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Players versus Eve wth PvP and Content Generation

Author
Kirkwood Ross
Golden Profession
Goonswarm Federation
#1 - 2016-12-15 06:00:27 UTC  |  Edited by: Kirkwood Ross
Greetings Pilots,
The purpose of this is to put forth an idea to fundamentally reshape PvE missioning in Eve while bringing in PvP elements and content creation. The numbers will be towards the end of the thread while the ideas and names will be throughout it.

1. Change how missions are available.

Right now missions and mission hubs are dictated by agents. Hi-Sec Agents in .5 security space are preferred as it has the highest payout, so mission runners flock to these solar systems and they become clustered. Missions in low and null-sec are restricted to NPC stations in their respective region. Industry became clustered and needed to be broken up, so system indexes were formed. Taking a page from that book I would like to introduce…

“Agent Services Module”

This module would need to be fitted into player owned citadels like other services such as market, reprocessing, etc. This module would also require fuel to keep online roughly 20 blocks per hour. This new service would allow pilots docked in the citadel to select the level, type, and corporation they would like to mission for (This will be limited by the sovereign space. For example, only Amarr aligned corporations would appear if the Citadel was located in Amarr space.). Declining Missions currently has a 4 hour delay before a pilot can decline another mission. With the proper rig; the time can be reduced to 3 hours with t1 rigs and 2 hours with t2 rigs. Missions accepted in a hi-sec citadel will never send you outside of hi-sec or even through a non-hisec system. This is the same for low and null-sec systems, they will never send you out of that system bracket. Mission payout will follow the same formula as it does now, the lower the security status, the better the payout. Both the isk and LP payout can be increased via the use of rigs on the citadel. Now let’s talk about PvP and content generation for the sake of better PvE.

Why would a player corporation put up a public mission running service?

It’s all about those TAXES! The owner of the citadel would be able to levy two separate taxes on their citadel; one for the isk reward, and one for the LP reward. Any pilot who accepted and completed a mission from their citadel will pay whatever percent to the owner.

Why would mission runners want to run missions from citadels?

Assuming the citadel owner has the right rigs for the right missions; that missioner will gain bigger ISK/LP rewards than from an NPC station even after the tax. Not to mention the wide option and convenience that it would provide with the new mission selection.

What if players put up multiple citadels within 1000km of each other so they can cherry pick missions?

There would be a lot of mission running going on. A medium Citadel can only be rigged to maximize the benefits of one mission type. Players are already looking at a 2 billion isk investment per citadel for medium size. Multiple citadels in close proximity will attract attention and the owners had better be prepared to defend their mission hub. With the changes to mission structuring later on in this thread I would predict multiple citadels would only be used to have many options for security missions.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#2 - 2016-12-15 06:00:41 UTC  |  Edited by: Kirkwood Ross
What are the penalties for declining missions in citadels?

Currently you are able to decline 1 mission every 4 hours without taking a standing loss. If you decline a mission within that 4 hours, you will lose standings based on the mission you declined. With a Mission Agent Service module you would be able to decline 1 mission every 4 hours in a citadel without taking a standing loss. This wait can be further reduced to 3/2 hours with t1/t2 rigs. While your decline timer is on cooldown with a citadel, you will not be able to decline any missions or accept any other mission except the currently offered mission. There will not be an option to take a standing loss while missioning in citadels.

Why would this create PvP, (mostly looking at hi-sec)?

Imagine you are a PvP corp and want a way to generate income and fights. So your corp sets up a citadel at a desirable .5 system and rigs it for missioning and defense. You then advertise the new mission citadel and make it public. Mission runners wanting higher payouts and convenience will start missioning from your citadel and you start to make income. Perhaps even some of your pilots join in on the missioning during low times. Everything is going great until another citadel goes up in that solar system with an even lower tax. Well, you are a pvp corp and that doesn’t sit well with you so you declare war. After a few timers you blow up their citadel and claim victory. The mission runners then head back into your citadel and continue missioning. Corporations can claim one or even more systems as their turf by blowing up other corporation’s citadels in the areas of their choosing. Mission runners really don’t care about who owns the citadel as long as they can mission in peace, relative safety, and make good isk/lp.

Won’t this just benefit larger more powerful corporations?

