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Lore-Justified Mechanical Expansion, Ad Infinitum

Apr 03, 2025 Az Neter link
2025 is the year VO is going to take off in virtual reality.
This game is perfect for VR.

For all the accusations of blasphemy I'll get for saying this: VO is first-person Eve Online.

The best part about that statement is that EO can basically never be an enjoyable VR game.

VO can, however, become a massive, player-driven fleet-based game, just like EO is.

Again.
Or for the first time, I don't really know: The game seems active to me, with its highs and lows, but everyone tells me it's dead all the time.

I hate to spoil the novel potential this has for being added to the game, but this is some lore I wrote to accompany some ideas I have.

There is Lore, then Mechanics Ideas, then Item Ideas.
Have all of it and do something kewl with it. Or nothing at all.
Insert literally whatever scifi words you want in slot of my placeholder gimmick names in your imagination.

Some of these ideas (probably most or all of them) have likely been espoused in detail over the years by nunerous players.
I'm not reading all those threads.
I just want to add my perspective, and have a place to dump my fanlore as justification for item and mechanical enhancement.

"""
At the edge of the Union of Independent Territories, a groundbreaking project is quietly taking shape—one that could change the very fabric of space travel. This covert endeavor, known as *Project Aurora*, brings together the brightest minds and most powerful corporations in the UIT to create a network of artificial wormholes—*Aurora Gates*—that will forever alter the course of galactic history.

Valent Robotics, with its unrivaled expertise in AI and robotics, provides the theoretical foundation for the Aurora Gates. Their pioneering work in stable wormhole dynamics is the cornerstone of the project, enabling the creation of stable, artificial portals that can bridge vast distances in an instant. But a technology this advanced needs more than just raw intellect—it needs something to keep it together.

Enter BioCom. Known for their cutting-edge biotechnology, BioCom’s engineers designed the bio-organic interfaces that stabilize the Aurora Gates. These hybrid systems, a fusion of organic life and advanced tech, serve as the living backbone of the wormhole network, ensuring the stability and safety of each portal. The integration of living, adaptive technology into the system represents a leap forward, blending the boundaries between biology and machinery.

Axia Technology Corp, known for its formidable weapons and unique starships, provides the critical defense and transport solutions. Their advanced weapon systems and specialized vessels ensure that the Aurora Gates are well-protected and operational, even in the most hostile of environments. Axia’s contribution is not just in defense but with support from TPG, also in creating the advanced transport vessels that will carry goods, personnel, and military forces across the gateways with unparalleled speed and efficiency.

Finally, Orion Heavy Manufacturing, the stalwart titan of heavy industry, is tasked with building the massive, unyielding structures that will anchor each Aurora Gate. Their vast expertise in heavy-duty construction ensures that the gates are fortified and resilient, able to withstand the enormous gravitational and energy forces at play when the portals open.

Together, these four corporations—Valent Robotics, BioCom, Axia Technology Corp, and Orion Heavy Manufacturing—have united in secrecy, pooling their resources and talents to forge the *Aurora Gates*. This interconnected network of wormholes will link the three great nations of Serco, Itani, and UIT, and stretch deep into the wild, uncharted reaches of Greyspace. The future of interstellar travel, trade, and warfare will never be the same, as the Aurora Gates stand ready to bridge the stars themselves.

"""

Concept
- a Technology-Based 'fast travel' around specific key points in the universe (Sol 2, Dau, Itan, Odia)
- Acts like a wormhole but actually has an object associated with its presence
- Can be 'dialed' using chat to open a specific, set location
- Wormhole stays open for 60s or until the dialer jumps through, with a cooldown of 60s after (dialer can jump last to let fleets through)
- Dialed systems are smaller than normal starsystems, can be instanced to save on resources

Uses
- Quick Travel to Key Locations
- Setup for Large Scale Group PvP
- Cross-Nation Mission Framework

Acquisition
- Nation Gates can be mission-locked
- Guild Gates should be craftable

Maintenance
- Guild Gates should require upkeep to keep working
- Nation gates could cost credits for each dial

Defense
- Nation gates should be defended by their fleets and liable to being disabled due to Deneb war
- Guild Gates should have craftable turrets that shoot upon entry after a short time limit for lag to load, akin to station turrets, which use ammo or other resource sinks to maintain.

