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Bring back bloodlines

Author
PopeUrban
El Expedicion
Flames of Exile
#21 - 2016-10-24 21:28:18 UTC
Tiberius NoVegas wrote:
Gadget Helmsdottir wrote:
Tiberius NoVegas wrote:
I miss when choosing a different race actually ment something. I like the idea of them starting out with different status, but allow remapping change as if there was no difference, as in the status difference are really just superficial and just a starting point. what i would really like to see are minor racial boost that make your character slightly more profecient at certain task. It would make the most sense to give each race two seperate bonus, one combat related and one non-combat related to help keep it even. examples below.

Ni-Nunni: 5% reduction in tax cost, 5% reduction in armour repair cycle

Civire: 5% boost to probe scanning strength, 5% boost to targeting speed

Gallante: 5% boost to Drone HP, 5% reduction to LP store cost

Vherokior: 5% boost to logistic modules, 5% boost to cargo capacity

This is something i just threw together, im by no means saying this has to be it.

A lot of people may hate this idea but lets remember that EVE is a game. a MMO where you assume the role of the character your playing, this is simply a way to enchance the concept of different characters. If we didnt want characters to be different then whats the point of choosing a faction, or even having factions at that point. While i know this idea will go no where, i like to the idea that my character creation choices actually mean something and im not jsut creating another cookie cutter character like everyone else. Just a way to personalize my character and really make it feel like its my own.


This one I'm completely against for reasons stated in my above post.

That said, you can personalize your character. Nothing is saying you can't.
The problems begin when the game gives you a "choice" that cannot be overcome by another means.

The old way of bloodlines gave a few points in attributes (actually leadership skills) that could be off set by learning all the skills to max. Yes, that means that all characters that have been Ironbanked will be exactly the same, but that was alright since (before SP boosters) no player was going to have a maxed out character before the heat death of the universe. This ensured that most characters had a few "mistakes" built in from the player learning the ropes (7 mil SP on mining?! or yes I can pilot a Minmatar Indy, but why would anyone want to?).

Each character was unique at the time. Many vet characters became to look the same for what was important to the player i.e maxed out mining toons or maxed out frigate pilots.

The key thing that your suggestion would mess with is the nature of competition that permeates EvE. None of your suggested bonuses would be able to be overcome at the max level as written, and EvE is more about the competition between players using the same tools rather than choosing the best character. This is an MMO(RPG) not a MOBA.

Now I set off the RPG part up above, because in a non-competitively designed game, then your bonuses would be fine. EvE, on the other hand, was clearly set up with competition between players in mind. In fact, fair competition (not to be confused with fair game play) is part of the core of EvE. Random bonuses that just make my toon better than yours no matter what just don't fit in EvE.

--Gadget



While you do make a valid point, I must say its a mistake to compare EVE or any other MMO to a MOBA. there functionality is completely different and especially when considering how character are built for a single purpose in a MOBA while most MMO's give characters boost in certain areas, by no means forces them into that area.

The concept with all thing being equal is that EVE is a game about giving more control and power in game to the characters. This is displaced by the four major faction controlling half the map and this is a compromise between the PvP and PvE elements. the goal in mind I have for different characters is not to make the characters drastically different to the point that they are uncompetitive to each other but rather make them competitive in different ways in a manner similar to how empire space and null sec space serve different functions. such as one character may have 5% bonus in shields while his opponent has a 5% bonus to armor. The bonus's cancel each other out assuming both players take advantage of them, thus contributing to the game equally but differently. Once again, I knot this will never happen because CCP seems to be moving away from any way characters are differentiated and at the rate they are going, they might as well get rid of factions because the games lore is really taking back seat to player factions and functions more and more.


I guess you missed the part where they're adding more procedural NPCs in empire space to make empire factions more important/meaningful for hisec residents.

The storytime lore elements aren't as important as the actual ingame effect of NPC empires, and currently players don't have very many incentives to get large dislike ratings with one faction or another.

With those empire mining fleets and other stuff they have cooking it could very well be quite profitable ratting without also forcing people to grind standings to access l4 missions. You could just go to caldari space and start shooting caldari for ISK and making similar money and possibly opposing faction LP through tag turn ins or something.

