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SyntaxPD
Posted - 2010.03.23 07:56:00 - [1]
 

From day to day solar systems in EVE become inhabited. How about more?

1. Really epic trips, like a week to achieve destination point. Yeah, it must be hard decision to get move there, coz i's long and dangerous adventure.

What for? reserach, discovery, virgin space.

2. Maybe sort of another highsec (jove, clever drones etc) separated from current by several .0 regions

3. Opportunity to run away from whatever you want (enemies, debts, angry wife in supercarrier etc).

4.Finally, hermit way playing.

Slimy Worm
The Skunkworks
Posted - 2010.03.23 08:21:00 - [2]
 

Edited by: Slimy Worm on 23/03/2010 08:20:55
Anyone who plays for an hour per day when they get home from work doesn't want to spend that hour clicking yellow icons on their overview.

We do need more low-security space and less chokepoints, but traveling without adrenaline going through your veins isn't very fun for anyone.

SyntaxPD
Posted - 2010.03.23 08:24:00 - [3]
 

Edited by: SyntaxPD on 23/03/2010 08:26:46
agreed, but if you play one hour a day, just don't go so faraway or re-think it twice.

Such travel MUST be hard decision. And while there'e travelers, ther always someone who wants to kill them. I didn't say it must be safe Wink

Jhone Cahos
Amarr
Old-School United Corpmate
Posted - 2010.03.23 08:36:00 - [4]
 

reserach, discovery ! totaly agree. Having a bunch of new hidded systemes waiting for explorater to discover it first and named it !

SyntaxPD
Posted - 2010.03.23 09:04:00 - [5]
 

Well, research and discovery will possible only for fastest players.

But the bigger picture is that people who decided to stay here will be separated from old empire. In long run that will result differences between them and old space.

That will stipulate forming 2 powerblocks and it's bad side of this idea. But it might be avoided by materials balancing. Trading here? NO, it's too far and too dangerous.

SyntaxPD
Posted - 2010.03.23 22:34:00 - [6]
 

Edited by: SyntaxPD on 23/03/2010 22:53:37
topic bump.

Need discusion here, i could wrong in my mind and universe feeling, so discussion must solve it.

RootEmerger
Posted - 2010.03.23 23:57:00 - [7]
 

Originally by: SyntaxPD
From day to day solar systems in EVE become inhabited. How about more?

1. Really epic trips, like a week to achieve destination point



boooring.
remember: what's fun inside of your head wont be fun at all when actually you have to do it each time, all off the times.

SyntaxPD
Posted - 2010.03.24 00:11:00 - [8]
 

Edited by: SyntaxPD on 24/03/2010 00:13:33
The point is you haven't to do it all the time. But you have to make a choice, to move here or not to move. Like you have to make server choice in another mmo, but different and still able to move.

Atima
Minmatar
House of Marbles
Posted - 2010.03.24 01:32:00 - [9]
 

You can do this already, go start an account at evechina

Trimutius III
Avalon Guards
Gypsy Band
Posted - 2010.03.24 01:59:00 - [10]
 

Originally by: Slimy Worm

We do need more low-security space and less chokepoints, but traveling without adrenaline going through your veins isn't very fun for anyone.

I disagree. adenaline is fake, 0.01 ISK wars are everything...

SyntaxPD
Posted - 2010.03.24 06:26:00 - [11]
 

Originally by: Atima
You can do this already, go start an account at evechina


Not the same. I'm talking about the space, separated and connected at the same time.


SyntaxPD
Posted - 2010.03.25 02:42:00 - [12]
 

topic bump.

I still want more space (looks-like-empty space). Not WH-space, it's already here. But WH will really make sense as short routes.

**Just wished, long way< you and your fiends, epic story< which will be told new coming player like a novell**

I could be wrong in my perception of current map. So counter-arguments are welcome.

Kara Sharalien
Gallente
Federal Navy Academy
Posted - 2010.03.25 04:15:00 - [13]
 

Edited by: Kara Sharalien on 25/03/2010 04:16:59
The idea of a second highsec node separated from the current one by 0.0 is an old one, but one I never tire of dreaming of. Personally, I would love to see it pop up on the far side of NPC 0.0 space.

I would love to see this region polarized against the existing one, so trade between them is needed and even lucrative, but dangerous. The highway system could be reintroduced between them perhaps, with smaller splodges of low sec in between. It has a lot of possibility.

edit: it could even be attached in such a way that you have the option either of a long dangerous 0.0 trek, or working your way through a maze of wormholes!

SyntaxPD
Posted - 2010.03.25 05:17:00 - [14]
 

No highways. There must distance(time) barrier exist to prevent both-side play. So powerfull corporations\alliances\coalitions have to decide and planning strategy if they got to move over there. Like if you are in the far corner, it makes impossible to hit&run another corner or result long pursuit if happened.

Nomad-corporations become real (coz they hard to attack). In current space they're a kind of roleplayers and not numerous.

