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Adipem Nothi
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17
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Posted - 2015.10.18 01:19:00 -
[1] - Quote
Some Ideas (mostly stolen):
* Reset warbarges & refund 100% of barge components * Subsystem 1 - Mobile Factory: No Change * Subsystem 2 - Market Network: Increase ISK pay EOM (5% per level, max level 10) * Subsystem 3 - Augmented Munitions: Increase max carry capacity (3% per level, max level 10) * Subsystem 4 - Neural Statistics: Increase SP earnings EOM (5% per level, max level 10) * Subsystem 5 - Experimental Lab: Outputs Experimental Gear and the occasional Booster
* Disallow Officer Gear in Public Contracts (restricts use to FW and PC) * Increase NPC market buyback price of Officer Gear (encourages removal from circulation)
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Adipem Nothi
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17
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Posted - 2015.10.18 01:40:00 -
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Thor Odinson42 wrote: What is the problem with officer gear? I just don't get it.
There was too much of it pumped into circulation. In my opinion, at least.
Thor Odinson42 wrote:I'd 100% support removing the ability to run officer in pubs, but it will not change anything in regards to quality of matches. Just as meta-locking or removing proto wouldn't. We could have full tiercide and it wouldn't change anything for players who don't participate. Completely agree. Incentivizing earnest participation is an altogether separate issue.
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Adipem Nothi
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Posted - 2015.10.18 02:44:00 -
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deezy dabest wrote:Adipem Nothi wrote:Some Ideas (mostly stolen):
* Reset warbarges & refund 100% of barge components * Subsystem 1 - Mobile Factory: No Change * Subsystem 2 - Market Network: Increase ISK pay EOM (5% per level, max level 10) * Subsystem 3 - Augmented Munitions: Increase max carry capacity (3% per level, max level 10) * Subsystem 4 - Neural Statistics: Increase SP earnings EOM (5% per level, max level 10) * Subsystem 5 - Experimental Lab: Outputs Experimental Gear and the occasional Booster
* Disallow Officer Gear in Public Contracts (restricts use to FW and PC) * Increase NPC market buyback price of Officer Gear (encourages removal from circulation) I like all of those except for disallowing things in any match type. that only further complicates things and divides the player base. I also see riots happening if you change the Augmented Munitions subsystem. There are people out there who have literally spent thousands of dollars on that damage so it getting shifted to something else would be a huge no no. You can say reset the warbarge to satisfy the people that have spent so much on the weapons facility but they would be stuck with 100s of thousands of components that they no longer want. Absolutely a fair point. I personally don't mind the augmented ammunition subsystem as is (assuming it is capped at/around 5 levels). That said, there are others who believe that it was a mistake and is causing TTK problems.
My thinking is that if they're going to tweak the experimental lab, they should do so in as fairly a manner as possible. To me, that means "reseting" our warbarges and refunding components. If that's an option, why not take the opportunity to also touch up other subsystems where needed while they're at it? If they're eventually going to tinker with augmented ammo, this would be a good time to do it. Wouldn't hurt to improve the less appealing subsystems as well (i.e. Market Network, Neural Statistics).
All spitballs, of course.
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Adipem Nothi
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Posted - 2015.10.18 03:09:00 -
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Ydubbs81 RND wrote:I'd be ok with the labs only producing experimental gear only and leave the officer gear to strong boxes and salvage. Honestly, I thought that's how it was going to be from the start. IIRC, that's how it was initially designed. We (myself included) complained about the Lab being lackluster, so Rattati dialed up the Officer drop rates.
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