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Omber Zombie
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Posted - 2009.09.10 13:12:00 -
[1]
So, I just got back from Iceland and one of the main topics I raised was 'Whatever Happened to the Industrial Expansion?"
The basic conclusion of the discussion was that CCP were looking to include industry/market upgrades in all of it's expansions and has asked the CSM to come up with a list of both major and minor additions to give them as a basis to work from. This thread is intended to help gather that list for the CSM to pass on to to CCP.
This is a list of feature requests, not people deciding how things should work.
e.g. - Multiple ores in asteroids = good If I mine Kernite I should also get small amounts of veldspar (like 5%) = bad
This list is purely for industry/science related ideas, a separate thread will be in the market forums regarding industry related ideas.
some possible ideas already thrown up/discussed by CSM/CCP are:
* System wide mining belts * Blueprint manager (for corporations using multiple stations/starbases) * Multiple ore asteroids * Better refineries/production for pos/outposts
please add your ideas here and once a list of a decent size is compiled, it will be forwarded to CCP via CSM. ----------------------
My Blog |
Viscanno
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Posted - 2009.09.10 13:24:00 -
[2]
I'll go first then:
Some sort of way to link Corporation Hanger Arrays so when installing a job that requires materials it will search the Corporation Hanger Arrays as well as the installation's hanger. (Another possible way to do this might be to have the POS have one large hanger, to which all anchored modules contribute space?)
If I think of any more I will let you know.
Viscanno
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.10 13:34:00 -
[3]
Reserving this spot. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Sidrat Flush
Caldari Life is Experience New Eden Hardware Emporium
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Posted - 2009.09.10 13:50:00 -
[4]
I believe the third party applications and spreadsheets do more for industrialists and traders than CCP have done in game, apart from making the game of course.
Why does manufacturing have to be such a click fest? Could it not be possible to highlight a group of blueprints and then enter their related activity and number of runs?
Can CCP get the right information in the datadump, especially when it comes to blank Activity ID=6 fields that actually do get waste applied to it (only for minerals as far as I'm aware, but it's a guessing game if you don't have a particular blueprint that you can get a quote from).
Make it easier for alliance entities to produce their own wares, their own offices and research divisions that corporate members can access - possibly slightly off topic however it will aid industry by making an alliance its own entity rather than a collection of corps held together by similar logistics run by a few people who do the bulk of the work anyway.
Remove Tech 1 from the drop tables. This will help new players enter the manufacturing trade and will also increase the minerals worth as well as EVERYTHING tech 1 will have to be manufactured rather than farmed and refined. It's not game breaking, it will open up markets in areas where there isn't a market simply because of the mission runners in the area gaining all the minerals they need for their ammo and other replacements. Increase the meta drops slightly if you must or introduce alloys and compounds for mineral refining. It's not really the mineral supply I want to curb it's the amount of Tech 1 items in the game that doesn't have to be produced simply because they're are so common on the rat drop table. Not only does new producers start with an existing volume on the market they're also competing against the rats that drop modules like they're going out of fashion.
Eve-online Industrial Organiser thread t1 & t2 batch manufacturing |
scouter007
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Posted - 2009.09.10 14:06:00 -
[5]
I support
* System wide mining belts <the best > * Blueprint manager (for corporations using multiple stations/starbases) * Multiple ore asteroids * Better refineries/production for pos/outposts
My ideas (can be named before)
Mining Comets mining (small chasing it) Comets/asteroid (mining inside it)
Large stationary containers for in belt (150000m3) Max 3 at a belt not those small one we have now littering the belts. You need fuel to maintain them. (Possible ads: turrets for defence, tractor beam etc) Belt turrets More defence but not a fortress
Belts location trough exploring (I thought that was already an idTe what was being implemented)
POS More divisions in a way that people has it own hangar at the pos Remote seeing what for items we have at the pos
Invention Luck or unlucky report on invention. You made now 10 inventions 4 where successfully in total you made this year 200 inventions on this item and you have 102 successful invention runs.
Invention chance report tool (When invention this item your chance is 49 %)
That is for now Sorry for my bad English
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Jacque Custeau
Knights of the Minmatar Republic
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Posted - 2009.09.10 14:08:00 -
[6]
Edited by: Jacque Custeau on 10/09/2009 14:08:36 Here are a few of mine, I hope they are 'good'
1- Stop corporations from charging themselves for the use of research and manufacturing slots. Currently, corporation members require access to a wallet division to use corporate research & production slots (at a POS for instance). If this could be fixed, that would be great.
2- Add some interactive options to the Blueprint information page. Would be nice if the 'Show Info' page for a blueprint had a field in which the user can enter the number of runs, and then the material requirements would update accordingly. Some additional fields for PE or ME would be amazing. -------------------
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This NameTaken
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Posted - 2009.09.10 14:08:00 -
[7]
I'd like to see loot removed from missions, and named bpc's added in it's place. Why should mission runners be the "manufacturer" of these valuable resources. Mission runners are undercutting the viability of miners. In this way, mission runners still have value, and they aren't producing products and minerals from nothing.
How about a way to tell bpc's from bpo's without opening the darn things up?
How about allowing corps to rent research slots on their pos?
Recycle ships at a ship maintance bay would be handy.
A pos refinery with better refine rates.
A "market" for pos's. Even if all we could do was sell to our own members, it would help. I live in a wh, and would like to be able to easily buy and sell items to my members that work in different time zones.
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Ghoest
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Posted - 2009.09.10 14:14:00 -
[8]
The major change we need is a way to allow individual corp members access to production facilities without giving them access to every other corp members material and products.
Wherever you went - Here you are.
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This NameTaken
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Posted - 2009.09.10 14:15:00 -
[9]
Remove astroid belts. If they had to be scanned, it would make life much more difficult for macros. Anything that is bad for macros is good for Eve.
Allow non fueled towers to be "hacked" If we could power them down and remove them somehow, it would clean up wh space, and high sec. And, it would create a new occupation for people that wanted to haul them away for profit.
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Vhiskey
Caldari Imperial Forces
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Posted - 2009.09.10 14:27:00 -
[10]
- show volume in asset window
- autostack identical items when a courier brings items to a station where other items are already there (or let me be able to remote-stack via asset window). atm there¦s the problem that when i have lets say 51 items at a station and a courier brings the same 51 items to that station i have 102 items in the asset window so i cant make a courier contract for all these items
- remove courier contract volume restrictions or make the limit freighter cargo size. preventing the haul of multiple rigged ships can be solved in a different way than the current
- flashing notification of finished s+i jobs after login (like the new mail notification). same for new contracts. make that item flash after login when there are new contracts.
- s+i api
- contract api
oh, and a question: what would a "system wide" belt be? i dont get it. a huge belt circle around the sun?
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.10 14:28:00 -
[11]
Originally by: This NameTaken A "market" for pos's. Even if all we could do was sell to our own members, it would help. I live in a wh, and would like to be able to easily buy and sell items to my members that work in different time zones.
May I direct you to this thread.
Trade Hub Array?
Oh and I love the idea of making meta 1-4 drops actually bpcs. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Sen Quenten
Beacon of Light
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Posted - 2009.09.10 14:33:00 -
[12]
Originally by: XXSketchxx Edited by: XXSketchxx on 10/09/2009 13:55:56
6. Allow the repackaging of ships/modules at a SMA.
Please? This seems like it should be minor, but it would prevent my OCD twitch every time I open my corp hanger array at my POS. I would think it would cut down on lag a bit too as items could be stacked (ok, probably pretty minor lag).
The gas mining ship sounds interesting, but as it is, a single hurricane with T2 harvesters can suck down an entire Instrumental Core Reservoir in a couple hours so maybe not needed... (but still cool)
And for goodness sake, the ability to tell BPCs apart from BPOs without having to Show Info on them. I fully understand why this is difficult (having looked at the database dumps), but CCP strikes me as having a pretty talented development team, and I find it hard to believe that *someone* can't come up with a decent idea for implementing this without a database explosion.
Sen
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Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2009.09.10 14:34:00 -
[13]
Here are a couple.
Being able to rent out POS lab slots. Ability to allow Alliance members or even non-aligned pilots access to POS resources.
If a BPO is researched past 100, there's a possibility that it will be damaged, reducing the ME/PE. (maybe not a hard limit, but perhaps an increasing chance the higher it goes). ______________________ Isn't it time you learned to fight back? Agony Unleashed Home of the PvP University.
Recruitment Closed until mid-Sept. |
Selak Zorander
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Posted - 2009.09.10 14:36:00 -
[14]
for reverse engineering:
Let players choose desired subsystem bpc output when starting the job just like the choice we have with invention on an item that has more than one tech 2 varient.
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Vhiskey
Caldari Imperial Forces
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Posted - 2009.09.10 14:46:00 -
[15]
- popup notification about the ideal me level when someone tries to research to a higher level at a public lab
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Yarinor
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Posted - 2009.09.10 14:48:00 -
[16]
Currently 0.0 miners are only making 2 times what a high sec miner does, (assuming crokite's the highest ore availble to him) I don't know how the "improving your 0.0" we've been promised will help that, but if we're allowed to get more ark/bistot in our areas that would help a whole lot at least.
An other problem I see with mining atm is a horrible isk/hr I did the math not too long ago and ended up on 18m isk/hr pr hulk boosted by a rorq mining crokite, this isn't too bad, but I don't expect haulers and rorqs to work for free, not to mention the logistical problems you get trying to haul it to empire.
I am not really sure how to fix this, but I really would like to see different quality roids depending on what security system you mined at. Not too long ago (haven't checked empire ores in a while so with the recent tank trit took it could very well have changed) Veldspar was the highest ISK/m¦ empire ore, which really meant that as long as the ores were there 1.0 were the best place you could mine as an empire miner.
Maybe if we got something around the lines of 1.0 Crappy Veldspar 0.9 Less crappy Veldspar 0.8 ... 0.7 ... 0.6 ... 0.5 Somewhat descent Veldspar 0.4 Descent Veldspar 0.3 .. 0.2 .. 0.1 Good Veldspar 0.0 Awesome veldspar
(Perhaps continueing to negative roids)
And make it more worthwile to mine the 0.5 Veldspar than to mine the 1.0 then we could maybe see miners moving away from 1.0 in cases where veld is awesome to mine and stay in 0.5 no matter what they're really trying to mine as long as the roid is there.
This may even open up for, dare i say it?, Lowsec mining as a viable option.
By doing this I really think we'll get away from the whole "zomg i gotz to mine thiz ore typez or my isk/hr will be lowered" because empire may not be able to keep up with the supply of lowend minerals so 0.0'ers will have to mine those to keep the supply going, in essence making sure that no matter how much 1 mineral is worth, it's always better to mine 0.0 compared to 1.0.
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zynobota
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Posted - 2009.09.10 14:51:00 -
[17]
In terms of invention: 1. Allow us to preselect the range (ie set it to system if we're using a pos to invent and not have to click that every time we invent a bpc)
In terms of production: 1. Automatically set production off bpcs to be the number of runs on the bpc. More often than not I am producing all of the runs.
In terms of POS management: 1. Dear lord please let the invention and production arrays pull from a central corporate hangar in pos's.
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Swalesey
Prosperity Through Violence
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Posted - 2009.09.10 14:54:00 -
[18]
Asteroids with multiple ore types in= bad idea. miners been greedy and not wanting to have to look for other ores. Make more sites scannable in systems so they can find other ore types, but still keep this in keeping with system's security ratings.
Taking module drops from mission runners/ratters is a bad idea, as a lot of people actualy use these module drops to fit ships in the early days, and It makes no sense that player ships drop there modules, but npc ones don't. Why would all npc ship be carrying round bpc of there own modules all teh time and what benefit does this have to people who run missions etc (I am not a mission runner) They make there isk out of these modules and salvage more than bounties often.
Decent corporate bpo/bpc library in game. As previously said, the interface for checking out blueprints is not great. improving this and the corp roles system for hanger access and how you can use a blueprint in a station would be great.
Been able to use a corp bpo locked in a hanger, and having the output and drop been a player's hanger would be great. Also, can roles be set for a persn to only be able to cancel/complete there own jobs rather than everyone's in the corp.
Perfect refine off a pos would be very good. ORE tower metioned further up thread sounds an excellent idea. Tower with refinery bonusses instead of weapons, top notch!
Setting seperate access for different corp hanger arrays/labs on a pos. Maybe an option to make an allowed list for each hanger in it's options, so members can ahve personnal hanger space on a pos then stuff doesn't get mixed up.
Don't make this a Buff industry, nerf everything else operation. Mke doing industrial tasks easier through the interfaces. Please look at the corp roles system to make it more user friendly and to make it easier to set up how you want it. current interface is not great. That'ds be my no 1 request.
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HillAnt
Amarr Imperial Shipment
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Posted - 2009.09.10 15:12:00 -
[19]
the option to automaticly select manufacturing slots based on where the blueprints are --- HillAnt corp website for entrepeneurs |
Haskell
Gallente
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Posted - 2009.09.10 15:12:00 -
[20]
Small change, big improvement:
* A "Variations" tab in the info window of BPOs |
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Viscanno
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Posted - 2009.09.10 15:15:00 -
[21]
Here is another idea:
Change the requirements to set a POS to some sort of interface in which a charge is used while launching for a successful launch. Such charges can be purchased from an NPC corp in the faction and its price could be subject to the corporationĘs current standings to that faction, and unavailable to anyone with less than a 1.0 standing to that faction.
This would help those unable to grind for faction standing to set POSes in highsec.
Viscanno
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TheBlueMonkey
Gallente Ministers Of Destruction.
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Posted - 2009.09.10 15:22:00 -
[22]
Firstly, Skills I'm not a fan of alts as it's an mmo but I'd still like to be able to put more science and industry jobs on at once. even with mass prod and advanced mass prod that's not that many slots compared to the amount you can get through the market skills.
other than that at the moment my mind draws a blank more complexity system wide asteroid belts multi ore asteroids compression in stations\pos
fix alchamey maybe?
new more exciting mining barges the orca and roqual are apprecieated don't get me wrong but we have T2 bs's now so... maybe... some more mining love there
ability to open cans in hangers remotely... that's more of a generic wants tbh
oh and an easier way of telling bpos from bpcs at a glance rather than infoing them
I'm lazy but that'll do for now --
If there's no profit to be made you need to travel further afield.
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This NameTaken
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Posted - 2009.09.10 15:28:00 -
[23]
Originally by: Swalesey Taking module drops from mission runners/ratters is a bad idea, as a lot of people actualy use these module drops to fit ships in the early days, and It makes no sense that player ships drop there modules, but npc ones don't. Why would all npc ship be carrying round bpc of there own modules all teh time and what benefit does this have to people who run missions etc (I am not a mission runner) They make there isk out of these modules and salvage more than bounties often.
Of course they make their isk from these drops. Are you aware of how much they make? There are enough tech one moduals on the market provided by mission runners to make producing tech one items from blueprints useless. In this way, mission runners are destroying manufactures.
Those items that are not sold are being recycled into minerals. In this way, mission runners are destroying miners.
Mission runners make a ridiculous amount of isk for the skill and risk involved. Part of me likes that, because I run a lot of missions, but another part of me realises that this isk comes at the expensive of miners and manufacturers. Miners make about 15% as much money in high sec per hour as mission runners. Part of that is because mission runners are producing minerals from the loot that they gather. If BPC's were droped instead of actual items, mineral demand would go up, so that miners can have a trade that pays the rent. And, manufacturers would actually have the ability to produce the items that are sold on the market. After all, I thought one of the good parts of eve is that nearly everything is produced by the players.
I understand your concern about a ship that drops a bpc... that does sound a bit odd. What if, instead, they dropped a broken modual that could not be refined, and only be used if it were "fixed" by adding more minerals? They could still be sold by the mission runners to manufacturers that were "skilled" in their repair, and the manufacturer could fix them to be sold on the market to people that need them. Of course the miner still wins as well, because unmined minerals are not undercuting their efforts.
Now, granted, the mission runners just got a slight nerf to their income, but, be honest.... They really do need it. The miners got a much needed boost, and so did the manufacturing of tech one moduals.
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Trevor Sol
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Posted - 2009.09.10 15:30:00 -
[24]
How about other ways to improve corp standings other than doing missions? I'd figure that if you're using a corporation's labs, manufacturing facilities, and reprocessing facilities all the time they may like you better. A couple loyalty points here and there wouldn't be a bad idea either.
I'm also thinking that being able to spend LP on research slots could be cool. Since ME is so difficult for us little guys to research on our own being able to spend some LP to research our favorite BPs would be cool. Maybe just be able to directly buy ME and PE points on a BP, or buy researched BPCs on the LP market. I'm sure that could be balanced well enough so as not to put the POS research jockeys out of business.
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Venkul Mul
Gallente
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Posted - 2009.09.10 15:30:00 -
[25]
Edited by: Venkul Mul on 10/09/2009 15:33:49 Must resist urge to reply to some proposal.
Invention: - add the possibility to select several identical blueprints and start the invention process for them all with the same parameters, i.e. same location, same metaitem used (or lack of it), same decryptor (or lack of it) instead of imputting the same data every time.
Manufaturing: - allow us to stat several identical jobs as above. i.e. I have 10 curator II blueprint I want to build. I select them all, select 10 runs and manufacturing location and all the 10 jobs are installed in the same location in the fist available slot, all with 10 runs.
If that is not possible, at least allow the interface to remember the last instruction given for 10 minutes, so that if I have to start 10 identical jobs the system will propose always the same station I have chosen for the first job.
Copying, ME/PE research: - please let me set the range of the job once and let it stay. My BPO is in station but the job should be done at the POS lab. I don't want my range to default to hangar every time.
Right, forgot that:
-find a way to allow us to rent out copy/invention slots in to other people in alliance and possibly outside the alliance.
- allow us to rent the ME/PE slots to people outside the alliance making them public.
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Echo Mande
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Posted - 2009.09.10 15:31:00 -
[26]
Here's something that could be done to freighters.
I'd like to see a single subsystem slot, basically allowing the entire ship to be repurposed. I'm not really thinking of T3 freighters here, just somewhat modifiable T1's
Subsystem ideas: - Ore compression (a la Rorq, not as nonsensical as it sounds) - Ship maintenance array - Jovian Station Squeezer (think of a giant lemon juicer)
Fitting one of these subsystems would give the freighter those abilities instead of the default (cargo) stats.
Comments?
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Venkul Mul
Gallente
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Posted - 2009.09.10 15:51:00 -
[27]
Edited by: Venkul Mul on 10/09/2009 15:51:17 High sec POS for corporation without stellar standing:
Currently most corp do complicate maneuver firing people or getting them in to set up a high sec POS. After it has been placed they will resume everyone, even to the point to get negative standing with the faction owning the system.
A better way would be to check regularly (once week?) for the current standing of the player corp and apply a modifier to the number of empire charters used by the tower if your standing is higher or lower than what is required by the system where your tower is anchored.
For example: Corp A has standing 6 and anchor a POS in a sec status 6 system, they pay like today. If they anchor it in a sec status 7 system they pay a premium (let's say a extra 20%). If they anchor in a sec status 5 system they get a discount (smaller than the increase in cost for higher level system, for example a 10%).
Corp B never cared much about running missions so they have only a standing of 1 with a specific empire faction, but they want a high sec tower. As the owner don't like them much he ask a higher rent so they must pay (for example) 80% extra empire charter each hour as POS fuel.
The concept "you need to get the standing only once, then you are set for life" seem a bit broken.
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Mashie Saldana
BFG Tech
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Posted - 2009.09.10 15:53:00 -
[28]
Remove T1 loot, replace with various types of metal scrap similar to drone minerals but using similar composition and compression as T1 loot. This way it won't nerf mission running and open up the industry to build T1 modules.
Introduce a way to build meta 1-4 items, reverse engineering of T1 prints or similar activity.
Let us install multiple S&I jobs at once.
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Yelan Zhou
Amarr PIE Inc.
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Posted - 2009.09.10 16:12:00 -
[29]
Edited by: Yelan Zhou on 10/09/2009 16:12:07 An interesting idea to manufacture meta 1-4 items would be combining the base item(meta 0) with salvage to modify it imo.
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Kaldira
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Posted - 2009.09.10 16:34:00 -
[30]
Edited by: Kaldira on 10/09/2009 16:38:23 A save settings option in some of the S&I dialogs so dont have to continually have to set input and output hangers.
Ability to remotly add or remove items from containers or even better to be able to use BPCs for invention direct from a container for example.
As mentioned already - central corp hanger arrays acting as a top up for labs, assembly arrays.
Ability to see whats in the arrays, labs remotly just like you can other hangers.
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Chi'kote
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Posted - 2009.09.10 17:19:00 -
[31]
Well, the second poster already linked my old thread (thanks ), but that plus a few others:
-ORE tower to improve industrial activities in low / null / WH space (mainly the last 2).
-Gas harvesting barge
-LOVED the idea of rats dropping named bpc's instead of actual named items
-Probably agree with removing basic t1 loot from rats
-Better risk vs reward in mining activites from 1.0 to 0.0. .1-.4 just isn't really worth it isk-wise, though in a quiet dead-end system I find it nice to just sit in HUGE belts. And unless you have an ABC belt in 0.0, high sec belts are king due to safety.
-I wouldn't mind adding some contracts-only ORE barges that fall between t1 and t2 barges performance-wise, just like there are for most classes of ships. Plus an ORE industrial ship with an ore bay larger than an iteron V can hold (like 50,000 m3), but either a very small cargohold (500m3 or so) or none at all.
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Kazuo Ishiguro
House of Marbles
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Posted - 2009.09.10 17:22:00 -
[32]
A search box for the blueprints screen (like the one we already have on assets windows). --- 34.4:1 mineral compression ISRC Racing, Season 7 - schedule |
Kennys Zombie
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Posted - 2009.09.10 17:35:00 -
[33]
-Ability to install any number of identical jobs off different prints at the same time
-Ability to rent lab slots to public - Perhaps allow materials needed for invention to be at the station instead of at the lab, and allow BPCs made from copying to go to the station instead of the lab. This would also be nice for normal people, since as it is you just have to take a shuttle out to the POS and grab BPCs every few days.
-One hanger at a POS, its a headache keeping materials divided as needed among 5 different build arrays and stuff
Basically just remove annoying and pointless small things that make no real difference to balance, but would save head-banging on desk.
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Commander Ogir
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Posted - 2009.09.10 18:16:00 -
[34]
Bring EVE to life, meaning: Let there be basic requirements for stations, and make other stations producing them. Like "Quafe". Expand that to: food, water, whatever. I know they are there, but they aren't essentiial enough. I dont think many people deal with elecgtronics, do they?
Make stations need these items and transport them either via players (station makes buy orders) or, if no players react on that, let there be npc transports. (let the npcs really take the flight so you can start embargos on stations (yeah, concord will kill you, but some pirates wont mind that) or even for FW features)
If stations dont get what they need, make them loose population (decrease the services on it) and finally close down. (you can dock, but no service, no market, no whatever) Pick up the transportation, and the station will come to life again.
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Aelana Anais
Gallente Night Walkers Cold Fusion Syndicate
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Posted - 2009.09.10 18:18:00 -
[35]
I can't believe no one has said:
Fix the ORCA corp bay... so that non-corp members can draw from it if in fleet (doesnt work right now even with the allow fleet use options) so that the pilot can name and set permissions on the tabs instead of inheriting from the corp
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Creepin
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Posted - 2009.09.10 18:39:00 -
[36]
Originally by: Venkul Mul Copying, ME/PE research: - please let me set the range of the job once and let it stay. My BPO is in station but the job should be done at the POS lab. I don't want my range to default to hangar every time.
This, really! Do something with this already, anything! Set up default as "solar system" when working with BP located in corporate hangar; give us "remember settings" button like you gave market traders; or just simply remember last choice, but please remove this need to manually re-set range each time I'm going to do something involving my blueprints & my pos. Pleeease?
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Adunh Slavy
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Posted - 2009.09.10 18:51:00 -
[37]
Allow all players to be able to produce Dust and WIS stuff and mine it's resources in space, from noobs to vets, 1.0 to -1.0 space.
Remove all unnamed T1 loot drops from rats.
Improve POS/Hangar/Corp/Alliance security - go away from the SQL security paradigm and move to the file system paradigm.
POS are ugly, use that very nice modular idea that was in F&I forum a couple years ago. Was super slick.
