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Rachoi
HavoK Core
17
|
Posted - 2013.02.22 00:29:00 -
[31] - Quote
i'd rather enjoy an exploration like that, since it would be a nice break from fighting other players. we'd even have a chance to get some nice temporary gear, or blueprint salvage to make a stack of weapons from [those salvaged prints would NEED to degrade a little after every use, so make growth still important].
i would rather be sad to give up my assault suit, but i understand the need... but only a side arm? a single SMG against well armed intrastellar pirates? gotta be something better, i'd think a light slot only, since you need a weapon with punch if you're taking on people that ambush others for a living |
Thrillhouse Van Houten
Expert Intervention Caldari State
2
|
Posted - 2013.02.22 02:11:00 -
[32] - Quote
Rachoi wrote:i'd rather enjoy an exploration like that, since it would be a nice break from fighting other players. we'd even have a chance to get some nice temporary gear, or blueprint salvage to make a stack of weapons from [those salvaged prints would NEED to degrade a little after every use, so make growth still important].
i would rather be sad to give up my assault suit, but i understand the need... but only a side arm? a single SMG against well armed intrastellar pirates? gotta be something better, i'd think a light slot only, since you need a weapon with punch if you're taking on people that ambush others for a living
The availability to use an exploration dropsuit doesn't guarantee its use. In other words, why not just bring your assault suit? What you lack in scanning/hacking/archeology equipment you make up for in firepower?
This sort of thing could be and probably would be extraordinarily dangerous for a lone clone merc to go wandering about in, so I think it assumes some kind of Star Trek style "away team." A handful of assaults, a heavy or two, a couple scouts, a logi-guy and the "exploration dropsuit" squad leader stocked with scanners and carrying capacity. This is maybe a little "heavier" on the combat than the OP intended, but the idea of 8 or 9 space mercs exploring a huge sleeper complex or just some floating space junk or a small moon isn't what I'd call "combat heavy."
I always imagined being able to fire off a tiny dropship full of mercs from my EvE battleships or battlecruisers (High slot used "Small Force Dropship Launcher I" with, say, 6-10 maximum merc capacity), have it fly to any number of ground-force only places (abandoned stations, lunar sites, small planetary installations, etc...) and have the small force walk around looking for BPs or high tier modules for retrieval. Some may be occupied by NPC pirates, empty or they could be occupied by other players looking for the same thing. Security status could still determine the nature of the player interactions. In null sec, the two forces could duke it out for the right to search/mine the installations or...hell...even work together if they wanted (haha YEA RIGHT!).
Great ideas here. |
SickJ
French unchained corporation
48
|
Posted - 2013.02.22 04:20:00 -
[33] - Quote
Why would we need a dedicated Exploration Dropsuit? Couldn't we just use a logi suit with scan mods? |
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.22 04:46:00 -
[34] - Quote
SickJ wrote:Why would we need a dedicated Exploration Dropsuit? Couldn't we just use a logi suit with scan mods?
Well technically yes we could. But look at it this way, they're supposed to be coming out with a Pilot's Dropsuit for us crazy people in the whirly-birds so why not make a suit for the exploration guy?
Adds more variety and it would help people with specialized roles. I know that I for one would definetly spec into that Pilot suit and Exploration suit if either of them ever come out. I like how these roles sound and I'm very keep on seeing whether or not CCP will try something like this in the future. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.22 06:25:00 -
[35] - Quote
Lonnar wrote:SickJ wrote:Why would we need a dedicated Exploration Dropsuit? Couldn't we just use a logi suit with scan mods? Well technically yes we could. But look at it this way, they're supposed to be coming out with a Pilot's Dropsuit for us crazy people in the whirly-birds so why not make a suit for the exploration guy? Adds more variety and it would help people with specialized roles. I know that I for one would definetly spec into that Pilot suit and Exploration suit if either of them ever come out. I like how these roles sound and I'm very keep on seeing whether or not CCP will try something like this in the future.
