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Major Hawke
Gallente
20th Legion
Sodalitas XX
Posted - 2010.08.25 13:52:00 - [301]
 

Ive always toyed with the idea of how great it would be to combine the mass effect style of play with eve. So you could go into a mission, say you need to retrieve item x or person y from bad guy z. SO you fly in, doin all the usual eve stuff, then dock at a habitaion module and then off you go into some strategic fps style combat to retrieve the item/person. Maybe throw in some puzzle solving... the possibilities are endless and would make people feel much more connected with their characters. That's how i see it anyway

Drevinbro
Posted - 2010.08.27 09:53:00 - [302]
 

"While the Game Design teams have their own ideas of what they would like to include we would appreciate hearing your ideas on how you would like to see missions combined with WiS, ideas on mission types, objectives and rewards."

1. Ideas for missions -
A. Do mafia style missions where you do hit and runs or you have to take over a
bar or somthing in another station.
B. Gang War, fight station NPC's for no reason or fight Concord agents
C. Protection, have the player run valuable goods or my favorite, have them take an
NPC chacter which can always be killed while walking through a station.
D. You can also have spying missions for intel and associated stuff where the goal
is for the player to never be seen.
E. Rackateering, moving of elegal items. This opens a new area for ships to get
smuggler holds and so forth.
F. Building, there are always those sim guys out there who love to build and have
lots of shiny stuff so make a goal to build a place in a station.
G. Theft, Everyone likes the idea of trying to get past security or another player.
Make it to where you can steal a ship. I am not saying steal player ships but
maybe an NPC ship. I know if CCP opened the door for players to steal ships it
would be craziness everywhere.

2. Rewards
A. I do not think this is somthing that would need to be discussed but I am sure
CCP is smart enough to know how much to give people. They have kicked butt so
far making EVE this fun they will not let us down.

3. The feel
A. I am sure this will be a difficult transition for some and may take away from
some of what EVE players have come to love but just think of it as a good way to
expand and as time goes by CCP will coutinue to upgrade and improve as they
always have. Cool

Very Respectfully,
Drevin

Akkada
Amarr
Superluminous Robot Corp
Joint Venture Conglomerate
Posted - 2010.08.28 06:13:00 - [303]
 

As a capsuleer, I'd like to keep my unplugged time in station to a minimum, simply for R & R. Having an environment to unwind, chat, have a drink and enjoy some exotic entertainment and games.

In other words, just a brief break from the quintesential purpose of a New Eden capsuleer mission runner: to carry out missions in a well-fitted ship and wreak havoc amongst the pirate factions.


Ssakaa
Minmatar
Metropolis Moods
Posted - 2010.08.28 14:10:00 - [304]
 

Originally by: Zammo Bahrut


---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



All of the above, especially the bold stuff.

What EVE lacks is a certain background ambience. One sees Faction traders inching forward and back from station to station, which helps immersion somewhat. In such a populated 'verse, though, where are the passenger liners? We have tourists as a 'commodity' -how might they get from station a to b?

Apologies if this has been brought up before, but passenger liners might be player owned or not but nonetheless slow, capable of in-system travel only and very, very frail. Not to mention they carry the most important resource of all -paying guests. Thus, a friendly agent might task the player of protecting such ships from grief in midsec or lowsec. Seeing as these behemoths might well be absolutely gigantic, much less agile and slower than even a Freighter, care will be needed to see it and its cargo through to its destination safely. (Perhaps linking the departure/arrival to some PI type launchpad/escalator?). Needless to say, there might be woven into these types of missions a moral element to be chewed upon.

"Pilot, you've just caused the death of thousands of passengers, due to your incompetence. Congratulations, here's your standings hit. Sleep well, if you are able".

In any event, we don't have liners - to me they're conspicuous by their absence in such a large virtual world.




General Tux
Posted - 2010.08.29 03:48:00 - [305]
 

Dear CCP,

fade out the mission design based on text is long overdue. We need dialogues like in Mass Effect and agent storytelling in the space like in X3.

I understand that for missionrunners a text based design is the best, but if as an option this should not interrupt us.

For normal mission the scene design should always be an option, so we are able to connect to the agent from the hangar, via the similar way like the current, maybe with skippable videos like in X3.

But if the player want to get into the deep of the great EvE story, he get all these great sequence from docking sequences till the agents dialogues after the walked through the stations along the video billboard where cops meets place for adverts and the actual scope news which updated daily are displayed, after he walked to him.