This will benefit corporations willing to take the risk of putting up a citadel and defending it. NPC agents will always be available to those not wanting to mission from a citadel. Additionally, if you are unable to directly fight an opposing corporation you still have other options. You can hire someone to blow them up. You can suicide gank their missioners to get them frustrated and leave to a more quiet system (perhaps your own citadel elsewhere). You can even war dec the mission running corporations themselves to get them to leave. It would be up to the owners of the Citadel to provide (if any) assistance to mission runners using their citadels. Alliances could be created where mission runner corps join and are protected by the citadel owning corporation. (like Sov renting in null-sec.) This would give more of a feel of turf to high sec entities and put things more in player’s hands.

What about solo players and small corporations?

Any solo player or small corporation would be able to put up a citadel and run missions. They might not have the best spots, but they could setup their citadel in a higher security with lower payouts but it’s quieter and “safer” with all the convenience of the new mission selection. They also don’t have to make their citadel public so it can be their own personal mission hub in the back end of nowhere.

Are there any plans for making missions more viable for group play?

Yes! With regular missions the pilot who accepts and completes the mission will receive 100% of the Isk/LP/Standings and up to 1 fleet member will gain an additional 30% of the Isk/LP/Standings. With storyline missions the pilot who accepts and completes the mission will receive 100% of the Isk/LP/Standings and up to 1 fleet member will gain an additional 50% of the Isk/LP/Standings. The additional fleet member will NEVER gain faction standings from storylines and they will never gain progress towards storyline missions of their own. This would encourage players to work together or at least help newer players or friends get the hang of Eve by working with them. There are people who will likely dual box to gain the extra rewards which is acceptable. The isk/LP gains from the additional fleet member are still subject to the tax set forth by the citadel owner.

Where do we spend all this LP and on what?

Corporation LP store locations will remain as is. Players will have to fly and dock in the appropriate station to cash in their LP. Players will need to be careful while hauling their valuable LP rewards to trade hubs. New LP items will be introduced focusing on faction grade structure modules. (numbers still to come)
Kirkwood Ross
Golden Profession
Goonswarm Federation
#3 - 2016-12-15 06:02:10 UTC  |  Edited by: Kirkwood Ross
2. Redefining Mission levels and Types.

Missions should be aligned with how players ramp to their skillpoints so the new tiers would be as follows going from low end to high end with little variation with missions in the same level.
Security Missions:

Level 1: Frigates to Destroyers (0 Jumps)
Level 2: Cruisers to Battlecruisers (0-1 Jumps)
Level 3: Battleships (0-2 Jumps)
Level 4: Burner level difficulty - Frigates to Battleships (0-3 Jumps)
Level 5: Low sec only – Capital or groups of pilots. (0-4 Jumps)

Distribution Missions:

Level 1: Frigates (25m3) (0-1 Jumps)
Level 2: T1 Industrial (3,000m3) (1-3 Jumps)
Level 3: T2 Industrial (20,000m3) (2-4 Jumps)
Level 4: Freighter (300,000m3) (3-5 Jumps)
Level 5: Low sec only - Freighter to Jump Freighter (450,000m3) (4-6 Jumps)

Mining Missions:

Level 1: Venture – 5 Minutes (0 Jumps)
Level 2: Mining Barge – 7 Minutes (0 Jumps)
Level 3: Exhumer – 9 Minutes (0-1 Jumps)
Level 4: Exhumer – 18 Minutes (0-1 Jumps)
Level 5: Rorqual to Exhumerx3 – 24 Minutes (0-2 Jumps)

3. Mission Probing, Invasion and Safety.

Eve is cold and dark; but for rookies they should have a small relief from the cruel reality of what Eve is. Also the invasion of Epic Arc, and Cosmos missions would be stopped. While this would stop some pvp it would open up the possibility for players to get their specialty mission rewards and then lose them in either pvp later on or have their hauling ship ganked. So the following change would be put into effect.

Level 1: Ships and deployables are unprobable
Level 2: Ships and deployables have a -50% signal strength.
Level 3: Everything is probable at normal levels
Level 4: Everything is probable at normal levels
Level 5: Everything is probable at normal levels
Storyline Missions: Everything is probable at normal levels EXCEPT level 1 and level 2 have a -50% single strength.
Epic Arc Missions: Ships and deployables are unprobable
Cosmos Missions: Ships and deployables are unprobable

Bounties, Rewards, Bonus Rewards, and LP.

