Showing posts with label captainsquarters. Show all posts
Showing posts with label captainsquarters. Show all posts

24 August 2012

Fishing with the Sleepers

I think the discussion about reworking POSs is all good and well, but what about in wormhole space? In the sparsely populated areas I call home CCP have a great opportunity to do something truly different. While it is accepted that we can take a POS structure through some wormholes and assemble it to call home, how about further differentiation these unknown regions of space further buy creating a second choice?

This idea of mine has cropped up a few times in various random discussion on comms but this is the first time I've tried to actually write it down. I was prompted to scribble this down having seen the very basic gameplay demo for Incarna toons exploring Sleeper structures. Forgive me if I wander in my thoughts.

In wormhole space we should be able to capture, occupy and live in some Sleeper structures.

This is my home, there are many like it but this one is mine.
How does that strike you as a genious idea?

Fleshing this out now. How would this work initially? Well, CCP would define a subset of Sleeper structures that would be inhabitable by Capsuleers. Maybe some new artwork to create additional structures would be in order to create something suitable. But I would be quite happy with owning something like this structure.

Obviously we wouldn't want this to be an easily attainable structure to acquire so there should be a new, hard to scan down signature type 'Sleeper Domicile' could be a good name. The spawn rate of such signature should be kept really low. The idea being that players shouldn't be able to move into a wormhole expecting such structures to appear within any particule time frame. The slow spawn randomness would also make it harder for a corp to hire someone in advance to do the hard combat. The very nature of this site would push it to be the hardest type to run requiring a large investment in player combat to clear the site before they could think about taking control. Actually, by control, what if this meant something similar to the incursion or faction warfare mechanic? Sleeper control is reduced by running numerous sites and only once sleeper control is removed does the 'Domicile' become vulnerable.

Clearing the 'Domicile' site isn't the end of this though. In order to gain access we need three areas to be hacked within a limited time frame. This time frame should be too small to allow a single player to hack all three alone but large enough to take into account the random chance of hacking success. Once control has been passed to the player they own it but cannot use it. There is still a risk of despawn.

To make the ownership permanent there would be a final step similar to assembling a customs office where a set number of PI products need deposited in the structure to make it inhabitable for Capsuleers. I have no idea what a suitable level of item volume should be here. It needs to be something feasible to achieve given the mass limits and potential poor routes to haul stuff into a wormhole system. Maybe tuning the requirements to what can be made through PI in each wormhole would work. A wormhole with the ability to make all top tier PI outputs would have a requirement spread across all their possible outputs; a wormhole with only one or two top tier products would require a higher number of each of the two outputs plus some lower tier items. Probably an upgrade process could be in order here so 'stabilising' a structure to not despawn is readily achievable but  actually being able to dock all your ships requires time and coordinated effort.

There also needs to be some form of fuel requirement. There is a temptation to say this should fully consist of things found in wormhole space, but that would take away from some of the current challange of living in wormholes. I'm also not sure what facilities should be available in the structure - should it just hanger space and "Captain's Quarters"? Should it be shared storage as in POSs or more like the privacy afforded in empire-based stations? What about manufacturing, research, invention facilities? I think this should really be kept in traditional POSs with the exception of T3 reverse engineering and construction. This would be the perfect time to allow us wormholers to actually follow the T3 production process from start to end in completeness in the wormhole. The missing piece being able to assemble the subsystems in W-space. What about forcing this to only be possible in W-space?! Well, the reverse engineering and subsystem/hull manufacture anyway. It's a bit much to expect a capsuleer to buy the parts in Jita then haul them to W-space before flying their new ship.

Of course, these structures should definitely be destroyable by hostile players. They should be tougher than large POSs but I'm not sure what the defences would consist of. If there are people docked in a structure when it explodes they should find themselves back in Empire space in a new clone. If they had any possessions in the structure they get destroyed. Simple. While this is harsh, it gives a real goal to fight for if you are invaded. Reinforced timers give you a chance to be organised and also for invaders to get bored and leave.