I like the idea of these specialised dropsuits, makes for many more different styles of play. I also support the idea of an away team as that is how I imagined this exploration idea would work. Having one or more guys being combat ineffective would really heighten the need for teamwork, assuming there would be enemies. |
SickJ
French unchained corporation
48
|
Posted - 2013.02.23 03:48:00 -
[36] - Quote
Lonnar wrote:SickJ wrote:Why would we need a dedicated Exploration Dropsuit? Couldn't we just use a logi suit with scan mods? Well technically yes we could. But look at it this way, they're supposed to be coming out with a Pilot's Dropsuit for us crazy people in the whirly-birds so why not make a suit for the exploration guy? Adds more variety and it would help people with specialized roles. I know that I for one would definetly spec into that Pilot suit and Exploration suit if either of them ever come out. I like how these roles sound and I'm very keep on seeing whether or not CCP will try something like this in the future. OK, I see your point now. So the heavy suit has the best armour, the scout suit has the best speed, and the exploration suit would have the best scan precision(?) |
Thrillhouse Van Houten
Expert Intervention Caldari State
2
|
Posted - 2013.02.23 04:33:00 -
[37] - Quote
SickJ wrote:Lonnar wrote:SickJ wrote:Why would we need a dedicated Exploration Dropsuit? Couldn't we just use a logi suit with scan mods? Well technically yes we could. But look at it this way, they're supposed to be coming out with a Pilot's Dropsuit for us crazy people in the whirly-birds so why not make a suit for the exploration guy? Adds more variety and it would help people with specialized roles. I know that I for one would definetly spec into that Pilot suit and Exploration suit if either of them ever come out. I like how these roles sound and I'm very keep on seeing whether or not CCP will try something like this in the future. OK, I see your point now. So the heavy suit has the best armour, the scout suit has the best speed, and the exploration suit would have the best scan precision(?)
Best scan precision. Maybe scan module bonuses. Or not scan modules as we know them today but the OPs Scan/Mining Equipment.
There is certainly nothing wrong with having more dropsuit variants. It could just be a Logi suit variant, a(n) "Advanced/Prototype" level suit, maybe. More Eq slots assuming mining/exploration scanners are considered Eq, less High/Lows. Maybe slower run speeds/less armor and shields but with an additional storage pack for carrying BPs or Spaceship/Vehicle/Dropsuit modules or mined ores. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 06:37:00 -
[38] - Quote
This discussion hasn't really mentioned vehicles in any way yet. How do we see them working? My short idea is simple some kind of space rover/car with a storage space and modules to back that role up. |
Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.24 07:06:00 -
[39] - Quote
alalkit. few game have non combat gaming. its something that i would like to see. and while we're at it, how about building up defenses and the like |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 07:38:00 -
[40] - Quote
Professormohawk wrote:alalkit. few game have non combat gaming. its something that i would like to see. and while we're at it, how about building up defenses and the like
I approve. I personally love preparing for some kind of "oncoming storm" either literal or metaphorical. |
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usrevenge2
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.02.24 07:42:00 -
[41] - Quote
there is a lot they can do but there is a lot they can't do I want PVE and many of your ideas seem fun.
the problem I would have with PVP is how would they get to you? look at dust right now, how do we get to different system? teleport? will we have to have "set destination" and after X amount of time we are in that system? chances are we will simply just be every where at once.
for PVP, if I am doing exploration how do they find me? scan me down and try and take the loot? that is silly as dieing would mean little loss either way randomly appear in a queue? sorta like what we have now but puts you in someone elses scan site... that's dumb as it makes it ungodly easy.
Honestly, at this point in time, PVP in dust should be done on the battlefield, not elsewhere. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 11:01:00 -
[42] - Quote
usrevenge2 wrote:there is a lot they can do but there is a lot they can't do I want PVE and many of your ideas seem fun.
the problem I would have with PVP is how would they get to you? look at dust right now, how do we get to different system? teleport? will we have to have "set destination" and after X amount of time we are in that system? chances are we will simply just be every where at once.
for PVP, if I am doing exploration how do they find me? scan me down and try and take the loot? that is silly as dieing would mean little loss either way randomly appear in a queue? sorta like what we have now but puts you in someone elses scan site... that's dumb as it makes it ungodly easy.
Honestly, at this point in time, PVP in dust should be done on the battlefield, not elsewhere.
