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Face612
Posted - 2010.05.03 18:49:00 - [301]
 

Please CCP, Please look and maybe comment. let us know you are there. this is an awesome idea! +1

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.04 10:26:00 - [302]
 

Update 4MAY107
-Continued Editing Posts for Tryannis Editition.
-Completed One Shuffel down of Posts to make room. Many TOC links ARE BROKEN ATM
-Rotten to the Core Topic Revamped
*Majority of the topic is now shifted to focus twoards specific objectives and made vauge objectives in order to cut down reduncancy of topics, Also changed tone of post to be more welcoming than harsh.
*Changed Title 'Rotten to the Core' to 'Allure of Incentive' as its more in theme of the topic.
*Changed Subtitle from 'Kicking Nerds out of the Station', to 'The Carrot on the Stick!' to be more inline with the topic.

Elgin Galad
Posted - 2010.05.04 12:12:00 - [303]
 

The mid slots might be used by what? Scientific modules? From the basic shield, armor, hull values, those ships are shield tankers? The rigs slots will be occupied by sensor related rigs then? Where is at least a minimal tank then? Are they tanking passivly from their basic shield stats?

Well, from the number of mid slots, this is just a number of additional ships that will float around in high sec, since they are only vitims anywhere below 0.5 sec. They are even worse than exhumers form the slot distribution and usage.

I read that so many people here find this idea so great?! Perhaps it is, since this ships are destroyed so easily and create a nice isk-sink in the game, but apart from this, what do they do to the game?

I can already imagine lots of them floating in space doing their research just around major market hubs with sec status from 1.0 down to 0.6. Nice! Really!

I mean, I rarely play eve, RARELY (!), but I do understand that the very limited number of research slots at public stations are related to market balance in the game.

You want create the possibility to create an unknown number of ships and from that an unknown number of additional research slots in the game, since we do not know, just if your idea comes true, how many "science toons" will be created in the game?!

Even the number of moons, and with this the number of POSs is limited in the game and it's good the way it is in sense of market/research balance!

While a POS has fuel costs and, at least related to your ship costs, high market prices for labs and a limited number of moons available in game, that is even reduced in count, by SOV and not completly available to the public, your "personal labs" have almost no costs, can be produced in infinite number, only limited by account slots for science toons...

So how does your idea balance with the market/economy at all?

I am sorry, I can see, you did put a lot of effort in this thing, but even me, and I do only know little about the game, sees this might seriously harm the economics of the game, apart from, that it does not make any difference in my eyes if science toons stay docked or sit in one of your ships in front of a station, floating in space.

All of this has no purpose, as the science career hasn't. That's why science is a just toon profession!
And I do not see in what way this could change by your suggestions after all.

We will just see more ships floating in front of stations in high sec and severe imbalance on the market, from the drastically increased number of research job queues through the additional slots for ME/PE and so on duties.

And if you make the ships only go to low sec, they will stay like most rorquals under the shield of a POS, where the are turned on from time to time to compress some ore, and your ships will almost never move anywhere, apart from when they are transfered from one POS to another POS, to float around at their new home for another eternity.
More ships at POSes floating around? Is that the goal in this?

Perhaps you tell us how you want to make sure that your "personal labs" will balance with the existing and limited number of research job queues and the economy around blueprints and manufacturing, before designing ships?!

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.04 12:37:00 - [304]
 

Originally by: Elgin Galad

Trolling stuff it seems



First off reread the idea, and if you are looking at this on eve search I suggest re-reading the most up to date edition on eve online itself. Because these ships are not designed to do research in space. Never have, and very likely never will. Period.

Yes they are shield tankers and tougher to kill than exhumers by nature due to thier constant exposure to possible combat even in high sec and hitting a combat site. Thier farming technique also makes them just as if not more mobile than a ninja salvage ship. Also the new analayzers are a bit power intesive on their draw on the cap so a pilot will have to choose between uniterupted harvesting or some protection, and of course the LOL ECM combat fit which should suprise simialr to the battle hulks. They also recover artifacts which can be used in the revamped research store.

The ships go about and harvest data fragments needed to fuel the personal labs which can be bought and owned and are usually located in a station but cannot operate without this data in the first place.

Personal labs are player manufactured products whos price is probably floating close to a battleship estimate each and can be easily teied up with current research lab slot skills, due to thier pricing and requirment for different races and possibly fields it may get very expensive just getting at least 40 different labs by race alone just to fill up every slot, then if you multiply specific fields into it and it goes up into the hundreds.

