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Captains Quarters... ideas, suggestions and enhancements

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Caldari State
#101 Posted: 2012.02.16 12:11
I think that the reason most people have the CQ disabled is because the loading time is longer than the hangar's. If I'm just dropping some stuff at a station there's no need for the extended load time. If the UI loaded faster this wouldn't be a big problem as the station enviroments could just continue loading in the background while I manage the cargo or ship switching.

Repurpose the PI screen to show more information about the player. It could show all kinds of useful stuff. Cycle through your colonies (show the colony or at least the planet type it is on) with a status notification (operational, not producing, silo full...), skill training queue, industry, contracts, market orders, research and all the other data available from the neocom windows.

More background stuff like holoreel trailers or advertisements for the main screen. Also a simple "you are here" (show the universe map and zoom on to your location) would certainly make the CQ feel like it's not just the same room that you were in 10 jumps away.

The new player experience would be really neat if it showed the new concord video for new capsuleers and at the end your camera would zoom out from the screen it was displayed at (it can still be a full screen video made to look like it was shown on the screen) and give you the control of your character.
This post was rated "C" for capsuleer.
#102 Posted: 2012.02.16 19:01
I think the screens are okay, the planets screen could flash between pictures of the planets you have installations on, and i like the idea of being able to tell your main screen what to show and what not to show.
I want to be able to recline on my bed while searching the market on my Datapad for a particular module
also, the bug with the skiping in front of the sofa when you click "sit" and are standing behind it, just make the avatar walk in front of the couch. clip in front of couch = Immersion shatters like a glass cup
Gallente Federation
#103 Posted: 2012.02.19 11:49  |  Edited by: Sentry 10
I'm not sure if this has been posted before, so I apologize if this is redundant.

I find the fault with CQ is the lack of life of your toon and actual interaction with the quarter; there should be some form of interaction allowed with the bed or those cereal boxes in the Gallente quarters. After all, the point of Incarna is to breathe in some human elements right?

My suggestion is this: your toon should be able to lie down on the bed, cook a meal, or even pick up a magazine from the table and flip through the pages. Hell, it could all be randomized or automatic; that is, AI controlled toon and conducts animations that give some life to your toon. I want to be able to see my toon rest, relax, or even fix my coat/hair in front of the mirror all without me doing much. It's just simply animations.

This could end the endless ship spinning, and gives you something to look at and enjoy when you want to take a break but still want to be involved with the EVE universe
Gallente Federation
#104 Posted: 2012.02.21 17:53
Ok guys,

Everyone is complaining that the CQ is apart from the game... there is almost no interaction between the options available in the CQ and the Space Game itself, so there would be only one solution to for this, making the CQ not only a beauty-full feature but a Useful and unique feature. But how can it be done? Adding to the station environment things that you can't find on other places. So what is expected:

The Door

An elevator to the other rooms.

Observatory room

A public room that have a big window, were you can see the space and actually see the ships in the grid around the station. (Like in the future vision trailer). Also there could be computers that allows you to use the directional Scan of the Station (360degrees only) So it would be useful to use it before going back to CQ to undock with precious cargoes, or to provide Intel for friends near the station/Outpost... Also the station agents could be found around here.

Personal Medical Room

As Implants and Cloning management are features only available at stations, there could be a place where you can manage your clone, insert implants, remap your neurons, manage skill training, and get your body stored before clone-jump. Also there could be a in-game tool that helps on skill planning (A lesser in-game EVEMON like tool). Also in this room there could be something that gives a little advantage on skill planning, like automatically update the plans to the training every time you get plugged to a determined machine. And the no need to stop training when doing these stuff.

Engineering Room

A place where you can manage your Industrial jobs and plan ship fittings. In this room there could be a screen with a FIT planning tool. In this room there should be a window to the reprocessing plant of the station, and the assembly lines.
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StructureDamage
#105 Posted: 2012.02.22 17:23
Lots of good ideas here. Sticking to relatively short-term, minor suggestions:

1) Please do something about the load time. I dock to the hangar exclusively now just so that I can start interacting with my ships and items immediately instead of staring at a load screen. If I Set Destination to a particular station, or even just choose Dock from somewhere in the system, you have some time to do some preloading. If I change my mind, no great loss.

2) Don't bother with the station window in CQ. It's redundant, it takes up a fair amount of screen real estate, and it's immersion breaking.

