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Aaru
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Posted - 2008.08.28 21:27:00 -
[1]
Edited by: Aaru on 28/08/2008 21:28:19 The Colony
Reason-
I feel that the current state of things leaves much to be desired. Once an alliance carves out a piece of space for itself, all that you can do with that space is either actively mine its belts, or passively mine the moons. Meanwhile you have to haul bulky products from empire to fuel all the towers. With this purposed idea, it will add more infrastructure to an alliance and serve to adequately manipulate its resources. It will also persuade more alliances to deploy stations and achieve Constellation Sov, (due to a colony requiring Constellation Sov) leading hopefully to a more populated 0.0
Specifics-
The Colony: A colony can only be built if it is in a system that is under Constellation Sov. A colony can only be built at a rocky planet. The only limit to the number of colonies you can have in any given system is the number of possible planets you can inhabit. This will finally take advantage of those countless planets that do nothing but provide a warp point. After a colony is in place it ôterra formsö the planet to the point where it is more ôEarth likeö. A colony consists of 2 main pieces: one, an orbiting module around the planet which serves as a hub and two, a colony on the actual planet which you can see from orbit.
A colony will act as a ôproducerö. You supply it will required items and it gives you products
1: The Orbiting Hub The Orbiting Hub will serve multiple purposes. You can access resources to and from the colony at the orbiting hub. You can access the hub only if you have the roles required by the alliance. You will interact with it much in the same way that you interact with a POS. You deposit items into a resource hangar that is required for the colony to continue functioning. You can also access resources that the colony produces out of another hangar.
Inputted resources: Workers, Marines, Slaves, Tourists, Livestock, Food etc. Outputted resources: Enriched Uranium, Robotics, Coolant, Mechanical parts, Oxygen, assorted Isotopes, ore and ice.
You will notice that most outputted resources are POS fuel. The benefit of this is that the required resources for a colony will be easier to import because they take up less room in a cargo hold. Then you take the outputted resources and fuel your towers. It will have to be balanced to the point so that a colony isnÆt vastly overpowered compared to the current form of fueling towers, but enough to make it all worthwhile.
As long as Constellation Sov is maintained, the Orbiting Hub will be protected by a force field. If Constellation Sov is lost, the colony will be ôVacatedö; which is essentially a reinforced state. It can then be attacked/destroyed/sit there useless. If it is destroyed all resources in the Hubs hangars will be lost, the planet colony is also destroyed and the planet will slowly revert to its pre terra-formed state. If Constellation Sov is regained by the alliance that deployed the colony and it had not been destroyed, then it will become active again.
2: The Planet Colony This portion of the colony idea is purely for ascetic pleasure. You can visit the colony itself by first going to any of the stations in the Sov 4 constellation and then ôferryingö to it after making your colony selection. The ôferryö will basically be a jump from the station to the colony. You will take nothing with you to the colony and your ship will still be in the station you were at. After arriving on the planet, it will take advantage of ambulation and give EVE a more dynamic feel. Once on the planet, you can walk around and interact. If Constellation Sov Is lost at anytime and you are either logged out at or logged in at a Planet Colony, then you will be ôevacuatedö to the station you were previously at without choice.
I suppose it doesn't only have to be for ascetics. Many useful things could be done with planet interaction. Ideas are welcome
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Aaru
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Posted - 2008.08.28 21:28:00 -
[2]
Edited by: Aaru on 28/08/2008 21:28:33 The Asteroid/Ice Colony: An asteroid/Ice colony can only be built in a system that has one or more active colonies. The asteroid/ice colonies will be placed at a belt and harvest any of the ores/ice in the belt. The harvesting rate will not be too significant, but enough to make the whole thing worthwhile. The ore/ice from the asteroid/ice colony will be directly transferred to the Orbiting Hub of which it was designated. There will be a resource requirement for asteroid/ice colonies, such as workers, miners, etc. The resources required for an asteroid/ice colony will be added to the resource requirement of the Orbiting Hub that the asteroid/ice colony is delegated too.
An Asteroid/Ice colony can be attacked at any time:
If Constellation Sov is in effect, the asteroid/ice colony can only be put ôOut Of Operationö by an attacking force. This will halt any harvesting. You can reactivate the asteroid/ice colony once you rep it back up or if it passively regains its shields. This will give any hostile gang something to do if it canÆt find anyone to shoot in the area and force the alliance to defend its infrastructure.
If Constellation Sov is lost, the asteroid/ice colony will be ôVacatedö. It can then be destroyed/sit there useless. If Constellation Sov is regained by the alliance that deployed the asteroid/ice colony then it will become active again.
Closing-
There are countless other ideas that you can add to this. Please critique and give any input.
Original Concept
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Aaru
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Posted - 2008.08.29 14:42:00 -
[3]
Anyone have some good ideas to add to this?
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Aaru
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Posted - 2008.08.29 15:36:00 -
[4]
I should also add that some sort of mission style would be awesome for this. The alliance in control of the colony should be able to delegate mission agents to a colony/hub. The missions could be pre-created by CCP and merely delegated as the Alliances sees fit.
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SERGI MANESTI
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Posted - 2008.08.29 16:35:00 -
[5]
sounds like a pretty sweet way to use ambulation, may i suggest ambulation within stations and POSs and perhaps even.. super capitals as well? that would kick ass, also there could be many many industrial/trade/science options available on a colony
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Marcus Gideon
Gallente Excessive Force
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Posted - 2008.08.29 16:42:00 -
[6]
Hmm...
1) Planetary colonization = Starcraft
2) Ambulation, particularly assassinations = Half Life / Halo.
Just install these extra games, and play them when you want "variety". 
--- Don't take my ranting personally. I may just be arguing the topic, unless you're saying something stupid, and then I mean every word. "Players don't want Variety. They want THE BEST" |

Aaru
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Posted - 2008.08.30 20:23:00 -
[7]
bump
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Aaru
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Posted - 2008.08.31 00:52:00 -
[8]
Can anyone point out some flaws in this idea or perhaps some great input?
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Ezekiel Amann
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Posted - 2008.08.31 01:57:00 -
[9]
The only flaw I can really see with this is, that making the game more "in-depth" is that the server lag issues would be ENORMOUS. Now if in Ambulation they make several other servers and limit the players on each server to say about 5000 each. Then it would be possible. But I dont see that happening for the sheer fact of the matter that it would require months of transferring the infrastructure of all these "Super Alliances" and "Huge Corps". Ideas like this would be awesome to have but since EVE put all its players on ONE server, its just impossible at the moment unless by the will of God. So, GREAT Idea, but it probably will never happen.
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SERGI MANESTI
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Posted - 2008.08.31 06:08:00 -
[10]
that's not true, eve is one splinter yes.. but it utilizes millions of nodes. the node for the station ambulation is completely separate from the in space nodes and therefore would cause no additional lag within the game. it follows directly from this that the idea of having a colony on a planet would not cause additional lag within space.. in fact.. it would reduce lag because more ppl would be utilizing other elements of the game
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