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Thread Statistics | Show CCP posts - 23 post(s) |
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CCP Ytterbium
C C P C C P Alliance
559
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Posted - 2012.05.10 16:35:00 -
[1] - Quote
This is a discussion about system upgrades received when donating LP into the FW infrastructure hub, and how to make them more appealing after Inferno. Please refer to the FW blog for more details.
At the moment they are:
- Upgrade level 1 - 10,000 LPs required: +1 more station manufacturing, ME, PE, invention and copy slots*, 10% price reduction for medical clones (not jump clones), 10% reduction in market / contract broker fees
- Upgrade level 2 - 25,000 LPs required: +2 more station manufacturing, ME, PE, invention and copy slots*, 20% price reduction for medical clones (not jump clones), 20% reduction in market / contract broker fees
- Upgrade level 3 - 45,000 LPs required: +3 more station manufacturing, ME, PE, invention and copy slots*, 30% price reduction for medical clones (not jump clones), 30% reduction in market / contract broker fees
- Upgrade level 4 - 70,000 LPs required: +4 more station manufacturing, ME, PE, invention and copy slots*, 40% price reduction for medical clones (not jump clones), 40% reduction in market / contract broker fees
- Upgrade level 5 - 100,000 LPs required: +5 more station manufacturing, ME, PE, invention and copy slots*, 50% price reduction for medical clones (not jump clones), 50% reduction in market / contract broker fees
- Buffer - 100,000+ to 150,000 LPs
* Slots are only given for stations that already have that given activity before upgrade. For instance: a station only having science slots will not receive extra manufacturing slots.
It's a start, but nothing fancy. We would like to iterate on that after Inferno, and we have already heard some good comments, but your input is welcome.
Some ideas, not necessarily in any order:
- Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
- Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
- Provide science, manufacturing time reduction bonuses to further encourage industry in low-security space
Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently.
Thanks for your time! |
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gfldex
500
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Posted - 2012.05.10 16:41:00 -
[2] - Quote
Did you think about a bonus to sec status gain? FW happens in lowsec after all. When someone burns down your sandcastle, bring sausages. |
gfldex
500
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Posted - 2012.05.10 16:53:00 -
[3] - Quote
CCP Ytterbium wrote:Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently.
Industry needs customers. Therefore any form of restrictions are a contradiction to provide incentives for lowsec industry. As long as the sales tax is as low as it is now, there is simply no reason to take the risk to move good into FW lowsec, because you are never more then 15 jumps to the next highsec system that can act as a local hub.
Since you can buy ISK with a PLEX but you can't buy screen time [1] it's travel time that get's you customers not pricing.
[1] That's the time a player spends in from of the screen actually watching a client. Bots are so popular because they get you stuff/ISK with very little screen time. For the same reason mining scales better then running missions.
When someone burns down your sandcastle, bring sausages. |
Milton Middleson
Rifterlings
3
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Posted - 2012.05.10 17:56:00 -
[4] - Quote
Quote:Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently
I would say it depends upon the upgrades. For the bonus slots, I would say that is fine. If the upgrades grant a bonus to materials wastage or production time, limit that to the militia only. There's not a great deal of incentive to invest hard-earned LP so a bunch of neutrals can reap the rewards.
The problem is that right now there is very little reason to conduct industry in Low-sec, because you take on a great deal of additional risk for next to no additional reward.The issues that I see: a) The infrastructure (i.e. stations) is just as good, if not better in high-sec. Even with a few extra slots, there is absolutely no reason b) industrial-scale logistics is far, far more dangerous. You've got to be pretty ballsy or pretty stupid to try bringing a freighter into lowsec, and t1 industrials aren't go to fare a lot better. There appear to be a few jump freighters around, but I doubt they are enough, and you can't support serious industry out of blockade runners. c) Personal and corp-scale logistics from high-sec is fairly easy. It's generally only a few jumps to friendly high-sec, so people just go shopping there.
So, there isn't really a powerful reason to conduct industry/commerce in lowsec right now, and plenty of good reasons to stay in high-sec. Upgrades which deal with some of the above mentioned problems would go a long way towards encouraging FW industry. |
T'san Manaan
Murientor Tribe Defiant Legacy
32
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Posted - 2012.05.10 18:29:00 -
[5] - Quote
FW agents in the stations should be linked directly to the upgrade level. Level1 upgrade gets level 1 agents, Level 2 gets level 2 agents all the way up to 5 (yes add level 5 FW missions). Make the missions go to the nearest contested space and add to the victory points for capturing that system.
