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Fto Cruise
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Posted - 2005.06.23 01:17:00 -
[61]
Originally by: Zothike blinding cloud that kill your environment sensor , aka : nothing in overview and/or in direct sight unless it is less than x(x) kilometers
Just take a look at Freelancer for ideas like this. I'd like to have areas that stop you seeing the entire system when you're in them. I'm sure your artists could come up with some stunning scenery for us.
425mm Railgun II, Sacrilege and Raptor BPCs. |
Karn Mithralia
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Posted - 2005.06.23 02:14:00 -
[62]
Environment: Small and tight - so full of rock and junk a ship bigger than a frigate has a lot of trouble getting about. Lots of hollow roids/structures to get inside.
Advantage: frigate/intys have a place to retreat to.
Disadvantage: Once in there is only one way out.
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Krystian
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Posted - 2005.06.23 03:28:00 -
[63]
Everything suggested so far sounds excellent. Here are some ideas I would love to see implemented into the game -
Wormholes
Fluctuating points in space that could randomly or sometimes reliably transport a ship to another system. Depending on the wormhole type it may not cause damage, may nearly destroy the ship, benefit it somehow, etc. This can be a fun way to get people exploring out into deferent regions of the game.
Nanite Swarms
A product of technology gone awry like the Drones. The Nanite swarm may help, harm or do the least likely nothing. It can appear as a cloud of twinkling metal.
Small Ships and orbitals
A nice background scenery for especially busy systems to see small ships ferrying back and forth from different locations in the start system. Then you have small satellites, tiny stations, space junk, etc. The only effect I see is to make them maybe slow down speed due to "traffic". Some dangerous garbage or refuse may cause damage (radiation thermal).
Sound Effects of Objects
Perhaps introduce sound effects resonating against the ship's shields and/or hull from space objects.
Make planets, moons and Stars Colidable
Except when warping make certain that such objects cannot be passed thru. Especially gas giants - they should drastically affect speed due to gravity. Repercussions for banging into gas giants or stars should be catastrophic. Getting to close to a star should cause radiation (thermal) damage. Colliding into a star should be instant destruction.
Make planets, moons dockable
I know this is a bit of a stretch but why not make planets accessible to dock on? Make just like docking on a station. Use a planetary docking ring for the dock location. Perhaps if possible make some neat scenery from the station of the planetary background as your ship sits docked.
Make Concord and Local Police more responsive to pirates and NPCÆs
If someone has a bounty on them and are wanted by Concord or a faction then they should be actively pursued and made to pay a fine or be attacked. As for NPC pirates Floating around by stargates it simply should be eliminated unless there is no police presence. It just makes no sense for Concord or state police to twiddle their thumbs as a wanted criminal flies by.
Make orbiting unmanned ships more realistic
Have ships near stargates, stations etc, fly in actual patrol formations and not float around bumping into the station or objects. I know some do but allot donÆt. It makes for more realism. Also when looking on info on a ship it should not read ôdroneö. It should just be whatever ship it is without ôdroneö added to the title unless it is.
Make certain systems stand out Give distinct features to certain star systems more so than what has been done. Something to make them really be noticeable. Does not have to be every system. Objects normally reserved for deadspace missions could be added for scenery.
That is all I got. Out of all my suggestions the wormhole idea I would love to see.
Kahn Krystian CEO Blood Moon Horde
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adanv'waya'hia'nvda
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Posted - 2005.06.23 03:51:00 -
[64]
Hmmm... If you are going to bring out nebulas and gaseous clouds, then let's bring out the best defense to deal with those hidey holes... MINES!
About the only best weapon to deal with nebulas are to sow mines inside them. Preferably close proxmity homers. The ship blunders close to a set... *boom* |
Glarion Garnier
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Posted - 2005.06.23 03:57:00 -
[65]
1. Plasma / Electrical Storm clouds.
A stormy effect's are that are cloud like. (turbulent stream's ar probably too hard to code in to effect. )
effect's you enter foggy zone where your line of sight is reduced, lightning's go here and there.
