Player-Invented Ships

The more I think about this, the more I lean toward this being either an extension of the mutaplasmids system, or it being completed decoupled from the ship hull itself. There’s so much complexity with ship hull balancing that I don’t see CCP as being capable of successfully executing dynamic ship hulls. Perhaps if we were dealing with a juggernaut like Blizzard it would be feasible - they have more money and developers to throw at an effort like this, both for initial creation and ongoing maintain - but we are dealing with CCP, and frankly, balance and iterations on balance have been proven to be a struggle for this company. Setting up and functionally maintaining derivative ship hulls is punching above their weight - which doesn’t mean they cannot create amazing stuff, but they have some pretty clear limits on what they can execute (as much because of the existing ‘spaghetti code’ as their own dev shop’s weaknesses in ongoing maintenance and feature support).

I like the idea of ship-hull mutaplasmids being something that are developed via research and invention rather than dropped as abyssal loot - and I think Pochven provides an in-game logical reason for this to be developed, as players ‘observe Triglavian R&D and manufacturing in action’. There could still be some variability in the mutaplasmids - perhaps a fixed effect, but varied potency, to account for something that is imperfectly understood? - that would encourage the need to produce large volumes of the mutaplasmids to get the ‘perfect’ roll.

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There is not a single problem stated in here. It tells us what it would do …
… but it doesn’t tell us what “problem” there is which needs to be solved.

It doesn’t tell us any reason why this is a good idea either.

This whole thread is based on wishful thinking.

Okay, a little pedantic, so I’ll spell it out for you in a different way – Reading Comprehension 5 is a bit of a grind, I must admit. But you’re right in that it wasn’t explicitly clear what the problem was. So:

What problem does it solve?

  1. Researching, as it is right now, exists almost exclusively as series of hoops to jump through to participate in increasing material and time efficiency for blueprints. Or just simply copying blueprints. There is no semblance of any real decision-making or “invention” in the profession.

  2. Researchers don’t have much options in the way of making ISK, other than purchasing BPOs wholesale, increasing their efficiency, and selling copies. Furthering this is the barrier with clunky contract system. Researching and selling BPOs/copies it’s not a very lucrative or very exciting. Again, the researching side of Eve is lacking in content.

  3. There is an issue with stagnation in Eve. Higher-tier ships require more complicated industry components, and most of these are geared towards SOV/citadel structures or capitals. Enticing people into different regions to accommodate new metas could help reduce this stagnation.

  4. Part of what makes Eve fun and engaging for many is theory crafting and experimenting with fleet doctrines, and figuring out interesting ways in getting the upper hand instead of just blobbing. Lately that has not been the case, as most FCs can tell at-a-glance whether they’re going to win or lose based off of enemy fleet composition. A side effect of ship specialization.

  5. Most “vanity” ships are cost prohibitive. People really enjoy customizing their ships, but there’s only a few limited ways to do that in Eve at present. Aside from simple fits, or blinging out, you’re flying a boring old cookie-cutter ship. Skins have helped with this a bit, and goes to show that there’s a demand for customization.

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It’s not actually me being pedantic. It’s important to differentiate yourself from all the other “ideas” which are more or less just shat onto the forums without second thoughts. Not saying that’s what you did. You should incorporate your lines into your initial post.

Thanks!

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I edited the original post, thanks for helping me think things through.

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Ill be honest, the idea sounds cool, and this is what i thought EvE would entail when i first read about it being born as an idea in a PC magazine many years ago.

For me I think it would have been really cool if designing and building ships using something similiar to the Battlespace rules of the Battltech universe(tabletop) or the simpler way you designed fighters in Renegade Legion…either way would probably require way too much work now for the game code.

But imagine how EvE might of been different today, with actual corporations and their own ship lines…maybe Corp shares would have real meaning by now…anyway i kinda of like this idea, the concept of it at least.

+1

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