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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Greyscale
C C P C C P Alliance
2496
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Posted - 2014.07.23 18:11:00 -
[1] - Quote
Hi everyone,
The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.
This should give *most* people a decent amount of value, but we'd like to give it some additional oomf. We are therefore planning on adding some more advanced industrial skills with AI at 5 as a prereq, so there's clear benefit to everyone in having it trained (plus it would be nice to have some more skills).
We're expecting this discussion to evolve over the coming weeks as the new system settles down and people figure out what bonuses they'd find most valuable. We'd be looking at shipping these changes in one of the two following scheduled releases, depending on how this discussion goes.
So... discuss! What sorts of advanced industry skills would be good?
-Greyscale |
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Rowells
Unknown Soldiers Fidelas Constans
1044
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Posted - 2014.07.23 18:14:00 -
[2] - Quote
MOAR SLOTS |
Celor Ma'fer
Jouhinen Inc
10
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Posted - 2014.07.23 18:21:00 -
[3] - Quote
Looking forward to this thread. I'm going to give it a few days to see how things suit. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
720
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Posted - 2014.07.23 18:22:00 -
[4] - Quote
Glad to hear that y'all went the TE reduction route instead of cost reduction. Time Efficiency is a great way to reward skill training without creating an additional disparity between old and new industrialists that has to be overcome before the new industrialist can compete meaningfully with the old. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Dr Cedric
Independent Miners Corporation Care Factor
58
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Posted - 2014.07.23 18:27:00 -
[5] - Quote
Not sure how related it is, but how about some equipment reprocessing boost skills
Also, it's easy enough to add skills for material and production efficiency (totally forgot the new names)
Also, how about ship/module specific skills i.e., reduced material req/faster production time for cruisers, or medium turrets (could base it off of BP class)
Also, mineral/component "mastery" skills to allow a builder to reduce material requirements for specific components and minerals (say 1% per level?)
Could also add skills for boosting POS module usage of industry and research things. Cedric
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Lady Rift
What Shall We Call It
43
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Posted - 2014.07.23 18:28:00 -
[6] - Quote
New skills - production efficacy works the same as old one just 2%lv instead of 5. - one that reduces install cost. |
Retar Aveymone
GoonWaffe Goonswarm Federation
591
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Posted - 2014.07.23 18:36:00 -
[7] - Quote
when you are adding new industry skills, do something to make Battleship Construction V have a use please! |
Retar Aveymone
GoonWaffe Goonswarm Federation
593
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Posted - 2014.07.23 18:59:00 -
[8] - Quote
Elite Mass Processing is the obvious choice. |
Altrue
Exploration Frontier inc Brave Collective
1241
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Posted - 2014.07.23 19:21:00 -
[9] - Quote
A promising discussion :) Signature Tanking - Best Tanking. Beware the french guy!
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Mackenzie Nolen
XYJAX
11
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Posted - 2014.07.23 19:23:00 -
[10] - Quote
A new skill that amplifies team bonus (e.g. "Team Management"). 10% per level seems reasonable, so a team that provides a 2% ME bonus for instance would provide a 3% ME bonus for someone who had this skill at level 5.
Of course I still think this is what the adv industry skill bonus *should* have been changed to :) |
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Opertone
Deep Core Mining Inc. Caldari State
294
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Posted - 2014.07.23 19:31:00 -
[11] - Quote
hmmm, as an economist with factory experience
unfinished production, "work in progress"
ability to start a new production without some of the required materials???
when you get all the needed 'input' you can add it later to the job, which may sit at 80% completion, depending on how much stuff is missing, this way you may save time required for long jobs, while you wait for your components to arrive.
ability to control wastage over time efficiency??
"production efficiency?'
you can speed things up proportionally to increasing the wastage factor, spend more minerals but get your ammunition produced faster. Save some, but job takes a lot longer.
Fine refinement control,
Refining and reprocessing jobs will take time afaik . You may speed things up by 50% when you give up precious and hard to recover trace materials, such as megacyte, morphite, which usually make up 1-2% anyway.
Non stop production cycle
You can produce something without the hassle of manually resetting the jobs, example - ammuniton.
With this skill you can setup extra continuous jobs.
"Production espionage" You will be able to actually see what sort of things are produced by others, with more detail and station, system, region wide...