-your ship won't show on local. (it could be random) -you randomly get EM damageor or thermal dmg. that varies in streght. ( can kill a frig) -work's as safe hanging zone for pirate's .. reduced locking times by 2x -very risky for small ship's to enter.
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Watson
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Posted - 2005.06.23 04:46:00 -
[66]
Originally by: Hawk Firestorm
firstly a simple change to the control method by putting ships on a virtual 2 d plane by locking out the z-axis, put in turn rates, arcs of fire, shield facings coupled with a proper sensor model so people can hide off sensors and use such anomolies along with inter system jump to any point in system via a overview.
Hmmm... I think that game has already been made... it's called "Darkspace" ... fun game, but it's not eve. |
Vlad Karamazov
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Posted - 2005.06.23 05:28:00 -
[67]
A 300 or so km sphere around a damaged gates. Gas & radiation leak decreases all locking ranges to about 50% or less. The gas creates drag effect slowing all ships down. The Radiation does damage to all ships within. Damage type depends on race from which gate originate. Some 0.0 gates doing all damage types at the same time.
Using SB in such enviroment will create powerfull efect that will damage all in double range but will destroy or heavily damage the user too. Using SB with same damage as the gate does tho would increase the effect even futher with just small damage to the user.
Lasers do extra damage but they damage the user too since the gas react at the point of laser origin too. Phaps gas from different gates would afect other gun/missiles.
The main part is that this would be trigared by players shooting at the gate. It means a security loss but the effect would give a prepared fleet a huge advantage.
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Pottsey
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Posted - 2005.06.23 05:47:00 -
[68]
This is a great idea but can you please make sure cloaking modules work inside the nebulaÆs. _________________________________________________ Nominate famous people in Eve who had an impact on you. |
Bambi
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Posted - 2005.06.23 06:58:00 -
[69]
All sounds good to me. Every idea I have had seems to be posted here already so I'll shut up. One thing to considder is the more of these 'effect fields' that there are in game the more maths there uis involved for client and server, and we dont want to introduce lag reminicent of station capturing days.
If God made us to be just like him, then God is dumb and maybe a little ugly on the side...[F.Z] |
Virtuozzo
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Posted - 2005.06.23 11:11:00 -
[70]
The one thing I would love to see is Nebulas with various effects as already mentioned earlier on, from EW specific to even propulsion effects (think about damage from travelling at high speeds through a specific nebula, or even at low speeds - prolonged exposure, that kind of thing).
The latest glitch on the test server gave me another idea however ^^ I've always loved sci-fi where you can see the parallel to submarine warfare ... you don't see your opponent except for at close range ... Might be a nice idea for a complex where visibility is restricted to 5 - 15K in zones with appropriate targeting effects, only countered by using boosting capabilities will you be able to determine and lock targets. Combined with beacons that might make a nice maze idea.
Anyway, I'm rambling as I need seriously more sleep. But maybe someone can pick up on the idea of low visibility / restricted ranges or speed effects.
Cheers,
Virtuozzo
RECRUITMENT TEASERS. |
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Ifni
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Posted - 2005.06.23 11:51:00 -
[71]
If you are implementing new environments, bring in a new UI aspect that details whats being done to your ship, and allows you to get background information (ingame hyperlink).
This allows newer players the ability to understand whats happening to their ships, rather than OMGWTFISHAPPENINGTOMYBANTAM. -
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Quarth
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Posted - 2005.06.23 11:58:00 -
[72]
2 more ideas
1. Implement areas that are (temporarily or maybe permanently) so heavily affected by spatial anomalies that the use of warp drives are of no use. To look into the nearby future and with the upcoming of jumpdrive propelled ships, access to certain systems or zones of a system (pockets) are only reachable with the jumpdrive system.
