
Artmedis Valben
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Posted - 2006.11.17 13:13:00 -
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Industry (lottery and innovation): 1. Seed all Tech 1 BPOs into the game including starbase structure BPOs. The most glaringly missing BPO at the moment is Medium Hull Repairer. 2. Seed tech 2 BPOs continously through the lottery (slowly but surely). It will prevent any kind of monopoly. It will keep the price reasonable as demand for them is continously growing. 3. R&D agents: Change RP accumulation into a more active progress. Make it gradually grind to a halt if no mission has been done for the R&D agent for a week. But make the actual R&D missions more fun and more rewarding (use Datacores as time based rewards). Have exploration missions with hints about where to look. Let the missions give double the amount of RPs from inactive collection. - Change all current static complexes to explorable roaming complexes. Have each complex change location at least once a week but have it stay within the constellation. 4. Invention: gradually make every tech 1 BPC inventable. Make also the option of inventing unique BPCs (similiar to the current named items/faction stuff, or in the way of rig-like bonus & penalty to normal items/ships). Any character that successfully invents something should have a permenent bonus to inventing the same stuff again. 5. Laboratories: Have 20 production lines of each type at each station, and 3 of each kind (ML/PL/copy/innovation) in normal mobile laboratories. Add new mobile labs which specialize in each kind with 6 slots of one type, but only 1 of each of the others. 6. Mini-Professions - Create a host of new skills to specialize in each of the mini-professions. 7. ORE command/capital ships. - A battlecruiser style Barge that augments mining director skills like the the factional command ships. Can fit one strip plus several high slot mods. - A Carrier style mobile refinery that takes a long time to refine stuff and is fairly vulnerable while doing so.
Migration 8. Low-Sec (Risk & reward) - Increase the rewards considerably, i.e., move Level 4 agents to Low sec and introduce level 5 agents there (also R&D agents); make all but the 4 best roid types spawn there. Make low sec exploration sites just about as rewarding as the 0.0 ones (make sure that high sec exploration sites are less rewarding) - Do not allow warp bubbles, but introduce a jump scramber (and make all EW mods counterable on a module to module basis and gradient in effect). This would make gate camps in low sec much different from the 0.0 ones. 9. Hide & Seek - Make large collidable structures, objects and asteroids give cover, thus enabling active manuevering. - Change local into constellation chat. Allow cov-ops to hide while still seeing constellation chat. Allow the possibility to scan through gates to see gate camps by sending a visible scanner probe through the gate. (lower scanning chance considerably). Make every ship scannable (cov-ops obviously the most difficult). So no safe afking in a cov-ops ship. - Have a timer on disconnects, i.e., a disconnected account cannot relog for 15 minutes. So no logging in on another computer for tactical advantage. - Make instas obsolete with the 0km warp to (have a 1-5km error margin on all warps). Have the 0km warp to only an active option, i.e., doesnĘt work with afk travelling. - Make sure that map browser info is delayed by at least 30 minutes, to keep the element of surprise.
10. Variety Have the look of each ship customable (for a fee of course), i.e., change color, add logo, print name etc.
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