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Author |
Thread Statistics | Show CCP posts - 45 post(s) |
Steijn
Quay Industries
463
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Posted - 2014.04.29 12:21:00 -
[31] - Quote
seems like POS owners are been treated like mushrooms. |
Ramman K'arojic
Lone Star Warriors Yulai Federation
21
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Posted - 2014.04.29 12:21:00 -
[32] - Quote
Uncle Shrimpa wrote:Ramman K'arojic wrote:Hi, Will the costs or the system modifiers for manufacturing, research or reverse engineering be available as a universe map overlays so we can actually see the cheap spots ?
Cheers Ramm They have said several times it will be located on the UI for industry and you can even link in a BPO you don't own and check pricing for building etc
That's fine and dandy, but my understanding that will be the price of where I am planning to build it. What I was wanted to know if see if its worth moving systems. I.e can I produce a map of the universe that says overall building costs. So I can see that Saisio is the most expensive and Jita is ranked 106th on the list.
But thanks for your feedback |
Twentyone 12
Test For Echo
7
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Posted - 2014.04.29 12:21:00 -
[33] - Quote
Weaselior wrote:Quote:Taxes: NPC-owned facilities will levy a 10% tax on top of everything else. This will be at least absent in player-owned facilities, and if we have time, we will allow players to set whatever arbitrary tax rate they like on their own facilities, the proceeds of which (the tax specifically, that is) will go directly into their own (or their corporation's in most cases) coffers Ten percent of what? Build cost, total other fees, or something else?
On top if the total build cost, like it says in the blog.
http://content.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula_550.png |
Abrazzar
Vardaugas Family
3078
|
Posted - 2014.04.29 12:29:00 -
[34] - Quote
Gamer4liff wrote:Abrazzar wrote:Are there any plans to factor standings in as a modifier for fees and/or taxes? I should hope so, it would only make sense. I do like the idea of having multiple facilities at a POS reducing costs, that will be delightful if that works out. Maybe they go further and have special teams available for people with high standings in the station and faction teams separate from that. And outposts can be upgraded with teams in slots on the industrial upgrade bought with LP or 'constructed' from blueprints. Sovereignty and Population New Mining Mechanics |
Antillie Sa'Kan
Forging Industries Silent Infinity
383
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Posted - 2014.04.29 12:32:00 -
[35] - Quote
http://steven-montano.com/wp-content/uploads/2014/03/1362163512904.jpg |
Daichi Yamato
Xero Security and Technologies
1417
|
Posted - 2014.04.29 12:32:00 -
[36] - Quote
Holy system facilities batman!
Am i right in thinking, everything else being static, that each level of ME/TE research costs the same? it does not get more expensive 'per level' to research to higher levels. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |
Harah Noud
Royal Amarr Institute Amarr Empire
13
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Posted - 2014.04.29 12:33:00 -
[37] - Quote
Several questions: hi-sec
1- how do we calculate base run cost in systems with no base ( in high sec ) , according to what I understood it s based on percentage of jobs to gloable jobs, in such case it s very low. Anyways further info would be great!
2- station with no factories, do they affect the base run cost calculation? And will we be able to place jobs in them
3- in POS there is different assembly arrays ( for ammo, for modules...) is the system staying as is? And how will the supposed extra bonus be calculated in this case? ( to get the extra bonus would I need to place 5 small ship arrays, or the different assembly arrays affect the bonus...)
4- so lowest hi sec sys is around 4% while highest null sec is 4% and how many tiers of +1 ME bonus is there in null sec manufacturing stations? Just trying to calculate the min-max cost difference
Thanks |
TigerXtrm
Black Thorne Corporation Black Thorne Alliance
623
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Posted - 2014.04.29 12:35:00 -
[38] - Quote
Most interesting thing is this devblog was that, apparently, teams are going to be something wildly different than people were hoping for . I think most of us were envisioning some sort of internal corp or alliance pool for working together on large complicated production chains. Instead it looks as if it's going to be some form of stat/time multiplier much like decryptors are.
