
Raw Matters
Minmatar
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Posted - 2011.08.23 20:21:00 -
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Edited by: Raw Matters on 23/08/2011 20:23:27 I very much like the fact that you are delving into exploration for real now. I am a great fan of exploration and would spent most of the time on it if it would be possible/lucrative.
There are currently several issues with the system: - All valuable sites are gone about 30 minutes after downtime, in high, low and 0.0. - All wormholes with a high-sec entrance are taken by a corp. - Ships which fit the explorer style (mainly cloakers) don't have enough firepower for many 0.0 and some low-sec sites. - Finding hidden NPC complexes doesn't pay off at all unless you happen to have a battle ship nearby. - Exploring always happens on a common route, there is little 'mystery' in that. - While the scanning system is (imo) well done, you usually know after a getting the name what's inside the site (google is your friend).
I spent some time on how these issues could be fixed and here are some ideas I had in my mind: - Add 'Explorer' class ships that are designed to be used for exploration: covert cloaking, well sized cargo, ability to fit required modules, some tank/firepower, no reason to bring it into pvp. - Add an ability to jump into unknown space from everywhere, e.g. a module that opens a wormhole for 1 minute that leads to any random location (wh space, 0.0, low, high). - In combination with that: add WH spaces that do not have any entrance/exit, so only explorers can reach them (if they are lucky). - Create a system that produces randomized sites so you never explore the same site twice. - Have site being created frequently and not only after downtime. - In general all Explorer class ships should have a way to avoid using ammunition as this would either make the Amarr or Gallente version superior (due to lasers/drones). This can be done by either restricting all ships to drones only (preferred), by implementing special Explorer-class weapons or by adding a feature to all Explorer-class ships that they do not use up any ammunition while firing.
As I spent some more time on how such an explorer ship might look like, here are my details on that (names are to be filled in): Explorer-Universal-Scan-Module: - Fits in high slot, can only be fitted on Explorer class ships, combines Analyzer, Hacker, Salvager in one module. This eases the design of the slots, as otherwise 3 slots are always taken for these modules.
Explorer-Random-Jump-Module: - Fits in med slot, jumps the ship instantly into any random system in a random location, has a reasonable cooldown (30 minutes?), has fuel for about 10 charges (so you have a reason find a refill spot eventually)
Explorer-Random-WH-Generator: - Fits in high slot, generates a WH close by that leads to a random location, mass limitation only allows for battle-cruisers max (to avoid attack fleets), max mass limits to about 10 ships, has a reasonable cooldown (1h?), has fuel for 5 charges.
Explorer-Cruiser: - Based on Recon ships - Has a high mass/low speed to avoid them being used in pvp - Can fit 1 Explorer-Random-Jump-Module (with an appropriate hangar for fuel) - Can fit 1 Explorer-Universal-Scan-Module - Targeted for solo play in mostly low-sec
Explorer-Battlecruiser: - Based on Command ship class but can fit covert ops module - Acts as a "command-ship" and mobile home 'base' for explorer fleets - Has a high mass/low speed to avoid them being used in pvp - Can fit 1 Explorer-Random-WH-Generator (with an appropriate hangar for fuel) - Can fit 1 Explorer-Universal-Scan-Module - Allows others to refit their ship - Has a Corporate Hangar - Targeted for small groups (~4-10 ppl) that like to explore together
I hope these ideas will help on your quest for a better exploring system. =)
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