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CCP Greyscale

Posted - 2011.08.15 10:54:00 - [1]
 

This set of threads exist to collect feedback for the separate parts of the devblog "Nullsec Development: Design Goals", which can be found here.


This thread is about: HOME


Please read the blog and give specific feedback on this area of the blog. The more precise, reasoned and comprehensive you can be, the better we can utilize your feedback Smile

D'ceet
Posted - 2011.08.15 11:54:00 - [2]
 

I felt it was rather lacking in a sense of explaining "Home" are we talking about the captains quarters in a station, or a POS in the back alley of Delve?

Amsterdam Conversations
Posted - 2011.08.15 12:13:00 - [3]
 

My major concern with "Home" is the abundance of player-controlled stations nowadays.

Basically you live in your alliance's home station until it becomes overcrowded, then you move to the next best station, because you don't want to travel 10 jumps so you can shoot rats for an hour or two.

Another reason why there can be no real home is, that the home system has the same defenses as any other station system does. The sov system lacks a tool like the old sov 4 constellation capital, which gave that particular system invulnerability until 50% of the constellation's systems were flipped.

Lin-Young Borovskova
Posted - 2011.08.15 12:48:00 - [4]
 

After reading the blog 2 things came up to my mind:

1- the already richer players in the game will be even more.

2- WH will probably become the "new" home for average players since it's the best option between time invested/isk return and aggression control

Imho the risk vs reward is a false idea since "risk" in NPC regions or controlled regions is most likely 0 even compared with high sec.

At this point instead of "encourage" (not forcing) people to move in to null will probably make the already difficult transition high/null, impossible to new players leading those 6mth 1 year char's to stop or not having other choice than live in wh's, and this makes me ask you:

The already majority of players are in high sec, in some way they already play together at the largest scale of eve and they are going to be heavily penalised in favour of the smallest part of the community, the one already richer and profiting from the end game.
Are these blogs anti high sec?
Are these suggestions supposed to separate definitively wh/high sec/low sec/null sec players? -market interactions only?
How these changes will open the end game content for new players in any easier way than it is now since they will have even less choice than today?

Morganta
Posted - 2011.08.15 14:24:00 - [5]
 

if this is just the precursor to having SWG like CQ decorations (for aur) than you can go stuff it.

please lets have a bit more detail of what CCP considers to be the home we should be so attached to.

Personally I live in null, null is home, decorations that I won't see as I stand on the balcony as far from that little jail cell as possible will not make it feel more homey.

now some sort of mechanical benefit to my keeping gack in the hangar or spending x% percent of my time in a particular station, or the corp station, that I could live with.

but homestly? F the nex, its not going to fix eve or save CCP

Newt Rondanse
Posted - 2011.08.15 14:47:00 - [6]
 

Deep Space Stations.

An essential requirement for a sense of "Home" is a sense of safety.

Deep Space Stations should be little more than glorified garages, as manufacturing, research, and refining require considerable energy and manpower resources that are only available near moons and planets, but they should be tough little garages, trivially easy to defend if you are actually using them but destructible and lootable if abandoned. One way to get this would be an incredible shield susbsystem with performance that degrades if the station is not used (representing a lack of maintenance).

They can come in various sizes (or be expandable) but the largest they should get for capacity would be 3 Cap Ships in the ship bay and 1 Standard container of general storage. This is big enough for an extensive individual base of operations or a small corp base.

This obviously doesn't provide perfect safety. They are scannable, campable, and the ownership is readily determinable. But they can provide the small investment toehold talked about under sovereignty and give small operators something "good enough to work with" that isn't of major utility to larger organizations.

PointlessWitch
Posted - 2011.08.15 14:59:00 - [7]
 

Originally by: Lin-Young Borovskova
After reading the blog 2 things came up to my mind:

1- the already richer players in the game will be even more.



I think you might find that these people rather really work hard, or exploit teams/teamwork to make these amounts of ISK. Alliance/Corporation stealing is huge thanks to the mechanics we have to deal with (thank god corporation overhaul was the highest voted for the crowd-seeking).

