BB67 – I am CCP Hermit

BB 62 – There has been a catastrophic accident in the CCP Offices and you have found your player account has been upgraded to a senior CCP staffer! You are now CCP Hermit and have a team of developers eagerly awaiting your commands. So what are you going to have your team work on?

For obvious reasons if you follow this blog, I am going to focus on the niche of solo or small group exploration and nomadic movement.

I would like to dramatically increase the available exploration content, starting with the ideas in this list which are relatively easy and quick to implement before moving onto the harder options. They should fall into the category of sites or cosmic anomalies as appropriate.

The idea is to increase variety and mix up the ship hull and fitting options people might use or carry around during exploration. It is not to homogenise space or making Hi-Sec so interesting that you don’t want to move. The rewards from these sites and the frequency they can be found should be balanced and scaled.

Now the site ideas:

. Upsized Rats – on occasion find a solo NPC Battleship with a bounty of 500K in High-Sec, 1000K in Low-Sec, or 1500K in Null Sec. Mix it up with occasional doubles or triples (more commonly out of Hi-Sec), and small support wings.

. Out of place Rats – on occasion find a small group of NPC ships out of their usual Regions, such as Guristas in Sansha space, or Serpentis in Blood Raider. You might just use their version of the standard cosmic anomaly.

. Entirely out of place Rats – on occasion find a small group of Sleepers or Incursion rats.  The later would just give a small number of LP as reward.  (I wouldn’t mind seeing solo options added to Incursions – for simplicity maybe just having clearing Incursion rats from belts giving you minor LP rewards when the incursion is finished.  The rewards would only be a small fraction of running the proper sites – this is more just for variety.)

. Out of place resources – on occasion find 1-3 Asteroids in a mini-field in an area where you would not normally find them – so a single Mercoxit or a couple small Arkonor asteroids in High Sec. Consider mini Gas sites.  These sites should be small and not worth a great deal – it is more for variety.

. NPC Convoy Ambushes – you warp in on an NPC hauler with a number of guards. Consider these to be like Hauler spawns but they carry a much wider range of goods. The difference here is that these Convoys will warp away. You need to quickly lock a ship and warp disrupt it, then force the guards off before you find what loot it might be carrying.  This mechanism (having to scramble rats) could be implemented in multiple areas.

. Burner NPC sites – in effect small exploration sites that mimic Burner Missions with very difficult rats.

. Hidden NPC structures doing moon harvesting or reactions which you can place siphon units on to steal small volumes of goods. You possibly need to remove defenders or defensive weaponry. Have them only last a day or two before they are pulled down by the NPCs.

. Hidden NPC structures that you need to use Entosis links on. I’m not sure on the specifics of these – maybe listening or scanning arrays that you need to put through a number of defended reinforcement stages and get a bounty from Concord if you destroy them.

. Have a rare COSMOS type site which drops COSMOS type ingredients

. Have a rare COSMOS agent. They offer up 3 or 4 quests to any pilot who asks. However only the first to hand in a quest gets the reward and that quest is dropped as an option from the agent. The Agent disappears once all their missions are done or completed. These could be tied into the current COSMOS sites or be new / different ingredients.

I expect there would be many more viable options.  It think the feeling of exploration would be increased if you had a lot more different sites to come across.

Next are movement ideas:

. Smuggler Gates – an old topic for me. These are temporary NPC gates you have to scan down. These should last longer than normal locations – a week give or take a day. Generally Hi-Sec Smuggler Gates will go to neighbouring Low Sec areas, and Low Sec to Null Sec. They will reliably only connect to bordering zones or regions – so if you search Derelik Low Sec you might find Smuggler gates into Great Wildlands, Curse or Providence. This is one way of bypassing normal Gate bottlenecks. Either you need to pay the pirates operating these gates to pass, or destroy the guards and sentries to pass, or use Hacking or Entosis modules. In addition – these Gates can also be destroyed via DPS. Find a Smuggler Gate into your Null Sec constellation? Drop a small fleet on it and blow it up.

. Introduce a new class of ships somewhere between a Nestor and Orca. These would be Mobile Exploration bases you take with you on long roams. I’m thinking a Ship Maintenance bay of around 150,000m3, a Fleet Hanger of 10,000m3, an Ore hold, no offensive modules aside a couple flights of drones, and remote repair bonuses. Maybe even a bonus to movement under cloak. An Explorer would move around with a small selection of ships they can swap in and out of to run different sites.

. Allow jump clones to be moved in ships and stored in the same locations. Either move them in a new class of ships, or simply have a container they can be stored in and carried as cargo. Allow a much shorter jump clone timer if you swap within the same station. Maybe give the Mobile exploration base above a clone hold and reduction bonuses to the time you have to wait between clone changes.

I expect that should keep my development team busy for a while.

Other posts can be found here.