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Aaru
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Posted - 2008.08.31 01:36:00 -
[1]
Edited by: Aaru on 31/08/2008 01:39:07
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. {fuel pellets if need be}
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 - 2008.08.31 01:37:00 -
[2]
Edited by: Aaru on 31/08/2008 01:44:30
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.
All in all, the colony idea would be fairly simple and you could easily use existing code with minor editing, it is when you get into the planet ambulation where new concepts truly come in.
What does everyone think?
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Aaru
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Posted - 2008.08.31 02:00:00 -
[3]
As for the regular alliance member, the hub could serve as a ship/item storage; much like a POS. It might be able to equip science labs for BPC/BPO research and production lines for construction. Even as far as player owned quarters on the hub/colony (ambulation). The ideas are boundless. Lets hear some input.
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Jay Marshall
Caldari Walks Forever Trade Inc
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Posted - 2008.08.31 02:06:00 -
[4]
Neat idea! ------------------------ CEO Walks Forever Trade Inc
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Gaius Terium
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Posted - 2008.08.31 02:30:00 -
[5]
Sounds interesting. I can see some problems though, Specifically, at the moment, the items that you mentioned that go into the colony ( ) are at current hard to find. I know that some people fly around with them in their cargohold just for kicks, (exotic dancers, especially), but this suggestion would require new methods of obtaining them. Apart from that, good idea.
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padraig animal
Gemstone Industry's
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Posted - 2008.08.31 03:02:00 -
[6]
In 1 of the first eon magazine's there was a article about such thing,will later look into it . Tho no news ever since 
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Aaru
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Posted - 2008.08.31 17:11:00 -
[7]
Edited by: Aaru on 31/08/2008 17:11:48 nobody has anything to add?
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Tempest Inferno
Davy Jones Locker Einherjar Alliance
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Posted - 2008.08.31 20:44:00 -
[8]
This is a great idea. Obviously the resources for the colony would need to be easier to obtain than they are now. I could also see this tying into a lot of other great ideas on this forum. ---------------------------------------------------------------------------------------------------
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Rabbi Godzilla
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Posted - 2008.09.01 04:44:00 -
[9]
Originally by: Gaius Terium Sounds interesting. I can see some problems though, Specifically, at the moment, the items that you mentioned that go into the colony ( ) are at current hard to find. I know that some people fly around with them in their cargohold just for kicks, (exotic dancers, especially), but this suggestion would require new methods of obtaining them. Apart from that, good idea.
Colonies could produce a small number of certain "input" resources depending on planet type. Ice planets could produce water and ice while requiring extra electronics and igloos. Hotter worlds could require no tourists, but needs extra water, viagra and "Join the Navy" flyers to produce marines. Each planet could give and require different resources, which would lead to alliances fighting for control of certain planets and increase the need for trade, giving newer players a way to make money by hauling wheat and dancers between planets.
This idea is nice but it's huge for something that has no effect on 99% of players. Empire players could earn land on lowsec planets (by having a high rank in faction warfare, or something) and their colony is more productive as it increases in size. |

Artemis Rose
Varion Galactic Accord Corporate Enterprise Syndicate
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Posted - 2008.09.02 01:33:00 -
[10]
Sounds great! Here's to hoping |
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Molock Saronen
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Posted - 2008.09.02 09:48:00 -
[11]
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Lord Testament
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Posted - 2008.09.02 11:38:00 -
[12]
i like this idea |

