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Nova Fox
Novafox Shipyards
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Posted - 2011.09.06 16:42:00 -
[1] - Quote
Sisterhood of GëívGëí The Ascension of Knowledge
Modus Legion The Digital Castle
Thukker Tribe Let Nothing go to Waste
=INCARNA EDITION v1.1= UPDATED 6 SEPTEMBER 113 YC
!WARNING! This post is extremely massive, numbering well over 35 posts or 20 printed pages. Extensive efforts and formatting were made to be easier on the eyes but not on your patience. You've been warned.
Objective To expand the diverse career field with additional professions dabbeling in hacking, salvaging, and archeaology.
Summary
- Expand the mini-professions of Archeaologist/Explorer, Hacker, and Salvager to full scale Professions able to rival industrialst/Miners.
- Engineer various ships, tools, and skills to help fullfill the goal.
- Retool many existing mechanics, tools, and items as possible to cut down on coding time.
- Create a product of unexhaustable needed demand to ensure that these full professions are always employed.
- Create new UI or interfaces between player and client to deal with the new jobs.
- Create Content that can be enjoyed anywhere in Eve and fits into the Eve universe and culture.
Difficulty of Implementation Difficult From new systems, ship models, QA balance of said ships, new UI requirements, implementation of new skills and products which may or may not have any conceivable demands and most extensively, the market balancing generates this content into multiple expansions to allow for gauging of effect and adjustment between each expansion.
Impact of Changes Massive Allowing players more options other than twideling thier thumbs in stations and take a more active role in thier envrionment and giving them a more quasi-'make your own adventure' exprince is one thing players in Eve always clamor for. These additions do nothing more than to embrace that as much as possible increasing options in play style and effective others outside the play style in ways many wont consider. |

Nova Fox
Novafox Shipyards
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Posted - 2011.09.06 16:42:00 -
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Change Log Change is constant Update 6SEPT2011 for Incarna 1.1 NFE
- Welcome to the New Forum Edition (NFE), As you notice the title has changed to include Thukker Tribe and Modrus Legion as the other two factions to be providing thier 'civillian' services.
- Edited Front Post to include the new content and remove SOE as the sole benificary of the thread. Ill attempt to make heads and tails of the entire thing in the comming days.
- Merged Table of Contents I, table of Contents II, and Change Log into one post.
- Began the long tedious remake of the previous SOE posts to be formatted to the current forum limitations and privileges.
- Still coinflipping on terminology mostly detailing on the the technology levels of the Hacker ships and Salvager ships and the name of the professions, please excuse inconsistentcies as they pop up.
- Renamed Why Sisters post to something less long winded and sensible. Reformatted the entire post to be more concise with current topic.
Table of Contents To find something one must simply start looking Introduction Before We Begin Sisters, Legion, and Tribesmen, Oh My!
Archeology
Sow the Seeds Harvest Dawn Goals and Philsophy Diving into the Past Revamping Archeology Adapting Ahead Revamped Analyzer Fueling the Future Analyzed Resources
Computer Sciences
Break it Down Firewall
Science Relinquishing Chaos Recompiling Data Its Personal Personal Labs From Dust to Flesh Old Lab Update Threading A Conclusion Programs Forging a Future Metalevel Research I've Created a Monster Selling Custom Modules
Industry Wrecking though Salvage Garbage Mountain
Agents and Missions Allure of Incentive New Research Agent Missions Lovely Einstein Piggy Banks New Research Point Store Treasure Hunting! Artifacts Piecing It All Together Archeology Missions
Ships Chapter SOE Ships Mordus Ships Thukker Ships
Information Chapter Libary - List of Skillbooks renewed and new. Inventory - List of Modules you'll need for the job. Metamorphic - List of Meta-level Paths for deployables, Electronic Warfare, & Electronics Datum - List of individual data infomration types, the scientific equivalent of minerals. File-ology - List of programs the information turns into and operates with. Digger- List of sites players can harvest from, asteriod equivalents. Harvest- Time Tables of work effort on the job, more fine tuning required this will mostly be a stracth area to be removed and essayed later. |

Nova Fox
Novafox Shipyards
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Posted - 2011.09.06 16:42:00 -
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Before We Begin, Introductions are in order
Dear Readers,
As a simple formality, if you have not concluded from the table of contents yet, that this is an extremely large and long idea taking up at least twenty-five pages in printed media. I have gone to great lengths in editing the idea to be in the most presentable manner without sacrificing the needed explanations' for why things the way they are in the project. Thankfully the table of contents can help you decide what you want to read or not and quickly navigate the entire idea.
