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Face612
Posted - 2010.05.11 19:55:00 - [211]
 

bump

Hodgekiss
Posted - 2010.05.12 10:47:00 - [212]
 

Edited by: Hodgekiss on 12/05/2010 11:00:04
This is a truly awesome idea. I love the idea of space being a big empty place and the nomadic people drifting through it. I would disagree with the earlier statement that EvE has got too big, the PLAYER base has got too big for the size of the universe. Eden isn't big any more, even with WH space it's too small. How many regions are wide open empty places where the hermits can hide nowadays?

I would also be in favour of different sizes of this concept, from something as small as a 5-man craft for true hermit corps, to alliance-sized mega-hives. The small ones would be great for small carebear corps who just want to drift the lonely emptiness of space, whilst the mega-hives would be sickeningly powerful siege machines.

If they were destructible an alliance could take this on an offensive... but they would have to fight tooth and nail, perhaps for days because whoever they had beseiged would be throwing everything they could to try and break the beast. It would be kill or be killed warfare on a massive scale. Epic.

I am surprised that no-one has picked up on what it should really look like though...

Please visit your user settings to re-enable images.

You could park it next to a station and assymalate everyone inside YARRRR!!

Great idea. +1

EDIT - What would make this idea even cooler still is if the Mega-hive ships were incorporated into whatever the future development of DUST 514 is going to be. Anyone remember Space Hulk? Imagine if you will a true marriage of Dust and EvE where the Behemoth is being fought over in a huge space-battle in EvE, whilst on the inside the alliances DUST platoons are desperately defending the tender insides against hordes of mercenaries employed by the alliance of the defending system.

Jack Paladin
StarFleet Enterprises
BricK sQuAD.
Posted - 2010.05.12 20:10:00 - [213]
 

Posting in epic idea thread.

/signed

A bit worrying how it suddenly went quiet as far as the Devs posting is concerned =/

Dark HicQuaVideeum
Garoun Investment Bank
Posted - 2010.05.12 21:25:00 - [214]
 

I liked this idea but i want to add some stuffs:

- Be mobile to all space even high sec.
- not as big as Titans, actualy more of a middle ground between super carriers and titans
- less cost.
- No weapons while it can move.
- while in transit (means it can move around like a ship) will have lowered shields and armor.
- no ships can dock while in transit
- will be able to travel between locations by the use of a jump drive just like a capital ship.

The ship will have a module similar to the siege or triage module. meaning:
- the ship will stay in one place for the time the module is active, a time of like 24 hours plus 1 hour after module deactivate to be able to jump.
- It will cost only 1 fuel, not like a post that uses severals.
- it will have benefits while in this mode, like increased ship hangar, abilty to use subsystems, and ability to deploy sentry guns(not sentry drones)
- while in this mode, wont be able to move, but will be able to increase the armor and shield, including a extension of the shield to surround a small area around the ship, like a pos forcefield.
- ability to actualy defend itself with the use of sentry guns outside the shield.
- no ewar effect.
- can deply a cyno beacon and jump bridge other ships can use.
- ship docking allowed for non-capital ships.
- pilot can eject itself and the ship will continue to work, other pilots with specified password can enter the ship and use it also.
- will have a manager to be able to activate and use modules.
- can have clone vats, logistic bonuses, arrays for refining and more.
- lowered signal against probing inside the shield.

Subsystems: to allow a more modular ship it will be able to use 5 subsystem just like a T3 ship.
- the subsystem are more of the station type, allowing to use more industry and science modules.
- clone vat thru the subsystems.
- increased logistics.
- better mobility both for the ship and those using the jump bridge.
- more reliabity.

it can have lots of ideas but the main point is that this ship will be a titan like counterpart, it will be more defensive oriented, allowing members to be able to move with it, dock in it, and use it as a safe heaven outside of poses, will take less to anchor and faster to use and travel.

Novs Slave
Posted - 2010.05.12 22:36:00 - [215]
 

The OP's idea brings an image of a Strategic Titan/Outpost, tech III, of course.

Manterror
Posted - 2010.05.12 23:10:00 - [216]
 

i think this is a brilliant idea. There are too many systems in nullsec that are unoccupied/unused.

To have a nomad alliance move in to 1 of these relatively uneconomic systems and harvest everything there is to harvest, and move on before the sov holder realises and sends out scouts and amasses a large force would make the nomad part of the sandbox the most exciting way of life.

