| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Riley Craven
Caldari Copacetic Corporation
|
Posted - 2007.08.28 22:10:00 -
[1]
I was curious about the Cap tractor beam cost and so decided to look at the bpo... thought to myself at the same time, great another module CCP will have to add to the compression items list to nerf... but then I saw the bpo.
It doesnt require that much trit or prye, but in proportion uses alot of high ends such as iso, nox, and zyd. This will keep the cost high (not to mention the VERY stupid price of almost 400mil for the bpo (which in comparision is stupid to other cap mods suchs as cit torp launchers etc.)
In any case, for the modules that arent produced by NPCs and are great compressors (i.E. Doomsdays and JPG) adusting the build cost to use more high ends than low ends will not only make it less desirable for compression but keep the cost inline (assuming you use average prices etc and you add 1 zyd for couple thousand trit or whatever)
Thoughts...
|

Riley Craven
Caldari Copacetic Corporation
|
Posted - 2007.08.29 14:25:00 -
[2]
Anyone?
|

Arrs Grazznic
FireStar Inc FATAL Alliance
|
Posted - 2007.08.29 15:36:00 -
[3]
Rebalance the packaged size of all items to reflect mineral content, make maximum refine 80% or 90% of build materials for all items and create super-dense low end ore in 0.0 to encourage low end mining (i.e. a Veld 'roid with 10x trit per m3 than in empire).
The size and refine nerf would not be popular (hell, I wouldn't like it), but it would be consistent across all mods. Personally I'm not keen on just nerfing the 5:1 compression ratio items -- best to do to everything. Would probably also drive up mineral prices.
Cheers, Arrs
FireStar are now recruiting
|