Three years of work in spare time, with the culmination of feedback brainstorming and promoting the idea has evolved into a highly supplicated topic on improving eve's ulterior careers.
IGÇÖve gone to great lengths to make this topic instead of playing Eve as I should for I am a player of limited time due to my real life issues I am unable to enjoy Eve to its fullest. Rendering activities limited to economics, exploration, science, and industry. Over the years of playing I have found the scientific field rather disturbingly how shallow the pool really is. Though the pool is extremely large there is really no deep end to it, the shallow end really doesn't exist either as a new player may find trying to do any sort of research extremely frustrating to begin as every lab they can have access to as a new player is crammed full. The water isn't as reactive as it is in other fields of work in Eve. So I have set forth to create a new idea that will make researching those blueprints more intriguing, more thought provoking and less of an away from control activity without punishing older or new players.
It wasnt long before I was struck with the idea that not only archeaology should receive a facelift but hackers and even salvaging should receive one as well to further flesh out scientific and industrial needs of Eve-online.
I am proud to present this idea for the community to review, comment, suggest, and help improve upon, the more of these ideas we can formulate together into a presentable package the better the presentation will be. For example the sister's ships originally incapable of combat, stats have since been revised to allow for a degree of self defense. The personal lab is another fine example which when though multiple hammerings to be fair and balanced and ultimately underpowered.
As with my game play activities I am sad to inform that my ability to update this idea is also limited. Yet I do strive to keep updating as often as possible. So far I have successfully introduced a sweeping change with every expansion since Dominion, Incarna promises to be no different with bringing the Meta-level Researchable Ships, and turret graphics to be in the spirit of the expansions new feature of new turrets and the other two new profession expansions I'll begin introducing.
I do enjoy feedback of in favor or disfavor; these help shape the idea even further. Some who have had their ideas have grown into monstrous subjects within the topic, the most recent of which is creating your own module idea thatGÇÖs been cooking here for a good year at the suggestion of a reader.
So without further ado I present you the rest of the story.
Very Respectfully, Nova Fox <^-^> CEO Nova Fox Shipyards |

Nova Fox
Novafox Shipyards
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Posted - 2011.09.06 16:42:00 -
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Sisters, Tribesmen and Legionairs, Oh My? Why Not?
There are twenty factions currently contesting for power in Eve Online.GÇóFour Empires, they are more interested in military conquest
- Gallente, Amarr, Caldari, Minmatar - At war with each other and have little to no time to be making non-war ships.
- Jovian Empire - Who have more problems at home now, the Sansha most prominent.
- CONCORD - A faction whom I do belive they rather not give pod pilots more tools to kill each other with.
- Interbus - A faction best suited for automated transportation of goods.
- Sansha, Corelli, Guristas, Angels, and Bloods - Whom which rather do business at gunpoint.
- Ammatar and Kanhid - Are more interested in protecting their boarders to justify thier existence.
- Intaki - Despite being shady business dealers would rather deal though proxies to get what they want, such as the Sisters.
- Society of Conscious Thought - An organization more interested in controlling it all
As the above factions listed though some may be potential candidates in expansion of minature professions a few disqualify themselves due to racial relations or thier own ethics. For example Concord would be willing to provide to players to specifically assail priates but not give them the tools to cause undo harm unto others.
- Thukker Tribe - A nomad organization who have to make due with what they already have.
