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Garrett Howe
Spectres
3
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Posted - 2015.04.01 01:05:17 -
[1] - Quote
I notice that there are a lot of trade goods in the game that serve nothing more than being required for a random trade mission, or spicing up a funny killmail. I was thinking it would be interesting if some of these trade goods actually served some purpose in the game. I've listed some examples I thought of below.
-Science graduates used to needed to do research in a Research Lab -Slaves used to harvest resources from planetary interaction -Various food items needed to feed personnel in POSs (assuming they can't get normal trade that high sec stations can get) -Medicine needed to keep personnel in POSs healthy -Luxury goods e.g. spiced wine, spirits, tobacco boost effectiveness of personnel in POSs |
Anhenka
Infinite Point Nulli Secunda
1330
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Posted - 2015.04.01 01:07:39 -
[2] - Quote
Except those items are not made by players, and CCP has stated they want to eventually move to where basically everything in game is made by players.
I don't see them reversing this trend unless we suddenly also get a way to manufacture janitors or exotic dancers or w/e. |
Unsuccessful At Everything
The Troll Bridge
20899
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Posted - 2015.04.01 01:16:38 -
[3] - Quote
Anhenka wrote:.... unless we suddenly also get a way to manufacture janitors or exotic dancers or w/e.
I would gladly train 'exotic dancer training' to level 5.
Since the cessation of their usefulness is imminent, may I appropriate your belongings?
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Juan Mileghere
The Corporate Raiders
13
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Posted - 2015.04.01 01:51:19 -
[4] - Quote
Anhenka wrote:Except those items are not made by players, and CCP has stated they want to eventually move to where basically everything in game is made by players.
I don't see them reversing this trend unless we suddenly also get a way to manufacture janitors or exotic dancers or w/e. Going to play devil's advocate what if we could produce them?
Blobbing Explained
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ShahFluffers
Ice Fire Warriors Snuffed Out
7808
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Posted - 2015.04.01 02:23:52 -
[5] - Quote
Garrett Howe wrote:I notice that there are a lot of trade goods in the game that serve nothing more than being required for a random trade mission, or spicing up a funny killmail. I was thinking it would be interesting if some of these trade goods actually served some purpose in the game. They already do.
You know those player stations out in null-sec? They need those items to be constructed in the first place.
How did you start?
The SP System
IFW
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Lienzo
Amanuensis
66
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Posted - 2015.04.01 02:33:35 -
[6] - Quote
It could be quite interesting if their production were limited to specific regions. Likewise if each individual constellation had it's own unique product. But, sweet googly moogly the database!
It really could depend on just how broad a variety of new structures CCP plans to give us, and the scope of their capabilities. I'd really, really like to see some hyperspecialization in structure based production, and massive industrial advantages from that specialization. Specialization shouldn't be something locked away in your head from some silly skillbook, but an honest-to-Bob factory somewhere with a specialized set of scripts running that are hard to change. Like you might have one that only produced medium hybrid turrets, and ought else.
Perhaps if CCP were pondering allowing us to invent meta modules, this would become an interesting route to accomplishing it, necessitating in each instance access to the resources of a very small locale. It would explain where the npcs are sourcing large numbers of all of those modules.
I'm imagining no longer being able to build from hundreds of blueprints with optimum efficiency, but instead hundreds with humdrum efficiency, and just a handful with extreme efficiency. This would give market producers positions, and really make them focus on rivals as individuals, rather than just something we manage through portfolio diversification.
In lawless space, I can see a lot of utility for adding objects like mobile depots which protect factory installations by increasing their sensor strength, making them unprobeable. Once the mobile protection unit comes out of reinforced, the effect is lost, rending the installation findable. Perhaps sov levels could tweak structure sensor strength upwards, offering some reason to retain sov. Perhaps in lowsec, it could be based on FW system index.
I'd almost like to see some separate station/non-station trade skills that gave us the ability to vendor a small number of products on a per-site basis, rather than just one masterlist that was cluster wide. There are times when I want to just pack in all the pvp stuff, and just roam around roleplaying a haberdasher in a blockade runner. |
Lugh Crow-Slave
991
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Posted - 2015.04.01 02:53:14 -
[7] - Quote
some one wasn't around before the fuel block and has no idea the headache he is asking for
Fuel block colors? Missiles for Caldari T3?
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