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Thread Statistics | Show CCP posts - 0 post(s) |

Lostroma
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Posted - 2008.12.29 08:04:00 -
[61]
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Barnybear
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Posted - 2008.12.29 10:17:00 -
[62]
Great Idea, the only realy difficult thing exept implenmentation will be the changing to the new system, perhaps there will a possibility to convert the acctual Large POS used as Deathstar for Sov-Claim into Sov-Stations for the Planets. |

Mind Crime
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Posted - 2008.12.29 10:45:00 -
[63]
yeah
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Kerin Chei
Darkwave Technologies Doctrine.
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Posted - 2008.12.29 11:42:00 -
[64]
Awesome idea! This would give PvP many more facets! The 'bounty-on-colonies' seems a bit 'easy', but I'm not having any brilliant ideas on it either. And you're right about cyno jammer needing to be revised if this were to be considered. 10/10 for sheer coolness!
- KC -KC I are poast (toast + post = win). |

Johanna Johnsen
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Posted - 2008.12.29 11:53:00 -
[65]
sounds interesting to me
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Jason Edwards
Internet Tough Guy
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Posted - 2008.12.29 12:14:00 -
[66]
I like it. ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |

Schlauke
Free-Space-Ranger Morsus Mihi
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Posted - 2008.12.29 18:11:00 -
[67]
Looking Good!
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Piccalo
SUNDERING Zenith Affinity
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Posted - 2008.12.30 07:52:00 -
[68]
signed 
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CombatSmurf
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Posted - 2008.12.30 08:08:00 -
[69]
Rock on!
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Ariad Valens
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Posted - 2008.12.30 14:49:00 -
[70]
This is a great idea.
The transport of goods between the Planetary Hub and the Planet itself could be via NPC Convoys which occur at random times. These would be rich targets for roaming gangs so would need to be actively defended.
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Horatius Caul
PIE Inc.
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Posted - 2008.12.30 18:40:00 -
[71]
Well, I think CCP's concept division is already lobbying ideas for the first stage of planetary interaction, but in hopes of nudging this matter up the priority list I'll give this a thumb. -----
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Ferenc Puskas
Vengeance of the Fallen CORPVS DELICTI
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Posted - 2008.12.31 07:13:00 -
[72]
ME WANT NAOW
------------------------------- I LOVE TO PARTY HARDY! |

Horzunaman
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Posted - 2008.12.31 12:15:00 -
[73]
i support this
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Hun Jakuza
Naughty By Nature
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Posted - 2009.01.06 16:23:00 -
[74]
Edited by: Hun Jakuza on 06/01/2009 16:24:13 Not supported, because the eve not just 0.0
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Aaru
Risky Advanced Production Enterprises
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Posted - 2009.01.15 19:59:00 -
[75]
Originally by: Hun Jakuza Edited by: Hun Jakuza on 06/01/2009 16:24:13 Not supported, because the eve not just 0.0
Have you ever been to 0.0 and if so for how long? |

Poreuomai
Mirkur Draug'Tyr Ushra'Khan
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Posted - 2009.01.19 12:57:00 -
[76]
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CommanderData211
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Posted - 2009.01.19 20:39:00 -
[77]
Love the idea of an anchor-able structure in belts!
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Isee Usee
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Posted - 2009.01.19 22:56:00 -
[78]
I think Alliances who manage to establish a number of colonys throughout adjacent systems in 0.0, and manage to protect them from enemy invasion/destruction should be rewarded with gradual increases in security status in that system and the benefits that go with it - sentry guns on gates etc.
I think this system could be developed into a system of space management in eve that would recreate a frontier based style of warfare for alliances; where alliances would have to nibble away at each others frontiers to try try and reach the centre.
Imagine if the number of higher sec systems in an alliances territory kept increasing in number and also sec status. If they reached 0.8 or above how about the reward of a stargate back to "old empire" high sec space appearing and cute lil carebears can come and mine for the alliance.
Or the alliance's colonies and stations might take a percentage of minerals and isk just like the empire stations do. So the carebears feed the alliance without even necessarily being members of it.
just a thought.
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SilverSwann
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Posted - 2009.01.20 12:03:00 -
[79]
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Rommah
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Posted - 2009.01.22 17:24:00 -
[80]
Edited by: Rommah on 22/01/2009 17:24:08 I was just wondering... Have anyone ever played the game called outpost 1? There you would land on a planet that was enough suitable and establish a colony. Why Im bringing this up, is because it had a very nifty design, you could build underground facilities in levels. (surface, underground 1, underground 2 etc) It should probably require ALOT of resources to create and maintain, but should produce something that is unattainable in any other way. Something that has nothing to do with income. Perhaps an elite standing and/or your own governing rights? Establishing your colony will be far from cities, but it has great potential as a stepping stone for ground troops and combat. With the awaited expansion this can be quite fun... But the issue would be on balancing the player owned corps and alliances. With all the rumors and conspiracies going around, Id never trust for one group to have any of such power. So it must have very firm balance...
Hope Im not making a fool of my self by speaking out my opinions ...
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Vuk Lau
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Posted - 2009.01.24 10:28:00 -
[81]
If you read short version of meeting minutes, you can see this issue was raised. We are all waiting inpatiently full meeting minutes from CCP. 
Anyway this is something I look really forward to discuss and brainstorm.
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Kaya Divine
Gallente
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Posted - 2009.01.24 10:38:00 -
[82]
Not supported. Because of POS discrimination (low/0.0 Vs. high sec) when some structures and moon mining become implemented in high sec, I will reconsider this. |

