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Z33D
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Posted - 2009.04.14 00:27:00 -
[1]
Edited by: Z33D on 14/04/2009 00:51:54 Edited by: Z33D on 14/04/2009 00:50:43 Edited by: Z33D on 14/04/2009 00:44:29 Dear CCP,
I think all pirates would appreciate some form of change for the better of our ISK flow by acquiring loot from wrecks from unfortunate pilots.
The changes I am proposing are an Autopsy lab service introduced into stations, and a set of skills set upon the idea of being able to autopsy a corpse. The reason for the autopsy would be that we can extract implants from the corpse, and have some skills to maybe repair, or preserve the implants.
The rest is common sense. Sell them, use them, and so on.
Thanks o7
Additions: 1. EVE Chronicle made to explain how the body of a pilot is not completely exposed to outer space damage to support the idea of Autospy.
2. Not complete implants can be extracted, but segments / parts could be extracted. Combining these with other parts to make complete implants. This is an idea to insert balance against getting full implants from missions.
3. New industry career path. Just like you can use a POS as part of booster manufacturing you could put autopsy labs as a feature only available in POS, thus making it far more difficult, expensive, challenging, and profitable business to make ISK.
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Sidus Isaacs
Gallente
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Posted - 2009.04.14 00:28:00 -
[2]
Kinda intersting idea actually.
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Cat o'Ninetails
Rancer Defence League
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Posted - 2009.04.14 00:30:00 -
[3]
hi cat here
while i cant agree with allowing pirates to do any rejoicing it could be an interesting idea lol
a while back ccp posted about being able to manufacture implants yourself. maybe it could be from 'salvaged' parts of corpse hehe visit my blog for my adventures
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Dmian
Gallente Gallenterrorisme
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Posted - 2009.04.14 00:30:00 -
[4]
Yeah! and add Necrophilia too! ----
Originally by: Anne M. Lindbergh There is no sin punished more implacably by nature than the sin of resistance to change
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Zaerlorth Maelkor
The Maverick Navy PuPPet MasTers
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Posted - 2009.04.14 00:31:00 -
[5]
Need to replace it with a different isk sink if you want to do something like this.
Besides that it could easily be argued that an implant is rendered useless by being tailored first to the person it's being implanted in and afterwards being subjected to the harsh environment of space. ==================================================
I should really get a sig. |
FreddyMac
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Posted - 2009.04.14 00:32:00 -
[6]
While I think there would need to be a balance to this due to isk reasons, this idea is win.
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mechtech
Entropy Industries
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Posted - 2009.04.14 00:33:00 -
[7]
I agree that this should be done, but in response the LP costs and storyline rewards should be lowered in order to keep the price of implants suitably high, as this change will drastically increase the supply of implants in eve.
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RedSplat
Heretic Army
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Posted - 2009.04.14 00:36:00 -
[8]
Zulupark has raised this before I believe and shown some enthusiasm for it. Hopefully it hasn't just been swept under the carpet
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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Dmian
Gallente Gallenterrorisme
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Posted - 2009.04.14 00:37:00 -
[9]
Originally by: mechtech I agree that this should be done, but in response the LP costs and storyline rewards should be lowered in order to keep the price of implants suitably high, as this change will drastically increase the supply of implants in eve.
That girl will be an instant billionaire!! ----
Originally by: Anne M. Lindbergh There is no sin punished more implacably by nature than the sin of resistance to change
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Alora Venoda
GalTech Whiskey Creek Alliance
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Posted - 2009.04.14 00:44:00 -
[10]
some means to create/salvage implants was mentioned in the original feature list for quantum rise... but it was removed i am curious as to what the devs had in mind
~~~~~ Remember, EVE is a sandbox and other MMOs are rock gardens. Pretty rocks can be collected, but collecting sand is pointless. Instead build a sandcastle and keep it from being knocked down. |
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simon perry
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Posted - 2009.04.14 01:04:00 -
[11]
WoW, Great idea!
