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Corraidhin Farsaidh
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79
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Posted - 2014.01.08 13:39:00 -
[1] - Quote
+1 from me for some real exploration. Also this has the makings of some very funny 'Oh *expletive deleted*' moments when the disruption drops after a random time reveling several fleets in close proximity...run? fight? race for the revealed cans?
This idea could easily be used to introduce new story arc threads too. |
Corraidhin Farsaidh
Hello-There
80
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Posted - 2014.01.08 17:10:00 -
[2] - Quote
I think ships would need to be able to warp to fleet member inside the cloud (since they could provide absolute x/y/z plane co-ords relative to the fleet member) or use an mjd deployable (this has no warp co-ords, just throws you a specified distance like a mini-acceleration gate. All other warp actions would not work as the ship sensors cannot get a fix on anything to calculate warp co-ords.
This would be necessary for mining belts in the cloud since if the cloud is 5000Km diameter and a belt is at the centre? A mining barge would take forever to get there at ~100m/s, and then would have to crawl back out again.
A fleet ship would need to be stationed (or get to) the cloud edge to guide the rest of the fleet out. This would lead to a specialist Pathfinder role developing within fleets.
Similarly 'Save Location' would still work on any mjd deployables you stumble across as your ship navcom would record relative x/y/z co-ords inside the region. Could be fun having people jumping around into the unknown... |
Corraidhin Farsaidh
Hello-There
81
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Posted - 2014.01.09 09:57:00 -
[3] - Quote
Kiryen O'Bannon wrote:Excellent idea; +1. I don't think cloaking should totally not work, though. Maybe expand the decloak radius from 2500m to 25km or something? No cloaks at all would mean certain ships couldn't really be used in conjunction with the feature at all, and would be too limiting.
You would have to be at the centre of a 5000Km site to not be de-cloaked instantly. Maybe better to allow cloaks to work but they 'flicker' in and out so that people can see they are present in local space (i.e. in the menu list of targets/objects) but can't lock them without quartering the area to de-cloak them. Would really keep people on their toes and think of the tension when another ship appears intermittently in the list... |
Corraidhin Farsaidh
Hello-There
85
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Posted - 2014.01.09 14:43:00 -
[4] - Quote
I like the idea of clutter around the area, that would make *everyone* much more careful about how they approach the area and is an already existing mechanic, no coding required. |
Corraidhin Farsaidh
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85
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Posted - 2014.01.09 15:01:00 -
[5] - Quote
I don't think it would need too much clutter to be a pain, the standard debris fields we have already in some missions would be fine if the goal object was in the middle of it...also not all sites would have it meaning explorers have to choose whether to go for the awkward to get goodies they have found or go look for easier pickings... |
Corraidhin Farsaidh
Hello-There
85
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Posted - 2014.01.09 15:03:00 -
[6] - Quote
Debora Tsung wrote:Kagura Nikon wrote: But probably the devs handlign server performance might not like it.
The general concept it good. PRoblem is how ccp can implement it without costign too much to be worth doing.
Lets not spoil visions of awesome and win with petty concerns about performance. Where there's a will, there's a way.
Capsuleer's will: I hereby leave all of my worldly goods, chattels, and stipends to me...again...
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Corraidhin Farsaidh
Hello-There
86
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Posted - 2014.01.09 16:28:00 -
[7] - Quote
Deacon Abox wrote:
...snip...
The idea of being able to warp to fleet mates inside would break this I think (some miner guy suggested it).
I feel oddly sullied being labeled a miner guy...I only do it a bit now :D
My point was that not being able to warp at all would be impractical as to travel even 1000Km at 100m/s (for simple maths) would take 10x1000 seconds to get there. That's about 2 hrs 45 mins, then you would have to slow boat back out again...only way this would work with new ore deposits containing high-end ore, very small but isk dense so you would take a frig/dessie/cruiser fitted with miners which may actually be better as it would make the mining side much more dynamic which fits better with the explo idea.
Mining the 'belt' in this instance would be more like a group of leafcutter ants taking a chunk and running back with it along the pathfinders route. |
Corraidhin Farsaidh
Hello-There
89
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Posted - 2014.01.09 20:37:00 -
[8] - Quote
I like the idea of these regions being for smaller faster ships also...fits with the whole direction of Rubicon and exploration. Should be all the more dynamic for it. |
Corraidhin Farsaidh
Hello-There
92
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Posted - 2014.01.10 11:22:00 -
[9] - Quote
I think the OP envisioned these as temporary regions so a POS wouldn't be much use or anchorable here. Large ice belts/ore belts would be against the idea of exploring the unknown I think.
