These are the solutions I would like to implement: (Disclaimer! Please understand that these are design suggestions, not promises, as to the way they should be implemented. View them as the general "gist" of things.)
At the time we implement any changes in the overequipping rules, include the following changes to the game:
A general reduction in outdoors aggro range so that explorers may go about their business more easily.
Somewhat increase the effectiveness of concealment - make it more useful against monsters - and work against players.
Reduce the fighting capabilities of monsters somewhat at mid-high levels - to make soloing more viable.
Make armour and weapons cheaper and increase their availability in the shops.
Make equipment with higher quality levels drop from monsters and chests - so that acquiring "good enough equipment" is easier. (Has already been somewhat implemented, btw.)
A ONCE-OFF VOLUNTARY "IP- reset". I have to make sure right now the limitations of it! (An IP reset means that you keep your level and experience points, get your skills reset, and IP returned.
This will happen only once in the history of the game. (As long as I am Game Director at least
)
It can only be done when you have a complete empty wear-view, and all items are taken off and stored elsewhere. This includes implants, NCU upgrades and memory - everything.
You will be able to do this IP reset only within a limited time frame. It is not something you can "save" for darker days.
It could be done using in example "a /command" in the chat line, and you will have to confirm your choice.
IP allocated to Map Navigation will not be reimbursed - that would require us to create many map items and upgrades, as well as wiping those stats. I do not consider those programmer hours a good investment at the moment.
I define overequipping as: "An instance when a weapon, NCU item, Pet command or armour requires more skill to use than what is currently your max - including nano formulas, implants etc."
Implants are not included in this definition. The overequipping of implants was part of the "scheme" with the +100 bonus from the stationary clinic etc.
Pet commands are included. This topic was not discussed that much (at all?) on the BB.
As long as you DO have the skill, there is no problem. There is no hard cap. So if you have a guild full of wrangling Traders, we are OK with that.
The mission statement is to a) Not punish the normal player, b) Strengthen the value of "debuffs", c) Make Nano Runners more equal in PvP when meeting "debuffs", d) To make a system that is predictable for the normal player, e) To more reduce the value of a buff when it runs out.
Draw a "red-line" in the sand every i.e, 20% additional requirements. (When I say "20%" and "25%" in this article. They are just EXAMPLES. It might not end up exactly the way described here. We will have to test it!) The first i.e. 20% is "free". Reduce effectiveness with i.e. 25% per i.e. 20% on the object after that.
Let us take, again as an example, a fictitious Rifle of Quality Level 25. It has Minimum Damage: 10, Maximum Damage 30.
So if a weapon requires 100 in Rifle, and you have 85 - it is no problem.
If you have 75, the damage of the pistol is reduced like this: Minimum Damage ->7 and Maximum Damage ->23
Now, if you only have 56 in Rifle skill it will become-> Minimum Damage 5, Maximum Damage 15. Here is an example on how it could work.
(see full article for graph of the example)
All icons of items more than ie20% overequipped will be coloured red. (Even though they are functioning somewhat.) You will be informed: "(namofitem) is not functioning properly. (nameofskill) is too low."
If your skill drops down to less than 80% than what is required for the creation of the pet you are commanding, it will not respond the next time you command it. It will stay in "/pet behind" modus until you get your skill back to where it was.