Mechanically
- It's a programmable wormhole. It shouldn't be complex programming for the concept itself to work. The hard part would be making a world object associated with it to make it meaningful, present, and relevant. Using chat comm for dialing and basic wormhole jumping leverages existing mechanics to craft a framework for an entirely new type of emergent gameplay.

Guild Gates?
Of course! To go along with guild-craftable stations?

I was vaguely around when the Unknown System was added, and that feels like the only notable update in my entire time playing (I may just be blind to behind-the-scenes love for older players).

The conquerable stations seem to have become more like community assets rather than contested war zones: people give keys out for free, everyone is friendly about sharing.

To provide real incentive to greyspace pvp and provide that same level of ownership intended with the conquerable stations, I have a lengthy proposition as to how player-owned, crafted stations could work within the existing mechanics of the game.

Guild Craftable Stations?
One of the best aspect of VO in my opinion is how quickly it makes you feel like you have a home in the 'Verse.
"That's my station, I live at X, I own these sectors," etc.
There is a persistence that most games struggle to implement.
Conquerable stations seemed to be the next evolution of that, but I do not think they turned out as intended.
Instead of giving people a new home to fight over, they are just another station and tool: mandatory only to some.

Giving players a station that they OWN, which can't merely be flopped away from them on the0 whim of anyone in a Hornet, would contribute to more users seeking homes in claimable space, it would encourage further group mechanics.

Craftable Stations should be Guild-owned, not something a single player could reasonably do like dent crafting, and should probably require multiple capships to acquire and deploy.

These stations could still be fought over, but blowing up all their turrets shouldn't mean the guild loses their station forever.
They should require upkeep to maintain, rather than being permanent and unyielding presences.

Where would they go?
Space is already quite full when you think about it, so it's a tough ask to slot more stuff in.
In my opinion, the best way to make player stations work would be to give them their own system, with a wormhole in.

This is where the gate system above comes in;

Mechanically, the gates could be used as a jumping off point for opening the universe in a way that feels infinite without actually expanding the map in any way.
The gate system could allow for 'random dialouts' to unlisted starsystems, each of which could be assigned a numerical pattern. Just 4 or 6 digits could add enough systems to keep people busy for ages.

Here's the idea:
You'd go to a gate, dial a random set of 'coordinates', and be put in the center of an empty starsystem that looks the same as every other system you could dial: just vast, empty space. Smaller than a normal system and with not as much as a sun to look at.
Somewhere in that system, a guild could set down a station in a sector, then work to build a gate in another sector for ease of access back to the main nations.
Dropping out of the system without a gate could put you in the Unknown System, or just blow you up, or something.

These would be truly private areas for large groups, guilds, and anyone getting a little too big for nation space.
It would act as a resource sink while providing extensive busy work with significant longterm reward.
Just having access to another guilds coordinates would become powerful information.

This system could then be expanded in any number of possible ways, acting as a framework for truly large scale simulation based spaceship gameplay;
Whether the future involves turning player stations into crafting and commerce hubs for future item additions, having npcs attack them in waves for player defense activities, or for letting players run their own mission boards: the possibilities with these two ideas are endless.

In summary: 'stargates' connect the universe and open up infinite map addition while being lore friendly, practical, beneficial to the players and the systems as a whole, while simultaneusly setting the stage to allow player claimable space in a way that feels more meaningful and which provides added pvp, pve and teamwork based incentive to interactions.
Player buildable stations allow for enhanced ownership within the game world while setting a framework for expansion to large scale mechanics not yet seen in a VR game of Vendetta's high quality.

