
Zanzibar Rex
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Posted - 2006.01.10 18:42:00 -
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Something that was touched on earlier in the thread but has been lost a little in the discussion of BPO's and the market and such...
How about Dynamic Trade Goods?
For example... I currently have 2000 units of water, 150 units of livestock, 1500 units of frozen food, 10,000 units of frozen plant seed, 1000 units of fertiliser, 500 units of construction blocks, 50 hydrogen batteries and about 750 in assorted Homeless, Slaves, freed slaves, Refugees and the like.
So are they all going to sit there forever? or Are they going to start eating the food, planting the seeds and building shelters or homes in my hangar?
Like wise, Why can't I get specialists in to train my people... I have 100 units of homeless?
Add sufficient Antibiotics, uniforms and small arms and turn them into my personal marines... Maybe requiring a Specialist like a Drill instructor to govern the change. For each 'little person' you own, a small upkeep cost in ISK is charge, for food or wages etc.
Marines could be placed in POS to bolster defenses, man weapons (giving bonuses if they have been well trained) or a cloaked ship could carry marines as a boarding party to breach the hull of a POS and bypass armour and structure... allowing for a POS to be captured rather than destroyed.
On the wilder side... farmers could produce grain in bio domes (added to POS) once again trained by a specialist or by yourself.
You could have an eccentric inventor running around grabbing modules in your hangar and using them to make other things... (kind of a random generator thing) which may or may not work all the time or may have hidden detrimental effects.
How about the production of illegal items in Hidden Amarrian sweat shops? Want to produce that valuable narcotic? Get slaves, equipment, materials etc and some kind of disguise or cover in place.
How about taking Freed Slaves and adding Vitoc, and converting them back to slaves? Then giving them weapons and rage implants and making them into crazed assault troops?
Maybe those boarding parties could get onboard a ship and trigger the pod ejection sequence, booting you or a target pilot out of the ship? It gives you a reason to carry marines on your ship or maybe a module such as internal defense system? With tensions rising maybe the Empires need massive quantities of troops to help defend systems, moons and planets, which all need to be trained.
Take your standard recruit, and - like researching a BPO - you train him to Zero G combat 1, increasing his value but also the drain on ISK for maintaining him.
The evil death squad super soldier could be possible with lots of training, combat drugs, implants and equipment, but keeping them combat ready would drain more ISK. Not being able to pay, feed or resupply these troops could mean they simply become less effective, or maybe desert, or worse, they vandalise your hangar and gear, maybe stealing ships and heading off into the great blue yonder.
Training Fighter pilots could allow you to place a pilot in each of your fighters, giving them a bonus depending on the quality of the pilot.
Having a trained Engineering squad on your ship could boost armour and hull repair rates, with a chief engineer boosting them. Gunnery teams could add bonuses to specific weapons while a tactical officer could enhance the combat stats as a whole.
Supply your Research POS with a team of elite researchers to boost your endeavours or get a highly trained production team that have the ability to enhance modules (tying into the customising debate that has predominated this thread).
Plant thieves and spies in other folks hangars to gather information, leach research or steal items. Implement security to stop them.
Find a fat-assed roid somewhere and plant a mining colony on it. With miners, food, air and a cargo hold. Leave them mining there... maybe leave a sentry drone guarding them too.
If possible, it would add a new layer to the game.
D Rex.
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