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Ideas to un-nerf industry minded people

Author
Mrs Industry
The Regency
The Monarchy
#1 - 2011-11-27 22:45:06 UTC
I've been playing this game for many years now and for some long have felt that research and industry in general is lacking depth. For many industry minded people “care bears”, null sec is almost impossible to get into, simply put no one wants people who just do industry, null sec is all about fighting. Hopefully with these ideas industry and the game as a whole will benefit from a more in depth approach to industry.

There are 3 main reasons why null sec alliances don't want people who just do industry.

1. The amount of skills needed to get at 100% efficiency to make anything in game is pitiful, I can make everything in the game at 100% efficiency in just a month or two...in comparison it takes many months to be able to do a level 4 mission with any sort of efficiency.

2. Second, all of industry and research is passive, which means you don't have to do anything, if you have the materials and the bpo/bpc you just put it all in a factory, wait a while, than pick up your item(s).

3. Research and industry as a whole is only about making an item the fastest and cheapest, which leads to a market that is one dimensional. It doesn't allow for any sort of change or customization of items that we can make.

The possible changes to the gameplay to “un-nerf” industry and help create an economy that is not just about combat but also one that is about not just setting up empires but the ability to make them as well.

1. The amount of skills for industry is far too small, it would be great if CCP added a ton more skills to help people specialize into a certain field of industry, have more skills for making ships, modules, rigs, ammo, ect. Add skills for making stuff on PI and just about everything else. As of now this game is catering to PVP minded individuals, basically a PVP alliance is able to make just about anything with almost no skill allocation needed for production.

2. With all of industry and research being passive this game mechanic also caters to PVP minded alliances yet again because they could be turning out thousands of ship/modules/ammo to wage war without spending over 15 minutes for each individual. With active based industry and research systems those null sec alliances will NEED to have people that only do production and research or they will need to ship everything in from empire space or low sec.

Since production and research will be active and not just a passive money maker for all of Eve this active system would benefit from more skills in the industry training skills so you can make just about anything faster, more efficient, and even with a higher quality.

3. Right now industry is about making items faster and cheaper, it would be very interesting to add a third element, quality, to the mix. With quality added to all bpo's/bpc's the industrial minded individuals in Eve will have control on what they make, if you want to make 100,000 rounds of training ammo for a custom order for a null sec alliance doing training missions or making 10,000 very high quality but expensive torpedoes for a corp in null sec doing strike attacks against enemy capital ship fleets, the possibilities are endless. This added variable to the production process will make corps and alliances want to set up custom jobs for ships, modules, ammo, ect.

The math equation why industrial people “care bears” are not in null sec is because (Almost no skills needed for industry) + (Passive industry/no time needed) + (No customization of items/orders) = Industry based characters will have no place because PVP'ers with 40+ mil SP have industry skills at least to make what they need. Please provide constructive feedback, thanks. I already know PVP'ers and null sec pilots will hate these ideas. They won't be 100% self sufficient anymore with these ideas.
Venus Rinah
Arcanum Industry
#2 - 2011-11-27 23:16:33 UTC  |  Edited by: Venus Rinah
I did have an idea once about the use of research and having an influence on the game as a whole and also being a political/strategic empowering aspect of the industry role.

The idea would be to have a skill with levels that you can train periodically and hold it in reserve or banked in preperation for projects done by CCP.

Now I'm not saying that it would be a tool to influence how CCP runs their business and all development, no no no, that would be impractical and poor buisness sense. But if lets says periodically for development purposes there might be 5 items needing a decision by CCP on where to invest focus then these stored levels in training could be used as a "voting" tool to support a particular idea. And they couldn't be game breakers or significant development, but "stocking fillers" I guess.

So CCP would propose into the game a list to vote for in a set period by them, and any industrialists with finished levels in this skill trained have the option to vote what gets developed. In this sense the combined efforts of mutual research within the game has an influence on the dynamics of new "stuff" a little. And gives more definable purpose and meaning to the term "research" in the process. This would raise the significance of the industrialist as they are now also a useful aid in influencing in a democratic process some change to game mechanics, items etc.

Each completed level in the skill adds a voting unit. And like strategic cruiser kills and their skills once used in a vote the SP would be removed for those levels used and the skill training amount reduced accordingly. Thus any partially trained skill levels wouldn't count in the vote, but the SP wouldn't just be lost.

I realise ISD does have some role to play here in this, and there may be a conflict of interest. But principally it's only for some smaller development items of CCP's choosing and imho players would likley appreciate the potential involvement and be a big Boon to CCP in accomodating it.
Mrs Industry
The Regency
The Monarchy
#3 - 2011-11-27 23:20:52 UTC  |  Edited by: Mrs Industry
That's a cool idea, would be interesting to see. I am starting to get tired how Eve is only about PVP and combat now, the people representing the player base are all PVP'ers and it just seems industry people are just left in the dust because of game mechanics and having no voice for industrial game play.
Naomi Knight
Ministry of War
Amarr Empire
#4 - 2011-11-27 23:45:10 UTC
The problem is it is repetative and needs 0 player skill , also due to easy transfer alliances doesnt need anything to prod themselves just buy and transfer.
Sigras
Conglomo
#5 - 2011-11-27 23:53:48 UTC
I also would like an expansion to the industrial side of things . . . there really should be more divisions of labor in the game . . . that way there would be an economic as well as a military reason to join a corporation
Grumpy Owly
Imperial Shipment
Amarr Empire
#6 - 2011-11-28 10:37:56 UTC
The pseudo-research to influence development could be really interesting. Unsure wether CCP would really go for it, but can hope.