Also Incentives should be added to industrialists in the war zone. Something like faster production times, reduced mineral cost, lower taxes, less waste on reprocessing, faster/cheaper research and copying of BPOs etc.
Cyno Jammers at Level 5.
Thanks for looking into FW. You guys rock |
Vyktor Abyss
Shadows Of The Federation Drunk 'n' Disorderly
139
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Posted - 2012.05.10 19:12:00 -
[6] - Quote
One important thing I think you've missed or forgotten about:
What is the point of upgrading systems without labs (or factories) or even stations?
For example at first glance Fliet and Deven would look like decent systems to upgrade, having stations but on closer inspections without a factory or research and only a refinery there really is no point upgrading these systems when Heydelies is 1 or 2 jumps away. Clone costs and tax rate is scant reason when only 1-2 jumps away is a much better candidate for upgrades - you see the issue?
Then there's Abune, Indregulle, Oinisaiken, Hirri, Hikkoken etc and the multitude of other stationless systems - what encouragement or benefit is there to upgrade these systems?
None other than as some cumulative contribution effect to overall faction control? - Well that will not be enough of a reason IMHO
Perhaps some future iteration could consider upgrades for these systems that:
1. Improve PI, allow larger customs offices with corp hangars, or some other PI related bonus. 2. Upgrades providing some strategic resource - for example allow the majority LP donator to perhaps choose it to spawn gas clouds for combat booster production or some other unique resource similar to the COSMOS contellations. 3. Allow players to build their own homes / structures - I'm thinking like detaching some functions of a POS, but more pirate-den style with more personalised functionality and aesthetics.
I'll post more later but this was just my first reaction to these upgrades. Cheers.
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Kurai Okala
Okala Corp
18
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Posted - 2012.05.10 19:27:00 -
[7] - Quote
I only have a little experience with FW but I am very happy to see it getting lots of attention. Thank you also for all the communication.
Quote:GÇóMove station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
Maybe I am missing something obvious but what would be the reason for doing this? To add additional incentive for upgrades? If so, I think there are a lot of other/better options for that since tying docking rights to upgrade level breaks immersion and feels gimmicky to me. Also, wouldn't that make docking rights change more frequently with systems being upgraded and then having their upgrades stolen? If so, I think that frequent changes of "can dock/can't dock" would be annoying.
If you're going to make docking rights variable, then I think it should be tied to sovereignty like you've currently planned. It is more straight-forward so new players will more easily understand this mechanic which will be so important everytime they cross enemy lines.
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Gevlin
Universal Might DSM FOUNDATION
139
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Posted - 2012.05.10 19:44:00 -
[8] - Quote
one of the things that makes Null sec attractive is jump bridges.
alternate (Restricted Jump Gates) jump travel routes exclusive to the winning faction would encourage trade (getting around gate camp) for the sale of goods in low sec. Potentially moving gate camps to other locations.
The Goons are Coming, The Goons are Coming Jita the April 28, Hulk a geddon April 29 for a month. The Best Tears are the Geifer's Tears. just hope the new crime watch system is in place by then.... oh the chaos will rain!!! |
Gevlin
Universal Might DSM FOUNDATION
139
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Posted - 2012.05.10 19:53:00 -
[9] - Quote
Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X ....
I think this needs to be done in 3 levels
Level 1 Corps that are soly military the faction prevent docking, Leaving Opposite Faction Stations and Non Military Stations open Level 2 Call corps that are pro Faction and Non Military Stations are close. Only those of the Opposite faction are left open Level 3 All stations are closed to opposite faction.
This would represent the block aid of a Station. and stations loyal to the enemy faction will hold out as long as possible, while the Pro-Miliia would be looking for any reason to shut down access to enemy traffic.
This would also make it easier to defend or reclaim home systems. Scalling up the difficulty of controlling a larger portion of space. Also adds a little character, role play with in faction warfare. More emersion.
The taxes on these station may also be effected by the person's alignment to a faction. The Goons are Coming, The Goons are Coming Jita the April 28, Hulk a geddon April 29 for a month. The Best Tears are the Geifer's Tears. just hope the new crime watch system is in place by then.... oh the chaos will rain!!! |
Zarnak Wulf
CTRL-Q Iron Oxide.
340
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Posted - 2012.05.10 20:49:00 -
[10] - Quote
I personally believe that an individual militia should not make the determination as to docking rights for other players. Other players can have a right to dock or not based on their own behaviour. Now let me explain....
