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Thread Statistics | Show CCP posts - 36 post(s) |
Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.11.07 20:25:00 -
[1111]
Originally by: CCP Chronotis
Originally by: Tomas Russell Edited by: Tomas Russell on 07/11/2009 20:04:33
Originally by: CCP Chronotis
Originally by: Nyphur
5) Why is 0.0 not more profitable than level 4 missions, even after the upgrades?
Always because the jump between 0 and 1 is the largest in cost and effort of each activity beyond that. We are acutely aware of this issue and the related issue of agents in sovereign space. Ideally we will tackle both issues with brand new content specifically designed for social groups and adequately rewarding.
Do you realise that this is not even close to being an answer to his question? And that it reads like a cross between the autistic kid that eats glue in grade 3b and a marketing executive?
"Gnargle gnarf blurf, square root of seventy three, incentivize the synergy of your human resource, burble".
No offense meant, if you are actually the autistic kid who eats glue in grade 3b, or a CCP marketing executive. Or both.
Plain text answer for those who don't get the reference (sorry).
- The jump between no risk and any risk is the most significant step, the same as no cost and some cost. The difference in mathematical terms is small but economically large. In short, it takes a disproportionate amount of reward to offset a smaller amount of risk or additional effort.
- We are looking at introducing social group content as Soundwave mentions of sufficient reward to compel you either as someone who runs missions in empire to fund their pvp in null sec or as an empire dweller looking to make the leap to join up with others and seek to upgrade your solar systems to unlock these sites. These will act to both minimise the number of signatures as a whole within the solar system and to let you play together than alone.
- yes we are very aware of the 'level four missions' issue in relative activity income potentials to everything else.
By Social group content do you mean things people dont currently do because its not even worth the effort to having to do them because there are no other ways of making money? Because that's what it sounds like to me. You are ****ing this up so bad just stop.
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Venkul Mul
Gallente
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Posted - 2009.11.07 20:26:00 -
[1112]
Originally by: SavageBastard In any case, might I suggest that simply buffing the vast myriad of 0.0 exploration sites that already exist might be a rather workable solution for everyone. I don't mean the drop rates for the really rare stuff, but the more common items and the base rat bounties. Also, add a chance for them to spawn officer/faction rats just like belts.
A simple change: put belt rats in them instead of mission (deadspace) rats.
Equivalent difficulty, about x3 bounty and x2 module drops quantity.
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Aceoil
Black Serpent Technologies R.A.G.E
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Posted - 2009.11.07 20:27:00 -
[1113]
0.0 rats needs to give out bigger bounties. Seriously forget being comparable to lvl 4 missions. Forget it!
Rat bounties in 0.0 need to increase from 3x - 5x from what they are now. Yes 0.0 ratting should be MUCH MUCH better than level 4 missions.
Once you have raised the 0.0 rat bounties. Then there will be a mad rush to 0.0. I don't want to have to rat for 10 hours/week just to help my corp/alliance pay for system upgrades.
- If you raised the 0.0 rat bounties. There is a mad rush to 0.0. - 0.0 fills up. - Pirates, merc corps, and carebear hunters come out of the woodwork and camp systems almost 24/7 in their cloaky ships. - Carebears respond with response gangs, and ratting in groups. But they cannot rat all the time cause there would be hostiles in system. So everything balances out.
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Nyphur
Pillowsoft Total Comfort
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Posted - 2009.11.07 20:27:00 -
[1114]
Some very good points, it actually does put to rest a lot of my own concerns. I'm writing a column post on this for EVE Evolved on Sunday and I'll make sure to take your answers into account.
Originally by: CCP Chronotis There was no sensible application of activity that really helps or makes sense here since for example jump bridge systems have very low activity levels in them generally.
This is a very good point that I overlooked earlier.
Originally by: CCP Chronotis Combine the push and pull of the economics, you must also include the changing conquest system. Systems are at their core much more vulnerable now, so the decision to defend an outlying system based on the new strategies and economics will change the decision of high command to defend or allow it to be taken as committing valuable time and assets to its defence might not be worth it.
If this is true, it does circumvent many of the arguments people have been making. But we can't verify it as details on the sov combat mechanics haven't been revealed yet.
Originally by: CCP Chronotis Always because the jump between 0 and 1 is the largest in cost and effort of each activity beyond that. We are acutely aware of this issue and the related issue of agents in sovereign space. Ideally we will tackle both issues with brand new content specifically designed for social groups and adequately rewarding.
