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Thread Statistics | Show CCP posts - 14 post(s) |
Salyan
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Posted - 2010.03.10 16:14:00 -
[1]
Post what you find or speculation.
Things I've seen so far briefly on SISI:
1. Science and Industry has a "planets" tab. 2. You right click a planet, and "View in planet mode." You don't have to be near it, just click it on the overview. - this shows you a model of the planet, you can click on "satellite status" to change to "active" that adds a little "xray" type of window. Doesn't seem to work yet. - some of the materials shown are: helium isotopes nocxium argon gas - right clicking the planet in planet mode lets you "build" items. but the market doesn't work yet so I can't buy a "Planetary command center" - no skills are shown as needed, probably will be added later.
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CCP Nimbus
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Posted - 2010.03.10 16:21:00 -
[2]
If there are any questions about planetary interaction, I will be doing my best to answer them in here :)
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Safian Krill
Amarr Ammatar Free Corps
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Posted - 2010.03.10 16:34:00 -
[3]
Edited by: Safian Krill on 10/03/2010 16:34:46 im just installed a command station 2 production and refining stations and they are drilling for gold nd producing nano paste doin pretty well. only had it up and running for 5 mins
this is done in a 0.7 S Sec if tht makes any difference
u can get wat all u need on market for around 100.00 isk
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Viperella
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Posted - 2010.03.10 16:47:00 -
[4]
job on planetary hub use same slot then normal production?
mean each char got maximum 10 slot for production ... planetary got different slot? i hope so
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CCP Nimbus
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Posted - 2010.03.10 16:51:00 -
[5]
Originally by: Viperella job on planetary hub use same slot then normal production?
mean each char got maximum 10 slot for production ... planetary got different slot? i hope so
If I am understanding your question correctly, then no, they do not use your production slots. It's a completely separate thing :)
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2010.03.10 16:55:00 -
[6]
Just to make it stop bugging me..
Planets. Are they seeded with ressources already? If not, i want several minutes of my life back trying to brute force it.
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el caido
School of Applied Knowledge
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Posted - 2010.03.10 16:57:00 -
[7]
Is PI restricted to members of player corps (like POSs)? Or can an individual in an NPC corp partake?
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Salyan
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Posted - 2010.03.10 16:59:00 -
[8]
Originally by: Batolemaeus Just to make it stop bugging me..
Planets. Are they seeded with resources already? If not, i want several minutes of my life back trying to brute force it.
Yes, as stated above by others, people are already extracting stuff. It is possible you got a barren area, I guess. Just place extractors and right-click "scan for deposits" until you find something. |
Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.03.10 17:00:00 -
[9]
Originally by: Batolemaeus Just to make it stop bugging me..
Planets. Are they seeded with ressources already? If not, i want several minutes of my life back trying to brute force it.
Read the Dev Blog :P
"There isn't really anything to extract on SISI currently unless you're a dev but trust me, it's amazing."
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Mr LaForge
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Posted - 2010.03.10 17:01:00 -
[10]
1. Is planetary interaction going to replace NPC market goods such as mechanical parts and other seeded items?
2. Is planetary interaction related to T3 frigates in any way? If so how?
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Etara Silverblade
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Posted - 2010.03.10 17:01:00 -
[11]
Edited by: Etara Silverblade on 10/03/2010 17:01:29 When will the Planetary Command Centers be seeded an the market? I can't find any in any region.
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CCP Nimbus
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Posted - 2010.03.10 17:04:00 -
[12]
Edited by: CCP Nimbus on 10/03/2010 17:06:41 For your design related questions, it is probably better to ask over here:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1282513
However, there actually is stuff to extract on planets at the moment due to some awesomeness, and planetary command centers will be available on the market as soon as the market starts working.
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Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.03.10 17:05:00 -
[13]
Originally by: Mr LaForge 1. Is planetary interaction going to replace NPC market goods such as mechanical parts and other seeded items?
2. Is planetary interaction related to T3 frigates in any way? If so how?
afair CCP said they will not tell what resources can be extracted exactly out of planets before it hits TQ
but in some interview at TTH a dev said they want to reduce the NPC market..
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Safian Krill
Amarr Ammatar Free Corps
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Posted - 2010.03.10 17:05:00 -
[14]
im curious can u only drill on planets as moons wud be a great way to start with then move onto planets but im mining well on a planet just wondered if moons are the same..
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McFly
Interstellar eXodus BricK sQuAD.
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Posted - 2010.03.10 17:13:00 -
[15]
is launching working? So far I've been mining and processing stuffs, but when I attempt to launch it does the countdown then launches but I don't know where. Is it a can I'm supposed to pick up? or is it supposed to go to my cargohold? just wondering if this part is operational or not.
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CCP Nimbus
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Posted - 2010.03.10 17:20:00 -
[16]
Check your journal for a magical new tab!
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Wang LeeMei
United Kings R.A.G.E
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Posted - 2010.03.10 17:27:00 -
[17]
is it just me or a general testserver wide problem:
The Market is not ready at the moment. Please try again later.
would want to take a look at the new stuff but it wont let me lol
fly safe
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McFly
Interstellar eXodus BricK sQuAD.
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Posted - 2010.03.10 17:43:00 -
[18]
fly to stain, works here
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Wang LeeMei
United Kings R.A.G.E
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Posted - 2010.03.10 17:48:00 -
[19]
Originally by: McFly fly to stain, works here
heh well i guess ill add that this is occuring when trying to use the market in lonetrek
fly safe
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Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.03.10 18:11:00 -
[20]
Took me some time to figure out how to set up routes/links but now my first factory is working and i allready love it :D
thats how industry should be, highly customizable and interactive, cant wait for the trade hubs :)
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Eeqo Soveern
Gallente Strive.
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Posted - 2010.03.10 18:33:00 -
[21]
Can someone make some Screenshots pls? :) Can't test it by myself at the moment.
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CCP Fear
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Posted - 2010.03.10 18:37:00 -
[22]
I'm also in this thread, as well as in the Blog thread, so if you have questions, fire ahead. But I've answered alot of stuff already in the blog thread, so i recommend reading that as well!
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Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.03.10 18:37:00 -
[23]
Ok so i got the Launching stuff to space working.. what i ask myself now is : will the cans that get launched be probeable?
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Ergest Strauss
Caldari
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Posted - 2010.03.10 18:51:00 -
[24]
Will you be able to place structures anywhere on the planet (in the final version as it is now on Sisi)? I.e. will there be sort of geographical (or other) features which will prevent placing facilities in certain places?
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Contralto
GCHQ
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Posted - 2010.03.10 18:57:00 -
[25]
Originally by: Eeqo Soveern Can someone make some Screenshots pls? :) Can't test it by myself at the moment.
http://dl.eve-files.com/media/1003/2010.02.27.23.10.00.jpg
This is a gas planet, with a command center and a couple of processing plants with links. color seems to come from selecting the type of deposit on the left.
I havnt been able to get much more than this visible, just a right click menu on each installation with a couple of options.
