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FW: I-hub and system upgrades

First post First post
Author
Mackenzie Ayres
Viziam
Amarr Empire
#441 - 2012-09-08 02:55:06 UTC  |  Edited by: Mackenzie Ayres
Quote:


  • NEW SYSTEM UPGRADES

  • As mentioned quite a few times, current system upgrades are a bit lame, as not really providing needed bonuses, especially in systems with no stations. Iteration would include:


    Level1:
    * +5 station manufacturing, copy, ME, PE, Invention slots
    * 10% market tax reduction
    * 10% repair cost reduction
    * 5% manufacturing time reduction

    Level2:
    * +10 station manufacturing, copy, ME, PE, Invention slots
    * 20% market tax reduction
    * 20% repair cost reduction
    * 10% manufacturing time reduction

    Level3:
    * +15 station manufacturing, copy, ME, PE, Invention slots
    * 30% market tax reduction
    * 30% repair cost reduction
    * 15% manufacturing time reduction
    * 10% reduction to starbase fuel cost

    Level4:
    * +20 station manufacturing, copy, ME, PE, Invention slots
    * 40% market tax reduction
    * 40% repair cost reduction
    * 20% manufacturing time reduction
    * 10% reduction to starbase fuel cost

    Level5:
    * +25 station manufacturing, copy, ME, PE, Invention slots
    * 50% market tax reduction
    * 50% repair cost reduction
    * 30% manufacturing time reduction
    * 20% reduction to starbase fuel cost
    * Able to anchor Cyno Jammer




    Why not add the reduction of time to the science slots too?

    Also if you really want to make a leap, you can start reducing the material multiplier , Even a 10 - 15% reduction in manufacturing material requirements would surely make lowsec an attractive place to live.

    Mac
    Veshta Yoshida
    PIE Inc.
    Khimi Harar
    #442 - 2012-09-08 05:48:30 UTC  |  Edited by: Veshta Yoshida
    Mackenzie Ayres wrote:
    Why not add the reduction of time to the science slots too?

    Also if you really want to make a leap, you can start reducing the material multiplier , Even a 10 - 15% reduction in manufacturing material requirements would surely make lowsec an attractive place to live.

    Mac

    Better science slots would all be gobbled up by alts popping their heads in once in a blue moon to refresh runs .. as it is now really.
    If you want semi-permanent population increase you need to make the lives of would be settlers as comfortable and rewarding as possible, which in turn means establishing hubs and increasing entertainment options. Manipulating ME on the assembly line (AL) level has the potential to do just that, although you might need to create a *new* AL that is only capable of doing low tech assembly or you'd see the same scenario as with science slots only with JF's/Bridged moving T2 stuff around.

    - Double the tax reduction (free at level 5).
    - Double the repair discount (free at level 5).
    - Add T1 specific assembly lines with 5% material reduction per upgrade level.
    - Increase (or improve) exploration site/belt spawns within warzones dependent on upgrade level. Similar to null upgrades really.
    - Increase bleed once again, instead of 10% (double buffer & 20% bleed) of current levels a better target would be 50% (ie. doubling buffer only). People should be forced encouraged to actively and aggressively defend upgraded systems, especially if they are going to get their own LP faucet.

    Ideally the battlefield should be "fluid" with a handful of almost static systems, the home fortressesbases. Keep in mind that offensive plexing is going to be hit hard as hell so the majority of plexing will need to be done in small gangs for maximum effect (instead of alt swarms) so VP tally across the board will likely be reduced to a trickle compared to the biblical flood of the past few months.
    Andiedeath
    We Aim To MisBehave
    Wild Geese.
    #443 - 2012-09-08 08:18:06 UTC
    CCP Ytterbium wrote:
    WINTER ITERATIONS


    Current warzone control design is flawed as it does not encourage players to hold space, only to upgrade I-hubs when they need to buy stuff from the LP store to get massive reductions. Ideally we would want players fighting and struggling to keep control over their space, that is why we propose the following.