Aaru
Risky Advanced Production Enterprises
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Posted - 2009.01.26 18:51:00 -
[83]
Originally by: Kaya Divine Not supported. Because of POS discrimination (low/0.0 Vs. high sec) when some structures and moon mining become implemented in high sec, I will reconsider this.
I really don't understand your argument. Did you read it at all? Colonies are only for a sov. 4 holding alliance. To do that you have to put a lot of time and effort into the game. It would be dumb if anyone could just establish a colony wherever they wanted, even in high sec in that case. The real world doesn't establish itself on the basis of evenly distributed resources. If every country in the world had the same resources then it would definitely not be the war torn, turmoil rich world in which we live. EvE should be the same way. If colonies could be put up by joe blow where ever he wanted, it would leave EvE very much stale.
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Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
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Posted - 2009.02.05 23:08:00 -
[84]
Edited by: Kweel Nakashyn on 05/02/2009 23:16:18
Originally by: Aaru Outputted resources: Enriched Uranium, Robotics, Coolant, Mechanical parts, Oxygen, assorted Isotopes, ore and ice. {fuel pellets if need be} (Depending on planet)
You will notice that most outputted resources are POS and capital ship 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 and ships.
NO WAAAAAAAAAAY
Logistics and carebearism do not have to be simplified AGAIN. It's against their gameplay : would you like a single module that would tank you/boost your dps/mwd your ship/**** a DD and a cyno all at the same time ?
It's simplifying industry, and people actually only play like this. NOOOOOO WAYYYYYYYYYYY
INDUSTRY SHOULDN'T BE MADE EASIER FOR PVPERS (and I'm a pvper).
In general if you're talking with industrialists, they are saying : "No more 1 man job, please, we want our fleets too.", "more depth", and "more use for a carebear corp in 0.0".
Currently, since all new easy logistics we have (jump freighters, pos jumps, rorqual/orca and so on), loitics in 0.0 can be made by a few persons. If you remember well in 2006/2007, it was freigthers convoy, with a defence fleet. And it added carebear/pvper cohesion, sort of. The ones needed the other.
Now Eve is turning like "1000 pvpers need 10 carebears". IT IS NOT FAIR !! |

