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Player Features and Ideas Discussion

 
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Research/Invention Expansion(s) - Important Considerations

Author
Sjaandi HyShan
Overheated Industries
#1 - 2014-07-26 15:12:51 UTC
Production Skills need a Re-balance
I know that the main industry patch is done and CCP is moving onto Invention/Research, but I think this would be a good time to look at the production skills.
The ship construction line of skills still dates back to before the tieracide initiative and should be changed to reflect the SpaceShip command skills' progressions. Also, I think it is weird that it is possible to be able to build every T1 item in the game (or nearly) with Industry I. It would make sense to make Industry allow ammo at level 1, modules at level 2, and then level 3 already unlocks Frigate Construction so that's fine. Industry IV and V could allow T2 ammo and module manufacturing, respectively.
The construction skills should be reworked to allow T1 at level 1, faction at level 2 (from BPC at Loyalty stores), Cruiser Construction etc. at level III, with levels IV and V of each Tier unlocking the T2 (which is consistent with specialization). Battleship Construction III should unlock Capital Ship Construction, with the T2 BS being moved to levels IV and V, thus making BS Construction V not useless (same with Industrial Construction IV and V).

Player-Made Meta Modules
Once these are allowed, it would be good to remove these from mission loot, and just give ISK (or things like metal scrap with approximate equal value) and salvage. With the reprocessing nerf, there is no need to use missions as mineral sources (which devalues mining anyway), and no reason to have them produce meta items, as that would devalue player industry.
It is good that they are planning on tieraciding the modules, because without doing that making them player built would be nigh impossible for balance reasons. This is because Meta 4 should be harder to produce than T2, and thus more expensive because they are often equal to in performance but better in fitting.
Patrick Yaa
Royal Amarr Institute
Amarr Empire
#2 - 2014-07-26 16:34:06 UTC  |  Edited by: Patrick Yaa
The production skills re-balance seems reasonable. Although, for unskilled/new pilots this would pose a barrier to get into the high levels of general industry, to first have to go through all of frigate and cruiser construction to get to BSes. I mean... it is the same with the ships, but you can make a big difference in a 3h skilled frigate, but you can't do high grade industry with zero skills, which might have to be considered.
(I'm not against the changes you propose, I actually think they are quite good, I'm just trying to find reasons against it for the mental exercise ;) )

For the Meta Modules:
I can't remember right now, but didn't Fozzy say, that meta modules are gonna be produced by players anyways in the tiericide of them? maybe someone can't find a point in the video where he said that...

//EDIT: Found it : *klicky*, he says they're gonna be producable around 45:30