Originally by: Nyphur 6) The new systems will sustain 10-15 pilots when fully upgraded. What happened to the previous figure for over 50?
The previous figure was a ballpark of where we want to end up. If the context around the original quote is read, we were not aiming for that figure right away but it is where we intend to go. Our analysis of scaling with the design of new upgrade sites was that we were reaching limits where we would end up with hundreds of sites/signatures if we pushed towards that figure and that was undesirable.
So if I'm reading this right, the plan for the future (post expansion) is to create more effectively infinite resource taps in 0.0. Agents are the obvious first choice, and perhaps some new types of group-oriented site for NPCing that are geared specifically toward producing lots of ISK over time so less are needed. Effectively super-anomalies with many more waves of NPCs or something involving escalations? And the current maximum of around 10-15 players per system is just the ground floor that can be expanded later as information is collected post-expansion. Is that about right or am I misunderstanding?
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ceaon
Gallente
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Posted - 2009.11.07 20:27:00 -
[1115]
Originally by: Korodan
Originally by: Itzena
Originally by: CCP Chronotis - yes we are very aware of the 'level four missions' issue in relative activity income potentials to everything else.
Great!
What's the planned fix?
Yes, how will you be nerfing level 4 mission runners?
11% tax ?? |
Vadinho
GoonFleet GoonSwarm
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Posted - 2009.11.07 20:29:00 -
[1116]
Originally by: ceaon 11% tax ??
oh no you might have to set up a tax shelter corp
youll be out MILLIONS
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Korodan
Minmatar GoonFleet GoonSwarm
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Posted - 2009.11.07 20:30:00 -
[1117]
Edited by: Korodan on 07/11/2009 20:31:04
Originally by: ceaon
Originally by: Korodan
Originally by: Itzena
Originally by: CCP Chronotis - yes we are very aware of the 'level four missions' issue in relative activity income potentials to everything else.
Great!
What's the planned fix?
Yes, how will you be nerfing level 4 mission runners?
11% tax ??
Still lets you farm from an infinite fountain of ISK with no risk, just a slightly weaker return.
edit: Or you'll just set up tax shelter corps that will disappear the second the Privs dec them.
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Itzena
GoonFleet GoonSwarm
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Posted - 2009.11.07 20:33:00 -
[1118]
There's also the minor detail that the tax won't be applied to bonuses or LPs, which effectively makes that 11% tax actually around a 2-3% tax.
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Mikal Drey
Atlas Alliance
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Posted - 2009.11.07 20:33:00 -
[1119]
Originally by: CCP Chronotis
The hubs and upgrades will currently be available like starbase modules from the NPC market at Concord/DED stations
which require a freighter (current SISI size) multiple freighter runs :/
remember the debacle with the need for station warehouse BPO's and without bridges theres will be a need to get hubs in BEFORE the grace period and it is gonna make taking new space a complete pita
thanks for the response and i look forward to the next couple of blogs
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shado20
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Posted - 2009.11.07 20:33:00 -
[1120]
i have not read the 37 pages of this post. i jest want to make sure the question is asked. as of now i am able to drop a tower in a system and have it clame sove for the aliance. that right is given to me by my CEO/Directors. the cost of this tower could be my own or the corps, but the sove is checked to the aliance. how is the rights given out or deligated as to who can drop thos markers and how the billing is handled, is the aliance have a walet for handling the payment, or is this given to the corp that setup the marker. i have some consern as to how this works from the standpoint of spys over taxing the corp/aliance walet buy claming usless systems, as the cost gos directly to/from the walet. where the current system requiers some work to buy fuel and move fuel witch eliminates that.
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Noghri ViR
GoonFleet GoonSwarm
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Posted - 2009.11.07 20:34:00 -
[1121]
Nice to see that CCP is getting around to pulling a Star Wars Galaxies here. It's been fun everyone! --------------------------------------------- Noghri ViR for CSM Vote for me here: http://myeve.eve-online.com/council/voting/Vote.asp?c=28
http://noghri08.wordpress.com/ |
Hunlop
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Posted - 2009.11.07 20:34:00 -
[1122]
Originally by: CCP Chronotis
- We are looking at introducing social group content as Soundwave mentions of sufficient reward to compel you either as someone who runs missions in empire to fund their pvp in null sec or as an empire dweller looking to make the leap to join up with others and seek to upgrade your solar systems to unlock these sites. These will act to both minimise the number of signatures as a whole within the solar system and to let you play together than alone.
