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blankseplocked The mother of all PI expansions
 
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Nyabinghi
Minmatar
Re-Awakened Technologies Inc
Posted - 2011.03.30 14:27:00 - [31]
 

Not too long ago I made a suggestion along similar lines to the OP here: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1472820. Essentially yes, Sims in space or more specifically as part of the PI feature. My hopes was to give a little more depth to EVE by making NPCs a more active integral part of the game.

Asuka Solo
Gallente
Stark Fujikawa
Posted - 2011.03.30 14:56:00 - [32]
 

Edited by: Asuka Solo on 30/03/2011 15:08:51
Edited by: Asuka Solo on 30/03/2011 14:59:36
Edited by: Asuka Solo on 30/03/2011 14:56:00
You've done more than that Nyabinghi.

What you've identified in your suggestion is a way to link PI with Faction warfare and thus bring Dust into low sec/hi-sec using an occupancy mechanism instead of sovereignty. Since the militia factions are NPC alliances, player corps can join the militias and duke it out for control of low sec settlements using Dust mercenaries.

I like your take on NPC integration. But my suggestion is definitely more player driven/0.0 sovereignty focused. Maybe we should get together via evemail or ingame and flesh out a revision of both our ideas combined?

T'san Manaan
Minmatar
Posted - 2011.03.30 22:15:00 - [33]
 

great Idea, this is what PI should have been.

Also as I read your post I kept having a recurring thought. It would be cool if when an incursion hits your population drops by a percentage per hour until it is fought off. This would leave cities devastated and would have the city CEOs urging their alliances to assist in defending their territory.

Asuka Solo
Gallente
Stark Fujikawa
Posted - 2011.03.30 22:35:00 - [34]
 

Originally by: T'san Manaan
great Idea, this is what PI should have been.

Also as I read your post I kept having a recurring thought. It would be cool if when an incursion hits your population drops by a percentage per hour until it is fought off. This would leave cities devastated and would have the city CEOs urging their alliances to assist in defending their territory.


Oh yes. We've come to a similar conclusion on our end in another suggestion about PI. Very nice option that. We'd need to flesh out statistics tho, means to actually measure or adjust the incurred death rate with an incursion on the planet with its own unique modifiers.

As things stand, I'm in evemail contact with 2 other individuals who are bonkers about PI and are thinking similar things, we're going to see about revising this suggestion to also extend to low sec/hi sec/NPC based PI and related dust wars for those mechanisms focused around occupancy instead of sovereignty, and then the incursion additions.

This suggestion is getting hotter by the day.

Keep the feedback and comments rolling in people.

Nyabinghi
Minmatar
Re-Awakened Technologies Inc
Posted - 2011.03.31 15:12:00 - [35]
 


Include a new market section called Employment. Require PI colonies to have staff/settlers which must be obtained from the Employment Market and transported to planet colony (for the change over from current PI system the staff can be auto generated for existing colonies). Cost for employing staff ranges on expertise lvl of staff. So a lvl 0 staff would give your colonies roughly the same output you currently get out of PI, a lvl 3 staff (and more expensive to hire) would give you a higher output. A lvl 0 employee can become a lvl 1,2,3,4,5 by experience (time on colony), players can opt to take their highly trained employee(s) back to the Employment Market as their agent and make isk on someone else hiring said high lvl employee(s). There can even be a T2 equivalent, for example if your colony requires 10 engineers you can opt for an Advanced Engineer that does the job of 3 regular engineers. Of course there would be new skills for players to train up for this like Advanced Colonization or Employee Relations or Personnel Training, Labor Relations, etc.

The colony will have a Morale lvl. High morale means production is at optimum, low morale and the production decreases. Colony morale can be increased by providing upgraded living quarters, entertainment centers, by providing the NPCs with certain NPC goods like Planetary Vehicles, etc (at a decent price of course or else morale may lesson if you cheat them all the time). Aside from providing for the colonists needs and wants in order to keep morale high a player will have to protect their colony from attack. A colony under attack or having been devastated by an attack will have a steep decline in morale. Attacks upon colonies can start out as NPC pirates and eventually become player based. A colony with low morale can be open to a peaceful takeover by another player who is willing to supply the colony's needs and wants and/or defend the colony. Colonies can be extorted or outright destroyed by NPC pirates and players, ideally though an attacking player would want control of a colony's production to reap the wealth for him/herself as oppose to outright destruction.

