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Derboff
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Posted - 2009.04.03 18:01:00 -
[1]
I am in the process of writting a series of short stories about different area of eve, with little to no link to pod pilots. I am always trying to ensure 100% within the Universe created by CCP, and the spirit of those rules
One area I was just thinking about was actual manufacture within stations. Has there been anything official written in this area. How does manufacturing take place. It is machine controlled by BP or crafted together by workers.
Any thoughts if there is anything offical. The only other guide I have is the Age novel ?
With thanks
Boffles
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A Soporific
Caldari Perkone
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Posted - 2009.04.03 21:40:00 -
[2]
I haven't seen much covering industry, but if I'm not mistaken the making of BPCs is done by "hand" as is work on factory lines. Tech in EVE is designed to keep people in the loop, especially after the Rogue Drones. Having actual people in the loop corrects problems. *** Wisdom. Justice. Moderation. |
Brigitte Helm
Minmatar Flying Fox Industries Motivated and Determined
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Posted - 2009.04.04 20:03:00 -
[3]
Edited by: Brigitte Helm on 04/04/2009 20:03:37
Originally by: A Soporific I haven't seen much covering industry, but if I'm not mistaken the making of BPCs is done by "hand" as is work on factory lines. Tech in EVE is designed to keep people in the loop, especially after the Rogue Drones. Having actual people in the loop corrects problems.
Thxs Soporific. That does actually make sense to me and more importantly give me great scope for writing. Since the idea of the series is what jobs ppl have, then I can create vast number of low grade jobs.
,edit Dratted alts lol>
Hug a Carebear, Kill a pirate, squish a Rat, and tickle a dev.
Make Eve fun.... |
Esna Pitoojee
Amarr TalCorp Enterprises
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Posted - 2009.04.06 18:09:00 -
[4]
My guess is that manufacturing is a combination of hand-work (possibly in an oversight role) and automated construction systems, with an emphasis on automated work. After all, we can manufacture a frigate the size of a 747 from raw materials in what, about an hour? Even with a crew of hundreds of thousands of workers, that would take some time.
There's also the matter of ultra-delicate parts - such as nanomechanical computers and antimatter power cores - that just couldn't be made by human hands - we're far to clumsy for that.
Alternately, something suggested by a corp-mate is that the processes in-game aren't actually a raw-material-to-final-product process, but rather an elaborate bartering system in which we (the consumers) provide the manufacturer with the correct number of minerals, and the manufacturer assembles a small number of pre-constructed components into what ever ship or module we request.
Unfortunately, this is all guesswork based on gameplay, which is not always an accurate translation of official fiction. There does not appear to be any specific fiction concerning the manufacturing process - plenty of fiction talks about people working at factories, mines, or forging facilities. However, we aren't given any information aside from that they do work there, and the work can be dangerous and uncomfortable. |
Sir Substance
Minmatar MagiTech Alliance Inc. MagiTech Corp
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Posted - 2009.04.06 23:26:00 -
[5]
one of the chronicles (i cant remember which one, sadly) told us a little about it. it seems that its a half and half process.
the chronicle talked about some old artificer who made wings or something, the one where one of the apprentices caused the row of wings to domino over.
i have always imagined that the main components are made via automatic process (eg the engines are made on a robotic assembly line) but are then pieced together by people.
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Viktor Fyretracker
Caldari Caldari Provisions
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Posted - 2009.04.07 04:41:00 -
[6]
id imagine that all our ships in EVE are also built much like modern US navy ships. the final assembly at the drydock is modular. just watch how a carrier is built at Newport News and you see them crane in whole ready to go ship parts weighing thousands of tons.
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Mithfindel
Khanid Unionist Movement
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Posted - 2009.04.07 06:51:00 -
[7]
There is also variation on stations, based on what empire they belong to, what's the role of the station etc.
The Artificer short story talks about a migration worker, who travels around stations to do specialist jobs. Also tells that the Amarr don't really like union workers.
As a note, based on the Shrinking Skin chronicle, the blueprint changes in PE etc. are done on the plans. I assume blueprint copies are, in the matter of fact, kind of DRM-protected licenses of the blueprint. The process of manufacturing, or executing the instructions in the blueprint (copy) is then automated in much of the way of the ships (please, keep the ship crew discussion in appropriate threads): While the capsuleer (or the foremen) oversee and direct the work, the bulk is done by machinery which is near-continuously maintained by the workers.
Even when most ships don't require components (due to game design), I assume we may take it for granted that most factory stations would have machinery to fabricate common components quickly making mass production of parts (and rapid assembly of the same) possible.
Without the pod pilot the manufacturing process might be slower, since instead of the whole piecing of the 747 together in a single mind, we have different engineers discussing amongst themselves and making checks that everything fits on the other parts.
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Derboff
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Posted - 2009.04.07 13:32:00 -
[8]
Originally by: Viktor Fyretracker Edited by: Viktor Fyretracker on 07/04/2009 05:16:32
this thread adds another point, station life in general. in game of course its just dock grab a mission or grab some new modules/ammo to pew pew fellow players with and undock. but id imagine stations have a huge population and the station itself is in tiers. with the far upper levels being living spaces equal to a midtown Manhattan condo(in price and features) while the lower levels are where the workers live and likely have their own seedy goings on. the industry and of course the main power the atmo pumps are likely in the deep bowls of the station. you would have a control tower as well (where one of the many Scotty clones works). id not be shocked if anything much bigger then a destroyer gets guided to an available landing pad by tugboat type ships. id guess 50-60 people or more might be involved in the docking and jacking into station systems when a BS comes in.
