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Ranka Mei
Caldari
Posted - 2010.04.28 20:37:00 - [211]
 

Originally by: Mister LEM0NS
PLEASE tell me there will be a window to look out of to see any station camps...Sad

I strongly support this. Actually, I think it should be implemented before WiS even! And how hard can it be, programming wise? A window is essentially just a properly faced hole in the station hull. Easy-peasy, methinks.

And Triage
Posted - 2010.05.01 09:01:00 - [212]
 

All I want to see from WiS is ATMOSPHERE. Flying around in space and blowing @#$% up is fun as hell, yeah, but there's not a lot of ambience there, you know? I think the stations can provide this lacking (but important MMO feature) to EVE.

Give us some ISK sinks. Entertainment. Quarters/rooms for rent. Gambling. Socialization. Clubs. Bars. Lounges. Music. Drugs. Broadcasts. Events.

I guess what I'm trying to say is that it'd be really cool to have stations have a practical purpose (agent interaction, etc.) but also be a place where we can stretch our legs, kick back, and enjoy some downtime. Like if all of us pilots are truckers, stations should be the rest stops, the shady diners, the travel centers.

Argat Bogotsch
Posted - 2010.05.04 13:01:00 - [213]
 

WiS is a bad idea. I don't see how you can incorporate that mechanic with what you already have and still have a product that people will want. Sure its neat on the surface, but in the long run it will make you lose customers because it makes a game that already has more content than most other games even more complex, even more tedious, and even more inaccessible to new players. This is a bad idea. SCRAP IT IMMEDIATELY

-Argat.

Hex Morta
Posted - 2010.05.06 07:41:00 - [214]
 

I am wondering if there will be things to do in the station (like combat and courier missions) or if WiS will simply be implemented to have a more in depth character experience. I mean if not only do I have to worry about my pilot skills, but also my security and conversation skills, Eve is gonna turn into a arduous task and no longer be a game. If this does happen I would like to see it stay simple and not turn into Mass Effect meets Star Fox. There are only 24 hours in a day remember.Neutral

Ben'euto
Posted - 2010.05.07 02:54:00 - [215]
 

How about the ability to take over a Station via boarding?

Some sort of EW attack that allows you to force dock and then you find yourself behind a door with other fleet pilots, then after say a couple of minutes the door opens and you fight the local security force (and other players friendly to the Station). Capture the command centre and you've captured the Station at which point any remaining security force becomes yours and will turn against previously friendly players.

New skills: personal arms, Station security training etc.

Ben'euto
Posted - 2010.05.07 03:43:00 - [216]
 

Originally by: Ben'euto
How about the ability to take over a Station via boarding?


Oops sorry, got a bit carried away. I guess this is more of a PvP thing so maybe not for this thread.

Lynn Deniera
Caldari
The Foreign Legion
The Remnant Legion
Posted - 2010.05.08 12:04:00 - [217]
 

I think that a good way to compare this is to the way other RPGs tend to go about "peaceful" quests. Don't make quests "hidden object" or "fetch". Make them dialog based. So that you talk to people about stuff, (not a quiz).

Of course a huge problem you run into here, is that all quests must be repeatable, and also different slightly. An easy way to do this is to base quests off current dialog procedural tech/games, like that of the dialog procedural game "Facade", where you can type whatever you like, and the AI understands what you ware saying. Not only that, but they react correctly to what you say, and the game is based on obtaining certain outcomes, where one of those is failure, but there are several win options.

To really see what I mean you have to play "Facade", just google it, its a free tech demo.

L'Petit Object
Posted - 2010.05.08 16:05:00 - [218]
 

WiS can provide a lot of great things, but because we are moving from not having WiS to having Wis, having to use WiS to do anything you previously did will seem like a chore. Hence, prepair for teh Flame. So basically, you are forced to make a side game that doesn't interact with the current game.

But I think as some above posters mentioned, eve lacks a lot of human ambiance. Sometimes I like this, sometimes I don't. But if we are going to create ambiance, it should be appropriate for it's locality.

So, to begin, having a corporate office should come with rentable corporate quarters that you can decorate or whatever. THere should be a corporate meeting room. It would be great if you could load appropriate files into the meeting room so we could do an ingame power point presentation, or have voting systems that immiediately displayed on the screen. It should be made sure that the word synergy gets mentioned in these rooms.