Giving people static bonuses is bad simply because of the time scale of EVE training. a permanent 5% bonus to shields? Now that character is literally gimped for armor ships. Want to fly an armor fleet? it's not just rolling a new character. it's rolling a new character and training for months and months just to efficienctly use an armor tanked BS rather than a shield tanked one. That's INSANELY bad for players with the way EVE's training works.
SurrenderMonkey
State Protectorate
Caldari State
#22 - 2016-10-24 21:44:05 UTC  |  Edited by: SurrenderMonkey
Tiberius NoVegas wrote:
I miss when choosing a different race actually ment something. I like the idea of them starting out with different status, but allow remapping change as if there was no difference, as in the status difference are really just superficial and just a starting point. what i would really like to see are minor racial boost that make your character slightly more profecient at certain task. It would make the most sense to give each race two seperate bonus, one combat related and one non-combat related to help keep it even. examples below.

Ni-Nunni: 5% reduction in tax cost, 5% reduction in armour repair cycle

Civire: 5% boost to probe scanning strength, 5% boost to targeting speed

Gallante: 5% boost to Drone HP, 5% reduction to LP store cost

Vherokior: 5% boost to logistic modules, 5% boost to cargo capacity

This is something i just threw together, im by no means saying this has to be it.

A lot of people may hate this idea but lets remember that EVE is a game. a MMO where you assume the role of the character your playing, this is simply a way to enchance the concept of different characters. If we didnt want characters to be different then whats the point of choosing a faction, or even having factions at that point. While i know this idea will go no where, i like to the idea that my character creation choices actually mean something and im not jsut creating another cookie cutter character like everyone else. Just a way to personalize my character and really make it feel like its my own.


This idea is pure cancer, and antithetical to the core concepts of the game.

Trade on anything that isn't a Ni-Kunni? You're an idiot.
LP farm on anything that isn't Gallente? You're an idiot.
Anything but a Vherokior freigther pilot? Way to go, baddie.
Probe alt isn't Civire? Do you have a problem with your brain being missing?

This literally creates cookie cutter characters by defining a clear best choice.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Tiberius NoVegas
NovKor Corp.
#23 - 2016-10-24 22:12:37 UTC  |  Edited by: Tiberius NoVegas
PopeUrban wrote:


I guess you missed the part where they're adding more procedural NPCs in empire space to make empire factions more important/meaningful for hisec residents.

The storytime lore elements aren't as important as the actual ingame effect of NPC empires, and currently players don't have very many incentives to get large dislike ratings with one faction or another.

With those empire mining fleets and other stuff they have cooking it could very well be quite profitable ratting without also forcing people to grind standings to access l4 missions. You could just go to caldari space and start shooting caldari for ISK and making similar money and possibly opposing faction LP through tag turn ins or something.

Giving people static bonuses is bad simply because of the time scale of EVE training. a permanent 5% bonus to shields? Now that character is literally gimped for armor ships. Want to fly an armor fleet? it's not just rolling a new character. it's rolling a new character and training for months and months just to efficienctly use an armor tanked BS rather than a shield tanked one. That's INSANELY bad for players with the way EVE's training works.



This is exactly why I know it will never happen, kudo for the write up on it though.

This is why I rather just have characters have different starting attributes states based on bloodline but allow the character to remap right away if the player wants to. it implies the characters are different but ultimately gives the player the choice to still be competitive right away.

Also I have not head anything about CCP enhancing NPC empires lately other then the expansion of the Serpentis new ships. Im much more into the history and NPC factions of eve then the PvP side of things. the only PvP I really care about is on the market.


SurrenderMonkey wrote:

This idea is pure cancer, and antithetical to the core concepts of the game.

Trade on anything that isn't a Ni-Kunni? You're an idiot.
LP farm on anything that isn't Gallente? You're an idiot.
Anything but a Vherokior freigther pilot? Way to go, baddie.
Probe alt isn't Civire? Do you have a problem with your brain being missing?

This literally creates cookie cutter characters by defining a clear best choice.


You make terrible write ups surrendermonkey, try being a bit more persuasive rather then pessimistic.
Try being a little more constructive with your argument then cursing and calling people idiots every post you make.