I'm a member of the Minmatar militia. If someone () decides to shoot at me, why not have them take a Minmatar Republic standings hit the same way they would if they shot Republic NPCs? After a certain amount of standings loss, they would lose docking rights to stations in .4, .3, .2, and eventually even .1. Someone who is nuetral or positive in standings would be able to dock and use the upgrades.... People far more versed in industry then myself can make determinations as to the pros or cons of the upgrades that systems have. But if we give them some elbow room from pirates that wouldn't hurt. To make this idea work we might need a bigger low sec as well as pirate factions that could reclaim systems...
Other upgrade ideas: Better rat bounties Better belts. Better complexes and sites. Seriously - give us an upgrade lite version of what Null sec has. |
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Julius Foederatus
Hyper-Nova
81
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Posted - 2012.05.10 20:55:00 -
[11] - Quote
I can't like zarnak's idea enough. Lets add actual consequences to the game, so you can't just shoot at faction NPCs or militia members all day and still dock in their systems like nothing happened. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
87
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Posted - 2012.05.11 04:00:00 -
[12] - Quote
Bonuses has to be more directly tied to the war effort ..
Requires one or two hours (or a DT) for invested LP to clear the red tape and take effect but it is in the pool as it were from the moment the button is pressed. 1. Station lockout. First order of business after taking control militarily is to prevent enemy access to local resources. 2-3. Repair and Clone costs. Still in the process of pacifying the area so troops needs proper support. 4-5. Manufacture/Harvesting/Research bonus of some sort. System deemed "safe" and local business needs incentives to come back in.
That way a system holder who has upgraded his system gets a longish grace period in which he holds the upper hand (enemy can't dock) and removes the already discussed "ignore until last hour and blob the crap out of system" defence because well enemy will have reships available locally at that point .. It is the incentive to actually burn ones LP on system that CCP so carelessly forgot and a solution to the horrible idea of the arbitrary lockout that no one outside CCPs offices likes.
- No buffer .. when hostilities break out the effects are felt immediately in the civilian population .. feel free to read any history book you'd like if you don't believe me. Make the 4-5 bonus good enough to want to aggressively protect it and all is well. - No cyno-jammer .. capitals have always been a part of LS, supers have not. Change the way supers/cyno's behave when in LS rather than arbitrarily shutting everything out. * Spool-up on all cynos. * Numerical limit to what can come through to a LS cyno (ex. 10 Capitals or 5 Supers) with cyno-gens prohibited on capitals. * Removal of immunities when in LS. * Prohibition of bridges into LS
Those three combined would allow LS to take care of business against the knee-jerk drops .. meticulously planned drops would still be devastating but I am pretty OK with that .. planning/organization > all.
Julius Foederatus wrote:I can't like zarnak's idea enough. Lets add actual consequences to the game, so you can't just shoot at faction NPCs or militia members all day and still dock in their systems like nothing happened. Makes sense for the militia stations, but for all the 'neutral' (read: NPC) corps who have stations in area not so much .. business is business. Were it to be implemented then station locations should be looked at to create "pockets" where hostile entities could never dock and thus act as kill zones to use against them. |
Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
55
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Posted - 2012.05.11 09:40:00 -
[13] - Quote
CCP Ytterbium wrote:
Upgrade level 5 - 100,000 LPs required: +5 more station manufacturing, ME, PE, invention and copy slots I don't see this being much of an incentive or benefit as: - Even at max upgrade you only get enough extra slots for the equivalent of half of one sci/industry character. - Manufacturing and PE slots are usually easy enough to find in high/low sec already.
Would be much more attractive if the lab slots received a bonus to their research time (like a POS lab) or for manufacturing (and to make things interesting) + 1 to ME of BPO/BPC being used per upgrade level.
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Julius Foederatus
Hyper-Nova
82
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Posted - 2012.05.11 14:23:00 -
[14] - Quote
Veshta Yoshida wrote: Makes sense for the militia stations, but for all the 'neutral' (read: NPC) corps who have stations in area not so much .. business is business. Were it to be implemented then station locations should be looked at to create "pockets" where hostile entities could never dock and thus act as kill zones to use against them.