Colonies will strengthen the sovereignty of the Faction they are under and vis versa. In regards to Factional Warfare, all colonies in Empire space are eligible to be defended against hostile counter Factions. So for example, a Minmatar colony (or colonies) in a system bordering on Amarr space is under attack by the Amarr militia. The Minmatar militia responds to defend those colonies. Sovereignty is either maintained against or lost to invading Factions by way of colonies defended or conquered. I would go even further and make the EVE map more dynamic so that actual Empire space can be lost or gained to a rival Empire much like in null sec amongst Alliances.

In null sec Alliances will of course have to defend their own colonies and sovereign space.

So we have here an actual living breathing Empire and Alliance space. Players, Corps, Alliances, Factions have colonies that they build, maintain and defend. Players, Corps, Alliances, Factions also have the ability to take over, extort and destroy other colonies and/or hold subsequent sovereignty via colony control. Plenty more isk to be made, badges of honor and the like, more PVP, but most importantly a deeper purpose behind gameplay in EVE.

Asuka Solo
Gallente
Stark Fujikawa
Posted - 2011.03.31 16:59:00 - [36]
 

Edited by: Asuka Solo on 31/03/2011 17:13:34
Edited by: Asuka Solo on 31/03/2011 17:09:40
Edited by: Asuka Solo on 31/03/2011 17:04:50
Edited by: Asuka Solo on 31/03/2011 17:04:13
Edited by: Asuka Solo on 31/03/2011 17:02:11
Edited by: Asuka Solo on 31/03/2011 17:00:38

I love your take on morale.

I disapprove of your take on employment.


My very very first draft of this suggestion (3 months ago) had employment as a bonus, morale as a mechanism, and colonial resilience as an attribute, not too dissimilar from what your proposing.

However, after some consideration, I decided against those, or at least the implementation of them as I had envisioned them.

With regards to employment:

What I figured is that with a constantly growing population on a planet (Civilian PI networks), those people will need jobs, in addition to using them to create items such as janitors, ship crews etc. It would be easier to allocate vacancies for employment to each building (Civ, mil and indy) in your network that can be auto filled by your population (which will also limit the size of your population, which will be needed if your population pays tax -> we dont want to allow individual players to generate 20 billion isk in a day would we?) as opposed to buying and importing employees beyond your planetary/City population. In by doing the latter, I feel we are bordering on redundant NPC items if we extrapolate those and make a market for employees as a PI commodity that gives buildings production bonuses in addition to creating an isk spamming/farming mechanism that is just insane.

While I can relate to the idea of NPC items such as Janitors, scientists, dancers, military units, civilians, slaves etc being types of employed citizens, I would be divided on weather to use them as a Fuel type (for civilian PI networks/morale) or use them as bonuses for buildings on networks. In the event of using them as bonuses, it would completely negate a number of PI-Hub bonuses I suggested in my post(s) such as productivity bonuses and research bonuses to name but 2. Once we start pulling PI-Hub upgrades/bonuses apart, there's no real need for a PI-Hub and thus creates a void not only in terms of how cities are created/linked together, but also the value those cities can have/obtain beyond individual or separate networks.

That having been said, I'm not opposed to the idea of giving productivity bonuses to certain buildings (Such as extractors and facilities/factories/research institutions/service hubs) that have filled their vacancies with employees, provided we do not penalize any buildings/networks of individual players (who just build military or industrial networks and this dont have a population to employ) that dont have employees, to enable individual PI to remain un-nerfed. Something like a 25% bonus to production or materials extracted perhaps?

With regards to morale:

I'm loving your take on it. We can easily include a "happyness" mechanism for the population as measured against service delivery by the various basic & advanced service hubs and the provision of certain economic products such as vehicles, food, wine, water, dancers, entertainment etc as you've pointed out. If those are not present or placed poorly, the morale decreases. Hi-taxes, low levels of employment (implies a low number of networks in the city), fear of invasion and constant sieges on PI networks would also effect/decrease morale. If morale hits a certain low level, the city could revolt and control lost. So keeping morale up would be a pre-requisite for retaining control of your city. Failure to keep the city happy would be another foothold for Dust to exploit.