But there should be a restriction to ownership. 1 per corp? And corp must not be part of a sov-holding alliance? This will prevent the already powerful sov-holding alliances from building fleets of these things and further trample 0.0 space.

This idea should be brought to CCP's table and given serious thought. I would definitely get my corp together to get 1 of these and leave our dull empire life to sail the 7 seas (or 6000+ systems as it were).

Manterror
Posted - 2010.05.12 23:34:00 - [217]
 

Edited by: Manterror on 13/05/2010 00:58:53
Some name ideas, all latin/greek:

Amarr: Patri (father)
Gallente: Venator (Hunter) or Maia (Good mother)
Caldari: Ornis (Bird)
Minmatar: Lykos (Wolf)

correct me if im wrong.

Herzog Wolfhammer
Gallente
Sigma Special Tactics Group
Posted - 2010.05.13 00:28:00 - [218]
 

Edited by: Herzog Wolfhammer on 13/05/2010 00:30:44
Given the new PI stuff in Tyrannis, it seems even more so now that this Hive ship concept simply "fits".

To me, this thing is more like a POS-answer to the Siege Tower of the middle ages. A siege tower was in basic form like a small rolling tower or keep that you parked next to the castle you wanted to invade. A hive ship, not really like a ship, and not permanently anchored, and can move across systems.

Maybe even generate a wormhole with enough Isogen-5 fuel.... Cool


Dark HicQuaVideeum
Garoun Investment Bank
Posted - 2010.05.13 15:34:00 - [219]
 

uhh a Wormhole drive that actualy can travel to other star systems without the need of a cyno or the use of stargates

krezhir' triglav
Posted - 2010.05.13 18:01:00 - [220]
 

Hive-Ships? Sounds nice... I want one of these!! Very Happy

Dark HicQuaVideeum
Garoun Investment Bank
Posted - 2010.05.14 14:15:00 - [221]
 

its weird no more intervention from ccp into this topic since it seems one with lots of posibilities

Lance Trafalgar
Caldari
Knights of Trafalgar
Posted - 2010.05.15 20:15:00 - [222]
 

Okay love the idea of this, but I have a few ideas of my own.

First I love the idea of a whiskey class exploration vessel. It is completely modular. First you buy the hull and anchor it in space, in low sec or 0.0. This Hull would basically act as your manufacturing plant to build the mothership. You could either buy pieces for this thing from the market or direct trading. Or use minerals + Blue Prints + Isk to create the parts you needed for this ship. The parts then could be combined to create modules. To start this thing could handle five modules.
Possible modules would include,

1. Corp. Hanger could have a I II and III size allowing the corp to choose room vs. investment
2. Propulsion Unit different versions of this as well Ie Standard warp drive, Jump Drive, possibly WH drive.
3. Trade Hub. Gives your ship passage into High sec and allows for your ships goods to be transferred by NPC retailers to the nearest station in the system. (piracy in low sec would be a pain) It also prevents the Industrial modules from being used and the Weapons module from being used.
4. Clone bay Ie. different versions of this module could allow for Jump Clones in different areas of space, for example a type one module allows for your jump clone to be accessible in high sec only.
5. Sensor Package. Basic version of this could have your ship scanner. More advanced ones could launch probes to scan down other ships, wormholes etc.
6. Defense Array. Would give your ship the ability to go onto lock down while no players in your corp are online Ie. meaning your ship would be invulnerable for that time when no corp players are online.
7. Weapons Array. Allows for your mothership to mount and deploy pos guns when anchored. This array is not usable with the trading hub or the industrial module.
8.Industrial Module. Allows for different modules to be added, refining module with an ore hold, manufacturing module, research module etc, and each level gives better bonuses. Can have multiple Industrial modules but can not be used with weapons arrays or trade hubs.
9. Module expansion, only one of these is allowed and have three different tiers each tier allows for an additional module to be placed.
10. Fighter bay. Holds x amount of fighters per a level. The fighters can be set to engage targets if corp is offline.

So basically there is a ship that is customizable so a small corp can have the basic stuff and a larger corp can do more with it. One ship is also not capable of doing every thing. It also would have two modes. Anchored and mobile. As a mobile platform it can carry your stuff through space but players can not be docked inside. It is to large to use a gate so would have to use a jump drive or WH. Once Anchored players may dock and the industrial/weapons/trade modules become active. Oh and if you don't build this thing in a pos bubble it will die before it gets built so maybe contracts for letting people into your pos to build these things might be allowed...

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.15 21:34:00 - [223]
 

Sorry been busy and havent been able to get the other two done, thery're on paper none the less just been overwhelemed with stuff to do.