As in, using a specialized station team will be more expensive, but the job will be done faster and/or with higher ME. Or you can hire some hobos and do the job super cheap while ME is lowered and time is increased.
The installation cost is interesting. I suppose we could do a whole lot of predictions and stuff, but ultimately we'll have to see how things flow once the update hits. The current picture of TQ in regards to most used industry systems is very unlikely to stay the same.
Also the only negative thing I have to mention is that POS labs and stuff are being pushed on the back burner... AGAIN. You're revamping the entire industry system but then mention in the blog that you don't actually have a solution for multiple POS labs yet and that there may very well not be one on launch day. That's unacceptable. And I don't use that term lightly when it comes to EVE development, I know you guys have a lot on your plate. But pushing the POS solution backwards is really not an option guys, I hope you realize this. My YouTube Channel - EVE Tutorials & other game related things! |
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CCP Greyscale
C C P C C P Alliance
2041
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Posted - 2014.04.29 12:37:00 -
[39] - Quote
Weaselior wrote:I understand the pricing for manufacturing. However, I do not understand the pricing for research: what's the output price? Could you give us some examples of what it would cost to (a)add a level of ME to a bpo (b)Make copies of that bpo or (c) run an invention job?
The "output price" where the output is a blueprint is treated as being 2% of the value of whatever the blueprint produces. It's buried in a paragraph halfway down, that probably could've been clearer.
Kithran wrote:Will there be any way to affect the NPC tax amount thanks to standings with either the Faction the owning corp belongs to or with the Corp that owns the station itself (given both these standings affect one of the other npc taxes you pay for an activity in a station and one of these standings affects the other)?
Not in the current plan for the initial release, no. We'd like to do it but there probably won't be time to get it in the first iteration.
As it happens, I have those numbers to hand :)
In the snapshot the examples are based on, 38.9% of hisec systems have no activity at all.
We're almost certainly going to introduce a minimum activity "cap" so prices don't become 0, but it's looking like being somewhere around 0.0001% of global activity.
In this snapshot, 754 of the 1212 hisec systems have any activity at all, and will be floored at the minimum activity cap, another 7 hisec systems have a non-zero amount of activity that's still below the cap. Another 127 systems are below 1% of build cost, 179 are between 1% and 2%, 187 between 2% and 3%, 110 between 3% and 4%, 74 between 4% and 5%, leaving the remaining 70 above 5%.
Peter Powers wrote:So, it is on purpose that specific systems will be a lot better for building stuff than others?
That will raise office prices in those system by a lot, and people who already have setup in those systems by now will have an advantage over people who would want to get in there. How will that be compensated?
Also, from what i gathered in this post, low-sec will face basically the same values as high sec? so, whats the incentive for using low-sec?
Also, the over-time bonus, when i have two 100 run bpc, and i put them in production one after the other, will it get better bonuses for the bulk, or will the "more runs" thing only be counted per bpc?
Some people will get lucky on offices; that's just the luck of the draw and we aren't planning on any "compensation" there. Generally though, the systems that are good for building after the change tended to be good for building before the change.
Low sec uses the same fee structure as hisec, yes. Well-positioned lowsec systems (eg near Jita) will, we expect, be less popular than nearby hisec systems, and thus cheaper. This doesn't require any special consideration.
The over-time bonus is just per job; two separate BPCs require two separate jobs.
Altrue wrote:I was expecting a bigger incentive to build in null-sec. Maybe I'm wrong, or I have trouble grasping actual numbers, time will tell.
Just out of interest, why? AFAIK this is the first solid info we've given on how the pricing will work, the first time we've mentioned nullsec at all, and there's a paragraph right at the top saying "we're not trying to change the hisec/nullsec balance". Where's the assumption we were going to incentivize nullsec coming from?