Next is to move to greater customizability of weapons via tinkering with your mods using existing rigging skills to give weapons benefits along with disadvantages - greater cap use higher damage, greater PG, less cap use. Perhaps make any given weapon modifiable by 10%. Then you put these into a special engineeringhold, and when you get in your ship you can equip them. It should take equipment that is seeded and players manufacture in stations or on planets to modify these weapons. SO, you can go with standard weapons, or you can exit your ship and modify weapons, shields etc.,..

This creates a new 'profession' of instation tinkerer. Maybe the exact details of modification can be kept secret, so if someone figures out something cool, then they have to get that player to do it, so they can dominate the market. Then you get reverse engineering, etc.. Blueprints could be made in station using reverse engineering, rather than seeded.

So there we have some fitting and R&D for industrial types. Now what about miners?

All that ore has to come into the station, be smelted and moved around. All of this is already automatic, so adding anything to it makes it a chore. Anything effecting mining should be creative, and offer a real benefit, and probably be used to discourage bot mining.

Faction Warfare - players should be able to engage in espionage, counter-espionage, sabatoge, etc through various "contacts: think agents." They can be smuggled from station to station, and then secretely become spy pilots in the faction warfare. This will bring spying into the game rather than making most of it meta-game. It could also be used to get quick but temporary standings reversals, allowing for sudden deep territory penetration, and perhaps less blobiness in FW.

PVE: I am not a fan of the current missioning system at all. I thank CCP for all the hard work that must have gone into it, but compared to the depth of the rest of the game, it's just not holding up. The storylines feel incredibly ungrounded, there is no cause-effect relationship with them - etc. I think it is fair to say all MMO's suffer from this. And Faction warfare has done a lot to get around this. But the real problem with PVP is that it's not profitable, so the majority of players will continue to turn to PVE to make the money to PVP. So, can WiS be used to address this? I think so.

All PVE could be centered on WiS, and the eventual battling over agents, the presence of corporations, etc. Given that we often fight against pirates. The more some missions for any given corporation, the more that corporation's agents spread. PLayers who achieve a certain standing can then plant new agents in new territories. Eventually, the ultimate end game of this would be to spread high security to a low security system.

Players would use WiS to interact with agents, engage in killing agents and replacing them. Sabatoging parked fleets, etc.. New Agents would be invited. Then any player that uses an agent you've planted, you get a portion of their reward. cont.

L'Petit Object
Posted - 2010.05.08 16:24:00 - [219]
 

The old mission system would have to be adapted to this. Missions against pirate factions would in effect be missions against that agent. Any specific agent would go up in level when used a lot. Going up a level gives the player the option of selecting higher level missions, and which faction they play against. This way if a guristas incursion were noticed and a guristas agent were found in a station, pro-caldari players could select missions against the gurista agent until that agent became vulnerable, and WiS could be used to eject him from the station, making that system safe. If the Caldari agent lost, that system would lose a security status point, and if all caldari agents are kicked out of a highsec caldari area, that particular system turns into lowsec.

This should all happen fairly gradually, be protected by timers, etc. A system like this could also interact with faction warfare with faction missions, turning systems from highsec to lowsec, to lowsec opposing faction, to highsec opposing faction.

To summaraize:
-change mission selection to selectable faction etc.,
-change mission outcomes to have a lasting effect.
-use WiS to make this new lasting effect actuated.
-to get rid of combat agents you have to do combat
-to get rid of mining agents mining, etc.
-Pve then has an effect on the shape of the empire space.
-WiS integrated to include WiS missions, where more than one agent present, they begin fighting each other in various ways inside the station

Finally, ambiance:
Each empire/npc faction, should offer it's own ambiance not only in decoration, but in the available activites. The corporate duality of the caldari should show (really rich sections and really poor sections). The decadence and liberality of the gallente, the Ritual and hypocrisy of the Amarr, and the rust and ductape of the minmittar.

Caldari could have a stock market that offers many more market options through WiS, including improved buying short etc.,. Corporate malls with wide ranging luxury goods, and other finance and business aspects. All interactable through WiS.

Gallente would have a wide range of political and pleasure activities: down dirty diplomacy, Gladiator Arenas, drugs, etc.,

Amarr would have spiritual temples, places where a player can explore existience and consciousness through meditation, and eventually gain real insight. They would also have slave markets for buying population for planets.

Minimittar would have lots of hammers and scrap metal laying in open water, and, I dunno, probably a tape factory.

