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Simokon
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Posted - 2009.03.23 11:15:00 -
[91]
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Commander Lorne
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Posted - 2009.04.18 15:27:00 -
[92]
Edited by: Commander Lorne on 18/04/2009 15:28:08 Yes! this is a great idea and I think I can speak on the behalf of most people in eve in saying that ccp should implement this with ambulation. Have a look at this, anyone who has'nt seen this page:
http://wiki.eveonline.com/wiki/Colonies
/signed
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Clansworth
Good Rock Materials
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Posted - 2009.04.18 18:43:00 -
[93]
This really isn't a new idea, and this is very close to most the previous planetary interaction threads out there... planets consume and produce items, those items are used to build stuff, and to support other planetary colonies... On its own, I don't think this particular interaction really adds anything to the party, and seems awfully simple.. feed it what it wants, and it gives you what you want... Just seems a bit too dry to me.
I do like the interaction through the anchored dock, as it makes the most sense in the eve gameplay.. again, nothing really new here.
What I would like to see are planetary structures that could be built... A given structure would require a certain population (of a certain type).. it would also take an input material, and provide an output. The population itself would have its own needs, as well as security/unrest and moral/loyalty stats.
Example structures could include - Farms, which would require laborers, consume soil, water, fertilizer, and produce foodstuffs (grain, food, etc)... - Ranch, which would require laborers, consume grain, water, and produce meat and fertillizer... - University, which would require professors, consume any general population, and produce upgraded population types...
you get the idea... This would bring new value to the many passenger types floating around new eden. Slaves could be substituted for certain population types, and facilities (Vitoc Initiation centers) could be used like the university to create slaves from other population types.
System Influence |

Elektrea
Sniggerdly Pandemic Legion
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Posted - 2009.04.18 23:05:00 -
[94]
anything is better then the current system  ----------
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Simeon Whiteheaven
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Posted - 2009.04.19 10:13:00 -
[95]
I like this.
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Efrim Black
Gallente Aliastra
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Posted - 2009.04.20 20:23:00 -
[96]
Bringing this back to the front page for more support.
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Rommel Rottweil
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Posted - 2009.04.21 10:29:00 -
[97]
I have noticed that that there are a lot of ideas about what the new system should be like but there arnt many suggestions about how CCP should handle the transitional period between the current SOV system and whatever SOV that comes next!
I posted a suggestion that is probably of the same mind as many others just with my spin on it, I was thinking more of a Orbiting Colony (a small station), then eventually later expansions could add the planet stuff.
I posted it in 3 pieces but the most interesting is probably the last one that covers the transition.
Hope you guys like it. I for one am routing for Planetary Sov.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1054529
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Odysseus Black
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Posted - 2009.04.22 19:14:00 -
[98]
back to page 1 wit yeh
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Keitoshi Yamada
Mjolnir Inc.
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Posted - 2009.05.11 22:00:00 -
[99]
Originally by: Hun Jakuza Edited by: Hun Jakuza on 06/01/2009 16:24:13 Not supported, because the eve not just 0.0
That is correct, but currently there's not much incentive for 0.0, especially for industrialists, and even less for lowsec.
Though, I would say, they should bring moon mining into 0.4. Lowsec is lowsec is lowsec, imho.
Originally by: Isee Usee 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.
As for this, I agree. And it should be easy for a formidable fleet to wreck that sec status down to the bone.
This would give 'true sec' status a new meaning, because it'll be really hard to bring security to a -1.0 system =^_^=
Also, I think they should make all orbital objects /actually/ orbit. It's kind of annoying that they are completely static. And if we had planet sieging, it'd add a different tactical twist. At X time on Y day a warp from point A to point B could be Z seconds, but change the time variables, and this all changes.
This also goes into how I feel all ships should have different accel and decel rates when going into warp. Sure, all ships align at different rates, but all ships accel for 30sec and decel for 30sec. The only ships that really notice their warp speed are titans and freighters, other ships don't notice unless in 90AU+ systems.
Removing the '30sec accel/decel on all ships' rule, and giving them varying numbers, would make planets orbiting give you a tactical advantage or disadvantage.
True orbits would also boost Ambulation's war-room idea where you could go into the system map in the war room (zooming in further than the star map showed in the video CCP linked to about Ambulation) and plan attacks based on time of day, fast-forwarding and reversing time (on the map) to show planetary placement. This could make for some very rewarding military operations, and make EVE feel that much more like the living sci fi novel it aspires to be.
</ramble>
Sorry, didn't mean to derail there. OP and Kween fully 100% supported. |

Boomninja
Gypsy Corsairs BROTHERS GRIM.