Weaselior wrote:Uncle Shrimpa wrote:Still no mention of new station bonuses - as promised like 4 blogs ago you didn't read closely, those are in there. Quote:For each previously-slot-improving outpost research upgrade, you'll similarly get a 0.9x multiplier to research job prices.
For each previously slot-improving manufacturing-related Outpost Improvement, you'll get a 1% bonus to ME instead (we can do that now). This is different because the manufacturing slot upgrades in particular are pretty substantial right now, and installation costs are assumed to be a sufficiently small fraction of final item costs in nullsec that a cost multiplier here seemed underwhelming. We're still looking at the exact bonus here, and the relationship between Amarr and Minmatar outposts in particular, so this may change before it's released. However, I'm fairly underwhelmed by the manufacturing slot replacement bonus. The reason is that it's exactly the same as the POS bonus: I can spend 60b on a station, or 300m on a pos. I think it's a little absurd that the absolute pinnacle of manufacturing you can aspire to, spend huge amounts of money to create, and have to defend gives you nothing better than a pos one jump from jita. And that's from a hyper-specialized factory: once you do that you've used up nearly all of your outpost upgrade slots and you've only got one tier 1 left (probably offices). I think that bonus should be increased slightly at the high end (i.e. a tier 2 or 3 upgrade should give 2%) or the bonus given to pos should be reduced somewhat. While people will claim pos are at risk, they're not: pos assembly arrays don't drop anything from a build in progress. Entity alluded to his "20b pos" in another thread, where if it was attacked he'd lose 20b of manufacturing products. But the thing is, if I bothered to find it and kill it, I'd get none of that: the assembly arrays would act like they were empty since between the build being installed and delivered, they are. So nobody will bother attacking pos unless someone's really pissed them off: it'll be purely for griefing and not for profit. I can't comment on the value of the research upgrade as I don't understand how research is priced, so I don't know if this is valuable or saves me several whole pennies.
W... |
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CCP Greyscale
C C P C C P Alliance
2041
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Posted - 2014.04.29 12:38:00 -
[40] - Quote
Sugar Kyle wrote:How do faction warfare system control improve their manufacturing and research costs? I may have missed them being addressed.
Search the blog for "Outposts and FW upgrades", and let me know if that section covers what you want to know or not :) |
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Gilbaron
Free-Space-Ranger Nulli Secunda
1351
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Posted - 2014.04.29 12:42:00 -
[41] - Quote
alright, read the whole thing again
i'm a bit underwhelmed by the effect that nullsec stations have. gonna wait for some info on the whole teams thing before i make my final judgement.
the whole formula has a lot of places where it can easily be adjusted to balance this thing better GRRR Goons |
Weaselior
GoonWaffe Goonswarm Federation
7126
|
Posted - 2014.04.29 12:42:00 -
[42] - Quote
CCP Greyscale wrote:Weaselior wrote:I understand the pricing for manufacturing. However, I do not understand the pricing for research: what's the output price? Could you give us some examples of what it would cost to (a)add a level of ME to a bpo (b)Make copies of that bpo or (c) run an invention job? The "output price" where the output is a blueprint is treated as being 2% of the value of whatever the blueprint produces. It's buried in a paragraph halfway down, that probably could've been clearer.
What about copies: is a 50-run copy equal to 100%? It seems like this makes regular research oddly cheap and copying oddly expensive in relation to one another. I'll have to poke at the formula and see what drops out for the usual sort of stuff though.
Related question: how is this formula resolving the market value of rarely sold (e.g. components) items and never sold (supercaps)? Is it using market prices or is it doing a sort of 'base cost' off the minerals? Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division. |
Liner Xiandra
Sparks Inc Zero Hour Alliance
316
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Posted - 2014.04.29 12:43:00 -
[43] - Quote
With production-cost modifiers being all over the place due to all the various factors, this will result in "location, location, location".
