
Mister Xerox
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Posted - 2008.07.29 20:47:00 -
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Originally by: CCP Wrangler CCP started off that they currently have plans to improve the interface for the science and industry windows, and that they are seriously considering more skills being available for the industry and manufacturing character types. They also plan to add skill requirements to blueprints. The new skills will allow characters to specialize down several branches and yield benefits to specific areas of manufacturing. Hopefully we will see some of these features being implemented this winter.
The introduction of new skills to enable us to use T1 blueprints will unduely limit new players, and be a very solid kick in the teeth to existing industrial characters when they suddenly find they cannot use 70% of their BPOs.
This is a very bad idea.
Originally by: CCP Wrangler Later on, CCP wants to have more item customizability, and bring meta-level into the equation, where special components could be included in the manufacturing process to give a boost to the produced item. Fully dynamic items are a problem, because all item stats are static in the database so variations are impossible.
WHY? Crafting in Eve is already annoyingly complex, now you want to introduce more items and techniques into the crafting mechanic to create things that are already in the game, have been for years, and functioning just fine???
Originally by: CCP Wrangler Eva (CSM Ankhesentapemkah) said that to have variations to ships, the special ship variant could come standard with a rig that influences the stats, a rig which cannot be produced separately and cannot be removed from the specific ship. This avoids a lot of balancing problems as specific rigs would only have to be available on specific ships, and would solve the database problem as all these rigs can be precreated and then applied to the ships to give them variable stats.
If it's a rig that's attached to a specific ship... then it's not a rig, it's just another ship bonus as we already possess, unless you're suggesting that this 'rig' is put into the manufacturing process and built into the ship?
Conversely, why not have all ships recieve their bonuses as a 'control module' that is manufactured with each ship but can then be removed (the control module has it's own DB entry), thus removing the bonuses from the ship. It can then be plugged into any other ship and transfer the bonsues from the first ship to the second. These would be the bonuses, not basic ship details such as base drone bay size, mass, inertia, or what-have-you. It might give the new ship drone damage, or increased velocity, or what-have-you added to the new vessel's basic stats.
Originally by: CCP Wrangler Charlie (CSM LaVista Vista) was concerned with the introduction of new skill requirements; the barrier to entry might become too high and suggested this to be smoothened out.
New skills yet more and more new skills... I would have to say no, please, no new skills for existing content.
Originally by: CCP Wrangler CCP also considered to break up T1 manufacture into individual components, as creating all these objects out of raw minerals is unrealistic.
And adding another layer of 'must build this and that and that and this other thing' just to build a shuttle is unduely complex, upon a system that is already extremely complicated.
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