
Joshua Calvert
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Posted - 2003.10.22 22:26:00 -
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1: Remove all factory and Labs functions from stations in the fringe sector but make sure some of the basic items (low lvl ammo, basic ship system and low lvl weapons) are always available in stations with market access, In fact, remove all factory from system with under a certain sec rating. This will force the all major manufacturing back into the core sector and provide a healthy export trade back towards the fringe and it will also take care of the mini empire problem.
Most things which are manufactured to be sold ARE made in empire space.
Nobody really mines anything less than omber outside of empire space. If we do it's for personal/corporate use.
Corporations mine for iso, nocx, zyd and mega in 0.0 systems, then haul it into empire space where their factorys are. They make stuff and sell it there, or very close to there.
If you've ever been to a station out in 0.0 you'd know a few things. 1: Everything on the market is very expensive. 2: There isn't alot of things available to buy sometimes.
To think somebody wants to waste 2 hours of their playtime moving a ship they manufactured out in a 0.0 system into empire space to sell is ridiculous.
You have mis-identified the problem, thus, your solution is mis-guided as well.
The problem is everybody has blueprints for everything they need. I personally have blueprints for 6 ships, all ammo and all missiles. Why should I buy anything when I either loot what I want/need or manufacture it myself?
It's too late now, but everything built should have components. These components are what would require minerals. Here's my example:
I am a ship builder. Let's say frigates. To build frigates, I need the frigate construction skill. This skill is like rank 20. And not available on the market. Character creation, agent mission or loot drop only. This skill can give a 2% ship speed increase or 2% agility or 2% structure hit points per level. I chose to give ship speed when I began training the skill. So I have lvl 1 frigate construction. I rent a factory. I have a blueprint to make a certain frigate, "Plasmobiles". To make a frigate, I need 5 core components. Powercore, CPU, Sensor array, Shield emitter and thrust module. These components are themselves either bought on the market with 0 bonus or I can buy them from another player. Let's look at the Sensor Array. These are manufactured by PlayerX. PlayerX has Sensor Array Construction skill at level 2. This skill is also acquired from same places as frigate construction. It also has a 2% bonus per level. The bonus it can give is targeting speed or targeting range. PlayerX constructs his sensor arrays using minerals which were mined by other players.
So I end up building a ship which might target faster and have a higher top speed than a frigate constructed by a different player.
This is how I thought it should have been. But if you'd heard anything of Tech 2 stuff, most of the things you complain about are in with tech 2 manufacturing....so I've heard.
I like those ideas a LOT.
I'd thought of something along the same lines but it involved specialized BP researching and reverse engineering existing items to give several outcomes (better speed, agility, sensors etc etc).
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |