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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
292
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Posted - 2013.06.19 18:53:00 -
[1] - Quote
Would have preferred:
1) Fast with small hold 2) Slow with large hold 3) Tanky with moderate hold 4) Specialised hold (Gas/Ore/Ice) 5) Smuggler
5 roles all different. Useful in their own way. |
Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
297
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Posted - 2013.06.20 19:12:00 -
[2] - Quote
Rise,
My problem with your proposal is that it seems very limited. You've picked only two roles when there is clearly room for more.
Diversity is the spice of life after all and I'm sure it wouldn't be that much of an effort to turn a few of the haulers into slightly different models to fill the gaps. I would even be happy to wait until the art assets are in place before this ship balance pass happens.
My proposal would be that each race has 5 industrials. These would be:
1) Fast with small hold and little tank 2) fast with very small hold little tank and some kind of smuggler bonus 3) Heavy tank with moderate cargo hold but slow 4) Massive cargo hold with light tank and slow 5) specialist with moderate tank and slow
I would see it looking like this:
Amarr:
Sigil: 5% bonus to agility, +1AU's/ second max warp velocity per level (small cargo limited tank) Sigil MkII: 5% bonus to agility, 10% reduction in chance to be caught with contraband per level (very small cargo limited tank) Bestower: 4% armour resists 5% cargo hold (moderate cargo poor agility) Bestower MkII: 10% cargo hold (double bonus) [Massive cargo light tank] A New Ship: 4% armour resists, 5% Ore/Ice/Gas hold (can fit Mining Foreman Links)
Caldari:
Badger: 5% bonus to agility, +1AU's/ second max warp velocity per level (small cargo limited tank) Badger MkII: 5% bonus to agility, 10% reduction in chance to be caught with contraband per level (very small cargo limited tank) Badger MkIII: 4% shield resists 5% cargo hold (moderate cargo poor agility) Badger MkIV: 10% cargo hold (double bonus) [Massive cargo light tank] Badger MkV: 4% shield resists, 5% Ore/Ice/Gas hold (can fit Mining Foreman Links)
Gallente:
Iteron MkI: 5% bonus to agility, +1AU's/ second max warp velocity per level (small cargo limited tank) Iteron MkII: 5% bonus to agility, 10% reduction in chance to be caught with contraband per level (very small cargo limited tank) Iteron MkIII: 10% Structure HP, 5% cargo hold (moderate cargo poor agility) Iteron MkIV: 7.5% armour repair amount, 5% Ore/Ice/Gas hold (can fit Mining Foreman Links) Iteron MkV: 10% cargo hold (double bonus) [Massive cargo light tank]
Minmatar:
Wreathe: 5% bonus to agility, +1AU's/ second max warp velocity per level (small cargo limited tank) Wreathe MkII: 5% bonus to agility, 10% reduction in chance to be caught with contraband per level (very small cargo limited tank) Hoarder: 10% reduction in signature radius, 5% cargo hold (moderate cargo poor agility) Hoarder MkII: 7.5% Shield Boost amount, 5% Ore/Ice/Gas hold (can fit Mining Foreman Links) Mammoth: 10% cargo hold (double bonus) [Massive cargo light tank]
That is my industry ship dream above. Balance slots and fitting your own way but that's what I'd love to see. |
Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
297
|
Posted - 2013.06.20 20:39:00 -
[3] - Quote
Johnson Oramara wrote:Spugg Galdon wrote:Rise, Stuff I said
Your suggestion makes too much sense and would actually require small effort rather than quick number tweaks
Then hit the bloody "like" button! |
Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
299
|
Posted - 2013.06.25 14:03:00 -
[4] - Quote
Smuggling.
Perhaps smuggling is a profession that could have massive iteration. The first step would be to give a reason to actually smuggle stuff.
First. We need to look at why smuggling occurs in real life and the types of goods that get smuggled.
The way I see it is that people smuggle legal and illegal items both for profit. Illegal items are smuggled because they are illegal and must be smuggled. Legal items are smuggled to avoid taxes and fees.
Perhaps legal items in EvE could start to have an import/export tax levied on them when you undock from a station. When you undock You would receive a pop up message that says "the export tax of the items in your cargo hold is x amount. Do you wish to declare these items?" If you say yes you pay the tax and undock. If you say no there is a chance you get caught smuggling. If caught you get hit with a suspect flag. Pew pew commences in the undock. This would put a niche into market trading as smugglers could gain more profit from moving small volumes tax free. Also people who want to be a "Hans Solo" type get to play at it. The export tax would be a good isk sink.
A smuggling hauler ship would have a very low chance at getting caught, almost zero. A normal hauler would have a high chance.
Certain items would be export tax exempt for example ammo and charges.
If customs catches you with contraband they flag you as a suspect. Pew pew!
Any thoughts? |
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