All of these things would be able to effect the character with bonuses to attributes. Caldari benefits intelligence, Gallente Charisma, Amarr perception, and Minmittar Willpower. Perhaps Sisters could benefit Memory, or something could be worked out around that.

Being in a Caldari station would offer different benefits and make you feel a part of caldari culture as you explored the mass-society, ruthlessness, and financial obsession of a neoliberal post-government corporation.
Etc, etc, for the others.

There could be side stories. The relationship between immortal pod pilots and mortals should be made clear (this whole, they're just people! thing doesn't make sense at all). Here in the major stations we would see the hordes trying to escape planets or tyring to get to them. The real life living and dying that goes on in any empire. But I think text boxes and missions rescuing orphans get's really trite with repitition, so I would ensure that these were well integrated into very well thought out stories that, if they were a book, would be worth re-reading. Remember, this is a game of adults. We live in a confusing world. the purpose of fantasy is both to escape and inform our everyday experience, and I think we have the makings of that here.


FuryOfCentauri
Gallente
Posted - 2010.05.11 16:46:00 - [220]
 

I saw this in a thread last year February:

http://www.eve-search.com/thread/994693/page/1


Quote:
Sometime in the future of eve (hopefully less than 3 years), I would like agents to give missions similar to these (in addition to the types they already give):

Scenario 1:
*Take my ship, and hunt down and find some named pirate and steal his/her docking bay codes.
*Use these codes to dock at a pirate outpost, and make my way to a mainframe computer room in the station.
*When I get there, hack (new hacking skills) into their system, steal necessary info, and crash the pirate mainframe.
*Make my way back to my ship, and report back to my agent to deliver the info that I stole.



Scenario 2

This scenario is similar to the first one but it happens on a planet.
*Land on a Planet, get out of your ship, make your way across terrain and through/around enemies to maybe assassinate someone, or hack, or place charges (inside) in a superstructure that you cannot scratch (from outside) with your ship's guns.

Scenario 3

You are given control of a small army on a planet's surface. You have to give them orders and take down an opposing army and/or base. You are unable to help them with your ship in orbit due to really powerful planet based target jamming systems.

Player protection while out of ship: Players can have Portable Shield generating gear to protect them from attacks. It depletes when hit, and recharges when let to rest for a bit. Can be skilled up to be more effective. For attacking, guns and explosives....shoot to kill seems fine to me..no need for more skills. Flying 1 person fighters in planet atmospheres (first person view, joystick control), driving tanks, all that.


Assistance option A: To help me on this mission, I would take NPC militant mercs that I rent for a tour of duty (like 1 mil ISk per head for 2 weeks). These mercs would take orders from me like: shoot whatever attacks them or me, provide suppressing fire there.....

Assistance Option B: Terrestrial Drones: They require specific skills to use. They are controlled based on transmitters between them, and a plug in to the Capsuleer's brain. They also take orders like regular drones.

If eve had an optional side to it along these lines, it would be even better than it currently is. Imagine factional warfare spreading past dogfights in space and spilling onto planets and stations(on stations only in missions). The same goes for planets in 0.0 being controlled by the player alliances and pirate cartels.


I guess part of this is in DUST 514 now, but I would like regular PVE missions in EVE Online where the FPS and RTS is involved. I know Capsuleers are not very physical, so a mechanical walker like the one in "District 9" or the ones in "Avatar" (but much smaller) would be cool (they would interface with the Capsuleer's brain like pods currently do) for the FPS style missions. I think the walker should be modular like Tech 3 ships. The skills for the walker subsystems would be trained for like any other ship. It would have a drone bay, small cargo hold, and ammo bay. I also think that most ships are big enough to have a mechanical walker bay that can only hold fully assembled walkers, plus whatever is inside the walker (ammo, drones, data chip etc).

Commander Kier'Harrada
Fiesty Goats
Posted - 2010.05.11 18:24:00 - [221]
 

Edited by: Commander Kier''Harrada on 11/05/2010 18:42:39
I think it would be awesome if mission agents had separate offices in station and you need to correct standing to get into the agents office to get a mission. To avoid there being a stupid amount of avatars in the office I guess it would have to be fixed so that you only see yourself in the agent's office. But to walk into an office and to see the mission agent sitting behind a desk with (depending on the level the agent is) epic furniture and stuff around the office.