I couldn't have explained morale better myself had I tried it.

Nicholiai
Posted - 2011.03.31 18:32:00 - [37]
 

I don't have much of a good response except for...

IF this does get changed which I hope to hell it does (this coming into existence) I might actually be interested in PI...

Horizonist
Yulai Guard 2nd Fleet
Yulai Federation
Posted - 2011.04.05 15:44:00 - [38]
 

Bump, because it is truly relevant.

Asuka Solo
Gallente
Stark Fujikawa
Posted - 2011.04.05 19:34:00 - [39]
 

More addition(s):

Customs offices
- Allow items in customs offices to show up in the assets tab. Allow those customs hanger based items to be contracted to other characters for collection.
- Increase customs office hanger storage m3 to allow for continuous module manufacturing and storage, similar to a corporate hanger.
- Add a Corporate/Alliance hanger option for the customs office (To accept from launchpads) and launchpads (To send to orbit).

Capital Cities
- Corporations/Alliances that have multiple cities with level 5 Economies on 1 planet, can install a capital city upgrade into the PI-Hub of a specified city at a rather extensive cost. Capital cities will work similar to the old capital system mechanism, whereby the system is invulnerable until the surrounding systems have been captured. In order to capture a Capital City, all the non capital cities of that corporation/alliance needs to be captured before the capital city will become vulnerable.

Social buildings within Capital Cities
- Allow outpost shop slots (To appear in Incarna?) to be allocated to planetary Capital cities to enable players to setup bars, casino's etc planet-side, since outposts might get more and more crowded with those. (Assuming of course, this mechanism won't be included with Incarna)

Jaik7
Posted - 2011.04.05 21:57:00 - [40]
 

support +10

that's what i thought PI would be like!
also, i'd like something to shoot at when i play dust that is not a roboticly maintained facility.
i was surprised when you couldnt tax the citizens

yesyesyes ect

now we just need a time scale, think it'll be done in the next twenty years if CCP starts now?

Gnean Tyrova
Posted - 2011.04.06 01:34:00 - [41]
 

A lot of good ideas here, but there are a few issues that do need to be brought up with respect to role-playing ( including ship-crews ).

To be honest, I really don't care either way whether people want ship crews or not: the general concept of EVE and capsuleers is that crews are unnecessary for us due to our direct control of the vessel. If I ever do role-playing though, I intend on making sure any ship I fly that is battlecruiser+ will have a structural integrity drone on-board just so that I can say "Crew? What crew?". All this being said though, this mostly is just my personal thoughts and my own disagreement with an academy for training crews ( unless CCP allows us to hire NPC ships ).

With respect to PI though, most of the factories have it stated in their description that they are automated to the point that they can run "on a skeleton crew" ( pretty sure it says that in any description of the three PI factory types ). This does however bring up an interesting alternative route though as it does say "skeleton crew". The question becomes: would they be any more efficient with more people there? As well as, how much are we going to pay them?

End of negative comments.

From even a role-playing perspective though, I am at a loss to find many problems with most of the other suggestions written. If one were to have research facilities then it would make sense for there to be humans running the experiments than robots ( Wouldn't want rogue drones running our labs anyways now would we? Likely one of the few AIs that would be capable of doing it anyways ). Furthermore, military installations while heavily automated would also likely have a fairly large standby force as well. In my honest opinion though, the concept of being able to gain a variety of incomes from PI instead of just through tearing massive holes in the ground is awesome. Especially since real-life places like New York, London, etc are clearly economic powerhouses but do very little in terms of gathering or even necessarily production of goods. ( Think a good in-game example would be Seylin [Mentioned in the Burning Worlds Chronicles iirc] ).

I haven't taken a close look at any of the math involved but the majority of the ideas presented are well worth the read and well thought-out.

+1

( Btw, saving a copy of it to read abit more thoroughly later. Hope you don't mind. )

Ardamalis
Caldari
Deep Core Mining Inc.
Posted - 2011.04.06 05:43:00 - [42]
 

Anything that makes PI actually matter has my support.