    We would remove LP store price reduction in the new system, and only modify LP gained. As such, tier1 WZ would reduce all LP gains by 50%, tier2 would keep them on the same field as of now, tier3 would give a 100% LP gain bonus, tier4 150% and tier5 200% LP gain bonus. This would encourage factions to actually keep and maintain space to have the LP bonus rather than just push once in



    I think warzone control Teir should be governed by the number of system controlled not the average upgrade level in this instance. As half a million LP over 60+ systems to get level 5 is not just difficult it's crazy. Unless of the requirement for Warzone control tier is based on a ratio between opposing factions.

    Director

    Sefem Velox

    INGAME CHANNEL: Sefem Public

    Kalicor Lightwind
    Garoun Investment Bank
    Gallente Federation
    #444 - 2012-09-08 21:21:59 UTC  |  Edited by: Kalicor Lightwind
    I would like to see heavily defended systems be immune from the bleed effect (say anything under 10% can't be reduced below a five, anything below 20% can't be reduced below four, anything below 40% can't be reduced below three, and maybe 50 or 60% will protect an upgrade level of two, after which all upgrade levels are vulnerable).

    Might be a bit outside of the "KISS" range, but I would say also add an extra 4 possible warzone control points to each system, and have the number of points granted based on system control % (so 0% vulnerable: 5, 20% 4, 40% 3, 60% 2, 80% 1, 100% 0)
    Herping yourDerp
    Tribal Liberation Force
    Minmatar Republic
    #445 - 2012-09-08 21:31:54 UTC
    nerfing highsec stations would be a bad thing.
    the 1 and only thing killing lowsec are overzealous pirates that kill anything that moves. let the rifter go wanabee pirate, save yourself for the freighter.
    Garviel Tarrant
    Beyond Divinity Inc
    Shadow Cartel
    #446 - 2012-09-08 23:36:33 UTC
    Hans Jagerblitzen wrote:
    TrouserDeagle wrote:
    Why are all you FW bads in favour of things being harder for outlaws? Don't you like us? We're already playing on hard mode.


    Wait, what? Ugh



    There are very few things in low sec that favor outlaws

    And the hard mode part is due to sentries.

    BYDI recruitment closed-ish

    Veshta Yoshida
    PIE Inc.
    Khimi Harar
    #447 - 2012-09-09 07:11:04 UTC
    Herping yourDerp wrote:
    nerfing highsec stations would be a bad thing.
    the 1 and only thing killing lowsec are overzealous pirates that kill anything that moves. let the rifter go wanabee pirate, save yourself for the freighter.

    Garviel Tarrant wrote:
    There are very few things in low sec that favor outlaws

    Yeah, we are in dire need of a low-sec revamp, would be awesome if the pirate themed concept that encourages mafia like operations was to be introduced so the sociopathic mass murderers of present day low-sec got itches/tickles in extremities other than their trigger finger.
    Garviel Tarrant wrote:
    And the hard mode part is due to sentries.

    Camping gates are not really piracy and the decision to (and hence blame for) engage anything on a gate lies entirely on the shoulders of the person doing so .. just sayin' Smile

    But kind of off-topic; So might I suggest cooking up a scheme for low-sec, posting it and let it flesh out 'naturally' .. or you could dig up one of the existing threads and add to it. I'll be happy to help keep it on page one as low-sec needs that sweet love almost as much as FW/Null.
    Garviel Tarrant
    Beyond Divinity Inc
    Shadow Cartel
    #448 - 2012-09-09 12:27:05 UTC
    Veshta Yoshida wrote:
    Herping yourDerp wrote:
    nerfing highsec stations would be a bad thing.
    the 1 and only thing killing lowsec are overzealous pirates that kill anything that moves. let the rifter go wanabee pirate, save yourself for the freighter.

    Garviel Tarrant wrote:
    There are very few things in low sec that favor outlaws

    Yeah, we are in dire need of a low-sec revamp, would be awesome if the pirate themed concept that encourages mafia like operations was to be introduced so the sociopathic mass murderers of present day low-sec got itches/tickles in extremities other than their trigger finger.
    Garviel Tarrant wrote:
    And the hard mode part is due to sentries.