Reduce number of Roids - Make minable zones. I know the op said no explanations but most say "huh?" - If a ship is in an area of some predertmined coordinates, they can turn on lasers and the ship mines, no need target anything. Graphics change to see non-collision detecting sprite like elements, so ships appear to be deep in an astroid belt with out the server having to keep track of all the roids. The roids can bounce off a ships shield and lasers shoot the roids, but no need for everyone to have the same view - do that part client side. For instance, "If ship is at X>45 AU & X<47 AU & Y>45 AU & Y<47 AU & Z>-1 AU & Z<1 AU - then show astroid belt graphics and allow mining laser to mine whatever kinds of crystals are loaded, yep crystals for civilian miners too - Show mining laser shoot at client side roids - after 3 mins, fill hold with N stuff, repeat." In other words, so long as a ship is so far from the star, but not too far, and not to high or low on the system plane, then it can mine and see client side roids. If I see somone else mining, I see them mining, but I may see them shooting sprite A when they see sprite B - who cares, it doesn't matter. For the solar map, add fluff to map graphic, all done. To find minable places, anamoly scanner to the rescue, place holders can shift around every few days or people can use their own book marks. Victims can still be jet can robbed, but thiefs may have to use probes, oh noes.
Can use same method around a singular point as well, not just the star, can be used for gas, dust (not Dust), comets, Ice, plasma, organic space goop, whatever. There, system wide belt with less overhead than current static roid system.
Increase the amount of salvage dropped so rig use is more common and accesible to newer players, increase supply.
Shift all production, ships, ammo, modules, to modular construction like Caps. Add more horizontal though accessible layers, no more or less accesible than normal t1 production.
Takmahl, Talocan, Yan Jung, Jove - wormholes, t3 - Tn
Itty Bitty Mini POS for personal use - do not require moon, allow to be placed anywhere, just give em a scan sig.
The Real Space Initiative - V5 (Forum Link)
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Ehricha Valdis
Evoluxa
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Posted - 2009.09.10 19:00:00 -
[38]
There's a lot of really good ideas presented here, so I just want to reiterate the few that I feel the most strongly about -
- Remove named loot from missions. Make it some kind of scrap that can be manufactured into the named items. The named items would then mirror the rig market and can be properly balanced from there.
- Ability to rent out all types of POS slots to an alliance, and preferably even the public.
- Super small mini-POS, so to speak. Like all these habitation modules you see in missions with very small personal facilities. Honestly even if it wasn't industrial based with lab slots, I'd like to see small little personal outposts with a hab module and storage containers slung out. Very pirate gang living style.
- Negative effects for doing stupid amounts of research on BPOs.
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.09.10 19:08:00 -
[39]
the whole post of "ideas for mining" that a few guys got a link to in their signature... someone post it please, i cant find it!
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Thara Neru
Hellstrome Holdings
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Posted - 2009.09.10 19:15:00 -
[40]
How about creating something like a POS for Belts, call it a mining colony or something. It would be great to be able to mine with drones or modules without having to be online. Mining is so boring but everyone needs ore.
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Caelum Mortuos
Gallente Zero G Research and Development
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Posted - 2009.09.10 19:18:00 -
[41]
Please overhaul the S&I interface, it's horrible.
Settings that forget themselves every single time are terrible when you have to run hundreds of manufacturing/science slots every week.
I also agree with most ideas already presented here. Industry in general needs to be more indepth.
I'd also like to see more progression in manufacturing in general. It's not right that anybody can produce a near perfect any T1 manufacturing character in less than a month
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Jonathan Calvert
Minmatar Empire Mining and Trade Matari Visionary Coalition
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Posted - 2009.09.10 19:22:00 -
[42]
Give us a better way to secure corp assets, specifically in POS. Let us setup stores, so that people can buy goods from us based on reputation, not price. Allow us to modify prices by standing: deny, discount, tax. Let us setup up job batches, so I dont have to click 10 times for each bpc.
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Terrible Karma
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Posted - 2009.09.10 19:37:00 -
[43]
Edited by: Terrible Karma on 10/09/2009 19:44:38 1. Fix Corporate security!!! Allow corporations to define their own member access privileges down to specific items/models/etc.
2. Fix POS security!!! Allow owners to define to define their own access and privileges lists.
3. Fix POS reactor linking. Allow reordering of the silo/reactor/miner list. In some cases the list is so long you can't link things.
4. Clean up the POS space clutter!! Automatically place new POS structures. As a side effect, this will necessitate a central POS depot where all materials, fuels, BPO's, etc. are stored/removed. Also see POS: Flogging the Dead Horse.
5. Sort BPC from BPO! Could require isk fee to reduce over usage.
6. POS fuel pellets!! Why are we wasting so much time counting commodities?!? It's POINTLESS busy work!!!
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Tau Cabalander
Caldari
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Posted - 2009.09.10 19:39:00 -
[44]
Edited by: Tau Cabalander on 10/09/2009 19:42:23
* Add ore holds to barges and exhumers.
* Add a POS refining array that can do 100% yield of ore
* Add ore, ice, and gas harvesting rigs.
* Add ice and gas mining drones.
* Add gas bonused exhumer.
* Allow mining lasers to be used as weapons.
* Limit BPO to perfect (no waste) ME and PE levels.
* Make the positioning arrows on the lime green POS structure placing cube scale with zoom factor.
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Wasted Skillpoints
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Posted - 2009.09.10 19:52:00 -
[45]
Edited by: Wasted Skillpoints on 10/09/2009 19:53:08 Batch Install - Invention/Manufacturing/copying/everything.
Also, no popup for invention results.
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Slave 2739FKZ
Minmatar
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Posted - 2009.09.10 21:21:00 -
[46]
Edited by: Slave 2739FKZ on 10/09/2009 21:22:29 * Revisit T1 industry (some suggestions): - T1 loot shouldn't be droped by NPCs (substitute by 'alloys' or other recyclable stuff). - All T1 should use new components that have to be manufactured from minerals to increase the market. - Increase building times A BIG DEAL (50% of T2 for example). - Remove named stuff.
* Revisit moon minerals in T2 production: - All R64 should be as important, all R32's too, etc. - Fix alchemy, the numbers were made when the moongate scandal was running yet, so they are way off. - Probably tie moon production output to new system upgrades and sov system coming in Dominion 8looking at the future).
* T2 BPO, there are soem issues with this CLEARLLY as was seen in the last QEN, my suggestion is to tweak the T2 BPO PE levels so they can't produce faster or even 1/2 of the speed of an invented BPC. Also production times MUST be tweaked in some modules/ships (hello ceptors, looking at you).
* Add a mini-freighter (no, Orca is not)... we need more transporting options between rigged T2 industrial and a freighter. Maybe specialized freighters even (for transporrting rigged ships, etc.).
Will think more things but that's it for now. WIS is an expansion which allows EVE players to wear leather and walk around stations.
Dust514 is a console shooter/rts which will tie into EVE and affect sov. |
Ukucia
Gallente The Scope
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Posted - 2009.09.10 22:00:00 -
[47]
Edited by: Ukucia on 10/09/2009 22:04:56 Most of these were mentioned by others, but I'll reiterate them so they get another 'vote'.
- Reduce/Remove T1/named loot so new manufacturers have something to make. - Some way to get POS refineries > 75% - A way to sell all lab slots to the public. Add 'em to the list when they're choosing a location & take the materials from their personal hangar. - A 'tugboat' ship that can be used to move ships the producer can't fly. Could also be used to move rigged ships. - Industrialists need a way to boost their standings that is on-par with mission runners. If I've mined a trillion m3 of veldspar at one refinery, wouldn't they start to like me at least a little bit?
And after setting up a POS this weekend, this one gets many votes from me: - Make the positioning arrows on the lime green POS structure placing cube scale with zoom factor.
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Jacque Custeau
Knights of the Minmatar Republic
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Posted - 2009.09.10 22:22:00 -
[48]
Not sure if this has been mentioned:
* Different Icon appearance for BPOs and BPCs. We should not have to right click and go to 'Show Info' to find out what is a copy and what is an original -------------------
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Keiko Shizuka
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Posted - 2009.09.10 22:30:00 -
[49]
I'd like to see:
- Batch processing blueprint actions to cut down the number of clicks needed, that includes blueprints being researched on, invented and manufactured from.
- The ability to save common blueprint "jobs". Again, to lessen the number of repeated clicks.
- Lessen/Remove the number of dialogue windows that prevent clicking/interacting with other objects in the game in the Science & Industrial area.
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Iv Dor
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Posted - 2009.09.10 23:43:00 -
[50]
* Fix high-sec POS launching. Requiring such high standings for the entire corp is pretty much an impossible feat for any normal corp with a wide range of members and activities. But because you only need the standings to anchor the tower, there are tower anchoring services that are widely used.
1) So now, everyone does the start new corp, hire pos launching service, add everyone in again. (or drop everyone from current corp and hire services)
2) I like the idea of higher charter costs depending on corp standings. I'd say something like increasing the cost of charters and charging 1 charter for every point difference between corp standing and system security, rounded up. Eliminate anchor and forget, as the corps standing goes up and down, so do the charter requirements.
3) Eliminate Control Towers that sit in space in an offline but anchored state. Or make them scoopable by players if left neglected too long.
4) Seeing a tower's fuel levels (hours/days remaining) remotely. Even in the real world would be able to do this, how about the super hi-tech future that is EVE, we cannot? And if CCP feels generous, more automated means of fueling the tower (remotely too) would be great. We DO live in the high-tech EVE world right, that's more advanced than 21st century earth.
* An ORE Industry Control array that is anchored within the shields that adds refinery percentages, boosts mining bonuses for corp/alliance members in the same system mining, but as a consequence eliminates all offensive bonuses of the control tower. Maybe add a few more drawbacks to the tower depending how CCP wishes to balance this array. The mining bonuses would not stack with any other ORE Industry Control arrays in the same system.
* Why in the world can a freighter not pick up from a jet can or GSC? How about a freighter sized and secure anchored can? Could put some high Anchoring skill requirements on this. This is just as balanced as an Orca with a specialized ore bay, since the Orca can align/warp much faster, allows miners to drop ore directly into it themselves, can fit tractor beams and can sport a tank.
* Remember the range for doing Science and Industry jobs, don't default to your current hanger.
* Rats shouldn't be using t1 variants of modules, let the industrial players control that market. A rat supposedly has perfect skills, and yet they're using t1 gear? If rats are going to stop dropping T1 gear, then perhaps make the skills required for meta 3,4 gear somewhere in between that of a t1 and t2 item. I don't like the idea of blueprint copies of the meta 1-4 items, as it was said before it would be lame that a player's ship drops the modules and an NPC ship drops blueprints? Imagine a new EVE player's reaction to this.
* Fix alchemy... large alliances have too much control over a t2 market that effects most pilots, where most pilots don't have anything to do with 0.0 warfare/control.
* Cap blueprint copies at perfect ME/PE levels, and retroactively reduce all bpos on the market to their respective perfect levels if their higher. Or, even better, if perfect ME/PE is reached, then list the level as "perfect", without a number at all. This way when folks are browsing for BPOs/BPCs for sale, they wont buy someone's ME300 bpc over another's ME27 bps when they're both going to provide perfect material levels.
Iv Dor |
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Castaspella
Magic 420
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Posted - 2009.09.11 00:30:00 -
[51]
I have two, briefly:
1.) Have T1 BPC's ME/PE impact the ME/PE of a successfully invented T2 BPC.
2.) Have rogue drones drop items that can be refined into moon goo instead of minerals.
Good luck with this!
Castaspella Antarian Ranger |
ingenting
20th Legion Sodalitas XX
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Posted - 2009.09.11 00:33:00 -
[52]
Originally by: Jacque Custeau Not sure if this has been mentioned:
* Different Icon appearance for BPOs and BPCs. We should not have to right click and go to 'Show Info' to find out what is a copy and what is an original
will never happen
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Craig Skyle
Minmatar
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Posted - 2009.09.11 00:35:00 -
[53]
Saw some ideas I liked so I will chime in and perhaps add a few . . .
ORE Tower & more ORE faction ships- I like this idea, and perhaps the barge portion should be extended to each Empire's premier mining NPC corp as well?
Gas Cloud Harvesting Upgrade- Like the current Ice & Mining upgrade modules. Perhaps this exists and I have not seen one . . . but I have been looking.
Mine/Ice/Gas rigs- Or even electronics rigs that lower CPU needs for Mining Upgrade skill like we have electronics rigs that lower CPU needs for Weapons Upgrade skill.
Easier to find Grav sites- I have scanned down a few, and from my little experiece, the OP for this idea is right, they are harder to find it seems.
Larger anchorable containters
POS changes- I would love to be able to really make public my ME, PE and maybe Invention and Copy slots at the Mobile Labs to friends outside my corp.
BPC/BPO distinctions
Craig Skyle SkyleTech R&D
SkyleTech R&D, for quick turn around time on your research projects, contact us. |
Casiella Truza
Back Alley Trading Company
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Posted - 2009.09.11 01:02:00 -
[54]
Edited by: Casiella Truza on 11/09/2009 01:02:44 In no particular order.
- Player-produced cybernetic implants
- Balance the risk and reward of lowsec / nullsec mining
- Smaller deadspace structures that do not require standings ("shantytowns")
- Starbases that don't look like my kindergartener's room
- Corporate asset / Science & Industry / Wallet / Market user interface review (these are all closely tied together)
- ME lab availability
- Viable T2 rigs
- T3 industrials
-- EVE Blog EVE Twitter |
Iv Dor
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Posted - 2009.09.11 01:23:00 -
[55]
I thought a few more things at would be awesome! Since we're talking about Industry enhancements, and that ties right in with Sales:
* Allow the the corporate sales orders to break off into it's own window. So one can view the corp's current orders while browsing the market for additional items to sell/buy.
* Modification of corporate orders created by other members. I was highly disappointed this wasn't already implemented the first time I tried it. It should be a grantable right (or director right). There might need to be an additional option when creating a corporate order, to allow the corp to change your order after it is placed. The ability to change the orders must still fall under the same skill limitations that the creator of the order abides by.
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Johnathan Roark
Caldari Quantum Industries RAZOR Alliance
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Posted - 2009.09.11 01:28:00 -
[56]
Mine aren't really limited to science and industry, but would help all corporations:
Corp Divisional Contracts - Basically lets corporation members assign a contract to a small group of members instead of one person or the entire corporation
Office Roles - Allow us to assign custom roles to offices for setting roles. IE, Manufacturing Base. Also a preset role for starbase and capital CHAs.
Quantum Industries is recruiting! |
CIrran
Israeli Space Corporation
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Posted - 2009.09.11 01:32:00 -
[57]
Allow the market rates for good be linked to standing so I can fleece people with negative standing in my area or reward friendly corps. Also have an internal corp market. I could then sell at cost to my corp mates.
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W3370Pi4
Caldari
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Posted - 2009.09.11 01:35:00 -
[58]
A major overhaul of the science & industry menu and related functions like inventions , manufacturing ect. this system is not functional at all.
The implementation of a custom invention/manufacturing/ect job creation would be nice. _______ Join the "Legit Trading"Channel |
Dafydd ab'Rhys
Caldari Kamikaze Fleet Elite The Firm.
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Posted - 2009.09.11 04:36:00 -
[59]
Hi all
Just some ideas
Gas harvesting specific ship (maybe a T2 mining Cruiser ie t2 osprey etc)
A ship to ninja moon mine. Something that can duck into the area around a moon, avoide the autmatic guns of a POS (but not player controlled ones) and draw moon mineral into its hold. Maybe make it a T2 mining frigate (ie T2 bantam) so that it does not affect existing market too much.
Loving for the Ore strip miners to make them worth something. At the moment as a faction item they are worthless as a T2 miners are better and you don't need to go to 0.0 for them
I echo the BPO / BPC identification. Different colour on BPs (blue = BPO. Green = BPC)
Echo the T1 drop rate andf the drone drop rate. As someone who is a highly trained miner (Exhumer V, etc) I mission for most of my mins. Pulled out the hulk yesterday for the first time in 3 months and that was only because I found a belt with kernite and Omber, which I want for story missions.
Adjustment of the Iteron V so that it is not better than all the T2 version (including the Gallante Transport). (now I know that one will get me lynched)
I think thatĘs about it for now
Cheers Dafydd
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Zyris
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Posted - 2009.09.11 05:49:00 -
[60]
Internal Corp Market System - Current stocks off Ships/Modules etc can be seen by corp memebers and were to get them. - Also the ability to request Ships/Modules etc to make it easier to for corp industrialists to produce whats in demand. - Possibly expand to cover alliances as well.
Item Stacks - The ability to split one stack of items in to .. well as many as you like. Its such a simple but time consuming task to split up ore/minerals or mission loot between a group at the end of the event and the more players the longer it takes. To start with i'd be happy with even stacks but later more advanced calcuations would be welcome.
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Venkul Mul
Gallente
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Posted - 2009.09.11 06:24:00 -
[61]
Originally by: Iv Dor
* Rats shouldn't be using t1 variants of modules, let the industrial players control that market. A rat supposedly has perfect skills, and yet they're using t1 gear?
Where you have got that idea? Rats have all levels of skills, from lousy to above player level
Quote:
If rats are going to stop dropping T1 gear, then perhaps make the skills required for meta 3,4 gear somewhere in between that of a t1 and t2 item. I don't like the idea of blueprint copies of the meta 1-4 items, as it was said before it would be lame that a player's ship drops the modules and an NPC ship drops blueprints? Imagine a new EVE player's reaction to this.
No, especially if T1 meta 0 items are removed, meta 1-4 should stay.
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Mara Rinn
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Posted - 2009.09.11 06:57:00 -
[62]
My ideas:
Fix blueprints so that you can have a different icon for BPO vs BPC. This could be done client side, server side, or in some magical world in betwee, doesn't matter.
Remove meta-level 0 loot from NPCs.
Reduce all drops from NPCs in hisec - the pirates are being reaped daily, they don't have time to get good equipment to their hisec hideaways.
Move all asteroids (ores and ice) to exploration sites.
[Aussie players: join channel ANZAC] |
Zindevar Devetaki
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Posted - 2009.09.11 07:11:00 -
[63]
Edited by: Zindevar Devetaki on 11/09/2009 07:12:35 Ability to share personal blueprints without them being lost in the corp hangar For example, share them from your own hangar or the ability to flag items in the corp hangar as belonging to someone and only that person can remove it (director/CEO could deliver it to the owner also)
Ability to research and copy blueprints from personal hangars using corp/alliance slots, taking needed items from personal hangar. Copies delivered to personal hangar.
Ability to build with corp blueprints using minerals from your own hangar and using your own wallet.
Fix the &*#^$%# blueprint lockdown method, plenty of good ideas on how to do this floating around.
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Spacing Cowboy
Caldari Rule of Five The Junta
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Posted - 2009.09.11 07:30:00 -
[64]
Keep the T1 drops, but reduce them a bit ( a day / week one player must be able to start up without understanding the market or actually having ISK at all )
Larger deployeble storage for beltmining / anti flipping , a mini-deploy-everywhere-pos would be great, but give it the need to be mounted on a astroid ( to prevent it for being used at gatecamps / station camps ) "pure industrial use only" Give it moderate firepower (anti suicide gank strong) , but don't make it useble as porta-firebase-stations. Or... you could.. :)
Don't make them to cheap or easy to get, you have to put in some efford to use the option, but don't make it to complex that only a corp or "100% miner" can use them. Leaving you with a choise between more efford = safe , lazy = unsafe
A mini orca as midway between mini-pos , figur a way to use it as mobile exploration base , But able to lock the door so solo use is possible.
love the research for LP idea, allowing starting industrials a way to do research without the insane waiting time at npc stations, or having to start a pos/lab
Reward ( as in security ) players more who put in efford for safty / mining yield ( hidden belts ) but in return punish the afk miners.
Give retrievers more tank, there just to easy to pop, you have no chance to escape trouble.
just some brainfarts
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JitaPriceChecker2
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Posted - 2009.09.11 08:13:00 -
[65]
Edited by: JitaPriceChecker2 on 11/09/2009 08:13:33 * 'Fix' Lo-sec ores, they the most useless atm.
* To much skillgap from retriever to covetor to low from covetor to hulk.
* Gas mining ship .
* Minable moon minerals (not automaticated) from somewhere else that static moons.
* Reduce clikfest that you need to install multiplay jobs.
* ORE tower.
* Changing type of stuff that siloses contain shouldn't require Starbase Config role.
* Make a diffrence beetwen BPO , BPC.
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Thunder Jolt
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Posted - 2009.09.11 10:15:00 -
[66]
Edited by: Thunder Jolt on 11/09/2009 10:23:07
* Make a difference beetwen BPO , BPC
* Queueing research in POS (24h to 48h would be nice to avoid logging every 4hours to deliver lowly researched BPO)
* Unstacking many items at once (try unstacking 1 unit of 10 units for 150+ bpos...)
* Upgradable Advanced / Mobile laboratory (avoid POS spamming)
* List number of items when creating/viewing a contract (when right clicking you can get it but creating a contract from scratch doesn't give you the number of items in the contract)
* Add Science / Industrial Boosters (for a job or a time frame, like any combat boosters)
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Satan's Apostle
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Posted - 2009.09.11 10:58:00 -
[67]
nerf level 4 missions.
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Slave 2739FKZ
Minmatar
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Posted - 2009.09.11 11:06:00 -
[68]
More stuff (sorry if ghas been said allready):
- T2 salvage reaction = only on lowsec or 0.0 - Better POS refining modules for null/low? - Way to gain standing more effectivelly for industrials with given npc corps (no courriers/combat). - Fix boosters! No profitable to run the whole damn proccess right now. - Stackable BPC/BPO; distinction of soem sort (there must some workaround technical issues, keep pushing it).
WIS is an expansion which allows EVE players to wear leather and walk around stations.
Dust514 is a console shooter/rts which will tie into EVE and affect sov. |
Ad Valorem
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Posted - 2009.09.11 11:28:00 -
[69]
As mentioned a few times already, change the interface on manufacturing / invention / research to reduce the number of clicks required to start anything. Seriously its ridiculous that I can't start max number of jobs together if I have all the inputs there. This is the future dammit!
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Sim Cognito
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Posted - 2009.09.11 11:52:00 -
[70]
I would like to see our favourite developers deal with the mission loot issue which absolutely destroys mineral prices and miners end up being idiots mining less minerals than those that do missions and reprocess the loot or in other words nerf mission loot/reprocessing of modules
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Fitz VonHeise
Eye Bee Em
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Posted - 2009.09.11 11:56:00 -
[71]
A lot of great ideas in here.
I would like to add my voice to allowing more people to have corp hanger access at POS's: Seven hangers is just not enough.
And in case others didn't mention it this guy has good ideas too: POSs: Flogging the Dead Horse
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.11 12:11:00 -
[72]
Originally by: Slave 2739FKZ
- Fix boosters! No profitable to run the whole damn proccess right now.
Synth might need some looking at. The others are plenty profitable. The problem is the penalties/expensive skill book to reduce said penalties create a hump most players don't want to cross
The production process is fine (other than the annoying deal with the reaction interface and not being able to move silos up and down). _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Railman
Arcteryx Research Army of Darkness.
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Posted - 2009.09.11 12:29:00 -
[73]
My ideas and a some others ideas that i support:
pos market
Take away mission loot drop and replace it with pure salvage and/or drop named bpc.
Let there be ore pos that you can deploy in belts that you have explorde in wh-space with purpose to mine the roides in it, like moon mining but its asteroid mining yee you get the picture BUT this will only work in wh-space. Make it possible to unanchor other corp/alliance/players pos if it's offline or even cooler, If you decide just to shoot it down let there be pos wreck so may I introduce the orca salavger that can only salavge pos and pos modules. Introduce the gas barge. And last I want a remote resistance armor/shield transporter
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.11 12:30:00 -
[74]
Edited by: XXSketchxx on 11/09/2009 12:30:47
Originally by: Thunder Jolt * Add Science / Industrial Boosters (for a job or a time frame, like any combat boosters)
Love this idea. No reason combat pilots should be the only ones to benefit from illegal narcotics. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Martin Baptiste
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Posted - 2009.09.11 12:52:00 -
[75]
Thanks for bringing this up and bringing it to us. I have only one suggestion and its the one that would have the biggest impact. It's already been mentioned in the thread several times, but I'll add my voice to the call:
Eliminate NPC T1 loot drops.
Instead, (1) add a chance of getting meta 0 T1 items as salvage along with the normal salvage materials and (2) add meta 1-4 BPCs as mission rewards for agents in the Marketing, Manufacturing, Mining, etc. divisions.
