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calisk galern
BurgezzE.T.F
183
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Posted - 2013.06.02 05:45:00 -
[1] - Quote
so currently the eve dust interactions are an end game...so my suggestion is to add a smaller scale for the average eve player as well. this is not meant to be a small undertaking just a form of integration for a part of eve that isn't the end game and also doesn't carry the weight of the entire corporation on it. something that any player of the corporation might participate in, and not only the A players.
so first let me give you an example of my suggestion.
the eve players get a mission, some rats in a sector are blockading a planet or space station and a contract is put out for a fleet to clear out, and to contract some immortals to clear out the station in one piece.
the eve players contract some dusters, get a fleet together to fight through a massive rat blockade and drop the dusters off to clear out the station, meanwhile the eve side are fighting above holding off the rats, and providing orbitals. if either side loses the mission is failed. both sides do their job, extract the clones and the day is won.
now for the details...
1) like in eve when a mission contract is made, the reward is automatically generated, and likewise in dust the reward could be automatic as well, in the form of unique gear for dust players and bonus isk rewards that each play er on the winning side would receive as the spoils of war.
2) eve corporations could make exclusive alliances with dust corps as a method restricting who their contracts go out to.
3) when an eve player makes a contract he would have the option to make it public, or exclusive allowing only players of the chosen corps to see the contracts, or any player to see the contracts.
4) corporations will accept these exclusive contracts not the individual dust player, when a corporation accepts a contract they can open it up to randoms though if they need to fill slots. this is because exclusive contracts would likely not be an even match against randoms.
5) fighting for npc contracts could be used as a method to form alliances with that npc faction, and gain their exclusive gear over time.
6) liability of the eve player - a fee is paid to buy the clones when the eve player accepts the mission and will only be returned to him if the mission is won, and the price of the clones lost will be subtracted, of course this is just a formality as the reward for completing the mission should be significant and worth while for all eve players involved but costly if they lose, or abandon the clones.
7) waiting rooms - dust players will wait in a unique waiting room based on the interior of the ship delivering them, no timer will be present but they will get messages when things happen, like a member of the fleet is destroyed or they enter the system etc. once delivered to the station a 1 minute timer will begin and the players will begin.
8) at it's heart this is intended to be a sort of raid, that will combine all the facets of eve and dust into a cinematic large scale conflict and at the end of the day the spoils will go to the victors. it is intended to be npcs on the side of eve that they will be facing, because as I said it's meant to be small scale so any player of eve can begin one of these they just need a fleet.
9) scalability - the conflict I described in the example was meant as a raid but it's not to say it has to be limited as such, you could easily have a small scale mission with a single pilot bringing dust players to a target for a mission, and just getting paid for dropping them off and leaving. it's a system that you can really do as much or as little as you want with it. |
calisk galern
BurgezzE.T.F
183
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Posted - 2013.06.02 06:04:00 -
[2] - Quote
GATQS wrote:What if we are all in the waiting room and our ship is destroyed upon entry into the system?
since the cost of the clones is paid by the eve player, then he loses the full value of the clones, the dust players will lose nothing.
I would say the dust players lose one fit, but then they would just make their default fits freebies, so why bother.
simple implementation for the people in the waiting room would be just to kick them out of the waiting room and say the mission was failed.
the fun implementation would be to blow the waiting room up, kill us all then kick us out.
depends on how much effort they want to put in. we do know you can die in the waiting room though. so functionality should be there. |
calisk galern
BurgezzE.T.F
185
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Posted - 2013.06.02 13:28:00 -
[3] - Quote
RINON114 wrote:In what way is this GÇ£small scaleGÇ¥?
well first it's small scale, because the individual can participate rather then only those at the end game or top tier of play. The conflicts are fundamentally smaller then PC, thus why I would say it's small scale.
currently all the eve/dust interactions are mostly background or for the top 1%, and if you lose the fight tons of money is lost and territory is lost.
this is meant as a bridge between the end game and pointless instant battles. you fight for good loot, and help eve players complete their missions, as any good merc should, but you won't write home about it if you lose.
IMO dust skipped a step, we have PC which is an end game product something for people to do when they have done everything else, but we are currently missing the everything else. It's like if eve didn't have their contracting mission system, and added planet mining before regular mining.
we have the whip cream now we need the cake and everyone should be able to eat it not just the guys capable of winning at PC. |
calisk galern
BurgezzE.T.F
190
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Posted - 2013.06.03 12:15:00 -
[4] - Quote
RINON114 wrote:calisk galern wrote:RINON114 wrote:In what way is this GÇ£small scaleGÇ¥? well first it's small scale, because the individual can participate rather then only those at the end game or top tier of play. The conflicts are fundamentally smaller then PC, thus why I would say it's small scale. currently all the eve/dust interactions are mostly background or for the top 1%, and if you lose the fight tons of money is lost and territory is lost. this is meant as a bridge between the end game and pointless instant battles. you fight for good loot, and help eve players complete their missions, as any good merc should, but you won't write home about it if you lose. IMO dust skipped a step, we have PC which is an end game product something for people to do when they have done everything else, but we are currently missing the everything else. It's like if eve didn't have their contracting mission system, and added planet mining before regular mining. we have the whip cream now we need the cake and everyone should be able to eat it not just the guys capable of winning at PC. I thought you meant small scale as in, implementation!
well I did try to restrain my suggestion to modifying mechanics that already exist rather then creating new mechanics and art assets.
obviously there would still be a lot of work needed. |
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