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The Enslaver
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Posted - 2005.03.08 20:33:00 -
[1]
Quote: According to rumours, two leading scientists from within the biotech giant's inner circle of research and development have gone away without leave, reportedly in possession of a highly classified experimental drug taken from the corporation's main laboratories in Isseras. The drug, known only as "Insorum," is reportedly a mild euphoric whose short duration and lack of immediately apparent side effects make it ideal for black market sale in mass quantities. The pair, pharmacologist Ullia Hnolku and his wife, graviton physicist Eckarine Mitumi-Hnolku, have neither been seen nor heard from in three days.
Facts I have gathered from this:
- There will be a booster called Insorum, most likely boosting Charisma ("Insorum," is reportedly a mild euphoric).
- They will come from pirate factions, as per original plans (make it ideal for black market sale in mass quantities).
- They won't have any significant short-term affects (lack of immediately apparent side effects)
So, I think its about time there was a good discussion on the subject - What negative affects should they have? How big should the positive effect be? How long should the effect last? How easily available should they be? Should they be useable in empire?
Personally, I think they should just remove all ship bonuses during the duration of their use, unsure as for long term disadvantages - the positive boost should be around 5-10 points in their relevant area, lasting for 12-24 hours dependant on the drug.
Supply should be significant, i.e. 200 units at a time for agent rewards and such, or a rough 50k/unit on lower ends to 500k/unit higher end boosters... Agent rewards and offers, or even a natural NPC supply in 0.0, with drug tests (via scan, ofc) by customs officials in empire above 0.4, with immediate concordokken as a penalty.
Share your opinions, lets see if we can get some good ideas for CCP to think about. --------
FireFoxx80: If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU. |
Hakera
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Posted - 2005.03.08 20:52:00 -
[2]
Quote:
Pheromine I Skills & Accessories + Boosters A booster that boosts the character's Charisma score. EFFECTS Charisma Modifier4 points Intelligence Modifier-1 points Memory Modifier-1 Perception Modifier-1 points Willpower Modifier-1 Booster Duration14 400 sec STRUCTURE mass1 kg capacity1 volume1 m3 radius1 REQUIRED SKILLS Primary Skill requiredBiology I OTHER base Price50 000
snipet from boosters on obex
Each booster lasts 4 hours.
Dumbledore - Eve-I.com |
Joshua Foiritain
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Posted - 2005.03.08 21:13:00 -
[3]
Edited by: Joshua Foiritain on 08/03/2005 21:14:43
Originally by: The Enslaver So, I think its about time there was a good discussion on the subject - 1. What negative affects should they have? 2. How big should the positive effect be? 3. How long should the effect last? 4. How easily available should they be? 5. Should they be useable in empire?
1. Increased and Reduced attributes for the duration. Using them a lot could lead to mental addiction resulting in halucinations (Hey why the fonkers is that ship shooting me in empire space? or Hey why the fonkers did the universe turn pink?) and decreased learning speed for a while if you stop taking them. Atleast personally that would be cool methinks.
2. We should have +2 to +6 or so boosters.
3. Hopefully you can stack them up like with Cap chargers, so that even when you log off you still take a pill every now and then to keep training up. If so then the duration should be a few hours, if not then the duration should be longer so theyre easier to manage.
4. They should be given out trough pirate agents, illegal in empire space and thus difficult to smuggle into empire. Giving them out could either be trough BPOS given to people whove been running missions for pirates for quite some time or simply handing out pills as bonus rewards. Personally i like the idea of the BPOs, though like T2 they should be limited in numbers.
They should not be for sale on NPC markets in 0.0, mainly because they where always mentioned as the reward for the pirate agent runners whove had to put up without decend rewards so far.
5. Yeah they should, drugs tests might be an option but i think they would make stuff to complicated. If you get the drugs into your head then your pod should shield you from scans. ---------------------------
[Coreli Corporation Mainframe] |
The Enslaver
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Posted - 2005.03.08 21:14:00 -
[4]
Well, can't find it on the EVE-I DB Hak
Those booster stats seem to be the same ones from the original game DB... From very early retail/beta. I should think they've changed by now though. --------
FireFoxx80: If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU. |
Joshua Foiritain
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Posted - 2005.03.08 21:21:00 -
[5]
The booster stats ingame atm look pretty good to me, the attribute ones that is. The one that increase tracking or damage by HUGE amounts seem out of whack.
