
PR0JECT 2501
Section Nine
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Posted - 2008.02.06 14:37:00 -
[1]
Firstly, i'm typing this quickly at work, so all you guys who are a real hit with the ladies, please don't flame my spelling etc.
There seems to be abit of debate as to whether any kind of boost is necessary, all i'm going to comment on is how to do it if it is to be done. The answer seems simple as it is a problem similar to one that used to face eve; T2 BPO's. This was that they where basically isk printing devices, with not enough of them to keep prices at a reasonable lvl, and therefor bad for inflation. Whereas T2 bpo's could be held on to and never given up, or taken, at least moons can be taken by force. However, they're only likely to be taken by some large alliance run by the kind of power mad geek that will amass wealth way beyond their ability to use it, simply for its own sake.
What was the solution to T2 bpo's? Invention. This worked wonders for the market, and made the game much more fun, with more people able to generally afford to play the game to the best of the skill ability with the T2 prices reduced to build cost + enough % profit to make it worth it, rather than what ever evil price the bpo owners kept the market at.
So, we need a similar solution for the rare moon minerals, as they are being price fixed to a very high lvl. Fortunately alot of the other more common minerals are being mined more and have become cheaper, which kind of averages it out a bit, but still, its getting worse.
This calls for something chance based that can be done in high sec, and does not need a large corp/alliance to achieve.
My idea is this; Alchemy To keep it as complex as T2 manufacturing, i think it should have 2 lvl's; the first being a type of invention to get a bpc that allows you to react common moon minerals together in a POS into rarer ones. This should use a new type of reactor anchorable in high sec, that can take strange bits of deadspace junk found via exploration as well to improve variables in the reaction. The 2nd lvl of chance after the initial invention would be that the reaction would have a risk of stopping or failing and ruining the batch on its hourly cycle. The deadspace items could be used to decrease/alter the risk in various ways. Also the amount of the final product produced would vary depending on what type of reaction bpc used, and possibly also chance. This would all have to be balanced so the materials used make it a bit more expensive than just mining the stuff, the added expense would be the time and attention it would need to keep going (time you could be spending mining/mission running etc, so counts as an expense)
I'll admit i havent waded through the 6 pages of this post, so appologies if anyone has already suggested something similiar - the kudos is all yours.
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