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Chade Malloy
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Posted - 2004.01.12 11:35:00 -
[1]
Edited by: Chade Malloy on 12/01/2004 11:39:02 We all know the problem, if we want to move our ever-raising number of ships from station A to B this takes ages due to travel times and the simple fact that you can only fly one ship at a time, not to mention the fact that you end up with countless shuttles collecting dust in your assets list.
Ok, here is the deal: What about a new Module, lets call it the "Dummy Plug for EVE" (heh, anyone here an Evangelion-fan? ) Its a high slot module with massive cpu and low power needs, but you should be able to fit it in any ship which has a high slot. After you have done this to your good ol¦ Incursus frigate, you decide to fly with your new Thorax cruiser some jumps away to a new "home" station. You activate the cruiser and make it ready for undocking, and THEN activate the "Dummy Plug" via drop-down menue on the Frigate. When you hit "undock", not only your cruiser flies away, ALSO your frigate follows you out of the station and does nothing mor than that - following, either with its max speed or, if you are slower, it adapts. Stupidly, stubborn, dumb. (well, its called DUMMY) But if you warp towards a gate, the frigate also aligns and warps. You reach the gate before the frigate, after some seconds it also drops out of warp in a 10 km space sphere around you. It automatically approaches you. You then head for the gate and jump. After jumping you have to wait again till your frig also comes out in the new system, and so it goes on and on...
Basically its an outo-follow mod for ships. It should NOT give any more remote acces over the "dummy ship" except for a "docking" command for the D-ship to auto dock on a targeted station. It should take away one of your max tagets while you remote-control one of your ships, but display some major info like distance and damage of the "dummy" ship in your UI. A dummy ship should have an npc "+" or even a new symbol to appear in other pilots UI. And to keep the new born convoy-captain sticked to his valuable ship, the "dummy control" should have a range limit of ~ 10km. So if the Dummy ship leaves this range, regardless the cause, the remote control link froum your ship breaks and you have to close in again, and retarget your dummy ship to regain control (engage auto follow of the dummy ship). To make it more interesting for careless pilots, the dummy ship could set its speed to max after losing the link and simply fly straight ahead in its current direction...
To make the whole thing rounder, lets invent also a little "dummy control" mod for the ship your are actually flying, (could be med or high) and maybe add a "frequency feature" so that you can specify a control frequency of the dummy plug (maybe some binary code), and everyone who has the same frequency dialed in his "dummy control" can also control the dummy ship, i think this would add a new range of interaction.
Pls post your comments !
Patience wins. |

agentsmitty
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Posted - 2004.01.12 14:27:00 -
[2]
This is the best idea i have heard in a long time, good work
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Russo
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Posted - 2004.01.12 14:40:00 -
[3]
great idea, hope the ccp people are listening
(im moving all my ships...slowly...to another system right now ) Russo - CEO Amarria Auxilia Your friendly neighborhood badass
'Peace is our profession. Mass murder is just a hobby.' |

Scorpyn
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Posted - 2004.01.12 16:28:00 -
[4]
I see one potential problem...
When warping, there is not always enough cap to take you all the way. If the ships get out of sync by that, the ship would be lost - also, warping once more cannot be done automatically unless autopilot is enabled.
At least that's how it is today - this'll have to be fixed for that module to work properly (who'd wanna risk losing his ship in mid-warp?).
Other than that, it seems like a nice idea.
Another idea I just got while writing this post is to be able to hire a transport service from the station (ie the ship travels by autopilot, but officially there is some npc person doing the job). It could also be done by players (agent missions).
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Razerious
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Posted - 2004.01.12 19:45:00 -
[5]
maybe a few limitations for combat while using the dummy plug would be good.. just think about the confusion of your enemies if you and your 10 other friends brought 10 cheap "dummy ships" to the fight. 
Then again, maybe not if the "dummy ships" ships didn't show up as an enemy.
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Chade Malloy
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Posted - 2004.01.13 11:32:00 -
[6]
Hm true with the warp problem..on the other hand, this could be calculated before by the ships computer, and the "dummy control" on your ship automatically exits warp if there is not enough cap on the D-ship, so that both ships drop out of warp simultaneously.
And for combat, well, like i said, there should be a special UI-icon for "dummy ships", mabe a rhombus or two round clamps. And a D-ship will of course never engage in combat, even if it has weapons equipped, but everybody can shoot at it, so it is the problem of the controlling pilot to care for his dummies 
Patience wins. |