    Camping gates are not really piracy and the decision to (and hence blame for) engage anything on a gate lies entirely on the shoulders of the person doing so .. just sayin' Smile

    But kind of off-topic; So might I suggest cooking up a scheme for low-sec, posting it and let it flesh out 'naturally' .. or you could dig up one of the existing threads and add to it. I'll be happy to help keep it on page one as low-sec needs that sweet love almost as much as FW/Null.



    BYDI doesn't do gatecamps..

    But when you are traveling you can't engage anything you meet but everything can engage you (If you don't have logi). Then there is the issue of traveling since a lot of ships simply cannot handle traveling under GCC so you're stuck in the same system for 15 minutes

    The thing is that a lot of roaming takes place around gates, with sentries against you no matter what happens. (Or at best not a factor)

    I'm not saying there shouldn't be some drawbacks to being an outlaw, but one would think there would be some perks as well? In most fiction having ties with organized crime hands you a bunch of perks... Just seems odd.

    BYDI recruitment closed-ish

    X Gallentius
    Black Eagle1
    #449 - 2012-09-09 18:39:52 UTC
    Kalicor Lightwind wrote:
    I would like to see heavily defended systems be immune from the bleed effect

    They are, aren't they? Defensively plex the system and dump lp back into hub.
    Zarnak Wulf
    Task Force 641
    Empyrean Edict
    #450 - 2012-09-09 22:02:58 UTC
    At the higher tiers a side will need to pay 4x the normal price of upgrades. That us 1.2 million LP that it will take 30 hours to go through. On the other side of the coin you could have mission runners making 500k LP an hour in friendly backend systems with stealth bombers in missions with no poison pill. Something there needs to be fixed. This will be my last post about the mission discrepancy.
    Omnathious Deninard
    University of Caille
    Gallente Federation
    #451 - 2012-09-10 05:58:56 UTC
    As far as Faction Warfare LP stores go, they are tailored toward PvE way too much, is it possible to remove the huge amount of Tags needed for faction items? Or make player wrecks drop approiate tags for there rank in the opposing militia?

    If you don't follow the rules, neither will I.

    Veshta Yoshida
    PIE Inc.
    Khimi Harar
    #452 - 2012-09-10 08:29:05 UTC
    Omnathious Deninard wrote:
    As far as Faction Warfare LP stores go, they are tailored toward PvE way too much, is it possible to remove the huge amount of Tags needed for faction items? Or make player wrecks drop approiate tags for there rank in the opposing militia?

    Wait and see how many tags are dumped into market when killing NPCs become mandatory rather than just something to do if bored. Just imagine if the tags from the plexes behind the millions (or is it billions Smile) VP/LP farmed the past year had been collected and put up for sale .. you'd be clamouring for the NPC buy orders on tags to be removed instead.

    In short: The tags are there and then some.
    Souisa
    Subhypersonics
    #453 - 2012-09-10 13:42:08 UTC  |  Edited by: Souisa
    I think you should be carefull. It seems low-sec is getting alot of buffs, when low-sec isnt really broken. Basically It seems the base idea is that because low-sec has little population low sec must be bad and that the goal then becomes to raise population to make low-sec better. But this is a wrong way to apprach it i think. Because if you ask people actually living in low-sec today they would probably answer its fine. I actually think these people do not want low-sec to become crowded, or dominated by large organisations. Keep in mind that people of low-sec are actually a minority in EVE, and the complaints are most likely comming from other places. Anyway i would hate to see low-sec becomming more active than it is now, as you are pretty much able to fly under the radar and do you own thing.

    o/

    X Gallentius
    Black Eagle1
    #454 - 2012-09-10 15:42:18 UTC
    Zarnak Wulf wrote:
    At the higher tiers a side will need to pay 4x the normal price of upgrades.

    If you're at Tier 4 or 5, then you also get a multiplier on your defensive plexing LP. In fact, you ought to be making much more isk defensive plexing than the other guy who is offensive plexing with his militia at Tier 1 or 2.

