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Prattack Veen
Prattack Veen

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Posted - 2003.09.05 20:42:00 - [1]

Quote:
A few more ideas to consider:

1) When a ship is destroyed, all modules attached to it (i.e. not in the cargohold) are destroyed as well. This is reasonable, really - how can a weapon system or piece of electronic equipment survive a ship exploding?


Good point. In fact, how can equipment on your ship not only survive the explosion but also magically find their way into cargo container? It make no sense and needs to be dropped. Your ship dies, all the equipment on it dies too. Some/most of the cargo can survive because it's already in cargo canisters and they are hardy little blighters.
Prattack Veen
Prattack Veen
Gallente
Aliastra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.09.05 20:42:00 - [2]

Quote:
A few more ideas to consider:

1) When a ship is destroyed, all modules attached to it (i.e. not in the cargohold) are destroyed as well. This is reasonable, really - how can a weapon system or piece of electronic equipment survive a ship exploding?


Good point. In fact, how can equipment on your ship not only survive the explosion but also magically find their way into cargo container? It make no sense and needs to be dropped. Your ship dies, all the equipment on it dies too. Some/most of the cargo can survive because it's already in cargo canisters and they are hardy little blighters.
Prattack Veen
Prattack Veen

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.09.05 22:08:00 - [3]

Edited by: Prattack Veen on 05/09/2003 22:12:36
While I appreciate the desire to not introduce ISK sinks simply for the sake of it, I am more in favour of taxes and docking fees than fuel.

Think of it this way. Your ship gathers the fuel it needs from the dark matter background. But the intakes clog up and need cleaning. This is done every time you dock. They also provide you with food and water, recharge your pod fluid, connect up the links to the market, etc. This all costs the station energy and a fee is charged for this. Player stations can set their fees to compete with the NPC ones. And to help nOObs, if you dock at a station owned by your corp the fee will be waived. The larger your ship, the bigger the intakes and the higher the fee will be. Frigates will be cheap, but not free, while Battle ships will cost a lot to dock. Also, part of this fee goes towards providing the station services, so those stations with few services will charge less than those with many.

Jump gates will also require a fee to be paid. This will depend on the type of jump, constellation or region jumps will cost more. After all, it's obviously the gate that expends the energy, not you, surely you should pay for that. This is independent of ship size, but makes trading a much more specialist occupation as only those with big enough ships will find it economically viable. It also means you have to consider the cost of buying the cheapest item as it may be so many jumps away that'll it'll cost more than the one in the next station. But player traders can transport goods for you if you set up a buy order that makes it worth their while.

If you want player created/traded fuel in the game, introduce a requirement for it from stations, jump gates and possibly sentry guns. After all, they all require massive amounts of energy to run, why should this be free? Then introduce specialist "tanker" ships that can supply these entities with the fuel they require and special skills in flying and re-fueling. Suddenly you have another occupation route, but no damage to nOObs. Also you have another opportunity for cash generation from NPCs, after the daily reset the stations and jumpgates have a new fuel requirement, much like the demand for minerals from NPCs. Thankfully, it also introduces a cost for a player run station otherwise they'd just be a cash cow to be milked.

Finally, in terms of equipment degredation, this could be implemented by simply having the damage to a module accumulate every time it is used and hence, after a while, it requires repair. The up the cost of repairs, especially for ships. At the moment it's ludicrously cheap to repair even an almost destroyed ship. Repairing modules and ships should cost meaningful amounts of money, and player stations can compete with the NPC ones on this too. Actually, it would become that after a certain amount of damage it would be cheaper to buy a new module than repair an old one, thus stimulating demand for manufacturers products. And the old one can be trashed and hence removed from the eve universe, without having to repackage it. This could be implemented now as modules do get damaged in fights.

Indeed, different NPC corps could compete on docking/repair fees so it may be worth your while to shop around for the best price to get your CPU vapour miner fixed. Or even, for a nOOb, to decide exactly where they plan to off load their cargo of ore. Currently the stations do compete on price for refining (in terms of what they take), but it's not easy to see which is the best and the only way to find out the cost is to initiate a refine, by which time you've already docked...

For this to work, stations need to advertise their costs outside of the station. Jump gates need to have a fixed cost across the entire galaxy (although their fuel demands and the price they're willing to pay can vary dependent upon their location, outer edge gates need more fuel as they get less regular supplies and are willing to pay for it. But tankers cannot carry guns (for safety reasons) so will need escorts to the out of the way gates). And players need to understand and use the market rather than the trade channel. If you have something to sell, advertise it on the trade channel, but sell it on the market.

I've tried to suggest options that could be implemented now without much change to the overall set up of Eve. Fuel use requires a fundamental re-design of the ship mechanics and it does introduce the idea of running out of fuel and being stranded, which would spoil a few aspects of gameplay. While station and gate fuel use is just another buy option on the market. Item/module degredation may be tricky to implement, but increasing the cost of repairing things would be a doddle. I was being pragmatic, CCP may like the ideas, but they won't implement them if they're too costly or difficult.

cont...Confused
Prattack Veen
Prattack Veen
Gallente
Aliastra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.09.05 22:08:00 - [4]

Edited by: Prattack Veen on 05/09/2003 22:12:36
While I appreciate the desire to not introduce ISK sinks simply for the sake of it, I am more in favour of taxes and docking fees than fuel.

