
Xachariah
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Posted - 2005.06.21 09:00:00 -
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Edited by: Xachariah on 21/06/2005 09:03:27 Sorry, but I think most of these ideas aren¦t good and very very shortsighted.
Quote: 1. Released bpo's on a "timescale."
Not sure if I fully understood this, but I think this is, what¦s happening right now. We were lucky and got a Tracking Disruptor II BP, quickly other¦s followed and when I look at my R&D-Agent¦s Info, I see, that other BPs will be dished out!
Quote: 2. Release of bpc's in higher frequency.
This probably is ok, but I don¦t think it¦ll help much. Tech2 Production requieres skills, etc. I am not sure, if people would actually go through all the efforts (skills, collecting components, etc.) if then they could only produce a limited amount of items.
Quote: 3. Tech II bpo's available on the market (time/price?)
This idea is friggin¦ horrible! Do you know how much profit you can make by producing Battleships?? I have to haul 3 Indies full off Trit, e.g., but the profit are only a mere million. If I couldn¦t haul afk, I definatly would not build a single Raven. Look at other ships: Instead of building and selling a Thorax, you¦re better off selling the minerals. The reason is, that everyone out there has access to all Tech1 BPs! If you add Tech2 (or later Tech3) BPs to the market, there will be nothing special about Tech2. People will make a comparable profit (near zero) and everyone will be just flying elite ships with tech2 fittings. If you want Tech1 = Tech2 then vote for Option3!
Quote: 4. Map the release of tech II bpo's with a system similar to loyalty point rewards.
Well, if you want the powergamers to have all the riches, then yes, this is a good idea. However, what I really like about eve (and what it makes it special!), is that you can¦t powergame your way through till lvl60. Look at all those CN Ravens out there. Having BPs as a Agent¦s reward, would make it even worse. But perhaps I understood you wrong on this one. Perhaps you¦d like to see a system, where 10.000 LP = Certain Tech2 BP. Well, this one would have the same result as Option 3, with the difference, that you won¦t have to pay.
Quote: 5. Add a reverse engineering option to the process.
Though this sound¦s fine, if you look at it, it¦s basically the same as Option3, with some kind of luck-factor. "Let¦s see, I basically have to reverse engineer roughly 25 Claws to get a Claw BPO, so this BPO would cost me...". But I think this idea could be made into something good, especially because it¦s the only one that slightly resembles (sp?) research.
My own conclusion: What makes Tech2 special, is that it¦s rare. All those ideas and complaints, will result in the same thing: Tech2 won¦t be special any more. Is that really, what we want?
I fully understand, that being a researcher sucks (I have plently of skillpoints in science as well...), however more "classes" than researchers are affected if you¦d change the Tech2-lottery system. I don¦t think it¦d be the right decision to make researching more interesting/fair, but affect other professions negativly as well (producers= less profit / fighters= everyone using tech2 modules / hell, even miners = only miner II).
Tech2 modules also allow richer players to be better than poor ones, which is totally fair imho. If you¦d remove these differences, there¦d be only named modules left to gain an edge over other players.
I think the lottery system could be tweaked a little bit, however. Right now, a person having 100 LPs has twice the chance to get a BP than a person with 50 LPs. If you¦d change the curve a little bit, made this thing kind of exponential (sorry, I¦m not a native english speaker, and have troubles to explain the idea...). So e.g., a person having 4000 LPs had a four-times bigger chance to get a BP than someone with only 2000 LPs, and someone with 8000 LPs had even a sixteen-times higher chance. This would help dedicated R&D-Agent-runners and those who invested million skillpoints in the science tab.
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