How about having jump clones or bases? We could very easily have an EVE player give out contracts to fulfil duties that they are incapable of doing. The way I see it: - EVE player sets up contract. - DUST player accepts contract. - EVE player either flies to, or is already at, the destination. Here, they would drop what I will refer to as a "jump beacon". - DUST player warps to jump beacon.
Sounds a little basic sure but even for no player involvement such as a "quick match" then a beacon could just be set up on the nearest planet (as long as the DUST player could fund it) and the expedition could give lesser rewards than if you worked with a player as, quite obviously, you wouldn't be getting the contract payout! |
SickJ
French unchained corporation
48
|
Posted - 2013.02.25 02:19:00 -
[43] - Quote
While we're talking about exploration and mining, what about salvaging? Going into an area where there's just been a battle, and picking the wreckage clean. Could make for some tense standoffs between scavengers if there's been an especially big fight. |
Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.25 04:59:00 -
[44] - Quote
RINON114 wrote:Professormohawk wrote:alalkit. few game have non combat gaming. its something that i would like to see. and while we're at it, how about building up defenses and the like I approve. I personally love preparing for some kind of "oncoming storm" either literal or metaphorical. exactly |
Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.25 05:00:00 -
[45] - Quote
SickJ wrote:While we're talking about exploration and mining, what about salvaging? Going into an area where there's just been a battle, and picking the wreckage clean. Could make for some tense standoffs between scavengers if there's been an especially big fight. this too, alilkit. could have a wrecker truck |
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.25 06:28:00 -
[46] - Quote
SickJ wrote:While we're talking about exploration and mining, what about salvaging? Going into an area where there's just been a battle, and picking the wreckage clean. Could make for some tense standoffs between scavengers if there's been an especially big fight.
This sounds like something they'd bring in once the squad/team count increases to significantly high numbers ... and it also would mean a bit of extra programming.
Think of it this way. If there was something like a salvage class who could run around a battlefield (either during or after the battle in question) and loot the bodies and wrecks of vehicles for interesting stuff ... the game would have to stop letting dead clones vanish off the field. Same deal with vehicle wrecks. Imagine that in a Skirmish scenario, when every body you drop stays there, and every new LAV wreck gives another thing to hide behind. There's 150 clones and I don't know how many vehicles allowed on the field in Skirmish ... but that makes for a lot of bodies to search.
I like the idea of a Salvage type gameplay ... but I really don't know how this would work out in the end. |
Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.25 16:40:00 -
[47] - Quote
on Salvage mode. two squads. make it up to them if hostlie or not. proxity vioce between the two. lets them work out a deal, 50/50 or we shoot you, type deals. put a CRU far away for each squad. the maps could be large wastelands that had a battle on some time ago. this makes it feel like each squad has enough room to stay away each other or hunt them down. |
SickJ
French unchained corporation
48
|
Posted - 2013.02.25 20:06:00 -
[48] - Quote
Lonnar wrote: If there was something like a salvage class who could run around a battlefield (either during or after the battle in question) and loot the bodies and wrecks of vehicles for interesting stuff ... the game would have to stop letting dead clones vanish off the field.
The dead clones/vehicles could still vanish, but some of their gear would remain. Like the old Medal of Honor games, when you killed a guy his body disappeared but his weapon was still there.
Professormohawk wrote:on Salvage mode. two squads. make it up to them if hostlie or not. proxity vioce between the two. lets them work out a deal, 50/50 or we shoot you, type deals. put a CRU far away for each squad. the maps could be large wastelands that had a battle on some time ago. this makes it feel like each squad has enough room to stay away each other or hunt them down.
What I was picturing was more of a free-for-all situation, where you show up alone or with your squad/corp, and there's a bunch of other squads on the field. |
usrevenge2
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.02.25 20:21:00 -
[49] - Quote
RINON114 wrote:usrevenge2 wrote:there is a lot they can do but there is a lot they can't do I want PVE and many of your ideas seem fun.
the problem I would have with PVP is how would they get to you? look at dust right now, how do we get to different system? teleport? will we have to have "set destination" and after X amount of time we are in that system? chances are we will simply just be every where at once.
for PVP, if I am doing exploration how do they find me? scan me down and try and take the loot? that is silly as dieing would mean little loss either way randomly appear in a queue? sorta like what we have now but puts you in someone elses scan site... that's dumb as it makes it ungodly easy.