Business is never business when you've got several battalions of marines occupying your station. System ownership means just that, not system nominal control. |
Ahazu Sagam
ZERO HEAVY INDUSTRIES 24eme Legion Etrangere
27
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Posted - 2012.05.11 15:13:00 -
[15] - Quote
There are several problems with your current upgrade system. Some changes are quite bad ( i realy wanted to use a different word here) and to be honest i expected more. I would prefer a delay of this changes (whole FW stuff not just this) to give you more time to work on it, there is no need to pressure yourself with this random date. I hope i can speak for everybody when i say people wouldnt mind, if you delay stuff for a few weeks to do it right/better in the first place. Here we go:
The first problem is that you dont encourage people to upgrade system. The reson is pretty simple, 2 of them are useless due to the current state of the game. The third one, medical clone cost reduction, is nothing fancy as well, but at least something to start with.
Problem number two. Level 2 is just a better version of level 1, level 3 is just a better version of level 2,... That is just uncreative/bad game design, as you (some CCP dev's) recently discovered and you reacted accordingly (ship rebalance). Wouldnt it be better to be like this instead: level 1: you want to have this in as many systems as possible level 2: you want to have this in the majority of you systems level 3: you want to have this in some systems level 4: you want to have this maybe in 3 or 4 systems tbc.
The third problem are stations, more precisely the lack of stations. You aren't gaining anything in non station systems. Splitting the whole system up into two parts, one for station systems and one for the others, would make it more complicated in the first place. But it would be easier to deliver well balanced system bonuses.
The last problem for now is security. Your HUB can store 150k LP. A plex drains 5k/ 8,75k/ 12,5k/ 15k LP (minor/standard/major/unrestricted). This results into this: you can drain the highest upgrade in less than one hour (if you are alone!) and you can drain the whole HUB in less than 6 hour's (stacking of plexes or unrestricted plexes are even ignored in this calculation). Why would you upgrade your system when you can lose your upgrades that fast. There are two solutions for this problem: the inferior solution would be to reduce the LP drain, the better solution would be to increase the cost of all system upgrade. A navy BS costs 600k LP upgrading your system to its maximum 150k LP. Thats a serious inconsistency, especially when upgrading is considered as team stuff and not as a new from of "i want a corp just for myself".
Because bitching alone does not change anything; possible system upgrades (s - station system, n - non station system):
level 1: -(s) reduced reapair costs (30%) for your milita -(s) denies access to enemy agents -(n) increased bonty on pirate npc's
level 2: - (s) reduced medical clone costs (50%) for your milita - (s) allows the creation of jump clones, not based on standing, for you milita - (n) reduced fuel consumption for your milita POS's (like in 0.0)
level 3: - (s) removes access to station for enemys and neutrals with standing below -2.0 to your faction - (s & n) allows cynojammers to be onlined at milita POS's (they should need LP as fuel)
level 4: - (s & n) reduced material costs for production (5%) - (s & n) reduced waste from reprocessing and refining (5%)
level 5: - buffer
Im pretty sure some people want stuff like super cap production and jump bridges as well in low sec. I think this would be the wrong way to go. Supers do not belong into low sec, the lack of countermeasures there indicates that. And jumpbridges; look what happend in 0.0 space, people became lazy and fat and FW space isnt that big, you can go from one end to the other in less than one hour.
Thanks to the person that did this "You have one previously saved draft for this forum/topic ", you saved me from writing this again.
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Zarnak Wulf
CTRL-Q Iron Oxide.
342
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Posted - 2012.05.11 15:28:00 -
[16] - Quote
I would love to have reduced repair costs. I can't even begin to list the times I've had to eat those to get my ship back into the fight. |
Deen Wispa
Screaming War Eagles Incorporated
251
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Posted - 2012.05.11 17:21:00 -
[17] - Quote
Some ideas;
Improved PI upgrades would be nice. Perhaps more output per level. Reduced cost in reprocessing and refining. Reduced cost in repair More payout per rat per level More grav site spawns
Bonuses to science and research slots would be a huge buff to lowsec inhabitants however you need to add more science slots then. But if you do, the problem then becomes that FW pilots don't want to pour in LP into a station that others end up using before they will. So there has to be a mechanism for allowing FW pilots (and preferably the primary donaters of LP) to have access to the slots first. C'est La Eve :) Gallente Militia -áPVP Corp. Selective recruitment open. http://iamsheriff.com/eagle.html |
Fidelium Mortis
Quantum Cats Syndicate Villore Accords
76
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Posted - 2012.05.11 17:35:00 -
[18] - Quote
The manufacturing bonuses are nice and all but I don't think it would be the primary attraction at least for people that are currently in FW. You still have some major issues with logistics in low sec that need to be worked out, for instance most of your mineral resources would have to be imported into low sec.