How would you deploy them?
The easiest part: simple fade to black.
Show up in a desired system, click the 'continue' button on the mission, and a station appears at the center coordinates of whatever sector you're in.
Stations could come skinned with one of the three nations types or with a color that natches a corporate faction, and come in small, medium or large variants. Small variants should be somewhat simple to craft, using at most a goli and requiring neglible resources for their upkeep, while large stations should cost more than a dent to build and remain a constant drain on its guild wallet.

The same is true for gates: take the mission, get the stuff, show up and press the button. Object appears.
Pay the cost to keep the object doing its thing, daily, weekly, etc.

This method of deployment should be rather simple to implement from a mechanical perspective: it's essentially an object spawner tied to a quest reward triggered at a set location with a deterministic outcome using entirely preexisting assets: nothing technically 'new' would need to be made except a texture for the gate object (not even an effect is needed, it's still a warp).

Tl;dr, in its entirety:
Add Gate object asset tied to dialable wormhole to new, smaller 'unknown systems'. Put a gate in each capitol, charge credits to use it.
Add new small unknown systems named with dialable codes that players can use in a mission which lets a guild leader or council member 'build' and deploy a station, which that guild then owns and defends in pvp and which costs them resources to maintain. Use preexisting assets for stations and existing mechanics for crafting, wormhole and 'unknown system' deployment.
Requires adding one world object asset, four world objects, and two world object spawners tied to missions.
Additional missions could be used for station and gate maintenance.
New unknown system could be a single empty map with no background uniform across all dial codes, instanced to unload when no one is in them.

This is a list of item ideas I have that would, primarily, enhance team-based fleet gameplay.
I have no shame in admitting much of this is taken from my experience in Eve.

Navigation Disruptor
- Sets a random navroute and forces a jump. Jump fails if not 3k away like normal.
Use: disrupts enemy and flight patterns, forces an evasion, causes confusion
A Gun?
I honestly got this idea from user error which I mistook for a glitch.

Cloaking Device
- Makes you invisible at a cost of speed & maneuverability
Use: Allows all stealth based gameplay
Toggled on or off, slowly uses energy, at 0 energy it turns off automatically until 75% charge
Can't show up on radar or sensor log for this to be useful

Active Scanner
- Scans for Invisible Players, shows on radar
Use: Disrupts all stealth based gameplay
Should scan an entire sector, alert local sector of scan in chat, and require manual use, with ammo cost.
No cooldown but should take time to invoke, so an invisible player can jump out if paying attention

Ion Bubble
- Temporarily sets any system to have ion effect without a cloud: drops passerbys out of warp
Use: 'Interdictor' used for trapping enemy fleets, positioning ambushes, blocking retreat, and retreating in safety
Set as a mine, limited use craftable item or ammo cost, and destroyable by enemies
Mechanically very easy and directly practical for core gameplay loops: do a thing, ionstorm=1, settimer, then wait for players to come fight.
Endgame tool.

Ion Disruptor
- Prevents any Ion storm effect from dropping your ship out of warp.
Use: Counters a major preexisting annoyance and potential pvp tool. Helps lazy traders and miners the most while still primarily being a pvp centric tool.
Should have no other effect or benefit whatsoever to maintain its passive power balance.
Endgame tool, so players learn to route around storms first.

Autopilot
- Toggleable bot flyer with Orbit, Follow and Flee Target at range settings.
Use: basic escort missions, simple bot evasion, fleet tactics & maneuvers, allows organized team based attack and defense strategies.
Set a range, toggle a mode, then activate, and your ship performs the maneuver using the chosen target as a reference point.
Primarily sets up large scale organized play in a way that doesn't require plugins or overt automation; no autodocking or routing, just basic flight that a fleet commander can use to control and guide their team, a miner could use for repositioning, and a combat pilot could use for running away safely.
Could be disabled by the Navigation Disruptor, PCB, etc.

I also REALLY think all the Guardian bots, the Overseer Helman and the Queen ships need a nerfed, player-craftable variant for each.
They don't even need to be that good, they just look so cool to fly.

