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Seleene
|
Posted - 2004.09.15 09:23:00 -
[211]
Artegg hits it right on. That's what I always thought things should be like. -
T2 Weapons Testing in progress! Volunteer today! |

Seleene
|
Posted - 2004.09.15 09:23:00 -
[212]
Artegg hits it right on. That's what I always thought things should be like. -
T2 Weapons Testing in progress! Volunteer today! |

Aelius
|
Posted - 2004.09.15 09:38:00 -
[213]
Edited by: Aelius on 15/09/2004 10:09:02
Oveur...hahh hahh... i mean "Over" 100 replies to this thread and i think its time for somekind of official statement.
  Selling Raven BPC ME20 3M at Yulai 1st Station |

Aelius
|
Posted - 2004.09.15 09:38:00 -
[214]
Edited by: Aelius on 15/09/2004 10:09:02
Oveur...hahh hahh... i mean "Over" 100 replies to this thread and i think its time for somekind of official statement.
  Selling Raven BPC ME20 3M at Yulai 1st Station |

Gerome Doutrande
|
Posted - 2004.09.15 10:23:00 -
[215]
Originally by: Temerlyn my way of doing things was rather simple.
You mined research points.
Useing scanners and such you find different annomalies that the scanners can scan and over time generate R&D reports, hand these in to the research agents to boost the research amount they have.
Thios would create a new item to sell on the market, the R&D lottery could still go as it is, but some people could realy spend alot of money to have more R&D, or some companies could just mine R&D to sell to other corps.
Of set this selling of R&D by diluting the amount of R&D you have to the chance of the lottery, say after a certain amount of R&D points each point is worth 2, then 3 etc.
Thats the simplest way.
Elaborating from that would be to allow different anomolies to generate different R&D points, So say a combat situation a scanner could be employed to generate Combat related R&D points during combat. Limit how the R&D is gotten, so R&D is only gotten on destroyed vessels, so each ship poped generates R&D, its like adding a R&D bounty to NPC pirates except you need scanners to do it.
Scan planets, asteroids, moons, suns, comets, ice fields etc each generating a different type of R&D point based on the current R&D skills. Some anomalies could generate a few different types of R&D points, the skill can also add more to thre scanning percentage like mining skill does.
Then with these R&D points they can add them to projects, thus the same way as it is, except the NPC's no longer generate the R&D the players do.
my 2 cents anyway
i think that is a very interesting idea.
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Gerome Doutrande
|
Posted - 2004.09.15 10:23:00 -
[216]
Originally by: Temerlyn my way of doing things was rather simple.
You mined research points.
Useing scanners and such you find different annomalies that the scanners can scan and over time generate R&D reports, hand these in to the research agents to boost the research amount they have.
Thios would create a new item to sell on the market, the R&D lottery could still go as it is, but some people could realy spend alot of money to have more R&D, or some companies could just mine R&D to sell to other corps.
Of set this selling of R&D by diluting the amount of R&D you have to the chance of the lottery, say after a certain amount of R&D points each point is worth 2, then 3 etc.
Thats the simplest way.
Elaborating from that would be to allow different anomolies to generate different R&D points, So say a combat situation a scanner could be employed to generate Combat related R&D points during combat. Limit how the R&D is gotten, so R&D is only gotten on destroyed vessels, so each ship poped generates R&D, its like adding a R&D bounty to NPC pirates except you need scanners to do it.
Scan planets, asteroids, moons, suns, comets, ice fields etc each generating a different type of R&D point based on the current R&D skills. Some anomalies could generate a few different types of R&D points, the skill can also add more to thre scanning percentage like mining skill does.
Then with these R&D points they can add them to projects, thus the same way as it is, except the NPC's no longer generate the R&D the players do.
my 2 cents anyway
i think that is a very interesting idea.
|