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CCP Fear
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Posted - 2010.03.10 19:01:00 -
[26]
Originally by: Ergest Strauss Will you be able to place structures anywhere on the planet (in the final version as it is now on Sisi)? I.e. will there be sort of geographical (or other) features which will prevent placing facilities in certain places?
Currently you can build it anywhere, but we want the geographical location to matter, so something along these lines might happen, but really depends on time and what needs to be done. Can't promise it, but we really like the idea!
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H3llHound
Blacksteel Mining and Manufacturing
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Posted - 2010.03.10 19:50:00 -
[27]
Can you please move the position of the planet info on the left side when in planet mode. Its right on the same position where the route planner is and makes reading it tedious. Maybe you can autohide the route when in planet mode or so. Other than that i like the whole PI concept __________________________________________________
We are Recruiting |
Sprobe
Factorization 42 Corp
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Posted - 2010.03.10 19:52:00 -
[28]
Alright, just been on and set up a planetary command center, one ore extractor and one nitrogen extractor.
What's up with this "satellite (active|inactive)" display? I somehow managed to open a 'scan window' on a planet (I don't remeber the shortcut) - can I scan the planet surfave with it? I think it isn't supposed to setup an extractor, right-click, see if something is there, decommission and do it all over again?
I tried setting up a processing plant, could only select some nanite stuff. I have taken a look at the schematics - how am I suppose to get materials there which are needed for production?
never to old to play |
Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.03.10 20:01:00 -
[29]
Originally by: Sprobe Alright, just been on and set up a planetary command center, one ore extractor and one nitrogen extractor.
What's up with this "satellite (active|inactive)" display? I somehow managed to open a 'scan window' on a planet (I don't remeber the shortcut) - can I scan the planet surfave with it? I think it isn't supposed to setup an extractor, right-click, see if something is there, decommission and do it all over again?
I tried setting up a processing plant, could only select some nanite stuff. I have taken a look at the schematics - how am I suppose to get materials there which are needed for production?
You need to put up Links/Routes between the facilitys, right klick on one icon-> select link -> klick on destination then do the same with a route :)
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Erinyen Guerilla
Amarr Free-Space-Ranger Morsus Mihi
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Posted - 2010.03.10 20:05:00 -
[30]
Quote: You need to put up Links/Routes between the facilitys, right klick on one icon-> select link -> klick on destination then do the same with a route :)
about these routes: are they supposed to transport on the fly or do they transport the goods if the corresponding deposit is depleded? I set up a bunch of extractors and linked them to my commandcenter but the storage of the commandcenter is not filling with goods :(
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Sprobe
Factorization 42 Corp
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Posted - 2010.03.10 20:10:00 -
[31]
Edited by: Sprobe on 10/03/2010 20:15:07 Edited by: Sprobe on 10/03/2010 20:13:10 Ah alright - I abviously created links and assumed that goods are transported automatically - so you have to create a route after you create a link.
Now the storage is gettting fileld up - nice.
EDIT2: the scan window seems to be a stub - no functionality atm. never to old to play |
H3llHound
Blacksteel Mining and Manufacturing
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Posted - 2010.03.10 20:31:00 -
[32]
Nanoelectrical and Nanomechanical Parts - Finally we got some use for those "Charon" freighters sold in Jita __________________________________________________
We are Recruiting |
Sprobe
Factorization 42 Corp
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Posted - 2010.03.10 20:32:00 -
[33]
wiki's are the best tools for gathering info like this - I took the liberty and created an entry - go there and put your wisdom in it please... http://wiki.eveonline.com/en/wiki/Planetary_interaction never to old to play |
Lise Kahel
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Posted - 2010.03.10 21:13:00 -
[34]
Seems that carbon and water aren't seeded, or they are the only sources I can't get on the planets I've tried so far. They are listed on these schematics, usually next to gold, silver, aluminum and nitrogen.
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H3llHound
Blacksteel Mining and Manufacturing
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Posted - 2010.03.10 21:19:00 -
[35]
Item Produced (Materials needed) - Auxiliary building needed
Nanomechanical Parts (gold, carbon) - 2 Harvesters + Factory Nanoelectrical Parts (silver, carbon) - 2 Harvesters + Factory Nano Computer Core (Nano Electrical Parts, Silicon) - Harvester + Factory
Ionized Water (Water) - Water Processing Plant Aluminium Nitrade (Aluminium, Nitrogen) - Harvester + Vapour Collector + Chemical Plant Aluminium Nitrade Paste (Alum. Nitr., Ionized Water) - Chemical Plant
Nanites (Nano Mech Parts, Nano Elec Parts, Nano Comp Core) - Factory
Nanite Repair Paste (Nanites, Alum. Nitr. Paste) - Factory
Posted as reference __________________________________________________
We are Recruiting |
ITTigerClawIK
Amarr Galactic Rangers Galactic-Rangers
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Posted - 2010.03.10 21:23:00 -
[36]
dam it costs 70 mil for 10 mins of produceing stuff .. i hope this wont be the case when it finaly comes out O_o
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |
Narfas Deteis
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Posted - 2010.03.10 22:25:00 -
[37]
Edited by: Narfas Deteis on 10/03/2010 22:25:42
Originally by: Eeqo Soveern Can someone make some Screenshots pls? :) Can't test it by myself at the moment.
There's Command Center with 2 Chemical Plants producing Aluminium Nitrade (Aluminium + Nitrogen) and 2 simple silver mines.
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Eva d'Ray
Amarr
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Posted - 2010.03.10 22:43:00 -
[38]
Edited by: Eva d''Ray on 10/03/2010 22:49:29 lovely, got myself a waterplant working and now a aluminium nitrade plant
collecting lots of feedback trough one member, but what 'bugs' me most is there is no vicinity check when placing a PI mod. Had to break down my first factories cause I couldn't click my routes inbetween them (to close to eachother).
Also the bright white backgrounds are horrible when using white text :)
But am enjoying myself immensly :D
Hmm once again the CCP humor took me by suprise
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Cailais
Amarr Diablo Advocatus Rote Kapelle
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Posted - 2010.03.10 22:45:00 -
[39]
Edited by: Cailais on 10/03/2010 22:48:13
Originally by: Eeqo Soveern Can someone make some Screenshots pls? :) Can't test it by myself at the moment.
There are a few screen shots over on my blog page : http://cailais.wordpress.com/
C.
the hydrostatic capsule blog
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McFly
Interstellar eXodus BricK sQuAD.
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Posted - 2010.03.10 23:00:00 -
[40]
Since I'm bored and we're still missing carbon and water apparently on the 50+ planets I've checked.... I decided to make this for people to use as a reference.
hope it helps
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HeliosGal
Caldari
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Posted - 2010.03.10 23:25:00 -
[41]
sisi reboot up back in 20-30 minutes but looks interesting , whole thing isnt fully implemented yet but like planet view, i guess that will be used to when the combat dust thingy comes into play Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Avalon Ranger
Exitus Acta Probat manufacturing disaster
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Posted - 2010.03.10 23:30:00 -
[42]
Think of the future. When POS's came out everyone was very happy but now a few years on people want changes but due to the nature of implementation it's not possible. Think about the future of this. It's got an amazing potential to become something rather important to the EVE universe but I expect over the next few years it's going to need to be changed a fair few times.