I initially thought I'd like to be able to warp to fleet mates but that was because of using miners, if high density expensive ore or compounds like fullerenes etc were here instead then a mining barge won't be necessary.
I find myself leaning towards this being a n area that strips things don't to raw basic exploration. You want to search it? then you'd better have a solid search plan to quarter the area, and be patient. It would be a null like free-for all as the disruption to sensor and warp would also stop CONCORD knowing what the hell is going on inside.
Cloaks should still work, but an 'unknown' response should flicker in and out of the overview when in the same grid.. Imagine the paranoia that would induce :]
For the region to be large enough there may need to be an outer sphere of warp disruption that you have to traverse and then normal warp space areas but with internal warp disruption regions of 1-3000Km around the objects of interest. This would mean you need to be patient to find the goodies but can set warp to points for re-group. This would also mean the space would not get over-congested too rapidly and could lead for some very funny moments when two fleets hit the same warp stable spot on their way around.
I see these being like automated (in game generation terms) events where it's a free for all. It would be a little pocket of null space popping up anywhere in new eden...and would also be the perfect place for semi-permanent defended ghost sites to pop up too.
I definitely think that any capital ship should be impractical here, these regions should require speed, benefit from co-operation, and require skill to reap the rewards. Besides...the more small ships flitting around in there, the more chance of sudden surprises...
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Corraidhin Farsaidh
Hello-There
92
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Posted - 2014.01.10 12:00:00 -
[10] - Quote
I was careful how I put this idea. I am not against afk cloaking, perfectly valid tactic, but in these regions I think that nothing should be without risk. The 'unknown' return on the overview should not have a range either since the sensors can't lock, they just know *something* is there'
Imagine how spooked people would become seeing a flicker on the overview, then you could have WWII anti-sub tactics come into play to try to hunt and de-cloak the unknown. This would become a mini-game in itself except with real pilots trying to outwit each other. Hunting the cloak guy to keep him away from the can would also give the support guys something to do whilst the hacker cracks any cans.
Maybe cans should be invisible to sensors unless you get within say 250Km of them. This would allow for fleets to set up a defensive cordon, but also for others to see from player behavior (which of course could be a decoy) where objects of interest are. |
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Corraidhin Farsaidh
Hello-There
94
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Posted - 2014.01.10 15:08:00 -
[11] - Quote
How about toxic cloud areas that you can extract fullerenes (or something similar) from. You risk destruction for gain...time your cycle wrong and you get nothing, get it right and you escape with a hold of goodies...
All the while being spooked by the 'Farsaidh' phenomenon you are seeing in your overview where you see the unknown vessel somewhere nearby in your overview.
Any idea incorporated should be named after the proposer XD |
Corraidhin Farsaidh
Hello-There
105
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Posted - 2014.01.10 19:11:00 -
[12] - Quote
We were discussing this idea in corp and one of the guys pointed out that the Eve gate area already implements many of the mechanics discussed here. Could be a good starting point, and in lore terms the warp storms around the gate could be spreading... |
Corraidhin Farsaidh
Hello-There
105
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Posted - 2014.01.10 19:59:00 -
[13] - Quote
Agreed, sounds like we already have the following:
* Warp and sensor disabling region (Eve Gate) * Damaging localized effects (Recon mission) * Data/Relic sites (just use the standard ones with different/enhanced loot drops) * Ore sites (maybe with new ore types, but simply use morphite as the test ore)
Stitch them together as a starting point and use scale and lack of warp to make the region unsuitable for anything above a fast cruiser. Then maybe look at including some of the new mechanics proposed by various folks in the thread. |
Corraidhin Farsaidh
Hello-There
108
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Posted - 2014.01.11 16:10:00 -
[14] - Quote
I think my favourite aspect of this idea is that it's not the structures, environment, rewards, rats or whatever else is already in missions/explo that will make this great. It's the player interactions that will come from it, do you co-operate? Just shoot the opposition? Wait cloaked for them to pop the can and then steal some loot as it flies out? Go hunt other players? Go hunt other players who are hunting other players?...The possibilities are huge. |
Corraidhin Farsaidh
Hello-There
108
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Posted - 2014.01.12 01:09:00 -
[15] - Quote
My view is that no ship larger than a cruiser should be able to fly in (gravitational forces putting too much stress on higher mass ships or something). This would mean a site could not be camped with a fleet of supercaps and then farmed. It would keep combat and exploration fast and fluid. It would also mitigate somewhat ag+áinst local since it could still be worth your time to inve-ºtigate given that ghose in the DDC will have exactly the same advantages and disadvantages.
