MILINT ARC Trooper for CSM 20. Experimental Concepts and Broad Spectrum Ideas

Back Again After a Computer Explosion, so the EVE Experience has been upgraded a bit via a new system in all of its glories and horrors.

I believe no introductions are in order for the Regs [Regulars]

I am MILINT ARC Trooper. The “Mad Scientist” from Minmatar Space. I have been playing EVE since August 2020.

I am applying for CSM to be a voice for a broader base of New Eden. The foundations of EVE Online are the Industrialists, Mining, Hauling, and Exploration Communities. These activities feed into the PVE and PVP sides of EVE Onlines overall ecosystem. I also would like to be a voice for more intuitive UI design and concepts, and also more clarified minimum requirements for playing EVE Online. And new concepts and renovations of alot of EVE Onlines Abandonware.

I want to put a few things down first to get out of the way.

THE MILINT CSM Pledge

  1. As a potential CSM member I pledge to complete my term to the fullest ability barring any IRL emergencies or server shutdowns. And use all tools and assets provided for the CSM to participate both directly and indirectly as the situation arises for meeting participation.

  2. As a potential CSM member I would like not to be compensated with omega account time or PLEX during my potential CSM term. [If CCP so sees fit, they can give that to randomly selected verified newbros a “Scholarship” (the best kind of ship for a newbro) so they can enjoy EVE online for the duration of my potential term.] The reason why I am doing so is that as a paying customer of my own account, I would rather be a representative in that regard and not having compensation cloud my judgements during my term. I believe the only compensations or note to my potential service, that are justified are unique skins for CSM made for each election. And bound to the accounts of the CSM member [not resellable] and a unique medal of service on our capsuleer public records.

  3. As a potential CSM member I pledge to not accept a CCP job offer until the end of my term is completed. I believe it is not fair for players to elect CSM members and then to have them literally vaporize from being a representative into a CCP developer. And in some cases not being replaced by runner up candidates who should have done the job fully. I believe if you are in talks with CCP for developer duties minor or major, community or even volunteer/intern; one should not run in the CSM election because that colors not only their representation but also has alterior motives of being hired due to closer contact with the developers. We should represent our fellow gamers as CSM.

  4. As a potential CSM member I pledge to create an avenue of communication for fellow capsuleers on ideas and concepts that have been interesting the player base for some time. Considerations of NDA rules will mean this become more of a one way street, but we need to create an avenue of communication that will allow players to communicate ideas and feedback within reason. Potentially Memo based format could be employed. While discussions over said ideas can be had on the proper created channels. Also discussion of future representative systems will be of interest. Regional Representation in game for example.

  5. As a potential CSM member, I faithfully uphold the values of the Minmatar Republic and its allies. Represent its interests and all its protectorates. And to protect those who do business and activities within its space and represent faithfully the tribes before the CSM. [Sworn before the Tribal Council in Pator and Minmatar Republic Parliament and Ministry of Justice and Tribal Liberation.]

“I can not make a promise, for something I can not keep.” That is main line of thinking and directive. But I would rather have boundaries and honest policy upfront.

I am applying for the CSM 20, because I believe the current CSM 19, has been a bit too “reactive” in their approaches to certain problems. And there is a current series of holes in the gameplay of EVE online.

I am interested in adding new content, new ideas, and concepts: many things are needing some renovation.

  • Renovation: Missions/ Combat Sites/ and Scannables across EVE online need some reworks and some new content reworks.
  1. Updating Cosmos sites so they respawn COSMOS materials at least every 4-6 hours. This will also prevent some of the more egregious Down Time COSMOS camping and exploiting.
  2. Increase the Variety of Combat Site Designs. [EVE Frontier has shown what is possible by procedural generation, why EVE Online hasn’t been a much more spearheading option in that is an interesting issue.
  3. Increase Variety of Scannable Combat/Resource/Data/DED (potentially Roving Agents) to allow options for players to move around and look for more. Alot of the combat sites are “solved” and hyper optimized fits are generally running this content. We need new sites with a bit more variety not only in escalations, but how they interact with the players or generate player based content. (Example if you find a "Smugglers Map…you can use the Smugglers Gates in certain types of Combat Sites to jump around EVE outside of the normal connections. However if a group runs the Combat Site and clears it the link is removed…so its a risk/reward with the potential of players interrupting your content directly or indirectly.)
  4. Adjust how missions send players to various systems. Mining Missions tend to stay in the same system. Security Missions depending on Level might be in system or might send you several systems over. I think missions should have more random traveling so it doesn’t become stale.
  5. Add hidden loot/resources inside missions to incentivize people to explore and go over everything in the game to find more items or look at the deep lore. Sadly alot of new players are discouraged from delving into the deeper lore and story of EVE, straight to corps and nullsec generally.
  6. Add new mission escalations, depending on your mission you are interacting with you might end up with an escalation, which might take you out of your way. Do you return first and turn in the mission or do you keep rolling forward for more rewards. The current “faction escalation agent” system is fairly predictable and needs some competition.
  7. Missions completed can effect areas of space. Example there is a mining mission where you are sent to collect a type of gas that actually attracts the Rogue Drones. So lets say you collect the gas it lowers the chance of a spawn for a specific faction, IE Rogue Drones for a bit. Or if you were to fail the mission [deliberately] there might be a chance Rogue Drones become more aggressive in that system. Or you get an escalation that makes you chose on turning the materials to complete the mission, or hand it off to elements who might use this gas as a weapon to attract Rogue Drones to attack a target somewhere nearby.
  8. Roving or Rogue Agents. Similar to the Space Oddity and Toms Shuttle. Why not make a system of randomized remote completion mission agents that can spawn anywhere and give specific mission chains to follow? These have to be scanned down and then warped to interact with.
  • New Content/Mechanic Addition Concepts.