This way mission runners can still take in a bit if they go to the trouble to salvage and industrialists can serve as the primary T1 module providers.
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Zylawy
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Posted - 2009.09.11 13:03:00 -
[76]
Originally by: Fitz VonHeise A lot of great ideas in here.
I would like to add my voice to allowing more people to have corp hanger access at POS's: Seven hangers is just not enough.
And in case others didn't mention it this guy has good ideas too: POSs: Flogging the Dead Horse
I love that idea too, and have been supporting it for 2 years now.
but but its too hard..... now would be a good time for them to implement this.
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Slave 2739FKZ
Minmatar
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Posted - 2009.09.11 13:33:00 -
[77]
Originally by: XXSketchxx
Originally by: Slave 2739FKZ
- Fix boosters! No profitable to run the whole damn proccess right now.
Synth might need some looking at. The others are plenty profitable. The problem is the penalties/expensive skill book to reduce said penalties create a hump most players don't want to cross
The production process is fine (other than the annoying deal with the reaction interface and not being able to move silos up and down).
There is no way enought marke for it, so they need to make them more popular/available. (skillbooks or whatever bottleneck there is) WIS is an expansion which allows EVE players to wear leather and walk around stations.
Dust514 is a console shooter/rts which will tie into EVE and affect sov. |
XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.11 13:39:00 -
[78]
Originally by: Slave 2739FKZ
There is no way enought marke for it, so they need to make them more popular/available. (skillbooks or whatever bottleneck there is)
You are mistaking profitability with marketability. If you look closely, I agree that there is a bottleneck in the form of the skillbook and details of the boosters (penalties). You initially referred to the process not being profitable. The process is in fact, quite profitable with the proper investment and research. The problem is marketing the final product. But that has more to do with boosters themselves, rather than the actual booster industry/process. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Vanilla Prime
3M Industries
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Posted - 2009.09.11 14:21:00 -
[79]
Originally by: Zyris Internal Corp Market System - Current stocks off Ships/Modules etc can be seen by corp memebers and were to get them. - Also the ability to request Ships/Modules etc to make it easier to for corp industrialists to produce whats in demand. - Possibly expand to cover alliances as well.
This, but for alliance.
I'm actually seeding an internal alliance ship market through the use of contracts. It somehow works but need constant watch to refill stock as soon as a ship is bought. Any char can create 500 contracts to corp but alliance contracts are private and so limited to 21 by skills ;(
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Grendell
Technologies Unlimited
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Posted - 2009.09.11 14:42:00 -
[80]
1. More corp wallet divisions 2. More corp hangar divisions
It's really annoying to have to use multiple corps to get everything seperated and organised.
Other then that
- Contract API - Seperate roles for labs and factories - Seperate roles for specific POS modules - Seperate the roles for being able to offline and put online pos mods. - Allow multiple identical job input - POS ownership transfer between corps - A hauler with 10,000m3 cargo bay, but with a 2 million ship maintenance bay. So we can haul rigged ships through empire properly. - Allowing market orders to be only viewable by corp or alliance members. - Select all, unstack all.
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Daemien Murdoc
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Posted - 2009.09.11 14:45:00 -
[81]
Originally by: Adunh Slavy Itty Bitty Mini POS for personal use - do not require moon, allow to be placed anywhere, just give em a scan sig.
This one
The usual: One asteroid contains different types of ores. Individual ore extractable by Deep Core Mining and specific crystal. T1 Miners would just strip mine everything.
Remove all loot from missions / rats -> buff bounties. And buff/rework salvage/salvaging. Add possibility to "rig" T1 modules to upgrade their meta level.
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Grendell
Technologies Unlimited
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Posted - 2009.09.11 14:48:00 -
[82]
Forgot to mention removing t1 modules from loot tables, that one is so obvious I didn't even write it in my original post.
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Leather Jack
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Posted - 2009.09.11 15:13:00 -
[83]
Originally by: XXSketchxx
9. Remove T1 NPC drops to boost T1 manufacture.
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Moon Dogg
Gallente The Arrow Project Morsus Mihi
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Posted - 2009.09.11 15:27:00 -
[84]
Edited by: Moon Dogg on 11/09/2009 15:30:47 Well, here are some of the things I have ranted about to corpies:
Reduce POS fueling nightmare Create POS fuel cores for each racial fuel type to replace the laundry list of fuels needed now. Maybe create a BPO of each fuel core that requires all of the former POS fuel types in some quantity to make, as well as ōxö amount of something else. You could even create 10-, 20-, and 30-day fuel core BPOĘs to accommodate needs and budgets.
Gas Mining Barge We have a Skiff for Mercoxit, a Mackinaw for Ice, so where is our gas mining Barge? Heck, I would settle for a Mackinaw that is dual-bonused towards either Ice or Gas.
Gas Strip Miner If we get the barge for Gas, we need the strips
POS Security Revamp. Make it less restrictive, which will allow individuals to set up their own towers without compromising corporation security access. Is this as simple as classifying the deploy of a tower as ōPersonalö or ōCorporateö, with all Personal towers reverting to a set of permissions as set by the anchoring player, and all Corporate towers reverting to the set corp policies?
Anchoring Times A bit long, I think. Is changing it to 1-2 minutes per item too much to ask? *edit: I am a bit flexible here. Longer anchoring times make it possible for corps/alliances to respond to hostile towers, which is good for them, bad for the tower owner. Maybe I'll wait until after the sov changes before I start beating this drum too loudly :-p
T2 Mining Drones can mine Ice and Gas Well, at least Ice. T2 mining drones and gas clouds that make big BOOMS could make for dead T2 mining dronesą
Is this a BPO or a BPC? You know the drill on this one. Everyone wants it to happen.
Rigs for Miners Something that increases CPU in exchange for shield recharge, maybe?
*********************************** "Burn the land, boil the sea, you can't take the sky from me..." |
Venkul Mul
Gallente
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Posted - 2009.09.11 17:14:00 -
[85]
Originally by: Martin Baptiste
Instead, (1) add a chance of getting meta 0 T1 items as salvage along with the normal salvage materials and (2) add meta 1-4 BPCs as mission rewards for agents in the Marketing, Manufacturing, Mining, etc. divisions.
BPC for modules used on the ship is one of the worst immersion breaking idea I have seen.
If you really want a industrial phase for meta 1-4 items make the ship drop damaged meta 1-4 items that need repairing (new station/POS service, not the current system).
But then if NPC ships stop dropping intact modules (or stop dropping modules at all) you need to do the same thing for players ships. Doing it differently is again immersion braking and very fastidious as you see a disparity in shooting NPC and PC.
A NPC ship occasionally and very rarely dropping a BPC is a thing, making it a everyday occurrence is horrible. Even more if you think that BPC aren't stackable. 1 damned item in the hangar for each item dropped by NPC? [shudder]
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G'Kar5
Gallente Intaki Research and Manufacturing
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Posted - 2009.09.11 17:17:00 -
[86]
IMHO, the biggest problem with industry right now is the corporate security model. It's really restricts the ability of industrial corps to grow, while maintaining security from corporate thefts. I am not saying we need to get rid of theft, just that we need many more controls such that a person can be granted access to various things at a very granular level.
This is a lot of information, so it may not all make sense to the end :(
First, I think we need to completely change the access control mechanism. I'm essentially building a unix model for security as it gives us a great degree of flexibility. We need 3 levels of access: Read, Write, Execute. Read is simply query, but not be able to interact in any way, Write is the ability to add/remove items, Execute is the ability to USE an item in some industrial process (ie install a BPO, use materials for a manufacturing job, etc). It is really important to distinguish between these three, as sometimes I want people to be able to just SEE what I have for transparency purposes as opposed to letting them use minerals for a job.
Next we need to completely change the ownership model. Every object should have a user and group owner. A user is a character and a group is the one of the old "Titles". A corporation can create as many groups as they want. Hangars will no longer exist as we know them, but simply be a folder (and we can create an arbitrary number of them). For example, a hangar at a office location will be owned (user) by a the CEO character. A starbase module will be owned (user) by the player that anchors it. (If a player leaves the corporation, user reverts to CEO). Each object's group owner shall be their primary group. Group and User owners cannot be changed by anybody except the CEO. If you belong to the user or group of an object, you can edit the access controls for that object (ie set any other group to have read, write, execute) on that object.
This means that almost all access control is removed from the current corporation tabs and placed under various objects instead.
As far as the hangars go, they are essentially folders. We need to have a user defined number of these. Note these will essentially replace station containers, they shouldn't have a need anymore. The only thing we will need, is the audit capability within a folder. We need logs for maybe 48 hours of ALL changes to the folder, corp theft is fine but we need to know who did it. Sorry CCP, but you'll need some extra storage for the logs.
This applies to everything, wallets no longer exist as we knew them but are rather just a new object created by the CEO. There will also be some special objects that are virtual. These would be objects like "Deliveries", Factory Slots, Research Slots, Recruitment, etc.
(cont below)
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Venkul Mul
Gallente
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Posted - 2009.09.11 17:19:00 -
[87]
Originally by: Moon Dogg
Anchoring Times A bit long, I think. Is changing it to 1-2 minutes per item too much to ask? *edit: I am a bit flexible here. Longer anchoring times make it possible for corps/alliances to respond to hostile towers, which is good for them, bad for the tower owner. Maybe I'll wait until after the sov changes before I start beating this drum too loudly :-p
Combat modules have a shorter anchoring time. Can't see why a industrial module should require more time when the what matter for a defender or attacker in POS warfare is the tower and the guns/hardeners.
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G'Kar5
Gallente Intaki Research and Manufacturing
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Posted - 2009.09.11 17:27:00 -
[88]
At this point, I think we have a good model except for one problem. Currently there is no way for groups of people to work in the same corp and share resources without giving up total control of their assets (ie BPOs) to the CEO. This change is a dozy, but I think the "Treaty" model fits well. For this we completely kill alliances as we know them. Corporations can now have a subsidiary. A subsidiary is simply another corporation, think of it as a corp wholly owning another corp. A corp becomes a subsidiary by a corporation share vote, upon a "yes" vote, then parent corp must vote to accept it. A corp can become independent again via another corp vote (of the subsidiary). We can now stack corporations as deep as we want. Each subsidiary has a special group "Name of Corp" that all members belong to and other subsidiaries can grant access to their objects by simply adding access for that group. We now have a nice way for individuals to be in the same corp and maintain 100% control over their own assets while also sharing them (in a controlled way) with others. Alliances as they are today, simply become a corp that has each of its current member corps as a subsidiary, with each CEO getting 1 share of the new parent corporation. We'll also have to do some things like allow non-corp member shareholders to vote and to have a new vote called "accept application" to enable outsiders to force a member into a corp (if its empty as the old Alliance will be). We'll also get new things like a chat channel for each subsidiary.
Alliances as they are currently used today will becomes the new treaty system.
Its a major change and I doubt CCP can change all this in a few months, but its where I think they should head. The most frustrating thing about industry is wanting to be able to create structure and access control, only to find that it cannot be done. This is the biggest thing holding us back as it forces us to remain fragmented, keep small circles of trust, and generally makes being a CEO difficult.
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Kyra Felann
Gallente Noctis Fleet Technologies
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Posted - 2009.09.11 17:38:00 -
[89]
My main two are:
Improve mining. Make it something other than "turn on lasers and then go read a book". The proposed ideas like having to scan or probe for belts all sound good.
Nerf mission loot. Remove T1 loot outright. I like the ideas of named meta modules being replaced with something similar to salvage that can be made into named modules. The problems I see with mission loot is that they make it difficult to manufacture T1 items for a profit, and that they lower prices of minerals and thus miner income. IMO, virtually all minerals should come from miners, not mission runners or ratters.
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Martin Baptiste
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Posted - 2009.09.11 20:14:00 -
[90]
Edited by: Martin Baptiste on 11/09/2009 20:16:22
Originally by: Venkul Mul
Originally by: Martin Baptiste
Instead, (1) add a chance of getting meta 0 T1 items as salvage along with the normal salvage materials and (2) add meta 1-4 BPCs as mission rewards for agents in the Marketing, Manufacturing, Mining, etc. divisions.
BPC for modules used on the ship is one of the worst immersion breaking idea I have seen.
If you really want a industrial phase for meta 1-4 items make the ship drop damaged meta 1-4 items that need repairing (new station/POS service, not the current system).
Getting a blueprint as a reward from a science/industrial NPC agent is immersion-breaking? What I suggested was that meta 1-4 BPCs be included as mission rewards, not loot drops from wrecks. Please read more carefully.
As for taking modules from destroyed craft, that's perfectly legit, but I think you should have to equip and use a salvager beam to get at them and most NPCs should only drop meta 0 T1 kit.
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Azmodeus Valar
Eve University Ivy League
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Posted - 2009.09.11 21:08:00 -
[91]
Originally by: Swalesey
Decent corporate bpo/bpc library in game. As previously said, the interface for checking out blueprints is not great. improving this and the corp roles system for hanger access and how you can use a blueprint in a station would be great.
Been able to use a corp bpo locked in a hanger, and having the output and drop been a player's hanger would be great. Also, can roles be set for a persn to only be able to cancel/complete there own jobs rather than everyone's in the corp.
Setting seperate access for different corp hanger arrays/labs on a pos. Maybe an option to make an allowed list for each hanger in it's options, so members can ahve personnal hanger space on a pos then stuff doesn't get mixed up.
Don't make this a Buff industry, nerf everything else operation. Mke doing industrial tasks easier through the interfaces. Please look at the corp roles system to make it more user friendly and to make it easier to set up how you want it. current interface is not great. That'ds be my no 1 request.
As the person in charge of setting up access for 1000+ new players (and spies) while trying to have it in some way secure, these features would encourage me to buy a year supply of beer for the dev that implements them.
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Alexeph Stoekai
Stoekai Corp
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Posted - 2009.09.11 21:30:00 -
[92]
Edited by: Alexeph Stoekai on 11/09/2009 21:34:44
Originally by: Sidrat Flush
Why does manufacturing have to be such a click fest? Could it not be possible to highlight a group of blueprints and then enter their related activity and number of runs?
+1
The manufacture and invention experience is terrible. There must be a hundred ways to improve it, but the greatest fix would be to remove the need to click a million time to install your daily jobs. Allow us to manage the installation of several blueprints at the same time.
Also, however inconceivable it might be to actually have implemented, I want to see the ability to rent out industry slots on POSes to the public. -----
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Signore Kaeota
Caldari Caelum Incognitum
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Posted - 2009.09.12 04:52:00 -
[93]
Sorry if it's already been said, but I really don't want to read through 4 pages.
Mission loot, mission loot, insurance, and mission loot.
Anything I missed? Did I get mission loot?
Oh, and this f*cking time flux. make it one minute if you MUST have it.
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Super Whopper
I can Has Cheeseburger
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Posted - 2009.09.12 05:30:00 -
[94]
Nerfing lvl 4 mission loot will have an immediate effect on the supply of minerals, Trit will go beyond 4.5 if CCP nerfed drops. To force people to stop hugging lvl 4 missions, as if there is no tomorrow, ccp need to nerf the reward from these missions. They want people to go to 0.0 but don't want to give them a reason to do so. It's stupid and it's been said repeatedly for years. CCP have already, several times, nerfed mission loot but, as long as they don't nerf the bounty rewards nothing will change.
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Signore Kaeota
Caldari Caelum Incognitum
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Posted - 2009.09.12 06:31:00 -
[95]
Edited by: Signore Kaeota on 12/09/2009 06:34:37 This is true, but my suggestion wasn't to get people to stop missioning, it was to prevent them from providing 40% of the minerals - especially those highend mins like zydrine and megacyte -- these should ONLY be accessable from low / null sec.
EDIT: Just to add: any upwards price trend nerfing mission look has on minerals would be a good thing, as it would subsequently nerf insurance - and to top it off mining might, MIGHT, be able to compare to missioning for a change.
But yes, system belts and all those other things (sorry bad memory) are good ideas as well.
just to reiterate (cause I know someone's gunna say this) I don't want mining to be 'the best' way to make isk in high sec, I just want it to be ROUGHLY equal to missioning (even if we compare it to missioning before the LP rewards! I mean, they DO take more risks)
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Padrfe
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Posted - 2009.09.12 06:32:00 -
[96]
If mining lasers seem to atomize the rock before pulling/reflecting it back to your ship. Via some sort of beaming/tractor technology. Then can we get a matter transfer device? If the transmitter is a high slot item and the receiver is also a high slot item it would allow multiple miners to "beam" their ore directly to an industrial command ship rather than rely on the orca/rorq to tractor the can or for an indy to trundle around an collect it all. Distances you could maintain beam cohesion could be based on skill level, along with any material lost in the transfer. If I were mining in space this is a technology I would want to look into.
But then again, I just want to bolt 2 hulks together at the frame and see what that does.
Just my two cents.
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Venkul Mul
Gallente
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Posted - 2009.09.12 06:49:00 -
[97]
Originally by: Martin Baptiste Edited by: Martin Baptiste on 11/09/2009 20:16:22
Originally by: Venkul Mul
Originally by: Martin Baptiste
Instead, (1) add a chance of getting meta 0 T1 items as salvage along with the normal salvage materials and (2) add meta 1-4 BPCs as mission rewards for agents in the Marketing, Manufacturing, Mining, etc. divisions.
BPC for modules used on the ship is one of the worst immersion breaking idea I have seen.
If you really want a industrial phase for meta 1-4 items make the ship drop damaged meta 1-4 items that need repairing (new station/POS service, not the current system).
Getting a blueprint as a reward from a science/industrial NPC agent is immersion-breaking? What I suggested was that meta 1-4 BPCs be included as mission rewards, not loot drops from wrecks. Please read more carefully.
As for taking modules from destroyed craft, that's perfectly legit, but I think you should have to equip and use a salvager beam to get at them and most NPCs should only drop meta 0 T1 kit.
Your idea is even worse than what I misinterpreted.
What is your idea, then, 1 BPC every mission? of 1 random module?
From 0 isk value for a meta 1 75 mm railgun to several teens of millions for multi run 425 railgun prototype.
Check the number of modules, multiply for 4 levels of metaitems and see how often a decent BPC will came from the agent as a mission reward and where the decent metamodules will go.
And that wonderful reward would be an addition to the normal reward or as a substitution, so that you will nerf mission reward even more?
If instead you mean it as a LP reward it is even worse. People will pick only the good version and we can remove meta 1-3 items from the game.
Either way you will reduce mission reward by 50% at least and print a lot of useless BPC.
Note that it will require to rewrite all the mineral content of the metaitems or they will require less minerals to build than T1.
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Super Whopper
I can Has Cheeseburger
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Posted - 2009.09.12 08:00:00 -
[98]
Originally by: Signore Kaeota Edited by: Signore Kaeota on 12/09/2009 06:34:37 This is true, but my suggestion wasn't to get people to stop missioning, it was to prevent them from providing 40% of the minerals - especially those highend mins like zydrine and megacyte -- these should ONLY be accessable from low / null sec.
High-ends are nearly exclusively mined, even the Drone Regions don't put a lot of high-ends into the market. If you look at the dev blog you're quoting you will see you're wrong. Trit, pye and mex are the main mineral mission runners are responsible for and it wasn't 40, from what I remember it was 60 but I could be wrong. I think they are responsible for less than 2% of all Megacyte and Zydrine.
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Vhiskey
Caldari Imperial Forces
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Posted - 2009.09.12 09:17:00 -
[99]
Originally by: Super Whopper and it wasn't 40, from what I remember it was 60 but I could be wrong.
it was 40% and it was ALL loot. that includes the drops in the drone regions and all other loot
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Marara Kovacs
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Posted - 2009.09.12 09:33:00 -
[100]
Just one idea id like to see, ability to have more corp hangars... for a research corp, which needs a couple of hangars for corp needs, having only like 3 or 4 hangars available for people touse with their own bpo stock is just painful... People want some security for their bpo's, the only realistic security, and that isnt great, is to have a hangar to yourself...
So, ability for corps to hire more hangar divisions please...
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Slave 2739FKZ
Minmatar
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Posted - 2009.09.12 09:40:00 -
[101]
Originally by: XXSketchxx
Originally by: Slave 2739FKZ
There is no way enought marke for it, so they need to make them more popular/available. (skillbooks or whatever bottleneck there is)
You are mistaking profitability with marketability. If you look closely, I agree that there is a bottleneck in the form of the skillbook and details of the boosters (penalties). You initially referred to the process not being profitable. The process is in fact, quite profitable with the proper investment and research. The problem is marketing the final product. But that has more to do with boosters themselves, rather than the actual booster industry/process.
You're right, and that's what I mean. In the end what matters is they do them interesting so more industrialists can bother with making them. WIS is an expansion which allows EVE players to wear leather and walk around stations.
Dust514 is a console shooter/rts which will tie into EVE and affect sov. |
Signore Kaeota
Caldari Caelum Incognitum
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Posted - 2009.09.12 10:24:00 -
[102]
Edited by: Signore Kaeota on 12/09/2009 10:31:08
Originally by: Vhiskey
Originally by: Super Whopper and it wasn't 40, from what I remember it was 60 but I could be wrong.
it was 40% and it was ALL loot. that includes the drops in the drone regions and all other loot
ahh, thanks. I read it once and never again, explains why I quoted the wrong figure >.> still too high in my opinion, but drone regions has nothing else so... *shrugs*
Originally by: Super Whopper High-ends are nearly exclusively mined, even the Drone Regions don't put a lot of high-ends into the market. If you look at the dev blog you're quoting you will see you're wrong. Trit, pye and mex are the main mineral mission runners are responsible for and it wasn't 40, from what I remember it was 60 but I could be wrong. I think they are responsible for less than 2% of all Megacyte and Zydrine.
Yes, I'm aware high ends are mainly mined, my issue there is they should be exclusively mined (once again, drone regions pose an issue here). But yes, lower ends are refined more than anything by missioners, but this is still an issue. I can't be assed to dig up the dev blog (namely because it's been about a month since I've bothered reading them and have forgotten where to go... my bad?), but even if only 30% of the lower end minerals are provided by mission runners, that's still about 25% too much. why? because they get: Bounties, Mission rewards, LP rewards - all of that on top of the minerals... I think the total isk / hour ratio for l4s is something like 5 times higher than that of a high sec miner... if it was 1.3, or heck, even twice as high, it probably wouldn't be such an issue, but 5 times? I'm sorry, especially when that cuts into the miners profits, there's an issue there in my opinion.
As with so many of my posts, I must add a disclaimer: I did not mean to sound condescending, or in any other way insulting; I'm just naturally an a.s.s... sorry.
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Magellan Drake
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Posted - 2009.09.12 11:21:00 -
[103]
A sollution for making low and med ore proffitable is adding unique materials yield for each and adding items that can be crafted from these.
Apart from that I cant realy see any way to make it worth it except for making them all the same or without making something else less profitable.
Like say making it possible to create t2 components from mining different ores as a alternative to moon mining,however that would make ice mining and moon profit collapse.
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Swalesey
Prosperity Through Violence
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Posted - 2009.09.12 12:00:00 -
[104]
aWhen repackaging a load os modules in a station, AHaving it say an item is damaged out of you 2000 items, and just not reapckaging any is so annoying.
Can it not repackage all the items that are not an issue and have a list x,y and z were not repackaged due to module damage.
Refining all modules etc, same thing
This type of container can not go into that kind of whatever. the rest of the stuff can though so why not put all in, cept what couldn't go in. So annoying having to juggle things when the drag and drop interface is not the best anyway.
I think a lot of what I have seen in this thread is about an interface overhaul to make things easier to do. Blueprints, pos labs, corp roles and hanger access etc.
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Lui Kai
Better Than You
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Posted - 2009.09.12 13:12:00 -
[105]
Edited by: Lui Kai on 12/09/2009 13:12:05 +1 to icon differentiation for BPCs vs BPOs.
+5 to systemwide belts. ----------------
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Silmai
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Posted - 2009.09.12 14:15:00 -
[106]
- Corp shop fronts
- Address causes of below cost sales of ships and modules
- Faction standings are a mind numbing grind .. to easy to loose, too hard to get back. This affects the ability to anchor pos' in high sec
- Flatten the distribution of ores - allow high value ores to be found in high sec. Does it make sense that the major factions would allow all their strategic resources to be available only in player owned space ?
- Allow naming of corp offices.
- On player manufactured goods allow for the manufacturer to set a minimum sec level that can use the item.
