
Destriouth Hollow
Star-Destroying-Warlords Kraftwerk.
77
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Posted - 2016.12.13 14:09:00 -
[1] - Quote
First of all: Let me congratulate CCP for this amazing new improvement for eve online. I LOVE the existance of alpha clones! Reasons are as followed: - New people can try out the game in much more detail and decide what to do later on - These new player provide a lot of additional content for exististing players, for almost all of the existing professions - The additional players that decide to pay later on, provide CCP with funds to improve the game further - A steady playerbase is the fundament for the longevity of Eve online - For casual sporadic pvp-purposes people may even alpha longtime - The restriction in income-skills (pve, mining etc) keeps the impact from beein harmfull to the economy - doubt many omegas (if at all) would drop to alphas, if they would otherwise have continued payment
It's very thought through and balanced. I am often surprised of the solutions ccp provided for handlung issues. Interesting and awe-worthy (:
Little tweak from my side though: PvP in T1-Cruisers should be possible for alphas, with the most basic modules. I view Tech 2 Invuls as one of the most basic modules any T1-shield-cruiser needs. The meta versions has a really low resistance bonus, for remote repping and ist hardly worth the slot. Especially for Invuls the faction-variants are CRAZY expensive (starting at 250mil isk) and may as well not exist for T1-cruiser PvP. I would therefore suggest allowing alphas access to tech 2 resistance modules (especially invuls), as these are among the most basic modules needed to accomplish anything. Otherwise i would really be interested in your reasoning, as to why they shouldn't be included. In case there is something i did not take into consideration.
Pretty much all other bread-and-butter modules for t1-cruiser-pvp are allowed for alphas. T2-weapons would need weapons skill on 5, so the reasoning here is obvious. T2-weapons would be hard to fit with the cpu/grid restrictions anyway. But what's the reasoning behind not allowing T2-resistance modules?
Ah, I just noticed. T2-armor hardeners need a skill on lvl 5, so you didnt want to include these. And you disallowed t2-shield resistance, to keep it balanced? Maybe setting the skill restrictions for t2-armor hardeners to lvl 4 would be the way to go.
Looking forward to your answer. |