
Erfnam
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Posted - 2006.01.24 17:06:00 -
[1]
These are horrible ideas.
Originally by: Tommy TenKreds 1. Limit BPO's to the nature of genuine design docs only.
These would have limited copy ratings and produce x BPC's which are required for actual manufacturing.
BPC's can be produced in batches between 1 and the max number allowed by BPO, until the BPO is exhausted.
If a bpo can not be produced and has a limited number of runs, then why get a bpo and research it? All the time spent on researching would eventually be gone. All this does is add a second step to manufacturing by forcing bpcs to be made. Prices on all items would increase do to the extra time to make copies, extra costs attributed to not doing ME research, and a recurring cost of purchasing BPOs, since bpo costs would no longer be a one time fee.
Quote: 2. Keep /introduce the principle of sliding scale research rewards based upon chance and the quality of research /investment.
This is actually a good idea, but not clear as to what you mean (i'm making assumptions). Others have mentioned that having rp go towards researched runs of t2 bpcs, which would be nice. It means more lower end rewards for research time and it would moderately affect the t2 market by keeping prices a little bit more player controlled, while still maintaining a value for the bpo. If players don't accept the bpcs from an agent, then the bpo has more value. If everyone really wants bpcs from the agent, then the bpo will drop in value a little bit since more producers would enter market.
Quote: 3. Research rewards should be in the form of limited copy production BPO's, governing the manufacture of ALL T1 and T2 items.
I've already stated my bit about BPOs have limited runs, so i'll just address the issue of BPOs on the market. What happens to them? They would need to be removed to account for your research system. This would effectively drive up prices on t1 & t2 stuff due to a severe decrease in BPO supply. If BPOs remain on market, then there is no point researching for them.
Quote: 4. Introduce redundancy to ALL items. Wear and tear = limited lifetime and devaluation with damage/ loss of effectiveness.
(Repairs system could be overhauled to compensate for wear and tear, but at lower effectiveness with each repair until the item becomes useless).
Items are randomly destroyed with ships. This gives limited lifetime to all items in game. Kali will increase the destruction rate with faction warefare, thus more items are destroyed and need to be rebuilt. Adding more complexity to module repairing will simply at more complexity. Odds are that if you keep taking enough damage that your modules are taking damage, then you're gonna lose your ship before the module loses effectiveness.
Quote: The cumulative effect of these changes would, I believe, be a far more circulatory economy where all items must be REPLACED rather than merely repackaged and resold ad nauseum. This would go a long way towards knocking the game's rampant inflation on the head.
The limited rewards of research would make it necessary for manufacturers to constantly persist in it, to retain their edge, and it would open the door for wider competition at all levels.
There is inflation? (Please read this) Aside from the NPC only items (market, agent rewards, etc), the market is player driven. There is severe mark up for certain (rarer) items, but for all of the common items, the market is player adjusted based upon various values, including (but not limited to) mineral and component prices. As mineral prices dropped, so did most of the ships and other items being built. The supply of RAM modules decreased, then t2 producers charged more (to keep their profit margin).
Basically, instead of following your suggestions and adding more complexity with no gain. You could just ask CCP to increase the price of everything randomly by a factor of 50-1000%. --
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