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Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.22 03:59:00 -
[1]
Edited by: Asik Rova on 22/06/2010 03:59:34 TL;DR: Alright, with PI launched, the game has become more of a sandbox. But, we are still limited by MANY factors removing this game from its sandbox feeling. I have four core ideas that would make this game a bit more interesting to play and make even the most everyday players want to be part of something. My ideas revolve around research and development, corporation management, the wallet and exploration.
1) Research and development in eve. R&D in eve is a little vague, it is mostly just a massive click-fest(T2 module/ammo/small ship inventors you know what I mean). What eve needs to give it more of a sandbox feeling is a full on R&D profession, the advancement of t1/t2 modules via BPO and BPO modification. It would be a mix of t3 subsystems and the PI feeling.
To start off the research you would need a blueprint original, the modification screen would bring up a pre-designed model with 3 permanent modifications, only 2(out of 5 that i can think of) can be added and modified. The first 3 permanent modifications is: -CPU Efficiency - Amount of CPU the module takes up(Varies with type of module) -Power Core Efficiency - Amount of Power Core " "(Varies with type of module) -Module Efficiency - Damage mod/optimal/falloff/recharge rates/cap usage
The five extra modifications i can think of(the t3 subsystem type system): -Damage modifier(gun/smartbomb/drone modules) -overheating reduction(all active modules) -Recharge rate/cap usage booster(all active and inactive[cap recharger/shield/etc] modules) -Resistance modifier(all active/inactive shield/armor/hull resistance modules) -Module Active Duration reducer(effects the time it takes for the module to run its cycle)
All of the modifications effect another in each way if something is changed. It would balance itself out based on your skills. All level 5 modification skills would greatly reduce the effect on other modifications and increase the amount that can be changed in a modification. Common sense and it doesn't overload the database.
2 and 3)Corporation Management and corporation feature changes: Corporation management needs a major overhaul. I won't go in to all the detials but some core factors of this are: -Voting system -Corporation Wallet, we need the ability to add or remove wallets, the 7 master wallets with different sub wallets(easier for trading corporations and people who need to do private research and production) -The ability the create "job positions" within the corporation and allow full control over specific "can do's" and "can't do's". -Corporation Office tabs, we need the ability to change the tab names in every office and POS corporate hanger. This would greatly change the use of corporation offices in specific locations, also the introduction to personal corporate hangers for private researches and private manufacturing.
and many many more that I cannot think about right now that you might come up with.
4) Living in wormholes and deep 0.0 with a small budget: Alright so we have poses, but fuels a ***** isn't it? My solution is a miniature outpost. Built and assembled in a station, then deployed into space. The cost of said outposts would be small medium and large. These outposts would be the cost of the tower + 6-12 months worth of fuels(CCP old npc prices) So roughly 1 billion ISK for the small one, 1.5 for the medium, and 2-2.5 for the large. These smaller outposts follow the same rules for deployment as the 0.0 outposts. Theses outpost will last around 6 months and can only be deployed in wormholes and NPC/no sov space.
Well this is my 4 cents. Post/comment/etc, i am open to constructive criticism. 
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Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.22 15:54:00 -
[2]
To the top, looking for feedback.
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Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.23 23:00:00 -
[3]
To the top. . .
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Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.24 17:14:00 -
[4]
to the top.
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Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.25 16:32:00 -
[5]
To the top. . . Again.
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NotActuallyFrench
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Posted - 2010.06.25 17:19:00 -
[6]
Originally by: Asik Rova These smaller outposts follow the same rules for deployment as the 0.0 outposts.
So you need sov to deploy them? These aren't going to be used much in wormholes then. 
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Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.25 17:43:00 -
[7]
Originally by: NotActuallyFrench
Originally by: Asik Rova These smaller outposts follow the same rules for deployment as the 0.0 outposts.
So you need sov to deploy them? These aren't going to be used much in wormholes then. 
"Theses outpost will last around 6 months and can only be deployed in wormholes and NPC/no sov space."
I was referring to the 24 hour timer to anchor and etc.
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Bagehi
Association of Commonwealth Enterprises Gentlemen's Club
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Posted - 2010.06.25 18:31:00 -
[8]
The problem with any tool is that the best iteration will become the base iteration unless something new is introduced that replaces it before the best iteration becomes widespread.
You really can't imitate a product lifecycle in a game.
So, your idea for R&D is going to result in something as static as what we currently have, or will end up with market-breaking mass chaos (where products never reach maturity).
This signature is useless, but it is red.
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Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.25 19:47:00 -
[9]
Originally by: Bagehi The problem with any tool is that the best iteration will become the base iteration unless something new is introduced that replaces it before the best iteration becomes widespread.
You really can't imitate a product lifecycle in a game.
So, your idea for R&D is going to result in something as static as what we currently have, or will end up with market-breaking mass chaos (where products never reach maturity).
So you are saying it wouldn't work because its to original?
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KaiserSoze434
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Posted - 2010.06.25 22:00:00 -
[10]
The wormhole stuff is out, regardless of coolness, because CCP has already said they want it to be impossible to permanently homestead a WH self sufficiently.
The modular item thing is cool, but I think it's been suggested before and the deal breaker was needing a vastly bigger database to make it worker. I think it was relegated to the awesome but just not feasible category.
I'd like to see it go beyond even modular to totally custom ships handcrafted, I just don't think the game would ever support it. "Aghast the devil stood and felt how awful goodness is." |

Asik Rova
Manufact Co. X-Non
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Posted - 2010.06.25 23:01:00 -
[11]
Originally by: KaiserSoze434 The wormhole stuff is out, regardless of coolness, because CCP has already said they want it to be impossible to permanently homestead a WH self sufficiently.
The modular item thing is cool, but I think it's been suggested before and the deal breaker was needing a vastly bigger database to make it worker. I think it was relegated to the awesome but just not feasible category.
I'd like to see it go beyond even modular to totally custom ships handcrafted, I just don't think the game would ever support it.
Its more geared to be like t3 with a really big selection of different modifications.
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