The user-interface blog already mentioned that we can check production-cost on various locations from anywhere in the game. If this is to the tune of...
select job, runs etc > select job location > get production cost quote > *yikes* > select new location > get new quote > *still too high* > select new location > get new quote > acceptable quote > run,
...then I hope we have other means of retrieving this information; such as: - map overlay with (some) modifiers shown - a panel al+í the autopilot/agent which are systembased - a different panel within the industry window
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CCP Greyscale
C C P C C P Alliance
2041
|
Posted - 2014.04.29 12:45:00 -
[44] - Quote
Daichi Yamato wrote:Holy system facilities batman!
Am i right in thinking, everything else being static, that each level of ME/TE research costs the same? it does not get more expensive 'per level' to research to higher levels.
We're scaling higher levels of ME/TE research based on how much longer they take than level 1 (linear relationship). High levels on high-rank blueprints may cost *large* amounts of money, and you may want to shop around extensively before committing one of those.
Harah Noud wrote:Several questions: hi-sec
1- how do we calculate base run cost in systems with no base ( in high sec ) , according to what I understood it s based on percentage of jobs to gloable jobs, in such case it s very low. Anyways further info would be great!
2- station with no factories, do they affect the base run cost calculation? And will we be able to place jobs in them
3- in POS there is different assembly arrays ( for ammo, for modules...) is the system staying as is? And how will the supposed extra bonus be calculated in this case? ( to get the extra bonus would I need to place 5 small ship arrays, or the different assembly arrays affect the bonus...)
4- so lowest hi sec sys is around 4% while highest null sec is 4% and how many tiers of +1 ME bonus is there in null sec manufacturing stations? Just trying to calculate the min-max cost difference
Thanks
1. We're adding an assumed activity floor, so prices won't actually zero out. It can still be extremely low though, yes.
2. They affect the base cost by a small amount, but you can't put jobs in them. Starbases in the same system benefit from their bonuses though
3. Yes, different arrays for different products. Exactly how the bonuses work is still being pinned down.
4. Lowest hi sec system is close to 0%. Amarr outposts can get up to five line-increase enhancements, so 5% max.
TigerXtrm wrote: The installation cost is interesting. I suppose we could do a whole lot of predictions and stuff, but ultimately we'll have to see how things flow once the update hits. The current picture of TQ in regards to most used industry systems is very unlikely to stay the same.
Also the only negative thing I have to mention is that POS labs and stuff are being pushed on the back burner... AGAIN. You're revamping the entire industry system but then mention in the blog that you don't actually have a solution for multiple POS labs yet and that there may very well not be one on launch day. That's unacceptable. And I don't use that term lightly when it comes to EVE development, I know you guys have a lot on your plate. But pushing the POS solution backwards is really not an option guys, I hope you realize this.
Yup, we have data on what happens currently, but we're expecting those use patterns to change substantially when this release. There's a degree of "suck it and see" happening here :)
As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor. The "good" solution is reasonably straightforward, it just requires a chunk of work and adds a fair bit of risk. |
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Babbet Bunny
State War Academy Caldari State
9
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Posted - 2014.04.29 12:46:00 -
[45] - Quote
Previously we knew a job would cost x before installing. Will there be a way to see what the multipliers for each different system are without flying to every station?
Now that the job I install today may not cost the same tomorrow.....
Now that all player built items price will increase by 5% after the expansion to compensate all meta 0 module BPO's are worthless. Meta 1-3 items will cost less on the market and are better. Meta 0 will be only good for invention.
Whats that new player? You don't have maxed invention skills to be cost effective in the market?