Also, if you finish a mission that doesn't require you to deliver anything to the agent, then you have to go back to the agent's office to complete the mission. However, if you have to deliver something to the agent then they could meet you at the docking port and if the items small or a person you could just hand it to them, but if it's something large, such as ore or captives, then you could see them being taken out of your cargo hold by station staff and heavy lifting equipment.

I've heard something about offices for capsuleers being available at some point when ambulation appears. You could do it so that you install a station owner who you could do missions for and the better standing you have with him, the bigger the office you can rent/buy or the price of offices is cheaper the higher the standing. You could fix it so that manager missions are just a little harder than level 4's, but not as hard as level 5's or that they increase in difficulty and reward the more you do for him.

Mastercat
Posted - 2010.05.12 23:30:00 - [222]
 

Be nice to see more lvl 4-5 near the station we are using. And not 20 to 25 jumps away.

Be nice to see ccp fixing it.

Just putt all lvls in the stations.

Very Happy

Stibbins
Posted - 2010.05.14 09:27:00 - [223]
 

News from the front

Overview: This is series of missions for the Incarna feature of Eve Online. They are to be performed in stations by characters.

The overall objective of the missions is to gather intel about the player conflicts in 0,0. They can be performed anywhere, even high sec. Consequently the intel gathered is historic - you might be able to find out that SBUs sieging a system have been destroyed or that there are 3 hours left of reinforced mode for an ihub. This is not intel that people in the system itself would be unable to find out.

The series has two intents - to link everyone in Eve to the big political dramas in 0,0 and to provide engaging minigames.

Rewards for each part are isk as well as information about the war in deep space. This is mainly useful for journalists and the curious since the actual combatants will have this information. Still some may be useful - if an alliance isn't great at communicating what's going on to its members the members can use this to see past the propaganda and lack of information.

1 of 10 First blood

Greetings capsuleer. Rumours have reached this office of an assault by [insert alliance name] on [insert alliance name] in the [insert system and region names]. A wounded capsuleer has been cloned at this station after his pod was destroyed. He is being guarded in [this or nearby station's] medical facility. I want you to infiltrate the facility and speak to him. Find out where they attacked.

Design ideas: there's a few ways to design this. It could be a Bioware style talky mission. Or a 1980s adventure mission, the type where you look around for an object to use on another object to unlock an area. I think it would be good though to use a sneak-em-up for this mission. Your unarmed capsuleer is issued a personal cloaking device and has to sneak past patrolling guards. If caught you are expelled from the station and can retry over and over.

Rewards: a dotlan type search will pull up a recent major fight. Bias the selection towards a system with SBUs deployed and high amount of ship deaths. Some randomisation is ok if there are several interesting battles. If the mission is successful you find out the name of any stations seiged in that region.


2 of 10 Do you want to know more?

Greetings capsuleer. Congratulations on your earlier success. Would you like to know more details of the battle?

Design ideas: this is a Hacking mission, using the Hacking skill. It is skippable, if you don't have that skill go to 3 of 10. If you do have that skill you can attempt to retrieve battle information from the station's computer system.

This is a minigame of some kind. Maybe Magic: the Gathering like (as used in Vanguard and Might and Magic) maybe Bejewelled like. Difficulty is affected by the player character's Hacking skill so at Hacking 5 it's pretty easy and at Hacking 1 it's a real challenge.


3 of 10 Interview the survivor


Greetings capsuleer. We've discovered that a survivor of the battle is on leave in [insert nearby station]. He's waiting to be debriefed. We've acquired a CONCORD officer's uniform. Go and interview him to find out more about the alliances involved.

This is a choose the dialogue mission. You speak to a non-player character and have to bluff him to reveal information to you. It's also quite cool for the player to change his/her clothing (without requiring extensive art assets). Social skills should enhance your chances of progressing.

For example:

I'd like to tell you sir but it's more than my life's worth

Player options:

a) {Intimidate} You're life's not worth a button if you don't spill, I've got a blaster and no one's going to care if I use it.

b) {Cajole} You can talk to me, trust me no one will ever find out where I got the information. What kind of agent would I be if I blabbed about my sources.

c) [only visible to players with Social 4 or higher] {Persuade} Thousands of lives are at stake. If you don't reveal what you know many people will die b

Stibbins
Posted - 2010.05.14 09:43:00 - [224]
 

contd

c) [only visible to players with Social 4 or higher] {Persuade} Thousands of lives are at stake. If you don't reveal what you know many people will die because you refused to help us.

