Purchased cells would have the worst stats within their class of cell. What I propose is balancing the recharge rates for Light, Medium, and Heavy power cells, adding increased mass to the latter two, and possibly tweaking the grid allowance. Heavy and Fast charge cells are used predominantly with Ultra Charge and Hive cells covering the rest. The changes required here are probably the most controversial and the most demanding of scrutiny to ensure a good balance.Ĭurrently Light and Medium power cells are merely items you grow out of when you reach the next combat level. Specifically within the scope of the goals of this project, I hope to add variety initially through the modification of existing powercells and addition of new manufactured variants with better stats than their purchased counterparts. Some of the manufacturing recipes to be introduced through this project would be limited production run items with better stats even then those manufactured at regular stations.Ĭurrently most ships are configured fairly similarly to each other due to a lack of variety or other reasons. Many of these new items would also be superior to their station purchased counter-parts.Įxcept for the building of tridents, there seems to be a fluxuating interest in controlling the stations since they don't have much to offer, other than a point of conflict for those that want conflict. ![]() ![]() By introducing new items that are only available through manufacturing, we create a new market that can't be fulfilled by any other means. The current player economy is rather limited, since almost anything that anyone wants is readily available at most stations in their current system (faction not withstanding). I understand that the current inability to manufacturing directly from your ship or station cargo hold makes manufacturing a little onerous, but I don't see that being a good enough reason to forestall any longer than necessary on introducing new manufacturing recipes. This project will begin to address the dirth of manufacturing options by introducing multiple new recipes available at a variety of different stations, to include the conquerable stations for specialized or highly-tuned addons. ![]() There is a certain type of person who comes to the game that really likes manufacturing, and they are typically rather disappointed at the lack of manufacturing options. Link to the proposed starting point for powercell stats. * Improved Addon Variety (what is proposed here will obviously require Incarnate's approval for changes and additions to addons.) * Improved Purpose to Conquerable Stations I've tossed this around in a few different places, but figured I'd cross-post it over here as well since it's been a while, and more feedback is always good.
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