Looks like I will have to get my thread of stories up fairly quickly.
From reading the novel and other aspects, it is clear that there is a time compression to the real life. Station docking takes longer for example, tug boats are required. So I take the length of time with a pinch of salt. The module idea sounds good, but maybe it is more like those prototyping machines that use lasers (?) to print the object in question. Maybe nanomachines working on a surface extending it from a vat of material. Other core objects being placed in the hull by works.
mmm that works well I think. Thanks again my brainwaves are flying now
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Savasta
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Posted - 2009.04.07 16:20:00 -
[9]
Originally by: Mithfindel There is also variation on stations, based on what empire they belong to, what's the role of the station etc.
The Artificer short story talks about a migration worker, who travels around stations to do specialist jobs. Also tells that the Amarr don't really like union workers.
As a note, based on the Shrinking Skin chronicle, the blueprint changes in PE etc. are done on the plans. I assume blueprint copies are, in the matter of fact, kind of DRM-protected licenses of the blueprint. The process of manufacturing, or executing the instructions in the blueprint (copy) is then automated in much of the way of the ships (please, keep the ship crew discussion in appropriate threads): While the capsuleer (or the foremen) oversee and direct the work, the bulk is done by machinery which is near-continuously maintained by the workers.
Even when most ships don't require components (due to game design), I assume we may take it for granted that most factory stations would have machinery to fabricate common components quickly making mass production of parts (and rapid assembly of the same) possible.
Without the pod pilot the manufacturing process might be slower, since instead of the whole piecing of the 747 together in a single mind, we have different engineers discussing amongst themselves and making checks that everything fits on the other parts.
They do require components. It isn't covered in the game design for most of the ships. I would think that manufacturing a tech 1 ship creates all of the components, and shows them in game as a complete package. Which they would be, considering an un-assembled ship would be all of the components stored in a more compact form.
Could you imagine a battleship broken down and stored in a giant metal box? Like a bunch of legos.
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Viktor Fyretracker
Caldari Caldari Provisions
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Posted - 2009.04.08 08:26:00 -
[10]
Edited by: Viktor Fyretracker on 08/04/2009 08:29:30
Originally by: Derboff
Originally by: Viktor Fyretracker Edited by: Viktor Fyretracker on 07/04/2009 05:16:32
this thread adds another point, station life in general. in game of course its just dock grab a mission or grab some new modules/ammo to pew pew fellow players with and undock. but id imagine stations have a huge population and the station itself is in tiers. with the far upper levels being living spaces equal to a midtown Manhattan condo(in price and features) while the lower levels are where the workers live and likely have their own seedy goings on. the industry and of course the main power the atmo pumps are likely in the deep bowls of the station. you would have a control tower as well (where one of the many Scotty clones works). id not be shocked if anything much bigger then a destroyer gets guided to an available landing pad by tugboat type ships. id guess 50-60 people or more might be involved in the docking and jacking into station systems when a BS comes in.
Looks like I will have to get my thread of stories up fairly quickly.
From reading the novel and other aspects, it is clear that there is a time compression to the real life. Station docking takes longer for example, tug boats are required. So I take the length of time with a pinch of salt. The module idea sounds good, but maybe it is more like those prototyping machines that use lasers (?) to print the object in question. Maybe nanomachines working on a surface extending it from a vat of material. Other core objects being placed in the hull by works.
mmm that works well I think. Thanks again my brainwaves are flying now
Time Compression is surely there just for the sake of gameplay. nobody wants to wait a week for a battleship or two days for that frigate. that said a well focused construction crew can turn out some pretty complex machines are a pretty fast rate, think of bombers, tanks, fighters and Liberty ships in WW2 from American factories. that said those cases had the entire resources of a nation on tap.
another focus is that assembly lines must be fully adaptable, this is where nanomachines might come into play in altering the tooling. because one slot could go from making Bullets to the next person that comes in has that same slot build a battleship.
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Mithfindel
Khanid Unionist Movement
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Posted - 2009.04.09 15:33:00 -
[11]
Originally by: Savasta
Originally by: Mithfindel Even when most ships don't require components (due to game design), I assume we may take it for granted that most factory stations would have machinery to fabricate common components quickly making mass production of parts (and rapid assembly of the same) possible.
They do require components. It isn't covered in the game design for most of the ships. I would think that manufacturing a tech 1 ship creates all of the components, and shows them in game as a complete package. Which they would be, considering an un-assembled ship would be all of the components stored in a more compact form.
Could you imagine a battleship broken down and stored in a giant metal box? Like a bunch of legos.
I would have imagined that the words "due to game design" as well as talk about making parts later on on the text would have given away that the no-components refers to the ingame mechanic. Naturally the ships are in-character made of components - in the matter of fact, there are components ingame on every ship, though they appear only after the ship is blown up. (Salvaging!)
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