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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.05 04:24:00 -
[1] - Quote
Expansion for later on.
Available to all planets dust 514 soldiers can land on.
There will be districts your corp can posses own and try to take over and install facilities on.
However these exploration districts cannot be owned there is not enough installation base to keep a maintainable facility here, they're large free roaming maps, redlining will transport you to the next district instead of killing you and you will be allowed to enter them at any time.
These zones are mostly for going around and exploring, the biome of a district varies from urban to jungle depending on the planet and development level. NPCs will roam the map and depending on standings could be your hostiles.
Inital Entry is selected in spawn menu you can drop from orbit or spawn in a vehicle or choose an available CRU if any.
Thse NPCs are not dust immortal mercenaries (with the exception of NPC officers) however they are still very dangerous thier years of training keeps them on par with you.
You can only burn down to the exploration district if there is a war barge, station, friendly district, or a cru equipped launch ship in orbit that is friendly or neutral. Hostile platforms will prevent your clone from being launched to the ground.
Things you can do in a district:
Run around
Look around for salvage on your own using equipment to ping points of interests.
Call down any vehicle you want provided you have something to generate it (being on a hostile planet now becomes a bad idea)
Call down a personal 'APC' to change suits resupply and be your home away from home and well as to conquer tougher terrain. Unlike most vehicles these are much tougher to destroyed, are insured, have an interior section, and cannot be hacked ownership away from and are entirely unarmed and have built in crus. They can only move so much in a day but they also have a beacon you can follow back to it with.
Find resource nodes.
Finally Shoot Anyone!
Exploration Districts are teamless free for all zones, however in high sec security zones have CONCORD police sattelights that precision assination ob the offender and prevent him from spawning on the map for 30 minutes whil marking his record for bad behavior. Higher the security the faster this sattelight locks onto the offender.
Low Sec will only mark bad behavior
and null will have no repercussions
Security Zones is the law enforement level of the districts further from civilization have a lesser security) but dont stray too far from the space one. If a temeprate planet has 0.8 dont expect a -0.2 security zone.
Rewards and risks are based on the zones, the 'safer' it is the less likely you'll find something somone missed when they picked the place clean. Null is however full of forgotten trash and tech and more dangerous the 'natives' are.
Nodes are there for manufacutring higher technolog goods, To extract resrouces once a node is located the player must then call down an extractor. Extractor will place themselves over the node and begin the nanite drilling process. The player must then defend the extractor. Extractors geenrate alot of radar noise so both NPC and Players could home in on it and attack the player and his extractor.
Extractors take time based on the material and amount, once completed its job all resources are transported to the players inventory in the warbarge/station and the RDV picks up the Extractor saving its cost.
Extractors that are destroyed degrade the node and leave some salvagable parts around.
Extractors that get hacked by hostile players would upload thier materials to their hanger. A friendly hack stops the extractor where it is and sends what is has mined up so far to the hanger. Rehacking by a freindly or hostile in this state restarts it and changes owner ship. Hacking to stop takes much longer than hacking ownership flip.
Another thing exploration districts might thave is hostile NPC bases. These random dungeons are full of targets all willing to blow you to bits. Take em out and ransack the base for loot. Be careful of any other player as they can try to stop you in various devious ways. One a base is fully ransacked its is then destroyed and despawns over time allowing new ones to pop up elsewhere.
Bases will auto genreate a mission breifing and approacing it closer auto accepts.
Exploration and Extraction skills include mining, surveying, hacking, archeology, and salvaging.
The rewards are mostly materials and salvaged modules/weapons.
Materials makes the good stuff.
'Pirate' NPCs and Rogue Drones will have bounties that are paid up when they're killed.
Group activity encouraged form up squads and get things done quicker and safer as a group.
May possibly be used to setup an attack order direction on a district that can be owned. This depends on conquest mode setup.
Things requireing War Points are going to cost isk instead of warpoints and requires all the materials to be in place for that asset call down. For example a warbarge at least must be in orbit for a OB.
Finally player entities in space can scan for you from orbit and get your position, hope they're not hostile and sick thier own merc dogs on you. You have about 2 minutes until interception into the same zone, because the zones are large however it may take the patrol some time to find you.
Post Post.
Exploration district can be effected by nearby player owned districted, such as lowering the secuirty zones to increase the risk and rewards in the zone by spawning more dangerous bases.
High sec space will only have exploration districts though where low is FW controllable and exploration and Null be player owened with exploration |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.05 04:46:00 -
[2] - Quote
Amazing post. Easy to read, get's your attention and keeps it.