The base Isk BOUNTY for NPC mission pirates/targets should be reduced by 16%. This will NOT effect, belt rats, epic arc rats, storyline rats, cosmos rats, anomaly rats, or anything that isn’t a mission level 1-5 specific pirate/target. The base Isk PAYOUT and BONUS REWARD should increase by 132%. LP rewards should remain unchanged. These rewards can be further increased by rigs on the citadel and player skills.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#4 - 2016-12-15 06:03:00 UTC  |  Edited by: Kirkwood Ross
5. Defining a mission, storyline mission, epic arc, and cosmos mission.

Missions Level 1-3, 5 should be pretty basic missions like we see now, but are more streamlined. For example “The anomaly”(Level 4) is a horrible excuse for a security mission but would make a great storyline mission if it gave higher payouts and standings. “The blockade”, “Angel Extravaganza”,”Worlds Collide” are great models for a security mission (except the initital 30km gate on worlds) and “Enemies Abound 1,3,4,5” are amazing but 2 is lacking because it is a distribution mission. Mining Missions where the target asteroid is 30-60km away is a terrible design because those missions have npcs and prop mods won’t likely exist except on a venture. Distribution missions are pretty much on point for what they need to be. Move X amount of m3 to another place and repeat for standings. In addition, the NPCs you fight should match the region. If you are in Gallente space you should fight Caldari like ships and their respective pirate groups. The concept of no bounties but offer good loot and tags is great for missions like “Enemies Abound” but they all need to be the same type so their tags can be usable in the LP store of the corporation you are missioning for.

Security Mission general guidelines.

Average Pockets: 2-3

Pocket 1 should always have a gate so ship types entering the mission can be controlled. Weither or not there are pirates in that first pocket depends on how hard the mission is. If there are pirates; the gate should be locked until they are destroyed OR if a CONSUMABLE item is used to temporarily unlock the gate. (blitzers)
Pocket 2 should have the meat and potatoes of what is expected of the pilot. We got a blockade? Kill them all and release it. We need to defend a ship? Kill all the hostiles. The hostile force should be relative to the level of the mission and the hull type. If there is a level 3 mission there should be more battleships than cruisers and frigates. Right now there are a lot of cruisers and frigates than battleships and that wastes time and is annoying. (Think “massive attack” or “The Score”). The waves should either be controlled like in “Enemies Abound 3” or in timed waves like “Enemies Abound 5.”
Pocket 3 should be another round of what was in pocket 2 or perhaps a single lone ship that is harder than the rest. Think like the rogue drone 10 of 10 “Hive Mother”. Not like “silence the informant” were the last pocket has a weakling surrounded by even weaker turrets.

Mining Mission general guide lines

Average pockets: 1

The player warps to the mission location and mines an NPC type ore that is not used for anything other than to be turned in as a mission parameter item. There should ONLY be ORE, no ice or gas as that takes pilots off their skill progression. The asteroid should be about 10km off the warp beacon. The player mines the ore and then turns it in at the station. There should NOT be a requirement that the ore be completely mined out, the only requirement is that X amount of ore is turned in. The Asteroid should always have 105% of the required ore. This allows players to sell off the extra 5% to other players or every 20 missions simply turn it in themselves. No hostile mission specific NPCs should spawn in these missions but, belt pirates dependent from the region may warp into them from elsewhere in the solar system.

Distribution Mission general guide lines

Average pockets: 1

Think “cargo delivery” the player will be sent to a pocket to pick up an item from some NPC port or container and then be sent to drop it off at the citadel where the mission was accepted.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#5 - 2016-12-15 06:09:50 UTC  |  Edited by: Kirkwood Ross
Storyline Missions

One Storyline Mission will be granted per sixteen missions completed. The sixteen missions MUST be from the same corporation, level, and type. All combinations will have to have separate counters which are player viewable so they can track their progress to the next Storyline. Storylines will now always follow the mission type of the sixteen missions. No more “Materials for War Preparation” after you complete sixteen security missions. Storyline Missions should be harder than their level counterparts and offer higher Isk and LP payouts (3.2x more) and also give Large corporate and faction standings. Enemies Abound 1,3,4,5 would be an excellent example of a storyline mission. Both in mission design, loot, and well storyline lore. The only difference would be that if you did this as an Ammar then you would only face minmatar ships throughout the entire mission chain instead of gallente and then minmatar. This allows players to receive needed tags to trade in via the LP Store.

Storyline Security Mission general guidelines.

Enemies Abound 1,3,4,5 and Evolution (current storyline) are great examples of what a security storyline should be.

Storyline Mining Mission general guidelines.

Think Materials for War Preparation except better. This is an example of a level 1 Mining Storyline mission. The agent will send the player to a pocket containing a single asteroid of VELDSPAR (not mission garbage ore) The amount the player needs to give the agent is 15% of the total amount of veldspar in that single asteroid. The player has the option of going out and mining some or all of the veldspar or simply turning in veldspar they already have for Corporate/Faction Standings and LP. NO Isk will be given to the player as a reward for these missions. The reason behind this is that the price of Ore/Minerals should not be directly tied to a mission reward. Also the implant that is rewarded normally from Materials for War Preparation will be removed. The ore that spawns will be as follows from level 1 -5, Veldspar, Scordite, Racial specific tier 3 ore , Racial specific tier 4 ore, Racial specific tier 5 ore. For example Amarr ore line would look like this: Veldspar, Scordite, Pyroxeres, Kernite, Hemorphite. The m3 quantity would scale and look like this: 50,000m3, 1,500,000m3, 5,000,000m3, 12,000,000m3, and 28,000,000m3. People may abuse this and not mine out the entire asteroid; thus resetting it during downtime. This also has an opportunity to generate content and pvp. Other players may probe and warp their own mining ships to the site and simply “Ninja Mine” the huge asteroid out from under the mission runner.

Storyline Distribution Mission general guidelines.

Same thing as regular distribution missions except there is a higher m3 volume or the pickup is farther away.

6. Mission level and ratios for rewards.

For the sake of ratios. Level 1 would be 1. Level 2 would be 2. Level 3 would be 4. Level 4 would be 6. Level 5 would be 9.

7. Epic Arcs and Cosmos Missions.

Right now I think the biggest change to these missions is that they be unprobable so players can complete them. The fact that cosmos missions require high standings, can only be done once, and can be forever failed; turns off the average player. Epic arcs aren’t so bad as they can be completed every 3 months even if someone invades your mission and ruins it for you. I think allowing them to complete them and collect the reward is a good thing. I think ganking them while they transport their rewards are an even better thing.

8. Faction Standings and once in a lifetime reward.
So you’ve started missioning and doing storyline missions and your faction standing is pretty high. You would be rewarded for all your hard work by getting special BPCs that can build faction level ships.

Faction Standing: 5.00 = 5 Run BPC for Faction Racial Frigate
Faction Standing: 6.00 = 5 Run BPC for Faction Racial Cruiser
Faction Standing: 7.00 = 3 Run BPC for Faction Racial Battleship
Faction Standing: 8.00 = 1 Run BPC for Faction Racial Carrier or Dreadnaught or Force Auxiliary
Faction Standing: 9.00 = 1 Run BPC for Faction Racial Supercarrier
Faction Standing: 10.00 = 1 Run BPC for Faction Racial Titan

For example the Faction Racial Frigate would be a 5 Run Imperial Navy Slicer.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#6 - 2016-12-15 06:16:39 UTC
Reserved numbers
Kirkwood Ross
Golden Profession
Goonswarm Federation
#7 - 2016-12-15 06:17:50 UTC  |  Edited by: Kirkwood Ross
New modules, rigs, and their numbers soon to follow.