Moon cap is nowhere near been hit yet btw and its not a good way to bounce a coin off something that isnt full yet. Also moon cap is very unlikely to hit due to the fact people keep destroying these things even in high sec. Also fuel cost going out the window next expansion as players will begin to take over its production.

The way it balaces is that these personal labs require 'fuel' or data which is provided by players, there are many flavors of fuel for many flavors of research, for example any tech 2 related research has fuel most likely found in low sec also the fact that it takes alot more science skills to get specific fuels for tech 2 than any other skill a 'science' trained character would have to undock to get them or buy them from somone who has.

Purpose I already pointed out, to get them out of the station with additional RP rewards that they can no longer AFK for and of course fueling thier personal labs when they dont want to use the POS or Station Labs.

As for market balace it mostly hing on player demand for faster than possible research on bpos, and general bpc researching and the possible future meta researching for a later expansion as the personal labs will be the only lab to be able to do meta research. They cannot invent or reverse engineer however but they can still turn a tech 1 blue print into a tech 2 but its far more effecient to do so with the mentioned methoods as the meta research is chanced based per level not in the favor of the player at all. This also costs fuel provided by the mentioned ships.

Also I already have several nice paragraphs on how to balance the lab, linear increase of fuel needed per level (ie tech 2 sky rockets after lvl 0), making it research one level at a time for annoyance, tie it to skill, increase its cost, make it large and hard to transport that maybe only a freighter can have all 10 slots used up in space and even then thats just asking to get sunk.

I hope I adressed all of your concerns and watch you head alot of construction going on still.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.04 12:44:00 - [305]
 

Update 2 4MAY107
-Its Personal, subject heavily modified to deliver the same idea in better flow.

Elgin Galad
Posted - 2010.05.04 13:19:00 - [306]
 

Originally by: Nova Fox

yes, it seems to be trolling stuff for additional toon crap ...



Well, I am still missing how the additional number of research slots from the personal labs balance with the existing market. It's not so much that they still come cheap, it's more about the drastically increasing total count of slots on the market with this and the many existing science toons.

You want to tell us, this is not going to have serious impact on the economy? You made my day!

Sorry, but to state it more clearly, I do not see that there is a need for this additional science toon crap at all!

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.04 20:48:00 - [307]
 

Originally by: Elgin Galad
Originally by: Nova Fox

yes, it seems to be trolling stuff for additional toon crap ...



Well, I am still missing how the additional number of research slots from the personal labs balance with the existing market. It's not so much that they still come cheap, it's more about the drastically increasing total count of slots on the market with this and the many existing science toons.

You want to tell us, this is not going to have serious impact on the economy? You made my day!

Sorry, but to state it more clearly, I do not see that there is a need for this additional science toon crap at all!



Let me ask you this.
If eve's population was a million or even two million players where are you going to find your lab at?
Where are you going to do your research at?
How is a new player going to compete with a locked out economy let alone enter it?
Then how are you going to do this without expanding the size of our current universe star or moon wise?

Also another slew of questions for you.

Do you know what determines mineral prices in eve?
Good now anwer the next two.
Do you know how much time is required to gather minerals for a Dominix battleship?
What about a armageddeon? whats the difference between the two ships?
Figure it out yet? probably not
Now compare the mineral price to the time price of the ships.

Ive have already asked myself these questions and already answered them in ways that I could. I understand there needs to be a reward for playing it smart and playing it hardheaded. Smart players will definetly know when to stop using a personal lab for research because cost/effort ratio per level is beyond that of a pos lab or station lab. A hardheaded player will continue to spend extra time effort and costs to competitivly research but he will know his lab is always avilable. An even smarter player will know to watch the data market like a hawk and that any time the price dips enough to make researching antoher level cost effective hell capitolize on it.

There are dozens of factors effecting time ecnomy of the research of blueprints that can be adjusted scaled and precalculated before it even gets to a testable phase but none the less a POS and Station lab are going to be the pinnacle for reserach at higher levels youll just spend way to much isk doing it with the personal lab its not a suitable tool for higher level research. Because the fact the personal lab isnt a perfect tool at all, its a tool none the less and throwing meta level research capability in the future will allow it to be a niche lab that will be useful regardless on how things go. I do not feel like retyping everything Ive been explaining idea again in a compact post but most of your concerns are unfounded and as long as you dont answer my questions.