I also hope to see a little more detail soon on storage, transferring to the surface (As so far I can only get things off the planet and not back on) and a few more details on the scanner (When it works). It seems to be working now but the filters need a little work, the overview should probably close in Planet view just like being docked and reworking the produced materials would be nice. Nanite Paste is nice but I am sure there is something else that can be done with this.
As a first attempt at opening up planets I support this idea and I really like what I have seen so far.
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Milo Caman
Gallente Ghost Festival Naraka.
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Posted - 2010.03.10 23:40:00 -
[43]
Is good fun to set up. Also, can see why CCP made being in low orbit sexy, all the rockets get launched there! Anyhoo, enjoy, am uploading screenshots here as I go.
Out of Sinq |
HeliosGal
Caldari
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Posted - 2010.03.11 00:10:00 -
[44]
only thing missing is the colonies produce stuff but ...... what about inputs, arent some planets producing livestock etc that other colonies will consume ? or is it not going to be that much of a complex chian would have thought temperate worlds would have say livestock etc water that would goto colonies without furhter boosting production Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Dan Kaneda
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Posted - 2010.03.11 00:38:00 -
[45]
The launch actually works. When you hit the launch button, a bookmark of the can containing what you just send appears in jounrla in the planet tab ;)
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mundus123
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Posted - 2010.03.11 00:48:00 -
[46]
Right now on sisi PI works in WH's, will this be carriered over to TQ patch day?
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HeliosGal
Caldari
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Posted - 2010.03.11 01:01:00 -
[47]
Originally by: mundus123 Right now on sisi PI works in WH's, will this be carriered over to TQ patch day?
another dev blog says all PI will be on all planets including wormhole space opening up wormhole planet production as well. Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Mr Billybob
Caldari Capital Construction Research Pioneer Alliance
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Posted - 2010.03.11 01:01:00 -
[48]
I can't seem to find any water on any planet I try so far I have tried 4, the only kind I haven't tried is a Gas Planet.
Is there a trick to finding water? -------------------------------------------- grrrrr |
Zebba
Northwind Research Agency
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Posted - 2010.03.11 01:06:00 -
[49]
PI testing is fun but I certainly got the feeling that this is not as intended:
zoom 1 zoom 2 zoom 3 zoom 4
I'm missing the icons? Also working on the night-side of the planet is quite difficult :(
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HeliosGal
Caldari
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Posted - 2010.03.11 01:06:00 -
[50]
ive got a link of production 2 mining to one production, yet the goods arent moving how often do deposits move for refining and thenm to storage, ie how long from mining to being ready to lanuch into space does it take Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
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Melleia
Vulcan Innovations New Eden Research
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Posted - 2010.03.11 01:09:00 -
[51]
Originally by: HeliosGal ive got a link of production 2 mining to one production, yet the goods arent moving how often do deposits move for refining and thenm to storage, ie how long from mining to being ready to lanuch into space does it take
Same problem here sadly.
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Mr Billybob
Caldari Capital Construction Research Pioneer Alliance
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Posted - 2010.03.11 01:11:00 -
[52]
Originally by: Melleia
Originally by: HeliosGal ive got a link of production 2 mining to one production, yet the goods arent moving how often do deposits move for refining and thenm to storage, ie how long from mining to being ready to lanuch into space does it take
Same problem here sadly.
If you haven't made routes (different then links) then it won't move to the proper places. -------------------------------------------- grrrrr |
Melleia
Vulcan Innovations New Eden Research
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Posted - 2010.03.11 01:19:00 -
[53]
Originally by: Mr Billybob
Originally by: Melleia
Originally by: HeliosGal ive got a link of production 2 mining to one production, yet the goods arent moving how often do deposits move for refining and thenm to storage, ie how long from mining to being ready to lanuch into space does it take
Same problem here sadly.
If you haven't made routes (different then links) then it won't move to the proper places.
Ah, there we go. The wonders of right click...
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.03.11 01:30:00 -
[54]
1. When there will be possibility to launch something from space to planet? (now i can only from planet to space and then collect container on a safe spot) 2. Why some resource supply are always 0 size? (like Water and Carbon) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Tanhar
Gallente Vanishing Point. The Initiative.
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Posted - 2010.03.11 01:53:00 -
[55]
Uhm, and where are "districts" everyone so happy to speak about ?
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Lialem
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Posted - 2010.03.11 01:54:00 -
[56]
Will pressure, gravity and temperature matter at all?
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Fish Evans
Militant Mermen LEGIO ASTARTES ARCANUM
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Posted - 2010.03.11 01:57:00 -
[57]
Its very hard currently to do anything on the Dark sides of the planets, and indeed on dark coloured planets - the links are invisiable... Id also like to see What all theses little blue triangles are mining/extrating its currently easy to lose track of whats doeing what with the limited symboles. esepcialy as I can imagion this getting resonably complex.
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Brolly
Caldari Gangrel Mining and Security
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Posted - 2010.03.11 02:05:00 -
[58]
Edited by: Brolly on 11/03/2010 02:13:25 How do you get your 'loot'?, I launched my goo from the planet and it's no-where to be seen
Figured it out, it gives you BM's in the planet tab in science and manu gubbins. There you will find your cans ready for pick up, wonder if other peeps can steal them.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.03.11 02:15:00 -
[59]
Originally by: Brolly Edited by: Brolly on 11/03/2010 02:13:25 How do you get your 'loot'?, I launched my goo from the planet and it's no-where to be seen
Figured it out, it gives you BM's in the planet tab in science and manu gubbins. There you will find your cans ready for pick up, wonder if other peeps can steal them.
U can also find them in Journal. But i tried those containers doesn't show up on scanner (and it is impossible to find containers with probes) so somebody will need a lot of luck to find that spot where container went (it's random spot) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Cadinie
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Posted - 2010.03.11 06:17:00 -
[60]
not to mention if you want to make it impossible to steal stuff from production without actually taking over the base in dust, then just put a lock on cans only accessible by the owner/whoever the owner wants to.
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Qwert0
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Posted - 2010.03.11 06:46:00 -
[61]
Anyone else getting a Fuel pellets vibe from this?
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.03.11 06:58:00 -
[62]
Originally by: Cadinie not to mention if you want to make it impossible to steal stuff from production without actually taking over the base in dust, then just put a lock on cans only accessible by the owner/whoever the owner wants to.
I checked that cans actually. They don't appear on Direct Scanner until owner warps to them (so if owner doesn't warp nobody can find them because they will not appear in space) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
HeliosGal
Caldari
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Posted - 2010.03.11 09:04:00 -
[63]
to bad would have thought more pew in low sec with ninja planeteers Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Allaria Kriss
Minmatar Elipse Inc.
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Posted - 2010.03.11 09:48:00 -
[64]
Edited by: Allaria Kriss on 11/03/2010 09:51:57 Some things I have noticed so far. I understand it's an early prototype right now, but to be nit-picky and pedantic is my nature.
