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Evelgrivion
Gunpoint Diplomacy
Posted - 2011.01.19 20:08:00 - [1]
 

Edited by: Evelgrivion on 20/01/2011 00:10:15
TL;DR: posts 4 & 5

Eve Online's 0.0 gameplay and economy is a mess. Mega alliances project hyper-fleets onto any and every target of choice. The scale of ship sizes is swaying more and more towards the Super Capital. The economy is flooded with minerals and ISK from an excessively abundant multitude of material sources.

Today, I propose a cure for these ailments; a return to an era of economic scarcity, and a refocusing of the player's energies into exploration and competition at a corporate level. Allow me to introduce:

Eve Online: Total Hell Death


Power to the Corporations! Moving Moon Goo to Exploration


Today's game of 0.0 space is based on high level organizational pursuits. In Eve Online, that means Super Alliances fighting for the control of Moons. Centralized wealth, centralized buying power, centralized bulk demand for raw materials, centralized allegiances and centralized forces are generated and afforded by the, ultimately Alliance Centric, Moon Goo. Moons are wealth concentration magnets, and they tend to put that wealth into the hands of the alliances that own them.

ISK tends to flow in this pattern, simplified for convenience; ISK from ratting and missioning goes into buying new ships. That ISK goes to manufacturers. The manufacturers buy their materials from the people who harvest these resources. Tech 1 and Tech 3 resources are easily acquired at the personal and corporate level, and tend to be distributed to all sorts of individuals and organizations. Tech 2 goods however, require the forces of an alliance to keep hold of; moons are static, point-concentration resources, and provide a prodigious proportion of material worth. Ultimately, most of the money people create will end up in the hands of alliances holding valuable moons.

The scarcity of moons is at the right level. The distribution is what needs to be worked on. The distribution problem can be set right by taking tech 2 resources out of moons and putting them into a new, exploration oriented system. Actively collected materials are the domain of player and corporation activities, and would put these valuable commodities into the hands of players and corporations. This will go some ways towards ending the trend of the rich getting richer while the poor stay poor within Eve, while providing more activities for players and corporations to pursue.

Harassment made easier; reduced Station Services HP

This feature is pretty self explanatory. There is minimal threat that can be posed by a roaming gang in 0.0 space. Other than catching stragglers traveling from system to system and the truly rare occurrence of someone not realizing that local is no longer friendly, its very hard to get a fight unless both sides are willing participants.

Reducing the health of station services to 1 million or less each will help create a reason to step out and fight. While it might generate service ping pong, there will be some incentive to avoid having to repair services once more by blowing up the guys bent on taking out the factory yet again.

Upping the Ante: Docking as a separate service.

Making a Docking service is an addendum which opens a slew of new possibilities. Taking out this service might remove the docking restrictions and financing fees put in place by the outpost's management, allowing anyone to dock at the outpost for free until the service is repaired; blue or otherwise.

Another, riskier possibility is to simply forbid anyone from docking at the outpost until the docking management service is repaired. Is this a step too far? A step in the right direction? Perhaps it should exist in conjunction with the free-to-dock option, and only forbid docking if the service is damaged to an even greater extent. Further analysis and your opinions are needed.

Continued in Part 2.

Evelgrivion
Gunpoint Diplomacy
Posted - 2011.01.19 20:11:00 - [2]
 

Total Hell Death: Part 2.

Outpost Destruction

Today's outpost is permanent; an eternal testament to the fact that someone out there decided to add a new station to New Eden. This is a powerful statement in a universe where nobody's spaceship can last forever. However, it's a statement that is becoming cheap with the ever increasing abundance of outposts.

Two outposts were built in 2005.
84 outposts were built in 2006.
68 outposts were built in 2007.
70 outposts were built in 2008.
121 outposts were built in 2009.
132 outposts were built in 2010.
13 outposts have been added in just the first 19 days of 2011.

The increasing abundance of outposts in null security space are making it easier than ever to construct supercapital components and aid in force projection. The dynamics of Eve Online can be changed dramatically by making it possible to completely cripple, if not outright destroy, an outpost.

Deleting an outpost presents a considerable technical challenge that might well be unreasonable to surmount at this time. For Total Hell Death, a simpler version of outpost destruction that disables all station services and prohibits market orders from behing made would be an interesting addition to gameplay. No player's assets would be destroyed by this change, and would allow for asset recovery by their respective owners.

If docking remains possible at a destroyed outpost, a new hovel of hostile activity is opened up. While you won't be able to trade items or open an office, these shattered hulks could serve as a rallying point for player, or even NPC, pirates around New Eden. Bringing these destroyed outposts back online could also serve as a high level ISK sink, as well.