Elgin Galad
Posted - 2010.05.04 22:03:00 - [308]
 

Originally by: Nova Fox
Originally by: Elgin Galad
Originally by: Nova Fox

yes, it seems to be trolling stuff for additional toon crap ...



Well, I am still missing how the additional number of research slots from the personal labs balance with the existing market. It's not so much that they still come cheap, it's more about the drastically increasing total count of slots on the market with this and the many existing science toons.

You want to tell us, this is not going to have serious impact on the economy? You made my day!

Sorry, but to state it more clearly, I do not see that there is a need for this additional science toon crap at all!



Let me ask you this.
If eve's population was a million or even two million players where are you going to find your lab at?
Where are you going to do your research at?
How is a new player going to compete with a locked out economy let alone enter it?
Then how are you going to do this without expanding the size of our current universe star or moon wise?

...



It's funny, instead of answering a simple question, you ask questions like, "what if there would come millions of players in eve".

At the moment there will not come millions of player to eve, the situation is far from expecting such thing to happen at all, and if there comes a larger number of players, the server grid would have to be extended and we may expect new systems intruduced by CCP into the game, also coming along with stations.
In addition the number of research queues on the existing stations might be tweaked to some higher total count.

Your questions are silly, but funny.

By the way, yes, I do know how much minerals a dominix needs to get built and I also know how long it takes to gather them, because I built my dominix in 2006 myself.
And guess what, I still have the very same dominix, using it for missions from time to time.

But all of this finaly does not answer the issue about additional research slots in the game that would come along with the introduction of personal labs. You simply didn't address it and to get around this point you used to write something else and also started trolling in another thread about this.

Well, what should I say, apart from, "you made my day"?! Laughing

ps. By the way, did you ever think about this... research queues are mostly stuffed, not matter what the economy is like... but that's good for the ones who have access to a lab and it's good for the economy in a way CCP might rate economy as being healthy.

CCP stated from time to time if they find the prices for PLEX should be less ISK or that ships are "felt" to be too cheap and that CCP would like to see ships become more valuable in ISK.

Did you ever do material or time research on a very cheap blueprint? It's not very expensive and can fill the research queues for a long time, if you do reasearch for +50 ME/PE again and again over the cheapest ammo blueprint.

Ammo BPO's are quite good for this purpose and fill research slots quite nicely, when many slots are available and prices are going down too much, so additional research might possibly become unhealthy for the market.

I do not mean that CCP does fill the slots with crap, but if I would be a tycoon in research and production, I would think about how to fill slots artificially for a long time at the lowest possible price to prevent research by third parties and keep the prices of my own valuable products as high as possible.

The low costs for researching crap over a long time to reduce third party research would become just a matter of calculus in this sense...

Nice idea, isn't it?

I would not bet it's actually happening this way, but I also would not bet against it as well Cool

And finaly, yes, I still say, your additional research slots in the game created by "personal labs" will have serious impact on the market from what they enable to a large number of additional producers coming up to the market with lots of newly researched BPO's.

Gael Itrus
Posted - 2010.05.04 22:16:00 - [309]
 

nice ideas all around


+1

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.05 09:25:00 - [310]
 

Edited by: Nova Fox on 05/05/2010 09:39:54
Look, I am getting very tired of repeating myself to you for the fifth time now, answering your hard headed paranoid questions which really have little merit.

I asked you questions in a serious manner because I have spent time doing my math and research and looking and observing relationships between time material and isk economy has been an amazing understatement on how complexe eve's economy really is because of its player intensity.

First off I did a quick search on you to gauge what sort of player I was dealing with.
You fall into the 'Instant reward' no effort sort of player,
You also fall into the fact you feel that every aspect of eve is unfair to you.
You also fall into the assumed expert catagory.
You also fall into the catagory of "Why are you still playing?"

So I got better things to do now like trying to get the work flow balanced.
Go ahead and cry somewhere else if im going to kill your source of isk, eve is all about adapt or die, something you arent very good at.

On one final note its...
43655 seconds to gather materials on the tritanium exchange for a domonix with the best technology and training possible and not accounting for the second player's fleet booster because that is subjective and not fully utilized effeciently of a players time.
Also not factored in was transprortation and manufacturing and possibly trade hours because all that is extremly variable that would take an immensive pool of data i dont have access to get an averages out of.



