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Ankbar
Dolmite Cornerstone
Posted - 2010.07.22 18:17:00 - [271]
 

Originally by: Mintala Arana
My thought is simple: Don't introduce elements of "fast twitch" first person shooters to EVE. If I want that type of game play, I'll have access to DUST 514.

Agreed

Ankbar
Dolmite Cornerstone
Posted - 2010.07.22 18:23:00 - [272]
 

Originally by: Fille Balle
What would be really cool would be say if you get a mission to blow up structure X, and as an alternative to just shooting it, you could dock with it and do some puzzles, get to room B plant bomb and GTFO and PROFIT! That would be awesome. However what would be even more awesome would be if you don't GTFO in time for tea, then say hello to MR Fresh Clone.
Could also have hacking and archeology stuff. Like go explore ruin X, instead of just flying there and activating modules, you now need to dock up and get busy. Could also have missions where you need to dock with a structure, and after you reach a certain point, rats spawn, so you need to get back out there and pop some rats, and then you can go back inside the structture.
Maybe even infiltrate a structure, dress up like a gurista and steal some stuff. The possibilities are endless.

Agreed

Ankbar
Dolmite Cornerstone
Posted - 2010.07.22 20:04:00 - [273]
 

Any developers/other stuff blogging about Incarna?

DrBmN
Posted - 2010.07.22 21:22:00 - [274]
 

Asariasha:

impressive, i like it

Rokkan
Posted - 2010.07.23 03:07:00 - [275]
 

I sort of skimmed a lot of this thread, but I had some general thoughts (some of which are a +1 vote and not original)

Walking to Agents
A really bad idea. It's very convenient to just click on their portrait and talk to them. Electronic communication in the real world nowadays (text messaging, skype, etc) is so omnipresent that forcing a pod pilot out of their ship and to take valuable playtime to walk to an agent for a conversation is a bit silly and also tedious. Gameplay should be fun, not tedious.

RPG or Film Noir Style; FPS / DUST 514
A lot of people have mentioned cantinas, prostitutes, Han Solo, bootleggers, pirates, and so forth. These dark elements really bring the story alive. However when you're talking about an immersive world that tells a story then you are talking about a true RPG (playing a role in a story, not just "rolling" random numbers). In this case I would suggest development of Incarna look to the KotOR series and Mass Effect. These 1st/3rd RPGs don't rely on FPS twitch skills, which would hopefully be available in DUST 514 anyway. Since DUST 514 is going to be something of a MMOFPS (with RTS commander element) there is no point in duplicating it with Incarna other than the ability to scavenge from that project for reduced workload and amalgamation of the two products. Instead, if Incarna was a RPG/storytelling element (such as in Privateer of the wing commander series) then EVE online would be a truly amazing game, offering something form every genre for everyone.

Do It Right!
CCP has done a lot of things right. The progress since EVE came out has been really impressive. As excited as I could be over Incarna I am content to wait while it is developed thoroughly. If it is not done right it will be a waste and a disappointment. Let's hope that doesn't come to pass...

Janya Rykayn
Posted - 2010.07.23 03:40:00 - [276]
 

Edited by: Janya Rykayn on 23/07/2010 04:05:09
What I would really like to see would be procedurally generated planetary environments. That is, based on a random seed taken from the star designation and planet/moon number on that star, the planetary terrain and weather would be generated on the fly.

This isn't as difficult as it certainly sounds, and in fact is the only way that planetary terrains could be produced in a reasonable fashion given the gigantic numbers of huge planets in New Eden.

An example of how this is done can be found in programs like Terragen.

Not only that, but plant models could also be generated in similar fashion, from L-systems based on the planet's unique pseudorandom number seed.

These methods are very fast and are suitable to piecemeal content loading-- that is, loading only the parts of the world that the player can see at a given moment.

Not only that, but because they are deterministic (pseudorandom) based on a seed, two players who view the same planet will see the same thing-- it's not true randomness but generates the same result each time the same pseudorandom seed is called. Another effect of this method is that the storage necessary to store an entire planet's terrain, erosion patterns, and possibly textures is no larger than the seed itself which would likely be a 32-bit number.

And as players build building and road networks on the planets, buildings, landing pads, et cetera can appear on the planets to be explored and fought over.

As building complexes are abandoned and destroyed, they will become ruins, arcana to be discovered by later generations of players.

Someone is going to do this. It may as well be Eve that gets there first.