The older players in the game have a major advantage in the game. Makes it alot harder for rookies to have a home in nullsec since they are very limited, and getting into PvP literately takes time. (thus why i think the 100% skill training time for rookies should come back)

Home sweet home,
the only time i will get that sense is when i know a fleet of Nyx can't be dropped in a simple 2 step process and have the system cleared of Sov in several minutes. Then you lose your home and scramble to sell your junk via contracts.

I think a station overhaul and an overhaul of their mechanics will support the idea of "home" in nullsec.


Catrha Steinard
Posted - 2011.08.15 15:19:00 - [8]
 

I believe there is something to bringing back the "constellation capital" system. There should be a place that players can call home that is safer than their other territories. The main problem that I see is that if it came back as it was before then it would create CSAA hubs where an aggressor would have to disrupt the sov of an entire constellation for one objective. Perhaps a better option would be to making it an option between a Capital OR a super-cap building system, ie. IHUB upgrades are now slots, slot 1 = one capital system upgrade in constellation (programming problem?) OR supercap building upgrade (1 per constellation only maybe?). Just a thought.

Grytok
KL0NKRIEGER
Posted - 2011.08.15 15:52:00 - [9]
 

Destroyable Outposts!

If you want to feel like "at home", then you should be forced to build up your home first. Having conquered an outpost by shooting at it, and then not being required to rebuild it is total *******s and unimmersive.

CCP Greyscale

Posted - 2011.08.15 16:04:00 - [10]
 

Originally by: D'ceet
I felt it was rather lacking in a sense of explaining "Home" are we talking about the captains quarters in a station, or a POS in the back alley of Delve?


It's about the feeling rather than a particular place. People should have places they can go where they feel like they're "at home", be that a station or a starbase or some new thing or whatever.

Originally by: Lin-Young Borovskova
After reading the blog 2 things came up to my mind:

1- the already richer players in the game will be even more.

2- WH will probably become the "new" home for average players since it's the best option between time invested/isk return and aggression control

Imho the risk vs reward is a false idea since "risk" in NPC regions or controlled regions is most likely 0 even compared with high sec.

At this point instead of "encourage" (not forcing) people to move in to null will probably make the already difficult transition high/null, impossible to new players leading those 6mth 1 year char's to stop or not having other choice than live in wh's, and this makes me ask you:

The already majority of players are in high sec, in some way they already play together at the largest scale of eve and they are going to be heavily penalised in favour of the smallest part of the community, the one already richer and profiting from the end game.
Are these blogs anti high sec?
Are these suggestions supposed to separate definitively wh/high sec/low sec/null sec players? -market interactions only?
How these changes will open the end game content for new players in any easier way than it is now since they will have even less choice than today?


These sorts of concerns are things that we're thinking about internally too and which will constrain to a reasonable extent what we end up doing.

Baron Deathicon
Caldari
Posted - 2011.08.15 16:43:00 - [11]
 

What about adding a new feature to allow people to anchor a new type of structure where we can dock in? that's how I would see my "home" in null-sec.

- Only available for null-sec
- Probing can find these structures, otherwise they are hidden in overview
- Good incentives for people to use Exploration a bit more
- Much smaller operation cost than control towers (only 1 or 2 different fuel items required?)
- Only allow the player anchoring it to dock, undock, and use the station storage space for themselves
- Not upgradable like control towers (cannot anchor structures or defenses around it)
- No "safe" zone like a shield around them (if you undock, you can get shot just like normal stations)
- Re-inforcement mode allow 24-48 hours time for player to defend it
- Some love for Space Bars!

Zirse
Minmatar
Brutor Tribe
Posted - 2011.08.15 16:47:00 - [12]
 

I think the general idea is to move more people to nullsec.

Look, you can complain all you want about nullsec players being 'richer' than you, but at the end of the day its a playstyle available to you as well.

As far as home goes:

The prohibitive thing about basing in nullsec is the knowledge that one day, you'll lose your space. If you happen to be on a beach at that time, all your base does not belong to you anymore.

