
BAteh
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Posted - 2006.01.17 10:37:00 -
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This is a list of ideaÆs of how I think the next generation research should work. And some general changes.
Research will be based on prototype research.
For researching an item you will need to build a prototype item using a BPO. This will ôconsumeö the bpo as it becomes part of the prototype design package. Only pure tech 1 (or pure t2) items will be available for research. (e.g. medium armor repair I blueprint) research can then be done on any attribute of the item. Each attribute requires its own specialization in the physics/design field. After all research has been done, the prototype needs to be made ready for production; e.g. turning the prototype into a BPO and a damaged prototype ( which the agent takes ôfor corporate studies and student experimentsö ) At this point custom item naming could be done, having some required fields such as manufacturer and level (number of upgrades done on item)
Direct changes to BPO: BPOÆs can only make ôprototypeö versions of the item, costing a 50% extra resources. This turns the BPO into a prototype, which can be researched. OR be copied to BPCÆs
Research will still be done by research agents. Research agents will no longer depend on your standing but rather on skills and payment. The only skill requirement might be ôpositive standingsö towards corp / agent. Researching requires personell, resources. It requires a prototype. It requires spare parts.
protoypes can be researched to increase item properties, meaning you could increase the different resistances, drive strength, radar strength, scan resolution, low/med/high slot count, damage multiplier, range, cap recharge %, efficienty (armor/shield boosters). Maybe even attributes like skill bonusses per level should be researchable.
Each type of increase gets a ôupgrade levelö which, like learning, puts a difficulty on the upgrade. Increasing resistance 3% might be level 1, adding a high slot level 5, maybe even depending on the type of prototype (small/med/large/xlarge) Say for a level 1 upgrade you need 1024 research points, and for level 8 you would need 8192 points. (exact number of points are not the issue here)
A prototype should be researchable infinitely. Adding a ôstacking-penaltyö for ResearchPoints and required spare parts should make it more difficult and costly each step. Make the stacking to light, you get too strong ships, making it too steep would result in "everyone had a bpo with 5 mods"
Maybe a chance system for possible failure of research could be introduced, where physics skills in the specific field reduce this chance again. (e.g. being overskilled in the field you work at increases your chance of succeeding)
For the field you wish to upgrade, you need physics skills matching the level of difficulty for upgrading that specific part.
Increasing the quality would also increase the number of parts, r.a.m. items and high end minerals needed to build the item (also getting relatively higher as you make more modifications, and making the item more expensive to build.)
I believe hardpoints for any ship are limited to ship hull design. Adding high slots could never increase the maximum number of hardpoints possible on the shipÆs hull. This number of maximum hardpoints MAY be higher dan the number of hardpoints used in the researched-ships design, but they are limited to what the ccp designers made them to be!
Removing hardpoints on any ship (to later replace as another type of hardpoint e.g. missile instead of turret) could be added as an ôexpansionö as well, increasing the number of enhancements, adding to the researchpoints needed for further changes.
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