Drawbacks: I think u can imagine
Pros: It should give a new dimension to battles or fleet relocation. E.g. Titans(I think) are able to carry several ships inside their hull. To reach those places and to make a stand one needs to transport warp drive capable ships with a jump drive propelled ship to non warpdrive affected pockets/bubbles or beyond the affected zone/area/systems
2. I like the spaceweather idea alot and sounds very implementable. Maybe an event of e.g. a supernova that will blast through an x amount of systems on a "regular" basis. During the event every ship will be desintegrated by the blastwave. In order to prevent destruction and cloneactivation, players should be informed of the event in a sort of weather message that states what is bound to happen and a countdown so people can get out of harms way. Stations on the other hand should be capable to withstand such a blast and live. This also should give people the chance of docking on the (conquerable) station in time, or for the opposite forces to retreat to a safe region outside the blastradius. (or make them speed up to take over the station :-)
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Elfaen Ethenwe
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Posted - 2005.06.23 14:38:00 -
[73]
I like teh ideas of various spatial anomolies
Gravetic interference would disrupted grav sensors.
etc etc
Meteor showers. Ships take damage in the area
Ion storms, prevent travel / or slow down travel in an area <->-<->-<->-<->-<->-<->-<->-<->-<->-<->-<->
Together we Gank, Divided we Pop.
<->-<->-<->-<->-<->-<->-<->-<->-<->-<->-<-> |
Thremin
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Posted - 2005.06.23 15:50:00 -
[74]
How about some type of environmental effect that would hide who is in local.
Imagine a fleet hiding in a nebula if you will.
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Erwyn Majestic
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Posted - 2005.06.23 16:25:00 -
[75]
Tactical environments should be system-wide and located on the borders between constellations/regions. First off, this is more believable than just having a tiny nebula right in the middle of an otherwise-boring system. Second, this would make constellation/region control more interesting and dynamic because one particular fleet with one particular loadout could have widely different combat capabilities when moving from one encounter to another in the same constellation/region.
As an extention to this, chokepoints between constellations/regions should have slightly different tactical environments on each side of the chokepoint. For example, I imagine two chokepoint systems being in the same nebula. Star formation releases radiation that disrupts tactical shield manipulation (increased cap usage for active shield hardening modules) and EW (increased cap usage for all EW modules). However, radiation at different frequencies affects EW module and shield hardener cap usage differently, perhaps favoring White Noise Generators more in one system than the next.
However, what should NOT happen is that there should NOT be drastically different conditions on each side of the gate. This would make fleet battles campathons because no one would be willing to go and attack the other guys.
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Virtuozzo
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Posted - 2005.06.23 20:10:00 -
[76]
:-) Imagine a stellar storm, nicely fitting in a storyline, affecting gate capabilities - moving from system to system effectively causing multiple systems to be isolated from the rest of the overall gate system, possibly add another nice story line about npc's or some faction to be able to negate the storm effects and thus being able to lay siege to an affected system :) With the storm moving and system messages showing to pilots in the area as a warning some might even head straight into the path of the storm to help protect the systems in its path from the baddies.
More rambling, I know. Cheers,
Virtuozzo
RECRUITMENT TEASERS. |
Virtuozzo
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Posted - 2005.06.23 20:12:00 -
[77]
Originally by: Quarth e.g. a supernova that will blast through an x amount of systems on a "regular" basis.
Heh, something to that effect yes. Missed that tbh, nice parallel to a stellar storm shutting down affected systems.
On second thought, would be lovely to have real supernova's effectively destroying systems and as such causing changes to the map .. and affecting eve on a wider scale (economics, etc). Cheers,
Virtuozzo
RECRUITMENT TEASERS. |
Virtuozzo
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Posted - 2005.06.23 20:24:00 -
[78]
Originally by: Krystian
Make planets, moons dockable
I know this is a bit of a stretch but why not make planets accessible to dock on? Make just like docking on a station. Use a planetary docking ring for the dock location. Perhaps if possible make some neat scenery from the station of the planetary background as your ship sits docked.
