Features & Ideas Discussion

 
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Nullsec design goals feedback

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#1 - 2011-09-11 08:42:26 UTC  |  Edited by: Vanessa Vansen
#2 - 2011-09-13 10:11:08 UTC
Will the dev team recreate feedback threads on this forum ? Or is the feedback session dead and finished ?
#3 - 2011-09-13 11:13:45 UTC  |  Edited by: Vanessa Vansen
Well, I've been asking the same question in a petition and this is a part of the answer I got:
Quote:
... We had been in contact with Team BFF regarding those threads before the new forums went live. They felt that there was a lot of solid and useful feedback to date and transferring all stickies over would be unnecessary. If you feel you have something else to contribute, please feel free to make a follow up thread in the Features & Ideas channel


Hence, I opened a new topic, in case somebody (be it dev or not) wants to add something.

I, myself, would expect a sum up or something like that by CCP, including the way they choose and why they did so.

E.g. in "mining"

  • not changing high sec ice due to heavy impact on wormhole systems
  • improving ways to get miners into null sec
  • + dropping the restriction on the ship main bay of rorqual, since miners need to defend themselves, too
    + making clone vat bays work both ways
    + introducing "Industrial Jump Portal Generator" (jump portal generator restricted to industrial ships, mining barges and their tech 2 variants)
#4 - 2011-09-13 11:31:14 UTC
My own ideas in this area:

T3 Mining Barge
Starbase & Outpost

Quote:
I just read the post about "ninja mining" with a Rorqual and it's fleet.

To get there the Rorqual should be adjusted in severals ways:
* decrease duration of the industrial core (increase fuel consumption to compensate)
* decrease duration of compression (make it on the fly/dynamic as mentioned above)

* ship main bay should be able to carry along all kinds of ships ... to defend the Rorqual

* clone vat bay should allow two way cloning or
* Rorquals should be able to open jump portals for industrial ships (like current ship main bay restriction) ... this would be the better option for ninja mining ops: Gather your miners, store some ships for defense (see above), open cyno, move industrial ships and jump rorqual, mine and compress (on the fly would be great), and gtfo when done :D


Quote:
Mining and implants:
It would be nice if the implants could be reworked.

Why is there only a low-grade harvest set? Where is the "high-grade" one?
Spread the HX-?, HY-? and BX-? on several slots, e.g.
Slot 7: HY-? (then you could fit either an HY-? implant or Michi's Excavation Augmentor)
Slot 9: HX-?
Slot 10: BX-?

Same holds for ZA-? and H?0, move them to
Slot 6: H?0 and
Slot 8: ZA-?

This way one could setup an ultimate miner/harvester with either bonus to refining or a complete harvest-set.
So you would be more flexible.


Quote:
1) I would like to see more medical services in NPC stations in 0.0, not each station but e.g. Mordu's does only have one station which does not have medical services ... ok, SOE is close by but hey it's "Mordu's Legion Testing Facilities" so SOE could be to far away in case a test goes wrong (RP explanation)!
In short, each NPC should have at least one station with medical services (be it 0.0, low-sec or high-sec) ... luckily Mordu's does only have one station

2) Rats setup in NPC Nullsec could be changed.
- belt: rats of both kinds holding faction and their enemies, e.g. Caldari scouting Guristas or Bloodraider raiding Gursitas territory and of course Guristas on home guard ... and yes from time to time a mining ops too
- stations / gates: haulers ... or is there nothing the Guristas population of an outpost needs

3) Maybe Add system upgrades (up to level 1 or 2), e.g. ORE space could have the Ore Prospector upgrade installed, Sansha region could have the wormhole upgrade, and so on. It's their space, so they might want to make use of it.

edit: for a fee the NPC holding the space could setup the suggested system upgrade (industrial or military), so several corps could upgrade all aspects of a system

4) Standing having an impact would be interesting! Empire faction engage you once your standing drops below -5, so should pirate factions in their home space (at least when it has a station in it).


Quote:
2 (more) cents ...

ok, some people suggest to remove the loot within NPC wrecks since it provides minerals.
It's also possible to go the other way round, i.e. replace them by BPC drops.
So instead of e.g. Quad LiF Fueled I Booster Rockets you would get a bpc for that.
Then you would either have to buy or build a 100mn microwarp to get the meta item.

In the end, you'll have less minerals on the market but a higher demand for them.

edit: I don't know if that would interfere with invention


Quote:
Or maybe upgrade the pods with interdictor nullifier drives, i.e. pods will be immune to bubbles but you could still catch them with modules
#5 - 2011-09-14 16:37:48 UTC
Millitary Industrialists Coalition
#6 - 2011-09-25 22:01:02 UTC
Has CCP made any updates regarding their thoughts on moving all ice to low sec?
#7 - 2011-09-26 04:47:12 UTC
CCP Greyscale - 2011.08.19 13:55:00 wrote:
for anyone who's not following we're leaning towards just making ice in empire non-infinite rather than removing it

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1565827&page=10#291
#8 - 2011-09-26 07:51:50 UTC
Circumstantial Evidence wrote:
CCP Greyscale - 2011.08.19 13:55:00 wrote:
for anyone who's not following we're leaning towards just making ice in empire non-infinite rather than removing it

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1565827&page=10#291


Excellent idea, Circumstantial Evidence.

I started to collect the dev post into corresponding threads.
The links to these threads will be in the 1st post.
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