ivar
22nd August 2006, 18:49
EvE - In Testing (http://www.stk-s.com/forums/showthread.php?t=987)
EvE - In Development (http://www.stk-s.com/forums/showthread.php?t=986)
The Drawingboard
There are so many things we can evolve EVE and here is where we list some of our thoughts. This is everything from something written on a napkin to something which has a more detailed design document written. We want to share them with the community, see the initial responses and enable the community to discuss and evolve the ideas themselves.
The best way to contribute to this page is through the Features and Ideas Discussion Forum (http://myeve.eve-online.com/ingameboard.asp?a=channel&channelID=3523).
The ideas listed here have not gotten a development slot, the state where you have an assigned game designer, programmer, artist or content developer which has assigned time for pre-production.
If you want to see what is upcoming and has at least gotten a development slot, take a look at In Development (http://myeve.eve-online.com/updates/indevelopment.asp) or if they have gotten a deployment build and is ready to go out, check out In testing (http://myeve.eve-online.com/updates/intesting.asp).
http://myeve.eve-online.com/bitmaps/img/none.gif
http://myeve.eve-online.com/bitmaps/img/none.gif
Improved Agent Offers
A re-write of the current Agent Offer system to give players more control over the offers they have access to. This will also allow more variables to affect availability of offers (including geographical, political and corporate factors), and create stronger links between the Offer system and a wider range of playstyles and activities.
Gang Support for Missions
Some changes to the Agent Mission system to implement proper support for groups of players completing missions together, including reward distribution and anti-griefing measures.
New Mission Types
Recon, Escort and “Combat Courier” mission types to add a little more variety to the existing staples of kill, kill, kill some more and the occasional milk-run.
New and Improved Mission System
This is just a total overhaul from the ground up of the entire Agent Missions concept. Slightly more ambitious than the previous three entries.
Corporation Matchmaker and Advertisements - NPE Project
Creating an in-game and out-of-game registry of corporations where they list activity and recruitment status, which players can then use to find suitable corporations for themselves. Also includes corporate advertising capabilities in-game and possibly out-of-game.
Advanced New Player Experience
More new features and content aimed at easing new players into the game. The majority of work so far has been on the first few weeks of a player’s life; this set of enhancements focuses on the next few months after the initial new player content is completed, giving new players a more directed set of options and objectives while they find their feet and get settled in.
COSMOS 2.0
COSMOS is a CCP project which aims to paint additional variety onto the immense canvas of the 5000 solar-system universe. COSMOS Projects today pursue differing visions depending on their locations – an Empire COSMOS area might be focused on Agent Missions, Complexes and Mini-Professions, while a 0.0 COSMOS area is perhaps focused on unique resources in new environments, Exploration, Complexes and some unique end result (such as Combat Boosters) from the specific local resources. COSMOS 2.0 turns this on its head, allowing the player community to build up infrastructure all over the universe. Utilizing new environments, empty Deadspace pockets and other cosmic resources, players will be able to build Complexes to exploit key resources. Our role in this is to expose the canvas to the playerbase and create a big palette of cosmic paints. It will no doubt be a long, hard road, but the destination will be worth the effort.
Asteroid belts as hidden environments - Exploration
Moving all static asteroid belts into the new Exploration-based resource-distribution system, which allows the server to create and distribute belts on the fly rather than relying on preset locations. This will also involve the asteroid belts moving into our “Deadspace” authoring system, allowing more variety and more challenge to be added where necessary. No additional equipment will be needed to find low-end ores (such as the ubiquitous Veldspar), but more valuable ores may (where present) require more tools and more ingenuity to locate. This will add some much-needed variety to mining, allow us to do more interesting things for NPC-hunters, and just maybe put a whole bunch of dastardly macro-miners out of a job.
Trading Improvements
Dragging trading kicking and screaming into the Freighter Age, as well as updating and tuning a wide range of variables for traders of all hauling volumes. This will include more types of trade items, both low- and high-volume, better balancing and distribution of trade routes, and tying trading in more closely to both factional mechanics and player manufacturing.
Simple Planetary Interaction
The probable first step for planetary interaction, where you can manage planets from a Station or other suitable structure.
Moderate Planetary Interaction
This would feature flying over planets and interacting with the planetary surface. This will likely follow on from Simple Planetary Interaction.
Full Planetary Interaction
Planetary RTS or other hybrid game form. Yarr. The long-term crazy professor phase of planetary interaction.