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Martin Baptiste
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Posted - 2009.09.12 14:36:00 -
[107]
Quote: What is your idea, then, 1 BPC every mission? of 1 random module?
From 0 isk value for a meta 1 75 mm railgun to several teens of millions for multi run 425 railgun prototype.
Check the number of modules, multiply for 4 levels of metaitems and see how often a decent BPC will came from the agent as a mission reward and where the decent metamodules will go.
And that wonderful reward would be an addition to the normal reward or as a substitution, so that you will nerf mission reward even more?
I can't claim to know how to balance the idea in terms of making a "fair" reward for every L1-L5 agent in the game, but a 2-3 run meta 1-2 BPC for a L1 courier/mining mission doesn't sound too far out of bounds. Perhaps they could be implemented as the bonus reward for the last mission in a series. We see this in COSMOS agents already. The BPC's value would obviously increase with agent level and mission difficulty, and the normal ISK rewards would still be there in part. I do understand the challenge of balancing the idea, particularly as a reward BPC's value would fluctuate with the price of minerals and demand for the product, but is that not a more interesting and dynamic system than what we currently have?
Quote: Either way you will reduce mission reward by 50% at least and print a lot of useless BPC.
Why would the mission rewards be reduced as a result? The idea is to relocate the supply of meta 1-4 items from loot drops to industrialist players. There are plenty of newer pilots who would probably love to fill that niche and would find even an obscure meta 2 item worth the effort of manufacture and sale. If nothing else, it gives those pilots more/something else to do.
Quote: Note that it will require to rewrite all the mineral content of the metaitems or they will require less minerals to build than T1.
Probably, but I thought this thread was intended to discuss ideas for industrial-focused expansions, not quick fixes.
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Rotti
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Posted - 2009.09.12 14:50:00 -
[108]
Ok
One way as temporary solution to T2 BPO's advantage and the increase in costs for inventor is to actually tweak decryptors to give a decent ME on the print. ie best run decryptor gives ME 0 best ME decryptor gives -4 or -5 ME but only one run. Demand for R64 Moon mats would drop straight away and would be a quick if temporary solution to this problem, also put inventor more on par with BPO holders.
Also I would like to see remote move allowed at POS's annoy that you have to fly there to get stuff for your corp mates.
I want fuel pellets for POS's jesus balancing the fuel is a real pain
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Imuran
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Posted - 2009.09.12 16:17:00 -
[109]
- Ability to view POS hangers remotely
- BPC Information in API
- BPO Information in API
- View contents of remote containers
- Move stuff in and out of remote containers
- Major overhaul of S&I UI many ideas in thread
- Ability to use BPOs in hanger and materails in corp hanger and vica versa
- Fuel pellets for POS nice idea - maybe manufacture them from the goods in small/medium/large sizes
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Venkul Mul
Gallente
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Posted - 2009.09.12 16:47:00 -
[110]
Originally by: Rotti Ok
One way as temporary solution to T2 BPO's advantage and the increase in costs for inventor is to actually tweak decryptors to give a decent ME on the print. ie best run decryptor gives ME 0 best ME decryptor gives -4 or -5 ME but only one run. Demand for R64 Moon mats would drop straight away and would be a quick if temporary solution to this problem, also put inventor more on par with BPO holders.
Also I would like to see remote move allowed at POS's annoy that you have to fly there to get stuff for your corp mates.
I want fuel pellets for POS's jesus balancing the fuel is a real pain
Are you aware that ME for T2 has a real influence over price only for ships?
ME for modules change only the asteroid minerals content, a minimal part of the production cost.
A useful change for T2 production would be to have different decryptors for modules, ammunition, an ship class.
That would allow different characteristic for each kind of decryptors.
For example module decryptors could give a +100%/+400% number of runs (so +10/+40 runs for max run BPC) and +10/+0 PE, with no increase in chance of success (it is already high) and no ME increase (almost meaningless for the production cost of modules).
Frigate decryptors could give a +0/+10 runs spread with good PE and passable ME bonus and appropriate increases of chance of success.
Cruisers +0/+4 run but better ME levels and higher success modifier.
Battleship high ME levels an chance of success but only 0-1 extra runs.
These are only examples but I hope the idea is clear.
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Venkul Mul
Gallente
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Posted - 2009.09.12 17:04:00 -
[111]
Originally by: Martin Baptiste
Quote: What is your idea, then, 1 BPC every mission? of 1 random module?
I can't claim to know how to balance the idea in terms of making a "fair" reward for every L1-L5 agent in the game, but a 2-3 run meta 1-2 BPC for a L1 courier/mining mission doesn't sound too far out of bounds. ecc. cut short for space
1) you remove loot for combat mission and ratting and add a "compensation" for courier missions. Notice a problem there?
2) the above would make named modules a rarity and probably the province of macro haulers. No good.
3) get to your production/invention hangar, open all the BPC containers and drop them on the hangar floor. That is what you wish for mission runners. Note too that BPC can't be sold on the market, so new players would have items that are useless for them (1 contract till you train up and an extra mandatory skill) while contracts will be flooded.
4) I don't recall the exact number of modules in game, but they are at least 300. Multiply for an average of more than 3 version in the meta 1-4 range. We get at least 1.000 different BPC. Try to think how often the players will get "exemplar 30 of the same useless BPC" and how often thy will receive something useful.
5) you are advocating a double increase in building slot usage, once for meta 0 modules and then for meta 1+ modules. You really think that new players incapable of putting up a industrial POS would find open slots for production without a long waiting queue?
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Komi Toran
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Posted - 2009.09.12 17:05:00 -
[112]
Let's see... try to mention stuff that isn't here...
Make contract sorting possible, especially for blueprint originals. Could even make a blueprint original contract its own, special contract type, so you won't have to worry about those database problems that currently screw up the BPO/BPC icon thing.
Remote operation skills at level 5 should be worth something. Maybe get rid of the region restriction?
Streamline the blueprint lock-down procedure. Right now, if my corp gets a new blueprint, in order to lock it down we must first set-up a job to unpack it. Then, we need to initiate the vote. Then, a vote must be cast, which involves looking at a screen that can have dozens of other lock-down votes, organized with no rhyme or reason. This made the release of the 1.5 patch both a day of celebration and despair, as I had to do this for a lot of the new rig BPOs.
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MightyRhinox
Minmatar Rhinox Heavy Industries Twilight Military Industrial Complex Alliance
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Posted - 2009.09.12 17:49:00 -
[113]
Originally by: This NameTaken
How about a way to tell bpc's from bpo's without opening the darn things up?
You can already through the science and industry panel.
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Ronucti
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Posted - 2009.09.12 19:46:00 -
[114]
What about controllable Asteroid Belts?
-Make Permanent Belts that re spawn every 2 or 3 DT's -These belts are scanned out -Allow them to have a tower anchored to it -Allow that tower to fit POS modules so its more like a factory
-0.0 and WH space ONLY
OR
Little mining outposts! yes its the idea that one dude made to be able to have your own little asteroid home <---- PLEASE DO THIS
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Martin Baptiste
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Posted - 2009.09.12 19:57:00 -
[115]
Originally by: Venkul Mul 4) I don't recall the exact number of modules in game, but they are at least 300. Multiply for an average of more than 3 version in the meta 1-4 range. We get at least 1.000 different BPC. Try to think how often the players will get "exemplar 30 of the same useless BPC" and how often thy will receive something useful.
5) you are advocating a double increase in building slot usage, once for meta 0 modules and then for meta 1+ modules. You really think that new players incapable of putting up a industrial POS would find open slots for production without a long waiting queue?
Alright, I follow you on these points. How about instead of meta 1-4 BPCs being created and given as mission rewards, we give out meta 0 BPCs as rewards and add a new production mechanic to the game? Say... you can opt to pour in an extra amount of materials and/or time when setting up a T1 manufacturing job that will give you a percentage chance of producing an item of unknown higher meta level (with the chance of getting a meta 4 far smaller than a meta 1). Or that percentage could be based on a new skill (maybe req. Mass Production 5 to train and improves the chance by 3-5%/level).
At the same time, reduce (but not eliminate) loot drops, particularly the likelihood of finding meta 3 and 4 loot.
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Venkul Mul
Gallente
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Posted - 2009.09.12 20:55:00 -
[116]
Adding a chance based mechanic in the manufacturing process?
Facepalm
No thanks.
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Abrazzar
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Posted - 2009.09.12 22:06:00 -
[117]
Here, have some stuff about mining. -------- Ideas for: Mining
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Amarth necron
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Posted - 2009.09.12 22:12:00 -
[118]
"Invention Luck or unlucky report on invention. You made now 10 inventions 4 where successfully in total you made this year 200 inventions on this item and you have 102 successful invention runs.
Invention chance report tool (When invention this item your chance is 49 %)"
I will have to second scouters ideas. This would be a welcome addition for invention, not having to go in completely blind.
System wide belts, and 'roids with more than one ore isnt a bad idea either.
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Barbara Nichole
Cryogenic Consultancy Black Sun Alliance
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Posted - 2009.09.12 22:31:00 -
[119]
Edited by: Barbara Nichole on 12/09/2009 22:32:59
- Add more mineral types and uses for them.
- Add a pos module for combining minerals and creating alloy then add more ways to use alloy.
- Add covert miner that drills into asteroids of size to work and hide in them.
- Add salvager drones.
- Add a solar collection sytem for plasma or star dust. Will need new star mining exhumer allowing this. Add uses for these materials.
- Whereas multi-ore asteroids will either cause a hassle with mining crystals or make them obsolete, introduce blasting into the game to blow asteroids into their component single ore asteroidal types.
- Add mining op tools for tracking participation, and sorting ore, or isk.
- Remake the ingame calculator so that the size scales.
- One more high slot for the orca.
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Bel Amar
Amarr Children of Anarchy
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Posted - 2009.09.12 23:32:00 -
[120]
Some ideas are mine, some are stolen from elsewhere in this thread that I like.
Batch Install - Invention/Manufacturing/copying/everything. Let the computer pick the best queues for me if there are queues.
Introduce low end (ie cheap) decryptors usable in module invention
Introduce /slight/ random alterations to BPC stats when using a decryptor.
Turn on the ability for alliance/corps to rent out their POS slots to the public
Popup notification about the ideal me level when someone tries to research to a higher level at a public lab
Turn Meta 1-4 drops in to BPCs or a new type of damaged item that needs industry to repair and reduce Meta 0 loot drops (though do not eliminate them).
Automatically set production off bpcs to be the number of runs on the bpc.
A search box for the blueprints screen (like the one we already have on assets windows).
Differentiate BPCs and BPOs! I need to be able to tell at a glance which is which
Add ore holds to barges and exhumers.
Ability to share personal blueprints without them being lost in the corp hangar For example, share them from your own hangar or the ability to flag items in the corp hangar as belonging to someone and only that person can remove it (director/CEO could deliver it to the owner also)
Skillgap from retriever to covetor is too big and the gap from the covetor to hulk is too small
Contract API
Reduce POS fueling nightmare
T2 Mining Drones can mine Ice and Gas
Anchoring a POS in high sec shouldn't be all or nothing. Alter charter costs based on standings and the sec system, and let people choose whether or not it's worth the cost
Remove the need to anchor a POS on moons. Stick a <insert number>AU limit from nearest planet instead so people don't dump them in deep safes. Maybe make them warpable with a hit from the directional scanner, as they can currently effectively be found this way by poining your directional scanner at a moon
Salvager drones
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foobarx
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Posted - 2009.09.13 00:23:00 -
[121]
Originally by: Super Whopper Edited by: Super Whopper on 12/09/2009 05:36:21 Nerfing lvl 4 mission loot will have an immediate effect on the supply of minerals, Trit will go beyond 4.5 if CCP nerfed drops. To force people to stop hugging lvl 4 missions, as if there is no tomorrow, ccp need to nerf the reward from these missions. They want people to go to 0.0 but don't want to give them a reason to do so. It's stupid and it's been said repeatedly for years. CCP have already, several times, nerfed mission loot but, as long as they don't nerf the bounty rewards nothing will change.
They already nerfed the bounty rewards. Twice. From the industrialist's perspective the amount of minerals mission runners get is far more damaging than the bounties. Bounties move ISK from the ether to mission runners' wallets. T1 loot drops move ISK from miners' wallets to mission runners' wallets.
Let me echo everyone else and say T1 loot drops need to be removed. Even the meta 1-4 items should be LP rewards instead of loot drops. I say this as someone who primarily runs missions. I get more minerals running L4 missions than I can get mining in a hulk (with nearly maxed skills) for the same amount of time. This is ridiculous.
It causes another problem, too. Take a stroll around lowsec sometime - it's just a bunch of pirates hunting other pirates (in FW gangs, usually) and a bunch of alts tending silos. The mid-level ores that used to be mined primarily in lowsec aren't worth bothering with. Part of the problem is the almost-instant scanning system, but the major problem is the reward for mining in lowsec is far, far, far too low in comparison to the risk. Put me in the camp that says mining should be the only source of minerals.
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Amodeus Dralnalak
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Posted - 2009.09.13 00:36:00 -
[122]
Mining and Containers How about a very large anchorable container that can be locked, but which doesn't fit into a normal cargo hold? You have to have a specific type of industrial to carry it as an external container. Basically, the ship is a big engine with a backbone leading to a bridge at the other end. The pod fits in the middle. The ship flies out, drops and anchors the pod, then returns to the station. Later it flies out, picks up the pod, and takes it wherever.
To help balance the use, the pod would not be movable with normal tractors and would have a much shorter lifespan than the secured containers in use now.
There are trucks that basically work this way in the real world, so why not space ships?
Station Containers I would also really like to see station containers' contents through assets. Using multiple station containers makes sorting and storing so much easier, but then you have to use a third party ap to access your materials.
Perfect BPs Have some way for BPs to register as "perfect" so that people can stop researching them. At this point, there is no matieral waste and you no longer can research on them.
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Kaylee Juuna
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Posted - 2009.09.13 01:58:00 -
[123]
Originally by: Amodeus Dralnalak Mining and Containers
Something like this?
http://i172.photobucket.com/albums/w30/ponchato/UEFT3AirTransport.jpg
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Coriolis Chandrasekhar
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Posted - 2009.09.13 06:26:00 -
[124]
-Gas harvesting barge
-Fix the ORCA corp bay...so that non-corp members can draw from it if in fleet (doesnt work right now even with the allow fleet use options)so that the pilot can name and set permissions on the tabs instead of inheriting from the corp
-Player-produced cybernetic implants
-T2 Mining Drones can mine Ice and Gas. Well, at least Ice. T2 mining drones and gas clouds that make big BOOMS could make for dead T2 mining drone.
....and specifically for me, I would like a (T2?) module to put on my barge that makes a little bar underneath my targeted asteroids that tells me how much ore is left in it so I don't have to scan it to find out. Jeez, even wrecks have two bars under them sooz I don't think this would be hard to do and would be of great benefit to those of us who mine with multiple accounts.
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Alexeph Stoekai
Stoekai Corp
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Posted - 2009.09.13 12:25:00 -
[125]
Originally by: Coriolis Chandrasekhar
-Player-produced cybernetic implants
Oh, man. I've been accepting this issue for so long that I completely forgot about it.
Please CCP, pretty please with beers on top, allow us to produce cybernetics - maybe even T2 and T3 implants. -----
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BlondieBC
Minmatar Galactic Exploration and Missions
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Posted - 2009.09.13 14:38:00 -
[126]
I would like to see a small structure called a "personal hanger array" on POS's. Say 10% of the size of the current hanger, and useable by only one person. This would make secruity much easier. Also make outside of the shields, so it does not mess up the existing POS Security.
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BlondieBC
Minmatar Galactic Exploration and Missions
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Posted - 2009.09.13 14:44:00 -
[127]
Originally by: Jonathan Calvert Give us a better way to secure corp assets, specifically in POS. Let us setup stores, so that people can buy goods from us based on reputation, not price. Allow us to modify prices by standing: deny, discount, tax. Let us setup up job batches, so I dont have to click 10 times for each bpc.
I would like audit logs to help track who is taking items form a hanger. And i would like a way to limit the number of items a person can take per hanger per day. For example, way to stop someone from taking all the minerals or all the ships from a hanger.
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BlondieBC
Minmatar Galactic Exploration and Missions
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Posted - 2009.09.13 14:53:00 -
[128]
Originally by: JitaPriceChecker2 Edited by: JitaPriceChecker2 on 11/09/2009 08:25:26 Edited by: JitaPriceChecker2 on 11/09/2009 08:13:33
* Minable moon minerals (not automaticated) from somewhere else that static moons.
Please make a module that will let a ships (say transport) steal the moon mineral stream going to a POS. This will force people to occupied systems.
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Echo Mande
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Posted - 2009.09.14 13:18:00 -
[129]
Edited by: Echo Mande on 14/09/2009 13:18:35
Originally by: Amodeus Dralnalak Mining and Containers How about a very large anchorable container that can be locked, but which doesn't fit into a normal cargo hold? You have to have a specific type of industrial to carry it as an external container. Basically, the ship is a big engine with a backbone leading to a bridge at the other end. The pod fits in the middle. The ship flies out, drops and anchors the pod, then returns to the station. Later it flies out, picks up the pod, and takes it wherever.
To help balance the use, the pod would not be movable with normal tractors and would have a much shorter lifespan than the secured containers in use now.
There are trucks that basically work this way in the real world, so why not space ships?
The quickest way to implement this would be to allow freighters to launch/anchor/access General Freight Containers (and only GFCs, except at a POS) in space and to create secure GFCs. That would give you secure 120K m3 storage (4.3 jetcans) in belts. Whether freighter pilots would really be willing to take their big and expensive bubbles into belts is another matter.
All in all I'm in favor since it'd allow freighters to load ore&stuff at safespots/belts in stationless systems.
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Max Thorus
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Posted - 2009.09.14 13:41:00 -
[130]
Originally by: Amodeus Dralnalak Perfect BPs Have some way for BPs to register as "perfect" so that people can stop researching them. At this point, there is no matieral waste and you no longer can research on them.
Or add a general research cap, when a BPO hits the 0% waste/point of no time improvement. (Have to many people in my Corp, who research ME 200+ for a BPO, that is perfect at ME8.)
Adding a player defined cap will be to much data that has to be safed.
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JitaPriceChecker2
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Posted - 2009.09.14 13:56:00 -
[131]
Originally by: Max Thorus
Originally by: Amodeus Dralnalak Perfect BPs Have some way for BPs to register as "perfect" so that people can stop researching them. At this point, there is no matieral waste and you no longer can research on them.
Or add a general research cap, when a BPO hits the 0% waste/point of no time improvement. (Have to many people in my Corp, who research ME 200+ for a BPO, that is perfect at ME8.)
Adding a player defined cap will be to much data that has to be safed.
Its a sandbox. If poeple want to waste their money ,time reaserching the game mechanics should allow them.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.14 14:51:00 -
[132]
Originally by: JitaPriceChecker2
Its a sandbox. If poeple want to waste their money ,time reaserching the game mechanics should allow them.
_____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Mineritah
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Posted - 2009.09.14 15:32:00 -
[133]
Having recently set up two POS' for research, my feedback as well:
* Flogging a dead horse POS post, seriously
* Allow players to launch jobs from their own hangars and paid from their own wallet for corporate or alliance POS' rather than the shared corporate hangar / wallet
* Public rental of lab slots, open it up and let competition reign
* POS pellets with a BPO to create them in small, medium, large variants with race variants
* Giant secure anchorable containers that really are large (30k) to eliminate can flippers for competent pilots (perhaps require Anchor IV or Anchor V)
* Make Covetors less of a PITA to train for as there is not much reason besides ISK to not just go for the Hulk less than 1 day later
* Gas strip miners for WH ops
* ORE barge strictly set up for hauling ore (large ore bay only - say 50k plus skills)
Other thoughts but not as strong as the above sentiments:
* Corp store: Drag / drop quasi-store option via the corp hangar if there will not be a full blown store. When you drag it, it prompts you for the price and a yes / no. Perhaps add that via a store hangar that renders differently, showing the icon, the name, and a price per unit. Allow it use containers to sub-divide items as appropriate. Require only query rights on the store hangar to be able to buy from it. Prices are set by directors or members with a different role.
* Siege mode for T2 barges (cue griefer tears): Allow an exhumer to carry a very small load of a new material similar to strontium that allows them to reinforce in the hopes of being rescued by fellow corp mates (i.e. the no gank defense for hi-sec). Perhaps same for the Rorqual and Orca along the lines of siege mode for the dreads. Have a BPO for it and have it be reasonably expensive (say 5M or 10M a shot) and for a short timeframe (two minutes) with a cooldown of two minutes where you must stay motionless and logoff-ski does nothing for you. On the plus side, hi-sec gankers get concordokken (cue griefer tears) but if you are low sec or solo mining, you're still dead unless help was on the way and 10M poorer. Could make for interesting dynamics on fleet defenses, ambush / respond / etc. Nothing for T1 variants (mining barge). Perhaps add a skill to do this that affects fuel consumption. And no, this should not be extended beyond the ORE variants.
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big fluf
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Posted - 2009.09.14 16:56:00 -
[134]
FIrstly .. this window is moving funny so I can't edit more then teh first 3 lines.. sorry about what is sure to be a lot fo spelling mistakes below ....
I would just like to see more ships. I also link the idea of "linking" ships to make them better then teh sum of there parts.
Eve , dispite it's "sand box" idea, really isn't. There is a line of progression for all the ships, with small off shoots (most the dead end right away).
we need more "fill in the gaps" stuff, and alternates.
Some ideas ...
Competition for ORE ... why not ahve the miners guild, or the rock syndicate. I like the idea of a ore "pre prosessor" . a ship that can trasform any ore, in the the ore "class" above it. It could prosess the same roid/rock 2 times, for max upgrade.
This ship would only be worth useing in larger fleets (5-10% bonus to harvest amount. ) .. it would have to do a lot of material to be worth it.
I like the idea of a 2 stage mining project, promotes fleet ops for mining.
also I love teh idea of teh hauler with "dropable" cargo bay.
MOre importandly .. DO SOMETHING for industry, .. andthing , . not jsut nice looking roids, . just keep growing and changeing and exmapneding it. also , .. the roids should be squed by sec, . but still psudo randon .. teh odd ark roid in high sec would be interesting.
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El Yatta
Mercenary Forces
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Posted - 2009.09.14 22:28:00 -
[135]
Edited by: El Yatta on 14/09/2009 22:29:05 I WANT TO MAKE IMPLANTS OUT OF CORPSES AND/OR BITS OF OLD IMPLANTS I GOT FROM CORPSES. _______________________________________________ Mercenary Forces |
Ukucia
Gallente The Scope
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Posted - 2009.09.15 02:11:00 -
[136]
'nother thought:
Pod pilots are supposed to be some of the wealthiest people in the universe.
So why are POSes corp-only? If I've got enough cash to buy an entire level of a station, as was mentioned in one of the EvE Chronicles, how come I can't personally buy and launch a POS?
That way if I want to do my own thing while staying within my corp, I can.
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Craig Skyle
Minmatar
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Posted - 2009.09.15 06:04:00 -
[137]
Going back to somethng mentioned earlier . . .
Folks are talking about getting a gas mining ship and having a mining barge in quality between the T1 and T2 ships. So what I got to thinking was . . .
Faction mining barges- Give them Mining, Ice and Gas Harvesting abilities and a 3rd High slot. The 3rd High slot is for putting a Probe Launcher on the frame, allowing it to work solo in WHs, and be able to find its way out. Make these ships available through each Empire's mining corporations as the latest rip off of the ORE mining barges- something to compete with Retrievers or Covetors, or perhaps a Skill 4 ship between the two.
Craig Skyle SkyleTech R&D
SkyleTech R&D, for quick turn around time on your research projects, contact us. |
Roemy Schneider
Vanishing Point.
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Posted - 2009.09.15 07:04:00 -
[138]
- revision of the rorq's incustrial core - revision of refining array efficiency, mayhap. 0.0 landlords prohibit them most of the time anyways. how about 90%? and "re-include" ice, i guess. if any landlord charges more than that, the renters will compress and jump out the good stuff anyways -.-
- the little horadric cube for salvage that might-or-might-not be coming - drop rate of t2 rig copies; either drop all possible ones or none at all. invention waste does strike perfectly though without a t1 item required
- higher-tier'ed drugs and their production --- dedicated gas harvester ship, maybe revamp the skiff though
- ORE faction ships -.- and SoE faction logistics ships while we're at it ^^ Interbus indy? - a dedicated salvager..? *shrug*
- crap loot sizes (sry, but i associate that with industry -.-), loot drops were supposed to shift towards metalevels. btw, more best-named drops would take strain of t2 prices. short term effects only but anything is when it comes to that static moongoo supply.
but then again, i'm not industrial in any way :o
- putting the gist back into logistics |
PPUAPU
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Posted - 2009.09.15 10:54:00 -
[139]
Reduce the BPO tech 2 copy time to be ballance with invention.