I would be happy for ships to disappear from local upon entering the cloud though. Then anyone already in wouldn't know if the player left system or entered the cloud...more paranoia in this case can only be a good thing... |
Corraidhin Farsaidh
Hello-There
110
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Posted - 2014.01.13 15:20:00 -
[16] - Quote
There should definitely be no warping in or out of the anomaly by any means, still not sure whether warp to fleet member internal to the anomaly should be allowed, but if larger ships cannot enter due to mass restrictions this wouldn't be such an issue as smaller ships will be faster under sub-warp power.
It should be like being in a dense spatial fog...no reference points, dulled senses...vague impressions of others nearby...then bingo! Found something...instant panic trying to crack the can/mine the roid/kill the rats/salvage the Terran wreck before anyone else happens by... |
Corraidhin Farsaidh
Hello-There
111
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Posted - 2014.01.13 16:02:00 -
[17] - Quote
I prefer none...visual and overview information only, will really give a sense of foreboding to anyone flying through... |
Corraidhin Farsaidh
Hello-There
111
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Posted - 2014.01.13 16:41:00 -
[18] - Quote
Dust would certainly ruin laser efficiency, larger objects that are no threat to shielded hulls could certainly deflect and scatter solid shot and missiles...not a bad idea.
Initially I'd stick with the simple stuff that already exists in game (or could be re-used with minimal tweaks) to get the idea up and running first. Then if it works other effects could be worked in too...maybe sites should become more environmentally lethal the longer they have been in system...just to intensify the race to plunder it... |
Corraidhin Farsaidh
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113
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Posted - 2014.01.14 10:31:00 -
[19] - Quote
I prefer the idea of them being around 2-3 days at most, with more environmentally damaging regions spawning internally over time.
In lore terms these could be a spill over of the warp space around Eve gate. What if the turbulence there isn't because of the gate collapse, but because someone (or something) is trying to re-open it? Terran forces could be a nice new NPC faction... |
Corraidhin Farsaidh
Hello-There
113
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Posted - 2014.01.14 12:02:00 -
[20] - Quote
The cloaked person doesn't know if the guy in local just passed through or is also cloaked and heading into the region.. If they cloaky guy sees people coming in? He can warn the corpies someone else is on the way but once the new folks enter the DDC all bets are off. The people who just entered system also know that there is someone else there (the cloaky guy still shows up in local if he is outside the region) so know to be prepared. If anything the cloaky guy actually warns the new entrees that someone is already in the DDC
Want to mess with the cloaky guys head but not interested in the DDC this time? fly in and out of the system a few times and nip around a bit :D |
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Corraidhin Farsaidh
Hello-There
113
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Posted - 2014.01.14 13:04:00 -
[21] - Quote
It think if the regions are implemented correctly it will cut both ways, you know that a large fleet is inbound and can prepare...hit and run guerilla tactics would work very well here to whittle down or drive off a larger force and could change what you expected to be an exploration trip into frenzied purist combat...Meanwhile the large fleet that is confident in its numerical superiority could be in for a *very* nasty surprise... |
Corraidhin Farsaidh
Hello-There
114
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Posted - 2014.01.14 15:15:00 -
[22] - Quote
These sites could also be very easily used to lead into other actual live event through seeding cans/sites with details of other locations, new items, story details etc |
Corraidhin Farsaidh
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114
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Posted - 2014.01.14 17:04:00 -
[23] - Quote
Dinsdale Pirannha wrote:
a. To either have some kind of mechanism in place that limits the spoolup times of these units (adds complexity and might not even be possible code-wise) b. Some mechanism in place that limits the range of the MJD's (same problem as above) c. A new version of the MJD that only works in these clouds, which has a longer spoolup time, and/or significantly less range
The only option I could come up with for limited warp capability would be to other fleet members. The DDC region could be populated with warp inhibiting areas (where the good stuff is) that you cannot warp into or out of in any way shape or form. Once outside of them however you could warp to fleetmate within the DDC but still could not warp anyone inside the DDC from outside or vice versa.
