Quote:6th: The blueprint naming convention should change for Dust equips. I like that BPO's provide unlimited items and BPC's are temporary, but if Eve pilots will manufacture Dust goods, then make BPO's and BPC's unusable by Dust (though still sellable to other corps or to their own eve pilots) and have them be used by Eve pilots to manufacture the Dust goods. Make BPO's a really rare salvage and make BPC's as a common salvage item for all item types or a battle reward for winning. Possibly make these blueprints only drop in PVE contracts or FW contracts. As far as Eve side manufacturing goes, make each production run produce 100 (or whatever number is best suited) of that particular item. Make the resources required be planetary products or minerals that are not too expensive to use for manufacturing in EVE. If a member of your corp gets a BPO rare drop, then I guess consider that corp to get a nice sum of isk or be permanently set in that type of item.
I can't see that ever happening with the fact they've sold BPOs for hard currency for the very specific purpose of infinite item-use for players.
Also,
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some kind of industry could be a little fun, but not something I'd honestly look for in a FPS.
This fact it's just a FPS is part of the problem, because it's a horrible FPS and it can't compete with other ones. If it had some variety of PvE missions, industry/science management, etc. - then the game could actually be set apart from it's peers that don't aim to do anything like that. Whether or not you personally would want to participate in gameplay outside of shooting people is ultimately irrelevant, much as people playing roles you're not interested in in a game like WoW or EVE would be.
If the game is sold as a "larger world" sort of deal, but the only part of that world we touch directly is "shoot people...LOL", then this game should be buried now. Things like economy, exploration, factions, etc. can differentiate this game from other online shooters. It's a bit silly to suggest that "you need to be the kind of clone wired for a capsule not a dropsuit-user" to get involved in an economy as well.
We need to be on the same level as EVE players with capabilities as far as social/economics go to be relevant as something more than a mini-game. The basic difference between the two should be: one fights on planets, one flies in space. Obviously, we'd need to add trade/industry based skill trees for any real parity.