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Mysticaa
Mysticaa

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Posted - 2003.08.13 02:50:00 - [151]

The Big question is ..

IS ANYONE AT CCP EVEN READING THIS POST?Question

I have to say that the original post was very well thought out. The one addition I would like to see to it is the "empire" also needs to buy from the player market. Right now player produced items are only sellable to other players, if the 'empires' also needed to buy replacement parts this would also help to stabilize the economy. *If someone else mentioned this I am sorry as I did not read every postEmbarassed

Please CCP do something to fix the economy.
Mysticaa
Mysticaa
Gallente
Fringe Roamers of Goa

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Posted - 2003.08.13 02:50:00 - [152]

The Big question is ..

IS ANYONE AT CCP EVEN READING THIS POST?Question

I have to say that the original post was very well thought out. The one addition I would like to see to it is the "empire" also needs to buy from the player market. Right now player produced items are only sellable to other players, if the 'empires' also needed to buy replacement parts this would also help to stabilize the economy. *If someone else mentioned this I am sorry as I did not read every postEmbarassed

Please CCP do something to fix the economy.
-----------------------------------------------
Why do I post here?
Originally by: Tao Han

"TANK CEO!!!"
Quick Wrangler, to the Banmobile!!!


Sig snatched by Xorus
Ruffles
Ruffles

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Posted - 2003.08.13 08:01:00 - [153]

Doc Who:

Sorry to say this but how often do you play the game? If you amassed that amount of wealth solo in two months, do you play pretty regularly?

A lot of people assume everyone that plays the game plays a large portion of their time.

Please remember, if you want to drag things out and make them harder to achieve, then you are also killing the casual players chances of having fun also.

Try to imagine only a few hours per night, or perhaps every other day. Those people don't need their lives made harder.

If you are concerned about the wealth distribution, can I ask just how many of you are currently involved in major corp-wars?

Have you stopped to think just how fast you would burn through all this cash if you were involved in one?

If you make it damned slow to make money, then it will be more off-putting to those wanting to fight a war. It will take longer to accumulate the wealth to buy the replacement ships/ammo/etc, and some might not even take the risk that they would be bored senseless for weeks perhaps mining to recoup their losses.

Yes I agree with some elements of this, mostly wear and tear, and quality of player produced items needs to have some drastic attention, and be able to compete with the dropped items or player producers will never be seen as offering something anyone else wants, perhaps excluding ships and ammunition.

I think that would come back to research myself. Probably the most useless profession at the moment is the science lines, where researchers are pretty much copy-machines, or perhaps mineral-efficiency improving machines mostly. They don't actually research new things, alterations and customisations to current items.

Its a lost potential, and it has masses of potential.
Ruffles
Ruffles

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Posted - 2003.08.13 08:01:00 - [154]

Doc Who:

Sorry to say this but how often do you play the game? If you amassed that amount of wealth solo in two months, do you play pretty regularly?

A lot of people assume everyone that plays the game plays a large portion of their time.

Please remember, if you want to drag things out and make them harder to achieve, then you are also killing the casual players chances of having fun also.

Try to imagine only a few hours per night, or perhaps every other day. Those people don't need their lives made harder.

If you are concerned about the wealth distribution, can I ask just how many of you are currently involved in major corp-wars?

Have you stopped to think just how fast you would burn through all this cash if you were involved in one?

If you make it damned slow to make money, then it will be more off-putting to those wanting to fight a war. It will take longer to accumulate the wealth to buy the replacement ships/ammo/etc, and some might not even take the risk that they would be bored senseless for weeks perhaps mining to recoup their losses.

Yes I agree with some elements of this, mostly wear and tear, and quality of player produced items needs to have some drastic attention, and be able to compete with the dropped items or player producers will never be seen as offering something anyone else wants, perhaps excluding ships and ammunition.

I think that would come back to research myself. Probably the most useless profession at the moment is the science lines, where researchers are pretty much copy-machines, or perhaps mineral-efficiency improving machines mostly. They don't actually research new things, alterations and customisations to current items.