If successful you get a rundown on the sides involved. This is drawn from the killmail data. So for instance if 100 ships died and IT alliance is on 80, Atlas is on 30 and AAA is on 3 you'd find out a list ranked in order of who got the most kills. Doing this mission badly might mean that you don't get the whole list, maybe only the top 1 or 2.


4 of 10 etc

more of the same.

Intel shouldn't be so critical that running this series becomes mandatory but it should be interesting for people who can't be there and want a feel of being involved.


L'Petit Object
Posted - 2010.05.18 19:41:00 - [225]
 

A lot of people are talking about hacking. A great model for this could be the old Shadow Run game. it had a pretty neat Cyberspace minigame in it.

Cyan Cure
Posted - 2010.05.23 07:33:00 - [226]
 

The way Agents contact players right now is suitable, last thing this game needs are exclamation marks above someone's head. I REALLY don't see anybody running around the station buying someone a cup of coffee or assassinating someone on the station. No matter what the mission is it would be extremely out of character for EVE as a whole. Capsuleers are pilots not delivery boys. If you want to make WiS based missions then perhaps sometimes an Agent would need to have a task "off the record" or just something personal, so they invite you to their office for a face-to-face conversation.

Frieg Vostroyan
Posted - 2010.05.28 12:03:00 - [227]
 

Mandatory missions in stations is a bad idea in my opinion, having them as an extra like pirate missions in high sec through meeting someone in a bar or alley would be neat but being made leave my ship would be bad. I think that WiS would great but mainly has a entertainment venue such as screening of clear skies in the station theatre, and for corp/alliance meetings and presentations. There could be rentable board rooms where there could be a screen thats controlable by the renter. In this was a CEO could have a meeting to discuss war plans or let stock holders know what the future of a corp holds. I would love to see my CEO having a map on screen in a board room outlining the strategy of our war campaign. Also, maybe they could add official treaties to eve, like official concord non-aggression pacts thay must be signed by both CEOs in a station. This allows for the fun of planning sneak attacks at planned treaty meetings as well

I can't wait for WiS!

PS. It should be FPS, thats what Dust will be I plan to buy Dust.

Nali Kceb
Posted - 2010.05.28 12:59:00 - [228]
 

Well 1 thing I think to be very important is it fits in the back story somehow. Since normally when you die not being in your capsule would mean perma-death. So the way it is now no combat or other dangerous activity's can be done in a station.
However walking in station might come with a technological breakthrough that allows mind burning + cloning with help of a implant(so being immortal even when outside of your capsule).
Or you probably not really leave you capsule but just use a clone body from your capsule. Both would allow dangerous stuff in stations.
How about space walking (walking on asteroids). Probably take a mini mining laser to a asteroid to mind some tiny gem and use it to upgrade modules!
Also in stations you could probably visit a black market and buy the drones some npc's have but you cant have (the drones that wep and attack).

But from what I understand Walking in stations is more something of a break. I am a little of a role-player(not extreme but I just like to imagine the game to be real) and I really like the walking in stations idea what I have seen from it is AMAZING.
Also I <3 Tyrannis.

Hixxy
Caldari Provisions
Posted - 2010.05.30 19:17:00 - [229]
 

Originally by: FuryOfCentauri
I saw this in a thread last year February:

http://www.eve-search.com/thread/994693/page/1


Quote:
Sometime in the future of eve (hopefully less than 3 years), I would like agents to give missions similar to these (in addition to the types they already give):

Scenario 1:
*Take my ship, and hunt down and find some named pirate and steal his/her docking bay codes.
*Use these codes to dock at a pirate outpost, and make my way to a mainframe computer room in the station.
*When I get there, hack (new hacking skills) into their system, steal necessary info, and crash the pirate mainframe.
*Make my way back to my ship, and report back to my agent to deliver the info that I stole.



Scenario 2

This scenario is similar to the first one but it happens on a planet.
*Land on a Planet, get out of your ship, make your way across terrain and through/around enemies to maybe assassinate someone, or hack, or place charges (inside) in a superstructure that you cannot scratch (from outside) with your ship's guns.

Scenario 3

You are given control of a small army on a planet's surface. You have to give them orders and take down an opposing army and/or base. You are unable to help them with your ship in orbit due to really powerful planet based target jamming systems.

