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Player Features and Ideas Discussion

 
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Meta Module Rebalancing Design Proposal

Author
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#1 - 2014-05-01 17:39:24 UTC
So the Design Session at FF suggested a way forward with meta module rebalancing. One of their design hopes was one day having all meta modules be manufacturable.

http://i.imgur.com/BkRq41M.jpg

I think a simple way of going about doing this would have a kind of 'after market upgrading' of modules. There would be a few ways of combining materials, blueprints, and t1 or t2 modules in order to convert modules to their meta versions.

It would be important to create new and interesting gameplay in both acquiring blueprints, and manufacturing off of them so here's my idea:

First, as most of the meta modules come as drops, a simple way of starting the changes would be changing meta module drops instead into component materials for specific modules. This would work differently for each module type.

Meta 1-4 module production:

Use t1 salvage components in small amounts to manufacture (and "research") the blueprints. So you nerf meta module drops across the board, and increase both lootable t1 salvage in hulls, and salvageable chances from wrecks.

Meta 1-4 module blueprints:

meta 1-4 blueprints consider 'bootlegged/pirated' versions of T1 blueprints. They are better in a couple ways than T1s, maybe worse in one (overheating?). But the concept of 'low-meta' modules should carry the 'bootleg' concept into their blueprint acquisition. So make lowsec the area where you can develop these blueprints in unique station service areas.

The formula for research would be [t1 researched blueprint] + [t1 salvage] + [station NPC standings highly affecting cost] + [R.dBs combination that correspond to a meta level] = BPCs of meta mod based on research levels of T1 BPC. Research costs of all meta BPCs would basically be the same (amt of R.dbs and amt of t1 salvage) so the only thing is you change the R.db type to change the meta BPC output. So you are basically 'hacking' these corporate databases for unique information for these blueprints.

The final 'bootleg' idea would involve making bootleg (meta 1-4) BPCs illegal in .8-1.0 space. The corporations would be so restrictive about the use of their intellectual property that in these systems, customs officers would requisition bootleg BPCs (but not modules.

Faction/Cosmos Module blueprints

The core balance idea behind faction modules is that they may be marginally superior to T2 modules in some ways while lesser in others. Gameplay wise, rewarding a committed connection between the rewarding factions and the blueprint acquirers may be the key here. NPC industry research corps, instead of selling faction modules, would sell their blueprints instead.

These blueprints would require LP+isk+enemy faction tags. Each NPC faction may have different tag/material requirements for different blueprint sets (Republic Security Services requires Angel tags (low cost-short runs), Republic Fleet requires Amarr insignia (med cost-med runs, good ME), Boundless Creation requires higher cost material (T4 PI products? many runs-higher ME)) These blueprints would then be combined with T2 modules, plus some T2 salvage, in any manufacturing slot to create faction modules. Savings wouldn't come through ME research but your cost in acquiring the blueprints and T2 modules. So the general rule would be each Empire Race would have a few available BPC ME/TE run combos for each faction module between the different sub-factions.

This could buff faction module availability depending on your pricing, and also buff the risky missioning in lowsec/NPC nullsec where higher LP yields are found. As the safety of secure lowsec areas waxes and wanes, the LP that drives the acquisition of these modules would go up in value pushing more people into lowsec developing interests in securing these areas of space.

Deadspace/Officer Modules

...Still thinking, but maybe, instead of just looting sleepers/officers, involve a kind of hacking of their wrecks. The better and more successfully you hack the wreck the more likely you will get some kind of module from the wreck. Failure = no module. Near loss = module BPC w/ low ME/ or officer tags. Strong victory = high ME BPCs. These BPCs would then be manufacturable with T2 modules + T2 salvage and maybe some advanced components or something fairly complicated like high level PI stuff.
Erutpar Ambient
The Scope
Gallente Federation
#2 - 2014-05-02 02:38:59 UTC  |  Edited by: Erutpar Ambient
https://forums.eveonline.com/default.aspx?g=posts&t=251424

Long ago I suggested just replacing npc module drops with component type loot, and using invention to create the named module bpcs. Seems like an easy yet highly functional change.

Maybe even adjust the loot dropped from player ships to also drop some Meta Component loots too?


They've already dealt with the Mineral Flood from reprocessing loot which is amazing!

The only thing left is to drop the opportunity cost to minerals of using an NPC module instead of a player created module for miners.

I'm excited!!

WOOOOOOOOO!
Mara Rinn
Cosmic Goo Convertor
#3 - 2014-05-02 04:55:08 UTC
I'd go down the route of NPCs dropping "broken faction X" when they blow up. Players would then reverse engineer "broken faction X", perhaps using data cores as part of the process, to obtain a Faction X BPC (i.e.: Domination Gyrostabiliser).

Then have data/relic sites drop faction-specific components. i.e.: if you're in Guristas null sec, you'll often find "broken X" for Guristas modules. In Amarr space you might find "broken X" for Imperial Navy variants.

The trade-off rows listed in that graphic skip overheating, thus there are other features to trade off between T1 meta-0 and T2:

  • Fitting (CPU, PG)
  • Overheating (HP, Heat damage)
  • DPS/damage output (cycle tmes, damage per cycle)
  • damage application (tracking/explosion velocity, range/missile velocity)


Thus a meta-1 might be the "rookie friendly" build, falling into the "Named Fitting" slot that currently exists, with the meta levels falling out as follows:

  1. Rookie friendly (better DPS, lower CPU/PG/HP, higher heat damage), designed for low-skill pilots (who don't have Thermodynamics trained yet)
  2. Brawler oriented (better DPS, better damage application, worse fittings, worse heat)
  3. Sniper oriented (much better damage application, longer cycle times, higher damage, higher fitting, worse heat)
  4. Size-down-target oriented (much better damage application, better heat, lower fitting)


Thus T2 weapon systems can choose various tradeoffs by selecting ammo (fury vs precision vs faction missiles, for example) while a T1 weapon system chooses various tradeoffs in the module. A brawler module would give a similar benefit to T2 + fury, while a Sniper module would give a similar benefit to T2 + javelin, and a Size-down would give a similar benefit to T2 + precise. The catch is that the bonus is decided before you undock, rather than while you're shooting things.