Some ideas which you may not like, do not blame me |
NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
870
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Posted - 2014.07.23 19:31:00 -
[12] - Quote
So clarifying, material requirement reductions are looked down upon? |
Antillie Sa'Kan
Forging Industries Silent Infinity
559
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Posted - 2014.07.23 19:50:00 -
[13] - Quote
Just some quick (and possibly terrible) ideas off the top of my head.
Advanced Science: 2% reduced copy time per level, requires Science V and Advanced Industry V, rank 5, int/mem.
Advanced Research: 2% reduced TE research time per level, requires Research V and Advanced Industry V, rank 5, int/mem.
Advanced Metallurgy: 2% reduced ME research time per level, requires Metallurgy V and Advanced Industry V, rank 5, int/mem.
Industrial Process Management: 1% reduction in manufacturing job install costs per level, requires Advanced Mass Production V and Advanced Industry V, rank 9, mem/cha.
Scientific Process Management: 1% reduction in research job install costs per level, requires Advanced Laboratory Operation V and Advanced Industry V, rank 9, int/cha.
Group Dynamics: 2% bonus to team effects per level, requires Social V and Advanced Industry V, rank 6, cha/int. |
Kyoso Shintaro
THI Command Templis Heavy Industries
1
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Posted - 2014.07.23 20:06:00 -
[14] - Quote
What about a skill that let you use a team that was x number of jumps or ly away? |
Cekle Skyscales
The Scope Gallente Federation
55
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Posted - 2014.07.23 20:14:00 -
[15] - Quote
Specialization skills that further reduce the time for specific types of jobs by 1% per level |
Abrazzar
Vardaugas Family
4131
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Posted - 2014.07.23 20:25:00 -
[16] - Quote
Maybe a set of skills that add another 'phantom' facility to the POS/system for the job that player started. Or a skill that improves the bonus one gets from Teams, if you have one working in the system. Sovereignty and Population New Mining Mechanics |
Masao Kurata
Z List
59
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Posted - 2014.07.23 20:28:00 -
[17] - Quote
Just please don't add anything that reduces costs, as any cost reduction skill will be as mandatory as the old skill was, and thus just a time sink and barrier to entry rather than a meaningful training decision.
Actually please don't add anything. You created actual industry gameplay in crius, that's a good thing, it doesn't have to be accompanied with more skill queue online. |
NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
870
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Posted - 2014.07.23 20:43:00 -
[18] - Quote
Antillie Sa'Kan wrote:Just some quick (and possibly terrible) ideas off the top of my head.
Advanced Science: 2% reduced copy time per level, requires Science V and Advanced Industry V, rank 5, int/mem.
Advanced Research: 2% reduced TE research time per level, requires Research V and Advanced Industry V, rank 5, int/mem.
Advanced Metallurgy: 2% reduced ME research time per level, requires Metallurgy V and Advanced Industry V, rank 5, int/mem.
Industrial Process Management: 1% reduction in manufacturing job install costs per level, requires Advanced Mass Production V and Advanced Industry V, rank 9, mem/cha.
Scientific Process Management: 1% reduction in research job install costs per level, requires Advanced Laboratory Operation V and Advanced Industry V, rank 9, int/cha.
Group Dynamics: 2% bonus to team effects per level, requires Social V and Advanced Industry V, rank 6, cha/int. Seems decent, just more take less time things. |
Komi Toran
Paragon Trust The Bastion
141
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Posted - 2014.07.23 20:50:00 -
[19] - Quote
Rapid Prototyping: x% reduction in invention or T2 production time. (As invention seems to be the only thing without a specific global skill)
Exotic Assembly: x% material efficiency for faction production. (With corresponding increase in material requirements for faction BPCs; still not a prereq for entry due to high margins on faction items) |
Commander A9
The Scope Gallente Federation
616
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Posted - 2014.07.23 20:52:00 -
[20] - Quote
I suppose any skill offering a reduction in time requirements is a welcomed addition.
Speaking of changes...
I'm assuming that the Career Agents for industry have had their tutorial information updated to address the latest industry changes? Recommendations: -enable ships wobbling in hangar view (pre-Captains Quarters) -add more missions (NPC fleet vs. NPC fleets that actually shoot) -less focus on graphics, more on mechanics...and STOP NERFING EVERYTHING! Tune in to NewEdenRadio.com for awesome music! |
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Sentient Blade
Crisis Atmosphere
1310
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Posted - 2014.07.23 21:00:00 -
[21] - Quote
Specialist Recovery - 10% per level recovery of input materials when cancelling a job.