I know something about procedural content generation and anyone who wishes to talk about it should mail me in game.

Shinshi Casoyako
Posted - 2010.07.28 15:06:00 - [277]
 

I personally would really like the following in regard to walking in stations:

1) Walking arround in a layout based on the station.
2) Walking arround in my hanger and actually seeing my stuff.
3) Having "people" walk arround in my hanger based on the "people" units I have in my hanger (aka 250 military units would represent a small squad of 5 military people)
4) Interior stations more towards the battle star galactica style or blade runner style than the starwars style (grim noire). With internal places based on the location of the station. The lower the sec status the "creepier" the station gets.
5) Internal locations should be based on the station facilities, HQ offices and the hangers. Personal hangers could be code locked and "instanced", HQ offices could be similar code locked and "instanced". All facilities should be open to roam about
6) Extra facilities like bars, prostitutes (hard to implemant), black market, etc should be based on the stuff that players sell (preferable give) to the station owner. For example if I give 1000 janitors the station will be cleaner, if I give 1000 militairy the station will be saver, if I give 1000 militants the station will be one big riod.
7) The station should also reflect how the players uses the station. A mission runner station should have alot of general agents running about, while a trade station should have more traders.

In other words no station should be the "same" due to parameters that influence its layout. Unlike in privateer seen one bar with agents seen them all.

Inanna NiKunni
Posted - 2010.07.28 19:12:00 - [278]
 

How about being able to walk to an observation point and look out the window - to see if the station is being camped by reds.


Zhuangzi Xun
Posted - 2010.07.29 05:27:00 - [279]
 

There are some incredible ideas on this that would take eve from the number crunching pure competition game it is and add a real pve or rpg. I keep at it with eve but so much of the game is grinding, and while improving the grind is ok, there's little interactive story -- missions RARELY have any impact on anything after all.

WiS and twisting missions in making real environments would refresh everything, i don't know how to say it but there's so much damn potential here. It would attract players from console games everything, it'd be so incredible please do this!! Earlier suggestions hit it spot on: look to KotOR and Mass effect for guidance...

Honjura
Caldari
Posted - 2010.07.31 14:04:00 - [280]
 

What i personally would like ot see is the Following

1 - Walk in bars for different social classes that live within the station, each bar offers a "RANDOM" chance to get a mission that could repair faction standing, or maybe broaden your mission types to other ones from security to manufacture.

2 - Shooting in Staions seems like a really stupid idea, just seems to drastic a step with Dust 514 coming out, on a side note to this, maybe u can recruit NPC's to fight for you in DUST 514 games, Better soldiers cost more ISK to recruit and maintain.

3 - Clubs of different sorts would be nice, also giving a rarer chance of getting a random mission that could involve drugs or slave smuggling.

4 - Ability to view crew mates or stuff of the sort inside the ship, or we can follow the example of the EvE machinima 'Clear skies' where they used Garry's Mod to create the inside of the Ship.

5 - When u do a particular type of work, for example, u do like to do courier missions, regardless of where u are in the station, u could get offered one at say a 20% chance or something like that. People would hear u do alot of that kind of work, so they would come to you becuase they know u like to do it

on a note to people who think CCP will be rewriting the back story of capsular, ok yeah were immortal, but were not forever stuck in the Egg, i mean we have portraits to show what we look like, so it would be completely understandable for one to leave their egg

Eli Strange
Amarr
Posted - 2010.07.31 18:34:00 - [281]
 

I am sure that people have already thought of these things however...
Industrial Espionage :
This could be simply breaking into a space and grabbing something, following a particular NPC, etcetra.
Assassination :
self explanatory
How to Host a murder:
This could be simply trying to solve a murder...perhaps could take you across a few stations. And it could be How to host a murder...have a bunch of players get together and actually play a murder mystery game.

Make sure you have a team utility for grouping up in stations...

Anyways that is all I got for now.

Master Corruptor
Gulfstream Enterprises
Posted - 2010.08.04 12:25:00 - [282]
 

Edited by: Master Corruptor on 04/08/2010 12:37:01
Edited by: Master Corruptor on 04/08/2010 12:35:36
First thing to strike me was escort missions either in station or from one station to another.
When transporting from one station to another, it would be cool if you could have random encounters where pirates/factions (or players in 0.4-0.0) would try to intercept the journey and retrieve the passenger. Or the other way around. Intercept an player/npc and retrieve the passenger. Then take the prisoner to some station for interogation/mish completion (the second setting should be 0.4-0.0 only, since you then have to put your ship on the line as well.)
It could be a nice way to merge missions and pvp. Also if interogation is neede that could be made into a minigame of sorts.