Hitomi
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Posted - 2004.01.13 12:04:00 -
[7]
Try thinking of it like this: the link between the dummy plug and your ship acts like a more refined version of the autopilot that we use over long distances. The only difference being that the autopilot has been programmed to follow your ship within the system, rather than just going to the system and stopping until you moved to another system. If that was how the dummy plug worked, warping further than the following ship could would not be any problem, since the following ship would simply keep warping until it caught up with you.
Perhaps that dummy plug control module would contain a beacon that the ship equiped with the dummy plug could home in on?
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Scorpyn
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Posted - 2004.01.13 15:05:00 -
[8]
Good idea Hitomi. It would solve the "stuck in mid-warp" problem in a nice way 
The effect of useing a beacon might also be that it's possible for anyone within the system to warp to the ship (when the beacon is active), or jam the beacon.
You'd also have to tell the ship to warp when it gets close to a stargate, as the beacon wouldn't work between 2 systems.
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Danton Marcellus
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Posted - 2004.01.13 15:48:00 -
[9]
I can see it now, someone trailing 100 velators around Yulai. 
Convert Stations
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Chade Malloy
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Posted - 2004.01.13 18:26:00 -
[10]
Of course the number of controllable dummy ships should be limited through a new skill & free slots for the dummy control mod.
Maybe only "0.5" controllabe ships more per skill level...1 on lv one, 2 on lv 3 to a max of 3 ships on lv 5 which could follow you...then let¦s make it a rank 5 skill, and the most ppl will control only 2 dummies.
Patience wins. |

Gideon Wolfcat
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Posted - 2004.01.13 18:29:00 -
[11]
Another cool idea would be carriers, but maybe the comming titans can store ships.
-Gideon
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Darrin Tobruk
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Posted - 2004.01.13 18:54:00 -
[12]
I love this idea. Please, please, ccp put this in 
/emote: Dreams of 3 industrials all in a row filled with minerals...  _______________________________________________ Eris Discordia: On the scale of funny and constructive it scores low, real low. |

Chade Malloy
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Posted - 2004.01.13 23:01:00 -
[13]
Well, if Titans really have this 500k m¦ cargo, it will surely be possible to carry some frigs or cruisers around in it...but guess how many players will ever fly a titan?
Patience wins. |

Fester Addams
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Posted - 2004.01.14 06:51:00 -
[14]
what about the skill?
Naturally you would need a skill to use the module.
For each rank of skill you would be able to remote controle one ship, thus at most you would be able to hook up 5 ships in a convoy.
The downside of all this is naturaly that we would see haulers alot more effective as top notch industrials could be filled and trailed through space. Possibly you could only trail empty ships...
Great Idea tho, it would cut down mooving ships considerably.
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Lady Galadriel
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Posted - 2004.01.14 12:09:00 -
[15]
Edited by: Lady Galadriel on 14/01/2004 12:10:10 hey ,, that would ruin my shuttle market ..
Hell no i SAY !  
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Darsk'hul
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Posted - 2004.01.14 13:40:00 -
[16]
IMHO, i prefer Tug ship idea (check my sig) __________
No more CEO of Placid Partners Inc. Contact for this corp is now Yilo.
Freelancer at Lost Order |

Lady Galadriel
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Posted - 2004.01.14 14:20:00 -
[17]
right so now we get a chain of indys all under one players control filled with ore and what not -
yea reall good balance to game play there ..
not
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Chade Malloy
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Posted - 2004.01.14 16:41:00 -
[18]
Edited by: Chade Malloy on 14/01/2004 16:43:09 Hm, wonder why ppl fear the possibility of ~ 2 dummy controlled indies filled with ore (see my last reply about skill restrictions) - makes it only more interesting to seriously protect them, and hire guards, or more interesting for pirates to capture them... Well, of course ppl could make much money with that, but they will do so anyway, it just takes longer due to travell times, and thats not necessary ihmo.
Another Aspect for combat - there could be two ways after losing his control ship in combat: a) your dummy ships stop moving and drift trough space aviable for everyone to capture, (this includes you in your pod) b) same as above but you cannont capture them, cause the dummy plug takes the place of a pilot pod in a ship, so anybody flying by with a dummy control mod and the same frequency (mentioned above) could regain control, or simply destroy them.
This could add more depth to combat, you could maybe fly a BS with two dummy indies and try to proteckt them yourself, or in dangerous situations you could give the D-frequencies to your corp friends to at last save your ships.
Think of it  btw, thanks for the feedback everybody 
Patience wins. |