Alora Venoda
Caldari GalTech
|
Posted - 2007.08.29 15:54:00 -
[4]
Originally by: Arrs Grazznic Rebalance the packaged size of all items to reflect mineral content, make maximum refine 80% or 90% of build materials for all items and create super-dense low end ore in 0.0 to encourage low end mining (i.e. a Veld 'roid with 10x trit per m3 than in empire).
The size and refine nerf would not be popular (hell, I wouldn't like it), but it would be consistent across all mods. Personally I'm not keen on just nerfing the 5:1 compression ratio items -- best to do to everything. Would probably also drive up mineral prices.
Cheers, Arrs
1. only apply the refine nerf to items that players can build. 2. put more named items in rat loot instead of T1 versions, so that mission runners are not as affected. 3. increase mineral yield of some named items which yield far less than the normal T1 version. (ie- passive targeter)
alternative solution: put some flag on an item if it was built by a player, otherwise don't nerf its mineral yield.
~~~~ ~~~~ ~~~~ Take away the risk and it would make flying around in space utterly pointless.
Take away the flying around part and you make EVE into a space themed spreadsheet application. |

Cardice Makar
Caldari Dark Knights of Deneb Against ALL Authorities
|
Posted - 2007.08.29 17:12:00 -
[5]
Originally by: Alora Venoda
Originally by: Arrs Grazznic Rebalance the packaged size of all items to reflect mineral content, make maximum refine 80% or 90% of build materials for all items and create super-dense low end ore in 0.0 to encourage low end mining (i.e. a Veld 'roid with 10x trit per m3 than in empire).
The size and refine nerf would not be popular (hell, I wouldn't like it), but it would be consistent across all mods. Personally I'm not keen on just nerfing the 5:1 compression ratio items -- best to do to everything. Would probably also drive up mineral prices.
Cheers, Arrs
1. only apply the refine nerf to items that players can build. 2. put more named items in rat loot instead of T1 versions, so that mission runners are not as affected. 3. increase mineral yield of some named items which yield far less than the normal T1 version. (ie- passive targeter)
alternative solution: put some flag on an item if it was built by a player, otherwise don't nerf its mineral yield.
Easier solution: 1. Remove all T1 [buildable] items from loot tables. 2. Massively increase the mineral contents in named loot items. 3. Massively increase the loss percentage on recycled materials.
End result: it doesn't make sense to build/refine. Missioners still get loot to refine.
Side benefit: "That Officer dropped a Miner I" suicide rates decrease slightly and are replaced with "That officer dropped a <named basic miner>".
Honestly don't know if this would work... but it might be a plausible solution.
|

vanBuskirk
Caldari
|
Posted - 2007.08.29 17:23:00 -
[6]
Originally by: Arrs Grazznic Rebalance the packaged size of all items to reflect mineral content, make maximum refine 80% or 90% of build materials for all items and create super-dense low end ore in 0.0 to encourage low end mining (i.e. a Veld 'roid with 10x trit per m3 than in empire).
The size and refine nerf would not be popular (hell, I wouldn't like it), but it would be consistent across all mods. Personally I'm not keen on just nerfing the 5:1 compression ratio items -- best to do to everything. Would probably also drive up mineral prices.
Cheers, Arrs
Making packaged size reflect mineral content would make looting BS wrecks just about impossible. It would also make it just about impossible to move stuff for sale - the minerals in a 425 rail, for example, take up about 1500 m3.
So stuff would have to be made where it's going to be sold, and it would be necessary to buy all the stuff you fit on a ship on-site; no shopping around, and there is another problem. Since the ammo production time nerf, the queue for factory jobs in mission hubs is ridiculous - for example, the queue in Dodixie is about 36 hours on average now. This would only increase.
---------------------------------------------- "Violence is the last refuge of the incompetent."
|

Alz Shado
Ever Flow FREGE Alliance
|
Posted - 2007.08.29 17:25:00 -
[7]
Edited by: Alz Shado on 29/08/2007 17:33:07 It's a complete market nerf for an industrial problem. The real fix would be to implement a T1 component tree similar to the way T2 parts require processed materials and constructed components. This way, low-end components can be built in empire, and their "compressed" nature would allow them to be more easily transported to lowsec manufacturing sites where the high-end components could be constructed on site and combined to make the final item. When reprocessing, dissassemble the units back into the raw material, not the pre-constructed components.
Eg. 1000 units of tritanium (10 m3) = 1 Tritanium Sheet. (5m3) 10 Tritanium sheets = 1 Shuttle Reprocess the shuttle, get back 1000 units of tritanium.
|

Cleopatrra
Gallente Swag Co. Endless Horizon
|
Posted - 2007.08.29 18:36:00 -
[8]
Originally by: Alz Shado Edited by: Alz Shado on 29/08/2007 17:33:07 It's a complete market nerf for an industrial problem. The real fix would be to implement a T1 component tree similar to the way T2 parts require processed materials and constructed components. This way, low-end components can be built in empire, and their "compressed" nature would allow them to be more easily transported to lowsec manufacturing sites where the high-end components could be constructed on site and combined to make the final item. When reprocessing, dissassemble the units back into the raw material, not the pre-constructed components.
Eg. 1000 units of tritanium (10 m3) = 1 Tritanium Sheet. (5m3) 10 Tritanium sheets = 1 Shuttle Reprocess the shuttle, get back 1000 units of tritanium.
I actually kinda like this idea. It adds more to the actuall building process yea but actually seems to make more sense if you think about it. I mean anyone else find it kinda wierd that you gather a pile of minerals and a bpo/bpc through in through a factory and end up with a ship/mod. Oh hey or perhaps keep the old way but add this method to speed up or enhance the building process in some way. really think your on to something with this Alz.
Swag Co.We Build the stuff you Steal |

Riley Craven
Caldari Copacetic Corporation
|
Posted - 2007.08.29 19:48:00 -
[9]
Originally by: Alz Shado Edited by: Alz Shado on 29/08/2007 17:33:07 It's a complete market nerf for an industrial problem.
How is my solution a complete market nerf? The only reason the mods I mentioned get built in such quanities is because of their ability to compress alot of low ends. If you take away that ability the only time they get built is when they are needed.
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |