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Player Features and Ideas Discussion

 
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Some FW related ideas

Author
Generals4
#1 - 2012-08-14 11:20:15 UTC
Ok, let me first start off by saying i won't address plexing because i believe it has already been done to death. [:

This suggestion will be more about systems upgrades.

I would first like to note i like the idea of system upgrades to affect docking restrictions, industry, etc. However this still leaves one problem. Why would you keep systems without stations upgraded?

I actually feel like system upgrades can be a great LP faucet to counteract the flooding of markets with navy stuff but there are a couple of issues.

1st: the way systems lose upgrades. I think we can all agree that dumping LP in systems that will be downgraded by gunless frigates is just a waste unless it's LP-dumping-day. Why not make it so you need to pew-pew something to downgrade a system? This could be done through the spawning of some sort of mini i-hub (with much less HP) everytime the system has been plex'ed enough. Instead of the system being automatically downgraded after you cap X plex's you'll have to pew pew a small bunker (would reward an appropriate amount of LP). Than once the mini i-hub is bashed the system loses a level and the "plex countdown" starts again (not sure how else i should call it).

Do mind that would could be done to counteract the higher difficulty of downgrading system is increasing the upgrade cost.

2nd: When it comes to stationless systems what about making it so that when it's upgraded to lvl V a beacon pops up with a small militia outpost. This small militia outpost would have a Special Agent handing out "special" missions.
Now i did say "special" not "lololol unbalanced source of iskies". This special agent would hand out all kinds of missions and all kinds of fun/special rewards. And each player can only accept one mission per day. (you can also only refuse one per DT)

Now to illustrate what kind of missions this would be (these are just random examples):

Example 1: "My outpost has been damaged by a gallente raid, i need you to bring me materials to repair it"
Objective: Bring 100k tritanium to the base.
Reward: "Lolimplant" (increases the amount of damage done by caldari rockets by 3%)

Example 2: "Oh my god, the wretched federation has arrived to take over this system, defend it at all cost!"
Objective: Go to the beacon which just spawned and kill the Federation General and his guards! This mission will expire in 2 hours.

This mission would work as follow: There are five (or more) spawns and during each spawn you need to kill the Gallente officer and his guards to trigger the next one. Obviously each spawn becomes stronger and "blitzing" (if you can call it that considering i was thinking about a last spawn which consists of only the officer and like 20 guards) would cause some trouble. Meanwhile the system becomes green on the militia screen to make everyone aware someone is doing a long mission in the system (because this mission is meant to be long) and that he is using at least a BS (these type of missions aren't to be soloable by anything weaker).

Reward: "Lolasifthismodulewasn'topenoughalready Caldari Navy Medium Ancillary Booster". (in this case yes the reward is pretty damn good but that is also because the mission actually has risks attached to it, now i took a NASB because it is unique which would be the purpose of the rewards of these missions. But anything else useful and unique could work.)

Also i would like to note the AI of the NPC's in all those missions would be the sleeper AI to avoid any speed tanking alts to severely alter the difficulty of the missions.


These were my two small ideas. Flame on.

_-Death is nothing, but to live defeated and inglorious is to die daily. _