These warp hotspots would become very contentious ares of space and whilst control of one could help your fleet it by no means prevents other explorers simply flying through the clouds in a speed rigged exploration boat.
This is the area I am least sure about and think it would bear testing both ways should the idea ever be implemented.
I still stand by my view that nothing bigger than a cruiser (at most) should be able to navigate the area. Anything more would make it too easy for a fleet to control and then farm the area. These regions should be driven by small craft interactions, with speed and guile being more important than guns in some ways. |
Corraidhin Farsaidh
Hello-There
116
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Posted - 2014.01.15 10:38:00 -
[24] - Quote
The DDC should apperar in any level system I think, the starter system events would have little of worth in them though to stop older players even bothering going there. Or Concord/empire vessels could patrol the DDC making it much harder for anyone to gank the starters. Could be a very fertile recruiting ground for corps actually. |
Corraidhin Farsaidh
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116
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Posted - 2014.01.15 14:59:00 -
[25] - Quote
my thinking was that in the 1.0 training systems the loot available would eb tuned to make it less worthwhile for the older players, the environmental difficulties would be exactly the same. However on the other hand if they are just the same as anywhere else it'll be all the more enticing to the new starters...
edit: thinking back to when I started I can imagine just how happy I would have been if I had gotten to run away from something like that with a chunk of morphite :D Treat 'em mean and keep 'em keen... |
Corraidhin Farsaidh
Hello-There
116
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Posted - 2014.01.15 17:35:00 -
[26] - Quote
simple answer: Project Managers...
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Corraidhin Farsaidh
Hello-There
116
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Posted - 2014.01.16 10:15:00 -
[27] - Quote
This would be new Lore concerning a previously unknown phenomenon so anything is possible here. These really would be 'Here be Dragons' spots in every sense.
In terms of warp or no warp it depends on the scale of the region. If warp is required to get around then my favoured idea would be a warp disrupting bubble around the region so you have to fly in manually, and then have random warp disruptive regions within the outer sphere that leaves warp to points where you can jump to fleet mates or bookmarked positions. This would lead to interesting moments when 2 or more fleets pass through the same warp spot... |
Corraidhin Farsaidh
Hello-There
123
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Posted - 2014.01.18 11:16:00 -
[28] - Quote
This is the trickiest aspect of balancing this to my mind. Allow warp and people can bring large ships in fleet and effectively farm the location by saturating grids to deny access to others without a large enough fleet to dislodge them..This would effectively lock out lone explorers.
Disallow warp and suddenly the area has an intrinsic size limitation otherwise it takes too long to explore. This was my reasoning for the region being destructive to anything above a cruiser (gravitational effect or whatever). One way or another ships will need to cover the distance within the region and anything bigger than cruiser class (maybe even less) would just take and control the region.
This are would need to be tested in many ways I think to find the correct balance.
Just a though, the region could be like the mouth of a wormhole on that certain mass restrictions are in place, maybe these are wormholes trying to form, but failing to bridge to the parent system (which could be anywhere, even the other side ov Eve Gate :) ) |
Corraidhin Farsaidh
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123
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Posted - 2014.01.18 15:52:00 -
[29] - Quote
Could be worth trying that out also, see which works best on the test server...also make the damaging clouds come and go randomly...then where someone previously thought was a safe spot is now a radioactive ball of gradual death...
Only problem with currents is that they need coding and not sure how tricky that would be, whereas a fixed region that you cannot warp into and that you can only warp to fleetmate/cyno in is much more easy to code. |
Corraidhin Farsaidh
Hello-There
125
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Posted - 2014.01.18 16:49:00 -
[30] - Quote
Dinsdale Pirannha wrote:
...snip...
IF CCP can figure out the coding, just dump the cloud/zone/whatever you want to call it, ON TRANQUILITY, but ONLY the very bare bones. Do this in parallel with more elaborate Sisi tetsing. Imagine these clouds start randomly appearing in systems. There is nothing, and I mean NOTHING, in them. Just an area where d-scan does not work, where warping does not work. There is no PvE incentive to go in there, and the only reason to go into one is to hide ships. The only people initially using them would be PvPe'rs, for whatever reason. I imagine some would go in just for the trill of hunting each other.
