G Clone
Amarr Templars Amarr Empire
60
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Posted - 2015.04.19 12:26:00 -
[1] - Quote
Jadek, just to follow up on our chat,
First off, I'm seeing a lot of cool ideas in the thread, and I think a formal document might be in order? Perhaps incl results from the steps I recommended you. The non-SP implants would also be am awesome idea, if done right, even if it smells a bit like what PS2 does.
Now, something that came to my mind while doing dishes: Standardize SP boosters ...
In a recent thread, CCP Rattati asked off-hand if it would make sense to change the current (active) boosters from being time-based, to being max-SP based; I.e., you can get x SP from the booster, at a given rate, independently of how often you play. The idea being, people shouldn't feel pressured to play a lot during 24-72 hours to maximize the value of the booster.
Going from the, I think the result from your suggest could be basically ISK versions of the very same boosters!
Think about it as some NPC corp is making the AUR versions, and these are always available. The ISK versions, which are identical (except for there being no Omega versions), are then produced by the players, and available via said players.
This way, boosters can stop being part of the P2W cycles in DUST, since ISK version will now exist (to the extend that players create them).
A separate thought was around the percentages and stats you gave. I think these boosters/implants should be a way to take SP out of the system, but also not take too much out of it.
2 day production time: 30% loss 5 day production time: 20% loss 7 day production time: 10% loss (include various %s in your talks with corps, to gauge what would be acceptable?)
If a 1.000.000 SP (1mill) booster is made over 5 days, it then requires 1.200.000 SP (1,2mill)
Yeah, I'm not on board with a 1-day production time, since I'm worried newbros would start to feel dependent on friends "reaving" their SP for them.
For actual sizes we should look to CCP, especially CCP Rattati, for what they think should come out of the boosters SP wise, but I'd hope for something tiered, similar to Basic, Advanced, and Complex, where production of each can then depend on both Warbarge Level (1, 3, 5?) and Loyalty Rank (LR3, L4, LR5 respectively?)
Finally, I'm going to poke Bamm about making a video talking about your idea, hopefully with your involvement, so we can perhaps get more into this discussion and flesh out stuff. You know where we discuss that sort of stuff, so just drop by |
G Clone
Amarr Templars Amarr Empire
60
|
Posted - 2015.04.19 13:29:00 -
[2] - Quote
Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on.
While I like the basic idea presented here, the specific details fails for 1 simple reason: Powercreep.
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