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Thread Statistics | Show CCP posts - 36 post(s) |

Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.07 07:10:00 -
[1]
personally I'd cut the numbers in half. 1.25 billion for a max pimp'd systems sounds about right to me. I don't honestly think your going to see a lot of those systems around though. Huge alliances will probably get 10-15 in the future.
On the other subject about people not wanting to grind, I understand that isn't what you want to do and it's understandable. Given the current null sec environment (80% pvp characters and some indy/POS managers) it makes sense your there to pew-pew. However the point I want to make is that there are literally thousands of people out there who are willing to grind those rats and belts. The point I'm trying to make is that there are lots of ways to play the game and sometimes it's hard as hell to look at things from another perspective. Maybe big pvp alliances will start to have industrial wings that make cheap ships for them. Or the outer edges of your territory are open to those people who are willing to give you a cut of the profits in exchange for not getting hot dropped. There are also lots of people that will clear those crap anomalies and plex's.
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.07 18:54:00 -
[2]
well it looks like the mining upgrades will be closer to the W-Space deposits which are very profitable, If they are on the level of an Average deposit from W-Space that's close to 400 million per belt right there(High ends). 5 of them would be well worth the money it costs for the upgrade. Even more worth it if they spawn rats themselves.
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.08 01:49:00 -
[3]
Ok I thought I would try and make some changes that imo actually are worth the ISK to get them. Most of them are derived from other posts in this thread and I thought they would be easier to argue if combined together.
Pirate Magnet
When installed automatic 50% reduction in spawn time and bounties are increased 15%. Each level gives an additional 3% bounty increase.
Ore Processing Array
1 Hidden belt per level instant respawn when mined out. Belts are on the same level as an Average W-space deposit. Belts will also spawn rats and receive benefits of Pirate magnet.
Entrapment
10% increased chance of DED Complex per level. Installing upgrade limits complexes to >8/10. Complexes Respawn instantly.
Survey Network
Scan strength increase of 5% per level for all probes in system. This upgrade allows advanced scanning techiques that allow Cloaks to be scanned through, Sig of .05 per level for all ships with cloak active.
Quantum Flux Generator
5% Increase in chances of Wormhole leading to W-Space spawning in system. Also gives all Wormholes a 2.5% increase to Mass limits and Life Cycle per level.
These are off the top of my head if you don't like them flame away just trying to give some help.
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.08 02:04:00 -
[4]
I didn't really like the entrapment upgrade either but just off the top of my head it was what I could think of. I think it's much better for 1 all the time and a bounty increase.
The mining upgrade might have been over the top with the average deposit. Though they do have an amazing amount of high ends (in the area of 10-15k Ark, and 20-30k Bistot.) Even if you do a pure -1.0 belt or the crappiest W-space belt your still looking at ore for 5-10 hulks for a couple hours. Which is going to give you lots of people in system.
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.08 02:14:00 -
[5]
How about this one, Came to me when I looked at your post about research and manufacturing.
Industrial Complex
5% decrease in waste of materials and time per level for all POS mounted Refineries and Manufacturing arrays.
Maxed out this would give POS refineries 0 waste with perfect skills and would allow lots more production to occur in 0.0 allowing for limited supply runs.
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.08 02:28:00 -
[6]
I have to agree >100% refining has the potential to be game breaking. Everyone in 0.0 would just end up spinning in station all day magically making thousands of items from free.
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.08 02:38:00 -
[7]
I'm guessing your gonna get an answer when it isn't 4am
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.08 03:46:00 -
[8]
I like the idea of gate guns as well. As long as you can take them out of action. POS guns would work perfectly for this, Never thought about using them.
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Inferno Styx
Caldari Division of Dying Stars Solyaris Chtonium
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Posted - 2009.11.08 21:36:00 -
[9]
to make 0.0 attractive you honestly need to make about 50% more then high sec at the least. If you can make 50% more isk then you'll see lots of people running out to 0.0.
Other ways to make combat more effective imho:
Capability to capture the hub.
Capability to destroy your own hub if your gonna lose the system. Also a way to prevent it from being destroyed.
reduce logistics chain requirements by 80%-90%
I'll add more later as I think of them.
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