Though being able to become addicted if used to much would be cool.
I hope this this story is indeed booster related, ive been wanting to become a drugs dealer in eve for almoast a year now. ---------------------------
[Coreli Corporation Mainframe] |
Tyrrax Thorrk
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Posted - 2005.03.08 21:43:00 -
[6]
But with the current system you can just take a booster, start a skill training that takes 40 days and it trains as if you had the boosted stat the entire time right ?
Just like if you lose implants and don't change skills then it keeps training at the same speed as before you lost them...
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Joshua Foiritain
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Posted - 2005.03.08 21:45:00 -
[7]
Originally by: Tyrrax Thorrk But with the current system you can just take a booster, start a skill training that takes 40 days and it trains as if you had the boosted stat the entire time right ?
Just like if you lose implants and don't change skills then it keeps training at the same speed as before you lost them...
Aye that would have to be changed. Being able to train without implants even after youve lost it also sounds like a bug. Though i doubt anyone ever bothered to report it, its not really all that imporant ---------------------------
[Coreli Corporation Mainframe] |
Fuse
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Posted - 2005.03.08 22:01:00 -
[8]
Originally by: Joshua Foiritain
Originally by: Tyrrax Thorrk But with the current system you can just take a booster, start a skill training that takes 40 days and it trains as if you had the boosted stat the entire time right ?
Just like if you lose implants and don't change skills then it keeps training at the same speed as before you lost them...
Aye that would have to be changed. Being able to train without implants even after youve lost it also sounds like a bug. Though i doubt anyone ever bothered to report it, its not really all that imporant
Shuuut uppppp. 0.o It's not you... no wait it is you. |
Joshua Foiritain
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Posted - 2005.03.08 22:15:00 -
[9]
/me hides... ---------------------------
[Coreli Corporation Mainframe] |
Istvaan Shogaatsu
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Posted - 2005.03.08 22:20:00 -
[10]
In my opinion, boosters should work on a single skill basis, but be prohibitively expensive, just like coke. Ah, coke, nature's way of giving you a hug... anyway, yeah. You take your 20 million isk booster dose, and have one hour during which to commence or re-start a skill training. Do that, and the skill trains with the benefit provided by the booster until completion.
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Candy
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Posted - 2005.03.08 23:09:00 -
[11]
Originally by: Istvaan Shogaatsu In my opinion, boosters should work on a single skill basis, but be prohibitively expensive, just like coke. Ah, coke, nature's way of giving you a hug... anyway, yeah. You take your 20 million isk booster dose, and have one hour during which to commence or re-start a skill training. Do that, and the skill trains with the benefit provided by the booster until completion.
I like that idea, something along the lines of:
A: Hey have you started Large Energy 5 yet for T2 Lasers? B: No, thats like X Days. A: Well Dude use a 20m isk Perception booster and take it down to (X-N) Days B: Good Idea!
where x = number of days it takes originally, and N is the days the booster would reduce training
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The Enslaver
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Posted - 2005.03.08 23:13:00 -
[12]
Interesting idea, I must admit. --------
FireFoxx80: If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU. |
DigitalCommunist
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Posted - 2005.03.08 23:39:00 -
[13]
actually, the booster stats he just posted are new,
i looked very recently in the offline database, ie, client database and their stats showed NOTHING for the duration value, and there were no -1 penalties to other attributes, nor was there a base price
_____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |
Tobiaz
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Posted - 2005.03.08 23:41:00 -
[14]
Anyone ever played lovely adventure named "The Schnibble of Azimuth?"
Favorite quote:"Here, here, have little PILLLL, you'll feel energized!"
I sure hope these boosters can only be bought from agents and are not handed out as rewards.
Huge possible money sinks here that will especially target the people with too much ISK on their hands.
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Doc Brown
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Posted - 2005.03.09 00:08:00 -
[15]
Originally by: Tyrrax Thorrk But with the current system you can just take a booster, start a skill training that takes 40 days and it trains as if you had the boosted stat the entire time right ?
