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[Proposal] Implement the following ideas and fix the entire game instantly

Author
Krios Ahzek
Royal Amarr Institute
Amarr Empire
#1 - 2012-02-10 08:04:44 UTC
This is unironically a serious thread.

Here is exactly how to

Fix Nullsec:

-Every time someone is podded by a player in Nullsec, that player receives an ISK bounty minimally equivalent to the character's medical clone cost. This encourages war, roaming PVP and generally playing EVE instead of botting or not logging in. Very little money is gained from killing newbies, tens of millions are made from killing 6 year vets. There is no net ISK generation so it is impossible to kill yourself with an alt to make profit.
-Every ship destroyed by a player adds 20% of its insurance value to the player's bounty. Ships that are destroyed in nullsec shall have a 20% smaller insurance payout in order to avoid creating ISK (and because no insurance company would pay full insurance for war equipment destroyed in a war zone). Now go get revenge on that Elite PVPer that has been terrorizing your home system for weeks without dying; it pays.
-Player bounties and bounty upgrades shall be spread equally to all participants on a killmail/in the same fleet except those with blue standings or in fleet with the dead player.

Fix Cloaking:

-Make cloaks have a nonzero capacitor use and a cycle time. The capacitor use shall always put the ship in negative recharge, though capacitor rigs and modules such as rechargers, extenders and boosters will greatly enhance a ship's ability to stay cloaked for long periods of time. Cap stability will be a hardcored impossibility. There is no reason for a powerful module like a cloak to not use energy.
-Add a T3 cloak that is available for all ships. It behaves almost exactly like a Covops cloak (full speed, no targeting delay), but it is impossible to warp cloaked and somewhat expensive (100m isk). It has non-negligible CPU use (80 or 100 teraflops) and allows ships to take black ops bridges.

Fix supercaps and caps:
-Make pilots suffer horribly from dying after being entombed in their supercap for years. Supercap pilots may never eject of self destruct. Upon ship death, the pilot dies too; no pod ejects. When a pilot dies while piloting a supercap, the pilot suffers a temporary, soft form of wetgraving(read the chronicles) and his relevant supercap skill is reset to level 1. For example, losing a titan means that your Titan skill is back to 1. This is quite like T3 ships, but harsher. Supercap kills add no bounties to those who killed them, since they cannot be insured.
-Remove supercap EWAR immunity, replace it with arbitrarily high but finite numbers. For example, a titan should have 30 warp core strength and 100 sensor strength. Tracking disruptors and other ewar should have 5% of their normal effect. Titans are not as rare as they were intended to be, so let us chip at them like whaling sailors. Let 20 falcons jam a titan, let 30 tacklers prevent one from warping. In exchange, let remote assistance affect them at 5% of regular effectiveness. Supercap pilots, you know this is only fair.
-Make the Minmatar dreadnought a pure projectile ship. Remove its missile hardpoints and replace them with turrets.
-Fix the Leviathan Replace its missile hardpoints with turret slots for railguns.
-Alternatively: just make citadels not suck

Fix certain subcaps:
-Add one midslot to all ships who currently only have one


Fix bubbles:
-It shall be made impossible to warp through a bubble, even if the beginning point of the warp is not inside the bubble and the end point is outside of the grid. The warping ship will stop at the bubble's edge.

Fix sniping:
-It shall be made impossible to warp directly at a target on the same grid through probing. Probes will only generate a signature that allows the prober (and his fleet) to warp to the target’s grid at a random range. There will be no effect if the target is on grid.