Citadel Services Module (1 NEW)

"Agent Services Module I"

Volume: 5,000m3
Service Module Cycle Fuel Need: 20
Service Module Online Fuel Need: 1440
CPU usage: 4,000tf
Powergrid usage: 150,000 MW
Industry:
Tritanium (1500000 Units)
Pyerite (400000 Units)
Mexallon (150000 Units)
Isogen (29000 Units)
Nocxium (7000 Units)
Zydrine (3500 Units)
Megacyte (1500 Units)
Broadcast Node (15 Units)
Integrity Response Drones (10 Units)
Nano-Factory (10 Units)
Organic Mortar Applicators (15 Units)
Recursive Computing Module (15 Units)
Self-Harmonizing Power Core (15 Units)
Sterile Conduits (30 Units)
Wetware Mainframe (15 Units)
BPO Cost: 1,500,000,000.00

Mission Rigs Medium (18 NEW)

Standard M-Set Security Mission Accelerator I
Standard M-Set Security Mission Accelerator II
Standard M-Set Security Mission ISK Payout I
Standard M-Set Security Mission ISK Payout II
Standard M-Set Security Mission LP Payout I
Standard M-Set Security Mission LP Payout II
Standard M-Set Mining Mission Accelerator I
Standard M-Set Mining Mission Accelerator II
Standard M-Set Mining Mission ISK Payout I
Standard M-Set Mining Mission ISK Payout II
Standard M-Set Mining Mission LP Payout I
Standard M-Set Mining Mission LP Payout II
Standard M-Set Distribution Mission Accelerator I
Standard M-Set Distribution Mission Accelerator II
Standard M-Set Distribution Mission ISK Payout I
Standard M-Set Distribution Mission ISK Payout II
Standard M-Set Distribution Mission LP Payout I
Standard M-Set Distribution Mission LP Payout II

"Accelerator Stats I"

Rigs Medium
Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 15%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Medium
Calibration Cost: 100
Industry:
Scorched Telemetry Processor (3200 Units)
Defective Current Pump (3200 Units)
Smashed Trigger Unit (3200 Units)
Broken Drone Transceiver (3200 Units)
Damaged Artificial Neural Network (3200 Units)
Charred Micro Circuit (3200 Units)
Burned Logic Circuit (320 Units)
Fried Interface Circuit (1600 Units)
Thruster Console (3200 Units)
Melted Capacitor Console (1600 Units)
BPO Cost: 100,000,000.00

"Accelerator Stats II"

Rigs Medium
Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 21%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Medium
Calibration Cost: 100
Industry:
Telemetry Processor (700 Units)
Current Pump (700 Units)
Trigger Unit (700 Units)
Drone Transceiver (700 Units)
Artificial Neural Network (700 Units)
Micro Circuit (700 Units)
Logic Circuit (16 Units)
Interface Circuit (16 Units)
Impetus Console (1300 Units)
Capacitor Console (16 Units)

"Isk Payout Stats I"

Rigs Medium
Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 18%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Medium
Calibration Cost: 100
Industry:
Scorched Telemetry Processor (3200 Units)
Defective Current Pump (3200 Units)
Smashed Trigger Unit (3200 Units)
Broken Drone Transceiver (3200 Units)
Damaged Artificial Neural Network (3200 Units)
Charred Micro Circuit (3200 Units)
Burned Logic Circuit (320 Units)
Fried Interface Circuit (1600 Units)
Thruster Console (3200 Units)
Melted Capacitor Console (1600 Units)
BPO Cost: 100,000,000.00

"Isk Payout Stats II"

Rigs Medium
Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 24%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Medium
Calibration Cost: 100
Industry:
Telemetry Processor (700 Units)
Current Pump (700 Units)
Trigger Unit (700 Units)
Drone Transceiver (700 Units)
Artificial Neural Network (700 Units)
Micro Circuit (700 Units)
Logic Circuit (16 Units)
Interface Circuit (16 Units)
Impetus Console (1300 Units)
Capacitor Console (16 Units)

"LP Payout Stats I"

Rigs Medium
Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 18%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Medium
Calibration Cost: 100
Industry:
Scorched Telemetry Processor (3200 Units)
Defective Current Pump (3200 Units)
Smashed Trigger Unit (3200 Units)
Broken Drone Transceiver (3200 Units)
Damaged Artificial Neural Network (3200 Units)
Charred Micro Circuit (3200 Units)
Burned Logic Circuit (320 Units)
Fried Interface Circuit (1600 Units)
Thruster Console (3200 Units)
Melted Capacitor Console (1600 Units)
BPO Cost: 100,000,000.00

"LP Payout Stats II"

