The possibility of AvA in EVE.

Posted on May 25, 2008
Filed Under EVE Online, Games

Concept art of an Amarr of the Khanid faction1. Squad Based, Objective Based.

Much like current games like the Battlefield series and Team Fortress 2, combat in Ambulation should be based around military objectives. Taking a station, capturing a capital ship or titan could be much like the assault game mode in Unreal Tounrament. The objectives would of course be set by the players themselves. You could board a station with a bunch of guys and just blow stuff up randomly but don’t expect to be successful.

Teams could be tasked with specific objectives which would influence the tide of battle in a variety of ways: Taking and holding the station’s Cloning Facility and hacking into it to allow your troops to respawn in the station rather than having to run the gauntlet of the space battle once more, or capturing the Docks which would allow your boarding craft to land more frequently and without having to punch through the hull, you could even land a specialised cloning shuttle which would negate the need to capture to Cloning facility at all. There would obviously be other benefits gained through the capture of the various station facilities.

The level of organisation allowed by the fleet system could easily be scaled to an AvA situation, allowing for a well defined chain of command and tactical feel to the whole experience.A squad system similar to that used in Battlefield, where lowly squad membrs can only communicate with members of their own squad, squad leaders with other squad leaders, and so on up the chain of command is the obvious way to manage your troops. This cuts down on confusing cross-chatter and prevents squads and their leaders getting their orders confused with those of other squads.

2. External Events Influence Mission Conditions.

This one will be trickier to implement. The size of your boarding party should be affected by the number of boarding shuttles which make it to the objective through the fleet battle raging in the space around it.

Conditions on board the target station or ship will also be influenced by how much damage it has taken, a relatively undamaged target will be quite pristine and undamaged inside, like the blockade runner in Star Wars: A New Hope, all nice and shiny, ready to have scorch marks applied.

A more heavily damaged station will reflect that damage inside, some areas may be inaccessible due to being open to space (unless equipped with spacesuits of course), the lights or gravity may not be working, and a planned route may not be available due to collapsed ceilings etc.

Other considerations such as supply lines and available resources will also affect how a borading action will play out, but more on that later.

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Comments

14 Responses to “The possibility of AvA in EVE.”

  1. CrazyKinux's Musing: EVE Online Speedlinking for May 26th, 2008 | An EVE Online blog on May 27th, 2008 4:52 am

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  3. no imageHurricane (Who am I?) on May 29th, 2008 11:26 pm

    Some interesting ideas. I like the combat by cloning attrition concept which would actually fit into the Eve Ethos rather well.

    However; I am not convinced the CCP has the technical ability to allow this level of sophistication to their combat system.

    CCP has had long problems with lag issues that is a hallmark of their fleet to fleet combat. Adding in base combat on top of large fleet combat will make the already laggy combat grind to a halt.

    Also; Eve has never been an action oriented game. CCP like to describe their game as a Strategy Sim. If they do decide to make Avatar combat a reality they will prolly make it some sort of RTS based system. I for one would be upset that avatar combat would be a third or first person shooting when space combat is not a direct flight control system. Alot of people have been clamoring for direct piloting of ships so I doubt the CCP would allow direct manipulation of Avatars in combat.

    More than likely I would imaging avatar combat in bases to be like a RTS; certain players will have corp designation as combat leaders. combat will run in RTS syle with the base layout being the map. Cloning vats and command structures will be the buildings that will either be built or taken over on the base to maintain . It will be zone base control combat. With opposing sides having to take control and defend important base centers. The final obective would would be something like the control command structure or primary generator or some other combination of areas.

    Nice ideas though; but I highly doubt that is the dirtection CCP is going to go with this.

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  4. no imagemandrill (Who am I?) on May 30th, 2008 9:01 am

    Hurricane,

    The RTS angle hadn’t occurred to me and is worth some further consideration. The way I see it, fleet combat in EVE is already an RTS of sorts for those in command. With the added wrinkle that instead of issuing orders to AI troops, those under your command can choose to ignore your orders or make mistakes. I think this element of large scale warfare is essential to making the experience of large fleet battles in EVE something very special.

    My vision of assault actions in EVE is one which is akin to Planetside, where the troops you are commanding are real people who can make their own decisions and mistakes.

    Assault actions should not simply be a few commanders pointing and clicking their way to victory but should involve every member of a corp or alliance. This level of personal involvement, the feeling of achievement it gives, and the camaraderie it engenders are all things which I think would benefit the game and the community immensely.

