Eve improvement ideas

Just wanted to hallucinate some ideas that maybe devs can pickup or you can shoot holes in them.

Feel free to add your own

  1. Roll compact modules and basic T1 modules into 1. Currently T1 modules are quite useless basically only used as component for T2. That would make beginner industrialist production useful. edit: Stats would be Comapct module ones

  2. make meta modules buildable. Meta modules would be made using basic T1 (that has compact stats) and added T1 salvage. they would have current T1 fitting requirements and 1 improved aspect. Example projectile ac (better application (tracking), better range, better damage, better magazine to have greater dps for longer time, abillity to use T2 ammo, can heat longer time ect). T2 guns would have all of those but highest fitting requirements

  3. make same type of ammo different between factions. example: guristas missiles would fly further, caldari missiles do more damage, maybe add minmatar missiles that have better application (explosion radius/velocity)

  4. all LP store things would have BPC option also

  5. Syndicate have their own smuggeling ship line, cargohold unscannable and non d-scannable (best blockade runners)

  6. to add exploring/wandering miner gameplay:

    1. have new scannable anomalies where small 15000 m3 singel rock can be found (lets call it Prismaticite resedue, wandering moon cunk ect). They would be too small for fleets but good for 1 cargohold for solo miner
    2. add personal deployable mineral compressor, takes 5 min to deploy and 5 to undeploy, if pirate comes you probably lose it but helps solo miner to be on par with multiboxing mining fleets
  7. add into LP shops faction strucktures to have some variety (existing faction fortizars are good template)

  8. mission agents provide special services:

    1. all security agents provide locator service for LP
    2. mining agents provide different private mining site locations; rock type and size is dependant on LP)
    3. distribution agents provide 1 time secret gate usage between 2 systems of your choosing
    4. R&D ???, maybe increase chance of good abyssal roll or add efficiency for T2 inventions

9. remove FW missions

10.maybe roll LP store required tags into 1 just amount of them differs, so that even smallest ones would be useful

3 Likes
  1. buy over Pyfa and build it into fitting tool, add button advanced where you can test different fittings agangst each other in different enviroments, implants and drugs ect. with graphs

  2. Blood raider LP shop would have abillity to get implants out of corpses if you provide corps with implant in it +LP. (maybe have chance to fail also)

  3. have nomad gameplay

    1. add transport ship version that have personal fleet bay that fits 2-3 smaller ships (example exploration, mining, combat)

    2. that ship has something like carrier clone bay if you die you spawn there

    3. ship can be anchored somewhere and acts as small station, maybe tech 2 has some stealth features

  4. specialization skills also affect T1 and faction modules

  5. controversial, but T3 cruisers i would change into T3 destroyer style, where you can select bonuses on the fly and remove subsystems

  6. possibillity to convert T1 salvage into T2 salvage, let say 250 T1→ 1 T2 can be improved with skills

That’s obviously not true.

1 Like

I dont see reason why someone should use basic T1 module when T1 meta module is available. Example afterburner, why use 1MN basic when compact or enduring are available even cheaper and they are better/equal in everything with base

Then you don’t understand the EvE economy.

Nooo. Compact modules do as their name implies. Often a compact module will fit where a T1 module wont. A good example is my Loki, where the T2 large shield extender will not fit ( too much power grid used ) and the T1 large shield extender actually provides 2K less hit points than the compact F-S9 one that I have fitted. They are not the same as the T1.

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You can help me to understand, to fit a ship, why should I choose “medium shield extender 1” over compact version or “miner 1” over compact version.

Yes, i need to clarify, by rolling into 1 i ment fitting stats would be compact version ones

Try buying all the compacts and see what happens.

I’ll wait.

I do not understand your comment,
In other words my idea is that basic T1 and compact become same module and would have compact stats. Also they would be buildable so market never runs out of them and price would stay same T1 price. This would make them actually usable on ships over current meta modules

No, they are two different items, with different stats.

Stop trying to dumb the game down.

3 Likes

still dont understand you

How is it dumbing down by making basic T1 component useful.

Player still needs to make choice if they want to use basic or some other meta module

example 400mm plate:

you must make choice if T1 basic (with compact stats, easiest to fit)

less mass version (harder to fit, but you would have better speed)

more HP version ( harder to fit, so choice is to have slower but stronger)

T2 have both HP and mass advantage compared to T1 basic but hardest to fit

But they are not the same. They have different stats. A player will go with whichever one best suits their needs…..or indeed whichever one actually fits. That variety is a good thing.

What I propose is basically stats change.
my question to you is with current Eve.

  1. Why as a pilot i should on market buy 400mm basic plate instead of compact version to fit a ship. Currently all compact stats are better than basic and its cheaper
  2. Why as a beginner industrialist should i manufacture basic 400mm plate that no one will buy to fit on their ship since compact is better in every stat including price. Only use for it is base component for T2, and often T2 level industrialists manufacture those plates themselves

T1 basic component is already useful.

You just don’t know how to use it.

What he means is: There is no scenario where chosing a standard T1 module is in any way benefitial over using a "compact* one.

The main difference is that T1 can be built in basically unlimited amounts, guaranteeing availability and a price that will always be around the build costs. The other meta-versions can only be found from loot drops, so player potentially can limit their availability or manipulate their price tag.

In reality, that hardly is the case any more (rare exceptions) because the amount of ratting (and therefore loot drops) is so high in EVE, that - despite being better - the Meta Modules are a lot cheaper than the standard T1 anyway. So while originally the idea was: “pay a bit more, receive some benefits” for the meta modules, that simply doesn’t work any more.

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That’s not true, of course.

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You will have to provide an example of this. As far as I have seen, “meta” modules are always better than the T1 versions with zero downside. Heck, there are some meta that are on par with, or better than the T2 versions. Namely the “Quad Lif Restrained” variations of MWDs which have smaller fitting, less sig bloom, and less of a hit to total capacitor. All in exchange for total speed being less than 1% slower. (505% speed vs 510%)

Oh, I can think of one major downside, which explains why meta modules exist and why there is a trade off between the meta and the T1.

Not true. Only a noob would say this, and only a egoist would be so self-assured as to say “always” when they don’t know what they are talking about.

The only two downsides I can think of are not being able to use meta modules as ingredients for building the T2, and meta module drops being based off the faction of NPC that you kill.

Neither of those are a reason for why you would want to equip a T1 in place of a meta, outside of the loot itself not dropping due to enemy faction type.