
Stacey Starwolf
Stare-roids
1
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Posted - 2014.03.19 19:50:00 -
[1] - Quote
As a drug user and an alliance manufacturer I approve of a combat booster boost. Maybe I overdid it a bit, but here are my ideas about how I think combat boosters should be:
You can only use 1 booster at the same time. And a no to Synth and all the side effects. That means also a no to those silly Neurotoxin implants no one uses. All combat boosters should be illegal of course.
Change the Biology skill into:
Biology Multiplier 1, required Science 1 The science of life and of living organisms, and how chemicals affect them. 10% Bonus to attribute booster duration per skill level.
Change the Neurotoxin Recovery skill into:
Drug Consumption Multiplier 5, required Science 4 Skill required to consume attribute boosters and stay focused during their effects. 5% bonus to combat booster bonus per skill level
lvl 1 for Standard lvl 3 for Improved lvl 5 for Strong
Change the Neurotoxin Control skill into:
Smuggling Multiplier 2, required Social 4 You got me, can't we make some sort of arrangement? Reduces the penalty when caught by customs officers by 10% per level to 50% at lvl 5
Change the strengths of the boosters:
5% Standard (6.25% at lvl 5) 10% Improved (12.5% at lvl 5) 15% Strong (18.75% at lvl 5)
Defenitely more types:
Turrets Turret Tracking bonus, Turret Falloff bonus, Turret Range bonus, Turret Capacitor bonus
Missiles Missile Flight time bonus, Missile Explosion Radius reduction, Missile Signature bonus, Bomb Deployment time bonus
Navigation Afterburner Duration bonus, Microwarpdrive duration bonus, Ship Agility bonus, Ship Signature Radius reduction
Other Shield Boost bonus, Armor Repair bonus, Sensor Strength bonus, Targeting Range bonus
To prevent the 'must have' boosters I decided no shield and armor hitpoints or resist bonuses, no remote repair bonus, no flat damage, speed or capacitor bonus and no e-war bonus. Definitely no pve bonuses, those players need to stay focused on their red crosses and asteroids. And most certainly a big no no to anything skill training related, that is very sensitive stuffs.
My ideas about producing combat boosters
Booster production should of course stay very illegal and done in 0.4 or lower and I like the different gas types, they are colorful and nice. I would make a gas type for each booster strength though and make the reactions easier. That means a standard amount of materials for 1 pill trough several reactions.
Make a General Storage a silo and for all boosters a normal Biochemical Reactor Array.
I also despise those stupid hacking sites with their rats and neutralizers. Either go combat or hacking site, but not both. Best would be to have 50 run bpc's and reactions that can be obtained at the pirate LP stores.
I also wish you could make those little Narcotics thingies, like Vittoc, Frentix and Blue Pills and make drug production and smuggling worth while by trading them on the highsec market.
Unfamiliar with boosters? http://staceystarwolf.wordpress.com/2014/03/05/action-report-5-using-combat-boosters/ http://staceystarwolf.wordpress.com/2014/03/05/action-report-6-producing-combat-boosters/ |