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Daedalus II
Helios Research
Posted - 2009.11.05 20:43:00 - [61]
 

Originally by: Markus Reese
Well, on the idea of the name, how about rename current moms just supercarrier class, and then call this hive ship a Mothership. Does seem more fitting after all.

Modular though, that will be the best part. I would really like to see multiple pod commands though. This will allow for more versatility like pos options where one person (say needing a high fleet command skill) can control the central command module and offer leadership bonuses to the rest of the mothership. The other pod pilots have their own modules. Work exactly like a ship with fittings, etc, just no ship control.

Inspiration hit. here... They are exactly ships and modular. Can detach and fly separate if need be, though slow and weaker solo. Somehow, a mechanic can be involved so that when they join together, the stats average out and hp totals. So one person and module can focus on small gun point defence and repping, etc. Advantage of this system is it does not just become some single pilot supership. It may be tougher and more resistant to small gang, but overall, it's hp would be the same as a similar fleet split up, just resistant to the focused fire ganking/blobbing.

The deployment into a stationary one could be simple as the command pilot setting deploy and the pods leave the "Mothership" and it goes into a 24 hour poslike reinforced mode. Over downtime, the system converts it to a station, and remaining timer reinforced stays up.


While all these ideas are cool and all I think we have to limit ourselves to have even the faintest chance of something like this happening in game. Having multiple players control one ship is opening a huge can of worms that most likely would result in major rewriting of the game code. That is not going to happen. We always need to see where the game is today and how much work our suggestions would require to implement. If it's too much work, it's not happening, simple as that.

Larinioides cornutus
Posted - 2009.11.05 20:50:00 - [62]
 

Different players can already man multiple guns in the same POS. A ship that only one person can move around but everyone can man modules is very simple to make.

"Ya that's your ship, you can receive statistic on it but if you arent the main pilot we negate all locomotive instructions from you".

Tamahra
Gallente
Apina.
United Pod Service
Posted - 2009.11.05 21:12:00 - [63]
 

Edited by: Tamahra on 05/11/2009 21:35:19

Originally by: CCP Incognito
What do you think about making the hive ship (really needs a new name, hive reminds me to much of rogue drones/ insects/ bugs) only able to carry non capital ships. This solves the problem of taking a dread fleet into a wormhole and steamrolling all the content for uber loots that are no risk.

I think the capital ships would have to follow separately as a titan would be as big the hive ship.

This would also mean that a hive ship could escape to a WH system that doesn't allow capitals and be safe from attack. But if you parked this in a 0.0 system then it would get taken by a fleet of capitals unless defended by a friendly fleet.

I think a nomad ship would have to have good relations with many different groups to be able to move around space.

I was also thinking hive ships should be allowed in empire space, 'the nomades coming to town for supplies type thing'.

thoughts comments.


you could do this kind of thing. Make the hive vessels platforms for deep w-space exploration. But it would only make sense if the w-space would be much much much deeper than it is as of now. Because then the players could set off to real expeditions into the unknown.

Add another w-space beyond the sleeper w-space, and then another w-space with an even more ancient race, and even more rewards.

Then youll have a real scifi game.

But in these new parts of space, there would have to be content for solo play as much as group play. Because once you set off to your expedition it will take days or weeks until you have a chance for return, and youll never have everybody online at the same time. Sooo, everybody whos part of the expedition needs something to do at any given time.

Joe Starbreaker
M. Corp
Posted - 2009.11.05 21:13:00 - [64]
 

Honestly I don't like where this thread has gone, down the road to a mobile, wormhole-jumping outpost. This would turn into an incredibly expensive vessel out of the reach of ordinary alliances, whose sole purpose is for giant groups like CVA and Goonswarm to denude wormhole space of its resources without any effort.

The original idea was to support a nomadic lifestyle.
The capability that is needed is the ability to move a corporation's offline members with their stuff at the same time the online ones are moving.

I think the thing should be a medium-priced capital ship, under 10 billion so it's in reach of small corporations. It doesn't need gun pods or refineries or manufacturing lines, just a corporate hangar, ship maintenance bay, and clone facility. A fair number of sub-capital ships should be able to dock with their pilots inside. It should have enough cargo space to carry a POS and modules that it can set up for "shelter" when it arrives in a new place.

