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Evolving Industry: Brands, Inventions and Stuff like that...

Author
Zimmy Zeta
Perkone
Caldari State
#1 - 2012-06-21 16:20:17 UTC  |  Edited by: Zimmy Zeta
Hello everybody!
So I figured I should post something constructive once in a while.
I am going to elaborate on an idea by VJ Maverick that was posted about 5 years ago.

So, what is the state of industry right now?
Tech II modules have become pretty much standard for all ships, with the tech I modules only being placeholders until the required skills are learned to upgrade to tech II. Tech II is created via the ominous invention system, basically harvesting datacores to upgrade tech 1 BPCs into tech 2 BPCs- I am going to disregard the T2 BPOs for now, since they only account for a small part of the T2 stuff that hits the markets.
All T2 items of the same type are 100% identical, resulting in a relative oversupply; the only difference is price- wich leads to those ridiculous 0,01 ISK price wars. Furthermore, you cannot really see who you are buying from, the description of the item offers no clue about its producers.
The cost of T1 and T2 items is largely determined by the cost of the primary ressources (minerals and moongoo), the process of inventing and manufacturing only adds small percentage of value to the items (just imagine computer prices today would be dictated 80% by silicone prices- kind of silly, isn't it?).
If people seek to upgrade their stuff beyond T2, they can use faction mods, wich are technically not T2 (lesser skill requirements, but cannot for example shoot T2 ammo). Most factions mods happen to be so expensive that they are rarely used, furthermore they are not player produced.
So, once you established yourself in T2 production, it is pretty much endgame for you as a manufacturer/inventor if you are not interested in capitals.
I always loved the descriptions and design philosophies of NPC corps, like the well-balanced LaiDai ships or the lots-of-guns Boundless Creation approach, so why can't very influential player alliances have their own design profiles, too?
Overall the picture is pretty sad for a sandbox game that has always been proud of its 100% player controlled industry and markets.

The solution? Please take a look at exhibit A (brought to you by the magic of GIMP). Take a close look at the (possible) future of EvE-Online. And no, you are not weird if you get sexually aroused- just a regular EvE player.

edit: link to old forum is broken, sorry

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Zimmy Zeta
Perkone
Caldari State
#2 - 2012-06-21 16:21:50 UTC
How it is done:

First of all, what happens to invention as we know it?
It would stay exactly the same, T2 items will always be in demand and the current system (as bad as it may be) has been proven to be able to meet this demand.
I would just like to change the name of the process, turning T1 BPCs into T2 should be named "Upgrade" instead of "Invention", because this is what you basically do.
The term "Invention" will be used for the new process described below that allows large corps or alliances to invest huge amounts of ISKs into developing their very own faction mods based on T2 items and that are considered T2 items as far as skill requirements or ammo are concerned.
Those research projects will be huge investments with many researchers working together towards a common goal. Please take a look at exhibit B , and I will try to explain the process in detail.

