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Player Features and Ideas Discussion

 
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I don't like the drugs, but the drugs like me...

Author
Joe Risalo
State War Academy
Caldari State
#1 - 2012-02-03 21:08:45 UTC
Ok, so my suggestion here is to make drugs a larger part of Eve.

Way of getting drugs:

1) Obviously, you can get drugs from running some missions. This stays..
2) Pirate factions give players the opportunity to buy drugs with LP.
3) Null sec and wh POS's ONLY are now able to put in a drug production facility. Each drug will have its own blueprint and recipe. The materials required would be minerals, PI minerals, possibly adding a new method of PI in which players can actually harvest crops or something along that lines in order to procure minerals to produce drugs.

Now, drugs should have new uses.
Boosters
Drugs should be the major forfront for producing boosters. Boosters would require a mixture of certain drugs. However, boosters are not considered an illegal because of the very limited amount of drugs in them...

Implants
I actually suggest that implants should be player produced items. Now, the way this would work is that while implants would need other materials besides drugs, drugs do still need to be in the implants because what they essentially do is give that portion of your brain a constant feed of drugs that is recycled through a chemical process, so that you have a constant feed, which increases certain abilities constantly.

Quality
Implants currently already have a general quality to them in their meta lvl. However, since players would be producing these items, than their meta lvl would actually be determined by the quality of the drugs used to produce them... So there's only one blueprint for an implant, and research can be done on it to reduce the production time, reduce the required materials, but also, to increase the chance of producing a better quality implant. So there's no invention involved in trying to get +5 or 5% implants, only quality. The research done on chance of producing better quality implants doesn't however increase the quality, but simply increases the chances.
Boosters will become much more than just "here's this booster, here's what it does." They will also have qualities as well... For instance you'll be able to produce a low, mid, and high grade booster. Much like implants, they'll also have research in the same areas, and will also have a method to produce better quality.
Now, to actually increase the quality of these implants and boosters is actually through the research you put into the blue prints for the drugs. The drugs will be able to be produced in a low, mid and high grade.
If you combine low and mid grade drugs to try and produce an implant, than that's where the research for a higher chance a producing better quality implants and boosters comes in. If you combine different grades of drugs, then there's still a chance you'll get the better quality implant or booster, and researching quality on the implant and booster gives you a better chance at succeeding.
Now, if you have all high grade drugs, there's still a chance that during production you'll actually degrade the drugs and end up producing a lower grade implant or booster, but through researching, you can make the odds more in your favor. Now, if you have research maxed out on the drugs, and you have research maxed out on the implant and booster, then you'll always produce the grade you're attempting to produce.. In other words, if you intentionally manufacture mid grade drugs and use them to produce a mid grade implant or booster, then you're guaranteed to get a mid grade. Now, you can mix low and mid grade drugs with all your research maxed out, then there's a chance that even with some low grade drugs mixed in, you'll still produce a mid grade item.

Laws
Producing drugs in empire space is illegal. Transporting drugs in low sec is not illegal, but it is in high sec. So, POS drug production facilities are only allowed in wh space and null sec. However, players can produce the implants and boosters in low sec. HOWEVER, you can have drugs in a high sec POS, and you can produce implants and booster in a high sec POS, BUT, you can't transport drugs in high sec... Which is where the next part comes in.

Transporting drugs
For this, i would like to see a new skills, new module, and new ship created.

Skills
Drug smuggling - This skill applies directly to drug transport ships.(I'll explain on the ship description)
Smugglers - Ship skill needed to fly a t2 transport ship that is designed specifically for smuggling with hidden compartments and special containers.
Scanner Interception - Allows for the fitting of a t1 and t2 (possibly some meta and pirate faction) Scan intercepters.

Modules
Scan intercepters are designed to intercept a signal from a ship scanner, then send back a false scan report.
These are ACTIVE MODULES. The player is personally responsible for activating these modules whenever concord attempts to scan them.. so pretty much ALWAYS. This means players can't auto pilot to a location. These modules can be fitted on any ship. Scanner interception skill allows the modules to great what is essentially a buffer that increases the amount of time it takes concord to scan you, thus giving the player more and more time to activate the module per level. It makes it to where you see an indicator on which ship is attempting to target and scan you, and allows you to click the target and activate the module in order to intercept their scan. You don't have to actually target the agent attempting to scan you, but you do have to select them and activate the module.

Ship
Smuggling transport ships. These ships are specially built with hidden storage areas and contrainers that obsorb a scan, making the ship scanner assume the ship is empty.
Their are 3 versions of this ships.
1 - a cloaky.. it has limited capacity, but is able to cloak
2 - A deep space tranport model.... much more tank, and a good amount more capacity than a cloaky
3 - A heavy transport - close to 100k m3 capacity, but limited fitting capability
Joe Risalo
State War Academy
Caldari State
#2 - 2012-02-03 21:17:12 UTC
These new ships dont' have all their cargo space dedicated to smuggling.

At first, each ship only has about 25% of the ship dedicated to smuggling.

This is where the drug smuggling skill comes in.

The individual ship skill increases their cargo capacity.

However, the drug smuggling skill increases the amount of their cargo capacity that is available for smuggling.
The skill increases this capacity by 15% per level. Thus at lvl 5, you'll be able to dedicate 100% of your cargohold towards drug smuggling.
The advantage with these ships, however, is that these contrainers can actually be folded down, so if you don't wish to use this ship for smuggling, and just standard hauling, than you'll have all but 25% of your hold to be able to do so. That 25% though is dedicated space for hidden compartments where only drugs can be put.


Now, if you notice further up, I did say that boosters would now be legal in high sec, because the amount of drugs in them are limited.... This means high sec warriors, and mission runners can now take advantage of these and also help to boost the market.

Also, since their will be different quality boosters, players will be able to purchase cheaper boosters with less effect, but also less drawback...

Hopefully allowing boosters to be more drug focused, and allowing implants to be produced by the players and requiring drugs, means that drugs will become a much more viable market in Eve. However, specialty implants cannot be produced, such as slave implants and other things of that nature... Those are specifically pirate faction items.

Any thoughts?