As for escort in-station it's pretty self explanatory. Guard this person and see to it that he/she gets safely to desired destination.

Random mini-activities would be fun to. Something like doing criminal things at stores or towards npcs/players (robbery, blind violence and so on). This allso require a counter in the form of beeing able to prevent said things (breaking up a fight, catching robbers...)

As far as rewards go you can get pretty much anything depending on mission type and difficulty. Equipment could be handed out in the form of vouchers that must be traded in at some store. Other than that, ISK rewards are obvious. Maybe WiS items could be rewards for WiS missions (equipment or upgrades for your store/house)?

Zammo Bahrut
Banana On A Plate
Posted - 2010.08.07 00:22:00 - [283]
 

As an avid mission runner, and enthusiastic about 'ambulation' I'd like to add to the idea's that I'd enjoy:

---1* Make missions rarer!! (this goes for space missions and any potential 'in station') that's right, LESS missions, but each would offer greater reward (balanced to match a vague ISK/hour that is currently available) and make it so that agents can sometimes draw a blank and have NOTHING to do (or have 'just issued their last contract to another capsuleer'. As much as I love 'grinding' L4's into the dirt, I'd appreciate a more sporadic and rewarding missions as opposed to a constant grind after grind. I know most ppl here will look at this and think I'm mad, but it seems crazy that X-many mission runners all kill Zor 3 times a day (poor Zor) I hope you see the point I'm trying to make --> Quality > quantity.

---2* I agree on the sentiments of each station having a unique feel to it while I wander about and most certainly I'd like to see a 'hanger' available so I can occasionally sit in awe at my small collection of ships.

It's hard to explain really but I'd want a more 'free-form' feeling to life in high-sec.

---2a One thing I'd like to see included in all this, is a 'turbo-lift' esq feature, so should I want to visit the agents offices I can go straight there (or at least straight to the correct area) and along side this the more adventurous walkers can explore the are's that aren't accessible from the main turbo-lift drop off points.

---2b Certainly I want stations to be somewhat industrial in their main style, less like mass effect more like (if you ever played it...) Tachyon-'the fringe' and most certainly no gun-play aboard stations within public area's (at very least in high-sec) let's safely assume most stations have a garrison of able bodied security and kindly ask that people not carry firearms under risk of penalty. of course... in low sec station commanders might not be quite as stringent.

---3* I really would like MORE rpg elements in this game, as a space game it surpasses everything I've ever played, if coupled with an awesome RPG element, Essentially bringing more depth to the 'characters' and giving them more 'real' tasks helping flesh out life in space. I may never log off ever again, except DT of course!
-living quarters
-bars
-shops ?
-player market area
-corp area's
-I like the idea someone mentioned of a viewing deck

Quite frankly, I have tonnes of idea's but unless I were sat in a room with all your guys that actually do the job... I'd never be able to convey them. (and most ar probably trash or impossible to implement)


bona fide
Minmatar
Republic Military School
Posted - 2010.08.07 01:05:00 - [284]
 

Some really great ideas for WIS in here, if I was CCP I'd have a guy takin notes on this thread. I would like to add; if it hasn't already; is, and this goes for existing missions too, how about if the outcome of some of the missions has a global or local effect, like if someone smuggled something into a station and got away with it, but later the authorites found out, smuggling in that system especially on that station might not be so easy for the next coupla days and the headlines would be in the news. Which brings up another point about 'Notoriety"

Or maybe someone on a mission made a mistake and upon undocking and he got a warning that if he didn't jettison his cargo his ship would be severly damaged or destroyed, upon jettisoning the cargo explodes and the system now suffers from a 10% decrease in engine speed, or lock range or something for a few hours/days until "the problem" is resolved,but it affects everyone in the system. Put all this stuff on the "news" which would give people an actual reason to dock and sit back, relax and check out what's goin on in the EVE universe in real time.

It would be cool to see maybe someone being "arrested" by concord in space/on station where they had to fight back or run and hide, that also would be in the news, in fact now that I think about it kinda like what goes on in the real world today lol. Just make it so sometimes maybe some of the deeper, dark or light(not all missions have to be for bad guys), missions have a tangible effect on the the EVE environment as a whole, wether the effects are lasting or very temporary, or local or global, is up to CCP's ability to create a more dynamic EVE. I could go on all day, but I'm sure between the janitors and the M.I.T. grads at CCP you guys can top anything I got.

