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blankseplocked Non Combat Ship Ideas (Science, Industry)
 
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Zyck
Greater Order Of Destruction
Black Legion.
Posted - 2007.11.22 23:16:00 - [1]
 

So I was pondering some ideas and figured I'd write 'em down and see how they're received. A few things I think would add some more things to do and add yet another layer of gameplay, which is never a bad thing.

Tactical Environments
- Add Tactical Environments (TE's)(I know it's been on the "to do" list for years now.)
- Make 0.0 and maybe even low sec TE's "unknown" as to their effects and size.
- Have some TE's change effects and size every X amount of days or weeks, due to their "instability" and constantly changing structure.
- Add new types of roids and possibly even comets. Add "unknown" types.
- Add more randomly placed objects. IE a wreckage of an ancient ship in the (literally) middle of nowhere, many AU away from any places of interest (stations, planets, etc).

Example of a TE is a region of space where sensors have their range reduced to only 50km due to interferance from the area.

Science Vessels:
- Should be fragile, of varying size and speed.
- They have special mods that can only be used by research ships. IE mods that nullify (for a time) the effects of certain TE's or that are needed to make the science equip. work.

For example, a science vessel can fit upgraded sensors to extend the sensor range of the ships in it's gang from 50km to 100km in the example mentioned above, depending on skills of the pilot.

- Add science/research mods and probes.
- Probes are launched into TE's to determine size and its general effect. (IE It's 500km in diamater and has some sort of effect on shields).
- More specific analyzers of varying type (one for shield effect analyzation, one for sensors, etc). require the ship to be inside the TE, but are more accurate (IE it can determine that the TE has a reducing effect on shield resists).
- Add more specified mods that can determine further the effect of the TE (Reduces thermal resists by 20% and thermal damage is increased by 10% on top of that).
- When not properly equipped, science vessels should risk being disabled or destroyed in the more dangerous TE's.
- Add some TE's with a timed effect (IE will disable shields completely with more than 2 minutes exposure) but are easy to analyze, making faster ships that can go in and out more valuable and less likely to be destroyed than the large, slower ones.
- Add the possibility of discovering rare items or technology in wreckage. Skill and luck dependant. Can also incorpoate them into the "escalating paths" idea by allowing them to find hints on where to go next.

For example, finding a wreck of an ancient ship. Using your science vessel scanners, you find there are still systems running, and then hack into the ships computer, and learn coordinates of where a great battle once took place. You arrive here and find even more wrecks, and so on. This can lead to anything from valuable mods to BPC's.

- Give them special mods to analyze the new roids so they can figure out their composition and determine if they are potentially valuable or useless, and what is needed to mine them.
- Allow them to track comets and scan them to see what kind of equipment would be needed to mine one.
- Add the possibility of NPC pirates or rogue organizations already studying the wreckage/TE's/rare roids to add some danger and make the ships more team dependant for the potentially big discoveries.
- Add missions sending research/science vessels on these types of missions. Poddibly add a timer to do this- the vessel must get accurate scans of an object while pirate waves try to fend the researcher(s) and his/her team off, and they only have X amount of minutes to do it.
- Many skills and mods, as well as varying ship sizes to cover all of the above.

- If "anti-cloak" probes are added, make them only usable by science ships.
- Allow science ships to hack into enemy POS' and outposts in order to find out information, such as the amount of fuel in them or the current manufacturing jobs

Zyck
Greater Order Of Destruction
Black Legion.
Posted - 2007.11.22 23:17:00 - [2]
 

Edited by: Zyck on 22/11/2007 23:24:05
Edited by: Zyck on 22/11/2007 23:23:42
Edited by: Zyck on 22/11/2007 23:22:26
Industrial Ships:

- Add a refining ship. Would be very large, very slow, no weapons or drones. To balance it, give it a top yield of maybe 50 or 60%, with max skills. Also, like a POS, it can only refine one type of ore at a time. The time it takes dependant on ship and skills.

- Add a factory ship. Builds things at a much slower rate than a POS or station, and can be expensive to run. Also very slow and fragile, with varying sizes. Smaller ones may be only able to produce drones, ammo, and mods. Medium frigates and destroyers, the large ones cruisers and maybe battlecruisers. BS's and larger can not be made by these. Building with these not only takes more time, but costs more resources.

Give the factory ship a "capacity" depending on it's size. A small factory ship may have a capacity of 2, a medium one of 4, and a large one of 6. Putting this to use, building a frigate takes 2 slots of capacity, a destroyer takes 3, a cruiser 4, and a battlecruiser 6. Mods, ammo, and drones take 1 slot for a stack of X amount.

The larger the ship, the slower it is. The more manufacturing jobs being run at once, the more each one in the progrssion costs. For example building your first frigate costs normal minerals + 10%, the second takes minerals +15%, and so on.

Why do this?
It would certainly add more options and some interesting possibilities to the game. Like the concept of completely mobile/nomadic fleets or corps, yet having a balance to make the ships useful without replacing POS' or stations in function.

Cailais
Amarr
Nasty Pope Holding Corp
Talocan United
Posted - 2007.11.22 23:32:00 - [3]
 

I like these ideas. However why do these ships need to be fragile?

They seem ideal to assist players in low sec / 0.0 and therefore maybe they could be beefed up a bit?

C.


adriaans
Amarr
Ankaa.
Nair Al-Zaurak
Posted - 2007.11.23 02:42:00 - [4]
 

Originally by: Cailais
I like these ideas. However why do these ships need to be fragile?

They seem ideal to assist players in low sec / 0.0 and therefore maybe they could be beefed up a bit?

C.




/signed


 

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