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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Ytterbium
C C P C C P Alliance
3751
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Posted - 2015.03.23 11:35:17 -
[1] - Quote
Hello people,
We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.
This particular thread is going to focus on Observatory Arrays and Gates.
- Observatory Arrays focus on intelligence gathering and disruption tools, like tampering with Star Map filters, D-scan disruption, ship intelligence disruption, player tracking capabilities or being able to pinpoint cloak users
- Gates focus on movement, like warp speeds, agility and mass in the system they're deployed, affect jump capabilities, alter ship movement inside a solar system, allow vessels to travel to other solar system and modify wormhole behaviors.
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CCP Ytterbium
C C P C C P Alliance
3751
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Posted - 2015.03.23 11:44:47 -
[2] - Quote
elitatwo wrote:Can some of them be placed in wormhole space?
We are planning on some of the structure to be placed in W-space yes, the exact type and numbers are up to discussion based on the gameplay consequences they are going to have there. It all depends if we feel they're going to negatively impact this area of space or spice up gameplay.
Edit: and I'm referring to all the structures here, not only Observatory Arrays and Gates. |
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CCP Nullarbor
C C P C C P Alliance
1073
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Posted - 2015.03.23 14:46:52 -
[3] - Quote
Sharing an idea I heard on the Fanfest pub crawl
A one way directional jump bridge module.
1. You fuel it up and get everyone within range 2. Pick a rough destination on the map, no cyno required 3. Click the button and launch the fleet into the unknown 4. Based on the distance travelling the fleet does not necessarily land in the system they were aiming for 5. The fleet itself may also be scattered out over a system or even constellation 6. Everyone gets some amount of jump fatigue of course 7. You have to slow boat / pod express back
Could be an interesting day tripping mechanic.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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CCP Ytterbium
C C P C C P Alliance
3820
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Posted - 2015.03.25 11:42:58 -
[4] - Quote
Somatic Neuron wrote:I am assuming that gate structures are going to replace Jump Bridges?
What kind of range limitations are you planning on them? Intra-Constellation for T1, Intra-Region for T2, Inter-Region for Faction?
Are we going to get fatigue for using them, or are they going to work as stargates do now?
I seem to recall that the original stargates were designed with the capability to be able to select your destination w/in range when you jumped....is that something that could be added/considered?
Are gates going to be able to be player owned, or is it something that only alliances can afford?
If hugely expensive alliance assets, maybe to allow players (and corps) to own them, you could enable mass restrictions based on size of the base structure?
It's a bit too early too answer those questions on gates - it depends what we are going to do with existing gates, where they're going to lead, how will the work and etc.
One goal we have is for them to replace Jump Bridges though. |
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CCP Ytterbium
C C P C C P Alliance
3820
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Posted - 2015.03.25 11:49:20 -
[5] - Quote
Ulrik Elristan wrote:The OAs look to me like a huge home defense advantage. Do you plan on having smaller OAs be very easy to deploy (read fast and non bulky) to counter this ? I'm especially concerned with the cloaky pinpointing. If local is disrupted AND d-scan is disrupted, how are you supposed to get intel without being able to relay on stealth ?
The current concept is to have the OAs be L size (no point having them XL so far, since XL are supposed to be huge space cities), but being fragile. They're giant space telescopes and the price they pay for giving such powerful intelligence edge is that they could become more vulnerable when active. They're not supposed to be homes where player can live, so far we are reluctant for players to moor or dock inside them.
We want to be careful with deployables (S structures), have too many of them and you go back to spam city, besides having to carry a large amount of them around in a cargohold could become a hassle. The way to counter those could be the one explained above, due to their vulnerability they could be easy to disrupt through entosis link / direct damage, but those are just ideas so far. |
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CCP Ytterbium
C C P C C P Alliance
3820
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Posted - 2015.03.25 11:50:43 -
[6] - Quote
Altrue wrote:Alright so, my two cents about these structures :
- The idea of having a net of structures throughout your space sounds cool!
- As for obscuring map intel, I'd dislike to see a way to create false stats. It would render map filters useless. Instead, I'd prefer either showing the information or not showing it. It would create a more emergent way of hiding intelligence, for instance by obscuring the information of quiet system to make things not-so-obvious as to where true activity is.
- Just bouncing an idea around: What about a drawback if the map-filter-structure is hacked, that makes the system somehow glow on the map? Like, you wanted to be discreet, and suddenly it turns into a beacon for everyone to see on the galaxy map!
- About cloak pinpointing: One idea would be to uncloak people who stay for too long without player input. So maybe a system-wide pulse that with a spool-up time? The more anti-cloak structures, the less spool-up you have. And it warns people in local when the spool-up is initiated. This way, an active cloaker can just recloak instantly when it happens, while a true afk cloaker will.. well, be killed.
- For gates, I find it quite odd to have gates affect the warp speed of players in the whole system. How does multiple-gate systems work? Will a gate affect its companion on the other side? By having gates able to slow down the ennemi, you encourage the concept of "buffer space", something that is highly detrimental in sov null.
- Still on the idea of gates, I'd suggest modules that change the spawn distance from the gate after a jump, and modules that change the cloak duration after a jump.
- Again bouncing an idea: What about a temporary effect to warp speed that only affects ships who have recently used the stargate?
Those are interesting points, thanks for listing them. |
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CCP Ytterbium
C C P C C P Alliance
3820
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Posted - 2015.03.25 12:02:17 -
[7] - Quote
Interesting points, thanks - however, if possible, we would like to open up as many structures as possible for people not participating in Sovereignty warfare.
Why should we penalize players in high-security space by preventing them to anchor their own gates? If they're willing to pay, face the risk of having them attacked and maintenance of having them, I don't see why it should be for Sovereignty space only.
A large group of players willing to bypass Niarja by building a network of gates around it should be able to do so. Smugglers in low-sec, or FW pilots should be able to use their own gates to get a tactical edge over their opponents.
We may find out later that it may not be wise to do so for whatever design / technical reason, but we'd really like to keep the system as open-ended as possible for now until proven otherwise . |
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ISD Ezwal
ISD Community Communications Liaisons
4214
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Posted - 2015.03.31 21:55:23 -
[8] - Quote
I have removed a rule breaking post.
The Rules: 13. Spamming is prohibited.
Spam is defined as the repetitive posting of the same topic or nonsensical post that has no substance and is often designed to annoy other forum users. This can include the words GÇ£firstGÇ¥, GÇ£go back to (insert other game name)GÇ¥ and other such posts that contribute no value to forum discussion. Spamming also includes the posting of ASCII art within a forum post.
ISD Ezwal
Vice Admiral
Community Communication Liaisons (CCLs)
Interstellar Services Department
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CCP Ytterbium
C C P C C P Alliance
4379
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Posted - 2015.10.28 14:12:19 -
[9] - Quote
Removing sticky. Still want your feedback but we need room for other thread in this subforum. New pinned thread will be pointing to this one. |
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