This would be so lovely to give an interesting edge to pvp. I've probably seen too many bad sci-fi movies but right now the only point of moons for combat is as alignment, escape point or regrouping with bad tactics (aka no insta rallypoint). A moon with the capability for a pilot to "dock", aka "land" and effectively making the pilot undetectable there unless someone else lands there as well .. would be excellent. Just like the good old scenes of some weird ship from a rather known movie hiding in a moon/asteroid :P
This I would kill for. Environment itself would not have to be changed much .. just the positioning, messages and enhanced textures to provide the appearance of being hidden in say a crater. It would be great to have such moons be rare things, valuable assets to a constellation so to speak. Perhaps even lay claim to the location if a POS has sovereignty in the system. Detecting it could be done with probes obviously, so the side that knows it has a distinct advantage. Whereas if discovered you'll end up beign massacred because of an extended time not being able to lock targets or get into warp (aka the "taking off" so to speak), bit like undocking from a station, but with a second timer affecting the side "undocking" from that moon.
Originally by: Krystian
Small Ships and orbitals
But with a twist ... here in what some people refer to as "real life" we have so much garbage in space that it's rather tricky to shoot anything into space without it getting hit by garbage. With a universe as big as eve, filled with human beings it is weird to not see any pollution :P Yes, it would be brilliant to have ships end up as wrecks in space that could be harvested (or even have the loot cans just show as ship wrecks to make it more realistic) .. but that is not what this is about. If eve is a human universe there should be places filled with pollution, which obviously should be at the same time a source of income for people. Major industrial areas would benefit from this .. but a factory outpost really also should generate space pollution which should be cleaned up from time to time to prevent it having a negative effect on ships in the area or the outpost itself.
Cheers,
Virtuozzo
RECRUITMENT TEASERS. |
Latton CALLAN
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Posted - 2005.06.24 10:22:00 -
[79]
Edited by: Latton CALLAN on 24/06/2005 10:22:39 I got one original
Title: Garbage could or Garbage belt
Location: Only present in area with Human activities like industries, tourist making toilet, pizza, quafe jettison from their ship. Garbage Coudl is factor of level of activities of the area, so it could be a common environnement and not a specific one
Advantage & Penality: Penality for longue range firing, when you fire something a garbage stuff can be between your gun and target and deviated your shoot, long targetting coudl be affected due to number of element in space: - For battleship having a Large ammo (less penality due to mass of projectile vs mass of garbage, but more disavantage for targetting). - For small ship (less penality for targeting they have better scanner and agility/velocity to avoid element disrupting their sensor, but more penality for long range with small and medium ammo, the S and M ammo have less mass vs garbage. At short range no penality because only few element between you and target) - For sentry, some penality to acquire target, no damage penality for L ammo - For person having their soveriegnty on the system, could balance garbage production by setting up a special structure on POS to reprocess garbage. Person having the soverignty coudl choose to let garbage accumulate and make a big garbage could (but in thsi case sentry near gate will got more and more targetting penality) or setup retreatment structure to clean space from garbage and avoid garbage production.
Note: This environment penality/advantage could be also located around POS.
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Latton CALLAN
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Posted - 2005.06.24 10:40:00 -
[80]
I got another one
Title: Magnetic Element
Location: Where you want, Due to a explosion of a Huge element with High Iron concentration, iron element got magnetic polarity
Advantage & Penality: Magnetic particles are atttact by neutral polarity (like starship). It will increase the mass of starship, reduce speed and acceleration. It is a magnetic attraction (not a gravimetric) so all class starship have penality (and missile velocity and drone too). This kind of environnement could advantage slow starship firing with ammo and disavantage small starship (on their velocity) and missile (shorter range due to velocity reduction)
Note: we could imagine 2 items to balance/unbalance magnetic penality, a counter measure over environnement, to avoid particule to be attracted by the starship, a magnetic attraction amplifier to increase target magnetic element attraction .
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SinBin
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Posted - 2005.06.24 11:31:00 -
[81]
Is it just me who thinks this is a bit silly, in eve we dont chase ships we kill at gates.
