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Aminari Talar
Tachyon Field Mordus Angels
32
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Posted - 2015.10.03 10:08:34 -
[1] - Quote
I wanted to touch on a topic here that will take some time to explain and to talk about, this heart of the topic is moon mining but i want to make some suggestions before this is addressed so that we can put the discussion of moon mining into it's proper place with good changes.
Tech II Production
This part of Game Play is massively over complicated. I Would like you guys to make the following changes.
Remove the current Tech II production System. Install 4 New types of Materials to the game one corresponding to each race Install 4 New Components to the game, each corresponding to a each race.
- Do not add multiple types of Materials or components to each race (KISS) - Each type of mineral is found in a region corresponding to its native races.
Flow Chart
Moon Mining
- Remove Moon Mining - Covert the Above Production concept to a form of Planetary Interaction. - Remove Current Moon mining materials etc.
Moon (Planetary) Interaction
- Add a new Skill to limit the amount of moon colonies a player can have - Add a new (Universal one module fits all) Moon command center for Moon Interaction
Design Pass on Planetary Interaction
- Rework the current way that goons are transported around on the planet by removing the concept of links. - Storage now applies a Planet - wide storage that acts for anything on the planet. - Facilities now automatically take things from the storage according to their production que (this functionality should work something identical to how you build things from a storage of minerals or gas in starcraft, or wood and gold from age of empires, and so on). - Remove Poco's - a Single starport is now in orbit of each planet. Players visit this single structure (in place of a poco that looks something like a small trade space station) That will grant them access to their storage on the planet. Transfer of goods still has a cost (which should be increased) by it no longer has a timer on it.
Ship Production and Research
- Reduce the speed at which it takes to copy BPO's - Greatly improve the default pricing on BPO's and BPC Usage, Copies, Upgrading, etc (This is an untapped isk sink!) - Greatly Reduce the mineral needs to build ships - Greatly increase the price of BPO and BPCS in the "building price" so this plays a more active role in the cost of production to a point of something like 60% ships cost being done in the design concept (BPO/BPC) as opposed to the mineral. - Create a new throw away item called "Lab equipment" that will be used to do research. Periodically this research will create new bpo's and bpc's. - Create various new skill concepts to improve this aspect of game play.
MISC - New name "Planetary interaction to "celestial interaction"
Reasoning and though process behind the above changes
Tech II production
This has been overly complicated for the longest time. This design process will still make it simi-hard to produce tech two stuff, by through a concept of time, as opposed to understanding and ramp-up production time.
Moon Mining Passive Income Removal
WIth the switch of moon mining toward a Moon variant of PI, this will allow everyone to access the materials. Additionally this will invalidate the need for pos's or pos modules at all in the new system. Even more importantly this will bring a revitalization to the industry aspects of nullsec help players of all types of walks of game play to be there. Most Important this will invalidate the control over such materials by super powers.
PI Design Pass
Planetary interaction is an amazing concept but it's long been Overly Complicated. by swapping the resources of the raw and produced materials on the planet to a general pool it will remove the need to set up links and do all kinds of silly tedious things. This will make the pi experience much more stream line and pleasing to the player base.
Research and Invention Design Pass
I have felt for the longest time that this was a massively untapped resource and new exciting way of game play. Sadly this is not really a viable means of a career in eve due to the fact that bpo/bpc's play such a small part in the cost value of the production of ships etc.
Think of this like a Faction battleship. Most of the time you pay 200m for the bpc, and another 150m in minerals. I think the production of all things in the game should work in this manner, as opposed to for example, 400 m in minerals, and 1m in bpc.
Helping move the value of these things and make this a player driven aspect of the economy will make this a new exciting career in eve and an something much sought after for nullsec alliance.
With the improvement to this system, it will allow players to turn their Attention to a new fun game play aspects.
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Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
494
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Posted - 2015.10.03 10:21:25 -
[2] - Quote
Aminari Talar wrote:Tech II Production This part of Game Play is massively over complicated.