Just like if you lose implants and don't change skills then it keeps training at the same speed as before you lost them...
I actually think this functionality is intended. This would give some way for newer people to close the skill point gap. _________________________________________________
There are no bad ideas, only bad implementations. |
DoctorDanny
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Posted - 2005.03.09 00:46:00 -
[16]
As a doctor I would advise everybody not to use these so called boosters. The side-effects on longer term usage are completely unknown and there's lots of evidence to indicate that boosters kill braincells.
Kids... Just say NO.
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Mephorios
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Posted - 2005.03.09 02:30:00 -
[17]
Damn man, I'm already ****** up, this is just insane to allow me access to these things...
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The Enslaver
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Posted - 2005.03.09 07:17:00 -
[18]
Originally by: DigitalCommunist actually, the booster stats he just posted are new,
i looked very recently in the offline database, ie, client database and their stats showed NOTHING for the duration value, and there were no -1 penalties to other attributes, nor was there a base price
Identical to the ones from beta though... --------
FireFoxx80: If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU. |
Altai Saker
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Posted - 2005.03.09 08:51:00 -
[19]
My only hope for boosters is that they stay skill altering... I would hate to lose a fight just because some druged up crow pilot went 3% faster than me ontop of his implants...
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Nuala Reece
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Posted - 2005.03.09 11:39:00 -
[20]
I agree with Joshua's points - they could be illegal in empire and gained through illegal channels. This should drive the price up naturally, provide an incentive to people wanting to develop careers in smuggling, and make for some interesting possibilities assuming addiction is a side effect of their use - lots of empire based pilots may find themselves forced out into lawless space if the supply of their booster of choice dries up.
Downsides of this, of course, might be unscrupulous types hanging around the starter systems handing out 'samples' to newbs, and spamming in local 'Hey, wanna buy some boosters, man?'
I don't see that their use should affect ship bonuses - how would a chemical acting on your body change the properties of your ship? But maybe they could have some effect on bonuses gained from skills.
Certainly they should be useable in Empire - drugs in rl don't stop working just because they're illegal in the country you're in. There has to be some sense of reality in the way they work.
One thing to consider though may be how they'll interact with clones. You'd imagine that if you activate a clone all bonuses from the booster should cease, but so should all penalties like addiction. But what if you buy a clone while addicted to a booster - will the clone also have the addiction when it's activated? I think that could be a pretty effective downside - people might have to go cold turkey and shake off an addiction before upgrading their clone if they want it to be a fresh start.
Be Free Freelancing Corp |
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MaiLina KaTar
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Posted - 2005.03.09 11:49:00 -
[21]
Originally by: Istvaan Shogaatsu In my opinion, boosters should work on a single skill basis, but be prohibitively expensive, just like coke. Ah, coke, nature's way of giving you a hug... anyway, yeah. You take your 20 million isk booster dose, and have one hour during which to commence or re-start a skill training. Do that, and the skill trains with the benefit provided by the booster until completion.
Yeah. That would be the most easy way to implement them. Doing it the other way would mean they'd have to touch the skillsystem and we don't want that. Seriously we don't
Mai's Idealog |
Selim
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Posted - 2005.03.09 11:49:00 -
[22]
Don't make the damn things expensive.
Ugh and for god sakes... let me move some charisma or memory to perception, charisma and memory are useless and I have f all for perc. Hooray for Sebestiors/Deteis being great at everything.
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Joshua Foiritain
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Posted - 2005.03.09 11:50:00 -
[23]
Edited by: Joshua Foiritain on 09/03/2005 12:05:24
Originally by: Altai Saker My only hope for boosters is that they stay skill altering... I would hate to lose a fight just because some druged up crow pilot went 3% faster than me ontop of his implants...
Well there no boosters in the current databse for more speed, the X-Instinct Black/Blue/Gold and Red series affect Damage Multipliers/Range/Tracking speed and Rof respectivly.
Of course, the stats are somewhat crazy on these and theres no telling if they will end up ingame.
Originally by: Tobiaz I sure hope these boosters can only be bought from agents and are not handed out as rewards.