Glyken Touchon
Gallente
Independent Alchemists
Posted - 2010.08.29 21:43:00 - [306]
 


  • Hack a security system- maybe the docking bay for an impounded ship, maybe a laboratory door lock to allow an NPC hit/kidnap squad to go and do the "dirty" part of the mission (so that the PC is involved, but not in combat). Cue cinematic...

  • destroy a clone- sneak/hack/break into a clone facility and destroy the medical clone of an NPC. Stealth/tech style mission so no combat as per CCPs previous limitations on Incarna.

  • one-off normal missions given by visiting agents (not station corp) as mentioned by a few other people sound good. Should be one-off regardless off acceptance or refusal, with no "delay" option.

  • smuggling missions- one station to another (do I use an Orca for full security, or use an inty/covops for speed?)

  • Courier missions of small volume reports & similar (Transaction data delivery?) require hand delivery to a destination avatar. Reward boosted in line with time required. These are the only existing missions that should require you to leave your ship. All other "walking" missions should be given by "Incarna" agents




Gavin Darklighter
Ministry of War
Posted - 2010.09.03 00:31:00 - [307]
 

Edited by: Gavin Darklighter on 03/09/2010 00:33:35
I think all current lvl1-5 agents should only be accessible in their office inside the station which would take quite some time to walk to. When you get to their office you would talk to the receptionist and sign up to speak with the agent. You would then wait for all the other players who got there first to speak with the agent since the agent can only speak with one player at a time. When its your turn you get to go into the agent's office and negotiate the terms for a mission. Of course the more you chat your agent up the more favorable the terms of the mission. I guess a normal conversation with the agent would be 5 minutes per player trying to get a mission. Agents would also work an 8 hour shift 5 days a week taking an hour for lunch in the middle of it. Different agents would work different shifts so that different timezones would use different agents.

iudex
Posted - 2010.09.03 20:44:00 - [308]
 

Find & kill 10 rats in the station. With a blaster or pulse laser handgun of course.

Mac Quaid
Posted - 2010.09.05 18:13:00 - [309]
 

Thinking about this some more.

It has probably has been said already but perhaps
black ops missions (assassinations, abc warfare on
stations) & more missions about slavery (either
freeing, capturing, or killing).

I'd like to see some epic quests as well, like you
see with Mass Effect. Something that takes a really
long time to complete but is kept interesting either
with good dialogue or characters. It'd be interesting
to get some temporary NPC characters to tag along on
the larger quests as well. If it had animated cut
scenes to go with it, well I'd be sold. Although
you guys could probably just make a stand-alone EVE
RPG game similar to ME at that point if you wanted
to (but it would still be enjoyable to have it
integrated into the online game).

A couple of books I was reading on my Kindle had
pretty interesting stories that made me think of
EVE: Dominant Species by Michael Marks and Right
Ascension by David Derrico (although the latter
has aliens which we've yet to see in EVE).

MQ

Mashie Saldana
Minmatar
Veto Corp
Posted - 2010.09.06 00:42:00 - [310]
 

Make some kind of missions where we can extort/sabotage corp offices/hangars as well as some kind of protection service for the player driven station establishments (bars/casinos and what not).

Let us do drug/illegal arms dealing in the more shady parts of stations.

Oh and please give us missions so we can get the materials and tools needed to pickle the heads of our collected corpses to put on display.

Caldari citizen52145894561
Posted - 2010.09.07 02:23:00 - [311]
 

is it going to turn out like this game?

Corozan Aspinall
Perkone
Posted - 2010.09.08 17:57:00 - [312]
 

Its a bit late in the day for suggestions but I recommend CCP go play the original Deus Ex.

The hacking, codebreaking, lockpicking, object interaction, use of remote control operators, cameras/surveillance, droids and hand weapons etc. The bioscience, the augmentation system, the use of boosters and key cards etc etc etc.

All done with a graphics and physics engine that ought to be utterly inferior to Incarna.

Just play that game (again). Its all in there.

Corozan Aspinall
Perkone
Posted - 2010.09.08 18:00:00 - [313]
 

Loads of gameplay footage on youtube.

Frankly Incarna looks a lot like it. I hope it has the same level of thinking-man's-awesome without resorting to tasteless and shallow eye candy and dancing etc.

