09-21-2009, 12:34 PM
One strange thing about EVE...
I think I like being an administrator. I like that the crafting model is so big and complex and deeply entwined to the gameplay that it really takes several people to do it.
I think the breakdown is something like:
Administrator - the guy who watches the corporate wallet and equipment usage and tries to determine what will be needed and whether or not we're gaining or losing money.
Marketer - the guy who watches the market and helps the corporation profit and tries to simplify logistics by locally buying stuff we use and selling stuff we don't.
Industrialist - the guy who handles the construction of needed equipment
Researcher - the guy who obtains and improves upon the blueprints used to make equipment
Logistics - the guy who ships materials in for use, or out for selling
Right now, I'm basically administrator and marketer while Veraphim has been industrialist, researcher and logistics, with additional logistic help from the alliance.
Star Wars Galaxies had a more intricate crafting system, particularly when it came to designing and building stuff, but somehow it didn't seem to integrate into the game quite as well as the market does in EVE. I guess because in EVE, when you die you lose a ship and even though the financial loss may not be a big deal, there can be a fair amount of administrative, marketing, industrial and logistic overhead to replacing the physical ship.
POTBS did this pretty well too, although POTBS took measures to force you to spread out the workload. In EVE, one person can technically do all of the work above and keep the corp in ships. In POTBS you had limited lots so you'd need a fairly sizable number of players (or accounts) to do a complete ship building operation.
Anyway, I think I really like these deeply integrated crafting systems where a sizable percentage of equipment comes from obtaining (and fighting over) resources and then turning them into goods.
Although I don't think it's necessary to make the obtaining of resources be so mind numbingly boring.
I think I like being an administrator. I like that the crafting model is so big and complex and deeply entwined to the gameplay that it really takes several people to do it.
I think the breakdown is something like:
Administrator - the guy who watches the corporate wallet and equipment usage and tries to determine what will be needed and whether or not we're gaining or losing money.
Marketer - the guy who watches the market and helps the corporation profit and tries to simplify logistics by locally buying stuff we use and selling stuff we don't.
Industrialist - the guy who handles the construction of needed equipment
Researcher - the guy who obtains and improves upon the blueprints used to make equipment
Logistics - the guy who ships materials in for use, or out for selling
Right now, I'm basically administrator and marketer while Veraphim has been industrialist, researcher and logistics, with additional logistic help from the alliance.
Star Wars Galaxies had a more intricate crafting system, particularly when it came to designing and building stuff, but somehow it didn't seem to integrate into the game quite as well as the market does in EVE. I guess because in EVE, when you die you lose a ship and even though the financial loss may not be a big deal, there can be a fair amount of administrative, marketing, industrial and logistic overhead to replacing the physical ship.
POTBS did this pretty well too, although POTBS took measures to force you to spread out the workload. In EVE, one person can technically do all of the work above and keep the corp in ships. In POTBS you had limited lots so you'd need a fairly sizable number of players (or accounts) to do a complete ship building operation.
Anyway, I think I really like these deeply integrated crafting systems where a sizable percentage of equipment comes from obtaining (and fighting over) resources and then turning them into goods.
Although I don't think it's necessary to make the obtaining of resources be so mind numbingly boring.
