Pages: 1 2 3 4 5 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Aaru
|
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.
|

Aaru
|
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?
|

Aaru
|
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.
|

Jay Marshall
Caldari Walks Forever Trade Inc
|
Posted - 2008.08.31 02:06:00 -
[4]
Neat idea! ------------------------ CEO Walks Forever Trade Inc
|

Gaius Terium
|
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.
|

padraig animal
Gemstone Industry's
|
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 
|

Aaru
|
Posted - 2008.08.31 17:11:00 -
[7]
Edited by: Aaru on 31/08/2008 17:11:48 nobody has anything to add?
|

Tempest Inferno
Davy Jones Locker Einherjar Alliance
|
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. ---------------------------------------------------------------------------------------------------
|

Rabbi Godzilla
|
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
|
Posted - 2008.09.02 01:33:00 -
[10]
Sounds great! Here's to hoping |
|

Molock Saronen
|
Posted - 2008.09.02 09:48:00 -
[11]
|

Lord Testament
|
Posted - 2008.09.02 11:38:00 -
[12]
i like this idea |

Javelin6
Minmatar Dirt Nap Squad Dirt Nap Associates
|
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.
|

Drake Draconis
|
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.
|

Aaru
|
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.
|

Maverick 52
Fusion Enterprises Ltd Mostly Harmless
|
Posted - 2008.09.08 01:53:00 -
[16]
/signed
|

Kyle Cataclysm
Blue.
|
Posted - 2008.09.08 08:39:00 -
[17]
bump
|

sukio
|
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
|
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.
|

Bunyip
Center for Advanced Studies
|
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. |
|

Aaru
|
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.
|

Ankhesentapemkah
|
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.
|

deadEd
|
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.
|

Lia Gaeren
Pole Dancing Vixens
|
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.
|

sukio
|
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
|
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.
|

Aaru
|
Posted - 2008.09.19 22:48:00 -
[27]
bumpin this
|

Pliauga
Federal Defence Union
|
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
|
Posted - 2008.09.23 02:31:00 -
[29]
sounds cool to me.
|

Dex Nederland
Lai Dai Infinity Systems
|
Posted - 2008.09.23 05:20:00 -
[30]
Yes please :)
|
|

Gotrek65
Brimstone Order R-I-P
|
Posted - 2008.09.24 12:27:00 -
[31]
Supported. This idea has been on the drawing board forever!
|

Kazuma Saruwatari
|
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. -
|

Jade Constantine
Jericho Fraction The Star Fraction
|
Posted - 2008.09.26 22:39:00 -
[33]
Supported and added to the agenda for Sunday 28th Sept.
... nothing ever burns down by itself
|

Aaru
PandaSquad
|
Posted - 2008.09.30 15:59:00 -
[34]
bumping this
|

Serenity Steele
Dynamic Data Distribution Ministry of Information
|
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
|
Posted - 2008.10.02 02:29:00 -
[36]
Updated with a planetary bombardment idea, third post down.
|

fishblades
GoonFleet GoonSwarm
|
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.
|

Aaru
PandaSquad
|
Posted - 2008.10.08 14:21:00 -
[38]
bump
|

FOEHAMMER006
Damage Unlimited Inc INTERDICTION
|
Posted - 2008.10.08 22:05:00 -
[39]
Great idea.
|

Aaru
PandaSquad
|
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.
|
|

Aaru
PandaSquad
|
Posted - 2008.10.11 01:05:00 -
[41]
bumping this.
|

Dex Nederland
Caldari Lai Dai Infinity Systems
|
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?
|

Aaru
Risky Advanced Production Enterprises
|
Posted - 2008.10.20 16:33:00 -
[43]
bump
|

Aaru
Risky Advanced Production Enterprises
|
Posted - 2008.10.26 04:37:00 -
[44]
bump
|

Jade Constantine
Gallente Jericho Fraction The Star Fraction
|
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!
|

NaMorham Santorin
Tech 1 Holdings Limited Tech Holdings Limited
|
Posted - 2008.10.28 03:04:00 -
[46]
|

Aaru
Risky Advanced Production Enterprises
|
Posted - 2008.10.30 16:30:00 -
[47]
bump
|

Aaru
Risky Advanced Production Enterprises
|
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.
|

Aaru
Risky Advanced Production Enterprises
|
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.
|

Ameri Boi
hirr Morsus Mihi
|
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. |
|

Kralizek Kharr
|
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 
|

Aaru
Risky Advanced Production Enterprises
|
Posted - 2008.11.14 21:45:00 -
[52]
bump
|

RiseofFilth
|
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
|
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
|
Posted - 2008.11.26 22:06:00 -
[55]
I like this idea!!! |

Spoon Thumb
Paladin Imperium Curatores Veritatis Alliance
|
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.
|

Aaru
Risky Advanced Production Enterprises
|
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.
|

Concorduck
|
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.
|

Redplayer X
Free-Space-Ranger Morsus Mihi
|
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.
|

Cailais
0utbreak
|
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.
|
|

Lostroma
|
Posted - 2008.12.29 08:04:00 -
[61]
|

Barnybear
|
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
|
Posted - 2008.12.29 10:45:00 -
[63]
yeah
|

Kerin Chei
Darkwave Technologies Doctrine.
|
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
|
Posted - 2008.12.29 11:53:00 -
[65]
sounds interesting to me
|

Jason Edwards
Internet Tough Guy
|
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
|
Posted - 2008.12.29 18:11:00 -
[67]
Looking Good!
|

