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Jadek Menaheim
WarRavens League of Infamy
102
|
Posted - 2013.09.25 16:44:00 -
[1] - Quote
(Recompiling ideas from a topic found here)
I am tremendously happy to see the new changes coming to corporation roles with 1.5. It is a great step in adding complexity and quality of life adjustments to a great game. What if we could take the idea forward with an interaction skill called "Consultation?"
Consultation would be a skill attribute found within the Corporations skill tree which allows you to share your corporation skills completely, even the current (and only) corp building skill, with another corp while remaining in your own. As a 4x skill, each additional level will allow you to share your abilities with another corporation of your choosing, up to a maximum of 5 corporations. This ability to share skills with multiple corporations will allow for a self-marketable player asset that can assist alliances and 'rivals' alike for a chosen retainer fee (or work pro bono). The trick is this information on corporate interaction is not visible unless obtained via word of mouth, or simply a corp dirrector taking a screen cap of their own corporate dossier and sending it off through various channels. Finding out one of your high executives is consulting with the enemy could make for some very juicy metagaming.
The real depth, and nessesity of consultation interaction would be the addition of further corporate skills which affect the attributes of all members within the corporation. Attributes can be lost or significantly lowered within a corporation if the consultant severs connection with the corporation. To illustrate, if a tier 3 level 5 weapons specialist leaves a service agreement with a corporation, those attributes will revert to the next highest attribute of either another consultant or corporation member who holds a skill ability in that category. Currently, I want to simply focus on the (proposed) Research and Development Specialist Attributes within the corporation skill tree path.
The path begins with R&D Specialist Director, and moves onto each path. Skill costs within each path are as follows below.
Tier 1 (2x Skill) 621,840 sp at Lv 5 Tier 2 (6x) 1,865,520 sp at Lvl 5 Tier 3 (12x) 3,731,040 sp at Lvl 5
/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Total investment 6,218,400 sp / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / /
Again to reiterate, these attributes are aplied accross the board to all members of a corporation who either a.) have the services of a consultant providing access to skills, or b.) an in-corp member, most likely on the director board, providing these skills.
-----|---------->Weapons Specialist (Tier 1) Weapon Component Salvage Support (1% higher chance of receiving officer weapon per level) (Tier 2 Unlocked lvl 5 ^) Weapon Munitions Management (2% larger ammo pool reverse for all weapons in corp) (Tier 3 Unlocked lvl 5 ^) Weapon Service Supplier (1% discount to all weapons purchased from NPE vendors)
-----|---------->Dropsuit Protocol Design (Tier 1) Sensor Development (2% bonus to dropsuit scanning radius of all corp members per level) (Tier 2) Biotic Module Development (1% bonus to all biotic module efficacy of all corp members per level) (Tier 3) Systems Protocols Design (1% bonus to dropsuit cpu and pg of all corp members per level) *I like the risk associated with last second suit invalidation on this last tier. It increases the importance and risk of leaning on such a corp member in a PC environment.
-----|---------->Medical Response Coordinator (Tier 1) Nanite Injector Adaptation (2% bonus to efficacy Nanite Injector revives) (Tier 2) Repair Tool Enhancement (2% bonus to repair tool efficacy on target) (Tier 3) Medical Respondent Survivability (1% bonus to self repair with repair tool active on target)
-----|---------->Vehicle Specialist (Tier 1) Vehicle Engineering (2% bonus to torque and speed output per level) (Tier 2) Vehicle Cooldown Management (2% bonus to vehicle module cooldown per level) (Tier 3) Vehicle Systems Design (1% bonus to vehicle cpu and pg of all corp member vehicles per level)
Again these skills can be lost or significantly diminished if the corp member or consultant providing these skills leaves your service. Sensible corporate CEOs would be wise to invest in the vehicle and dropsuit R&D specialist roles for a greater safety net. Only auditors, directors, and CEOs of a corporation have veiwing access to see who is a consultant working with their corporation. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
94
|
Posted - 2013.09.25 19:42:00 -
[2] - Quote
Novel idea...i like the approach to deepend corporate interaction.