- Modus Legion - A paramilitary mercenary group who have heavily adopted in hypernet specialization lately.
- Outer Ring Extractions - Which is the largest mining coorporation.
- Sisterhood of Eve - Thier curiosity about the Eve Gate and understanding the universe is nearly unquenchable.
These factions being selected fulfills various design goals and fit well in a lore sense. With Ore being gallente already to balance out the rest of the civillian factions would require an amarrian, minmatar, and caldari faction. These would be the Sisters, Thukker and Legion respectfully in this order each miniprofession further fits the shoe to each races nature or feel. High Tech Caldari would almost is logical to be good at hacking. While Thukker Tribes nomadic nature along with minmatar sensibilites to ship designs falls direclty into the salvaging profession. Finally Sisters are already being shaped up to be the exploration outlet as they are the sole providers of factional probe launchers.
Now that the factions are decided I do realize that both Thukker Tribes and Mordus Legion have been known to be hostile to players in the past (and hopefully continue to do so in the future) and both exist as a shootable faction I do intend that they remain so as thier ships are considerably more 'militarized' than the civillian ships from ORE or SOE. Thier ships and roles will be less than peaceful but not as warmongering either. |

Nova Fox
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Posted - 2011.09.06 16:43:00 -
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Sow the Seeds, We Begin Science Here
What is Science? ItGÇÖs the process of answering why. Why should we be content with waiting in line for the research slot to open up? Why should we lazily collect research points with someone we never really help? Why should we not be able to make our own discoveries? Why do we not strive to improve our world around us? The simple answer is that is not possible, until now.
The current job of a scientist in Eve is a sheer mockery of the word. Despite the efforts to make it for the better it still has fundamentally the same principal. Basically operate a lab, spinning a ship in the hanger bay until they get a desired and predetermined blue print result. With later technologies this is only sprinked with failure and simple though sometimes gureling grocery shopping. Combined with extensive skill point investment and no GÇÿexplorationGÇÖ of the world this leaves to be a shallow profession with no depth.
The problem with said above is the fact the scientist really doesn't need to go out of the station at all aside from the occasional Quafe run. Yet we cannot stray far from the bottom line to what scientist must do, research. To find the crossroads between station and space activities in order to research the much coveted blueprints in station would require a bit more 'experiment' of ideas. This will help grant a sense of progression, becoming a better scientist is what we need to allow a new player to desire for and keep veterans on thier toes and specialized.
With this I make the promise that we will never force a player to play differently from what they are currently used to. However the new way to play would only be a build off the current system, it would increase options, provide truer depth and added needed complexion to making the job interesting and a constant learning experience. This would help players further sink into a job they may eventually enjoy doing, full time. Other looming issues to be addressed while we are at it includes station slot availability, trust issues, and older systems affected by the changes. As we delve deeper as to where we could begin to make improvements we must examine what is already here, figure out which is salvagable, pry leverage of where to go based on which is already established.
Another problem is reward. To reward is the best part of any activity so what better way to reward players for their efforts? The best reward that can comes to mind is, believe it or not, is success. Every capsuleer enjoys success, other than those defeatists minded, who else doesn't want to bask in the warm glow of accomplishment?
