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:PROPOSAL: Combat booster changes

Author
Durbon Groth
Pator Tech School
Minmatar Republic
#1 - 2012-11-24 02:17:01 UTC
Hey all,

For a long time, combat boosters have been in need of some love. I have 2 small proposals which I believe will improve the way combat boosters operate in eve. Neither are concerned with production or effects of boosters, which I believe are nicely balanced, if a little exclusive.

1. Change the way that drugs are smuggled : the current has you system scanned by npc customs officers and immediately having to pay a hefty fine, in addition to being pointed and given an ultimatum to surrender your merchandise or face destruction. Whilst pondering the implications of the new crimewatch system, I thought of the following: I propose that CCP removes the instant fine. The NPCs would attempt to warp disrupt the pilot as before, and the following ultimatum would now be: 1 - Surrender your merchandise and receive a (much reduced) fine or 2 - Get an immediate suspect flag, security status penalty and be attacked by the customs officer NPCs.

When transporting even a modest stack of any illegal merchandise, the instant irreversible fine is a crippling blow to any profit seeking pilot. However, it makes no sense when smuggling, that even though the aggression of customs officers can be evaded in a fast ship, there is still a harsh penalty. Landing the smuggler with a suspect flag and security status hit would give other players the chance to get involved in 'policing' highsec.

2. Change the way that boosters are dealt : The fact that combat boosters (and indeed their components) can be bought and sold on the open market, whilst being completely illegal to trade over contracts makes no sense. I propose that combat boosters be available to trade ONLY using direct contracts between players (i.e private contracts, instead of public) OR through station trading. Getting to know 'the guy' would become an interesting twist.I believe this change would encourage a more networked approach to combat booster dealing.

Although not one of my official proposals, I also think it would be fun if each private contract involving contraband held a security status penalty (for both contractor and contractee) in areas where the item was illegal. This would develop the 'actions have consequences' Idea and also add flavour to an otherwise bland method of dealing in illicit goods by eventually outlawing those who frequently deal. For the dealers it would also mean choosing between selling to a few known pilots and having a manageable security status or dealing to everyone and being sure to go full outlaw.

I also think that these two proposals would work equally as well with all types of contraband - it fits the game style, whilst at the same time making it much more feasible to smuggle in small and fast ships, which will make combat boosters a marginally more profitable enterprise and encourage networking between players.


Also a dedicated gas mining ship, and more pirate interaction... NO, must stop now!

All in favour?
Nariya Kentaya
Ministry of War
Amarr Empire
#2 - 2012-12-03 06:17:53 UTC
Durbon Groth wrote:
Hey all,

For a long time, combat boosters have been in need of some love. I have 2 small proposals which I believe will improve the way combat boosters operate in eve. Neither are concerned with production or effects of boosters, which I believe are nicely balanced, if a little exclusive.

1. Change the way that drugs are smuggled : the current has you system scanned by npc customs officers and immediately having to pay a hefty fine, in addition to being pointed and given an ultimatum to surrender your merchandise or face destruction. Whilst pondering the implications of the new crimewatch system, I thought of the following: I propose that CCP removes the instant fine. The NPCs would attempt to warp disrupt the pilot as before, and the following ultimatum would now be: 1 - Surrender your merchandise and receive a (much reduced) fine or 2 - Get an immediate suspect flag, security status penalty and be attacked by the customs officer NPCs.

When transporting even a modest stack of any illegal merchandise, the instant irreversible fine is a crippling blow to any profit seeking pilot. However, it makes no sense when smuggling, that even though the aggression of customs officers can be evaded in a fast ship, there is still a harsh penalty. Landing the smuggler with a suspect flag and security status hit would give other players the chance to get involved in 'policing' highsec.

2. Change the way that boosters are dealt : The fact that combat boosters (and indeed their components) can be bought and sold on the open market, whilst being completely illegal to trade over contracts makes no sense. I propose that combat boosters be available to trade ONLY using direct contracts between players (i.e private contracts, instead of public) OR through station trading. Getting to know 'the guy' would become an interesting twist.I believe this change would encourage a more networked approach to combat booster dealing.

Although not one of my official proposals, I also think it would be fun if each private contract involving contraband held a security status penalty (for both contractor and contractee) in areas where the item was illegal. This would develop the 'actions have consequences' Idea and also add flavour to an otherwise bland method of dealing in illicit goods by eventually outlawing those who frequently deal. For the dealers it would also mean choosing between selling to a few known pilots and having a manageable security status or dealing to everyone and being sure to go full outlaw.

I also think that these two proposals would work equally as well with all types of contraband - it fits the game style, whilst at the same time making it much more feasible to smuggle in small and fast ships, which will make combat boosters a marginally more profitable enterprise and encourage networking between players.


Also a dedicated gas mining ship, and more pirate interaction... NO, must stop now!

All in favour?

i agree on most parts except for removing them form the open market.

i honestly oprefer to think my character is just using a shady market-channel disguised as a teddy-bear-distribution-outlet to buy my combat drugs.

realistically though, limiting these to ONLY direct trades might discourage newer players, in that, they all of a sudden after getting curbstomped in lowsec 3 or 4 times they all of a sudden hear about these magical drugs that make them significantly stronger, that they have no way of knowing how tog et, or even what they are called, adn which ones do what. it would just come across to them as a hidden advantage players "in the know" have that they could not compete with.

**sorry for any spelling errors, currently on an old computer, and the lines im typing take about 8-10 seconds to show up on the screena nd i cant be arsed to go back and type it on a bumpy bus**