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Rycochet
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Posted - 2009.06.15 11:52:00 -
[1]
Currently we can research Tech 1 blueprints to create Tech 2 blueprints, but how about giving a little bit more individuality to research...
This idea works best for ships, but can see a couple of other places it could work too.
Each ship has a list of prerequisites to fly it already. Researching an "improvement" to the plan changes the stats slightly (not unlike a rig, but at build time), and also optionally adds an extra prerequisite to it. The number of prerequisites should always be limited to 4 - which means larger and harder ships can't really be improved at all as things are already to complex etc.
A couple of examples:
- "Increase Drone Bay" would reduce the size of the cargo hold, increase the size of the drone bay, and add a prerequisite relating to Drones to the ship. (Seems a popular request elsewhere)
- "Increase Targetting Range" would increase the time taken to lock a target, but let you do it at a greater rage, and add a requirement for maybe Sharpshooter.
- "Increase EM Shielding" would improve the resistance to EM, but reduces the total hp of the shield.
- "Improve Cap Recharge Rate" would let the cap recharge faster, at the expense of powergrid.
- "Overclock CPU" would increase CPU, at the expense of powergrid.
If you can research to add multiple improvements then perhaps each one increases the skill level required. Possibly an "altered" ship requires an increase in the skill for flying the ship itself.
If improved plans always have a limited run, and also take a progressively longer time to research then they would be hard to abuse.
This is somewhat similar to the Tech 3 ships, however it could be classed as "improvements in WH tech are filtering down to standard ships".
One side effect of these "specialised" ships would be that they could only be sold via contract, and not on the market. As every ship created this way would be unique it would add a lot of flavour to things...
On taking this idea to items - improving relevant stats at the expense of powergrid or cpu use might work (as well as the increased skill requirements).
As an aside for gameplay - very common items that are changed and made often enough could become part of the "standard" availability in the Market over a (long) period of time - this wouldn't be automatic, simply a case of number crunching on what's being researched and created ;-)
Robin |

Karentaki
Gallente Oberon Incorporated Morsus Mihi
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Posted - 2009.06.15 12:03:00 -
[2]
I'm guessing this would require CCP redesigning their database (making it work properly). It would also increase the database calls, and tbh they aren't going to imlement this. I like the idea, but it isn't going to happen. |

Abrazzar
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Posted - 2009.06.15 12:04:00 -
[3]
Problem with this idea would be the immense amount of database clutter for every modified ship. Think existing ships times possible modifications in additional database entries.
I think the rig mechanic we currently have would fill this function, it may just need some greater variety/balancing.
I'm all for greater variety, don't get me wrong, it just has to be resource efficient to be feasible. |

Flapkonijn
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Posted - 2009.06.15 12:07:00 -
[4]
i think overall this is a good idea but Resistances should get bigger drwback and You missed out Armor resitences and i think for resistance boost should be: + Shield resistances - Shield HP and Recharge + Armor resistances - Armor HP and Repair Amount of repairer (or something like that because armor doesn't regenerate)
It would make ships a bit more flexible kinda like Named ships.  And it would not imbalance the game that much.
/Signed |

Rycochet
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Posted - 2009.06.15 14:08:00 -
[5]
In terms of database clutter - I'm thinking a behind the scenes section cloer to another layer of rigs (ie, limited number etc), it's only in how it'd be presented to the player that it'd be different. The difference with rigs is simply that this is at the design/build stage rather than the flying stage.
An improved range of rigs would also work - but they're just normal ships that are adjusted, nothing to show they're unique ;-)
Which has just made me think - how about hard-fitted rigs instead... Cheaper than buying normal rigs for it as it's at the design stage (just shows as a filled rig slot) - but not quite as "powerful" as proper rigs... Maybe a different selection of rigs for the design stage...
Anyway, getting distracted by the database stuff :-P
Balance for it shouldn't be hard as the mods and rigs are already there etc.
As I say - think it could add a bit of extra "flavour" to things...
Robin
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shady trader
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Posted - 2009.06.15 18:41:00 -
[6]
The Devs were talking about introducing a specialist set of Rigs that could only be fitted as part of the build process and would require higher and more specialized industrial skills to expand the manufacturing side of eve. No idea that happened to the idea. |
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