1) Certain things (Carbon, water) are nearly impossible to find, while others (Gold) are incredibly common. My extractor couldn't find water in the middle of a terrestrial ocean nor on the surface of an ice planet.
2) There seems to be no use for launched minerals since they're not used for any other purpose and there's no way to put them back on a planet (that I've yet found).
3) The satellite doesn't appear to actually do anything.
4) The Planetary Launch Container is misspelled as Planetart Launch Container.
5) If you survey for one mineral, then try to survey for another, the first mineral's results come up again. Thus, the only way to prospect for multiple minerals is to lay down multiple extractors.
6) Upgrading specific links doesn't seem to work properly; it always applies upgrades to the same link over and over.
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Winters Chill
Amarr Shadow Legion. Talos Coalition
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Posted - 2010.03.11 09:58:00 -
[65]
Originally by: Qwert0 Anyone else getting a Fuel pellets vibe from this?
oh please god yes!!
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HeliosGal
Caldari
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Posted - 2010.03.11 10:05:00 -
[66]
Originally by: Allaria Kriss Edited by: Allaria Kriss on 11/03/2010 09:51:57 Some things I have noticed so far. I understand it's an early prototype right now, but to be nit-picky and pedantic is my nature.
1) Certain things (Carbon, water) are nearly impossible to find, while others (Gold) are incredibly common. My extractor couldn't find water in the middle of a terrestrial ocean nor on the surface of an ice planet.
2) There seems to be no use for launched minerals since they're not used for any other purpose and there's no way to put them back on a planet (that I've yet found).
3) The satellite doesn't appear to actually do anything.
4) The Planetary Launch Container is misspelled as Planetart Launch Container.
5) If you survey for one mineral, then try to survey for another, the first mineral's results come up again. Thus, the only way to prospect for multiple minerals is to lay down multiple extractors.
6) Upgrading specific links doesn't seem to work properly; it always applies upgrades to the same link over and over.
all known bugs remember this is 5% of the end product and 3 months out from final deployment, inital alpha stage if u would Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Icanti
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Posted - 2010.03.11 10:36:00 -
[67]
Edited by: Icanti on 11/03/2010 10:39:13
Originally by: HeliosGal
all known bugs remember this is 5% of the end product and 3 months out from final deployment, inital alpha stage if u would
I didn't take his post as criticism.... just feedback.
Are there any standing requirements to build the stuff on planets?
Are we saying that anyone, anywhere, can go up to planet and start building stuff?
Once one building as been built on a planet, has the planet been "Claimed". Or can multiple people put stuff on a planet until there is no more room?
First impressions of this is it all sounds great, but if there are no limitations, and everyone can do everything, anywhere, then it will just be another thing you'll need to do to keep up with the isk income of everyone else.
Hope that makes sense....
Edit.... hopefully some stuff will be rarer to find than something else, but it would be nice if it was spread out over high, low and null.
More questions....
Will players from NPC corps be able to build stuff on planets?
Until Dust arrives, how we will be able to attack the colonies on planets?
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Dierdra Vaal
Caldari Eve University Ivy League
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Posted - 2010.03.11 10:53:00 -
[68]
Edited by: Dierdra Vaal on 11/03/2010 10:53:27 Eve University has created an initial guide and video tutorial on planetary interaction:
http://www.youtube.com/watch?v=uQ06wdm8B_0
http://www.eve-ivy.com/wiki/index.php?title=5_minute_guide Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
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Geldar Wroontik
Gallente Galactic System Lords Alliance
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Posted - 2010.03.11 11:10:00 -
[69]
I have two questions, one for anyone and one for CCP:
1) Has anyone actually found any quantities of water, silicon or carbon? I've looked on a couple of planets and have yet to find any. Lots of silver, gold, aluminium and nitrogen though.
2) Will the interface always be dots on a planet, or will we eventually get models for these various things that we're plonking down on the surface?
----- Blasters: enough Ammunition: plenty Bubblegum: none |
Jack Dant
Minmatar The Gentlemen of Low Moral Fibre
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Posted - 2010.03.11 11:13:00 -
[70]
Originally by: Trimutius III
Originally by: Cadinie not to mention if you want to make it impossible to steal stuff from production without actually taking over the base in dust, then just put a lock on cans only accessible by the owner/whoever the owner wants to.
I checked that cans actually. They don't appear on Direct Scanner until owner warps to them (so if owner doesn't warp nobody can find them because they will not appear in space)
They still show up in low orbit just a few thousand KM from the planet warpin. If you can warp to the cans like you can to a normal cargo container, you could wait on the grid until a container spawns, then warp to it before the owner lands. Fun stuff.
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Hienz Doofenshmirtz
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Posted - 2010.03.11 11:16:00 -
[71]
carbon water and silicon have not been seeded yet
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Trace Shmexy
The Cornish Mafia
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Posted - 2010.03.11 11:22:00 -
[72]
This might be a bit early but...
Anyone have any idea on what the costs will be to set up a command centre? is this going to be aimed at anyone from noobies up (I.e. not too expensive) or are we talking people with lots of cash, I.e. command centres costing billions and up?
just a thaught :D
Cheers Trace
----------------------------------------- The Cornish Mafia Recruiting! Calling all SW UK Cider Drinkers! Come Mission! |
Zey Nadar
Gallente S0utherN Comfort Enforcers of Serenity
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Posted - 2010.03.11 11:32:00 -
[73]
Edited by: Zey Nadar on 11/03/2010 11:33:45 I take this opportunity to say that devs score high marks on awesomeness scale for bringing us planetary interaction, however:
Originally by: Contralto Edited by: Contralto on 10/03/2010 19:00:21 This is a gas planet, with a command center and a couple of processing plants with links. color seems to come from selecting the type of deposit on the left.
How can a gas planet have a command center if it doesnt have surface? Cloud city ß la star wars? I hope the resources are seeded according to the planet type somehow and that CCP takes this opportunity to readjust some planetary info values that wouldnt otherwise have any value. Maybe the costs of running planetary structures would depend on the type of planet and enviroment in there. Just ideas.
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Hyperdallas
Caldari Silver Snake Enterprise En Garde
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Posted - 2010.03.11 11:34:00 -
[74]
i wonder howmany ppl are gonna be all set up and waitting to login after :P i would lol if all empire planets are gone within 2 days
question, now you can set it up... any maintence? or only come once every few days to launch? Yarr |
Dierdra Vaal
Caldari Eve University Ivy League
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Posted - 2010.03.11 11:34:00 -
[75]
Originally by: Trace Shmexy This might be a bit early but...
Anyone have any idea on what the costs will be to set up a command centre? is this going to be aimed at anyone from noobies up (I.e. not too expensive) or are we talking people with lots of cash, I.e. command centres costing billions and up?
just a thaught :D
Cheers Trace
CCP has said they want this to be new player friendly, so I doubt it will be very expensive. Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
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Icanti
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Posted - 2010.03.11 11:34:00 -
[76]
Originally by: Zey Nadar
How can a gas planet have a command center if it doesnt have surface? Cloud city ß la star wars? I hope the resources are seeded according to the planet type somehow and that CCP takes this opportunity to readjust some planetary info values that wouldnt otherwise have any value. Maybe the costs of running planetary structures would depend on the type of planet and enviroment in there.
