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frsd
Caldari Red Dwarf Mining Corporation space weaponry and trade
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Posted - 2008.11.16 11:49:00 -
[1]
Edited by: frsd on 16/11/2008 11:49:36 Currently: As it stands Manufacturing and Research in EVE is quite lame. Always clicking the same buttons, inventing stuff that already exists and there being no way of modification of your product leading to that all the same items you produce are always the same in terms of variation.
What should change: Therefore i propose to give Ammunition for the start a certain Quality Level. The Q-Level of the ammunition would be displayed on the bottom right of the ammo icon.
What should it do: The Q-Level of the ammo item would range from 0.00 to 10.0; 0.0 being the normal item without anything improved, 10.0 would be the highest.
Now these Q-Level would change only 1 attribute according to its Q-Level. As an example i will take Antimatter M:
- -50% Range Bonus
- 14 Kinetic Damage
- 10 Thermal Damage
Now we would like to make our Antimatter strike at larger ranges, saying that Q10(highest achievable) would give a 25% bonus that would mean that our charge at that Q-Level would only be giving -37.5% range bonus. Or we could make it do more damage by applying that bonus to the damage.
How it should happen:
Now this is the more interesting part of the idea, i have though of it working a bit different than invention but making it more chance based and skill.
You would start off by having a copy of ammunition X, now as an example i will list some items that could be used to improving the bpc:
Data Sheets, 1 Datacore type(Amarr:High Energy Physics;Gallente:Electromagnetic Physics; Caldari:Rocket Science; Minmatar:Nuclear Physics), R.DB Items, or possibly a new item for this purpose
I have drawn the following diagramm to how the chance/Q-Level proportion should look like: Y axis being the chance in proportion to the X axis being the Q-Level Diagramm
Now as you can see there is a base chance of 50% of the bpc not improving at all, if the bpc fails at improving itself it will NOT return to your hangar, but if it succeeds in improving you can try to improve it a 2nd time, again if it fails it gets destroyed and otherwise not. Also for every improvement the BPC would lose 25-75% of its Runs depending on Q-Level.
Additionaly i want to say that this technique of improving Ammunition should NOT be limited by ISK, but by availability of the needed items and time costs.
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frsd
Caldari Red Dwarf Mining Corporation space weaponry and trade
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Posted - 2008.11.16 14:33:00 -
[2]
Surely this wouldnt be able to get put onto the market. It's marketing would work over contracts.
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Jovoich
Infestation. R.U.R.
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Posted - 2008.11.16 21:31:00 -
[3]
Sounds interesting and all. But maybe alittle ott.
If you put this idea into place for ONLY T1 ammo. It would still leave me with a choice of - 137 type of ammo for my T2 light neutron blaster.
Thanks and come again soon.
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frsd
Caldari Red Dwarf Mining Corporation space weaponry and trade
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Posted - 2008.11.17 12:22:00 -
[4]
Originally by: Jovoich
If you put this idea into place for ONLY T1 ammo. It would still leave me with a choice of - 137 type of ammo for my T2 light neutron blaster.
Isnt it more diversity we want?
But if maybe for the DB and Hangar having 100 types of Quality ammo being a little frustrating, leave the decimal numbers alone. But then again giving less options.
As an additional option for the manfufacturer i came up being able to set a hardcap of Quality to his "improvement"-job.
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