Cheers for a seriously awesome game folks, anything this big and complex is bound to have issues, so forget about all the whining and whatnot...you guys all deserve a pat on the back in my imo.

Joahanas Stone
Caldari
Star Fox Corp.
Posted - 2010.08.07 03:24:00 - [285]
 

Edited by: Joahanas Stone on 07/08/2010 03:26:33
First off I can not wait to walk in a station. I also do not want any drastic changes to how it is now. The following is some comments I have which may or may not make be code able or liked by anyone.

If I dock at a station, I want all the options to remain the same with an option to walk out of my ship. I also want everything to remain the same while in space.

It would be cool if I could choose to go to see an agent personally and accept a mission if I felt like role playing some.

I would also like to walk around the station and look out a few windows and see outside. I would love to see actual ships outside assaulting the station..but I know this would be a server and programming nightmare. at the very least I would like a window with NPC ships flying out just to watch. // maybe the NPC ships could match the number of actual ships outside of station so you know if there are ships outside

I think the station should be chat bubbles only. This way if a toon is not looking at you, they don't read your typing. I think this would make for a cool spy like thing.

I would like to have private rooms with tables. these rooms could have a center chat bubble that all in the room could read and reply too without having to see the separate bubbles as typical in station. Corp deals and such can be handled this way. I would like each toon to be able to sit in a chair if possible.

I want a bar! I think it would be fun just to hang in the bar. It might be neat to get an additional mission contact only accessible in the bar areas of the stations.

I would like to have a market room with the same items that are viewable as from your ship. Maybe a different GUI to make it worth walking your toon to it, if you feel like it. This should also have contracts.

I see alot of people wanting a hanger, personally I would be happy if I could just see the ship I docked in from some type of glass turbo lift window as I am being sent to the station walkable area. I could imagine the programing nightmare making some place people could look at all the ships they have in a station. The gui in station now is good enough for me to look at ships and items. So keep it =-)

I want some way of gambling. I'm not a minor, I don't build stuff, I don't haul things. I run missions and shoot reds which means I am normally iskless. I would love to be able to just bet isk while having a beer in station. I would love to direct gamble with players also, and take their iskies. I don't want to have to drink and fly all the time ugh
Maybe make some black jack tables or something. Texas hold'em tournaments, slot machines, strippers, etc.

Thats my 2 isks. Can't wait to see what CCP comes out with Very Happy



Whizz Mo
Posted - 2010.08.07 11:55:00 - [286]
 

Originally by: Ariane VoxDei
Remember people, the price of freedom is a lot of vigilance and being firm, and the freedom in Eve is getting smaller - "11%" has not been forgotten.


Da** right, it hasn't. I need an bumper sticker for my Raven in the theme of the POW/MIA stickers: "11% - You are not forgotten"


Whizz Mo
Posted - 2010.08.07 12:37:00 - [287]
 

A couple of ideas for Incarna/WiS/Whateverwe'recallingitthismonth:

  1. As a couple of people above have mentioned, espionage missions might be a way to incorporate an exploration element into missioning. (e.g. "We're looking for a woman by the name of Elena Gazky who was last seen in Motsu. We know that she is hiding out in one of the nearby systems, probably not more than 3 hops from here. She is waiting for a rendezvous with a double agent in [corp name]. We need to know who this double agent is. Find her and determine the identity of the double agent without alerting either of them to your presence. A cloaked ship is highly recommended for this mission.")

  2. Bars and seedy clubs go without saying. To make this part of the game optional or more "family friendly", you could simply place them on an "adults only" deck that requires the player to check a box or something saying that they understand blah blah blah lewd content... bad language... whatever.

  3. Non-mission suggestion: Observation decks. A place to sit and wait/watch ships dock/undock while waiting for the rest of your gang to fit their ships and acquire that T2 ammo they waited two weeks in Jita for.

  4. Fun/silly missions: "Distract the Guards while I hack this access panel."

  5. Smuggling missions: I've seen non-public smuggling skills in Evemon for some time now. Time to put them to good use! Perhaps a class or two of ships that are hard(er) to scan or have (small) secret compartments that won't show on a cargo scan, depending on the skill of the pilot.