Yes in the min-max world of EVE, players will be drawn to make only certain bloodline for certain purposes. players are already doing this as its not uncommon for one player to have sever characters, each one specializing in a different area. If characters has boost it would just further drive this unlinking concept. however it would change all the character from being cut from the same die to being cut from 12 different dies. changing the way characters are selected for veteran plays but also focus the way new players play now being given a direction to pursue with there characters.

See popeurban for an actual good argument on why my concept will never work.
PopeUrban
El Expedicion
Flames of Exile
#24 - 2016-10-24 22:19:40 UTC
Tiberius NoVegas wrote:

Also I have not head anything about CCP enhancing NPC empires lately other then the expansion of the Serpentis new ships. Im much more into the history and NPC factions of eve then the PvP side of things. the only PvP I really care about is on the market.
.


http://updates.eveonline.com/date/2016-11-08/#

Bottom of the page.

The new NPC mining ops are the first phase of additional NPC activity. Devblog incoming soon.
Tiberius NoVegas
NovKor Corp.
#25 - 2016-10-24 22:24:10 UTC  |  Edited by: Tiberius NoVegas
PopeUrban wrote:
Tiberius NoVegas wrote:

Also I have not head anything about CCP enhancing NPC empires lately other then the expansion of the Serpentis new ships. Im much more into the history and NPC factions of eve then the PvP side of things. the only PvP I really care about is on the market.
.


http://updates.eveonline.com/date/2016-11-08/#

Bottom of the page.

The new NPC mining ops are the first phase of additional NPC activity. Devblog incoming soon.


Ah, yes i did read that. however its a big vague if its just gona be the old mining mission recycled or if tis going to be like a site. such as i fly into a belt and just happen to find some NPC mining frigates working away that i can interact with.
SurrenderMonkey
State Protectorate
Caldari State
#26 - 2016-10-24 22:37:08 UTC
Tiberius NoVegas wrote:


You make terrible write ups surrendermonkey, try being a bit more persuasive rather then pessimistic.
Try being a little more constructive with your argument then cursing and calling people idiots every post you make.
.



You posted a painfully stupid idea that you admit has no hope of seeing the light of day, and you want to cry about it not being given a thoughtful, reasoned deconstruction? Roll

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Tiberius NoVegas
NovKor Corp.
#27 - 2016-10-25 02:01:52 UTC
SurrenderMonkey wrote:
Tiberius NoVegas wrote:


You make terrible write ups surrendermonkey, try being a bit more persuasive rather then pessimistic.
Try being a little more constructive with your argument then cursing and calling people idiots every post you make.
.



You posted a painfully stupid idea that you admit has no hope of seeing the light of day, and you want to cry about it not being given a thoughtful, reasoned deconstruction? Roll


If you havent noticed the forum is called Player feartures and Ideas Disussion. Just because an idea is bad doesnt mean its not worth being raised. other ideas may arise that are better then the orginal concept.
Serendipity Lost
Repo Industries
#28 - 2016-10-25 14:26:25 UTC
Cat Laartii wrote:
Rivr Luzade wrote:
Cat Laartii wrote:
I would like to reiterate that there are no actual bonuses that would give one bloodline or school an advantage over the other. The only thing they would affect would be starting attribute allocation for the chosen bloodline, and the type of skills already pre-trained within the given SP pool. Any player could still train any skill and not have any long-term advantage over another, but it would help newer players sort into the type of playstyle they would be most interested early on, instead of starting with a generalized set.

What you describe is an advantage. The bloodline with the optimal attributes for a given and usually popular task has an advantage over other bloodlines because you not only start out with these attributes but also do not need to use a remap as early as other blood lines need to to train other things. That is essentially what the old bloodlines were.

I fail to see what advantage you're talking about, since any point you mention is rendered null in a month or two of training. All this does is specialize people to what they're interested in doing early on, which saves them quite a bit of unnecessary training time, which we can all agree is a good thing, and has the potential to assist with new player retention.

As for the bit about 'usually popular task', that's moot because people will train a character towards what they want to anyway, and remaps are free after a certain time; this simply cuts down the time it takes to get there and gives some relevance to an older feature that can't adequately be removed. Why not bring it back and fine-tune it? There is literally no harm at all to the game as it stands to doing this.



