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Gotrek65
Brimstone Order R-I-P
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Posted - 2008.09.24 12:27:00 -
[31]
Supported. This idea has been on the drawing board forever!
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Kazuma Saruwatari
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Posted - 2008.09.24 12:55:00 -
[32]
TBH, this can be done with pre-existing assets already ingame. You can place a POS tower that acts as the orbiting hub for the colony on the planet, and set it up like any other POS tower, sans the moon mining.
Of course, it wont have the same stats as a POS tower in this case, but of a converted one to act as an orbiting hub, which needs said storage (I can see moon min storage being used here) for the outputs from the colony.
Very supported. Its already a huge pain in the ass to maintain POSes as-is, and very little incentive to set up constellation sov cept to get those cyno jammers up. -
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Jade Constantine
Jericho Fraction The Star Fraction
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Posted - 2008.09.26 22:39:00 -
[33]
Supported and added to the agenda for Sunday 28th Sept.
... nothing ever burns down by itself
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Aaru
PandaSquad
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Posted - 2008.09.30 15:59:00 -
[34]
bumping this
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Serenity Steele
Dynamic Data Distribution Ministry of Information
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Posted - 2008.09.30 17:59:00 -
[35]
This is a nice idea and could use more consideration. In particular it would make a nice link to the issue raised to change freed slaves/tourists <> slaves.
Can you expand on the idea more, particularly in interaction with other aspects of EVE? Eg. Can I planetary bomb your colony? Do I need a dread-nought to do that, or something bigger?
etc.
 ≡v≡ Strategic Maps in Eve-Online Store | eve-maps.com |

Aaru
PandaSquad
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Posted - 2008.10.02 02:29:00 -
[36]
Updated with a planetary bombardment idea, third post down.
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fishblades
GoonFleet GoonSwarm
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Posted - 2008.10.03 00:10:00 -
[37]
I would take this one step further though, POS's should not countrol systems, planets and colonies should. If you want to contest sov in a system you have to siege planets which halts production and gives the attacker anything left on the planet and in the orbiting array. ALSO NO REINFORCEMENT TIMERS ****
I have no idea what CCP were thinking when they decided to exclude planets from any particular use and then include POS warfare. I can't believe this wasnt in the game from the beginning.
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Aaru
PandaSquad
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Posted - 2008.10.08 14:21:00 -
[38]
bump
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FOEHAMMER006
Damage Unlimited Inc INTERDICTION
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Posted - 2008.10.08 22:05:00 -
[39]
Great idea.
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Aaru
PandaSquad
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Posted - 2008.10.09 22:36:00 -
[40]
Edited by: Aaru on 09/10/2008 22:42:36 bump for update. I made a host of editions throughout and also added the idea of the moon harvester.
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Aaru
PandaSquad
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Posted - 2008.10.11 01:05:00 -
[41]
bumping this.
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Dex Nederland
Caldari Lai Dai Infinity Systems
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Posted - 2008.10.11 03:47:00 -
[42]
Originally by: fishblades I would take this one step further though, POS's should not countrol systems, planets and colonies should. If you want to contest sov in a system you have to siege planets which halts production and gives the attacker anything left on the planet and in the orbiting array. ALSO NO REINFORCEMENT TIMERS ****
I have no idea what CCP were thinking when they decided to exclude planets from any particular use and then include POS warfare. I can't believe this wasnt in the game from the beginning.
The timers exist to provide defenders with a means to defend themselves against attacks that are off their normal timezone. That being said I largely agree that planetary colonies (maybe even lunar colonies given the moon meets certain criteria, like no mooon minerals & around a Gas Gaint hehe) should be where the actually occupation and sovreignity lies. But this will mean that planets should have a mechanism beyond capital ships blowing up the station etc (one method but shouldn't be the rewarding one).
No I think a protracted siege of the system/surrounding systems that involves things like blockades (blockade runners are useful here) and pushing towards smaller squadron level combat being useful means of fighting a war. Sure you can drop your capitals next to the hub and try to take it down in a classic manner, but the hub should be something that take an investment to setup. So why not just blow it to bits? because once it runs out of critical supply A, B, or C (slaves, water, or holofilms :) ) the population gets fed up and lays down its arms allowing anyone to come and take the hub over with a few marines :). Another option may be an assault on the hub and planet itself using your own marines as ammo against theirs, could have a basic rock-paper-scissors mechanic where marine type A is good against B show is good against C who is good against A. Just some thoughts.
