
Xavier Arron
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Posted - 2004.02.10 12:46:00 -
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Edited by: Xavier Arron on 10/02/2004 12:55:52 The market definitely needs to be improved.
It should be possible to REVERSE ENGINEER items to get the BPÆs, with the time taken based on research skills, attributes, item complexity and some random chance factor.
Corps should then, once they have a blueprint be able to research an item further to increase not only ME & PE, but also the ATTRIBUTES of the module. This would mean that corps can invest research time on specific modules and perhaps become leading manufacturers of certain items. To take this further CORP BRANDING could be introduced so that every item was tied to a certain brand, and therefore corps could get reputations for making the best quality modules of a certain type. E.g. Sony is known for making good quality TVÆs and HiFiÆsÆ.
Items are also too easy to manufacture, specific TOOLS and EQUIPMENT should be required to manufacture different items, so that the setup cost for manufacturing ships or another module is higher. It should also take TIME TO SETUP for manufacture. I donÆt see my local furniture shop selling hand crafted furniture one day, then knocking out cruise missiles the next.
I see this has in part been addressed with TECH 2 requiring tools to make stuff which wear out over time and with the need to train more specific skills. This will hopefully make manufacturing more realistic and more profitable as currently many corps just make everything themselves.
Access to all blueprints should be through market and / or reverse engineering. It should be possible for a small corp to see an item (opportunity) in the market that can be developed further and along with corp branding, item research and skills become a market leader in the manufacture of that particular item, even if it is only a small module. This allows wealth creation through the concept of added value. Highly skilled players in certain areas would also become commodities as they could SELL THEIR EXPERTISE as services.
Currently careerÆs / roles are too limited. ItÆs too easy to become good at everything. For example I should be able to sell my services as say a research scientist. There should be a career path / string of skills that follow on from one another so that training to level 5 in a skill actually means something not just an extra 5% bonus on something. (This has been partially addressed with the R&D skills and other construction / engineering skills).
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