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Ascorbius
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Posted - 2003.07.15 16:42:00 -
[1]
This has probably been mentioned before, but at the moment, I can't see a real need for trade goods. How about making them an essential part of the game?
I'm based in a 0.0 sector with no contact with the outside world, what do I eat? I'm sure crime would be rife in a station without any small arms. Don't the people in the station get bored without movies to watch or stuff like that?
How about if there is no food in stations, the productivity of factories goes through the floor. If there are no small arms or other types of personal security, things could go missing from hangars, a few minerals here and there, maybe the odd artifact.. to turn up in a pirate drop somewhere.. If you have a stock of weapons in the station, the security teams based there could prevent such crimes.
This would make stations vulnerable to sieges and mean that people would have to make desperate runs for supplies. So you want to stop that pirate corp from building a Battleship? OK, prevent people from taking supplies to them so their station grinds to a halt.
There would be more incentive for people to trade in trade goods as they'd actually be needed by players and not just NPC's
I'm not talking about fiddly micro management here, just stations need a stock of specific supplies in order to function. If the stock runs low, the station is not as efficient as it could be. Other supplies such as entertainment systems could actually improve the performance of the stations.
If would make a nice change from simply buying the Ships, Weapons, Ammo, Mining tools, drones and skills. They seem to be the only things that are actually used in the game. And when trade goods turn up in pirate crops, they would actually be useful.
Who was it who said, Civilisation is only 3 meals away from anarchy?
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Dan Forever
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Posted - 2003.07.15 17:50:00 -
[2]
this would really be good when player corps get their own stations - how about it CCP?
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Arondos
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Posted - 2003.07.16 00:10:00 -
[3]
I'd still love to see more than insert minerals, out spits a ship. Require things like mechanical parts, computers, etc. to be part of ship building. The minerals could be mainly for hull construction. Components in the ship could require other parts. It would mean ship building would require more than a miner and a BP. At least some of the trade goods could be useful in manufacturing.
Life isn't fair and neither is Eve. Get over it. |

Herschel Eisen
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Posted - 2003.07.16 08:14:00 -
[4]
Good one...
Join SETENTA CORP! |

Ruffles
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Posted - 2003.07.16 12:42:00 -
[5]
Agree with a lot of these.
Sieges of a station should, if that station is not supplied, force people/staff to leave it to go find food/water.
All that has been said above has been mentioned in other threads also.
Some nice comments were about using trade goods in the manufacturing process. Oil and Water required for manufacturing the Projectile and Hybrid turrets, Electronic Parts or Miniature Electronic Parts used for Lasers, Sensors, Shields, etc.
It would make a nice addition to have to continually supply a space station, as they might run out of food/water/etc. It would also be wise to allow the space station manager to be able to see stock levels, and rate-of-use so that he can try to forecast when new stock is required.
Above all, it would generate player demand for trade goods, not just NPC demand.
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Lijah Reaper
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Posted - 2003.07.16 17:25:00 -
[6]
Cross posting: sort of related topics:
http://oldforums.eveonline.com/?a=topic&threadID=20079
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Ruffles
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Posted - 2003.07.17 11:36:00 -
[7]
This topic is too good to loose in the clutter.
Please keep up top :D
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Ctaesis
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Posted - 2003.07.17 16:51:00 -
[8]
Theoretically, we could all give CCP the finger on trade goods, and then proceed to pretend that trade goods matter.
Voluntarily refusing to produce ships unless have X amounts of electronics, synthetic oil, etc.
Clearly, we've heard no feedback from CCP on providing this feature ingame, and I honestly doubt that they will ever get around to it.
Therefore, we'd need to set up a council of folks that set the rules for this sort of thing with liscensed producers that agree to follow these rules, and a community of people that only buy from liscensed producers - likely from an out-of-game website. Essentially creating a sub-community within EVE that play by different rules.
It sounds like a lot of work, but it could work for a solid group of roleplayers who hate the fact that CCP does jack-squat about things like this.
Edited by: Ctaesis on 17/07/2003 16:53:37
________________ "Warp to Desktop" -- American PCGamer
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Evee
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Posted - 2003.07.18 10:11:00 -
[9]
Nice idea Ctaesis, But I fear that such an out of game type system just simply wouldn't work. This kind of thing needs to be implemented across the board - and before it's too late!
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kargo
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Posted - 2003.07.18 10:55:00 -
[10]
I have a simple idee, thet station would eat the goods. like a station eats minerals for repears of it selfe, and of its repear shops. then it eats trade goods, like oxigen and food. oil. and other stuff..
Now a station wold ofcours like to have a large stokk of all the items its eats. for if it runs out of its stokk, it will die. :) (as a mater for palyer run stations) ..
then a station will create automaticly a demand for its goods as its stokk will go down. and the smaller stokk the station has the higer price a station is willing to pay for its goods.
Then a station sould be abel to make its own goods somehow.. or get them from planets. (somehow) ...
----- note added.
I realy like toe idee of ship parts. I would like to spesialice in a serten ship part needed for particilar ship. not maiking the howl ship. perhaps think about a warp drive manufactor for ship building. one could make a part thet would perhaps be requierd to all ammar ships, or all amarr frigates. !! think about it.. or perhaps have it only so thet if thet part is present, the manufactor of the ship will have much less minerals to spend for the ship. :)
regards. me.
Edited by: kargo on 18/07/2003 11:00:34
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Ruffles
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Posted - 2003.07.18 11:06:00 -
[11]
Guys and gals,
Time. Its only been 4 days on this particular chat. I can tell you as a software developer myself that these things do take time to make happen in Trues and Falses.
If you really like this idea, keep this thread up top. Hell email Pann and ask her to get the Newsgroup admins to Sticky this topic for future reference, as this is a really good set of ideas to stimulate the market and provide player demand for goods.
Sadly, I think we must be careful what types of goods we allow stations themselves to generate, as making one self-sufficient would defeat the point of besieging a station to dry up their resources, and force them out into danger.
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Cell Satimo
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Posted - 2003.07.18 11:21:00 -
[12]
GMs please make this a sticky thread .. it comes up so often, I'm sure the idea could be refined rather than re-started all the time. | Join eve-webring.com to promote your site. |

Danton Marcellus
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Posted - 2003.07.18 14:16:00 -
[13]
Right now the only use for trade goods are NPC agent missions, these need to be further developed and attributes made to matter more, I can't seem to get a wortwhile benefit for my lvl3 social skill and 16 in charisma. Lazy afk mining has missions beat at the moment, do put more effort into agent missions and through that also the trade goods.
I fully support the NPC demand of these goods outside of missions too, more background write-ups on demand and supply boosts needed!
Convert Stations
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Kelly
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Posted - 2003.07.18 14:23:00 -
[14]
Fully agree to a more complex demand and supply model for market goods. Personally I would like to manufacture unique trade goods and distribute them all over the Galaxy.. form a brand name like Quafe. Simply making bog standad kit that no-one who has played the game for 27 minutes wants anymore.. or being undercut by someone who has the research slot I couldn't get earlier in the game, has killed ANY desire for me to make things in EVE at the moment.
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