Using Large Collidable Objects and damaging Gas Clouds , a simple deadspace pocket, accessed through an Acceleration Gate, provides the setting to a whole host of possible content.
Passageways would wind through the structure, which is procedurally generated each iteration. If a ship tries to break through walls or fly around the maze, they will either hit the collideables and be unable to proceed, die to the gas, or both. The gas should have a decently-sized low-damage section (20 dps or so) and a really small massive damage section, say 2000 DPS or more. This means that even Marauders in the maze will be really punished by trying to go through walls.
It doesn’t need to be that large, with passageways a few kilometers wide, walls dividing spaces, and an effective 6x6x6 cube to explore (for example). In certain sections or at random intervals, scramming effects could be applied to ships to make it more important to time warpouts (and complicate aligning) or harder to use MJDs to cheese the maze.
A thick haze can applied to make it harder to scout with the camera. All players, enemies, and the final Acceleration Gate that takes you out of the maze to a possible “loot room” are visible at all times, because that’s how EVE works.
Inertia clouds could exist that apply either positive or negative inertia value modifiers, making it easier or harder to stop or turn. Speed clouds might be a bit overdoing it.
In PVE scanarios, little pockets of enemies would fire at you throughout the structure, and since weapons can pass through solid objects in EVE, only guns would be viable, since Drones and Missiles would die to the gas. In addition, the presence of the walls would make it much harder to keep up transversal, increasing the danger of the sites greatly. Sentry drones could really shine here. There could be Frigate, Cruiser, and Battleship sites. Players can enter to attack you if you are unprepared, especially in the more valuable Low and Nullsec sites.
In PVP, the acceleration gate could apply a Suspect Timer to those entering. Big ships with long range guns could be effective here, if they get a good head start in the maze, but if they are caught early it could easily be game over. It would be cool to scatter Data (or Relic) analyzing canisters throughout the pockets, giving decent loot (like Polarized blueprints, Rig blueprints, Ancillary stuff blueprints, etc. as rare drops, and giving standard regional can loot otherwise). This could force midslot sacrifice on ships in the site, making it slightly easier for any attackers.
In exploration, the maze is a little larger with spacious passageways and cans placed at dead ends. This site prioritizes speed and cargo scanning in order to make it out before diamond rats and one or two standard rats warp to the site after a decent timer that should allow you to just get every can if you are really skilled/lucky.
What does y’all thinks?