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Irigom
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Posted - 2007.12.09 02:39:00 -
[1]
Edited by: Irigom on 09/12/2007 02:44:56 Edited by: Irigom on 09/12/2007 02:43:05 Edited by: Irigom on 09/12/2007 02:42:18 Now IĘve played this game a couple years now and since everyone has thrown in their two cents on how they think it should be run ą hereĘs mineą ItĘs actually pretty good from what IĘm told so please read before you lock it.
I am actually in college now for game development, and not saying I know how THIS game should be runą but I have been educated and understand the concepts of trade offs and cost benefit as well as challenge. So everything I suggest will have a trade off included to go along with it and will allow for plenty of challenge.
Revamp of design and creation system. (How I think equipment should be done..)
Research as we know itą should be a thing of the pastą Fix the quantities of time and materials for production.
Research should become: a way to improve equipment stats... as you get further into this your skill at doing it will increaseą this is how I suggest this happening. Firstą BPĘs need to become just thatą No more BPOĘs No more BPCĘsą insteadą have them become trainable to a character that can produce them. Once a character knows how to make a shipą he/she knowsą canĘt be lost. Therefore, blueprints need to be uploaded into the character sheet and become part of the character that controls them.
Theną An Equiptment Modification skill needs to be introducedą each level will allow one additional Rig to be applied to ships and for the ship Modules shorten the time it takes to apply the 1 mod they get. You heard me correctly, Time to apply rigs. Rigs are a restructuring and modification system to ships, they should take time to apply as well as have drawbacks. Obviously, if 5 levels for ships and 1 for Modules arenĘt enough, you can have an advanced skill, but I think a max of 5 and 1 are more than sufficient. Once the Mods/Rigs are applied to a functional prototype of an item, you can commence with testing. If the item developer is happy with his final numbers and test resultsą he can reverse engineer the item into a Variant saved into his BP store in his character sheet. In essence, the designer engineered a Custom Tech II ship. This process can be repeated as much as the character would like but for every Tech Level that is engineered, the Production materials should go up drastically as well as the time of production. This should balance out around the Tech III or IV level for cost to benefit, where Tech V would be almost impossible to construct on large scaleą The entire Item should be dissolved when reverse engineering it and the current reverse engineering skill would suffice on percentage of possibility. The character would also need skills to reverse engineer it based on the mods applied to the working prototype. If he applied 5 different category mods he would need sufficient skills in 6 categories, 1 being the type of ship he was modifying the other 5 matching the modules applied to the Ship. Once a ship is stored in a character, it is available for production as long as materials and manufacturing are available.
Skinning Model colors should also be assigned to the 3 corp color break down designated by the corporation Logo, perhaps even stamp the corp logo somewhere on the shipą This allows Corporations take further credit for their designs.
These are obviously just ideas and IĘd be happy to discuss them with anyone who might want to.
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Liang Nuren
The Avalon Foundation Knights Of Syndicate
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Posted - 2007.12.09 02:48:00 -
[2]
Edited by: Liang Nuren on 09/12/2007 02:48:46 So I could (in theory) take a Stabber, and apply:
Iteration 1: 2 Polys and an Ambit
Iteration 2: ROF / Dmg
Iteration 3: 2 Polys and an Ambit
?
And I could produce this every time I got the mins? I like it.
Liang
-- Retired forum *****. Plz tell me to STFU.
Yarr? |
Irigom
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Posted - 2007.12.09 02:53:00 -
[3]
Edited by: Irigom on 09/12/2007 02:54:32 This is a way to allow the Current Tech II system to phase itself out into a variable tech new system... don't forget damage mods would be able to be applied to High Slots or Fire Rate mods... this will drastically increase damage as well as livability but will make a faster pace high risk game... It's just an idea but seems more realistically feasible
You will also need to base skills on tech level... where Tech III requires high skills and Tech IV and so one... it isn't an easy feat... but doable
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Irigom
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Posted - 2007.12.09 03:36:00 -
[4]
Some Other considerations that need to be addressą have the Labs that do ship modĘing consume the appropriate data cores(probably as an ingrediant to the modification) and as for the items that allow T2 Inventioną keep them for those that want to continue the old ways until they get trained up enough to produce the newą
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Irigom
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Posted - 2007.12.09 21:11:00 -
[5]
To explain this in greater detail I created a page that does just that.
Gives examples of how and what would be multiplied... and all that good stuff.
If anyone has any comments on this... Please feel free...
Any thoughts are welcome.
http://www.geocities.com/michael_oneg/eve/eve.htm
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.12.09 22:31:00 -
[6]
Fist of all Next-Gen Research & Manufacturing is where you should post it if you havent already. You more likely to get propper feed back there.
Well it seems like an interesting idea (much better than my one which was... well lets just say simpler) in my idea, all i suggested was different grades of miniral be introduced to produce different grades of ships.
But a few people did bring up one major issue.
Implimentation.
I thought my idea was farely suttle in comparison and the actual changes to roid stats wouldnt be to hard. But the impact on the market, players who have put in years of hard work etc was too huge to just impliment, at best it would have to be small changes over a period of time.
This is a much bigger change and if it was implemented practically over night people would find that things they own may be worth nothing, well you get the idea.
Im just wondering how you think it could be implemented as fairly as possible, on a socioeconomic level. ALOT of people will basically be screwed over as this is basically a reset button for the game.
I dont think this is a bad idea, just maybe not plausable, at least not anytime soon. -------------------------------
bring back Eve TV |
Irigom
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Posted - 2007.12.09 23:03:00 -
[7]
Well... All tech II ships would be compariable... so all current Tech II ships would still be comapible and competative, so it wouldn't kill any material that is currently in use. It would change practices however. BPO's and BPC's would not loose some value... but perhaps you make it so BPO's stay as Blueprints after loading into a charactor where as BPC's would disolve.
Implementation woulnd't be that huge of a feat... a program team of 4 or 5 could program a UI and adjust things within a month. They don't really have to make any aditional items but adjust things that are there... and perhaps a skill or two.
I'll post it in the approprate channel as well...
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