
Haas Tabris
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Posted - 2006.02.15 22:41:00 -
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I originally posted this back in October (I think). Part of a series of ideas to both improve the mfg and POS system as well as get more people out into lower sec parts of space.
Task 3 û Make better use of the intricate production system CCP has set up for advanced materials. If done correctly, this could really encourage more players to set up player owned stations, get more people into low security space, and increase the availability of all the ships and component modules. HereÆs an outline:
1 - LetÆs incorporate advanced materials into the tech 1 blueprints. I know this sounds absolutely crazy, BUT it will create a real demand for raw materials coming from the moons, which will make it easier for corps to support more stations and give them more incentive to spend more time out in lower security space. This will also boost pvp opportunities for the less, shall we say, peaceful among us.
2 û Allow chemical reactions to be run at outposts (ie, fed navy, republic war academy, douvalle labs, etc) in laboratory slots, just like we use factory slots to produce ships and components. That way a player or a corp does not NEED to own and maintain a station in order to still build the advanced materials required for the tech one bpÆs. This will also allow for more mobile mining bases. If the market for one product is saturated, it will easier to move a small mining POS to a new moon if thereÆs no reactor involved. A moon mining operation could consist of a small tower, a silo, a harvester, and a couple of sentry guns. This will give corps the flexibility to respond to changes in the markets for raw, processed and advanced materials.
3 û LetÆs get the rest of the blueprints out and in the game, for sale by NPC corps at prices that reflect their rarity or complexity. That way no one has to grind silly R&D missions to get rare blueprints to build the tech 2 components and ships. They still could, if they choose, but they could also chose to save up the money and buy them. This will both reduce grinding and make more components and ships available in the æverse, which should make it easier to find, buy and equip ships, which in turn should make the loss of a ship less of a pain in the ass and further encouraging players to take more risks, move out of empire space, and have more fun with the game.
4 - Increase the number of moon anchoring points to allow for more than one POS per moon. Let's make the number an even 12, just for kicks. Then revise the "warp to" command for moons so that you warp to the closest of the 12 "warp in" points. I think this would allow for some pretty interesting PVP fights as well as boost the availability of moon products on the market.
5 - Allow moon harvesting modules for ships. Very very very scaled down versions of what the POS's can do, but it would still allow solo miners to mine moons in empire space for small quantities of the moon materials. I haven't thought this one all the way through, but it's an idea... (perhaps not a good one tho as it would counter-act the effort to boost demand from the moon mining POS's...)
Now, all that said, I realize adjusting the t1 bills of materials would be a massive undertaking, so devs, please think about this: You could ask for volunteers from the player base to HELP you create the new BOMÆs. Just ask, IÆll bet people would jump at the chance AND turn in quality work if you gave them a standard file template, stanadard costs, and a database of materials for the rest of the tech 1 and tech 2 components and ships. Think about it.
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