Fix industry, mining, hacking, etc:

-Rats shall drop no module loot. Upon salvaging a wreck, it shall generate salvage as normal, in addition to a new type of salvage, scrambled datacores. These datacores can then be decrypted (using the hacking skill) into meta 2,3,4 1-run BPCs. A hacking skill equivalent to the datacore's meta level is required to decrypt it.
These BPCs can be used to build named items when used in conjunction with relevant science and industry skills. They are locked at ME0 PE0. As a general rule of thumb, meta 2 requires skills at 2, meta 4 requires skills at 4. So, making a best named railgun would require Electromagnetic Physics 4, Mechanical Engineering 4, Science 4 and Industry 4. Scrambled datacores may also be turned in to a research agent for a small amount of normal research points towards a regular t2 datacore.
-Rogue Drones shall use the same new loot system as the normal rats, with a bias for drone-related modules. They may also drop scrambled datacores that decrypt into limited run T2 drone BPCs with perfect ME and PE.
-The only mineral drops from rats are the tritanium from salvaged Metal Scraps.
-Corpses may be salvaged by someone with a sufficient biology and science skill. They have a slight chance of dropping scrambled datacores that can be decrypted into implant BPCs for the implants who were in the corpses's head at the time of death. Creating the implants requires T2 components and relevant PI goods (Miniature electronics, wetware mainframe?)
-Boost module drop rates on player ship death, let Scrapmetal Reprocessing remain somewhat relevant. Also, lower Scrapmetal Reprocessing's training speed multiplier and prerequisites. Refund the SP difference.

Fix incursions:
-Implement my suggestion , Players should be allowed to join Sansha's Nation in faction warfare. Anyone who shoots a Sansha ship in an incursion system should be flagged as a valid target for the Sansha allies, who gain standings and LP for every enemy they kill.

 Though All Men Do Despise Us

Krios Ahzek
Royal Amarr Institute
Amarr Empire
#2 - 2012-02-10 08:05:03 UTC
Fix lag:
-TiDi (it works)

Fix the market:
-Just let us sell officer and deadspace modules on the market, there’s no reason not to


Please try to find ways in which these ideas are not perfect so that I might correct them.

 Though All Men Do Despise Us

SMT008
Deep Core Mining Inc.
Caldari State
#3 - 2012-02-10 12:33:12 UTC
I agree with most of those things except the "Rats shall drop no module loot".

You'll make them drop BPCs, and due to...well, CCP or something, it's awful to manage. Can't stack them, you have to go through the pain that it is to put those 100s BPCs you just got from your lvl 4 in the oven and all that.

I don't really know how to fix that.

I would add one thing to this tho.

Faction guns are expensive as fsck. Like, really. And it gives you a lower DPS than T2 weapons. They indeed have a lower CPU consumption, but it doesn't make up for the cost.

Either allow them to use T2 ammo and allow them to recieve the "specialisation" bonus, or multiply their droprate (For faction guns that drop from NPCs, but also for faction guns you can buy in LP stores) by 4.

Or go ahead and do both of these things. No one uses faction weapons for a reason. The only faction weapons I ever saw were on a Officier fit Golem, a Repfleet fitted Machariel and a CN Launcher on a 100MN Tengu cause a T2 wouldn't fit.

There is a reason to it. It's because the weapons have too many disavantages (Less DPS, and less usability due to not being able to use T2 ammunition. Also, it cost a fsckton to fit those 6/7/8 guns you need) and the only avantage you get is ridiculously small.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#4 - 2012-02-10 13:18:27 UTC  |  Edited by: Akrasjel Lanate
Updaded: https://forums.eveonline.com/default.aspx?g=posts&t=68178&find=unread

CEO of Lanate Industries

Citizen of Solitude

Packed Lightly
The Scope
Gallente Federation
#5 - 2012-02-10 13:21:29 UTC
Krios Ahzek wrote:


-Every time someone is podded by a player in Nullsec, that player receives an ISK bounty minimally equivalent to the character's medical clone cost. This encourages war, roaming PVP and generally playing EVE instead of botting or not logging in. Very little money is gained from killing newbies, tens of millions are made from killing 6 year vets. There is no net ISK generation so it is impossible to kill yourself with an alt to make profit.


There is still a net isk gain over the current model the amount gained would be so small that it is hardly a motivator. In the words of TESTcursions, my ~isk/hour~.