Its a lost potential, and it has masses of potential.
Mysticaa
Mysticaa

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Posted - 2003.08.14 13:15:00 - [155]

Bump...back to page 1Twisted Evil
Mysticaa
Mysticaa
Gallente
Fringe Roamers of Goa

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Posted - 2003.08.14 13:15:00 - [156]

Bump...back to page 1Twisted Evil
-----------------------------------------------
Why do I post here?
Originally by: Tao Han

"TANK CEO!!!"
Quick Wrangler, to the Banmobile!!!


Sig snatched by Xorus
Serina Verity
Serina Verity

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Posted - 2003.08.14 22:02:00 - [157]

Too tired to comment now - make some comments later. Good thread so far.

Sticky this one please someone.
Serina Verity
Serina Verity
Caldari

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Posted - 2003.08.14 22:02:00 - [158]

Too tired to comment now - make some comments later. Good thread so far.

Sticky this one please someone.
Serina Verity
Serina Verity

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Posted - 2003.08.18 12:09:00 - [159]

Bump, so that this doesn't get lost.
Serina Verity
Serina Verity
Caldari

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Posted - 2003.08.18 12:09:00 - [160]

Bump, so that this doesn't get lost.
Erik Finnegan
Erik Finnegan

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Posted - 2003.08.19 00:01:00 - [161]

*bump*

May I add the brilliant ideas of Draco Darkmatter from another thread here? They complement to the aforementioned perfectly.

These are the highlights:

  • Create demand (the essential lack of current market as we all agree) by station consumption of trade goods

  • Make stations regularly require amount x of certain trade goods to function (offer their service) - that enlarges the incentives beyond a purely price based system

  • If stock falls below a certain level, service at stations seizes. And prices goes up considerably

  • If stock increases, prices diminish.

  • Of course, some stations produce what others need and the distibution would have to be set up somewhat complementary.

  • "Real" NPC convoys (that actually transport item from A to B if not intercepted) could be used dynamically by CCP to ensure the function of certain stations and steer demand.

  • Diversity could be furthermore added in an RP fashion in that certain modules/ships/skills are actually only available (cheaply) in the corresponding empire - if not ppl transport them to other stations



But just to tell you: the above ideas are not new. Some problems (like station camping) have also already been discussed in an eve-i thread which I didn't tag, else I'd have pasted it, too (sorry!), but in my opinion, the increase in price would sufficiently intice blockade runners. Actually, wouldn't it be nice to not only have gates camped? And see a station go "dark". Diversity kicks ass in every aspect (though as trader I'd prefer not to run into blockades at all :-])

One more aspect: the mentioned improvements should be very feasible on the implementation side. Ain't it, CCP?!
-----

L'obcuritÚ de la Loi est un appel Ó l'intelligence du juge.
Erik Finnegan
Erik Finnegan
Gallente
The Scope

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Posted - 2003.08.19 00:01:00 - [162]

*bump*

May I add the brilliant ideas of Draco Darkmatter from another thread here? They complement to the aforementioned perfectly.

These are the highlights:

  • Create demand (the essential lack of current market as we all agree) by station consumption of trade goods

  • Make stations regularly require amount x of certain trade goods to function (offer their service) - that enlarges the incentives beyond a purely price based system

  • If stock falls below a certain level, service at stations seizes. And prices goes up considerably

  • If stock increases, prices diminish.

  • Of course, some stations produce what others need and the distibution would have to be set up somewhat complementary.

  • "Real" NPC convoys (that actually transport item from A to B if not intercepted) could be used dynamically by CCP to ensure the function of certain stations and steer demand.

  • Diversity could be furthermore added in an RP fashion in that certain modules/ships/skills are actually only available (cheaply) in the corresponding empire - if not ppl transport them to other stations



But just to tell you: the above ideas are not new. Some problems (like station camping) have also already been discussed in an eve-i thread which I didn't tag, else I'd have pasted it, too (sorry!), but in my opinion, the increase in price would sufficiently intice blockade runners. Actually, wouldn't it be nice to not only have gates camped? And see a station go "dark". Diversity kicks ass in every aspect (though as trader I'd prefer not to run into blockades at all :-])

One more aspect: the mentioned improvements should be very feasible on the implementation side. Ain't it, CCP?!
-----

L'obcuritT de la Loi est un appel a l'intelligence du juge.
Trixxy
Trixxy

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Posted - 2003.08.20 12:54:00 - [163]

Edited by: Trixxy on 20/08/2003 12:58:31
Erik posted: May I add the brilliant ideas of Draco Darkmatter from another thread here?