Kanatta Jing
Posted - 2010.03.25 06:23:00 - [15]
 

Edited by: Kanatta Jing on 25/03/2010 06:24:41
Ya what he said

Kara Sharalien
Gallente
Federal Navy Academy
Posted - 2010.03.25 11:26:00 - [16]
 

another key point to this is maximum jump clone range.

If i can just hop between one and another once Ive been there once, its a bit pointless.

SemiCharmed
Clans of the Sanctums
Posted - 2010.03.25 11:34:00 - [17]
 

Expand empire turning some 0.4's into 0.5's and so on randomly, and increase some 0.0's into 0.1's and 0.2's and significantly increase the 0.0 population!

As empire grows and claims more space making the sec status higher thus should more 0.0 systems be bridged and discovered!

SyntaxPD
Posted - 2010.03.25 11:58:00 - [18]
 

Edited by: SyntaxPD on 25/03/2010 13:09:26
Edited by: SyntaxPD on 25/03/2010 13:05:49
Hmm... i like it. Must work same way and easier to implement. Thanks.

That also might result in more and deeper enclave constellations.

Quote:
another key point to this is maximum jump clone range.


I though about it. If it another space, jump clones might be not allowed at all (ideology or smth like that), but upgrades same as now (drawed like body reconstruction and memory dump, so you can't drop mindless body in a station). If it is current, but expanded empire, distance restrictions would be cool

Ramman K'arojic
Posted - 2010.03.25 13:07:00 - [19]
 

As the sand box fills up with [big] kids playing; we either have to squeeze up and make room for more to fit in. Or get a bigger sand box.

I vote extend bigger sand box; bigger eve-verse. More high-sec, More low-sec. (I dont play in 0.0; however given the currently player density may be not 0.0).

I like the idea that its far away - let make it so far away from Jita that a new 2nd 'Honey pot' Forms.

darius mclever
Posted - 2010.03.25 15:44:00 - [20]
 

Originally by: Ramman K'arojic
As the sand box fills up with [big] kids playing; we either have to squeeze up and make room for more to fit in. Or get a bigger sand box.

I vote extend bigger sand box; bigger eve-verse. More high-sec, More low-sec. (I dont play in 0.0; however given the currently player density may be not 0.0).

I like the idea that its far away - let make it so far away from Jita that a new 2nd 'Honey pot' Forms.


you know that big chunks of space are just empty? even in highsec? more so in lowsec. and big chunks of 0.0 dont see a single player for days.

we dont need more space. we need people to move out into all the empty space that is there.

SyntaxPD
Posted - 2010.03.25 22:07:00 - [21]
 

You're right, but the space should seems empty. High sec empire is a huge part of current space, not the biggest, but still big. What makes people sit there? Good income, trade hubs and distance to low\null security space. They can travel any corner of the cluster in a few hours easily.

I tried one mindtrick. Traveling via wormholes. And it works! You don't know where you'll find your finish line and once you get there, long way home begins. The bad thing is this trick works several times, you reach destination point, take route to highsec, 10-15 jumps and you're here! I want to go much deeper...

Ramman K'arojic
Posted - 2010.03.26 09:25:00 - [22]
 

Originally by: darius mclever

You know that big chunks of space are just empty? even in highsec? more so in lowsec. and big chunks of 0.0 dont see a single player for days.

we dont need more space. we need people to move out into all the empty space that is there.


How do you defintiion of empty ?
At the moment you go to a belt and its empty(ish) if you got within 4 -5 jumps and each system has 20+ players - the belts are being stretched that to me points to an undersupply. For low-sec I define it as the chance of an encouter with someone.

Further the market density (in high-sec) is such that why bother to go to your local hub you can AFK AP to Jita in 30 jumps in a shuttle in 20mins. To me this should be more like 1-2 hours.

This is what I would like to see:
De-centralize the market. Give people an incentive (like time) to shop local (ie within say 10-15 jumps)
Encourage the spread of people out across a bigger reaches of space - make space feel emtpy
Reduce the supply of minerals - so that econimic forces provale; and competive tensions do exist; and people move out.

I would also vastly increase the amount low sec. So that chance of a random encourter isnt nearly guarnateed.
For example take a Greif fleet; They are after targets; how long should they prowl for ? 20 mins; an hour, a day ?
Currently I would say there is less targets because people are mostly docked. But a real target not that common.
More terrioty would mean more people out and about taking more risk as the chance of an encouter is reduced.

my 2cents for what its worth.

Caldari 5
Amarr
The Element Syndicate
Blazing Angels Alliance
Posted - 2010.03.26 09:53:00 - [23]
 

Personally I've always thought that perhaps on the outer reaches of space should be highsec, where you kill empire rats :)

Think of if like concentric circles in the centre you have current Highsec, then current Lowsec, then 0.0 then Pirate Lowsec and then Pirate Highsec.

Anyone else think this might be cool?