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Adam Ridgway
Minmatar
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Posted - 2009.09.15 11:57:00 -
[140]
Originally by: PPUAPU Reduce the BPO tech 2 copy time to be ballance with invention.
You gotta be kiddin', more like decrease the PE level of all T2 BPO's a big deal.
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Johnthechaotic
Gallente JOHN CO.
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Posted - 2009.09.15 13:58:00 -
[141]
well i dunno if this one was suggested but...
1) drum roll.... reprocessing at POS, like reprocessing ships, mods etc, NOT REFINING
like in wh space for example, if you built a carrier or something crazy in a class 1, you can basicly never remove, why cant you reprocess it at a pos? or in 0.0 where you have a pos but no station or outpost...
maybe via a hugely over-fueled array with like 3000 cpu or something, but its gotta be big so it can reproccess even the big big stuff.
best idea ever
2) another pos array to do the job of the rorqual to some extent, to compress ore in an array just like the roqual does, but maybe it would be much much slower and also use a bunch of pos fuel
3) let me name my damned corp hanger arrays
4) let me name my other pos arrays
5) a type of larger industrial ship module that would "generate a gravitational field" to pull asteroids closer to the mining fleet... lets call it the gravity siege module for now...
6) if you dont like 5) then how about an asteroid tractor beam
7) a "repeat" or "reinstall" command for sci and indy tab for say copy jobs that you continously run
8) survey scanner range bonus on exhumers
9) mining fighters for carriers
10) more gravs in wh space
11) the ability to prolong the life of grav sites somehow or merely extend the life of gravs in general
12)t3 exhumers
13)larger jet cans - longer life
14)allow more drones to be used at once by exhumers = more mining drones mining like carrier skill bonus up to 10 mining drones
15) additional types of mining ships, more classes of exhumers, barges, industrials, all for the "picky" carebears who want a specific something from a ship
16)exhumer ore bays - 20km3 ish
17) more orca high slots
18) t2 omni-ore strips - no crystals, either more range or more tield or shorter duration or even t3 mining modules with all of the above
ok im done
john!
John!
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Drako Caldari
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Posted - 2009.09.15 19:00:00 -
[142]
1) I like the Idea of Having to scan down roid belts.
2) Change the Orca options in a fleet. Once checked to alow access leave set even if you dock and undock until you leave fleet.
3) Add a Bar to Roids letting you know how much is left in the roids!!! Just like wrecks sitting in space. Great Idea..
4) Change the cycle times on strippers!!!! Maybe half what it is now!!!! Way to much AFK time while mining.. Or maybe an Auto shut off when roid is empty....
5) A new class of ship that can carry rigged ships.
6) Add an extra high slot to all mining ships to alow for a probe launcher.
7) Chane the prerequisites for a Covetor. Way to close to a Hulk prerequisites.
8) Create a new Faction mining ship or a T3 class mining ship. Spec's for new ship. Make this one able to use a Covert Op Cloak. To give us miners a chance to explore low sec Ore or able to Worm Hole mine. Able to use Gas Harvesters. Can use a new T3 Stripper that can do all mining types and Gas Harvesting. Has 10,000m3 cargo hold to start with before expanders. Would only be able to fit 3 strippers. Have a 175m3 Drone Bay. 7 High Slots 7 Mid Slots 5 Low Slots 2 Rigs Slots I think it's time a mining ship has a chance to fight back..
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Ukucia
Gallente The Scope
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Posted - 2009.09.15 20:30:00 -
[143]
Originally by: Drako Caldari 3) Add a Bar to Roids letting you know how much is left in the roids!!! Just like wrecks sitting in space. Great Idea..
There's already scanners in-game that do this.
New idea: Research Contracts. "Take this BPO and make me 5 copies/raise the ME by 20/raise the PE by 20"
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Syuveil
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Posted - 2009.09.15 21:04:00 -
[144]
1) gas harvesting ship
2) let us name all types of POS structures
3) transferring POS ownership to another corp without having to take it down and rebuild it.
4) something to make mining more interactive, less boring and more difficult to macro
5) making t2 salvage out of t1 salvage
6) something to increase demand of synth boosters. new player tutorial about boosters, increasing their bonuses or duration, maybe give some boosters as a reward for noob missions... make them actually worth manufacturing
7) salvage drones \o/
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.15 21:24:00 -
[145]
Originally by: Syuveil
6) something to increase demand of synth boosters. new player tutorial about boosters, increasing their bonuses or duration, maybe give some boosters as a reward for noob missions... make them actually worth manufacturing
If you head over to Features and Ideas, you will find my thread about revamping the illegal boosters and the possibilities it opens for the synth boosters.
Additionally, a tutorial about boosters with perhaps a "civilian" booster for them to try would be awesome. Not enough people know about boosters. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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IVeige
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Posted - 2009.09.15 21:48:00 -
[146]
tech 3 mining barge. You know something else to train for once you got in a hulk. Because lets face it, after that your pretty much stuck in a hulk for years. And im not talking about a gang ship. Something for the miner himself.
make mining 80 % source of all eve mineral, this way you get more miners back at mining instead of running lvl 4's. And you make them alot more valuable to all 0.0 alliance.
Make reprocessing of ship drop a lower quality, quantity of mineral..
Make mining mission mine REAL mineral, not a crappy usseless version of the good ones. This way it might bring more people to actually do them you know. Instead of just running pew pew lvl 4's.
Other than that, over the years its always the same ideas that keep coming back on the forum. Im suprised ccp need more, just read the forum and do it.
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XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.09.15 22:05:00 -
[147]
Originally by: IVeige tech 3 mining barge. You know something else to train for once you got in a hulk. Because lets face it, after that your pretty much stuck in a hulk for years. And im not talking about a gang ship. Something for the miner himself.
Devs have already stated that the Hulk is the pinnacle of mining (in terms of maximum ore extraction).
The only T3 mining barge I can imagine is one that had subsystems to let you alternate from ore mining to mercoxit to ice and even to gas. Plus maybe some other bonuses. But no version of said barge should be able to mine more than its T2 counterpart (mercoxit setup should not mine more than a skiff). T3 is about versatility. T2 is about specialization.
So don't count on a new uber-rock-pwning ship. Highly unlikely that will happen. |
Governor LePetomane
Rock Ridge Brokerage Solutions
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Posted - 2009.09.15 22:54:00 -
[148]
Bulk S+I jobs: I mostly want this for invention but I guess it could be useful for other stuff. Rather than having to bust my knuckles on a mountain of clicks to install 10 identical invention jobs, I'd like to be able to select multiple BPCs and install as many of them as will fit in the installation at one go.
I don't know if that's even possible, but it's a dream my mouse hand and I have cherished for some time now.
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Good Advice
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Posted - 2009.09.16 00:33:00 -
[149]
Edited by: Good Advice on 16/09/2009 00:34:04 1. Change the current title system
- Allow a MUCH higher max number of titles (100-200) - Allow Titles to have 1-10 assigned BASES (systems, stations, or pos) - People could then be granted Titles that would allow them sufficient access to the bases specified by their titles
2. Assemble a round-table of advisers to chat with about logistics issues
-Look at the 10 biggest alliances, 10 biggest corps (excluding ones in the 10 biggest alliances), and 5 corps that produce the most t2/t3 items (excluding corps already picked by section 1 or 2) -Contact them and ask them to have 1 person represent their logistical concerns and appear at an series of in-game chat-channel discussions about logistical issues -LISTEN. These are the people that do HUGE amounts of logistics work, and are very familiar with the system -Think about it for a week or two, discuss it in-house -Have another meeting, bounce ideas off of them -Repeat as necessary
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Venkul Mul
Gallente
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Posted - 2009.09.16 07:56:00 -
[150]
A chemical learning boosters, based on to the "learning boosters" cited in some of the background materials to help PvPers that that still want the extra SP but don't want to buy high level implants for a combat character.
Chemical boosters: (pills, made using harvested gases) that increase one or more stats for x hours so you can guzzle them when you clone jump in your combat clone and still have the advantage of high stats.
Naturally they should be not cumulative with stat increasing implants and the probable cost should be around the cost of a equivalent stat boosting implant divided by 60-120 for a daily dose.
As they are illegal (again, based on the background stories) they will be produced only in low sec/0.0.
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Camdim
Caldari Blood and Steel Enterprises
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Posted - 2009.09.16 13:06:00 -
[151]
My suggestions:
Remove module drops from rats. Give out salvage materials and raw minerals but not a lot of either. Increase the bounties to compensate some for the lowering of the drop rates. Actually using the salvaging skill on the wreck will give more salvage and more minerals then just looting the wreak.
R&D slots in stations. There just are not enough. Even when you fly to far off corners of the universe. If your corp purchases an office then it should get some corp slots in that station. Or set it up so each person gets one or two reserved slots maybe even allow them to rent them out if they are not going to use them. Having to wait months before your job can even start and it is a month long itself just makes it harder for the newer players to get into doing any profitable production.
Get rid of all modules that can not be made by a player. Or better change it so that players can do an invention job and have a chance to get BPC's for these meta items instead of just a tech 2. This then allows for the production of meta items by players and you don't have to drop them from mobs anymore. You could also have some BPC's still drop from some mob types. Revamp invention to have a higher chance to invent something in the meta levels but leave the tech 2 chance as is.
Get rid of ore types all together and just make it ore. This allows the miner to go out and just mine. And then sell the ore. It should be the refiner and his skills that determine how much and of what he gets out of the ore. This separates out the job of miner and refiner making them two different jobs currently you need both to be worthwhile as you have crystals linked to refining skills. You could use ore grades to indicate some quality differences so high grade ore would have a better chance of yielding high mineral types. And ore that are in deeper space have a better chance of being of higher quality but there should be some randomness to it and the miners skill should work into this as well so a higher skilled miner would pull out on average a lot better ore grade then a low skilled miner.
Revamp all the mining ships. Currently the upgrade path is retriever to hulk and you don't stop anywhere in between. There should be a reason to use the others. So made change the skill requirements around better so the skills are spread more evenly over the various barges and the barges maybe each have different bonuses giving them a purpose to be used even after moving on to exhumers. We also need a ship better then a hulk for mining. This should should be able to handle tanking in 0.0 space this means that it is all lasers and tank with a bit of drone bay. Currently a miner in a hulk can take some areas of 0.0 but in other areas he has to run from far to many spawns and this is with maxed tanking skills. We need a super hulk that can tank several NPC BS spawns while the drones chop them down. So maybe 4 mining lasers enough drone bay space for heavy drones and light drones/mining drones, and 4 mid and 4 low slots skills required would be astro 5 exhumer 5 ect..And with poor drone skills and weak tanking skills then even that ship will not do you any good. This makes the super hulk the ideal 0.0 and high end mining ship. As it stands right now a brand new character can get into a hulk in about 110 days or so. And then has nothing else to look forward to as a miner. Sure they can go to orca or the roqual but both of those are logistical ships more then mining ships.
Somewhere someone made the suggestion of a scientist career path. This included science ships and various other things. We need this and many of the existing industrial careers further developed and each should have an end game they can shoot for.
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Shoogie
Galactic Research Mining and Manufacturing
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Posted - 2009.09.17 00:28:00 -
[152]
1) I want the ability to use a blueprint from the corp library, but have the input and output be my personal hangar, and use my personal wallet for the fees. When using a corporate blueprint for a personal job like that, my corp should be able to set up rental fees to charge me for using their blueprint.
2) Please let me disable the popup box to tell me "Warning, the line you selected is in use. Would you like to queue up your job after this one finishes?"
3) It is silly how many clicks I have to go through to set up a job right now. If I did my last material research job at the POS, can't you remember that so that my next material research job also defaults to the POS? Another thing I really hate is searching through all my labs for the one with the shortest queue. Can you please default to the slot with the shortest queue? Frankly, you could remove that as a selection point altogether and I don't think very many people would care.
4) I hate how every POS module has its own hangar. When I'm building ammunition, I load a bunch of minerals into the freighter, fly to the pos, dump minerals into ammunition array #1. Start a few jobs. Pull the minerals out of array #1 and dump them into array #2. Start a few jobs. Pull them out of array #2 and dump them into array #3. Start a few more jobs. About this time I realize I'm out of pyerite. I know I have more pyerite around, which hangar is it in? Again, I want to do some invention. My datacores and data interfaces are in laboratory 1. Start some jobs. Now, I have to fly to the pos to move them into lab 2 to start some more jobs. Once a week or so I lose them, and end up opening up all five laboratories to figure out which hangar I used last.
One thing that would help both of the previous problems are "double-wide" labs and assembly arrays. One standard mobile laboratory has 1 copy slot, 3 ME slots, 3 PE slots, 5 invention slots, and a 25k m3 hangar. If I online two of those on a pos, can it be treated like one laboratory with 2 copy slots, 6 ME and PE slots, 10 invention slots, and 50k m3 of space? One place for the inputs and outputs of all laboratory jobs. One querry to see what are the queue times for ME research in the POS rather than having to querry all five labs one at a time, and remembering, "Lab 3 had only 4 hours left. Start the next job in lab 3."
Making a double-wide assembly array would need a little more coding, because each assembly line needs to be limited to certain types of jobs. You don't want someone putting an ammunition assembly array (about 10M isk for 5 manufacturing slots) onto an X-Large Ship Assembly Array (I forget how much isk, but 3 mfg slots) and building 8 carriers at once. I envision a variable remembering that lines 1-5 are ammunition only. Lines 6-8 are ships only. Then when I right click a blueprint and select "manufacture," it defaults to the POS (because that's where I started my last MFG job,) greys out all the lines that do not match the type of blueprint, and selects the matching one with the shortest queue. Since I'm happy with all those selections, I hit OK. It takes the minerals from the common assembly hangar. When done, the finished goods go back to the common hangar.
5) It has always bugged me that the Iteron V could carry more than deep space transports. Previously, it was worthwhile to rig a T2 transport ship, but putting 100+M of rigs on a 1M T1 industrial hull was stupid. Now that medium sized rigs have been introduced for industrials and rig prices are dropping, rigged Itty 5's are going to be much more common, but the T2 transports have one less rig slot. Would it really hurt anything to give DST's 50% more cargo space? How about 10% more space per level of the Transports skill?
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Alanea Winddancer
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Posted - 2009.09.17 00:50:00 -
[153]
I don't like the idea of turning meta 1-4 into BP drops. That would pretty much just lead to the level 1-3's being totally discarded in the end - that is unless the BP drops were to be really rare. But in any case T1 drops must go so that there is actually a point in manufacturing T1 stuff and the metalevel drops should be less frequent. Maybe have a 50/50 ratio of direct module drop and BP drop would work better. But even then the BP would have to have to be a copy and not an original, with a very limited run on it. Otherwise again, it would risk end up making meta 1-3 completely redundant.
With the death of T1 drops and partial introduction of limited BPC metalevel drops, it should make mining actually worthwhile. Like so many people say, it makes little sense that reprocessing should hold such a big share when it comes to the origin of minerals. If mission rewards needs boosting, then go for that instead.
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.09.17 13:47:00 -
[154]
- remove static belts
- minable planetary rings
- minable comets/meteroid/asteroids that are constantly moving through space that you have to hunt down
- smarter rats
- more interactive mining (more complexity)
- multiple types of ore in asteroids
- lowsec ores shouldn't be worth less than highsec ores (mission, ratting, drone loot related? please investigate)
- mission, ratting, drone loot should supply less of the market's mineral needs (same as above)
-more mining ideas -CCP Chronotis on mish, rat and drone loot
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Eraseri
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Posted - 2009.09.17 14:28:00 -
[155]
Make bpo-handling smarter:
-I would want to add job to manufacturing line that has least queue, as default -I would much rather do research in POS than queued station -I would want to be able to start 10 identical invention jobs just by making few clicks instead of 100 -I would like to be able to set different default settings for different kind jobs(Like you can manage different overview settings) -I would want to be able to see POS-assets remotely and from API also
And one important thing: It would be very nice if you could drop all materials to POS into IE corp hangar and the assembly array(or mobile lab) could automatically search for required items for R&D jobs from there. It is complete nightmare to share all materials equally to different labs/arrays when running multiple labs or arrays simultaneously.
I also think my fellow colleagues (or competitors) would also wish this kind of things
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Reklan
Amarr The Photon Raiders
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Posted - 2009.09.17 14:41:00 -
[156]
Originally by: This NameTaken Allow non fueled towers to be "hacked" If we could power them down and remove them somehow, it would clean up wh space, and high sec. And, it would create a new occupation for people that wanted to haul them away for profit.
Totally agree with this..
maybe an advanced hacking skill that could also be used aginst GSC..
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Moon Dogg
Gallente The Arrow Project Morsus Mihi
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Posted - 2009.09.17 14:41:00 -
[157]
Quote: Get rid of ore types all together and just make it ore. This allows the miner to go out and just mine. And then sell the ore. It should be the refiner and his skills that determine how much and of what he gets out of the ore. This separates out the job of miner and refiner making them two different jobs currently you need both to be worthwhile as you have crystals linked to refining skills. You could use ore grades to indicate some quality differences so high grade ore would have a better chance of yielding high mineral types. And ore that are in deeper space have a better chance of being of higher quality but there should be some randomness to it and the miners skill should work into this as well so a higher skilled miner would pull out on average a lot better ore grade then a low skilled miner.
This is a VERY interesting proposal. I'd be curious to see it developed more, to be honest. I wonder if just having one asteroid in a belt, rather than one of each ore class, would contribute to CCP's "Need for Speed" initiative? Or would the calculations necessary to determine yields and min types during refining balance out any gain in that area?
Unfortunately, this is not my bailiwick
*********************************** "Burn the land, boil the sea, you can't take the sky from me..." |
Emily Heapy
Sinclair Corporation
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Posted - 2009.09.17 14:46:00 -
[158]
Have all standard Tech 1 (non named) player made and not seeded
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Zebba
Northwind Research Agency
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Posted - 2009.09.17 14:49:00 -
[159]
Originally by: Swalesey Been able to use a corp bpo locked in a hanger, and having the output and drop been a player's hanger would be great. Also, can roles be set for a persn to only be able to cancel/complete there own jobs rather than everyone's in the corp.
Originally by: Zindevar Devetaki Ability to build with corp blueprints using minerals from your own hangar and using your own wallet.
Originally by: Grendell 2. More corp hangar divisions
[...]
- Seperate roles for labs and factories
Yes, please finally add the functions the S&I interface suggests you. If I click the box to allow corporation members to use it let them use it! Also prevent every CEO from giving new people access to every corporation job. This will require some additional structure for players to place the minerals in order to build something. Maybe pooling the hangars isn't that bad after all.
Originally by: Tau Cabalander * Make the positioning arrows on the lime green POS structure placing cube scale with zoom factor.
Would make it a lot easier to anchor stuff further away from the CT.
Originally by: Iv Dor 5) Seeing a tower's fuel levels (hours/days remaining) remotely. Even in the real world would be able * Remember the range for doing Science and Industry jobs, don't default to your current hanger.
The API can do it, why not a tool?
Speaking of API: put some love into it! I want to extract a Blueprint list.
Things you should not change by the way:
- Do not add more public research slots
- Do not change the standing system in order to anchor towers
- Do not make research slots public available
- Do not change the fuel requirements according to standings
Zebba NRA
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Eraseri
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Posted - 2009.09.17 14:54:00 -
[160]
Originally by: Zebba
Things you should not change by the way:
- Do not add more public research slots
- Do not change the standing system in order to anchor towers
- Do not make research slots public available
- Do not change the fuel requirements according to standings
/signed
In my opinion too big messing with things that would have huge affect on market will not create anything good
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Governor LePetomane
Rock Ridge Brokerage Solutions
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Posted - 2009.09.17 18:54:00 -
[161]
Originally by: Shoogie If I did my last material research job at the POS, can't you remember that so that my next material research job also defaults to the POS?
This is a good one I'd forgotten about. Installation window definitely needs a "remember current settings" option for the pulldown menus at top.
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Ahro Thariori
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Posted - 2009.09.17 19:01:00 -
[162]
Edited by: Ahro Thariori on 17/09/2009 19:03:27
Feature request: remove unnecessary clicks from the Science & Industry interface.
Let me expand on that: - at a station with lots of empty slots, why do I have to select one of those explicitly? The distinction isnt meaningful, all I'm interested in is an empty slot or one with the least time on. Same goes for slots within a lab at a POS. So instead of forcing me to select it explicitly let me just select the station/lab and select the least queued slot for me.
- look at use cases: if I am at a POS and I want to say invent on a BPO parked savely at an NPC station I have to manually change the range drop down box from station to current solarsystem every time. It's just one click but it gets stupid rather quickly. Either change the standard setting - or if this standard is required for another use case - make standard range selector in the drop down box configurable
- make everything batch; if I want to do 10x Improved Cloak invention from ten 1-run cloak BPCs utilizing ten Interface Alignment Charts, dont let me go through the tiresome interface 10x times. Allow me to select 5x BPCs, right-click Invention, select the lab (not the slots), warn me if there's not 5 empty slots, let me select the Decryptor, etc. pp. and be done for after the second iteration. - Or even better - Allow me to select 10x BPCs, right-click Invention, ask me to select several labs until the selected labs combined have enough slots for the 10 jobs (but also show me the value of the largest queued slot and allow me to select an additional lab to reduce this number).
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Mara Rinn
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Posted - 2009.09.17 22:26:00 -
[163]
Another thing: fix the orca's hangar so that operations with mixed corporations who are not in the same alliance can benefit. More to the point, fix the corporate hangar on the orca so that we can see items that are in the hangar now, not in fifteen minutes time. And fix the fitting service so that refitting mining ships in space doesn't mean you're mining for a day with no beams being rendered.
[Aussie players: join channel ANZAC] |
Marquise Zena
I.X Research
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Posted - 2009.09.18 12:24:00 -
[164]
One thing I would very much like to see is the replacement of the current T1 manufacturing method with a component method as is currently used for Capital Ships.
Currently we have: Minerals -> [Build] -> Ships
Where a component system would be: Minerals -> [Build] -> Components -> [Build] -> Ships
The cost to build the ship need to be roughly the same, but skills would be needed to build the varying level of components and the ships themselves. My problem is that at the moment a 1 day old character can (if they have the cash+blueprint) start building battleships without any skills. With component manufacturing, it would be more linked to skills. For example, producing components would require a ship construction skill. Building frigates, cruisers and battleships would require the relevent skill that currently exists. It would also allow more diversity in that some people may want to specialise in component production, ship production, etc.
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Letrange
Minmatar Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2009.09.18 16:47:00 -
[165]
Let's see:
1) allow manufactureers to make meta 1 to 4 modules 2) remove T1 module drops from rats and replace it with something that allows you to make meta 1-4 modules out of standard modules 3) make it so that POS manufacture is always better than station manufacture (risk = reward) 4) make all POS towers and modules manufacturable (have them require NPC goods in their manufacturing to maintain the isk drain) 5) Start associating NPC goods at stations with planetary populations and not with just with specific NPC corporations (or add planet related goods to NPC stations regadless of corp affiliation). 6) Add a component level between minerals and T1 ships (i.e. modules and ammo can use raw materials but ships need T1 components to be built). 7) allow for partial completion of in-corp/in-alliance contracts (and or allow for buy sell orders who's visibility is in corp only). 8) allow for in corp contracts who's location is a hangar in a corp hangar at a POS. 9) allow for "tradepost" module that can be anchored outside a POS (much like a jump bridge) where a ship can come up and "buy/sell" from it (provided the pos does not shoot the visitors of course :P and the purchase/sale fits inside the destination hangar/holdspace)
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Adunh Slavy
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Posted - 2009.09.19 00:32:00 -
[166]
Originally by: Moon Dogg I wonder if just having one asteroid in a belt, rather than one of each ore class, would contribute to CCP's "Need for Speed" initiative? Or would the calculations necessary to determine yields and min types during refining balance out any gain in that area?
My recolection of that Blog/thread, that was specific to mining as it related to Need for Speed, was reducing having to keep track of the number of things in space. A roid being Veld or Crokite doesn't matter, it's just an object of a particular class of objects. The suggestions were things like, giant roids and get rid of the little ones, zones or "mineable areas" that just look like they have roids in them, to pointing lasers at moons and planets, among other things.