Comets
Add transitory comets to the game, allowing players to harvest them for their resources. Don’t expect this to be a safe working environment though!
System-wide Asteroid Belts
New environment of asteroid belts spanning a whole solar-system.
Starbase Transport Array
A Starbase structure which can connect to another Starbase or Outpost, allowing the delivery (possibly after a delay) of minerals from the Starbase direct to the preset destination.
Individual Player Structures (aka "Housing")
Allowing individual players to buy, anchor and maintain their own housing module would enrich the EVE universe and serve as an easy bottom rung on the Starbase-ownership ladder. This could of course open up a whole can of worms, so we’re proceeding with caution here.
Viceroys
Viceroyalties are systems in low security Empire space which are administered by a player Viceroy, on behalf of their corporation or alliance. They’ll allow you to both turn a better profit and defend your chosen system from pirates, and act as both a way to populate low-sec space and an easier first step on the road to 0.0.
Ship Sub-System Targetting
The ability to target individual sub-systems of a ship in EVE is an old and oft-repeated player request, giving combat pilots more tactical options, such as disabling certain native ship abilities before closing in for the kill (or the ransom). However, combat is currently far too short for this kind of tactical decision-making – and of course there are still some thorny questions, such as which sub-systems are targetable (warp drive, shield recharge, cap recharge?) and when are they vulnerable? (After shield is down? Then what happens to armor tanks? After armor is down? Are we then talking about structure tanks too?).
Bounty System
Long-awaited upgrades to the “bounty hunter” profession, rewarding those who want to fight the good fight without just making it more profitable for pirates to claim their own bounties.
Skill Training - Queue or Dual training
This could enable players to either queue skills so that when one level finishes the next level in that skill starts training automatically, or another preset skill starts training automatically. Dual training would enable you to have a primary long-term skill in training with a secondary short-term skill sharing the training time. After a level in the secondary skill has trained, the primary skill trains at full speed again.
EVE Mini-Game
An EVE-themed mini-game that can be played inside EVE to pass the time, and will be tied into other areas of gameplay where appropriate.
The Interbus
Similar to the interweb, but instead of serving up a constant stream of smut and drivel, allows you to have your shopping delivered to your door – provided that your door is within the same constellation, that you’ve paid the fee, tipped the delivery boy etc. Actually, nothing like the interweb at all, apart from the name.
EvE - In Development (http://www.stk-s.com/forums/showthread.php?t=986)
The Drawingboard
There are so many things we can evolve EVE and here is where we list some of our thoughts. This is everything from something written on a napkin to something which has a more detailed design document written. We want to share them with the community, see the initial responses and enable the community to discuss and evolve the ideas themselves.
The best way to contribute to this page is through the Features and Ideas Discussion Forum (http://myeve.eve-online.com/ingameboard.asp?a=channel&channelID=3523).
The ideas listed here have not gotten a development slot, the state where you have an assigned game designer, programmer, artist or content developer which has assigned time for pre-production.
If you want to see what is upcoming and has at least gotten a development slot, take a look at In Development (http://myeve.eve-online.com/updates/indevelopment.asp) or if they have gotten a deployment build and is ready to go out, check out In testing (http://myeve.eve-online.com/updates/intesting.asp).
http://myeve.eve-online.com/bitmaps/img/none.gif
http://myeve.eve-online.com/bitmaps/img/none.gif
Improved Agent Offers
A re-write of the current Agent Offer system to give players more control over the offers they have access to. This will also allow more variables to affect availability of offers (including geographical, political and corporate factors), and create stronger links between the Offer system and a wider range of playstyles and activities.
Gang Support for Missions
Some changes to the Agent Mission system to implement proper support for groups of players completing missions together, including reward distribution and anti-griefing measures.
New Mission Types
Recon, Escort and “Combat Courier” mission types to add a little more variety to the existing staples of kill, kill, kill some more and the occasional milk-run.
New and Improved Mission System
This is just a total overhaul from the ground up of the entire Agent Missions concept. Slightly more ambitious than the previous three entries.
Corporation Matchmaker and Advertisements - NPE Project
Creating an in-game and out-of-game registry of corporations where they list activity and recruitment status, which players can then use to find suitable corporations for themselves. Also includes corporate advertising capabilities in-game and possibly out-of-game.
Advanced New Player Experience
More new features and content aimed at easing new players into the game. The majority of work so far has been on the first few weeks of a player’s life; this set of enhancements focuses on the next few months after the initial new player content is completed, giving new players a more directed set of options and objectives while they find their feet and get settled in.
