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
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.
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.
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.
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.
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.
- 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.
- 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.
- 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.)
- 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.
- 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.
- 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.
- 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.
- 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. )
(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.