The Real Space Initiative - V5 (Forum Link)
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Torand Fisk
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Posted - 2009.09.19 04:49:00 -
[167]
I was thinking of a couple things...perhaps some high tech exhumers that could cloak while mining for deep 0.0 mining missions..or not while mining of course, but the equivilent of a covert ops mining ship that could move while cloaked.
Rigs that directly benifit mining, rather than only righs that benifit mining drones.
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Agisha
Gallente
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Posted - 2009.09.19 12:56:00 -
[168]
I would suggest to introduce "quality". A better quality of ore will produce a better quality material like a better ship with a higher shield etc...
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Michael Ar'Deteis
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Posted - 2009.09.19 16:15:00 -
[169]
Today we have T1=>T2 Invention (lets call it Advanced Invention) Lets add T1=>Meta Invention - inventing Meta 1,2,3,4 BPC from T1 BPC using appropriate skills and materials (lets call it Meta Invention)
For Meta Invention you will need:
- T1 BPC - copied from T1 BPO
- T1 Module - Looted from wreck or manufactured
- Damaged Module Parts - Looted from wrecks instead of usual module drops
Meta Invention will be always succesfull. As a result, you can get:
- Meta 1 BPC (40% chance)
- Meta 2 BPC (30% chance)
- Meta 3 BPC (20% chance)
- Meta 4 BPC (10% chance)
Materials used for meta manufacturing will be: T1 module variant, minerals, other items (like in T2 manufacturing)
Drop from NPC atm is only modules (100%). Replace it with modules (30%) and damaged module parts (70%). Damaged module parts can also be reprocessed.
To boost interest in T1, Meta 1-3 items - increase skill prerequisites for better items: meta items, T2, faction, officer, storyline. Kinda weird to see same prerequisites for Heavy Missile Launcher I and 'Arbalest' Heavy Missile Launcher.
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JitaPriceChecker2
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Posted - 2009.09.19 17:42:00 -
[170]
Give us ability to reprocess subsystems.
I want to reprocess a lot of them.
Any good expansion should hit poeple hard that think "minerals i mine are free" and benefit rest.
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Fellhahn
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Posted - 2009.09.20 10:56:00 -
[171]
Allow the option to rent research slots on a POS to members of the public.
Materials required for invention should be able to be sourced from a corp hanger, both at a station or at the POS itself.
Allow POS's that have been offline for X number of days to hacked. Then can be unanchored, hauled off and sold. All attached modules could need to be hacked and removed before the main tower could be taken. 0.5 - 0.6 systems in regions like Forge/Lonetrek are literally clogged with offline towers, some that have been offline a long time, plenty owned by corporations that have a single member who hasn't been in game for months or years.
Larger volume anchorable containers.
A % chance to succeed statistic when lodging an invention job.
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Jo Shmo
Caldari Semi-Ethical Munitions Inc.
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Posted - 2009.09.20 11:55:00 -
[172]
I didnt read past the first post, so if these have already been mentioned, consider them in agreement with the original poster.
Better POS module synergy. Let the POS modules work together instead of each of them being a separate entity. For example allowing arrays draw from an anchored corp hangar for production. Also, having to have modules within 3km of each other to move stuff between them is a PITA, especially for larger modules like ship assembly arrays, please increase the range.
A useful refinery for more than ice. If it has to be anchored to an ORE faction tower to get anywhere near 100% yield, that works too. 75% yield on the efficient refinery isnt even worth it in W-space sometimes. Also, the refineries are too small and or take too long.
New gas harvesting ship. With the discovery of W-space, gas cloud harvesting is becoming more of a real profession. I feel its about time it has a ship dedicated to it.
Hidden ice belts. Sort of like what was done with hidden ore belts. You probe them down, they have a few ice blocks with a finite amount, and they have better rocks than what is normally available in the area. High-sec would get the improved racial ice mixed in with normal ice for the area, like Pristine White Glaze and Thick Blue Ice. Low-sec would get stuff like Glare Crust and Dark Glitter mixed in with racial ice. Nullsec would get access to racial ice that isnt normally found in the area, in addition to all of the above. DO NOT LET THESE SPAWN IN W-SPACE!
Recolor the icon for BPCs. Make them yellow instead of blue, and then they are easily distinguishable from a BPO.
More variety between mining ships. Currently, there are about 12 mining ships, including frigates and cruisers. There are only 4 that are really used by anyone more than 2 weeks old that is dedicated to mining. Combat ships on the other hand number in the hundreds. Give us some options, please.
ORE Mineral and Ice Compression POS array. Shouldnt compress as good as a Rorqual, maybe 10:1 or 15:1 ratio max, but it should be fairly quick, have a decent cargo size, and be able to run multiple jobs at once (3-5). This, combined with an ORE tower and a refinery would allow you to compress the ore/ice before refining it, so you can refine more at once.
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Cergorach
Amarr Black-Sun Pitch Black Legion
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Posted - 2009.09.20 12:49:00 -
[173]
Request: Accounts that aren't subscribed (either through a subscription fee or the use of PLEX) should not be able to generate any ingame effects, and should be implemented in the same way 'ghost' training was countered.
- Research is stopped/canceled if your not subscribed.
- Production is stopped/canceled if your not subscribed.
- Generation of Research Points is stopped if your not subscribed.
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Martin Blanke
Tactical Logistics Corporation
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Posted - 2009.09.20 13:14:00 -
[174]
Well I hope no one has already said this, I tried to read it all...
My idea is to change the way refining is done in a station.
For the mining corporations, their corp tax could include a percentage of what their members refine. So a member goes out and mines a bunch of veld, then he refines it, and the refinery puts 10% or whatever the tax is into deliveries.
Also, to make it easier refine for fleet. Add a tab that will spread the mins out amongst the fleet members. Then you don't have to wonder if that guy doing your reprocessing is doing a little for himself.
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Marty Bones
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Posted - 2009.09.20 15:35:00 -
[175]
Originally by: This NameTaken
Originally by: Swalesey Taking module drops from mission runners/ratters is a bad idea, as a lot of people actualy use these module drops to fit ships in the early days, and It makes no sense that player ships drop there modules, but npc ones don't. Why would all npc ship be carrying round bpc of there own modules all teh time and what benefit does this have to people who run missions etc (I am not a mission runner) They make there isk out of these modules and salvage more than bounties often.
Of course they make their isk from these drops. Are you aware of how much they make? There are enough tech one moduals on the market provided by mission runners to make producing tech one items from blueprints useless. In this way, mission runners are destroying manufactures.
Those items that are not sold are being recycled into minerals. In this way, mission runners are destroying miners.
Mission runners make a ridiculous amount of isk for the skill and risk involved. Part of me likes that, because I run a lot of missions, but another part of me realises that this isk comes at the expensive of miners and manufacturers. Miners make about 15% as much money in high sec per hour as mission runners. Part of that is because mission runners are producing minerals from the loot that they gather. If BPC's were droped instead of actual items, mineral demand would go up, so that miners can have a trade that pays the rent. And, manufacturers would actually have the ability to produce the items that are sold on the market. After all, I thought one of the good parts of eve is that nearly everything is produced by the players.
I understand your concern about a ship that drops a bpc... that does sound a bit odd. What if, instead, they dropped a broken modual that could not be refined, and only be used if it were "fixed" by adding more minerals? They could still be sold by the mission runners to manufacturers that were "skilled" in their repair, and the manufacturer could fix them to be sold on the market to people that need them. Of course the miner still wins as well, because unmined minerals are not undercuting their efforts.
Now, granted, the mission runners just got a slight nerf to their income, but, be honest.... They really do need it. The miners got a much needed boost, and so did the manufacturing of tech one moduals.
What about adding electronic partd etc to t1 modules and ships. IN this way npc can drop broken meta1-4 items wich can be repaired by replacing broken electronic parts. Then replace teh module drops with electronics . In that way you can keep the mission runners income intact, add ·ore debt to production and increase income for miners and t1 manufacturers and add an aditional isk sink to eve to keep infaltion in check
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El Liptonez
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Posted - 2009.09.20 17:59:00 -
[176]
1. Gas harvesting ship. 2. Salvage conversion (but don't nerf T2 wreck salvaging with that please). 3. Comet mining. (most likely to be moon materials) 4. Fix low sec asteroids. Simply adding a few percent of refined minerals should do the trick there. 5. Differentiation between BPOs and BPCs. 6. Storefronts (also like the idea of POS trade hub). 7. Make getting faction standings easier, just slightly. 8. Good belts must be scanned. 9. Fix covetor skill requirements. 10. Fix industry job clickfest.
All of these were already mentioned before and have discussion threads, so don't think I'll need to explain them.
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Tradkil
Kil Family Corporation
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Posted - 2009.09.20 18:01:00 -
[177]
Originally by: HillAnt the option to automaticly select manufacturing slots based on where the blueprints are
^ this +1
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Ukucia
Gallente The Scope
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Posted - 2009.09.20 18:03:00 -
[178]
Edited by: Ukucia on 20/09/2009 18:04:26 Edited by: Ukucia on 20/09/2009 18:03:28 This would probably be the hardest to implement. But it would be fantastic.
One of the great losses when SOE botched SWG was they had created a game with crafter PvP. The good crafters were able to squeeze a few more stats out of the items they made. These high-end crafters competed mercilessly for the best materials, and spent hours experimenting to make the Really Good StuffÖ. Their experiments let them figure out how to tweak the items they made, so that they were better for a particular purpose (for example, composite armor with very good resists that didn't require buffs to put it on.)
EvE has the "pew-pew lazors" PvP system down. They've got great market-based PvP. They need some way for a manufacturer to be better than everyone else. Material and time efficiency helps only a little, and the invention system works very strongly against those.
It would be great if I could mix in a little 'magic dust' and the final module would use a little less CPU. Or a little less PG if I used different dust. Or a ship had a little more agility, or a little more armor. And so on. Let me make "Ukucia's Raven", not "Yet another Raven that is identical in every way to every other Raven".
I realize this would be pretty nasty on the database programming front, but hey, we Gallente are supposed to be the dreamers.
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.09.21 14:41:00 -
[179]
Originally by: El Liptonez 4. Fix low sec asteroids. Simply adding a few percent of refined minerals should do the trick there.
please L2economy
your "fix" would make it worse
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Sungas
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Posted - 2009.09.21 18:03:00 -
[180]
Edited by: Sungas on 21/09/2009 18:03:39 As opposed to what some here suggest.
Don't remove T1 drops.
Make the solution like anything else in game.
Reward time invested in skills. If a player opts to invest time into scrap metal processing instead of mining, then give them the appropriate reward for doing so.
If anything, provide more penalty for reprocessing T1 drops if skill investment is not made.
Skill investement should have a corresponding reward.
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Phi Untar
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Posted - 2009.09.21 23:04:00 -
[181]
Hello.
Ill caveat this, Im not a manufacturing expert.
Seems to me that there is alot of rage (deservedly, or not) about T1 drops.
To keep all pleased, why don't we change the drops to the equivalent base isk value low end salvage, with the option of actually salvaging the wreck to get more. If salvaging the wreck, the low end stuff gets sucked in too.
The missioner can store alot more "isk per M3" that way, and manufacturers get lots more salvage to work with.
More salvage in the market, no T1 from missioners, no mineral flood from missioners.
Missioners still get the occasional meta item, same as now.
The only ones that "suffer" here are ninja salvagers, and that's alright, they can still salvage a wreck, just not loot the low end salvage.
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Loney
CyberDyne R-D
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Posted - 2009.09.22 02:39:00 -
[182]
1. More comprehensive BPO/BPC tracking and managing tools.
2. Make more defined roles for manufacturing/research/etc in corporations hangers/ POSs.
3. Increasing the item database limit on TRITANIUM piles and Shares dividends (along with everything else i guess) would be nice form the 2.1xxxx billion to something a bit higher or perhaps and EVEN number like 3b or 5b?
thats all i can think of right now... ..
Check out our Website in game or out!
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Adunh Slavy
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Posted - 2009.09.22 02:43:00 -
[183]
Edited by: Adunh Slavy on 22/09/2009 02:44:29
Originally by: Sungas
As opposed to what some here suggest.
Don't remove T1 drops. ... time into scrap metal processing ... Skill investement should have a corresponding reward.
That's a good point. I wonder if the corresponding bid wars that might occur to purchase T1 for the purpose of refine would offset the ISK loss to those who do not have scrap processing. It would not however help the miner community as the minerals would still exist. Perhaps if the component construction model were adapted, as has been suggested a few times in this thread, then the numbers can be smoothed a bit more in that additional horizontal layer and the benefit of that could be shared with both miners and preprocessors.
Too, there could be additional uses to scrap processing that do not yet exist, something that could come out of Dust514, although what, I'ven't a clue. :)
The Real Space Initiative - V5 (Forum Link)
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Ukucia
Gallente The Scope
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Posted - 2009.09.22 17:50:00 -
[184]
Originally by: Sungas Edited by: Sungas on 21/09/2009 18:03:39 As opposed to what some here suggest.
Don't remove T1 drops.
Make the solution like anything else in game.
Reward time invested in skills. If a player opts to invest time into scrap metal processing instead of mining, then give them the appropriate reward for doing so.
If anything, provide more penalty for reprocessing T1 drops if skill investment is not made.
Skill investement should have a corresponding reward.
Who do you think buys the vast majority of T1 drops?
It's the folks with high scrap metal processing, who are buying the items for less than mineral value and selling the minerals.
The problem is there's so many T1 drops, there's no way for a budding manufacturer to make any T1 items and sell them for a profit.
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Angelica Khan
Gallente Opus Legion
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Posted - 2009.09.23 12:40:00 -
[185]
As much has already been said, i support the following major features:
* More ships. Simple enough. More ships to fly = More ships blown up. Everyone happy.
* Remove ordinary arch asteriod sites. Make them at random positions through exploration, thus holding bigger asteriods, and please make them look like real asteriod fields.
* Remove T1 drops from NPC and missioning. This is really intresseting, when a explosion occurs, why does modules survive? Go out and blow up your car and try to see if anything survives. Its silly actually, in the contrast, just up the bounties a bit and leave missioning as one profession, and mining as one aswell. To be honest, i feel that mining vs missioning is to unbalanced since mining gets ore which refines to minerals vs missioning were you get bounties, mission rewards and bonuses, salvage and finally t1 items. This is the only point were i point the fingers, and say, its to unbalanced.
* Research Towers for standings. Why should this be granted to missioners alone? I read about higher cost for starbase charters, but dont think it would solve the issue( no offense ^^ ) but rather some contract/rent solution were standings could be one component out of several others, to a equation to get a final renting cost.
* Mining profession marker. Perhaps a bit slighty of topic, and also a bit dull ^^ but anyway, i would like to see tools to be able to group a collection of miners together into one unit and properly display this, also works for combat pilots. This i think would benefit for that group, to see, we belong to eachother( okey sound a bit gay but bare with me here ^^ ) i think it would create a better sence and feeling for squads, wings and even fleets. Could make a simple tool as the corporation logo and make some sort of logo for the squad/wing/fleet. I hope the general idea has been pointed out ^^
* Manufacturing Tools. Make the in-game interface better for manufactures, i support batch inputs as well for invention. Build in calculations tools to better and more efficient to see how ones industry is going, could work on individual level aswell as corporation and even alliance level.
To look into the future, i want love to see( merely ideas and no need to go clanking down ^^):
* Full scale planetary interaction/harvesting. A way to find planets in some size variaty that are practically just gas/metal planets with no life support. Would require a different and seperate skill set than regular industry but with atleast some common entry point. T4 perhaps? Be able to link production on individual level( someone in corp is crazy enough to risk it, or as a corporation or even alliance ) Yes its many crazy talks here, but brainstorming is funny ^^ *Does not need to be 3D and out-of-pod walking* - - - - - - - - - - - - - - "..Fear only fear itself.." |
Nidhiesk
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Posted - 2009.09.23 17:29:00 -
[186]
Ok, I didn't read all the post but if its been said before Im sorry.
- manufacturing named items. - less blueprints for the same type of item (ie: rigs, we got triple now..there needs to be a limit somewhere) - make the asteroid shoot me, I will get my combat ship ready and shoot all asteroids in space. this will be a great way for me to mine - ^ I'm dead serious, i want asteroids to shoot me so I can get minerals...current mining system is boring (maybe not related but it is somewhat..you need mins to produce anyway)
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Ahro Thariori
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Posted - 2009.09.23 18:24:00 -
[187]
* make it so that we can at least repackage 0/0 (unresearched) BPOs. Since the introduction of Invention I am piling 0/0-BPOs, and they are really hard to sell as virtually no one ever checks the contracts for them. (btw: increase the 14d max on contracts to 90d). Example: Prototype Cloak BPO (NPC price 90M) sells packaged on the Jita market for up to 125M (convenience markup) but on contracts in Jita not even for 80M (no-one-is-checking markdown). |
Kalpaks II
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Posted - 2009.09.23 19:47:00 -
[188]
Originally by: Ahro Thariori Edited by: Ahro Thariori on 17/09/2009 19:03:27
Feature request: remove unnecessary clicks from the Science & Industry interface.
Let me expand on that: - at a station with lots of empty slots, why do I have to select one of those explicitly? The distinction isnt meaningful, all I'm interested in is an empty slot or one with the least time on. Same goes for slots within a lab at a POS. So instead of forcing me to select it explicitly let me just select the station/lab and select the least queued slot for me.
Signed - look at use cases: if I am at a POS and I want to say invent on a BPO parked savely at an NPC station I have to manually change the range drop down box from station to current solarsystem every time. It's just one click but it gets stupid rather quickly. Either change the standard setting - or if this standard is required for another use case - make standard range selector in the drop down box configurable
- make everything batch; if I want to do 10x Improved Cloak invention from ten 1-run cloak BPCs utilizing ten Interface Alignment Charts, dont let me go through the tiresome interface 10x times. Allow me to select 5x BPCs, right-click Invention, select the lab (not the slots), warn me if there's not 5 empty slots, let me select the Decryptor, etc. pp. and be done for after the second iteration. - Or even better - Allow me to select 10x BPCs, right-click Invention, ask me to select several labs until the selected labs combined have enough slots for the 10 jobs (but also show me the value of the largest queued slot and allow me to select an additional lab to reduce this number).
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Bill Poster
Caldari
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Posted - 2009.09.24 08:55:00 -
[189]
Originally by: Shoogie
2) Please let me disable the popup box to tell me "Warning, the line you selected is in use. Would you like to queue up your job after this one finishes?"
Try double clicking the assembly line instead of single click + use button.
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A Ingus
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Posted - 2009.09.24 15:39:00 -
[190]
Biggest thing to me as an inventor is:
Increase the base ME on all invent jobs. Or at least on ship invent BPCs. The way things are now there are many ships that are simply uneconomical to invent and manufacture. The BPOs owners of those ships have a huge advantage with reduced build costs because their BPOs have so much better ME.
You supposedly wanted invention to replace the BPO lottery and BPO holding. There is no way to compete with the BPO ME advantage for some ships. This is very pronounced at the Command ship level where a large number of tech II components are required for each build. The effect of any ME advantage is quite exaggerated at that level.
Increasing the availability of tech II components, lowering the price of tech II components, reducing the total build components required, while reducing the overall manufacture costs and eventual sale price, will not ameliorate the very wide ME advantage BPO holders have. Fix this situation please.
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Max Essen
Gallente Bison Industrial Inc
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Posted - 2009.09.25 00:58:00 -
[191]
My 2 cents worth. As I have just finished reading this entire thread, I have my personal "Top 10" well ... 11 items I would strongly support.
1. T1 Module Manufacture. Remove NPC drops of T1 Meta 0 loot. This will make manufacture of T1 more viable.
2. ORE Transport. A transportation optimized varient of the Orca as a mid-level cargo and/or ship transporter. [side note: Always thought the Orca should have been an ORE ship.]
3. Corp Production Request Queue. Place for corp members initiate a building request that would show up on a "corp building plan" interface that CEO/Dirs could prioritize.
4. Covetor Skill Reduction. Revisit the 18 hour training gap between Covetor and Hulk. This will make the Covetor a viable ship again.
5. ORE Control Tower. Ore refine and Manufacture bonus. Perhaps even allow the ORE towers to refine in 0.5+ systems? [hearing the screams already]
6. Hanger and Wallet Divisions. Add 3 of each please.
7. Personal Hanger Array. 10-20% of a POS Corp hanger anchored by a corp-member (new permission to allow) inside the POS shields but not within 10km of tower. Access is only to person who anchored. Can be removed by said person or CEO/Dirs.
8. POS Fuel Pellets with appropriate BPO. Please.
9. ORE T3 Exhumer. I would pay some serious ISK for one. As far as "Devs have already stated that the Hulk is the pinnacle of mining (in terms of maximum ore extraction)." Well, all things change and nothing is impossible.
10. Secure Corp BPO Library. Can be shared (by permissions) to corpmates without this clunky locking the BPO mechanism.
11. Reduce HiSec POS Standings Requirements by 66% while doubling the "charters" required. As corp standing increase, reduce the charters required.
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Sungas
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Posted - 2009.09.25 03:03:00 -
[192]
Originally by: Ukucia
Originally by: Sungas Edited by: Sungas on 21/09/2009 18:03:39 As opposed to what some here suggest.
Don't remove T1 drops.
Make the solution like anything else in game.
Reward time invested in skills. If a player opts to invest time into scrap metal processing instead of mining, then give them the appropriate reward for doing so.
If anything, provide more penalty for reprocessing T1 drops if skill investment is not made.
Skill investement should have a corresponding reward.
Who do you think buys the vast majority of T1 drops?
It's the folks with high scrap metal processing, who are buying the items for less than mineral value and selling the minerals.
The problem is there's so many T1 drops, there's no way for a budding manufacturer to make any T1 items and sell them for a profit.
You didn't address the reward for investing in scrap metal processing. Do you suggest the skill should be worth nothing? I have a counter proposal using your mindset.....make the mining skills worth nothing instead.
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foobarx
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Posted - 2009.09.25 11:12:00 -
[193]
Originally by: Ahro Thariori * make it so that we can at least repackage 0/0 (unresearched) BPOs. Since the introduction of Invention I am piling 0/0-BPOs, and they are really hard to sell as virtually no one ever checks the contracts for them. (btw: increase the 14d max on contracts to 90d). Example: Prototype Cloak BPO (NPC price 90M) sells packaged on the Jita market for up to 125M (convenience markup) but on contracts in Jita not even for 80M (no-one-is-checking markdown).
You should be able to repackage any BPO into its 0/0 packaged version.
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Ancy Denaries
Caldari The Confederate Navy Forever Unbound
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Posted - 2009.09.25 13:12:00 -
[194]
Originally by: Abrazzar Here, have some stuff about mining.
Abrazzars mining overhaul and Nyphur's Mining MK II are two VERY good reads when it comes to stuff that can be made for mining. READ it and understand it. Please, you owe us that much. ----- Why doesn't anyone ever read the forums before posting? EVE is a game of adaptation and planning. Adapt or die. |
foobarx
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Posted - 2009.09.25 16:03:00 -
[195]
Originally by: A Ingus Edited by: A Ingus on 24/09/2009 15:46:43 Biggest thing to me as an inventor is:
Increase the base ME on all invent jobs. Or at least on ship invent BPCs. The way things are now there are many ships that are simply uneconomical to invent and manufacture. The BPOs owners of those ships have a huge advantage with reduced build costs because their BPOs have so much better ME.
CCP supposedly wanted invention to replace the BPO lottery and BPO holding. There is no way to compete with the BPO ME advantage for some ships. This is very pronounced at the Command ship level where a large number of tech II components are required for each build. The effect of any ME advantage is quite exaggerated at that level.
Increasing the availability of tech II components, lowering the price of tech II components, reducing the total build components required, while reducing the overall manufacture costs and eventual sale price, will not ameliorate the very wide ME advantage BPO holders have. Fix this situation please.
People who have T2 ship BPOs paid untold billions for them. CCP has already reduced those BPOs to a fraction of their original value. Do you really think it's fair to do it again? CCP did get rid of the BPO lottery, but as far as I know they never intended to shaft all the existing BPO holders like that.
In any event you seem to believe invention will become more profitable if inventors can compete on more even terms with BPO holders. But it isn't true, and for proof you need only look at T2 ships that never had BPOs. The reason invention isn't profitable is it has low barriers to entry, and there will always be people who do invention without considering whether or not it's profitable. Every couple days there's a thread on this forum that goes something to the effect of "I just invented ten Claymore BPCs. Why can't I sell them for a profit?"
