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Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2011.04.29 05:34:00 - [1]
 

Another idea for the addition of gamespace in EvE.


The Gist

The idea is to create randomized event locations which are created, last for a short time, and then no longer exist. These events are in the form of massive comets, supernova's, nebula's, roving 'storms', and even lost ships or ancient stations thrown out of orbit, which don't exist within any system (including wormholes), but are accessed by several systems at once during their lifespan.

These events will be highly profitable for players to exploit, due to their characteristics. Mining ice from that huge comet, or drawing in gasses from that freak nebula. Combat with unknown entities over some mysterious mothership.

These locations are also dangerous, with damage to ships from various natural designs. An unprepared explorer may find that not only can their ship be destroyed, but their pods as well.

After a very short lifespan, the event ends and players are left to make their way back to their homes.


Accessing

Now on to some of the specifics. Firstly, the events should be random, and will be accessed through conventional exploration mechanics. Due to the temporary life of these locations, they will not provide one alliance or playstyle with any reliable credit farm.

Where are they?

While these events don't happen within a system, they might happen near enough for the player to travel (maybe with specific modules) the short distance between a known system to the location. Entry points should be from ALL systems close enough to reach, though single-system entry may also be necessary. There is no standard gate-to-gate travel (or wormhole to wormhole), so access to the location cannot be camped or otherwise blocked.

The Feel

The location lacks the conventional backdrop of current systems, with no center star or orbiting bodies. In the size of a solar system, though, the points of access are massive. Black space as a backdrop, pinpoint stars in the distance.

The Dangers

With the use of environmental dangers (particles in the wake of a comet, gasses which weaken your ship, electrical blasts which affects your controls, even NPC's and drones and the like which may still have their own teeth, players expose themselves to great risk in trying to achieve the reward. On top of this, the danger is not just to ships, as your pod is vulnerable as well.

Lost and Lonely

These locations have no local. No gates. No repair stations. No access to your map or markets. No communication through EvE channels, both private and corporate, voice or text or mail (except a modified version of local, which acts as a sort of ship-to-ship transponder if the location allows it).

The Lure

They are temporary, and may last no more than a day or two. Unless the most concerted effort is made, full reaping of the rewards may not be possible. Yet even a private contractor may come back with enough in his hold to get significant benefit. Access to T3 products, high-reward loot, or even technology in the way of blueprints and such.

The Catch

As with all things EvE, there will be a dedicated community who are geared, prepared, and ready to make the most of any found location. Competition for located sites will be fierce, and pvp highly probable. The 'instanced' feel of the area might leave a player feeling as if the zone is not as important, but it will still be dangerous. Between the environment literally trying to kill you, and the other players who you know will be out there, it's important to be first and get everything you can.

Quade Warren
Posted - 2011.04.29 17:48:00 - [2]
 

Just had a thought I wanted to add to this.

There are a lot of dead jump gates in missions. Taking your idea, why not make these dead gates "hackable" or temporarily repairable so they connect to a randomized gateway somewhere else, hence, your random space. Have something in local pipe in whenever you're in range of a gate that's become repairable. It would take someone by surprise, but it would also add a little bit more spice to life.

Hell, the gate doesn't even have to connect to another gate, it could just slingshot you wherever. Course, if you wanted to be really cruel, you'd have it randomly slingshot you around the normal universe too.

I don't like, I don't even really like my own idea, but I wanted to share it.

Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2011.05.03 19:28:00 - [3]
 

Originally by: Quade Warren
Just had a thought I wanted to add to this.

There are a lot of dead jump gates in missions. Taking your idea, why not make these dead gates "hackable" or temporarily repairable so they connect to a randomized gateway somewhere else, hence, your random space. Have something in local pipe in whenever you're in range of a gate that's become repairable. It would take someone by surprise, but it would also add a little bit more spice to life.

Hell, the gate doesn't even have to connect to another gate, it could just slingshot you wherever. Course, if you wanted to be really cruel, you'd have it randomly slingshot you around the normal universe too.

I don't like, I don't even really like my own idea, but I wanted to share it.


There are so many ways to incorporate those jump gates, and I'd love to see it happen. For example, allow a mission jump gate to connect between systems in ways that others may not be aware. For the lifespan of that mission, players may repair and reactivate the gate and have it hook to other systems which normally aren't connected. Loe-and-behold, you have a back-door through empire ... which is exactly what those pirates were using it for.

Wormholes already do something like this. The biggest gist in programming is when one mission gate appears, another gate (possibly in someone else's mission) is connected to it. The player must first repair/reactivate the gate for it to cycle through the options and make the connection. Once that connection is made, though, both gates have the same lifespan timer no matter if the mission is accomplished on either end. If the repair/reactivate is never made, the gate will be removed when the mission ends unless another player makes a connection to it from some other random point.

DrysonBennington
Eagle's Talon's
Posted - 2011.05.03 20:29:00 - [4]
 

What about adding mission's to deep space exploration such as being in a wormhole and needing to complete mission's at sites not associated with mining or Sleeper combat sites?

El Geo
Group 2
Posted - 2011.05.06 04:10:00 - [5]
 

i like the idea, honestly but... using a mission jumpgate means only players that were in your mission would be able to use it, ofc easily sorted

running mission/plex with abandoned jumpgate model - very small % chance you'll get an 'expedition', if you do get the expedition then the gate becomes scannable as (or warps you to) a sig/anomaly, could think of loads of ways and sites this could lead to and go into more depth but the likelyhood of it ever being implemented means i cant be arsed :)

Zi'Boo
Posted - 2011.05.06 04:56:00 - [6]
 

How is this idea any different from current wormholes?

Their entry point also last a couple days at most, they have brand new pirates (sleepers) in them and they have environmental effects and from what I've heard they provide better rewards than normal space (including new gases).

Once a entry wormhole closes you have to find your way back home...

El Geo
Group 2
Posted - 2011.05.06 16:53:00 - [7]
 

there are only a couple of exits that last for more than 24 hours and i believe they are only wh to wh

remember this is only an ideas thread, and any idea that creates new and different pve aspects aswell as pvp option is a good idea imo, plus if done well could provide content for new technology in the game

Ruze Ahkor'Murkon
Amarr
No Applicable Corporation
Posted - 2011.05.06 22:53:00 - [8]
 

The main difference, is that instead of the access points to wormhole systems being what is ever-changing, it's the entire system.

Stay in a deep-space location long enough, and you might find yourself warping back to your system of origin. These locations cannot be held, because the event which spawned them might not be in the same place tomorrow.

Yes, 'instanced' systems which only exist for a very short period of time. So unlike wormholes, where if your entrance falls you can simply wait for a new one to pop up, living in a deep-space location would be truly impossible ... much less controlling one.


 

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