Topic: Proposed new industrial system

After reading the post regarding some of the pending new changes  I foresee several issues.
I understand it may be premature, but this is what a beta is for I believe.

First,   I think it is a mistake to believe  any critical or powerful new equipment will find its place in the market anytime soon.   Making it difficult if not impossible for smaller/newer corporations to compete.   This is bad for player retention and gaining new players.

Let's use a hot new piece of EW equipment being released as an example.   It is NOT in the interest of the corp that finds it to release it to the general public - as a matter of fact I would go so far as to say it would be criminally stupid to make such an item public.  Which gives the corp or corps owning it a distinctive advantage.   Now let them use that in a series of attacks to weaken or drive off another corporation.      You have now generated a large number of angry players over a perceived imbalance.

Secondly lets imagine at some point an unbalancing piece or combination of equipment is released.   I see the potential to create an impression of of bias on the part of the development team.  Again this is a very bad thing.   Min/maxers will generally find some way to take advantage of such a situation faster than the dev team.   This is not intended as a slight of the dev team, but based on my experiences in 20 or so other mmos.

Thirdly,  to me it comes down to the growth of the playerbase and retention.     At some point many if not most of the corporations will become selective in their recruitment,  this will become stronger in the older/more powerful corporations.  Again this is based on my experiences in pvp centric games.   This limits the options for newer players to start.  Now you are further limiting the likely options for newer/smaller corporations as I would predict powerful additions will not be made generally available.     Giving away tactical and strategic advantages isn't the fastest route to victory.  Eventually some of it will make it into the mainstream, but they will always be behind the curve on many levels.    This will not only limit the number of players attracted, but will quickly turn a number of them away.   

This type of development heavily favors very large corps but actively discriminates against smaller/newer corporations.  My question would be how does the dev team envision the game say two years from now?

Re: Proposed new industrial system

1. There is already a sticky topic to discuss this.
2. a bigger corp will beat you anyway...
3. If someone is using the new equipment out on the field in PvP - you just have to beat him, loot and reconstruct it (that needs a bit luck, but would be the same as farming high class NPCs

the only way to prevent your last point, is to give everything out for free.

Re: Proposed new industrial system

I should also note that this is already happening with the best named gear. All the best gear we farm on our islands we keep for ourselves. And kill anyone setting foot on our island to farm. Now with the new system you'll have a chance to make it yourself. (Or so I believe, the info thus far is purposely vague.)

Re: Proposed new industrial system

Blackomen wrote:

I should also note that this is already happening with the best named gear. All the best gear we farm on our islands we keep for ourselves. And kill anyone setting foot on our island to farm. Now with the new system you'll have a chance to make it yourself. (Or so I believe, the info thus far is purposely vague.)

You read what I did. You'll have a chance to be able to produce anything in the game. If I read it right, you have a chance (not sure how small) of even getting 'best named' from even basic gear.

Re: Proposed new industrial system

That's why I like the new proposed system. It'll allow even the new players to get in on the action. And thus help kick start a working economy faster. The only possible thing I can foresee having issues, is if named (especially best named) are not difficult enough to keep them from flooding the market.

Re: Proposed new industrial system

Hell, you can even boost new players by actively giving them what they need to deconstruct if you feel that warm and fuzzy inside in the morning.

I like it, but will not make up my mind untill I actually get to see the new system, and how it actually works though.

Re: Proposed new industrial system

If I read it right, you have a chance (not sure how small) of even getting 'best named' from even basic gear.

Correction: you will be able to produce anything you own and have a corresponding "research kit" to go with it. Named items will need higher level kits (=more rare).

"I don't know the key to success, but the key to failure is trying to please everybody." -- Bill Cosby

Re: Proposed new industrial system

will the npc-brains... ähm, npc-kernels come into use for the researching of named equipment?

Re: Proposed new industrial system

Yes, it's tied into the prototyping system. Every kernel will have a random piece of information about one or more items and you can collect this data in your knowledge base. As soon as you gather all data on a specific item, you will be able to produce that item.
Of course you need to choose whether you want to sell or research kernels since they will get destroyed during research. Also named item data will be only available in high level kernels (or at least with higher chances).

"I don't know the key to success, but the key to failure is trying to please everybody." -- Bill Cosby

Re: Proposed new industrial system

I belive the Dev's have come up with a winner here. This brings in the meaningfull use of research (instead of the old grinde just to improve on time and efficancy). I look foward to testing the new system out.
The researchable kernals also bring into another player driven market for such said items. The PvE farmer who get kernal drops then are not just beholden to the NPC market for those kernals. Industrialists will need kernals and with spending EP's in Indy skills it will more than likely behoove the Indy to buy the kernals on the market. wink .
  If things work as intended I think we are starting to see a true concept of a Player driven market. Win Win.
Just my nickles worth big_smile . -V

Re: Proposed new industrial system

Just one thing affraids me (a bit):

Also named item data will be only available in high level kernels (or at least with higher chances).

I hope there will be enough islands so casual players and little corps will have any chance to go hunt those "highest levels" things without being hunt by scary ppl that claim world "their homeland" tongue

Re: Proposed new industrial system

Bambi wrote:

Just one thing affraids me (a bit):

Also named item data will be only available in high level kernels (or at least with higher chances).

I hope there will be enough islands so casual players and little corps will have any chance to go hunt those "highest levels" things without being hunt by scary ppl that claim world "their homeland" tongue

I hear there are some great high level ones on that Geingrosh island. yarr

Re: Proposed new industrial system

With this research system it would be nice if NPC would not drop items, but only damaged parts of them.

This parts would then be reverse engeneered to get informations. so research peoples would be buying it and making items for the rest from them.

This would make manufacturing much more interesting, as now you can get all the fitting from the loot and interesting items for manufacturing are only mechs and ammo, who would manufacture basic lasers if you can get them from arkhe loot...

Re: Proposed new industrial system

Can we have the Named Autocannons/machine guns data available?

i want named firearms