Onchas
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Posted - 2011.08.03 19:59:00 -
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A few random ideas:
Mining
Zastrow has a decent and well written post about this in the CSM stuff. I had a very similar experience as he did. Others should as well.
Mining in 0.0 should go back to pre-Drone Regions standards as the most lucractive, non-chance based activity available to the individual player. (non-chance cuz faction loot, officer spawns that become market items are something that keep a lot of people ratting and anomaly hunting.)
Miners should see nothing but dollar signs in their eyes when they think of 0.0 belts (keep the belts, add more anomalies as well). Increasing mercoxit needs for all tech2 gear and make it part of mining the high-end minerals might be a way of starting to balance this out.
More mining means more things for roaming gangs to shoot.
Sov & True-Sec
You guys have true-sec status messed up.
All null sec should default to -1.0 space (or at least < -0.5), but as you add more infrastructure - stations, jump bridges, CSMAs, etc. that should auto-raise the true sec to something closer to -0.1 or even 0.0, decreasing the quality of standard ratting and anomalies.
Stations ought to be the big thing that raises truesec.
HOWEVER, station managers ought to be able to "install" mission agents (maybe 1-2% of bounties as a tax). This would give an advantage to living in station systems. I envision a 0.0 Motsu in some places where big carebear alliances live.
The agent ought to of some political entity hostile to those pirates that inhabit that 0.0 space (eg. Caldari in Guristas, a pirate faction hostile to Guristas)
Pirate Faction
Killing pirates of a certain faction already hurts you with that faction. But that should result it that faction getting angry at you. Angry enough that when you go into their 0.0 Pirate faction space they shoot at you, they don't let you dock, they don't let you use certain services. Maybe even angry enough that they put a bounty on your head collectable by one of their + standing player pilots.)
So, if you live in, say, space with Serpentis rats that you farm for a month, you shouldn't be able to saunter into Serpentis space and expect to dock up.
This gives people a reason to want to live in Serpentis space. I don't have space to explain, but it also makes it more viable as a jumping-off point into invading 0.0 player space since those living in 0.0 player space will likely have made enemies with the pirate faction that owns the 0.0 space.
Just a random thing to toss in here: more faction high-meta mission awards and LP stuff should be implemented. New players who haven't had time to skill all the way up should be able to get gear that is not affected by the T2 specialization skills that comes a bit closer to what tech2 can do in terms of performance.
The availability and price balance of Pirate and Navy faction ships and mods have really improved the game in my opinion. There's got to be a way of making some of that gear exclusive to the 0.0 pirate faction stations and missions.
Super Capitals
Titans are stupid. Get rid of them. Nothing about titans ever made the game better (Titan bridges being the only arguable exception). Auto-melt them down into super carriers or capital components and rebate the skills to those who trained for them. Super carriers are uber enough.
This suggestion probably has people in my Alliance planning my assassination, so as a compromise let me get rid of them.
A 1 billion isk torpedo (4 types, and counter racial - Thermal to Caldari, Kinetic to kill Gallentee etc) that I can sling under a Tech3 battleship that lets me insta-pop a Titan would be a nice start.
Also: o Super capitals and titans should be warp scramable by towers and ship points. If you get close to a titan or super carrier in place with your Rifer of Doom, you should be able to hold it in place.
o Make faction tower force field bubbles bigger. It's getting crowded in there. (also makes faction towers more awesome
/end
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