Rigs Medium
Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 24%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Medium
Calibration Cost: 100
Industry:
Telemetry Processor (700 Units)
Current Pump (700 Units)
Trigger Unit (700 Units)
Drone Transceiver (700 Units)
Artificial Neural Network (700 Units)
Micro Circuit (700 Units)
Logic Circuit (16 Units)
Interface Circuit (16 Units)
Impetus Console (1300 Units)
Capacitor Console (16 Units)
Kirkwood Ross
Golden Profession
Goonswarm Federation
#8 - 2016-12-15 06:18:35 UTC  |  Edited by: Kirkwood Ross
Mission Rigs Large (6 NEW)

Standard L-Set Security Mission Optimizer I
Standard L-Set Security Mission Optimizer II
Standard L-Set Mining Mission Optimizer I
Standard L-Set Mining Mission Optimizer I
Standard L-Set Distribution Mission Optimizer I
Standard L-Set Distribution Mission Optimizer II

"Mission Optimizer Stats I"

Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 16%
Isk Payout Bonus: 19%
LP Payout Bonus: 19%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Large
Calibration Cost: 100
Industry:
Scorched Telemetry Processor (24000 Units)
Defective Current Pump (24000 Units)
Smashed Trigger Unit (24000 Units)
Broken Drone Transceiver (24000 Units)
Damaged Artificial Neural Network (24000 Units)
Charred Micro Circuit (24000 Units)
Burned Logic Circuit (2400 Units)
Fried Interface Circuit (12000 Units)
Thruster Console (24000 Units)
Melted Capacitor Console (12000 Units)
BPO Cost: 500,000,000.00

"Mission Optimizer Stats II"

Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 22%
Isk Payout Bonus: 25%
LP Payout Bonus: 25%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Large
Calibration Cost: 100
Industry:
Telemetry Processor (7000 Units)
Current Pump (7000 Units)
Trigger Unit (7000 Units)
Drone Transceiver (7000 Units)
Artificial Neural Network (7000 Units)
Micro Circuit (7000 Units)
Logic Circuit (160 Units)
Interface Circuit (160 Units)
Impetus Console (13000 Units)
Capacitor Console (160 Units)



Mission Rigs XLarge (2 NEW)

Standard XL-Set Mission Optimizer I
Standard XL-Set Mission Optimizer II

"Mission Optimizer Stats I"

Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 17%
Isk Payout Bonus: 20%
LP Payout Bonus: 20%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Large
Calibration Cost: 100
Industry:
Scorched Telemetry Processor (240000 Units)
Defective Current Pump (240000 Units)
Smashed Trigger Unit (240000 Units)
Broken Drone Transceiver (240000 Units)
Damaged Artificial Neural Network (240000 Units)
Charred Micro Circuit (240000 Units)
Burned Logic Circuit (24000 Units)
Fried Interface Circuit (120000 Units)
Thruster Console (240000 Units)
Melted Capacitor Console (120000 Units)
BPO Cost: 2,500,000,000.00

"Mission Optimizer Stats II"

Volume: 10m3
Max Modules of this Group Allowed: 1
Time Reduction Bonus: 23%
Isk Payout Bonus: 26%
LP Payout Bonus: 26%
High Security Bonus: 1
Low Security Bonus: 1.9
Nullsec and Wormhole Bonus: 2.1
Rig Size: Large
Calibration Cost: 100
Industry:
Telemetry Processor (87500 Units)
Current Pump (87500 Units)
Trigger Unit (87500 Units)
Drone Transceiver (87500 Units)
Artificial Neural Network (87500 Units)
Micro Circuit (87500 Units)
Logic Circuit (2000 Units)
Interface Circuit (2000 Units)
Impetus Console (162500 Units)
Capacitor Console (2000 Units)
Kirkwood Ross
Golden Profession
Goonswarm Federation
#9 - 2016-12-15 06:21:09 UTC
Should be last reserve for numbers
Ralph King-Griffin
Lords.Of.Midnight
The Devil's Warrior Alliance
#10 - 2016-12-15 06:44:21 UTC
but will it blend?
Iain Cariaba
#11 - 2016-12-15 09:32:32 UTC
Needs a tl:dr, because tl;dr.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#12 - 2016-12-15 10:11:31 UTC
Quote:
This will benefit corporations willing to take the risk of putting up a citadel and defending it.

