Showing posts with label Missions. Show all posts
Showing posts with label Missions. Show all posts

Tuesday, April 16, 2013

Making NPCs Matter - Blog Banter 46

"EVE Online is a unique piece of science fiction that is ‘participatory’." - CCP Seagull, December 2012
EVE Online is heading into its Second Decade with renewed vigour and a new development strategy. At the CSM Summit in December, Executive Producer CCP Unifex and Development Director CCP Seagull explained how future development and expansions will be broader in scope than recent "collections of features" stating that CCP "want to create something more inspirational, that players aspire to play."
With the return of Live Events such as the Battle for Caldari Prime, clearly the prime fiction of EVE is back in favour as part of this new thematic approach to expansions. However, EVE's story is very much a tale of two playstyles, with an entirely player-driven narrative unfolding daily in parallel to the reinvigorated backstory. Often, they do not mix well. How can these two disparate elements be united or at least comfortably co-exist in a single sandbox universe?

The biggest disconnect between the lore of Eve and the Reality of Eve, in my mind, is that nothing players do has much impact of the NPCs of New Eden, aside from making an endless supply of red crosses explode. The following is a rather fanciful reimagining of how corporations, both player and NPC, could give players tools to influence the continuing narrative of Eve.  What if Eve stock actually had a point besides corporate takeovers? Here are some thoughts:

Player owned stock is, generally speaking, a joke. You use it to hold control of your corp, and you might use it to provide voting rights for corp members and leadership. Although every entity in the game is a “corporation”, there is no real stock market in which players can act., and there are very limited reasons to ever do anything with corporation stock after making a new corp and giving yourself all 1000 sahres to prevent some methods of hostile takeover. Let’s change that!

First change: All military NPC factions become actual militaries instead of corps.

So the FDU, the Amarr Navy, and other such orgs get turned into actual, honest to goodness militaries without a corp ticker. They remain sub-factions of the main Empires, but get removed from the big basket of “corps”. I’m not sure how to handle Pirate corps/factions. I think there could be some interesting room to play with sec status here.

Second change: All NPC corps get a chunk of stock allocated to the public.

Probably less than 50%, and it goes into a stock market much like the normal market. If you buy stock, you get a dividend per share each quarter. You would tie quarterly dividends to a combination of mission completion and market activity in stations owned by each corp. This dividend could be based from the previous quarter. If the combined metric goes up, money gets paid out to shareholders. If the combined metric goes down or is static, nothing gets paid out. Players would determine the relative value of the stock, and market players could find opportunities to game the system, much like the real world.

Third change: Station control via NPC corps becomes dynamic.

NPC corps want to control more, just like players. Industry corps want to spread refining and manufacturing. Security corps want to increase their area of control. Shipping corps want to open up more hubs. Missions completed for each corp allow for a sort of faction-warfare style tug of war for control of station anchor points. This should be a slow, but noticeable process that players influence. It also gives players a say in shaping the universe. If your mining corp really wants to push for a station in their home system, mission for the NPC corp that wants to open up shop there. Hate those stupid carebears? Keeping killing them while they try to complete their missions, and force the station to close. This could also lead to more diversity in missions, allowing mining and targeted security missions to focus on goals besides just isk. Perhaps your mining mission becomes “Refine x ore in station Y”, with a larger LP reward instead of straight isk, and contributes to future station expansion, or flipping control of stations. Pirate players could take PvP-related missions to kill other players while engaged in mission pockets.

Fourth change: Make more diverse rewards for supporting NPC corps.

Let players choose between isk and preferred stock that allows them to vote for target systems. Perhaps preferred stock has better payouts each quarter. Allow turn ins for LP that increase your standing with NPC corps and give special perks, such as reserved station slots for a period of time, or better refining for your corp for a time.

Fifth Change: Player corps can be public, or private.

Public companies have voting and non-voting stock. Public corps would be traded on the open stock market. The directors could choose to pay or not pay dividends. Alliances could work the same way. This would open up a lot of investment options, and some political ones. It would make corporations actually corporations, and not just the de-facto guild or clan structures they are now. Alliances may demand a certain number of shares, or entice members with shares in the alliance to provide some method of input and leadership.

