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blankseplocked Walking in MIssions/Archaeology/Hacking sites instead of Stations
 
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skye orionis
Posted - 2009.05.29 19:46:00 - [1]
 

Ambulation is one of those features that stirs up a lot of emotion among players, sure, we'd all like it if (a) we could still use the point and click station interface and (b) CCP would fix other bugs first and not waste dev time on simething that doesn't affect gameplay in the grand scheme of things.

Walking in stations doesn't really add much to the game, I mean the demos we've seen are pretty, but relatively pointless. Walking in stations adds to the RP part of MMORPG, but that's just an adjective, it's the 'G' part that most people really want to see developed.

So, my proposal is that CCP should seriously look at ambulation as a component of missions and exploration. To get certain rewards in some sites you have to don a spacesuit, get out your ship and walk around that archaeology site.

It was pointed out that if the avatar is wearing a space suit then that immediately removes the need to develop a whole body character model, you can just stick your existing character head inside the helmet of the appropriate <male|female> <amarrian|caldari|gallentean|minmatar> standard issue EVA suit.

Now the actual tasks will be relatively simple things like
'fly to abandoned station x, kill the rats guarding it, then dock with the station and find the data chip'
'..... dock with station and meet our contact, he doesn't trust comms and wants to meet with you directly'
'..... explore archaeology site and photograph as many ancient heiroglyps as possible before your air runs out'
'your codebreaker can't hack this next gate, I need a direct connection to the mainframe, you're going to have to go inside that station and hack in manually.'

You don't need anything directly hazardous to the avatar so no need to develop any avatar combat code. I would suggest having some sort of time limit where the player will be punished if they exceed it.

Now, you can even go so far as to add new tech components that are only available from exploring sites on foot. Now, I hear you ask, why does the all powerful capsuleer do this, why not hire some lackeys to the the dirty work. Storyline demands some sort of justification and I was thinking, perhaps these ancient archaeology sites were created by a race that has a deep fear of computers and cover the sites with a dampening field that cause drones to break down and most electronics to become non functional. Maybe, these sites are actually special containers created by a race that have abandoned technology and sealed all their most powerful gizmos away in these locations. Your space suit life support is maybe marginally affected giving you only a few minutes to rush around on the end of a tether until you have to return, exceed this time and your ship winches you back.

There's a perception that CCP is developing ambulation primarily for other project and that it's really being shoehorned into eve as a test bed. Well this proposal has a lot of advantages for everyone involved

1) it reduces the technical requirements for developing ambulation (existing heads, limited number of bodies)
2) It gives ambulation a purpose within the greater eve universe
3) It gets tested with a much smaller subset of the user base, so ambulation bugs can be tracked down before unleashing WIS to the masses.

Kell Braugh
Dawn of a new Empire
The Initiative.
Posted - 2009.05.29 20:25:00 - [2]
 

I for one would rather see CCP put their time and energy into making the existing game better, even if its background tweaks without any real eye candy.

Ambulation is a nice concept, but it would take way too much time and effort to do well.

Quality > Quantity for features I say.

skye orionis
Posted - 2009.05.29 22:29:00 - [3]
 

I for one would like to see that too, but, CCP has made it clear that development of an ambulation engine is essential to other projects and will therefore happen regardless. So, if we accept that they're going to spend effort on it I'm presenting an idea which will make it possible with fewer technical resources and with more relevance to the actual game. Instead of some RP fluff.

riverini
Gallente
Reliables Inc
BricK sQuAD.
Posted - 2009.05.30 05:56:00 - [4]
 

i already propposed a science ship for eve with science mishes, this is the post that actually complete this:

******************
Responding to someone propposing science only ships
******************
You mean something like Old Spock's Ship from the new star trek movie?

I was called Jellyfish

http://www.ex-astris-scientia.org/schematics/unknown-trekxi-screen.jpg

It would be cool if we could create wormholes with would transport the ship (to where should be semi-random, say we throw 1500 dark matter and it gives u a wh to the other side of the galaxy, but we throw 150 and u get a random, closer exit point say a random constellation/system in your region etc. etc...) to interesting new locations, making WH traveling an sort of Science and Art at the same time.