I laughed.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

marVLs
#13 - 2016-12-15 10:22:38 UTC
I love the idea of citadels being useful for HS PVE players
Tabyll Altol
Viziam
Amarr Empire
#14 - 2016-12-15 10:34:00 UTC
So you basically say it´s better for eve that Lv 4 Farmer in highsec would get more ISK/LP for each mission in return the can decline in the half time.

And because there are no limitations to citadels, one system will be seeded with 100+ astrahauses and Lv4 will be able to farm without limits.

Can´t see a upside in that. To remove those astrahauses you have to declare a war at least 2 weeks long. In this time the next 20 Astrahauses are placed.

No more income buffs for highsec.

-1
Lugh Crow-Slave
#15 - 2016-12-15 11:09:19 UTC
i see one hell of an lp and isk faucet...
Kirkwood Ross
Golden Profession
Goonswarm Federation
#16 - 2016-12-15 14:28:18 UTC
Tabyll Altol wrote:
So you basically say it´s better for eve that Lv 4 Farmer in highsec would get more ISK/LP for each mission in return the can decline in the half time.

And because there are no limitations to citadels, one system will be seeded with 100+ astrahauses and Lv4 will be able to farm without limits.

Can´t see a upside in that. To remove those astrahauses you have to declare a war at least 2 weeks long. In this time the next 20 Astrahauses are placed.

No more income buffs for highsec.

-1


I considered that the bare minimum might have to be a Fotizar due to cost of an Astrahauses. There are also redesigns to the missions themselves so they are not so clunky. Keep in mind that these service modules can be used in low and null sec to allow players to run missions for pirates in null-sec throughout that pirate's region. The player would still have to fly to the pirate station to cash in the LP.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#17 - 2016-12-15 14:30:43 UTC
Iain Cariaba wrote:
Needs a tl:dr, because tl;dr.


Players control more of the missions via citadels and can tax other players tat run them in their citadels. Possibility of creating pvp and turf as a corp can dec each other if a citadel goes up in their space. These modules work in all areas of space except WH.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#18 - 2016-12-15 14:35:09 UTC
Lugh Crow-Slave wrote:
i see one hell of an lp and isk faucet...


It's possible. Raw isk from mission bounties would go down while reward isk would go up (taxable by citadel owners). LP would stay the same except the rig bonus.
Kirkwood Ross
Golden Profession
Goonswarm Federation
#19 - 2016-12-15 14:36:29 UTC
marVLs wrote:
I love the idea of citadels being useful for HS PVE players


The module would be useable in all areas of space except worm holes.
Daichi Yamato
Jabbersnarks and Wonderglass
#20 - 2016-12-15 15:57:42 UTC
The devs have mentioned agents in citadels before and they should pay out better than agents in npc missions. I don't know if that means current missions will take a bit of a nerf though like trading at npc stations and jump cloning did. I'm hoping missions are getting an overhaul soon and thats why we haven't heard anymore about agents in citadels. A lot of the stuff here may become irrelevant if they are.

About missions though:
- Accel gates aren't good in missions. They are a tedious bore and i think i remember ccp mentioned they want to do away with them because they protect pve runners too much. Surely there must be a way to either do away with pockets or make it possible to warp to separate pockets without an accel gate (clearing the room gives you a new mission book mark). If you leave the mission or someone wants to join you in the mission, you shouldn't have to go through all the accel gates again.

The other benefits of no accel gates is doing any mission in any ship you like and warping in at any distance you like and warping to an ally should warp you TO the ally. Invaders can probe you down and warp in at any distance they like in any ship type they like. Yup, Sandbox.

- levels have room to be expanded. Some level 2 missions can be run in a low level dessie. Some will rip you a new one if you try to run them in a dessie. Likewise for level 4's. Some are just not worth running they are so weak. We probably have room for a 1-10 level system kinda like ded sites with 1-5 being available in high sec npc stations and level 6 in citadels in hi sec, 6-8 in low sec and so on or something like that. Agents can hand out a pool of missions of various levels and you pick your favourites and recycle ones you don't want.

- accept/complete missions remotely and make rats tougher.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

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