It really isn't, and I wouldn't want it to become a **** easy walk in the part either. |
Aminari Talar
Tachyon Field Mordus Angels
32
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Posted - 2015.10.03 10:28:02 -
[3] - Quote
Iv had the conversation with many about this topic, and none of them agree it's easy, all of them (give or take) agree there is was to much ramp up time to get something out of it. This is not even addressing the abusive concepts that come from the alliance side of thing, and the fact that it really invalidates this aspect of game play for those wanting to move into the higher tier aspects of industry (namely tech 2 production). Additionally...
The fact that alliances can passive mine isk in game is utterly insane, and it gives them a huge edge if they are able to take and keep these things, and that edge only grows ever more distant then others with each new moon under their control. This system is abusive to players, abusive to new alliances, and abusive to the economy. |
Do Little
Red Frog Freight Red-Frog
173
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Posted - 2015.10.03 10:36:38 -
[4] - Quote
I see no reason why becoming good at advanced industry should require any less knowledge, experience or skill than becoming good at PVP. The challenge keeps those of us who play Eve because of the economic simulation coming back for more.
One constraint on nullsec industry is resource distribution - no region is self sufficient, so the hub and spoke system with Jita in the middle is actually the most efficient way to do things. |
Serendipity Lost
Repo Industries
1419
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Posted - 2015.10.03 11:13:16 -
[5] - Quote
"It's too complicated for me" "It's too tedious for me"
and so on should never be a reason to change the game. Work and effort add value. What is too much effort for one is and opportunity to succeed for another. If T2 production (any aspect of it) is too much for you to bother with - there are a lot of easier professins out there. Carrier bot ratting in guristas space comes to mind.
What I'm saying is if you want to be an industry king - it takes some work. If your desire is to make gobs of easy loot by producing T2 goods then you're misreading what Eve industry is. There are a lot of spreadsheet nerds in this game that get all dizzy when they master a production line and outperform the other spreadsheet nerds. If you want crazy - come build T3s with me.
OK that being said - anything that spreads moon goo around so that some big fatassicus tools can't monopolize it would provide immediate improvement to game play. Sure sure prices would initially spike on T2 goods, but with all of new eden now open to getting a piece of the pie things would recover quickly enough. The passive isk for mega alliances really does need to go. So I like your idea of converting moon goo into a spread out PI like resource that can't be monopolized.
TBH what I would really like to read is a position paper by a design and development team explaining how moon goo and the associated lage gobs of passive isk which has been monopolized for years is good for the game. Again, sure sure there are some fights here and there over this moon or that moon, but overall the bulk of the high ends has been controlled by a very few. It's stagnant, it's stale and it's promoting some very foul odors across New Eden.
So, difficult production is something a lot of folks like. Sit back and enjoy the "don't touch our moon goo" stuff - it's always a good show. Be prepared to threatened with eve collapsing, markets collapsing (and then eve collapsing), tales of the possiblity of fighting over moons some day and so on. The goo owners are pretty good at transmuting their fears of loss into any number of eve ruining demons that will ring in the end of days (carefully crafted with prophesized facts and guarantees of possible outcomes). |
Lugh Crow-Slave
1240
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Posted - 2015.10.03 11:21:42 -
[6] - Quote
Celthric Kanerian wrote:Aminari Talar wrote:Tech II Production This part of Game Play is massively over complicated. It really isn't, and I wouldn't want it to become a **** easy walk in the part either.
not only that but its one of the reasons as an indi pilot you do T2 over T1 in most cases the profit for your time is about the same
I want to build a ship not toss a bunch of minerals into a pile and BOOM ship
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Aminari Talar
Tachyon Field Mordus Angels
32
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Posted - 2015.10.03 14:55:45 -
[7] - Quote
Shifting where the difficulty is, and removing it at not the same thing. Im advocating that we shift the difficult and ramp up time to being more about working with others to do large scale production (or shipping it) rather then having 3 months of little to no production and a long tedious process to engage in actual production.
A new idea i had was to create something like hacking that we use "lab equipment" to conduct, which will give researchers types of miny games. They do these, and come out with some sort of "result container" which they then put into some sort of research que similar to manufacturing, bpc copying etc, that after a time produces a result (in that case a bpc, isk, or bpo). |
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