Although failure is factor it should never be an objective of anything, rather just the simple obstacle in the way of success. Success should be strong enough that any player would be willing to daunt the risks of failure to achieve success. How does one go about this you say, one is increase what is given for success as an incentive to conquer failure or even accept failure on the road to success. The other method is to make risks diminishable. Do not mistranslate what that means, it's not the necessarily means to make something risk free rather quite the opposite of knowing the risk is there and doing something about to avoid its consequences. Like knowing that there is a gate camp on the other side and taking an alternative route is a decision in risk deduction verses the unwanted of idea of making gate camps impossible. If past lessons taught anything we know from the culmination knowledge and have determined the largest factor of playerGÇÖs willingness to overcome is risk, is Isk. We do however must recognize that another Isk faucet is the last thing eve needs so we avoid a direct Isk reward. So to reward Isk we must create an item that someone else will be willing to buy, So to incentivize success we have to offer something of interests, three things come to mind. Isk should have probably been the first thing you thought of, although we all enjoy money New Eden has no use for another Isk faucet, so the option is to create an Isk reward by proxies though other players wanting the item procured instead, which functions primarily as an ISK sink instead as taxes, failure, and other player generated mishaps contribute. To ensure this we have to make sure that the items can and will be sought for, this can be achieved easily by increasing usefulness, creating exclusivity, and finally efficiency. Usefulness is making something new useful to a pilot, useful enough that it will be an option well sought out for vs. a lesser useful option. Exclusivity also goes a long way being an item only a certain type of player can have access to, though anyone willing to presume the career can get the same access not every pilot could be cut out to be a researcher. Our final enhancement is efficiency. Anything or any method which concludes lesser effort for better reward can be well sought for as well even players may pay for this factor on the time factor alone. We will continue further exploring these options but all of our goals must meet all of the above.
Solving all of these problems is a unique challenge that is too massive to be easily solved with one swoop of an idea. With new ideas comes the risks that the creation of content jeopardizing everything else in Eve. So we must tread carefully along this road to our final goals of alleviating many of these points, expanding on them and making the more in line with Eve's nature. |

Nova Fox
Novafox Shipyards
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Posted - 2011.09.06 16:43:00 -
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Diving into the Past Face-lifting Archeology
It is no secret that the past civilizations who have stepped foot in New Eden are far more advanced than we can dare hope. An inkling of an idea of the first four empires has given us third generation technologies while even the more ancient Terran empire had a weapon of immense destruction that lead to an entire Minmatar invasion fleet being obliterated and no weapon since that has even come close to matching the destructive ability to annihilate a titan and its escort fleet in a single blow from a battleship.
Its saddening to know that archeology gear barely even recovers any useful data on how the ancients accomplished their amazing feats. The lock pick function alone is not enough for the job it seems and that era is coming to an end. To deepen scientific experience would require making analyzers able to extract every bit of useful information about not what is in the container but how the container came to be. This knowledge and understanding can potentially vastly improve our current technology. A simple industrial conclusion can vastly improve manufacturing efficiency or even how to allow for additional technologies currently available to fit in a more compact area.
The new gathering method would be similar our current two methods of collecting materials would take some of the best traits of them. The materials gathered will be raw and have to be processed similar to how mining. In contrast to mining harvesting will be faster paced. Much like the Salvager the new harvesting method is higher mobility, yet failure and random missing of the salvager will not be a part of the equation. Unlike either method the harvesting of materials is a mini-game unto itself racing against the clock or the site to be question itself. These traits will keep the scientist actively engaged in his thirst for knowledge. To avoid the conundrum and stigma mining has involve actively engaging making smart moves and decisions to get the most out of what they harvest in the limited time they have.
Along with this we can potentially make artifacts just as valuable and more findable again, station scientist would pay handsomely in research notes with any partners that brings in an artifact intact back to them. As they can continue to pry secretes at a pace more of their liking.
No more will the skill book be laughed or lauded at, or be the ire of explorers random books to learn, instead it will be sought and considered and no more will that skill book be alone as its joined by processing aids, and archaeology improvements furthering the ability to fully fledge the profession. New tools are also developed to assist the field scientist are revealed, from the new ships to new modules. While the lock pick function will remain but no longer the prominent feature anymore.
Table of Contents
Nova Fox Gallente Novafox Shipyards
Posted - 2008.09.12 19:28:00 - [10]
Edited by: Nova Fox on 12/07/2011 16:02:50
Adapting Ahead, If there is no road, you make one.
The new highslot Analyzer The new highslot Datastreaming Analyzers
As any good miner begins their career with a basic mining laser, a good archeologist is going to start with a basic analyzer. Unlike the analyzers of the old, the second generation of analyzers are made possible by investments from the Sisters of Eve, whom have made many upgrades to this device.
