Dogface
02-03-06, 03:15
Please read this post and comment constructively.
Ok, this idea is regarding slots. But it's not a simple request like "increase slot chance tbh".
I'll explain.
I hear slots are almost random but with a small small chance which is based on your actual CST level, (might need some confirmation from the Man Upstairs or someone can dig up the thread explaining slots and stats for CSTing - I cba) but I thought of a potentially better way, in my opinion. So I decided to express it here.
Slot chances can be split into 5 separate chances, 0, 1, 2, 3, 4 and 5. Every time you CST an item, a very small percentage will be added to the chance of slots of which you made. Example.
I CST a 3 slot item. I gain a very very small % which will increase my chance to get a 3 slot item. Then I make a 0 slot item, then a chance is added to the 0 slot chance, etc etc.
Reasons why I think this is a good idea:
This will give constructors an alternative motive to run around all day constructing items to sell.
This will give a reputation to those people who have truly put in the time and the effort to gain a better chance of good slots than any other average Joe (no pun intended).
It will give them another reason, sort of a competition against other constructors. Since your business will now depend on YOU rather than an almost random chance.
------------ End of that part.
Now. You might say "I'll just sit around making tl3 heals all day so get my slot chances up for a cheap price!". No.
Lower TL items give a much less percentage added to the slot chance, and obviously, rare items and items above say tl99 for example give a higher chance. (I don't believe a tl115 CST should give the MOST chance because this will benefit some weapon users more than others, like a rifle char with SH, HL and Disruptor will in theory have greater slots than other weapon users.)
Possibly this TL/slot differentiation could be changed to all rares will (depending on initial slots) give a better chance of slots regardless of TL. This will even it out against say some melee items (being lowest TL) and high TL rifles.
This will effect PPUs/blessed hybrids and PEs the most. Since they have multiple spells which are not rare which do really require slots, like shelters - TL25 all the way up to Holy, Heals - TL10 (seems Jones items have a higher slot chance anyway, only seems it..) and all the rest of their spells. I don't think this will effect any other class so much that it will make a noticable effect on PvP or PvM.
But I may not have thought of something someone else might. Or I could just be plain wrong.
Of course, the rest of their spells are rare - Holy paracement, APUs Holy Lightning, True Sight etc..
Theres one thing that concerned me the most with this though... How big should the percentage different be between a TL3 item and a TL115 item?
Both chances must be small, but where do we draw the % line as a maximum and a minimum? This idea may inuntentionally make it incredibly hard to get slots on for example a TL3 heal and deflector, which are both rather important to some classes.
This would encourage people to invest some time to level their spy through constructing a little bit more (perhaps boost the XP given, I have no idea how much is given, but I can guess from the amount of people than HN/drone a char then lom to CST.) So by the time they're capped, they already have a nice percentage base for items. (Providing they actually leveled through CST)
This means they will be ready to sell or volunteer their skills to people and they will have a better outcome than someone who in the current system could level by drones/HN and just make a 5 slot item and sell it for 10+mil and be sorted for a short time. With no effort, just an almost random chance.
Of course at the start everyone will have a default % chance, (like the default int, str, con, dex and psi we currently have.) but they can improve this chance with some investment.
One thing you might say, is how will runners know who has and who hasn't level their CST the suggested way and just lie that they have a high CST just for a few jobs (or to go to the extent of hurting peoples play experience)?
Construction rank:
An option can allow runners to set a combat rank, or a construction rank. Explanation:
90/60 - the 90 (just a random number which popped into my head for an example) which replaces the combat rank, will be based on their construction skill combined the average % chance they have for slots. The more chance for a 5 slot item if they have one, will also be implemented into the rank. If someone has a really high chance of getting 5 slots, then this will boost their rank by more than someone with an even bigger chance of getting 1-2 slots (this would be an example of the person who droned to cap them lommed to CST). This idea would clearly show who has the best CST skills. With showing a rank that is clearly distinguishable from a combat rank !
Of course people can opt not to show the CST rank and replace it to their normal combat rank if they wish, but people seeking a CST will need proof that the person is as good as they say they are.
Stop reading here if you've had enough. The rest isn't directly related to this idea, nonetheless read it anyway!
I think I've covered everything I need to. Tried to think of positive and negative aspects long with solutions and reasons on this, please don't disregard it as spam!
If anyone else thinks of a flaw in this idea then I'll try and give some ideas to counter it.
Sorry for the length of the post but I tried to spread it out and stick to the point while adding everything that needed to be added. (Mainly for developer attention, I'm sure (hoping) they won't disregard a good idea because "the post was too long"!) I actually thought this through.
A comment from someone Upstairs (Dirus) as to why this would or wouldn't work would be much appreciated, just so it can be stomped out without causing too much fuss.
And for the love of God please don't hijack this thread into an argument where it'll just get locked and stuffed to the bottom of the last page :p
Thank you for your time.