Quote:
-Every ship destroyed by a player adds 20% of its insurance value to the player's bounty. Ships that are destroyed in nullsec shall have a 20% smaller insurance payout in order to avoid creating ISK (and because no insurance company would pay full insurance for war equipment destroyed in a war zone). Now go get revenge on that Elite PVPer that has been terrorizing your home system for weeks without dying; it pays.


This is functionally useless, an isk faucet, and imposes arbitrary penalties on 0.0. Also, while you might enjoy role-playing, it shouldn't be grounds for balance or game-play features.


Fix Cloaking:

Quote:
-Make cloaks have a nonzero capacitor use and a cycle time. The capacitor use shall always put the ship in negative recharge, though capacitor rigs and modules such as rechargers, extenders and boosters will greatly enhance a ship's ability to stay cloaked for long periods of time. Cap stability will be a hardcored impossibility. There is no reason for a powerful module like a cloak to not use energy.
-Add a T3 cloak that is available for all ships. It behaves almost exactly like a Covops cloak (full speed, no targeting delay), but it is impossible to warp cloaked and somewhat expensive (100m isk). It has non-negligible CPU use (80 or 100 teraflops) and allows ships to take black ops bridges.


I can't even begin to describe how dumb you are, or how much I hate you because of it. Hopefully the copy of this thread you (foolishly) posted to gf.com gets populated with the appropriate insults.

I'm not even going to comment on the rest, although I'm tempted to just quote it before you realize the error of your ways and edit your post to avoid ridicule.

Maybe next time post this **** on an alt and save us the embarrassment and yourself the inevitable flaming.
mxzf
Shovel Bros
#6 - 2012-02-10 15:03:18 UTC
So it turns out that the OP is an idiot, good to know.

About the only thing that is worthwhile at all on there is the removal of on-grid warping to something your probes lock, the rest of it is just random garbage.
Sverige Pahis
Deep Core Mining Inc.
Caldari State
#7 - 2012-02-10 15:50:03 UTC
This has to be some kind of meta troll but he posted the same garbage on our forums. Stop trying to "fix" cloaking ugggghhhhh

ugggggggggggggggggghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
reaver2145
Satanic Lobster Buttplug With Hidden Unicorn.
#8 - 2012-02-10 16:06:33 UTC
Posting in a "WAAAA MUMMMY" cry thread
Vaurion Infara
Doomheim
#9 - 2012-02-10 16:17:55 UTC
You're all fools, only Goonswarm have the true answers to fix Eve!

*Vaurion Infara hemorrhages and dies

this is it

mxzf
Shovel Bros
#10 - 2012-02-10 16:44:59 UTC
Vaurion Infara wrote:
You're all fools, only Goonswarm have the true answers to fix Eve!

*Vaurion Infara hemorrhages and dies


+1 for you for managing to use 'hemorrhages' in a sentence, lol.
Sephiroth Clone VII
Brothers of Tyr
Goonswarm Federation
#11 - 2012-02-10 20:09:18 UTC  |  Edited by: Sephiroth Clone VII
People do pvp, and lose stuff. If insurance was the barrier to pvp, you would never see tech 2 or tech 3 being used or lost. Which is not true.

The insurance idea could help with driving a reward for killing people (other then just gloating and eating tears), and the loss of a portion of a insurance payout is negligible to the cost of deployed a properly fitted ship and that most people worth salt have reimbursement programs, or can pay for themselves the difference. If they can't well time to stick to tech 1 frigs.

Allot of the ideas are though pretty bad.
Krios Ahzek
Royal Amarr Institute
Amarr Empire
#12 - 2012-02-10 21:05:14 UTC
Look if I could make half of what I make looting belt rats by shooting IRC in the face all day in a rifter, I would never touch a rat ever again.

