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Blueprint Modification

Author
Ajem Hinken
WarFear Gaming
#1 - 2017-02-21 02:02:25 UTC  |  Edited by: Ajem Hinken
What it says on the tin. The ability to in station pay ISK and materials to modify various types of blueprints. The result is a custom item that cannot be sold on market.

And before you ask, "how would it be balanced?" I have three words. Internal System Space.

What's Internal System Space? In short, it is a sort of fitting resource for custom blueprints. The base blueprint has 0 spare internal system space. In order to get ISS to spend on other attributes, you must downgrade some sort of statistic about the resulting item. (Weaken sensors or less mid slots for example)

Every attribute increase costs exponentially more ISS to modify to. In other words, there's a penalty for selecting multiple stat increases of the same stat or attribute. For ship slots, this would be 140% (each additional slot after the first added would cost 40% more). For other attributes, it would be 130%.

Every attribute decrease yields exponentially less as well. Slots decrease by 40% after first removed slots, while others decrease by 30%.

Before you say, "No way, too complicated." or "Would unnecessarily complicate Industry." All of this would be in a clean UI - insert blueprint copy in slot, click 'Select Modification' button under it, and a pop-up appears akin to the info pop up when you click the I on a market item. From there, you can select the different tabs (aside from Industry) and modify stats to your leisure.

To cut you off again, yes, you will have a stat you can dump spare ISS into if you can't add anything else. This simply comes in the form of either
-Increasing CPU or power grid capacity on ships
or
-Decreasing CPU or power grid need on equipment

Lastly, to cap off this wall of text, which may be updated later,

Yes, modified ships will show their specs; however, this will require a skill called 'Modification Identification', similar to the new 'Modified Ships' skills and 'Modified Equipment' skills, which would permit use of modified items. They in addition would add bonuses to ISS gain and reductions in costs to Modification; however, modified items will require the minimum number of levels in these skills to use as they would to modify a standard BP copy to be of. (E.G. A Merlin is modified by a maxed character, but the character leaves ISS spare. As a result, since the stats can be replicated by a person a skill level lower in a blueprint, the ship would need 'Modified Ships IV') These would start at 0, be trainable only to 1 by Alphas (At least Identification)

And no, T3 BP's cannot be modified, as they are too complex.

And yes, this will be reorganized when I find time.

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Cade Windstalker
#2 - 2017-02-21 03:19:30 UTC
Just no.

This would be in no way balanced or balance-able.

There's no trade off here, interesting or otherwise, and even if there were it would just be another way to min-max ships and modules to maximum effect. If you want more effect from your modules either fit more of them or fit better ones for more ISK. We don't need a point-buy min-maxing system for modules.
ShahFluffers
Ice Fire Warriors
#3 - 2017-02-21 04:20:00 UTC
The idea for making totally unique and modifiable products is not a new one.

The core of the problem with this idea is this;

Some stats and slots are inherently more valuable than others.
Even if you try to balance it out, some industry people will min/max the stats in such a way to create the "perfect" ship for a specific doctrine or tactic.

This has the unfortunate tendency of actually **reducing** variety in ship fittings and tactics... because why would you create or use anything that isn't "perfect" for what you want to do?
Nevyn Auscent
Broke Sauce
#4 - 2017-02-21 04:57:26 UTC
I heard CCP had this really cool idea to let us modify our ships stats with hundreds of different plug and play modules. Can't wait to try out different ways to modify my ship....

Aka, not only is it unbalanced, but we already have the means to modify our ships stats, we don't need a second layer on that as well.
Ajem Hinken
WarFear Gaming
#5 - 2017-02-21 10:23:02 UTC
ShahFluffers wrote:
The idea for making totally unique and modifiable products is not a new one.

The core of the problem with this idea is this;

Some stats and slots are inherently more valuable than others.
Even if you try to balance it out, some industry people will min/max the stats in such a way to create the "perfect" ship for a specific doctrine or tactic.