Agreed, much in eve might not be very realistic, but at least lets try!
Why not have gas harvesting arrays on gas planets, and the current ones we have now on rocky planets.
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Blade Murderhorn
Caldari Amarrian Retribution
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Posted - 2010.03.11 11:48:00 -
[77]
Originally by: Dierdra Vaal
CCP has said they want this to be new player friendly, so I doubt it will be very expensive.
Will be good if this is the case, will cause a lot of wars too over planets in high sec, this is also a good thing me thinks. will be great if the command centres are like 50mil each or something.... just gonna continue playing on sisi for now :P ------------------------------------------- "The Master at being Podded...." Maby one day Revenge! |
Dierdra Vaal
Caldari Eve University Ivy League
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Posted - 2010.03.11 12:05:00 -
[78]
Originally by: Icanti
Originally by: Zey Nadar
How can a gas planet have a command center if it doesnt have surface? Cloud city ß la star wars? I hope the resources are seeded according to the planet type somehow and that CCP takes this opportunity to readjust some planetary info values that wouldnt otherwise have any value. Maybe the costs of running planetary structures would depend on the type of planet and enviroment in there.
Agreed, much in eve might not be very realistic, but at least lets try!
Why not have gas harvesting arrays on gas planets, and the current ones we have now on rocky planets.
CCP mentioned cloud cities (I imagine you also need some sort of flying cities for lava/plasma planets) in one of their devblogs, and CCP Fear wrote:
"We have provided a Astrophysicist from the University of Iceland with all our data related to planets and suns and he is doing various magic with it based on his expertise which should be included. "
So I'm sure there will be semi-realistic variation in the resources you can get from planets. Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
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Allaria Kriss
Minmatar Elipse Inc.
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Posted - 2010.03.11 12:24:00 -
[79]
So far, I don't see 'planet wars' happening. Right now, multiple people can share the same planet. In the future, I believe planetary warfare is tied in with Dust 514, so we'll see how that goes when we get to it.
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Blade Murderhorn
Caldari Amarrian Retribution
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Posted - 2010.03.11 12:55:00 -
[80]
well I have set up on a planet in sisi, It all looks good so far, im mining gold and silver, it will be interesting to see the value and uses start to come into play for these planet resources.
also I was wondering will we be able to see other player installations on planets? at the moment it looks like I have a planet to my self...
another thing is will a planet run out of resources? or will it work on the basis that better planets give more resources infinity? and lower quality planets give slower returns?
this whole new systems has the potential to boost smaller corps incomes, cant wait to play with this as it unfolds. more stuff to do in eve just makes it more appealing to more people wich can only be a good thing :D
Cheers Blade ------------------------------------------- "The Master at being Podded...." Maby one day Revenge! |
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Avalon Ranger
Exitus Acta Probat manufacturing disaster
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Posted - 2010.03.11 13:34:00 -
[81]
Edited by: Avalon Ranger on 11/03/2010 13:35:54 There are a few roads this could take along the way. Here are two basic routes that I can forsee but as this is early alpha it's nice to just talk about the idea. Anything could happen.
1) Cheap and easy to setup, allows for people that like micro-management to have something to do but the overall output would be relatively cheap produce. Planets are instanced meaning that 50 people could be using the same planet without knowing it. This would take a lot more database calls and entries but it could work out.
TL;DR - Cheap, easy, less realistic but fun.
2) Expensive to setup, taking a lot of resources to launch these structure down to the surface. 5 people per planet, perhaps (In high sec) you can rent area of the planet much like people "buy" areas of our own moon. 0.0 is the same but the controlling alliance of the territory can control the planet, give areas to people. Giving the richer areas to some people and poorer areas to other. All areas of the planet will have SOME resources even if it's just trace amount meaning that it'll be usable but no where near as good as rich areas.
TL;DR - Requires some management, skill and investment. More profitable, more fun, fits in the same way POS's does or should.
Any thoughts on these two? To be honest I like the second one more but I don't like the idea of shutting people out but the current system doesn't feel very EVE like at all. Not yet anyway.
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Blade Murderhorn
Caldari Amarrian Retribution
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Posted - 2010.03.11 13:48:00 -
[82]
see i think from that I would say that it should be no1, just because POS's are already expensive to set up and use (for a small corp). I have always been interested in the idea of a POS but you need quite a lot of backing and logistics to set one up. this means that it is reserved to the bigger corps.
at this point I await the barrage of "Join a bigger corp, small corps are fail" but really every corp starts out small, if this new part of the game gives a smaller corp the chance to make some isk then bring it on.... if smaller corps could get on the ladder without massive personal investment it would mean them growing into big corps and this is exactly what eve needs!
TL;DR - option 1 would be awesome but i fear it will be option 2..... Like POS's
Cheers Blade ------------------------------------------- "The Master at being Podded...." Maby one day Revenge! |
Neo Gabriel
Gallente Quantum Cats Syndicate
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Posted - 2010.03.11 15:09:00 -
[83]
Edited by: Neo Gabriel on 11/03/2010 15:12:32 I am having some fun with this.
1) Love how we pickup the can in low orbit over the surface. Everyone and their mother will be using viators for the 10Km3 pickups in lowsec.
2) I noticed how the Command Center only has room for 10Km3. I hope we have options to pay for having the command center upgraded so for example we can pay to increase storage to 25Km3, then to 50km3 etc so we don't have to stop by every 12 hours to empty the command center.
Maybe allow us to improve the output of installations, reduce powergrid requirements, add population modifiers, etc by use of new skills that are related to planet side industry and related stuffs.
3) It is very cumbersome to link Sites to others, more so when the recipient already has a lot of incoming connections, because you have no room to click on the icon and you end up only able to click on the connectors. Maybe get connector lines/routes an UI clickable at the halfway length.
I personally think it would be best if there was an UI where you could link all the sites through, so we don't have to use some ClickFu to do this. This would allow for more organization. It would be nice also to have a built-in estimator to know how long you have until a storage facility is filled, or one that shows you the current efficiency of for example, a factory: Some of you may have noticed that a factory will lay idle until it has enough minerals to manufacture and you end up having to link a factory with 10 or so extractors to get a continuous flow, but even then you end up getting an overstock of one of the components. By having a streamlined adjustable menu for each factory with all the routes, where you can adjust them accordingly to give you the most efficient way to run your line would be AWESOME, allowing you to not overmine a vein and milk it according to your specific needs.
4) Add cost for building modules. At present you can spam them everywhere w/o consequence.
5) Add a cost modifier for establishing and maintaining a link/route so that the longer it is, the more expensive it is.
6) Add a clear indicator of the range of the module, which allows for a limited number on a surface, but more importantly, it prevents prayers from cluttering everything. At present I can have hundreds of sites all side by side, which makes it impossible to see and do anything.
7) I would like to be able to name sites.
8) Can you guys please add water and carbon so we can start playing with nano repair paste manufacture? For that matter, put up a patch as soon as you guys have finished a new part of the system so we can test it and rate it for you so things can be streamlined and bug-free by the time of release!
