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Idea for faction weapons and T2 ammo - possible isk sink idea

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Author
Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#1 - 2012-08-05 15:41:54 UTC
reading the csm minuets I remember coming across the suggestion about nerfing income sources across the board, and a idea i'd had recently about a possible isk sink is this:

allow with people The skills to use T2 weapons/ammo to use T2 ammo in faction weapons, example being atm with T2 projectiles there are times when barrage is used and useful and other times where players swap over to Faction ammo instead during engagements, allowing people with the skills to use T2 ammos in faction weapon systems, faction weapon systems are not cheap isk wise, invariably you are going to have isk removed from game via ship kills, with some being scoopable by whoever loots the field.

One possibility is to require the T2 specialization to be trained to level 5 OR trained to level 5 and have a new skills, something like "advanced Tactical weapon reconfiguration" - Requires "abc" specialization Level 5 allows loading of faction weapons systems with T2 ammo - (bonus wise dont' know tbt as it's just a idea)
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#2 - 2012-08-05 16:17:02 UTC
So at which point does your idea remove any ISK from the game?
Andrasta Shor
Novus Ordo Seclorum.
#3 - 2012-08-05 16:22:05 UTC
Abdiel Kavash wrote:
So at which point does your idea remove any ISK from the game?


At the point where people buy more faction items from the LP store.
Tom Gerard
Glorious Nation of Kazakhstan
#4 - 2012-08-05 16:22:25 UTC
Abdiel Kavash wrote:
point


I don't honestly think he has one.

Now with 100% less Troll.

Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#5 - 2012-08-05 16:50:02 UTC
Abdiel Kavash wrote:
So at which point does your idea remove any ISK from the game?


at the point where faction weapons like republic fleet autos/artis are destroyed when the ship is blown up.
baltec1
Bat Country
Pandemic Horde
#6 - 2012-08-05 16:52:35 UTC
Blastcaps Madullier wrote:
Abdiel Kavash wrote:
So at which point does your idea remove any ISK from the game?


at the point where faction weapons like republic fleet autos/artis are destroyed when the ship is blown up.


Im going to spend the extra isk on faction weapons on my megathron why?
Liang Nuren
No Salvation
Divine Damnation
#7 - 2012-08-05 16:55:36 UTC  |  Edited by: Liang Nuren
baltec1 wrote:
Im going to spend the extra isk on faction weapons on my megathron why?


Because they're worse than T2 and that's obviously good for some reason. Twisted

-Liang

Ed: Have to admit, let me load up T2 ammo and make Caldari Blasters have 2x optimal and Federation Navy Blasters have 2x Falloff.... !

I'm an idiot, don't mind me.

Elvis Fett
Sebiestor Tribe
Minmatar Republic
#8 - 2012-08-05 16:57:54 UTC
To be honest I just don't see the point. If somebody has skills for T2 guns they aren't going to use faction guns. T2 guns do more DPS with their appropriate specialization skill than faction guns, at a fraction of the cost.
Kallian Ardessa
#9 - 2012-08-05 17:09:22 UTC
Currently the only reasons (that I'm aware of) to use faction guns are if you don't have the skills for T2 guns, or if your fit is tight on powergrid/CPU--which probably just means that you haven't trained the weapons upgrade skills.

Looking at Jita, the faction guns are at least selling in some quantity, but I like the idea of making them less useless. The threshold at which T2 guns deal more damage than faction guns is (weapon specialization skill) level 3.

I don't know if I'm on-board with the idea of faction guns using advanced ammo, though. The ammo is designed to be loaded into specialized hardware that requires certain skills to be able to operate. It seems to me that it would cheapen what T2 ammo is to allow low-tech weapons to load advanced ammo.

What are people's thought on buffing faction guns by giving an increase to damage/tracking/range with faction ammo instead? I mean--the guns are designed by a specific military entity. Why wouldn't they be designed to take best advantage of that military faction's special ammunition?

