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Terranid Meester
Tactical Assault and Recon Unit
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Posted - 2010.06.22 17:31:00 -
[1]
Edited by: Terranid Meester on 22/06/2010 17:32:10 Why do we have 6 different command centres? Why not just have the elite command centre with the maximum amount of power grid and cpu that a person can have? The basic costs 100,000 and the elite costs about 6 million more which in eve someone can get easily.
Really in terms of PI all we need is the basic command centre for people without skills and the elite command centre for those that do. Is this really CCP making things more complicated than they need to be? Havn't they heard of KISS (Keep It Simple Stupid)?
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Tu Ko
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Posted - 2010.06.23 21:59:00 -
[2]
Originally by: Terranid Meester Edited by: Terranid Meester on 22/06/2010 17:32:10 Is this really CCP making things more complicated than they need to be? Havn't they heard of KISS (Keep It Simple Stupid)?
No, they really haven't. Really the only reason for this is some crappy lore flavor text as the command centers themselves have no special abilities of any form or even necessary to link into the other infrastructure. With all that being said I have to assume that much of the originally thought of mechanics for PI(and dust) were tossed to get this out the door faster.
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Ranni Trix
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Posted - 2010.06.23 22:06:00 -
[3]
Scooby Scooby Doo where are you? We've got some work for you now.
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Cypher Shaman
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Posted - 2010.06.23 22:40:00 -
[4]
Well... this actually can be a good base for making upgradable command centres. How? You buy on market a basic CC, drop it on planet and then upgrade with adequate number of isk and if you have skill high enough for upgrade you can buy it.
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Herschel Yamamoto
Agent-Orange Nabaal Syndicate
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Posted - 2010.06.23 22:43:00 -
[5]
Because in Eve, skills have five levels, not one.
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xXApophisXx
Minmatar Interplanetary Trade Commission
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Posted - 2010.06.25 15:26:00 -
[6]
/signed
The idea of different command center levels is pretty odd!
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De'Veldrin
Minmatar Special Projects Executive The Obsidian Legion
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Posted - 2010.06.25 15:30:00 -
[7]
Originally by: Terranid Meester Edited by: Terranid Meester on 22/06/2010 17:32:10 Why do we have 6 different command centres? Why not just have the elite command centre with the maximum amount of power grid and cpu that a person can have? The basic costs 100,000 and the elite costs about 6 million more which in eve someone can get easily.
Really in terms of PI all we need is the basic command centre for people without skills and the elite command centre for those that do. Is this really CCP making things more complicated than they need to be? Havn't they heard of KISS (Keep It Simple Stupid)?
Why would anyone bother trainig Command Centers past level 1 then? It makes perfect sense. --Vel
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XXSketchxx
Gallente Remote Soviet Industries Important Internet Spaceship League
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Posted - 2010.06.25 15:51:00 -
[8]
Originally by: Terranid Meester Havn't they heard of KISS (Keep It Simple Stupid)?
MMOs should not be simple. Especially not eve.
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Macvombat
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Posted - 2010.06.25 15:58:00 -
[9]
lol.. it's not about easily being able to make that amount of isk.. it's about people actually having to TRAIN for it.. wich you obviously can't be bothered to do.. but to be honest with you, before this idea even gets considered (wich it shouldn't be in any way shape or form) by ccp you could have trained that skill to 5 numerous times - just train it and quit being lazy
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Herschel Yamamoto
Agent-Orange Nabaal Syndicate
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Posted - 2010.06.25 18:31:00 -
[10]
Because in Eve, skills have five levels.
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Fistme
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Posted - 2010.06.25 18:36:00 -
[11]
Originally by: De'Veldrin
Why would anyone bother trainig Command Centers past level 1 then? It makes perfect sense.
Well obviously the skill would be changed if such an idea was to be implemented. For example, +15% grid and cpu per lvl of "Command Centers". Whole idea is that a colony would be upgraded as the skill increased rather than just be liquidated.
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Galen Gallente
Gallente Agent-Orange Nabaal Syndicate
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Posted - 2010.06.25 18:43:00 -
[12]
Originally by: Fistme
Originally by: De'Veldrin
Why would anyone bother trainig Command Centers past level 1 then? It makes perfect sense.
Well obviously the skill would be changed if such an idea was to be implemented. For example, +15% grid and cpu per lvl of "Command Centers". Whole idea is that a colony would be upgraded as the skill increased rather than just be liquidated.
