
Chalek Furell
|
Posted - 2008.07.10 18:16:00 -
[1]
Edited by: Chalek Furell on 10/07/2008 18:22:31 The S.A.S. dont bake cakes!!!
(Please excuse me if i seem to go in circles. I have trouble explaining things.)
The only problem i have with industrial skills, is that it take alot less time for someone to be in a position to perform manufacture/research than it does to join a fleet and go hunting. It took me 2 or 3 weeks to learn how to use a gun in real life (i'm ex forces), im sure it would take me a hell of a lot longer to learn particle physics.
IMHO, i think a HUGE great wedge should be driven between the Industrialists, and the Combatants.
Skills for Industry should be made longer to train and should also match the prices of skills required to PVP.
For example...
A Modulated Deep Core Strip Miner takes just a month to train for, However, a 425mm Rail gun 2, can take about half a year to train. Comparing a Rorqual and a Chimera for example, the rorqual takes half the time at around 160 days, than its combat counter-part. The Rorqual should have Cap Ind Ship skill with a long list of pre-req's, and the chimera should have cap ship with long list of combat skills. The Rorq should not have to train Cap ships first, but instead Cap Ind Ships being its equvalant for players on the industry path. The 2 skills together cost approx 800mil. Which also means the Chimera/Combat pilots only have to pay half the cost than those struggling in the industry arena. Which mean a rorq is twice as more likley to go pop than a Chimera (no stats to back that up)
Agreed the early stages of mining (as with early pvp stages) should only take a few days, just enough to get people on their feet while deciding what route to take. Once decided the skills should become longer to train.
What would this do to eve? Although there are probably many factors that i may have missed... i believe that by clearly defining the different 'trades', Eve will achieve its goal of moving people out to 0.0 into the allainces and would make for a much more interesting game. Players would have to activly escort their indutrialists instead of the old 'we're gonna go mish/grief...give us a shout if you get into trouble', thus bringing those that CHOOSE industry over PVP in order to provide a well needed service, will not just have the dull grinding sound of high sec to log onto, but will be able to participate in the action and excitment that exists elsewhere.
The fact that industry is specialized would also make for better marketing. The skills required to manufacture would become less common among players and would allow those that spend hours on mining ops, and more months training S&I, to actually make a good amount of profit from the sale of their manufactured goods, as do the combatants currently who are rolling around in cap ships running lvl 5 missions. At present i only know of one person in the game who has never gone below 0.5 and has a full blown indy corp, with a few bil in her wallet, compared to MULTITUDE of combatants who are a plenty, who have carriers and billions. The point im getting at here is that industry holds not profit.
This would also mean that industrialists could afford to run a POS for research and manufacture. Thus lightening the load on the NPC S&I slots, both because the industrialists have their own POS's, and also because it will take a combatant a substantial amount of time to also train for S&I, thus again reducing the number of slots in use.
in summary, it would increase the strategy in eve (protection, logistical strikes), would allow the market to become more 'REAL' (for example, if every company in the world made online games, Eve may not have so many subscribers, or at least it would be harder to compete), it would draw players to get involved in the allainces/0.0 wars and strategies, it would promote teamwork and tactical play, reduce the waiting time for S&I slots, reward those who choose industry, trade agreements for example, and maybe lots more. 
|