Slaves for Amarr systems. - Dancers for Gallente systems. - Science Graduates for Caldari. - Homeless for Minmatar (all those emancipated slaves are still in the internment camps, give them purpose!).
Remove them all from NPC sell orders and have them be acquired solely through exploration/missions and maybe low-sec convoys (mainly so that all installations are not running boosted output 100% of the time).
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Nyabinghi
Minmatar Re-Awakened Technologies Inc Electus Matari
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Posted - 2011.02.24 23:27:00 -
[8]
Edited by: Nyabinghi on 24/02/2011 23:27:48 It could potentially add to PVP. As the NPC colonies could potentially be taken over by other players by force/intimidation, or the colonies could be destroyed outright, or extorted or robbed by pirates, or harvested for slave labor, etc. All NPC colonies will have to be defended through various means.
What I like most about the idea is that it opens up an economy that is not completely military in aspect and allows players to achieve something that is not entirely military related. At the same time it opens up areas for increased PVP. ***
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Normal citizen
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Posted - 2011.02.25 09:32:00 -
[9]
would be nice if you could cooperate with your corpmates, as in an entire corp managing one single, huge colony.
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Wet Dreamer
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Posted - 2011.02.25 13:30:00 -
[10]
Edited by: Wet Dreamer on 25/02/2011 13:33:15 I am dumb
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Wet Dreamer
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Posted - 2011.02.25 13:33:00 -
[11]
Originally by: Nyabinghi Pt. 1
This ..... colonies.
continued...
Thiws is what I believe PI should be used for:
Tranny Hookers
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Asuka Solo
Gallente Defenders of Sovereignty
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Posted - 2011.03.30 14:52:00 -
[12]
Linked here by topic starter.
I see allot of similar ideas, different execution tho.
But in the larger picture, an NPC colony would be more appropriate for NPC controlled regions/hisec where the empires are located. Players wont be able to take control of those per say, since sovereignty in hi-sec is non existent. This leaves lots of room open for the occupancy mechanism for faction warfare, which will enable non sovereignty low-sec planets to be used in Dust and faction warfare, which happens to be a problem we identified in yet another topic about PI+FW somewhere in this forum.
Could use some more fleshing out tho. But +1 non the less.
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