    Zarnak Wulf
    Task Force 641
    Empyrean Edict
    #455 - 2012-09-14 14:10:26 UTC
    Mackenzie Ayres wrote:


    Why not add the reduction of time to the science slots too?

    Also if you really want to make a leap, you can start reducing the material multiplier , Even a 10 - 15% reduction in manufacturing material requirements would surely make lowsec an attractive place to live.

    Mac


    I really like this idea. You can get minerals for BC construction on down into low sec easily and safely enough. Making them cheaper along with the 30% faster would make low sec industry an interesting alternative. The 30% faster compensates a bit for smaller industrials and hauling the minerals to low sec... Etc.
    Hans Jagerblitzen
    Ice Fire Warriors
    #456 - 2012-09-14 15:58:19 UTC
    Souisa wrote:
    Because if you ask people actually living in low-sec today they would probably answer its fine.


    O RLY.

    I'm sure we have some low sec residents in this thread right now, what do you guys think? Do you want to be left alone? Is low sec "just fine" ?

    CPM0 Chairman / CSM7 Vice Secretary

    Hans Jagerblitzen
    Ice Fire Warriors
    #457 - 2012-09-14 16:02:37 UTC
    Omnathious Deninard wrote:
    As far as Faction Warfare LP stores go, they are tailored toward PvE way too much, is it possible to remove the huge amount of Tags needed for faction items? Or make player wrecks drop approiate tags for there rank in the opposing militia?


    Well, given the change in mechanics, anyone who's out plexing will now be looting tags on the regular, since you can no longer ignore the NPC's and speedtank. Even those that go to the plexes for PvP baiting will still likely trash the rat mobs that spawn and take the tags, you dont want them interfering with you dueling anyways. So in general, players should be collecting more tags than they used to.

    The problem with players spawning tags when killed is that it would be extremely easy to just kill yourself with an alt and farm an infinite amount of high-value tags that are probably worth more than the ships you are killing yourself in....whats stopping me from nuking myself in a noobship over and over again?

    CPM0 Chairman / CSM7 Vice Secretary

    Salpun
    Global Telstar Federation Offices
    Masters of Flying Objects
    #458 - 2012-09-14 16:03:42 UTC  |  Edited by: Salpun
    Dust effect on FW per new tool tip on Buckingham :

    "System Capture Status total capacity is affect by planetary District ownership. Enemy dominance there will take it more difficult to move a system into vulnerable state and vice versa. 3000-25.0%= 2250."

    Without dust battles going on Systems have +or -25%. No idea how far the % can swing.

    If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

    See you around the universe.

    Kuehnelt
    Devoid Privateering
    #459 - 2012-09-14 16:17:05 UTC
    Hans Jagerblitzen wrote:
    anyone who's out plexing will now be looting tags on the regular, since you can no longer ignore the NPC's and speedtank.


    I kill the rats all the time. I rarely take the tags. It's a whole lot of trouble to go through for a whole lot of nothing. The only guy I've ever seen to always collect tags was a guy who multiboxed a Crucifier with tractor beams in the highslots.

    The increased capture range and the new NPC behavior of the new plexes may change that by allowing you to loot the tags without pausing the timer.
    Bienator II
    madmen of the skies
    #460 - 2012-09-16 13:41:52 UTC
    Kuehnelt wrote:
    Hans Jagerblitzen wrote:
    anyone who's out plexing will now be looting tags on the regular, since you can no longer ignore the NPC's and speedtank.


    I kill the rats all the time. I rarely take the tags. It's a whole lot of trouble to go through for a whole lot of nothing. The only guy I've ever seen to always collect tags was a guy who multiboxed a Crucifier with tractor beams in the highslots.

    The increased capture range and the new NPC behavior of the new plexes may change that by allowing you to loot the tags without pausing the timer.


    all tags i have are from loot of player wrecks :) But minmatar are experts in farming, i suppose they know what they do.

    how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value