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Kenn
McKae Industries and Research
0
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Posted - 2012.05.23 16:59:00 -
[1] - Quote
I have read through the stickies and didn't find this one so I am throwing it out there.
This may be a way to show Tech 1 some love with out serious rebalancing or major game changes though database work may be required. Currently any player can make any item exactly the same as any other player in any location that provides the means. Yet a lot of items are race specific like ships. A Caldari character can produce a Minmatar ship exactly like the Minmatar do. This includes invention where a character takes a T1 BPC and raises it to a T2 or named Level and gets those same bonuses including the new ones that were also race specific.
So I am proposing a restriction on manufacturing for race specific items. It seems this restriction exists for BPO's on the market exchange as I don't find Gallente BPO's in Caldari space unless a player put it up there. I have to go to Gallente space to get an Obelesk BPO for example. Contracts do not reflect this obviously.
The idea is if a player produces a race specific item in it's "home" territory they can get bonuses for it. This can be reflected as a named item tweaked a bit for that region alone and it can only be produced there as that race holds the "secrets" to making it. Made anywhere else results in a lesser item. Optionally give the player Racial, Security and Standing bonuses and they can make better items with that same T1 BPO.
This way no player actually controls the technology the empire does. The player is only given access to manufacturing it and each empire is set up to produce items of BPO's in their own way which is information NOT included in the BPO or BPC's themselves and thus cannot proliferate. Sure Caldari can build a Typhoon but not the way the Minmatar do. This would include Pirate factions so Sansha specific technologies can only be acheived at Sansha facilities. This could include a POS for a corp that has high enough standing with a particular faction though it would have to be in territory controlled by that faction. Otherwise it is a standard T1 BPO.
Researching ME and PE does not change as the player simply has a T1 BPO and the information on manufacturing an item for a given faction is not contained within it but rather at the facility it is made in. So it would matter WHERE the item was made.
It opens up a possibility of cross technologies as well for example certain ships were crosses between two factions and thus had unique abilities or bonuses as a result so taking a Caldari Moa BPO and making it on a Guerista (did I spell that right?) controlled factory slot (assuming you have the standing etc.) would produce the hybrid.
The Result? Fewer players make that item decreasing the supply. It encourages faction specific manufacturing and increases the price of the item with out the need to increase the price of the base commodities to "get a good market going". A real demand will be created for those items since they become scarce. Standard T1 items still exist and can be made the standard way. It's only the players who wish to do T1 manufacturing who are willing to commit to a faction that will be able to produce the little bit of extra in a given item giving it value. All players with standard skills can do this. To make the item available in other empires requires transport and commerce is born.
If a player wants the flexibility to produce items outside of this paradigm then the invention process is still an option which has the added cost anyway. Thus projectile weapons in and of themselves may not be hot sellers when manufactured anywhere else but those made in Minmatar space may very well be in hot demand. Again the "Little bit of extra" can be a set value or scalable dependant upon character scores in faction related numbers like security status and standing. Loyalty points could also be applied as a one shot liscence to produce something representing a bone thrown to the player by that factionfor a job well done .
Items don't have to be reinvented or created to fit this. Items already in game can simply be assigned where applicable like named items that already represent factions. It is a flexible idea and scalable providing something for all players regaurdless of faction or location.
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Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
591
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Posted - 2012.05.23 20:31:00 -
[2] - Quote
But I thought we wanted more industry in nullsec, not literally none? |
Loius Woo
PATRIOT KNIGHTS
60
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Posted - 2012.05.23 20:48:00 -
[3] - Quote
I do not agree in any way.
I do manufacturing, I already have to train specific science and mechanic skills in order to build race specific items. It is already pretty hard to train to build all the racial ships, or invent all the racial ships, in the same efficiency and that is fine.
Having a bonus to do it in a specific area is a bad idea.
Also, it makes no sense at all. If Boeing designs a plane in Washington state, then ships the blueprints to South Carolina to build it, does it get a nerd to efficiency? No it doesn't.
Your idea is meritless.
Also, why? Why does it matter? |
Kenn
McKae Industries and Research
0
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Posted - 2012.05.24 05:08:00 -
[4] - Quote
Danika it wouldn't effect standard T1 production anymore than it already is. For example Cap Recharger 1 BPO's are not race specific and so no bonus would be gained by producing them in one area or another. Only race specific items which mostly would be ships. I had weapons in mind as one race prefers certain weapons over another but it should apply to other areas. Minmatar like projectiles so it should be easier to produce named projectiles in Minmatar space showing the superior manufacture they have over other empires because that is what they are good at.
Loius your analagy is incorrect. Building a Boeing plane in Washington then sending it to South Carolina is like building a Typhoon in The north west part of the Minmatar empire then moving it to the south east of Minmatar. Of course there is no difference. Try building that same plane in China or Ethiopia which are different Nations and there will be a difference. Thus I am saying it should be different to build a Typhoon in Minmatar space than it is in Caldari space or Gallente space.
As for skills I am unaware skills were required to build T1 frigates cruisers and battleships. I build T1 also and have been able to build those ships with out those skills and with no problems . Advanced ships ,which are not considered T1, yes but we are talking about T1 items which only require Industry level 1 to build. That is true from Frigates to Battleships reguardless of race. When you get into capital class ships and freighters even then racial skills are not needed though more skills are needed to build them.