Give players an NPC emergency service to move assets out of lost outposts. The cost should be prohibitive and the time frame unreasonably slow. Maybe the corp has to pay an additional monthly fee for this to be available to specific outposts, kind of an insurance. This would also tie in to destructible outposts, which would be cool, while giving players a means of mitigating such a loss.


Noatalba Hyades
Amarr
Viziam
Posted - 2011.08.15 16:53:00 - [13]
 

Edited by: Noatalba Hyades on 15/08/2011 16:54:04
Okay now for something completely different, or so it seems to me at last.

I've been playing (not with this char though) since 2007 and I've lived, for a while, in four different null regions. The number of regions where I had a chance to feel at home without constant pressure to fight someone the very second I logged in was: ONE.

Okay so I know that many many players live for pvp and nothing else. For those I guess this feeling will be paradise. I wouldn't have minded doing a little pvp too (I've hardly had any in all the years I've been playing). Guess why I didn't? ISK.

You can't fight if you can't afford losing something. You can't afford losing unless you can make bucks. You can't make bucks if you have to constantly join some fleet to fight some baddies.

Call me a moron or a loser or whatever you want (I know many of you will Wink ) but seriously, it's a mystery to me how those hordes of players can not only do excessive pvp in null but even be able to replenish their losses. Well unless moon mining is the source of that income. I've had that pleasure but once and just for a short time before one of the big bad alliances started to invade the place where we newcomers had just set up camp.

As of now, I'm not in null although my main char does keep training to become as good a combat pilot as he can reasonably be... at least regarding skills (experience after all can't be bought by time or ISK Cool ). I'm not in null because due to RL (gee, I in fact have a job and wife, go figure) I don't have enough time. I could log in maybe an hour or two (when lucky) a day so I would be able to join a fleet and just barely get to the action before I'd have to log out.

I'm aware of the fact that it would probably take some MAJOR overhauling of null in general, but from my personal point of view, null is something you simply can't afford unless you are able to reliably play for what feels like eight hours per day.

*off soapbox*

Okay that was me. Fire your flak now. ugh

Bloodpetal
Mimidae Risk Solutions
Posted - 2011.08.15 17:35:00 - [14]
 


I would like to summon upon a Devblog I remember reading about the opportunity for players to create Deadspace complexes for themselves - however I dug through 5 years of devblogs and can't seem to find the damned thing.

So just pretend it existed, and I'm not just crazy.

Embarassed


...


The ability to setup some kind of Deadspace for yourself would be a "home".


This could become like "space housing", but really it should be something more than that- a place to setup as a hide out, a place to even create player driven challenges and opportunities.


The opportunity to build your own small environment outside of a 15B isk Outpost would be the definition of home.

It can be found, it can be destroyed, but it would be somewhere that even a nomadic person can go, setup a few well tucked away DED spots and then use them as havens. One day he can come back and it has been ransacked and destroyed, etc.


I think the danger here is when you have 10k players in null sec, you're going to get many of them who are just going to do it, and you end up with the space version of urban sprawl. So, limitations must definitely be established, but also the chances for a player to setup a nook and a place to set up a hide out.

This works as content both ways.

I don't think the tools should be competitive with a POS at all. So there should be no "ship maintenance array" or "corporate hangar". A very modestly sized storage facility, enough to hold some ammo, a few tools, and some loot. You don't get to change your fittings in space here.

If Outposts are 100 Story Sky sc****rs, and POS' are Residential Houses, DED Hide Outs are camping tents, and your ship is a winnebago.

Please visit your user settings to re-enable images.


I'm sure the idea was scrapped for very good reasons if the Blog ever existed. I can see many issues with it specifically. However, take a look back and see if there's a way to fit something, that would be simple using existing assets to create this.

I see the same assets being used as from missions - the residential quarters, the ship platform, etc to create player DED sites.

Maybe even have a "mercenary" building that provides some NPCs that can be defensive.