    On the technical side, third/first person combat in EVE could easily be hosted on separate servers which are only running for the duration of the action but which have a persistent effect on the wider EVE universe. EVE is at the cutting edge of MMO server technology and as such there are going to be problems, and not being an expert I wouldn’t presume to tell CCP how to make the game work. The people they have working on the various issues they have with lag and such are some of the best in the world and I’m sure they don’t need a layman telling them what they’re doing wrong.

    This is my vision of how Ambulation may pan out, CCP may do something completely different from both our ideas, only time will tell.

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  5. UC2 on June 8th, 2008 8:24 am

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  6. EVE Online | EVE Insider | Forums on July 22nd, 2008 5:25 pm

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  7. no imageHyperforce99 (Who am I?) on July 22nd, 2008 7:37 pm

    Actually in several backstories and chronicles (also featured in one of the stories in an EON magazine

    (where some guys pathways get scrambled during a bad resurection and he’s forced to live a ‘normal life’ for the rest of his life… until they manage to undo the mistake and a friend shoots him in the head to ‘force’ him to resurrect.)

    Thus, people with pod implants can be brought back if they are killed outside of they’re pod.

    It might have some side effects as death in a pod is generally much quicker than if you were to say… bleed to death by the hypothetical teaspoon scenario

    How this works exactly I don’t know, but i’ve never seen any writing saying its NOT possible to be resurrected if your not in a pod, and several pieces of official writing say that it is possbible.

    On the backstory about PODS it says that the BRAIN FLASHING technology is used in pods (more specificly POD IMPLANTS in conjunction with PODS) because usuage in normal vehicles like cars could cause someone to be flashed TO EARLY when he might not die (but flashing kills the user anyway :S), Or the system could flash him to late causing him to experience his death after the resurrection and thus have a very traumatic experience engraved in his memory.

    The reason Pods use the technologie is because if the hull of a pod is breached theres 0% chance the pilot will survive the ordeal, and thus flashing a mind would be perfect at that time. 0% chance of survival, but not yet dead.

    I hope that made sense.

    Thus, your conclusion that one can only resurrect if one is killed in a pod is false.

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  8. no imagemandrill (Who am I?) on July 22nd, 2008 8:28 pm

    Thanks hyperforce, I’m still reading through the chronicles (I’d much rather there was a dead tree collection of them) and so welcome any correction of details I might get wrong. Your correction also neatly removes what I thought was a barrier to third person action combat in EVE :)

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  9. Ushatuhkwa on July 22nd, 2008 10:42 pm

    Something to keep in mind, would be the infinitely cheap value of human life in eve. Look at the price of commodities in the market, then look at the chronicles and the starting character atributes. 10,000 isk is enough to send someone through your capsuleer academy of choice, get trained, and graduate with 8,000 isk balance in your wallet.

    As I posted on the Eve-O forums earlier,

    “Let’s say we come to the day where there are 5 million people on the server.

    5 million capsuleers

    Each inhabited planet in Eve has over 500 million people, and there are over 5,000 solar systems that are inhabited. Let’s go with High capsuleer numbers, to low population. So let’s assume only one planet on each solar system is sparesly populated.

    You have then, say five million capsuleers, for a population of 2,500,000,000,000 (that’s 2.5 trillion people inhabiting the eve cluster) - so that would make for 0.00019999999999999998% of the population being capsuleers.

    To put this in perspective, the 8,000 isk you started as a newbie was the remainder of a 10,000 isk family fortune inheritance that was enough to put you through school, and get you a basic frigate.

    To say that capsuleers are Gods among men would be an understatement. We can buy and sell scores of mercenaries with the equivalent price of two capacitor boosters. Why in the world would we stoop so low to want to carry a gun and go shooting people in the face? The poorest of us can make any station manager tremble in fear of making us unhappy and having to report to his superiors that a capsuleer was unhappy with his service.

    Even low-sec stations would consider being visited by a capsuleer enough to kick everyone out of the bar and put more security than God around to make sure that their capsuleer doesn’t get their boots dirty. On the off chance that you decided to tip them 3,000 isk.”

    1 million isk would be more than enough to set a “commoner” up for life, ensure that all his debts are paid, make sure he can get a swell pad planetside, servants for three generations, and all his children living comfortably for a couple generations.

