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Ukucia
Gallente The Scope
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Posted - 2009.09.10 22:00:00 -
[1]
Edited by: Ukucia on 10/09/2009 22:04:56 Most of these were mentioned by others, but I'll reiterate them so they get another 'vote'.
- Reduce/Remove T1/named loot so new manufacturers have something to make. - Some way to get POS refineries > 75% - A way to sell all lab slots to the public. Add 'em to the list when they're choosing a location & take the materials from their personal hangar. - A 'tugboat' ship that can be used to move ships the producer can't fly. Could also be used to move rigged ships. - Industrialists need a way to boost their standings that is on-par with mission runners. If I've mined a trillion m3 of veldspar at one refinery, wouldn't they start to like me at least a little bit?
And after setting up a POS this weekend, this one gets many votes from me: - Make the positioning arrows on the lime green POS structure placing cube scale with zoom factor.
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Ukucia
Gallente The Scope
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Posted - 2009.09.15 02:11:00 -
[2]
'nother thought:
Pod pilots are supposed to be some of the wealthiest people in the universe.
So why are POSes corp-only? If I've got enough cash to buy an entire level of a station, as was mentioned in one of the EvE Chronicles, how come I can't personally buy and launch a POS?
That way if I want to do my own thing while staying within my corp, I can.
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Ukucia
Gallente The Scope
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Posted - 2009.09.15 20:30:00 -
[3]
Originally by: Drako Caldari 3) Add a Bar to Roids letting you know how much is left in the roids!!! Just like wrecks sitting in space. Great Idea..
There's already scanners in-game that do this.
New idea: Research Contracts. "Take this BPO and make me 5 copies/raise the ME by 20/raise the PE by 20"
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Ukucia
Gallente The Scope
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Posted - 2009.09.20 18:03:00 -
[4]
Edited by: Ukucia on 20/09/2009 18:04:26 Edited by: Ukucia on 20/09/2009 18:03:28 This would probably be the hardest to implement. But it would be fantastic.
One of the great losses when SOE botched SWG was they had created a game with crafter PvP. The good crafters were able to squeeze a few more stats out of the items they made. These high-end crafters competed mercilessly for the best materials, and spent hours experimenting to make the Really Good StuffÖ. Their experiments let them figure out how to tweak the items they made, so that they were better for a particular purpose (for example, composite armor with very good resists that didn't require buffs to put it on.)
EvE has the "pew-pew lazors" PvP system down. They've got great market-based PvP. They need some way for a manufacturer to be better than everyone else. Material and time efficiency helps only a little, and the invention system works very strongly against those.
It would be great if I could mix in a little 'magic dust' and the final module would use a little less CPU. Or a little less PG if I used different dust. Or a ship had a little more agility, or a little more armor. And so on. Let me make "Ukucia's Raven", not "Yet another Raven that is identical in every way to every other Raven".
I realize this would be pretty nasty on the database programming front, but hey, we Gallente are supposed to be the dreamers.
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Ukucia
Gallente The Scope
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Posted - 2009.09.22 17:50:00 -
[5]
Originally by: Sungas Edited by: Sungas on 21/09/2009 18:03:39 As opposed to what some here suggest.
Don't remove T1 drops.
Make the solution like anything else in game.
Reward time invested in skills. If a player opts to invest time into scrap metal processing instead of mining, then give them the appropriate reward for doing so.
If anything, provide more penalty for reprocessing T1 drops if skill investment is not made.
Skill investement should have a corresponding reward.
Who do you think buys the vast majority of T1 drops?
It's the folks with high scrap metal processing, who are buying the items for less than mineral value and selling the minerals.
The problem is there's so many T1 drops, there's no way for a budding manufacturer to make any T1 items and sell them for a profit.
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Ukucia
Gallente The Scope
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Posted - 2009.09.27 01:51:00 -
[6]
Originally by: Sungas
Originally by: Ukucia
Who do you think buys the vast majority of T1 drops?
It's the folks with high scrap metal processing, who are buying the items for less than mineral value and selling the minerals.
The problem is there's so many T1 drops, there's no way for a budding manufacturer to make any T1 items and sell them for a profit.
You didn't address the reward for investing in scrap metal processing. Do you suggest the skill should be worth nothing? I have a counter proposal using your mindset.....make the mining skills worth nothing instead.
My point was that no change was necessary, because people are already doing what you suggest.
And the current situation makes the skill investment in producing T1 items worthless, and that is greater than the investment in reprocessing T1 items.
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