<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: &#8220;Beacons, beacons, beacons, beacons, beacons, mushroom, MUSHROOM!!!&#8221;</title>
	<atom:link href="http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/</link>
	<description></description>
	<lastBuildDate>Fri, 12 Mar 2010 14:28:12 -0500</lastBuildDate>
	
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-917</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Wed, 01 Jul 2009 13:53:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-917</guid>
		<description>I had not thought about a &#039;throttle&#039; for their traveling speed.  What a wonderful idea!!!! </description>
		<content:encoded><![CDATA[<p>I had not thought about a &#039;throttle&#039; for their traveling speed.  What a wonderful idea!!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Achernar</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-916</link>
		<dc:creator>Achernar</dc:creator>
		<pubDate>Wed, 01 Jul 2009 13:28:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-916</guid>
		<description>My comment yesterday seems to have been lost in a warp storm so here it is again: awesome, I am glad somebody else had the same idea! You have put a lot of thought in the system that would replace the gates, with the core concepts of beacons and ghost beacons. Regarding traps and ways to attack ships, I would add something more: let players choose their speed between two systems. And the faster they choose to be, the bigger the signal they send in space to potential hostiles. You have my vote! </description>
		<content:encoded><![CDATA[<p>My comment yesterday seems to have been lost in a warp storm so here it is again: awesome, I am glad somebody else had the same idea! You have put a lot of thought in the system that would replace the gates, with the core concepts of beacons and ghost beacons. Regarding traps and ways to attack ships, I would add something more: let players choose their speed between two systems. And the faster they choose to be, the bigger the signal they send in space to potential hostiles. You have my vote!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-915</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Wed, 01 Jul 2009 13:13:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-915</guid>
		<description>No worries.  Yeah, it&#039;s a large concept, just thought I would explore the idea. Thought experiments FTW!!! </description>
		<content:encoded><![CDATA[<p>No worries.  Yeah, it&#039;s a large concept, just thought I would explore the idea. Thought experiments FTW!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chaintrap</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-914</link>
		<dc:creator>Chaintrap</dc:creator>
		<pubDate>Wed, 01 Jul 2009 12:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-914</guid>
		<description>Indeed! Just have difficulty wrapping my n00brain around the idea of no stargates! No value judgement was intended.  
:0) </description>
		<content:encoded><![CDATA[<p>Indeed! Just have difficulty wrapping my n00brain around the idea of no stargates! No value judgement was intended.<br />
:0)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: EVE&#039;s WeekendWarrior</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-913</link>
		<dc:creator>EVE&#039;s WeekendWarrior</dc:creator>
		<pubDate>Wed, 01 Jul 2009 11:56:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-913</guid>
		<description>Your idea gave me another idea.  Maybe sometime during the warp, if you pay attention to space or the overview, it is possible to identify if you are warping to a ghost beacon and quickly call for an emergency stop. 
 
If this was used, the dropping out of warp at 0-10km would seem reasonable as you would have to pay attention to avoid being lured into that beacon! </description>
		<content:encoded><![CDATA[<p>Your idea gave me another idea.  Maybe sometime during the warp, if you pay attention to space or the overview, it is possible to identify if you are warping to a ghost beacon and quickly call for an emergency stop. </p>
<p>If this was used, the dropping out of warp at 0-10km would seem reasonable as you would have to pay attention to avoid being lured into that beacon!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-912</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Wed, 01 Jul 2009 11:54:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-912</guid>
		<description>Hehehe, a big idea.  Well, uhm, yeah.  Why not?  The topic for this blog banter was supposed to be what we wanted to remove from game.  There was nothing that said that it had to be something &#039;small&#039;.  
 
:P 
 
 </description>
		<content:encoded><![CDATA[<p>Hehehe, a big idea.  Well, uhm, yeah.  Why not?  The topic for this blog banter was supposed to be what we wanted to remove from game.  There was nothing that said that it had to be something &#039;small&#039;.<br />
  <img src='http://www.eve-druid.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chaintrap</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-911</link>
		<dc:creator>Chaintrap</dc:creator>
		<pubDate>Wed, 01 Jul 2009 09:28:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-911</guid>
		<description>As has been pointed out, that&#039;s a big idea. I&#039;m way too new to comment on the full ramifications of the idea.  
 