Station upgrades would be nice, in particular reduced repair costs, clone insurance, jump clone facilities, mission agents, and reduced market fees.
For station lockouts, I'm still not sold on the idea of a complete lockout, but would rather like to see some reduced access to system services - perhaps the degree of access can be modified by a NPC corps standing with the militia.
System bonuses to FW owned POSs might help drive the desirability of upgrading systems without stations. ICRS - Intergalactic Certified Rocket Surgeon |
Deen Wispa
Screaming War Eagles Incorporated
251
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Posted - 2012.05.11 17:49:00 -
[19] - Quote
Madbuster has a great idea for escalating lockouts;
Quote:Another idea:
Wouldnt it be more useful to upgrade systems like this:
Level 1: 25% Reduction in Marketorders, Contracts, Jumpclones, Repaircosts etc. Level 2: Enemy cant use Agents in Station Level 3: Enemy cant use Services in Station Level 4: Enemy cant dock in Stations Level 5: Sov holder can Use Cynojammers on their POS
So that means people have a chance to get in their ships by plexing a system down a bit and arent fully locked out when sov changes. I think this will encourage pvp more then people having locked out permanently and they wont bother coming to that system C'est La Eve :) Gallente Militia -áPVP Corp. Selective recruitment open. http://iamsheriff.com/eagle.html |
X Gallentius
Quantum Cats Syndicate Villore Accords
203
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Posted - 2012.05.12 04:37:00 -
[20] - Quote
There have been many good suggestions, especially the ones tying upgrades to station lockouts.
As for nuetrals having access to upgrades.... don't like it. They did nothing to get the upgrades. They should reap any rewards. |
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Alticus C Bear
University of Caille Gallente Federation
43
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Posted - 2012.05.12 08:23:00 -
[21] - Quote
X Gallentius wrote:They should reap any rewards.
Given the content of your post I think you are missing a word.
Neutrals should have access to upgrades that support industry only, access to slots and market broker fee reductions yes, clone costs no.
This should continue if other benefits are introduced such as reduced repair costs etc, these should not benefit neutrals.
As for other upgrades: -
Link NPC Strength to systems level. Only E-war at higher levels.
If station lockout is introduced at higher level then perhaps a bribe docking fee at lower levels for the enemy militia to discourage repeatedly docking up.
Repair costs.
Planetary interaction bonuses - perhaps a good one for neutrals.
Could introduce cheaper, faster slots to benefit local production |
X Gallentius
Quantum Cats Syndicate Villore Accords
203
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Posted - 2012.05.12 09:54:00 -
[22] - Quote
Post Fixed. Why should nuetrals have access to any of it? They did nothing to secure the system? Only thing I can think of is that they may help defend the system if they reap the benefits (?).
Maybe FW players could rent out upgraded space? Would it be worth it? |
Zarnak Wulf
CTRL-Q Iron Oxide.
344
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Posted - 2012.05.12 10:23:00 -
[23] - Quote
I think the hope is to get some trade hubs established in low sec. Most FW pilots I know aren't into industry. Offering upgrades to neutral or friendly pilots seems neccesary. |
Grey Azorria
Federation Industries
161
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Posted - 2012.05.12 10:30:00 -
[24] - Quote
X Gallentius wrote:Post Fixed. Why should nuetrals have access to any of it? They did nothing to secure the system? Only thing I can think of is that they may help defend the system if they reap the benefits (?).
Maybe FW players could rent out upgraded space? Would it be worth it? So low sec industry having an advantage over high sec industry is a bad thing? If the benefits are good enough, then low sec might not be 'dead' anymore Do not argue with an idiot. He will drag you down to his level and beat you with experience. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
89
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Posted - 2012.05.12 12:34:00 -
[25] - Quote
Grey Azorria wrote:So low sec industry having an advantage over high sec industry is a bad thing? ... No, but adding slots to stations that are rarely if ever "full" is pretty bad as it changes absolutely nothing .. it is the proverbial drop in the ocean. If the goal is to 'boost' the FW areas by attracting industrialists and marketeers, then almost all actions one can do in that field needs to be tax/fee-free and actual bonuses applied to manufacturing, invention and the like. Remember that if it is 'float' it needs to be able to compete with the 4 hubs and high-sec in general which the current level of benefit is nowhere near enough to.
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X Gallentius
Quantum Cats Syndicate Villore Accords
204
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Posted - 2012.05.12 13:15:00 -
[26] - Quote
Grey Azorria wrote:X Gallentius wrote:Post Fixed. Why should nuetrals have access to any of it? They did nothing to secure the system? Only thing I can think of is that they may help defend the system if they reap the benefits (?).