With bloodlines and the slanted stats (if I recall correctly) Caldari Achura was the 'go to' for new players. There were web pages that told you which blood line was best for what. The actual bloodlines and races of a new character quickly became unimportant, and it was all about the base attributes. It went in the opposite direction from role playing.

That being said, CCP has introduced remaps, removed training skills, added injectors, so with all that the actual starting attribute differences would be of less value, so as long as the attribute differences weren't that big, they would be easier to overcome if you really wanted a tattoo on you face but said attributes didn't line up with your perceived eve career.

I don't say that lightly. Perceived career is just that. How many here are doing what the thought they would be doing when they first installed the game?? Eve is too big and too complex for the new player to have a clue as to where they will end up in 5 or more years. (pro tip: If you want a tattoo on your face - pick that over +1 perception)
Cat Laartii
Doomheim
#29 - 2016-10-25 17:01:32 UTC  |  Edited by: Cat Laartii
SurrenderMonkey wrote:
Tiberius NoVegas wrote:
I miss when choosing a different race actually ment something. I like the idea of them starting out with different status, but allow remapping change as if there was no difference, as in the status difference are really just superficial and just a starting point. what i would really like to see are minor racial boost that make your character slightly more profecient at certain task. It would make the most sense to give each race two seperate bonus, one combat related and one non-combat related to help keep it even. examples below.

Ni-Nunni: 5% reduction in tax cost, 5% reduction in armour repair cycle

Civire: 5% boost to probe scanning strength, 5% boost to targeting speed

Gallante: 5% boost to Drone HP, 5% reduction to LP store cost

Vherokior: 5% boost to logistic modules, 5% boost to cargo capacity

This is something i just threw together, im by no means saying this has to be it.

A lot of people may hate this idea but lets remember that EVE is a game. a MMO where you assume the role of the character your playing, this is simply a way to enchance the concept of different characters. If we didnt want characters to be different then whats the point of choosing a faction, or even having factions at that point. While i know this idea will go no where, i like to the idea that my character creation choices actually mean something and im not jsut creating another cookie cutter character like everyone else. Just a way to personalize my character and really make it feel like its my own.


This idea is pure cancer, and antithetical to the core concepts of the game.

Trade on anything that isn't a Ni-Kunni? You're an idiot.
LP farm on anything that isn't Gallente? You're an idiot.
Anything but a Vherokior freigther pilot? Way to go, baddie.
Probe alt isn't Civire? Do you have a problem with your brain being missing?

This literally creates cookie cutter characters by defining a clear best choice.


So what if certain races have a special bonus to certain fields? small values like that don't impact gameplay too greatly, and they help out a great deal if you're specializing in something from the outset. Even if i don't personally approve of the idea, i can see it has merit and i don't see it impacting gameplay too badly, as long as they cut out combat bonuses to balance performance out; the trick would be ensuring that the racial bonuses would only really impact single-player gameplay, like hacking strength instead of probing, manufacturing instead of combat bonuses, etc.
Cat Laartii
Doomheim
#30 - 2016-10-25 17:05:29 UTC
Serendipity Lost wrote:
Cat Laartii wrote:
Rivr Luzade wrote:
Cat Laartii wrote:
I would like to reiterate that there are no actual bonuses that would give one bloodline or school an advantage over the other. The only thing they would affect would be starting attribute allocation for the chosen bloodline, and the type of skills already pre-trained within the given SP pool. Any player could still train any skill and not have any long-term advantage over another, but it would help newer players sort into the type of playstyle they would be most interested early on, instead of starting with a generalized set.

What you describe is an advantage. The bloodline with the optimal attributes for a given and usually popular task has an advantage over other bloodlines because you not only start out with these attributes but also do not need to use a remap as early as other blood lines need to to train other things. That is essentially what the old bloodlines were.

I fail to see what advantage you're talking about, since any point you mention is rendered null in a month or two of training. All this does is specialize people to what they're interested in doing early on, which saves them quite a bit of unnecessary training time, which we can all agree is a good thing, and has the potential to assist with new player retention.