Arbiter Reformed
Minmatar
Garnet Resources
Posted - 2010.05.15 21:48:00 - [224]
 

thukker roleplayers are go

Imiarr Timshae
Caldari
Funny Men In Funny Hats
Posted - 2010.05.15 22:27:00 - [225]
 

Edited by: Imiarr Timshae on 15/05/2010 22:27:54
I'd like to contribute to this.

With the current ideas stated, alliances would end up with just hundreds of them. It'd be spam like with titans.

If you wanted to make these vessels both rarer and more risk/reward balanced compared to stations -

The vessel is tied to a single pilot, can only be transferred by giving control to someone else, who then takes over. This would make the vessel much more of a strategic asset. The single player, when captured by the enemy, has a choice. Does he relinquish control to the new players, or does he simply remain in the vessel and offer its services to the new "owners". Without fuel he is presumably trapped in a certain area, unable to move, and thus needs to either co-operate, relinquish control manually or await rescue.

This would allow people to be truely nomadic. Someone could construct one of these vessels and simply go to 0.0, permanently tied to the vessel, and travel around allowing ISS-like free access (and kicking the crap out of anyone who didn't with fighters). Should they fail to uphold what the public believes is a good ethic, they simply stop using it and fuelling him.

The obligation on the pilots would be huge but very interesting.

Manterror
Posted - 2010.05.16 01:29:00 - [226]
 

How about; in traveling mode, the ship will blow up when attacked. In anchored mode, the ship will relinquish ownership.

Therefor it is not changing any ship mechanics or station mechanics, except that its a single entity swapping between the two.

And if the pilot is online when the ship is in anchored mode and being attacked, he can chose to unanchor before they breach the shields and either try to escape, or have it blow up rather than fall in to enemy hands. Alternatively, stay anchored and rely on the ship's increased EHP and deployed POS guns to repel the attackers

Manterror
Posted - 2010.05.16 12:47:00 - [227]
 

Does anyone else think these events are a prelude to the introduction of this ship?

I mean, 1 of the devs mentioned travel by wormhole...now Sansha's Nation has the ability to make wormholes...


just a thought

Dark HicQuaVideeum
Garoun Investment Bank
Posted - 2010.05.17 14:19:00 - [228]
 

probably not related, making a wormhole with devtools must not be too dificult, now making a wormhole drive that any player can use is a different thing.

Gorthanator
Posted - 2010.05.17 23:02:00 - [229]
 

How about make the Warping Spacestation NPC? and therefore indestructible, clone problem solved. Players can dock at it like a normal station, but at a known time, probably server shutdown, everyone who wants to go with it wherever it is going has to be docked, It Will warp in out and out of Wormhole space and known space randomly regardless of security status.

Dark HicQuaVideeum
Garoun Investment Bank
Posted - 2010.05.19 20:15:00 - [230]
 

what are the changes of something like this coming reality? i mean in our lifetime.

Hezekia
Posted - 2010.05.19 21:32:00 - [231]
 

Perhaps this is getting away a bit from the original idea... But i like the idea of the mobile station, indestructable that only changes hands, well how do you prevent more and more of these appearing over time, I say, let there only be a finite number of the ships, say some really really low number... like.. 7-10 in the whole of EVE, you could make an interesting story line out of it, say... they have to be found... they randomly appeared in various regions via wormhole, giant mobile stations built by an unknown manufacturer at an unknown time and they all appeared at the same time in the EVE universe, it becomes who ever gets ahold of them first, i like the idea of some random pilot scanning for anoms and finds one floating a couple dozen KM's off of a wormhole... like explorers finding a giant derelict alien ship.... though... it would kinda suck if one alliance gets ahold of all them... so... scratch that idea... or perhaps... only one alliance can ever have one at a time.. i dunno how you'd govern that...

Ephemeron
Caldari Provisions
Posted - 2010.05.19 23:13:00 - [232]
 

only if they are completely destroyable, all player assets in the hangar, any clones they have - all has to be destroyed or dropped as loot.

No logging off to make the Hive ship disappear. It cannot disappear.

It cannot hide in POS. It is itself like a POS, no hiding. Do or die.

No carebearism.
The carebear people in CCP should not have any say in the matter. Only the PvPers decide.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.20 06:13:00 - [233]
 

Originally by: Ephemeron
only if they are completely destroyable, all player assets in the hangar, any clones they have - all has to be destroyed or dropped as loot.