All big buffers must come to an end; ship HP stacking nerf

Buffer tanks are the order of the day for PVP activities, as they afford maximum survivability for a given ship. However, the numbers provided by using large numbers of these modules are insanely high. Certain ships with certain buffer fits are almost always the order of the day, and combat in eve continues to become more homogenized.

To alleviate this somewhat, and reduce the somewhat overpowered nature of some ship fits like the buffer drake and the monster-buffer supercarriers, it's time to add a stacking nerf to plates, and a seperate stacking nerf to HP multipliers. Plates would be stacking nerfed against themselves, while Slaves, Trimarks, and Energized Regenerative Membranes would become stacking nerfed with each other. Power Diagnostic Systems would be penalized for amount, while core defence field extenders and power diagnostic systems would be penalized against each other.

Force Projection Nerf: Cyno Spool Timer, Jump Range reduction, and Jump Bridge Removal

A fleet of supercapitals in its home turf can arrive at the scene of a fight faster than a wing of interceptors today. The mobility of super capitals and the ease of logistics afforded by jump bridges and jump freighters makes maintaining a very large swathe of territory across multiple regions unreasonably easy to do.

It's time to kill the high speed arrival of the hot-drop and the cross-New-Eden travel of capitals and super capitals. The Cyno Spool Timer, where a jump drive has to charge up for a certain amount of time before the pilot can jump into system, is one of the fixes needed. This timer needs to apply to Titan Jump Portals as well. It might be necessary to prohibit jump portals from being opened within starbase force fields as well.

Finally, with the removal of jump bridges, regular ships will finally be forced to travel through stargates once more, providing targets for small gang PVP. The wolf pack is a dying breed in today's New Eden; it's high time that small roaming gangs regain reason to exist.

Eve Online: Total Hell Death
Part 3 is coming soon™!

Gangus
Minmatar
Matari BackBone
Fate Weavers
Posted - 2011.01.19 21:17:00 - [3]
 

tl;dr

Evelgrivion
Gunpoint Diplomacy
Posted - 2011.01.19 21:37:00 - [4]
 

Originally by: Gangus
tl;dr


For the insufferably lazy people among us, here's a tl;dr:
  • Take moon materials out of moons and mine it from exploration sites
  • Cut station service HP to 1 million or less per service
  • Allow docking service to be attacked. Free docking or being unable to dock results.
  • Make outposts destroyable
  • Stacking nerf for plates, stacking nerf for trimarks, and similar modules/implants/etc.
  • Remove Jump Bridges
  • Add a timer capitals have to wait through before jumping
  • Reduced jump drive range

Evelgrivion
Gunpoint Diplomacy
Posted - 2011.01.19 23:41:00 - [5]
 

Since people are more likely to read a bullet-ed list than an explanation heavy wall of text, here is the rest of Total Hell Death, with more elaborate explanations forthcoming.
  • Remove the Rogue Drone loot tables completely; mining with guns is bad.
  • Remove the Stargates to the drone regions for a more comprehensive revamp of these pieces of space. Create sovereignty for the outer systems belonging to the drones to stop cynojammers from preventing jump-ins.
  • Add new types of wormholes that allow intra-wormhole systems to have stargates linking them together.
  • Add a special wormhole stabilizer for wormholes that link Known Space and Wormhole space together. It creates a permanent entry/exit point for the one end, but the exit point is semi-randomized; you can't know where you're going to end up. Jump Harmonics that stop you from spamming jumps remain.
  • Obliterate the asteroid belt regeneration rate. Force people to probe down asteroid belts for minerals.
  • Replace all exploration complexes with dramatically more dangerous NPCs that use a variant of the Sleeper AI. Far fewer ships, that are much tougher.
  • Similarly improved Belt Rats; tougher, fewer, harder to kill.
  • Re-do missions to be similarly difficult to the new belt rats and 0.0 exploration sites.

Belfelmalak
Posted - 2011.01.20 00:40:00 - [6]
 

Holy wall of text Batman!Shocked

Batolemaeus
Caldari
Free-Space-Ranger
Morsus Mihi
Posted - 2011.01.20 01:13:00 - [7]
 

Originally by: Belfelmalak
Holy wall of text Batman!Shocked


If you have trouble reading, you shouldn't be playing this game or posting here.

I do not agree on the hp reduction for station services. Not because gangs shouldn't be able to sabotage them, but because ehp is terrible for balancing those things. Timer based disruption and repair would aid in making them scale against large numbers just overwhelming an alliance in one timezone to incap every single service in a region within minutes.


Very much agree with the moon goo stuff however. I'd go so far and say that corporations should not have any passive income sources through pos at all.

Ellina Alleron
Posted - 2011.01.20 01:15:00 - [8]
 

Very well thought out. I disagree with plate penalties. It just dosn't make sence. However, I agree with everything else.


 

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