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- Какой то другой капсулир:
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- Hey All!
- My idea only affects null but I think it would introduce an interesting new play dynamic.
- - Remove subspace communication beacons from null systems.
- - Reintroduce subspace communication beacons as an aspect of stations.
- -- NPC Null Stations would all have Subspace Communication Beacons.
- -- Sov Null Stations could have a Subspace Communication Beacon installed as a service.
- In these station systems, local would operate as it normally does.
- Introduce 'Gate Identification Systems' (GIS) for Null Sec gates. This would be built into gates in Null (both Sov and NPC) and would list a user in local when they jumped into system and remove them when they jump out. The GIS would send out a broadcast on activation to notify users in local if a system had entered or left. The GIS would not identify people that come in via wormhole or cyno.
- A couple of key points about the GIS:
- The GIS uses a point-in-time broadcast system. If you enter a system, you have no knowledge of those that came before you, only those that come after.
- Alerts sent by the GIS are timed, meaning that they expire from ship systems after 60 minutes. If a player is not identified as leaving after 60 minutes, they will time out from the ships GIS feed.
- All ships would be capable of making GIS broadcasts. Which means that a player that sees another player in random space, could broadcast them to everyone else in local.
- With this system in place, we now have room to introduce three new deployable units. All three units would appear on the overview and could be destroyed without a reinforce timer.
- Stationary GIS Interface -- This unit could be deployed at a WH or other known location. It would not be scoopable and would be timed. While deployed, anyone spotted within 100KM of the device would be broadcast to local.
- GIS Jammer -- This unit could be deployed on a gate to jam the GIS. It would prevent the GIS from broadcasting entries and departures from system. This would be a way to covertly move a fleet into system. Like the S.GIS.I, it would not be scoopable and exist on a timer.
- GIS Decoy -- This unit would work like a ships GIS broadcast system. However it would continuously broadcast names into local to emulate a local spike or to create noise to hide real entries. An interesting extension would be to make this user configurable to broadcast based on a specific corporation or alliance.
- Following on the deployable units, we could introduce a new module... usable by anyone that can fit a covert ops cloak.
- -- GIS Scrambler -- This module will prevent the GIS from broadcasting information on the ship it is fitted to. It will also scramble ship and S.GIS.I based broadcast attempts.
- Anyways, there's my thoughts... I think it'd add an interesting element to Null that is currently missing.
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- Кирюхина часть:
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- It's not a bad idea, but it needs futhers development, in my opinion.
- Introduce Subspace Communication Beacon as new anchorable structure, that can be anchored either at special uniformly warpbable (from overview) sites in any system, in a scannable combat complex (which whereabouts change automatically on a regular basis, and installed equipment migrates with it), or anywhere in space outside POS fields.
- You can mount your own SCBs only in your claimed systems. As for unclaimed ones, I don't actually shure. Either remove local chat from them completely and make them unexplored and uncivilized dangerous lands in a way, or just don't remove local chat from these systems at all and leave it accessible to all, as it's now.
- Until SCB in the system is online, the local chat behaves as usual, if it's shut down, GIS will take its place.
- Make SCB behave somehow as POS itself - if it down to 25% shield, it will enter reinforce mode and notify its owner. If unattended by both sides after this timer run out, the structure will regain its shield quickly. If attacker actually shows up, and defender doesn't, he finishes it pretty quickly too. If defender shows up, but attacker doesn't, he will repair it even more quickly then it will repair itself. (Or it could behave as conqurable structure, so you just need to hold this ground for some time today, until timer starts, and hold it again for a brief moment tomorrow when timer run out)
- Some additional functionality could be linked to those structures, to make them more valuable, like gathering additional statistics on those entering and leaving the system (their alliances/corps and/or standings to alliance/corp this equipment belongs to, composition if their forces and the like, for example)
- This additional functionality and local chat functionality will be available to anyone who are added to "Authorized" list by its owner (could be based on standings also).
- Even if you don't have access, or SCB is down, and GIS took it place, scanners, installed on any ship, and some statistics fetched from a gate equipment allow any pilot to have some pretty rough estimation of what happening here, in form of an approximate number of pilots in a system, which is shown in local chat window. This approximate number have some error margin and calculated on per pilot basis (every pilot in system can have different numbers; this info (or error margin) should stay linked to you for some time so you couldn't been able to circumvent this mechanics by loging off and on, or leaving and going back repeatedly to aquire new numbers after every such attempt). It can give you both false-positive (it's greater than zero, but actually system is clear) and false-negative (contrary) results. This rough estimation will become more and more correct if you stay in system long enough, even if you still don't aquired any info through a GIS mechanics (and there is not so much change in numbers of pilots, of course; so it behaves somehow like "Average pilots in last 30 mins" statisctic from the universe map)
- Those who weren't added to "Authorized" list won't see local chat and additonal statistics (they can only rely on GIS and aforementioned rough estimations).
- Even if you don't have access, you are able to hack into system _remotely_ and try to beat some minigame to aquire access. I haven't thought out how it should work, but main idea is to introduce some chance that owner will be notified and your whereabouts will become trackable for some time (_even if you are cloacked_) in case of failure, and _you won't be aware_ about it, so it's pretty risky step. It's even possible, that you will eventually (after some unsuccessfull attempts) hack into the system, but will be somehow unknowingly marked and tracked down in space after some time. Or at least your connection will be shut down by equipment's owner.
- Even if you've beaten the minigame flawlessly, you are still taking some risk. After beating it you will receive some long term access token, and can from time to time connect to foreign SCB network to regain local chat and aquire additional statistics info. But all the time you are stay connected, you have slight chance to be discovered and tracked down by owner (again, even if cloacked), so just connect and go AFK won't do you good, as well as staying connected for too long. Those access tokens should be made sharable within gang, fleet, corp/alliance.
- It's also open question should we allow to easly discard of this "trackable" state by loggin out right after some failed hacking attemps, or it should behave as some sort of agression timer, which will hold your ship in place (leaving cloak on if it was active) in this case for some time. Maybe this timer should go off after _any_ hacking attempt and in case of log off it should hold ship for 10-20 minutes or so, decrementing the timer at the same time, but then ship will be removed from the world, and timer stop decreasing too - so you have to be ingame to reduce it to zero.
- What it could bring to the game? Well,
- 1) SCB network nodes become pretty good target for some roam fleets and hit-and-run tactics - more small gang PvP in nulls.
- 2) Make you own territory _mean_ something, at last. You will be much more informed about what happening here than some random highsec dweller who just came into your land through the WH. Still, those passerbies have opportunities to borrow this awarness from you, but not without risk.
- 3) More authentic "deep space adventurer"-style gameplay both for independent explorers and for some reconnaissance/intelligence gathering enemy forces.
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