Javelin6
Minmatar Dirt Nap Squad Dirt Nap Associates
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Posted - 2008.09.02 15:36:00 -
[13]
It would be interesting if colonies were needed instead of POS's for sovereignty.
They could be used to "produce" people. ie:Workers, Marines, Slaves, Militants. The "products" could in turn be used to establish new colonies and disrupt or conquer foreign colonies.
The "inputs" would have to be Settlers, Prospectors, Livestock, Tourists, ect. made available in empire.
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Drake Draconis
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Posted - 2008.09.03 19:33:00 -
[14]
Finally a use for all those janitors and exotic dancers...er...i mean.
yeah... /signed
But seriously.... that would be freaking awesome.
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Aaru
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Posted - 2008.09.07 19:46:00 -
[15]
Originally by: Rabbi Godzilla
Originally by: Gaius Terium Sounds interesting. I can see some problems though, Specifically, at the moment, the items that you mentioned that go into the colony ( ) are at current hard to find. I know that some people fly around with them in their cargohold just for kicks, (exotic dancers, especially), but this suggestion would require new methods of obtaining them. Apart from that, good idea.
Colonies could produce a small number of certain "input" resources depending on planet type. Ice planets could produce water and ice while requiring extra electronics and igloos. Hotter worlds could require no tourists, but needs extra water, viagra and "Join the Navy" flyers to produce marines. Each planet could give and require different resources, which would lead to alliances fighting for control of certain planets and increase the need for trade, giving newer players a way to make money by hauling wheat and dancers between planets.
This idea is nice but it's huge for something that has no effect on 99% of players. Empire players could earn land on lowsec planets (by having a high rank in faction warfare, or something) and their colony is more productive as it increases in size.
Like I said, the ideas are boundless. What would be really cool is if CCP decided to put this into the game but before started a huge thread with brainstorming ideas on what the players what it to entail.
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Maverick 52
Fusion Enterprises Ltd Mostly Harmless
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Posted - 2008.09.08 01:53:00 -
[16]
/signed
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Kyle Cataclysm
Blue.
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Posted - 2008.09.08 08:39:00 -
[17]
bump
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sukio
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Posted - 2008.09.13 13:00:00 -
[18]
one of the big things missing in EVE is the people! it does make alot of sense that there should be some form of planetary colony as well as people transport
different planets could have afinity for different types of produceables,, some might be grain or cattle while others might be some metal or ore while others might just be good stratigic base locations
a well stocked planet mught have several cities a couple of planetary defence weapons, a planetary shield and a couple of military bases (2 marine and 2 fighter squadron) and a factory or two,,
these planets would indeed have needs to function, and produce goods for their owner
you could even make it possible for small raiding parties to come in and steal a portion of the goods
you might even have players deticated to maintaining these planets/moons EVE PVP is out of control and is hurting EVE and CCP |