I agree - the ideas mentioned by him are also ones that I have been thinking about. It's worth plugging his thread again (as well as this one, of course).

If the economy can be made more interesting, it may just attract me back into the game.

(P.S. - If you're at all interested in knowing what I think the game needs to stop me from leaving - see here. I know - shamelessly plugging my own posts - but hey, maybe CCP will take notice eventually. Wink
.
.
- - - - - - - - - - - - - - - - - -
...and remember - No pain, no pain.
Trixxy
Trixxy
Gallente
The Chaos Fellowship

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Posted - 2003.08.20 12:54:00 - [164]

Edited by: Trixxy on 20/08/2003 12:58:31
Erik posted: May I add the brilliant ideas of Draco Darkmatter from another thread here?

I agree - the ideas mentioned by him are also ones that I have been thinking about. It's worth plugging his thread again (as well as this one, of course).

If the economy can be made more interesting, it may just attract me back into the game.

(P.S. - If you're at all interested in knowing what I think the game needs to stop me from leaving - see here. I know - shamelessly plugging my own posts - but hey, maybe CCP will take notice eventually. Wink
.
.
- - - - - - - - - - - - - - - - - -
...and remember - No pain, no pain.
Clyde Darcinoff
Clyde Darcinoff

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Posted - 2003.08.20 13:49:00 - [165]

OK SO I MUST ADMIT, someone playing this game does have thier lights on. Lots of very good stuff here. One way to help both the economy and game play would be to introduce the ability to capture vessels instead of just destroying them.

Although I am not a pirate player it seems a major drawback. Throughout history the principal reason both criminals and nations engaged in piracy was for what was called prize money (the value of the captured ship) this would not only provide a real reason to pirate but also provide a real market for older used ships.

I also believe that the repair ideas should be listned to better. There are just no real winning passive employment paths in game yet and this could be an easy one to impliment.
Clyde Darcinoff
Clyde Darcinoff

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Posted - 2003.08.20 13:49:00 - [166]

OK SO I MUST ADMIT, someone playing this game does have thier lights on. Lots of very good stuff here. One way to help both the economy and game play would be to introduce the ability to capture vessels instead of just destroying them.

Although I am not a pirate player it seems a major drawback. Throughout history the principal reason both criminals and nations engaged in piracy was for what was called prize money (the value of the captured ship) this would not only provide a real reason to pirate but also provide a real market for older used ships.

I also believe that the repair ideas should be listned to better. There are just no real winning passive employment paths in game yet and this could be an easy one to impliment.
Erik Finnegan
Erik Finnegan

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Posted - 2003.08.21 21:03:00 - [167]

*bump*
Erik Finnegan
Erik Finnegan
Gallente
The Scope

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Posted - 2003.08.21 21:03:00 - [168]

*bump*
Jstek
Jstek

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Posted - 2003.08.22 18:56:00 - [169]

*Bump*

I posted these ideas here before i saw this topic. I hope yah take a look.. Some ideas are somewhat simlar and i belive a convergence of both and others on the topic will make EVE rule supreme!! :)

http://oldforums.eveonline.com/?a=topic&threadID=27683
Jstek
Jstek

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Posted - 2003.08.22 18:56:00 - [170]

*Bump*

I posted these ideas here before i saw this topic. I hope yah take a look.. Some ideas are somewhat simlar and i belive a convergence of both and others on the topic will make EVE rule supreme!! :)

http://oldforums.eveonline.com/?a=topic&threadID=27683
Serina Verity
Serina Verity

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Posted - 2003.08.22 19:54:00 - [171]

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? This won't have too much effect; although it will help to increase demand (slightly) through attrition.

2) Docking fees. Every time your ship docks, you are charged a docking fee. The fee depends on your ship type and size. (Battleship docking fees could be thousands, perhaps tens of thousands; Cruisers several hundred; Frigates tens; and rookieships, shuttles and indys either a nominal charge or free.) The fee could be modified by your standing with that faction / corporation. If you can't pay the fee, you can't dock. This will (slightly) reduce the money supply.
Serina Verity
Serina Verity
Caldari

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Posted - 2003.08.22 19:54:00 - [172]

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? This won't have too much effect; although it will help to increase demand (slightly) through attrition.