Lots of potential for skill trees here that could tie into the upcoming patch. Example...CFO skill tree might give you a small passive interest accrual to the main corp wallet per level....say 1.5% per level. Recruiting skill tree could give you a bump of ISK per new recruit based on WPs earned that aren't taxed straight from the player or increased salvage drops for new recruits. |
Jadek Menaheim
WarRavens League of Infamy
104
|
Posted - 2013.09.25 19:54:00 -
[3] - Quote
Jaysyn Larrisen wrote:Novel idea...i like the approach to deepend corporate interaction.
Lots of potential for skill trees here that could tie into the upcoming patch. Example...CFO skill tree might give you a small passive interest accrual to the main corp wallet per level....say 1.5% per level. Recruiting skill tree could give you a bump of ISK per new recruit based on WPs earned that aren't taxed straight from the player or increased salvage drops for new recruits.
That's the idea exactly! A key to making these skills worthwhile is balancing a meaningful perk in respects to higher SP investment. While such an approach may lend itself to making players feel like such investment is a sink on their time, it ultimately encourages specialization and coordination between players. Because if each skill path would hypothetically cost a player 6,218,400 sp, very few player CEO's are going to try to take on all the corporation skills at once. It's not sensible in the slightest.
This would also lead to a kind of investment strategy thinking as a player would try to judge where much of the player base will attempt to invest skill points inasmuch they might choose and alternate skill path to develop this niche attribute that may pay dividends later on. |
Jadek Menaheim
WarRavens League of Infamy
104
|
Posted - 2013.09.25 20:12:00 -
[4] - Quote
Jadek Menaheim wrote:Consultation would be a skill attribute found within the Corporations skill tree which allows you to share your corporation skills completely, even the current (and only) corp building skill, with another corp while remaining in your own.
Theoretically, some ambitious players could create 3900 member-slot alliance (or 1300 members if everybody added their alts) by investing completely into the corporations skill on one character and sharing that ability with their two other alt toons on the same account.
Hello, my name is BoB, and I want to start a transstellar empire in 0.0 space. |
Clockwork Jester
Namtar Elite Gallente Federation
2
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Posted - 2013.09.25 20:32:00 -
[5] - Quote
ItGÇÖs an interesting idea, but there would need to be a limit to the number of consultants to prevent people from abusing the proposed system. Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. Your proposed consultant skill tree would fit better as a squad leader skill tree. Also your weapon service supplier skill would have to be changed, or it would be changed further down the road. With the end goal eventually being there are no NPC vendors.
I think it is an interesting idea, but I donGÇÖt think there is any demand for the position, or at least not needing to add it as a mechanic. There is currently nothing stopping any player from acting in the consulting/spy role, itGÇÖs only a matter of finding someone to pay you for it.
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Jadek Menaheim
WarRavens League of Infamy
104
|
Posted - 2013.09.25 20:53:00 -
[6] - Quote
Clockwork Jester wrote:ItGÇÖs an interesting idea, but there would need to be a limit to the number of consultants to prevent people from abusing the proposed system. Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. Your proposed consultant skill tree would fit better as a squad leader skill tree. Also your weapon service supplier skill would have to be changed, or it would be changed further down the road. With the end goal eventually being there are no NPC vendors.
I think it is an interesting idea, but I donGÇÖt think there is any demand for the position, or at least not needing to add it as a mechanic. There is currently nothing stopping any player from acting in the consulting/spy role, itGÇÖs only a matter of finding someone to pay you for it.
Agreed on the NPE vendor change. That was simply a placeholder until such time the player market opens.
I regards to the "any player acting in the consultant/spy." I wasn't really imagining it in the terms you might be thinking. The value of a consultant are the tangible player perks that they bring to a corporation. This can go beyond battle related perks into more market and isk investment potentials. These skills can give a corporation an edge in various types of battle and market environments.
In terms of abusing the system I do see the tactical value of only being able to assign a certain number of players to the consultant role. At the same time I don't really want to limit the freedom of players to openly use multiple consultants if a.) the investment cost of consultant related skills are high and b.) there appears to be a market prerogative in paying for the retention of these consultant skills to hold onto players both within and outside of a corporation. |
Jadek Menaheim
WarRavens League of Infamy
104
|
Posted - 2013.09.25 21:08:00 -
[7] - Quote
Clockwork Jester wrote:Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat.