Aaru
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Posted - 2008.09.13 16:54:00 -
[19]
Originally by: sukio one of the big things missing in EVE is the people! it does make alot of sense that there should be some form of planetary colony as well as people transport
different planets could have afinity for different types of produceables,, some might be grain or cattle while others might be some metal or ore while others might just be good stratigic base locations
a well stocked planet mught have several cities a couple of planetary defence weapons, a planetary shield and a couple of military bases (2 marine and 2 fighter squadron) and a factory or two,,
these planets would indeed have needs to function, and produce goods for their owner
you could even make it possible for small raiding parties to come in and steal a portion of the goods
you might even have players deticated to maintaining these planets/moons
Those are some really great ideas. You could have an enemy come into one of your systems and "raid" planets. It would bring a whole new element to to PVP. It would also be great if you could go to a planet and it would give you missions based on what resources they have. Say they need cattle for example, in this case you can either go to enemy space and raid one of their planets for cattle, or you could go to a friendly planet colony and trade for the cattle and bring to back for a reward.
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Bunyip
Center for Advanced Studies
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Posted - 2008.09.13 17:46:00 -
[20]
This is a great idea, and now we might actually have it happen with the CSM in office. I've seen other ideas where the planetary interaction was limited to a simple 'ship fitting' screen so you could allocate people to specific projects.
This would tie in well with my original concept of training 'livestock' to different roles. That way, you could train the Homeless to work in geology (Scientists) over time and with some expendature of resources.
Another idea is the quality of output could be based upon an insubstantial 'happiness factor', where giving them Livestock instead of Frozen Food would let them do more. This would still ensure a demand for items from Empire space, and so the logistics of running a null-sec empire would remain.
-Bunyip
"May all your hits be crits." - Knights of the Dinner Table. |
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Aaru
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Posted - 2008.09.13 18:07:00 -
[21]
Edited by: Aaru on 13/09/2008 18:07:13
Originally by: Bunyip This is a great idea, and now we might actually have it happen with the CSM in office. I've seen other ideas where the planetary interaction was limited to a simple 'ship fitting' screen so you could allocate people to specific projects.
This would tie in well with my original concept of training 'livestock' to different roles. That way, you could train the Homeless to work in geology (Scientists) over time and with some expendature of resources.
Another idea is the quality of output could be based upon an insubstantial 'happiness factor', where giving them Livestock instead of Frozen Food would let them do more. This would still ensure a demand for items from Empire space, and so the logistics of running a null-sec empire would remain.
I don't know about the 'happiness factor' thing. We want to make this easy for the owning alliance, the last thing anyone wants is extra work. Maybe things imported from empire could be more of a bonus more than anything. Remember, there is a potential of dozens, even hundreds of these planet colonies for each alliance. We want to encourage them as adding to the games fun, not makeing it harder.
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Ankhesentapemkah
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Posted - 2008.09.14 10:48:00 -
[22]
Fits in nicely with small anchorables, so I think I'll bring this up in a later meeting. ---
Thanks for all that supported me. Let me know if there's anything I can do for you.
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deadEd
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Posted - 2008.09.14 14:09:00 -
[23]
Could be a good idea if they produced a LOT of POS fuel - like if one colony in a solar system could produce enough fuel to run every POS in the system (even then I'm not sure if it'd be worth it - depends on what the real bottlenecks of POS logistics are). Otherwise it just sounds like it'd be a lot of extra work for nothing.
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Lia Gaeren
Pole Dancing Vixens
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Posted - 2008.09.14 20:52:00 -
[24]
Edited by: Lia Gaeren on 14/09/2008 20:53:26 And, the longer a colony is established, the more self-sufficient it becomes... let's say a starting colony has a lot of needs - food, water, oxygen, personnel, electronics... big list.
But, as the world is terraformed, the need for oxygen reduces, eventually disappearing completely as the colonists can breathe the air full time. As more land is made available for agriculture, less food & livestock are required. Seams of ore get found, factories get built, and so on and so forth. The larger the colonies, the more likely they are to be able to fill specialist personel needs from their own staff... etc.
This would mean there would be a vested interest in keeping colonies active and growing, because in the end they will become net exporters (I figure this process should take quite a while).
Heck, just hire Sid Meier and have a Civilisation mini-game in EVE 
edit - oh, and make it available in high sec as well, with the same requirements on standing as you need for POS at the moment.
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sukio
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Posted - 2008.09.15 18:52:00 -
[25]
I think planets would have differences based on their conditions Im not big on the idea of tereforming as much as adaptability to a particular planet. sure a jungle world will be easily populated but a stony moon? I dont really see that being tereformed as much as exploited ive also seen icy planets, jupiter gas,,saturn gas, volcanic stone, earth like and many of these are different (like an earth world with storms, or worlds seemingly covered in lights.
I do believe that colinists should have a morale and a faction so that after war or after a new owner takes over morale and loyalty will be low as will any production and will need to be rebuilt this might mean bringing in medicle supplies or luxuries above any basic needs.
these colinies could also have random occurances like diasters like floods, factory explosions, riots, plagues, solar flares, ect that have to be delt with by players sort of like naturaly occuring quests which would bring alot to richen the stark and boring world of eve and make it more personal and less spreadsheety. EVE PVP is out of control and is hurting EVE and CCP |

Zylawy
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Posted - 2008.09.15 20:26:00 -
[26]
This should actually be the alternitave to moon mining. Having people to do it on the planet/moon may not get you much to begin with, but over time it could become more efficient then with an array.
this topic is endless.
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Aaru
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Posted - 2008.09.19 22:48:00 -
[27]
bumpin this
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Pliauga
Federal Defence Union
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Posted - 2008.09.22 09:16:00 -
[28]
/signed
---------- DRONE love rulez!! 'mkay?! LONG range/"OUT OF SYSTEM" artillery |

Enjia Fullblood
Black Serpent Technologies Intrepid Crossing
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Posted - 2008.09.23 02:31:00 -
[29]
sounds cool to me.
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Dex Nederland
Lai Dai Infinity Systems
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Posted - 2008.09.23 05:20:00 -
[30]
Yes please :)
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