Aboath Greydroggen
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Posted - 2004.09.15 10:48:00 -
[217]
Edited by: Aboath Greydroggen on 15/09/2004 10:55:24 It would be great if completing missions would affect ones standing towards the agent, at least at a personal level. A sufficient standing would make your agent introduce you to his/her teacher the level 4 agents.( and/or link this to a rp level? ) Luxury would be if with this comes a datachip which can hold the reseachpoints gathered sofar and who then can be taken to the 'master'. Kinda like the prommising science noob getting invited to join a major research team irl.
Have the level 4 research agents give out demanding missions that are related to the reseach one does, like get an proto type of an item, or an reseached bpc of some level. Things like that so that would give scientist profession a meaning.
oh, and I soooo much want reverse engenering 
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Aboath Greydroggen
|
Posted - 2004.09.15 10:48:00 -
[218]
Edited by: Aboath Greydroggen on 15/09/2004 10:55:24 It would be great if completing missions would affect ones standing towards the agent, at least at a personal level. A sufficient standing would make your agent introduce you to his/her teacher the level 4 agents.( and/or link this to a rp level? ) Luxury would be if with this comes a datachip which can hold the reseachpoints gathered sofar and who then can be taken to the 'master'. Kinda like the prommising science noob getting invited to join a major research team irl.
Have the level 4 research agents give out demanding missions that are related to the reseach one does, like get an proto type of an item, or an reseached bpc of some level. Things like that so that would give scientist profession a meaning.
oh, and I soooo much want reverse engenering 
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Artegg
|
Posted - 2004.09.15 10:52:00 -
[219]
Originally by: Seleene Artegg hits it right on. That's what I always thought things should be like.
Whooo
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Artegg
|
Posted - 2004.09.15 10:52:00 -
[220]
Originally by: Seleene Artegg hits it right on. That's what I always thought things should be like.
Whooo
|

Siddy
|
Posted - 2004.09.15 10:55:00 -
[221]
Edited by: Siddy on 15/09/2004 10:57:54 im not much of sientist - ill usualy just brake stuff but i feel that it whuld be cool to have some Mad Sientist whit thery ³bar stuff that i culd use ;)
SIGNED -------------------------------------------
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Siddy
|
Posted - 2004.09.15 10:55:00 -
[222]
Edited by: Siddy on 15/09/2004 10:57:54 im not much of sientist - ill usualy just brake stuff but i feel that it whuld be cool to have some Mad Sientist whit thery ³bar stuff that i culd use ;)
SIGNED -------------------------------------------
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Jim Bond
|
Posted - 2004.09.15 14:06:00 -
[223]
Edited by: Jim Bond on 15/09/2004 14:10:29 SIGNED
If T2 BPOs wernt limited in no, the current lottery system wouldnt be as bad. If the original T2 bpos were released gradually over the last 9 months, then there wouldnt be as big an outcry, there would have been a steady no. of BPOs and until they become fairly common.
There is such a stage in technology, where an item is readily available and cheap. After a certain period, say 9 months, t2 bpos should become available to buy on the market.
In RL DVD players, 5-10 yrs ago cost a fortune and were non existant, now they are cheap to buy and every home has 1.
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Jim Bond
|
Posted - 2004.09.15 14:06:00 -
[224]
Edited by: Jim Bond on 15/09/2004 14:10:29 SIGNED
If T2 BPOs wernt limited in no, the current lottery system wouldnt be as bad. If the original T2 bpos were released gradually over the last 9 months, then there wouldnt be as big an outcry, there would have been a steady no. of BPOs and until they become fairly common.
There is such a stage in technology, where an item is readily available and cheap. After a certain period, say 9 months, t2 bpos should become available to buy on the market.
In RL DVD players, 5-10 yrs ago cost a fortune and were non existant, now they are cheap to buy and every home has 1.
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flummox
|
Posted - 2004.09.15 14:17:00 -
[225]
Originally by: Aelius
If you do R&D you are really limited to luck, but new tech need to be rare at the begining otherwise whats the use of the new tech? When i say rare i mean hard to research NOT hard to get lucky.
If you don't do R&D you are only limited by skills and money.
the use of new technology is so people can use them. not to make greedy bastages richer than King Tut. you seem to be talking about the benefits to Eve's Economy (although creating monopolies is hardly a benefit). i am talking about getting game content (in the form of items) in the game so players can buy and use them without pulling too many teeth.
Lottery is a good term for this system. it's basically like handing out money. or maybe even "duping" it...
there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on... |

