
Prometheous Light
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Posted - 2008.11.15 22:27:00 -
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Edited by: Prometheous Light on 15/11/2008 22:28:43 I think that this will add a substancial dimension to the game. We can already customise our modules, and to an extent modify the basic attributes of our ships, ie speed, power grid etc, but it confused me as to why when you purchase a ship it already had systems pre installed into it. I guess it may be because of technical limitations of the game. By providing these aditional modules it will make the game significantly more varied, and more varied means more server calculations. Or to make it easier to create ships, which I agree with at least for new players but not for more experianced players.
And it will be interesting how modules combine. At least in my opinion, for example, when you purchase a hull of a ship it may have an aerodynamic attribute from its design, which partly determines speed, and an agility attribute from its engine mountings, which partly determines how fast you turn, and then you have to combine the hull with a choice of engines, each with unique thrust and agility attributes to create strengths and weaknesses. These would combine and determine your overall maximum speed and maximum agility, however this is reduced as you add more modules, which adds more weight to your ship.
This would make customising your ship a much more involved process from the ground up, however I agree with previous posts that modules will have to be limited to certain ship so that battleship class modules do not end up on frigates, which is simple enough to do by classifying the modules to a particular class of ship. Another more interesting method would be to give the hull a total volume limit, and the modules volume requirements, and then if people are silly and place an oversized engine onto their ship, clearly out of their class, it will leave very little space for any other items.
Another feature I would like to see is an overhaul of the properties system for modules. I find that, for example, the Optimal Range, and Accuratcy Falloff properties for weapons so inadequate having unrealistic FIXED values, even if they are calculated in more detail on the server. I would like so see a graph detailing the weapons range and accuratcy, so I can see that at 5km my accuratcy is 87%, but at 10km if falls to 13%, and that at 3km its damage is twice that at 5km. This will allow people to customise their ships to match their styles of fighting. Another perfect example is for the asteroid mining modules. The description for all of the modules are inadequate, and as someone with little experiance with them I have no idea what the difference between them is, and the only way to find out would be to experiment. The only thing you can tell from looking at them are things like range, cpu usage, power useage, but it would be more useful to have clearer descriptions so that if one could mine a certain ore, but not a different ore, then you could see without purchasing it and testing it out.
It may seem like I complain a bit, but trueth be told I do love EVE, and while these are my ideas, and thusly (C) to me, I am just suggesting things that would make it more enjoyable to play. And while others may not like the ideas, or if there are better ones out there, or if there are limitations on the servers, then I understand, but if it could be done, why not? |