Better Worlds (tm) |
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CCP Greyscale
C C P C C P Alliance
2041
|
Posted - 2014.04.29 12:47:00 -
[46] - Quote
Weaselior wrote:CCP Greyscale wrote:Weaselior wrote:I understand the pricing for manufacturing. However, I do not understand the pricing for research: what's the output price? Could you give us some examples of what it would cost to (a)add a level of ME to a bpo (b)Make copies of that bpo or (c) run an invention job? The "output price" where the output is a blueprint is treated as being 2% of the value of whatever the blueprint produces. It's buried in a paragraph halfway down, that probably could've been clearer. What about copies: is a 50-run copy equal to 100%? It seems like this makes regular research oddly cheap and copying oddly expensive in relation to one another. I'll have to poke at the formula and see what drops out for the usual sort of stuff though. Related question: how is this formula resolving the market value of rarely sold (e.g. components) items and never sold (supercaps)? Is it using market prices or is it doing a sort of 'base cost' off the minerals?
It will likely be per-run, so a 50-run copy becomes 100%, yes. Research costs scale at higher levels though, so it probably swings back a bit there.
Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. |
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Steijn
Quay Industries
463
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Posted - 2014.04.29 12:49:00 -
[47] - Quote
CCP Greyscale wrote:As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor. The "good" solution is reasonably straightforward, it just requires a chunk of work and adds a fair bit of risk.
with the greatest respect, that kind of attitude with regards to POS owners, stinks. |
Rust Connor
Industrias PapaCapim
0
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Posted - 2014.04.29 12:51:00 -
[48] - Quote
Could you elaborate more about the ME skill change? I've spent almost 20% of my character life time to level it to 5, just wanna see how good/bad the decision was.
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Temenus Alexander
Alexander Enterprises
2
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Posted - 2014.04.29 12:52:00 -
[49] - Quote
Several others have mentioned the lack of info as to how these changes are going to affect POS owners. Frankly, from what I've read so far, I'm wondering just what the hell I'm supposed to do with my labs now, because I've seen nothing that looks like it will even come close to merely offsetting the cost of fuel and maintenance to run the POS as opposed to just doing all work on stations. I've certainly not seen any advantage to justify 300-500M/month in added costs. So, for me at least, the question becomes why would I want to have a dedicated research POS now? We have thousands of moons opening up in HS, great. Why should I be interested in staking one out? According to the blogs, the only added cost a POS owner is shielded from is the 10% station tax (if they set their own rate to 0%). Big whoop. Unless I've missed something, and if I have I'd greatly appreciate being steered toward it, the only possible means I can see for a HS POS to have any hope whatsoever of turning a profit would be if the moons are also opening up to mining. While that would be nice, it still gives my labs anything more useful to do than take up room in a hangar. At least in the current system I could justify the added cost with the ability to actually get the work done in the first place rather than cooling my heels waiting on a slot to come available. |
Tenchi Sal
Dust Bunnies 514
192
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Posted - 2014.04.29 12:53:00 -
[50] - Quote
Weaselior wrote:
However, I'm fairly underwhelmed by the manufacturing slot replacement bonus. The reason is that it's exactly the same as the POS bonus: I can spend 60b on a station, or 300m on a pos. I think it's a little absurd that the absolute pinnacle of manufacturing you can aspire to, spend huge amounts of money to create, and have to defend gives you nothing better than a pos one jump from jita. And that's from a hyper-specialized factory: once you do that you've used up nearly all of your outpost upgrade slots and you've only got one tier 1 left (probably offices). I think that bonus should be increased slightly at the high end (i.e. a tier 2 or 3 upgrade should give 2%) or the bonus given to pos should be reduced somewhat.
While people will claim pos are at risk, they're not: pos assembly arrays don't drop anything from a build in progress. Entity alluded to his "20b pos" in another thread, where if it was attacked he'd lose 20b of manufacturing products. But the thing is, if I bothered to find it and kill it, I'd get none of that: the assembly arrays would act like they were empty since between the build being installed and delivered, they are. So nobody will bother attacking pos unless someone's really pissed them off: it'll be purely for griefing and not for profit.
