
Skarraza
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Posted - 2006.05.27 00:48:00 -
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Here is my suggestion for T2 (and later coming T3, etc)
Currently, the perception is that the lottery picks an agent and then picks a player. This is consistent with the belief that you are actually better off with a crap agent because you have less competition.
This is contrary to what anyone would expect. The goal should be to keep moving forward to bigger and better agents. Also, it should be a more "hands on" career. I doubt very many people do the missions and far fewer yet do them regularly.
For starters, keep what we have. We have agents all over and people have the RP's they have accumulated. Allow players to do more missions per day so that they could increase their total RP's by 5-10x. This puts them head and feet above the people that don't "work" for their agent.
Next, make the BPO Lottery a true lottery. You can buy tickets in a lotto using the RP's you have accumulated. The number of RP's could vary based on the size or implied value of an item. Perhaps a small item is 10 rp's and a HAC is 100 rp's. Once you buy a ticket you have one chance in one lottery for a specific item. After the lottery is done, win or lose, the rp's you used to buy tickets are gone. You would only be able to join in a lottery for an item from the field you are researching. You can't use your starship points to try for an armor repairer, for example.
Have the system collect data on market sales and on unrestricted escrow sales to establish a galaxy wide average. Discard the 5-10% highest and lowest prices. Every month or two, if the median price is above a certain pre-determined appropriate "top" price, seed another BPO into the lottery.
Create an auction where 1-run bpc's can be purchased using rp's from the appropriate field. Scale the number available and the starting bid based on the median price relative to the dev's pre-determined "appropriate" price.
If the item is over priced, then the auction would attempt to increase supply. If the auction is not solving the problem, another bpo would be seeded.
Lastly, change the BPO's so that the time to copy is 1/2 the time to produce an item. This will allow major producers to augment their production to create more ships in the same time, provided they have the necessary materials.
For example, suppose a player had a BPO for an item that took 10 hours to build and planned to build 20. If he instead spent 50 hrs to build a 10-run copy, he could build 2 at a time to get the same 20 items in 150 hours. Or if they had the materials, they could build 26 2/3 items in that same 20 hours.
Now suppose the corp has several members and collectively they could build 5 of this item at the same time. They could run off 4 5-run copies and then setup 5 seperate jobs of 4 each. Net total they have the same 20 items in 130 hours. Or if they had the materials, they could build 33 1/3 items in that same 20 hours.
The more items they can build at a time, the more product they can create. With just 1/2 the time to copy as to build.
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