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Player Features and Ideas Discussion

 
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Implant BPCs

Author
Scrapyard Bob
EVE University
Ivy League
#1 - 2012-03-07 00:54:19 UTC
One idea that I've been kicking around for a while is the idea of adding Implant BPCs to the game so that players can construct implants of all types.

Sources

1) Change the LP stores to sell BPCs instead of the final product. This would offer a guaranteed source of the common implant BPCs. Pirate faction LP stores could offer up BPCs of their implants, etc.

2) Add implant BPC drops to exploration (mag) sites. This would provide a game-wide source of implant BPCs as a random reward and would provide yet another thing that exploration pilots could sell on the market

3) Random loot drops from region-specific rats. Angel "officer" rats would naturally drop BPCs associated with angels. Lower level officer rat spawns could drop +1 to +3 attribute bonus BPCs, etc. The goal of regional drops would be to complement the other two methods of acquiring the BPCs

Runs

Lower level implants should come in 10 or 20 run BPCs. Mid-grade implants should be in 5 or 10 run BPCs. High-end implants might only have 1-3 runs per BPC

Ingredients

The central goal here is to source the materials from multiple areas of the game. In some cases, shoring up demand for products which have no popular uses (such as the "biological" PI goods, or the unwanted T1 salvage)

1) PI Ingredients - Take advantage of the Planetary Interaction system and put those less desired PI goods to use. A lot of the low-end "biologicals" don't see much demand right now and using them in the construction of implants would boost demand.

Specifically: Bacteria, Biofuels & Water from the P1 group, Biocells from the P2 group, or things like Condensates or Synthetic Synapses from the P3 tier

2) T1 Salvage - Use up some of the less-desired salvage goods like Conductive Polymer, Micro Circuit, Damaged Artificial Neural Network, etc. I envision the T1 salvage ingredients being more of "trace amounts" as in 1 of this, 5 of that additions to the bill of materials

3) Gas Mining - Lower end implants could use Mykoserocin gasses, higher end implants could require small amounts of Cytoserocin gasses. This would provide a new demand for the known-space gas found in LADAR sites

4) Advanced Materials from moon

5) Minerals - Higher end implants would depend more on the higher-end minerals, lower-end implants would use the cheaper minerals.
Kitt JT
True North.
#2 - 2012-03-07 03:50:37 UTC
adding bpc's instead of the implants themselves, just adds another layer of fat players have to wade through

all of these things already happen, except for they drop whole implants from bpc's

if you use low end goods, it will not increase demand for those goods to any significant ammount.

its like saying that pirate battleships use a lot of trit, and thus help keep the trit price high. in reality, because there's so few of them, the build cost is extremely low when compared to the price of the blueprint. it would be the same case with these implant bpc's
mxzf
Shovel Bros
#3 - 2012-03-07 04:06:08 UTC  |  Edited by: mxzf
o.O why not just make the implants themselves drop?

I don't see this making the little-used materials valuable enough to make much of a difference (either that or it'd be so dramatic an impact that it would make implants exorbitantly expensive).
Amaroq Dricaldari
Ministry of War
Amarr Empire
#4 - 2012-03-07 05:03:03 UTC
How about extracting implants from corpses and rebuilding them at a medical facility?

This is my signature. There are many like it, but this one is mine.

Scrapyard Bob
EVE University
Ivy League
#5 - 2012-03-07 05:03:40 UTC
By dropping BPCs rather then raw items, you get the opportunity to increase demand for materials already in the game. So it builds upon existing game-play.

Plus, it moves one more segment of EVE over to being player created rather then sold by NPCs, which has been a long-standing goal of CCP.