Tamahra
Gallente
Apina.
United Pod Service
Posted - 2009.11.05 21:26:00 - [65]
 

Edited by: Tamahra on 05/11/2009 21:35:57

Originally by: Joe Starbreaker
Honestly I don't like where this thread has gone, down the road to a mobile, wormhole-jumping outpost. This would turn into an incredibly expensive vessel out of the reach of ordinary alliances, whose sole purpose is for giant groups like CVA and Goonswarm to denude wormhole space of its resources without any effort.



I think the only purpose of those hive vessels should be to set off to expeditions deep into unknown space, as you can read in my previous post, and they shouldnt be a permanent thing. maybe if players could rent them from npcs for a given duration. and then theyll have to give it back, or something like that lol.

but they couldnt be given out by ordinary npcs. they could make it so that only the jove are renting those hives to the players.

what happens if you, say, rent it for 6 days and then after 6 days have passed by, maybe the jove would recall the whole hive back to one of their stations and everything inside would be teleported inside a stationary jove station in k-space.

the renting of such a thing would be costly, of course.


Originally by: Tamahra

you could do this kind of thing. Make the hive vessels platforms for deep w-space exploration. But it would only make sense if the w-space would be much much much deeper than it is as of now. Because then the players could set off to real expeditions into the unknown.

Add another w-space beyond the sleeper w-space, and then another w-space with an even more ancient race, and even more rewards.

Then youll have a real scifi game.

But in these new parts of space, there would have to be content for solo play as much as group play. Because once you set off to your expedition it will take days or weeks until you have a chance for return, and youll never have everybody online at the same time. Sooo, everybody whos part of the expedition needs something to do at any given time.

Dharh
Gallente
Ace Adventure Corp
Posted - 2009.11.05 21:38:00 - [66]
 

Originally by: Joe Starbreaker
Honestly I don't like where this thread has gone, down the road to a mobile, wormhole-jumping outpost. This would turn into an incredibly expensive vessel out of the reach of ordinary alliances, whose sole purpose is for giant groups like CVA and Goonswarm to denude wormhole space of its resources without any effort.

The original idea was to support a nomadic lifestyle.
The capability that is needed is the ability to move a corporation's offline members with their stuff at the same time the online ones are moving.

I think the thing should be a medium-priced capital ship, under 10 billion so it's in reach of small corporations. It doesn't need gun pods or refineries or manufacturing lines, just a corporate hangar, ship maintenance bay, and clone facility. A fair number of sub-capital ships should be able to dock with their pilots inside. It should have enough cargo space to carry a POS and modules that it can set up for "shelter" when it arrives in a new place.


If it was turned into a Tech III style modular outpost then the options could be fairly wide open. So a low cost under 10 billion version could be had and a high cost version with gun pods, manufacturing, etc could also be had.

Sig Sour
Posted - 2009.11.05 21:44:00 - [67]
 

This would be a real mother ship. Not a Juggernaut (Juggernauts are building up in masses in Jove). Hive ship is Stargate Atlantis - the wrath (1/2 human 1/2 bug) term for a Mothership.

It would be super cool if this thing could be pre programmed to, much like a pos, deploy drones when attacked. Fighters and fighter bombers would be great if someone goofing off attacked one and got chased down endlessly though w-space.


sg3s
Caldari
Deep Core Mining Inc.
Posted - 2009.11.05 21:45:00 - [68]
 

Originally by: CCP Incognito
What do you think about making the hive ship (really needs a new name, hive reminds me to much of rogue drones/ insects/ bugs)


"Mobile Scavenger Outpost" SMO~?

While a nice idea, I would impose a 'few' limits.
- Cannot warp or move normal, can only jump from one spot to the next.
- Jumping will take a significant amount of time to initiate and complete (dock capability off during)
- No capital docking
- No market option in the ship.
- Limited WiS if any.
- Limited concurrent users, only alliance members can dock.
- Alliance holding the ship may not hold sov in more than x systems.
- Superstructure is indestructible but jump drive and any installed systems can be attacked.

Dharh
Gallente
Ace Adventure Corp
Posted - 2009.11.05 22:03:00 - [69]
 

Originally by: sg3s
Originally by: CCP Incognito
What do you think about making the hive ship (really needs a new name, hive reminds me to much of rogue drones/ insects/ bugs)


"Mobile Scavenger Outpost" SMO~?