With dust514 coming, this is really necessary. Losing a colony should be a big FUUUUUUUU moment and not just a simple *sigh* what a nuisance.

Haven't had the chance to comb through all of the stuff in the OP's posts but I'll be able to comment on the details once I do manage to read all of it later.

Asuka Solo
Gallente
Stark Fujikawa
Posted - 2011.04.06 06:44:00 - [43]
 

Edited by: Asuka Solo on 06/04/2011 07:52:22
Edited by: Asuka Solo on 06/04/2011 07:46:30
Edited by: Asuka Solo on 06/04/2011 07:36:41
Edited by: Asuka Solo on 06/04/2011 07:30:48


Originally by: Gnean Tyrova
A lot of good ideas here, but there are a few issues that do need to be brought up with respect to role-playing ( including ship-crews ).

To be honest, I really don't care either way whether people want ship crews or not: the general concept of EVE and capsuleers is that crews are unnecessary for us due to our direct control of the vessel. All this being said though, this mostly is just my personal thoughts and my own disagreement with an academy for training crews ( unless CCP allows us to hire NPC ships ).


The general concept of incarna will be that players can walk around massive structures and ships. No point in having ships you can actually walk around in if other people/npcs won't inhabit them. As a role player, I'd expect you to see the potential of having NPC's on your ship you can interact with. But this is not a suggestion for the existence of ship crews, so i'll just say this. Direct control won't require hallways or rooms. Incarna is coming, so I guess that aspect of not needing hallways/rooms will be going out the window. Razz

Originally by: Gnean Tyrova
With respect to PI though, most of the factories have it stated in their description that they are automated to the point that they can run "on a skeleton crew". The question becomes: would they be any more efficient with more people there? As well as, how much are we going to pay them?


Fair point, but the description can be changed just as easily as it was introduced. As to the payment issue, I'm sure an isk sink or two might need to be introduced for all employees. Surely that can be a player decision (implying a player/city executor controlled wage system/mechanism) that will affect the morale of the city's population?

Originally by: Gnean Tyrova

I haven't taken a close look at any of the math involved but the majority of the ideas presented are well worth the read and well thought-out.


TL;DR -> the income from a level 5 economy city will make the current incomes look like a level 1 agent payout compared to the level 4 payouts from grinded cities. Assuming your population = maxed at 800k (Crappy setups), & you risk losing your economy/city to revolts by running at 100% tax (All the time), your looking at about 80 mil (without tax bonuses) -> 120 mil isk (with tax bonuses), per day, per level 5 city (minus isk from industrial PI per day). (Bare in mind, each player can be apart of 6 cities)

The math gets insane the more networks are added (compound effect) and the bigger the population. In short, planetary income (from 12 or more cities across an alliance) will replace all other incomes (including tech moons, anomalies, complexes, mining, gas harvesting, manufacturing and ratting all put together -> they just wont have anything on PI that can match it on a monthly basis) as the primary income source for alliances/coalitions once they run the numbers. You can do the math behind taxation using a 1-100 isk scale multiplied by the population number, per day. Alternatively, you can try to project the daily numbers as a result of the boosted industrial operations resulting from PI-Hub bonuses. They (Civilian and Industrial incomes) will more or less be similar figures however, give or take a hundred million a month (depending on Jita commodity prices)


Originally by: Gnean Tyrova

( Btw, saving a copy of it to read abit more thoroughly later. Hope you don't mind. )


Knock yourself out. This suggestion is being revised tho (Combining it with the suggestions of one or two others who envisioned expanded PI areas but focused on aspects I didn't cover in this suggestion) so it could be re-posted

Bender 01000010
Caldari
EVE-RO
-Mostly Harmless-
Posted - 2011.04.06 11:10:00 - [44]
 

/support this would make Real Time Strategy players to play EVE..

Tsual
Minmatar
Posted - 2011.04.22 13:34:00 - [45]
 

Edited by: Tsual on 22/04/2011 20:45:57
Edited by: Tsual on 22/04/2011 13:35:23
Edited by: Tsual on 22/04/2011 13:34:53
Sheesh that is a lot a suggestion you have here, was also thinking about population and cultural management. Though more in the direction of it being a point of conflict.

