EVE Online

EVE Online

Single-Player EVE Offline Concept:
1. Core Features:

Exploration: A vast, yet curated universe with diverse space environments (nebulae, asteroid fields) and hidden sites for lore discovery.
Trading & Economy: An AI-driven economy with NPCs as traders and pirates, featuring dynamic market trends influenced by in-game events.
Combat: Strategic ship-to-ship battles with adaptive AI enemies and varied difficulty levels. Include arena-style PvP zones against AI opponents.

2. Gameplay Mechanics:

Ship Customization: Allow players to upgrade ships using in-game currency earned through missions or trading, with a streamlined fitting process.
Missions & Objectives: A narrative-driven experience with story missions guiding the player's journey, plus optional missions for economy and combat challenges.
Character Progression: A skill system where XP earned from activities unlocks new ships, modules, and opportunities.

3. Technical Considerations:

Graphics: Maintain EVE's visual quality with adjustable settings for diverse hardware.
User Interface: Simplify and make intuitive, with contextual menus and tooltips to aid new players.

4. Monetization Strategy:

One-time purchase model with optional DLCs for additional content.
Cosmetic microtransactions available but gameplay-affecting items excluded.

5. Marketing Approach:

Target both EVE veterans and newcomers with trailers showcasing epic battles, customization, and immersive universe.
Offer a free demo to attract potential players.

6. Additional Features:

Modding Support: Encourage community content creation for missions, ships, and events.
Dynamic Events: In-game occurrences like resource shortages or pirate attacks affecting the economy.
Playtesting: Ensure accessibility and depth through iterative feedback sessions.

7. Conclusion:

"EVE - Offline" offers a rich single-player experience capturing EVE's essence with exploration, trading, combat, and customization. By focusing on core elements and enhancing them with narrative and AI-driven systems, the game promises an engaging journey for both new players and EVE enthusiasts.
< >
Showing 1-15 of 26 comments
Mio Rin Jan 30 @ 2:28am 
So, basically Eve Online as is, but without the other players.
I wouldn't mind that. :machine_lifeform:
EfBee Jan 30 @ 4:47am 
Originally posted by Metroid:
1. Core Features:

Exploration: A vast, yet curated universe with diverse space environments (nebulae, asteroid fields) and hidden sites for lore discovery.
Trading & Economy: An AI-driven economy with NPCs as traders and pirates, featuring dynamic market trends influenced by in-game events.
Combat: Strategic ship-to-ship battles with adaptive AI enemies and varied difficulty levels. Include arena-style PvP zones against AI opponents.

2. Gameplay Mechanics:

Ship Customization: Allow players to upgrade ships using in-game currency earned through missions or trading, with a streamlined fitting process.
Missions & Objectives: A narrative-driven experience with story missions guiding the player's journey, plus optional missions for economy and combat challenges.
Character Progression: A skill system where XP earned from activities unlocks new ships, modules, and opportunities.

3. Technical Considerations:

Graphics: Maintain EVE's visual quality with adjustable settings for diverse hardware.
User Interface: Simplify and make intuitive, with contextual menus and tooltips to aid new players.

4. Monetization Strategy:

One-time purchase model with optional DLCs for additional content.
Cosmetic microtransactions available but gameplay-affecting items excluded.

5. Marketing Approach:

Target both EVE veterans and newcomers with trailers showcasing epic battles, customization, and immersive universe.
Offer a free demo to attract potential players.

6. Additional Features:

Modding Support: Encourage community content creation for missions, ships, and events.
Dynamic Events: In-game occurrences like resource shortages or pirate attacks affecting the economy.
Playtesting: Ensure accessibility and depth through iterative feedback sessions.

7. Conclusion:

"EVE - Offline" offers a rich single-player experience capturing EVE's essence with exploration, trading, combat, and customization. By focusing on core elements and enhancing them with narrative and AI-driven systems, the game promises an engaging journey for both new players and EVE enthusiasts.

Already exists: Astrox Imperium.
Last edited by EfBee; Jan 30 @ 4:48am
Kodokuro Jan 30 @ 12:00pm 
The game already has a very small, but healty, player base. Why would you think fracturing it even more would be a ggod idea?
Metroid Jan 30 @ 11:26pm 
Originally posted by Kodokuro:
The game already has a very small, but healty, player base. Why would you think fracturing it even more would be a ggod idea?

Creating a single-player version of EVE Online could indeed have both positive and negative impacts on its player base. On one hand, it could attract new players who prefer standalone experiences and broaden the game's appeal. On the other hand, there is a risk that some existing players might feel neglected when other players choose to leave the MMO version for the single-player experience.

