
Shadowofdoubt
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Posted - 2006.01.17 23:10:00 -
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Suppose that rather than assigning bpo's by lottery the following system were implemented:
1) player comes to r&d agent with appropriate skills and standings. 2) research begins 3) base success chance of breakthrough on research is calculated upon skill level of research agent as the character uses his skill really only to access the agent. 4) each agent assigned a specific item to research within his field by the player so as to narrow the item bpo produced if successful to a specific item. 5) after a month's time the agent "test's" to see if research is successful. Formula to determine success being a base value modified by certain effects from the month of research (see below: effects) 6) Successful research produces bpo 7) Unsuccessful research indicates a faulty line of reasoning and decreases the base chance of success. 8) Items can be researched not only as tech 2 items but as specific 'named' items 9) Characters must possess a relevant research skill at 5 to produce a named bpo 10) characters are restricted in number of named bpo's they are allowed to produce EVER ... I.e. a skill "X" where "x"= 1 to 5 in value... "x" at 1 means you can only produce or have produced at most 1 'named' item bpo 11) 'Named' item research difficulty modified by differnce from tech 1 item. 12) Each month agents contact researching character with a storyline mission, mission sequence. Successfully completion of these missions raises the percentage chance of successful research slightly. Failure to complete mission lowers base chance permanently. 13) Each failed research month lowers the base chance of success. Eventually this will force players to move on to new projects with the same agent or pursue new agents 14) Research projects may be further modified in determining success by other factors such as (a) if the researchers faction standing has decreased with the r&d agents faction at the time the research is checked for success, then the success probability is lowered. (b) if the character's faction standing with the r&d agent has improved then the success probability is slightly improved. (c) If R&D agent has failed at the same project for the character before, even if dismissed and later rehired, the base probability for success is still set to its lowered point from last failure. (d) if base probability is zero then agent will advise so, if research is continue anyway... research fails automatically with eve mail message to describe why. 15) limit to number of bpo's done away with.. as recurring failed research will lower number of bpo's anyway. But active researchers will be able to produce bpo's more often. 16) R&D agent level affects base probability of success. Whereas a level 1 agent might afford a 5% base chance of success with a maxed modified chance of 10%, a level 5 may have a base chance of 12.5% with a maxed modified chance of 25% (numbers are for illustration only and do not reflect actual suggested probabilities)
It is my opinion that with this format dedicated research characters would have better chances at creating bpo's but would also often have to seek out new agents as recurring failures forced new agents upon them.. Furthermore, the monthly story line missions , (I personally recommend a series of missions where by appropriate materials are gathered or experimental modules are tested) would encourage group participation as corpmates would undoubtedly be called upon, and willing to increase the chance for success. Multiple agents sending word of multiple missions being needed done would reflect the intense labor of research and , I believe, would be appropriate.
Thats my suggestion. I probably could have organized it better but I'm trying to put this down right out of my head. Read it if you like, comments appreciated.
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