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blankseplocked My Eve Fantasy
 
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Jackson Salt
Posted - 2011.07.03 18:31:00 - [1]
 

I've been playing the game a long time and I'd just like to take a moment to have a good old fashioned Eve-Style thought experiment.

You know what would make the Captain's Quarters awesome? If it were a module for a tower. One Captain's Quarters module could have slots for 16 pilots and the same fitting requirements and other specs as a Corporate Hanger Module. You'd still be able to access the hangar via the current mechanic. You could dock your ship in a maintenance array like normal, then pod over to the Captain's Quarters and dock your pod there. While in the Captain's Quarters, you could view your inventory, see what ships you have in the maintenance array, watch SpaceTV, etc. Then, you could leave your own room and go into a common room where you could socialize with your corpmates or whoever else is docked at that tower. When you are ready to leave the Captain's Quarters, you could board a ship stored in the maintenance array. I think there are a few reasons this would make sense.

1. Immersion: The current game "lore" as I understand it makes it seem like pilots would rarely want to leave their pods lest they be killed outside of it. Having the public interaction part of the Captain's Quarters restricted to a close set of people, i.e. the people with docking rights at that POS, makes sense. A station full of strangers -should- be more dangerous than 16 corp/alliance mates so you wouldn't want to get out of your ship there.

2. Player Engagement: If people like how this works, 0.0 dwellers, lowsec pirates and wormhole denizens would rush out of their towers to go pick up this new module for their towers so they can hangout with their spacebros. CCP seems to have a tradition of encouraging players to join/form corps and be more interactive. The Captain's Quarters would be a great tool to accomplish that goal. This assumes that the Captain's Quarters would offer something cool to players. This brings me to my next point.

3. NeX: The Captain's Quarters can host minigames or provide other features. These games can be sold for Aurum and installed like subsystems or anchored like non-resource-consuming modules at the tower. Imagine if your tower could host a "simulated" FPS deathmatch for you and your friends. Heck, you could even sell the Captain's Quarters module itself for Aurum. This aspect is my favorite, really. It really is limitless. Selling features for Aurum would likely generate a ton of income. Imagine something like a "Singularity Services" Captain's Quarters subsystem. that can transport a small bit of cargo over a set period of time. Also, think of how awesome it would be to blow up someone's tower if you know it really is like blowing up a beloved spacehome. The NeX market might actually encourage the most fun part of the game, PvP.

4. Resource Management: Keeping the in-person interactions small seems like it could be easier to program for and easier to manage as far as bandwidth and other client resources go. Also, by controlling how quickly these things come onto the market, CCP would be able to better predict server load, etc. I could be totally wrong about this, however.

CLONE 9
Amarr
Viziam
Posted - 2011.07.03 19:07:00 - [2]
 

I'm not sure I follow all of it .... someone needs to TL;DR this for me - but point 4 caught my eye.

From a design perspective, I would hate to walk out of my ship and in to a 'market hall' to get swamped dowloading x hundred avatars. Limited access to key people and corpies makes sense as a first step. I'm sure CCP will follow this concept - because of Jita (rather than Falcon).

Planktal
Gallente
Kenshao Industries
Galactic Acqisition Specialists
Posted - 2011.07.03 19:28:00 - [3]
 

My EVE fantasy is simply this...

http://mformethod.deviantart.com/favourites/?set=41352050&offset=48#/d2zi9me

Those come into game will be a dream come true for me.

Uuali
Posted - 2011.07.03 19:35:00 - [4]
 

I suppose they will split the stations up into separate areas to reduce load. Monocle wearers and all future "big spenders" will of course get the top floor.

I foresee CCP playing favorites with the "high rollers" in lieu of non-vanity items.

Legionos McGuiros
Caldari
Legio Prima Victrix
Imperius Legio Victrix
Posted - 2011.07.03 19:39:00 - [5]
 

We have already decided that if we got an incarna module for our POS in our WH system it would contain 2 things...

A strip bar, since we have about 200 exotic dancers and prostitutes

A trophy room, or corridor displaying the almost 200 corpses we have 'collected'

Razin
The xDEATHx Squadron
Legion of xXDEATHXx
Posted - 2011.07.03 19:40:00 - [6]
 

Originally by: Jackson Salt
I've been playing the game a long time and I'd just like to take a moment to have a good old fashioned Eve-Style thought experiment.