To mitigate these risks, careful planning would be essential:

Ensure that both versions are marketed in a way that highlights their unique aspects without putting them against each other. Emphasize that they offer different experiences within the same universe, appealing to different preferences.

Engage with the existing player base throughout the development process to understand their concerns and preferences. This could help in making informed decisions that respect the interests of all players not just the PvP players.

While there are valid concerns about fracturing the existing player base, creating a single-player version of EVE Online could be beneficial if executed thoughtfully. It has the potential to attract new players and provide current fans with more options, enriching the EVE universe as a whole.
This is written by ChatGPT and for the life of me I can't work out why someone would waste their time putting just the worst ideas in the world through an LLM but hey everyone needs a hobby.
Kodokuro Jan 31 @ 3:22pm 
Originally posted by Metroid:
Originally posted by Kodokuro:
The game already has a very small, but healty, player base. Why would you think fracturing it even more would be a ggod idea?

Creating a single-player version of EVE Online could indeed have both positive and negative impacts on its player base. On one hand, it could attract new players who prefer standalone experiences and broaden the game's appeal. On the other hand, there is a risk that some existing players might feel neglected when other players choose to leave the MMO version for the single-player experience.

To mitigate these risks, careful planning would be essential:

Ensure that both versions are marketed in a way that highlights their unique aspects without putting them against each other. Emphasize that they offer different experiences within the same universe, appealing to different preferences.

Engage with the existing player base throughout the development process to understand their concerns and preferences. This could help in making informed decisions that respect the interests of all players not just the PvP players.

While there are valid concerns about fracturing the existing player base, creating a single-player version of EVE Online could be beneficial if executed thoughtfully. It has the potential to attract new players and provide current fans with more options, enriching the EVE universe as a whole.

You dont understand how eve works. literaly every activity gains value by the necesity of interaction with other players trough the markets. NOBODY completes the whole production process of a module or ship alone because is not worth the time and effort. There is always waste and byproducts that you eaither need to sell or lose time using them and complicate to death all you produce.

The single player expirience is the alpha state, nobody is going to hunt you actively unless you give them a reason or you put yourself in a dangerous situation
pwn3dg4m3r Jan 31 @ 4:14pm 
Just about everyone outside of large corps play by themselves anyways so this isn't such a far fetched idea and most certainly wouldn't be the worst thing CCP could invest their time and money in......"cough" Vanguard "cough"
Metroid Jan 31 @ 11:50pm 
Originally posted by Kodokuro:
Originally posted by Metroid:

Creating a single-player version of EVE Online could indeed have both positive and negative impacts on its player base. On one hand, it could attract new players who prefer standalone experiences and broaden the game's appeal. On the other hand, there is a risk that some existing players might feel neglected when other players choose to leave the MMO version for the single-player experience.

To mitigate these risks, careful planning would be essential:

Ensure that both versions are marketed in a way that highlights their unique aspects without putting them against each other. Emphasize that they offer different experiences within the same universe, appealing to different preferences.

Engage with the existing player base throughout the development process to understand their concerns and preferences. This could help in making informed decisions that respect the interests of all players not just the PvP players.

While there are valid concerns about fracturing the existing player base, creating a single-player version of EVE Online could be beneficial if executed thoughtfully. It has the potential to attract new players and provide current fans with more options, enriching the EVE universe as a whole.

You dont understand how eve works. literaly every activity gains value by the necesity of interaction with other players trough the markets. NOBODY completes the whole production process of a module or ship alone because is not worth the time and effort. There is always waste and byproducts that you eaither need to sell or lose time using them and complicate to death all you produce.

The single player expirience is the alpha state, nobody is going to hunt you actively unless you give them a reason or you put yourself in a dangerous situation

This is fixed by AI-Driven Interactions.

Introduce AI-controlled characters that simulate traders, pirates, and allies. These AI entities would provide dynamic interactions within the game world, offering opportunities for trade, combat, and exploration.

Adjust game mechanics to make production processes more rewarding when successful. This could involve streamlining production cycles or introducing unique rewards for mastering complex manufacturing tasks.

Simulate market trends using AI-driven economies that respond to in-game events or player actions. This would allow players to experience the thrill of making a profit or the frustration of losing money without requiring other players.

Implement dynamic AI that responds to player actions, creating opportunities for conflict based on how the player chooses to play. This could include scenarios where the player's decisions provoke AI-controlled enemies.

Adjust progression systems so they are more personal and less dependent on external factors. This would provide a sense of growth and achievement without needing interactions with other players.