Step1: Acquire a T2 bpc of the item you wish to research. One is enough, no need to clog up copy slots more than they already are.
Step2: Define a research goal. How do you wish to improve the T2 item? You can improve damage, reduce fitting requirements, etc. Obviously, the more you wish to improve the item above basic stats the more expensive the whole project gets. There should be a soft cap around 15%, with exponentially increasing costs and diminishing returns.
Step3: Select components to add. In the above example, both nanomechanical microprocessors and nanoelectrical mircroprocessors were used to give the good ol' 425 AC a better tracking. Those additional components will determine what research skills are needed for the development. (3 Research skills are used per item, not 2 like in ordinary T2 production). You will need a sizeable amount of those items that will be consumed daily in the research process- along with the basic t2 item and maybe some random items. (left field in the picture).
Step4: Optional: Get a project name. With competitors racing to get the patent out before you do (more about patents below) it might be wise to use a codename for your project.
Step5: Get your team together. Anyone with at least one of the required research skills can join in if invited by the project manager. They will passively contibute Research points to the project- the amount will depend on the according skill levels. Researchers need not necessarily be members of your corp or alliance- how you convince them to join in is up to you :)
Step6: Pay your debts. Research is expensive, project costs might easily reach several hundred billions. The costs will increase daily, dependant on the RP you have allready collected. So, the further you are, the more expensive it gets. Research missions will be a good way to reduce both costs and research time, more about those below.
Step7: Get the patent! Once the research is finished, you should get a patent ASAP. Submit your BPC, and a GM will evaluate if this new module is balance breaking and maybe make some modifications. If the patent is passed, your BPC will turn into a BPO with a massive bonus to copy time. This BPO is your patent, and you should distribute as many BPCs amongst your manufacturers as possible to get your new shinies produced. Or you could sell the BPCs via contracts to other players. Should you lose your patent for any reason, then you are out of luck, and someone else can now reap the fruits of your work. Please note that patents will only be valid for a limited time (between 1 and 2 years), after this time anyone may try to reverse-engineer your items and sell them legally.
Also the same item cannot be patented twice. This refers to construction parts used, not to the effect achieved. If another corp planned on improving the tracking of a 425 by 15%, too, but used other components than those both microprocessors, it would be a perfectly valid patent, too.
In order to get the patent, you will have to chose a name for your item, I will talk about branding later.
Step8: Build your stuff. The new items will naturally use those components that you used in the invention process in addition to the regular costs of the T2 base item. The overall cost will be only marginally higher than the base T2 item. The research invested is what makes the items so precious, so you should keep track of your development costs and calculate prices to make a profit until the patent expires to get a good return for your invested money.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Zimmy Zeta
Perkone
Caldari State
#3 - 2012-06-21 16:23:52 UTC
Research Missions
If you have looked at exhibit B you may have realized that the progress bar consists of two colours: green and blue. So what’s up with that? The green bar shows the RP progress by RP regularily (passively) accumulated by your research team. The blue bar represents the bonus RP you got from missions. Those bonus RP are free in every sense of the word, so the increasing research costs will only consider the green bar to determine your daily research costs. Remember that the RP costs were ment to increase every day based on how many you have already accumulated? So research missions will not only speed up your projects, but also lower the total cost by billions.
So where’s the catch?
First of all, all research missions will be located in lowsec, no exceptions.
Secondly, those missions will be harder than regular missions.
They will all follow the same pattern: once per day, every member of the research team will be offered a research mission by an npc research agent. Usually this will only include the name of the lowsec system where some ancient pirate research post was located. You will have to travel there, scan down the location, eliminate the enemies and use a codebreaker or analyzer module on the mission structure to retrieve your “free” RP (effectively doubling your daily research points). Those missions are not meant to be soloed and will be intended for small gangs of 5-10 ships.

Branding
You will have to chose a name for your products that is reminiscent of either your corp or alliance name or -ticker. Your hard work shall not go unnoticed in New Eden.
Furthermore, in the item description your corp name will be mentioned, even if you lose (or sell) the patent to another corp. With every patent you get, your corp will get a small speciality bonus to research similar items (items that would need the same decryptors for t2 upgrades), thus your corp could gradually specialize into certain techs and develop some kind of “corporate identity” via their product lines.
Identifying those brands in the market will help you to promote your items (the Eve universe is centered around capitalism and with distinguished brands there will finally be a reason for corps to advertise their goods) and can be used for economical warfare like trade boycots.

Product Piracy
Well, this wouldn’t be Eve if we didn’t include a feature to ruin other’s hard-earned work and laugh into their faces while doing so. With 5 ranks in reverse engineering you will have a 50% chance to make a 10 run bpc out of any of those new modules, although at ME -8. Those items will have the term “Replica” in their name and item description but generally perform exactly like the original.
Unfortunately, all 4 empires have signed some kind of interplanetary ACTA and do not tolerate counterfeit items within their highsec borders. You may not sell conterfeit items on the market. Nobody will give a crap if you use those items in null or wormhole space, but should you enter highsec that stuff will be treated like drugs and concord will ask you to surrender them or die a horrible death. Whatever you do, Concord will notify the patent holder of your transgression. Should you be unhappy enough to be killed in lowsec while having counterfeit modules fitted, concord will send that notification as well. Chances are good that some representative of the patent holding corp will contact you and ask you politely about the source of those replicas.
Since NPC corps collectively comdemn product piracy, members of NPC corps will not be able to reverse engineer patented items.


Oh, you are still reading? Sorry for this wall of text, have a cute bulldog puppie for your efforts. Bulldogs are awesome.

Ships and Ammo
To be quite honest, while writing this I mainly had ship modules in mind- maybe because those are my focus for invention ingame. Of course we could apply similar rules to ships and ammo. I just don’t like the idea of boosting T2 ships, personally. T2 ships are already highly focused and specialized in their intended roles, any further customization would likely ruin game balance.
So I would advocate to only make T1 hulls researchable. A Hurricane with an additional 5% RoF Bonus? Yes, please! 
If possible, it would be nice if those ships would already come with a custom corp paintjob, maybe someday....
Similar considerations for Ammo. NPC faction ammo is widely used in PvP, and I would like to see more PC corp ammo instead. Since T2 ammo is extremely specialized, there would still be a demand for beefed up T1 ammo, so improving T1 ammo (phased plasma for example) should also be allowed.

Yeah, that’s it. Thanks for reading.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.