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Ilandrin Yona
Allied Harvesting
12
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Posted - 2012.03.07 05:50:00 -
[1] - Quote
Had an idea to make research agents more interesting. Right now they are pretty dull and don't really make much sense.
We capsuleers partner with them but we don't actually contribute anything to that partnership. And all the agents give us is some datacores.
I think this partnership should work more like real life in the sense that we are the agents' patrons providing the funding for their experiments and research. So this could act as an ISK sink, as well, which some people say Eve needs more of.
My proposal is that in exchange for ISK the agents will develop a new module or ship or implant with one or more attributes that are better than what is on the market by an amount proportional to the amount of ISK funding provided.
But there is a catch. With more funding the agent's experiments are riskier and there is a commensurate increase in the probability of an item having a catastrophic defect. A defect which will not be apparent right away. The possibility of a defect will exist with every item they produce, it just increases with more money because the agent pushes the boundaries of his research the more money he has to play with.
So while it would be possible to throw billions of ISK at a research agent and get a gun that does massive damage, it would also have a very high probability of malfunctioning in some way, possibly in such a catastrophic way as damaging the ship it is fitted to as much as, or more than, the target it was aimed at.
I think it just makes more sense that we have to fund the agents' research, but we also should get something out of it commensurate with how much ISK we contribute. ... ..... ....... ... ..... ....... Ilandrin Yona Founder & CEO Allied Harvesting http://wiki.eveonline.com/en/wiki/Ilandrin_Yona |
Airyal
0
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Posted - 2012.03.07 14:02:00 -
[2] - Quote
Making the research agents interaction a more interesting experience is indeed a very good idea.
I see this in a different way. For example CCP could decrease the number of "free" daily RP by a factor of 3 or 4 and in turn make the once per day R&D missions more interesting and the reward a few times greater than now:
-getting a small item from an agent in deep nullsec (30-40j away); -getting contraband items to the R&D agent; -getting salvage items to the R&D agent; -having mini-arc type of missions in order to get extra RP;
This would create a more active profession of RP producers, the bigger the number of different missions, the furthest they would take the player, the more enjoyable the play experience will be.
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Delici Feelgood
School of Applied Knowledge Caldari State
20
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Posted - 2012.03.07 14:46:00 -
[3] - Quote
Not sure wether you are proposing a limited model of individual item specific data. As such not sure how you see repackging as relevant to your model?
How will the variability change existing balancing knowledge, fittings etc? With significant ISK are we talking about major bonus changes?
How will this same variability effect the economy? Will this process be more convenient and competitive with Exploration items or other storyline and faction items? Or is the intention to keep it within meta limits?
In short can you expand on the idea further with some clearer and more detailed understanding to item manipulation and how that translates into the game. |
Skydell
Space Mermaids Somethin Awfull Forums
172
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Posted - 2012.03.07 20:06:00 -
[4] - Quote
Most T2 production comes from T2 BPO's. You see it in the prices that are bankrupting rates for anyone manufacturing with -4 BPC's.
I'd rather see them add an option to manipulate datacores so we can ME +5 them using datacore R&D time points. Make it reflect the current blood serp type ones in game so they don't become obselete but don't force production to stop untill the prices of the item reflect the cost of those layout formulas because the BPO's insure that will never happen. |
Velicitia
Open Designs
746
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Posted - 2012.03.07 21:00:00 -
[5] - Quote
Skydell wrote:Most T2 production comes from T2 BPO's. You see it in the prices that are bankrupting rates for anyone manufacturing with -4 BPC's.
Funny, because weren't hulks like 600m ISK before invention? |
Skydell
Space Mermaids Somethin Awfull Forums
172
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Posted - 2012.03.07 21:55:00 -
[6] - Quote
Velicitia wrote:Skydell wrote:Most T2 production comes from T2 BPO's. You see it in the prices that are bankrupting rates for anyone manufacturing with -4 BPC's. Funny, because weren't hulks like 600m ISK before invention?
Price is relative. Look at tier3 battle cruisers. They were 100 mill when they first came off the line. I see what you mean. It was Datacore BPC's that forced them down but datacore BPC's only block gouging, it doesn't do well for competition based production. |
Ilandrin Yona
Allied Harvesting
13
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Posted - 2012.03.08 02:25:00 -
[7] - Quote
I'll leave the details up to CCP. They are in a better position to work those out. My ideas tend to come from a role-playing perspective. I want Eve to feel like a real world, but I understand there are limitations to what can be programmed. I just throw out these ideas in the hopes that the CCP devs can figure out a way to do it, if they like the idea.
With research agents it just stuck me how one-sided these partnerships are (not mention extremely dull). They provide us with datacores and we don't have to do anything for them. This isn't realistic. And while, yes, this is a game and doesn't have to closely follow reality, I think this is one case where a bit more realism wouldn't hurt.
As for how these items would fit into the existing item scheme, I would suggest another category - "Experimental." This would be on the same order as Tech I, II, and III, although I wouldn't call it Tech IV. So there could be experimental versions of every module, ship and implant in the game.
(I know there are already items that have the word "experimental" in their names to indicate meta level. In my opinion, "META X" should just be part of the name rather than using different words for different levels.)
Maybe the player would have to provide a base item (which would be consumed) to the research agent and the agent would build a new Experimental item which had one or more increased attributes, but also sacrificing one or more other attributes, and then on top of that some probability of malfunctioning. All commensurate with the amount of funding provided by the player, plus a little bit of radnomness so that the final outcome isn't predictable.
This does two things. It makes the relationship between us and the research agents more believeable, and it generates items with unpredictable attributes, which could become quite valuable if they are stable long enough. If nothing else they could provide someone with just enough of an edge to do something spectacular. Or spectacularly fail, which can be just as amusing to see. ... ..... ....... ... ..... ....... Ilandrin Yona Founder & CEO Allied Harvesting http://wiki.eveonline.com/en/wiki/Ilandrin_Yona |
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