
Muaddid
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Posted - 2003.06.18 19:48:00 -
[1]
Well IMO it SHOULD be complex, with multiple skills and ultiple ways of improving items. And it should be hard. EX : to reduce cpu usage of a said module or increase the cpu of a ship, you would need the Electronics Research skill, which would need research and electronics both at lvl 5 (thats about 17days of training just for that, already limits the number of players who would train for it by a big margin, and then un eed to train the skill, which would be like rank 7... Researching should be a profession, not a side-thing
There could be eletronics research, engineering research (req lvl 5 engi & research) for powergrid usage and powergrid of ships, gunnery research (req lvl 5 gunnery) for increased dmg mod on guns and ammo dmg, sharpshooting research (lvl 5 sharpshooting) for range, motion prediction research (motion prediction lvl 5) for weapon range and ammo range, navigation research for ship speed and ODI/AB bonuses, mechanic research for ship cargo... i think you got the point... yes it would need major skil learning, but ud expect researchers to have learning skills to lvl 4 minimum so it would help :P
The skills themself should (allow the said research of course) but also decrese the research time by 10% per lvl, making specialized researchers even betterā The beneficts would be great as well, lets say for a cruiser, it takes 66h to do the current "researchs", well it should take 3 times as much to do a single level of the item researchs, lvl 1 giving 2% bonus, lvl 2 giving 3%, lvl 3 giving 4% lvl 4 giving 5% and lvl 5 giving 7% bonus, for a total of 21% bonus to the said cathegory, BIG bonus ! For a lvl 3 researcher of that cathegory it would take 29days. long and expensive things but what could you do with 21% more cpu on your cruiser ? ;)
**Not saying this would have to be the actual numbers, it would need balancing but it gives you a good idea of what im seeing**
Obviously, a BP could make an item/ship particulary powerfull, with such bonuses, but by the time the item would have 2-3 major researchs done on them, new tech lvl items would be out, helping balance the whole thing :) Now i know what ur thinkingā you're saying "how are we supposed to see the difference between plain ammo and researched ammo that does 15% more smg ? Well i thought of that too ;) When a BP would be inserted in the research lab, the guy could decide what the BP that will exit the factory be named (while being restricted of the tech lvl names, Thorax Mark II would be valid, but Improved AM M II or Quantum Thorax or m0o uber Maller would be possibilities, and would add what many ppl have been waiting for... Branding :)
So how would this solve the too big market problem ? Simple, when you click on an item on the market, for example, the thorax, it would open another layer showing different models of improved Power Diagnostic I : the normal version and different versions people made and produced !
Maybe im dreaming, seeing how it wouldnt exactly be a 10 lines of code :P but it would completly add a new proffesion, corp distinction with branding and would help the market as peopel would want the lastest version of gun made by XYZ corp, creating a similar effect wear-and-tear would have, and wouldnt totaly block new players, as they could, with the introduction of new tech items, start on the same level as the other researchers... i can see it already..
"Breaking news ! The Amarr navy makes major improvements ! New version of ships are introduced ! The Gallente Federation does not stand still, improved versions of cruisers exits the factory !"
Yeah ok ok im dreaming, but this is what this board is for :P
*edit* damn did i wrote all this ? heh longer than i thought :D
Edited by: Muaddid on 18/06/2003 19:49:05
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