I can't comment on the value of the research upgrade as I don't understand how research is priced, so I don't know if this is valuable or saves me several whole pennies.
well there are professional hisec pos-bashing corps. if one of these guys targets your pos, its more than likely going to come down. when you take your pos down before you have finished your manufacturing, you lose the minerals. if you are building say 50 frigrates, its not such a big loss to take everything down and put it back up after the wardec. however if you happen to be a freighter or orca builder, you will lose billions if you take your pos down(not including all the time wasted). you will have to risk keeping it up and hopes they are just bluffing or losing all the minerals AND your entire pos setup.
null sec sov stations are already going to receive a 14% bonus on mineral refining that can be applied to manufacturing. thats already 14% less then anyone in hisec is going to spend on manufacturing. |
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Magic Crisp
Amarrian Micro Devices Curatores Veritatis Alliance
157
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Posted - 2014.04.29 12:57:00 -
[51] - Quote
If you allow me to ask, have you checked how this affects t2 BPO vs BPC manufacturing fees? This also depends on other changes, right, but let's take into account we'll able to do whatever we are able to do here. So, compared to a 30d long job from a tech2 BPO, a tech2 BPC with a limited number of runs will be more expensive. Have you checked numbers how much savings can be done this way, and by this, buffing tech2 BPO owners even more?
Otherwise the stuff seems great, I kinda like the ideas. However, i personally think that standings should affect fees at NPC stations. And also, amarrian outposts should have no fees at all, because those slaves are doing the job, for free ;)
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adriaans
Ankaa. Nair Al-Zaurak
8
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Posted - 2014.04.29 12:58:00 -
[52] - Quote
1) Does every station in a system cause a discount or only stations that have factories/research facilities? (NPC ones). 2) Can we have an example of how BPC jobs are priced so I am sure I understand it correctly? I hope I am wrong in thinking that invented BPC's will become much more expensive... (I.e. indirect buff to T2 BPO's). 3) Is POS based jobs still faster from time multipliers? (0.65, 0.5, 0.75 respectively for copy, invent, manufact). ----True oldschool solo pvp'er---- My latest vid: Insanity IV |
ST Mahan
State War Academy Caldari State
5
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Posted - 2014.04.29 12:59:00 -
[53] - Quote
Ok, that was a good Dev Blog. There will be interesting developments to Industry and I continue to see that a great deal of work has gone into this upcoming expansion.
It was mentioned that the potential bonuses for multiple arrays at POS's may not be ready for the release. I strongly suggest that this be worked on. I guess we still need to see what bonus's apply at arrays/labs in POS's. Unless I've missed it I have only seen the -5% to manufacturing materials needed at POS arrays. I really think there should be a benefit for multiple arrays at a POS.
I like the concept of the work force in a system. One thought for down the road to add a wrinkle to the idea of a 'lumpy landscape' is to have modifications based on the number of habitable planets in a system; effectively increasing workforce. This could be an interesting connection to Dust; down the road.
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Vincent Athena
V.I.C.E.
2744
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Posted - 2014.04.29 13:02:00 -
[54] - Quote
I'm a little worried about "station irrelevance". In any solar system with multiple stations there will be good ones and not so good ones. It would seem like this pricing scheme will make the not-so-good stations irrelevant. Why even have them in the game? http://vincentoneve.wordpress.com/ |
penifSMASH
ElitistOps Pandemic Legion
375
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Posted - 2014.04.29 13:02:00 -
[55] - Quote
CCP Greyscale wrote: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor. The "good" solution is reasonably straightforward, it just requires a chunk of work and adds a fair bit of risk.