  6. Defense missions: "Go to this way-point, hook up with this freight ship and escort them through 3 or 4 deadspace rooms. Mission completion is based on your ability to keep them alive under fire." The player could choose to use a logistics ship to rep the freighter or a DPS monster to kill everything that moves. Different missions might reward different strategies.

  7. Sabotage missions: "We've recently figured out that Petty Officer Loudmouth has been selling secrets to the enemy. Plant this bomb/poison/camera/bug in Officer Loudmouth's quarters without being detected. You'll need to find a way to distract the guard to be able to get into the barracks."




That's my 0.02 isk.

Whizz Mo
Posted - 2010.08.07 13:00:00 - [288]
 

One more thing: Consider what Earth and Beyond did for ambulation ( Youtube video starting at 3:55 ). Their model might not work for Jita 4-4, but in less-popular stations, it might fly.
("it" = rooms with trade booths, rooms with mission kiosks, rooms with observation windows (Watch a random ship being repaired over the course of a few hours?), rooms with seedy characters standing around looking suspicious, etc).


Undarum
Gallente
Nubian Sundance
Posted - 2010.08.08 21:02:00 - [289]
 

One thing that I think could/might work is to have pirate agents in high sec stations in shady locations that you have to do extra work to get to, i.e. getting out your ship and walking to them, but you can get LP/standing as a reward. Perhaps even bring in a form of pirate faction warfare, creating counter missions.


Sojourner Zen
Amarr
Hedion University
Posted - 2010.08.11 02:48:00 - [290]
 

I'm not expecting the insides of stations to be fully complete when Incarna goes live but...

...it would be underwhelming if they all looked identical to one another on the inside.

I don't mean that Ammarian stations will look like Minmatar will look like Gallentean. What I mean is, is that Eifyr and Co. should have distintions from The Leisure Group and Mimnatar Mining Co. etc., etc.

Give the NPC corporations that populate EVE qualities that are, from a design perspective, unarguably their own.

Yeay Fritg
Caldari
Confrerie de Kaedri
Cluster Of Rebirth
Posted - 2010.08.12 15:58:00 - [291]
 

Don't want any interaction possibility.

Ja'Dur Deathwalker
Minmatar
Rookies Academy
Rookie Empire
Posted - 2010.08.13 11:56:00 - [292]
 

How about when you get the Storyline missions you have to find the agent in the station so make all the storyline agents hidden in station and not appear on the agents list anymore, This would allow for the cloak and dagger feel and not break the normal flow if people dont want it.
but PLEASE PLEASE PLEASE do not make it so that if you are a criminal you get shot at in station.... That would ruin the game for those of us stuck in low sec with -10 sec status,
It would also be nice if there were some in station only missions that would allow those of us with neg status to pod to a high sec are and do in station missions to try and get our standings back if we didnt mean to , (ratting in low sec has lost me 5 drakes and 1 pod so far....)

Ja'Dur Deathwalker
Minmatar
Rookies Academy
Rookie Empire
Posted - 2010.08.13 12:04:00 - [293]
 

Originally by: Inanna NiKunni
How about being able to walk to an observation point and look out the window - to see if the station is being camped by reds.



Please visit your user settings to re-enable images.

Mac Quaid
Posted - 2010.08.13 22:51:00 - [294]
 

Where are the aliens?

I can't think of much being done on a station without visiting planets
as well. One thing I was thinking would be interesting is perhaps
offering a variety of player-driven games for wagers of ISK. Such
as re-introducing a collectible card game to be collected & played
in-game. Or perhaps other different kinds of games to play.

Seems that the type of missions would be similar to stations, only
within stations I would imagine. Or perhaps the current mission
system where you view in the dock is kind of redundant & should
be removed so people have to get out of their ship to get missions.

I'd like to hear news reports being voiced out around the halls.
Yes it sounds like Mass Effect, but ME has a really good arrangement
for their games. And great artists steal!

Obviously various hand-held weapons need to be available. Perhaps
duals with other players or NPCs. Get rid of the ganking crap.

A live stock market for investing my ISK would also be interesting
even if I have to get into the station to do it.

Cut scenes!!! For "epic WIS missions" if there are any epic missions,
I'd like to see some cut scenes in the missions with voices.

That's all I can think of for the moment.

Make it happen CCP.
/end of line.

