
Sturmwolke
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Posted - 2011.03.18 10:57:00 -
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Edited by: Sturmwolke on 18/03/2011 11:02:09
Originally by: Grayclay Thoughts?
Well, I'd start by looking at the invention process by itself. Is it necessary to gameplay?
T1 are done through BPO. T2 used to be done through BPO, but that was changed to Invention. T3 follow the same footsteps of T2, but changes the mechanics slightly.
What T2 (majority) and T3 distills down to in they way they treat the whole production chain as a finite element. Finite number of BPCs leads to finite number of end products and the market dynamics will fluctuate according to its demand. Therefore the core idea itself, imo is fine. The problem is implementation.
Invention is a very repetitive process, from datacore gathering to the actual grunt work of copying the BPCs and then painstakingly running the invention jobs. In simple terms, it's like the old PI clickfest. It's not an EVE gameplay feature, it's an EVE player torture feature that will appeal to masochists and automatons alike.
I don't claim to know the answers, but if you were to ask the question, what would appeal to the mainstream & above avg players (not hardcore/super-hardcore)?
* Ease of use. I'd like to get it done, but not have to wade through several layers of technical details. * Simple to understand, complex to master. Example : the chess game concept * More meaningful purpose as an activity. In other words, a mini-game of its own - not just for cranking BPCs.
How would you translate the above points into gameplay, keeping the core idea intact?
Expand the gameplay scope for research as a full career. Build a lab. A REAL lab (Incarna anyone?). Expand that further to several different lab model (MK1, MK2, Carthum Special Lab, Kaalakiota Organic Lab etc). Equip each lab with a variety of slot-in choices (ala ship modding) that affects research and any other misc factors. Remove invention and have these labs (depending on lab model) output BPCs, ME/PE upgrades and T2 & T3 BPCs. Streamline and minimize the process and clicks.
Include lab running costs (either in materials or just pure ISK) which dynamically scales with type of BPCs and/or output. This is (imo) a better feedback loop than random chance which annoys players to no end. They both produce the same effect, but without the semi-broken mechanics seen with the latter with T3 inventions (hundreds of useless BPCs accumulating .... and if the stats changes? folks will enjoy over-saturated market for a while).
See, now you're ACTUALLY managing a lab. It's a lab management game.
You can try polish the current Invention mechanics, but I see it as S&I needing a complete overhaul - not just limited to a single aspect.
Edit:spelling |