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Player Features and Ideas Discussion

 
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Careers and additions

Author
Bondor Zanphre
Sebiestor Tribe
Minmatar Republic
#1 - 2015-01-28 19:23:38 UTC
Was thinking about some new changes that may or might not work, depending on faucet/sinks of the in game economy.
Here's a few rough ideas:

Static/Spawn salvage belts similar to asteroid belts with similar new graphics. The good, it could bring the Noctis to greater popularity vs the mobile tractor unit. The bad it could floor the salvage market, however making it a spawn like ice belts would help reduce/regulate over salvaging.

Introduce NPC trade goods as required items to "fuel" Planetary Industry or boost production by a specific percent via planetary demands and staple items. Barren worlds require more (fill in the blank) while Temperate worlds require less (fill in the blank) to keep colony production at peak efficiency.


Diplomatic Ambassador Career that could negotiate between NPC factions and or Faction Warfare and associated corporations increasing production or destruction through diplomacy. Sanction solar systems, increase system wide tourism and trade, increase or decrease taxation, depending on skill specialization and available ship modules, increase align times for specific systems to help facilitate trade routes. Missions could range from providing a corporation with distribution, research, resource acquisition or delivery in the form of bribes or good standing to maintain peaceful relations. Basically a pve based standings pusher but not combat focused.

If the diplomat career was similar to the FW mechanic like contested zones the competition would be fierce to win over systems via mission grinding and standings. However the diplomat would be under an ever threatening challenge of hostile actions of the current residents whether high sec, low sec or no sec should the diplomat move in a direction contrary to the people.

Tier 3 Ore Mining Vessels, or more ship diversification beyond the current set of ships available. Caldari/Ore hybrid that uses mining missiles to pulverize large asteroids into manageable bits. Or a Gallente/Ore mining vessel that has heavier drone based benefits. Make mining more random like exploration where attention to the task could possibly increase income and make the outcome more lucrative rewarding more attentive gameplay.


Iain Cariaba
#2 - 2015-01-28 22:34:52 UTC
These already exist in the game. Go to mission hub and combat scan the surrounding systems looking for mission runners. Once mission runner has finished first room and moved onto second, warp noctis into first room and salvage away.
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2015-01-28 22:59:37 UTC
Why?
Anhenka
The New Federation
Sigma Grindset
#4 - 2015-01-28 23:34:08 UTC  |  Edited by: Anhenka
Bondor Zanphre wrote:
~Snip


Hmm. ok, lets get started.

1: Everyone agrees mining needs some level or rework, but opinions on how this work greatly differ. I personally think mining missiles sounds like a nonsense idea in every way. There is heavy resistance against implementing ships that are larger and mine faster than any existing ones, or that combine high tank and high yield.

2: CCP is trying to move away from NPC's supplying things towards players producing as much as possible. NPC used to supply items like oxygen, or uranium, etc before PI was introduced, but all those orders were cut away with PI as part of CCP's "no production from NPC's" goal. Requiring PI materials to maintain PI seems a bit silly, especially if you have to shuffle stuff out there on each character, to each planet, on a regular basis.

3: Diplomatic efforts of one player resulting in system wide effects is not a great idea. We already have a group cooperative mechanic in the donation of LP to increase FW control, which results in bonuses to marketplaces, rax, refining, etc. But to be honest, it's not a very good system. It's more of a tackon mechanic that gets gamed for maximum efficiency. If it were skill based, it would just mean that people had a bunch of alts to diplomob systems they wanted bonuses in.

4: Salvage belts would be rather meh. I think you underestimate the amount of wrecks that are generated in nullsec. I might run sites for an hour and change an leave hundreds of wrecks conveniently clustered around MTU's, and given the easy availability of both people who want to salvage and people running null-sec anoms, I'd guess that exploration based salvage sites would be extremely underwhelming unless they added either t2 salvage, or literally hundreds of wrecks in easy range of a no tractor Noctis.