How are we getting to this tactical zone ? warp to it on scanner ? or go safe & log ?.
If we did trully fly around chasing in warp & stuff it could maybe have a place but just seems a bit pointless like pos as defences.
Maybe hide wile the 30 mins timer runs out ?.
If a warp to zone it needs a varing warp in zone. _______________________________________
Ill Shutup when CCP remove bookmarks |
Atharax
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Posted - 2005.06.24 12:21:00 -
[82]
Haven't read all current suggestions, sorry... I'm in a hurry.
All ships within some enviroments can be invisible to the ingame map, so people defending it will have the element of surprise on their side.
However, staying in the enviroment too long can trigger events like different kinds of storms, rips in space and time, meteor/asteroid showers. Or people from outside can just bring their ³ber tech 3 missile carrier and nuke the whole place.
Or something...
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Rafein
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Posted - 2005.06.24 13:12:00 -
[83]
Heavy particle clouds- Decrease weapon Tracking speeds.
Darkspace pockets- small pockets, no more than 50 KM, that you cannot see into, but anyone can see out of.
Particle clouds, that can cause a backlash to the user, IE, using thermal weapons in an oxygen cloud.
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Danton Marcellus
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Posted - 2005.06.24 13:34:00 -
[84]
Planets and moons, gravital pull decided individually for each stellar object works exponentially to slow a ship down and make its hull structural value drop to half due to the integrity being compromized.
Small ships will go near these objects to try and get away from the larger ones and the larger will follow to get their kill. Both hoping they know what kind of moon or planet it was they warped too, heavy G or low G would make all the difference to the capital ship persuer.
Convert Stations
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Virtuozzo
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Posted - 2005.06.24 17:21:00 -
[85]
Gravital Pull should apply to any celestial object anyway ... while ships should already have something like maeuvering thrusters anyway ^^ there should be effects yes. Minimal in general, but maybe there should be specific celestial objects that have larger (noticeable) or catastrophical (ouch) effects.
This is not however an environment ... imo. Gravital pull should be present in game anyway imo. But it would be lovely yes to no longer be able to park afk at a moon ^^ and in time it would nicely discard the loads of shuttles parked at P1M1 of every system with a cloning station ^^
Cheers,
Virtuozzo
RECRUITMENT TEASERS. |
Street
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Posted - 2005.06.24 17:46:00 -
[86]
Gravitational Anomaly: Warp Drive does not function within 100km of the anomaly. Velocities are reduced by 50% within the anomaly.
This will encourage decisive battles by making it difficult to run and favor larger ships by reducing speed advantages from smaller ships. Also missile ranges will end up being cut in half because of the speed effect.
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Vlad Karamazov
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Posted - 2005.06.25 02:19:00 -
[87]
Negative energy region.
The space is warped in this area in a way that efectively shortens distances that normally seem to be large.
Speeds (but no agility) increasses Targeting range goes up Optimum for guns and EW goes up Fall off for guns and EW goes up
All thiss scales the combat range to a larger area. Due to tracking vs improved speed small fast ship would have extra advantage unless hit at the improved very long ranges.
MWD bonus increses due to large negative energy being aviable This gives extra boost to short range ships
The negative energy has a bad thing going for it too: The gravitetional effect tries to rip any large obiect unprotected by shield appart. The effect is stronger for larger ships. Every obiect takes first armour damage then hull damage depending on their shield level. 100% shield - no damage 50% shield - half of the full damage 0% shield - full damage
Armour tanks will have extra damage to repair. Shield tanks will have armour damage slowly eating them. This create some mixed setups - keep your shield up and repair armour.
The damage would be scaled that frigs are hardly affected but BSs cant be in this space for long. With cruisers playing the role of heavy hitters.
The negative energy would create area that has option of warp to 0km to an object and the warp acceleration and max speed would be much greater too. With the insta nerf on the horizon this would make it a tactical location. Sensor probes would be greatly enhanced speed and range.
