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Maxine Stirner
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Posted - 2005.05.25 16:17:00 -
[1]
At the level where people relate to objects, don't most of you feel that EVE has become too accumulative and insufficiently a game of zero-sum gain? Where's the impetus to competition?
Where people are concerned about the space between themselves and others, isn't there a lack of narrative definition surrounding most individuals in the spacelanes? It seems odd that my standing can still allow me to dock at just about any station in the known galaxy. What are we tied to? How are people supposed to track us down? It would seem that if people were always tied to a port of call, even skallywags, then there would only be a certain number of areas one would have to monitor in order to run across them. If it were only possible to have acceptable standing to two factions at a time, then even if the mechanics of running into people in general were a little harder, the mechanics of running into specific people would be more likely.
Ports of call don't have to be strictly indestructible npc stations, they could very well be little unpopulated and uncharted islands in the middle of nowhere, loaded with schwag and extra supplies of rum, and goods otherwise vital to survival. In some way or fashion, ships should be made towhere they need to return towards some kind of fixed outpost, or any instance of a wide variety of outposts, at least once every 24 hours for their ship to operate really functionally and to keep the crew in high spirits.
Bounty hunters could not help but like this. NPC farmers will hate it, but damaging a ship's capacities in some way after every otherwise successful encounter will really keep them tied to the vicinity of friendly ports. Perhaps damage should always sink through to modules only from npc turrets. Too much of an issue for PC exchanges really. (A real encounter encompasses ships actually "trading" fire - any multiplayer game that does not endorse this model in most instances is rather fraudulent.) The real side effect of this, would be to encourage the player to tackle the biggest isolated target available that is combustible, probably with comrades in tow, rather than many, less profitable easier targets.
The other aspect, is that almost all players should feel the need to seek to entertain a property-operating faction of some sort, even if they are not npcs. Even the worst pirate does not shoot all of the bartenders on the east bank or all of the ugly wenches. Everyone's preferred port of call should always be in some jeopardy, and his overall welfare along with. If a pirate isn't going to contribute much to it's economic welfare, perhaps it should be in his tangible best interest to encourage humbler folk that share his sympathies by only roughing them up a little.
Obviously, not many players are going to be inclined towards operating on the fringes of established communities or between them in a predictable fashion until the mechanics exist to encourage that. Clearly some folks will always be able to continue to ignore such concerns, but there should be the absence of fortuitous consequences to greet them for their intransigence. (I think standing should be locked in more aggressively with equal losses and gains, and you should need a 2.0 faction standing at least to dock in anywhere by the most non-descript and unhelpful places.)
Real consequences of maintaining ports of call would be interesting. A person's research and sp development should be tied to them along with their maritime and economic welfare. Even if stations are not destructible, their efficacy in all areas should fall if they go into decline from disuse. The end result is an increased need by local denizens for friendlies to coexist.
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Selim
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Posted - 2005.05.26 03:56:00 -
[2]
Novel idea(s). Would make sense, especially for the larger ships, to have ports of call for resupply. Enemies could take note of this and thus have a general idea where you are.
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Antarium
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Posted - 2005.05.26 07:16:00 -
[3]
Can somone explain to me what this post is all about ? I'm trying to quit smoking as of today... and I really cant be dealin with whatever that drivel was in the original post....
The ninja bit was funny though  
*snip*
Please do not discussion forum moderation and bans on the forums - thank you - Jacques
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Grimwalius d'Antan
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Posted - 2005.05.26 07:35:00 -
[4]
In some of the chronicles and short stories, ship crews are mentioned despite the existance of pods. I think the pod is only used to instruct crewmembers more efficiently than before. EVE Fiction is VERY contradicting in many places, and it would make the most sense if there were no crew on the ship, or else Im gonna feel paranoid about having invisible and inaudible people in my ships. Then again, I mostly pilot frigates and haulers, so I should be safe.
Not sure if the ideas mentioned in the original post are all that sound. It would add dimension to the game, but it doesn't really seem like something we need, and there is a bit too much work behind it.
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Gariuys
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Posted - 2005.05.26 09:09:00 -
[5]
Would said port of call have hot gallente wenches? If not, what's the point? ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Jacques Archambault
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Posted - 2005.05.26 09:22:00 -
[6]
Thread cleaned.
Please remain on topic and post constructively. 
{The Forum Rules} | {Email Us!} |

Joshua Foiritain
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Posted - 2005.05.26 10:07:00 -
[7]
Originally by: Grimwalius d'Antan In some of the chronicles and short stories, ship crews are mentioned despite the existance of pods. I think the pod is only used to instruct crewmembers more efficiently than before. EVE Fiction is VERY contradicting in many places, and it would make the most sense if there were no crew on the ship, or else Im gonna feel paranoid about having invisible and inaudible people in my ships. Then again, I mostly pilot frigates and haulers, so I should be safe.
Not sure if the ideas mentioned in the original post are all that sound. It would add dimension to the game, but it doesn't really seem like something we need, and there is a bit too much work behind it.
Ships do have crew, the crew just doesnt pilot the ship. You pod allows you to control evertyhing related to piloting and your crew just cleans the hallways, fixes engine problems, broken lights, etc and loads the weed onboard whenever you dock  ---------------------------
[Coreli Corporation Mainframe] |

