
Inairin
|
Posted - 2006.06.09 12:53:00 -
[1]
While ships are originally designed for a role, i don't think you shouldn't be able to modify your ship to another role or whatever you want(almost). At a price of course. This is the important part, the price.
The price would consist off: Change and adds to skill requirement, High cost(and no insurance) and Time and negative impact on other stats.
What would affect the price: How far from the original ship you shift your new ship along stat, faction, ship type, size and Tech axises.
So we take the earlier example of the maulus gallente frigate. we like the looks of it, but we don't want a sensor dampening frigate, we want a tracking disruptor frigate. But tracking disruption is a amarr skill(isn't it?) so the bonus it recives won't base off gallente frigate anymore, but amarr instead. To fly the frigate you need gallente frigate skill still however(it's a gallente hull after all). To cut down costs a bit, i remove the entire turret bonus system from the ship.
Frigate guns are for men who wear skirt. I never do that, and thus i never use frigate guns. So i add two permanent Hi-Med slot conversion kits and one Hi-Low slot conversion kit. I also remove my drone bay for yet another Med slot. I scale up my engine at the cost of the cargo bay and mass. I sacrifice one low slot for a custom made permanent resistance increase and another for a permanent custom armor plate. I remove the entire shield system and replace it with a nanofiber structure. I don't do any actual hull modification(ie, scale it towards T2 stats or add more/improve bonus percentages) as that would skyrocket the price and skillreq. The custom systems would be passive systems(or active that cause a heavy all around system penalty(-50% cap regen or so) but the effect would still be passive once integrated in ship(no integrated guns)) that get a boost of say, 20% increase of positive stats and would be specified, for example the armor plate would be a 100mm reinforced steel plates II. whatever skill requirements they have would be added to the finished product.
I klick finish and wait a day for my custom, low efficiency 1run BPC to be made. i get the Custom manufacture skill(gallente + amarr starship engineering + frigate manufacturing too) and get myself the specified armor plate, nanofiber and resistance piece i specified to be integrated. i also get myself a crucifier for the tracking disruption bonus, a maulus of course and whatever minerals that won't be provided by the scrap materials from the crucifier. I mash it into a factory and wait another day and take my brand new totally overpriced and quite gimped custom frigate out for a ride. For further customization i could make a blueprint that require my already modded ride as a base reagent.
If you want a BPO of it which you don't require 3rd party products for, the process would be harder. Like, get a BPO or 10+ run copy of all bpo components that is to be included get a very low efficiency BPC. Manufacture an expensive prototype. Bring it back to research and make an factory attunement BPC with heavy cost and the prototype as reagent which in turns spit out a BPO with low efficiency that have to be researched up.
This would have to be further balanced. All turbo shuttles that would appear would need to have enormous signature radius among other balance issues.
It's probably pretty farfetched and complex in excess all of this, but one can dream... |