While a nice idea, I would impose a 'few' limits.
- Cannot warp or move normal, can only jump from one spot to the next.
- Jumping will take a significant amount of time to initiate and complete (dock capability off during)
- No capital docking
- No market option in the ship.
- Limited WiS if any.
- Limited concurrent users, only alliance members can dock.

- Alliance holding the ship may not hold sov in more than x systems.
- Superstructure is indestructible but jump drive and any installed systems can be attacked.


Perhaps a version with market (and thus maybe even non-corp docking) would have other limitations. If it were modular then the market module would automatically preclude other options, such as warp mobility.

Araq Lacrimosa
Gallente
Posted - 2009.11.05 22:09:00 - [70]
 

I'm coming in semi-oblivious here, but loved the first page of this topic...

as for the players "docking in players" server-side issue... why not make the ship controlled remotely, rather like a pos gun... if my understanding of pos guns is correct (never manned one)

Mike C
Caldari
MicroFunks
Posted - 2009.11.05 22:14:00 - [71]
 

Edited by: Mike C on 06/11/2009 14:03:32
Possibly add a "Wormhole Drive"? I'll just put my ideas for the hive.

Wormhole Drive is an advanced type of Jump Drive used by the Hive Ship. While normal Jump Drives use quasi-stable artificially-generated gravity wells as a destination, a Hive Ship's sensors are sensitive enough to detect the precursor to naturally forming wormholes. By reacting enough Nitrogen Isotopes (screw O Iso), a Hive Ship's pilot can artificially create a wormhole just capable of transporting the Hive Ship itself. Hive Ship pilots skilled in Advanced Jump Drive Calibration (JDC V prereq obviously) can further stabilize the wormhole, allowing further transit for a few sub capital-sized ships for a few seconds after the Hive Ship enters the wormhole. Due to the nature of the wormhole, anyone (not just fleet members) can use the wormhole in either direction, so long as it has enough mass and time remaining.

To avoid abuse, a few things would need to happen:
a) the wormhole (anything that you can right click > jump through to in a battleship) would be created as the Hive Ship jumps.
b) yes you can use the wormhole drive or enter the wormhole when tackled (Don't ***** about this, neut the Hive if you don't want it to escape. normal warping is scrammed)

Possible workarounds for the server problem of refusing to load characters if their location doesn't exist (ship-station blew up)
a) The pilot never actually docks with the hive, it docks with a logical entity that isn't destroyed when the ship is. When the ship is destroyed, players can still undock from the wreck (extra shielding on ship maint bay?) for 48h, when the wreck is destroyed and all players loaded in the wreck are killed/podded, jobs removed, and items destroyed.
b) The Hive Ship doesn't work like a station, it works like a POS. The Hive Ship has a small (5km, maybe) force field extending around the radius of the ship. The Hive can anchor down at a planet w/ a station and attach an umbilical (just a visual thing), allowing it to be invulnerable assuming the station is and shield/armor/hull to slowly be regenerated when it finishes. Unanchoring the Hive would take two hours, and the Hive would be vulnerable as soon as it hits unanchor, the process cannot be stopped. The Hive would have a repair facility which can be enabled/disabled via Ship Control Panel (get within 1k of the Hive and you can right click > repair, takes 30s in which you move along side the Hive as if you were attached to the side), and a reprocessing bay in which items are added and the pilot can use "recycle" option in Ship Config panel (PLEASE CCP GIVE THE SHIP CONFIG PANEL SOME USE!!!). Come to think of it, everything I've spoken of so far could be controlled via Ship Config panel.

Just my 0.02 (actually more like 2,000.02)

EDIT 1/3:
Forgot to mention three very important things:

a) I will not touch whether or not cyno jammers will work on Wormhole Drive with an 80 foot pole.
b) The range would be extraordinary, possibly 10ly base.
c) No the Hive cannot use Cyno Fields, Jump Portals (Bridge arrays yes I suppose due to the semi-static nature of destination/origin) or anything to do with normal jumping.


EDIT 2/3:
As for 'a' reason above, make that 80au pole for EVE purposes.


