Major Trant
287 Marine Regiment
1484
|
Posted - 2016.08.18 15:39:48 -
[1] - Quote
I've been engaged in a thread trying to encourage new players to try other areas of the game: https://forums.eveonline.com/default.aspx?g=posts&t=490397
But it got me thinking about would it be possible to spawn new players in a different area of space other than hi sec, to improve their initial experience and introduce them to low and null without any real danger of loss. So here is an idea.
1. Create a hi sec island in null with a single hi sec system. Make the system have twelve gates to other widely dispersed nul sec systems. But set the connections up so the default route to each set of career agents is unique, through a different gate. Make the gates one way, ie once a player jumps out, there is no coming back. Make it impossible to set the medical clone or a Jump Clone to the station in this system. Ensure no Wormholes ever connect to this system. Make local 'Read Only', so that only NPC or CCP originated messages can be posted there. Remove the market from this system.
2. Spawn all new players there and have them run the initial tutorials in this system. Potentially add additional tutorial missions to introduce other aspects of the game eg Exploration, combat, mining. But ensuring that each mission is run with a noobship with civilian modules and any loot/ores are worthless and despawn/return to agent at the end of the mission. Any rewards are Isk/LP only. Encourage new players to duel each other there, safe in the knowledge that the other player hasn't got boosts, reps, implants, drugs, T2 Weaponary etc on hand and thus is as balanced as it can be.
3. At the end, offer them a follow on mission, to move to and speak with the first career agent of their race and bloodline in their career agents system. A journey that will require them to leave the high sec island and travel several jumps through null, low and finally 'real' hi sec.
4. By default, their medical clone should already be set up in their Career Agent system. Allowing people to pod themselves to their destination or die in transit.
5. Accepting the mission results in a special 'effect' to the character which despawns at mission end, if podded, if an SP Injector is used or after 12 hours of accepting the mission. This effect confers bubble immunity, agility and warp speed enhancements, but only on Rookie ships. Ending the mission with this effect still active rewards the player with a mission successful spiel, 5M Isk and 5000 LP the first time this is done on an account and 500K Isk and 500 LP for other attempts with alts/rerolls. Ending the mission without this effect is a mission pass but with no rewards. However, the player, rather than accepting 'Complete mission' can instead opt to be teleported back and reset the mission to try again. Completion allows the player to move on with their career agents or take their own path. Allowing the mission to expiry is a mission fail, but generates an EMail advising where the player should go to pick up their career agents path again. If the mission expires with the player still in the starter system, the mission becomes available to be selected again.
6. CCP Dev's and CCP trusted individuals would be allowed to teleport into this new system and speak in local. For the purpose of forming a fleet of enhanced Rookie ships to make the journey to 'real' high sec, both safer and more entertaining. They would introduce fleet concepts and perhaps go off route to raid something or visit a system with a story like B-R5RB. Other players could also do something similar but more limited. By rolling an alt and using the starter corp chat channel to gather individuals for their fleet.
7. Name the system 'Kessel' or if that is trademarked, some other meaningful name that allows the run to hi sec to be given a name. ie "I did the 'Kessel Run' in 22 minutes!" Potentially, award a certificate showing the character's name and time. |