So this is a strategy to get more accounts active so people can pvp in 0.0, nice to see you finally admitted to CCP almost forcing people to get even more accounts just so that they can grind missions in highsec to FUND 0.0 WARFARE |
SavageBastard
Igneus Auctorita GoonSwarm
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Posted - 2009.11.07 20:35:00 -
[1123]
Originally by: CCP Chronotis
- yes we are very aware of the 'level four missions' issue in relative activity income potentials to everything else.
Then why would you release a devblog just 3 or so weeks before expected implementation that reflects no knowledge of this whatsoever? Why do you guys keep giving answers that essentially say "yes we know that 0.0 isn't going to make enough money but we'll do that with new content in the future but we're going to stick you with all the costs NOW?" Either give us all of the alleged benefits with all the costs or don't do anything at all. All of us would love more than anything to get rid of POS warfare but if you're going to piecemeal all these changes you're going to keep seeing a lot of hollering.
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Hugh Hefner
Caldari Paxton Industries Paxton Federation
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Posted - 2009.11.07 20:35:00 -
[1124]
btw the comparison with level IV in highsec is kind of odd, instead compare with level IV in places like Ziriert(lowsec mission-"hub") = 12k loyalty-points/decent mission and several such agents. Or even compare to level V in lowsec, a excellent "social group-activity"-mission that would be perfect for 0.0.
Now you suggest to make the useless part of sovereignty cheaper = the color-dots in the map, but keep the important parts expensive, the parts that makes industry and isk-making worthwhile for non-macros = jumpbridges and cynojammers.
You pinch our cheeks with one hand and slap us upon the head with the other, why not let us gamers handle the slapping of other gamers, its much more easy to stomach + we can fight back against it...
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ep1k
Minmatar GoonFleet GoonSwarm
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Posted - 2009.11.07 20:35:00 -
[1125]
Originally by: CCP Chronotis
Originally by: Tomas Russell Edited by: Tomas Russell on 07/11/2009 20:04:33
Originally by: CCP Chronotis
Originally by: Nyphur
5) Why is 0.0 not more profitable than level 4 missions, even after the upgrades?
Always because the jump between 0 and 1 is the largest in cost and effort of each activity beyond that. We are acutely aware of this issue and the related issue of agents in sovereign space. Ideally we will tackle both issues with brand new content specifically designed for social groups and adequately rewarding.
Do you realise that this is not even close to being an answer to his question? And that it reads like a cross between the autistic kid that eats glue in grade 3b and a marketing executive?
"Gnargle gnarf blurf, square root of seventy three, incentivize the synergy of your human resource, burble".
No offense meant, if you are actually the autistic kid who eats glue in grade 3b, or a CCP marketing executive. Or both.
Plain text answer for those who don't get the reference (sorry).
- The jump between no risk and any risk is the most significant step, the same as no cost and some cost. The difference in mathematical terms is small but economically large. In short, it takes a disproportionate amount of reward to offset a smaller amount of risk or additional effort.
- We are looking at introducing social group content as Soundwave mentions of sufficient reward to compel you either as someone who runs missions in empire to fund their pvp in null sec or as an empire dweller looking to make the leap to join up with others and seek to upgrade your solar systems to unlock these sites. These will act to both minimise the number of signatures as a whole within the solar system and to let you play together than alone.
- yes we are very aware of the 'level four missions' issue in relative activity income potentials to everything else.
Why cant you just increase bounties on rats 100%, and remove all non faction pirates under battleship size. Why cant you just increase anomaly reward ABOVE level 4s. Tell me why you cant just right now give 0.0 above empire income. These changes are not far fetched at all. You alreayd have agents floating in space giving out missions in 0.0, why cant you add more of those? Why would you even think saying these new upgrades will put you on par with motsu is even acceptable?
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Tamahra
Gallente Danke fuer den Fisch
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Posted - 2009.11.07 20:39:00 -
[1126]
Originally by: Aceoil 0.0 rats needs to give out bigger bounties. Seriously forget being comparable to lvl 4 missions. Forget it!
Rat bounties in 0.0 need to increase. Yes 0.0 ratting should be MUCH MUCH better than level 4 missions.
Once you have raised the 0.0 rat bounties. Then there will be a mad rush to 0.0. I don't want to have to rat for 10 hours/week just to help my corp/alliance pay for system upgrades.