A ship like that could also have enhanced resist for toxic clouds missions and excellent probing bonuses, (maybe integrated probe launcher?) that could locate cloaked ships and pin point them.
A trade off would be thin-foil resists and the inability to carry offensive weapons, because this ship was originally designed to be a civilian ship, should a fleet want it's services, better care for it, also, it would be a perfect analogy to embedded civilian scientist in real world warfare, which haz absolutely no combar training but still do very important work.

Just my 2 cents.
************************

Imagine something like yeah go to this station and retrieve this viral agent from X body, and u enter this grimly area and see the devastation done bcz of an accident, also say u can take mishes for the SCOPE and do PHOTO OPS, or there is this scenario where u have to get inside a heavy toxic cloud to recover some "heavy matter" idk before the reactor explodes and take out the galaxy, this would add some deep to the mishes which after a while get a lil' bit boring, pew pew... salvage, this could be like a grand tour.

Scotty, magnetize!!!


Nnamuachs
Caldari
Kiith Paktu
Curatores Veritatis Alliance
Posted - 2009.05.30 07:49:00 - [5]
 

Only problem with this... Capsuleers being a race of demigods and all... Why would any capsuleer, who i would hope is in their right mind, leave the safety of their capsule for an obviously hostile enviroment in which the slightest mistake would make their next death permanent, if anything they'd send a crew member if they had to, but they would never be so idiotic to put themselves in a truly life or death situation like that.

k'nah Manaan
Minmatar
Posted - 2009.05.30 11:43:00 - [6]
 

I like the Idea of exploring derilect stations on foot, but It would be a bad idea for the pilot to leave the pod.

a decent compromise might be an exploration drone similar to the "AIMED". these are the automated medical drones you have to pick up in some missions, so we know the tech exists.

Using your drone skills you could operate a 3 drone squad to walk in and explore the station. this could eventually add a 1st or 3rd person squad based shooter element without destroying the "demi-god" status of capsulers.

I thought maybe you can use a human mercenary squad but then the rp aspect wouldn't be able to explain how you have direct control over them unless you were just issuing "ghost recon" type movement orders to them.

skye orionis
Posted - 2009.05.30 15:43:00 - [7]
 

Originally by: Nnamuachs
Only problem with this... Capsuleers being a race of demigods and all... Why would any capsuleer, who i would hope is in their right mind, leave the safety of their capsule for an obviously hostile enviroment in which the slightest mistake would make their next death permanent, if anything they'd send a crew member if they had to, but they would never be so idiotic to put themselves in a truly life or death situation like that.


Yes, that's a great question which I posited and supplied some answers for. Certainly it's clear that the ambulation engine could work equally well for exploration drones, and that would be an even easier first step for CCP developers and artists. But it's largely down to writers to come up with a reason why the pod pilot is the only person who can do it.

so....
* The mission in question only allows small ships, which don't have any crew so the captain can't delegate the duty to an anonymous red shirt.
* You arrive at contact location only to find that your contact will only deal with the captain of the ship in person, you could turn around now and fail the mission, or, leave the pod and deal with this yourself.
* The locking interface needs someone with a neural interface, and the pod pilot is the only person on the ship who has this.

But, we don't need lethal consequences to make it interesting, just a timer which if it expires causes somewhat lesser problems like
* Your contact leaves, mission fails.
* You get caught by security, mission failed and your bail is paid out of your mission collatoral
* If you're too slow more enemies spawn in the mission space meaning you have to fight your way out

Or in dead sites.....
* Your suit runs low on oxygen and the ship reels your tether back in, but because of oxygen deprivation you're groggy for the next hour or so and your ship piloting skills are reduced.

There's no technical storyline reason why the destructive neural scanner can't be miniaturised in the name of providing new gameplay elements, although I guess that would be incompatible with the technology suppression fiels I suggested. Maybe that's just an AI suppression field, to stop you sending drones in.

I just don't want CCP to waste dev time on walking in stations with no gameplay elements.


 

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