Huge possible money sinks here that will especially target the people with too much ISK on their hands.
I disagree, for months boosters have been advertised as the rewards for pirate mission runners who have been without loving for atleast 6/7 months. Empire missions have been getting lots of loving and can offer you riches beyond your dreams where Pirate missions will result in poor rewards and increased risk (Sometimes).
If CCP wants to add money sinks then do it elsewere damnit
Originally by: Nuala Reece I agree with Joshua's points - they could be illegal in empire and gained through illegal channels. This should drive the price up naturally, provide an incentive to people wanting to develop careers in smuggling, and make for some interesting possibilities assuming addiction is a side effect of their use - lots of empire based pilots may find themselves forced out into lawless space if the supply of their booster of choice dries up.
Downsides of this, of course, might be unscrupulous types hanging around the starter systems handing out 'samples' to newbs, and spamming in local 'Hey, wanna buy some boosters, man?'
hehe, Using boosters requires "Mnemonics" level 1 - 5. I doubt most newbies have that
Originally by: Nuala Reece One thing to consider though may be how they'll interact with clones. You'd imagine that if you activate a clone all bonuses from the booster should cease, but so should all penalties like addiction. But what if you buy a clone while addicted to a booster - will the clone also have the addiction when it's activated? I think that could be a pretty effective downside - people might have to go cold turkey and shake off an addiction before upgrading their clone if they want it to be a fresh start.
Well mental addictions are in your brain, which gets copied to your new clone. Assuming any form of addiction will be added, i do believe it should carry over into your clone. ---------------------------
[Coreli Corporation Mainframe] |
Selim
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Posted - 2005.03.09 11:57:00 -
[24]
Where are you finding these stats?
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The Enslaver
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Posted - 2005.03.09 22:41:00 -
[25]
Boosters require biology, not Mnemonics.
Mnemonics was originally the skill needed to copy skills. --------
FireFoxx80: If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU. |
spiritfa11
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Posted - 2005.03.09 22:54:00 -
[26]
/emote runs to empire to buy biology. (is it even out yet)?
secondly, what about all those castor drugs? are those boosters or just contraband? ive got alot of each that i horded the last month of castor hoping that they would be boosters or at least worth something with the release of exodus.
Empire agents have enuf atm keep boosters for 0.0 Gawd i cant wait to be a drug lord, im going to get my agent addicted. ---------------------
I'd like to do your sig. You may contact me in-game |
Joshua Foiritain
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Posted - 2005.03.09 23:13:00 -
[27]
Originally by: The Enslaver Boosters require biology, not Mnemonics.
Mnemonics was originally the skill needed to copy skills.
Well im looking at an somewhat outdated database (Last update 9th of decemeber) and there they show Mnemonics as the skill needed.
Anyway, the Biology skill and Mnemonics skill are only available at char creation atm. ---------------------------
[Coreli Corporation Mainframe] |
Enslaved
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Posted - 2005.03.10 09:35:00 -
[28]
Biology was the original one required... At least, it doubles the duration of the effect of boosters per level.
Perhaps Mnemonics is requirement, biology just to boost duation now...
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Nekhad Jormuzzar
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Posted - 2005.03.10 10:24:00 -
[29]
- Make several types of booster for each atribute.
- Make characters grow tolerance to each particular formula so it gives significantly less of a boost over time.
- Make some boosters cheap (readily available), so that noobs can use them.
As a booster becomes less useful, an experienced player will then need to move on to another formula, significantly more dificult and expensive to obtain, until he needs to spend vasts amounts of cash on expensive boosters to achieve good results.
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Burga Galti
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Posted - 2005.03.10 10:35:00 -
[30]
You really don't need to manufacturer ways for artifical addiction to these boosters. We all know there are people in this game who play to get as many skillpoints as possible. They're eve's equivalent of compulsive levellers. Now, if you give these compulsives boosters, they are going to get hooked to them as much as they would to a real life drug.
Now, if you couple with this the need to log-in to pop a new booster and you might see some curious behaviour evolving in the playerbase.
*Imagines CCP being responsible for the first virtual class A drug*
Tales from the EVE Cluster |
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