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Letrange
Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.05.21 19:42:00 -
[1]
Congratulations on getting on the council.
Fixing that Double Vote Implementation bug would be nice.... Removing the NPC sold modules entirely would also be nice. Get that all over to the player manufacturing base. Except for NPC goods, if it's usable by the players it should be built by the players (towers and pos modules anyone?). Insurance - remove NPC based insurance make it mostly player based.
Some depth to T1 manufacture would be nice - not going to the extent of T2 with moon mud, but having ship manufacture components and stuff would deepen the manufacturing stuff a bit without driving it completely off the edge.
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Letrange
Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.05.23 17:16:00 -
[2]
Oh just thought of an other one:
- The ability to destroy shares by vote. There are a few reasons to do this. From correcting an "oops" to the folding down of part of a project.
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Letrange
Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.05.24 12:19:00 -
[3]
Originally by: Shar Tegral [justify] Originally by: Letrange - The ability to destroy shares by vote. There are a few reasons to do this. From correcting an "oops" to the folding down of part of a project.
Trim this down to "destroy shares in possession" and you have a winner. "By vote" could be used punitively. However as the owner of the shares, possession being the major factor, you have every right to sell or destroy the shares in question.
For the example you showed, just transfer the extra you accidentally voted into existence to yourself and destroy them.
Actually I was thinking in the possession of the corp more than of yourself, but your right, only those some form of possession should be eligible to be destroyed by vote.
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Letrange
Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.05.27 12:48:00 -
[4]
Here's a suggestion for the loot issue:
1) get rid of generic tech 1 drops.
Everyone seems to suggest that one, but I got to thinking, it would be much better if there was more industry between the loot and the usable components. This got me thinking.
2) instead of dropping named items drop named item BPCs or better yet drop mashed up named units that need some other industry skill to make them usable. You could even make this very interesting since you could make these refine into LESS minerals than the full module - thereby reducing the influx of minerals onto the market from loot, but still allowing named modules.
Dropping named item BPCs would be the easiest to implement. Developing a new skill set that allows repairing of damaged named modules in some maner would probably be more dificult from the game design perspective but would make things more interesting.
The whole point is to put the industrialist in the loop between loot and usable modules - like we are for the rigs.
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