Encryption Specialist - 2% per level improved chance of invention.
Corporate Specialist - 10% per level increase in POS ME savings (2% -> 3% @ Level V)
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Retar Aveymone
GoonWaffe Goonswarm Federation
595
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Posted - 2014.07.23 21:04:00 -
[22] - Quote
I think that any new skills need to be specialized: you pick skills to make you better at t1 battleships, t2 cruisers, t2 mods, etc. Accordingly I'd do skills for basic and advanced small/medium/large ship construction, each with a TE bonus for small (destroyers and frigates), medium (cruisers and battlecruisers) and large (battleships) jobs. Similarly for modules.
I think the TE bonus should be rather high but so should the skill rank, so that it's a valuable skill to train but hard to just max out all of them. Also, because it's TE, a newer player competes on the same level, just with less volume, |
Komi Toran
Paragon Trust The Bastion
142
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Posted - 2014.07.23 21:15:00 -
[23] - Quote
Footprint Reduction: x% decrease in job weight when determining your system's industrial indexes.
If that makes any sense. |
Corraidhin Farsaidh
Hello-There
622
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Posted - 2014.07.23 21:27:00 -
[24] - Quote
The skills required to actually create the teams would be good. Probably better in some kind of PI structures, a University centre or similar. |
Vincent Athena
V.I.C.E.
2832
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Posted - 2014.07.23 21:35:00 -
[25] - Quote
"More jobs" is obvious. A somewhat different way of doing that is to have a skill that allows me to have more jobs in the queue, even though I am limited to 11 that are currently active. Think of the skill queue: I can have a dozen or more skills queued up, even though I can only train one at a time. How about having industry jobs the same way? A skill that lets me queue up more than I can have running. As soon as a job finishes, the next drops down out of the queue and begins.
This also makes the TE skill more useful. http://vincentoneve.wordpress.com/ |
Max Kolonko
High Voltage Industries Ash Alliance
436
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Posted - 2014.07.23 22:24:00 -
[26] - Quote
Skill that effectively reduces (just for You) system index for given industry activity (i.e. instead of reducing by X% cost of instal reduce by one "level" the cost index of a system (using the scale presented in client - whatever the value actually means)) - one such skill for every type of activity
Skill to further increase number of slots for each activity type
Skill to further increase range of remote job activation (to a total of 50 jumps)
Skills for teams: - skill that increase effect of team by 5% of their effect (so at lvl 5 team that gives 8% will give 10%) - skill that reduce cost of hiring team by x% percent of the additional cost (so reducing from lets say in example of 10% more cost team to maybe 5% at lvl 5??)
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
145
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Posted - 2014.07.23 23:42:00 -
[27] - Quote
CCP Greyscale wrote: The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.
3%/level reduction in what? Fees? Taxes? Materials?
Since the skill would be useless on taxes, it should be applied to fees. |
Promiscuous Female
GBS Logistics and Fives Support Goonswarm Federation
423
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Posted - 2014.07.23 23:44:00 -
[28] - Quote
Petrified wrote:CCP Greyscale wrote: The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.
3%/level reduction in what? Fees? Taxes? Materials? Since the skill would be useless on taxes, it should be applied to fees. length of time it takes to do the job |
Loraine Gess
Confedeferate Union of Tax Legalists
448
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Posted - 2014.07.24 00:04:00 -
[29] - Quote
I was very happy to get 1% TE bonus per level, 3% is going to be ridiculously great. More skills past that? Might allow consolidation of industrial alts... |
Kenneth Skybound
Gallifrey Resources
105
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Posted - 2014.07.24 00:19:00 -
[30] - Quote
Skill ideas:
Site Director: -2% Build time per level when docked at station/within force field range of job location.
Advanced Industrial Reclamation: Allows reprocessing of non-ores as an industry job. Requires a blueprint for the item (consuming 1 run per item), unbuilds in 50% build time for a base 70% recycled amount, recycled amount affected by scrap metal reprocessing skill. AIR skill reduces unbuild time by 10% per level.
Extended Research Processes: Allows for the queuing of invention jobs, +1 job per level to a max of 6 queued jobs.
And one a bit different, Spatial Compression: +5% container capacity for compressed space containers (eg GSC's). |
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