This has the unfortunate tendency of actually **reducing** variety in ship fittings and tactics... because why would you create or use anything that isn't "perfect" for what you want to do?

Exactly why you make it complex and multi-step. People would either buy normal ships or more simply modified ones. Same things go for boosters. Why not boost/implant yourself to be perfect at what you do? Common reason is ISK...

And to Cade who said it couldn't be balanced, people would use different equipment; but what's keeping fitting balanced? Oh yeah, resource limits. The important part is that the modified copies would be like T2 ones, and thus would be a pain to make and manage.

I know I'd love to see charge-munching spray n' pray blasters that sacrificed even more range.

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Ajem Hinken
WarFear Gaming
#6 - 2017-02-21 10:24:07 UTC
Nevyn Auscent wrote:
I heard CCP had this really cool idea to let us modify our ships stats with hundreds of different plug and play modules. Can't wait to try out different ways to modify my ship....

Aka, not only is it unbalanced, but we already have the means to modify our ships stats, we don't need a second layer on that as well.

Problem is, you can't modify inherent qualities of the ship - such as a Merlin's lack of a drone bay, or so on.

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Do Little
Bluenose Trading
#7 - 2017-02-21 12:25:18 UTC
Ajem Hinken wrote:

Problem is, you can't modify inherent qualities of the ship - such as a Merlin's lack of a drone bay, or so on.


Actually, you can - rigs modify inherent qualities of the hull and become part of the ship.
In addition, T3 cruisers are highly customizable using subsystems, T3 destroyers can change the hull bonuses by switching modes.

If you customize the hull itself rather than using a skill, rig, implant, subsystem, etc... to modify an attribute, you need to create a database entry for that hull - which quickly becomes unwieldy.

The current system works quite well. CCP can see which ships are being used and which are not - the latter are scheduled for a bit of love on the next balance pass, the former may get nerfed to reduce power creep.

While few are happy to see the nerf-bat hit their favorite ship, power creep is not good for the game.
Cade Windstalker
#8 - 2017-02-21 14:00:48 UTC
Ajem Hinken wrote:
Exactly why you make it complex and multi-step. People would either buy normal ships or more simply modified ones. Same things go for boosters. Why not boost/implant yourself to be perfect at what you do? Common reason is ISK...


People already do this, quite commonly, especially in Null. Even if you're just talking about Skill Injectors it's becoming increasingly common to have perfect pilots for various activities.

Combat Boosters offer significant trade offs for a benefit and are thus fairly niche things, in part because a bad roll on the drawbacks can completely offset the benefits of the booster.

Ajem Hinken wrote:
And to Cade who said it couldn't be balanced, people would use different equipment; but what's keeping fitting balanced? Oh yeah, resource limits. The important part is that the modified copies would be like T2 ones, and thus would be a pain to make and manage.

I know I'd love to see charge-munching spray n' pray blasters that sacrificed even more range.


No, what keeps fittings balanced isn't resource limits, even CCP have stated that cost is not a balance parameter. They made that mistake with the original Titan design and then suddenly one Alliance had four of the things and was insta-popping entire sub-cap fleets.

And there you have, in fact, hit upon the very problem with your own idea. If you can sacrifice stats you don't really need for ones you want then the only thing you have enabled is more min-maxing. The same thing has been done in Tabletop RPGs for more than 40 years now. The only thing that mitigates flaws and similar systems in those areas is the Game Master basically coming in and saying "no, you can't have a character with no HP that can melt faces at 50 yards, that's unrealistic and imbalanced." CCP can't do that here, their version of those sorts of line-item vetos is the module system we have right now where you can trade certain parameters like PG, CPU, and sometimes things like signature radius or agility, or other stats like HP, damage, range, tracking, ect.

The only way to balance something like this is to very tightly restrict what can be traded for what, which is literally the module system we already have.

Ajem Hinken wrote:
Problem is, you can't modify inherent qualities of the ship - such as a Merlin's lack of a drone bay, or so on.