Aaru
Risky Advanced Production Enterprises
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Posted - 2009.02.11 20:31:00 -
[85]
Originally by: Kweel Nakashyn ^^
This is very good criticism and I support your viewpoints. You came up with very well thought out points of logic and I will most likely change my outline accordingly. I suggest more people give me this kind of feedback.
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Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
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Posted - 2009.02.13 23:40:00 -
[86]
Edited by: Kweel Nakashyn on 13/02/2009 23:44:40 Edited by: Kweel Nakashyn on 13/02/2009 23:42:02
Originally by: Aaru
Originally by: Kweel Nakashyn ^^
This is very good criticism and I support your viewpoints. You came up with very well thought out points of logic and I will most likely change my outline accordingly. I suggest more people give me this kind of feedback.
Really ? I'm both surprised you liked it and surprised you understood it :)
I will expose this to my hardcore, irl, carebear, silent on the forums, mate. I'm sure he will come with dozens of ideas (and they will be better than mines) ! :)
For education ministry, I had a few ideas I came a long time ago about Skills Masters. The thread is here (it's locked anyway). Maybe it would be a cool thing to have skill books produced in 0.0. It's not a perfect idea, I recognize it, but maybe this mechanics could be of some use there. The problem is doing only this gameplay is boring (because it's time based again : I wonder how could we change some industry activities to be fast paced). i'm sure a lot of things could be made to enhance this system.
For health, trade or other minitries, maybe you could make a parallel soverainty system. ie : with the classic one, you control the stations, and with the colony one, you control the station services. So if you want to fully occupy a territory, you need 1 pvper for 1 industrialist (or 2 for 1, or 5 for 1, but not 10 for 1 as today).
I don't know.
There's a lot to do anyway with planets. I loved the first pre-alpha-concept-art screenshot CCP made in fanfest 2007(?), with countries on the planets. It proposed any character to be a local hero so any character would have the feeling of acheivement...
For fast paced gameplay, i'm thinking maybe of something like this. It's a crap idea but I'm devellopping here : Let's imagine, for exemple for political ministry, a gameplay with something like a 3d rubbick cube, timed so you can't pause the game and enter the combination in a computing software AND with balance gameplay. What is balance gameplay : it's like fitting your ship : tank or gank. So solving the puzzle is fast paced, asking to make choices over other solutions, and (I hope) not boring. This could be used for controling the soverainty, for exemple. So you want to give bonuses on health ? Solve the puzzle with these choices. Trade ? Go the trade solution the best you can. Etc.
Maybe it's crap ideas. Anyway, i will give your feedback to my carebear friend, I'm sure he will have ideas for me to tell here :)
-edit- I'm thinking about the oooooooooooold idea of ship crew. What if... Colony output would be... Guess what :) Fetchez la vache ! moar(tm) > soon(tm) \o/
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Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
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Posted - 2009.02.14 00:58:00 -
[87]
Edited by: Kweel Nakashyn on 14/02/2009 01:00:49 Edited by: Kweel Nakashyn on 14/02/2009 00:59:56 Edited by: Kweel Nakashyn on 14/02/2009 00:59:09 I want to raise 2 points from my industrialist friend.
* He thinks, and I think he's right, that since elite pvp alliances have access to dyspro/promo moons giving 10's or 100's of b per monthes (BoB : more or less 450b/month with that ressource only), that these alliances can remove their industrialists unless they produce capital ships for free (using dyspro/promo isk). because it's a passive income.
Isk should be made activly by industrialists if you understand what he means. his first reaction reading colonies was "NOOOOOOOO NOT A PASSIVE INCOME FOR PVPERS AGAIN !"
* Second, he would like that Full carebear allaince to be a viable solution in 0.0. Currently, the stronger pvper allainces are succesfull, at the expense of dozens of hard working carebears alliances (carebears as in industrialists, not pve-ers). It's not balanced : pvping is the royal way, carebearism could be the royal way in colonies.
He means that carebearism could have some critical use in 0.0. Today there is none, colonies could save this.
* My point of vue is still carebear and pvpers interactions. There is none. So the two "communities" never have interactions. But the way eve is made, every pvper stil need a ship and weapons, and every carebear in 0.0 need peace defended by weapons they makes. SO : In 0.0 I'd really love a lot more pvper need for carebears because carebears need for pvpers because...
You know what I mean : Dialogue, mutual help and mutual understanding. What colonies makes (output for carebear AND pvpers or maybe 0.0 living conditions) could help this.
I'd love a unsurvivable 0.0 without carebears (like it was in 2006 !!!), as it is now for unsurvivable 0.0 without pvpers for carebears. Fetchez la vache ! moar(tm) > soon(tm) \o/
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De'Veldrin
Special Projects Executive
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Posted - 2009.02.14 18:45:00 -
[88]
I really like this idea. It would add a whole new dynamic to the EVE world. Suddenly ship pilots would actually care about those little colored balls that whip by the windows at Warp.
SUPPORTED --Vel
There is no right or wrong way. There is only what works and what gets you waking up in a clone vat. |

Efrim Black
Apellon
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Posted - 2009.02.14 23:14:00 -
[89]
Originally by: Kweel Nakashyn Edited by: Kweel Nakashyn on 14/02/2009 01:00:49 Edited by: Kweel Nakashyn on 14/02/2009 00:59:56 Edited by: Kweel Nakashyn on 14/02/2009 00:59:09 I want to raise 2 points from my industrialist friend.
* He thinks, and I think he's right, that since elite pvp alliances have access to dyspro/promo moons giving 10's or 100's of b per monthes (BoB : more or less 450b/month with that ressource only), that these alliances can remove their industrialists unless they produce capital ships for free (using dyspro/promo isk). because it's a passive income.
Isk should be made activly by industrialists if you understand what he means. his first reaction reading colonies was "NOOOOOOOO NOT A PASSIVE INCOME FOR PVPERS AGAIN !"
* Second, he would like that Full carebear allaince to be a viable solution in 0.0. Currently, the stronger pvper allainces are succesfull, at the expense of dozens of hard working carebears alliances (carebears as in industrialists, not pve-ers). It's not balanced : pvping is the royal way, carebearism could be the royal way in colonies.
He means that carebearism could have some critical use in 0.0. Today there is none, colonies could save this.
* My point of vue is still carebear and pvpers interactions. There is none. So the two "communities" never have interactions. But the way eve is made, every pvper stil need a ship and weapons, and every carebear in 0.0 need peace defended by weapons they makes. SO : In 0.0 I'd really love a lot more pvper need for carebears because carebears need for pvpers because...
You know what I mean : Dialogue, mutual help and mutual understanding. What colonies makes (output for carebear AND pvpers or maybe 0.0 living conditions) could help this.
I'd love a unsurvivable 0.0 without carebears (like it was in 2006 !!!), as it is now for unsurvivable 0.0 without pvpers for carebears.
You're Ideas + His = Supported.
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Cygwin Gaad
The Element Syndicate Black Mesa Project
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Posted - 2009.03.23 10:47:00 -
[90]
I wholeheartedly support this idea. it is a fantastic player interaction idea attached to a material faucet, it enhances the self sufficiency of small null sec nations and provides more things to do in EVE.
two thumbs up.
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