- If you raised the 0.0 rat bounties. There is a mad rush to 0.0. - 0.0 fills up. - Pirates, merc corps, and carebear hunters come out of the woodwork and camp systems almost 24/7 in their cloaky ships. - Carebears respond with response gangs, and ratting in groups. But they cannot rat all the time cause there would be hostiles in system. So everything balances out.
this Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. StevieSG |
Sergi Povitch
Gatehoppers Shadow of xXDEATHXx
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Posted - 2009.11.07 20:39:00 -
[1127]
they range from industrial to the level V upgrades being freighter sized. No there is no materials needed, they are just like starbase structures. You launch for corp and anchor/online them where allowed.
I like the scaled sizes of the Mods. You will have to expand the number of anomlys and put a chance of facton loot in them.
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ceaon
Gallente
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Posted - 2009.11.07 20:41:00 -
[1128]
Originally by: Korodan
Still lets you farm from an infinite fountain of ISK with no risk, just a slightly weaker return.
edit: Or you'll just set up tax shelter corps that will disappear the second the Privs dec them.
NPC AI have to be updates to sleeper AI or similar 50 m tax to make a corp or something like that to avoid making corps over and over again also if u war dec a corp that have 10 members and 9 of them leave you should get 90% of the money back
You are going too fast! Wait five minutes and try again. **** THIS **** CCP You are going too fast! Wait five minutes and try again. **** THIS **** CCP You are going too fast! Wait five minutes and try again. **** THIS **** CCP You are going too fast! Wait five minutes and try again. **** THIS **** CCP You are going too fast! Wait five minutes and try again. **** THIS **** CCP do i really need to get a new IP each time i want to post to avoid this 5 min piece of **** ? |
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CCP Chronotis
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Posted - 2009.11.07 20:43:00 -
[1129]
Originally by: Nyphur Some very good points, it actually does put to rest a lot of my own concerns. I'm writing a column post on this for EVE Evolved on Sunday and I'll make sure to take your answers into account.
Originally by: CCP Chronotis Always because the jump between 0 and 1 is the largest in cost and effort of each activity beyond that. We are acutely aware of this issue and the related issue of agents in sovereign space. Ideally we will tackle both issues with brand new content specifically designed for social groups and adequately rewarding.
Originally by: Nyphur 6) The new systems will sustain 10-15 pilots when fully upgraded. What happened to the previous figure for over 50?
The previous figure was a ballpark of where we want to end up. If the context around the original quote is read, we were not aiming for that figure right away but it is where we intend to go. Our analysis of scaling with the design of new upgrade sites was that we were reaching limits where we would end up with hundreds of sites/signatures if we pushed towards that figure and that was undesirable.
So if I'm reading this right, the plan for the future (post expansion) is to create more effectively infinite resource taps in 0.0. Agents are the obvious first choice, and perhaps some new types of group-oriented site for NPCing that are geared specifically toward producing lots of ISK over time so less are needed. Effectively super-anomalies with many more waves of NPCs or something involving escalations? And the current maximum of around 10-15 players per system is just the ground floor that can be expanded later as information is collected post-expansion. Is that about right or am I misunderstanding?
You pretty much nailed it in general direction though the final implementation might differ. The goal is content which you can upgrade and unlock which is both unique and rewarding enough in income and general enjoyment terms whilst perhaps also opening up new professions and activities.
The system we have is very expandable and easily so from this point on. Adding additional upgrades and content those upgrades might unlock can be done as soon as the content is ready and even attached to existing upgrades.
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Kanatta Jing
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Posted - 2009.11.07 20:44:00 -
[1130]
Infinitely respawning Anomalies that are good regardless of True Sec are a good thing.
Infinitely respawning Grav-sites are also a good thing. It'll give people a reason to fly Covetors.
The fact we'll also have the same random high ISK producing abilities as we did before in 0.0 in addition to the above is also good.
Yes the drone regions will have to export a lot of minerals for sale in Empire every single week. Sucks to be you. But your local market should be pretty good.
If you wanted pure pew pew with no grinding... there are options besides 0.0 SOV holding alliances... Just options too horrible to contemplate.
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Cefte
GoonFleet GoonSwarm
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Posted - 2009.11.07 20:45:00 -
[1131]
Originally by: ceaon
NPC AI have to be updates to sleeper AI or similar
Oh, oho, that's a good question.
