
Zimmer Jones
Aliastra Gallente Federation
306
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Posted - 2015.10.13 02:23:46 -
[1] - Quote
Obligatory Chloe Reference: https://forums.eveonline.com/default.aspx?g=posts&t=119995
Revamping logi, power creep Battleships into awesomeness again, add more danger to riskless tasks.
cosmetically:
garish neon signs for whatever replaces outposts. I'm talking vegas strip garish.
Camo/pattern paintjobs available in any psychedelic combo you can imagine for the special snowflakes.
space gas station/diner combos, dammit.
You are content to be content. This is not a jedi mind trick, you're just the game
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Zimmer Jones
Aliastra Gallente Federation
308
|
Posted - 2015.10.17 21:41:26 -
[2] - Quote
A few from my bad idea pile, fleshed out:
(skippable part begins)
IIRC, and I'm too lazy to re-fact check, in ancient china regional governments had different standards of cart wheel widths, and many of the roads for commerce had ruts to enforce the regional cart usage. This meant that merchants had to move all their goods from one type of wagon/cart to another in order to ship goods further. The other option would to be to sell lower at transfer point. So... (End muzzy history recollection)
#1): Bring in more gates, dozens at least, but have mass limits on them to let smaller ships traverse space faster not just through warp, but have more options for gate access, bypassing idea #2.
#2): Highsec routes connecting highsec empires without going through low sec systems have Mass limitations keeping freighters/orcas from taking only the highsec route. This will limit the movement of bulky freight, or inflate the cost of shipping to megahubs like jita by using jump freighters to minimize the dangers. Regular freighters become racial-empire movers, jump freighters are for crossing borders. freighters can still get through, but have to take appropriate risks. This opens up a more level hauling for lower SP characters.
3): smaller haulers will be able to get through the highsec routes, so some bulk cargo can still be moved, but not in as great quantity.
4): Extra hauling contract options and rewards for speed, distance, and partial completion( not my idea, but i like it). Time limits for speedy delivery bonuses, Distance Limits for paying per jump closer to destination, the ability to abort a contract and still receive partial payment based on % of total contract mass moved and light year displacement (not distance, hauler could just jump around in circles to get a longer "distance" partial payment if a contract is aborted.
You are content to be content. This is not a jedi mind trick, you're just the game
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