Is this post a troll |
Uncle Shrimpa
Pator Tech School Minmatar Republic
16
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Posted - 2014.04.29 13:03:00 -
[56] - Quote
No, it is my new signature CCP Greyscale -Yup, we have data on what happens currently, but we're expecting those use patterns to change substantially when this release. There's a degree of "suck it and see" happening here :)
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Eitak Utrigas
Hydraxis Industries
2
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Posted - 2014.04.29 13:04:00 -
[57] - Quote
CCP, considering that a large majority of manufacturers use a multi billion ISK POS, for which they spend 500m a month fuelling, you really havent addressed how this is going to impact them. Paying taxes to install a job in your own starbase is absurd. Equally, allowing unlimited slots for labs is just as absurd. As it stands there is no reason to run operations from a POS so the whole risk vs reward things has been completely shattered. No one will move their gear from a station again! |
Aareya
Freelance Economics Astrological resources Tactical Narcotics Team
17
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Posted - 2014.04.29 13:04:00 -
[58] - Quote
CCP Greyscale wrote:Weaselior wrote:Quote:For each previously-slot-improving outpost research upgrade, you'll similarly get a 0.9x multiplier to research job prices.
For each previously slot-improving manufacturing-related Outpost Improvement, you'll get a 1% bonus to ME instead (we can do that now). This is different because the manufacturing slot upgrades in particular are pretty substantial right now, and installation costs are assumed to be a sufficiently small fraction of final item costs in nullsec that a cost multiplier here seemed underwhelming. We're still looking at the exact bonus here, and the relationship between Amarr and Minmatar outposts in particular, so this may change before it's released. However, I'm fairly underwhelmed by the manufacturing slot replacement bonus. The reason is that it's exactly the same as the POS bonus: I can spend 60b on a station, or 300m on a pos. I think it's a little absurd that the absolute pinnacle of manufacturing you can aspire to, spend huge amounts of money to create, and have to defend gives you nothing better than a pos one jump from jita. And that's from a hyper-specialized factory: once you do that you've used up nearly all of your outpost upgrade slots and you've only got one tier 1 left (probably offices). I think that bonus should be increased slightly at the high end (i.e. a tier 2 or 3 upgrade should give 2%) or the bonus given to pos should be reduced somewhat. While people will claim pos are at risk, they're not: pos assembly arrays don't drop anything from a build in progress. Entity alluded to his "20b pos" in another thread, where if it was attacked he'd lose 20b of manufacturing products. But the thing is, if I bothered to find it and kill it, I'd get none of that: the assembly arrays would act like they were empty since between the build being installed and delivered, they are. So nobody will bother attacking pos unless someone's really pissed them off: it'll be purely for griefing and not for profit. I can't comment on the value of the research upgrade as I don't understand how research We're probably revisiting the starbase numbers in the near future, which should alleviate at least some of this concern I hope. Thank you.
In the dev blog, Reprocess All The Things, you had indicated that refining arrays would receive a 52% and 54% efficiency. This is better than both NPC and un-upgraded outposts. However, you gave sov holding entities the opportunity to exceed this efficiency by upgrading their outposts further, with the maximum efficiency achievable as 57% and 60% (non-minmatar, minmatar).
It would be nice if this strategy was made consistent with respect to manufacturing upgrades. This would provide sov holders a manufacturing advantage over non-sov holders whom the latter would only have NPC station or POS as their null sec manufacturing options.
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Harah Noud
Royal Amarr Institute Amarr Empire
13
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Posted - 2014.04.29 13:04:00 -
[59] - Quote
Well other than these points I m happy with the changes
1- a +5% ME bonus for a fully upgraded amarr null sec stations seems high , maybe raise their run cost to compensate?
2- I think it s really important to have the NPC station tax be affected by standings. I hope u could consider doing it with the expansion!
Btw, is the industry implants effects still the same in the new system? Is it calculated above all other bonuses?
Great job |
Plug in Baby
Crouching Woman Hidden Cucumber
214
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Posted - 2014.04.29 13:04:00 -
[60] - Quote
Seems pretty good, need to know what affect teams are going to have to fully understand it.
Keep up the good work. This is not a forum alt, this is a forum main. |
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