Please CCP can we finally get the Dazh Trig Haulers? And with maybe a Triglavian Mining Laser? [Both Exist in Game.]

  • Triglavian Haulers could add a unique combination of Logistics/ Faction Specific Resource Collection/ and Unique Cargo Bracket. (<= 150000m3 with Stribozha)
  • Mokosh Abyssal Extractor (Trig Mining Laser) has a ramping collection mechanic so the amount collected goes up over time to a maximum. It also would have an “ammo/crystal” so you can switch from range/cycle speed/ yield. It can not be affected by Fleet Boosters. It can be affected by Entropic Radiation Sinks (Including Mutated Ones) and the Mimesis Implants adjusting the rate of cycles and m3 collected mechanics (similar) to the Entropic Disintegrator Damage mechanic…just with m3 adjustments. However, in order to use this mechanic you have to deploy and use an Industrial Core which roots you in place, and requires fuel. You get larger yields than most ORE ships, but the cost is lower mobility/flexibility on grid versus ORE ships that have benefits of Mining Fleet Boosts.


Ideas of using combat tractor beam interactions and a Tractor Field Generator for the Noctis to buff it.

  • The Concept of Combat Tractor Beams would give more functionality to tractor beams in game and allow one to pull targets into range of their weapons barring the ship in question is faster than the tractor beams pulling speed. Gives a new possibility to tackle fitting as well. Personally I would like to see new tractor states like Yellow allowing one to tractor in Yellow Wrecks/Salvage with suspect status, and Red State allowing you to tractor any wreck…but also have criminal/combat timers especially if you use it to tractor in players ships. The tractor beam could be used to throw off alignment of targeted ships.

  • The Tractor Field Generator/Mobile Tractor Field Generator. Would be a specific Module for the Noctis Salvage Ship…allowing it to pulse a field outward then tractor multiple wrecks toward it. It would have shorter range than a tractor beam, but it gains the flexibility of being able to tractor in more salvage at once…where as the tractor beam would be able to reach out further to pick salvage but individually. This Module would help buff and enhance the Noctis as a Salvage ship.

Adding Actual Falloff Mechanics to Warp Disruptors/Scrams to add more situational PVP options


Actually applying the “Warp Disruption Attempt/Warp Scram Attempt” via adding falloff mechanics to Warp Disruptors and Warp Scrams. This might give some options or allow for some ways of adding more random effects to tackle proficiency.

Adding more options to Probe Launchers and Probes


Currently the main situation with Probe Launchers is fairly limited options for many ships in game.

  • There is no only specialized Combat Probe Launcher which would benefit PVP and Hunting PVP players. (Or special roving NPC Hunting PVE players.)
  • There is no Universal Probe Launcher encompassing the Survey Probe/Core Probe/Combat Probes.
  • There is no specialized Probes to allow players to specialize their content searching. Which would give the Expanded Probe Launcher more functionality and flexibility, as well as a Universal Probe Launcher as well.

    The projected concepts for Specialized Probes. These probes specifically focus down on particular content by type. Where as the core probe just reveals any cosmic signature. And the combat probe currently can scan down cosmic signatures (inefficiently) and player ships, structures, and NPC ships.

These Projected Concepts for Specialist Probes.