I know it seems a massive difference - but it would add to the ability to flesh out your system to allow more players to operate in that zone and more places for players to hunt others down.


Imagine it this way... now instead of it being, Star, Planets, Moon, Station, Stargates, with a lot of emptiness in between...

Now that space in between becomes a viable environment created by players that provides content for other players, and requires little to no Development time, using basic tools and assets already available.




Rrama Ratamnim
Posted - 2011.08.15 18:02:00 - [15]
 

Edited by: Rrama Ratamnim on 15/08/2011 18:10:02
Edited by: Rrama Ratamnim on 15/08/2011 18:03:58
Homes seem simple

- Alliance Homes : Station outposts, general market for the entire aliance and friendly alliances.

- Corporation Homes : ADVANCED POSs, i'm seriously redo the god damn POSs at this point we really need to get large pos's that are modular and configurable perhaps even with the ability to "dock", not actually park inside, but to lock your ship to the main docking hub and lock it so only you or a corp director can undock it....

- Personal Homes : Personally this came to me recently, while roaming around, a small warp bubble style item, that when deployed gives you a protective shield bubble, perhaps even a t2 version that gives a sig radius benefit that makes it harder to probe down, let it take 15-20 minutes to deploy, can deploy anywhere in space, not on a regular GRID, with say 1m EHP but no reinforcement timers, and instant un-deploy ... Basically a way for a small gang to deploy out have a place to store loot cans maybe an orca... but it would also be a target to be scanned down and destroyed...

- I like the idea above guy of hireing NPC's for protection, sleeper AI, several levels of hiring from class 1 wh style to class 5 wh style, but with no bounties or drops to prevent people from using it as things to farm... this way a personal home/corp home could hire NPC's for basic guard dutys outside....

- I also would like to see "CAPITAL SYSTEMS" implemented, where you can implement an alliances true home system, and get specialty ihub upgrades only 1 per alliance, that allows for gate guns to be anchored, station guns to be anchored, hell even warning windows for alerts when a non-blue enters system through a gate (warning only those in the system) for enough cash per month...

People say in other posts that SOV giving gate guns would kill small roaming gangs, thats why its ONLY IN CAPITAL DESIGNATED SYSTEMS... 1 system that is the true sand castle that takes a decent small gang to come in incap the defenses, the early warning systems, hell perhaps even have a module that shows on the system map location of hostiles in system...

For those that think that thing about the map showing where hostiles are in system don't worry i want this to be a roaming gang target... So say 4 modules that have to be anchored in various areas of system used for hostile triangulation, that can be incapped by a small gang, so not much EHP... 300k EHP perhaps + 99% resist hull to make it more likely to be incapped than destroyed...

This would give more small targets for roaming gangs to hit...

also with the triangulation units having to be taken down and kept down by small gangs, that way when a supercap blob jumps in they will be hidden because there small roaming gang is keeping the enemy blind by disabling their intel mods

of course capital systems would have to be level V military and level V security to have any of the necessary mods online or active...


Thur Barbek
Posted - 2011.08.15 18:23:00 - [16]
 

Originally by: Rrama Ratamnim
Edited by: Rrama Ratamnim on 15/08/2011 18:10:02
- I also would like to see "CAPITAL SYSTEMS" implemented, where you can implement an alliances true home system, and get specialty ihub upgrades only 1 per alliance, that allows for gate guns to be anchored, station guns to be anchored, hell even warning windows for alerts when a non-blue enters system through a gate (warning only those in the system) for enough cash per month...

People say in other posts that SOV giving gate guns would kill small roaming gangs, thats why its ONLY IN CAPITAL DESIGNATED SYSTEMS... 1 system that is the true sand castle that takes a decent small gang to come in incap the defenses, the early warning systems, hell perhaps even have a module that shows on the system map location of hostiles in system...

For those that think that thing about the map showing where hostiles are in system don't worry i want this to be a roaming gang target... So say 4 modules that have to be anchored in various areas of system used for hostile triangulation, that can be incapped by a small gang, so not much EHP... 300k EHP perhaps + 99% resist hull to make it more likely to be incapped than destroyed...