How about Squad Leader Skills being a path progression of the consultant skill node. Call that person a Tactical Liaison Supports Coordinator. A sub-path of this would the R&D specialist skills I talked about. They would be tuned to cater to more on-field battle avantages. |
Clockwork Jester
Namtar Elite Gallente Federation
2
|
Posted - 2013.09.25 21:15:00 -
[8] - Quote
If you look at it only from the battle/market environments then I think the classes proposed should change. Move away from the pure combat boost because the consultant is not actually going into combat with you. Make the bonuses they provide something that will help in battle or in the market without just giving the players a stat boost.
Change weapon specialist to Artillery commander and allow it to have an effect on orbital bombardments. Not an increase in damage, but perhaps a change in the WP required before one can be earned. Or if the mechanics for it were changed lowering the targeting time for the ships EVE side.
The proposed Medical Researcher could increase the amount of time a player can remain incapacitated, increasing the amount of time they have to be revived.
There could also be a scientist based tree allowing for corporations to increase the number of clones produced per cycle, or decreasing the number of clones lost due to transportation. You could also create a skill tree that allows you to earn more money back from selling excess clones. Although I would imagine that at some point a corp with to many clones will be able to see them on the market to other corps.
If you changed the skills from pure combat enhancers it could make it more interesting. It would also prevent an overlap in squad leader based bonuses that I assume are eventually going to show up. I still believe there needs to be a limit on the number of consultants simply to avoid abusing the system. If you limited the number to say 5 it would prevent people from having an obvious way to abuse the system. Unlike EVE Dust is F2P and creating an alt account and collecting passive SP is to easy.
Jadek Menaheim wrote:Clockwork Jester wrote:Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. How about Squad Leader Skills being a path progression of the consultant skill node. Call that person a Tactical Liaison Supports Coordinator. A sub-path of this would the R&D specialist skills I talked about. They would be tuned to cater to more on-field battle avantages.
I feel like the role of a consultant should remain as a supportive role. The bonuses they grant should be of a tactical nature, not a stat boost. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
99
|
Posted - 2013.09.25 22:14:00 -
[9] - Quote
Jadek Menaheim wrote:Clockwork Jester wrote:Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. How about Squad Leader Skills being a path progression of the consultant skill node. Call that person a Tactical Liaison Supports Coordinator. A sub-path of this would the R&D specialist skills I talked about. They would be tuned to cater to more on-field battle avantages.
I really like that idea. Essentially you get have a skill tree that supports SQD LDR role...increase in WP bump for following FRAGO orders, small bump in spawn speed, access to calling in an installaion like you do orbital strikes. I would be tempted to bring in limited squad view for level 5 but still want to support the great changes the made for scanners. |
Jadek Menaheim
WarRavens League of Infamy
106
|
Posted - 2013.09.26 00:40:00 -
[10] - Quote
Clockwork Jester wrote:If you look at it only from the battle/market environments then I think the classes proposed should change. Move away from the pure combat boost because the consultant is not actually going into combat with you. Make the bonuses they provide something that will help in battle or in the market without just giving the players a stat boost. Change weapon specialist to Artillery commander and allow it to have an effect on orbital bombardments. Not an increase in damage, but perhaps a change in the WP required before one can be earned. Or if the mechanics for it were changed lowering the targeting time for the ships EVE side. The proposed Medical Researcher could increase the amount of time a player can remain incapacitated, increasing the amount of time they have to be revived. There could also be a scientist based tree allowing for corporations to increase the number of clones produced per cycle, or decreasing the number of clones lost due to transportation. You could also create a skill tree that allows you to earn more money back from selling excess clones. Although I would imagine that at some point a corp with to many clones will be able to see them on the market to other corps. If you changed the skills from pure combat enhancers it could make it more interesting. It would also prevent an overlap in squad leader based bonuses that I assume are eventually going to show up. I still believe there needs to be a limit on the number of consultants simply to avoid abusing the system. If you limited the number to say 5 it would prevent people from having an obvious way to abuse the system. Unlike EVE Dust is F2P and creating an alt account and collecting passive SP is to easy. Jadek Menaheim wrote:Clockwork Jester wrote:Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. How about Squad Leader Skills being a path progression of the consultant skill node. Call that person a Tactical Liaison Supports Coordinator. A sub-path of this would the R&D specialist skills I talked about. They would be tuned to cater to more on-field battle avantages. I feel like the role of a consultant should remain as a supportive role. The bonuses they grant should be of a tactical nature, not a stat boost.