Thoughts?
Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#10 - 2012-08-05 17:09:36 UTC
Elvis Fett wrote:
To be honest I just don't see the point. If somebody has skills for T2 guns they aren't going to use faction guns. T2 guns do more DPS with their appropriate specialization skill than faction guns, at a fraction of the cost.


however faction weapon systems with faction ammo loaded iirc does more damage than T2 weapons with T2 ammo loaded generally.

having the skills and the possible skill i suggested might give some people a incentive to actually risk faction weapon systems in pvp, and for the poster asking why people would risk faction weapon systems, well some people in eve have a lot of isk and to them the loss of several bill worth of carrier for a example is usually "oh damn now I got to go shopping at the market..." read comments in the CSM minutes.
Plus ask yourself would you be happy with all your income sources nerfed across the board as that was one preposal in the CSM minuites.
Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#11 - 2012-08-05 17:11:16 UTC
Kallian Ardessa wrote:

I don't know if I'm on-board with the idea of faction guns using advanced ammo, though. The ammo is designed to be loaded into specialized hardware that requires certain skills to be able to operate. It seems to me that it would cheapen what T2 ammo is to allow low-tech weapons to load advanced ammo.


hence the proposal of a additional skill require to be trained to implement this from a player side of things
Kallian Ardessa
#12 - 2012-08-05 17:21:15 UTC
Blastcaps Madullier wrote:
Kallian Ardessa wrote:

I don't know if I'm on-board with the idea of faction guns using advanced ammo, though. The ammo is designed to be loaded into specialized hardware that requires certain skills to be able to operate. It seems to me that it would cheapen what T2 ammo is to allow low-tech weapons to load advanced ammo.


hence the proposal of a additional skill require to be trained to implement this from a player side of things


Hmm...That still doesn't take care of the fact that T2 guns will deal more damage with T1/Faction/T2 ammo than their faction counterparts. If this skill buffed faction gun damage then I can see a case for it. Though from a storyline perspective it's my understanding that faction guns are just very well-engineered variants of T1 technology. Enabling T2 ammo usage for faction guns would implicitly enable the use of T2 ammo for T1 hardware.

Maybe the T2 ammo would damage the T1 hardware, and the skill could help mitigate this? This idea seems to be a little complex from a storyline perspective. I like your concept of buffing faction guns to be in line with the cost/benefit trade-off of other T2/faction module pairings, but I'm more in favor of making the hardware more specialized rather than just making it better than T2.

I think that that's the kind of path that CCP would rather take--specialization over iteration.

Scion Lex
LEX Investments
#13 - 2012-08-05 17:35:23 UTC
Kallian Ardessa wrote:
Blastcaps Madullier wrote:
Kallian Ardessa wrote:

I don't know if I'm on-board with the idea of faction guns using advanced ammo, though. The ammo is designed to be loaded into specialized hardware that requires certain skills to be able to operate. It seems to me that it would cheapen what T2 ammo is to allow low-tech weapons to load advanced ammo.


hence the proposal of a additional skill require to be trained to implement this from a player side of things


Hmm...That still doesn't take care of the fact that T2 guns will deal more damage with T1/Faction/T2 ammo than their faction counterparts. If this skill buffed faction gun damage then I can see a case for it. Though from a storyline perspective it's my understanding that faction guns are just very well-engineered variants of T1 technology. Enabling T2 ammo usage for faction guns would implicitly enable the use of T2 ammo for T1 hardware.

Maybe the T2 ammo would damage the T1 hardware, and the skill could help mitigate this? This idea seems to be a little complex from a storyline perspective. I like your concept of buffing faction guns to be in line with the cost/benefit trade-off of other T2/faction module pairings, but I'm more in favor of making the hardware more specialized rather than just making it better than T2.

I think that that's the kind of path that CCP would rather take--specialization over iteration.



But the Cost/benefit trade off of faction guns isn't static, its determined by the market and by the fact that they are not easily aquired. Any change in this would, most likely, increase the price significantly I would guess. It is odd to me that faction mwd and faction point are certainly better than T2, but faction guns are not. That should probably change. Personally, I'm cheap and have never looked into using them so take my opinion with a grain of salt.
Kallian Ardessa
#14 - 2012-08-05 17:50:03 UTC  |  Edited by: Kallian Ardessa
Scion Lex wrote:

But the Cost/benefit trade off of faction guns isn't static, its determined by the market and by the fact that they are not easily aquired. Any change in this would, most likely, increase the price significantly I would guess. It is odd to me that faction mwd and faction point are certainly better than T2, but faction guns are not. That should probably change. Personally, I'm cheap and have never looked into using them so take my opinion with a grain of salt.