But, the ghost beacon idea, I love. I wonder, could you implement such a thing even under the current stargate system? A module... or deployable device (that does stuff!), which fritzes the nav computer of passing ships dropping them out of warp if they pass it. You could set it 100km from a gate, and mess with passing traffic, allowing the easier engagement of war targets and the like. Make it short duration, or cap intensive or something to stop it being used for griefing, but if you have intel that a target is warping towards you, activate it, and then get your tacklers onto the ship straight away. i think, tho, it might better if it only worked on frigates and larger (save pods and shuttles from instakill). </description>
		<content:encoded><![CDATA[<p>As has been pointed out, that&#039;s a big idea. I&#039;m way too new to comment on the full ramifications of the idea.  </p>
<p>But, the ghost beacon idea, I love. I wonder, could you implement such a thing even under the current stargate system? A module&#8230; or deployable device (that does stuff!), which fritzes the nav computer of passing ships dropping them out of warp if they pass it. You could set it 100km from a gate, and mess with passing traffic, allowing the easier engagement of war targets and the like. Make it short duration, or cap intensive or something to stop it being used for griefing, but if you have intel that a target is warping towards you, activate it, and then get your tacklers onto the ship straight away. i think, tho, it might better if it only worked on frigates and larger (save pods and shuttles from instakill).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Selina</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-910</link>
		<dc:creator>Selina</dc:creator>
		<pubDate>Tue, 30 Jun 2009 22:13:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-910</guid>
		<description>Although this does sound like an absolutely awesome idea, I can be 99.8% sure it will never happen. Why? Because as others touched on, too much of the game play as is, is based around the travel between stargates. To get rid of them and transform travel into what you&#039;ve described would almost be creating an entirely different game. 
 
Also, although taking away the stargates might reduce lag in one form, your creating lag in another form with thousands of ships traveling on their own determined vectors between solar systems. And currently, the system works with hand offs on the client side as gate activates, screen flickers, screen processes new system, ships appear. (or something like that). What I&#039;m understanding your suggesting is fluid handoffs between systems? Changing from one system to the next without any noticeable transfer? If not, how else would you notice the changing of beacon to beacon or when your ship&#039;s computer locked onto one of these ghost beacons? Plus, no more 30 second cloak to get your bearings and immediate threats? As for piracy, pirates would HAVE to have the skills to deploy a ghost beacon otherwise they would be forced to congregate in known systems just to have their PVP fun. No more shooting carebears because they&#039;d just pass your system by since you can&#039;t deploy a ghost beacon. Unless of course it&#039;s a poor newbie who doesn&#039;t have the skill to navigate past that dangerous system. And all this is just the beginning of the problems I honestly foresee with trying to make such a change. 
 