EDIT 3/3:
I'll explain the wormhole drive a bit more. This would allow you to, instead of using cynos, uses results of a stage in forming of a wormhole (lore) to lock on to the location. It then forms the wormhole to the location where the wormhole would be, up to the max jump range (distance to travel is not an issue, finding the well on the other side so you don't come out in the middle of a supernova or 2b ly from your base) and one can traverse this unstable artificial wormhole. After the wormhole is closed (mass or 30 seconds) the natural wormhole that would appear there will not and it is closed. So yes you could get to highsec, but you'd have to wait for a hole to appear in Amarr first chribba.

Sig Sour
Posted - 2009.11.05 22:36:00 - [72]
 

Edited by: Sig Sour on 05/11/2009 22:42:06
Making it a piloted pos would be pointless. We have pos's, we don't need any that require a pilot. Don't try to reinvent the POS.

The key features that would set this Mothership above being a pos are:
- It can relocate a corp/alliance while members are offline.
- people can resupply to/from it while other members are offline (market).
- lol trickery or carebear rainbow love (non allinace docking).
- upgrades could allow options like an outpost.
- no annoying pos shields mechanics
- no annoying pos anchoring mechanics

*edit
One thing that REALLY concerns me is how the new sov mechanics will tie to "super capital" construction and if a Mothership will be considered a super capital. I would like to see a "Mothership Construction Array" that is confined to 0.0 security but would not be tied to sovereignty. That way you don't have to be a powerblock to be a nomad.

Markus Reese
Caldari
New Eden Weekly Sentinel
Posted - 2009.11.05 23:33:00 - [73]
 

Originally by: Larinioides cornutus
Different players can already man multiple guns in the same POS. A ship that only one person can move around but everyone can man modules is very simple to make.

"Ya that's your ship, you can receive statistic on it but if you arent the main pilot we negate all locomotive instructions from you".


Yeah, that is sorta what I am getting at. But each player only has control of his subsystem. Would be as though you had a group of battleships and all were on follow to one main target, players focus on selecting the biggest threat etc. If you set up your Mothership to be a drone ship, ie if modules were cap level, each player could say have 10 fighter drones more or less, depending on testing. Only that one player could operate their 10 drones. If say an amarrian beam platform, everyplayer has their modules for the part that they are docked with.

Now, aside from joined HP, would be nice to get other bonuses. I was thinking that the command ship portion would have no turret or weapon points, but could fit a few modules to boost the fleet as a whole. IE the command module has a 3/3/3 setup. So can do some central logistics. A bonus to remote buffs. And personal buffs apply to whole mothership. IE if a heatsink was fitted, would be as though all had the heatsink? This might be too powerful don't know.

In Station mode, this is difficult as due to current turrets being outside of shield. Two ways. One could be a bubble shield with the stats of the ship mode, maybe double regen. For armor, would be double hp and increased rep? Controls for the combat sections would just be the pod person selecting and controlling as normal.

Daedalus II
Helios Research
Posted - 2009.11.06 00:02:00 - [74]
 

I don't see why you have to have weaponry on it? If you have 10 guys that can control weapons on a mothership, why not just put them in battleships instead? same result, better mobility, less coding magic.

I also think the mothership should be upgradeable as I stated in my original suggestion. If a single corp want to have one, they buy the pure hull, costing somewhere around 5-10 billion and then don't add anything more to it.

If you're in a larger alliance you can then upgrade it with market, larger hangars, more HP, production lines and so on, eventually making it into a 100 billion behemoth of a ship.

Ehris Bok
United Kings
Strategic Operations Brigade
Posted - 2009.11.06 01:01:00 - [75]
 

Originally by: Daedalus II
I don't see why you have to have weaponry on it? If you have 10 guys that can control weapons on a mothership, why not just put them in battleships instead? same result, better mobility, less coding magic.

I also think the mothership should be upgradeable as I stated in my original suggestion. If a single corp want to have one, they buy the pure hull, costing somewhere around 5-10 billion and then don't add anything more to it.