Then slowly, over time, the conditions in there might change, as CCP overwrites the code, and starts adding PvE incentive, and tweaks the environment conditions, based on Sisi feedback.
This whole concept the more I think about it, no matter how simple I would like to see it stay, can never be expected to be perfect and whole out of the box immediately. CCP HAS to take it slow, with small iterative steps.
I think you summarized far more eloquently than I could exactly what I was trying to say, create a region you cannot warp into, next create damaging environmental regions within that region, now add some room style areas with debris etc (from existing mission rooms) and so on, iteratively adding in new features with each working pass. |
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Corraidhin Farsaidh
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128
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Posted - 2014.01.20 13:21:00 -
[31] - Quote
I think from the discussion here most of the key elements for the actual regions already exist to lash together in a rough mock up.
Scan and warp inteference regions? Check (Eve gate, mission areas etc) Damaging environmental effects? Check (from missions) Debris fields to hamper navigation? Check (again from missions) Nutcases willing to fly into who knows what hell awaits them? Check Check Check (recursive.....)
Still not sold on the ability to warp inside the DDC. This may be better governed by the use of the new mobile jump drive units. Anyone can find them in space and use them to jump any direction. This would mean that groups of explorers could perform an organized search by aligning with objects and jumping in a known direction. This would allow for someone skilled to lay down a network of named units (via save location) that they can align to to activate the mjdu's. Others can still use them but are flying into the unknown even more when they jump in a random direction.
I would certainly figure out how to access the test server to play with this environment should a POC be built. |
Corraidhin Farsaidh
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129
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Posted - 2014.01.20 13:48:00 -
[32] - Quote
How about the effect making warping impossible as the pilot has to use the warp drive to keep them stable within the region. Thus the warp drive cannot be used to power a jump as it's warp field controlling gizmo's are occupied with stopping your ship being ejected from the region. Any loss of pilot control (disconnect etc) ejects the vessel in a random direction in the usual log off manner.
With regards to mining I proposed early on the ship size should be limiited to maintain the speed of the site and exploration aspect. Orcas and mining barges would allow for farming.. Any ore should be in highly dense nuggets of new or rare ore/materials (fullerenes etc maybe) that can be reasonably gathered by a smaller vessel with mining lasers. It would be like striking gold in the Yukon when you find one...then mad panic to get it mined and run away before someone else finds you... |
Corraidhin Farsaidh
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131
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Posted - 2014.01.20 15:08:00 -
[33] - Quote
I think my earlier idea of needing a frigate sized warp core or above to keep you stanle in the region would solve the pod issue ad well as the DC warp out issue. No controlling pilot with a functioning warp core and you get ejected from the region. |
Corraidhin Farsaidh
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131
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Posted - 2014.01.20 20:25:00 -
[34] - Quote
Dinsdale Pirannha wrote:
It would kind of like be "the place that Reavers come from".
More like the place that reavers go to... |
Corraidhin Farsaidh
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131
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Posted - 2014.01.21 11:33:00 -
[35] - Quote
I like the idea of this being a deep space phenomenon, but also like the idea that it is still within system where people can stumble across it and think 'Holy *insert chosen expletive* what the *choose another expletive* is that???'
I still think the level of reward for entering these phenomenon needs to be balanced with the sec-status of the area it occurs in otherwise new players will avoid like the plague since older more powerful players will simply own the areas. If the reward is relatively low then older players won't bother and the newer players will at least have a chance and hopefully become more involved.
If the rewards are always high then the region will simply look like a giant null-sec gate camp to newer players who will then avoid them like the plague. |
Corraidhin Farsaidh
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140
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Posted - 2014.01.25 09:30:00 -
[36] - Quote
Would be a nice place to have them start showing up, and a nice salvageable capital wreck would be a different reward to find too |
Corraidhin Farsaidh
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149
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Posted - 2014.01.27 13:54:00 -
[37] - Quote
I suggested a while back that cloaks still work, but an 'Unknown' entity would flicker in and out in the overview list. No ship class, no distance, just the inference of a vessel as your sensors note a hole in the white noise saturating them.