Sagesse
Posted - 2010.09.11 09:58:00 - [314]
 

Originally by: Gavin Darklighter
Edited by: Gavin Darklighter on 03/09/2010 00:33:35
I think all current lvl1-5 agents should only be accessible in their office inside the station which would take quite some time to walk to. When you get to their office you would talk to the receptionist and sign up to speak with the agent. You would then wait for all the other players who got there first to speak with the agent since the agent can only speak with one player at a time. When its your turn you get to go into the agent's office and negotiate the terms for a mission. Of course the more you chat your agent up the more favorable the terms of the mission. I guess a normal conversation with the agent would be 5 minutes per player trying to get a mission. Agents would also work an 8 hour shift 5 days a week taking an hour for lunch in the middle of it. Different agents would work different shifts so that different timezones would use different agents.


what on earth does that add to your experience of playing a game, this isnt real life it's recreation

Sagesse
Posted - 2010.09.11 10:02:00 - [315]
 

Originally by: Glyken Touchon

  • Hack a security system- maybe the docking bay for an impounded ship, maybe a laboratory door lock to allow an NPC hit/kidnap squad to go and do the "dirty" part of the mission (so that the PC is involved, but not in combat). Cue cinematic...

  • destroy a clone- sneak/hack/break into a clone facility and destroy the medical clone of an NPC. Stealth/tech style mission so no combat as per CCPs previous limitations on Incarna.

  • one-off normal missions given by visiting agents (not station corp) as mentioned by a few other people sound good. Should be one-off regardless off acceptance or refusal, with no "delay" option.

  • smuggling missions- one station to another (do I use an Orca for full security, or use an inty/covops for speed?)

  • Courier missions of small volume reports & similar (Transaction data delivery?) require hand delivery to a destination avatar. Reward boosted in line with time required. These are the only existing missions that should require you to leave your ship. All other "walking" missions should be given by "Incarna" agents






if we must have walking in stations then I agree these type of FPS missions are the only way to go

Jamie Banks
Quantum Horizons
Posted - 2010.09.17 08:09:00 - [316]
 

Edited by: Jamie Banks on 17/09/2010 08:10:17
Originally by: PAX

By this point, "walking in stations" has been so anticipated and so repeated that the concept seems like a mere fairy tale rather than an actual future event. While the winter expansion won't see players take a stroll outside of their hard-earned ships, the dev team is taking steps toward this direction with an updated character creation system.



I'm shocked.

http://www.massively.com/2010/09/04/pax-2010-ccp-unveils-eve-onlines-latest-expansion/

Sleyde
Posted - 2010.09.20 23:30:00 - [317]
 

Originally by: Sagesse
Originally by: Gavin Darklighter
Edited by: Gavin Darklighter on 03/09/2010 00:33:35
I think all current lvl1-5 agents should only be accessible in their office inside the station which would take quite some time to walk to. When you get to their office you would talk to the receptionist and sign up to speak with the agent. You would then wait for all the other players who got there first to speak with the agent since the agent can only speak with one player at a time. When its your turn you get to go into the agent's office and negotiate the terms for a mission. Of course the more you chat your agent up the more favorable the terms of the mission. I guess a normal conversation with the agent would be 5 minutes per player trying to get a mission. Agents would also work an 8 hour shift 5 days a week taking an hour for lunch in the middle of it. Different agents would work different shifts so that different timezones would use different agents.


what on earth does that add to your experience of playing a game, this isnt real life it's recreation


This has to be tongue in cheek :)
Regardless, personally I dont see any benefit from being able to walk around a space station unless as some have mentioned you get to actually do missions in the station. There are plenty of other areas to invest valuable development time, my 5 cents.

Wulfpack
Gallente
Posted - 2010.09.21 11:58:00 - [318]
 

Edited by: Wulfpack on 21/09/2010 12:49:58
Edited by: Wulfpack on 21/09/2010 12:03:52
Edited by: Wulfpack on 21/09/2010 12:00:16
My proposal, I try to insert it in "eve-style". Excuse my english ;)

To install a WiS mission system separate the NPC Corporation stations in their divisions and add bureaus for some divisions of the station owner (dependent to the station type) at all stations. In that bureaus division agents give the new missions, everytime have to do something with the division. These missions give corp standing like normal missions, but also division standing affecting the personal standings to all agents of the respective division of the station owners corp.
Maybe you also add special offers (like storylines) where players can get special things of this division, BPCs of their favorite product or something else.
Maybe you can combine this system with a kind of "station standing" only affecting agents at the respective station (there should be much more agents per station after WiS release then before I guess, so this could make sense).