As for the bit about 'usually popular task', that's moot because people will train a character towards what they want to anyway, and remaps are free after a certain time; this simply cuts down the time it takes to get there and gives some relevance to an older feature that can't adequately be removed. Why not bring it back and fine-tune it? There is literally no harm at all to the game as it stands to doing this.



With bloodlines and the slanted stats (if I recall correctly) Caldari Achura was the 'go to' for new players. There were web pages that told you which blood line was best for what. The actual bloodlines and races of a new character quickly became unimportant, and it was all about the base attributes. It went in the opposite direction from role playing.

That being said, CCP has introduced remaps, removed training skills, added injectors, so with all that the actual starting attribute differences would be of less value, so as long as the attribute differences weren't that big, they would be easier to overcome if you really wanted a tattoo on you face but said attributes didn't line up with your perceived eve career.

I don't say that lightly. Perceived career is just that. How many here are doing what the thought they would be doing when they first installed the game?? Eve is too big and too complex for the new player to have a clue as to where they will end up in 5 or more years. (pro tip: If you want a tattoo on your face - pick that over +1 perception)

well in any case you can train different skills and remap immediately after you start if you don't like what you have. A major point i brought up for bringing this all back in a fashion was that the starting skill allocation would matter a great deal to alpha clone players, who are stuck with a hard SP cap of 5 million. If they don't have any interest in certain skills they start with, it would make a lot of sense for them to specialize on the outset.
Gadget Helmsdottir
Gadget's Workshop
#31 - 2016-10-25 17:21:48 UTC  |  Edited by: Gadget Helmsdottir
Cat Laartii wrote:
well in any case you can train different skills and remap immediately after you start if you don't like what you have. A major point i brought up for bringing this all back in a fashion was that the starting skill allocation would matter a great deal to alpha clone players, who are stuck with a hard SP cap of 5 million. If they don't have any interest in certain skills they start with, it would make a lot of sense for them to specialize on the outset.


Two things:

First, the way things stand, if a player wants to modify her stats to match her bloodline or her preferred way of playing, then she can already do so by using a remap. It's also one reason why you get two free remaps for a character.

Second, a balanced set of attributes is better for new players until they learn what it is they prefer to do in EvE. Once they have determined what they like and don't like, then refer to my first point.

Nothing needs to change to get this utility. It already exists.

As for Alpha clones. These are maximums. If I were to put Gadget into Alpha status, then all of her industry, science, and reprocessing, and corporate skills would technically go bye-bye until I paid to have Omega reinstated. On the other hand, her ability to pilot T1 Minmatar cruisers and below would actually remain more or less the same. Blink

Gadget - Best Pilot.....

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Tiberius NoVegas
NovKor Corp.
#32 - 2016-10-25 17:31:49 UTC  |  Edited by: Tiberius NoVegas
Gadget Helmsdottir wrote:

Second, a balanced set of attributes is better for new players until they learn what it is they prefer to do in EvE. Once they have determined what they like and don't like, then refer to my first point.


This statement can get a whole forum on its own.

Its not simple to say "new players need a balance until they know what they want". "New" players as in brand new never played eve before players do start the game not knowing what they want to do in eve but by giving them a wide open option to do what ever they want is actually a problem as it gives them a complete lack of direction on how to play. The tutorial only take a day or two to complete and when its done is pretty much saying, "hey the bus is moving full speed but if you move your feet fast enough you wont trip, good luck".

I will argue that EVE will actually be more successful at retaining new players by giving them far more guidance up until the point they decide to divert from the guide. Think of games like skyrim or fall out, you have the main story but as you do the main story you also run into side story and end up getting side tracked into the rest of the game. this is similar to how EVE should approach new players.
SurrenderMonkey
State Protectorate
Caldari State
#33 - 2016-10-25 17:32:11 UTC
Cat Laartii wrote:

small values like that don't impact gameplay too greatly, and they help out a great deal if you're specializing in something from the outset.



I like this juxtaposition.