Honestly, at this point in time, PVP in dust should be done on the battlefield, not elsewhere. How about having jump clones or bases? We could very easily have an EVE player give out contracts to fulfil duties that they are incapable of doing. The way I see it: - EVE player sets up contract. - DUST player accepts contract. - EVE player either flies to, or is already at, the destination. Here, they would drop what I will refer to as a "jump beacon". - DUST player warps to jump beacon. Sounds a little basic sure but even for no player involvement such as a "quick match" then a beacon could just be set up on the nearest planet (as long as the DUST player could fund it) and the expedition could give lesser rewards than if you worked with a player as, quite obviously, you wouldn't be getting the contract payout!
dust players shouldn't have to rely on eve players, it's a bad mechanic for us. first off there will almost definitely be more dust players than eve players, it's going to be terrible to have to rely on them to move.
2nd the average eve player isn't going to courier contract a dust player and if they do I can imagine it costing to much to be effective, this mans the average duster will be stuck in the starting area for weeks. |
Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.26 05:38:00 -
[50] - Quote
usrevenge2 wrote:RINON114 wrote:usrevenge2 wrote:there is a lot they can do but there is a lot they can't do I want PVE and many of your ideas seem fun.
the problem I would have with PVP is how would they get to you? look at dust right now, how do we get to different system? teleport? will we have to have "set destination" and after X amount of time we are in that system? chances are we will simply just be every where at once.
for PVP, if I am doing exploration how do they find me? scan me down and try and take the loot? that is silly as dieing would mean little loss either way randomly appear in a queue? sorta like what we have now but puts you in someone elses scan site... that's dumb as it makes it ungodly easy.
Honestly, at this point in time, PVP in dust should be done on the battlefield, not elsewhere. How about having jump clones or bases? We could very easily have an EVE player give out contracts to fulfil duties that they are incapable of doing. The way I see it: - EVE player sets up contract. - DUST player accepts contract. - EVE player either flies to, or is already at, the destination. Here, they would drop what I will refer to as a "jump beacon". - DUST player warps to jump beacon. Sounds a little basic sure but even for no player involvement such as a "quick match" then a beacon could just be set up on the nearest planet (as long as the DUST player could fund it) and the expedition could give lesser rewards than if you worked with a player as, quite obviously, you wouldn't be getting the contract payout! dust players shouldn't have to rely on eve players, it's a bad mechanic for us. first off there will almost definitely be more dust players than eve players, it's going to be terrible to have to rely on them to move. 2nd the average eve player isn't going to courier contract a dust player and if they do I can imagine it costing to much to be effective, this mans the average duster will be stuck in the starting area for weeks. hmm i see. NPCs could help this out some, i think |
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Professormohawk
Stasis Military Support
22
|
Posted - 2013.02.26 17:13:00 -
[51] - Quote
SickJ wrote:Lonnar wrote: If there was something like a salvage class who could run around a battlefield (either during or after the battle in question) and loot the bodies and wrecks of vehicles for interesting stuff ... the game would have to stop letting dead clones vanish off the field.
The dead clones/vehicles could still vanish, but some of their gear would remain. Like the old Medal of Honor games, when you killed a guy his body disappeared but his weapon was still there. Professormohawk wrote:on Salvage mode. two squads. make it up to them if hostlie or not. proxity vioce between the two. lets them work out a deal, 50/50 or we shoot you, type deals. put a CRU far away for each squad. the maps could be large wastelands that had a battle on some time ago. this makes it feel like each squad has enough room to stay away each other or hunt them down. What I was picturing was more of a free-for-all situation, where you show up alone or with your squad/corp, and there's a bunch of other squads on the field. I dont think battles in New Eden have limited to the stars. normal humans have fought on the ground before. and Eve ship crash, right? so dust merc could find said crashes, fight over it and sell eve ship parts back to the eve players. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.02.26 18:51:00 -
[52] - Quote
Here's how I'd do it. Like most things, I think of it in terms of "how does this work in EVE?" and then figure out how to apply it to DUST in a way that would be fun.
Travelling between planets is as simple as activating a new clone on some other planet. It's fairly instantaneous.