Can't wait for the next update. I have high hopes for this. Meanwhile, I have to go stock up on nano repair paste.
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Sajeera
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Posted - 2010.03.11 15:11:00 -
[84]
Originally by: Dierdra Vaal Edited by: Dierdra Vaal on 11/03/2010 10:53:27 Eve University has created an initial guide and video tutorial on planetary interaction:
http://www.youtube.com/watch?v=uQ06wdm8B_0
http://www.eve-ivy.com/wiki/index.php?title=5_minute_guide
I love you guys!!!
This is what somebody with zero knowledge in industry and POS managment need, thank you!
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RootEmerger
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Posted - 2010.03.11 15:24:00 -
[85]
Originally by: Avalon Ranger Edited by: Avalon Ranger on 11/03/2010 13:35:54 There are a few roads this could take along the way. Here are two basic routes that I can forsee but as this is early alpha it's nice to just talk about the idea. Anything could happen.
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. So empire planet should get next to worthless pretty fast while a good alliance in 0.0 can optimize how their planets are worked and get the maximum results.
Comes to mind the old Eve problem of what happens with inactive accounts... if they get to be counted against active players things could get pretty bad on the long run.
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Jagga Spikes
Minmatar Tribal Liberation Force
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Posted - 2010.03.11 15:49:00 -
[86]
if inactive accounts don't empty their storage, they would probably not be counted for extraction either. ________________________________ : Forum Bore 'Em : Foamy The Squirrel |
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.11 15:50:00 -
[87]
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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Lialem
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Posted - 2010.03.11 16:25:00 -
[88]
Edited by: Lialem on 11/03/2010 16:25:29 They can always add different command centers based on the planet type, as well as structures. Maybe even make structures for rare or difficult to colonize (like gas) planets hard to find (and not market seeded)? So there is actually a motive to defend them via dust.
Other than that, something very nice would be various situations in planets like riots, cataclysms etc that might destroy your structures. And maybe a way to defend against them. Maybe via dust? Many possibilities, lets see how it goes.
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.11 16:39:00 -
[89]
How do i find my CC after I have left the system and come back??
Its there, it says it is, when i go to place another one, but i have spun the planet 100 times and cannot find the original spot.....
bug?
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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CCP Nimbus
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Posted - 2010.03.11 17:01:00 -
[90]
Originally by: Neo Gabriel Edited by: Neo Gabriel on 11/03/2010 15:12:32 I am having some fun with this.
1) Love how we pickup the can in low orbit over the surface. Everyone and their mother will be using viators for the 10Km3 pickups in lowsec.
2) I noticed how the Command Center only has room for 10Km3. I hope we have options to pay for having the command center upgraded so for example we can pay to increase storage to 25Km3, then to 50km3 etc so we don't have to stop by every 12 hours to empty the command center.
Maybe allow us to improve the output of installations, reduce powergrid requirements, add population modifiers, etc by use of new skills that are related to planet side industry and related stuffs.
3) It is very cumbersome to link Sites to others, more so when the recipient already has a lot of incoming connections, because you have no room to click on the icon and you end up only able to click on the connectors. Maybe get connector lines/routes an UI clickable at the halfway length.
I personally think it would be best if there was an UI where you could link all the sites through, so we don't have to use some ClickFu to do this. This would allow for more organization. It would be nice also to have a built-in estimator to know how long you have until a storage facility is filled, or one that shows you the current efficiency of for example, a factory: Some of you may have noticed that a factory will lay idle until it has enough minerals to manufacture and you end up having to link a factory with 10 or so extractors to get a continuous flow, but even then you end up getting an overstock of one of the components. By having a streamlined adjustable menu for each factory with all the routes, where you can adjust them accordingly to give you the most efficient way to run your line would be AWESOME, allowing you to not overmine a vein and milk it according to your specific needs.
4) Add cost for building modules. At present you can spam them everywhere w/o consequence.
5) Add a cost modifier for establishing and maintaining a link/route so that the longer it is, the more expensive it is.
6) Add a clear indicator of the range of the module, which allows for a limited number on a surface, but more importantly, it prevents prayers from cluttering everything. At present I can have hundreds of sites all side by side, which makes it impossible to see and do anything.
7) I would like to be able to name sites.
8) Can you guys please add water and carbon so we can start playing with nano repair paste manufacture? For that matter, put up a patch as soon as you guys have finished a new part of the system so we can test it and rate it for you so things can be streamlined and bug-free by the time of release!
Can't wait for the next update. I have high hopes for this. Meanwhile, I have to go stock up on nano repair paste.
Great post, I'll try to address some of your points:
1) I'm glad you like the low-orbit cans, I think the planets look awesome up close.
2) Upgrading of pins is something we have planned!
3) One of the things we are looking at working on this sprint is basically what you are talking about here. It is a way of letting you place pins and links all in one go, allowing you to essentially "prototype" a network before commiting to building it. Pretty neat!
4) and 5) Cost is another thing we are adding this sprint.
6) This is something we are thinking about doing.
7) I have mentioned this to the team and we are going to look at implementing this.
8) Resource distribution is broken at the moment - it's in a very half-finished state.
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CCP Nimbus
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Posted - 2010.03.11 17:06:00 -
[91]
Originally by: Avalon Ranger Edited by: Avalon Ranger on 11/03/2010 13:35:54 There are a few roads this could take along the way. Here are two basic routes that I can forsee but as this is early alpha it's nice to just talk about the idea. Anything could happen.
1) Cheap and easy to setup, allows for people that like micro-management to have something to do but the overall output would be relatively cheap produce. Planets are instanced meaning that 50 people could be using the same planet without knowing it. This would take a lot more database calls and entries but it could work out.
TL;DR - Cheap, easy, less realistic but fun.
2) Expensive to setup, taking a lot of resources to launch these structure down to the surface. 5 people per planet, perhaps (In high sec) you can rent area of the planet much like people "buy" areas of our own moon. 0.0 is the same but the controlling alliance of the territory can control the planet, give areas to people. Giving the richer areas to some people and poorer areas to other. All areas of the planet will have SOME resources even if it's just trace amount meaning that it'll be usable but no where near as good as rich areas.
TL;DR - Requires some management, skill and investment. More profitable, more fun, fits in the same way POS's does or should.
Any thoughts on these two? To be honest I like the second one more but I don't like the idea of shutting people out but the current system doesn't feel very EVE like at all. Not yet anyway.
Questions like this are probably best aimed at the devblog comment thread, however I can say that we are aiming for something which includes elements of both your options. We do want this to be easily accesable, though.
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.11 18:07:00 -
[92]
Edited by: Kaaii on 11/03/2010 18:11:23 Difference between links and routes?
links are like silo production? routes are.....? just to move stuff?
They don't seem to be showing up at all when i scroll out. When i hover between two they show green,,but screens i have seen look like a web. What am i doing wrong?
/edit ok i can see them on a gas planet, maybe is because its a lava? (they are black)
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.03.11 18:32:00 -
[93]
One thing i noticed is when i set a extractor route to a facility it only submits the amount of materials the facility needs for one run, the rest vanishes..