COSMOS 2.0
COSMOS is a CCP project which aims to paint additional variety onto the immense canvas of the 5000 solar-system universe. COSMOS Projects today pursue differing visions depending on their locations – an Empire COSMOS area might be focused on Agent Missions, Complexes and Mini-Professions, while a 0.0 COSMOS area is perhaps focused on unique resources in new environments, Exploration, Complexes and some unique end result (such as Combat Boosters) from the specific local resources. COSMOS 2.0 turns this on its head, allowing the player community to build up infrastructure all over the universe. Utilizing new environments, empty Deadspace pockets and other cosmic resources, players will be able to build Complexes to exploit key resources. Our role in this is to expose the canvas to the playerbase and create a big palette of cosmic paints. It will no doubt be a long, hard road, but the destination will be worth the effort.
Asteroid belts as hidden environments - Exploration
Moving all static asteroid belts into the new Exploration-based resource-distribution system, which allows the server to create and distribute belts on the fly rather than relying on preset locations. This will also involve the asteroid belts moving into our “Deadspace” authoring system, allowing more variety and more challenge to be added where necessary. No additional equipment will be needed to find low-end ores (such as the ubiquitous Veldspar), but more valuable ores may (where present) require more tools and more ingenuity to locate. This will add some much-needed variety to mining, allow us to do more interesting things for NPC-hunters, and just maybe put a whole bunch of dastardly macro-miners out of a job.
Trading Improvements
Dragging trading kicking and screaming into the Freighter Age, as well as updating and tuning a wide range of variables for traders of all hauling volumes. This will include more types of trade items, both low- and high-volume, better balancing and distribution of trade routes, and tying trading in more closely to both factional mechanics and player manufacturing.
Simple Planetary Interaction
The probable first step for planetary interaction, where you can manage planets from a Station or other suitable structure.
Moderate Planetary Interaction
This would feature flying over planets and interacting with the planetary surface. This will likely follow on from Simple Planetary Interaction.
Full Planetary Interaction
Planetary RTS or other hybrid game form. Yarr. The long-term crazy professor phase of planetary interaction.
Comets
Add transitory comets to the game, allowing players to harvest them for their resources. Don’t expect this to be a safe working environment though!
System-wide Asteroid Belts
New environment of asteroid belts spanning a whole solar-system.
Starbase Transport Array
A Starbase structure which can connect to another Starbase or Outpost, allowing the delivery (possibly after a delay) of minerals from the Starbase direct to the preset destination.
Individual Player Structures (aka "Housing")
Allowing individual players to buy, anchor and maintain their own housing module would enrich the EVE universe and serve as an easy bottom rung on the Starbase-ownership ladder. This could of course open up a whole can of worms, so we’re proceeding with caution here.
Viceroys
Viceroyalties are systems in low security Empire space which are administered by a player Viceroy, on behalf of their corporation or alliance. They’ll allow you to both turn a better profit and defend your chosen system from pirates, and act as both a way to populate low-sec space and an easier first step on the road to 0.0.
Ship Sub-System Targetting
The ability to target individual sub-systems of a ship in EVE is an old and oft-repeated player request, giving combat pilots more tactical options, such as disabling certain native ship abilities before closing in for the kill (or the ransom). However, combat is currently far too short for this kind of tactical decision-making – and of course there are still some thorny questions, such as which sub-systems are targetable (warp drive, shield recharge, cap recharge?) and when are they vulnerable? (After shield is down? Then what happens to armor tanks? After armor is down? Are we then talking about structure tanks too?).
Bounty System
Long-awaited upgrades to the “bounty hunter” profession, rewarding those who want to fight the good fight without just making it more profitable for pirates to claim their own bounties.
Skill Training - Queue or Dual training
This could enable players to either queue skills so that when one level finishes the next level in that skill starts training automatically, or another preset skill starts training automatically. Dual training would enable you to have a primary long-term skill in training with a secondary short-term skill sharing the training time. After a level in the secondary skill has trained, the primary skill trains at full speed again.
EVE Mini-Game
An EVE-themed mini-game that can be played inside EVE to pass the time, and will be tied into other areas of gameplay where appropriate.
The Interbus
Similar to the interweb, but instead of serving up a constant stream of smut and drivel, allows you to have your shopping delivered to your door – provided that your door is within the same constellation, that you’ve paid the fee, tipped the delivery boy etc. Actually, nothing like the interweb at all, apart from the name.