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Lui Kai
Logistics Incorporated
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Posted - 2009.04.14 01:39:00 -
[12]
Originally by: Cat o'Ninetails hi cat here
Protip: On forums, you don't have to introduce yourself before beginning your rambling nonsense. ----------------
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SpaceSquirrels
Caldari
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Posted - 2009.04.14 01:51:00 -
[13]
Hmm I guess to ask if implants could be salvaged you'd have to see if they were mechanical biological/nano machines (in the form of proteins etc) or a mixture of both. Due to the negative pressure and temp of space biological wouldnt survive....for lots of reasons. However I dont see why mechanical devices couldnt survive.
Kind of a macabre skill though dont you think? Would people then be allowed to sell body parts and organs/tissues?
Though ill give you credit seems pretty original.
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Asuka Smith
Gallente StarHunt
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Posted - 2009.04.14 01:56:00 -
[14]
Originally by: Lui Kai
Originally by: Cat o'Ninetails hi cat here
Protip: On forums, you don't have to introduce yourself before beginning your rambling nonsense.
Hi, Asuka here. I just wanted to let you know that having a posting gimmick is a sure way to get elected CSM in the next cycle and that you are the one who will look foolish when Larkonis and Cat take the positions by a landslide.
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Phantom Slave
JUDGE DREAD Inc.
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Posted - 2009.04.14 02:49:00 -
[15]
I love it! I have almost 100 frozen corpses sitting in my station, I'd like to make some extra isk from them!
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Wet Ferret
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Posted - 2009.04.14 03:39:00 -
[16]
Perhaps they should lower the cost of implants across the board so more players actually use them in PvP. With more people fitting them it should balance out the "ISK sink" aspect of the implant market, and maybe it'll even take more ISK out of the game as more people abandon the "don't PvP with good implants" mentality.
As to the OP's idea... sound fun and all, but no. Not without a sufficient counter to the ISK sink. Some implants are ridiculous in cost directly from NPCs.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |
rValdez5987
Amarr 32nd Amarrian Imperial Navy Regiment.
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Posted - 2009.04.14 03:59:00 -
[17]
Originally by: Z33D Edited by: Z33D on 14/04/2009 00:51:54 Edited by: Z33D on 14/04/2009 00:50:43 Edited by: Z33D on 14/04/2009 00:44:29 Dear CCP,
I think all pirates would appreciate some form of change for the better of our ISK flow by acquiring loot from wrecks from unfortunate pilots.
The changes I am proposing are an Autopsy lab service introduced into stations, and a set of skills set upon the idea of being able to autopsy a corpse. The reason for the autopsy would be that we can extract implants from the corpse, and have some skills to maybe repair, or preserve the implants.
The rest is common sense. Sell them, use them, and so on.
Thanks o7
Additions: 1. EVE Chronicle made to explain how the body of a pilot is not completely exposed to outer space damage to support the idea of Autospy.
2. Not complete implants can be extracted, but segments / parts could be extracted. Combining these with other parts to make complete implants. This is an idea to insert balance against getting full implants from missions.
3. New industry career path. Just like you can use a POS as part of booster manufacturing you could put autopsy labs as a feature only available in POS, thus making it far more difficult, expensive, challenging, and profitable business to make ISK.
Holy crap a GOOD POST.
I agree with you completely 100% |
Kumq uat
Gallente Guiding Hand Social Club
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Posted - 2009.04.14 04:00:00 -
[18]
Edited by: Kumq uat on 14/04/2009 04:00:57 Not while Istvaan has anything to say about it. No CSM for you!
On topic, I approve this idea.
www.eve-pirate.com original author |
Khren
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Posted - 2009.04.14 04:53:00 -
[19]
Yeah this sounds like a good idea.
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Tobias Sjodin
Ore Mongers BricK sQuAD.
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Posted - 2009.04.14 05:10:00 -
[20]
As much as I too would like to see this, CCP never will favour pirates. They believe that piracy should be a harsh profession. Something that is available, and has some good sides to it, but still not for everyone. This feature would promote podding (in eg. low-sec) and would have a negative effect on the implant market (cheaper implants could mean a too great market impact).
Personally I think this is a great idea. I also think there should be a micro-manufacturing skill set that allows for implants to be created from blueprints. And maybe a new set of special implants from wormhole space that are T3-ship specific.