This just promotes creation of alt alliances to claim choke points...

balgara
Posted - 2011.08.15 20:11:00 - [17]
 

i have been playing about a year and a half and most of that time i have been in 0.0 or wormhole space. i still live in wormhole space for weeks at a time and when i clone jump back home i feel that i am home and my alliance is family..which it should be..i just wished that they would do something to discourage ******* nuets camping systems..their should be a penalty with a max time they can do do that in a constellation with a long cooldown time before they can re-enter the same space..i know alot of people would want to live in a wormhole but it is not what it is cracked up to be..i call wormhole pew pew ..***** pew..doesn't take skill at all to gank someone in a wormhole..that woiuld be cool if they came up with a remote sensor that is deployable in wormhole space much like a mobile warp disrupt that only has a short au scann..

Taedrin
Gallente
Kushan Industrial
Posted - 2011.08.15 20:17:00 - [18]
 

Create a mobile base of operations. Each player can only have ONE base of operations at a time. Make it so that a base of operations can be slowly upgraded to give it tiny bits of additional functionality at a time.
- Can be upgraded to provide a small POS-like forcefield
- Can be upgraded to provide a single ME/PE/Copy/Invention/manufacture slot (perhaps with a penalty to research speed)
- Can be upgraded to provide a reasonably sized private item hangar
- Can be upgraded to provide a reasonably sized private ship hangar - able to dock a battleship or two in it
- Can be upgraded to provide a refinery.
- Can be upgraded to provide repair services.
- Can be upgraded to anchor a few turrets which are able to scare off one or two pirates.

You could make it so that each upgrade consumes CPU or power so that a player will have to pick and choose which upgrades they want to have - giving your base of operations a more personal feel. Perhaps you could make it so that each upgrade can be further upgraded to additional levels, so that players can make choices such as "Do I really want the forcefield for my base? Maybe I should skimp on the forcefield and instead choose the cheaper ship hangar upgrade so that I can afford to have a second ME research slot!" Make it so that customization takes time and represents an investment of time/work for the player, and is not something that the player can simply buy off of the market and instantly apply.

It would be very important, however, to make it so that the mobile base can be moved without destroying these customizations. Ideally, it should be relatively painless to move your mobile base. Perhaps even make it so that a mobile base of operations can carry items in it's hangars when being moved - allowing players to use it as "extra cargo space" if they custimize it properly.

Make it so that destroying another player's mobile base of operations is possible - but requires significant effort, perhaps even teamwork. Having your mobile base of operations destroyed should not cost you a lot of money - but should still represent a loss of invested time through the destruction of your upgrades/customization.

Your base of operations, like a POS, will require regular maintenance and thus cost money to use. Forgetting to maintain it doesn't destroy upgrades, but renders the inoperable (and thus vulnerable!) until you refuel it. Make abandoned bases easy for a pilot to destroy solo - and pick up any loot left behind.

Burseg Sardaukar
Sardaukar Merc Guild
General Tso's Alliance
Posted - 2011.08.15 20:36:00 - [19]
 

An idea I had, and posted in the Sov thread, involves the incorporation of a "Capital" system that has the ability to give bonuses to the holders, and gives them benefits for expanding their influence over the system.

Bloodpetal
Mimidae Risk Solutions
Posted - 2011.08.15 21:07:00 - [20]
 

Originally by: Burseg Sardaukar
An idea I had, and posted in the Sov thread, involves the incorporation of a "Capital" system that has the ability to give bonuses to the holders, and gives them benefits for expanding their influence over the system.



You realize this is a step back to the old sov system?

Alekseyev Karrde
Noir.
Noir. Mercenary Group
Posted - 2011.08.15 23:06:00 - [21]
 

"Home" does NOT mean we need to add Outpost Lite or a new kind of POS.

