nickmunson
Capital Acquisitions LLC Bad Intention
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Posted - 2015.01.17 11:24:00 -
[1] - Quote
CCP Rattati wrote:Dear Players,
I want to describe the premise of the 1) Mercenary Warbarge and the 2) Warbarge Flotilla.
The Uprising is over. Mercenaries have taken to the skies in makeshift or stolen Warbarges.
The Warbarge is your mercenaries base of operations.
The Warbarge is presented as a new screen in the NEOCOM.
The Warbarge can be upgraded using Warbarge Components.
Each upgrade adds a single new Warbarge Platform.
Each Warbarge Platform houses a single Warbarge Subsystem.
The Warbarge Subsystem can be upgraded using Warbarge Components.
The first Warbarge Subsystem is the "Mobile Factory" that generates Components at a rate, and can be upgraded.
Subsystems can give bonuses and/or produce a "yield" that can be claimed. Those that have yields, also have a max capacity.
For the first phase, we are working on these Subsystems:
Phase 1 - Merc Warbarge Mobile Factory - generates Warbarge Components Market Network - generates ISK Battle Statistics Center - SP boost Augmented Ammunition Facility - Primary weapons damage boost (we wanted to start with armor rep or max armor, but it was difficult, eventually we want to have a choice here). Armory - Increased number of fittings + something smart Experimental Laboratory - creates a random number of weapons, up to officer but also new Experimental weapons, meta level 9, better than proto, need level 5 primary weapon skill.
Phase 2/3 - Merc Warbarge Salvage Drone Bay - more EOM salvage Reprocessing Plant - turn gear into Nanites Code Research Center - generate Hacked keys Augmented Armaments Facility - an ingame bonus Focused Laboratory - creates specific weapons using Nanites and Components
Phase 2/3 - Warbarge Flotilla (Corporation Warbarge) Mobile Factory - generates Warbarge Components // OR // The Flotilla depends solely on donations of Components from Members Mission Network - Corporate MIssions are available to all Corp Members, with higher rewards // AND // possibly some earned Activity Points that are needed for Flotilla Actions Clone Vats - generates Clone Packs // MCCs if we change the name of Clone Packs to MCC's // may need Components to claim [img]Hangar[/img] - upgrade MCCs or more owned
Phase 4 - Warbarge Flotilla (Corporation Warbarge) Space Elevator - claims unique resource from Districts owned and more
Other Subsystem Ideas We had tons of ideas, and I will share them in another thread.
Please discuss
Q&A from thread 1) Merc Warbarges will not need Skills - Flotillas will need a CEO/Director of some level to run as any Corp mechanic does. 2) Some Flotilla Subsystems may stack with Merc Subsystems, yet another reason to be in a strong Corporation and help it grow 3)Manufacturing skills are not currently in our plans, and that's just to keep the designs simple, not because it's a bad idea 4) ISK generation, is meant more as a reason for new players to check in and get your ISK yield than another alt farm. It will require some investment to get to a high enough level to alt farm. 5) The concerns about in-game bonuses are loud and clear. The intent is for this to be at max like a single complex dmg mod. 6)Experimental is between Proto and Officer, they are hard enough to get, so they don't require extra skills above lvl 5, Specialist Weapons will only be in FW, Experimental only in Warbarges 7) Taxing Components instead of relying on Donations - doesn't sound like teamwork. This is also the first foundation of player trading so we may need that step towards player trading. 8)Phases are development cycles, I want you to know there is a longer roadmap, with Phase 1 being the foundation, later Phases being rolled out over the year. 9) Flotilla Actions would be to claim a generate Clone Pack from the Warbarge Flotilla, or move it from System to System to attack Districts 10) Yet to be fully designed, but the plan for Flotilla Upgrades is that it's always upgrading, if it has Components, just choosing the cheapest one to work on next. Otherwise it's too reliant on failing due to a CEO not logging in, etc. 11) Components will be earned with the Mobile Factory, more to be earned by upgrading the Mobile Factory. They can also be earned through Salvage/Strongbox/Mission Rewards and bought for AUR. 12) A level 5 Warbarge has 5 Platforms. Every platform has a fixed Subsystem that can be upgraded so no need to purchase the first Subsystem. Later we may introduce choices for Platforms. 13) Everyone gets the Warbarge for free 14) You can only build a single Subsystem of every type, and the Platform is automatically populated with it when it gets upgraded, there is no choice of Subsystems, the Mobile Factory goes into Platform 1, Market Network into 2, etc. Later there may be choices.
love it.... BUt..... i am also an eve player, could we possibly figure in ways that this will also help eve or do something for eve by adding these things. ive given alliance the whole 40% pos fuel saving, and 40% manufacturing time reduction, but none seem too appealing, as low sec pos is very expensive and risky. naybe upping the material for PI as well as lowering material costs. just ideas to get more eve players interested in what we are doing down on the ground. other then that sounds great, just would like to see if we could get this vision as a whole wheter it be for dust or legion. and the only alliances that really seem the slight bit interested is general tso's and the alliance i am currently in. or even a better idea, as we upgrade on the ground it gives hp bonus to pos, or cpu and pg, or moon mining amount increase. but i like the Hp idea, as we build down here it makes whats in molden heathe on the districts owned by the alliance stronger.
love me or hate me. you kill me i hunt you.
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