Basicly each planet has a certain ammount of manpower each industrial pi installation requires manpower like cpu and tf. The twist is the planets manpower is shared by all players placing a command center on the planet.

Players should be able to either build a civilian infrastructure so that the planet grows the manpower or if that is to slow be able to migrate it on the planet.

Asuka Solo
Gallente
Stark Fujikawa
Posted - 2011.04.23 00:47:00 - [46]
 

Originally by: Tsual
Edited by: Tsual on 22/04/2011 20:45:57
Basicly each planet has a certain ammount of manpower each industrial pi installation requires manpower like cpu and tf. The twist is the planets manpower is shared by all players placing a command center on the planet.

Players should be able to either build a civilian infrastructure so that the planet grows the manpower or if that is to slow be able to migrate it on the planet.


That's more or less how it would work out in my suggestion.

1) If Civilian networks are present in any given city (City being a group of networks), then the population generated would benefit the entire city and not just a single network (But if the network is on its own, then it will only benefit that network). Each network within the city provides X amount of vacancies (determined by the number of buildings and type of buildings in each network)for the population to be filled. If all vacancies are filled, the maximum size of the cities sustainable population is reached, which would coincide with the maximum size of the taxable base of each city (depending on the setup(s)).

2) Different planet types will have different growth rates. Temperate worlds will have higher migration ratios than plasma worlds, which implies temp world populations grow faster, thus producing more isk per hour over a month than the same setup on a plasma over the same duration. However, Plasma worlds are more valuable as a form of industrial production than civilian tax generation in terms of commodities that can be sold in Jita. This having been said, a plasma world with 10 civilian networks will grow faster (Having a 30% growth ratio if that can be achieved, each civilian network on that plasma stacking on the next per d/t) than a temperate world with 1 civilian network (generating 20 something% growth per downtime). The difference in growth rates as determined by planet types & network types that could be comparable to the difference between a buffer tank fit of a ship, and a gank fit. The former is more focused on achieving survivability than the latter, which is more concerned with damage. So a city's setup can either be focused on achieving maximum population growth for isk based income, or network based growth for industrial income. Or military growth for a deathstar planet fit.

Tsual
Minmatar
Posted - 2011.04.23 02:21:00 - [47]
 

Edited by: Tsual on 23/04/2011 02:31:07
Edited by: Tsual on 23/04/2011 02:30:34
Edited by: Tsual on 23/04/2011 02:30:07
Most likely we have the same idea and I'm interpreting them through slightly cynical glasses.

Hmm well I'm not so much for a financial harvesting system, my take would be a bit different making manpower the economical meaningfull fitting requirenment for planetary installations.
The following applies a bit of blue and orange morality.

The system itself had a set of base recources that could be influenced semi-directly and be interconnected:

population number of people on a planet, population would necessarily hotspot as communities what the player could influence through housing is the ammount of population on a specific hotspot. The ammount of population on a planet caps the ammount of available manpower.

wealth the monetary recources available to the population, planetary credits, this wealth can be harvested through taxes to amortize civilian investments and used by the population to buy various civilian goods.

health physical as well as psychical health, mortality rate and accidents combined has a strong influence on the available work force.

hygiene pretty new real world research in the social field has shown that a clean and orderly place decreases discrimination and increases altruism. Hygiene has an influence on population health as well as motivation.

education education provides better worker thus increasing workforce as more specialists become available as well as increases motivation as people get's less frustrated.

motivation motivation is sort of the psychological fuel that keeps people working. Demotivated populations are less optimistic and less willing to follow the mass, up to openly revolting. Moral increases motivation however can be detrimental to health as enforced motivation might lead to burn outs and suicide.

For example a player providing cheap housing but ignoring health and hygiene will find that the manpower is decreased by epidemics and high crime rate.

Manpower can be imported as migrate workers. Slaves are nothing than stolen cheap manpower. In so far a slave hut would be akin to a auxiliary power control on a ship energy net. Civilian goods exchange wealth for morality, drugs exchange wealth for morality at a more efficient rate with a decrease in health rate.

