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Lindsey Stirling
Dragonfire Industries
3
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Posted - 2013.09.04 22:36:00 -
[1] - Quote
The drug manufacturing biz and booster market seems like a really great idea that has been for a very long time, limited to only certain players and certain areas of the game.
Right now most new players won't touch drugs with a ten-foot pole, as they are illegal in all faction areas. And the skills required to harvest the necessary ingredients seem a little on the harsh side. I like the whole booster concept though, as it is very stategic -- similiar to rigs in that in order to gain a positive you have to give up a negative. Adds another variable to PVP. The only bad thing I could see happening perhaps is if boosters were too cheap and/or accessible, with no way of "scanning" an individual enemy clone, you wouldn't know what kind of advantage or disadvantage you'd be in. This could probably be solved with some sort of new scan feature, surely.
Recommendations
* Remove all legal standings penalties if carrying LESS THAN 10 boosters at a time. (Or any other small agreed-upon number).
* Add more gas cloud anomolies in hi-sec
* Possibly add a few NPC seeded booster related items
* Add a new "scan pod clone" module to see their implants AND/OR currently active boosters
LS
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Kamikaze
The Legends
0
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Posted - 2013.09.04 22:42:00 -
[2] - Quote
I like this IDEA |
Trinkets friend
Rules of Acquisition Acquisition Of Empire
1142
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Posted - 2013.09.05 03:34:00 -
[3] - Quote
Wow, the first Legalise Drop movement in EVE has started.
Drug manufacture is inherently a centralised and secretive thing. It isn't hard to get them, just join narcotics channel in-game and get a delivery contracted.
I agree the blueprints and processes are rather opaque and not easily researched. But likewise, neither should they be. The fact it requires a large POS and a lot of fiddling is also a deterrence to manufacture.
Plus, won't anyone think of the children?!?! YOLO is the Carpe Diem of Gen Y http://www.localectomy.blogspot.com.au
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Kamikaze
The Legends
0
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Posted - 2013.09.05 15:12:00 -
[4] - Quote
I just like the idea of making it easier for new players to buy some dope and fly around with a small amount, maybe 5 - 10 units "total" of any 1 or multipe types of drugs, (self consumption, not enough to be charged with intent to distribute) with out having to be strip searched at the gates by customs. This way more peeps will then use the drug and the demand will go up, price will drop and it will be a more used function of the game. As well will give noobis and older players alike more reasons to risk WH space to mine gas clouds.
Leave the making drugs hard and hard to move around. As it should be hard for drug cartels to get their drugs to "market".
One other little thing was thinking of as well, would be "laced drugs". These would be low quality drugs they give you a great boost like t2 drugs but the side effect are maybe 2x or 3x worse and duration of good effects half as long. Make them a lot easier and cheaper to make (and require less skill points to make) but do to the poor quality mats and halfazz'ed manufacturing of these said drugs there have very bad side effects. Hey you get what you pay for! Be weary of RV's parked in low sec with smoke coming out the top
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Zappity
Kurved Space
346
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Posted - 2013.09.05 15:16:00 -
[5] - Quote
Allow drugs in contracts (you can trade them on the market for goodness sake). Remove learning implants. Add learning boosters with varying durations and strengths.
I would also like them to be limited to lowsec production but that's another discussion. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |
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