  • Filament- highly focused on the filaments being deployed by Capsuleers, far more effective in finding them than a combat probe.
    *Combat Anom- Probe will focus on only revealing scan down combat sites.
  • Wormhole- Probe will focus on only revealing wormholes. far more efficient than a core probe.
  • Ore Site/Gas Site- Probes will focus on revealing scan down resource sites.
  • Relic/Data Site- Probes will focus on revealing scan down Relic/Data Sites.
  • Deployable - Probes focus on player deployed deployable structures (mobile depots/ mobile tractors/ etc.)
  • Salvage - Probes focus on salvage generated by players…allows players to jump to abandoned salvage. (Also allows access to player dropped or generated cans. which also includes cargo/station containers…which already in game have signatures but no way to interact with them.)
  • NPC- Probes focus on NPCs in the system, this would allow players to focus on various NPC content and hunt high value NPCs inside of a system with more focus.
  • Anomalous Emissions- a unique probe that will allow a player to search for more difficult sites looking for more high value sites. The unique nature of this probe means after a timer it self-destructs.

These Specialist Probes would be balanced by much shorter “deployment lifespans” IE you have tighter windows ( much like the RSS Core Probes) or the case of some like the Anomalous Emissions (and potentially Salvage) they self-destruct due to the sensor power focus on particular content once they reveal it, turning some specialist probes into ammo that degrades with usage. This would also give value to fitting a ship with the Expanded and Universal Probe Launchers.

Changes to Filament Nerf to be more consistent.


Several major problems have arisen due to the Filament Nerf that was implemented recently.

  • The sitting still for a long period of time on a filament to then activate it to then filament to content [in or out of locations] is too egregious.
  • Due to this timer, alot of people who wanted to filament to content have been killed by faction police. [Which has further discouraged player interaction especially on fleets.]

My perspective on how the Filaments should have been debuffed would have been a simple

  • adjust the time for “spooling up/deployment” to 15-30sec.
  • randomly generate the filament rift 20-30km anywhere in a sphere from the deploying ship.
  • Due to spatial time rift gravitational effects, the grid within a set distance applies a stasis webifier like effect. Slowing down ships on grid. (Attackers can drop at 0 before stasis effect takes hold)
  • Due to spatial time rift radiation effects, all ships on grid suffer a significant signature penalty. Making them easier to scan down with combat probes and to lock up.
  • Due to interference with spatial time rift, if one is under the effects of a warp disruption bubble, or warp disruptor/scram they can not jump through the rift create by a filament.
  • Deployed Filament Rifts are easily picked up…with the Filament Specialist Probe [noted above previously] having much better detection of them than combats. IE allowing someone who has these probes to jump to the filament at 0 and allow them to interdict the rift. Combat will probably pick up the rift or any ship on grid…allowing you to jump to the rift or the ship attempting to reach it.

I think this would have been a better option, than the current “sitting duck” filament nerf…which discourages player interaction with the content. Players will take a chance if they believe they can survive or benefit, they will not interact with content if its an assured death.

Suggestions For New Mining Content

  • Resource Anomalies in more areas of space [Randomized materials]
  • Roving Spawns - Remember the ORE lore of a hidden Noxcium Rich Asteroid why not have roving massive single asteroid spawns that happen in various areas across EVE? (Before Scarcity this did happen from time to time.)
  • Rare Spawns - extremely rare resources like ice or ore for special module BPCs.
  • Salvage Fields - this has been intimated although maybe a wider application of this concept could be interesting.
  • Abandoned Sites - some resources of value or interest to collect but NPCs are competing for same resources.
  • Resource Wars- returning but having some impact not only on FW but also the Insurgency system. Besides other events.
  • Scan Down Sites - unique special ore anoms that can spawn anywhere, but are not immediately available to jump to. Be the first to stake your claim on these resources and collect them after discovering them through probe scan downs.
  • Abyssal Mining - brave the depths of the abyss to retrieve extremely volatile and valued for industry and research. Timed Mining and with NPCs of various types depending on the level of the abyssal mining rift. High Risk/High Reward and not enough time to be able to take advantage of all the resources. Can be done solo (cruiser=barge) or up to three ships. (frigates/mining frigates) You can leave through an exit rift that will open after a set time limit. But will your greed get the better of you?

Adding more variety of Mining Drones.


currently in game we have have two levels of mining drones. Light or Excavator. And We have a massive gap between the drone mining functionality of all other drone mining capable ships and the Rorqual.

The main reasoning to adding these mining drones was to deal with the mining drone gap present in game between everything else and the Rorqual. But also how inefficient the “Light” Mining Drone were at collecting some of the higher m3 size and weight ores. Now granted these larger drones will take up a higher bandwidth than the “Light” Mining Drones. But they will allow some collection options of much larger ores.