Thats my first proposal, something is allready there but I have to think about it first =)

Wulfpack
Gallente
Posted - 2010.09.21 12:46:00 - [319]
 

Edited by: Wulfpack on 21/09/2010 12:53:36
Edited by: Wulfpack on 21/09/2010 12:49:01
Edited by: Wulfpack on 21/09/2010 12:47:07
Oh, its me again... so u have to excuse my english again ugh

Why don't combine WiS with the old transport contract system (which seems exotic or even is completly unknown for much players) to form something new. These missions should be given out by corp agents in the player corps offices to gain kind of player corp standings (why not player missions ... a corp is a corp).
But you shouldn't use the original player corp standing system for this, take my idea from below and let it be division standing of the NPC division (think about another name^^) from the player corp.
To gain standing with a player corp means to gain standing with its connected corps (same way like getting Amarr standing while making caldari missions) ... its your system, why the player corps are not in there yet, they have standings and connections as well.

You could regulate many things by these standings, even the prizes in player/corp owned WiS shops and other rooms (WiS shop = sell orders with prizes influenced by standings... if you are in your pod, its only a normal market order).

Player corps will have more influence in their neighborhood by simply adding more missions (new content) to their home system ... and in 0.0 kill missions against other player corps/alliances would make sense:
"Kill a Goon within 24 hours to get your reward... or die trying".
To install player set kill missions in high-sec maybe you should insert an addition to the war system... the cold war, allowing a corp to set their combatants as mission objectives... but this is far away from topic.

Mos7Wan7ed
Gallente
Dirt-Nap Ship Yards
Posted - 2010.09.22 19:04:00 - [320]
 

its probably super late to even reply to the thread but...

ambulation agents should offer something different and unique and the missions they offer should be unique too.

We need a dynamic mission system badly and if you double the number of agents and create ambulation agents the mission content should be dynamic. you could even base the missions on how busy players are with particular ambulation agents to spread them out so you don't get a huge waiting line on the more popular agents in mission hubs.

ambulation missions can be short, done in a single station visit of "hey, deliver this to the guy over there", or be part of a string of agents in several stations where travel is required and agents must be tracked down using only partial information.

Optional ambulation missions as a continuance from space agent missions. Give people the option to turn in the documents or whatever physically in ambulation and get a more rewards or another ambulation related mission from it.

ambulation agents could offer LP store discounts
ambulation agents could offer free NPC seeded stuff to resell or use.
ambulation agents could offer information on or even spawn hidden Ded complexes and wormholes in the area.
ambulation agents could offer up early release EvE RP news information or clues to stories that have yet to become public.
ambulation agents could offer up limited reputation fixes, or location of an ambulation agent who could, if you have enough history with that particular agent.

Pirate Jeezus
Posted - 2010.09.24 20:23:00 - [321]
 

Edited by: Pirate Jeezus on 24/09/2010 20:33:49
Edited by: Pirate Jeezus on 24/09/2010 20:26:08
all i can think of is strip clubs next to bars. and corporate offices be real places. also i want the ability to mug people and or otherwise be a criminal (with a balance of some sort on the opposite end)

also if the above^ comments are to be put in full account then for all that extra work higher payouts for the respective levels will be necessary as the goal is to attract new and old players.

http://www.youtube.com/watch?v=As8cmHb-aKU

everyone wants incarna to be kinda like this ^

Eojek
Amarr
Starlight Molly
Posted - 2010.09.30 17:46:00 - [322]
 

1: Walkers... other protective equipment for a 250M isk set of implants :P

Puzzles: Go to point x, conserve ammo, use the tools at your disposal to solve that puzzle (grenade launcher onto the switch!)

Spooky mood lighting when taking on the Blood Raider platoon.

When you rescue the damsel, sneak in, and get her out.

To be able to be killed (podded) if you really do catch a bullet.

From wife: Leather pants.... and sensible boots... Not every woman in a thong and a low cut top.

Long Limbs and Slavers, arboretums with particle based foliage.

A weapon that uses stats based on my ship-skillz in lasers/missiles/projectile/rails.

Mentally stimulating conversation with AI that has a believable response.

Professional voice acting outside that dude in the Acadamy who steals all the work! ;P (where do I send my demo tape?)

To be able to look outside and see my ship, or to go down onto the docks and watch it being polished.

I have a million ideas, and not enough time.

