These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Booster ideas

Author
Wolf Kyosuke
Garoun Investment Bank
Gallente Federation
#1 - 2014-04-20 13:43:21 UTC
After trying to help a couple of newbro's out with drug use, I realized something that could be done to make them easier for new users to find the gateway drug that they're looking for. Please see Exhibit A. After reading the short paragraph in the market window, most new drug users are left wondering what the hell this booster does. At which point they go into the show info and are greeted with this window, Exhibit B, which apparently tells them that, for the bonus they do receive, there is a 30% chance that they will receive a 25% penalty to Armor HP, Shield HP, Turret Falloff, and Missile Velocity. Rather than a 30% chance that they will receive a 25% penalty to Armor HP, a 30% chance that they will receive a 25% penalty to Shield HP, and so on and so forth.

One immediate solution is already present. Please see Exhibit C. Right from the market window, you can tell exactly what Quafe Zero does. Now for other boosters, you could just as easily add a second line 'Possible Side Effects' and then list the respective side effects that are associated with the booster. Within the Show Info window, you could also put the side effect penalty and the side effect chance in a table, Exhibit D, to better depict the idea that each side effect has a 30% chance of happening.

Likewise, if the values in show info could accurately reflect duration, as well as the chance and severity of side affects after skills/implants have been applied that would be wonderful. At present, you must rely on out of game tools to know the true values for side effect chance and duration. There may also be a point to be made about grouping and listing boosters by strength as well (as is done with other items) on the market. For example, have the boosters listed as synth, standard, improved, and then strong to more clearly indicate to new drug users the progression and severity of bonuses and side effects. Finally, if the language could be unified, i.e. have all bonuses label as a bonus or modifier, that may help with newbro's get into the abusive world of drug use.



While we're on the topic of boosters, and now that I have gotten past the main crux of my post, I would like to also toss out the idea of adding a few more slot 3 boosters as well. Admittedly, this idea is more spur of the moment and so I haven't hashed out my thoughts quite as well as I would otherwise like to. My initial thoughts, however, are to add boosters that impact ewar (optimal, falloff, and possibly strength), speed, and cap warfare at the possible expense of things like HP, cap recharge, resists, sig radius, align time, number of targets that can be locked, module cap use, etc.. Again, I haven't fleshed out this idea as well as I would like to, but wanted to at least try to get a conversation going on the topic.