These are great points! I agree with the point of separating consultant abilities from various combat boosts. Consultant skills would emphasize tactical operations surrounding the battlefield with things such as precision strike modifiers and clone production logistics, while "Squad Commander" skill paths would be tailored to operations on the battlefield such as extensions to clone revive timers.
Should it be the case then that if a squad commander gives up his squad leader position then his fellow other squad members lose that attribute in a similar way to how I have discussed a corporation will lose various perks if the consultant breaks their connection with the corporation?
Actually, it seems like this mechanic would foster some novel squad play interactions. A well organized squad could take advantage of the squad leader promotion feature to switch between various squad based attributes depending on the requirements of a battle scenario. For example, if you are going into a siege based confrontation, promote the player with weapon munitions efficiency skills to increase the squad's reserve ammo pools. |
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Mobius Kaethis
Molon Labe. RISE of LEGION
827
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Posted - 2013.09.26 01:33:00 -
[11] - Quote
Very cool concept. I love that it deepens the skill tree and the benefit of working with a corp without giving the big corps a massive advantage over the little guys. I am assuming that having multiple people with these roles and skills would not have cumulative benefits as this would make large corps massively over powered.
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Clockwork Jester
Namtar Elite Gallente Federation
4
|
Posted - 2013.09.26 01:41:00 -
[12] - Quote
The current mechanics allow the squad leader to give their squad leader status to anyone else in their squad. It would make sense for the squad to lose the gains provided by the former squad leader in favor of the new squad leader. Although maybe the change should only take place after you visit a supply depot? You donGÇÖt want someone switching to a squad leader that increases bleed out time or decreases death timer just as they die.
It would allow for the possibility of more interesting battles, and the consultant or advisor role could create an interesting complexity to the overall game.
you could cap off the total number of advisors a corp could have, and if you had multiple people with the same skills they could act the same way a module does when you stack it. That could allow a Corp to specialize in a certain aspect without giving larger corps a huge advantage. |
Jadek Menaheim
WarRavens League of Infamy
110
|
Posted - 2013.09.26 02:24:00 -
[13] - Quote
Mobius Kaethis wrote:Very cool concept. I love that it deepens the skill tree and the benefit of working with a corp without giving the big corps a massive advantage over the little guys. I am assuming that having multiple people with these roles and skills would not have cumulative benefits as this would make large corps massively over powered.
Yes, the idea in mind is that skills would not be cumulative, but they could stack in various ways (good idea Clockwork Jester) as corps would be allotted a finite number of consultant agreements to accept, further reinforcing the tactical nature of choosing and retaining a consultant who can assist your battle operations and logistics goals.
To reiterate, if a particular high skill consultant or member leaves the corp's service, the corporation's potential ability within a given attribute category lowers to the next highest level skilled member associated with the corp, which may be none in a particular category.
As for advantages to large and small corporations this is where things become a little dicey. Thinking about it, the high skill investment to maximize these skills actually favors corporations with veterans who have maxed out most of their suit skill attributes thus allowing strong players to become stronger to some extent. This may create some problems with new player retention.
On the other hand, the ability for players to share skills with up to 5 corporations (debateable) allows many early start-up corporations a fast leg up to build their power and potential in the New Eden universe.
So to take on these hardened old guard corporations players will have to network and coordinate various consultant roles to maximize battle and market potential of the alliance, or revert to greater subterfuge and bribe the support of disgruntled members of rival corporations.
This is kind of strategic and dastardly interaction I want to see in Dust! |
Jadek Menaheim
WarRavens League of Infamy
110
|
Posted - 2013.09.26 14:41:00 -
[14] - Quote
Clockwork Jester wrote:The current mechanics allow the squad leader to give their squad leader status to anyone else in their squad. It would make sense for the squad to lose the gains provided by the former squad leader in favor of the new squad leader. Although maybe the change should only take place after you visit a supply depot? You donGÇÖt want someone switching to a squad leader that increases bleed out time or decreases death timer just as they die.