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CCP Applebabe
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Posted - 2009.04.14 05:40:00 -
[21]
Moved to " Features & Ideas Discussion ".
Applebabe Community Representative CCP Hf, EVE Online Contact us |
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F'nog
Amarr Celestial Horizon Corp. I.C.C Industrial Drive Yards
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Posted - 2009.04.14 05:43:00 -
[22]
This idea has some interesting merits with some additional options:
1) Skills that let you choose how you're going to harvest implants. By training them you get to choose between either a good chance of harvesting some implants, or a better chance of harvesting a particular one.
2) There needs to be a decision between harvesting useable implants or implant parts, a la salvaging. On the one hand, you could just try to harvest something that's useful, with no chance of getting anything from a +1, or anything from +0 to +3 or 4 from a +5. Perhaps hardwirings would give parts that could be used to create new hardwiring implants. This way everybody gets something from it, potentially.
I can see vast potential from either option.
Originally by: Kazuma Saruwatari
F'nog for Amarr Emperor. Nuff said
Originally by: Chribba Go F'nog! You're a hero! Not a Zero! /me bows
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Ris Dnalor
Minmatar Sebiestor tribe
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Posted - 2009.04.14 06:08:00 -
[23]
Mini-Game for WiS? Something to appease the twitchier podpilots?
preview pic
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Shan'Talasha Mea'Questa
Minmatar The Perfect Harvesting Experience
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Posted - 2009.04.14 07:52:00 -
[24]
Originally by: Dmian Yeah! and add Necrophilia too!
This would be a part of WiS... and needs to stay in your private quarters... -----------------------------------------------
Originally by: Paper Rock's fine, nerf Scissors
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Nick Parker
Caldari Freelancer Union Unaffiliated
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Posted - 2009.04.14 08:04:00 -
[25]
The only flaw I can think of to this story wise is this. When exposed to the vac****of space, explosive decompression, and weapons designed to destroy ships hitting a human corpse inside a egg, what chance does the delicate electronics that make up a implant have of survivng? Besides, wouldn't they just get sucked out of your eyeball sockets and get lost in space? Also the cloning technology fries your brain upon hull breach in your pod........wouldn't that jack up the implants? CCP would have some serious back story hole filling to get it in the game.
LOL Better yet, a possible side effect of salvaged implants is you would get phantom memories of the previous owner. Random standing changes just to you ( IE Previous owner was Blue to Alliance A, but you have them set to red. Small random chance that your standings change and they show as blue), or maybe random temporary SP loss could be some fun side effects.
I Know it sounds like I am against the idea, but I really like it. Just wondering how ccp would implament it, and what sorta flaws it would have.
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Kenpachi Viktor
Gradient Electus Matari
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Posted - 2009.04.14 08:08:00 -
[26]
Autopsy should function similar to wreck salvaging, ie. the output is semi-random from a list of components that are be used for building implants, with the chance of getting more or less being determined by the quality and number of implants. The type of implant being irrelevant. ===============
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Aodha Khan
Minmatar Cruoris Seraphim Exalted.
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Posted - 2009.04.14 09:07:00 -
[27]
/signed
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McDaddy Pimp
Alien Workshop.
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Posted - 2009.04.14 09:56:00 -
[28]
Awesome idea OP.
Originally by: Kenpachi Viktor Autopsy should function similar to wreck salvaging, ie. the output is semi-random from a list of components that are be used for building implants, with the chance of getting more or less being determined by the quality and number of implants. The type of implant being irrelevant.
Also THIS!
this will introduce new sub-professions: Undertaker (?) - a corpse salvager, skills effect chance of getting an implant, and/or number of implants salvageable before the corpse is destroyed Bio-engineer - implant maker, require science related skills (new work for all those research alts )
As for the isk sink/balance, i think there`s a lot more bigger issue in hand, lvl4 missions for example, which is seriously a broken isk making mechanic
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Fake Viking
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Posted - 2009.04.14 10:05:00 -
[29]
its a bad idea , pirates should go to work , lol . ... if they choose the easy way , let them starve...
bad bad idea.