3) The CQ's a hotel room? OK, fine. Hotel rooms let you turn things on and off. The fancy ones let you dim things, too. The nicer ones also give you lots of ways to spend more money: vending machines, in-room bars, that sort of thing. Room service, if you're feeling ambitious. I stayed in one once that gave you the option of buying the (very nice) tiger print terry-cloth bathrobes they supplied in the closet. ISK sinks for the win, and I get to have my character flop on the couch with a beer while catching up on the news.

4) If I can 'Activate Gate' on an Acceleration Gate 70 klicks away, or Jump a Stargate 180AU away, and have the game know to pilot my ship to the gate first, then I should be able to Sit on a couch 100 feet away and have the game know to walk my toon to the couch first. I should also be able to double-click to sit; the pop-up menu is fiddly and it looks wrong coming out of a couch.

5) I like the idea that CQs get dingier as they get more low-sec. I also think the quarters should be more culture-specific. Maybe the Amarr quarters get a shrine as the visual center, with the screens off to one side, while the Caldari trade the couch and coffee table for a desk and two office chairs, and the Gallente make an enormous bed the center of the room, flanked by a full bar. The Minmatar station fits well as it is.

6) A bathroom, if only for the sake of plausibility. Also, trash cans, and a minigame where you can throw your snack or drink at the can, and your odds of scoring a basket depend on how far away you are.

7) Fitting tool in quarters, please. Also, instead of the fixed blinkenlights on the console overlooking the hangar, why not paint a summary of the ship's fittings and any damage to them, or to the ship? It doesn't have to be highly detailed or comprehensive; it would just be nice to know before going out that, oh yeah, the drones took a lot of damage, or; I forgot to repair the overheating damage on my guns, or; whoops, it looks like something nibbled into my hull before I got out. Generally, the more information density that you can pack into the environment, the better.

8) Also, could you pretty please let docked ships run repair modules? It's kind of silly to pay for repairs to a ship with an on-board repper, or to wait until I'm back out in space (and potentially at risk, if my corp's been wardecced).

[EDIT: I'm so glad I was warned to compose posts in an external editor. Seriously, the timeout on these boards needs to be taken out and shot.]
Proud founder and member of the Belligerent Desirables.
#106 Posted: 2012.02.24 01:42
Some additional ideas I've been having:

1. Trophy room. In particular I had the macabre idea of huge transparent vats in which pilots can preserve and show off the corpses of their enemies. But also maybe when a ship blows up and you salvage it you could get a little piece of the ship hull with the corp and/or alliance logo on it that you could put up on your wall.

2. The ability to stroll through your item hangar. It could be pretty impressive, all those pallets of ammunition, while exotic dancers and janitors mill about.

3. Actually meeting and talking to your mission agents in person. Get some voice actors to play the parts and animate the avatars. You could have lots of fun with that.

4. Zero-G games we can play with each other. Like Zero-G soccer, or Zero-G basket ball. Zero-G, three dimensional billiards?

... ..... ....... ... ..... ....... ... ..... ....... ... ..... ....... ... ..... .......
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#107 Posted: 2012.02.24 03:42
reposting my old idea from a month ago.

the problem of WIS is that it is useless, we need stuff to do other than emoting

the profession of nano-surgery
you buy a bunch of corpses off contracts (or pod ppl yourself), you cut off the heads (hold right click and push your mouse up and down) and you walk to a seedy part of the station into an illegal lab (operated by players i guess) with your bag of heads, you pay the fee and engage in a sort of minigame
you scan the head, god damn this scrub, no implants, you continue with the next head you see a full set of +4s, woot!
then you go to a console and operate nano-needles and try to get the implants out intact (sort of like lock-picking in skyrim) your heart is pounding as you ease your mouse pixel by pixel to control the nano-needles cus if you botch it the head goes splat and you get nuthin. there will be a "nano-surgery" skill book that increases success rate/ access level like salvaging.

it serves 2 purposes
1. a new profession is created
2. with implants added to pod killmails you know how much a corpse is worth, and corpses will become a highly sought after commodity.

TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."
#108 Posted: 2012.02.24 04:00
When I hear Captains Quarters, I think of the captians room on a ship, not a hotel room on an Island, The CQ should go with you like the pod or make them the same, when you dock at a station your pod/CQ detaches from the ship. this way you can customize your CQ with all sorts of expensive vanity stuff. Now if you get podded then you are SOL. but then again maybe if you where flying high risk you could chose to take out another more generic pod/QC with the ship.
#109 Posted: 2012.02.24 04:07
Taiwanistan wrote:
reposting my old idea from a month ago.

the problem of WIS is that it is useless, we need stuff to do other than emoting

the profession of nano-surgery
you buy a bunch of corpses off contracts (or pod ppl yourself), you cut off the heads (hold right click and push your mouse up and down) and you walk to a seedy part of the station into an illegal lab (operated by players i guess) with your bag of heads, you pay the fee and engage in a sort of minigame
you scan the head, god damn this scrub, no implants, you continue with the next head you see a full set of +4s, woot!
then you go to a console and operate nano-needles and try to get the implants out intact (sort of like lock-picking in skyrim) your heart is pounding as you ease your mouse pixel by pixel to control the nano-needles cus if you botch it the head goes splat and you get nuthin. there will be a "nano-surgery" skill book that increases success rate/ access level like salvaging.

it serves 2 purposes
1. a new profession is created
2. with implants added to pod killmails you know how much a corpse is worth, and corpses will become a highly sought after commodity.



Doing so should reduce your standings with the major nations and increase it with the pirate nations. I imagine that this is something that the Sansha would approve of.
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Caldari State
#110 Posted: 2012.02.24 18:35
Taiwanistan wrote:
reposting my old idea from a month ago.

the problem of WIS is that it is useless, we need stuff to do other than emoting

the profession of nano-surgery
you buy a bunch of corpses off contracts (or pod ppl yourself), you cut off the heads (hold right click and push your mouse up and down) and you walk to a seedy part of the station into an illegal lab (operated by players i guess) with your bag of heads, you pay the fee and engage in a sort of minigame
you scan the head, god damn this scrub, no implants, you continue with the next head you see a full set of +4s, woot!
then you go to a console and operate nano-needles and try to get the implants out intact (sort of like lock-picking in skyrim) your heart is pounding as you ease your mouse pixel by pixel to control the nano-needles cus if you botch it the head goes splat and you get nuthin. there will be a "nano-surgery" skill book that increases success rate/ access level like salvaging.

it serves 2 purposes
1. a new profession is created
2. with implants added to pod killmails you know how much a corpse is worth, and corpses will become a highly sought after commodity.


Good idea this. You forgot one thing though.

/fistpump

For when you find that set of +4's Pirate
Gallente Federation
#111 Posted: 2012.02.24 19:11
There only two things I want in regards to WIS.


1.) Some sort of portal or observation deck so one can view outside the station while still in.

2.) Station defenses (I know this proablly wont ever happen) so I can shoot pirates from the safety of a station :)
Money is better than poverty, if only for financial reasons.
#112 Posted: 2012.02.25 01:54
Christy D Floyd wrote:
There only two things I want in regards to WIS.


1.) Some sort of portal or observation deck so one can view outside the station while still in.

2.) Station defenses (I know this proablly wont ever happen) so I can shoot pirates from the safety of a station :)


A port observation desk from outside your quarters would be a nice idea, it would be cool to see ships coming and going from a CQ in highly populated stations such as Jita.

#113 Posted: 2012.02.25 09:06
sure, the head surgery labs would have to be located in low/null.
the undock view port, you should be only be able to "eyeball" the ships, you cannot show info on who the pilot(WT or not and such).
TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."
Stark Enterprises
#114 Posted: 2012.02.25 22:05
The ability to re-arrange the layout/furniture/ buy more stuff to put in it. I want to build in a few more rooms for isk, turn my shack into a villah. Maybe some CQ variation/less uniform layouts?

Interchangeable/fittable apartments. I want to be able to change the textures of the walls, install panels, maybe buy art to hang up.

Ability to switch lights on and off / change their colors.

A remote control for your TV/actual channels with different feeds.

A music system. Maybe something that players can 1) Upload music to 2) Select from a playlist online 3) Use itunes or something. (Eve radio?)

CQs/Apartments for players located at a fixed position in terms of their view, on various levels across the station hanger. Players can choose where within the hanger at a price. The view changes accordingly. Some windows perhaps? See station thingies happen instead of ship spinning?

