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Johnson McCrae
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Posted - 2003.06.25 12:05:00 -
[31]
Some miss which skill grands extra slots for factories/labs.
For factories, Industry skill gives 1, only 1. Science give 1 lab, thats it. Mass production is what raises the factory count and Lab Production for labs.
And I FIRMLY believe the fact/lab camper/griefers need to loose ALL their camping, and then get what they can use, just to give them that "you've been bad" slap in the face.
Just makes sense to me. It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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Cara 'Than
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Posted - 2003.06.25 12:23:00 -
[32]
Very nice... glad to hear u ppl are actually doing something to solve this issue.. thx __________________ "Fear leads to Anger. Anger leads to Hate. Hate leads to suffering." |

Kerberus
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Posted - 2003.06.25 12:54:00 -
[33]
What about the limit of Office Space to 12 per station, is this going to be fixed aswell as factory slots?
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Athren Soulsteal
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Posted - 2003.06.25 13:47:00 -
[34]
Pann
Please see if the Science skill can be release before requiring lab Number = Lab skill+1
I think this is a great solution but until the lab skills are avalible lots of people would lose 2 or 3 of their important labs.
When the patch changed the sec ratings of the systems we had to relocate so we released the three labs and 4 factorys of our HQ and moved.
It took 3 days to find 3 labs and 3 factories in the same base to move the HQ too. If the reqs are based on skill then no prob on the factories, could actuall get 3 more. But on the labs no one can have better than 1 (or 1+1), not because we haven't trained but because we have not been able to train.
Nobody has because the skill that would set the number of labs is not available. This needs to be fixed before and scheem that limits lab slots is inacted.
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BSOD
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Posted - 2003.06.25 13:50:00 -
[35]
Last time this came up, I don't believe slots would be unrented, the proposal was to prevent people from renewing their lease if they had too many slots.
I don't think a hard universe-wide limit based on skill is a good idea. It will hurt CCP's goal of convincing players to expand - If a player's slots are in the center of empire space, they're not going to want to move out of they can't also rent a slot in the outer regions. Few corps are willing to make a permanent move, and are like mine, spending a few days "at home" and a few days out in the middle of nowhere mining the valuable stuff. (We need to mine scord for ship production occasionally - Why mine scord in 0.0 space?)
I think it is perfectly reasonable to have the limit be on a per-region basis. This way, a player with Mass Prod 3 can rent 4 slots at home and up to 4 slots in the outer regions. Or even better would be if you can rent 4 slots in one region, and a max of 1 per region beyond that. That way we can keep our main production center, and have a slot in the nether regions for ammo and such.
Currently I own 6 slots. 4 in one area, 2 far away. Every few days I move back and forth between locations. When I'm at the location in question, I use all slots available.
Another nice thing would be the ability to sublease slots - I would pay the main rent for the slot, but I could rent out the slot for short terms to other people. To prevent griefing, make the maximum rent of a sublease be 75% or so of the original rent price, so that subleasing is always a losing proposition. (But it is better than nothing). I would readily give up my slots in the region I was not in at the time IF I knew I could regain those slots later on when I move. ---------------- Blue Screen of Death CEO Exodus Enterprises |

Droo
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Posted - 2003.06.25 14:56:00 -
[36]
I can understand the desire to not change too much in game, as this problem will eventually disapear when player's make their own stations and add as many factory and lab facilities as they wish, but the short-term solutions still don't go far enough.
either add more labs - how about NPC corp's adding new 'experimental' labs to some of their stations - these labs exist for a limited amount of time then disapear. Or add a new module - mobile lab/factory - and make the reqs such that only large industrials can mount the module (and only 1) - at least that way a number of ships could be converted and used until stations become commonplace.
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Isis Blackrose
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Posted - 2003.06.25 14:57:00 -
[37]
I would suggest doing something similar with corporate offices -- make the number of offices a corp can have based on the CEO skills of the CEO; ie, someone with Corp Management 5 and Megacorp Management 2 can have 7 offices, etc.
Isis Blackrose CEO, Olympian Cooperative http://case.cso.uiuc.edu/eve |