If you're in a larger alliance you can then upgrade it with market, larger hangars, more HP, production lines and so on, eventually making it into a 100 billion behemoth of a ship.


i like this idear & i like how CCP Incognito gave the idear for using worm holes to transport them to other systems in w-space thats just kool.
it would be good i think if you could put fighter drones on a ship like this & have them on an auto patrol (maybe have a a sub system mod that allows you to do this?).

i think a ship like this would be even better if w-space was deeper with new regions that arnt conected to the empires or 0.0 that often by wormholes. instead you have to find them in w-space.
give you the feel as if your a very long way from home & a hive ship like this would just finish it off nicely.


Dharh
Gallente
Ace Adventure Corp
Posted - 2009.11.06 01:07:00 - [76]
 

Originally by: Daedalus II
I don't see why you have to have weaponry on it? If you have 10 guys that can control weapons on a mothership, why not just put them in battleships instead? same result, better mobility, less coding magic.

I also think the mothership should be upgradeable as I stated in my original suggestion. If a single corp want to have one, they buy the pure hull, costing somewhere around 5-10 billion and then don't add anything more to it.

If you're in a larger alliance you can then upgrade it with market, larger hangars, more HP, production lines and so on, eventually making it into a 100 billion behemoth of a ship.


While it seems like a really good idea, if this thing stays in the game while everyone is gone (maybe the corp has a few hours no one is online) it would be completely defenseless. Not necessarily a problem, but that would be the argument. Personally I like the idea that the main purpose of this thing is for docking and moving logged off people with the corp, some cargo, and perhaps depending on the fitting some extra stuff like research/production.

Maybe thats the solution, it only has limited slots that can be fit depending on the size of the original hull. You could choose to fit with a weapon, but then you have 1 less slot for research, production, expanded cargo, expanded hanger, etc.

Markus Reese
Caldari
New Eden Weekly Sentinel
Posted - 2009.11.06 02:42:00 - [77]
 

True, it may be defenseless, but if it is like a station, or pos like, maybe can have the shield bubble. Personally, I don't like that idea for something this huge. But say it had the internal module setup for deployment, then you could have pos guns, etc.

Mistress Jita
Posted - 2009.11.06 04:00:00 - [78]
 

Edited by: Mistress Jita on 06/11/2009 04:01:41
I think you're right that they should not be able to carry caps. As for the name how about Outpost ship? That's exactly what it would be.

Great ideas.
I like the idea of a massive ship, enabling a truly nomadic WH lifestyle.
If you're going to do it, I think you should go all the way though, give it all of the abilities of a station, (i.e. cloning, corp hangers, research, production, refining, etc) But I think you should make it LOOK like a ship, not a station. For some reason picturing it as a station just ruins it for me, because it would NOT be a station, no matter how many station services you pack into it, it's still a SHIP.

I even like the idea of being able to bring it into empire, take the whole fam damily to jita for the day! Wink But as far as bringing it into SOV space I think you should be very careful with this, someone WILL find a way to exploit them in a way CCP didn't forsee, just give them time. If they don't have the ability to even try it, they can't find the holes to exploit.

Also only being able to move them once a day brings up another interesting question I would like to ask CCP Incognito, does the DT restriction only hinder the ability to move from system to system, or to move AT ALL?

The reason I ask is because it would be great if (eventho you can only move to another system during DT) you could move the hive ship within it's current system.

Also:
What if there is no deployed mode, no spot it has to be anchored to? (if this is even technically possible)
And what about allowing cloaks since it's a ship and must have a high slot afterall?
You could keep it cloaked in a SS somewhere and only uncloak to accept a corp members request to dock and drop off ore for example. Which also means that you could have a fleet of ships that seem to come and go from nowhere.

This would be a double edged sword, it would add a whole new layer to the game, which I believe EVE needs. As things are now it's too much like watching a civil war reenactment where everyone lines up, aims, fires, repeats until people are dead. This would help to clear out some of the 0.0 cobwebs that are choking eve to death. We can only utilize the tactics and abilities you (CCP) make available to us, give us hammers and we will all smack eachother to death with them, but give us a full toolbox and you will see all sorts of inventive ways to kill people.