Which is entirely intentional. If you want a Hybrids using frigate with a drone bay then go fly an Incursus or a Tristan.
Lugh Crow-Slave
#9 - 2017-02-21 16:46:55 UTC
ccp has a hard enough time with balance
Ajem Hinken
WarFear Gaming
#10 - 2017-02-21 21:08:25 UTC
Cade Windstalker wrote:
Ajem Hinken wrote:
And to Cade who said it couldn't be balanced, people would use different equipment; but what's keeping fitting balanced? Oh yeah, resource limits. The important part is that the modified copies would be like T2 ones, and thus would be a pain to make and manage.

I know I'd love to see charge-munching spray n' pray blasters that sacrificed even more range.


No, what keeps fittings balanced isn't resource limits, even CCP have stated that cost is not a balance parameter. They made that mistake with the original Titan design and then suddenly one Alliance had four of the things and was insta-popping entire sub-cap fleets.

I did not mean limits in that sense. Basically, the parts needed would have to be in-depth and complex to make, as well as expensive resource-wise, similar to Boosters, except more difficult. Also, what's preventing min-maxing is simple- penalties to gains from lowering stats. Sharp enough and you'll only get very major changes from people with good bonuses to modification and thus they would only be able to make equipment that people skilled far into modified equipment would be able to use.

Basically, here's a summary:

Modifying blueprints yields changed BPC's of T1 & T2 items. Blueprint modification costs a lot of resources in both time and physical resources, with extreme complexity involved in the production of said materials.

Modifying blueprints has a parallel to fitting resources. Unmodified ships have 0 spare - in order to get any, you must sacrifice another stat. The gain from sacrificing stats diminishes sharply when you sacrifice a lot of the same stat. (Think like the penalties for using a lot of modules that modify the same stat, but worse.) Similarly, the cost of adding to a stat increases the more you add.
And there is a cap, as far as slots on your ship go; the limits of the infrastructure and UI. (Yes, no more than 8 hi's for destroyer lovers.)

I don't want to blow 100mil ISK on a Tristan, either. I'd rather fly a destroyer with 10% of that cost with no drones than a Tristan with them.

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Cade Windstalker
#11 - 2017-02-21 21:31:00 UTC
Ajem Hinken wrote:
I did not mean limits in that sense. Basically, the parts needed would have to be in-depth and complex to make, as well as expensive resource-wise, similar to Boosters, except more difficult.


First off, Boosters are not particularly time or resource intensive to make, so your information there is just flatly incorrect. The main thing that makes Boosters difficult to manufacture is that it needs to be done in Low or Null Security space and components generally can't be sourced locally. Combine this with the relatively low demand for Boosters historically and you have a recipe for a fairly niche area of production, not an expensive one.

Ajem Hinken wrote:
Also, what's preventing min-maxing is simple- penalties to gains from lowering stats. Sharp enough and you'll only get very major changes from people with good bonuses to modification and thus they would only be able to make equipment that people skilled far into modified equipment would be able to use.

Basically, here's a summary:

Modifying blueprints yields changed BPC's of T1 & T2 items. Blueprint modification costs a lot of resources in both time and physical resources, with extreme complexity involved in the production of said materials.

Modifying blueprints has a parallel to fitting resources. Unmodified ships have 0 spare - in order to get any, you must sacrifice another stat. The gain from sacrificing stats diminishes sharply when you sacrifice a lot of the same stat. (Think like the penalties for using a lot of modules that modify the same stat, but worse.) Similarly, the cost of adding to a stat increases the more you add.
And there is a cap, as far as slots on your ship go; the limits of the infrastructure and UI. (Yes, no more than 8 hi's for destroyer lovers.)


There are, in my experience, three ways this goes:


  1. The penalties and costs are so acute that almost no one uses the system and it's basically wasted development time.
  2. The penalties aren't steep enough and the whole thing turns into an out of control min-maxy mess.
  3. People find a few things that don't really severely impact performance to trade off for a bonus to one of the stats that matters. For example fitting out a Vindicator with blasters that have no falloff or tracking but the ship now hits for 3k DPS.