  • Adding Medium Mining Drones
  • Adding Heavy Mining Drones
  • Potentially Adding Gas Collecting Drones.
  • Potentially Adding Mercoxit Mining Capable Drones

Adding Deployable Mining Assets


Adding concepts of Deployables that can allow ships to compress their ore without having to find a fleet or a Industrial Command ship.

  • Mobile Compression Array would allow players…especially those with Expedition Frigates a bit more flexibility and freedom.
  • Mobile Drone Hive is more of a passive mining system that would have to be fueled and loaded with mining drones to work. (Although CCP could unlock the Triglavian Extractive Super-Nexus for player deployment as well. )
    image
    (Please)

Adding Factional Pirate Destroyers.
I would like to see CCP fully finish all the other factions destroyer hull variations. I would love to make some suggestions that could be the templates for the future.

Reddit - The heart of the internet


Reddit - The heart of the internet


Reddit - The heart of the internet

Some considerations of the Mobile Observatory Balance and Mechanics.


I personally think that the Mobile Observatory needs some changes so it has some bearing upon the tactical and strategic interplay of EVE Online, but also acts a remote scanning deployable, but can also reveal and pressure cloaked ship usage creating content clashes.

And there is so much more that could be done and added.

I would also like some more careful consideration for balancing and altering ships. Over the last few years there have been some changes to the game that have kind of ruined historical skins. And the weight of these changes seems to have had more negative effects upon Minmatar Republic Ships in their focus. I appreciate the work of CCP devs on the redesigns, but they kind of negatively impacted some of the more historic skins that have been in the game for those hulls. As well as fairly alien “balancing” changes to same Minmatar Hulls.

I would be also driving for CCP to update the minimum requirements for EVE Online, since alot of the changes to EVE Online haven’t gotten the same level of fanfare but have added alot of weight and graphical load to the game in not very explicitly communicated ways which has caused some consternation on this front which has negative impacts on players joining EVE from this perspective.

I would like to see what we can do, and add to the story of EVE for the benefit of all of the players. And see what we can experiment with to the benefit of EVE.

8 Likes

Held For Future Expansion.

Included Materials for 10-21-2025
PVP Mechanic Updates.

PVP mechanics are self-explainatory to most players, however there are some little problems that might require some changes to how they perform or even how they function to add to replayability or at least some situation tactical options.

Tactical Warp-In Mechanics.


If we can have the way warp gate grids work in game changed to a more dynamic play style. This could create a much more aggressive environment in sites like the ESS/FW and even some event sites like the Maze that require some thinking out moving about. As of currently most of the sites dump players into grid straight onto a beacon, and this mechanic has caused some problems and headaches for players both on the defense and offense.

By making the Jump Gate Grid a starting point for tactical pre-positioning before being launched to the receiving grid. This would open more playstyles and ways to react to hostiles, but also reward tactical gameplay instead of “the beacon will provide” camping. Which then discourages players from interacting.

If you were a PVP player would you rather have a chance to get a kill, or jump to an unfulfilling death kill?

Fibonacci Offensive/Defensive Orbit Spiralling update.


Currently one of the most frustrating headaches in game at the moment. You can spiral-in on a target offensively. But if you try to orbit away from a threat…the code goes get X distance away…then orbit. Which slams your ship into a 0 transversal death line…which if an enemy is pursuing you. You will never reach the orbit range…to start an orbit. So the code for orbits especially in a defensive situation should be changed where the ship will start to Fibonacci Spiral out to the Orbit Distance. Allowing a defensive pilot a chance to possibly break off or game some defensive options.

PVP Information


Modifications of the Tactical Grid system, to allow players to more efficiently and intuitively understand their ships capabilities as fitted versus enemy targets. The drive to allow players in game access to information that normally is 3rd Party External allowed.

Modifications For Bays


We still need bay upgrades to help customize any and all ship bays.

Expanding the T2 Tech Tree


Currently the progression of modules feels very rigid and dead ended.
And this deadend set up of the tech tree is causing Meta problems.
Its possible to future expand the T2 lineup to add newer options that will give tactical variations.

Synergistic Module System.


I think we need a better system of benefitting using a set of modules. This would benefit certain ships if you use factional weapons and ammunition.

It would give some unique bonus options. If you have a factional hull + factional weapons/mods/ammo. You get the highest amount of bonus.
If you want to just get a synergistic bonus of weapon/mods/ammo so you have a potential fairly beneficial bonus. (Same thought could be applied to officer mods…being the same.)

Balancing Considerations


One of the more consistent problems I am seeing balance discussions is the discussion of problems of balance, but many times without consideration how each stat interacts with each other. And this becomes a bigger problem as certain concerns of balance become hot button issues. Especially with turrets and missile systems. People will complain about one particular weapon system and will raise Kane on it but not will not have an honest discussion on why the weapon system is applying so well. This problem of identifying the source of a problem is further compounded by external influences like boosters/system effects/ and implants etc.

