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Thread Statistics | Show CCP posts - 14 post(s) |

Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.11 15:50:00 -
[1]
Originally by: RootEmerger From what's said in the devblogs, they are thinking about the diminishing returns route - more peoples's working on a planet, less every player get back from it.
From what is on SiSi, it looks like the resources spawn in a similar way as sigs. You plonk down an excavator structure and scan around, getting back deposits that last some 1-4 days.
I assume this means that if multiple people have excavators at the same location there will be competition for who gets the best ones when they respawn.
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Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.12 05:26:00 -
[2]
Originally by: CCP Tuxford I hope this made things a bit more clear but it should be clear in future iterations of the UI, if not we're clearly doing it wrong 
Was very clear to me, though likely won't be for more casual players.
However there's something rather important missing from the basic design. That is deployable warehouses similar to the command center.
At this moment, in order to always fully utilize all extractors you have no option but to send all raw materials to the command center and from there out to the processors. To exploit all nodes in the chain perfectly requires a level of micro-management and matching of deposit rate of excavation and production that is not likely to ever happen.
What is needed are warehouses that act as buffers and greatly reduces the complexity of a setup by allowing you add a level of indirection. E.g. your nitrogen excavators in an area are set up to fill up the warehouse they connect to, and that warehouse is set up to provide all the processing facilities with nitrogen.
At this moment that would have to be done using the command center, which is a pain to deal with.
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Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.12 11:57:00 -
[3]
Originally by: Winters Chill You guys seem to have got it backwards. From an energy/technical stand point getting stuff into space is the hard part. Space elevators should be used to get stuff from the surface... not the other way about.
Not actually correct... In the cases where there is no friction to exploit.
To land on the moon you would require about the same amount of energy as when getting into orbit.
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Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.12 12:13:00 -
[4]
Originally by: Jagga Spikes how is that? gravity works toward moon. landing would only require enough energy to not crashland. you would most certainly need more energy to get into orbit.
Think of the moon's gravity well that is a steep but smooth bell curve like 3d shape. To make it easy let's just consider vertical motion not horizontal.
You start at the edge, and since roll down into the pit... You keep accelerating until you hit the bottom, where as due to the lack of any friction you'll end up climbing the other side until you're as far up as you started. To manage to get to the bottom _and_ stay there you need to expend as much energy as you'd need to get from the bottom and up.
Now imagine someone filled parts of the gravity well with water, and that water has frozen. When you slide down the well you're not going to end up swooping up the other side... You're a splatter on the ice.
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Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.23 14:18:00 -
[5]
Edited by: Rakshasa Taisab on 23/03/2010 14:20:18
Originally by: Tres Farmer fluff for look and feel: - instead of the brakets for the pcc, extractors and storages I REALLY would like to see structure (as we're not close enough, stuff that looks like a network of buildings and roads would suffice >> see google earth for mega cities.. a pcc would then be like 500.000 people city?!) - smoke, polution in water visible like clouds are visible now
If you look at the icons on SiSi, they all hoover above the planet surface. This would be pretty strong indication that they are overlays and that underneath will be the pretty fluff.
Originally by: Leocadminone I am also in favor of standardising the cycle time. There is NO logic or justification to making them vary all over the map. This is supposed to be a GAME, not an "economic simulation", it is supposed to be FUN not a "I have to spend hours with a calculator all the time to do anything efficiently" irritation.
Why should they be standardized?... If you are messing with cycle timers YOU ARE DOING IT WRONG.
Use the storage pins, they are there to act as buffers between extractors and processors.
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