chiptoxic
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Posted - 2004.01.14 17:36:00 -
[19]
great idears
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Chade Malloy
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Posted - 2004.01.17 11:17:00 -
[20]
Has everyone read this already?
*runs around and suddenly bumbs into something...* 
Patience wins. |

Minsc
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Posted - 2004.01.17 21:42:00 -
[21]
Why not just get you're dummy ships to become part of your group...and have it auto group jump and auto-follow you constantly...then the only thing that you would have to work out is how to make it jump but I'm sure that would be do-able.
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Paw Sandberg
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Posted - 2004.01.17 23:59:00 -
[22]
this is a great idear Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
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Shayden
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Posted - 2004.01.18 01:59:00 -
[23]
It seems that you Malloy have a problem with moving ships, i cant see any reason otherwise for this weird idea.
We all dont like it, but if you have to move 10 ships a day, theres some tips. If it's between corp stations, why not sell the ones your corp produces, if theres a factory near. Get corp members to help moving?
Im sorry to say but i know ccp will stamp this as too non player controlled action (like automoving ore to can)
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Dawen DeRanger
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Posted - 2004.01.18 09:57:00 -
[24]
On the whole I think this is a realy good idea.
The concerns raised about people using dummy ships as decoys I feel are a little unfounded as I feel that this could be a very viable and realistic tactic. But also, if the attacker takes down the controlling ship, then the dummy ships should just drift to a halt, waiting for the attacker to pick them up, if they have the module too.
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Elad Baan
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Posted - 2004.01.18 20:55:00 -
[25]
Uh, won't this idea be obsolete when (and if!) CCP adds Interbus in the game ? (the thing that's supposed to move players and items around in the universe).
Cool ideas for the game - New mission types - Group missions - Planets and the market |

Bloody Valentine
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Posted - 2004.01.20 19:04:00 -
[26]
Hm, yeah, Interbus would you also help to move your stuff around...but what about that: In a massive fleet battle some pilots with dummy-battleships hide next to a moon away from the combat zone, and if a pilot on the front loses his ship he can fly in his pod to the dummy ships, grab one, and join the battle again...would spare time if there is no station near the combat zone 
So, let us have D-ships CCP 
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Qwakrz
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Posted - 2004.01.20 23:49:00 -
[27]
Edited by: Qwakrz on 20/01/2004 23:50:55 Edited by: Qwakrz on 20/01/2004 23:50:43 Great idea. Would save hours if a corp moves HQ.
Only thing I would say is that it would have to be the following.
Remote control unit on remote ship: 100% CPU usage (max usage on ANY ship & disables all other moduals) 80% Powergrid usage 95% Reduction in cargo space (stops indy's being linked together for hauling ore, also nulifys all expanders but keeps speed penalty)
A modual to allow pirates to,after killing the lead ship, steal the code (by scooping the can with the controller, getting the controll code and feeding it into their own controller)
Allows Overdrives / nanofibers to be used to improve speed. Will NOT allow MWD's or AB's to be used.
Skill to use remote, allows 1 ship per level in convoy. Advanced skill allows further range (10K for 1st lvl falling to 30K for lvl 5), requires lvl 2 remote.
Remote is programable at station only (range from main hauler etc) setting the range to low or to high will cause problems of ships getting out of range / running into each other.
This would allow all ships to be deliverable items, already set up for the end user.
-edit-
Remove the ability to board a ship that has this modual... it can only be towed.
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Ecane Celest
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Posted - 2004.01.22 17:18:00 -
[28]
Hum, y not make a tractor beam?
From one fiction (NGE, ps don't like the end...) to another fiction (StarTrek, StarWars(?)).
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