Drone Gameplay Considerations

It has been a major frustration to see almost little to no discussion of balancing the gameplay of the drones between factions. In 2020 there was some concepts of factional or even specific drone damage type bonuses. [Helios in 2020 had a unique thermal damage bonus.]

The drone meta is generally stuck to one or two drone types on the main…due to focus on drone dps.

I think that there should be a focus on starting to bonus the various factions to specific faction tailored drone concepts. So Each of the empires are focused on their factions specific faction drones.

ORE is Mining Drone bonused, but has Flat Damage Bonuses
SOE is flat Drone Damage/HP bonuses.
Guristas are unique for “Class Bonused” IE unique advantages but only for a set size…but a limitation of bandwidth. IE Only 2 Light Drones for the Worm for example.

It might be high time to start a much more aggressive rebalancing in drones to also allow CCP some ways to add adjustment dials for drone ships for each Empire and their Empire Drone Types and their Empire EWAR drones which are not getting alot of use at this moment.

But there is so many different options and things that could be adjusted and modernized.

2 Likes

With the end of Nvidia 3D Vision there is no option for a 3D experience in EVE Online. What are your thoughts towards CCP supporting the Virtual Boy™ for the Nintendo Switch™ 2?

Hello MILINT ARC Trooper, first of all good luck with your campaign :flexed_biceps: …and may the best will win ofc :sports_medal:
(I will great every candidate this way :nerd_face: )

Hope you find time to share your thoughts on below topics and game ideas.

1. EVE Vanguard
Have you had an occasion to try it during Operation Nemesis or earlier? What was your impression if any?

What do you think about bidirectional connection planned with EVE Online? Do you see it has a potential to attract more players towards New Eden? And do you think Capsuleers will benefit from it?

2. Information & ISK itemization
How about being able to take a notes from your notepad and put it as an item into container or ship cargo? Same with an amount of ISK? Just like you can do with PLEX.

More details https://forums.eveonline.com/t/information-itemization-put-notes-into-cargo-containers

Would you pitch CCP to consider implementing it?

3. Production Plans
Basically the idea behind this is to bundle all the BPOs (BPCs), required to produce some final product, say, an assembled Drake fully fitted according to some saved fit ready for duty, into a single BPO-like item, and internally arranged into an intricate production workflow. Complete with logistics tasks, if necessary, using delivery corp projects. It could use BPMN diagram editor to arrange.

When installed into industrial job slot it will churn out those Drakes, provided there are required materials in linked containers or pause until they are become available again.

More details https://forums.eveonline.com/t/feature-request-production-plans

Would you pitch CCP to consider implementing it? Or at least expand ESI to allow 3rd party developers to do it?

You and Drake together in Reykjavik. A dream coming true…

  1. Vanguard was a no go until recently due to the minimum requirements of the game versus my new computer I am running. So I will try to be more active in testing some of its ideas. I do like the idea of the EVE universe expanding a little with side by side events and materials.

2./3. The concept with containers having a programmable manifest or interaction system. Also further considerations of code needs to be looked at. Current containers in game kind of slow down interactions and the menus.

I see the value in being able to organize and create routing for industrial actions via BPOS and containers.

This also hits another angle with the containers having containers inside them as well. Hopefully this could be considered this might require some coding changes to allow such “programming” and organization capacity.

1 Like

@MILINT_ARC_Trooper
What do you think about the new mining changes introduced for the next expansion next month?
What are the things you like/dislike most about them? :slight_smile:

WOW! That is quite a lot of interesting ideas. That would be one hell of a developer backlog. And the concepts are intriguing. I really like the fall-off percentage on scramblers. That gives some folks a fighting chance. I would love to see some negative effects for smart-bombing a gate myself. NPC Gates should be able to fight back. Just saying. Granted I would have lost about 5 or 6 six ships by now if that were the case. :slight_smile:

1 Like

Thank you so much for carving some time out for the interview. Best of luck!

We will have to see, my concern is the mining destroyers might further undermine the issues with the Expedition Frigates I have been fighting for upgrades too. Hopefully that will not be the case. But we shall have to see how this works out.

The new SOE ship…does make some headaches again for rebalancing of gas mining. But we will have to physically test these to their maximum capacity to see what will happen.

Excellent, I like your talking points, especially the old school graphic presentations…

I will definitely be adding your name on my Ballot…

May you have good luck and much success in getting elected…

DMC

i dont think ccp have ability to do these in 10years