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Player Features and Ideas Discussion

 
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Substitute materials, alloys..etc in ship construction.

Author
Amber Kahn
Caldari Provisions
Caldari State
#1 - 2014-05-14 02:36:10 UTC
I think it'd be great to swap out build materials when making a ship..

Effecting several factors: Weight, density, reduced signature, damage modifiers.. even ship texture( /tint)..
I'd love any feedback.
Gawain Edmond
Khanid Bureau of Industry
#2 - 2014-05-14 02:46:39 UTC
swap them for what?

also all the things you've listed are changed with rigs so it's really just doing something that's already in the game

the texture of the ship is changed buy buying the bpc of the new ship skin you're after and building it
Amber Kahn
Caldari Provisions
Caldari State
#3 - 2014-05-14 02:58:09 UTC
It'd be as; building a house from brick instead of wood.. and I know similar bonuses to stats like that are achieved through rigs andthats great. But that's an after market modification. I'm proposing a pre-market buff/ cost cutting flying death trap...
Adira Nictor
Sebiestor Tribe
Minmatar Republic
#4 - 2014-05-14 03:13:40 UTC
Being able to build ships with different stats would be interesting, depending on the building materials you used. Saying that, it would be a balancing nightmare for ccp.
Nariya Kentaya
Ministry of War
Amarr Empire
#5 - 2014-05-14 03:59:15 UTC
Adira Nictor wrote:
Being able to build ships with different stats would be interesting, depending on the building materials you used. Saying that, it would be a balancing nightmare for ccp.

And impossible server wise, as you would then need a market entry, database entry, and generic item registry for EVERY variation of every item possible.

Think its annoying shopping for skins with the long bloated list with no filter? imagine opening the amarr friagte T1 list, and seeing 50 different punishers, another 50 scythes, etc. It would SUCK.

Not to mention, it would VERY quickly become only 1-2, mayeb 3 of the near-infinite variations in stats would even be sellable, since people would only use whats best.

So no, this change would be hell unless the entirety fo the way the market/industry/economy functions at the most absic level was altered into a state completely unrecognizable to what we have now.

(not saying this form of crafting is *bad*, hell, Ill never forget pre-NGE, pre-CU, pre-every-goddamn-patch-nerfed crafting from Star Wars Galaxies, crafters shooting eachother over nice mining spots and whatnot for high grade material)
Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2014-05-14 04:04:56 UTC
I had something I was going to say, but when I looked at your avatar I lost my train of thought.

Oh yes. I think it would be interesting if there was some materials flexibility in design, but it should not affect the stats. Having materials flexibility could make it more difficult to form a material supply monopoly.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Bob Maths
Federal Navy Academy
Gallente Federation
#7 - 2014-05-14 06:56:51 UTC  |  Edited by: Bob Maths
That's not how the game works. Each ship type is unique within the database so swap-and-match with materials during creation would require CCP to create n variaties of each ship, exponentiating the variations and thus the byte size of the database and resources.

Now if you had a base ship that then was improved via mandatory construction method slots (as in to unpack the ship you need a construction material package for that ship) which then improved or penalised the ship in various ways then I can imagine that being a workable solution.

Understand that the game is just a database, the client gives you the resources and the servers are told what to tell everyone to render, it's easier to render and process 1000 of the same Brutixes with 100 different fits rather than 1000 different Brutixes with 100 different fits. Of course, people will always go for the bestest ever but that opens up the idea which I'm sure you were intending for it to be for different methods to do different things and not necessarily works best for all ships. So one method works better for covert ops or another works better for brawling, or kiting and so forth.