flummox
|
Posted - 2004.09.15 14:17:00 -
[226]
Originally by: Aelius
If you do R&D you are really limited to luck, but new tech need to be rare at the begining otherwise whats the use of the new tech? When i say rare i mean hard to research NOT hard to get lucky.
If you don't do R&D you are only limited by skills and money.
the use of new technology is so people can use them. not to make greedy bastages richer than King Tut. you seem to be talking about the benefits to Eve's Economy (although creating monopolies is hardly a benefit). i am talking about getting game content (in the form of items) in the game so players can buy and use them without pulling too many teeth.
Lottery is a good term for this system. it's basically like handing out money. or maybe even "duping" it...
there is a fine, but dissasterous line between a fart and a shart. i suggest you make sure which side you want to be on... |

Paw Sandberg
|
Posted - 2004.09.15 14:47:00 -
[227]
Originally by: Aelius Edited by: Aelius on 15/09/2004 10:09:02
Oveur...hahh hahh... i mean "Over" 100 replies to this thread and i think its time for somekind of official statement.
 
orestesd came with one back on page 2 i do belive that CCP is keeping an eye on this (as the BP lottery is one of the main gripes atm)
Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
|

Paw Sandberg
|
Posted - 2004.09.15 14:47:00 -
[228]
Originally by: Aelius Edited by: Aelius on 15/09/2004 10:09:02
Oveur...hahh hahh... i mean "Over" 100 replies to this thread and i think its time for somekind of official statement.
 
orestesd came with one back on page 2 i do belive that CCP is keeping an eye on this (as the BP lottery is one of the main gripes atm)
Thank You Paw Sandberg
for all your BPC needs see http://oldforums.eveonline.com/?a=topic&threadID=55706&page=1
|

Phaethon
|
Posted - 2004.09.15 15:14:00 -
[229]
Edited by: Phaethon on 15/09/2004 15:59:42 The day something like this get implemented we won't notice.
I mean with two thurdays in a week, flying pig's messing up air traffic, and tv showing Hell's very first Winter Olympics, who will have time to check out some new features buried deep in a computer game?
WTB. Infifitrator I drones |

Phaethon
|
Posted - 2004.09.15 15:14:00 -
[230]
Edited by: Phaethon on 15/09/2004 15:59:42 The day something like this get implemented we won't notice.
I mean with two thurdays in a week, flying pig's messing up air traffic, and tv showing Hell's very first Winter Olympics, who will have time to check out some new features buried deep in a computer game?
WTB. Infifitrator I drones |

DeerHunter GE
|
Posted - 2004.09.15 15:53:00 -
[231]
Edited by: DeerHunter GE on 15/09/2004 15:58:06 Lets call my suggestion.... Dynamic Ship (Item) Tuning.....
Here we go. My Suggestion is:
1. Create Skills for Each Race: a) Amarrian Starship Engineering Hull b) Amarrian Starship Engineering Electronics c) Ammarian Starship Engineering Power d) Ammarian Starship Engineering Navigation e) Ammarian Starship Engineering Mounts
2. Make the some of the ships "customizable". This way an Player can tune an Ship not the Original BP. This will also have the effect to limit those customized ships in Numbers. Unlike Modified BPO's.
3. Limit the custom changes to: a) Hull= Trade Armor and/or Hull HP for Speed, e.g. 2%-5% modification possible for each Skill level. b) Electronics= Trade CPU for Powergrid and/or Cap, e.g. 2%-5% modification possible for each Skill level. c) Power= Trade Cap and/or Powergrid for CPU, e.g. 2%-5% modification possible for each Skill level. d) Navigation= Trade Speed for Armor and/or Hull HP, e.g. 2%-5% modification possible for each Skill level. e) Mounts= Makes it possible to move one mount to an neigbour area, like move one low slot to med slot for each skill point. so and move to high slot would require skill level 2.
4. Let all skills only work as one way mod...e.g. If you have Amarrian Starship Engineering Hull skill you can only add some additional armor in the given percentage of your skill levels.
5. You could also use this system for other custom mod's, or even all modules. This could be implemented in stages, fully scaleable.
6. For the Tuning you should have to use an factory slot. You can also make it some kind of time extensive to do such an Tuning. This will limit the numbers of the tuned items on marked.
7. Do not introduce special skills to fly these tuned ships. This way everyone will be able use such an valuable one. For maximum gaming expierience.
8. You can also add an special amount of tools and/or Minerals necessary to do these changes like tech2 items.The changes here would drastically improve gameplay and would seriously decrease the predicability of the abilitys.
Additional to that there will be plenty of space for future improvements because the ones mentioned here are still limited...... but with an maxiumum of freedom for each player.
These are my two cent... Don't ask "can i have your stuff" because i'll give it to everybody else than you! |