A small scale genocidial planetary bombardment or a virus weapon leads to an epidemic has a similar effect on the available manpower to a energy destabilized or a nos on the energy grid of a ship.
(Okay I think I just arrived at a case of value dissonance.)

Black Bonnie
Posted - 2011.07.01 23:31:00 - [48]
 

I really really like these ideas. Great suggestions overall.

If CCP would iterate on PI content then perhaps we might be able to step into a new planetary command center room and sit on the couch to push our current pins in a couple of years.

But really it should be able to get this proposed system up and running in a couple of years if they put their minds to it.

warfreky
Posted - 2011.07.02 04:57:00 - [49]
 

oh dear god please ccp listen to these fine fellows this would total make pi useful and alot more interesting!!!!!

Integra Arkanheld
Posted - 2011.07.02 12:42:00 - [50]
 

If CCP want EVE to be THE SCIENCE FICTION GAME, it would make sense to have an advanced planetary micro management game inside EVE. Perhaps they should make a parallel PC game (similar to the console DUST) to manage EVE planets in an advanced way.
This game could manage planets management, and wars without putting too much lag on tranquility servers, and allow players that like super detailed management games and wargame games to have fun without annoying those hard-core players that only want the ship aspect of EVE.
Of course this game should use EVE characters and all the EVE database to link both games.

D'wayne
Posted - 2011.07.04 01:57:00 - [51]
 

If you want a bit of inspiration, play Sid Meier's Alpha Centauri.

THAT is the greatest PC game ever made. Came out in 1999 and many aspects of it (not all) are better than games made today. It is, of course, about colonising an alien planet with Civilization-style gameplay.

One nice option it gives you is the ability to nerve staple the population if they are becoming troublesome. Not a nice thing to do, and affects their science output, but keeps them in line.

Also alien creatures feature heavily in it, portrayed as the planet's self-defence system against alien invaders (almost like white blood cells). I have noticed that despite Eve featuring countless planets and stars, the only living species is humans. With some careful planning, you could use PI to explore biological creatures on certain planets. Perhaps categorise them, capture them, harvest them, and heck, even evolve them and genetically engineer them.

That way, we could have a mount for our Captain's Quarters :) Twisted Evil

foxnod
Brotherhood of the Coast
Posted - 2011.07.04 04:12:00 - [52]
 

Some pretty good ideas in there. Eve actually needs stuff like this for PI in order for DUST to actually interface with Eve and work.

Yulinki Atavuli
Minmatar
Caldari Investment and Security Industries
Innovia Alliance
Posted - 2011.07.05 21:00:00 - [53]
 

Edited by: Yulinki Atavuli on 05/07/2011 21:16:12
Edited by: Yulinki Atavuli on 05/07/2011 21:13:04
I like all of the ideas above. i just wonder if each planet will have it's own node or how this will work?

especially when Dust comes out how will that effect gameplay?

for example if the players on dust were in the middle of fighting and you placed a building right on top of the enemies or as cover for your soldiers, how will that work? or will it only be placed after the battle? or a set distance away from the dust players?

this would have to be addressed by CCP even if they don't follow your idea.

i would also look at O-Game or cyber nations they have similar ideas in text based games.



but either way i give this a +1


this idea should be seriously considered

Yulinki Atavuli
Minmatar
Caldari Investment and Security Industries
Innovia Alliance
Posted - 2011.07.05 21:08:00 - [54]
 

Edited by: Yulinki Atavuli on 05/07/2011 21:42:06
Originally by: Asuka Solo
PI will be made vulnerable to not only Dust attacks, but Capital Bombardments from orbit in the form of Dreadnaughts and Titans.



so in essence all PI in high sec would be basically invulnerable? unless attacked by dust players?

doesn't seem realistic to me.

nothing you can really do about it though it's the mechanics of EvE. I just wish that nations would actually go to war with each other besides just playing grab-a** in low sec.