Exploration and Extraction skills, hmmm, wonder how FPS mining would go though.. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 04:48:00 -
[3] - Quote
RolyatDerTeufel wrote:Amazing post. Easy to read, get's your attention and keeps it.
Exploration and Extraction skills, hmmm, wonder how FPS mining would go though..
Via automated process with the extractor you call down. You dont mine the extractor does it for you the skill increases its munch rate on the node. |
Shiro Mokuzan
220
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Posted - 2012.09.05 04:52:00 -
[4] - Quote
Sounds cool. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.05 05:02:00 -
[5] - Quote
Iron Wolf Saber wrote:RolyatDerTeufel wrote:Amazing post. Easy to read, get's your attention and keeps it.
Exploration and Extraction skills, hmmm, wonder how FPS mining would go though.. Via automated process with the extractor you call down. You dont mine the extractor does it for you the skill increases its munch rate on the node.
So you'd be exploring and going till found the resources then call up for the deployment.
I'd have to see this, I already loved exploring in the small maps that had huge outside of the complex areas and huge mountains to drive LAV's up.. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 05:03:00 -
[6] - Quote
Yup but you have to gaurd the damn thing while it mines. anyone who hacks it steals your claim and you lose the materials if it finishes job before you hack it back. So people who dont want to be nice would be looking for RDVs deploying extractors. |
hupi testi
22
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Posted - 2012.09.05 07:39:00 -
[7] - Quote
I would love to see Sansha poping their forces every once awhile, when corresponding system/region is under Sansha incursion.
Like the ideas in OP post very much.
These resources and materials could be used for DUST industy/manufacturing and research new technologies and a alternative resouces for upgrading on-planet installations so that one don't haveto rely on EVE-side raw-materials.
Granted this goes more to RTS side of the map than FPS, but then again I would hate to see DUST to be only FPS game. It can be FPS, RTS or even spreadsheets in planet.
Also what I would like to see from RTS side of things is the resource and logistics(supply chain) management aspects to be brought into this, so that keeping your fronline troops supplied with stuff. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.05 08:00:00 -
[8] - Quote
A very nice idea as it adds the EVE feeling to the central DUST feeling battlegrounds / sectors. Definitely +1.
After watching the Seeding the Universe video from Fanfest 2012 I just thought why not make the Exploration sectors connected to the controllable sectors in a way that you need to buy a resource gathering permit in a central sector before you are allowed to install mining installations. This way Low-Sec and 0-Sec corps could rent out surplus space. Yet this still should not have an effect on the actual exploration by Free Drop-In to engage in expeditions or PVE missions. |
Encharrion
L.O.T.I.S. Legacy Rising
104
|
Posted - 2012.09.05 08:28:00 -
[9] - Quote
This is incredibly brilliant. I have to have this now. +1 |
Vincienzo Lamalfa
D3LTA FORC3 Orion Empire
3
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Posted - 2012.09.05 10:09:00 -
[10] - Quote
Yeah dude..awesome ideas in here..us hardcore dudes would love it but I'm not sure how it would go over with the general fps crowd. Still this is a great post dude and I hope ccp at least gives it a once over. +1 |
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hupi testi
22
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Posted - 2012.09.05 10:21:00 -
[11] - Quote
One thought that I had was to tie this "exploration district"-idea into a larger whole where DUST corporations can manage, improve and change the district 'functionality'.
For example there could be 8 districts in a planet that is medium size barren planet.
In one of these districts must have a Ground Control Center(Spaceport) that enables large volumes of items be transported to/from planet and would also house market area for that planet.
Now if planet is unhabited/unclaimed, these other districts would be 'exploration districts' that said corporation could harvest/exploit resources to gain rawmaterials to build and upgrade these districts to do myriad of functions:
- industry complex, where corporation could build their own equipment, tanks, you name it...
- clone reclamtion center, where you could be processed and 'clone jump' into another planet with said facility
- bulldoze or improve current 'exploration sites'
- build orbital defence batterys
- warehousing (maybe not own district per se but on a auxiliary map for a district, as one CCP guy said in one fanfest presentation )
- etc...
Naturally the efficiency of a installation in a district could be improved but the underlying base benefits/values would be controlled by that type of planet that would be and where it is located in terms of security rating.
And to point out this wouldn't be some mechanic that everyone has to do, but more for a corporation management level stuff. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 12:06:00 -
[12] - Quote
I think it would be better to have controlled districts effect the properties of nearby exploration districts not the other way around.