2) Docking fees. Every time your ship docks, you are charged a docking fee. The fee depends on your ship type and size. (Battleship docking fees could be thousands, perhaps tens of thousands; Cruisers several hundred; Frigates tens; and rookieships, shuttles and indys either a nominal charge or free.) The fee could be modified by your standing with that faction / corporation. If you can't pay the fee, you can't dock. This will (slightly) reduce the money supply.
Augentis Bursai
Augentis Bursai

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Posted - 2003.08.22 23:07:00 - [173]

I agree with the principles discussed thus far, but I would like to offer an alternative to both the fuel and item maintenance ideas.

Let me back up first with a little science. The notion of fuel I think is inconsistent with power sources that are likely fusion or dark matter based, as the resources for them can readily be gained flying through space, and that the fuel consumption is low. As for wear on items I think it is safe to say that it is consistant with the setting that there would be some kind of basic nano bots that effectively maintain your ship and its parts. These nanobots could be quite fragile tho, and since you wouldn't want self-replicating ones (say a prohibition against Von Neuman machines) they would depelete over time.

Take this nano concept and it can be the cost of living item thats needed. Here is what I imagine:

1) Over time your ship accumulates WEAR. This is generated by:

a) Energy use - linear with module as bigger ships are likely to use bigger modules.

b) Non-warp travel - more as you go faster, have a larger ship, and some terrain based (proximity to asteroids).

c) Damage - more for hull, less for shields.

2) All ships have a built in module that houses NANO, Additional modules can be introduced for extra NANO capacity.

3) NANO is spent to reduce WEAR.

4) NANO is produced like ammo. Better NANO reduces more WEAR, but takes more exotic resources.

5) As WEAR accumulates to constant (regardless of what you are flying) levels it has the effect of:

a) Reducing speed.

b) Having a chance to damage your ship or equipment.

Couple this with stuff having a quality rating (and player made stuff having the potential to have a higher quality) and some kind of player based repair that replenishes quality (where generic station doesn't, or at least as much) then you accomplish a few of the basic idea's presented earlier. There have been plenty of good sugestions for these two items so I will not go further into them.

What do folks think?
Augentis Bursai
Augentis Bursai
Caldari Provisions

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Posted - 2003.08.22 23:07:00 - [174]

I agree with the principles discussed thus far, but I would like to offer an alternative to both the fuel and item maintenance ideas.

Let me back up first with a little science. The notion of fuel I think is inconsistent with power sources that are likely fusion or dark matter based, as the resources for them can readily be gained flying through space, and that the fuel consumption is low. As for wear on items I think it is safe to say that it is consistant with the setting that there would be some kind of basic nano bots that effectively maintain your ship and its parts. These nanobots could be quite fragile tho, and since you wouldn't want self-replicating ones (say a prohibition against Von Neuman machines) they would depelete over time.

Take this nano concept and it can be the cost of living item thats needed. Here is what I imagine:

1) Over time your ship accumulates WEAR. This is generated by:

a) Energy use - linear with module as bigger ships are likely to use bigger modules.

b) Non-warp travel - more as you go faster, have a larger ship, and some terrain based (proximity to asteroids).

c) Damage - more for hull, less for shields.

2) All ships have a built in module that houses NANO, Additional modules can be introduced for extra NANO capacity.

3) NANO is spent to reduce WEAR.

4) NANO is produced like ammo. Better NANO reduces more WEAR, but takes more exotic resources.

5) As WEAR accumulates to constant (regardless of what you are flying) levels it has the effect of:

a) Reducing speed.

b) Having a chance to damage your ship or equipment.

Couple this with stuff having a quality rating (and player made stuff having the potential to have a higher quality) and some kind of player based repair that replenishes quality (where generic station doesn't, or at least as much) then you accomplish a few of the basic idea's presented earlier. There have been plenty of good sugestions for these two items so I will not go further into them.

