Topic: Awesome module idea to prevent insanity and BES

So, due to PO being heavily dependent on scouts and feeling sympathy for agents who’s duties include hours on end of audio abuse causing BES (Bleeding ear syndrome) from the sounds that a teleporter produces I set about thinking of a way to make their critically important jobs more comfortable, effective and accountable.


I present :


Module: Alerter

Description:
‘Alerters’ provide a wakeup call to scouts who may rest their weary ears

Item slot : Similar to a geo-scanner, this is a head-slot item which loads up with ‘alerter’ charges

Effective range:
Its effective range is set so that the operator can be at a distance from the teleporter that is still close to it, but not so close that BES ears are an issue. (a skill could determine a longer range for specialised operators )

Fitting & AP consumption:
- basic variants can fit to a regular service bot with minimum skills. 
- Advanced variants will require appropriate skills or higher tierd robots.
- T4 variants will require skills and higher tier bots due to more advanced high quality audio equipment requiring CPU reactor and AP consumption.

Production costs: The duty's of scouts and guards are critical and not to be taken for granted, as such only the highest quality materials are used in crafting these devices.  Since this equipment is highly tuned and active for very long periods of time its manufactured with the utmost care and attention to prevent failier, only given to fully qualified and experienced production managers.

Effect: When A non-squad member, non-corp member of neutral standing or lower exits a nearby teleporter the alerter activates a charge which produces an alarm sound.  This alarm is unique and of an appropriate volume to provide an adequate alert whilst simultaneously shielding the operator from heart-attack.

Advanced variations :

- T2 Variant:
The T2 Variant can be loaded with a more advanced charge type which can determine between a neutral standing agent and a negative standing agent , sounding a different alarm for each.

- T3 Variant
The T3 Variant can be loaded with a more advanced charge type which can determine between a neutral standing agent, a ‘bad’ standing agent and a ‘hostile’ standing agent, sounding an appropriate alarm for each.

- T4 Variant:
The T4 Variant is essentially the same as the T3 variant, however ancient Niani civilisations were masters of communications-electronics and developed the alerter to alert the operator and also send a text message alert to one other agent.

History:
It is believed that the T4 variant was originally developed after military commanders expressed deep concerns that guards may end up in such a heavy slumber (AFK) that they miss an alert!  However, the concern was not expressed so that a commander or other-person can act as a fall back guard, no, the Ancient Niani were more concerned that in the event of an incident log’s can be checked for evidence of incompetence were appropriate disciplinary actions can be taken.

There was also some evidence that the T4 alerter was kept secret to begin with, commanders would stage events to test personnel who have been on duty for extended periods of time.


Vanity options:
To celebrate victories and seasonal events the modern population masterfully manipulated charges to sound a variety of tunes and even launch fireworks! cool

Re: Awesome module idea to prevent insanity and BES

Whilst I can empathise with the scout I do not think this is a good idea. If you want to scout or monitor a location then you should expend at least your attention to this task.

What you propose would allow the corp to setup an alt at each location of interest and monitor it while alt tabbed to another application.

To take this to an extreme you could then setup each of those alts computers with a teamspeak account with the names being something like "Belluchia Teleport alarm" and have voice ativation turned on. When someone you dont like comes through it would make its alert noise that is heard by the microphone and relayed to TS where anyone in the corp could listen in and have real time intelligence on the comings and goings of neutrals across a very wide area.

Seems a bit too easy and low risk for the gains.

Re: Awesome module idea to prevent insanity and BES

Rutarr wrote:

Whilst I can empathise with the scout I do not think this is a good idea. If you want to scout or monitor a location then you should expend at least your attention to this task.

What you propose would allow the corp to setup an alt at each location of interest and monitor it while alt tabbed to another application.

To take this to an extreme you could then setup each of those alts computers with a teamspeak account with the names being something like "Belluchia Teleport alarm" and have voice ativation turned on. When someone you dont like comes through it would make its alert noise that is heard by the microphone and relayed to TS where anyone in the corp could listen in and have real time intelligence on the comings and goings of neutrals across a very wide area.

Seems a bit too easy and low risk for the gains.

This already happens. You dual screen/listen for the teleporter crack, while playing another alt. tongue

4 (edited by Ember 2011-07-11 14:40:11)

Re: Awesome module idea to prevent insanity and BES

Creative solution, but too much of an easy button for people parking arke scout alts on the TP's while they go semi-AFK, and/or tab over to play on a second account.  Not something I'd like to see encouraged.

IMO, scouting gates should either require active monitoring (someone sitting there watching their screen) as the price of safety that advanced warning of attack gives OR if the goal is to enable corps to heighten island security... then eliminating boring mundane tasks and go to the other end of the spectrum.  Completely automate gate watching by allowing corps that own an outpost to set up gate activity messages to the corp chat window, link it to the standings settings.

I will agree that the current situation seems half pregnant.  A loud thundering boom is an audio warning that someone just ported in but your punished for it by having to listen to all the horrible electric static sound that the gate makes.

"You're living in a parallel universe." ~Syndic

5 (edited by Snowman 2011-07-11 15:16:01)

Re: Awesome module idea to prevent insanity and BES

well its something thats already done anyway.. so I dont think that is an issue, so this isnt an 'easy button'

in fact, the parking of an arke.. yea, you could use an arke, but you'd still need to buy/make the module and still need to assign some skill points... so its not easier.. it actually costs something as opposed to a disposale 'nothing' alt.

