
Stegnat Gless
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Posted - 2005.12.17 01:30:00 -
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Here's a brief description of my idea for Next-Gen Research to produce improved items. It does come very close to one of Bren's ideas, and has similar aspects to some others.
Originally by: Bren Keilloram 8) Tweaking ships and modules ... Well, you need some scientific staff , a research lab and 3 samples of the item that you want to tweak (for example 250mm railgun 1). You have a chanche, after some time, to get an improved version of the 250mm (for example youÆve decided to research the 250mm tracking speed, or the rof, or the weapon hp, or the cpu needed, or the power needed, or the activation cost, or the space needed to fit it in your ship or any other thing), that go on some of your skills.
In order to produce an improved item (module or ship), the player needs to invest a normal BPO, items, minerals, equipment and time in a Research Project with the aim of improving one attribute. (power grid, CPU, cap use etc..)
A Research Project is more than just a single job in a laboratory queue - It is a sequence of jobs. When a job finishes, there is a chance it results in success or failure. If not, the next job is placed on the queue. The cycle repeats until a result is achieved. The chances of success or failure can vary with each job. In this way, as well as the result being unpredictable, the time is also, and is dependent upon the demand for lab space.
If the project fails, the BPO, items and materials are lost (or perhaps a small chance to recover something)
If the project succeeds, then one "prototype" item is created, along with a "prototype" BPC.
The prototype BPC has very poor efficiencies.
The prototype item, being held together with string and tape, is susceptible to damage (low HP) and can't be repaired.
The actual attribute improvement is selected from a set of predefined values (e.g. 3, 6, 9, 12 and 15%) that vary by item and attribute. Mineral requirements are increased. Another attribute may deteriorate slightly to compensate.
At this point, the player may choose to
- Cut their losses and keep the prototype
- Start another Research Project on the prototype to improve a different attribute, with progressively higher chances of failure (no attribute may be researched twice, and there's a limit to the number that can be researched in total)
- Conclude their research by converting the prototype BPC into an enhanced BPO (with an additional cost).
For a player to perform Research Projects, they need some high Science skills related to the item and the attribute being researched. The success probability and amount of improvement is affected by the levels of these skills. In addition, the player needs access to a laboratory facility run by a player-corporation or alliance. (NPC corporations are naturally reluctant for their facilities to be used to make independent break-throughs, although they may make exceptions for very high standing)
An alternative way to access Research Projects, is through a Research Agent. For this, they only need sufficient skills to access the Research Agent and build up RPs. If they have sufficient RPs and standing, the Research Agent may offer them a chance to collaborate in a Research Project on an item and attribute of the Agent's choice (related to their own area of expertise). The player still provides the BPO and materials etc.
Additional elements could be added, such as halting a project until a specific item or more minerals are acquired.
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