
Tempus Fugitive
Science and Trade Institute
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Posted - 2007.06.03 03:18:00 -
[1]
1) Drones. Among other things, I'm sad after a ctd coming back to my mission finding my drones 50km away and dying, and nothing I can do but go home and buy more.
2) Mission variety. I'd even like to see a "Box o' chocolate" mission - "We're getting reports of unknown ships in xxx system. Go find out what they are and eliminate if hostile." - you never know what you're gonna get.
3) A Trade Goods system that makes sense. The contract system is already in place, how about expanding it to an NPC market? People on planets need food. Colonists in 0.0 need supplies. Tourists want to travel from system x to system y. I used to play Railroad Tycoon many years ago and it would be fun to have that kind of competition on the scale of an MMO.
4) Clean up Concord. I know this one is big and sensative, but it really makes no sense. A gank squad attacks another player and hundreds of police ships show up, destroy the gank squad and stand by while the gankers loot the wreckage. Then the gank squad goes home in their pods and collects insurance. Here's my suggestions - remove concord's invincibility, reduce the number of ships that appear, but increase the penalty. Make the security hit for destroying a concord ship extreme, like it would be in real life. Also, empower the players. If someone attacks a non-war target, make them a marked criminal and let everyone get in on the action. No docking, no jumping, no log-offski - vigilantes ftw. Last thing, a criminal's ship shouldn't be reimbursed by insurance.
5) Allow system security to be modified by players. If a 0.0 alliance wants to bring trade and development, they should be able to increase the security rating through their own actions. Likewise, piracy and warfare should be able to lower security rating.
6) Planetary Industry. A place for players to invest. This could influence pts 3 and 5 above.
7) More destroyers. How about a 2nd tier?
8) Skill queuing. First, get rid of inactive account training (I'm guilty of this, and yes I'm happy to sacrifice it for queuing). Then, introduce a skill that allows you to queu skills (+1 per level) and another skill that allows you to split learning (+1 per level). What's the real problem with this? If I'm paying for the account I shouldn't lose skill time just because a storm knocked out my power, or your patch is taking longer than you expected, or even just cause I forgot. Throw a dog a bone, ya know?
9) More viable module choices. There are already plenty of modules, how about instead of nerfing the ones that are used, making the ones less used more viable. I'm talking about things like Capacitor Batteries. Why would anyone use the large cap battery (named or otherwise) on a bs, when the worst cap recharger improves recharge rate better for fewer ship resources than the best large cap battery? There are dozens of modules like that, I just melt them when I get them because there is always a better choice for the slot and no one buys them. I also find it annoying that my Domi setup is identical to my Apoc setup for the mid and low slots (aside from the extra cap charger), which is so nearly identical to every other armor tank setup. (I don't consider swapping hardeners to be changing the setup). Anyway, there shouldn't be a best setup, give us some real choices.
10) Get rid of agent quality all-together and increase the impact of system security. Having done missions for three of the four main faction's navies (and looked at the fourth) there are some real weird trends in high-end agent quality. For example, Gallente's highest qual navy agent is in .8, while Amarr's is in .4. I don't remember for certain, but I think Caldari's is in high sec and Minmatars in low. Just doesn't seem right that the risk/reward be mainly based on some nebulous quality rating.
That's all for now, thanks for listening. (sorry it's so long) ----
And no I'm not an alt. |