What do folks think?
Trixxy
Trixxy

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Posted - 2003.08.23 09:13:00 - [175]

Edited by: Trixxy on 23/08/2003 09:20:46
Serina Verity - Docking Fees:
I believe we should avoid introducing cost into the game for its own sake. The reasons behind maintenance/fuel/etc. are to provide an economic injection. Someone needs to be paid to maintain your ship, and to maintain your ship, someone (or yourself) needs raw material and further items. All these promote economic stimulation through demand of materials and/or player services. Even fuel I would prefer to only be introduced if it is coupled by player-sourced supply and refining of that fuel. Again, introducing fuel just as a money drain without any extra injection into the economy is probably not a wonderful idea.

Maybe make it that only player-run stations have the option to charge docking fees - the proceeds going to a player or corp. It would also be nice if facilities can be introduced into player stations that aren't available in any NPC stations, to encourage players to visit them. In that way, the economy is being stimulated again - there's a reason to pay the money, the money is going into the player economy, and a service/reward can be obtained from that money.


Augentis Bursai - The Nano-bot idea:
Very Nice idea - provides a great bringing-together of the concepts of fuel and maintenance, all in a believable package. The problem, however, is that your nano-bot theory takes away the need for player-supplied maintenance and repair of items (other than the service of improving quality). It also removes the concept of module and or eventual ship failure and the need for replacement. These are lynch-pins in the original ideas around the improvement of the demand side of the game. Effectively, you are introducing nanobots as your 'fuel', but taking away the need for item repair and/or replacement (requiring player-supplied parts, raw material and services).

Dark Matter and fusion may be cheap/freely available, but they don't necessarily provide the best conventional thrust. Fusion drives provide cheap, but low thrust over a long time. If you want much better thrust/speed for conventional travel, you'll need conventional volatiles as fuel. So this means Dark matter is best used for warps and jumps (through harnessing the massive energy obtained by triggering a chain-reaction), but conventional fuel is still the best choice for conventional travel. If you run out of conventional fuel, you can use the freely available dark matter, but your conventional thrust produces far less acceleration (translated in the*****-eye Eve physics model as lower speed).

Your cap represents your dark matter stores. Your cap reduces massively when you warp, meaning you are triggering a reaction in that much dark matter. It recarches again through acquiring more of the freely available dark matter when you are out of warp. So to travel without conventional fuel implies your cap reducing over time, with the need to stop from time-to-time to recharge - a much slower means of travel all-in-all.

Any player would then have 2 options:
1. Pay to use conventional fuel to travel a lot faster
2. Travel for free, but use your cap (thereby slower, and running the risk of being low on cap when you get jumped by pirates).

.
.
- - - - - - - - - - - - - - - - - -
...and remember - No pain, no pain.
Trixxy
Trixxy
Gallente
The Chaos Fellowship

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Posted - 2003.08.23 09:13:00 - [176]

Edited by: Trixxy on 23/08/2003 09:20:46
Serina Verity - Docking Fees:
I believe we should avoid introducing cost into the game for its own sake. The reasons behind maintenance/fuel/etc. are to provide an economic injection. Someone needs to be paid to maintain your ship, and to maintain your ship, someone (or yourself) needs raw material and further items. All these promote economic stimulation through demand of materials and/or player services. Even fuel I would prefer to only be introduced if it is coupled by player-sourced supply and refining of that fuel. Again, introducing fuel just as a money drain without any extra injection into the economy is probably not a wonderful idea.

Maybe make it that only player-run stations have the option to charge docking fees - the proceeds going to a player or corp. It would also be nice if facilities can be introduced into player stations that aren't available in any NPC stations, to encourage players to visit them. In that way, the economy is being stimulated again - there's a reason to pay the money, the money is going into the player economy, and a service/reward can be obtained from that money.


Augentis Bursai - The Nano-bot idea:
Very Nice idea - provides a great bringing-together of the concepts of fuel and maintenance, all in a believable package. The problem, however, is that your nano-bot theory takes away the need for player-supplied maintenance and repair of items (other than the service of improving quality). It also removes the concept of module and or eventual ship failure and the need for replacement. These are lynch-pins in the original ideas around the improvement of the demand side of the game. Effectively, you are introducing nanobots as your 'fuel', but taking away the need for item repair and/or replacement (requiring player-supplied parts, raw material and services).

