Xearal
Minmatar SOL Industries Black Thorne Alliance
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Posted - 2011.08.19 13:28:00 -
[1]
Adding complexity to sites would be awesome. The concept of having deep space sites, which are far away from celestial objects would be good for this. allowing regular exploratin near celestials, and stranger places further out. Some ideas would be: - Randomised combat sites, as mentioned. No longer just X rooms with this and htis in them, but instead of a linear way, randomised places that go around in different directions, rooms that connect to more than 1 other room, with possibly multiple objectives or ways to get to the objective. ( hacking a locked gate and sneaking past in a cloaked ship, then come in for a surprise visit, thus not allowing the 'defenders' to react and take away their booty, or catch them off guard. instead of just blowing the **** out of everything, which would give them time to get their valuables out )
- blurring the lines between different sites. Combat sites sometimes requiring skills such as hacking, or archeology, or even science skills to get at certain objectives. A gate to the treasure room that can only be hacked, finding an ancient wreck somewhere in the plex that the rats were researchign requiring archeology and/or science skills to make something off. Maybe even hacking to get 'their' information about it to allow access.
Archeology sites that not just have 'dead wrecks' but where you could find some ancient computer core that is still functioning, requiring you to hack into it to get some ancient goodies, Hacking sites where something has 'gone terribly wrong', maybe some wormhole was opened up and sleepers came out, so suddenly instead of the regular rats, you're up against sleepers. Or maybe some computer system overloaded, requiring you to repair it first with some nanite paste, a remote repper or even a salvager or analyser to get the remaining bits, which you can then try to put together again somewhere else.
- More 'weird but cool useable stuff'. Things like maybe meta-X rigs in archeology sites. finding an ancient vessel of strange design, which is totally different from regular ships, so because it's broken, you can't use it, but you might be able to use some parts of it, aka finding a rig which is different from the rigs normally built, possibly better/less penalites/calibration than regular rigs, or giving bonusses that normal rigs don't offer. These would not be manufacturable but only found. ( Hey, I just found an ancient ship with a biological hull, if I rig my ship with this stuff, I can have my armour and hull repair over time by themselves, cool! ) Maybe even some totally unique modules or other things you can put up on your ship, or take to empire and sell there for a nice pile of money. ( Hey, this ancient cloning system is still in working order, now if only I had a ship to carry the damn thing to empire, I'd be able to make a mint!)
- More escalation aka treasure hunting! Aside from the regular escalations, maybe allow for 'treasure maps' to be found in say hacking or archeology sites. Finding the location of some ancient whatever that the (previous) owners of the site had. This could be some kind of item, which could be sold 'as is' in the contract market, but once opened/activated would give you an escaltion type log entry to some interesting place where there is booty to be had.
Exploration should be far far more random. Not like the current 'going somewhere, where thousands have gone before'. Every exploration trip should be unique in some way compared to others, so no one will find the exact same place twice in the game, because every time a place is found, it's randomised.
Another good option would be to make for player choices during the whole process. For instance with escalations, they now always go to one place. What if you enter some plex, kill the place, but some people escape ( aka escalation ), but instead of being one group, they split up into 2 or more, with different signatures/things in each. ( maybe one even being a 'red herring' )
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