Madox
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Posted - 2003.06.25 15:55:00 -
[38]
Typical of CPP. Post a response that leaves a lot of questions and then bolt.
NICE!
Why even bother trying to half-ass let us know what's going on. Just do what you always do and "surprise" us with the next patch. Shuttles have 500 cargo...oh, we mean they DON'T have 500 cargo. And why is this the post they responded to? Some jack-ass greifer's post! Why not respond instead to one of the dozens of intelligent solutions to the current situation I've read.
10000 subscribers times $12.95 a month equals $129500 a month. think about it.
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Merell
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Posted - 2003.06.25 16:35:00 -
[39]
I think CCP should go back to infinite slots at all stations, I guess the current system was implemented to force people out. And that was ofcourse working for a while until the current situation developed.
But it also has a very boring side effeckt. I don't mind travel times, because the univerce is supposed to feel big. But I just wish that I didn't have to do so much traveling. Because it's so extreamly boring. And limiting slots will increase the amount of travel I have to do. For absoluty no good reason.
It also hinders healthy competition.
I say, unlimited slots and let the market sort it out. This game is supposed to be hyperkapitalism right?
Atleast it should possible to buy new slots. Are you saying that there can only be 16 slots in an entire solarsystem? How big are those factories anyway?
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Fester Addams
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Posted - 2003.06.25 18:03:00 -
[40]
I agree wholeheartedly with Penn's concept, rip those eccess slots from the hoggers!
Do the same with recearch slots.
I would prefer the version when you only rent slots for the duration of the construction/recearch as it would give anyone a chance to get a slot at any time (we have to think of the people who start playing in six months too you know) in any station, the ability to indefinentely hold a slot is a crude tool considering the vision of the game, but for now I will be more then happy to see a quick fix that clamps down on the most imediate problem, the hoggers.
As for what slots people and corps get to keep (I sure hope corps will be limited by the same skill as lone players are AND that you cant doubble up with one set in the corp and one as an individual), it would be very simple to administer, as is you have to pay bills for the slots every 3 days, just syncronize one such billing giving you bills from each and every slot, factory or recearch. if you are allowed to keep 5 slots then the first 5 you pay the bill for are kept, all others go back to the open market.
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Gustavef
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Posted - 2003.06.25 18:21:00 -
[41]
I am against any strong universal limit on the number of factories that can be own by one person/corp. I would be okay with per station/region limits based on skill, depending on those limits.
Yes, there should be ways of limiting one person from buying out a whole system of factories, but don't hurt those of us who do rotate though our factories to produce goods in different markets.
Also we should be allowed to buy factories that we can not use today but can use later. Allow us to plan for our growth.
-gustavef
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Fester Addams
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Posted - 2003.06.25 19:17:00 -
[42]
I bet you would be of a completely different view if you a were in a position when there were no slots to get.
The point is I dont want to get at people who use the slots they have, those are not the problem, if you are able to use 8 slots, have 8 slots then nothing will change as compared with the version Penn is describing.
The problem is the people like the original poster that seems to gloat in the fact that there is a great shortage of slots and he has 20 slots out of wich he has only once used one.
My bet is he has max rank 1 in the industry skill.
So there are 2 solutions, ither make slots so plentyfull that despite the playerbase tenfolding there will still be slots open all over the universe or the number of slots each player or corp can use is limited by skill.
On the plus side of having it skill based is that if your corp only owns what it can use and all other corps do the same then when you wish to expand slots will be available, as is only the original corps have a chance of expanding as they have most of the slots.
It might seem fair if you are part of one of the original corps... but in reality I pay as much as anyone and thus I should have the same chances as anyone else at having fun and doing what I want.
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Jash Illian
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Posted - 2003.06.25 19:58:00 -
[43]
I've got 2 factory slots at the moment. I've got the skills to use them. I've got blueprints I'd like to use in them to produce ammo for sale but can't as they're all unresearched and I've yet to find a research slot availible.
Players shouldn't have the right to control the assets of NPC corporations, denying their use unless you pay them first. After all, isn't this part of the arguement being used against MOo and the pirates? That they don't have the right to deny access to Empire resources unless rendered payment?
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |
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