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Jarvin Spoo
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Posted - 2005.10.19 19:11:00 -
[1]
One thing that I feel is missing in EVE is quality of player build stuff and wear and tear of stuff in general.
I could see a huge bonus is manufacturers of goods would have some level of quality associated with many different things. For instance: A lvl 5 would be able to create a top quality item but it will take longer to make than say a medium quality item. The lower quality items will take shorter time to make overall.
This would be tied into a "wear and tear" system that lower quality items would degrade over time and use at a faster rate than the higher quality items. Along with this, stats of an item would also degrade with wear and tear. Damage to ships and mods would also increase the speed of wear and tear.
Ships and mods should also not be able to be repaired back to 100% every time. The amount of repair would be directly proportional to quality of the item and the amount of damage it took.
I believe a system like this would only help EVE because it would provide a stimulus for manufacturers and would also diversify manufacturing corps even more than they are now.
You would really have an economy that has your high quality ships/mods that sold have very high prices but are at very high quality and then you would have your medium quality items and medium prices.
I would love to hear some comments on this.
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Fester Addams
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Posted - 2005.10.19 19:31:00 -
[2]
While it is a nice idea there wre a few drawbacks.
Firstly each tech I item on the market would have to be split upp into as many different types of good as there are quality ratings.
Secondly modules would fast be split into two categories, the quality 5 items that everyone buys and the quality 1-4 that noone wants and only new player build as they cant build quality 5 modules yet.
Thirdly like mentioned above it would keep new players out of production untill they can manufacture the top quality items as noone would buy less than the best quality.
Also the whole wear and tear issue would have drawbacks as CCP wants players to move out of the safety of empire space into 0.0 where stations are dangerous to go to and far between, imagine realizing one day that you are F-ed because you didnt keep an eye on your module wear and cant get back to a station as the modules needed to get past camps simply put have been damaged too much.
I can see where you are going and its a nice enough idea, it would make a great money sink BUT the drawbacks are simply too big for it to be easilly implemented, especially if you make sliding scales for all the items damage levels and that they cant get back to 100%.
I could see the wear and tear be implemented as far as meta items taking damage and slowly loosing their bonus over tech I items but they should be repairable back to 100%.
------------ 20. Is it true all pvpers have carebear alts? Yes, of course. I have so much fun looking up who's alt is who's
kieron Community Manager, EVE Online |
Jarvin Spoo
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Posted - 2005.10.19 19:38:00 -
[3]
You have some very good points, all of them valid. Thanks for the reply.
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Draenor Thalander
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Posted - 2005.10.19 23:06:00 -
[4]
Ship destruction is supposed to be the money sink in this game. Modules don't break down, ships just get blown up.
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Dale Cussler
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Posted - 2005.10.19 23:48:00 -
[5]
I think wear and tear shouldn't occur on ships, but modules might. I wish they'd bring back the damage seepage though, back in the day when you'd start taking structure hits, your modules would start taking damage as well, which could often lead to guns dropping offline, or other essential equipment dropping offline.
Still don't remember why they took that out.. can't remember either whether that was during beta or after release .. *foggy memories* /Dale |
Jean Mitchell
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Posted - 2005.10.20 01:53:00 -
[6]
i think it's ( a "durability" system akin t that of other mmos) a good and usable idea as long as you get rid of the part where item/ship quality is tied to durability.
ie a turret at 50% durability/tarnish/wear/waheteveryouwillcallit should do just as much damage at the same effectiveness of one at 100%. otherwise the mentioned problem of instant trashing occurs, where its basically advantageous to scrap your parts every fight.
so basically, as your ship is used or beaten, it and its mods should take a hit to a seperate guage of "wear", which can be repaired at nominal price, but overtime wear becomes worse and worse until eventually it cannot be used. but keep in mind, untill it is 100% worn out and has to be scrapped, it works at 100% effectiveness, just as the same item that has 0% wear would (it isn't "realistic" but for balance purposed of course).
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Gwenvahar
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Posted - 2005.10.20 04:00:00 -
[7]
My understanding is that a change occured some time ago. It used to be that in combat, you could take damage on indiviual componants. Now its just an all or nothing sort of thing. It dosent matter though which way it work because I reapir job fixes all, and if I'm paying a mechanic to fix something it had better be as good as new when hes done or I'll space him.
Wear and tear happens, it is only displayed in ways you can not percieve. I mean we live in a univers with nano-tech self repairing armor.. Equipment should never wear out.
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