A landlord/property rental system? Only give CQ's or other station/space barbie based services to people who rent them kinda thing?

Corporate CQs/hangers/rooms. I would love to be able to waltz around a corp/alliance ship hanger and see what ships are parked there for all active players.

Station animations????? More ships, people, flying cars?

Perhaps a landing bay area near your hanger view points for inter-station/planetary vehicles/speeders?
Eve is about Capital ships, WiS, Boobs, PI and Isk!
Illusion of Solitude
#115 Posted: 2012.02.26 18:56  |  Edited by: The Hamilton
I love the simple idea of a viewing platform. It seems easy enough to implement and would provide a basic social gathering spot.

I remember a similar thing from the old phantasy star dreamcast games. Just a glorified chat room. But really, when your a new player in a corp that just got it's first wardec. The chances are, you just want to wait until it's safe to go out. So a glorified barbie chat room does wonders.

Honestly. I feel like the biggest opportunity for WiS comes from things like wormhole exploration and missions. Where you find a pirate faction station, dock and then have to do some negotiating or search through a dying station to get rare items (Wormholes for the sov players, missions for the carebears). Perhaps you could build up a much deeper and reputable PVE for pirate players and Low sec a bit later on.

I would assume adding combat (though desirable) may require a much bigger team and a lot more time.
Just those two things would completely justify WiS as being part of the EVE game, rather than a character spinner.

After that, then go nuts and add all the corp rooms and mini games you want.

P.S. The implant stealing idea is AWESOME! Wish I'd thought of that.
Illusion of Solitude
#116 Posted: 2012.02.26 19:08
And now for a crazy idea. Has anyone given thought to player kidnapping? This idea has no real basis, but might inspire someone else to think of something better - meh.
#117 Posted: 2012.02.28 00:20
I think making some changes in lighting and texture at certain faction bases would help reflect the character of that faction.

For example:

The lighting could be red in Blood Raider bases instead of the golden light in standard Amarr bases. Simply by altering the hue and intensity of the light the whole impression of the base can change. The two statues could be black, and the ambient sound could be creepy. Twisted

Guristas CQ could have posters advertising drugs, roadhouses and all sorts of vices. Some grafffiti on the walls would also help reflect the care free, lawless life style in a pirate base. Pirate

Sansha CQ would of course play on the obedience theme with a cerebral interface station (a chair with a brain hook up device), and occasional announcments about how best to obey and serve in happiness! Roll

The possibilities are endless.

But the main idea is to give some character to the various factions with relatively cheap modifications to the existing CQ's. Obviously it's too expensive to make a completely different CQ for each faction.
#118 Posted: 2012.02.29 04:07  |  Edited by: Rawls Canardly
When I initiate a conversation with an agent, I want to meet them. I'm a capsuleer, I'm important.
Let's say they appear on your TV -wing commander talking head style- if your standings towards that agent are low (but not so low as to not be able to use them, that would result in a "bugger off" email and nothing more), and if they are above a certain threshold(variable depending on the agent in question, for instance mining agents would be a bit more lax I would think), they actually visit you. Some basic motion scripting would be all that's required for that, the agent models already exist.

Unless you take it one step further, and introduce voice acting. Use community volunteers as free labor, I'm fairly sure you'd have people tripping over each other to be "Snartyfart Stinkyblast" or whatever. Use the nerdier sounding ones for mining/industry agents, lol. 64k mono mp3's should do the job without bloating the client too much.

These two things would boost immersion by a metric ton, without forcing CCP to shove a crappy station environment down our throats or stressing our video cards overly much. edit- and without spending a crapton of money to do it!
#119 Posted: 2012.03.01 23:53
i made a new topic since i din't know if this is what i had to proposed was worth mentioning here

https://forums.eveonline.com/default.aspx?g=posts&t=75931&find=unread

look it up and tell me if it worth to be in this topic??
TOG - The Older Gamers Alliance
#120 Posted: 2012.03.02 17:50
I'm sure others have said this before, but just to reiterate:

I don't like the pod being at the balcony, it has nothing there to do.
Instead there should be a pod room (sort of like a shower room / clean room with some computer screens) where the pod can be seen at the far wall, docked with most of it being out of view outside the room, the only thing you see is the opening (which would be open like todays pod).

When you dock this is where you end up. And if you want to undock this is where you go.
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