Sixth Change: Let players and player corps align with NPC factions and corps in a meaningful way beyond the current dynamics of FW.

There could be a lot of fun emergent roleplaying mechanics here, especially if NPC corps become dynamic. More militaristic corporations would provide a sort of FW-lite, allowing open conflict between players. Some corporations would be non-profit, non-violent affairs, like the Universities and rookie corps. In this way, players would be able to actively take part in the corporate machinations implied in the lore of Eve, in corps that are actually a part of the lore.

Conclusion

The point of all this is to let players use the corporation framework to interact with NPCs in a dynamic way. It would allow roleplayers, or just savvy manipulators, the tools to change the political map of Eve’s story. You might have to fight to keep your stations going. The NPC lore of Eve would become something players actively engage, influence, and react to. The disconnect between static Empire space and the ever-changing and developing world of null sec, FW, and WH space would be less stark.

Obviously there would need to be ways for CCP to keep their thumb on the scale and make sure a large bloc doesn’t just wipe out Empire. There would need to be limits to how far NPC corps could go, either in gaining or losing space to other NPC corps. But I have a feeling that enough players would contest each other out of desires for isk and fame that the system would find some sort of fluid equilibrium.

Eve has a huge swath of Empire space that just sits there, and nothing we do has any impact on the lore-based conflicts CCP has presented. Let’s change that, and add a little bit of reality to the static spacelanes.

Sunday, September 30, 2012

CCP Bullcrap

I have been blitzing L3 missions, trying to repair Caldari faction standing, and came across this:
I've mentioned it before, but CCP really has some fun ways of making people want to not play their game.  In case it's not obvious, I declined an anti-Gallente mission, as my goal is to get back to 0.0 for all factions, not tank one to raise the other.  And the response, after waiting out the decline timer, is to offer me the anti-Minmatar version.  With a taunt, no less.

Great way to get me hitting the log-off button.

Wednesday, May 9, 2012

Escalating Your Inferno

Aside from the 30 Day Market Challenge I have not been as active in Eve this month because I am trying to find a job, and my spring semester is ending, hence finals...  Oh the life of a grad student.  But here are some off the hip thoughts on the Escalation.

Flashing Lights

I got to see the new status effects in the flesh today while running missions.  It is a very nice addition, and it makes easier to tell if that stupid frigate is webbing me (not that important) or scramming me (more concerning).  Also, as I tend to mission in Caldari boats seeing any sort of target painting or an inept npc tracking disruption is entertaining.  C'mon pirates, a Drake already has a sig the size of Ohio, and a Tengu gives no shits about your turret effects.

Looting the Corpses

Also in missions, I find the loot drop changes to be very nice when I salvage.  Instead of ignoring the drops until I get around to refining/selling/whatever, I get excited when I see a pile of named mods gloriously uncluttered by other junk.  I almost wonder if it would be worth CCP just taking out the metal scraps and ammo drops completely and just upping the bounties another tick.

You could even get rid of dropped meta items, replace them with BPCs from salvage, and combine Salvage BPC + Salvage Material + Tech 1 = Meta.  Or maybe that would be stupid.  I'm not sure.  It would give industrialists something to build while waiting for those damn BPOs to research, or to do while you get together access to a POS.

Econo-what now?

From a market perspective, I am in the process of becoming an all-PLEX player.  I was hoping the Jita camp and the Escalation changes would drive the mineral prices even higher than pre-patch, but it seems the speculation was mostly that.  I am sure there will be long term effects, and mining modules are making me some nice margins on station trading, but my hoard of minerals had to be sacrificed to feed CCP and keep the indy alt active, so less profit was realized than I hoped.  For the time being my Hulks and Orca will sit out Hulkageddon, as I hope to come back to mining later in the summer or in the fall and find myself making a bit more per hour once the study grind ramps back up.

A Game of Drones

Perhaps most notable in this Escalation are the things that are not here yet.  I am really looking forward to new missile effects, new Bomber skins, the new inventory improvements, and in a strange way I am really excited about that drone damage module that peeked out from behind the dev curtain.  I started as a Gallente pilot and my old Vexors and Myrms are itching to come out and play again.  Apparently some people already think the Extrinsic Damage Amplifier is crap.  Personally I would like to see it as a high slot module, and I think calls to buff it into the same range as normal weapon mods is appropriate, but we'll see what comes of it.