None of these is desirable. This is the inherent problem with multiplayer games with point-buy min-max systems. They're inherently exploitable and players will gravitate to the inherently exploitable combinations. Any unique or interesting combinations are superseded by getting more of what works well.

The net effect of this actually makes the game less complex rather than more since it allows people to refine a few powerful strategies generally by working around mechanics instead of using them, making those mechanics not matter. We saw something similar early in Eve's development before the Speed Nerf and the changes that gave Missiles 'tracking' so they didn't just deal full damage to everything.

Ajem Hinken wrote:
I don't want to blow 100mil ISK on a Tristan, either. I'd rather fly a destroyer with 10% of that cost with no drones than a Tristan with them.


A Tristan is a Gallente T1 frigate, it costs under 400k ISK on the market. I have no idea what ship you were thinking of here but it certainly wasn't the Tristan and it almost certainly wasn't a Frigate either.
Ajem Hinken
WarFear Gaming
#12 - 2017-02-21 21:56:32 UTC  |  Edited by: Ajem Hinken
Cade Windstalker wrote:
Ajem Hinken wrote:
I did not mean limits in that sense. Basically, the parts needed would have to be in-depth and complex to make, as well as expensive resource-wise, similar to Boosters, except more difficult.


First off, Boosters are not particularly time or resource intensive to make, so your information there is just flatly incorrect. The main thing that makes Boosters difficult to manufacture is that it needs to be done in Low or Null Security space and components generally can't be sourced locally. Combine this with the relatively low demand for Boosters historically and you have a recipe for a fairly niche area of production, not an expensive one.

Ajem Hinken wrote:
Also, what's preventing min-maxing is simple- penalties to gains from lowering stats. Sharp enough and you'll only get very major changes from people with good bonuses to modification and thus they would only be able to make equipment that people skilled far into modified equipment would be able to use.

Basically, here's a summary:

Modifying blueprints yields changed BPC's of T1 & T2 items. Blueprint modification costs a lot of resources in both time and physical resources, with extreme complexity involved in the production of said materials.

Modifying blueprints has a parallel to fitting resources. Unmodified ships have 0 spare - in order to get any, you must sacrifice another stat. The gain from sacrificing stats diminishes sharply when you sacrifice a lot of the same stat. (Think like the penalties for using a lot of modules that modify the same stat, but worse.) Similarly, the cost of adding to a stat increases the more you add.
And there is a cap, as far as slots on your ship go; the limits of the infrastructure and UI. (Yes, no more than 8 hi's for destroyer lovers.)


There are, in my experience, three ways this goes:


  1. The penalties and costs are so acute that almost no one uses the system and it's basically wasted development time.
  2. The penalties aren't steep enough and the whole thing turns into an out of control min-maxy mess.
  3. People find a few things that don't really severely impact performance to trade off for a bonus to one of the stats that matters. For example fitting out a Vindicator with blasters that have no falloff or tracking but the ship now hits for 3k DPS.


None of these is desirable. This is the inherent problem with multiplayer games with point-buy min-max systems. They're inherently exploitable and players will gravitate to the inherently exploitable combinations. Any unique or interesting combinations are superseded by getting more of what works well.

The net effect of this actually makes the game less complex rather than more since it allows people to refine a few powerful strategies generally by working around mechanics instead of using them, making those mechanics not matter. We saw something similar early in Eve's development before the Speed Nerf and the changes that gave Missiles 'tracking' so they didn't just deal full damage to everything.

Ajem Hinken wrote:
I don't want to blow 100mil ISK on a Tristan, either. I'd rather fly a destroyer with 10% of that cost with no drones than a Tristan with them.


A Tristan is a Gallente T1 frigate, it costs under 400k ISK on the market. I have no idea what ship you were thinking of here but it certainly wasn't the Tristan and it almost certainly wasn't a Frigate either.