Xearal
Minmatar
SOL Industries
Black Thorne Alliance
Posted - 2010.05.09 22:22:00 - [311]
 

I like your idea, well thought out, lots of research done on several things.
Being an explorer myself, I would love to be able to do more stuff. As a side idea, maybe require science skills to make use of bits of data you find in the field and assemble them into something usefull. That way, you can have the 'field scientist', who can reasonably fly a ship, explore etc, and knows how to go out there and collect valuable data, and the classical 'nerdy' scientist, who sits in his lab and does all kinds of stuff in there all day.

Face612
Posted - 2010.05.11 19:48:00 - [312]
 

I still would very much like to hear CCP step in and take a look at this fantastic idea.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.19 20:13:00 - [313]
 

Edited by: Nova Fox on 19/05/2010 20:29:04
Update 19MAY107
-Its Personal revamped
*Better delivery of message as it points out potential and drawbacks of the lab.
*Edited to fit inside the post
-Added the eve chronicle Ante to the why sisters section as it had another throwback to the topic.


Trying to make such a massive idea and one topic fit inside a single post alot harder than I thought. Ill continue with the new edition so stay tuned.

Anyways yes there WILL be a tryannis related content update, PI higher tier items may be used in metalevel research and possibly manufacturing.

Kenpachi Viktor
Gradient
Electus Matari
Posted - 2010.05.24 06:24:00 - [314]
 

While you're at it, can you make a T3 cruiser as competition to this one?

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.05.25 15:37:00 - [315]
 

Edited by: Nova Fox on 25/05/2010 15:45:21
Originally by: Kenpachi Viktor
While you're at it, can you make a T3 cruiser as competition to this one?


Im actually more worried about having to redo everything now that low sec riods have more yeilds of high sec minerals because now i have to redo my entire flow chart... from scrap... 4 months of work...

None the less ill have to press forward with my new editition soon. I have to restructure the entire next post though and going to nerf cpu and grid on the ships by 7% 6% and 5% from lowest to higest tier to account for skills.

kano donn
New Path
Posted - 2010.05.31 21:11:00 - [316]
 

+1 support.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.06.14 22:27:00 - [317]
 

Im sorry for the lack of updates Im still number crunching again, all my variables for work effort got thown out the window with new roid compositions. Yes they're related because I use this to bounce the work effort of belt scanning off of for possible reward preceptivly.

Qujulome
Amarr
Posted - 2010.07.03 12:42:00 - [318]
 

saved from page 16

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.07.05 07:52:00 - [319]
 

For those of you wondering on my number crunching here it is.

SOE Spreadsheet

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.08.15 21:07:00 - [320]
 

currenlty redrawing the ships and moving my posts into google docutments so I can work at them when im bored at work.

Im also beginning to construct a work flow chart this is going to be hard to do on google docs but hopefully should give a snapshot of how miners work vs the scientist in the field.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.08.30 12:28:00 - [321]
 

Edited by: Nova Fox on 30/08/2010 13:03:29
Edited by: Nova Fox on 30/08/2010 12:52:59
Update 30AUG107
-Feed the Needy revamped
*Better delivery of message of where and how data works
*Edited to fit inside the post
-Building a Better Tommorrow revamped
*Better deliver of the message of designing prints.
*Removed last paragraph related to the market question as it was answered in the next topic.


Well blogging about my progress, just been real busy IRL, anyways Im not considering adding PI as a factor unless its for manufacting of a lab itself or apperati that may also be a junction to throw into the mix but its not a needed depth as most PI products are for Sov control and tech 2 items off to the side. I am however going to add 4 frigates for the empire as soon as I get done sweeping posts up to that point.

Also still currenlty redawing the a SOE ship not sure which one though probably the Spirit.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.09.01 11:06:00 - [322]
 

Update 1SEP107
-I've Created a Monster revamped
-Tools of the Trade revamped
-Treasure Hunting Topic created
-Treasure Hunting Topic Linked in Table of Contents for easier navigation.

More stuff comming along the way. Going to plow though the last bit of the old stuff before I start adding in new topics. Work Flow analysis will be interesting as I need to go and do some timing with that. Along with making new pictures and icons to further reflect changes in I've created a monster and work flow topics.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.09.08 19:57:00 - [323]
 

project is now on hold until further notice due to art competition.

Aside from that I decided to give the SOE main capitol ship a function that no other ship has, Self Cyno Jumping, going to have a drawback to have it require its own skill and having a warmup timer.