I think the customization route is a much more fertile line of thinking. Your home should be the ultimate reflection of your alliance's culture and identity as physically manifest as possible. It should favor the kind of economic activity you enjoy and the kind of combat you enjoy. Both of those advantages should be accessible to any ninjas or attackers if they scout and know the terrain or are willing to beat you at your own game.

Moving alliance logos from just on the TCU to star gates is one idea. Perhaps player anchorable logo displays you can mark your territory with. Along the same lines, maybe players could anchor news boards like in lowsec/empire (maybe those boards could be rss feeds to their blog instead of normal eve news).

Mentioned several times in the previous mega feedback thread but a wider variety of upgrades with some tradeoffs will help alliances craft their space to their own tastes (within the systems natural limits). This should be economic and tactical in nature. I like the idea of a back door or hide-hole that defenders know about but attackers could also use if they explored and found it to. Nebula or environmental effects that applied either system wide or could be constructed in key tactical areas, maybe the best only available to a "capital" system like we had before (dont make the capital system invulnerable though, that was too strong a buff). Maybe an alliance which absolutely hates cloaking could cover their stargates with a 50km dust cloud like you find on the amarr station (stops you and anyone else from cloaking)

Dont make another POS, dont make invulnerable capitals
DO be creative, do think of creature comforts + manifestation of identity not just raw economics or pvp advantage

Elistar XI
Posted - 2011.08.15 23:14:00 - [22]
 

Quote:
A home is a place of residence or refuge.[1] When it refers to a building, it is usually a place in which an individual or a family can rest and store personal property. Most modern-day households contain sanitary facilities and a means of preparing food.


The above is the definition of "home" from Wikipedia.

Having lived in 0.0 since 2007 in various regions I can only say that I almost never had that feeling of home. However, I would think of home on two levels. alliance home, and personal home.

Alliance home should be one system, a capital system in which members can have some extra privileges and DO feel safe.
I suggest being able to lock the gates of the capital system so that only alliance members -or blues- can enter it through the gates, just like you can lock the door to your house.
HOWEVER, just like thieves can break in using other methods, Black ops should able to bridge into a capital system.

That will achieve 2 things, a truer feeling of home and ownership, and will encourage the use of black ops and recon gangs.
This also means that this alliance home should be a comfort/prestige system not a strategic advantage. thus no super capital building or other big stuff in it. it would probably evolve to be the alliance market hub.
In addition, it should be the last system to lose sov to allow members to move their home rather than lose it.

Which brings us to the personal level home:
To create it we need some personal private space. a station is a public space shared by many strangers and thus cannot be home.

I like the idea of being able to anchor our own house/villa/palace somewhere in deep space.
There we can take refuge indeed. where we can store some items and park some ships (no bigger than a cruiser). It should have some facilities and be customizable. nobody wants to have the exact same piece like 400,000 other people. and therefore we should be able to fit it somehow.

It should able to fit ships because it would be very inconvenient to travel 10 jumps just to fit one module. It should be scannable but very very difficult. nobody wants a home that can be destroyed by every passing gang, and so "parked" ships should have their signature concealed.

It definitely should have an interior, just like CQ. however, it should be less business (agents/corps/news...etc) and more personal (an exotic dancer, a pet, bedroom...etc).
Should be upgradable (quarter, villa, mansion...etc) to display prestige.

Enough ideas for tonight, doubt anyone will care anyway.

Drakkarin
Posted - 2011.08.16 03:38:00 - [23]
 

Originally by: Noatalba Hyades
Edited by: Noatalba Hyades on 15/08/2011 16:54:04

I'm not in null because due to RL (gee, I in fact have a job and wife, go figure) I don't have enough time. I could log in maybe an hour or two (when lucky) a day so I would be able to join a fleet and just barely get to the action before I'd have to log out.

I'm aware of the fact that it would probably take some MAJOR overhauling of null in general, but from my personal point of view, null is something you simply can't afford unless you are able to reliably play for what feels like eight hours per day.




