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Mohaddib
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Posted - 2009.11.02 21:22:00 -
[1]
altough there are hundreds (maybe millions) of module in the game, i'd like to see some randomness in this game (yes, billions of setup combinations are not enough for me)
this system will also give a significant boost to exploration excitement. Basically it will work like that; there will be exploration sites like arhaelogy (ancient sites, relics, etc..)
usually in W-Space that you can do like a complex (if ur lucky just the item) and then you will find a device with random bonuses.
i.e: %4 bonus to warp speed and %8 bonus to beam weapon damage, or else.
the amount of bonus may also be random between %1 to %30 just like the type and number of bonuses. the fun part is those devices might completely useless, or they can be the ultimate win button for the player.
the player will need an arhaelogy device to salvage the artifact and also some of the artifacts might need a science operation in order to use it.(something like "identify" system in frp games)
Here are some artifach examples:
Artifact-CX2346542:
Meta Level: 1 Bonus 1: %2 Bonus to Shield Amount Bonus 2: %3 Reduction to Ship Mass
The meta system can also be used like that:
Meta 1: Total amount of %5 Bonus divided in 1-3 Random bonuses Meta 2: Total amount of %6 Bonus Divided in 1-3 Random Bonuses
and so on..
so what do you think? isnt it great to find and have something unique?
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Larinioides cornutus
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Posted - 2009.11.02 21:34:00 -
[2]
1) How do you define fitting/manufacturing for them 2) How do you balance this in stacking penalties against specialized items 3) How do you search for the one you want on contract
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Raw Matters
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Posted - 2009.11.02 23:19:00 -
[3]
Such items are already in the game and called "Officer modules". Those are basically standard modules with a +x% bonus.
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Markus Reese
Caldari Lorentzian Expeditionaries
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Posted - 2009.11.03 00:21:00 -
[4]
I really like it, but I would take it one step further. To me, it sounds like it would make an excellent T1/T2 style subsystem addition of sorts. unique modules with a random bonus/penalty system that can be fitted. Ie say a bonus to speed, but penalty to inertia, etc. Make a bit more customization in the ships. Like fitting a different engine in a car. Sky could be the limit, offensive could be changing one slot for another. Say a launcher in place of a turret or increased damage, decreased tracking?
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Abrazzar
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Posted - 2009.11.03 01:03:00 -
[5]
If they ever add truly unique items to EVE, it should not be documented anywhere in any way. Not even hinted at. Nothing. Even excluded from the database dump. |
Markus Reese
Caldari Lorentzian Expeditionaries
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Posted - 2009.11.03 02:58:00 -
[6]
Originally by: Abrazzar If they ever add truly unique items to EVE, it should not be documented anywhere in any way. Not even hinted at. Nothing. Even excluded from the database dump.
That is why a random creation system would be nice. Only way it could be documented is by saying, what is possible, but sheer combinations makes finding the perfect one only through dilligence.
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Mohaddib
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Posted - 2009.11.03 11:50:00 -
[7]
Originally by: Markus Reese
Originally by: Abrazzar If they ever add truly unique items to EVE, it should not be documented anywhere in any way. Not even hinted at. Nothing. Even excluded from the database dump.
That is why a random creation system would be nice. Only way it could be documented is by saying, what is possible, but sheer combinations makes finding the perfect one only through dilligence.
that was exactly what i was trying to tell. they are "artifacts". they are unique and there is no other copy of that item (also there is always a probability).
the item may also be some sort of highly advanced a.i module (for role playing issues, something like sleeper cpu; a self aware computer a.i chip). so that you can connect the a.i module via a connection module (maybe a universal rig slot that the pilot can insert the a.i module into it just like scripts)
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Chaos Hellbreth
Caldari Drusus Mercenaries Sylph Alliance
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Posted - 2009.11.04 17:22:00 -
[8]
I like it, but I would say that these "artifact" modules be based off of existing T1 modules, with additional bonuses. This way the fitting requirements aren't randomized and you don't end up with a low slot X-large pulse laser that needs 5 grid and 500 cpu to fit.
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