You know what would make the Captain's Quarters awesome? If it were a module for a tower. One Captain's Quarters module could have slots for 16 pilots and the same fitting requirements and other specs as a Corporate Hanger Module. You'd still be able to access the hangar via the current mechanic. You could dock your ship in a maintenance array like normal, then pod over to the Captain's Quarters and dock your pod there. While in the Captain's Quarters, you could view your inventory, see what ships you have in the maintenance array, watch SpaceTV, etc. Then, you could leave your own room and go into a common room where you could socialize with your corpmates or whoever else is docked at that tower. When you are ready to leave the Captain's Quarters, you could board a ship stored in the maintenance array. I think there are a few reasons this would make sense.

1. Immersion: The current game "lore" as I understand it makes it seem like pilots would rarely want to leave their pods lest they be killed outside of it. Having the public interaction part of the Captain's Quarters restricted to a close set of people, i.e. the people with docking rights at that POS, makes sense. A station full of strangers -should- be more dangerous than 16 corp/alliance mates so you wouldn't want to get out of your ship there.

2. Player Engagement: If people like how this works, 0.0 dwellers, lowsec pirates and wormhole denizens would rush out of their towers to go pick up this new module for their towers so they can hangout with their spacebros. CCP seems to have a tradition of encouraging players to join/form corps and be more interactive. The Captain's Quarters would be a great tool to accomplish that goal. This assumes that the Captain's Quarters would offer something cool to players. This brings me to my next point.

3. NeX: The Captain's Quarters can host minigames or provide other features. These games can be sold for Aurum and installed like subsystems or anchored like non-resource-consuming modules at the tower. Imagine if your tower could host a "simulated" FPS deathmatch for you and your friends. Heck, you could even sell the Captain's Quarters module itself for Aurum. This aspect is my favorite, really. It really is limitless. Selling features for Aurum would likely generate a ton of income. Imagine something like a "Singularity Services" Captain's Quarters subsystem. that can transport a small bit of cargo over a set period of time. Also, think of how awesome it would be to blow up someone's tower if you know it really is like blowing up a beloved spacehome. The NeX market might actually encourage the most fun part of the game, PvP.

4. Resource Management: Keeping the in-person interactions small seems like it could be easier to program for and easier to manage as far as bandwidth and other client resources go. Also, by controlling how quickly these things come onto the market, CCP would be able to better predict server load, etc. I could be totally wrong about this, however.
Your title is misleading. What does any of this have to do with playing EVE?

I think you may be happier in SWTOR, whenever that comes out.

Patient 2428190
DEGRREE'Fo'FREE Internet Business School
Posted - 2011.07.03 20:00:00 - [7]
 

If you actually say "What would make EVE awesome..." and then even mention anything dealing with walking, you should hit yourself in the mouth.


Terrorform
Gallente
Posted - 2011.07.03 20:07:00 - [8]
 

Originally by: Planktal
My EVE fantasy is simply this...

http://mformethod.deviantart.com/favourites/?set=41352050&offset=48#/d2zi9me

Those come into game will be a dream come true for me.


Wow......

Great designs!

Lu'Marat
Posted - 2011.07.03 20:48:00 - [9]
 

Edited by: Lu''Marat on 03/07/2011 20:49:32
OP: Is this a suggestion for an interim thing until all structures are accessible for WiS, or would you actually want the "traditional" portion of the POS be sealed off and only the special Quarter-Module open to player avatars?

Personally I really am hoping that one day we'll be able to walk into all major parts of a station (or ship for that matter) and do stuff. Oh and, not to forget, planetary installations as well.

As for the risk of exposing yourself to hostiles while strolling into a station, that's a good point you make. Of course, I reckon this kind of player killing would be regulated in a similar way as outside of stations, i.e. with CONCORD forces present inside empire stations, gunman's paradise in the border territories and player-run security forces in 0.0 (or rather, 0.0 stations and POSes would be guarded by NPC forces hired by the owner). As long as getting your avatar shot doesn't mean your character is biomass, I think it'll play out.

That said, I am quite certain I've read somewhere that CCP does not plan to implement actual combat mechanics for avatars in stations. Sadly. Or is that not an issue anyway and are you simply arguing from a roleplaying point of view?

[Edit:]Oh and, cudos on those ship designs. That'd be mighty sweet.


 

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