BINGO! Casual players can't afford the time drain nullsec requires. In places where everything is cutthroat and must be defended, home is not an option unless you can put in the hours. Time constraints drove me to solo corp in high/low sec with PI, research and industry. It suits me well because most things are just strategy and setup and I can come back to whatever it was in a day or two, even a couple weeks later. I do not have to worry about an attack while-I-was-out and losing my investments. I could join a larger corp but I never get the sense of "personal ownership" while serving under another players entity. I could recruit players for my own large corp but then I would have to lead them - again time. Keeping buddies to fleet with is challenging also with rl work, family and friend obligations which will always come first.

I have nothing against players who can devote their time to null conquest. More power to you. I make ISK of your adventures, especially your failures! I just hope I don't loose my sense of home, wherever that may be, with this renewed focus on null.

EI Digin
Caldari
Dreddit
Test Alliance Please Ignore
Posted - 2011.08.16 05:16:00 - [24]
 

Stations, POSes, and Outposts largely already serve as homes, and many systems serve as capitals for a variety of alliances in the game, because it's where we keep all of our stuff. Faction POSes already serve as "bling" for corps who do not wish to or cannot build a station, and they cost a pretty penny. NPC Stations serve as homes for people who want to exploit the resources of the space around said station. It isn't much of a personal space, but it also means you can pack up and leave to greener pastures without feeling homesick as you have invested nothing other than movement costs into the station.

History has shown that the loss of an alliance's home, or the events leading up to it could very likely mean the end of operations for that alliance, and any healthy alliance will do anything to defend their homes. The mechanics of assaulting and defending your home are for the most part, fair and balanced with the current version of the 0.0 sov system, and POS mechanics, and it can still be dangerous to travel through your home space if you are not paying attention.

That being said, there should be some more things that an alliance can do to build up its nullsec space. The creation of multiple outposts per system could make it easier for alliances to reprocess items, research blueprints, and create items within a single system without the use of a POS, could make an alliance want to develop and create a more urban capital system. Reducing the mineral costs and/or increasing the benefits on the station upgrades could also result in more development.

Player creatable, and possibly destroyable monuments would be a cool aesthetic addition, and could serve as propaganda statues for alliances. Think of ******'s (the ex-Iraqi president Rolling Eyes) statue and the effects that came along with its creation, its presence, as well as its destruction. Billboards could be put up as well, and all those other cool objects that are normally scattered around highsec.

Perhaps the outposts in 0.0 could use different station models based on their upgrade type, or allow the player to choose their station model for additional customization. There are plenty of existing models so it shouldn't be a problem switching the models around.

Maraner
Caldari
Posted - 2011.08.16 08:38:00 - [25]
 

I'd suggest allowing people to use more environments to place bases.

For example an air less moon could server as a base for a small corp in 0.0 it can be hollowed out to make an environement to live in ( maybe using mning ships) could also place micro bases in asteroid belts using the same set up mechanic. Moons would be unkillable but perhaps asteroid bases can be destroyed. Either way living in a pos tower sucks and placing a outpost gets you over run by a blob alliance. Small corps / alliances need somewhere to live. I'd suggest that you look at something like this

Maraner

Temuken Radzu
Posted - 2011.08.16 08:41:00 - [26]
 

Edited by: Temuken Radzu on 16/08/2011 08:48:11
it would be cool to see a new ship that can be used as an nomadic base. big enouch to dock as ship the size of a bc, but not something above...
It would be a nomadic base that can be used to store a lot of goods, refit your ship without using a pos or station. it does not have as much space like a freighter
however, it can fit a jump clone.
like a pos, it can deploy but it is for 1 pilot only. it does not have a corperate hangar and it stays in space even if you are ofline. you can only have one of them registraded.
When deployed, its sig would be untraceble.
however, when undeployed, its sig becomes as big as a freighter and it can be flown like any normal ship. It can even go trough stargates.
Its like a small pesonal base. thats what i would call home...