Player protection while out of ship: Players can have Portable Shield generating gear to protect them from attacks. It depletes when hit, and recharges when let to rest for a bit. Can be skilled up to be more effective. For attacking, guns and explosives....shoot to kill seems fine to me..no need for more skills. Flying 1 person fighters in planet atmospheres (first person view, joystick control), driving tanks, all that.


Assistance option A: To help me on this mission, I would take NPC militant mercs that I rent for a tour of duty (like 1 mil ISk per head for 2 weeks). These mercs would take orders from me like: shoot whatever attacks them or me, provide suppressing fire there.....

Assistance Option B: Terrestrial Drones: They require specific skills to use. They are controlled based on transmitters between them, and a plug in to the Capsuleer's brain. They also take orders like regular drones.

If eve had an optional side to it along these lines, it would be even better than it currently is. Imagine factional warfare spreading past dogfights in space and spilling onto planets and stations(on stations only in missions). The same goes for planets in 0.0 being controlled by the player alliances and pirate cartels.


I guess part of this is in DUST 514 now, but I would like regular PVE missions in EVE Online where the FPS and RTS is involved. I know Capsuleers are not very physical, so a mechanical walker like the one in "District 9" or the ones in "Avatar" (but much smaller) would be cool (they would interface with the Capsuleer's brain like pods currently do) for the FPS style missions. I think the walker should be modular like Tech 3 ships. The skills for the walker subsystems would be trained for like any other ship. It would have a drone bay, small cargo hold, and ammo bay. I also think that most ships are big enough to have a mechanical walker bay that can only hold fully assembled walkers, plus whatever is inside the walker (ammo, drones, data chip etc).



they are tired for a day or so and feel bad. get over it.

Harrent
Posted - 2010.05.30 19:52:00 - [230]
 

ArrowRandomly generated missions (triggers vary, bonuses, npcs, etc...)
ArrowMixing courior with missions... (Fly though X system with combat support - Forces you to be with a buddy).
Arrow Random chance of ambushes during mission (extra dps, bounties and rewards if completed).
Arrow More bonus rooms (think Angels Extravaganza)
Arrow More rare drops (on par with higher plexes)

Titas Agor
TITANS OF PEACE
Posted - 2010.06.03 22:56:00 - [231]
 

Think you could do more with some of the stations that are in missions... Where you'd have to go through a mission like normal, but when you reach the last room for example, you gotta fight the rats and then dock with the station there to explode either self destruction the station or place explosives at various points around the station and get undock before it explodes or something to that effect..


Viral Effect
Caldari
BRAINDEAD Corp
Posted - 2010.06.03 23:26:00 - [232]
 

At the moment if I want a mission from an agent it takes at least a second for the window to open with the offer. This to me is an unacceptably long amount of time for an agent mission to be offered from my request. I ask you what the hell am I going to think if you make me open a ďWalking in StationsĒ session before a mission is offered?
I donít have a problem with agent missions being offered from inside a station thatís a cool idea but please make it optional.

Kuso Tabeteshine
Posted - 2010.06.05 19:07:00 - [233]
 

Walking is so booooring. How about at least giving us jetpacks?

Svarty II
Minmatar
Posted - 2010.06.06 18:55:00 - [234]
 

Edited by: Svarty II on 06/06/2010 18:59:03
I suggest that the devs look at what modern MMOs are doing with quests, i.e. Warhammer Online's public quests and with particular interest paid to what Guild Wars are suggesting here.

Quote:

you get a massive wall of text hardly anyone reads that describes a horrible or totally mundane thing going on in the world that you need to help with. You run off, complete this task, then return and talk to this character again to receive another wall of text and a reward. Traditional quest systems rely on these blocks of quest text to tell you what is happening in the world; this is just an outdated form of storytelling.



Beyond Horizon
Caldari
Solar Dragons
SOLAR FLEET
Posted - 2010.06.07 14:28:00 - [235]
 

My suggestion: play ME2 and see how instation "missions" and interaction shoudl be done

Canteen Charlie
Minmatar
Whiskey Shooters
Posted - 2010.06.10 09:07:00 - [236]
 

It's late so I'm not reading every post in this thread but one thing I do know is that I stopped reading missions from agents months ago. The interface is dull, and essentially the same thing, go to this place, kill the ships, bring something back. This is a simplification of a sorts but it feels this way running combat missions. If this is simply an agent giving you missions I'd like it if it moved towards the bioware way where all npcs spoke with real voice instead of text. You get options as to how to respond to the npc and this in turn effects the missions, insult them if they want you to be polite, you get some harder pirates, be nice when you should be mean, they take you for a fool and lie about what your up against. These kinds of things would also require the mission system get a much needed overhaul. Eve Survival should be OBSOLETE! CCP should make the mission running programs smart enough to make them varied so you have to think each and every time. Anyways, my two cents.