Qujulome
Amarr
Posted - 2010.09.16 17:52:00 - [324]
 

Originally by: Nova Fox
project is now on hold until further notice due to art competition.

Aside from that I decided to give the SOE main capitol ship a function that no other ship has, Self Cyno Jumping, going to have a drawback to have it require its own skill and having a warmup timer.


What if it used the sun of the system it was jumping to as the "cyno beacon"?

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.09.19 22:07:00 - [325]
 

Originally by: Qujulome
Originally by: Nova Fox
project is now on hold until further notice due to art competition.

Aside from that I decided to give the SOE main capitol ship a function that no other ship has, Self Cyno Jumping, going to have a drawback to have it require its own skill and having a warmup timer.


What if it used the sun of the system it was jumping to as the "cyno beacon"?


It would have to astrometrics need to lock onto something (the warm up time) Best part is though it leaves no nasty UI overview thing screaming come and kill me. Though the powerdown periods before and after may make it vunerable and the captiol ship unlike the subcaptiols is electronically loud, a comptent scanner should be able to pin point it in system before it gets away. Also its civillan and it wont be albe to hold a candel to the carriers own tanking ability. Still the prospect of using it in military affairs is there though rather limited and better suited to other ships.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.10.20 08:51:00 - [326]
 

resuming work on this project stand by for updates :)

Vladimir Norkoff
Income Redistribution Service
Posted - 2010.10.20 11:04:00 - [327]
 

Ok, some comments.

1) Labs - Seems like a relatively innocuous idea. Downside is that it eliminates an ISK sink (tower maintenance). ISK sinks are good, they help keep the economy in check. If anything, we need more sinks. Maybe retool the "container labs" to have a limited lifespan so they need to be purchased again or require fuel?

2) Algorithms - Not really sure what the point of this is. Mine to get your MEs/PEs? Why? Seems alot more trouble than it's worth. Not to mention that mining is the single most mind-numbingly boring activity in the game. Maybe make them more like invention decryptors? Have them add additional bonus to the current research method. Add Algorithm X (and maybe other stuff like PI products) to speed up research on BPC/BPO.

3) LP Store - Good idea. The passive income stream of RPs is pretty damn silly. Don't really understand the idea behind unique stores for every division of every company though. Don't even understand the idea behind creating new stores to begin with. Once again, seems like more trouble than it's worth. Just add datacores to the current LP stores. Bingo. Done.

4) Meta-Levels/Item Variations - I do like the idea. It's something everyone has always wanted. But you have to understand what it would require. Every possible variation of each meta would have to be entered as a new item in the database. It massively increases the size of the database and consequently would slow down the game. Somehow I doubt CCP is gonna go for that. Maybe just limit the idea to increasing a BPCs meta level so you could manufacture Arbie Missile Launchers or w/e.

5) New Tools/Skills/Ships - Why? Of all things, why would we need MORE skills? There are already a metric shiite-ton of science/industry skills. Use them in new and interesting ways. We already have enough modules. Use them. Apply scripts to analyzers if you have to. But for godsakes, no more modules that are only used for one thing. And if you really really need to have a new ship, then make a ship that gives bonuses to analyzer, codebreaker, salvager, and probes. If you have to go wild, make two - frigate and cruiser sizes.

6) Exploration Sites - Love the idea of puzzle missions. Top notch. Though they would have to be made using a dynamic system that randomizes each time. Otherwise once you figure out the puzzle, you just cruise thru it every time. (Just like current L4 missions. Yawn.) But coding a dynamic system like that would probably be pretty intensive. Oh, and the escalating puzzles is great idea too!

7) Artifacts - Instead of trading them to NPCs, why not do a Reverse Engineering type thing with them? Research it and get something random like bonus Algorithm thingies, or datacores, or even an escalation mission in a random system (possibly on the other side of the galaxy). Or sell them to other players. But just don't do the NPC isk faucet.


Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.10.20 11:57:00 - [328]
 

Edited by: Nova Fox on 20/10/2010 13:15:57
Originally by: Vladimir Norkoff
Ok, some comments.

1) Labs



This was a valid point until PI came along :(. Alayzer ammo and probes can contribute insigficantly to the sink but under no rights this whole idea is a direct faucet either. Ill have to consider this some more.

Quote:

2) Algorithms



This will need to be thought about as well possibly not destroying the old lab system either. Possibly even lead to more types that can be used for the POS versions as well.

Quote:

3) LP Store



The 'RP Store' would feature cores and blueprints but you may be right and having it consolidated to companies only would be less work on the developers end.