 Though All Men Do Despise Us

Wolodymyr
Breaking Ambitions
#13 - 2012-02-12 08:51:06 UTC  |  Edited by: Wolodymyr
Krios Ahzek wrote:

-Make cloaks have a nonzero capacitor use and a cycle time. The capacitor use shall always put the ship in negative recharge, though capacitor rigs and modules such as rechargers, extenders and boosters will greatly enhance a ship's ability to stay cloaked for long periods of time. Cap stability will be a hardcored impossibility. There is no reason for a powerful module like a cloak to not use energy.

I like the fuel bay idea better.


Krios Ahzek wrote:

-Make pilots suffer horribly from dying after being entombed in their supercap for years. Supercap pilots may never eject of self destruct. Upon ship death, the pilot dies too; no pod ejects. When a pilot dies while piloting a supercap, the pilot suffers a temporary, soft form of wetgraving(read the chronicles) and his relevant supercap skill is reset to level 1. For example, losing a titan means that your Titan skill is back to 1. This is quite like T3 ships, but harsher. Supercap kills add no bounties to those who killed them, since they cannot be insured.

I could see a skill loss like blowing up in a T3. But no ejecting from the ship is too brutal.


Krios Ahzek wrote:

-Remove supercap EWAR immunity, replace it with arbitrarily high but finite numbers. For example, a titan should have 30 warp core strength and 100 sensor strength. Tracking disruptors and other ewar should have 5% of their normal effect. Titans are not as rare as they were intended to be, so let us chip at them like whaling sailors. Let 20 falcons jam a titan, let 30 tacklers prevent one from warping. In exchange, let remote assistance affect them at 5% of regular effectiveness. Supercap pilots, you know this is only fair.

Yes


Krios Ahzek wrote:

-It shall be made impossible to warp through a bubble, even if the beginning point of the warp is not inside the bubble and the end point is outside of the grid. The warping ship will stop at the bubble's edge.

Yes


Krios Ahzek wrote:

-Rats shall drop no module loot. Upon salvaging a wreck, it shall generate salvage as normal, in addition to a new type of salvage, scrambled datacores. These datacores can then be decrypted (using the hacking skill) into meta 2,3,4 1-run BPCs. A hacking skill equivalent to the datacore's meta level is required to decrypt it.
These BPCs can be used to build named items when used in conjunction with relevant science and industry skills. They are locked at ME0 PE0. As a general rule of thumb, meta 2 requires skills at 2, meta 4 requires skills at 4. So, making a best named railgun would require Electromagnetic Physics 4, Mechanical Engineering 4, Science 4 and Industry 4. Scrambled datacores may also be turned in to a research agent for a small amount of normal research points towards a regular t2 datacore.

This sounds annoying

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Wolodymyr
Breaking Ambitions
#14 - 2012-02-12 08:52:43 UTC  |  Edited by: Wolodymyr
Krios Ahzek wrote:

Fix the market:
-Just let us sell officer and deadspace modules on the market, there’s no reason not to

YES!


Also let me put more than 5 quotes in a forum comment

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#15 - 2012-02-12 09:15:39 UTC
Fix Eve.

Ban goonswarm.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

SMT008
Deep Core Mining Inc.
Caldari State
#16 - 2012-02-14 13:41:19 UTC
Asuka Solo wrote:
Fix Eve.

Ban goonswarm.


BWAHAHAHAHAHAHA AHAHAH AHAH.

No.

The sheer chaos and trolling we're putting up on this forum and community is what makes me want to go ahead and cause even more chaos and tears.
Vertisce Soritenshi
The Scope
Gallente Federation
#17 - 2012-02-14 13:49:26 UTC
Asuka Solo wrote:
Fix Eve.

Ban goonswarm.

^^THIS^^ The game is turning into a cesspool of asshats and they all seem to congeal in one spot. Not really all that suprising. There are some in every game...just seem to be a metrick **** ton more in EvE.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Bugsy VanHalen
Society of lost Souls
#18 - 2012-02-14 18:16:28 UTC  |  Edited by: Bugsy VanHalen
Krios Ahzek wrote:

-Make cloaks have a nonzero capacitor use and a cycle time. The capacitor use shall always put the ship in negative recharge, though capacitor rigs and modules such as rechargers, extenders and boosters will greatly enhance a ship's ability to stay cloaked for long periods of time. Cap stability will be a hardcored impossibility. There is no reason for a powerful module like a cloak to not use energy.