You would probably see entire alliances who don't hold SOV, don't have to defend territory, and can come and go as they please. Smaller "hungrier" corps could use this is a hidden base to strike at their enemy, the defending force could also be using one of their own to mask their numbers/movements.
Besides, who doesn't want a secret hidden base parked in their backyard, just in case of course. Wink

Also I think that the ability to destroy/capture them is a bad one. Once you have built it I think it should be yours to keep, maybe it can sustain damage that needs to be repaired before it's fully operational again?
(Ship warp speed, jumpdrive distance, and sub-warp speed all reduces to 10% All station services are out of service until full repairs have been made.)
You could also make it so that you slowly build your ships uses and powerfulness up, (the same way you will build up your systems in dominion to make them better) These "additions" or "improvements" are destroyed during attack and need to be rebuilt from scratch again, leaving you with a "stock" (and farely useless out of the box) hive if you lose the battle.

Overall I think the idea are great as long as:
1 It's not for 0.0 only.
2. It's not the new status symbols for super wealthy. (i.e. only 5 alliances can afford to build them)
3. It opens up WH space to full nomadic life.
4. It doesn't become the new deathstar, DDD, super weapon.
5. It looks like a SHIP, not a station!
6. It isn't JUST a station that can change locations during DT, CCP can do SO much better than that.

Markus Reese
Caldari
New Eden Weekly Sentinel
Posted - 2009.11.06 04:43:00 - [79]
 

For Mistress Jita:

The DT thing is for going from a mobile ship form to deploying as a station. Due to current programming, station (outposts etc) can only go up during that time. Is why a timered delay would work well for when somebody wants a heavy deployment instead of the massive supership.

Cost, I concur on the superwealthy part, that is why I was thinking the modular system myself. I doubt it will ever by high sec accessable unless the cap ship movement idea takes off. Modularity would keep cost down where smaller corps would have a smaller mothership. The cap ship movement idea I had would be standings related, ie for high sec, if you had a good enough sec and faction standings, you could take your ship through the empires with drones and high slots disabled while in the high sec.

Dharh
Gallente
Ace Adventure Corp
Posted - 2009.11.06 06:17:00 - [80]
 

Originally by: Mistress Jita
snip


The design would hopefully be neither entirely ship like nor station like. Wouldn't it be awesome to behold if you saw a shell of a structure with a hundred small ships and drones docked to ports or buzzing around tightly around the perimeter? That's one of visions I have when i think of one of these things. Not a giant domi or carrier.

The firepower from one of these would mostly likely entirely rely on the mass number of ships around it. The guns, if it had any, probably wouldn't be all that buff. Cap ship size? One or two max?

Also if one of these things appeared in someone elses sov uninvited, it be like any other unwanted invasion blob. Most likely quickly taken out in short order.

I would think the movement within the current system would be slow as heck. No warp speed and slower than the slowest ship available.

I don't think a cloaked structure of this size would be wise. Much less keeping to the notion that it merely a gigantic ship.

Making it a ship with a bunch of slots and giving it _all_ the abilities of a station seems way overpowered.

Mistress Jita
Posted - 2009.11.06 06:30:00 - [81]
 

Originally by: Dharh

Making it a ship with a bunch of slots and giving it _all_ the abilities of a station seems way overpowered.

Not if it's main purpose is to make a truly nomadic WH lifestyle possible.
It would be the perfect solution.

As for the cloak, I think it would be a great idea because eve is to much "warp in, shoot 'em in the face!" Which is fun for about the first month and then it's just gets boring and repetative.

I think whole new levels of subterfuge, psychological warfare, and non-traditional combat built into eve at the game mechanics level would be the best thing for eve.

Few corps/alliances/players use actual TACTICS, I think CCP should force us to do more than warp, target, fire, wait, rinse and repeat. Even after Dominion the cob webs will grow in 0.0 again and things will go back to the way they are now, just with different SOV mechanics.

Phocas
Amarr
Viziam
Posted - 2009.11.06 08:41:00 - [82]
 

This is a great idea.

I like the idea of making it not too powerful. I also like the idea of making it absurdly powerful/epic. I think there's a way to resolve the two.

Remember ASCN, the 0.0 alliance that built tons of outposts in a time when no one had really built any? Some people in this game just love to build. And build and build and build. There's not much for them to build anymore except...more outposts? Others, like CVA, have done a remarkable job trying to build a real empire.

This ship could start out smaller than a titan, but could scale up to a project of that size. It could be a real "source of pride"; you put all your building effort into it.