Maybe FW players could rent out upgraded space? Would it be worth it? So low sec industry having an advantage over high sec industry is a bad thing? If the benefits are good enough, then low sec might not be 'dead' anymore
I meant would it be worth it for a FW corp to spend 150k LP initially, and then probably 10-50k lp / day to keep the system upgraded so that neutrals can farm? Would the nuetrals be willing to pay 10-50 million isk/ day (converting LP to isk at 1000 isk/LP) to rend a low sec system? Probably not.
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Milton Middleson
Rifterlings
7
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Posted - 2012.05.13 16:18:00 -
[27] - Quote
I think that certain upgrades should be generally available, because we want to encourage lowsec industry, while certain upgrades should be available only to the militia, because we want to reward them specifically.
For example, suppose that at a certain level of upgrades, a system had: reduced repair bills, improved insurance, improved refining, reduced clone costs, reduced transaction taxes, improved manufacturing ME/PE, improved research, additional slots, and improved invention chance.
I would reserve the improvements to clones, repair bills, insurance, number of slots, and invention to the militia. That it their exclusive reward for holding the system. Neutrals would benefit from improved refining, manufacturing, research, and taxes.
Additional/refined upgrade ideas: -militia stations improve the performance of faction-appropriate t2 bpcs. They get a bonus to ME, PE, and max run number based upon the level of system upgrade. This would give a pretty incontrovertible advantage to people producing T2 stuff in lowsec vs highsec. -Allow militia to benefit from the full degree of upgrades. Neutrals get a somewhat reduced benefit (either at a lower level of upgrade, or reduced on a percentage basis). |
X Gallentius
Quantum Cats Syndicate Villore Accords
208
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Posted - 2012.05.13 21:08:00 -
[28] - Quote
If improving low sec is the goal, then why provide these improvements only to FW space? |
Alticus C Bear
University of Caille Gallente Federation
43
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Posted - 2012.05.13 21:24:00 -
[29] - Quote
The cost and method of maintaining the upgrades is certainly an interesting point. As a mainly Solo pilot would I want to add LP to the hub? Perhaps if I was LP rich but the bonuses do not really seem tailored to give me an immediate benefit. I can certainly see corps and alliances wanting to keep certain systems upgraded but the onus will still be on the individual to contribute LP. Is there any method of seeing who has contributed LP?
At the moment I get an evemail notifying me of an LP reward I have received from a complex completion; normally I just spend it in bulk on faction mods/ships. With different methods of expenditure I would perhaps like to track this better. Is there any other way to track you LP reward history and spend? I can find the total in the journal, it may be helpful for it to work like the faction standings tabs so you can see your history, a proper LP wallet journal would be better though. Is the LP history in the API, could corps track their members contributions this way?
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Linna Excel
Center for Advanced Studies Gallente Federation
2
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Posted - 2012.05.14 03:22:00 -
[30] - Quote
I think the bonus to science and manufacturing time is a good idea, maybe give these bonuses to people who spend LP on them. I like the added slots idea, but I don't think that you're adding enough, maybe +5 per level would be good. Or you can have extra slots (with bonuses) for members of the faction only. Like a fast pass. Sadly, I'm staying in CAS with this character so I'm not going to see use of that feature.
Another option would be tech 2 BPCs have a reduced time and mat waste in them or you could use LP and a lot of ISK to turn a T2 BPC into a T2 BPO. Maybe 100,000 LPs and 100 million isk for things like ammo and drones to 1 million LPs and a billion or five isk for a ship BPO. IMO I'd really like to see research upgraded, but this thread isn't the place for it.
You could also offer skill point rewards for LP and allow players or alt chars to participate to speed up their training.
Battleground systems could have named NPCs and NPC groups for both sides and they could meet and slug it out. These NPCs wouldn't give ISK but they could get LP for FW members and neutrals who want to access the LP store.
Another option is a home-field advantage: donate enough LP and all members of your faction in that system get small boosts to things like damage dealed, cap recharge, and resists and the other side gets small penalties.
I'd like to see assist the cause quests for non-FW members. That way you could participate to a limited degree for reduced or no faction losses. Things like: attack NPC pirates so the militia doesn't have to, or donate a ship, or go scout/probe an enemy system under the guise of a trade mission. You could also have donate ISK for LP. Ideally all NPC security missions involving faction loss would be moved to FW, but that's for another discussion. I <3 Vexors. |
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