Rynx Sinfar
Subdreddit Test Alliance Please Ignore
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Posted - 2013.05.09 15:22:00 -
[1] - Quote
I know it has been mentioned that SP is being looked at and etc but I figured I'd throw this out there and it probably has been thrown out there before.
newbies start with 500k. Active cap is whatever it is, you can currently get up to 1.5x that with booster. Passive gives you X amount.
With the current scheme it's much harder for newbies, and as a new eve player in our group said "I've gotten 6 new boats this week and 2 dozen new skills". Certainly that will slow down over time and these are two different circumstances.
Anyway my thought was having a "newbie" or "starter" cap. You could have regular SP gain and cap occur but give a bonus "starter" sp bonus that wasn't impacted by boosters or weekly cap. When the total possible gain for that Starter SP was hit it would deactivate.
Issues: People who didn't get this would be peeved (could just activate for everyone when it starts which would balance it) Will cause more rash SP decisions (I have the SP might as well take another point in this) Will lead to false expectations (Hopefully the after action clarifying what gain was what would help) Would need to balance with current or any future SP cost scheme. Encourages starters to AFK if someone instructs Changing it - Changing this number would lead to enormous headaches. Making it bigger is easy, but you can't shrink it. Will newbies get less than all other players have gotten? Would you take SP from everyone to match the change? You'd have to balance everything else around it (just like starter SP though).
Benefits: Starter players can get new items a bit faster, gives you some extra SP to try out that laser or MD or etc. Starter players feel like they are earning more despite not feeling like they contribute as much, road feels a bit farther off. Vets giving advice can maybe help a bit more, currently it is difficult because expense is so high that we can only really give long term goals. Also technically we have never been in their shoes in current scheme which definitely impacts choices. Lets newer players dig in longer before reduction of gain. One thing to be 100k SP from proto and hit cap, another thing to be 20k SP from Repair Tool level 1. The newbies can grind a little bit more at a point where they won't really mind as much (and feel less pressure from the weekly)
Potential Other Factors: Logi availability - everyone agrees as a newbie having access to suits with more equipment slots made us feel much more useful. With a repair tool you could also not stand in front of bullets a lot more. (note: bullets hurt). If a basic logi role is re-instituted similar to militia logi before, this entire suggestion might be less necessary SP Cost Scheme change - obvious and this becomes another plate to balance. ISK gain - This will mess with newbie initial isk gain/loss. They'll spend more but probably not gain much more with better items. Rash commitment - may reduce experimentation with militia items to find your place. Alts - Not sure if this would be gamed on Alts somehow but this is new eden. Bad glitches are bad - SP related glitches will see tarred and feathered devs, complicating a system improves the odds. Self-Serving Promotion - I mentioned the bonus for current players as well to keep things "fair"... that will impact response realistically. I'd like to think I am better than that but I also know right now precisely how much SP I need for a few things so I'm not to be trusted. |