Kimo Alslarian
Posted - 2010.08.18 13:30:00 - [295]
 

I was wondering if any of the WiS will apply to POS's or any other player made structures? With the amount of money, standings and time involved with putting one up, high sec at least, it would be nice to have some interaction with something you created. I was also thinking of someway to "purchase" or have an agent from a corp in your POS to offer generic missions, or the same you get from regular agents. Obviously the better your standings the higher, better quality of the agent.
And now back to the topic of the thread I suppose, I like the idea of being able to walk around and interact with others but not so sure if I want to play another FPS. I don't mind walking to see my agent if it's an option, or a drink or any other kind of mundane activity. I would like to see mission reward abit more personal if possible. Maybe faction standings increase, specialized implants, ships/mods BPC/BPO's, a choice of weapons or ...agents for your own POS Rolling Eyes. Thanks for your time...

Kimo/James

Daergaar
Caldari
Posted - 2010.08.20 20:41:00 - [296]
 

Edited by: Daergaar on 20/08/2010 20:41:41
A good way to make this fun AND to make social skills matter more would be to be able to talk to NPCs or agents in bars and pubs.

Or even better, to be able to invite your favourite agent out to dinner in a fancy station restaurant. You could talk back and forth (by selecting from a series of multiple choice responses to the agent's questions), and depending on the outcome of that evening, your standing with that agent could go up or down (up if you pleased them, down if you insulted them). If you please them a lot, they might even offer you a free skill book, or a free implant (or some other bonus).

Maybe even more insidious, but if you continually take your agent out, maybe there would be a romantic possibility that would allow you significantly better rewards from that agent, but worse rewards from other agents that you've made the moves on.

Having higher social skills would impact your chances of success.

miweid
Posted - 2010.08.22 05:07:00 - [297]
 

Edited by: miweid on 22/08/2010 05:17:04
just a suggestion that is not quite about missions but it is about walking in stations. i would like to see the undocking experience that is shown in the trailers with selection of your destination while in the station which would undock you in the general direction of your destination and that would prevent the turning around an flying through the station, which really looks bad.

Sergeant Spot
Galactic Geographic BookMark Surveying Inc.
Posted - 2010.08.22 20:31:00 - [298]
 

2 year break, and they are still talking walking in stations (WIS)....

I like the idea. As I've said many times in the past, one of Eve's core strengths is that there are a VARITY of very different types of games within Eve. A varity of viable styles of play is good.

Core Point:

If WIS is just option window dressing that folks use once and then never again, IT IS STILL GOOD. Why? Because it lays the ground work for a varity of possible expansions.

As I do expect the initial release to WIS to be mere eye candy, do be sure to allow for the display of "trophy" corpses.

starshipcommander
Caldari
Deep Core Mining Inc.
Posted - 2010.08.23 21:17:00 - [299]
 

I don't want it where we HAVE to walk in stations to do missions. I wouldnt mind having only certain agents that u have to go into a station to do something for the mission. But being able to walk to ur agents office and asking for a mission or just talking to them from station info would be nice.

starshipcommander
Caldari
Deep Core Mining Inc.
Posted - 2010.08.23 21:25:00 - [300]
 

Originally by: Shinshi Casoyako
I personally would really like the following in regard to walking in stations:

1) Walking arround in a layout based on the station.
2) Walking arround in my hanger and actually seeing my stuff.
3) Having "people" walk arround in my hanger based on the "people" units I have in my hanger (aka 250 military units would represent a small squad of 5 military people)
4) Interior stations more towards the battle star galactica style or blade runner style than the starwars style (grim noire). With internal places based on the location of the station. The lower the sec status the "creepier" the station gets.
5) Internal locations should be based on the station facilities, HQ offices and the hangers. Personal hangers could be code locked and "instanced", HQ offices could be similar code locked and "instanced". All facilities should be open to roam about
6) Extra facilities like bars, prostitutes (hard to implemant), black market, etc should be based on the stuff that players sell (preferable give) to the station owner. For example if I give 1000 janitors the station will be cleaner, if I give 1000 militairy the station will be saver, if I give 1000 militants the station will be one big riod.
7) The station should also reflect how the players uses the station. A mission runner station should have alot of general agents running about, while a trade station should have more traders.

In other words no station should be the "same" due to parameters that influence its layout. Unlike in privateer seen one bar with agents seen them all.


I really like all of them but 6. It would be cool to be able to walk around and see ur ships in ur hangars or maybe going and seeing ur minerals supply or ur ore supply. Also seeing exotic dancers , militants salves and ppl like that walking around and also being able to show your friends the stuff u have.


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