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Add more randomness to invention!

Author
Acac Sunflyier
The Ascended Academy
#1 - 2014-08-14 01:57:14 UTC
A tech two item comes from an invented blueprint (sometimes original but most likely a copy). The job to invent is based on a formula that is based on skills, item pixie dust, and optional glowy processes. But, ultimately, an invention job boils down to "Will this job succeed or not?" If it does, an inventor knows exactly the blueprint that will be coming out of the cooker at the other end. In all, it's cookie cutter manufacturing.

I think, that there should be more of a randomness to invention other than "Will I succeed? If so, do I become a tech two bpo?" I think, that when you invent, how well the blueprint invents should have more randomness; adding and subtracting from the me or te with decryptors being a guarantee of sorts that if an invent goes bad, the stats will be at least modified by what is available on the decryptor. Meaning, if my decryptor adds +2 to me, but my invent succeeds but poorly so, the me will be at least +2 better than it could have been.

This could allow for more types of decryptors to be added in; one that has good stats but poor randomness or others that essentially let the inventor roll the roulette wheel on the chance of getting a tech two copy that is on par with a fully researched tech 2 bpo.

And, if/when there are invention teams added, you could have some that specialize in positive chance outcomes but add nothing to the end bpc me, or some that add just a little to the me/te but add very little to the chance rolls.

Just some changes that I think would be interesting to the invention game