Wednesday, January 18, 2012

Failing at (Internet Spaceship) Life

I saved up and trained up over the last month or so, and finally got myself into the ship I wanted to fly since I saw one in action, the Tengu.  My fit was a rather standard mission running fit, as I recently moved to a new section of Empire and have been grinding standing for various characters and stocking up on the isk while I decide on my next move in Eve.  My fit ran along these lines:


[Tengu, Mission]

Tengu Defensive - Amplification Node
Tengu Electronics - Dissolution Sequencer
Tengu Engineering - Augmented Capacitor Reservoir
Tengu Offensive - Accelerated Ejection Bay
Tengu Propulsion - Fuel Catalyst

Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile

Republic Fleet 10MN Afterburner
Caldari Navy Shield Boost Amplifier
Pithum C-Type Medium Shield Booster
Invulnerability Field II
Invulnerability Field II
Photon Scattering Field II

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Power Diagnostic System II

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit I

As far as Tengus go, this is not a terribly expensive fit, coming in around the 1.2 B mark when I got the whole thing together.  I have a few things to say about the 'Gu.  First, it is an amazing ship in the role I built it for.  Fast, agile, and deft at handling most PvE encounters.  The DPS is very nice, about 450 or so, depending on what missiles I load into the launchers.  The tank is half speed, and three quarters shield booster.  Yes, that adds up to over 100% for those inclined to math.  The range is about 110 km, which is further than all but the farthest mission spawns.  The 'Gu is also aesthetically pleasing in a odd, inherently Caldari way.

There are some downsides to the 'Gu.  It makes most level 4 missions trivial to the point of boredom.  It's a bit of a panic to fly the first few days, due to the enormous value of the ship.  I found myself much more likely to warp off encounters when seeing the shield tank take a few hits, and I really watch gates and local while flying it.  But most of all, the 'Gu is so mind numbingly effective at most things in Empire that it lulls you into a false sense of security after a week or so.  You probably saw this coming:  I lost my Tengu not too long after I built it, because I was an idiot.

The details of this death are very simple, and in hindsight the cause of death was hubris.  I had been pulling missions like candy, and while puttering around wiping out fleets of Sansha, I started to build a nice little Manticore on an alt.  Side note - Grimmash is a very capable stealth bomber pilot with most missile skills hanging out in the 4s and 5s, so targeting a frigate with a torpedo, while not the most efficient using of isk, will result in space debris within a few shots.  The pilot I made the Manticore for does not have such nice support skills, and I forgot this fact. So I built the Manty, pulled a Worlds Collide, looked at the Eve-Survival report, and made a series of mistakes which I shall elucidate for you, dear reader.


  1. The most vital mistake:  Angels use webs AND scram, not just webs.  I misread the mission report and saw "5 webs" not "5 webs/scrams".
  2. The 'Gu, although decent at taking out frigates, will not atomize 5 elite NPC frigates faster than a small fleet of cruisers and battleships will break a medium shield booster, even if it is deadspace gear.
  3. A SB is not the suitable suport ship to take out said elite NPC frigates.
  4. A speed tank is absolutely useless when you something like 4-6 active webs hindering propulsion.
  5. Use of kiting and good transversal is the difference between tanking with ease and slowly watching something burn with you in it.
And not so much a mistake but a fun fact:  45 seconds is about how long it takes to go through the stages of denial, anger, bargaining and acceptance when watching your tank break in the most expensive ship you own.  Oddly, I skipped depression unti la few days later when I saw a friend flying her Muninn and wanted to flex my DPS muscles, only to remember that I was now back in my Drake/Raven combo team.

The most interesting part of the whole thing was how much I didn't rage.  I always figured losing a ship that expensive would sting more, but overall I think having had, and lost, the 'Gu reinvigorated Eve for  me.  I've been trying more approaches to mission running instead of just grinding things out, and it lead to me undergoing a rather profitable scanning run in order to avoid missions.  It made me remember that unpredictability is more interesting than stasis, and that sometime a big loss is actually a good thing.