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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.05 20:52:00 -
[1]
I donĘt know if this idea has been mentioned before but I didnĘt see it in the forums.
The goal of this idea is to: -Create more variation in the ships and modules we already have available to us. -Add more variation to the ore that can be mined. -Introduced new options for trade in the market -Make holding areas of space more important based on resources -Add another level to buying equipment and using equipment in the field. -Help cut down on macro-miners
The first part of the idea begins with giving materials different grades of quality. The grade of the materials will give either a penalty or bonus to ships base stat. Eg: Pyerite Grade 1 ū10% (lowest grade possible) Grade 2 - 7.5% Grade 3 - 5% Grade 4 - 2.5% Grade 5 no bonus or penalty (which is the standard grade of pyerite) Grade 6 +1% Grade 7 +2% Grade 8 +3% Grade 9 +4% Grade 10 +5% (Highest Grade)
Eg: idea of what mineral effects what stat (though would like to hear ideas if you think other stats would be better.)
Isogen =cpu Megacyte =cap Mexallon =Targeting range Noxium =power grid Pyerite =armour hp Trytainium =shield hp Zydrine = cargo capacity Morphia =speed
Each type of material used has an effect on a ships base stat. Eg: Pyerite effects Armour HP amount. For a stat to be effected, a player would have to use 100% of grade x Pyerite. Once you start building the ship with grade x pyerite you have to use that grade of pyerite to finish it. No mixing with lower grade pyerite.
Here is an example (based on the mineral list above) of an Armageddon (effected stats are the only stats listed) made from all Grade 1 minerals/ Grade 5 minerals/ Grade 10 minerals.
Armageddon (Grade 1 Minerals) Powergrid: 14850 CPU: 436 Shield Capacity: 4922 Armour HP: 5976 Cargo capacity: 540m3 Targeting Range: 58.5Km Cap amount: 4781.25 Speed: 112
Armageddon (Grade 5 Minerals ū Normal Geddon) Powergrid: 16500 CPU: 485 Shield Capacity: 5469 Armour HP: 6641 Cargo capacity: 600m3 Targeting Range: 65Km Cap amount: 5312.5 Speed: 125
Armageddon (Grade 10 Minerals) Powergrid: 17325 CPU: 509.25 Shield Capacity: 5742 Armour HP: 6973 Cargo capacity: 630m3 Targeting Range: 68.25Km Cap amount: 5578.13 Speed: 131.25
Because of this you can build ships that are more customized to the way you fly.
Eg: If you want a megathron to fight up close you might use grade 10 Pyerite for itĘs 5% bonus to Amour HP, Grade 7 Isogen for its 2% CPU bonus so you can swap out the electron blaster for a neutron blaster and for the rest of the ship you might just use grade 5 minerals, or if you really want to cut costs use grade 1 minerals, as long as you donĘt mind the 10% loss to the stats.
Eg: You could use grade 8 Morphia when constructing your assault frig to get that 3% extra base speed. You couldnĘt afford the grade 10.
Eg: Grade 10 Megacyte for your interceptor will boost your cap amount by 5%, letting you run your tackling equipment longer.
Eg: If you just have a really fat wallet then you could use grade 10 minerals for everything to get the best out of your ship. Buying a fully grade 10 ship from the market might be a bit pricey, but that means nothing to the man who can beat someone to death with the size of his wallet.
If this were introduced there would be a massive economic change. It would inspire more competition and the small businessman would have a chance at finding a place in the market building specialist ships. Macro farmers would make less money by farming low sec and would either have to be happy doing just as much work for less or send them out to dangerous areas of space where people would kill you as soon as look at you.
Finally, people who really know their ships and how to use them and fly them and work out every detail for economic benefit as well as making a specific ship do what they want it to do precisely, would really want something customized for them. Knowing your ship well means knowing what stats you need and donĘt need and how to use them.
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shady trader
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Posted - 2007.11.05 21:41:00 -
[2]
An intresting idea and a easy way to control the modifications of the ships (possibly modules/other items as well ?). However I would also like to see more skills needed to produce the improved versions.
The main down sides of this idea is the fact balancing will being a lot more difficult as people can min and max the items abilities more. The other down side is the fact the market cannot handle the possible permitations. You would also have to look at the effects high quality minerals given to normal items compared to faction/ tech2, also some ships will be boosted more then others speficily frigites, they do not all require the full range of minerals so you would get possible inbalances as a result.
Not sure about having seperate new sub ores, it will make targeted mining harder but not stripping whole systems. it would also result in much more micro management of the logistics side having to sort the ores in the correct quanties.
Another way would be to keep the same base minerals but be able to seperate out the mineral isotops/grades into differant grades with say a POS module and skills.
Also some items like faction kit could require a minimium level of minerals.
The no bonus/penality range were you get no modification should not be just one grade for all items, for things like ammo lower grade minerals should have litte or no effect (other wise no one will use the low grade minerals unless they are forced to mine it, other then possibly cheaper suicide ships and mods). This will still provide a demand for the low grade ore but at a cheaper price, possibly reducing the price of ammo.
Not sure how it will help cut down on macro miners as they would just continue to mine the lot.
Could be done as a sort of alternitive tech3 where the items are contract/direct sale only.
Macrointel, the place were the nature order of the universe does not hold sway. Pirates and ore thief's are congrated by carebears for the actions. |
Spoon Thumb
Paladin Imperium
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Posted - 2007.11.06 00:38:00 -
[3]
Similar things have been suggested before. I personally like the ore grading idea.
However...You will note that to sell stuff it has to be repaired and repackaged. When you do that it turns from a unique instance of an item (with extra properties like dmg taken) into a generic instance of that item type that can then be sold, stacked etc.
The problem is that unique customizable ships and modules would be of the former (unpackaged) type with custom properties / attributes, but you would have to re-write the markets to allow for them to be sold on anything other than contracts.
Also letting the players create their own items could cause a near infinite explosion in possibilities on some modules. Great but not so hot for the poor guy trying to balance the game (as well as bringing its own database problems)
It is slated for "when the game is perfect in a lot of other areas and we've added easier and more "bang for buck" / "improvement for sheer manhourseffort" things like re-writing graphics engine (to give you an idea how complex custom modules would be)
Khaldari khanidpublic : RP channel for supporters of the Kingdom
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Quesa Ketahl
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Posted - 2007.11.06 00:52:00 -
[4]
Edited by: Quesa Ketahl on 06/11/2007 00:56:41 I like the idea of customized ships from production. I do, however, believe the improved attributes on the ships should be random and not determined by the ore input. If you want to 'chance' your ore for some better attributes you can, but your result will be random.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.06 18:20:00 -
[5]
Yes it would have a massive impact on the economy. And I think haveing to learn skills to extract the better quality ore is a good idea.
We could have two types of ore: the normal ore that is available now. And ore with the potential to get higher grade ore from and that can be distributed throughout low sec and 0.0
Those in 0.0 will have more logistical and capitalist reasons to blow the crap out of each other than for fun and it would halve the amount of changes if we forget about the low grade ore. The ore with the potential for high grade would be rarer and require industry to appropriate (most of the time) rather than anyone just doing it.
It's true that some ships classes will benefit from this more (simply because they take less ore to make, you can put more on the market) but those ships will start off at frigate/t2 class where the market will probably be highest and level out closer to BS and beyond. I think this will fit in with CCP's trend to boost the small ships. The boost is not substancial, and the price of the high grade ships will probably be alot higher than their standard grade counter parts.
I dont see too much trouble with balancing. I think the balance will stay relatively the same (especially if ore is distributed well) except possibly a slight increase in small class ships and the modules to go with them.
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