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Vas Vadum
LankTech Zero Hour Alliance
36
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Posted - 2012.07.04 13:12:00 -
[1] - Quote
First idea is relating to the next idea. A new skill for the game, with a 14x multiplier, would be called "Rig Placement" or "Rig Removal". I'm not that creative with names, so feel free to make your own name. I chose 14x multiplier as it's a nice long training time, as this skill would help save lots of ISK potentially.
The skill's effect would be to allow a person to place a rig on their ship that can be removed without totally destroying it. Skill at level 1 would make it so a rig takes 3 hours to place, 12 hours to remove and removed would damage the rig 90%. Skill level 2, 2 hours 30 min to place, 11 hours to remove, 75% damage. Reduce time to place per level by 30 minutes, reduce time to remove by 1 hour per level, and reduce damage by 15% per level. The end result is level 5, it'll have 30% damage to the rig which will be required to be repaired before you can place it on again (the damage is to add some ISK cost in repairing them, or perhaps make it so if they can put damaged rigs on, that eventually they'll break totally), and you'll have 30 minutes to place a rig and 7 hours to remove the rig.
Now, you can't pilot the ship while rigs are being taken off or removed. This skill only presents the OPTION. This will not effect normal rig usage. You'll have 2 choices when rigging your ships, one is to place the rig on board, which makes it so it can never be removed carefully. Another choice is "Place Safely" which allows you to spend the extra time putting the rig on in a way that can be removed without totally destroying it. I've never understood why rigs must be totally destroyed when you remove them, I mean in real life you can rig something and still remove chunks of it in working condition, you may need to do repairs to fix the things you broke.
You can also split the skills apart. One for placement/removal time, and one for damage percentage. Another though I had is to make these rigs slightly less effective when they are placed securely which adds another skill in mind. Rig Effectiveness, skill lv0 has the rig 50% less effective. 10% per level for max level allowing 0% reduction in effectiveness, I believe the multiplier for this one should be 6 to 9. Maybe 10.
I'm still brainstorming around this idea, if anyone has any ideas to add let me know and I'll consider them. CCP, I'm also thinking of different values to each rig as some rigs are rather hard to remove, if we were dealing with real life. So I'm thinking some rigs will be more damaged than others so we can change the skills to work based on a rig difficulty modifier. If you would like a list of difficulty levels I am thinking for each rig, lemme know here or in an evemail. Also if you flat out don't want this idea, let me know now so I can abandon the topic.
Thank you for reading folks. |
Photon Ceray
Con5piracY
2
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Posted - 2012.07.04 13:19:00 -
[2] - Quote
i am not one who opposes new ideas usually, but what you mention is impractical. no one wants to wait 3 hours to rig a ship or 12 to remove the rig. in most situations, you want it ready instantly.
there is also no big need for rig removal. if you want to fit a t2 rig then it better be worth it or stick to t1.
also, such an idea would crash the rigs market. |
Tchulen
Trumpets and Bookmarks The Omega Industries
129
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Posted - 2012.07.04 13:35:00 -
[3] - Quote
I'm not sure that further reducing the value of salvage is a particularly good idea.
As previously stated, there's nothing wrong with the way rigs work at the moment. I think that this addition would just unnecessarily confuse the rig system for no realistic benefit other than to allow people to move expensive tech II rigs about; something which I think would be detrimental to the game as a whole. |
Vas Vadum
LankTech Zero Hour Alliance
36
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Posted - 2012.07.04 13:39:00 -
[4] - Quote
Photon, I said this would not effect standard rigging. You can choose to either instantly drop the rig in, making it impossible to remove without totally breaking it, or you can choose to place it in carefully, taking the time, and spending the money to repair it each time you want to put it back on. I'm thinking we can make the damage permanent so that after several times, the rig will become useless or break.
As for crashing the market for rigs, I was trying to come up with a way to make it a pain to deal with removal. This would be for mostly cheap scapes though. I would rather not own 2 ships for 2 different purposes when I can own one. Especially when both ships are already expensive enough as is.
But I suppose if no one wants it then fine. I did at least voice my idea like I wanted to. |
Crunchie Attuxors
Always Another Corporate Venture
76
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Posted - 2012.07.04 14:40:00 -
[5] - Quote
I have to agree with the objections raised. There is actually no practical reason I can think for rigs to be removed, other than to sell ships in the market rather than by contract.
In which case, what we need is an improvement in the contract system to deal with ships, not an over complicated skill-based system for removal.
The idea, like so many I read, is not bad thinking, but it is a solution in search of a problem... Eve forums official anthem:http://www.youtube.com/watch?v=pudOFG5X6uA |
Crunchie Attuxors
Always Another Corporate Venture
76
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Posted - 2012.07.04 14:42:00 -
[6] - Quote
And if you want to fit a ship that already has t1s with T2 rigs, you better of buying a new ship or just removing the rigs and eating the cost. Plan better. Eve forums official anthem:http://www.youtube.com/watch?v=pudOFG5X6uA |
Vas Vadum
LankTech Zero Hour Alliance
36
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Posted - 2012.07.05 08:24:00 -
[7] - Quote
I'm withdrawing my idea, sorry for bothering with it. I'd like you folks to check my other ideas though. https://forums.eveonline.com/default.aspx?g=posts&m=1482847 - Eve Mail Drafts https://forums.eveonline.com/default.aspx?g=posts&m=1371191 - The Primateir https://forums.eveonline.com/default.aspx?g=posts&m=1368360 - Planetary Infrostructure Naming Ability https://forums.eveonline.com/default.aspx?g=posts&m=1279483 - Contact Standing Overrides https://forums.eveonline.com/default.aspx?g=posts&m=1279224 - Adding Account Security - Authenticators https://forums.eveonline.com/default.aspx?g=posts&m=771111 - Bookmarks rename Items in space + Colorful bookmarks!
I have requested the topic be locked. |
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ISD Dosnix
ISD Community Communications Liaisons
7
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Posted - 2012.07.05 08:29:00 -
[8] - Quote
Due to the OP-¦s request I-¦m going to lock this thread
Have a nice day and check his other ideas pls (But post constructive)
ISD Dosnix ISD Dosnix Ensign Community Communication Liasons (CCLs) Interstellar Service Department |
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