These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

Hot-Rod ships

Author
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#21 - 2014-01-01 16:19:02 UTC
Utilizing the existing Invention system is a workable idea, and most Industrialists already have Rigging skills, as they need those to build the rigs, so the only additional training burden would be the 'hardwiring' skill. If you want to add specialized Mem/Int skills to the Jury Rigging skill tree for doing this kind of work, that would be okay, too.

It would provide Industrialists with a way to customize hulls, develop specializations, and create niche markets, and maybe 'brand loyalty'.

The results would have to be sold on the contract market, however, which brings new/more business to the absurd HELL IN SPACE that is Jita local. Scammers would be positively salivating at the prospect of a new, different way of separating suckers from their ISK.

In parting, +1 for the original idea, but a huge -10 unless there's a way to not make scammers lives any easier than they already are.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#22 - 2014-01-02 12:06:00 UTC
hmmmm, is there any way to block people permanently from a chat channel? Would be handy to have a channel dedicated to real contract offerings but where anyone found to be scamming is blocked...would be better than advertising in local and/or relying on the contract market.
Reaver Glitterstim
The Scope
Gallente Federation
#23 - 2014-01-02 13:57:38 UTC
I kinda support, even just to see people spending a ton to replace hardwired modules for that 1% boost (because I KNOW they will! Lol) but considering most ships that go into PVP don't go through more than 1 fit anyway, I think a lot of people would just hardwire everything and not have any regrets.

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."

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#24 - 2014-01-03 11:26:52 UTC
The limits I proposed (or some variation thereof) would mean you can't fully hardwire a ship. I kind of feel that a typical inty pilot won't bother doing this themselves but would buy pre-built hulls, maybe even cut deals with hi-sec suppliers for a steady stream.

Limits would be 1/3 of the slots in each level (rounding down) can be hard-wired. each successful hard-wiring would drop the success chance on the next hardwiring attempt, and increase the chance of bricking the mod being enhanced. This would represent diminishing returns as there becomes less and less things you can change out and more things you can screw up with each change

Probably at cruiser level and up is where people will spend more time tweaking there own ships, here people tend to refit for given tasks and value the ship more. I tried to balance the idea so that a combat pilot can pay for a hull to be built, or build one themselves by throwing isk at modules to improve the chance of success but this will still take time. On the other hand an industrialist could produce the hulls in the same manner or by using mission salvage, but it will still take the same time.

This way a starting player with skills to jury rig could improve their favourite ships via patience and salvage from missions, more advanced players don't have to grind more missions but can just use their null earned isk insted but neither has an advantage over the other.

On a side note I saw in the CSM notes that they want to do something different and unusual with the Roden ship lines...perhaps the ability to hard-wire mods into them could be that weird difference...
Alvatore DiMarco
Capricious Endeavours Ltd
#25 - 2014-01-03 15:21:24 UTC
The fine details need to be tweaked and argued over, but the basic idea gets a +1 from me.

You could also give other bonuses for this hardwiring instead of just making them do their job better. Examples include reduced reload time, lower fittings/capacitor consumption, reduced signature radius increase (for those modules that give one) and I'm sure there are others.

Even if hardwiring doesn't make your AB push you 1% faster or your guns hit 1% harder, these other sorts of bonuses could also be appealing to some players who like to fit creatively or even min/max their ships.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#26 - 2014-01-04 11:44:19 UTC
That was my thinking, give people the method and option to create their own personal tweaks and you'll get a myriad of options and people suddenly getting very attached to their favourite hull...i feel that a surprising number of people would skip extra dps for other options myself...dps isn't always everything I think...
Felsusguy
Panopticon Engineering
#27 - 2014-01-04 18:44:06 UTC
I don't see how this is any different from allowing us to modify modules into Officer versions of that module.

So why not just let us do that? The end result is ultimately the same.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#28 - 2014-01-04 20:11:23 UTC
I would like to be able to do that through invention incidentally but as part of manufacturing. I'm assuing the officer modules are very expensive. This proposal will allow those who can't afford them to invest time and training to achieve benefits. Also the officer mods are still fixed bonuses. What if someone would prefer to add 3% to the AB speed bonus, but an extra 2% reduction to cap which mean they are cap stable?

This idea is to give people the option to pick and choose, and to do so through either isk investment or time investment in missions to get the base items to strip for parts.

And if you were willing to brick the mod you could always hardwire the officer item...

perhaps there should be an increase in the mods meta level on each hardwire success up to a maximum limit though to stop uber mods
Arne Aratur
Royal Amarr Institute
Amarr Empire
#29 - 2014-01-05 02:31:25 UTC
What about simply letting players integrate module Blueprints into ship blueprints giving custom blueprints, resulting in ships with modules hardwired with the benefit of a mineral reduction in manufacturing cost?

Seems to me like it would simplify fitting and industry for large corp/alliances, and it should not upset the game balance much.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#30 - 2014-01-05 08:58:44 UTC
My problem there is that it benefits large corps and alliances putting them further ahead of the little guy. I thought of this being a balanced method as anyone with the minimum skills can do it with the investment in skills and time. That way everyone from a month old character to a major corp can benefit. In that scenario the corp can use its power to create a branded ship, but the lone wolf can still create his own favourite mission boat or roam ships.

I like the integrated BPO idea though and think it should be thought through a bit further and posted separately.
Previous page12