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Roland Grey
Gallente Nexus Aerospace Corporation
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Posted - 2009.09.25 17:09:00 -
[196]
* BPO/BPC differentiation. Everyone seems to concur.
* Different mining ships - some variant on how there is no "best" PvP ship, make it the same with mining ships.
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Shoogie
Galactic Research Mining and Manufacturing
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Posted - 2009.09.26 03:32:00 -
[197]
Originally by: Bill Poster
Originally by: Shoogie
2) Please let me disable the popup box to tell me "Warning, the line you selected is in use. Would you like to queue up your job after this one finishes?"
Try double clicking the assembly line instead of single click + use button.
...
Oh my God.
I've been cursing that popup box for 3 years now.
THANK YOU!
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Xessej
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Posted - 2009.09.26 04:14:00 -
[198]
As a solution to the t1 loot drops from rats problem for manufacturers. I suggest getting rid of intact modules period except for faction and officer rats.
Instead I suggest that rat loot should consist of non mineral, and not reprocessable, items that would be required for building of meta 1 to 4 items. BPC's for said items could drop as rat loot as well or be produced by some sort of invention process.
This would solve the problems of most t1 items being pointless to manufacture and also open up a lot of niches for manufacturers.
BTW this is not my idea, I read it somewhere else and cannot find the original post. I also only scanned the last few pages of this thread so if the idea has been suggested already my apologies.
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Voda Nardu
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Posted - 2009.09.26 04:43:00 -
[199]
1. Science and industry looking Corp logos. Skulls glore but not much industry looking
2. Bigger science and industrial empire use ships. Would like a couple mire high slits on the Orca too.
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Ten Bulls
Minmatar
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Posted - 2009.09.26 04:46:00 -
[200]
Originally by: Kennys Zombie
-Ability to rent lab slots to public
And the ability for corp members to use lab slots from their personal hanger rather than only the corp hanger.
Sometimes i wouldnt want to trust every corp member with my expensive bpo.
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Ten Bulls
Minmatar
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Posted - 2009.09.26 04:55:00 -
[201]
Remove all T2 BPO's or somehow make it more expensive than invention.
To maximize enjoyment and fairness there needs to be a level playing field, there cant be whilst T2 BPO's are fixed, the last remenents of the T2 lottery need to be purged from the galaxy.
Better ownership mechanics, a way of renting/leasing my stuff (t1 bpo, ship whatever) to another player, allowing collateral to be required (like it can be required for courier contracts). Renting/Leasing might encourage more sharing of stuff within a corp as it would require total trust of the individual, maybe collateral could be paid by the corp.
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TR1 MASTER
Enterprise.
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Posted - 2009.09.26 14:28:00 -
[202]
i'd like to be able to have more than the max 10 / 11 if you take Addvance Mass Prodution skill to lvl 5 manufacturing jobs allowed per charater, i dont mind if i have to train a new skill as long as its not as bad training time wise as getting from lvl 4 to 5 AMP per each extra manufaturing job i can do.
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Sorgenbinder
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Posted - 2009.09.26 17:20:00 -
[203]
One improvement I would love to see is to have my own buy and sell orders highlighted in the Market page, and be able to access and modify them from there instead of having to go through the Wallet page. That would halve the time I spend monitoring my trades.
Plus having some distinction between BPOs and BPCs in Assets lists would be a huge boon.
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Sorgenbinder
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Posted - 2009.09.26 17:27:00 -
[204]
Oops, thought of another...
Enabling a system whereby you can set a "home" station for your buy orders. I don't know if I'm odd this way (hell, I'm odd many other ways...) but if I want to place a load of remote buy orders, more often than not I want to place them all at the same station. Having to manually choose the station for each individual order is a true pain in the posterior.
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Sorgenbinder
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Posted - 2009.09.26 17:33:00 -
[205]
And also...
A facility to disable the prompt box which pops up when you set a buy order with a low price, asking to confirm the price. It happens so often that I just click it automatically: it doesn't prevent me making mistakes, it just annoys the hell out of me.
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Ukucia
Gallente The Scope
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Posted - 2009.09.27 01:51:00 -
[206]
Originally by: Sungas
Originally by: Ukucia
Who do you think buys the vast majority of T1 drops?
It's the folks with high scrap metal processing, who are buying the items for less than mineral value and selling the minerals.
The problem is there's so many T1 drops, there's no way for a budding manufacturer to make any T1 items and sell them for a profit.
You didn't address the reward for investing in scrap metal processing. Do you suggest the skill should be worth nothing? I have a counter proposal using your mindset.....make the mining skills worth nothing instead.
My point was that no change was necessary, because people are already doing what you suggest.
And the current situation makes the skill investment in producing T1 items worthless, and that is greater than the investment in reprocessing T1 items.
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Crocodylus Porosus
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Posted - 2009.09.27 13:06:00 -
[207]
Edited by: Crocodylus Porosus on 27/09/2009 13:10:13 Edited by: Crocodylus Porosus on 27/09/2009 13:09:03 Edited by: Crocodylus Porosus on 27/09/2009 13:06:40
Originally by: Amodeus Dralnalak Mining and Containers
How about a very large anchorable container that can be locked, but which doesn't fit into a normal cargo hold? You have to have a specific type of industrial to carry it as an external container. Basically, the ship is a big engine with a backbone leading to a bridge at the other end. The pod fits in the middle. The ship flies out, drops and anchors the pod, then returns to the station. Later it flies out, picks up the pod, and takes it wherever.
To help balance the use, the pod would not be movable with normal tractors and would have a much shorter lifespan than the secured containers in use now.
There are trucks that basically work this way in the real world, so why not space ships?
Originally by: Kaylee Juuna
Originally by: Amodeus Dralnalak Mining and Containers
Something like this?
http://i172.photobucket.com/albums/w30/ponchato/UEFT3AirTransport.jpg
I really like this idea, an Orca currently has the pods already on the ship, maybe a T2 variant that can move specialised pods. It would speed up large mining operations. Dropping the pods at a warpin on a belt, haulers warp to it drop of the cargo. The pod-truck comes in to pick up the pods.
The big problem with making this a T2 variant is the obvious costs. 2 billion for something like this? You'd need to haul a lot of ore to breakeven on the investment.
Brings another reason why to have Anchoring V. Pods ought to be targetable by rats, ect
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Dani SP
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Posted - 2009.09.27 18:36:00 -
[208]
LMAO the ship on that link made me think of a Rifter...
I honestly think CCP should develop a new miner ship, more powerful than the Hulk. So this wouldn't be the ultimate miner any more.
The new ship would fit 5x Modulated Strip Miner II and be 12k cargohold by default, 3 meds and 3 lows.
Now the important feature: it couldn't enter highsec. So this can only be used in lowsec and 0.0. This would bring an awesome opportunity to lowsec to get more populated and alive, while highsec dwellers would think twice before saying lowsec is useless.
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Gotrek65
Caldari Shadows.
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Posted - 2009.09.27 20:47:00 -
[209]
Not sure if this was mentioned yet but..
1. Make implant BPO/BPC so we can make them(saw this in Development/The Drawingboard once)
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Isk Exstractor
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Posted - 2009.09.27 21:46:00 -
[210]
Originally by: Swalesey
Also, can roles be set for a person to only be able to cancel/complete there own jobs rather than everyone's in the corp.
I would like to second, third and 1 Trillionth this suggestion. Would be a god send to be able to do this.. Only Directors and above should be able to cancel every corp job going. Not everyone with rights to build for the corp. This would help out with security in a HUGE way. |
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Ex Mudder
Oberon Incorporated Morsus Mihi
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Posted - 2009.09.28 03:23:00 -
[211]
Stop dropping T1 loot. Named loot is fine, because you have to decide between selling it or refining it. Unnamed T1 loot is worse than drone loot imho, as it drives T1 manufacturers out of business.
Invent jobs should have ME 0 PE 0, especially ship jobs. A T2 BPO owner will still make money with a ME 20+ PE 20+ BPO.
Give mining ships an ore bay, make their cargo hold smaller. 27,500 m3 would be my suggestion for a Hulk. I do not know if ore bays hold ice, however.
Allow us to install jobs in POSs from our own hanger, so we don't need corp hanger access and the ensuing risk of losing our BPOs.
Make trit smaller, possibly all minerals, or add a minerals bay. It takes dozens of freighters worth of trit to build capital components. Freighters are boring.
Increase output of Fermionics and Ferrogel advanced reactions. Decrease output of the 4 racial advanced reactions.
Increase cost of empire station research and manufacturing jobs so they are competitive with POSs. 5k isk /hr is my recommendation.
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Akira Menoko
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Posted - 2009.09.28 20:36:00 -
[212]
Edited by: Akira Menoko on 28/09/2009 20:36:17 I'd like to see:
- Ore/Ice Compression available at a High-Sec POS
- A scrapping/reprocessing module for a POS
- Better blue print library management
- Science & Industry interface being less of a click fest
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Arcanum Arcanorum
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Posted - 2009.09.29 04:26:00 -
[213]
Originally by: Yarinor Currently 0.0 miners are only making 2 times what a high sec miner does, (assuming crokite's the highest ore availble to him) I don't know how the "improving your 0.0" we've been promised will help that, but if we're allowed to get more ark/bistot in our areas that would help a whole lot at least.
An other problem I see with mining atm is a horrible isk/hr I did the math not too long ago and ended up on 18m isk/hr pr hulk boosted by a rorq mining crokite, this isn't too bad, but I don't expect haulers and rorqs to work for free, not to mention the logistical problems you get trying to haul it to empire.
I am not really sure how to fix this, but I really would like to see different quality roids depending on what security system you mined at. Not too long ago (haven't checked empire ores in a while so with the recent tank trit took it could very well have changed) Veldspar was the highest ISK/m¦ empire ore, which really meant that as long as the ores were there 1.0 were the best place you could mine as an empire miner.
As An aside while trit was 4isk unit I made 17mil isk/hr in Empire, now why should I go to 0.0 to be hunted for 1mil isk more per hr?
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Dr Serpe
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Posted - 2009.09.29 05:06:00 -
[214]
Originally by: Tau Cabalander Edited by: Tau Cabalander on 10/09/2009 19:42:23
* Allow mining lasers to be used as weapons.
possibly as a one shot overload that destroys it and causes structural damage to your ship. Yet maybe boring holes through the enemy ship , unmodified shield armor and structure damage at once.
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Arcanum Arcanorum
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Posted - 2009.09.29 05:14:00 -
[215]
Originally by: Castaspella I 2.) Have rogue drones drop items that can be refined into moon goo instead of minerals.
Good luck with this!
A vote for this
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Zelphine
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Posted - 2009.09.29 05:27:00 -
[216]
I like the idea of being able to gain standings and LP's from industrial operations. For myself i've had to train in both industry skills and combat skills so that i can mine and make money but if i want good refining or a high sec pos i need to grind missions. At present if i want to gain high standings with a corp im FORCED to mission run. i have no other alternatives to gain standings other than buying tags and selling them to the corp for standings increases. This means that people who are combat and mission oriented only need to train combat skills and can gain standings, make more money than miners and pvp. I'm sure that people will say that i should stop mining and just do combat, but that's not how i want to play the game, and as a result it's as though im slightly disadvantaged. Given that industrial operations have much less risk involved than mission running, i'd say that the standings gained should also be less, but something is still better than nothing. |
Haguu
Caldari School of Applied Knowledge
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Posted - 2009.09.29 06:10:00 -
[217]
Have a sortable size column, especially in cargoholds, that shows the size in M^3
Way to select autostack for hangers/holds/containers
If we can't get Folders in Hangers, at least have features like Assets deal with Station Containers better - "Move stuff in and out of remote containers"
BPO/BPC Visual difference
No ME past perfect
repackage BPO for sale on market
ORE Transport
Additional ORCA high slot(s)
Rigs for Miners
"flashing notification of finished s+i jobs after login (like the new mail notification). same for new contracts. make that item flash after login when there are new contracts."
"How about other ways to improve corp standings other than doing missions?" "- Industrialists need a way to boost their standings that is on-par with mission runners."
"Would it really hurt anything to give DST's 50% more cargo space? How about 10% more space per level of the Transports skill?"
Things I would like but... Reduce NPC loot drops Access to ME slots in hisec in my lifetime
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Nominus Umbra
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Posted - 2009.09.29 06:53:00 -
[218]
Originally by: IVeige
Make reprocessing of ship drop a lower quality, quantity of mineral..
do this for modules too and this could solve a lot of the remove loot cries.
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Marquise Zena
I.X Research
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Posted - 2009.09.29 10:43:00 -
[219]
A further thing I'd like to see:
A capital stellar construction ship of some sort that gives bonuses to anchoring and repairing POS structures/stations.
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Wraith 02
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Posted - 2009.09.29 23:32:00 -
[220]
Getting rid of macro miners, they drive down the ore prices so that mining is long boring and unprofitable and it means that miners are encouraged to use macros as the only viable way to make money out of mining
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Saotan
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Posted - 2009.09.30 04:53:00 -
[221]
Improve the interface!
My biggest single gripe is that when I want to manufacture something in the station I am docked, where the minerals are docked, and where the blueprint is located, I still have to click a button, select the station, select a slot.
Place a button that says "current station" so I can just click, choose the number of runs, and get on with it.
POS management needs major love. How about doing that?
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Baljos Arnjak
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Posted - 2009.09.30 11:34:00 -
[222]
Originally by: Coriolis Chandrasekhar
....and specifically for me, I would like a (T2?) module to put on my barge that makes a little bar underneath my targeted asteroids that tells me how much ore is left in it so I don't have to scan it to find out. Jeez, even wrecks have two bars under them sooz I don't think this would be hard to do and would be of great benefit to those of us who mine with multiple accounts.
THIS!
Or you could do a second cycle timer around the laser that shows how much ore is left in the roid that laser is targeted on. I can't tell you how much time I've wasted because I spent 3/4 of a cycle on an amount of ore that would have taken me 2 seconds to mine.
Another thing I'd like to see is something to make the act of mining less borrrring (small rocks that you pop very quickly making you retarget another rock doesn't count). Maybe something first person'ish. Lets say you go to a belt, go into tank mode (control your lasers like a tank turret), then shoot at a rock. Then some pieces break off, you shoot them and get ore with a better yield. This would open the way for actual player skill, rare finds (maybe a few arkanor crystals embeded in a omber roid), and makes mining proactive and hopefully more fun.
Anyway, just a thought.
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Yacko
Gallente Industrious Intentions
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Posted - 2009.10.03 05:51:00 -
[223]
1. A corporate storefront. 2. Allow the trading of futures contracts on minerals, gases, and other base materials for production. I think this would work quite well in Eve. Read "Trading Commodities and Financial Futures", by George Kleinman. I tried this in RL and it can be a hair raising activity. 3. I know for whatever reason CCP cannot have seperate icons for BPC's and BPO's. It would be nice if they could somehow work it out. 4. Multiple ore in an asteroid? = a non issue for me. Seems to me like it might decrease the value or higher ore while increasing the value of lower ores. Perhaps I misunderstand the concept. 5. Better remote POS management. 6. Make all unnamed items in the market place player produced and controlled. Reduce or eliminate the drops of T1 items by rats. 7. Allow corporations to rent slots to the public and elimite NPC research slots. |
SuperUglyChick
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Posted - 2009.10.03 21:36:00 -
[224]
Batch install
Easier invention/manufacturing/etc interface.
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Brenten007IND
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Posted - 2009.10.04 09:34:00 -
[225]
I like to have the invention completely reinvented so some of us new guys will have a chance to get a few of those T2 BPO and BPC's. Not only that, but many of the older players might have quit the game and no longer producing those T2 items. I'm not sure how bad that is; however, it can become a concern later on.
Invention options or roll table. (Just a suggestion)
1 % chance for a T2 BPO if available, then you got one. if not, No luck) At least you know you had a shot of getting a T2 BPO. Also add the option to take the chance or not. The chances of having a T2 BPO is highly unlikely so some of us may not want to take the chance. Anyone that has one is probably guarding it with there life in High sec. I know I would. 20% chance for a T2 BPC with 5 - 10 runs. (at least it will help curve the cost of the datacores and other materials you have to buy or get.) 10% chance for a T2 BPC with 10 - 20 runs. 10% chance for a T2 BPC with 20 - 40 runs. 10% chance for a T2 BPC with a max runs per batch. 20% chance for a T1 BPO variation. (150 mm 1 hybrid gun -> variation -> 150 mm "Prototype") Or an option for t1 variation. 20% chance for a T1 BPC variation with 1 full batch run or maximum run per batch. 5 % chance for a T1 BPC variation with 5 - 10+ runs. 6 % chance for a T1 and T2 BPC with 50% - 100% maximum run per batch.
T1 variation can be made by using the normal ore. Nothing rare or special.
High sec mining with your 5 basic minerals belts all empires.
Finding rare ore in high sec can be left to the difficult hidden fields in high sec. Same with Gas clouds, and moon material. In essence, allowing players to stay in high sec for the rare material but extremely hard to find without the proper skills and very limited. Not enough to pull a full mining operation.
Expand the belt to make it realistic. EX. Expand the belt to follow an actual orbital path of a planet and not these small ring belts we are all use to seeing. EX. the asteroid field in our real life solar system. I don't see these tiny little ring belts of asteroids orbiting around planets.
Mining Saturn's rings - Some gas giants in the game has rings around the planet made of ice and rock. Lets mine that as well. Plus, the planet is a gas giant, why can't we harvest gas from them. high sec too.
Orca, Mining Barges, and Exhumes - allow ore compressors for all of them. Of course, limit the number you can actually put on it. 6 for orca, 3 for Exhumes, and 1 for Mining barges. Make it Can fit.
More minerals per ore especially out in low sec. AKA more Dense and Concentrated ore types out in low .5 - 0.2 sec. And in 0.2 - 0.0 is all Dense ore or better with easy to find rare. What ever floats your boat here.
Get rid of the T2 BPO limit!!!! Some of the player saw this great game and want to become inventors. All to find out that you can't get T2 BPO at all. Only BPC. I almost can live with that but T2 BPC with one run, come on!!! That's not fair. If you drop a few more runs than its not so bad as mentioned above. Or even unlimited T1 variation BPO would be nice too. How's a about fleet issue or faction BPO and BPC. At least BPC with way more then 1 run. At least starting with 5 for ships, 50 for equipment, and 100 for ammo.
Better Ice yield - 1 ice is 1000m3. That's a big freaking rock and it takes forever to cut a piece out. Either offer more isotopes and stuff or shrink the ice.
Debris mining - love those missions where there is a ghost ship wreck that you can't collect. I like to collect there scrap metal for reprocessing and have them drop multiple minerals. A destroyed ship still leaves behind lots of metal. Especially ships that huge. You all know what I am talking about.
Abandon structures and objects - I really like to salvage them as well.
What about the mission ships that are dock for repairs. I like to take them too and fix them up back at a station. lol.
And that's my 2 cents, Brenten007in
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Brenten007IND
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Posted - 2009.10.04 10:52:00 -
[226]
Limit M.E. and P.E. to something. Anything... The Material Research lab is always a packed house where ever you go. I feel that some people just hog up those slots to prevent anyone else from getting in. Let alone, do some research of my own. Either that, make a person wait a whole month or longer to get in. Its like that in almost every high sec area. Plus, once you reach lvl 50 me and pe its not going to make a difference. But there are players out there that just puts their BPO's right back in to the lab and keeps researching for aesthetics reason and killing any chance for anyone else to get in. Also, I was a witness to a forum post that there are some bpo with a ME of ~15000 and more with full knowledge that its not going to make a difference after 50. But they still keep on researching. Some Queues are up to an insane 78 days!!! I just checked. Nothing less then 30 days. Near Ylandoki. See for yourself.
Increase copy labs and Material research labs. There's 50 manufacture spots but only 10 copy labs in a station. Go figure. Not just that, some copies labs takes weeks and even months to get a slot, especially in High sec. Low sec is too expensive to lose a BC BPO or higher. Especially a cap ship worth trillion. Again, the copy labs are packed as well with low as few days to the insane 78 days. It's way overloaded. Same with the Material labs.
Increase mining barges and Exhumers cargo hold (up to 27000 max) or exempt penalties for using Cargo Expanders. Same with Transports and Industrial ships. Plus, its not going to make too much of a difference anyways. Not like we are going anywhere fast at 85 - 126 m/s vs a Rifter 1099 m/s with 1AB or 3099 m/3 with 1MWD. Or anyone else for that matter.
Sub Freighters - Low cost solution for the expensive freighters. 350000m3 freighter around 150 mill. Give or take. Freighter without the jump capability other then using the normal jump gate. Special ability: fast jump :D
Frighters with slot - No weapons just everything else. Shield hardners, jammers, armor hardners, tractor beams, give us lone freighter jocks a chance to make run for it.
More of my 2 cents, Brenten
If nothing else, please consider the limit on the ME and PE research. Don't get me wrong, whatever they research they can keep. However, if they are above 50 me and 50 pe, don't let them continue researching. It will probably open a whole bunch of slots everywhere. Thanks for reading.
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Brenten007IND
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Posted - 2009.10.04 21:36:00 -
[227]
In addition to invention - Some of those T2 bpo might have gotten caught up in "unholy rage" incident where several of the accounts were band for selling items for real world money. May want to take a look into those hanger storage and see if there is any. I personally haven't heard much more about it.
In station POS - Allow limited small POS labs be install in high sec station. Limit 1 small private POS lab in an empire station per person, per high sec, at a modest cost of 100,000 isk per month for upkeep, 1000 LP Points per month, and standing around +7.5. The limit is just to give newbies a chance to get in on the ground floor of science and not have wait those insane days for a slot. It also prevent all the older players from taking over everything in site (in empire space) and new players from not signing up for this reason. Of course, same applies to low sec if you like but with no limits in low sec. AKA anything below 0.4 is free for all. Have fun out there and good luck.
Sub capital Freighters - as mention before with sub capital freighter 350000 m3 for 120mil, also offer smaller version like 120000m3 freighter for 50mil, 240000 m4 for 75-80mil, and 450000m3 for 240mil. Basically more Freighter option with a little less skill and a much lower cost. The only difference is that they are not jump freighter. That's why its cheaper and smaller. Just watch out for pirates in low sec. Should be fine in high sec as long as you run manual and your not at war.
Increase the value of trade items going from High sec space to low sec space. Ex. the insane tourist that nobody cares about. To help populate low sec, tourist (life is getting to crowed for me, "someone take me away" ) is sold for 100 isk in Hi sec and bought for 5000 isk in a low sec making a huge percentage profit. Same with all the other consumer products. Its worth the risk if you can make 100mil or more in a single trip with a new freighter mention above. Plus it will give a good reason to put a corp fleet together to go out there. And the insane pirates that will try to stop at nothing to get that cargo. Gate campers are back again and so is more pirates and lower risk. Bring your guns and doomsday weapons .
Ultra Dense ore all types - Ore that is refine give out 1000 times(make up a number above 100%) the minerals of a normal ore. 25 jump into 0.0 space only. Its worth the risk of losing ships if you can get it and sell it or make more ships by the thousands. Even if the market is flooded with all this ore in high sec space, your really paying for the 25 jump trip to get the ore and the defense fleet to help protect it on the way back. This should keep the price on average. Same with moon materials, gas clouds, etc.
I got more, but I just crash with writers block.
Brenten
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Brenten007
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Posted - 2009.10.04 23:00:00 -
[228]
Originally by: Ancy Denaries
Originally by: Abrazzar Here, have some stuff about mining.
Abrazzars mining overhaul and Nyphur's Mining MK II are two VERY good reads when it comes to stuff that can be made for mining. READ it and understand it. Please, you owe us that much.
Yes, I have read this and boy its a wall of text but I understand it. The only tweek I like to make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it. The problem now is that it's not worth the time, effort, or risk to go out into 0.0 space except for the all important mega, and Zyd which is needed for my ship building projects. The killers are building battle cruisers, T2's, and up. Everything else is a breeze. CPP needs to make it more worth while to go out in low sec or else no one is going to spend any time out there.