Suppose the mothership starts out kind of weak. But you can keep adding onto it in a formulaic way. Each time you make it better and better (increasing the stats/size), it becomes increasingly difficult - in terms of resources - to operate. However, it also becomes more efficient and very powerful defensively, maybe even offensively.

By far the most important part is that the enhancements and extra pieces would follow some simple formulaic rules/modular system so that CCP wouldn't have to make all kinds of new content. That's the only way to keep it realistic; keep it procedural, keep it modular. Otherwise they'd talk themselves out of doing it.

Imagine an alliance as dedicated to building as CVA/ASCN just working on this. There'd only be one or two alliances that would take their mothership to this level. You certainly wouldn't have to, and most people would not. But there'd be that odd group of players who would, and their mothership would far outclass anything in the game in terms of size/power. It would also take years and years of gameplay effort to make it reach that epic size and a huge alliance of builders/"carebears" to keep it operating.

Here's something cool to think about:

Suppose that alliance someday collapses and the massive mothership is just abandoned in space. You, the lone traveler, are out scanning a random system. You see an indication that there is something 10x the size of a titan in the system. Is it a bug in the game? Or is it that famous abandoned mothership, unique in the game's history, that you've seen so many screenshots of?

You find it, and since walking in stations has been released, you take a look around. It's a lot like a normal station, but eerily empty. Hundreds of ships, but no people.

It doesn't look like those screenshots either. Parts of it look skeletal - just scaffolding, where earlier travelers had salvaged a piece of it.

Like so many others before, you activate your "Salvager III" on the mothership, taking a piece home for profit or just as a memento. Someday, salvagers like you will have dismantled the entire ship, its majesty lost to history.

CCP Incognito

Posted - 2009.11.06 08:47:00 - [83]
 

Originally by: fuze
The name could be Juggernaut.

Or VOLTRON.

I believe that is copyrighted...

CCP Incognito

Posted - 2009.11.06 08:49:00 - [84]
 

Originally by: Larinioides cornutus
Different players can already man multiple guns in the same POS. A ship that only one person can move around but everyone can man modules is very simple to make.

"Ya that's your ship, you can receive statistic on it but if you arent the main pilot we negate all locomotive instructions from you".


No it is not simple, what happens if you are in a fight and your pilot disconnects. you are stuck floating is space, not fun game play.

CCP Incognito

Posted - 2009.11.06 08:57:00 - [85]
 

Originally by: Joe Starbreaker
Honestly I don't like where this thread has gone, down the road to a mobile, wormhole-jumping outpost. This would turn into an incredibly expensive vessel out of the reach of ordinary alliances, whose sole purpose is for giant groups like CVA and Goonswarm to denude wormhole space of its resources without any effort.

The original idea was to support a nomadic lifestyle.
The capability that is needed is the ability to move a corporation's offline members with their stuff at the same time the online ones are moving.

I think the thing should be a medium-priced capital ship, under 10 billion so it's in reach of small corporations. It doesn't need gun pods or refineries or manufacturing lines, just a corporate hangar, ship maintenance bay, and clone facility. A fair number of sub-capital ships should be able to dock with their pilots inside. It should have enough cargo space to carry a POS and modules that it can set up for "shelter" when it arrives in a new place.


I like the idea of a mobile outpost, but if it had all the benefits of home then you are right it would become a mobile invasion platform.

I agree that this should just be a docking facility and you use POS to do refining and such. The nomad ship should be able to carry allot of fuel for pos to allow for extend trips from k-space.

One idea I did have was that the nomad ship could anchor in a system, this would activate the repair and cloning service. It would take 24 hours to anchor/ unanchor. While anchored it would not be able to move.

thoughts/ comments/ sarcastic remarks :)

CCP Incognito

Posted - 2009.11.06 09:05:00 - [86]
 

Edited by: CCP Incognito on 06/11/2009 09:12:49
Edited by: CCP Incognito on 06/11/2009 09:07:55
Originally by: Mistress Jita

Also only being able to move them once a day brings up another interesting question I would like to ask CCP Incognito, does the DT restriction only hinder the ability to move from system to system, or to move AT ALL?



the down time just makes it easy, we don't have to worry about the station moving while someone is in the middle of docking/ undocking. We don't' need visual effect to show the nomad ship disappearing/ appearing.

nothing that isn't insurmountable, but it would be easier if it just happens 'off stage'

Having said that we do have a internal directive not to code anything that depends on down time. We are trying to get DT to be as short as possible.