Again, the idea really does sound awesome and I think I personally would enjoy playing a game styled after what you&#039;ve described. However, I just think it&#039;s too far out there to be a feasible possibility for Eve. </description>
		<content:encoded><![CDATA[<p>Although this does sound like an absolutely awesome idea, I can be 99.8% sure it will never happen. Why? Because as others touched on, too much of the game play as is, is based around the travel between stargates. To get rid of them and transform travel into what you&#039;ve described would almost be creating an entirely different game. </p>
<p>Also, although taking away the stargates might reduce lag in one form, your creating lag in another form with thousands of ships traveling on their own determined vectors between solar systems. And currently, the system works with hand offs on the client side as gate activates, screen flickers, screen processes new system, ships appear. (or something like that). What I&#039;m understanding your suggesting is fluid handoffs between systems? Changing from one system to the next without any noticeable transfer? If not, how else would you notice the changing of beacon to beacon or when your ship&#039;s computer locked onto one of these ghost beacons? Plus, no more 30 second cloak to get your bearings and immediate threats? As for piracy, pirates would HAVE to have the skills to deploy a ghost beacon otherwise they would be forced to congregate in known systems just to have their PVP fun. No more shooting carebears because they&#039;d just pass your system by since you can&#039;t deploy a ghost beacon. Unless of course it&#039;s a poor newbie who doesn&#039;t have the skill to navigate past that dangerous system. And all this is just the beginning of the problems I honestly foresee with trying to make such a change. </p>
<p>Again, the idea really does sound awesome and I think I personally would enjoy playing a game styled after what you&#039;ve described. However, I just think it&#039;s too far out there to be a feasible possibility for Eve.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Achernar</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-909</link>
		<dc:creator>Achernar</dc:creator>
		<pubDate>Tue, 30 Jun 2009 21:09:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-909</guid>
		<description>Awesome, somebody else proposed to remove the gates. (Hey, great capsuleers think alike!) Your ghost beacon concept is pretty interesting to toy with and I would be glad to test one day the system you describe. You have my vote! </description>
		<content:encoded><![CDATA[<p>Awesome, somebody else proposed to remove the gates. (Hey, great capsuleers think alike!) Your ghost beacon concept is pretty interesting to toy with and I would be glad to test one day the system you describe. You have my vote!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-908</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Tue, 30 Jun 2009 19:51:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-908</guid>
		<description>Well, this only changes the task from gate camping to beacon camping.  Granted, there is only one beacon, but it could be adapted. </description>
		<content:encoded><![CDATA[<p>Well, this only changes the task from gate camping to beacon camping.  Granted, there is only one beacon, but it could be adapted.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Manasi</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-907</link>
		<dc:creator>Manasi</dc:creator>
		<pubDate>Tue, 30 Jun 2009 18:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-907</guid>
		<description>hmm initially I hated the idea.  I LIKE gate camping...call me weird...I do not mind.  That kind of warfare could be tweaked....the problem is how to exactly implement it...I would suggest one departure...have smaller ships capable of moving FARTHER and the larger the ship the less far it could go.  in the sailing days a 90 gun galleon could be out run but not outshot....in this way a large fleet could move as a fleet and the &#039;newbs&#039; wouldn&#039;t be the cause. </description>
		<content:encoded><![CDATA[<p>hmm initially I hated the idea.  I LIKE gate camping&#8230;call me weird&#8230;I do not mind.  That kind of warfare could be tweaked&#8230;.the problem is how to exactly implement it&#8230;I would suggest one departure&#8230;have smaller ships capable of moving FARTHER and the larger the ship the less far it could go.  in the sailing days a 90 gun galleon could be out run but not outshot&#8230;.in this way a large fleet could move as a fleet and the &#039;newbs&#039; wouldn&#039;t be the cause.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-906</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Tue, 30 Jun 2009 13:14:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-906</guid>
		<description>There is an old saying, &quot;A fleet is only as fast as the slowest ship.&quot;  and that would apply here.  I like the idea of the FC&#039;s skills being applied to an entire fleet&#039;s abilites along with the other boosts that are already there.  I would think that an FC&#039;s skills could be applied to the entire fleet, just as a CEO&#039;s skills are applied to a corp for membership levels, etc... 
 
This would provide for more motivation to train those leadership skills.  :P 
 
I was debating on proposing a specialized ship, but it would make sense. I had also thought about adding a new skill, Beacon Deployement, under the Corporation skills.  To use a Ghost Beacon, you would have to have Beacon Deployment trained to level VI and Cyno at level V.  Kind of makes sense if you think about it as a Cyno is already a navigational beacon for Jump Drives. 
 