These new anomalies, CCP, what will the rats be like?
Are they going to be normal rats, or are the going to have the updated Sleeper AI which you implemented because the basic rats, the ones that spawn in Level 4 missions, are too easy?
Which will it be, I wonder?
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SavageBastard
Igneus Auctorita GoonSwarm
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Posted - 2009.11.07 20:46:00 -
[1132]
Originally by: ep1k
Why cant you just increase bounties on rats 100%, and remove all non faction pirates under battleship size. Why cant you just increase anomaly reward ABOVE level 4s. Tell me why you cant just right now give 0.0 above empire income. These changes are not far fetched at all. You alreayd have agents floating in space giving out missions in 0.0, why cant you add more of those? Why would you even think saying these new upgrades will put you on par with motsu is even acceptable?
If they are worried about isk farming then simply tie sov to these bonuses like we all thought you were going to do to begin with. Isk farmers that claim sov will become targets and be destroyed or simply wind up fighting for their space like everyone else, at which point they won't be farming they'll be PLAYING THE GAME.
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Jethro Hawkins
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Posted - 2009.11.07 20:46:00 -
[1133]
Edited by: Jethro Hawkins on 07/11/2009 20:47:16 Please CCP, do not focus on Dust 514 and Incarna too much. Eve is your ISK (literally) fountain and you don't want to break that. I only have 3 accounts out of the supposed 300k accounts. But if the game is no longer fun than I'll play another game.
I speak for myself: I'd rather see a quality patch than a quantitative patch. Please don't shoot for "x patches/year" for the sake of that number. Have your developers focus on what the community wants: moon distribution, true sec, etc.
BTW: nerfing lvl 4's will make me and most of my 60 man corp leave (drone region dwelling corp) seems as we make **** money right now with the lack of bounties. Mining is our only source of income right now. I have a feeling that you (CCP) know this. Break lvl 4's and you will break eve.
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Wingshard
Halcyon Systems Federation of Active Commonwealth Terrorists
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Posted - 2009.11.07 20:48:00 -
[1134]
From my viewpoint this things are wrong with dominion:
Originally by: CCP Soundwave
When you run the highest tiers of anomalies, you will financially be on par with Motsu.
he also stated that tiers go upwards with sovereign. if i am not puzzling things after reading all these pages tiers are dependant on sovereign which takes time...
now assuming we get the highest tier on the highest sovereign lvl... -we have to go out in force and conquer a system -we have to hold it for 100 days -we have to buy upgrades for tons of isk and paying the system daily for not being able to use it as its ment for the amount of people that will prolly be needed to capture it -we have to pay for system sovereign under the mask of "sovereign fuel" for not being.... ( see above ) -we have to keep people active and enthusiastic in a system that is far below average at the time they start
for the benefits of... -having a system that is equal to motsu (on its highest tier?) *epic lol* -a system that can be camped and internaly disrupted by afk cloakers -a system that stil forces me to plant a 300m pos + fitting if i wanna have a base for my member -a system that stil forces me to plant a 10b? outpost if i want a decent base for my member
ok now to some good points: -automatic officerental
back to the bad points:
market in eve is *cough* playerbased and "flowing"... well it was stil to a certain extend with pos fuel even through a good chunk of that had to be purchased from npc aswell. now we pay isk to a machine that tends to give us lag when we dont feed it with human-intel 24h before.
Now where does the money go? Most of our work is aten by the server never seeing the economy again. This isk "sink" might be good in your eyes but it would be a lot better to see it in the form of people being more willing to risk their ships under the *looks at butterfly effect trailer* mask of adventure and personal decision.
not to mention all the factionitems that will come to flood the market when the exploration and plexing extends. you can prolly see the markets on these items fall as they will get overfarmed.
[you could reinvent the isk lost to sovereign into playerpockets who than buy said "good" items and increase the value of items *that dont get reimbursed when blown up* but would obviously give a s*it for t2 in that case. give us a reason to plant a "reasonable" amount of pos that can stil influence the system when in a bad state or removed by a capital fleet.]
things that stil need a change: -blueprint copys stil need another color -minerals stil need more uses *exspecial in goods that are used on daily basis as to bring their rarity and competition with highlvl missions in line *best example lowsec ore jaspet** -an activity to pay my "systemtax" through other means than isk
why? cause its simple. you have a system in.. lets say period basis or omist. You have to pay the same fees as everyoneelse.. +jumpfuel or +extra jumpbridge systemcost (+liquid ozone).. or simple lots and lots more of man-hours.