It's only partially determined by the market. The idea behind the original poster's concept was that it would serve as an ISK sink because these modules are created through the loyalty point stores, which requires ISK, LP, and faction tags. The tags will vary in price as demand and supply dance around each other, but the ISK required is a flat rate, and most (smart) people looking to cash out on LP won't accept anything below 2000 ISK/LP. I usually only cash out when I can grab 3500-4000 ISK/LP, so I don't think that supply would skyrocket outside of reasonable levels, nor would supply be unable to keep pace with demand.

I agree with you completely that there needs to be an actual advantage to using faction guns. I'd prefer if the advantage were situational, though. E.G.: A bonus to tracking, or range, or ROF instead of a bonus to everything.

I'm being realistic, though. I don't expect that this idea will go anywhere. As a disclaimer, I'm just stream-of-thought-ing.
Spurty
#15 - 2012-08-05 18:02:01 UTC
Make T3 ammo then.

100 rounds of T3 ammo requires 100 rounds of T1 and another 100 rounds of T2 +
Something you can only get by mining in low sec.

Result is a Hybrid damage, lacks the penalties but 15% less of the original t2 bonus.

May be used in META 5+ guns only

Thus creating something that doesn't encroach on what we already have and fills that void at the other end of the spectrum.

Tweak and bake until ready

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#16 - 2012-08-05 19:00:41 UTC  |  Edited by: Blastcaps Madullier
Spurty wrote:
Make T3 ammo then.

100 rounds of T3 ammo requires 100 rounds of T1 and another 100 rounds of T2 +
Something you can only get by mining in low sec.

Result is a Hybrid damage, lacks the penalties but 15% less of the original t2 bonus.

May be used in META 5+ guns only

Thus creating something that doesn't encroach on what we already have and fills that void at the other end of the spectrum.

Tweak and bake until ready


Interesting ideas so far, and glad to see this is sticking to a discussion and debate :) you can kinda see what i'm getting at though and hopefuly the thinking and logic behind the original idea I started the thread about.

instead of the idea about T3 ammo, what about when used with advanced weapon system reconfiguration besides allowing the use of T2 ammo in faction weapon systems it changes some of the atributes of the faction weapon as someone above posted? and I def like the idea about it causing damage to faction weapon systems though this gets negated at lvl 5 skill trained in advanced weapon system reconfiguration but you are still NOT able to use in standard T1 weapon systems, IE meta 0-4 weapon systems, only faction ones upwards?

Spurty I like that idea personaly bar the T3 ammo concept, simpler to just add a skill I think allowing the use of T2 ammo in meta 5+ weapon systems is good, example being using Void ammo in Fed navy blasters, less of a range nerf but less damage kinda thing along with needing level 5 of advanced weapon system reconfiguration to avoid damage done to the weapon systems themselves ie overheating them with T2 ammo in them would unless you have AWSR level 5 would cause the weapon systems damage from overheating and using T2 ammo.

Thoughts? :)
Cadfael Maelgwyn
Doomheim
#17 - 2012-08-05 20:14:45 UTC  |  Edited by: Cadfael Maelgwyn
Just let people manufacture their own faction equipment without buying from LP stores.

Burn all LP stores.
Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#18 - 2012-08-05 21:56:05 UTC
that would pritty much kill incursions which is not the idea.
Cadfael Maelgwyn
Doomheim
#19 - 2012-08-05 21:57:49 UTC
Blastcaps Madullier wrote:
that would pritty much kill incursions which is not the idea.


Butbutbut, didn't CCP already 'kill hundreds of communities' when they made them harder?
Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#20 - 2012-08-05 21:59:56 UTC
Cadfael Maelgwyn wrote:
Blastcaps Madullier wrote:
that would pritty much kill incursions which is not the idea.


Butbutbut, didn't CCP already 'kill hundreds of communities' when they made them harder?


and if you read the CSM minutes you'll see think it was CCP soundwave saying he regrets what happened to the incursion community as a result of changes made.

but thoughts on the idea about faction weapon systems and T2 ammo etc? :)
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