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Posted - 2009.05.19 07:04:00 -
[100]
I actually quite like this idea, good on ya mate! +1 Yo Ho.  |

AltBier
Mirkur Draug'Tyr Ushra'Khan
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Posted - 2009.05.19 12:37:00 -
[101]
Quote: The only honor in PVP is that which you bring with you.
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Ellariona
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Posted - 2009.05.19 18:50:00 -
[102]
Edited by: Ellariona on 19/05/2009 18:54:20 Edited by: Ellariona on 19/05/2009 18:51:02 First I want to say that I very much like the idea of splitting up the colony into a orbiting hub and an actual base. I like what it would change in the pvp and industrial aspect of EVE, as do many other players. But I have some suggestions myself...
1. The Hub It is said that the hub can be attacked and destroyed, also destroying the resources and the whole complex/colony, reverting the planet to its original state. I say reverting a planet to the pre terra-formed state is scientifically impossible, even if the terraforming was not yet complete. So either have a solid destructive force wipe the planets ecosystem clean again (see "5. ships") OR just leave the terra-forming (complete or incomplete) for the next alliance to hold control over the planet. Because for a system of changing ecosystems to work, different ecosystems should mean different resources and services, so that it is interesting for the alliances to change them to their needs. I would also suggest the hub being an improved player owned station with the possibility of changing ownership when the control point is taken. As was said in the text, it would hold a planetary transport service too. These stations could and schould be well defended. This way, the battle for a planets colony can grow out to be an allout war between alliances. Large pirate or merc corps could also give it a try, but of course they can only loot/kill and not take over the planet. They could however disable the planets production to fit their agenda.
2. The Colony itself Because the destruction of the hub wouldn't necessarily mean the destruction of the colony, this would mean a new dimension in planetary control. It would be more fun to disable for example the shield powering stations with playercontrolled vehicles or airplanes, to then take control of the disabled settlements or domes by destroying certain structures with laser/missile/... bombardments from orbit (see "5. ships"). After taking over all settlements, the alliance would now hold the hub and the colony of the planet. If there are two controllable planets in a system, this process would be repeated to hold sovereighnty. When one of the planets is disabled or different planets in a system are controlled by different alliances, the system would be contested. For outsiders or players not involved in faction/alliance warfare, this would mean more clarity in these matters, maybe even motivate them to participate in those matters or join one of the parties.
3. Clones An interesting new approach on this matter is the use of clones for planetary transport. You just jump into a new body when you are on the planet. Then, for example, when the hub has been taken over or disabled by enemy forces, you can either whait for the base to fall into friendly hands again OR you jump to one of your other clone bodies. This would translate into an increase in the clone business. (Perhaps clone manufacturing could turn out to be a viable new playercontrolled trade...)
4. Carebears I must agree with the guys who said simplifying the work of a carebear is a stupid idea. But I also thought the idea of a settlement taking less and less work to maintain was a good idea, but it may be nearly impossible to implement... So, I'll leave it be. In line of the mining/producing/... on the planet. Try to make it just profitable enough for the alliances to take over the planet, don't overcomplicate but also don't simplify too much and last but not least, try to make use of the passengers (prostitutes, soldiers and slaves alike).
5. Ships Just exploring some possibilities here, laugh with it if you want ^^
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Ellariona
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Posted - 2009.05.19 18:52:00 -
[103]
Edited by: Ellariona on 19/05/2009 18:52:02 These would be the skills needed...
Primary Skill required: Capital Ships III Advanced Spaceship Command V Spaceship Command V Secondary Skill required: [Race] Cleanser Capital Ships III Advanced Spaceship Command V Spaceship Command V [Race] Battleship V Spaceship Command IV [Race] Cruiser IV Spaceship Command III [Race] Frigate IV Leadership IV Tertiary Skill required: Advanced Laboratory Operation IV Biology V Graviton Physics II Quantum Physics II Plasma Physics II Nuclear Physics II Engineering V Science V Astrogeology V Mining IV
As I said, this type of ship would specify in planetary warfare, bombarding the planets defenses or control points or laying waste to the planets ecosystem by dropping chemical containers or something. They would also prove essential in building up new settlements and other logistic tasks.
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Ellariona
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Posted - 2009.05.19 19:01:00 -
[104]
i forgot,
/signed!
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Kasi Kasai
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Posted - 2009.05.20 23:54:00 -
[105]
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Terig
Minmatar Bene Gesserit ChapterHouse Quantum Star Alliance
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Posted - 2009.05.21 23:33:00 -
[106]
The are a few thing i can think of to add this Carriers should have a new type of drone/fighter for planetary bombardment, say a bomber that fires once or twice then returns for ammo. Ammo could be a thing the carrier pilot has to buy.