The process you described requiring specific science and mechanic skills etc i assume refers to invention and that would still apply if you want to build anywhere. For Example you might be working in the Fountain region and traveling to Empire space to replace industrials or Battleships may not be an option. Your skill set would save you that headache.
If however you want to travel to another empire to take advantage of their facilities (assuming you have the standing etc.) you can with out requiring those skills This is not a T2 replacement option. This simply addresses the issue that certain empires excell at certain things and it should be reflected in the manufacturing. In effect it would take the obstacles you mentioned out of your way if you are willing to travel.
As to why? Why it matters? It places a demand on those T1 items you build giving you more profit. Mineral prices would remain unaffected by this approach but demand would be created for products of limited supply and thus YOU get more Isk for your efforts.
This would affect players everywhere pirates and carebears alike. Serpentis would offer bonuses for work done in Their territory (the risk of traveling there alone would make those items hard to come by) as would the other pirate factions. So Null sec pilots could generate an industry off of that alone.
So I think the idea has considerable Merit though you are free to disagree. This idea might introduce changes that interfere in your manufacturing some how and I could understand why you wouldn't like it. That doesn't make it a bad idea. |
Aqriue
Center for Advanced Studies Gallente Federation
677
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Posted - 2012.05.24 05:59:00 -
[5] - Quote
I still say to permamently turn off asteroids and remove the reprocessing skill for modules. Then you can work on the boring ass profession that gets no respect called mining, but who the **** cares about miners since they can't mine without asteroids...which results in industry unable to build because there is no source of minerals which then results in a limited supply of ships until everyone is piloting rookie ships. ******* win/win amirite ? |
Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
593
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Posted - 2012.05.24 10:17:00 -
[6] - Quote
Kenn wrote:Danika it wouldn't effect standard T1 production anymore than it already is. For example Cap Recharger 1 BPO's are not race specific and so no bonus would be gained by producing them in one area or another. Only race specific items which mostly would be ships. I had weapons in mind as one race prefers certain weapons over another but it should apply to other areas. Minmatar like projectiles so it should be easier to produce named projectiles in Minmatar space showing the superior manufacture they have over other empires because that is what they are good at.
Loius your analagy is incorrect. Building a Boeing plane in Washington then sending it to South Carolina is like building a Typhoon in The north west part of the Minmatar empire then moving it to the south east of Minmatar. Of course there is no difference. Try building that same plane in China or Ethiopia which are different Nations and there will be a difference. Thus I am saying it should be different to build a Typhoon in Minmatar space than it is in Caldari space or Gallente space.
As for skills I am unaware skills were required to build T1 frigates cruisers and battleships. I build T1 also and have been able to build those ships with out those skills and with no problems . Advanced ships ,which are not considered T1, yes but we are talking about T1 items which only require Industry level 1 to build. That is true from Frigates to Battleships reguardless of race. When you get into capital class ships and freighters even then racial skills are not needed though more skills are needed to build them.
The process you described requiring specific science and mechanic skills etc i assume refers to invention and that would still apply if you want to build anywhere. For Example you might be working in the Fountain region and traveling to Empire space to replace industrials or Battleships may not be an option. Your skill set would save you that headache.
If however you want to travel to another empire to take advantage of their facilities (assuming you have the standing etc.) you can with out requiring those skills This is not a T2 replacement option. This simply addresses the issue that certain empires excell at certain things and it should be reflected in the manufacturing. In effect it would take the obstacles you mentioned out of your way if you are willing to travel.
As to why? Why it matters? It places a demand on those T1 items you build giving you more profit. Mineral prices would remain unaffected by this approach but demand would be created for products of limited supply and thus YOU get more Isk for your efforts.
This would affect players everywhere pirates and carebears alike. Serpentis would offer bonuses for work done in Their territory (the risk of traveling there alone would make those items hard to come by) as would the other pirate factions. So Null sec pilots could generate an industry off of that alone.
So I think the idea has considerable Merit though you are free to disagree. This idea might introduce changes that interfere in your manufacturing some how and I could understand why you wouldn't like it. That doesn't make it a bad idea.
So instead of building, say, scorpions out in Deklein, I'd build them in caldari space and ship them in via jump freighters. Same with maelstroms, only I'd build them in minnie space and ship them from there. You would kill what little nullsec industry exists, even for a casual producer like myself it would make no sense to build anything on site if there are bonuses to be had building it elsewhere. |
LethalGeek
Red Ochre Mining and Exploration Fatal Ascension
13
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Posted - 2012.05.24 14:47:00 -
[7] - Quote
This is way too complicated with no benefit what so ever other than royally borking up the economy with overpriced equipment. There are already lots of places to move material that you can make better margins on without making building a clusterfuck of standings & location. I can't even imagine having to jump through least 4 regions just to do my build orders, that's insane. |
Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
157
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Posted - 2012.05.24 16:47:00 -
[8] - Quote
Danika Princip wrote:But I thought we wanted more industry in nullsec, not literally none?
no reason to add more to null sec.... just add more to the game. [IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/OldST.jpg[/IMG] |
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