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[Proposal] Boosters for non-combat activities.

Author
Sedstr
#1 - 2013-02-17 06:25:39 UTC  |  Edited by: Sedstr
It seems to me, that boosters are rarely used outside of PvP.
This is a shame...
If there were non-combat boosters, a lot more people would be using them early in their eve career making a lot more people more familiar with boosters generally, and hopefully increase the turnover of PvP boosters as they progress from indy to PvP.

So, I propose that new boosters be created for non-combat usage to encourage booster use generally.

This may also increase the value of null space which contains the good gas - which would be a good thing generally.

...

Rico Minali
Federal Navy Academy
Gallente Federation
#2 - 2013-02-17 14:06:16 UTC
Not a terrible idea, though of course they would still be illegal in hisec.

Trust me, I almost know what I'm doing.

Sedstr
#3 - 2013-02-17 19:53:44 UTC
Rico Minali wrote:
Not a terrible idea, though of course they would still be illegal in hisec.


synth boosters are legal in hisec, but demand is low because of where most of the combat takes place, why use synth boosters when you can use improved or strong...

A lot of indy takes place in highsec, so synth boosters for non-combat would be far more popular because of this situation...


...

Michael Loney
Skullspace Industries
#4 - 2013-02-18 06:12:11 UTC
I like it +1

OCD Booster ( For market traders )
Devils hand booster ( For idle hands while afk mining )
Eagle eye booster ( For PI related matters )





The list goes on...
Arduemont
Rotten Legion
#5 - 2013-02-18 15:27:36 UTC
Hesitantly supported. It's another market for people to exploit. So long as the resources for making these new boosters can't be gathered in highsec I am game for the idea.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Sedstr
#6 - 2013-02-19 14:46:11 UTC  |  Edited by: Sedstr
Arduemont wrote:
Hesitantly supported. It's another market for people to exploit. So long as the resources for making these new boosters can't be gathered in highsec I am game for the idea.


The barriers to entry into the booster business are high, consider the following:
Drug labs can only be on POS in 0.3 and below.
Gasses for illegal boosters are only available in limited areas of low and null/sov space.
The BPC's for making all boosters do not drop in hisec.
The skillbooks for reducing side effects of booster use are only available in null.
Synth booster gas can be found in very few hisec ladar sites in small amounts, but the gas still needs to be processed and the boosters manufactured.

Adding boosters which are more useful in hisec will hopefully create more demand generally across all types and strengths, and perhaps give this excellent component of the game the emphasis it deserves.

...

Lykouleon
Noble Sentiments
Second Empire.
#7 - 2013-02-19 20:21:30 UTC
Can you give some examples of non-combat boosters? Other than for mining yield/cycle times and propulsion boosters (which would be hard to justify due to propulsion being linked to the ship/modules, not pilot sobriety), I can't really think of cases where a drug booster would be implementable.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

sabre906
The Scope
Gallente Federation
#8 - 2013-02-19 21:02:41 UTC
Synth Autobot - Station trader booster, automatically 0.01 isk all your orders.Big smile
Sedstr
#9 - 2013-02-20 05:47:19 UTC  |  Edited by: Sedstr
Lykouleon wrote:
Can you give some examples of non-combat boosters? Other than for mining yield/cycle times and propulsion boosters (which would be hard to justify due to propulsion being linked to the ship/modules, not pilot sobriety), I can't really think of cases where a drug booster would be implementable.


Mining related boosters as you mention for yield, cycle.
industrial related may be higher chance of a T2 BPC, faster manufacturing, ME/PE boosts for BPO copying.
Trade related may be a reduction in sales tax on completion of trade perhaps.

Perhaps in highsec missions, a booster could effect the missions offered, or provide additional LP or ISK.

Maybe boosters which help both ends of the spectrum, like ship warp speed, scan probe deviation, duration in space, strength increase? Perhaps lower costs / increased speed of locator agents?

Some of these would be trivial to do because they fit within the archiecture allready applied to boosters, others would be more complicated and there may be issues with duration and overlap... say with a 10 run job that lasts 10 days, but the synth booster only lasts 14 hours.... do they get the whole run boosted? or would only the first item be produced with the bonus, etc etc etc...

The vision is to bring boosters into the mainstream so even if there is only one or two boosters added, and they really only help players below five million skill points, that may generate enough momentum to take boosters from being an elite PvP niche to what I think they should be, up there with implants...

...