It would allow for the possibility of more interesting battles, and the consultant or advisor role could create an interesting complexity to the overall game.
you could cap off the total number of advisors a corp could have, and if you had multiple people with the same skills they could act the same way a module does when you stack it. That could allow a Corp to specialize in a certain aspect without giving larger corps a huge advantage.
If supply depots were required to make the squad role switch it would certainly make depots tremendously vital. That even before the mention that vehicles will need Supply Depots for ammo resupply with the vehicle changes coming soonGäó.
It would certainly help to clean-up and streamline menu configurations a depots to help make activating squad leader abilities easy. I wonder if squad leader attribute activation should work on either a cool-down system or pick-up at depot mechanic. |
Jadek Menaheim
WarRavens League of Infamy
110
|
Posted - 2013.09.26 15:33:00 -
[15] - Quote
Clockwork Jester wrote:There could also be a scientist based tree allowing for corporations to increase the number of clones produced per cycle, or decreasing the number of clones lost due to transportation. You could also create a skill tree that allows you to earn more money back from selling excess clones. Although I would imagine that at some point a corp with to many clones will be able to see them on the market to other corps. If we want to dive into more logistics and production roles for consultants I would recall this idea about Corporate Hangars and Garages found here. Essentially these storage facilities allow for the production of BPCs through item replication. Essentially it's a form of resource 'mining' in the Dust 514 game context.
Jadek Menaheim wrote:Jadek Menaheim wrote:Corporate Hangar and Garages prices per week w/ Unskilled Facilities Management and Lease Property Bargaining Attributes.
Purchased Property cost per week ______ Unskilled Lease +35% / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Corporations size ____________ 1,750,000 _____ 2,362,500 Megacorp Control size________ 10,500,000 ____ 14,175,000 Transstellar Empire Control size 45,500,000 ____ 61,425,000 / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Facilities Management skill will decrease cost by 5% per level Lease Property Bargaining skill will decrease lease costs by 3% per level District Management skill will decrease owned properties maintenance and purchase cost by 3% per level
Corporations of all sizes can purchase or lease each tier of district garages or space hangers. The key usefulness either garages or hangers is the replication of vehicles and deployable installations. The size of each garage dictates the number of vehicles of installations which can be placed in them. Ground based district garages offer advantages to dust PC players with instantly available vehicles upon spawn. However, items within these garages can be sabotaged and ownership of the garage is lost when the district falls to a new corporation. Space hangers are attached to player owned customs offices. They offer a higher replication possibility however, they do not offer instant access to vehicles in PC and these hangers can be destroyed by Eve Capsuleers. Each property size would be able to hold a set number of vehicles. In addition, the size of the facility would contribute toward the percentage multiplier of producing a successful BPC with the selected vehicle, weapon or installation placed into the garage. (Corporation) 3 Vehicles; 1 weapon cache; 0 deployable installations; 2% Production bonus (Megacorp) 6 Vehicles; 2 weapons caches; 1 deployable installation; 7% Production bonus (Transstellar Empire) 15 vehicles; 4 weapons caches; 3 deployable installations; 12% Production bonus / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Base Value for Success rate of single BPC production per day before Facility Attributes / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Militia Grade Item 80% Basic 70% Advanced 45% Proto 25% Officer 1% |
Clockwork Jester
Namtar Elite Gallente Federation
5
|
Posted - 2013.09.26 17:32:00 -
[16] - Quote
If something like squad leader skills were added, and the current mechanic of changing the squad leader remained it would be easier to use the depot to transfer the bonus. With the current mechanics you are capable of changing suits at the depot, effectively changing your statistics if you change classes. It would make more sense to keep whatever the previous squad leaders skill bonuses were until you returned to the depot.
ItGÇÖs easier than having a cool down system that would have to change character stats on the fly. You could still use a cool down system to stop people from constantly switching squad leaders, putting greater importance on the squad leaders skills.