And the more desirable alerters would probably need to be fit onto bots which require even more skill points...  so no, I carefully made sure that the idea doesnt make it easier, but makes something thats already easy.. into something that has a cost for that ease.

So it gets rid of the annoying humming sound and provides content and an sink for the devs since its an mmo.  and content for vanity shop.  and provides an actual use for alts on an account.

Again, in my description i point out that it wouldnt be just a simple cheap item, it would cost a fair packet so you couldnt just spam everyones alt with them.

Could maybe even just make a specialised bot.. but then that wouldnt give people the opportunity to be creative with fits when roaming.

Remember, scouts arnt needed just for base island defense.

Re: Awesome module idea to prevent insanity and BES

I would much rather like to see teleporting somehow linked to masking level..


Higher masking results in less audio/visual effects when teleporting.

Covert ops mechs or super high masking allows for stealth teleporting without any audio/visual cues..

Re: Awesome module idea to prevent insanity and BES

New modules being added to the game should be 'useful' and not just for convience. As you say, a free solution already exists, with the only negative having to listen to crackle. Making a new module, and an expensive one, just means that only a few people will bother to use it, and there's only a meta-penalty if someone chooses not to use it.

This type of alerting is better suited for POS.

Re: Awesome module idea to prevent insanity and BES

well thats flawed logic isnt it.  vanity items have no 'use' and just for looks.

and if you think that noone would use it, then you've never had to keep an island scouted 24/7

Live on a beta island and your attitude would change very quickly.

Re: Awesome module idea to prevent insanity and BES

Been there, scouted that, but that was when there was a safe zone around the teleporter and you had to have the screen up all the time, because they already jumped in could wander away.

Kids these days have it easy with your background noise alerts. -.-

Re: Awesome module idea to prevent insanity and BES

Snowman wrote:

well thats flawed logic isnt it.  vanity items have no 'use' and just for looks.

and if you think that noone would use it, then you've never had to keep an island scouted 24/7

Live on a beta island and your attitude would change very quickly.

I love how CIR, the biggest corp in Perpetuum, is proposing an idea to make their complete dominance of a beta island that much easier...

Quit your *** and drop a few people off the strip miner train for scouting. Should be easy enough.

Re: Awesome module idea to prevent insanity and BES

While we're at it, why not add Local Island chat to the game? roll This smells like BACON (program run in the background in EVE that alerted you when someone jumped into your system, which was exploitable in so many ways by farmers.) No, this module/system is not worth development time.

Part of living on beta is that you should never be 100% secure, especially just because you spent NIC. If you make it so NIC ensures safety, you're going to end up with 3 things. 1) More people running the triangle of inflation on alphas. 2) Less pvp. 3) More people leaving the game because if you can't fight intrustion event-sized battles, you don't get pvp.

You shouldn't even be able to put arkhe scouts on the gate long term imo. The ability to be even more warned is not something this game needs when it takes 10 minutes to get to a possible target. I'd even support having no sound effects when you jump on beta; the only way you'd figure out that your scout is dead is by noticing its in the station if you aren't actually watching its demise.

12

Re: Awesome module idea to prevent insanity and BES

It would be much more interesting to have the exact opposite: you use up a module slot to gain the ability to activate the teleports silently so that the guard in the watch tower actually needs to watch.

Avatar Creations have a lot to learn about economy
-- Snowman

Re: Awesome module idea to prevent insanity and BES

Guns nButter wrote:
Snowman wrote:

well thats flawed logic isnt it.  vanity items have no 'use' and just for looks.

and if you think that noone would use it, then you've never had to keep an island scouted 24/7

Live on a beta island and your attitude would change very quickly.

I love how CIR, the biggest corp in Perpetuum, is proposing an idea to make their complete dominance of a beta island that much easier...

Quit your *** and drop a few people off the strip miner train for scouting. Should be easy enough.

Let's see here. Currently we have 4 scouts on all teleports pretty much 24/7, except when we dont ^^. These scouts are in Arkhes and are worthless to kill. Scouting is a thankless job and the BES is actually quite severe, trust me you will know once(if) you actually have anything to scout.

This change would introduce risk in the form of a mod. Killing the scouts now actually hurts us and suddenly gatescout becomes a mini profession in game, giving more diversity.

I also like Pak's suggestion, maybe we can incorporate it to make a complete scout/counterscount package?

At the end of the day it doesn't phase us either way. Just don't cry about BES when it affects you. But yeah making you not go deaf is wanting it easy street....sheesh.

This is my blob. There are many like it, but this one is mine.

14 (edited by Gaulois 2011-07-16 02:50:38)

Re: Awesome module idea to prevent insanity and BES

The op's suggestion is called a "Probe" and it will be implemented this summer.

It's already planned.

My blog about MMO design:
http://mmockery.wordpress.com/

Re: Awesome module idea to prevent insanity and BES

Gaulois wrote:

The op's suggestion is called a "Probe" and it will be implemented this summer.

It's already planned.

Must not troll about batphone big_smile

Kidding aside, great to hear. smile

This is my blob. There are many like it, but this one is mine.