SyntaxPD
Posted - 2010.03.27 06:43:00 - [24]
 

I though, but it seems to be unlogical. EVE is all about human-made, and humans tend to blobbing, So the circles-empires become too stratched. Even more, we need believable backstory, why this highsec empires not connected by guarded route. It should be mini-factions highsec systems, not more than 2-3 constellations each and heavily separated from each other and empire with bunch of .0, aswell as no concord in such highsecs, but strong local police (maybe killable, yeah).

FarosWarrior
Amarr
Pure Dutch Damage Corp
Care Factor
Posted - 2010.03.27 11:07:00 - [25]
 

Edited by: FarosWarrior on 27/03/2010 11:08:06
Originally by: Ramman K'arojic

You know that big chunks of space are just empty? even in highsec? more so in lowsec. and big chunks of 0.0 dont see a single player for days.
This is what I would like to see:
De-centralize the market. Give people an incentive (like time) to shop local (ie within say 10-15 jumps)



most people in highsec are within 10-15 jumps of a tradehub... that's why they are where they are. the all are CENTRAL to a certain part of the universe.

the furthest away from Jita I ever was in highsec were 25 or-so jumps, but even then another tradehub (either regional or factional) lies a few jumps down the line

and CCP doesn't control the market, or where the hubs are, the players do

Ghanid
Posted - 2010.03.27 12:34:00 - [26]
 

Originally by: SemiCharmed
Expand empire turning some 0.4's into 0.5's and so on randomly, and increase some 0.0's into 0.1's and 0.2's and significantly increase the 0.0 population!

As empire grows and claims more space making the sec status higher thus should more 0.0 systems be bridged and discovered!


This could be fun if it went both ways, ie pick a fight with Concord and lower the sec of a system with the difficulty of the task based on the initial security of the system and its position in empire. Keep the proportion of systems of each sec rating roughly the same meaning a rating drop somewhere raises it somewhere else and vice versa. Equally as 0.0 becomes empire/faction controlled more null sec spawns randomly at the edges.

SyntaxPD
Posted - 2010.03.27 12:34:00 - [27]
 

Edited by: SyntaxPD on 27/03/2010 23:31:40
I like EVE space as is, no core changes needed. It's amazing and maybe this is a reason why i opened this tread, people always want more of amazin thing Very Happy. But let's face the statistics, when EVE cluster became like today in size? What highest online was in that period?


Ramman K'arojic
Posted - 2010.03.28 18:39:00 - [28]
 

Originally by: SyntaxPD
Edited by: SyntaxPD on 27/03/2010 23:31:40
... people always want more of amazin thing Very Happy. But let's face the statistics, when EVE cluster became like today in size? What highest online was in that period?




A better question would be how did the game designers -imagaine supporting 20K, 50K, 100K? concurrent players in 4000 systems.

There must be a sensible limit to how much a system can support.

Lets take a single system (from a mining point of view). It has x belts. It has to support 100 miners. That means from Time on to Down time that the system has to support the ore for 100 x average miners haul load x what ever other constants.

Lets increase the player density - now its 1000 for the system. The equation becomes big.. So we have really fat belts to support the players.

At some point we need to expand . In classic IT parlance we can expand up (more instances of eve server - i.e. split Tranquillity Shocked, or expand out - a bigger sand boxCool.

darius mclever
Posted - 2010.03.28 18:58:00 - [29]
 

Originally by: Ramman K'arojic
Originally by: SyntaxPD
Edited by: SyntaxPD on 27/03/2010 23:31:40
... people always want more of amazin thing Very Happy. But let's face the statistics, when EVE cluster became like today in size? What highest online was in that period?




A better question would be how did the game designers -imagaine supporting 20K, 50K, 100K? concurrent players in 4000 systems.

There must be a sensible limit to how much a system can support.

Lets take a single system (from a mining point of view). It has x belts. It has to support 100 miners. That means from Time on to Down time that the system has to support the ore for 100 x average miners haul load x what ever other constants.

Lets increase the player density - now its 1000 for the system. The equation becomes big.. So we have really fat belts to support the players.

At some point we need to expand . In classic IT parlance we can expand up (more instances of eve server - i.e. split Tranquillity Shocked, or expand out - a bigger sand boxCool.



100k user would mean 25 people per system. a 0.0 system can easily support that many. highsec even more easily. lowsec i dont know ... stop claiming it would be a big issue.

Ramman K'arojic
Posted - 2010.03.28 19:40:00 - [30]
 

Originally by: darius mclever
100k user would mean 25 people per system. a 0.0 system can easily support that many. highsec even more easily. lowsec i dont know ... stop claiming it would be a big issue.


2 Things.
1) Fine.. I accept 100k isnt a big number. Though you dont mention it; concurrent players is not a the best metric to use in this instance. (Me the fool there.) Total active players (per day) would be better. So 100k concurrent would imply player base of 3-5x current.

2) Can you imagine going from system to system in 0.0 with 25 people in it - how HARD would it be to claim anything, do anything ? Do you really imagine the game mechanics functioning still?

So its goign to be a problem eventually but not now.


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