Xyzibit
Caldari
New-Roots
Posted - 2011.07.06 09:39:00 - [55]
 

Very good work! I really like these ideas... thats what i expected from PI in the beginning when CCP startet talking / writing about PI. I was very disappointed when PI hit TQ in the first place although CCP said they are going to improve PI. I would really like it if some CCP dev would view and actually read through this idea and comment on it. I hope they could maybe find a way to combine some of these ideas here to their current PI plans including DUST514...

+1

Keep up the good work hopefully it will pay of some dayExclamation

Asuka Solo
Gallente
Stark Fujikawa
Posted - 2011.07.21 05:37:00 - [56]
 

Edited by: Asuka Solo on 21/07/2011 05:39:53
Originally by: Yulinki Atavuli
Edited by: Yulinki Atavuli on 05/07/2011 21:42:06
Originally by: Asuka Solo
PI will be made vulnerable to not only Dust attacks, but Capital Bombardments from orbit in the form of Dreadnaughts and Titans.



so in essence all PI in high sec would be basically invulnerable? unless attacked by dust players?

doesn't seem realistic to me.

nothing you can really do about it though it's the mechanics of EvE. I just wish that nations would actually go to war with each other besides just playing grab-a** in low sec.


I am revising this suggestion (added a few more pages to it), but long story short, hi-sec PI cities will be severely taxed by the NPC empires (massive isk sink), making them much less profitable than low-sec cities, which in turn will be less profitable than 0.0 cities.

Yes, Hi-sec PI cities will be safe unless we introduce a faction warfare/occupancy mechanism for hi-sec PI. But hi-sec cities won't be the gold-farms that people will be hoping for. The flip side of this would be to prevent setting up cities in hi-sec and restrict cities to low-sec and 0.0 only. This latter option might boost low-sec populations a bit, since with sovereignty owned 0.0, if you don't own the space, you can't use the planets. NPC 0.0 will be first come first serve tho.

More over, setting up a city should be insanely expensive. I think a starting figure of 1 bil per city (same as alliance) should cover it. That's negotiable tho.

Todd4921
Gallente
Pioneer's of the Galantic Wars
IMPERIAL LEGI0N
Posted - 2011.07.21 07:03:00 - [57]
 

CCP might as well just pin this up on their wall with a header "THIS IS WHAT WE WANT,MAKE IT GO"
Its absolutely brilliant and well thought out.

stg213
Posted - 2011.07.23 11:45:00 - [58]
 

Great ideas!

I especially love the idea of pooling individual resources to create a complex infrastructure.

This however should also be integrated within the wider economy/manufacturing process and lead to a more diversified production...

To sum up my idea: there's specific stuff that makes sense to manufacture in space and stuff that makes sense to manufacture on planets... combine the two and you have complexity, depth, interaction, transport, trade...

Kemo Sabi
Stark Enterprises
Posted - 2011.08.15 21:06:00 - [59]
 

I declare this thread bumped for further consideration.

For great justice!

Dinta Zembo
Posted - 2011.08.16 00:34:00 - [60]
 

Edited by: Dinta Zembo on 16/08/2011 01:13:30
Edited by: Dinta Zembo on 16/08/2011 01:08:08
I'm just gonna time this read. Start at 00:33. Will edit when finished.

00:54
*heavy breathing*
ok.

-What if logistics ships start keeping the dreads alive? Planetary defenses won't be able to hit them.
-Why can planet guns shoot through the shield from the inside but not be shot from the outside? Shields are impenetrable but they should be from both sides. I know, ships have the same thing, but ships could have like, barrels/launchers not shielded or something whereas planetary defenses are standing on the surface with the shield high above them.
-How would the ship bonusses from crews be applied? A capital ship could have hundreds if not thousands of crew members, if they all give individual bonusses it's a huge stack. Do bonusses come in groups of crewmembers on larger ships?

I didn't make any notes so this is all I can think of now, if the answers are actually in the text wall forgive me for that Smile


Good read and some great ideas in there! I'd like to see this implemented as I love setting up PI networks.

Originally by: Todd4921
CCP might as well just pin this up on their wall with a header "THIS IS WHAT WE WANT,MAKE IT GO"
Its absolutely brilliant and well thought out.


Also ^this.

Originally by: Jaik7
think it'll be done in the next twenty years if CCP starts now?



Unfortunately also ^this Sad


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