As I mentioned last time I was having a
bit of brain frenzy going on and to be quiet frank it made it
difficult to keep track of where I wanted to go with my last post.
In no particular order or degree of completeness here are some of the
things that were running through my head.
Simplify and clean up the archaic and
confusing parts of the game. CCP has done a great job in the last
year of trying to bring the game forward in terms of giving players
useful information to play with. The new crime watch system provides
useful information not only because you have a clock for each time,
but when you mouse over the clock in question, you are given relevant
information for the timer you have activated. The unified inventory
is in line with the simplification that CCP has been doing. Those of
us who live in wormholes or run POSes just have to bide our time
until the day where instead of having several corporate arrays, labs,
and industrial modules each having their own set of seven hangers we
will have one hanger to rule them all. Or maybe two...my stuff, and
the stuff that belongs to everyone else.
Let alliances manage their space as if
they were an empire. In line with more structures to bash and fight
over imagine there was a tower/structure that was the transponder for
the system. If the transponder is on there is local. If the
transponder is not functioning, no local. Let's say you want to camp
the pipe and don't want a big red blob on the map, shoot the
transponder out or if you own it, shut it down. The system is no
longer updating the map. The map probably should show that the
transponder is suffering from technical difficulties so if it happens
at regular times you maybe can guess what is going on. If however it
is always down, then it may be time pony up the sacrificial noob
toon.
Let alliances rent there space to pets
via the contract system and make it like renting as simple as renting
a station office. The alliance can stipulate behaviors that are
expected and mark red line items that will automatically make the
pets contract null and void. Upon a corp, or smaller alliance
accepting the contract they have an additional umbrella of standings
from space holders alliance. The serf corp/alliance would show up as
a color other than blue to show their status, I think pink would be
nice. An additional trigger on the safety would be in place to not
shoot pinks or lord members. There should be some consequence for
the lord, but it's Eve, let the Goons have their fun.
POSes should be unified into single
structures and simplified to be more ship like then they are now.
CCP should use the UI metaphors they have already in the game as a
basis for POS/station structures. The single structure should not be
monolithic, but instead somewhat dispersed so that a player looking
at the structure can identify what it's probable purpose is at sight.
The larger the structure more monolithic it may become. It should
be possible to disable the functionality of a POS without destroying
it. An POS that is dead in space should be salvageable. If a
POS/Station is destroyed, depending on the size of the explosion,
some things should be destroyed, some things should be dropped, and
some things should form new exploration site loot.
P.S. Who wants to buy platinum
insurance on their BPO stack.
Dreadnoughts have a role, siege
trebuchet. Black Ops, their role is less defined, I would like to
see both these ship types fleshed out. I really don't think
Dreadnoughts need a role change so much as for what they bring to a
siege to matter. CCP Fozzie has done a great job breathing new life
into ships by defining roles for each cruiser and frig to fill. The
Dreadnought has a role, what it lacks is a reason why it is better
then another ship in it's place. Dreads are great for grinding time
out the equation of a POS bash. With POSes changing from many
individual targets to maybe a few or just one, how can this blunt
instrument be the tool you want to grab.
If Dreads are the blunt instruments,
why can't Black Ops be the scalpel. I've pick up AI-War recently and
it has a lot of similarities to Eve. Jump gate/Wormhole style
traffic, a shield to pound through etc. I had played through a few
games to get a feel for how to play and begin coming up with an order
of upgrades and ship types that I felt would conducive to my play
style and I was finally making some headway. I had taken my fourth
system and managed to capture a big system in turns of resources to
build from. Then I noticed my home base was under attack, from one
ship. A ship that I had access too as well. A ship that could
ignore my shield and thus not giving me the time I needed to respond.
I lost, and I was amazed that I had been decapitated. That ship
filled a role that Black Ops ships would seem to be designed for.
They ignore a lot of barriers that other craft have to deal with.
They can jump past gate camps, they can ignore cyno jammers, and they
can cloak off D-Scan. What they can't do is compete with a line
fleet, nor can they do enough damage in a short amount of time
surprise an enemy alliance. Being able to knock offline a key
defensive structure or make a window of opportunity for the main line
fleet, that sounds like Black Ops to me.
Yes, a lot of crazy ideas and as Jester
says, “Gamers make bad game designers”. I would agree with that
as most gamers forget that their needs to be balance for the game to
function correctly. Looking back on this article it looks like a
wish list. All design starts off as a wish list. Then the wish list
needs to be developed into something that functions within the the
scope of the game. If it does not enhance or make the game better,
why add it. The best games are simple, easy to understand, and yet
complex in their re-playability. Most modern games undergo feature
creep as developers want to continue selling a product as a revenue
stream. All these games then at some point need to simplify the
Christmas tree of features that have been kludged together into a
more stable structure.
I think that is where CCP is going
right now. It's painful, oh how that inventory was painful in the
wormhole at the beginning, but if we don't give CCP the time to get
it right and bring the other structural elements in line then it's
just Jesus Feature central.
I saw nearly 50,000 people on-line this
weekend and it wasn't for an expansion pack of Jesus Features. It
was for a patch. The game is better then it was a year ago. Let's
hope the next patch begins to iterate on the other long standing
issues that plague null-sec and wormhole players.
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