No logging off to make the Hive ship disappear. It cannot disappear.

It cannot hide in POS. It is itself like a POS, no hiding. Do or die.

No carebearism.
The carebear people in CCP should not have any say in the matter. Only the PvPers decide.


This would warrent station like stats though or pos like stats.

Toon Holding
Posted - 2010.05.21 04:56:00 - [234]
 

The idea is ok but you need to down size it a lot

I think it would be great if the ship is the size and cost more then a titan. But it could not be a giant indestructible station, it would have to just be a super capital freighter. The ship could be for sieges on systems that are a very very far away and hard to get two. For example, you could store a lot of POSes, ship, system sov blockers and all the stuff you need to take over a system then just jump to the system and unpack the super capital jump freighter and start the siege. People would just clone vat bay to that ship which can have an unlimited amount of clones stored in it. People could just dock in the ship to use their personal hanger and fit ships and use cloning service, not research, manufacture or refine. There could also be a market inside the ship.

RatKnight1
Gallente
Mahdi Followers
Posted - 2010.05.21 05:58:00 - [235]
 

Great Idea...

But I think the above is right... everything CCP does starts out small... maybe start out with a type of modular ship, that overtime CCP could release more modules for. Say that all the modules are hexagon shaped, you start out with a central module, and then you attach say a CPU module, and a power plant module. Then a corporate hanger array module, etc. You then have to surround these modules with some kind of border module. The border modules always have to make up the outside edges of the ship, which helps to limit how large the ships can become by virtue of the fact that any new modules will require at least 3 new (I think, it is 1:44 AM..) border modules to encase it.

Basically as the corp grows and needs more space, the ship can grow. If CCP wants to add more modules over time in a controlled way, they can, and if the ships aren't working out, they can just stop with the basics, and not mess with it anymore.

Basically, I picture a large flat hex shaped ship (since shape doesn't matter in space) that can be expanded within the bounds of what a corporation needs. Need more CPU... throw on a CPU module, need more power... another power plant (and fuel... another limiting factor). Basically what I am suggesting is a way to keep the sizes under control, provide scalability, and to of course provide nomadic corps with what they need.

So, imagine this:

================================ <--- outer edge module
=******************************= <--- random modules
================================ <-- border again.

Also, when it comes to piloting... don't let it have a pilot. Instead, make a module on the hive ship called a "Hitch" then make a device like a tractor beam that allows authorized (set a permission in corp/alliance) pilot, in a specialized ship (tow frigate?) to steer the station where it needed to go. It could be drug through WH's, but lets say that because of how massive it is, it will 1) collapse the WH, 2) not carry anyone. This would allow CCP to have it disappear on one side, and reappear without downtime (i think). Also, just have a module to allow Cyno, or something like that, I mean really you could make a module for anything. PI is coming out afterall ;)

What else is there... As for docking ships... Bad idea. It's just an extra pain in the rear end that the programmers shouldn't need to worry about. The ship should be capable of "anchoring" in space, so use it as a station. Say that maybe defense modules can be attached to the outside, only 24 hours AFTER the hive ship is anchored. Perhaps have shield modules?

Also, perhaps have things take more power/CPU the farther from the center they are. After all, power gets lost over time, so make it so more power/cpu modules have to be added to make it larger.

Basically, I am saying that modules could lead to a few things:

1) scalability
2) unique ships (since you could anchor modules anywhere).
3) not another station... sure a mobile POS, but make nothing accessible while moving.

Also, modules can only be added in a special "build" mode where the hive ship is offline, and an authorized person can attached modules from a hold, or something like that. Have some kind of builder mode like with PI..

Just saying, really cool idea... and I ramble when I am tired... hope you enjoy the read.

Rat

CCP Incognito

Posted - 2010.05.21 08:34:00 - [236]
 

Still lurking...

Dark HicQuaVideeum
Garoun Investment Bank
Posted - 2010.05.21 13:59:00 - [237]
 

well is good to see you incognito in here, atleast gives us some hopes to ever see this thing in action. As for what being told, why not ditch the whole station idea, for that you can set up poses, but more of having this as a mobile industrial station, will have bonuses to manufacturing and refining and can have a ore compression, maybe like a roqual but for industry sense, small ship bay just like other caps have them, storage for manufacturing stuffs, including ores and other parts, and an ability to remotely link to bpo in corp hangar, this would make the use of stuffs more safer and can create a new way of siege for a system, where you could jump one of this ships, activate the industrial core and start to be create stuffs, ammo, modules even t1 small ships.