As far as looking at the consultant/advisor idea I think discussion should be limited to how it could work given the current game mechanics. There is currently no way for players to produce anything Dust side, and until those mechanics are introduced it makes any discussion of skill trees difficult. Not that the idea isnGÇÖt interesting. The idea of a small squad infiltrating an enemy base and having some sort of effect on the latter PC battle is a neat idea.
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Jadek Menaheim
WarRavens League of Infamy
111
|
Posted - 2013.09.26 21:41:00 -
[17] - Quote
Clockwork Jester wrote:If something like squad leader skills were added, and the current mechanic of changing the squad leader remained it would be easier to use the depot to transfer the bonus. With the current mechanics you are capable of changing suits at the depot, effectively changing your statistics if you change classes. It would make more sense to keep whatever the previous squad leaders skill bonuses were until you returned to the depot.
ItGÇÖs easier than having a cool down system that would have to change character stats on the fly. You could still use a cool down system to stop people from constantly switching squad leaders, putting greater importance on the squad leaders skills.
As far as looking at the consultant/advisor idea I think discussion should be limited to how it could work given the current game mechanics. There is currently no way for players to produce anything Dust side, and until those mechanics are introduced it makes any discussion of skill trees difficult. Not that the idea isnGÇÖt interesting. The idea of a small squad infiltrating an enemy base and having some sort of effect on the latter PC battle is a neat idea.
Fair enough. Lets look at variables within the current build.
[Feasibly adaptable features within the games current framework for Consultation Roles] -Market Purchase Discounts (NPE* Vendors) -Increased Clone Production Output -Lower Clone Transport Attrition Rate -Lower Orbital Bombardment Targeting Time via Eve Capsuleers -Fewer clones lost in MCC destruction in PC engagements -Higher Vehicle Module Efficacy % -Higher Equipment Efficacy % -Minor increase to cpu and powergrid of all corporation's dropsuit and vehicle assets
[Features for Squad Commanders] -Lower WP value for Warbarge strike activation -Longer bleed out timer for squad's incapacitated mercs -Higher Squad Stamina Levels -Higher Squad Melee Damage Levels -Increase in squad's reserve ammo pools -Scanning Radius increase of mercs in squad -Faster Vehicle Module Cool-down %
[Mixed Role Features] -Higher Salvage Drop Chance |
Clockwork Jester
Namtar Elite Gallente Federation
6
|
Posted - 2013.09.27 19:50:00 -
[18] - Quote
Those all seem like good possible skills that could have an impact on how the plays. The only thing I could think of to add would be a skill tree revolving around shared squad vision for the squad commander. Possibility of a decreased delay before a shield recharges. Overall it seems like a solid idea that everyone could benefit from, and not just corporations. With the squad finder being added into the 1.5 update the squad commander role becomes even more important.
A question regarding the consultant role. If a corporation squads up with another player who is outside of their corporation does that player receive the gains of that corporations consultant or their own?
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Jadek Menaheim
WarRavens League of Infamy
111
|
Posted - 2013.09.27 20:37:00 -
[19] - Quote
Clockwork Jester wrote:Those all seem like good possible skills that could have an impact on how the plays. The only thing I could think of to add would be a skill tree revolving around shared squad vision for the squad commander. Possibility of a decreased delay before a shield recharges. Overall it seems like a solid idea that everyone could benefit from, and not just corporations. With the squad finder being added into the 1.5 update the squad commander role becomes even more important.
A question regarding the consultant role. If a corporation squads up with another player who is outside of their corporation does that player receive the gains of that corporations consultant or their own?
Well at least for consultant roles, players retain the attributes of their own corporation. If squads were composed of players from various corporations, they may experience residual effects in squad play. An illustration of this may be seen with one squad member calling in a slightly higher quality vehicle comparative to other similar fits because that squad member belongs to a corp that has R&D specialist with expert training in vehicle diagnostics. In the context of the squad example, fellow squad members may use the vehicle and retain the same module fitting ratting while in use.
The ability to produce higher quality fits could translate in meaningful ways with the addition of a player market if corporations could sell higher quality BPCs that have been enhanced by their consultation attributes. |
Jadek Menaheim
WarRavens League of Infamy
112
|
Posted - 2013.09.27 22:10:00 -
[20] - Quote
Albeit, this would require a fair bit of programming voodoo.