In reference to this being a cloud it doesn't need to be in the physical sense, more that it's a cloud like region of space where sensors are utterly screwed except for close in. More of an electromagnetic cloud that messes with your systems but doesn't show up visually.
In terms of how this would show up in scan I would suggest it is an anomaly that anyone can warp to (along the lines of low level combat/ore anomalies). However when you warp to location you land at a random location around the outer edge of the region. This is a true anomaly that your sensors cannot get any fix on other than the localized area. The landing point from warp would have to be random so that it can't be landing point camped by the first to find the anomaly |
Corraidhin Farsaidh
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156
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Posted - 2014.01.31 17:17:00 -
[38] - Quote
My take on this was to allow bookmarks but only when save location is on another vessel in your fleet. If that vessel leaves the cloud you lose the bookmarks associated with it.
This would be implemented (in game terms) by sharing absolute co-ordinates as reference points. You would point at the target vessel, then calculate an x-y-z point based on it's current location and then warp to there. Without the pathfinders travel log you can't back-track to where it has been.
In code terms these are standard save points but tied to the vessel they are created on. If it leaves the area the save points are removed. |
Corraidhin Farsaidh
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167
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Posted - 2014.02.06 10:04:00 -
[39] - Quote
Another quick thought I had on this:
Comms are difficult into and out of the cloud...how about if you are podded inside you will lose any sp accrued during your stay in the cloud.. There could be a (sentience ejection pod) module to counter this, but that would then take up a precious fitting slot on the chance you will be podded, and would auto-pod you to make sure you get out with your SP intact (shiny pod kill mail for the aggressor, saved SP points for the victim.
The risk of losing SP introduces real risk to the region, meaning you either fit the safety pod and risk nasty killmails, take the risk and possibly lose SP, or manage your time inside with regular exits from the cloud to 'bank' SP, thus impeding your exploration efficiency. |
Corraidhin Farsaidh
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167
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Posted - 2014.02.06 14:23:00 -
[40] - Quote
Any of the more agreed upon ideas presented would be good additions to the exploration aspects of Eve I think, and the better rounded the ideas the more likely to be considered. This has definately been one of the better threads here with people actually trying to be constructive rather than just shoot ideas down! |
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Corraidhin Farsaidh
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188
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Posted - 2014.02.14 12:29:00 -
[41] - Quote
I saw in another post that gates can be used to determine the size of a fleet jumping through, would be nice if the same mechanic could be applied to rat bases inside the region, have a triger distance from the base and a larger assessment range to base the number/type of rats on...could give a nasty surprise to someone unaware of a fleet 150 Km away but still in range for the base threat assessment...
P.S. please don't ban stupidity, that's the one skill I started with at lvl V... |
Corraidhin Farsaidh
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Posted - 2014.02.24 14:46:00 -
[42] - Quote
What has set this thread apart from many others is the fact it has been almost exclusively positive. Almost every post has been supportive, with a great many adding or trying to expand upon the ideas already proposed. That in itself should make CCP take notice (as we have been told it has) and hopefully many of these ideas will find there way into future releases. |
Corraidhin Farsaidh
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387
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Posted - 2014.04.23 12:56:00 -
[43] - Quote
Grayland Aubaris wrote:If anyone from this thread is going to fanfest I demand that you find the nearest dev and then RUN at him/her - rugby tackle them to the ground then proceed to administer intense psychological warfare, for example by making them watch ten minutes of Britain's Got Talent - or thirty seconds of the 'X-Factor' until they agree to return to the office and make this happen.
Go for maximum effect though, make them watch a montage of the sob-story acts... |
Corraidhin Farsaidh
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387
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Posted - 2014.04.23 13:02:00 -
[44] - Quote
Debora Tsung wrote:Corraidhin Farsaidh wrote:Go for maximum effect though, make them watch a montage of the sob-story acts... I think we might be crossing a line there...
You might be right, they still need to be able to work afterwards no point having a gibbering wreck doing IT work...oh wait...I just described myself... |
Corraidhin Farsaidh
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461
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Posted - 2014.05.05 01:59:00 -
[45] - Quote
Petrified wrote:Isn't this what cloaking devices are for? Hiding ships?