I think the 'apcs' should also be a special vehicle not be able to be called in regular combat. Also give the apc a cloak for the times you are not in it.
NPC hostiles can include sam sites and tank destroyer batterys so making them easy mode exploriation in vehicles possibly dangerous. |
hupi testi
22
|
Posted - 2012.09.05 12:52:00 -
[13] - Quote
I'm not sure about that cloak thing. In my mind nothing should be safe in New Eden. If it is cloaked then there needs to be ways to scan it down and find it by other players that can hack and steal it.
edit: And also to add that while singleplayer aspect shouln't be neglected, operations/actions should be more group based. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.05 12:57:00 -
[14] - Quote
Modules and Equipment for THAT is already on the Server :) |
hupi testi
22
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Posted - 2012.09.05 13:06:00 -
[15] - Quote
Maybe to adopt and morph this APC idea with this EVE side idea, that CCP is going to lookat and implement sometime in 2-4 years time that one can have Modular-Player-Owned-Starions = 'lego houses in space', so that single player can have this 'base' in middle of nowhere and upgrade it or multiple players can band together and build larger structures and complexes.
Now other players could invade those. Would make quite interesting battlefield. Albeit if one right some bases would benefit defender. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 13:26:00 -
[16] - Quote
hupi testi wrote:I'm not sure about that cloak thing. In my mind nothing should be safe in New Eden. If it is cloaked then there needs to be ways to scan it down and find it by other players that can hack and steal it.
edit: And also to add that while singleplayer aspect shouln't be neglected, operations/actions should be more group based.
APCs are a bit more of a POS and its more inline with version 2 but retooled for to be in line with the pos 2.0 because it has no weapons it would discourage its use in combat.
As for group play. defense of the mining vehicle while it does its job would be suited for squad sized operations and surveying the land would be quicker in a group.
NPC bases can be broken down into camps, outposts, bases, and fortresses. Camps are soloable by most folks, outpost takes some skill, bases and fortresses takes a team effort.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 13:28:00 -
[17] - Quote
hupi testi wrote:Maybe to adopt and morph this APC idea with this EVE side idea, that CCP is going to lookat and implement sometime in 2-4 years time that one can have Modular-Player-Owned-Starions = 'lego houses in space', so that single player can have this 'base' in middle of nowhere and upgrade it or multiple players can band together and build larger structures and complexes.
Now other players could invade those. Would make quite interesting battlefield. Albeit if one right some bases would benefit defender.
APCs meant to be more of a mobile house though so to say. But yes allowing for alot of customization with the apc would be possible. Such as having it manufacture a HAV instead of drawing alot of attention calling down an RDV. |
hupi testi
22
|
Posted - 2012.09.05 13:48:00 -
[18] - Quote
Now how would these APCs be built and how one would get it into a exploration district?
And how these exploration districts would be connected to claimed districts?
What dynamic there would be betwene claimed and exploration district?
Could exploration district become claimed( or is it something like a cosmic anomaly in EVE?) Rereading the OP and this last point is invalid. the camps and stuff would be analogous to anomalies. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 14:05:00 -
[19] - Quote
hupi testi wrote:Now how would these APCs be built and how one would get it into a exploration district?
And how these exploration districts would be connected to claimed districts?
What dynamic there would be betwene claimed and exploration district?
Could exploration district become claimed or is it something like a cosmic anomaly in EVE?
APC should be built the same way as any vehicle they're little expensive since they're similar to a mobile home.
Exploration districts are mean to be more like regular empty space in eve.
Claimed Districts will effect quality of the exploration districts with sensors that makes hidden things easier to find or increase the overall value of the land which may attract unsavory sorts of NPCs to shoot.
You can temporary claim spots in the district but eventually the resources in that spot will run dry requiring a pack up and move. It may be possible to set up longer term operations and set up a small base. but unlike claimed districts anyone wanting to blow this one up to bits can do without a contracted battle.
Its possible a claimed district could be explored as well if its friendly but you are unable to do it when its locked down for war. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 19:10:00 -
[20] - Quote
Anyone has any other suggestions for the exploration districts? |
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TERGONAUT
Seituoda Taskforce Command Caldari State
16
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Posted - 2012.09.05 21:45:00 -
[21] - Quote
I was actually thinking the same thing about the game. You went ALOT more in detail about it, but I fully agree! I would love if CCP made it open world. |
hupi testi
22
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Posted - 2012.09.06 02:59:00 -
[22] - Quote
Iron Wolf Saber wrote: Extractors take time based on the material and amount, once completed its job all resources are transported to the players inventory in the warbarge/station and the RDV picks up the Extractor saving its cost.