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Jadek Menaheim
WarRavens League of Infamy
124
|
Posted - 2013.10.03 15:04:00 -
[21] - Quote
Could anyone from team True Grit weigh in on the feasibility of programing a system for players to share skills as described with the consultation roles? |
Jadek Menaheim
WarRavens League of Infamy
124
|
Posted - 2013.10.05 21:53:00 -
[22] - Quote
Open call for more feedback on ideas and attributes relating to the consultation mechanic. |
deepfried salad gilliam
Sanguine Knights
19
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Posted - 2013.10.05 22:24:00 -
[23] - Quote
Combat trainer +1% passive wp per lvl |
Jadek Menaheim
WarRavens League of Infamy
125
|
Posted - 2013.10.05 22:34:00 -
[24] - Quote
deepfried salad gilliam wrote:Combat trainer +1% passive wp per lvl
Ooh, that's interesting. Everybody is going to want that person in their corp. Would have to be very particular about how that attribute stacks with multiple consultants |
Jadek Menaheim
WarRavens League of Infamy
125
|
Posted - 2013.10.06 03:04:00 -
[25] - Quote
deepfried salad gilliam wrote:Combat trainer +1% passive wp per lvl
This might work better in the context of squad leader bonuses discussed earlier within the topic. Maybe the combat trainer attribute could boost active skill points earned per match by 1% per level. This would actually have the effect of assisting the training of new recruits.
For example, a merc who nets 7500 sp after boosters would gain an additional 375 sp if the squad leader held both level 5 proficiency in the combat trainer skill and held the squad leader role for the entire match (thus making his selected attribute active the entire match). |
Jadek Menaheim
WarRavens League of Infamy
125
|
Posted - 2013.10.06 05:02:00 -
[26] - Quote
Earlier today I was thinking about an corporation attribute that offers a bonus to isk returned from battles; however, this gets wonky when considering an end goal mindset that eve capsuleers will pay dust mercs to fight over contested lands.
How about this instead.
A attribute that allows skill books to purchased by in-corp members at a high discount. The focus of the attribute is to help kickstart corporations of relatively new-to-game members.
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Jadek Menaheim
WarRavens League of Infamy
125
|
Posted - 2013.10.06 05:32:00 -
[27] - Quote
Jadek Menaheim wrote:Earlier today I was thinking about an corporation attribute that offers a bonus to isk returned from battles; however, this gets wonky when considering an end goal mindset that eve capsuleers will pay dust mercs to fight over contested lands.
Then again, what if there was a way to involve CONCORD into the paradigm. Small bonuses could be payed to corporations which fight factional warfare battles in favor changing the dynamics of interstellar commerce between various races in the eve universe. The corporate consultation skill in this context would impact the size of the bonus distributed to each merc in the corporation who fights particular FW battles for a certain race. |
Jadek Menaheim
WarRavens League of Infamy
126
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Posted - 2013.10.06 14:58:00 -
[28] - Quote
Further fleshed out the ideas of a CONCORD fiscal negotiator in this topic. Please check it out. |
Jadek Menaheim
WarRavens League of Infamy
128
|
Posted - 2013.10.07 16:24:00 -
[29] - Quote
Clockwork Jester wrote:If you changed the skills from pure combat enhancers it could make it more interesting. It would also prevent an overlap in squad leader based bonuses that I assume are eventually going to show up. I still believe there needs to be a limit on the number of consultants simply to avoid abusing the system. If you limited the number to say 5 it would prevent people from having an obvious way to abuse the system. Unlike EVE Dust is F2P and creating an alt account and collecting passive SP is to easy.
Does anyone have an arguement or point about either lowering or increasing the number of consultants a corporation could set to active status? Clockwork Jester pointed out 5 and I feel that is a fair number. I would be fine with 6, bearing in mind that an extra slot increases to the community networking pool potential expoentially. At the same time we want to avoid system abuse by including too many potential slots which could be filled by large corporations or players with multiple accounts.
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Jadu Wen
Xer Cloud Consortium
0
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Posted - 2013.10.09 23:11:00 -
[30] - Quote
+1 I'd certainly like to see something like this. |
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