But, if you take this idea and spin it:
The location shows as an anomaly on sensors so it can be warped to. Ships can be detected via probes, but with reduced strength - the interference. The nebulas cause reduced range and tracking. Lock times increased
Random chance for roids and gas appropriate for that area. Maybe smaller random chance for some ice in limited quantities. Presence or consumption of which have no effect on the duration of this nebula. Given the sensor disruption, pirates may be present.
My earlier suggestion was for cloaking to work as far as visible vloaking/ non-targeting whilst cloaked but the ship would flicjer in and out of the overview, a ghost image in your scan showing unknown ship and range. Think of it as an absence of white noise in the cloud but impossible to pin down, your sensors infer its presence dou to the lack of interference...
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Corraidhin Farsaidh
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461
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Posted - 2014.05.05 02:11:00 -
[46] - Quote
Arthur Aihaken wrote:Still think this is a great idea!
An even better idea ig ccp are bringing out a range of exploration ships with the prospector being the first... |
Corraidhin Farsaidh
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464
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Posted - 2014.05.07 17:28:00 -
[47] - Quote
monkfish2345 wrote:I guess one potential problem to work around is the omnipotent local chat. so for the purpose of hiding a fleet etc or being 'off the grid' being within this area would also have to remove you from local (i'd suggest 2-way removal so you are hidden but blind) otherwise it would take an enemy a minute or two to figure out your hiding.
overall I like the concept, but finding a way that it can be implemented in a way that isn't just a cloak spot will be interesting to figure out.
i guess one of the key point of using the area would be that you could not just warp out to any celestial as you can current in deadspace, so if you commit to going in, you are commiting to the risk of attack without an easy warp out as an escape.
another thing which might be interesting for the idea of becoming lost in these areas and for discovery would be to have far smaller grids in these spaces. so you really will be stumbling upon things rather than just burn end to end in a ceptor and see what pops up.
i dunno the more i think about it the more things i see that you would need to change. but also the more cool things you could probably do with a mechanic like this.
Most previous posts early on agreed that there should be no local, it should be nullsec equivalent without concord and warp should be extremely limited and definitely not out of the cloud. There was discussion about whther there should be any warp at all, just the mmjd's or some means to warp to fleet member inside the cloud but nothing else creating a pathfinder role for fast intercepor/explorer ships.
The general consensus was once you go in there is no easy way out, you disappear from everything in the system the nebula is in, warp is feeble at best, d-scan is fooked, cloak works visibly but an 'unknown' report shows up for ship class and range (you know 'something' is on grid, could be a helios, could be a T3 closing to blaster range). Rewards available should be random and worthwhile irrespective of area since the nebula itself is a little bit of null in your own back spaceyard.
I think that's a fair summary but feel free to correct anywhere |
Corraidhin Farsaidh
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Posted - 2014.05.08 11:40:00 -
[48] - Quote
Debora Tsung wrote:Shivanthar wrote:For the "15-20km/s Dramiels, Daredevils and soon Succubus" part, consider that mwd is not functioning within this void ;) Why would it not? did I miss something?
No warp drive available due to interference... |
Corraidhin Farsaidh
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Posted - 2014.05.08 11:47:00 -
[49] - Quote
I originally proposed that only up to cruiser sized hulls should be allowed due to warp disruption causing damage to larger vessels to limit farming chances for these areas and keep those ships engaged as fast and furious combats. Others preferred being able to ide fleets, bring barges etc. I still prefer option a) buthow about the damage is actually physicalized? Frigates and destroyers are fine due to low mass, cruisers take reasonable armour damage over time, BC/BS/Barge etc take armour and hull damage.
This would make for some interesting fitting choices if someone wants to bring larger vessels and somewhat limits combat capability of the larger boats too. |
Corraidhin Farsaidh
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Posted - 2014.05.08 11:51:00 -
[50] - Quote
Whether to allow warp or not was something being discussed last time I read this thread. I preferred the idea of no warp into or out of the bubble, and only warp to a fleet mate within the bubble or the mjjd's to lay a 'breadcrumb' trial.
Imagine how nerve wracking slower travel would be not knowing who's going to pop up in your grid at any moment whilst trying to quarter and search an area for interesting stuff... |
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Corraidhin Farsaidh
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Posted - 2014.05.22 15:57:00 -
[51] - Quote
Dinsdale Pirannha wrote:...they have no plans on acknowledging it in this thread.
They *do* have reputations to consider remember |
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