but you got a station there and need to pay the upkeep. who do you have for that? exactly, farmer. Minerals and exploration (items)arent direct income, so as further you are branched out from empire as lesslikely other professions will be. Of course its about logistics but you gotta pay in a 14h interval and make it through space inhabitated by *as its promised* lots and lots more different people.
while you had ice belts in your empire so you could get your own pos fuel, the option of "do it yourself" *excluding npc pos fuel* is completly disabled at this point. Give player targets, tasks, something they can archieve and get respected for!
none the less the biggest problem as i see it will be dominion + less skills for cloaking. Afk cloakers that can stil scan with probes out from safespots are not a good thing for dominion when you cant provide anomalys that have better payouts for sticking together.
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SavageBastard
Igneus Auctorita GoonSwarm
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Posted - 2009.11.07 20:51:00 -
[1135]
Originally by: CCP Chronotis
You pretty much nailed it in general direction though the final implementation might differ. The goal is content which you can upgrade and unlock which is both unique and rewarding enough in income and general enjoyment terms whilst perhaps also opening up new professions and activities.
The system we have is very expandable and easily so from this point on. Adding additional upgrades and content those upgrades might unlock can be done as soon as the content is ready and even attached to existing upgrades.
1. That's great that the system is so expandable and enables you to create content and make 0.0 more valuable. 2. Why aren't you including this content with the changes so that we aren't stuck paying through the nose with nerfed space?
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.11.07 20:53:00 -
[1136]
Originally by: CCP Chronotis
The system we have is very expandable and easily so from this point on. Adding additional upgrades and content those upgrades might unlock can be done as soon as the content is ready and even attached to existing upgrades.
You said the same for just about any new mechanic you introduced but rarely followed up on it, so excuse me if i am highly sceptical.
You said it for exploration in revelation, yet the actual sites that have been worthless since the start haven't seen any update at all. You still haven't used the exploration mechanic to its full potential.
Chances are high that CCP will just focus on something else instead of fixing broken concepts that are already in the game. Cosmos, arcsal/hacking/mining sites and eaf are good examples of cool concepts being abandoned in favour of shelling out new game mechanics. ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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Pagey
GoonFleet GoonSwarm
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Posted - 2009.11.07 20:53:00 -
[1137]
Originally by: Chribba excellent
emptyquote ___
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CCP Soundwave
C C P Alliance
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Posted - 2009.11.07 20:53:00 -
[1138]
Edited by: CCP Soundwave on 07/11/2009 20:53:39
Originally by: Wingshard From my viewpoint this things are wrong with dominion:
Originally by: CCP Soundwave
When you run the highest tiers of anomalies, you will financially be on par with Motsu.
he also stated that tiers go upwards with sovereign. if i am not puzzling things after reading all these pages tiers are dependant on sovereign which takes time...
now assuming we get the highest tier on the highest sovereign lvl... -we have to go out in force and conquer a system -we have to hold it for 100 days -we have to buy upgrades for tons of isk and paying the system daily for not being able to use it as its ment for the amount of people that will prolly be needed to capture it -we have to pay for system sovereign under the mask of "sovereign fuel" for not being.... ( see above ) -we have to keep people active and enthusiastic in a system that is far below average at the time they start
Just to make it clear, time day holding system count towards the strategic upgrades, not the financial ones. You have to take a system, get your guys ratting and then install upgrades.
We are looking at the system upkeep and upgrades, but you can be sure the upgrades themselves will be affordable.
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Archon Mar
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Posted - 2009.11.07 20:54:00 -
[1139]
Before this I was expecting the patch to have a way to improve on a system making it entirely self sufficient and capable of leaving empire space out of an alliance entirely. Lvl 4's shouldn't be changed (it accounts for a large part of players and how they want to play). 0.0 should be profitable but most of all it should be someplace that alliances don't have to rely on empire fuels or isk generation to keep. If you can do this with the patch then I'm all game. Turn something like a drone space system into a self sufficient solar system with bounties minerals of all kinds plexes and maybe even ice/good moons. That would make empire worthless to almost everyone and people would be in 0.0 nearly 90% of the time. Empire would just become the land of 1 month old characters.
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Pagey
GoonFleet GoonSwarm
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Posted - 2009.11.07 20:56:00 -
[1140]
:snypa: ___
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