So, what do you think?

4 July 2012

Watch the Space

Last weekend I had Alliance Tournament X streaming on my PC. The battles are quite convenient little chunks of time lasting no more than ten minutes. This meant I could take care of non-EVE stuff while diverting my attention every now and again to the raging battles on my screen. However, I'm not going to write about those fights as I am far from qualified to do so.

What did catch my attention was the intermission feed, live from space in a couple of locations around New Eden. I caught feeds from the popular market hubs of Jita 4-4 and Amarr 8 (Oris). Both of these feeds filled up rapidly with pilots showing off their blingiest ships or giving us laser shows and exploding ships. In a genius move by CCP they then set up a feed from the Osoggur gate in Amamake. What better way to create some good viewing than setting up a focus point in lowsec. Everyone wants their five minutes of fame and I'm sure the resident pirates gave them that and more. I certainly saw a few ships go pop.

As far as I know, this 'feature' provided during the intermissions was inspired by the actions taken by a player during the recent 'Burn Jita' campaign. During that event someone had a pilot undocked and was broadcasting the expected carnage live from the Jita 4-4 undock. Unfortunately most of the action occurred at the gates of the system, but the idea was there. And what a good idea I think it was and is.

So, what do I think CCP should be doing with this? Well the answer is pretty obvious. For some time people have been complaining about not being able to see the outside of a station when they are docked up. People also complain about 'station games' where people undock to take a look outside and then redock as soon as their session timer allow it. Add to that the complaints about there being nothing of any value on the Captains Quarters TV screen and you get a perfect recipe for success: Showing the outside of stations from the inside.

Now, with us EVE players being the devious people we are, the first challenge will be handling the inevitable parking of ships in front of the camera to obscure the view. The obvious way to handle this would be to reposition the camera to another location with a nice smooth fade effect, like a director switching camera angles at a concert. In fact, a cycling of the camera view every few minutes or so would possibly be a good idea anyway to generally make it harder to block the view even temporarily. I would suggest these positions be decided at random rather than set a finite number of positions, to further increase the difficulty of screwing with the system. I wouldn't want to make things too easy on people watching this for a safe undock. There would be no desire to display information such as standings or pilot names, etc. This really should be a single feed provided to everyone who wants to engage Captains Quarters and simply peer outside.

Setting this up on all stations in EVE is probably a real stretch from a technical point of view. A limited roll out to the most popular stations would be sufficient to prove the idea works. Following on from that CCP could roll out to at least one station per solar system, maybe even charging higher taxes for the services on these 'safer' stations.

However this is handled it would be really cool to have the Captains Quarters TV actually do something useful and may even prompt me to switch to CQ from time to time (on the odd occasion I'm actually in known space). What do you think?

27 January 2012

Captains Quarters Unnerve me

Living out in wormhole space I have very rare occasion to visit the captain's quarters included in the station docking fee. On the rare occasion I do find myself visiting such an establishment I suffer a certain amount of anxiety whilst watching news or the latest holoreel on the giant screen.

It has taken a certain amount of time for me to pin down the cause of this anxiety but I believe I finally understand the problem. The layout of all the captain's quarters position you with your back to all the entrances.

The Orca pilot didn't see anyone coming

Now I don't know about you, but personally I like to keep an eye on all the exits. Outside my pod I am more vulnerable that I would normally be. I don't care how unlikely it is for someone to come if through that door, on a station such as Jita 4-4 I want to make sure I'm safe. To make matters worse, I've yet to work out how to close and lock the main door back to my pod. So I find myself sitting with my back to an open door. Tell me I'm just paranoid.

Unsurprisingly, the Amarr and Caldari examples are the worst. I guess there is some arrogance in positioning your back to any unexpected guests. Equally unsurprising is the Gallente quarters are the least affected by this unnerving layout. It is only natural that we Gallente would design something properly.