Sorry, thinking Astero. Either way, I fly Caldari, not Gallente.
Also, no tracking blasters would be useful for zilch but hitting non moving targets - and it'd make sense to put in caps to keep it reasonable. I'm thinking simple tweaks to things - like making drills that can be used to fill a Destroyer's slots, adding drone bays to ships in exchange for extra stuff like mid slots or align time.

Second, boosters are pretty in-depth compared to the manufacturing of other goods. The expensive part was talking about the equipment, as well as leaving the avenue open to making it cost resources complex to manufacture.

Either way, it was just an idea and thought I had - no reason it had to be implemented or even acknowledged. Heck, this partially wasn't even a major strongly desired idea - I just tossed this one up I toyed with to sort of 'scout' the feel of the forum for myself.

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Cade Windstalker
#13 - 2017-02-21 22:04:15 UTC
Ajem Hinken wrote:
Sorry, thinking Astero. Either way, I fly Caldari, not Gallente.


Then that's a trade-off that you have to live with. The whole point of the different racial ships is the variations they have. Caldari ships tend to have small to non-existent drone bays, for example, but better shield resistances in many cases. They're also generally more missile focused with rails as a secondary branch.

Ajem Hinken wrote:
Also, no tracking blasters would be useful for zilch but hitting non moving targets - and it'd make sense to put in caps to keep it reasonable. I'm thinking simple tweaks to things - like making drills that can be used to fill a Destroyer's slots, adding drone bays to ships in exchange for extra stuff like mid slots or align time.


Thankfully the Vindicator has a web bonus, and a dual web Vindicator can web a target down to basically zero velocity and hit it just fine with absolutely terrible base tracking.

Your example is exactly why this is a bad idea.

Ajem Hinken wrote:
Second, boosters are pretty in-depth compared to the manufacturing of other goods. The expensive part was talking about the equipment, as well as leaving the avenue open to making it cost resources complex to manufacture.

Either way, it was just an idea and thought I had - no reason it had to be implemented or even acknowledged. Heck, this partially wasn't even a major strongly desired idea - I just tossed this one up I toyed with to sort of 'scout' the feel of the forum for myself.


Boosters are, at best, middle of the road when it comes to supply chain complexity. Also making something have a high initial setup cost is just a good way to hand the older players a monopoly on it, and is generally a poor idea except in the case of things that are equally expensive to produce like Keepstars.

Generally speaking, assume that anything you post on here will be picked apart and even a good idea has a low chance of getting into CCP's backlog of ideas.
Ajem Hinken
WarFear Gaming
#14 - 2017-02-21 22:12:08 UTC
Yep, I expect that... I know that this is just a place to satisfy those people who want to voice what they'd like to see.

Also, the webs aren't stacking penalized? Hm. Might make a cruiser or larger ship someday with multiple webs so I can slow other poor pilots down to 0 m/s and then fill them with lead in my big ship, laughing all the while while I scoop up the contents of their hold with an alt and sit back to watch CONCORD dismantle my other acc. Good to know, I guess. Makes me even more wary of getting attacked while making me even more tempted to try it for myself.

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Cade Windstalker
#15 - 2017-02-21 22:15:58 UTC
Ajem Hinken wrote:
Yep, I expect that... I know that this is just a place to satisfy those people who want to voice what they'd like to see.


Eh, not really in practice, it's just that there are a *lot* of poorly thought out ideas that get posted, and a lot of people willing to hang around and poke holes in them.

Ajem Hinken wrote:
Also, the webs aren't stacking penalized? Hm. Might make a cruiser or larger ship someday with multiple webs so I can slow other poor pilots down to 0 m/s and then fill them with lead in my big ship, laughing all the while while I scoop up the contents of their hold with an alt and sit back to watch CONCORD dismantle my other acc. Good to know, I guess. Makes me even more wary of getting attacked while making me even more tempted to try it for myself.


They are stacking penalized, the Vindicator gets a 50% bonus to web effectiveness, which means each of its 60% webs slows the target by 90% instead. Even with stacking penalties this means that two Vindi webs slows a target more than 4 regular webs can manage. The result of two Vindi webs is something like a 97.5% speed reduction after stacking penalties.