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F'nog
Amarr Celestial Horizon Corp. I.C.C Industrial Drive Yards
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Posted - 2009.04.14 10:23:00 -
[30]
Originally by: Fake Viking its a bad idea , pirates should go to work , lol . ... if they choose the easy way , let them starve...
bad bad idea.
So you think the "easy" way is to stick around to track down and pick up frozen corpses?
I'm not a pirate, but even I know this isn't easy, except maybe in Jita.
Originally by: Kazuma Saruwatari
F'nog for Amarr Emperor. Nuff said
Originally by: Chribba Go F'nog! You're a hero! Not a Zero! /me bows
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F'nog
Amarr Celestial Horizon Corp. I.C.C Industrial Drive Yards
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Posted - 2009.04.14 10:28:00 -
[31]
Edited by: F''nog on 14/04/2009 10:33:40
Originally by: Nick Parker The only flaw I can think of to this story wise is this. When exposed to the vac****of space, explosive decompression, and weapons designed to destroy ships hitting a human corpse inside a egg, what chance does the delicate electronics that make up a implant have of survivng? Besides, wouldn't they just get sucked out of your eyeball sockets and get lost in space? Also the cloning technology fries your brain upon hull breach in your pod........wouldn't that jack up the implants? CCP would have some serious back story hole filling to get it in the game.
This could work with my idea. The vacuum of space automatically degrades implants. Thus +1s are automatically lost. Only higher grades stand a chance of being salvageable. If you're lucky, maybe a +5 turns into a +3. If you're not so lucky, maybe a +5 Snake turns into a regular +3. Maybe even worse. One would never know.
Edit - So you're left with a basic salvage outcome: there's either something to salvage or there isn't.
If there is, you have the choice of salvaging "blindly" or choosing to try to salvage a specific slot. Your choice is either a random possible assortment of options, or a specific one, which may or may not be there to begin with, but with a better quality.
Wow, the mind boggles at the possibilities for the game. A whole new order of players who don't have to PvP, but have the skills to harvest the implants of the dead. CCP should really run with this.
Originally by: Kazuma Saruwatari
F'nog for Amarr Emperor. Nuff said
Originally by: Chribba Go F'nog! You're a hero! Not a Zero! /me bows
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Koyama Ise
Caldari Equestrian Knight Order of Lolicon
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Posted - 2009.04.14 12:37:00 -
[32]
Edited by: Koyama Ise on 14/04/2009 12:38:19
Originally by: Z33D PLEASE sign this thread
Please do not encourage EVE Online Members to break the forums rules, posting "/signed" is considered spam. Unless of course the thread has other related content to it. --- O.P. is made of fail c/d.
Originally by: rValdez5987 I dont like your sig. It fills me with rage.
I want it removed. Reported.
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Z33D
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Posted - 2009.04.14 15:13:00 -
[33]
Quote: Please do not encourage EVE Online Members to break the forums rules, posting "/signed" is considered spam. Unless of course the thread has other related content to it.
Signing a thread is not spam. Spam is only spam when one person posts the exact same message constantly on many occasions one after the other. If you consider different people posting "/signed" once, however a lot of people do so - to be spam, then you are plain wrong.
How about 100 people on a street shouting out "Hello" one after another. It is a human right to say what ever you want regardless of whether it being the same message the person before you said or not, it is not spam unless you are specifically shouting out multiple "Hello's" one after the other to be annoying.
Of course, people posting "/signed" or people shouting "Hello" for a long time may be annoying for some. It's simple... walk away, plug your ears, leave the thread, and ignore it, and don't come back. You cannot dictate that people are not allow to sign a thread that is an idea for the game.
On a personal level, I hate and despise people like yourself who have this big brother attitude on the Internet, thinking since you are unable to be a power hungry polititian ruling the world and pushing everyone aside to make things better for yourself... you pick a hobby such as EVE Online, and you do it here. Thus ruining my thread in the process.
No salute for you.
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Nooma Lar
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Posted - 2009.04.14 15:19:00 -
[34]
considering corpses serve no function (like prostitutes), this idea would give them a purpose.