Extractors that are destroyed degrade the node and leave some salvagable parts around.
Extractors that get hacked by hostile players would upload thier materials to their hanger.
This transfer of minerals and resources should NOT be behind the scenes 'magic faeries', but instead when extractor completes it's cycle it stores harvested minerals/items to the local store inside harvester and then one would haveto transport those back to MCC/ conrtolled districsts 'main hub' for storage and use. Either via land or air based cargo transport ship. Or use them on-site, but stuff shoult not automagically transport it self to somewhere.
This would encourage teamwork to do hauling, hauling escort dutys etc. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.06 18:00:00 -
[23] - Quote
hupi testi wrote:Iron Wolf Saber wrote: Extractors take time based on the material and amount, once completed its job all resources are transported to the players inventory in the warbarge/station and the RDV picks up the Extractor saving its cost.
Extractors that are destroyed degrade the node and leave some salvagable parts around.
Extractors that get hacked by hostile players would upload thier materials to their hanger.
This transfer of minerals and resources should NOT be behind the scenes 'magic faeries', but instead when extractor completes it's cycle it stores harvested minerals/items to the local store inside harvester and then one would haveto transport those back to MCC/ conrtolled districsts 'main hub' for storage and use. Either via land or air based cargo transport ship. Or use them on-site, but stuff shoult not automagically transport it self to somewhere. This would encourage teamwork to do hauling, hauling escort dutys etc.
I agree but I dont want to tie FPS players up into having pick axes if you catch the drift.
Shooting for rocks fun, swinging for rocks in an FPS not as fun. |
hupi testi
22
|
Posted - 2012.09.06 18:09:00 -
[24] - Quote
Iron Wolf Saber wrote:hupi testi wrote:Iron Wolf Saber wrote: Extractors take time based on the material and amount, once completed its job all resources are transported to the players inventory in the warbarge/station and the RDV picks up the Extractor saving its cost.
Extractors that are destroyed degrade the node and leave some salvagable parts around.
Extractors that get hacked by hostile players would upload thier materials to their hanger.
This transfer of minerals and resources should NOT be behind the scenes 'magic faeries', but instead when extractor completes it's cycle it stores harvested minerals/items to the local store inside harvester and then one would haveto transport those back to MCC/ conrtolled districsts 'main hub' for storage and use. Either via land or air based cargo transport ship. Or use them on-site, but stuff shoult not automagically transport it self to somewhere. This would encourage teamwork to do hauling, hauling escort dutys etc. I agree but I dont want to tie FPS players up into having pick axes if you catch the drift. Shooting for rocks fun, swinging for rocks in an FPS not as fun.
Ai... That I agree on. Make the 'mining' part automated and not wory about it. But transfering it to somewhere be something players do.
Now this kind of 'game mode' was requested in gamemode request topic. To defend convoy or some object to safe destination. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.06 18:18:00 -
[25] - Quote
hupi testi wrote:Iron Wolf Saber wrote:hupi testi wrote:Iron Wolf Saber wrote: Extractors take time based on the material and amount, once completed its job all resources are transported to the players inventory in the warbarge/station and the RDV picks up the Extractor saving its cost.
Extractors that are destroyed degrade the node and leave some salvagable parts around.
Extractors that get hacked by hostile players would upload thier materials to their hanger.
This transfer of minerals and resources should NOT be behind the scenes 'magic faeries', but instead when extractor completes it's cycle it stores harvested minerals/items to the local store inside harvester and then one would haveto transport those back to MCC/ conrtolled districsts 'main hub' for storage and use. Either via land or air based cargo transport ship. Or use them on-site, but stuff shoult not automagically transport it self to somewhere. This would encourage teamwork to do hauling, hauling escort dutys etc. I agree but I dont want to tie FPS players up into having pick axes if you catch the drift. Shooting for rocks fun, swinging for rocks in an FPS not as fun. Ai... That I agree on. Make the 'mining' part automated and not wory about it. But transfering it to somewhere be something players do. Now this kind of 'game mode' was requested in gamemode request topic. To defend convoy or some object to safe destination.
It could be possible that heavier (and better) variants of the extractor cannot be recalled back and you have to escort it to a launch pad somewhere.
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