Piccalo
SUNDERING Zenith Affinity
|
Posted - 2008.12.30 07:52:00 -
[68]
signed 
|

CombatSmurf
|
Posted - 2008.12.30 08:08:00 -
[69]
Rock on!
|

Ariad Valens
|
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.
|
|

Horatius Caul
PIE Inc.
|
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. -----
|

Ferenc Puskas
Vengeance of the Fallen CORPVS DELICTI
|
Posted - 2008.12.31 07:13:00 -
[72]
ME WANT NAOW
------------------------------- I LOVE TO PARTY HARDY! |

Horzunaman
|
Posted - 2008.12.31 12:15:00 -
[73]
i support this
|

Hun Jakuza
Naughty By Nature
|
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
|

Aaru
Risky Advanced Production Enterprises
|
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
|
Posted - 2009.01.19 12:57:00 -
[76]
|

CommanderData211
|
Posted - 2009.01.19 20:39:00 -
[77]
Love the idea of an anchor-able structure in belts!
|

Isee Usee
|
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.
|

SilverSwann
|
Posted - 2009.01.20 12:03:00 -
[79]
|

Rommah
|
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 ...
|
|

Vuk Lau
|
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.
|

Kaya Divine
Gallente
|
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
|
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.
|

Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
|
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
|
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.
|

Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
|
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/
|

Kweel Nakashyn
Minmatar Kernel of War Tau Ceti Federation
|
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/
|

De'Veldrin
Special Projects Executive
|
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
|
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.
|

Cygwin Gaad
The Element Syndicate Black Mesa Project
|
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.
|
|

Simokon
|
Posted - 2009.03.23 11:15:00 -
[91]
|

Commander Lorne
|
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
|

Clansworth
Good Rock Materials
|
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
|
Posted - 2009.04.18 23:05:00 -
[94]
anything is better then the current system  ----------
|

Simeon Whiteheaven
|
Posted - 2009.04.19 10:13:00 -
[95]
I like this.
|

Efrim Black
Gallente Aliastra
|
Posted - 2009.04.20 20:23:00 -
[96]
Bringing this back to the front page for more support.
|

Rommel Rottweil
|
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
|

Odysseus Black
|
Posted - 2009.04.22 19:14:00 -
[98]
back to page 1 wit yeh
|

Keitoshi Yamada
Mjolnir Inc.
|
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.
|
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
|
Posted - 2009.05.19 12:37:00 -
[101]
Quote: The only honor in PVP is that which you bring with you.
|

Ellariona
|
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 ^^
|

Ellariona
|
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.
|

Ellariona
|
Posted - 2009.05.19 19:01:00 -
[104]
i forgot,
/signed!
|

Kasi Kasai
|
Posted - 2009.05.20 23:54:00 -
[105]
|

Terig
Minmatar Bene Gesserit ChapterHouse Quantum Star Alliance
|
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!
|

Terig
Bene Gesserit ChapterHouse Quantum Star Alliance
|
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!
|

Eolos
|
Posted - 2009.05.30 12:34:00 -
[108]
excellent suggestion, i love it!
|

Kweel Nakashyn
Star's Dust Industrie
|
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
|
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
|
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
|
Posted - 2009.06.10 18:41:00 -
[112]
|

Kytanos Termek
Darkstorm Command Ethereal Dawn
|
Posted - 2009.06.13 21:27:00 -
[113]
Dont agree with some of your ideas, but I do agree with the overall idea.
|

Photon Ceray
|
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.
|

Aethrwolf
Caldari Home for Wayward Gamers
|
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
|

Entaki Unbraga
|
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.
|

Urhgo Khanab
Minmatar Rogen's Heroes Shadow of xXDEATHXx
|
Posted - 2009.08.08 19:24:00 -
[117]
Supported
|

iP0D
|
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.
|

Information Broker
|
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.
|

Hashin Kyojin
|
Posted - 2009.08.09 21:06:00 -
[120]
signed
|
|

ShadowGod56
|
Posted - 2009.08.10 01:32:00 -
[121]
thumbs up from me
|

Faust Paramore
Praetorian BlackGuard Frater Adhuc Excessum
|
Posted - 2009.08.15 05:52:00 -
[122]
Edited by: Faust Paramore on 15/08/2009 05:54:25 The idea of colonies is a good one, but this implementation is not going to add much for the average player or bring more people out to 0.0 space.
The first problem with this idea as it is now is that only alliances can put up these colonies after they gain constellation sovereignty. The reason this fact is not good is because it makes the content inaccessible to anyone who is not top brass is a larger alliance.
Secondly, if the only ships capable of attacking a colony are capital ships, then there really wonÆt be much difference between a POS and a colony. They really would just become an extension of the other without adding anything truly different to the game.
After reading the CSMÆs meeting minutes on the subject it looks like CCP is looking to revamp the way sovereignty works and colonies are a possibly solution. With that being said, colonies should not become the next step after sovereignty for an alliance, but an alternative to gaining sovereignty.
If colonies are meant to bring more players to 0.0 then they should be accessible to the individual or at least to smaller groups of individuals. Players that arenÆt out in 0.0 having fun with POSÆs right now arenÆt going to jump in with colonies if colonies function on the same level. What I think eve needs is more content that must be managed by smaller groups that will benefit the alliance.
As I said before, I like the idea of colonies, but lets not make this another version of the POS. Lets get some 0.0 content that more individuals can enjoy.
|

Sophie Malaster
|
Posted - 2009.09.14 19:12:00 -
[123]
Supported! ________________________________________________
|
|
|
|
Pages: 1 2 3 4 5 :: [one page] |