Utilize curated or randomized experiences to provide the same sense of discovery and wonder as in the multiplayer version. This could involve emulated environments or unexpected events created by AI.

Enhance replay value through dynamic AI, branching storylines, with emulated player behavior with AI driven entities. These elements would create unique experiences each time the player engages with the game.

Begin with a single-player campaign that introduces players to the EVE universe and gameplay mechanics without immediate multiplayer interactions. Expand upon this foundation if successful, incorporating more dynamic AI emulated content.

While developing a single-player version of EVE Online presents significant challenges, it is not impossible. By focusing on innovative approaches to replicating the social dynamics and market interactions that make the multiplayer game so valuable, a single-player EVE experience could offer a rich and rewarding adventure for players who prefer going solo.
Last edited by Metroid; Feb 1 @ 1:09am
You could just go play Perpetuum. It was basically an eve like game but with mechs on the planet Nia instead of ships in space. Officially the servers closed down a few years ago but the devs gave us the server files to host private servers and more or less play it offline (though you can play the OpenPerpetuum Project which is basically Perpetuum 2 and its being ran by some huge fans of the game).
Flexxo Feb 6 @ 10:19am 
Originally posted by Mio Rin:
So, basically Eve Online as is, but without the other players.
I wouldn't mind that. :machine_lifeform:
just no
wont work
Last edited by Flexxo; Feb 6 @ 10:20am
Zen Feb 6 @ 10:43am 
EVE Online is great because of the players. If you absolutely avoided any communication in game, and you treat other players as NPCs, don't be surprised that the only ones who interact with you will be those who see you as target.

Join EVE University, learn more about the game, find friends.
Dewit Feb 7 @ 8:45am 
Originally posted by Flexxo:
Originally posted by Mio Rin:
So, basically Eve Online as is, but without the other players.
I wouldn't mind that. :machine_lifeform:
just no
wont work
https://store.steampowered.com/app/954870/Astrox_Imperium/

This game did it, so it def can work
Originally posted by Dewit:
Originally posted by Flexxo:
just no
wont work
https://store.steampowered.com/app/954870/Astrox_Imperium/

This game did it, so it def can work
Mixed reviews. All-time concurrent player peak of 225.

"Work" is doing a lot of heavy lifting in that sentence lol.
Flexxo Feb 7 @ 10:47am 
Originally posted by Lactose the Intolerant:
Originally posted by Dewit:
https://store.steampowered.com/app/954870/Astrox_Imperium/

This game did it, so it def can work
Mixed reviews. All-time concurrent player peak of 225.

"Work" is doing a lot of heavy lifting in that sentence lol.
Yeah sure shows it can do it .
States show the succes it had?

I been a eve player from 2006 and still is.
There are still no runner up to eve online and there have yet to be any single player game that comes close to doing what eve have done. If someone really want to play a "solo" eve then there is Elite Dangerous.
That might just be the closest to eve there is.

But to take a game that's 100% player driven ( or was befor peral abyss bought it) and try make it single player just won't work.

Some games can't be made in to solid games
WoW. ESO. Ultima Online. Guild Wars. New World and so on just ain't build up to support that.

Ofc you can play it as a Solo player and just so no group stuff but then you be cutting half the game off from yourself.
Originally posted by Flexxo:
I been a eve player from 2006 and still is.
There are still no runner up to eve online and there have yet to be any single player game that comes close to doing what eve have done. If someone really want to play a "solo" eve then there is Elite Dangerous.
That might just be the closest to eve there is.
Its not entirely 1 for 1 as its not set in space. But the closest game I've found to eve online is one called Perpetuum. Combat is a bit more involved than just keeping the enemy at the right range as you need to take terrain into consideration and if you run missiles you need to take into consideration the path your missiles take and their maximum flight time.

Otherwise, its largely the same except that in Perpetuum what they would consider their "null sec" allows for terrain deformation and allows you to more or less completely redesign the continent to your desire meaning the longer you own the land the more defensible you can make it while also exploiting its riches.

The official servers shut down some time ago but the devs handed out the server files and a group of turboautists fans have taken up the reins and have done some pretty solid work with their OpenPerpetuum Project. No monthly sub, no ♥♥♥♥♥♥♥♥ like injectors or blatant gambling like the hypernet. No kneecapping the industry to ruin the gameplay and ♥♥♥♥ over the economy.

Sure, it doesn't average 3k players a month each running 10-20 accounts each but the action certainly isn't lacking.
< >
Showing 1-15 of 26 comments
Per page: 1530 50