Think of it this way. Your ship gathers the fuel it needs from the dark matter background. But the intakes clog up and need cleaning. This is done every time you dock. They also provide you with food and water, recharge your pod fluid, connect up the links to the market, etc. This all costs the station energy and a fee is charged for this. Player stations can set their fees to compete with the NPC ones. And to help nOObs, if you dock at a station owned by your corp the fee will be waived. The larger your ship, the bigger the intakes and the higher the fee will be. Frigates will be cheap, but not free, while Battle ships will cost a lot to dock. Also, part of this fee goes towards providing the station services, so those stations with few services will charge less than those with many.

Jump gates will also require a fee to be paid. This will depend on the type of jump, constellation or region jumps will cost more. After all, it's obviously the gate that expends the energy, not you, surely you should pay for that. This is independent of ship size, but makes trading a much more specialist occupation as only those with big enough ships will find it economically viable. It also means you have to consider the cost of buying the cheapest item as it may be so many jumps away that'll it'll cost more than the one in the next station. But player traders can transport goods for you if you set up a buy order that makes it worth their while.

If you want player created/traded fuel in the game, introduce a requirement for it from stations, jump gates and possibly sentry guns. After all, they all require massive amounts of energy to run, why should this be free? Then introduce specialist "tanker" ships that can supply these entities with the fuel they require and special skills in flying and re-fueling. Suddenly you have another occupation route, but no damage to nOObs. Also you have another opportunity for cash generation from NPCs, after the daily reset the stations and jumpgates have a new fuel requirement, much like the demand for minerals from NPCs. Thankfully, it also introduces a cost for a player run station otherwise they'd just be a cash cow to be milked.

Finally, in terms of equipment degredation, this could be implemented by simply having the damage to a module accumulate every time it is used and hence, after a while, it requires repair. The up the cost of repairs, especially for ships. At the moment it's ludicrously cheap to repair even an almost destroyed ship. Repairing modules and ships should cost meaningful amounts of money, and player stations can compete with the NPC ones on this too. Actually, it would become that after a certain amount of damage it would be cheaper to buy a new module than repair an old one, thus stimulating demand for manufacturers products. And the old one can be trashed and hence removed from the eve universe, without having to repackage it. This could be implemented now as modules do get damaged in fights.

Indeed, different NPC corps could compete on docking/repair fees so it may be worth your while to shop around for the best price to get your CPU vapour miner fixed. Or even, for a nOOb, to decide exactly where they plan to off load their cargo of ore. Currently the stations do compete on price for refining (in terms of what they take), but it's not easy to see which is the best and the only way to find out the cost is to initiate a refine, by which time you've already docked...

For this to work, stations need to advertise their costs outside of the station. Jump gates need to have a fixed cost across the entire galaxy (although their fuel demands and the price they're willing to pay can vary dependent upon their location, outer edge gates need more fuel as they get less regular supplies and are willing to pay for it. But tankers cannot carry guns (for safety reasons) so will need escorts to the out of the way gates). And players need to understand and use the market rather than the trade channel. If you have something to sell, advertise it on the trade channel, but sell it on the market.

I've tried to suggest options that could be implemented now without much change to the overall set up of Eve. Fuel use requires a fundamental re-design of the ship mechanics and it does introduce the idea of running out of fuel and being stranded, which would spoil a few aspects of gameplay. While station and gate fuel use is just another buy option on the market. Item/module degredation may be tricky to implement, but increasing the cost of repairing things would be a doddle. I was being pragmatic, CCP may like the ideas, but they won't implement them if they're too costly or difficult.

cont...Confused
Prattack Veen
Prattack Veen

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.09.05 22:18:00 - [5]

...Cont'd

Finally, I feel very much as though we're currently the Gamma testers. CCP should accept this, reduce the monthly fee for the next 6 months to a year, then re-launch the game once everyone who's playing at the time is happy that it works well. Eve is not a finished product and there's no way we should be charged as thought it is. There are far too many instabilities and unimplemented but promised functions. The manual is a joke once you play the game, there are so many promises that just aren't fulfilled. Until you can do everything promised in the manual, the game is not worth full price.
Prattack Veen
Prattack Veen
Gallente
Aliastra

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.09.05 22:18:00 - [6]

...Cont'd

Finally, I feel very much as though we're currently the Gamma testers. CCP should accept this, reduce the monthly fee for the next 6 months to a year, then re-launch the game once everyone who's playing at the time is happy that it works well. Eve is not a finished product and there's no way we should be charged as thought it is. There are far too many instabilities and unimplemented but promised functions. The manual is a joke once you play the game, there are so many promises that just aren't fulfilled. Until you can do everything promised in the manual, the game is not worth full price.
   
 
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