CSM how did it fair in the meeting 2 weeks ago?
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Aaru
Risky Advanced Production Enterprises
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Posted - 2008.10.20 16:33:00 -
[43]
bump
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Aaru
Risky Advanced Production Enterprises
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Posted - 2008.10.26 04:37:00 -
[44]
bump
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Jade Constantine
Gallente Jericho Fraction The Star Fraction
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Posted - 2008.10.27 18:43:00 -
[45]
This ISSUE was escalated by the CSM in meeting 11 and will be passed to CCP for consideration.
Fingers crossed it gives the devs some food for thought!
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NaMorham Santorin
Tech 1 Holdings Limited Tech Holdings Limited
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Posted - 2008.10.28 03:04:00 -
[46]
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Aaru
Risky Advanced Production Enterprises
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Posted - 2008.10.30 16:30:00 -
[47]
bump
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Aaru
Risky Advanced Production Enterprises
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Posted - 2008.11.03 18:50:00 -
[48]
Edited by: Aaru on 03/11/2008 18:49:56 Bumping for this "Walking in Stations, player housing, new races, planetary interaction, new environments, professions, new tech levels, and improving all the current functionality with an infinite universe in which to design" in the latest dev-blog.
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Aaru
Risky Advanced Production Enterprises
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Posted - 2008.11.06 18:00:00 -
[49]
bump. I've made a lot of revisions to this so if you haven't read it in awhile I could suggest you do that.
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Ameri Boi
hirr Morsus Mihi
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Posted - 2008.11.08 00:05:00 -
[50]
Liked everything minus the character interaction on a planet colony. I think it takes too much from the past conceptions of eve as a space mmo. But the proposed additions to a Sov 4 system in the manner in which you described does seem desirable.
pew pew boom boom FLASH splat. |
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Kralizek Kharr
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Posted - 2008.11.08 22:06:00 -
[51]
Well I read it and I like it but.... you don't say a lot of what actually it would give back other than some mins and fuel that are already in game... that will make current mining system obsolete or at least flatten down profit for new player base in hi-sec so I am not trying to pinch your idea but put it a bit further, I hope you don't mind . So here it is how I see it: 1. CCP currently has some 'plans/ideas' to put T3 tech and some sort of patents/customized stuff at (as I belive) corp level to be produced so lets go on... lets put in the whole idea with colonies and hubs but make colonies a places where you can build and upgrade your Corp Laboratory where you can try to achive certain 'patent' to be able to produce customized items. This will obviously need a lot of input from players so lets make Laboratory be upgradeable and also possible to fit with special stuff obtained via planetary missions. Missions (similar to courier) i.e. gaining contacts and interacting with other scientists on other planets - delivering them some required special items or supplying them with various mins will make your corp (not you personally) gain a Scientific points or Reputation points for which you can buy mentioned above upgrades/fittings - the more fittings corp has in its laboratory or the higher it is upgraded the better chance of getting his hands on 'patent'. That is the beginning...after you will get said patent you can then even further develop your colony - build Planetary Factory in which you can make/produce customized items (note that items not necessarily must be an end product it may be only a parts/components for T3 manufacture chain) to actually build tese items in your factory you also need new mins - yes you guessed :) a Planetray Mines which then will yield new mins (here variations of palnets comes in hand - whether it is volcanic/jungle/desert or whatever it will yield different mins). To run all this on your planet you obviously need Power plants just to name one and a people (workers/scientists) to run it, you can also add planetary defences so they will be more resistable for sieges after all if you invest something you wouldn't like to see it destroyed in just 1 hour or so... so this is how I see it and mind you that planetary missions can put a whole new interaction level and give a full boost to ambulation giving it more sense just that the one to walk in stations. This will also give a point for fights and waging wars to get certain Corps out of competition ( for producing patented components etc.) So I am finishing here 
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Aaru
Risky Advanced Production Enterprises
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Posted - 2008.11.14 21:45:00 -
[52]
bump
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RiseofFilth
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Posted - 2008.11.19 01:27:00 -
[53]
Edited by: RiseofFilth on 19/11/2008 01:27:33 awesome ideas. 
Suggestions in general...: -I'm not a fan of where it produces fuel for pos's, though im open to it. Its been mention how it will have detrimental effects on the economy of high sec ice miners. A alternative --- maybe a source for t3 mats, or the non-ice fuel for pos's?