Takashi Halamoto
Mercurialis Inc.
RAZOR Alliance
Posted - 2011.08.16 09:54:00 - [27]
 

i do think an npc option to move assets out of a lost station is something that would be good to not penalise those people who are away on holiday in rl when their stations get taken,

the idea of monuments and such like are also good, perhaps every infrastructure upgrade and any new upgrades should automatically come with a basic bling factor the controlling corp/alliance can drop like a statue or aliance logo projector at either gates or the stations,

also with a content filter checking it and review by humans allow the renaming of some systems / constellations if they are held long enough, so CVA could be based out of Nova Amarr in the constellation of Domain Minoris, then oh the fun for UshraKhan if they could sieze Nova Amarr long enough to rename it New Starkmanir

i also had thoughts on the capital idea, i would say one per alliance optional, if they take it no sov bill that system reduced sov costs based on distance scaling fast so beyond a region from the capital its damn expensive,

Shin Dari
Caldari
Posted - 2011.08.16 10:51:00 - [28]
 

Edited by: Shin Dari on 16/08/2011 10:51:49

If one wants to have a home (infrastructure) in null sec, then you 'must' be part of an alliance. and your alliance can only last there is you are friendly with other alliances. These musts should not be there.

The only way for a new null corp not to be killed off within days by the big guys is to have undetectable or neutral infrastructure.

Neutral infrastructure will be pirate trade hubs, that are policed by elite pirates NPC.

Undetectable infrastructure will be best for a nomadic/covert lifestyle, but should be forced to keep moving their infrastructure ships to stay safe. Basic rules for such ships:
1. Be able to build replacement ships, rigs, modules and ammo.
2. Be able to reprocess at a bad percentage.
3. People should be able to jump clone to it.
4. Should not depend upon any kind of fuel.
5. Should have a covert cloak generator that is limited by time in system, so that players will have to keep moving to stay safe.

We should have one for frigates and maybe one for cruisers. The frigate support version can be Orca sized, but the cruiser version would be too large for gates, and thus would require an efficient jump drive.

This would be a nice home for many people that now are avoiding null sec.

Takashi Halamoto
Mercurialis Inc.
RAZOR Alliance
Posted - 2011.08.16 11:06:00 - [29]
 

way back when i started i thought it would be nice to be able to live as a 0,0 nomad but it was a shame you couldnt have a nomad corp roaming around, the idea of specialised mobile field bases would be interesting but id make them enter a triage like no move no jump state while they do their thing, to compensate for not being full on full cost capitals,

the only issue becomes do pilots dock with them or what happens if you log out and the nomand caravan moves on a region

Vyktor Abyss
The Abyss Corporation
Posted - 2011.08.16 12:31:00 - [30]
 

Personally I'd like to see players have an anchorable "home" structure that in an individual base of operations. The art could range from like the "asteriod" station in miniature to pleasure hub structures. Should be very customisable.

Would be even better if for example a corporation could anchor all their player "homes" in proximity together and gain some benefit like a corp-wide use of facilities.

For example a typical home could include 1 fully efficient manufacturing slot, or 1 research slot, fully efficient reprocessing (max volume limited), 1 set of defenses, a ship rigging facility, or a small trade hub/market (perhaps only 5-10 orders) allowing a kind of black market/smuggling den - the combination of these homes would make a pretty sight and a good target.

My suggestion would then be to remove personal hangars from outposts or perhaps only have personal ship hangars so players fit "at home or at a carrier or some such" and only have corp hangars remaining.

Outposts could develop more strategic base roles rather than the generic "home" with all functionality they are at present. You perhaps could then have supercaps anchorable at outposts for example to shift the emphasis of outposts from an individual use to strategic use.

One other feature I would like to see that is fairly cosmetic but effective for making a home is anchorables for editable lighting, logo placements and customisable billboards for example. These cosmetic effects could make a systems jumpgates gloomy places with a sole billboard proclaiming the system is such and such's "home" alongside a blood red lit alliance logo to add variety to the aesthetics of null sec.

Home is a very important concept and I think it is important to differentiate between a personal, a corporate and an alliance "home". Functionality available should scale in such a way to allow "home" to be built up over time more than just an outpost egg dropped and system upgrades installed.


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