
Shootingfinch
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Posted - 2009.07.02 14:44:00 -
[1]
Although I have not played for long I like to think I have tried most that Eve has to offer in that I mine, I manufacture, I mission and I Pvp. I can't invent yet :(
There have been a lot of good suggestions so far, I like the dynamic missions aspect and the no T1 loot drops to aide manufacture and mining.
My biggest problem is missioning in low-sec, EVERYTIME I have tried this I have been scanned down and killed, this also happened when I had an Escalation (for the first time ever) and after about 40 jumps around high sec I went to low sec to complete it in the hope of a good reward for spending the best part of 5 hours doing this only to be killed by someone who scanned me down. The problem is that even if you warp out, they know you have to go back to the same place to finish, so warping out just delays the inevitable.
What I suggest is that we need some sort of time buffer to allow us a better probability of completing the mission before being found. So I suggest removing wrecks from the directional scanner and any probing system (the easiest way to see if someone is missioning in a system is a huge build up of wrecks in the directional scanner). Also make it impossible to scan someone out in deadspace, instead make it so the entry gate to the deadspace can be scanned out (but make it a hard scan like finding Hedbergite in high sec grav sites), this way moving from the entry point gives oppotunity for escape. Then add the hacking the gate scenario someone mentioned earlier, the agent could give out the code which we enter in the ships password like entering a shield for a pos, that way friends can join in for a level 5 mission etc. All this adds up to time it takes to be found, and people cannot just hop through systems to find a mission runner to grief without putting some work into it.
This said, I think if it is safer to do, low-sec will get more populated and ratting is still riskier but better paid. There should be clear increases in pay/reward for missioning in low/null sec to draw people out of high sec. Although all this seems biased against PvP it does not mean they cannot get to mission runners (they just have to work for it, like we have to work to find good exploration sites) and a higher low-sec population will mean more targets anyway, plus they can always cruise the belts for ratters.
The sleeper AI is a good concept to bring in missioning the logistics side of repping their friends etc, it mean targets must be chosen more carefully. And an increase in warp scrambling for added risk, so it is possible to loose ships.
Dropping T1 loot is good, but nerfing loot would be better, reduce the overall quantity dropped as you'll just lead to an increase in the named loots being sold at lower prices and people will ignore the T1 loots still. Compensate for this by increasing bounties in MISSIONS, but leave cosmic anomalies drop rates (still exclude T1 and drop only named modules)to give more people a reason to do them but as they are limited in number it controls how much is dropped, rather than an unlimited supply from missions which can flood the market.
I also like the chance that a faction officer could appear and drop a good module.
I sort of like the LP store as it is a way to purchase things without going all the way to Jita etc, and a good place to buy faction missiles however I do think it should be dynamic and represent the market prices/demands.
I also like the time based penalty for failing/rejecting a mission however the faction standings problem could be amplified here, as to avoid a faction standings hit you also could not do a mission for an hour. So further thought need be put into this!
Sorry for the long rant. Just a few ideas  |