Dark Matter and fusion may be cheap/freely available, but they don't necessarily provide the best conventional thrust. Fusion drives provide cheap, but low thrust over a long time. If you want much better thrust/speed for conventional travel, you'll need conventional volatiles as fuel. So this means Dark matter is best used for warps and jumps (through harnessing the massive energy obtained by triggering a chain-reaction), but conventional fuel is still the best choice for conventional travel. If you run out of conventional fuel, you can use the freely available dark matter, but your conventional thrust produces far less acceleration (translated in the*****-eye Eve physics model as lower speed).

Your cap represents your dark matter stores. Your cap reduces massively when you warp, meaning you are triggering a reaction in that much dark matter. It recarches again through acquiring more of the freely available dark matter when you are out of warp. So to travel without conventional fuel implies your cap reducing over time, with the need to stop from time-to-time to recharge - a much slower means of travel all-in-all.

Any player would then have 2 options:
1. Pay to use conventional fuel to travel a lot faster
2. Travel for free, but use your cap (thereby slower, and running the risk of being low on cap when you get jumped by pirates).

.
.
- - - - - - - - - - - - - - - - - -
...and remember - No pain, no pain.
Trucker
Trucker

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Posted - 2003.08.23 09:16:00 - [177]

One-Stop-Link-Shop

I've browsed through this whole thread, compiling a list of the links to other related threads. Here they are again, all in one place. That way this thread can be used as a focussing point of discussions of the economy of the game as a whole.

JsTek: Clones, Research & Blueprint Control

Draco Darkmatter: Dynamic Trade Goods & Convoys

D'Ren: Maintenance Costs

Casey Jens: Wear & Tear

If you've spotted any other threads that are economy-related and good, post the links below.


Trucker
Trucker
Amarr

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Posted - 2003.08.23 09:16:00 - [178]

One-Stop-Link-Shop

I've browsed through this whole thread, compiling a list of the links to other related threads. Here they are again, all in one place. That way this thread can be used as a focussing point of discussions of the economy of the game as a whole.

JsTek: Clones, Research & Blueprint Control

Draco Darkmatter: Dynamic Trade Goods & Convoys

D'Ren: Maintenance Costs

Casey Jens: Wear & Tear

If you've spotted any other threads that are economy-related and good, post the links below.


Dorien
Dorien

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Posted - 2003.08.24 12:44:00 - [179]

My first foray onto this forum and a great read, the whole thing. Kudo's to Trix - and everyone else. I am posting partially to continue the bumping (can we get a sticky here?), as well as to advance an idea:

INSURANCE
Insurance is a great way to have high-risk occupations limit their personal risk. BUT at some time the training wheels should come off. Like say, Battleship level. Would any insurrance company in their right mind insure a battleship?? Aside from the real life paradigm thing, lets talk economy.

The single most expensive piece of hardware currently in the game is a battleship. Yes, Titan's will be more expensive, but probably not nearly as prevalant. If when a M0o pirate or EV hunter or Foutain battlegroup has to put it all on the line, lets make it sting a little. Not so much to discourage their play, but rather to remove the ISK from the game. As it is, anyone in a battleship engaging in piracy uses the first Xisk to insure it then makes money.

Lets STOP insuring battleships and let that isk leak out of the economy.

Just an idea.


Dorien
Dorien
Minmatar
Brutor tribe

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Posted - 2003.08.24 12:44:00 - [180]

My first foray onto this forum and a great read, the whole thing. Kudo's to Trix - and everyone else. I am posting partially to continue the bumping (can we get a sticky here?), as well as to advance an idea:

INSURANCE
Insurance is a great way to have high-risk occupations limit their personal risk. BUT at some time the training wheels should come off. Like say, Battleship level. Would any insurrance company in their right mind insure a battleship?? Aside from the real life paradigm thing, lets talk economy.

The single most expensive piece of hardware currently in the game is a battleship. Yes, Titan's will be more expensive, but probably not nearly as prevalant. If when a M0o pirate or EV hunter or Foutain battlegroup has to put it all on the line, lets make it sting a little. Not so much to discourage their play, but rather to remove the ISK from the game. As it is, anyone in a battleship engaging in piracy uses the first Xisk to insure it then makes money.

Lets STOP insuring battleships and let that isk leak out of the economy.

Just an idea.


   
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