Is this intentional? :)
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FOSX1
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Posted - 2010.03.11 18:39:00 -
[94]
Leadership skills play a role in all this mining thing ?
like mining foreman , mining director etc
Cause if i'm a miner i should mine more and faster then athors that trained torp 5
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RootEmerger
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Posted - 2010.03.11 18:44:00 -
[95]
Originally by: Kaaii Edited by: Kaaii on 11/03/2010 18:11:23 Difference between links and routes?
With a link you open a path between two stations, then with the route you decide in wich direction materials should go and houw much by time segments - lets say you have on planet a gold and carbon extractors, a processor that build them into nanoelectrical parts but on planet there's no silcon deposits so you have to get that from another planet so the route should be extractors->processor->command center, but then command center->processor->back to command center to process nanoelectrical parts and silica into nano computer cores. Looks like you need a link for each single component (and each direction the process require) so a finer contorl about -what- you are moving will be required in future iteraction of this beta.
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.11 18:55:00 -
[96]
wow, thanks for that...
Im not clear on how i get materials (from oher planets) to the missing ones. I have also had a hard time finding carbon on any of the 7 planets Im messing with. I set up a whole chain to make nanite paste and then found that while there might be a scan of 4 days worth, it says ZERO extracted per cycle. Not sure about that one....
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Shandas
Gallente Garoun Investment Bank
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Posted - 2010.03.11 19:16:00 -
[97]
Originally by: Jack bubu One thing i noticed is when i set a extractor route to a facility it only submits the amount of materials the facility needs for one run, the rest vanishes..
Is this intentional? :)
Nope you can set a second route to the PCC to put the extra there.
I have mine set up so that all extractors go to the PCC and drop the resources there, all this through an upgraded link to handle the load.
Then I dropped a field of processors, something like 5. I link (Upgraded) one to the the PCC and then link (doesn't need upgraded) the others to the 'Main Hub processor'.
Then I choose what I want to make for each processor. Then I plan a route for each processor back to the PCC. Then I plan routes for each processor from the PCC to the processor, a new menu allowing you to select a resource will show up when creating this route.
That way everything from the extractors goes to one place and then gets shipped to the processors (there is no times delay currently shipping is automatic from the PCC to where ever). I don't have to figure out how much a extractor is pulling and then how much of it a processor needs and then plan a route for the extra to the PCC where the extra will build up anyway.
It elimates a step, as everytime a extractor depeletes and you have to drop another one you have to do the math and the extra route. If you just use the PCC to service the Processors you only have to drop a new extractor and then plan one route with no math.
To me it's a bit simpler this way as I only have to watch the PCC to see how resources are doing.
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Malen Nenokal
The Nightshift
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Posted - 2010.03.11 19:18:00 -
[98]
In planetary view mode, will we be getting lower compression planet textures? That would be really nice considering how close you can and will zoom in on the planet's surface.
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Laechyd Eldgorn
Caldari Toy Factory Exalted.
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Posted - 2010.03.11 20:18:00 -
[99]
planetary interaction looks pretty nice, I am already drooling over all freighters extracting stuff from planets...
Anyhow, few things I'd like to bring up:
- Need clear icons for interface, so we don't need to guess what is producing what and so on. Also how much and where is important. - Other thing is that I hope when planets are made they're made in a way that they can be changed so i.e. if all command centers need to be moved from land into sea it's not impossible because it would break so many things afterwards. >.<
I'm pretty sure current version is quite unfinished though ;P
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Alexander Det1989
Caldari Nex Exercitus IT Alliance
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Posted - 2010.03.11 20:42:00 -
[100]
I can't see anything on the planets at all, can't see any installations, can't scan anything. Anyone else running on a crappy computer have this problem?
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Tharrn
Amarr Epitoth Fleet Yards
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Posted - 2010.03.11 21:02:00 -
[101]
So extractor pins have a limited lifetime - I assume we'll have to look for new spots every three days then, which looks like an awfull lot of micromanagement.
Also, will resources replenish for a planet over time like asteroid belts and will the same resources respawn in different locations or the same location on a planet (aka once I have found a good spot it's likely to get the same resource again or will it be random)?
-----
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R0bowing
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Posted - 2010.03.11 23:01:00 -
[102]
Is it possible to have an eta on water and carbon being seeded, as I certainly looks like it works but then we really need more to be certain, especially this nanite paste with it's long chain
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Bo Kantrel
Gallente
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Posted - 2010.03.11 23:06:00 -
[103]
Originally by: Laechyd Eldgorn planetary interaction looks pretty nice, I am already drooling over all freighters extracting stuff from planets...
I agree. This will be some interesting stuff! I'd be willing to bet that freighters won't be usable. Cargo containers in the hold while in space kinda thing. Orca's to the rescue...
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CCP Tuxford
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Posted - 2010.03.11 23:28:00 -
[104]
Originally by: RootEmerger
Originally by: Kaaii Edited by: Kaaii on 11/03/2010 18:11:23 Difference between links and routes?
With a link you open a path between two stations, then with the route you decide in wich direction materials should go and houw much by time segments - lets say you have on planet a gold and carbon extractors, a processor that build them into nanoelectrical parts but on planet there's no silcon deposits so you have to get that from another planet so the route should be extractors->processor->command center, but then command center->processor->back to command center to process nanoelectrical parts and silica into nano computer cores. Looks like you need a link for each single component (and each direction the process require) so a finer contorl about -what- you are moving will be required in future iteraction of this beta.
Not entirely correct unless I'm misunderstanding you. Think of the links as roads and the routes as trains scheduled to move commodities around. Right now this may seem confusing but on a version on my machine you can actually look at the output from the processor unit and tell it where to move it's output and by what route (I showed tremendous amount of discipline not checking it in ). As you can see you are limited by how much you can move through a single link so the shortest path might not necessarily always be the best path.
Lets say you have an extractor pumping out water. You link that to a process pin and the process pin to the command center. If you want to produce something out of the water but also move the "raw" water directly to the command center you can just route part of the water from extractor->process pin and part extractor->process pin->command center.
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 _______________ |
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AdmiralJohn
The Unknown Bar and Pub
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Posted - 2010.03.11 23:47:00 -
[105]
I was skeptical at first, but from what I've seen I'm genuinely excited about it. A few points:
*The interaction mode works fine at a distance, but to get into range to do anything (i.e. very zoomed in) my FPS drops down to unusable levels, around 3-4 FPS. I know I don't have the best computer, but it's far from slow. I understand part of it is on my end, but if there was a way to make it run faster at high zoom levels it would be fantastic.
*The auto-zoom in annoying, especially in conjunction with the above point. Having to zoom out every time I click gets tiresome.
*The pins, especially at a distance, don't correspond to where they're placed (i.e. I need to click well north of their graphical location)
I imagine most of my points are already being addressed, and I understand this is a very preliminary version. I'm having a lot of fun toying with it, and I look forward to seeing this develop!