First of these upgrades, is a high resolution scanner with cutting edge processor is capable of preserving 'dig sites' in the form of data. The next upgrade is an improved micro precision tractor beam complete with stasis field able to extract artifacts from sites delicately. Without the loss of the original lock pick function, these modifications make it too large to fit in the mid-slots forcing a move to the outside high slot like all other current mainstream harvesting tools.
The analyzer's CPU however can only task data collection and tractoring artifacts up to a capacity that is hardcoded to function and is hard to modify beyond efficiency from either knowledge or outside modules. That said, it was known that the new analyzers create disruptive force on a site quickly draining its power and destroying the site prematurely. So modifications where made making the impact on site gentler on its dwindling power supply, maximizing harvesting times and data collection. Specialized ships have advanced procedures on handling sites allowing for further preservation and allowing to gleam more information out of the site before it becomes lost to the ravages of space.
Similar to advanced miner's strip miners, there is an specialized version of the analyzer known the data streaming analyzer only able to fit on certain ships designed for them. Its expanded buffer allows for precision heuristics creating a highly efficient analyzer able to squeeze every bit of useful information of out of any site without wrecking the same amount of havoc as standard issued analyzers. Also both versions will have a modular cousin as well, fully capable of fitting a script that will modify the search behavior of the analyzer changing its yield contents.
Finally another tools miners use is an ore survey scanner, to assist their mining priorities. Archaeologist on the other hand would have to use a beacon to even begin their work as powered down sites are normally impossible to find otherwise.
These new tools combined with a probe launcher there are endless ways to find old sites will open the new way for scientist to do interesting stuff in the field from asteroid belts, to exploration sites, to even wormhole space. |

Nova Fox
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Posted - 2011.09.06 16:43:00 -
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Fueling the Future Push Water of Life
New archeologists will likely not have the probe launching skills older players enjoy. This matters little in the new profession luckily. Archeology dig sites have a tendency to into gravity wells where asteroids often populate such as small shuttles satellites probes and even some habitats. Upon arrival at an asteroid belt these sites are still hidden leaving the problem of finding individual sites that are very hard to detect. This is where the beacon comes into play. Using a beacon which is a modified ECM burst meant to send out a short range challenging signal causing the sites to reactivate and becomes targetable. Time and space has been unkind to these sites and cannot maintain their powered status for long. Sites that lose the will to go any further explode destroying the objects they were attached to including asteroids or even another site. Pilots must also pay careful attention to the sites as well to maximize data collected. For example, sites with weak power grids are vulnerable to data lost on having too many analyzers at work on them. While the reverse of this are sites with leaking power grids will lose power faster than any number analyzers can cause. Nearby miners can complicate things further by inflicting serious damage on the site by attempting to mine the asteroid further causing the site to implode to prematurely even well before the site is found. Once activated and locked pilots must attempt to data mine the site as efficiently and quickly as possible before site expiration. The collection of data or artifacts are dependent on site, location, ships, modules, skills, observation and potentially gang members can all factor how well the job goes. Veteran pilots can acquire skills and knowledge to operate probe launchers. Dead space pockets a littering space have better preserved sites already activated and targetable. These sites unlike ones found in random locations or on asteroids do not have limited power sources but instead have a limited yield and time no longer becomes a factor in these special archaeology areas. Pilots may still try to use a beacon to locate other nearby temporary sites as well as such pockets of dead space often have been a site of much activity. Although there are other ways to acquire archeological data, they involve going beyond the capabilities of a single pod controlled ship and will be covered in another topic. Aside from that knowledge locations of sites often determine what sorts of information becomes available. For example Former Sleeper areas may have drone related data but lackluster on shielding. Also activity of areas have degraded many sites as well the bustling activities of empire space has either found or destroyed most of the more preserved sites leaving only a few half working wrecks to observe. While the mostly untouched null sector of space may yield pristine sites. This chart breaks it down to where one can expect data. |

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