DiablosMajora
350
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Posted - 2015.11.08 15:12:00 -
[1] - Quote
One complaint I can clearly see is being outmatched simply because the guy you're shooting at has objectively better gear than you (ie Officer/Proto, etc). I think we could leverage the Academy and Militia gear to somewhat alleviate this problem, in addition to taking steps to build an Industry-type of feature that EVE has, and finally bringing down the current variety & tiers of gear to acceptable levels.
I call this a three-pronged approach:
- Academy Queue
Make Academy available for all players to join, but the only gear/vehicles that can be used is Militia. No ifs, ands, or buts about it. This removes any difference in gear-discrepancy and players are only outmatched by more skillful players, allows for more casual play, and perhaps balanced teams or quicker queuing.
- Industry
I do feel that Industry should have been expanded upon in the game ages ago, and apparently some basic steps are being taken to introduce it with "Simple Crafting" using regular salvage from games. This section itself has a couple steps: BPOs to Manufacturing Blueprints Have Blueprints (Militia BPOs only,to begin with) actually be blueprints that have to be used to manufacture the items themselves. We can look to EVE for inspiration, which would provide a plethora of new skills to sink SP into, make use of salvage, creates a (small) potential source of income for newbs, and sets the stage for later expansion into T1 (explained below). Material Efficiency, Time Efficiency, and Components, Invention, Research, Wastage-Factor should all be added to an Industrialist's vocabulary and should all basically take after their EVE counterparts. Militia BPOs Sold for Isk I'm not sure whether it would be a good idea to still sell Militia BPOs for AUR, and might be counterproductive. Instead, they could be seeded on the market for a fixed ISK price in order to contribute to the Manufacturing process.
- EVE-Styled Market Window
This is a big one that I feel everyone could benefit from and would make for a more efficient exchange of goods. You have your Buy-Orders and Sell-Orders, allowing players to see how much of an item is on the market, what they're selling for, what the spread is/how liquid a market is, and much MUCH more. A basic feature of this as well is setting Price Ceilings via NPCs seeding items on the market like we currently have now. With a more efficient exchange of goods, prices of items can be brought DOWN and make gear less costly for everyone. In the context of Militia, this makes losses much more palatable due to a potentially vast industry created from Manufacturing.
This is a rough idea I thought of that could help to begin alleviating some problems that people have, namely getting stomped because of great differences in gear. This idea also in no way affects the current playstyles of Basic, Advanced, Proto, and up and is exclusive to Militia to begin with.
Depending on how something like this would turn out (hopefully positively), you could see a possible future reduction in the levels of gear by removing seeding of Basic, Adv, Proto, etc. from the market and introducing a flat T1 version of gear that could also be manufactured in the same way as Militia. Any players that would have Basic, Adv, Proto, etc would keep that gear, but couldn't buy them from the NPC market any more (only other players). Over time, the stocks of those items would run out and leave us with only T1 (or supposedly rare Officer).
Prepare your angus
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