Once on a planet you pick one city/base/whatever to emerge from. Inside cities is like being in a station, you're safe there. Once you leave the city gates you enter the sandbox, much like undocking. In high-sec a police faction exists to descend on anyone who commits an act of unjustified aggression.
Once you leave the base, you can travel to certain "known" bookmarks, similar to celestial bodies, via some sort of fast travel system (perhaps RDVs? Maybe some sort of warp drive equipped dropship?) or to bookmarked safe spots that will land the player in a procedurally generated zone appropriate for the planet.
Once outside you can launch probes from a specialized probe launcher. It could either be infantry equipment or a vehicle module, either would be a cool way to do it. You scan the planet similar to how an EVE player scans a system. Those probes allow you to find radar/ladar/grav/mag/unknown sites, which will be prebuilt maps similar to what we have now. You fast-travel there and you and your team scan, hack, bring in specialized vehicles or dropsuits, whatever. You load up the loot in the cargo bay of your fast-travel vehicle and bring it back to base to put up on the market.
Alternatively, you can use combat probes. These allow you to find an instance occupied by another player. You can fast-travel there and attack them, if you like.
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SickJ
French unchained corporation
48
|
Posted - 2013.02.27 00:05:00 -
[53] - Quote
Professormohawk wrote: I dont think battles in New Eden have limited to the stars. normal humans have fought on the ground before. and Eve ship crash, right? so dust merc could find said crashes, fight over it and sell eve ship parts back to the eve players.
*goes to EVE forums* *sees that cheap starship modules are worth 500 000 ISK*
Gentlemen, I think we can work out an agreement. *loads scrambler pistol under the table* |
Professormohawk
Stasis Military Support
23
|
Posted - 2013.02.27 04:54:00 -
[54] - Quote
SickJ wrote:Professormohawk wrote: I dont think battles in New Eden have limited to the stars. normal humans have fought on the ground before. and Eve ship crash, right? so dust merc could find said crashes, fight over it and sell eve ship parts back to the eve players.
*goes to EVE forums* *sees that cheap starship modules are worth 500 000 ISK* Gentlemen, I think we can work out an agreement. *loads scrambler pistol under the table* huh. 500k. hmm. i love this idea. it'll be a game mode. something grind-able. or corp battles. hmm |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.27 12:51:00 -
[55] - Quote
usrevenge2 wrote:RINON114 wrote:usrevenge2 wrote:there is a lot they can do but there is a lot they can't do I want PVE and many of your ideas seem fun.
the problem I would have with PVP is how would they get to you? look at dust right now, how do we get to different system? teleport? will we have to have "set destination" and after X amount of time we are in that system? chances are we will simply just be every where at once.
for PVP, if I am doing exploration how do they find me? scan me down and try and take the loot? that is silly as dieing would mean little loss either way randomly appear in a queue? sorta like what we have now but puts you in someone elses scan site... that's dumb as it makes it ungodly easy.
Honestly, at this point in time, PVP in dust should be done on the battlefield, not elsewhere. How about having jump clones or bases? We could very easily have an EVE player give out contracts to fulfil duties that they are incapable of doing. The way I see it: - EVE player sets up contract. - DUST player accepts contract. - EVE player either flies to, or is already at, the destination. Here, they would drop what I will refer to as a "jump beacon". - DUST player warps to jump beacon. Sounds a little basic sure but even for no player involvement such as a "quick match" then a beacon could just be set up on the nearest planet (as long as the DUST player could fund it) and the expedition could give lesser rewards than if you worked with a player as, quite obviously, you wouldn't be getting the contract payout! dust players shouldn't have to rely on eve players, it's a bad mechanic for us. first off there will almost definitely be more dust players than eve players, it's going to be terrible to have to rely on them to move. 2nd the average eve player isn't going to courier contract a dust player and if they do I can imagine it costing to much to be effective, this mans the average duster will be stuck in the starting area for weeks.
