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Crystal Liche
Posted - 2011.08.15 19:35:00 - [1]
 

Edited by: Crystal Liche on 15/08/2011 19:35:41
Hi, low, wh and null are all to close to balance economies as long as goods flow freely between them.

It is like trying to fill a strainer with water, it is a fools errand.

To really make that "closed sandbox" 100% player run thing work it can't be constantly polluted by basically unlimited hi sec commodities. Robbing from Peter to pay Paul makes Paul happy, but it doesn't change the problem, only fix the symptoms.


My idea is to have another galaxy or whatever where travel to and from is limited, so limited that:
1. Only large established corps could make the trip, and then the trip is essentially one way, return trip is some kind of dying
2. Travel bandwitdth is so limited and expensive that moving commodities makes no sense

In this new galaxy there would be nothing, no game support whatsoever, no chat, no market, no repairshop, no missions, no Nex, no PLEX, no LP, no nothing. Asteriods, ancient ruins, raw commodities. The players would bootstrap the whole thing, all stations would be player stations. POS would have a market, public or private, that is the economy. Multiple POS could link markets to form a regional market, or not. A corp has what it brings on the "colony ship" and what it can harvest or discover, if it is not enough the whole venture fails and all is lost (see return trip).

The upside is there would be alien toys to be found out, built and owned, ships and jump gates and all the "stuff" it would take for players to build a 100% player made "Empire Space".

This would essentially be "endgame", New Sec.

Sum Ting Wung
Posted - 2011.08.15 19:54:00 - [2]
 

Originally by: Crystal Liche
Asteriods, ancient ruins, raw commodities.

Sum Ting Wung here.

What is this "sentence" trying to say?

Ladie Scarlet
GoonWaffe
Goonswarm Federation
Posted - 2011.08.15 19:58:00 - [3]
 

Originally by: Crystal Liche
Edited by: Crystal Liche on 15/08/2011 19:35:41
Hi, low, wh and null are all to close to balance economies as long as goods flow freely between them.

It is like trying to fill a strainer with water, it is a fools errand.

To really make that "closed sandbox" 100% player run thing work it can't be constantly polluted by basically unlimited hi sec commodities. Robbing from Peter to pay Paul makes Paul happy, but it doesn't change the problem, only fix the symptoms.


My idea is to have another galaxy or whatever where travel to and from is limited, so limited that:
1. Only large established corps could make the trip, and then the trip is essentially one way, return trip is some kind of dying
2. Travel bandwitdth is so limited and expensive that moving commodities makes no sense

In this new galaxy there would be nothing, no game support whatsoever, no chat, no market, no repairshop, no missions, no Nex, no PLEX, no LP, no nothing. Asteriods, ancient ruins, raw commodities. The players would bootstrap the whole thing, all stations would be player stations. POS would have a market, public or private, that is the economy. Multiple POS could link markets to form a regional market, or not. A corp has what it brings on the "colony ship" and what it can harvest or discover, if it is not enough the whole venture fails and all is lost (see return trip).

The upside is there would be alien toys to be found out, built and owned, ships and jump gates and all the "stuff" it would take for players to build a 100% player made "Empire Space".

This would essentially be "endgame", New Sec.


Well this is certainly a post.

Khira Kitamatsu
Posted - 2011.08.15 20:09:00 - [4]
 

Now that is hardcore...but I bet not even the so-called hardcore would play in the New Sec. Laughing

super sweet pea
Posted - 2011.08.15 20:26:00 - [5]
 

Great idea, then we could have an old sec , where everything is knackered and old....and a bright sec, where everything is , well, bright.....and a dark sec where.......ok, the OPs idea is mince.

Tom Gerard
Caldari
Blue Republic
RvB - BLUE Republic
Posted - 2011.08.15 20:30:00 - [6]
 

This is old news I suggested triple-sec years ago.

baltec1
Posted - 2011.08.15 20:35:00 - [7]
 

Originally by: super sweet pea
Great idea, then we could have an old sec, where everything is knackered and old.


Sounds like minmatar space.

Barbelo Valentinian
Gallente
The Scope
Posted - 2011.08.15 20:37:00 - [8]
 

TBQH, a server reboot would make more sense.

Or, another, fresh EVE server.

Ceelah
Posted - 2011.08.15 20:42:00 - [9]
 

Madam Liche, you're kinda crazy.

I like that.


Strange unsafe secs sounds more exciting than old safe hisec secs.

CCP Zymurgist


Gallente
C C P
Posted - 2011.08.15 21:09:00 - [10]
 

Moved from General Discussion.

Zagam
Posted - 2011.08.15 21:16:00 - [11]
 

The biggest thing that stood out to me:

No chat. Gonna make coordinating everything within the corp REALLY easy.

Crystal Liche
Posted - 2011.08.15 21:27:00 - [12]
 

Originally by: Zagam
The biggest thing that stood out to me:

No chat. Gonna make coordinating everything within the corp REALLY easy.


Actually I was thinking no global channels, like local or any of the others, stuff that doesn't make sense in the context of "radio silence"...

But I want to point out this is a broad idea with a lot of room for everyone elses ideas. For example, define "Colony Ship". We know it is huge because it moves a whole Corp in one shot. Maybe it should be Colony Gate, that a corp builds, I don't know.

As far as someone mentioned "lets see which hardcore really go there"; the idea would be that since it is a one way trip, ships can exist "there" that would be OP "here" since they cannot return.

"Ancient Alien Tech I"



SilentSkills
Gallente
Tax Evaders Inc.
Posted - 2011.08.15 21:38:00 - [13]
 

I'd actually move to newsec if something like that was implemented. Wormholes are kinda of like that, no gates, no local, but it lacks many of the functions that would make it a total player made sandbox.

Sephiroth CloneIIV
Rim Worlds Republic
Shadow of xXDEATHXx
Posted - 2011.08.16 05:16:00 - [14]
 

Edited by: Sephiroth CloneIIV on 16/08/2011 05:16:57
player owned stations, this basically makes it sov holding nullsec.

Point of it? what does it do that NPC null, low, sov null or wormholes do not do already? What makes it different.

The game already has limited impact by concord, and NPC's save highsec security. (the only things NPC's sell is BPO's and what few things not produced by players). CCP allready has the bare minnimum, how would things work in this new space without seeded blueprints by NPC's or skillbooks?



 

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