Or phaps shield/cap transfers or remote armour reps would carry on for few minutes after the repaired ship left while the repairing ship still stays in the negative energy zone.
Controling this are would give an advantage to controling the whole system. Phaps fights would move away from gates.
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Karazaan
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Posted - 2005.06.25 23:12:00 -
[88]
Not easy to find something new but here is something...
Let's say we have a zone (I'm not good at strange name) that react to the speed of your ship.
So say that if your ship go faster than 100 M/S, you 'trouble' the thing. It has the effect of warping in the middle of the shield of a pos (the sling-shot maneuver). So since we cannot go faster than 100, we set our ship max speed to that and try to not activate afterburner. So it's not the ship speed that is affected by a %, it's a trigger that happen when the server notice your ship is doing x amount...
So that would implecitely give an advantage to large and slow ship since even the faster interceptor would have to go 100 and no more.
We could also have the opposite, a place that if your speed drop below 200 M/S (might have to put some nano on bs!). You are thrown out! Imagine the fun of getting a jet can that is in the middle of that because you cannot turn back, you can only do big turn... :)
If you do something like turning to hard, with the current flying mechanics (no change needed) you might decrease your speed below and as a friend of mine is often saying: "Goodbye, you have been called elsewhere!!!" SWOOOOOSH! Then you wake up 300 au from there... :) |
Virtuozzo
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Posted - 2005.06.26 14:19:00 -
[89]
Edited by: Virtuozzo on 26/06/2005 14:21:25 Well, this is a new one. Real asteroid belts. And I mean real ones. Right now belts are just pockets of roids in a location captured in a grvitational point of one or more celestial objects. That is fine ... and easy for mining ^^ But is that all it could or should be?
An asteroid belt is a collection of dust particles, asteroids, etcetera following an orbital pattern around the largest celestial body in a system. Obviously this being a sun but some celestial objects have enough mass to provide for their own (smaller) asteroid / dust belts but these are more commonly known as rings. Figuring out a way to do something with those rings around planets other then just staring at them and admiring them is another topic though.
It would be very nice if a real asteroid belt would exist in Eve, one which requires exploration on its own. Just imagine how vaste one would be. How well it would even become suitable even for pvp (dogfights between the roids with warp escape points and plenty of room for special environmental effects like radiation, gravitational pull, etcetera). And with them being so vaste it would put an end to the neverending story of roid spawning even probably :P Considering their size again they would effectively be environments on their own, with plenty of room for gadgetry in, from npc objects and spawns to ideas posted in this thread already before.
Travel along such an asteroid belt alone would be nice, and add some more elements for exploration if there's enough triggers for interesting large collidable objects.
Right now belts are not like their counterparts in RL :P They're ok for mining, and they're semi ok for pvp considering the odd silly indy or apoc sitting in it without watching local. Expand them to what they should be, and you can create vast experiences of any kind, suitable for any game perspective.
Note on the side: if this happens, give my system one where I can anchor a POS at a moon within 200K from it, let it have arkonor only, an npc abandoned station where folks can dock (but without services or anything just like a mini safe heaven where you get ejected if there's more then 3 people docking there ^^), some nice wrecks, and let me have to use probes to locate folks mining in my belt ^^
Anyway, just an idea and a bit of rambling but there's a concept here. One that would make Eve a lot bigger and interesting for all in game perspectives.
EDIT: for those of you saying it would become too big :P And god spoke "let there be beacons", and Ùt people be able to anchor beacons" :)
Cheers,
Virtuozzo
RECRUITMENT TEASERS. |
Danton Marcellus
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Posted - 2005.06.26 16:06:00 -
[90]
I was thinking solar flares from the sun and in locations near the sun that would do thermal damage of course. With ships tanking that being able to make their stand better than most there.
Meteor showers would be kinetic, nebulas EM and/or explosive...
It'd be nice to get all these anomalis on the scanners and opting what patch of space to warp to instead of having all the fighting around gates.
Convert Stations
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