No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
113
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Posted - 2015.06.20 17:37:00 -
[1] - Quote
Here's what I got.
The few things the Warbarge has now is mostly good, but I think we got the laboratory way too soon. That should be later on. Very likely it was only given to us now to gather interest in it and get us to buy components because it's farthest away and they didn't know when they'd be adding more stuff.
I'm of the opinion that every three levels or so we should get some sort of combat perk from the Warbarge. Personally, I'd like it if we could choose the combat perk. Say, for example, we get to level three and instead of getting the Ammunitions factory, we can choose from Ammunitions, Biotics (run speed/stamina/melee), Electronic Warfare (dampeners, precision enhancers, range amplifiers), and the sort. The next time you would get a combat perk you would get the same list of options, but with ones already chosen removed from the list. That way you wouldn't be forced into perks against your playstyle and could strengthen your preferred build.
First level: Mobile Factory - Obviously this is fine where it is.
Second level: Market Network - Also fine where it is.
Third level: Combat Perk - (Weapon upgrade, Biotics (Stimulant Laboratory), EWAR (Battle Networks), Shield/Armor (Defensive Capabilities Unit)) Undecided if Biotics and EWAR should provide a flat, smaller upgrade to each of their respective attributes, or if you should be able to get a larger bonus to specific things and nothing else. Say, instead of 2% per level to Stamina, Sta. Regen, Sprint speed, etc. You could get a 4 or 5% per level to only one of them. Maximum level 5. Though I imagine Sprint Speed and Melee would be incredibly popular choices if you had the option of getting a greater bonus to only one of them.
Fourth level: EoM Perk - Increased payout of: ISK (Negotiations Team), SP (Training Enhancement), or LP (Representative Board). 4% per level for ISK, 3% per level for SP, 5% per level for LP. (But, then again, I don't know how much Faction Wars generally pay out to victors in terms of LP, so that number is debatable). Max level 5 apiece.
Fifth level: Passive Accrual - SP or LP (Faction Headquarters: Can choose faction only once) 400 LP every day at first level, increases by 100 or 150 per level. Maximum level 8. Not sure if accrual of LP for faction should decrease loyalty rank for opposing faction. Example: Choosing Amarr Faction Headquarters should or should not decrease my loyalty rank over time for Minmatar? Unsure if you should be forced to pick a faction right away or if you should be allowed to deliberate after getting the upgrade. Some people may not know what all they can get from FW or may still be finding their niche in the game, and we don't want them making poorly informed decisions they can't change, especially if they didn't know passive LP Accrual was the next upgrade.
Sixth level: Combat Perk - Minus what you took before
Seventh level: Experimental Laboratory - Guns and suits and ****, yo.
Eighth level: Mobile Factory - Perhaps a second, more expensive to upgrade factory, or something to augment the output of the primary factory? At this point you'd be dying for WB components in a way money couldn't help you. It'd be nice for players to have something a little extra.
Ninth level: Combat Perk - Minus whatever you took before.
Tenth level: Passive Accrual - Whatever you didn't choose at 5.
Eleventh level: -
Twelfth level: Combat Perk - Minus whatever you took before.
Thirteenth level: -
Fourteenth level: - Specifically for the creation of Officer suits and weapons, at a higher cost. Still randomly generated.
Other ideas that I couldn't figure out where to fit would be increases to CPU/PG, Dropsuit Creation Facility (for creating specific role suits) and after all this writing I forgot the last one. Oops. I also forgot what I wanted to put in levels 11 and 13, but I know I didn't want CPU and Dropsuit Creation there, because they'd be added too late to be of any actual use. By the time you get to 11 or 13 you're probably already fairly well decided how to set up your suit for optimal fits or have enough cash to not care about ISK suits. |