This would be more logical which of course is not allowed by CCP. Things must be arcane and a pain in the ass otherwise it is not EVE.
IMO 1 CC for each planet type and CPU/Grid expand like they do for our ships would be a better system.
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Mithfindel
Aseyakone
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Posted - 2010.06.28 10:53:00 -
[13]
Keep the different command center levels on planet. But have the thing you need to drop to be only "command center building equipment" or another suitably-named item. Once the command center is there, you can expand it by having building materials in your cargo hold and paying ISK.
Example: I have dropped a standard command center and want an elite one, instead.
Current situation: Rip everything down, drop new command center. Suggested fix: Bring building materials in the system, click command center, expand command center, pay ISK & spend materials to make it an elite one.
So, keep the skills and the related command centers as is, but make it possible to upgrade a deployed one. (Not having the option to downgrade is not needed, as there's nothing to gain by downgrading.)
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Killclone
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Posted - 2010.06.28 11:14:00 -
[14]
I find it weird we have so many different CC:s when they all do the same.We could do fine with maybe 3 that could be dropped into any planet type.... Elite, Advanced and ofc the 'nub wtf ur doing get the advanced one'.
Also whats so different about barren and terran? Shouldn't terran cc be cheaper than lava where you need extra protection? Why someone designed so many cc:s that all do the same and have same ratio of cost/cpu/grid.... i mean there could be the caterpilar cc and the ferrari cc instead???
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Herschel Yamamoto
Agent-Orange Nabaal Syndicate
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Posted - 2010.06.28 16:17:00 -
[15]
Originally by: Fistme
Originally by: De'Veldrin Why would anyone bother trainig Command Centers past level 1 then? It makes perfect sense.
Well obviously the skill would be changed if such an idea was to be implemented. For example, +15% grid and cpu per lvl of "Command Centers". Whole idea is that a colony would be upgraded as the skill increased rather than just be liquidated.
You'll notice that skills only affect either the ship you're currently flying, or an instantaneous action(like setting up a market order) where it can check skills on the fly. Nowhere else in the game do skills have an effect. Places where you might think they do - like CEO skills - instead work around it, like by having a button to set the CEO skills that apply to the corp, and not updating them in real time. So if we infer from that, I think it's actually a reasonable bet that what you ask for simply wouldn't work in the game code. Skills don't do what you want them to do. Reason #8472 why CCP needs to re-code the game, but we all know how likely that is. So, because they can't do it that way, they use this terrible kludge instead.
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eyeseeyoo
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Posted - 2010.06.29 23:27:00 -
[16]
Quote: Havn't they heard of KISS (Keep It Simple Stupid)?
You are playing the same game as us aren't you? WVW is anything but simple, and thats the way we like it
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Terranid Meester
Tactical Assault and Recon Unit
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Posted - 2010.07.01 03:01:00 -
[17]
Originally by: eyeseeyoo
Quote: Havn't they heard of KISS (Keep It Simple Stupid)?
You are playing the same game as us aren't you? WVW is anything but simple, and thats the way we like it
I like complexity for the challenge and if theres a damn good reason for it
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Brutus B
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Posted - 2010.07.03 15:31:00 -
[18]
Edited by: Brutus B on 03/07/2010 15:32:33 It's called specialization-opportunity. People who skill-longer and spend more isk deserve better stuffs in that area than those who don't. Having it segmented, instead of just having the max, and the minimum, also lets players gain something from each level. They don't do that evenly very often, but they do it in some circumstances. Gallente get an industrial for each level of industrials trained for instance. Where as matari get 3, and the amarr only get 2. The practical explanation is they probably didn't want to waste so much time on modeling 5 kinds of inudstrial ships for each race. The role-play explanation is probably that different races prioritize trade ships differently.
Concerning PI, I think risk-vs-reawrd being balanced by start-up costs and planning. If you plan ahead, and put a really advanced colony down to start with, you can keep it running until you decide to delete it. No one can blow it up, or take it from you yet, so you're only really playing against yourself in how you use PI at the moment. Later on, when actual PI conflicts become part of the game, you might want to control your risk level through keeping your colony costs low instead of putting up the best possible colony you can.
Basically I think it's more important to give players enough choices so that they can play the game the way they want, than it is to keep it simple.
PS: there's 3 sizes of control towers in the game, anyone else think that's odd? I don't.
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