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Player Features and Ideas Discussion

 
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Manufacturing changes and so more stuff

Author
stalwart general
Doomheim
#1 - 2013-12-02 10:04:13 UTC
I want to suggest a change to our manufacturing system.....
Altering the requirements for construction. The value of veld is too low but to high compared to the rest of the mins (just and example) The bigger ships would have inverse quantity requirements for minerals. Maelstrom would require 2332 trit and 13 million meg, 3 million zy etc. Ideally this will drive a higher population to null and low, cut down high sec ganking, increase the risk/reward factor, decrease the amount of large ships roaming around and make them more revered. Along with this making rarer ores available in up to .3 (in small quantities ) goes a long way towards keeping prices from getting outrageous.

Along with this I have a few other idea.

1) For the love of all that is righteous put arrows on the scroll bars. Navigating the chats looking for key information can be difficult if you bar jumps up to high or low.

2) Many of the commodities are not used for anything except missions. Maybe a secondary nature can be added for them to become consumables
2a) Archaelogical dig sites on planets may be a good excuse to make worker or slaves consumable.
2b) Alternative track manufacturing e.g. Workers/slaves+ computer electronics + Bio Gel (thrown them manufacturing plant)...= nanite repair paste.

3) Hidden space - more gameplay for he explorers who feel the game has peaked. Adding static hidden gates that must be scanned for in low security space will give pilots a reason explore again. I would hope these gates would remain invisible on the map even if explored. The idea being to give a sense of the unknown without making it feel like a wormhole.

4) Terraforming- New skill to adjust the available resources per planet during Planetary Interaction

5) New T2 turret ammo to provide a variety in damage type. (adding more combinations of damage types)

6) Mid slot mods to extend the range of smarbombs, low slot mods to increase the damage

7) Increase the strength of ECM mods and drones. (slightly) or take a way the chance based function and shorten the range. Even when you do t enough ECM on your ship to jam the right ship, Its chance based, Warp scramblers and ruptors aren't chance based.....Many of the mechanics in this game seem catered to PVP. I don't know how many players would agree, but I prefer a more indifferent environment.

8) Warp scramblers work on warp drives, MWD, and MJD.... to me this make it overpowered. Can we not have the disruptor applicable to the disruptors. interceptors will close in on the Battleships and re engage regardless. I just think this is something that needs to be balanced.

9) Ping items within containers and ships that qualify under search parameters in the assets tab. I say this because I have ships with items in them, sometimes I forget whether its the one in rens, jita, amarr, or sifilar. sometimes i'm not even looking inside the right type of ship.

10) ) Allow drone types to be mixed withing a group. I can't put a logistic drone in with my warriors.... there are times where that ability would have helped and the extra effort to manage two groups has gotten me killed.

11) Add effects to clothing (+2% Webifier range, +3% Tracking disruptor effectivenes, ETC) Make it worth Something other than a fashion statement

12) More clothing

13) T3 drones. Can be loaded with different types of ammo.. return to ship to retrieve ammo once out
13a) Missle launching drones?


idk... thinks for listening
Jint Hikaru
OffWorld Exploration Inc
#2 - 2013-12-02 10:58:18 UTC
sorry but most of this is just Shocked

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Swiftstrike1
Swiftstrike Incorporated
#3 - 2013-12-02 11:04:55 UTC
Jint Hikaru wrote:
sorry but most of this is just Shocked


I stopped after reading something about a battleship requiring 13 million units of megacyte to build, but only 2000 trit.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Jint Hikaru
OffWorld Exploration Inc
#4 - 2013-12-02 12:51:45 UTC
Swiftstrike1 wrote:
Jint Hikaru wrote:
sorry but most of this is just Shocked


I stopped after reading something about a battleship requiring 13 million units of megacyte to build, but only 2000 trit.


Well you missed some absolute gold! He wants his trousers to grant him +3% Tracking disruptor effectivenes!
(must be a pair of CCP Zulu's $1000 Japanese Boutique jeans)

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.