The following are some hardcore codebase changes that I just think would be really cool;

AR Passthrough Mode
Using meta spatial data, it would be really cool to anchor a wall in an office or room which acts as the cockpit to one's ship while in passthrough mode.
I'm pretty sure the sdk is supposed to make such things easy... in unity.....
All this would require is essentially setting the player body anchor a few paces back from where the user sets their view window into the world, then let the view move freely anywhere behind the world screen. It should come off as a mix of 2d/3d, the games that do it well look amazing.

Simplified Plugin Loading
Quest allows user files for apps to be placed in the main accessible folder now. I dont know if main android does.
Maybe some integrated voupr system that allows downloading locally while in client? WE can't easily install plugins without a pc or root, but the app can. Either way, using the quest main folder instead of /android/data is most definitely doable, and apparently modern best practices.

This is a small list of things that, contrary to how my previous intent may seem: NEEDS TO STAY THE SAME.
I may get disagreements on many of these.

I think the trident is the biggest capship that players should ever be allowed to fly: we need more smaller ships.
The capellas are beautiful, but I love the fact that theyre npc only.
They just need to be made more present, more relevant, harder to kill and worth serious loot when they go down.
If players ever do get capellas, I don't think they should be flyable, simlply taking preset paths through space to act as mobile carrier stations for guilds.
The serco capship needs to be a nigh unkillable monster without a team of players, and all the npc capships should do more than just fly around on basic pathfinding missions: murder is still way too easy in this game.
Keeping player ships smaller makes the nation ships matter more while removing the burden of developing quests and mechanics for players to acquire and operate them.
Capellas need to matter, but not to the players, and dents are already vastly out of reach to a large majority of casual players.

As it stands, the monetization model is perfect in my opinion: a separate sub for goli and dent is nice and fair, crystal prices are balanced, and the fact it costs 25 usd on quest is perfectly reasonable for the continued work that has gone into the game, so long as its popularity in VR means further developments and progress.

Just one little thing.....

GIVE US MORE LIVERIES.
LET PLAYERS MAKE AND SELL LIVERIES FOR YOU.

Skins are easy money. Give us something to spend crystals on.
Even with a sub, you have to track crystals on an account right? If so, even paid users can spend more money on crystals for cosmetics.
I will give so much money to a game that only asks me to look pretty.

Right now, basically one skin exists, no one knows its there or uses it, and it can only be used on a few small ships.

In the simplest of terms, you're missing out on tremendous amounts of money by just not giving us more pngs for our pewpew pixels.

This game satisfies quite literally everything I have wanted in a game.
It has the feel of travel that Eve gives me, the sensation of combat that flightsims and star wars games provide, the resource management and player hoarding that survival games impose, the teamplay that VR makes fun, the tactics that milsim games offer, the hackability that only realworld programming and Uplink provides, all wrapped inside of a living creature that you can make almost entirely your own.

The only gripe I would consider is the current lack of embodiment and presence in the game, especially given VR: i think station Bars should be a place VR users have a real avatar, even if extremely simple, where they can share space and a proximity voice chat with other players without being inside a ship. Letting capships have bars would give guilds a solid hangout spot to replace VRChat: that's all I'm really looking for in a game anyway; a virtual world I can live in with my internet friends in other countries, where we do stuff and have stuff to do, we own a little bit of something to call our own, and our interactions with one another and the world feel meaningful.
I've already covered this in another post.

I wouldn't ever take anything out of VO, but she is ready to grow and add something new.

Finally, I think Serco and Itani space each need their own hidden wormhole to an 'unknown system' stealthily added to the game at some point, without telling anyone where they are.
That would give each nation their own room for expansion while keeping it lore friendly.
They 'found it', you know.

VO is getting middle aged. It's time to celebrate her long future ahead of us as VR finally becomes a technology normal people can use seriously.

To justify my opening statements;
I'm pretty sure the people who claim Vendetta is nothing like Eve Online don't actually know what EO is, nor have they played it.
Not a single one.