Also what if players could hire npc ships to help defend they're assets, obviously there would be a limit say 5, seems a bit boring just shooting static weapon emplacements. They could respawn after downtime and have a daily/weekly/monthly cost, or the is a sub orbital shipyard that makes them again after resources have been put into it. That or just buy them again after being destroyed like emplacements.
Just a thought. Or what about this... say an enemy alliance wants to take over a moon base/asteroid base/colony they could go to the sub orbital station attack this into a state where they can use it and then put Marines + Armed Planetary vehicles in it to take over the colony, this is an optional way to get the colony without blowing it to bits and paying for repairs. There would be a time delay on when they would win (If there was enough of an attacking force put down) obviously fights aren't won instantly and especally if your battleground is a city. -----------------
There is no such thing as a stupid question, only stupid people.
-Kungen, the mages are on fire!! -What are you waiting for throw them at the boss for extra dps!
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Terig
Bene Gesserit ChapterHouse Quantum Star Alliance
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Posted - 2009.05.22 02:32:00 -
[107]
yeah i forgot to sign aswell
/signed -----------------
There is no such thing as a stupid question, only stupid people.
-Kungen, the mages are on fire!! -What are you waiting for throw them at the boss for extra dps!
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Eolos
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Posted - 2009.05.30 12:34:00 -
[108]
excellent suggestion, i love it!
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Kweel Nakashyn
Star's Dust Industrie
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Posted - 2009.06.06 11:16:00 -
[109]
Edited by: Kweel Nakashyn on 06/06/2009 11:16:05
Originally by: Terig The are a few thing i can think of to add this Carriers should have a new type of drone/fighter for planetary bombardment, say a bomber that fires once or twice then returns for ammo. Ammo could be a thing the carrier pilot has to buy.
I support this, without ammos.
Originally by: Terig Also what if players could hire npc ships to help defend they're assets, obviously there would be a limit say 5, seems a bit boring just shooting static weapon emplacements. They could respawn after downtime and have a daily/weekly/monthly cost, or the is a sub orbital shipyard that makes them again after resources have been put into it. That or just buy them again after being destroyed like emplacements.
I don't like the idea of automatizing defence in 0.0. To me, if there is no pvpers, there should be no defences.
Originally by: Terig Just a thought. Or what about this... say an enemy alliance wants to take over a moon base/asteroid base/colony they could go to the sub orbital station attack this into a state where they can use it and then put Marines + Armed Planetary vehicles in it to take over the colony, this is an optional way to get the colony without blowing it to bits and paying for repairs. There would be a time delay on when they would win (If there was enough of an attacking force put down) obviously fights aren't won instantly and especally if your battleground is a city.
Time delay gameplay again... :( Anyway, I can see this working with outposts. Currently you shoot the outpost to conquer it. You should capture it with infantry to conquest it imho.
btw I forgot to support this thread 
and.... bump. |

Aethrwolf
Home for Wayward Gamers
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Posted - 2009.06.07 03:11:00 -
[110]
had a really long post with feedback and an additional idea, but since the site keeps logging me out every couple of minutes, I'm just gonna support. if you want my idea convo me ingame or whatever.... |

Succorbenoth
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Posted - 2009.06.10 17:48:00 -
[111]
There are some really cool ideas in there, but drones are mentioned to mine the asteriods and ice etc, what does this leave for ppl that like to mine? I know not every1 likes to pew pew ALL the time in 0.0!! Or would everything these drone mine just go to alliance holding corp etc etc? |

Kurik Chryllos
GoonFleet GoonSwarm
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Posted - 2009.06.10 18:41:00 -
[112]
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Kytanos Termek
Darkstorm Command Ethereal Dawn
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Posted - 2009.06.13 21:27:00 -
[113]
Dont agree with some of your ideas, but I do agree with the overall idea.
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Photon Ceray
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Posted - 2009.06.14 12:25:00 -
[114]
signed.
I would like to add that planets should be the resources for people, because they naturally are! however, not all planets have living conditions in which people can live, so some planets in empire would be constantly producing people, you "hire" these people and train them the way you want under your alliance, you decide how many to train for marines, how many janitors, how many workers....etc.
btw, what would you do with gas planets? you can't land on these, and there are many of them.
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Aethrwolf
Caldari Home for Wayward Gamers
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Posted - 2009.06.15 04:31:00 -
[115]
Ok, seem to be staying logged in now..
I have a few ideas in regards to Empire colonies.