    With that in mind, why the hell would we, as pod pilots, even bother assaulting a station, when we can just send several hundred mercenary units in for the price of one the “cheap” clones that you speak about.

    I think this is part of the reason for the current mechanics of station capture, and one of the biggest barriers to FPS or AvA style combat in eve. Not just the mechanics of “how”, but the justifications of “Why”.

    The resources we command, as capsuleers, are so far beyond the understanding of the “common man” - that you could probably recruit several willing armies for the cost of a cruiser.

    As such, the idea of the pod pilot as a “grunt” in any capacity in terms of ground-warfare is laughable.

  10. Brian on August 13th, 2008 3:57 am

    Good thoughts it sounds good but I have one thing that is a problem. Ok think about this, eve is a *spaceship* game NOT a battlefield game. You just simply can’t combine these styles of gameplay it would never work. Simply because after this only half the people will want to fly and the other half stay in ambulation and fight in this way. Now I can understand maybe bar fights and fist fights with another play or two but not what you are talking about it would well quite frankly ruin EVE. So I would never ever ever want this in eve sorry. =(

  11. Anonymous on August 17th, 2008 5:09 am

    As someone said pod pilots are immensely rich compared to normal humans. I think an additional aspect to EVE and the station environments could be the ability to recruit and train armies. If these armies could then be fielded in battle it would be much more realistic.

    Also if station population became a factor for raising these armies it would add a whole new dynamic to the game, and add mechanics necessary for planetary interaction. Station managers in 0.0 would have to seed their stations with settlers and give them time to mature in order for them to be able to recruit armies from the stations. With an over abundance of people in empire space station populations would not be a huge issue, and in some cases pod pilots would be able to recruit from nearby planets.

    Army units could be handled similar to Blue prints are now. With the ability to train the unit to make it more effective, or to arm the unit with more advanced technology.

    I think that overall station invasions should be much cheaper then traditional planetary bombardments. The scope and size of station invasions should be upped to be a lot larger then squad based combat. If anything squads would be the smallest possible unit of control. Your strategy would revolve more around sending which armies where. Whether they need to take the power structures, docking areas, suppress the local population, eliminate military resistance, or weaken the stations shields in preparation for a traditional military environment.

    The possibilities are endless, but they will be very limited as game designers since they will be starting off with programing that is not designed for this type of fighting.

  12. EVE Centrala Polska on August 29th, 2008 4:56 pm

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  13. WiS Preview - Pagina 2 - MMORPGITALIA FORUM on October 6th, 2008 7:43 am

    Kramer auto Pingback[...] (AvA Combat in Ambulation | I am Keith Neilson) The possibility of AvA in EVE. CrazyKinux, in a recent posting, takes a shot a guessing how Avatar versus Avatar (AvA) combat will look and feel in EVE Online. I’ve given this some thought and would like to add my two bits. Well, more like 12 but who’s counting? First Some Background. With Ambulation on the horizon, the addition of walking, talking human shaped avatars to EVE Online is one which promises to change the game dramatically for those that decide to use it (it will be optional.) My wife for one doesn’t want to use it, which is a bit odd as the main reason that CCP have decided to do this is because they’ve found that women relate better to a humanoid avatar than they do to a ship. Initially, Ambulation will a combat free part of EVE, allowing players to walk around stations and deepen the social interactions with each other by meeting up in bars (run by players), buying clothes and other accessories (made by players) and actually having a Corp Office they can sit in and plot galactic domination from. The developers have decide to leave combat out of Ambulation to begin with because of something they call ‘the teaspoon effect’. This is basically a hypothetical scenario where the leader of one of the player alliances is killed in a station by an assassin stabbing him in the eye with a teaspoon. The way things currently work in EVE, the cloning system (by which players are resurrected with their skills and such intact) only works when a character is in their Pod. Killing a character outside of their pod would result in permanent death, something which CCP will have to find a workaround for if AvA combat is to become a reality. In the future I fully expect AvA combat to become and integral part of the EVE experience and here’s some ideas for what it might be like. __________________ Scusa non so chi sei. Mi spiace con te non parlo. [...]

  14. EVE Blog Banter #1 - Going For A Stroll Through EVE | I am Keith Neilson on October 29th, 2008 11:01 am

    [...] pounding it from space is worth mentioning. I go into more detail regarding this subject in a previous post. Lets just take it as read that I predict that one day (Soon™) this sort of visceral and fast [...]

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