The core would use fuel to be active, and it has the ability to use compressed ores, but is not capable to create it, only roqual will.

Daedalus II
Helios Research
Posted - 2010.05.21 14:50:00 - [238]
 

Originally by: Dark HicQuaVideeum
well is good to see you incognito in here, atleast gives us some hopes to ever see this thing in action. As for what being told, why not ditch the whole station idea, for that you can set up poses, but more of having this as a mobile industrial station, will have bonuses to manufacturing and refining and can have a ore compression, maybe like a roqual but for industry sense, small ship bay just like other caps have them, storage for manufacturing stuffs, including ores and other parts, and an ability to remotely link to bpo in corp hangar, this would make the use of stuffs more safer and can create a new way of siege for a system, where you could jump one of this ships, activate the industrial core and start to be create stuffs, ammo, modules even t1 small ships.

The core would use fuel to be active, and it has the ability to use compressed ores, but is not capable to create it, only roqual will.


The sole reason I suggested this was to have some sort of ship/station that is moveable and that allows players to dock and get carried in it. An HQ you can base yourself out of, but where you aren't locked in place, where all your assets and production capabilities move with you. Where every member doesn't have to be online during the actual move. If you want to make it into something completely different you should make a new thread about that instead.

RatKnight1
Gallente
Mahdi Followers
Posted - 2010.05.21 15:50:00 - [239]
 

Edited by: RatKnight1 on 21/05/2010 15:51:02
Originally by: Daedalus II
Originally by: Dark HicQuaVideeum
well is good to see you incognito in here, atleast gives us some hopes to ever see this thing in action. As for what being told, why not ditch the whole station idea, for that you can set up poses, but more of having this as a mobile industrial station, will have bonuses to manufacturing and refining and can have a ore compression, maybe like a roqual but for industry sense, small ship bay just like other caps have them, storage for manufacturing stuffs, including ores and other parts, and an ability to remotely link to bpo in corp hangar, this would make the use of stuffs more safer and can create a new way of siege for a system, where you could jump one of this ships, activate the industrial core and start to be create stuffs, ammo, modules even t1 small ships.

The core would use fuel to be active, and it has the ability to use compressed ores, but is not capable to create it, only roqual will.


The sole reason I suggested this was to have some sort of ship/station that is moveable and that allows players to dock and get carried in it. An HQ you can base yourself out of, but where you aren't locked in place, where all your assets and production capabilities move with you. Where every member doesn't have to be online during the actual move. If you want to make it into something completely different you should make a new thread about that instead.


Sorry, I didn't mean to hit at the core idea of your thread, my bad.

It is possible (I think)to have people docked at the Hive (does really need a cooler name... lol) when it is moving... I mean if you can dock ships there, why not people? Just a few months extra work (multiplied by Pi). I really like this idea, and think it would be cool. Still think the modules idea, where you get full control over what your hive looks like would be pretty neat, and sort of fits the theme you are going for... of a sort of massive thing in space, instead of just a pre designed ship.

Rat

Dark HicQuaVideeum
Garoun Investment Bank
Posted - 2010.05.21 15:54:00 - [240]
 

Originally by: Daedalus II
Originally by: Dark HicQuaVideeum
well is good to see you incognito in here, atleast gives us some hopes to ever see this thing in action. As for what being told, why not ditch the whole station idea, for that you can set up poses, but more of having this as a mobile industrial station, will have bonuses to manufacturing and refining and can have a ore compression, maybe like a roqual but for industry sense, small ship bay just like other caps have them, storage for manufacturing stuffs, including ores and other parts, and an ability to remotely link to bpo in corp hangar, this would make the use of stuffs more safer and can create a new way of siege for a system, where you could jump one of this ships, activate the industrial core and start to be create stuffs, ammo, modules even t1 small ships.

The core would use fuel to be active, and it has the ability to use compressed ores, but is not capable to create it, only roqual will.


The sole reason I suggested this was to have some sort of ship/station that is moveable and that allows players to dock and get carried in it. An HQ you can base yourself out of, but where you aren't locked in place, where all your assets and production capabilities move with you. Where every member doesn't have to be online during the actual move. If you want to make it into something completely different you should make a new thread about that instead.


yes sorry i deviaded from the first idea, but i think ppl where getting out of the way too with the idea of stations basicaly they just wanted a small station they can move themself, instead of a ship that can act as a station, it would be a capital is i dont think it would be bad, I liked the idea since it can give multiple options to what can happend in all systems if allowed.


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