Originally by: Mistress Jita

Also only being able to move them once a day brings up another interesting question I would like to ask CCP Incognito, does the DT restriction only hinder the ability to move from system to system, or to move AT ALL?



the down time just makes it easy, we don't have to worry about the station moving while someone is in the middle of docking/ undocking. We don't' need visual effect to show the nomad ship disappearing/ appearing.

nothing that isn't insurmountable, but it would be easier if it just happens 'off stage'

Having said that we do have a internal directive not to code anything that depends on down time. We are trying to get DT to be as short as possible.

now going to read the rest of your post.




Daedalus II
Helios Research
Posted - 2009.11.06 09:16:00 - [87]
 

Originally by: Phocas

Suppose that alliance someday collapses and the massive mothership is just abandoned in space. You, the lone traveler, are out scanning a random system. You see an indication that there is something 10x the size of a titan in the system. Is it a bug in the game? Or is it that famous abandoned mothership, unique in the game's history, that you've seen so many screenshots of?

You find it, and since walking in stations has been released, you take a look around. It's a lot like a normal station, but eerily empty. Hundreds of ships, but no people.

It doesn't look like those screenshots either. Parts of it look skeletal - just scaffolding, where earlier travelers had salvaged a piece of it.

Like so many others before, you activate your "Salvager III" on the mothership, taking a piece home for profit or just as a memento. Someday, salvagers like you will have dismantled the entire ship, its majesty lost to history.


I love that Very Happy

You're out exploring wormhole space and all of a sudden you come across a 50 bil worth abandoned ship!

Another cool vision:

A mothership happens to jump into the same wormhole system as another mothership. Imagine the immense fighting as the two ships throw everything they got at each other! Wave after wave of ships launching at each other until one of the motherships run out of resources and succumb Very Happy
Like two hive ships battling it out in Stargate Atlantis.

Regarding the use of mothership as launching platforms for space invasion:
I don't know if people will use that. Sure it's a good launching point, but it's still not very much more than a single station. Also if it requires wormholes to jump it can't pick a destination (like their enemies home system), it has to accept what is given to it. And as it can only move during DT, once it's deployed in hostile space it has to sit there for at least 23 hours. What if the hostiles turn out to be more powerful than expected? You stand to lose everything if you make that misstake, it's just a huge risk, too huge for most alliances I think. How many alliances today would throw up a station in an enemy system just to start an invasion out of it?

Sig Sour
Posted - 2009.11.06 10:15:00 - [88]
 

Originally by: CCP Incognito
We don't' need visual effect to show the nomad ship disappearing/ appearing.

Having said that we do have a internal directive not to code anything that depends on down time. We are trying to get DT to be as short as possible.



Visual effects are cool. What if you give a 5 minute warning that would shout in local (like weirdfish loves to do on the test server, or traffic warnings) that the Mothership is preparing to jump. Transfer it into a 10 minute lockdown, nothing docks, nothing can be traded, everyone enters a total lock down. Viewed from the outside the mothership would play a sweet five star animation the unanchor process taking place, while in the background all the data is actually being backed up and moved to the new system.

Now when you have a crap ton of modules out free in the corp hangar in a carrier, and you jump, it takes a long time for that stuff to load. But if they are in cans, it loads super fast. This could be a bug with the corp hangars on the carriers, or a trick you could use to get this nomad mothership to be able to jump quick, idk.


Rachel Silverside
Caldari
Handsome Millionaire Playboys
Warped Aggression
Posted - 2009.11.06 11:15:00 - [89]
 

Edited by: Rachel Silverside on 06/11/2009 11:25:18
EDIT: i was beaten to it but i thought of some names

amarr: Genesis
gallante: Sycamore
minmitar: Freyr
caldari: Manta ray

Spiffing1
Caldari
The Praxis Initiative
Gentlemen's Agreement
Posted - 2009.11.06 11:30:00 - [90]
 

Just adding a +1 to this thread since I absolutely love the idea as described by Incognito. Especially since it's reliance on wormholes will largely limit it's use in 0.0 warfare.


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