They don't impact too greatly.... help out a great deal... don't impact... great deal. Lol

vOv

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Gadget Helmsdottir
Gadget's Workshop
#34 - 2016-10-25 17:52:32 UTC  |  Edited by: Gadget Helmsdottir
Tiberius NoVegas wrote:


Its not simple to say "new players need a balance until they know what they want". "New" players as in brand new never played eve before players do start the game not knowing what they want to do in eve but by giving them a wide open option to do what ever they want is actually a problem as it gives them a complete lack of direction on how to play. The tutorial only take a day or two to complete and when its done is pretty much saying, "hey the bus is moving full speed but if you move your feet fast enough you wont trip, good luck".

I will argue that EVE will actually be more successful at retaining new players by giving them far more guidance up until the point they decide to divert from the guide. Think of games like skyrim or fall out, you have the main story but as you do the main story you also run into side story and end up getting side tracked into the rest of the game. this is similar to how EVE should approach new players.


Maybe, but the character should be training something from the first push of a button. I can't think of any profession (except maybe immobile station trader) that only needs one set of attributes. The explorer will need at a minimum: ship piloting, ship fitting, and scanning skills. That's at least two different pairs of attributes that a new player would need. Combat and selling your own stuff add in more attribute combinations, and if the player is part of a group of friends all trying it out for the first time, leadership skills add in yet another set.

Mining needs at the minimum three combinations (fitting, piloting, and mining) more if they want to reprocess, sell, use drones, or group up effectively.

Strict PVP needs at the very least three sets (offensive, defensive, and fitting skills) and maybe more if they want to broaden their options.

YES, some of these attribute combinations will overlap, but just to pilot something that's not a shuttle in EvE takes Mem/Int to fit, and Will/Perc to fly.

Clearly, a balanced set up as default is better for the new player, because she's going to want to train a range of skills until she decides on a specialization. Then remap - that's what they're for.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

SurrenderMonkey
State Protectorate
Caldari State
#35 - 2016-10-25 18:00:46 UTC  |  Edited by: SurrenderMonkey
Cat Laartii wrote:

well in any case you can train different skills and remap immediately after you start if you don't like what you have. A major point i brought up for bringing this all back in a fashion was that the starting skill allocation would matter a great deal to alpha clone players, who are stuck with a hard SP cap of 5 million. If they don't have any interest in certain skills they start with, it would make a lot of sense for them to specialize on the outset.



For the second time, now, the alpha SP cap doesn't work the way you imagine it works.

It is not actually a hard cap of 5 million. That part is incidental. Think of the obvious problem with the way you imagine it works. Bob, an Omega with 20 million SP, lets his sub lapse and downgrades to an alpha.

Which 5 million SP does he still get to use?

Oh, hm. That's a bit of an issue, yes?

What actually happens is that an Alpha has access to a finite set of skills, up to a certain level of proficiency. The skills in this set, at their alpha ceiling, total up to about 5 million SP.

So, no, the starting skill allocation doesn't matter. You're not saving them from "Wasting" any of their valuable 5 million allocation on anything they don't actually want. Every Alpha can utilize the full set of Alpha-capable skills at the Alpha-capable ceiling. If it were merely a hard cap on the total, you would...

A: Need a way to define which 5 million SP a downgraded Omega gets to use.
B: Open the door to VASTLY more useful Alpha-alts than are currently possible (a limitation which is very much by design). And, I'll be honest: I'm pretty convinced, at this point, that this is what you're actually fishing for, here.


Furthermore, if it did work in the entirely broken manner that you imagine it works in, what happens when Alice starts out and goes, "Hmm, I'd like to try mining..."

A week later, Alice decides mining is garbage, and wants to try Combat... but now she has a weeks worth of SP from her 5m allocation trapped in useless mining skills, with no particularly viable way to retrieve them. As long as she's an alpha, she would be permanently gimped (relatively, compared to an alpha that started and stayed "combat") thanks to your brilliant idea to force her into a box for her own good.

Way to help the new player.

Please stop arguing as if it works the way you think it works, because any such argument is fundamentally, 100% completely irrelevant. It doesn't, and it's not going to.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Tiberius NoVegas
NovKor Corp.
#36 - 2016-10-25 18:57:35 UTC
AN alternate idea comes to mind for bloodline. why not make different bloodline affect different faction and corporation standings. im talking nothing more then +/- 2.0. I understand this may cause issues in a few scenarios but those scenarios are rare and mitigated to begin with.
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