-Definitely needs to be for empire as well. Though there should be some limits on what it can produce compared to its 0.0 counter-part.
-This is a great opportunity for growth in small scale hauling missions, contracting out fuel transporting and delivering, or market trading.
-To go with the above suggestion, maybe make some NPC Sub-stations for the "grain/oxygen/cattle" stuff to be sold or distributed from? (This is where the missions would come in, bringing supplies to other npc colonies or some such)
-Substations only have a fitting changing ability, plus the ability to move the input and output items around. Maybe a limited personal hanger size for docking peoples? This would allow some mod changing, but its main purpose is one thing... picking up/dropping off fuel.
-For the sub-station in orbit,(im not sure if this is already said or not) They should be able to be sieged(have enough hp that this is required) with caps (or big BS fleets)and have no timer so that it can be destroyed right then and then. And the only loss would be the sub-station(so basically isk), and it would drop some portion of whatever was in it(input/output fuels and mats)
-People were discussing that the longer colonies exist, the less fuel it requires to run and maybe instead produces colony fuel after long periods. But for colony destruction, after a colony is setup on a planet, I think that it should 1. not be reset after destruction as if it was a new colony. 2. Start fresh after destruction, but at a accelerated rate of requiring less fuel. 3. Have a timer. Otherwise a hostile force could come in, and pop the colonies before a defense force could form, or if it was a different TZ, etc and move to intercept the attackers. These options allow a quick return to normal operations in colony food/mat production after a colony was destroyed. There would still be the isk loss, but it wouldn't soak up even more money through food/fuel.
-Sub-Station must be destroyed before colony.
Sry if these are repeat ideas.
PS. Love the pirating/raiding idea to steal fuel/output |

Tusko Hopkins
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Posted - 2008.11.26 17:06:00 -
[54]
Great idea, I support it. Will talk to Ankh and Bunyip, both of them fellow CSMs now. Bumping your own thread is uncool tho. Ask your friends to do it for you.
CSM representative CSM candidate for 2nd cycle Campaign website http://myeve.eve-online.com/ingameb |

Antoria Vancora
University of Caille
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Posted - 2008.11.26 22:06:00 -
[55]
I like this idea!!! |

Spoon Thumb
Paladin Imperium Curatores Veritatis Alliance
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Posted - 2008.11.30 23:05:00 -
[56]
Edited by: Spoon Thumb on 30/11/2008 23:06:21 Alliances shouldn't become self sufficient, but you're right on in that atm, there is nothing for industrialists to do with the space alliances hold aside from mine or moon mine
I honestly wouldn't care if they were massive isk sinks and gave nothing back, but I'd love to help create and manage NPC colonies in my alliance's space
_______ People like that don't have friends just temporary common interests.
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Aaru
Risky Advanced Production Enterprises
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Posted - 2008.12.21 23:41:00 -
[57]
Originally by: Spoon Thumb Edited by: Spoon Thumb on 30/11/2008 23:06:21 Alliances shouldn't become self sufficient, but you're right on in that atm, there is nothing for industrialists to do with the space alliances hold aside from mine or moon mine
I honestly wouldn't care if they were massive isk sinks and gave nothing back, but I'd love to help create and manage NPC colonies in my alliance's space
Can you tell me why alliances shouldn't become self sufficient? 0.0 is supposed to be the 'end game', the whole risk vs. reward thing just isn't there. 0.0 is supposed to be where alliances can go to make empires....yet we still have to import basically everything. Remember, these features are only available to alliances with a Capital. Without constellation sov it isn't possible. This means no average joe alliance can just snipe a single station and become self sufficient, it will take massive investment to reap the rewards.
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Concorduck
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Posted - 2008.12.22 00:17:00 -
[58]
In behalf of my main, i support. -----------------------------------------
Originally by: Crumplecorn Contact the CSM about it, voting themselves into disbandment wouldn't be pushing the boundaries of absurdity for them.
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Redplayer X
Free-Space-Ranger Morsus Mihi
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Posted - 2008.12.28 23:41:00 -
[59]
Really nice idea, I can imagine that this might be able to bring a lot of new energy into 0.0-warfare.
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Cailais
0utbreak
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Posted - 2008.12.29 00:25:00 -
[60]
Some good ideas. Supported.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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