NextDarkKnight
Caldari
Posted - 2010.09.30 21:24:00 - [323]
 

Can I have a store, or a nightclub or some kind of thing I can run or rent in a station? Then I can higher employees and deal with thieves and do delivery services? Maybe have a family or a sims kinda thing where I'm a great at flying safe but crash and burn with the simulated children. Stations are suppose te be huge cities right? Make them large and very complex and have areas closed off to different people like some are very racial and other are not.. the ability to carry cash in station and be robbed! The list goes on and on!!

Frank Graden
Posted - 2010.09.30 22:27:00 - [324]
 

I would kill to see the Dust514 players in station. It would build sinergy between the two games.

Imagine if you will, walking in to a bar looking for mercs to take down a planet. Letting them into our world, going to a corp command for a military campaign, having a link to the Dust games Command ship/room. Having some kind of Holo-map for planning both space operations and ground attacks. Put settings on that map so you can place units and put them in a time frame, with a couple saved frames for then, now, predicted. By putting these tools in the stations it makes them useful. It really gives a more RPG feel to it, to be in the command room with your officers.

Someone said something about having a view port to outside the station. Having that in real time would give the player the feel of being there. That this station is different from everyother station out there.

As far as weapons go I think that with out skill training pilots should suck at using them, the Dust boys should rock just by default, that is what they do. Kill rights would be the same as out in space, gunfight with caution to avoid the in-station concord's insta-death.

Bottom line is that give WiS something that they cant get anywhere else in the game... If you program it, they will come.

Felix Lupus
Posted - 2010.10.02 22:24:00 - [325]
 

I have a feeling that walking in stations will start out much like EVE did (or at least sort of). That is, it will be fairly trim. OVer time CCP will add things.

Zophos Akratos
Amarr
Viziam
Posted - 2010.10.09 17:33:00 - [326]
 

Originally by: Frank Graden
I would kill to see the Dust514 players in station. It would build sinergy between the two games. .


Wow, that's an awesome idea! It would be great for both games also, I mean... the grass is always greener on the other side, so it will be a great way to recruit new people to eve.
And it will also make sure that there are some more players in the stations, cause there are soo many stations in eve, this way we can populate them easier^_^.

Kanatta Jing
Posted - 2010.10.10 08:34:00 - [327]
 

There are odd items that acrue in the hangers of missioners. People who want those things would be handy.

Dek Kato
Amarr
Delusions of Mediocrity
Posted - 2010.10.10 20:21:00 - [328]
 

PLEASE don't force Incarna on me (IE: have to go talk to some NPC to get a mission). Leave the current agent system as-is.

However, it could be cool to have a bar where you can get special missions from randomly changing NPCs that move around between stations. Something dynamic like that could make highsec carebearing a lot more interesting and less repetitive, while allowing those who just want to mission til their eyes bleed for ISK to do so.

DODScorp
Posted - 2010.10.11 21:33:00 - [329]
 

Talking to your crew would be pretty sweet (even though there NPC's), As you walk by the Airlock they may say something about the new modules you put in or a joke about how you lost your shields or forgot your drones again. As for missions i guess you could have something like Mass effect have done walking around chatting, the option to buy and talk to NPC's in a store or office if you wanted a more immersive experience. Chasing people in space and in a station would be pretty cool, youd have to Undock and chase after the evil NPC, and maybe dock at the pirate base causing all kinds of havoc there too. but that'd mean making loads of new items, AI and stuff. Although itd be so awesome to try and take down a Rouge drone Whilst running around the outside of a station as an end boss battle. Or boarding parties, like trying to take down a Sansha Super carrier from the inside and fighting the crew (Hijacking ships?). Man i think too much XD.

Caspardian
Federal Defence Union
Posted - 2010.10.12 10:31:00 - [330]
 

Originally by: Jekyl Eraser
You could hire a (pirate?) NPC in the station to complete a mission for you for a price that could be ISK, LP, Standings or by doing replacement mission(transport drugs/boosters from hisec to losec). This could be new way of grinding standings in addition to the courier missions.


Seconded.

Personally, I've always wondered why people couldn't hire NPCs in space, to guard things and whatnot. Just make an NPC ship half has effective as a player controlled one, put a limit on how many a single person one can have at one time, make them fairly expensive so that you don't use them constantly and off you go--brand new (and very cool) gameplay elements.
Maybe you could take the first step and let us hire NPCs for missions but nothing else, in order to test the waters. Very Happy


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