EO is a top-down, tactics based game with a fully player driven economy. Asteroids dissapear when you mine them.

VO is a first-person, twitch based game with a fully npc driven economy with player influence.
Asteroids are static objects on a cooldown.

That's where the differences end.

- They are Both PvP Centric Space MMOs
- They both feature multiple Corporate and Nation factions at war over resources and claimable space
- They both have an unknown 'other' in the form of an AI system acting as a primary antagonist
- They both have Pirates who roam the PvP spaces farmed for endgame loot
- They both have a mix of colonized nation, partially colonized trade, and uncolonized player zones.
- The both have ships locked behind factions.
- They both aim to accomodate fleets and large player groups working together.

About the only notable exception is in the sheer scale difference in content: Eve has hundreds of ship and weapon types and player-craftable-everything, as well as stations that can be built and fought over.
Players OWNING space is what makes them keep playing by the thousands.

Vendetta has only a few of the same ships and a narrower selection of equipment used for engagement. While it has the potential to accomodate things like interdiction and player deployed stations, for the sheer excess of available items, its manufacturing system is still lacking.
Until VR, the commitment to stick around was only there for the most dedicated and time invested of players, those who simply love the game: not for any experience, presence or ownership they were given in it, but for its potential.

Soon, VO will be a universe you can quite literally live in. Eve will never be that; it isn't capable of being such, having been built on enough subtle and minor differences as to provide divergent experiences than that of what VO provides.

Thank you for coming to my ted talk.

I hope you like my ideas and find use in them.
If not, throw them at something until the damage makes them prettier.
Apr 03, 2025 Whistler link
Az Neter:

Incarnate is a very busy man and I can assure you he is not going to parse through this multi-point post and answer it.

He's taken the time to create this thread https://www.vendetta-online.com/x/msgboard/3/37508 and he is absolutely serious about it. Particularly Rule #5. If you want the devs to read and respond, you should cut your above post up and paste each idea into it's own unique thread.
Apr 03, 2025 Az Neter link
No :)

Discussions don't happen here anymore.
These forums are beyond dead.

This team's mindset and methodology is a downright outdated lie: I have known hundreds of dev teams with larger games and smaller budgets able to dedicate more infrastructure to their users.
I know games with less users than VO paying real money to their players who support their development like the PCC does here.

I have personal email contacts with indie devs managing bug reports, suggestions and user behavior reports that go on for hundreds of messages.

Keep shooting yourselves in the foot, I don't care. It's your game, remember: NOT OURS.
We don't get rights here, you get to own our ideas regardless.
Apr 03, 2025 Az Neter link
To clarify: i literally do not care what happens with my ideas. Whether you use them or not is meaningless to me, I wrote this post three weeks ago in a note and wasn't even going to post it till I had other crap that needs said.

John has no problem taking the time to micromanage user placement of threads but not to read constructive ideas, sure.
Apr 04, 2025 mybeatsarebollox link
Dude, why dont you just get an AI to write your own VR space game?
Apr 04, 2025 incarnate link
If I don't micromanage the placement of threads, everyone does it badly, and then my job gets much worse and I lose my mind. I know this, because it used to be this way.

But, really, god.. what a dick? Also..

This team's mindset and methodology is a downright outdated lie: I have known hundreds of dev teams with larger games and smaller budgets able to dedicate more infrastructure to their users.

That's amazing. In two decades I've actually never met another dev team with a larger game and a smaller budget. Ever. More popular game? Sure, that's easy, especially single-player titles are very low-overhead.

But larger in complexity? No, not even close.
Apr 08, 2025 greenwall link
i literally do not care what happens with my ideas.

One does not take the time to write, let alone post extension criticism / review / suggestions on a forum as you did unless one "literally" cared. The only acceptable argument to the contrary would be that you have a mental disorder that enables (or compels?) you to spend an inordinate amount of time and effort on things that you simultaneously feel no interest in whatsoever.

That said, I don't disagree with everything in the OP. :P