Writ of colonization.. similar to a starbase charter but costs a LOT of LP and you only need one to ESTABLISH a colony not to maintain it as you would a pos. Only available from a new FACTION LP store* that would also carry certian types of citizens that you could install on your colony to get added productivity or to specialize what the colony produces.
Taxes.. to address the concern that some have expressed that Empire should not be as profitable as 0.0. Empires would tax colonies in proportion to the sec status in the system its in (0.5 system would have a %50 tax on the goods produced).
infrastructure.. you could purchase structures to be built on your colony that would further increase and specialize what it produces.. training barracks for militants/marines, colleges for scientists/professors.. etc.
specialists.. to improve the function of your infrastructure. Deans for college, commandant for training barracks, plant managers, farm managers.. the list goes on. specialists would be "recruited" at the new Faction LP stores, would either use faction LP or large amounts of isk and could be traded (to allow access to them for 0.0 alliances). They would also come in various qualities.. inexperienced, veteran, and elite.
Orbital station would have something like a cha with 2 divisions for goods needed and goods produced.
Colony could require a specialist called a colony supervisor that would act like a limited agent.. letting corp (and possibly alliance) members know what was needed for the colony. Somewhat like a constant trade mission agent with no immediate rewards.
*Faction LP store.. a new type of LP store accessible to Player CORPS.. Requires a few changes.
1a.various lp from corps belonging to a faction can be cashed in for faction LP and would be automatically donated to the player's corp.. see this as rather unpopular, actually. would also have to be an exchange rate to prevent abuse from ppl who stockpile lp. 1b. I think the better way would be for for every mission to be given an additional faction lp reward to be rewarded to the player's corp IF the player was in a player run corp. (A good way to convince ppl to leave npc corps, perhaps?)
2. would require a new corp role to be able to spend FLP, and to manage the colony infrastructure/specialists
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Entaki Unbraga
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Posted - 2009.08.08 18:36:00 -
[116]
Edited by: Entaki Unbraga on 08/08/2009 18:41:12 /bump
Planet colonization is a great idea. CCP for help look into Red Mars, Blue Mars, Green Mars--the trilogy by Kim Stanley Robinson--for a transitional framework. It provides the technical, political, economic viewpoint pro/cons etc quite well. And as well all know...all colonies rebel eventually. This would provide another level of active gaming in all sectors of the game.
Also--strongly consider First person shooter (think Halo) with vehicle interactions and player-created colonies aka think Sims 3...have players create new species of animals and aliens on planets aka Spore (create the tools and have players create content--like wikipedia), and have our ships and stations not only exploit ambulatory design, but incorporate slots on ships that our real life friends can use as a party. Then make the smaller frigates and fighter drones usable with computer joysticks and the TrackIR system like you have already except "in-capsule" like a real fighter for more visceral space combat aka think Falcon 4.0 (in space)...and you will have captured the 1) PvE crowd 2) pvp crowd 3) flight sim crowd 4) the civilization sim crowd 5) the character development crowd 6) the space exploration crowd (since each planet will be interesting).
More market share = more profit, which means you can invest more in game design. This is what it would take for me to love this game. This is what it would take for this game to reach the next level of success.
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Urhgo Khanab
Minmatar Rogen's Heroes Shadow of xXDEATHXx
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Posted - 2009.08.08 19:24:00 -
[117]
Supported
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iP0D
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Posted - 2009.08.08 21:52:00 -
[118]
This keeps popping up from time to time, and it will probably one day get tackled and developed, but not any time soon. Maybe some parts like comets to replace the x64 drama, but who knows what changes will be thought up for that.
EVE evolves step by step, like CCP does. This would be a huge step, and considering CCP still has a lot of smaller plans to implement it is way too early for this.
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Information Broker
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Posted - 2009.08.09 16:31:00 -
[119]
Tbh this is an AWESOME Idea which I 100% support except for one part -
Originally by: Aaru
The Orbiting Hub will serve multiple purposes. Think of the hub as a sort of "Sub Station". You can anchor the Sub Station at any planet under the alliances Constellation Sov. You can access resources to and from the colony at this hub. You can access certain portions of 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 or perhaps one would be able to dock with it. 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.
Shouldn't you just be required to have Corp Roles to Access Corp Orbiting Hubs, Not Alliance? (I.e. corp with most towers in system = only corp able to use/access/anchor/online these sub-stations and colonies & only requires sov 2-3 for these, not 4?)
Don't support the idea of a new ship class for destroying the stuff though, that should be left 100% with Dreads.
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Hashin Kyojin
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Posted - 2009.08.09 21:06:00 -
[120]
signed
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