Vel Kyri
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Posted - 2005.05.26 10:15:00 -
[8]
Edited by: Vel Kyri on 26/05/2005 10:15:30 If i understand correctly...
maxine is asking to remove the current NPC stations and their ilk and replace them with player operated smaller things... (like asteroid mining stations etc,) Smaller things that players control and upkeep?
And that ships need to dock every x amount of time to stay in full working condition?
am i on the right track :) -----
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SinBin
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Posted - 2005.05.26 10:24:00 -
[9]
Edited by: SinBin on 26/05/2005 10:31:33 no i think you lost it Vel.
Im all for stannding meaning much more & agree we shouldnt be docking with say -5 but -0.1 to -4.9 should lower facilaties maybe for that person.
+2 to use stuff is to high & from new your have no station ?
I maybe off track also
Thinking more i see many downside's like mixed corps witch most are being badly effect to work as a corp. also dunno if the poster knows but my agents soon tell me were you is & most do use only a few bases in area of operation. _______________________________________
Ill shutup the day CCP remove bookmarks |

Maxine Stirner
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Posted - 2005.05.26 18:09:00 -
[10]
I think Vel is the winner here.
Think about it. Did the Spanish Armada exist to keep the Spanish Armada alive? Apparently not, although that was more of a storm's fault and probably the reason I don't speak spanish today.
The real purpose of warfare is to get at whatever lies behind a fleet.
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MutationZ
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Posted - 2005.05.26 19:01:00 -
[11]
Originally by: Maxine Stirner I think Vel is the winner here.
Think about it. Did the Spanish Armada exist to keep the Spanish Armada alive? Apparently not, although that was more of a storm's fault and probably the reason I don't speak spanish today.
The real purpose of warfare is to get at whatever lies behind a fleet.
Why didnt you just give us a clear one liner like Vel? Nobody understands your dissertation.
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Aitrus
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Posted - 2005.05.26 19:08:00 -
[12]
This actually relates to a good point about Eve's economy. Thre is no upkeep at the most basic level. No matter how inefficient you are at making isk, it is still possible to turn a profit because you can operate with 0 costs. (This leads to inflation)
Wear and Tear that needs to be repaired at a station would offset this flaw nicely. Have the possiblity to reduce this expense via skills and faction, but NEVER remove it completely. DOn't tie it to combat, tie it to module activation/ship use so that even a hauler has some upkeep.
I would also love to see race and faction play a more prominent role in the game. If I'm +10 to Caldari, why do the Gallente let me fly in their space? As an Amarrian citizen, shouldn't I start out with negative Minmatar faction? What about racial bonuses to ships? Would it make sense for an Amarr pilot to be more effective in an Apoc than a Megathron?
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SlaneeshZ
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Posted - 2005.05.26 19:49:00 -
[13]
Originally by: MutationZ
Originally by: Maxine Stirner I think Vel is the winner here.
Think about it. Did the Spanish Armada exist to keep the Spanish Armada alive? Apparently not, although that was more of a storm's fault and probably the reason I don't speak spanish today.
The real purpose of warfare is to get at whatever lies behind a fleet.
Why didnt you just give us a clear one liner like Vel? Nobody understands your dissertation.
To make a difference between those who understand and those who want ninjas with ziplines. ---- A true player does feel no need to remind himself or fellow players that it is just a game. |

Grimwalius d'Antan
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Posted - 2005.05.27 08:30:00 -
[14]
Originally by: Aitrus If I'm +10 to Caldari, why do the Gallente let me fly in their space? As an Amarrian citizen, shouldn't I start out with negative Minmatar faction? What about racial bonuses to ships?
The conflicts are not that simple. The Caldari-Gallente war ended like 95 years ago, and the Minmatar hate Amarrian slavekeepers, not just Amarrians. Both Gallenteans and Caldarians are businessmen (Gallenteans being fairly liberal, and Caldarians being pro-corporationism), and they both benefit from eachother (besides that, they're also like cousins to eachother really). If you wanna be a Slavekeeper or sympathize with such, you'll end up hated by the Minmatar.
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Gariuys
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Posted - 2005.05.27 08:40:00 -
[15]
If you're +10 to gallente ( yeah I am, or close enough ) you're EXTREMELY likely to -5+ to caldari ( yes I am, -7 to be exact ) and you're a definetly NOT welcome in Caldari space. ( you get navy ships after you whereever you go ) ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |
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