 </description>
		<content:encoded><![CDATA[<p>There is an old saying, &quot;A fleet is only as fast as the slowest ship.&quot;  and that would apply here.  I like the idea of the FC&#039;s skills being applied to an entire fleet&#039;s abilites along with the other boosts that are already there.  I would think that an FC&#039;s skills could be applied to the entire fleet, just as a CEO&#039;s skills are applied to a corp for membership levels, etc&#8230; </p>
<p>This would provide for more motivation to train those leadership skills.  <img src='http://www.eve-druid.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  </p>
<p>I was debating on proposing a specialized ship, but it would make sense. I had also thought about adding a new skill, Beacon Deployement, under the Corporation skills.  To use a Ghost Beacon, you would have to have Beacon Deployment trained to level VI and Cyno at level V.  Kind of makes sense if you think about it as a Cyno is already a navigational beacon for Jump Drives.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mynxee</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-905</link>
		<dc:creator>Mynxee</dc:creator>
		<pubDate>Tue, 30 Jun 2009 12:36:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-905</guid>
		<description>This is an intriguing idea, wow, just pondering the effects this would have on gameplay is mind-boggling, really. If skills affect how far  you can navigate, then fleets would be affected as they could only go as far as the least skilled person--unless the jump range was determined by the FC&#039;s skills. As for deploying ghost beacons, maybe a specialized new ship type could be introduced (similar to interdictors) that were the only ones that could employ a ghost beacon...and of course, there would need to be special skills trained to fly it and use the module. </description>
		<content:encoded><![CDATA[<p>This is an intriguing idea, wow, just pondering the effects this would have on gameplay is mind-boggling, really. If skills affect how far  you can navigate, then fleets would be affected as they could only go as far as the least skilled person&#8211;unless the jump range was determined by the FC&#039;s skills. As for deploying ghost beacons, maybe a specialized new ship type could be introduced (similar to interdictors) that were the only ones that could employ a ghost beacon&#8230;and of course, there would need to be special skills trained to fly it and use the module.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-904</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Tue, 30 Jun 2009 12:08:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-904</guid>
		<description>Yeah, I toyed with that idea a bit.  Given the speed of warp travel, perhaps something even further out, say 2 au.  If you called for an emergency stop, you would drop out of warp say 50 km.  It takes some time to slow down and stop when you are moving that fast. </description>
		<content:encoded><![CDATA[<p>Yeah, I toyed with that idea a bit.  Given the speed of warp travel, perhaps something even further out, say 2 au.  If you called for an emergency stop, you would drop out of warp say 50 km.  It takes some time to slow down and stop when you are moving that fast.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Galen</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-903</link>
		<dc:creator>Galen</dc:creator>
		<pubDate>Tue, 30 Jun 2009 12:05:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-903</guid>
		<description>Ghost beacons would have to be restricted to only be able to run one of those modules in a system at a time.  That would help it a bit. 
 
As for protecting 0.0 space, I would disagree.  In essence, there would only one way in a system, the beacon.  It would create a choke point in each system, however, escape would be a tad easier and you could simply just warp out. </description>
		<content:encoded><![CDATA[<p>Ghost beacons would have to be restricted to only be able to run one of those modules in a system at a time.  That would help it a bit. </p>
<p>As for protecting 0.0 space, I would disagree.  In essence, there would only one way in a system, the beacon.  It would create a choke point in each system, however, escape would be a tad easier and you could simply just warp out.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kirith Kodachi</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-902</link>
		<dc:creator>Kirith Kodachi</dc:creator>
		<pubDate>Tue, 30 Jun 2009 11:54:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-902</guid>
		<description>Wow, you decided to go really big! 
 
I think too much of the game is based around stargates to remove them even with your additions. Protecting space in 0.0 would become very hard without stargates choke points. And ghost beacons sound like they could be problematic when used in large numbers. </description>
		<content:encoded><![CDATA[<p>Wow, you decided to go really big! </p>
<p>I think too much of the game is based around stargates to remove them even with your additions. Protecting space in 0.0 would become very hard without stargates choke points. And ghost beacons sound like they could be problematic when used in large numbers.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: EVE&#039;s WeekendWarrior</title>
		<link>http://www.eve-druid.com/beacons-beacons-beacons-beacons-beacons-mushroom-mushroom/comment-page-1/#comment-901</link>
		<dc:creator>EVE&#039;s WeekendWarrior</dc:creator>
		<pubDate>Tue, 30 Jun 2009 11:44:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.eve-druid.com/?p=3388#comment-901</guid>
		<description>Wow this is such an ingenious idea! 
 
One suggestion might I make is that when you drop out of warp from a ghost beacon, you should be like a bit farther away, anywhere from 50 to 75 kilometers.  That would make things require a group effort in low sec as you can&#039;t setup bubbles. 
 
Great post man, really think this idea can be refined as it can improve many many parts of gameplay! </description>
		<content:encoded><![CDATA[<p>Wow this is such an ingenious idea! </p>
<p>One suggestion might I make is that when you drop out of warp from a ghost beacon, you should be like a bit farther away, anywhere from 50 to 75 kilometers.  That would make things require a group effort in low sec as you can&#039;t setup bubbles. </p>
<p>Great post man, really think this idea can be refined as it can improve many many parts of gameplay!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