DeerHunter GE
|
Posted - 2004.09.15 15:53:00 -
[232]
Edited by: DeerHunter GE on 15/09/2004 15:58:06 Lets call my suggestion.... Dynamic Ship (Item) Tuning.....
Here we go. My Suggestion is:
1. Create Skills for Each Race: a) Amarrian Starship Engineering Hull b) Amarrian Starship Engineering Electronics c) Ammarian Starship Engineering Power d) Ammarian Starship Engineering Navigation e) Ammarian Starship Engineering Mounts
2. Make the some of the ships "customizable". This way an Player can tune an Ship not the Original BP. This will also have the effect to limit those customized ships in Numbers. Unlike Modified BPO's.
3. Limit the custom changes to: a) Hull= Trade Armor and/or Hull HP for Speed, e.g. 2%-5% modification possible for each Skill level. b) Electronics= Trade CPU for Powergrid and/or Cap, e.g. 2%-5% modification possible for each Skill level. c) Power= Trade Cap and/or Powergrid for CPU, e.g. 2%-5% modification possible for each Skill level. d) Navigation= Trade Speed for Armor and/or Hull HP, e.g. 2%-5% modification possible for each Skill level. e) Mounts= Makes it possible to move one mount to an neigbour area, like move one low slot to med slot for each skill point. so and move to high slot would require skill level 2.
4. Let all skills only work as one way mod...e.g. If you have Amarrian Starship Engineering Hull skill you can only add some additional armor in the given percentage of your skill levels.
5. You could also use this system for other custom mod's, or even all modules. This could be implemented in stages, fully scaleable.
6. For the Tuning you should have to use an factory slot. You can also make it some kind of time extensive to do such an Tuning. This will limit the numbers of the tuned items on marked.
7. Do not introduce special skills to fly these tuned ships. This way everyone will be able use such an valuable one. For maximum gaming expierience.
8. You can also add an special amount of tools and/or Minerals necessary to do these changes like tech2 items.The changes here would drastically improve gameplay and would seriously decrease the predicability of the abilitys.
Additional to that there will be plenty of space for future improvements because the ones mentioned here are still limited...... but with an maxiumum of freedom for each player.
These are my two cent... Don't ask "can i have your stuff" because i'll give it to everybody else than you! |

Trader Klyde
|
Posted - 2004.09.15 16:30:00 -
[233]
This discussion is great! There are some cool ideas being thrown onto the table. 
I have a question though...
Is there a place on the website that CCP has explained in detail what they have / had planned for this area of the game? I've read lots of info from players that explain it, but somehow have missed the "official" pages that explain it in detail.
________________________________________________ From deep in space where nobody hears my screams... Sometimes in fear, sometimes in anger, mostly just my singing style. |

Trader Klyde
|
Posted - 2004.09.15 16:30:00 -
[234]
This discussion is great! There are some cool ideas being thrown onto the table. 
I have a question though...
Is there a place on the website that CCP has explained in detail what they have / had planned for this area of the game? I've read lots of info from players that explain it, but somehow have missed the "official" pages that explain it in detail.
________________________________________________ From deep in space where nobody hears my screams... Sometimes in fear, sometimes in anger, mostly just my singing style. |

Jan Ors
|
Posted - 2004.09.15 17:08:00 -
[235]
Agree completely. My post rescued from another thread:
You should be able to perform alternate research to the BPO lottery that guarantees a BPC of a BP in your research field. The time for a result would be at a minimum two weeks (going up to three months) dependent on the degree of your contribution to the project with the active use of your skills.
The last part is important, and the assistance you provide should definitely be relevant to the type of research you are performing û not the random missions you get at the moment.
Couple this in with a percentage counter to a result (which updates with each mission performed and the passage of time, but still keeping in mind the two week minimum rule), and it gives players something to work forà and it's a sure thing that theyÆll get something at the end of it. ________
My chosen sig won't fit. Fah. |