Also FYI if you web someone without stopping them from warping they'll warp almost instantly under most circumstances, especially if they were moving to begin with.
Ajem Hinken
WarFear Gaming
#16 - 2017-02-21 22:18:00 UTC
Cade Windstalker wrote:
Ajem Hinken wrote:
Yep, I expect that... I know that this is just a place to satisfy those people who want to voice what they'd like to see.


Eh, not really in practice, it's just that there are a *lot* of poorly thought out ideas that get posted, and a lot of people willing to hang around and poke holes in them.

Ajem Hinken wrote:
Also, the webs aren't stacking penalized? Hm. Might make a cruiser or larger ship someday with multiple webs so I can slow other poor pilots down to 0 m/s and then fill them with lead in my big ship, laughing all the while while I scoop up the contents of their hold with an alt and sit back to watch CONCORD dismantle my other acc. Good to know, I guess. Makes me even more wary of getting attacked while making me even more tempted to try it for myself.


They are stacking penalized, the Vindicator gets a 50% bonus to web effectiveness, which means each of its 60% webs slows the target by 90% instead. Even with stacking penalties this means that two Vindi webs slows a target more than 4 regular webs can manage. The result of two Vindi webs is something like a 97.5% speed reduction after stacking penalties.

Also FYI if you web someone without stopping them from warping they'll warp almost instantly under most circumstances, especially if they were moving to begin with.

Cool. And yes, I know that. I've been webbed before. :P

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Cade Windstalker
#17 - 2017-02-22 02:22:14 UTC
Ajem Hinken wrote:
Cool. And yes, I know that. I've been webbed before. :P


Just so long as we're clear that webs do have stacking penalties, even Serpentis webs. 90% webs are just silly silly things and stupidly powerful.
Amojin
Doomheim
#18 - 2017-02-22 02:25:23 UTC
So long as T2 BPO's exist. and AFAIK, there are a bunch of these still held in rich people's hands, depite what we rabble go through, improvement of copies is not something I would balk at, at all, in increasing time or material efficiency, or even in being able to modify the number of runs.

Since T2 BPO's were not annihilated, OP, I'd be willing to stand behind any reasonable proposal, at all, since having a 'grandfathered' BPO of a T2 anything is certainly not how CCP handles anything else. When ships are nerfed, they are not grandfathered in based on date of creation...
Cade Windstalker
#19 - 2017-02-22 02:43:08 UTC
Amojin wrote:
So long as T2 BPO's exist. and AFAIK, there are a bunch of these still held in rich people's hands, depite what we rabble go through, improvement of copies is not something I would balk at, at all, in increasing time or material efficiency, or even in being able to modify the number of runs.

Since T2 BPO's were not annihilated, OP, I'd be willing to stand behind any reasonable proposal, at all, since having a 'grandfathered' BPO of a T2 anything is certainly not how CCP handles anything else. When ships are nerfed, they are not grandfathered in based on date of creation...


The number of these still in the game is actually quite small. Quite a few have been removed via bans, biomassing, players quitting the game, and other methods. Also the current method of T2 invention actually beats out a lot of BPOs for high end production at any volume due to the copy time required on the T2 BPOs.

Generally speaking a new player doing invention won't have any serious issues competing using invention in the T2 production market.

Also yes, when ships are nerfed they aren't grandfathered forward, but when a ship is removed for whatever reason it is. This has resulted in quite a few rare and quite powerful ships floating around in the game.
Amojin
Doomheim
#20 - 2017-02-22 02:46:56 UTC
Cade Windstalker wrote:
Also the current method of T2 invention actually beats out a lot of BPOs for high end production at any volume due to the copy time required on the T2 BPOs.


They have a different time to copy than we do to create them? This is something I would have no knowledge of, since I have to research every ccpy I make. I've never been in the position to 'copy' a T2 BPO.

How much time are we talking about, here?
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