Brenten
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.10.05 01:20:00 -
[229]
Originally by: Brenten007 The only tweek I like to make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it.
another fail at economics.. giving MORE supply will decrease the price = LESS PROFIT..
please go back to school
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Brenten007IND
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Posted - 2009.10.05 07:36:00 -
[230]
Originally by: ingenting
Originally by: Brenten007 The only tweek I like to make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it.
another fail at economics.. giving MORE supply will decrease the price = LESS PROFIT..
please go back to school
The only real failure is you. If the supply is too limited with the growing player population, we will be force to waste our time looking for a belt every night and finding nothing but empty space = we newbies that have little to no cash = we can't buy the insane high price for Tri = we will lose interest in the game = no new subscribers and subscribers quitting = CCP losing Revenue = CCP going out of business because of the lack of interest.
The goal here is to move players out into low sec space but that has currently failed. How else are we suppose to move players out into low sec.
You also fail to take into account for the cost of building a capital ship. Its is in the Billions. Plus trying to collect enough supplies to build a capital ships is a nightmare. Let alone waiting the insane 3 - 4 weeks to build and finish. Plus, I though you like the idea of blowing stuff up. At least this way we can all get into a fire fight out in low sec and if we lose a ship, we just replace it with insurance money and be right back out for another round of pvping and maybe no hard feelings because I got 50 more standing by.
Plus, it doesn't have to be the insane percentage that I put up in the quote. Just something that will make it a good reason for going out into low sec. Which does not include nerfing the system. It also doesn't have to be in all the belts. A quite few here and quite a few there.
Do you have a good reason for going out to low sec? Pirate, sure steal stuff. But what if no ones around. You sit and camp, and camp, and camp. (you can keep camping for all I care) After 4 weeks of no one going into low sec, then what are you going to do? Sure lets do it your way and keep low sec uninhabitable so no pirating for you. Of course, with a good amount of supplies for industrialist, we can make 1000's of ships and the next time a pirate camps could be over run with over 250 ships of all classes. Are you scared yet, or are you just a flaming coward, baldy.
Miners, Industrialist, and mission runners, knows that if there is more money to be made in high sec then why go to low sec?
Therefore, you need to take a class and rethink about it. Or maybe you can't come up with a real reliable solution to get a good portion of players out into low sec. And "no your not moving all the supplies out into low sec either."
You need to go back to school for you did not also take into account of other factors in the game as well. The simple supply and demand chart doesn't always work well especially in a dynamic environment.
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Fritz Ionar
Minmatar Sebiestor tribe
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Posted - 2009.10.05 09:21:00 -
[231]
Originally by: Baljos Arnjak
Originally by: Coriolis Chandrasekhar
....and specifically for me, I would like a (T2?) module to put on my barge that makes a little bar underneath my targeted asteroids that tells me how much ore is left in it so I don't have to scan it to find out. Jeez, even wrecks have two bars under them sooz I don't think this would be hard to do and would be of great benefit to those of us who mine with multiple accounts.
THIS!
Or you could do a second cycle timer around the laser that shows how much ore is left in the roid that laser is targeted on. I can't tell you how much time I've wasted because I spent 3/4 of a cycle on an amount of ore that would have taken me 2 seconds to mine.
Another thing I'd like to see is something to make the act of mining less borrrring (small rocks that you pop very quickly making you retarget another rock doesn't count). Maybe something first person'ish. Lets say you go to a belt, go into tank mode (control your lasers like a tank turret), then shoot at a rock. Then some pieces break off, you shoot them and get ore with a better yield. This would open the way for actual player skill, rare finds (maybe a few arkanor crystals embeded in a omber roid), and makes mining proactive and hopefully more fun.
Anyway, just a thought.
So, you want to take away the things that currently takes som player skills and that give us miners something to do other then watch mindlessly and at the same time complain that there is no player skills involved?
The way I see it the roid scaners we have today do a great job of telling you how much ore is left in a roid and it's up to player skills to monitor thous numbers and switch targets for your lasers to not waste time on allmost depleated roids.
Back on topic:
I would like to see some changes to moon mining. Currently if I understand things correctly, every moon out there has a predetermined composition that never changes. This makes moon surveying a one time deal, and as such leavs not much use for surveying equipment and skills now that most moons composition is allready known.
Why not make moons have limited supply of their materials and once delpeated it can spawn a new set of resources randomly. This would make surveying a constant need and would allso make the POS-landscape more dynamic as corps would move their moon mining complexes around to new profitable moons from time to time.
This could allso open up for moon mining in high sec with new small mining arrays/towers to allowe smaller corps to get in on it as well.
I know we where not supposed to present long explenations, but I couldn't sumarize it any shorter, sorry :)
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Brenten007
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Posted - 2009.10.05 10:40:00 -
[232]
Edited by: Brenten007 on 05/10/2009 10:43:23
Originally by: ingenting
Originally by: Brenten007 The only tweek I like to make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it.
another fail at economics.. giving MORE supply will decrease the price = LESS PROFIT..
please go back to school
Actually come to think of it, you failed extremely miserable. Really miserable. So miserable that you never really took a class. How so... Simple... Your not selling stuff on Margin. Ok lets say you can normally collect 600k of tri from Velspar (20000m3) and sell it on the market for 2.70 and in 20 minutes with a hulk. You make 1.62 mill. Turn over is anywhere from one month or longer. Price from Ylandoki.
However, If you can do the same thing and collect 1.2mil of tri from velspar in the same 20 minutes and sell it for a little less like 1.99, you make 2.388 mill which doubles your profit and because its cheaper, your turnover rate is a lot quicker per day and per hour.
If you don't believe me, you should check out Wal~Mart in your neighborhood because they do it all the time. Your major failure is your turn over rate can be very slow. Where as more that can sell for less actually make a lot more in the long run.
In addition, if your sitting on product for any length of time, your losing money. Your just lucky that there is no such thing a spoilage in this game or you would be throwing out money by now.
Therefore, your a total failure, Ingenting.
Wal~mart about us
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.10.05 12:06:00 -
[233]
Edited by: ingenting on 05/10/2009 12:08:07
Originally by: Brenten007 stuff
lol
more people = more supply and more demand.
if you cant find any ore to mine, you are not looking at all (im 3 jumps from amarr and theres hundreds of belts full of ore here every day)
the only way to really fix the current situation with mineral prices is to change rat and drone loot, and manufacturing mineral needs ratios.
you said "increase supply", and then start to whine when i said ur wrong.
why dont you research at oil prices (as you mentioned gas), you'll notice how they cut supply when the price drops, to increase the price again.
when (read: IF) highsec gets so populated that every belt is mined out, people can still just farm missions (yes, there is ore is missions, go check it out).
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Zedah Zoid
Nutz N Boltz
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Posted - 2009.10.05 18:28:00 -
[234]
Some things I would like to see in no particular order and some that have been stated before repeatedly but I feel they deserve another vote.
1) Remove meta0 loot drops from NPC's period, everywhere, all the time.
2) All roids are found in scannable belts. Since exploration was made so easy(skill point wise) we might as well get the noobs doing it early and often.
3) Scannable comets for moon minerals. This would of course require a new ship and modules that could chase the comets down and match speed with them for a short time while mining. These would also be found in high-sec but should be equally rare pretty much throughout the Eve galaxy. I see no reason why it would be more likely to find comets based on system sec rating.
4) Store fronts with additional research that could be applied to ship BPC's. The idea is that you produce a BPC from a BPO. But then you could further research that BPC to allow you to build a ship that would have a small additional bonus to some existing strength. So for example instead of a Drake with the existing 5%/level resistance bonus you can build one that comes with a 6%/level bonus or whatever number is worthwhile but not unbalancing(I leave the details to the number crunchers). The "branding" of your ship(ie, you the builder) would carry over to the "show info" so you might become well known as the corp to go for for a particular bonus. There would be additional skill(s) needed that would affect the speed of the BPC research. Also perhaps some additional decryptor type modules to replace loot drops from NPC's as this would still give the missioners something to sell without impinging the mineral market so badly.
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Sidrat Flush
Caldari Life is Experience New Eden Hardware Emporium
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Posted - 2009.10.05 19:22:00 -
[235]
Originally by: Zedah Zoid Some things I would like to see in no particular order and some that have been stated before repeatedly but I feel they deserve another vote.
1) Remove meta0 loot drops from NPC's period, everywhere, all the time.
2) All roids are found in scannable belts. Since exploration was made so easy(skill point wise) we might as well get the noobs doing it early and often.
3) Scannable comets for moon minerals. This would of course require a new ship and modules that could chase the comets down and match speed with them for a short time while mining. These would also be found in high-sec but should be equally rare pretty much throughout the Eve galaxy. I see no reason why it would be more likely to find comets based on system sec rating.
4) Store fronts with additional research that could be applied to ship BPC's. The idea is that you produce a BPC from a BPO. But then you could further research that BPC to allow you to build a ship that would have a small additional bonus to some existing strength. So for example instead of a Drake with the existing 5%/level resistance bonus you can build one that comes with a 6%/level bonus or whatever number is worthwhile but not unbalancing(I leave the details to the number crunchers). The "branding" of your ship(ie, you the builder) would carry over to the "show info" so you might become well known as the corp to go for for a particular bonus. There would be additional skill(s) needed that would affect the speed of the BPC research. Also perhaps some additional decryptor type modules to replace loot drops from NPC's as this would still give the missioners something to sell without impinging the mineral market so badly.
From the top:
1 - unanimous agreement in this thread at least.
2 - Controversial, however there's no reason to remove the static belts and include a better quality belt system that can be scanned down. Can an area within a system have a sec status? If so then this area could be beyond the usual patrol of concord so have the equivalent rules of low sec.
3 - Probably coming anyway.
4 - Finally a good non game breaking way of differentiating between producers. There's so many ship stats that could be improved even if it was marginal 0.5% can make all the difference, and having a renamed unique item shouldn't stress the database too much as once it's built it's a ship with a set of extra bonus(es). Hmm might need an extra table then :D But it's a good idea and I support it for two reasons, 1st. Alliances will realise the value of the full time industrialists by providing the means to obtain "unique" ships, or ships they request with the bonus's they require and 2nd it will mean people can choose who (corp/alliance wise) to buy from, although the blind market shouldn't be removed.
Is it a bad thing to introduce customer loyalty, if the producing corp can keep up with demand?
Eve-online Industrial Organiser thread t1, t2 and t3 batch manufacturing |
RedLion
Caldari State Constructions
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Posted - 2009.10.05 23:41:00 -
[236]
1. More 0.0 entrances 2. More 0.0 3. Able to launch POS for yourself. 4. Improve high sec industries!!
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Brenten007
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Posted - 2009.10.05 23:48:00 -
[237]
Edited by: Brenten007 on 05/10/2009 23:55:07 Edited by: Brenten007 on 05/10/2009 23:53:14
Originally by: ingenting Edited by: ingenting on 05/10/2009 12:08:07
Originally by: Brenten007 stuff
lol
more people = more supply and more demand.
if you cant find any ore to mine, you are not looking at all (im 3 jumps from amarr and theres hundreds of belts full of ore here every day)
the only way to really fix the current situation with mineral prices is to change rat and drone loot, and manufacturing mineral needs ratios.
you said "increase supply", and then start to whine when i said ur wrong.
why dont you research at oil prices (as you mentioned gas), you'll notice how they cut supply when the price drops, to increase the price again.
when (read: IF) highsec gets so populated that every belt is mined out, people can still just farm missions (yes, there is ore is missions, go check it out).
Actually, you need to do the research again. Hurricane Katrina that blew off the Gulf of Mexico a few years back damage several oil rig in the process. Add to that ****** had to light the Kuwait oil on fire that burned off millions of gallons of oil for several months killing supplies. To top it off the limited supply and production of oil nearly bankrupts the world and put us into a global recession. Price of everything rises and no one can afford to do business. You just sat through a recession. You act like you know something but it seems like you want to bankrupt the world. It's not always simple as that. However, I do agree there is a need to be balance but if your not going to make 5 to 10 times the amount in low sec space then whats the incentive of going out there. The only people that are benefiting is pirates that are sitting on billions of isk and no one's mining it. (the rare stuff for construction not the normal stuff.) If oil prices drops right now, we will be in an economic boom time and business would be booming and we all be making 50 - 100k salaries. However, that's not the case right now.
As for the 3 jumps into Amarr space is that High sec or Low sec. Low sec is always full but its too dangerous to go out there solo. Finding friends always helps unless you really get ganked. How do you intend to pay your friend or friends off with pocket change. High sec, I haven't gone out that way yet.
The other reason for hanging around high sec is Jita. As you already know, Jita is the super hub of the game with over 1000 player in the system and turnover rate is very high in that location. Hauling ore to Jita at 10 or more jumps becomes time consuming but what the heck. Plus you want to be close to a hub to save time. Remember, "Time is Money!!!"
Change rat and drone loot - sounds good to me but change it to what, so that we can all be happy. Personally, I still like to find stuff in them or a can surprise. But when you blow up a pvp player you end up with some of there undestroyed modules and there wrecks. I at least want to see that in missions. Its just standards. How's about this, move some or most of the lvl 4's and all of the 5's out into low sec? Lvl 1 is just for beginners (we just started, anyways, what do I know), lvl 2 for a beginner challenge (I'm a little better), lvl 3 your doing ok (This is fun), and lvl 4 your a tanker and should be a combat buff by now. You need to be in order to tank that room. Plus you would have enough skills to handle yourself for pvp with some minor pvp instructions from pros. How's about that to start. Not just that, lvl 4's usually produces all the best drop vs lvl 1 - 3. Especially with Battleships modules that you can reprocess for minerals. So leave lvl 1 - 3 in high sec and move most of the lvl 4's and all the lvl 5's into low sec. I am pretty sure that they already moved the lvl 5's into low sec. This is just an idea, so don't flame it. Just think about it.
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Athre
Minmatar The Higher Standard
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Posted - 2009.10.06 07:47:00 -
[238]
Make this skill apply to present machinery:
Mobile Refinery Operation / Rank 4 / SP: 32000 of 181020
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Victor Valka
Caldari Kissaki Corporation
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Posted - 2009.10.06 08:02:00 -
[239]
(These have probably been mentioned in one form or another somewhere in this thread but I can't be arsed to read it. Really.)
(1) One central, general storage per POS for X capacity, where capacity is shared among all hangar divisions. Extensible by anchoring a module that provides an absolute bonus to storage capacity.
(2) Remote monitoring of contents of said storage, but if not, at least the contents of anchored modules. (Note: 1.5km is not what I'd call "remote".)
Everyone who has tried manufacturing at POS should understand the reason for both.
Originally by: Spaztick You are not outnumbered, you are in a target-rich environment.
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Chal0ner
Amarr MindMoore
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Posted - 2009.10.07 15:42:00 -
[240]
Started reading this - lots of good ideas.
Two standout for me
T1 loot: Remove it. Or severly reduce it and increase result of salvage.
And, I've been co-managing a POS (in wh-space) for 2 weeks and the whole system is a mess (or I seriously misunderstand how things fit together). Use the truly modular suggestions put forward a long time ago in the "Flogging" thread. Let's rent research slots out to others. And more seriously
fix the permissioins/roles mess on POS's. Do I really need to be a director to decide who does what in a corp hangar. If yes - then introduce a POS hangar system, where the roles setting ability is delegated to Starbase config on a per POS identifier system. Default it to SYSTEM_CORP_POS#. Starbase config role, decides who does what.
Modular mini-POS: I see a whole new industry. Housing. Make these rentable to miners/indys/whatever with communal plug-inable ammenities like refining, research slots etc. Make it in various sizes, so you can cater for 1, 2 or some more players. Make them pay rent for use of the mini-POS. More rent for each extra facility they use. Plug these into large blocks (modularly like the renewed POS system) - we'll have bungalow or high rise settlements attached to moons. These are not selfsufficient, but rely on the host. Mining, indy colonies are born :) and a housing industry to boot.
Resarchable skillbooks: Create a new research criteria. Research a skillbook for a certain level and be able to create named module BPC/BPO's. Take the BPC/BPO and build named modules.
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Omber Zombie
Gallente Frontier Technologies
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Posted - 2009.10.08 11:31:00 -
[241]
thanks guys - epic response :)
Lots of things I figured would be top of the list were, but a few surprises in there to work with too. List is being compiled to be sent to CCP as I type this, altho they have been checking this thread (and the other one I made) as they've been posted to over the last couple of weeks too. ----------------------
My Blog |
XXSketchxx
Gallente Remote Soviet Industries
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Posted - 2009.10.08 12:36:00 -
[242]
Originally by: Omber Zombie thanks guys - epic response :)
Lots of things I figured would be top of the list were, but a few surprises in there to work with too. List is being compiled to be sent to CCP as I type this, altho they have been checking this thread (and the other one I made) as they've been posted to over the last couple of weeks too.
First
Thanks dude!!!! _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Adam Ridgway
Minmatar
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Posted - 2009.10.08 19:10:00 -
[243]
Thanks Omber!
this has been metioned allready but please: fix the whole roles mess with poses, make alliance availabity possible for all sort of jobs, public renting, etc.
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Aurorae Andromedae
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Posted - 2009.10.08 21:52:00 -
[244]
Originally by: RedLion 1. More 0.0 entrances 2. More 0.0 3. Able to launch POS for yourself. 4. Improve high sec industries!!
Currently we have 5000 known systems and 2500 w-systems.
Most of 0.0 systems aren't used in ANY way right now.
After Dominion that will change.
You can launch POS for yourself, in your 1 man corporation.
High Sec industries are fine, ME research slots are used and copy slots, other slots aren't.
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Aveneer Walker
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Posted - 2009.10.08 22:47:00 -
[245]
there are so many ideas, sorry if this was suggested, allowing moon mining in wh space. or/and allowing moon mining in empire space, but quality/quantity is lower then 0.0. that would bring down prices. Increase supply, leading to more production and spreading out of population as corps would be inhabiting areas that were basically vacant. Heck you could end up with the low end moon materials from empire space being sold and shipped to lowsec/0.0 space for reactor/productions.
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kangwo
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Posted - 2009.10.08 23:16:00 -
[246]
I want an better way transport minerals by my self.;........ maybe like an large as heck container..that can be towed by your hulk ,and then you can use t2 drones that can gather your jet cans you poop, and transfer the materials from the poop into the extremely large container....
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AmarrettoDiAmarr
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Posted - 2009.10.09 00:20:00 -
[247]
Originally by: Aurorae Andromedae
You can launch POS for yourself, in your 1 man corporation.
High Sec industries are fine,
Technically, a 1-man corporation can launch it. I don't find it credible to claim many can profitably (i.e. w/o mercs) use it for long enough to be worth it. Perhaps if you were the wealthy CEO of a PvP corp but that is about it.
It's a business decision: CCP seems to have decided that they do not want the money from a player, especially one starting out, who wants to do hi-sec industries, especially one who does not want to jump into a large corporation right away. If CCP changes their mind and decides they want that money, they probably should improve some things.
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ingenting
20th Legion Sodalitas XX
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Posted - 2009.10.09 12:24:00 -
[248]
Originally by: Omber Zombie thanks guys - epic response :)
no, thank you!
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Seminole Sun
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Posted - 2009.10.09 16:09:00 -
[249]
1) T3 Industrial. Should be modular to be able to be fitted for mineral/ice/gas/hauling 2) Something to bridge the gap between Iteron V and Freighter. Why can't there be a 150m3 hauler (i'm fine if this is the T3 industrial with the right subsystems) 3) Fix the economy. The two things I'm looking at are insurance (places an artificial floor on minerals which permeates to the rest of the economy) and drone drops. There have been a lot of good suggestions around this. 4) A cap on high-sec ME research. Say lvl 20 in high sec, lvl 50 in low sec, unlimited in null sec 5) Some reason to mine in low-sec (may dovetail with #3 above).
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Protagonist Prospect
Gallente Quantum Theory.
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Posted - 2009.10.09 19:08:00 -
[250]
Here is a thought.
For the indies out there.. If you rent an office in a station you should be able to put modules in it that allow you to do certain things.
IE
A Lab module that maybe gives you 2 research slots a copy slot and an invention slot. A Manufacturing Module that gives you 3-5 Manufacturing Slots
They should be included in your rent.. this would serve many pruposes.. you could still have the rentals, but for those that actually spend the money to have an office they get a little freedom to do things..
We are the Warrior Nation, representing 2000 members over 60 online games. We recruit people not characters.
Wnx Protagonist Warrior Nation Judge Advocate Colonel |
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De Guantanamo
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Posted - 2009.10.09 19:31:00 -
[251]
Originally by: Protagonist Prospect Here is a thought.
For the indies out there.. If you rent an office in a station you should be able to put modules in it that allow you to do certain things.
IE
A Lab module that maybe gives you 2 research slots a copy slot and an invention slot. A Manufacturing Module that gives you 3-5 Manufacturing Slots
They should be included in your rent.. this would serve many pruposes.. you could still have the rentals, but for those that actually spend the money to have an office they get a little freedom to do things..
or you could get a POS
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Dandy Lyon
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Posted - 2009.10.09 21:03:00 -
[252]
Originally by: Seminole Sun 2) Something to bridge the gap between Iteron V and Freighter. Why can't there be a 150m3 hauler (i'm fine if this is the T3 industrial with the right subsystems)
You mean something like an orca?
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Heloise ChateauBriande
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Posted - 2009.10.09 23:28:00 -
[253]
NERF MACRO-PLAYERS (MINERS / MISSIONERS)
Using macros to automate game activities is against the EULA but it is still RAMPANT! They reduce the value of what actual players do and we can get rid of them. If I go to a website in the real world and they want to know if I am a human being... they present a "Captcha"... an image that I must read and type the letters or code into a textbox. Eve can do this! How about CONCORD ships (or faction ships, or pirate ships, etc) patrolling a sector in space challenge a ship for a pilot's license (or identification, etc) and we have a "Captcha" interface.
Pilots who don't pass this with a a proper response are either afk or macros. A range of responses are possible: a) CCP dev called in to deal with the issue b) character's ship is impounded for "flying without a license", fined, etc c) 2-3 strikes and your account is banned? d) other options?
Also, since "autopilot" is a built in feature we could have these challenges only occur in belts, missions, or from agents... not at gates.
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AmarrettoDiAmarr
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Posted - 2009.10.09 23:58:00 -
[254]
Originally by: Heloise ChateauBriande NERF MACRO-PLAYERS (MINERS / MISSIONERS)
d) other options?
How about just log you off (unless you are doing something? ) I.e. if you are AFK but mining (or whatever), then action is fine. But if I am AFK but not mining for more than 3 minutes (strip cycle time), I could be alt-tabbed out and distracted by forums or bathroom or phone calls or visitors. I.E., I assume it is not against the rules to be AFK anywhere including a belt. (and some places like 0.0 gates are self-correcting.) . Activating your strip miner and being gone for the remaining 179 seconds should be legal. It is AFK while doing more than a button worth that is the issue, not just being AFK. Just punish the guilty not the easily distraced.
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RedLion
Caldari State Constructions
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Posted - 2009.10.10 00:26:00 -
[255]
AFK mining is legal, macro mining is not.
Also, i would not like alot of people harrassing me with typo tests...
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Heloise ChateauBriande
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Posted - 2009.10.11 00:45:00 -
[256]
Quote:
How about just log you off (unless you are doing something? ) I.e. if you are AFK but mining (or whatever), then action is fine. But if I am AFK but not mining for more than 3 minutes (strip cycle time), I could be alt-tabbed out and distracted by forums or bathroom or phone calls or visitors. I.E., I assume it is not against the rules to be AFK anywhere including a belt. (and some places like 0.0 gates are self-correcting.) . Activating your strip miner and being gone for the remaining 179 seconds should be legal. It is AFK while doing more than a button worth that is the issue, not just being AFK. Just punish the guilty not the easily distraced.
I totally agree. I know that people afk mine and that is fine. The challenge should be made compatible with this. My thought is that no other imputs from the player should be possible until the capcha challenge is resolved. Just like on a website. If you're afk - that's fine - when you come back to the keyboard that CCP ship will be waiting, and you can answer the code/challenge. However until the challenge is resolved you are dead in space: no activation of modules, no movements of ore, no flying away to dock with the station, etc.
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Aleena Doran
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Posted - 2009.10.11 09:41:00 -
[257]
I've been getting into T2 manufacturing. It takes a lot of time and effort to invent T2 BPCs. Fair enough. However I hear there are quite a few T2 BPOs held by estabilised alliances. This means they can make T2 gear at much lower cost and effort than new entrants. I think this is unreasonable. It maintains the status quo. Perhaps in Dominion which is shaking up the 0.0 structures these T2 BPOs can be converted to 100-run BPCs or something to take them out the game.
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