
Apertotes
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Posted - 2005.12.30 18:07:00 -
[1]
i posted it sometime ago, but i think it can belong here too. hope it helps
Originally by: Apertotes Edited by: Apertotes on 20/11/2005 13:21:34 Edited by: Apertotes on 20/11/2005 13:20:26 hi, i am quite a new player, and a funny thing i just learned is that named stuff is npc loot. i thought that it was a player named gnamou, or malkuth, that produced this items.
well, after i learnt that, and that all you can do with a BPO is make it need less materials to produce something, i wondered why there was not the possibility to do it.
new skill: manufacturing development (rank 7)
requirement skills * industry 5 * mass production 5 * production efficiency 5 * laboratory opperation 5 * metallurgy 5 * research 5 * research project management 5 * science 5
and then, have a lot more skills, one for each related research skills. for example, for shields.
new skill: quantum physics advance (rank 7) attributes: 20 % effectiveness on related blueprint improvement research
requirements * quantum physics 5 * shield compensation 5 * shield management 5 * shield operation 5 * shield upgrades 5 * tactical shield manipulation 5
new skill: capacitor needs development (rank 7) attributes: 5 % less capacitor use per level on researched blueprints
requirements
* manufacturing development 5 * energy management 5 * energy system operation 5
new skill: energy output (rank 12) atributes: 3% more output on active modules per level (this could be use for shield boosters, NOS, neutralizers, active hardeners, remote repairers...)
requirements: * manufacturing development 5 * not sure what else, but probably mining 5, all shield skills 5, and a lot more skills. it would probably need a lot of thinking and balancing.
so, if you have manufacturing development 5, quantum physics advance, and capacitor needs development, you could research a shield BPO and make a BPC withs shield boosters that need 5 % less capacitor use to be activated. and if you got energy output also, then not only it would need less cap to be activated, but it would also give a bigget shield boost.
this can also be applied to CPU and Power needs, or amno range, or even to ships cargohold. anything could be improved to some extent. i would limit it to a 15 or 25 %, so it would be 3 o 5% per level. something interesting enough as to make it worthwhile to train all those skills, but not so much as to screw regular items.
just imagine that you could research any ship's speed, and get it 25 % higher, or capacitor, or CPU, or missile damage, or miner 2 mining output, or lasers capacitor use.
i think it would make manufacturing on eve even more interesting and deep. truly devoted characters could make their own named items.
devs could make skills for almost any attribute that is used on the game. this way scientific and producers characters would have even more ways to specialize.
to prevent overexplotation, once a BPC has been researched,and for exmaple, it features a range bonus for iron amno, it can not be researched any further. this way, if you want to have both a range and damage bonus, you need to train more skills, you can not train only the skills to give range bonus and hand the BP to a friend that has damage bonus skills for him to research further.
well, i hope i explained it correctly, i am not english native, and hence i have some difficulties putting my thoughts on words.
Apertotes, the Guybrush Threepwood of New Eve |