Ok, this idea is regarding slots. But it's not a simple request like "increase slot chance tbh".
I'll explain.
I hear slots are almost random but with a small small chance which is based on your actual CST level, (might need some confirmation from the Man Upstairs or someone can dig up the thread explaining slots and stats for CSTing - I cba) but I thought of a potentially better way, in my opinion. So I decided to express it here.
Slot chances can be split into 5 separate chances, 0, 1, 2, 3, 4 and 5. Every time you CST an item, a very small percentage will be added to the chance of slots of which you made. Example.
I CST a 3 slot item. I gain a very very small % which will increase my chance to get a 3 slot item. Then I make a 0 slot item, then a chance is added to the 0 slot chance, etc etc.
Reasons why I think this is a good idea:
This will give constructors an alternative motive to run around all day constructing items to sell.
This will give a reputation to those people who have truly put in the time and the effort to gain a better chance of good slots than any other average Joe (no pun intended).
It will give them another reason, sort of a competition against other constructors. Since your business will now depend on YOU rather than an almost random chance.
------------ End of that part.
Now. You might say "I'll just sit around making tl3 heals all day so get my slot chances up for a cheap price!". No.
Lower TL items give a much less percentage added to the slot chance, and obviously, rare items and items above say tl99 for example give a higher chance. (I don't believe a tl115 CST should give the MOST chance because this will benefit some weapon users more than others, like a rifle char with SH, HL and Disruptor will in theory have greater slots than other weapon users.)
Possibly this TL/slot differentiation could be changed to all rares will (depending on initial slots) give a better chance of slots regardless of TL. This will even it out against say some melee items (being lowest TL) and high TL rifles.
This will effect PPUs/blessed hybrids and PEs the most. Since they have multiple spells which are not rare which do really require slots, like shelters - TL25 all the way up to Holy, Heals - TL10 (seems Jones items have a higher slot chance anyway, only seems it..) and all the rest of their spells. I don't think this will effect any other class so much that it will make a noticable effect on PvP or PvM.
But I may not have thought of something someone else might. Or I could just be plain wrong.
Of course, the rest of their spells are rare - Holy paracement, APUs Holy Lightning, True Sight etc..
Theres one thing that concerned me the most with this though... How big should the percentage different be between a TL3 item and a TL115 item?
Both chances must be small, but where do we draw the % line as a maximum and a minimum? This idea may inuntentionally make it incredibly hard to get slots on for example a TL3 heal and deflector, which are both rather important to some classes.
This would encourage people to invest some time to level their spy through constructing a little bit more (perhaps boost the XP given, I have no idea how much is given, but I can guess from the amount of people than HN/drone a char then lom to CST.) So by the time they're capped, they already have a nice percentage base for items. (Providing they actually leveled through CST)
This means they will be ready to sell or volunteer their skills to people and they will have a better outcome than someone who in the current system could level by drones/HN and just make a 5 slot item and sell it for 10+mil and be sorted for a short time. With no effort, just an almost random chance.
Of course at the start everyone will have a default % chance, (like the default int, str, con, dex and psi we currently have.) but they can improve this chance with some investment.
One thing you might say, is how will runners know who has and who hasn't level their CST the suggested way and just lie that they have a high CST just for a few jobs (or to go to the extent of hurting peoples play experience)?
Construction rank:
An option can allow runners to set a combat rank, or a construction rank. Explanation:
90/60 - the 90 (just a random number which popped into my head for an example) which replaces the combat rank, will be based on their construction skill combined the average % chance they have for slots. The more chance for a 5 slot item if they have one, will also be implemented into the rank. If someone has a really high chance of getting 5 slots, then this will boost their rank by more than someone with an even bigger chance of getting 1-2 slots (this would be an example of the person who droned to cap them lommed to CST). This idea would clearly show who has the best CST skills. With showing a rank that is clearly distinguishable from a combat rank !
Of course people can opt not to show the CST rank and replace it to their normal combat rank if they wish, but people seeking a CST will need proof that the person is as good as they say they are.
Stop reading here if you've had enough. The rest isn't directly related to this idea, nonetheless read it anyway!
I think I've covered everything I need to. Tried to think of positive and negative aspects long with solutions and reasons on this, please don't disregard it as spam!
If anyone else thinks of a flaw in this idea then I'll try and give some ideas to counter it.
Sorry for the length of the post but I tried to spread it out and stick to the point while adding everything that needed to be added. (Mainly for developer attention, I'm sure (hoping) they won't disregard a good idea because "the post was too long"!) I actually thought this through.
A comment from someone Upstairs (Dirus) as to why this would or wouldn't work would be much appreciated, just so it can be stomped out without causing too much fuss.
And for the love of God please don't hijack this thread into an argument where it'll just get locked and stuffed to the bottom of the last page :p
Thank you for your time.