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Dmian
Gallente Gallenterrorisme
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Posted - 2009.04.14 23:12:00 -
[35]
Originally by: Dmian This post has been cleared of inappropriate content.
Regards, The EVE Online Moderation team
Oops! Sorry, bad joke (and bad translated too.)
To put it in a constructive way: What would be the risk vs. reward ratio of this? Or even, the effort you have to put to get a new implant from this? Just learning a new skill and that's all?
Let's put Salvaging as an example: It's not that you just learn salvaging and you can actually recover functioning parts from ships. You need to salvage a lot of parts, learn additional skills and perform additional steps to get rigs.
IF, for example, you could "salvage" (autopsy) a corpse, then it would be reasonable that after you "salvaged" a certain number of corpses you can get enough salvaged implants ("partially destroyed Snake Alpha", "malfunctioning Low-grade Slave Beta", etc.) to manufacture a hardwiring, for example. You'd need a hardwiring blueprint and manufacturing skills, of course, the same way you need for rigs.
But as you presented it (and sorry, at the beggining I thought it was some kind of joke) it's just too easy.
----
Originally by: Anne M. Lindbergh There is no sin punished more implacably by nature than the sin of resistance to change
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Sir Substance
Minmatar MagiTech Alliance Inc. MagiTech Corp
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Posted - 2009.04.14 23:15:00 -
[36]
i am against this idea in principal. PvP should not be a way of making money. it should be an activity you engage in to protect your money-making ventures.
think about it. i dont go bash my neighbor in order to make a few bucks. but i might go bash him if he was trying to steal my laptop.
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Marcus Gideon
Gallente Limited Liability Corp
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Posted - 2009.04.15 00:12:00 -
[37]
While I'm not a fan of further encouraging Pirates to go around randomly podding people for grins and giggles...
Originally by: In Development Operation Cyberpschyo
Broadening the manufacturing base an extra step by adding the ability to manufacture implants, rather than simply doling the finished product out like candy. Mmmm... candy...
Maybe this production process would involve salvage collected from other implants? |
waruiushiro
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Posted - 2009.04.15 00:22:00 -
[38]
Originally by: Sir Substance i am against this idea in principal. PvP should not be a way of making money. it should be an activity you engage in to protect your money-making ventures.
think about it. i dont go bash my neighbor in order to make a few bucks. but i might go bash him if he was trying to steal my laptop.
I don't think I need to point out what's wrong with this.
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Stefan F
Enrave Ethereal Dawn
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Posted - 2009.04.15 00:36:00 -
[39]
Currently implants aren't an isk sink as there are no npc sell orders for them. This idea however creates a way to which it can be made into an isk-sink.
Implants should be produceable (like rigs) and should be consistent of three types of "parts". - Implant casing - neuro electro compounds - Hardwiring "glue"
The "glue" should be a NPC sell order, effectively draining isk from the big stack. Amount of isk needed to purchase enough glue to produce an implant should be around: +1 100k (and lowest grade hardwirings) +2 400k +3 1,6M (and medium hardwirings) +4 6,4M +5 25,6M (and top hardwirings) LG 25,6M HG 102,4M
The implant casing should be something relatively easily extracted. A special kind of salvager (high slot) module is needed, access difficulty will be about the same as t1 rig parts. There would be 10 different kinds of housing, one for every implant slot, all easy to extract
The neuro electric compounds would need to be removed by a neuro compound extractor. It would be a med slot module and it every level of the accompanying skill would allow for a higher grade of compound to be extracted (up to +5 / top hardwirings). For extracting LG/HG implant neuro compound you would need the t2 variant of the neuro compound extractor. It would have a second skill needed to be trained (after the basic one to lvl5) and it would need to be trained to lvl4 to extract LG compound and lvl5 to extract HG compound. The t2 variant can also extract normal compounds but is a lot slower then the t1 version at it. The rank of the advanced skill should be around 10-12.
Droprates on both casings and neuro compounds should be the same as all other loot (40%) (a case always comes with its compounds). All cases and all compounds can be "salvaged" in one go, but need to be done in the right order. If someone quickly strips away the cases the compounds will be lost forever. If the compounds are extracted first, then the cases can be extracted safely as well.
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