The only fix I can see actually working to stop afk cloakers would be to make the modules so they do not auto repeat cycle. For this to work cycle times would need to be drastically increased to say 20-30 minutes. You need to click it to activate and when the cycle is done click again to reactivate . Or turn it off and back on when you know you are safe to prevent it from ending a cycle at a bad time. increases the logistics of using ships with covert ops cloak and makes it so you can not leave a cloaked alt sitting in a system to disrupt activity without being at least semi atk.


Krios Ahzek wrote:

-Make pilots suffer horribly from dying after being entombed in their supercap for years. Supercap pilots may never eject of self destruct. Upon ship death, the pilot dies too; no pod ejects. When a pilot dies while piloting a supercap, the pilot suffers a temporary, soft form of wetgraving(read the chronicles) and his relevant supercap skill is reset to level 1. For example, losing a titan means that your Titan skill is back to 1. This is quite like T3 ships, but harsher. Supercap kills add no bounties to those who killed them, since they cannot be insured.


I agree there should be a large penalty for dieing in a super, but this is a little to extreme.Especially with the recent super cap nerf. And I do not support the no eject idea, in fact I support the idea of allowing supers to dock, at least in station within there own sovereignty space. Maybe this should require a super capital docking ring upgrade platform set reducing the other abilities of the outpost in exchange for allowing supers to dock.


Krios Ahzek wrote:

-Remove supercap EWAR immunity, replace it with arbitrarily high but finite numbers. For example, a titan should have 30 warp core strength and 100 sensor strength. Tracking disruptors and other ewar should have 5% of their normal effect. Titans are not as rare as they were intended to be, so let us chip at them like whaling sailors. Let 20 falcons jam a titan, let 30 tacklers prevent one from warping. In exchange, let remote assistance affect them at 5% of regular effectiveness. Supercap pilots, you know this is only fair.


I agree with this idea


Krios Ahzek wrote:

-It shall be made impossible to warp through a bubble, even if the beginning point of the warp is not inside the bubble and the end point is outside of the grid. The warping ship will stop at the bubble's edge.


I would take this one step further in that you can not warp to any point on grid. even without a probe lock all you need is a single wreck or space junk near the target which does not take long to appear in any battle.

This would of course mess up the current mechanics for avoiding gate camps/bubbles as you would not be able to warp to a bookmark 250-300 off the gate and then warp to the gate if clear. These warp bubble avoidance bookmarks would now have to be off grid adding some depth to the logistics of avoiding gate camps and increasing the ability for alliances to defend there sov space.


Krios Ahzek wrote:

-Rats shall drop no module loot. Upon salvaging a wreck, it shall generate salvage as normal, in addition to a new type of salvage, scrambled datacores. These datacores can then be decrypted (using the hacking skill) into meta 2,3,4 1-run BPCs. A hacking skill equivalent to the datacore's meta level is required to decrypt it.
These BPCs can be used to build named items when used in conjunction with relevant science and industry skills. They are locked at ME0 PE0. As a general rule of thumb, meta 2 requires skills at 2, meta 4 requires skills at 4. So, making a best named railgun would require Electromagnetic Physics 4, Mechanical Engineering 4, Science 4 and Industry 4. Scrambled datacores may also be turned in to a research agent for a small amount of normal research points towards a regular t2 datacore.


The only change to loot drops I want to see other than some continued balancing of rare drops that have been inadvertently nerfed with recent changes, is the elimination of drone POO mineral drops. When a mission runner can bring in more minerals per hour than a miner by just looting the drone drops, no wonder why miners have so much trouble making decent isk.