Feature Suggestion: Introduce MCP (Model Contextual Protocol) Server for Personalized NPC Interactions

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Feature Suggestion: Introduce MCP (Model Contextual Protocol) Server for Personalized NPC Interactions

Summary:
I propose the addition of an MCP (Model Contextual Protocol) server — a backend system that models player-specific behavior and history to drive persistent, dynamic NPC interactions. This system would allow individual players to build personal relationships with named NPCs and factions across all aspects of the game: PvP, PvE, and industry — creating a living universe that remembers and responds to you.


What Makes MCP Different from Mission Arcs and Storylines?

Current mission arcs and storylines are:

  • Static and pre-scripted — same path and dialogue for all players.
  • Standing-triggered — not based on context or patterns of behavior.
  • Non-persistent — NPCs don’t remember what you’ve done after the arc ends.

MCP is:

  • Contextual and adaptive — responses depend on your actual play history, not just rep numbers.
  • Player-specific — your relationship with NPCs is unique to you.
  • Persistent — NPCs retain memory across time and systems.
  • Integrated across systems — influencing missions, chat, spawns, trade, and events.

What This Means for the Individual Player:

:collision: PvP Example – Targeted Consequences and Recognition

If you spend months terrorizing trade routes in lowsec, you might draw the attention of Danelle Revar, a Republic Fleet captain tasked with defending Minmatar logistics. She’ll start referring to you by name, issuing system-wide warnings when you’re in local, or dispatching elite anti-pirate patrols that specifically hunt you.
Conversely, if you routinely protect convoys or push back pirates, you could be offered “Mercenary Escorts” — special missions with PvP-style escalation and rewards.

:hammer_and_wrench: Industry Example – Context-Aware Market Reactions

An industrialist consistently building and supplying Tech II ships in a remote region might trigger interest from Ishukone tech buyers or Serpentis smugglers looking for quiet sourcing. MCP could recognize your contribution volume and offer faction contracts, reduced material costs, or limited-run blueprint deals — completely outside standard mission hubs.
On the flip side, flooding the market with cheap capital components could provoke faction cartel pressure or “dirty deal” offers from underworld NPCs asking you to back off… or collaborate.

:firecracker: PvE Example – Adaptive Encounters and NPC Memory

If you’re regularly farming Sansha sites, the MCP server might flag your name and cause Sansha NPCs to adapt: heavier ship comp in your next sites, bait-style spawns, or even mid-warp ambush fleets led by a named Sansha commander who calls you out directly in local.
Over time, you might earn a unique item drop or have the commander send you cryptic warnings that lead into a personalized mission chain — only available to you, based on your actions.


Technical Feasibility:
This could be modular and scalable — starting with a pilot system such as NPC agent evolution or pirate retaliation. MCP would operate on a separate server layer, tracking individualized player behavior and feeding context into existing systems.

Named NPCs, factions, and regional entities would pull personalized data from the MCP server to adjust dialogue, mission offers, ship spawns, or aggression logic. It’s a context model — not a gameplay overhaul — so integration can be gradual, targeted, and easily tuned.


TL;DR:
MCP doesn’t replace mission arcs — it adds a personalized memory system to the EVE universe. Whether you’re a pirate, hauler, ratter, or builder, the game begins to remember who you are, and responds in ways that make the universe feel alive — and like it knows your name.

Everything you listed, absolutely everything, is the hallmark of a single-player game, which EVE is not and never will be…

CCP couldn’t even get the Activity Tracker to work properly, so they just removed it, and you expect them to make something like this work?

My biggest issue with that idea is the fact that it would totally mess up fleet operations.

Just imagine a 100 man fleet moving towards their target destination and suddenly a handful of guys are “ambushed” by those “elite NPC spawns” because some lowball NPC militia captain “Danelle Revar” thought it would be a good idea to go hunting for a sem-godlike capsuleer because she is pissed. Now what? The fleet kills those NPCs and suddenly ALL of them are on little “Danelle Revar’s target list” in the future? Or do you let your 5 fleetmates die then?

Sorry, EDENCOM/Trig/Insurgency crap is already bad enough.

The whole idea also violates the lore of the game, where little Danelle Revar would surely have superiors and would be required to just stand down and swallow her anger as long as the standing towards the empire she serves is high enough. She would be fired and executed on the spot if she would take any action against a capsuleer with high Minmatar standing on her own accords.

So… No, don’t like the concept so far.

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Don’t other players do all those things?

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There are just some people who won’t be happy until EVE is turned into a single-player game…

Zero interest in having that kind of AI involved with game design

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