Jan Ors
|
Posted - 2004.09.15 17:08:00 -
[236]
Agree completely. My post rescued from another thread:
You should be able to perform alternate research to the BPO lottery that guarantees a BPC of a BP in your research field. The time for a result would be at a minimum two weeks (going up to three months) dependent on the degree of your contribution to the project with the active use of your skills.
The last part is important, and the assistance you provide should definitely be relevant to the type of research you are performing û not the random missions you get at the moment.
Couple this in with a percentage counter to a result (which updates with each mission performed and the passage of time, but still keeping in mind the two week minimum rule), and it gives players something to work forà and it's a sure thing that theyÆll get something at the end of it. ________
My chosen sig won't fit. Fah. |

Driven
|
Posted - 2004.09.15 18:07:00 -
[237]
Untold thousands of RPs with 5 research agents. Over 25K research points with one agent alone. So many missions done for the one agent (female) with absolutely zero in return that it feels somewhat like I am married to the old girl......correction it feels EXACTLY like I am married to her.
I like many of the suggestions listed above. Many are very good. Almost all are better than a non-skill-based lottery award system that had to have been invented on tha back of a bar napkin late at night.
For those who don't agree, I suggest we make PvP a lottery-based system totally unrelated to skill or equipment - you simply enter combat and afterward wake up either in your ship or your pod or dead with no explation. Sums it up for me anyways.
|

Driven
|
Posted - 2004.09.15 18:07:00 -
[238]
Untold thousands of RPs with 5 research agents. Over 25K research points with one agent alone. So many missions done for the one agent (female) with absolutely zero in return that it feels somewhat like I am married to the old girl......correction it feels EXACTLY like I am married to her.
I like many of the suggestions listed above. Many are very good. Almost all are better than a non-skill-based lottery award system that had to have been invented on tha back of a bar napkin late at night.
For those who don't agree, I suggest we make PvP a lottery-based system totally unrelated to skill or equipment - you simply enter combat and afterward wake up either in your ship or your pod or dead with no explation. Sums it up for me anyways.
|

Aboath Greydroggen
|
Posted - 2004.09.15 20:31:00 -
[239]
we got some indirect replies in the new Dev chat.
Quote: Hakera> NoNamium> Do you have a change for the current tech 2 Blueprint handout system? An idea for the system could be to hand out copies as well as originals. The RP usage should then be a fixed amount which is subtracted from ones current RP-total. This would ensure that people could still research long after originals are gone and that a player would not receive an original after only 30 RP?
Oveur> Yes
Oveur> ;D
Oveur> Long version is that limited blueprints will emerge from new sources, such as Complexes and through Agent Offers (aka black market)
thats fighter stuff, will make the research proffesion even more void 
some small light..
Quote: Oveur> Research agents themselves will get changed, but to what extent and when hasn't been decided. That mainly involves directing your research more specifically, allowing more breakthroughs, allowing more "missions" to generate RP and also exchange RP for limited runs
At least some brainpower is spend on the issue.
|

Aboath Greydroggen
|
Posted - 2004.09.15 20:31:00 -
[240]
we got some indirect replies in the new Dev chat.
Quote: Hakera> NoNamium> Do you have a change for the current tech 2 Blueprint handout system? An idea for the system could be to hand out copies as well as originals. The RP usage should then be a fixed amount which is subtracted from ones current RP-total. This would ensure that people could still research long after originals are gone and that a player would not receive an original after only 30 RP?
Oveur> Yes
Oveur> ;D
Oveur> Long version is that limited blueprints will emerge from new sources, such as Complexes and through Agent Offers (aka black market)
thats fighter stuff, will make the research proffesion even more void 
some small light..
Quote: Oveur> Research agents themselves will get changed, but to what extent and when hasn't been decided. That mainly involves directing your research more specifically, allowing more breakthroughs, allowing more "missions" to generate RP and also exchange RP for limited runs
At least some brainpower is spend on the issue.
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