That's what I'm saying, we don't rely on them, we utilise them when we can. I also like the idea mentioned above of some kind of hub system and the beacons I mention above could very easily be bookmarks akin to EVE's current system. |
dartmyth
Algintal Core Gallente Federation
0
|
Posted - 2013.02.27 16:35:00 -
[56] - Quote
You ask me CCP should have made dust514 PVE with PVP arena right from the start. But only having PVP and being so dam confusing with fittings, skills and make sure to monitor your cpu and pg, it is such a turn off for most people cause they have to join a battle spawn die after one enemy looks at you spawn get 4 clips of bullets in a guy as he brings 3 of his buds back to life take 3 bullets and die, spawn i got to hack some thing got 25 points cause some one was hacking it first. Think ok i will just hack stuff run to next thing to hack if i can find it on mini map die 10 times just to get 50 points for hacking one thing. game ends get salvage stuff i can even use can sell. Just think the way the game is right now only going to have a small cult of players who are willing to spend money for aru |
Terry Webber
Gothic Wars Consortium
36
|
Posted - 2013.02.27 16:53:00 -
[57] - Quote
+1, I like a lot of OP's ideas. |
dartmyth
Algintal Core Gallente Federation
0
|
Posted - 2013.02.27 21:58:00 -
[58] - Quote
I like the idea of some sort of PVE but as this thread show you talk about PVE and everyone and their uncle wants to turn it in to some sort of PVP thing. IF the game had a PVE part to it would spend hours on end playing as it is right now i can only play one or two matches before i get sick of getting killed cause dont have the skill points or isk to get the stuff you need to stand a chance.
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Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2013.02.27 22:42:00 -
[59] - Quote
RINON114 wrote:usrevenge2 wrote:dust players shouldn't have to rely on eve players, it's a bad mechanic for us. first off there will almost definitely be more dust players than eve players, it's going to be terrible to have to rely on them to move.
2nd the average eve player isn't going to courier contract a dust player and if they do I can imagine it costing to much to be effective, this mans the average duster will be stuck in the starting area for weeks. That's what I'm saying, we don't rely on them, we utilise them when we can. I also like the idea mentioned above of some kind of hub system and the beacons I mention above could very easily be bookmarks akin to EVE's current system. I'm not sure I agree completely. Sure we shouldn't have to rely on them for everything, but there's nothing wrong with relying on them for some things.
One thing that hasn't been discussed much is W-space. If we want to investigate some real Sleeper ruins and other advanced, dangerous, exotic locations, we need a way to get through wormholes. I can imagine purchasing a clone bank and having an EVE pilot carry the clone bank at high risk through a wormhole and drop it on a planet. (Granted a lot of these places are already owned, so the corp that owns the system can also contract Dust mercs to land and investigate planets. But in any system that can be corp-owned, there's always the risky possibility of sneaking in.) And then, once you get what you came for, you'd need an extraction plan. Could be a lucrative, high-risk job for an EVE pilot to support pirate mercs this way. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.28 06:23:00 -
[60] - Quote
Goric Rumis wrote:RINON114 wrote:usrevenge2 wrote:dust players shouldn't have to rely on eve players, it's a bad mechanic for us. first off there will almost definitely be more dust players than eve players, it's going to be terrible to have to rely on them to move.
2nd the average eve player isn't going to courier contract a dust player and if they do I can imagine it costing to much to be effective, this mans the average duster will be stuck in the starting area for weeks. That's what I'm saying, we don't rely on them, we utilise them when we can. I also like the idea mentioned above of some kind of hub system and the beacons I mention above could very easily be bookmarks akin to EVE's current system. I'm not sure I agree completely. Sure we shouldn't have to rely on them for everything, but there's nothing wrong with relying on them for some things. One thing that hasn't been discussed much is W-space. If we want to investigate some real Sleeper ruins and other advanced, dangerous, exotic locations, we need a way to get through wormholes. I can imagine purchasing a clone bank and having an EVE pilot carry the clone bank at high risk through a wormhole and drop it on a planet. (Granted a lot of these places are already owned, so the corp that owns the system can also contract Dust mercs to land and investigate planets. But in any system that can be corp-owned, there's always the risky possibility of sneaking in.) And then, once you get what you came for, you'd need an extraction plan. Could be a lucrative, high-risk job for an EVE pilot to support pirate mercs this way.
I meant strictly in terms of the ideas offered so far and so I agree. I think we should have to rely on EVE players for some things, especially wormhole space as you mentioned. However, maybe EVE players involvement could be much like how the AUR system works for us, in that using an EVE player would make things faster? |
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