Cristobalus DeMora
Caldari
Datum Point
Posted - 2010.06.16 13:58:00 - [237]
 

Just some thoughts I felt I should share on walking in stations, (wis).
*Make passengers like slavers, scientists, tourists, marines, and prisoners intractable in-station, linked to station missions, or station only facilities like a homeless office to turn in homeless people for a collectable item or reward.
*Develop a way to check the outside of the station without undocking, whether it is a window or a radar type display.
*Social things like bars, nightclubs, casinos, cafes,or station scenic areas that take your breath away. *When I think of wis, I imagine a scene from the books The Captainís table or Quark's bar.
*Houses for Eve! Like cheap motel rooms to fancy 5 star hotels, or a small apartment to a station mansion. Here you can store and display valuable items. You can also design the house layout, decor and ambiance, and can allow people to view certain parts to show off or socialize.
*Corporation HQ can also be upgraded from standard office to larger offices that can also be customized like personal habitations.
* A way to show off pretty stuff in station, like rare items and ships without the risk of losing them to destruction. It would be like renting a showroom or gallery. Letís see that hangar bling$$$!
* Shops for items such as clothing, accessories, and wis only devices.
* The ability for pets. Like an Amarr can have a Minmatar pet.. I mean servant, and a Caldari can have an exotic dancer or slaver hound follow them around. Also a chance to have rare quest pets obtained from wis only missions.
* The ability to display factional ranks and medals: also the ability to customize corporate and alliance medals, ranks, and uniforms.
* Use wis to expand and improve profits from activities deemed illegal by certain governments. Slave trading, narcotics, dog tags, various other illegal goods.
*Give current narcotics a use in wis. Whether it is all for fun, or to boost or suppress certain attributes.
* Just like every 16 missions you get a storyline mission, you will occasionally get an in-station mission where you need to deliver something, talk to someone, or do something only a pod pilot type can do. I do not like the idea of mandatory walking to get space missions.
*Make certain back-story sites also linked to wis. Such as current agents and sites on the DED map reports. Recovering data or important items from Traumark Installation, or a mission for City of God and Serpents Coil would be great fun. A progressing quest or just a few linked missions with a collectable reward or title could be used. It might not be a bad idea if these missions require multiple people.
*Agents that move from station to station and give limited offer, one time run missions for collectable items. Availability based on standings to agent organization. The mission can be a mission arch like current mission archís or a quest like system like COSMOS. These can offer more storyline items and trading goods, with occasionally some nice in-space items.
*Station ambiance, environments, decor, layouts, resident npc's, shops and zones need to vary by corporation, faction, race, and station type.
*I've never been much for RP aside from loving the back-story, but the possibilities for the RP community in Eve are just endless. Don't forget them.
*Give me a good reason to leave my pod with new content. We are pod pilots, gods among men, not janitors and grunts. There is nothing worse than making me de-pod just to do something that before only took seconds. Wis needs to be a new world, with new experiences and environments to explore, socialize in, have fun and make ISK.
Thanks for reading.

Rip Minner
Gallente
ARMITAGE Logistics Salvage and Industries
Posted - 2010.06.18 09:12:00 - [238]
 

So ahh ya how is that walking in stations thing coming along? I would be happy to coment on it as soon as I get to do it.Rolling Eyes

llllSeraphimllll
Posted - 2010.06.18 11:59:00 - [239]
 

Edited by: llllSeraphimllll on 18/06/2010 11:59:53
when WIS finally happens (i'm going to be a OAP by then i reckon), it'd be good to be able to mount the heads of captured enemy corpses in your office (on sticks/wall/display case - LOL or whatever) and have them actually LOOK LIKE the player the corpse belongs too.


Sista Jaxx
Minmatar
Pator Tech School
Posted - 2010.06.18 12:11:00 - [240]
 

Make EVE factions mean something by adding activities that strongly tie into those and opposing factions. What happens on the inside of stations should impact what happens outside (to a degree) and vice versa.

For example, if your character is neck-deep into shady trading at some station, have them get attacked by an opposing faction once they leave station.


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