Quote:

4) Meta-Levels/Item Variations



This can be resolved on a database side by making the prefix and suffix and mod level thier own indivdiual items like rigging modules for a ship. Where we would only have to add a couple hundred of those entries vs the multiple thosands of combinations. Its going to be a comprimise on what we can and cant do but giving players a bit more freedom to tool around with modules is a key feature here.

Quote:

5) New Tools/Skills/Ships



Most skills will or should be recycle and applied whever possible like the specific science field research will all gain a new bonus to help harvest codes related to that field. Only really new ones would be shared with hackers and the individual ship skills with some lower tier refinment that a person who wants to be a scienist would fairly have to train the same amount of time as a dedicated super industiralist.

Ships where built to rival ORE ships exclusively on a hull vs hull basis and this is quickly reflected in the tech 2 versions where the specialized ore ships of the tech 2 lines similarly match the tech 2 soe ships. Salvaging is considered an industrial activity thus better left to ORE andships to perform while you have a point with hacker and probes (and they do have bonues which effects analyzers and probes) The old 'analyzers' will be replaces with the new ones.

Also unlike mining the riods die rather quickly and players are left to scrounge for new ones constantly, a small group of players could possibly nit pick clean several systems in the same time it takes a miner crew to clear a single belt.

Quote:

6) Exploration Sites


Your concern is shared also creating content in the first place is always a problem. The best puzzle one is of course the bread crumb one where you get different peices over various areas and find out the last spot the treasure is at. even though the events are same the conditions getting to the conclusion can always change at least.

Quote:

7) Artifacts


Im pertty sure I updated an article concerning this (the'pinata' artifact, break it to get a chance at random goodies vs something gauranteed) ill have to reread my post concerning this.

Thank you very much for replying and giving your feedback ill put them all into consideration and thanks for bits of inspiration on the code use to effect existing labs.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2010.11.15 17:36:00 - [329]
 

Sorry for the lack of updates Ill get a few posts rolled out today, just more edits though of existings posts no new ideas so no need for a massive update yet.

Otherwise I have decided develop on creating new programs for the use in POS Labs, and possibly Station Labs.

These consumable programs would be similar to the ones personal labs use with one excpetion. They're optional.

Current options could be:
Accelerator (stacks with everything (skills and lab type), works on making copies or originals)

Effiecency (aka Accelerator alt. time per level is slightly lower allowing more levels per job request just as effecient as the accelerator just dont have to requeue the same job as often, only works on originals and select copies)

Accuracy (increases chances of success of an invention or reverse engineering or any other divered research plans)

(property) Amplifier (increases properties of a copy from the original)

(property) Diversity (10% of levels gained in either ME or PE will be earned in the other type of research, Originals)

Although these options may not be able to trump a personal lab at early levels they will definetly keep both POS and station labs in business as the personal labs dont even get some of these options.

Materials for these programs would be found in same places as the personal lab programs.
The ME required stuff always rarer than PE. And yes Diversity may have to get removed or nerfed more as more folks decide to increase ME by doing PE + Diverity research instead, but then again it may aleviate the 2 month waiting time on some station labs now adays and it can be a product in demand.

Balances for these items can be acheived by requirements for them, for example isntead of one program for the whole job we can have it to that the number of programs needed change with the blue print type (ie titan bp requires more of the program than a S Radar crystal) but also creating a new material that seperates the POS and PLs from each other or materials distribution.

Also on another note that I do feel that personal labs must be locked if in use, preventing thier transport and requires to be installed in an appropiate storage facility before use (hanger bay)
I have come to conclude that the data infrastructure in eve's data management cannot handle moving research jobs without serious negative effects to the performance of all players and making it possible would be too much work effort for little to negative impact (afk researchers being worse than afk cloakers)

Im welcome to more suggestions on programs to be used or suggested between the three lab types.
Currently:
Personal Lab - Lab capable of meta-leveling items, entry level lab, cost ineffective for higher research, Lowest Risk
Station Lab - General Purpose, Long Lines, medium risk (depends where you are with them)
POS Lab - Inventive Lab, high end research, Effecient, Fuel Intensive, Highest Risk,

Laxyr
Deep Core Mining Inc.
Posted - 2010.12.04 17:00:00 - [330]
 

I still love the idea and would like to give you a friendly bump back to the top.
Oh, I realize I just did that :)

Regards, Lax


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