
Yun Kuai
Justified Chaos
89
|
Posted - 2014.01.14 17:43:00 -
[1] - Quote
I like the idea as it creates a new style of gameplay. It actually makes exploration feel more like exploring and it provides an area that would could be profitable, but very difficult to be farmable. Also, the idea of having these spawn in all areas of space is good as some others mentioned earlier it provides a "safer" way to experience the more dangerous bits of EvE since you don't have to pass the hundreds of gate camps looking for easy kills.
However, I do have some concerns and suggestions. 1) the idea of having to manually burn for hours (maybe less, but also maybe more) to find something (potentially) is kind of mind numbing. The initial idea that pirates would set up on-the-fly bases inside the nebulas is a good one, but there needs to be some other means of finding content besides lucky guessing and MWD inties. That being said, having pirate preset up gates or MJDU's that would randomly warp you 100km-10,000km would be ideal. These launch points wouldn't necessarily lead you to anything or anywhere in particular, but would help make starting points for further exploration. These areas would also lead to player interaction spots as you would have "known" xyz coordinates. To further iterate: -randomly generated acceleration gates or MJDU's placed around the nebulas -these launch points jump you 100-10,000km (predetermined, but randomly generated for each nebula) -launch points can lead to no where, near another launch point, at a content site (PVE, hacking, etc), lead to a trap, a toxic cloud, a dead end zone (imagine the return launch point decayed), etc. Again, all of these are predetermined, but randomly generated for each nebula -launch points provide an area where content outside of exploring (PVP) can occur
2) for those opposed to using premade launch points, there is always the option of manually setting off into the unknown. You would be able to just manually fly into a direction and hope for the best. Again I don't really like that feeling, while in its essence it is pure exploration but in a game there needs to be content. There needs to be some way to be able to accurately lead your friends or be able to return to your site or if you're PVP minded to set a trap. The ideal is simple, have a new item in game that could only be used inside the nebulas (lore it up to them being coated in a special polymer that withstands the nebulas environment but is nonfunctioning in known space and decays instantly) that acts as a direction signal. These would allow for hunting to become more viable due to smaller grids and no d-scan and adds the interesting question: do you prepare a ship for a long haul or make a route that makes you more vulnerable to getting caught? To further iterate: -these would be anchorable "arrows" similar to a airfield runway lights -would require anchoring lvl 1 to use -there would be 3 variants to anchor in space: green, yellow, and red (each player would have their own code to take the correct route) -able to position in any direction on a 3-D plane (not sure if coding for this is possible?) -able to stack signals on top of each other to create patterns like: >< or >|< or + -extremely small m3 so that can carried and used frequently -low ehp so that they can be destroyed by any players who manage to stumble upon them
2.1) updating the on board system map and d-scanner (press f12 in game and you'll know what I'm talking about) so that we can have cardinal directions and coordinates to help with navigating these new nebulas.
3) the issue of where the nebula resides in space needs to be address. Under the current proposal, the nebula would be in one system so you would know exactly who came in and out of it. That is static and boring, especially if the nebula spawns In a desolate system. The workaround would be to create a nebula similar to bridge WH's. Essentially, you would have the nebula span across multiple systems, constellations, and regions. To further iterate: -nebulas would have a "jump" feature to enter the nebula itself (this feature could allow for players to jump and spawn in relation to where they entered/exited; I jump into the nebula with a fleet mate who is 5km from me. He also jumps. When we load inside the nebula he is still 5km from me...also, dat coding ) -nebulas would have multiple system entry points -nebulas act similar to bridge WH's so you can have highsec to nullsec and any combination in between -would have restrictions to prevent capitals from jumping into highsec
Anyways, this idea has a lot of potential but I fear from a programming and coding standpoint a lot of things that would make this awesome are just not feasible or doable. But here's to hoping something good can come from this
|