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quickshot89
Caldari b.b.k Fidelas Constans
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Posted - 2010.03.12 00:16:00 -
[106]
so far ive found this to work very well, but there needs to be a way to get the commodities into the freighter direct, either an upgrade to the planet pins, or something, just something
with planets being able to have unlimited harvestor, my c&c centre fills up quickly
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Ada Dorv
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Posted - 2010.03.12 02:47:00 -
[107]
Edited by: Ada Dorv on 12/03/2010 02:50:32 I currently have a vapor collector extracting silver.
Oh, and on a fire world I now have a water distillation plant extracting gold. Neat!
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Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.12 05:26:00 -
[108]
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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Clansworth
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Posted - 2010.03.12 07:21:00 -
[109]
I'm pretty sure the devblog mentioned storage PINs. I have no doubt they'll be there by release, if not in a couple weeks when this sprint is done. (coding woldn't be much more than what is already in the PCC, plus some upgrade capabilities, minus the launchpad).
I too have found the best setup os a star topology, where instead of extractors feeding processors directly, they instead feed to storage, and processors pull from storage. (storage in the current state, being JUST the PCC). Sadly, I wish it was easier to set up custom routes to each processor directly from the extractors, however, it seems that just isn't all that practical, mostly because of the varied cycle times, never mind the constant need to adjust everytime a ore dries up. I have a feeling in the end the perfect setup will be very heavily buffered.
Talking about storage PINs, since it looks like there are different extraction PINs for different material types, does this imply that storage PINs will also be type specific? (Gas/Vapor storage, Chemical/Water storage, Ore storage?)
Oh.. and one more note... Please make the Icon's more visible when zoomed out. They shouldn't scale down the at the same rate as the planet when zooming out, it makes them impossible to see. And fix the clicking issues.. ;-) It really is great though! Intel/Nomad |
Zex Maxwell
Caldari
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Posted - 2010.03.12 07:25:00 -
[110]
I know this is not complete, but this question is bugging me and i have to ask it now:
How will players send down materials. Is that an option that still in the works?
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Clansworth
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Posted - 2010.03.12 07:39:00 -
[111]
I have no doubt there will be methods of sending down materials.. they've also mentioned trade pins, that can be used to some sort of shuffling materials between planets. I think this initial incarnation was really jsut about getting the whole PIN mechanic setup and working, which it sort of seems to do. The next sprint will be done in a few weeks, and I'm guessing there will be a lot of filling in the blanks at that time. At least to a more functional level, if not pretty yet. Intel/Nomad |
RoboHauler
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Posted - 2010.03.12 08:02:00 -
[112]
Originally by: Zex Maxwell I know this is not complete, but this question is bugging me and i have to ask it now:
How will players send down materials. Is that an option that still in the works?
I would say the most likey method will be a drop pod of some sorts, unless they do allow elevators in which that would be cheaper, another guess would be that drop pods are 1 shot
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Reeno Coleman
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Posted - 2010.03.12 08:22:00 -
[113]
If you build structures on a magma planet, the links are black on black and nearly invisible
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TheCursedWriter
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Posted - 2010.03.12 08:47:00 -
[114]
Originally by: Reeno Coleman If you build structures on a magma planet, the links are black on black and nearly invisible
links do need to be made more visible!
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.03.12 09:39:00 -
[115]
I know it is the begining stages, but the interaction is very crap right now.
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Callista Sincera
Amarr
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Posted - 2010.03.12 09:50:00 -
[116]
Originally by: TheCursedWriter links do need to be made more visible!
Yes. They also need to be unclickable in proximity to a facility. It's impossible to click anything as soon as it has a couple of links.
Btw, all the deposits I find have 0 resources. Anyone else got that problem? - In simplistic terms it has been said that there is enough Zero Point Energy in the volume the size of a coffee cup to boil away EarthÆs oceans. |
Tairon Usaro
The X-Trading Company RAZOR Alliance
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Posted - 2010.03.12 09:56:00 -
[117]
Impressive work so far, one can envision the potential of the design.
Right now there is one single manufacturing end product. Am i right, that in the final version released, there will be more then just nanite paste ?
Can you give us an impression what CCP considers to tie to skills? Myself would think of * Number of Command centers i.e. planets you can work with * total yield and yield of time for resources * production efficiency * maintenance costs * launch costs * scanning process
________________________________________________ Some days i loose, some days the others win ... |
Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 10:01:00 -
[118]
New additions to scanner overview settings:
Command Centers Extractors Planetary Cargo Links Processors Spaceports Storage Facilities
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Fernous
Gallente Section Eight LLC
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Posted - 2010.03.12 10:14:00 -
[119]
Does the Scanning go Like
Helium Isotopes - Water, Carbon are in these pockets Nocxium - Here be Metals Argon Gas - Here be Gases
Just something ive observed, Took me a bit when I was first doing it
Also...We need a "Snap to Planetary Command Center" command, I hate trying to find mine when I lose it and havent set any links/routes to it yet
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 11:03:00 -
[120]
When launching multiple products, the can is empty. It only holds 27500, however the materials launched (to date) have been less than that amount in vol.
There is no way to launch "partial amounts". It is all or nothing, of a stack.
The can continues to float there although empty. You cannot drag and drop new material into it. There is no way to delete a empty can from journal.
There is no countdown for the next available launch, seems to be 2 mins The mission journal will not update the number of launch cans you have out, unless you open and close.
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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CCP Nimbus
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Posted - 2010.03.12 11:07:00 -
[121]
Storage pins are indeed on their way. This afternoon, in fact, as long as everything goes according to plan.
Players will be able to send stuff down to the planet in various ways. Space elevators are one way, and that is something which we will be working on over the next few weeks.
Link visibility is also something which we have taken a look at and sorted out. If/when the patch goes out this afternoon, the look of links and pins is one of the most noticable differences.
Originally by: Marlona Sky I know it is the begining stages, but the interaction is very crap right now.
What is it that you don't like? Give us some useful feedback - we might even listen! ;)
Tairon - Yes, there will be more to produce than just nanite paste. In fact, nanite paste might not even be part of what will be produced - we don't know yet :)
We will be having skills as a factor in this, and using them to limit the number of command pins you can place is one of the things we are thinking of. I can't go into any more details about the skills yet, though.
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Laurentiu Balthazar
Gallente Fusion Enterprises Ltd Morsus Mihi
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Posted - 2010.03.12 11:21:00 -
[122]
Edited by: Laurentiu Balthazar on 12/03/2010 11:21:36 What is it that you don't like? Give us some useful feedback - we might even listen! ;)
camera move where the mouse is from zoom to zoom. please, make it so. (supreme commander style, and prolly other games.)
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 11:24:00 -
[123]
Jumping through a wormhole (gate) while in planetary view mode does not reset view. Currently looking at an ice planet (J150325) III while in the forge.
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Winters Chill
Amarr Shadow Legion. Talos Coalition
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Posted - 2010.03.12 11:28:00 -
[124]
Originally by: CCP Nimbus
Players will be able to send stuff down to the planet in various ways. Space elevators are one way, and that is something which we will be working on over the next few weeks.
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.
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JAG Solex
GunStars
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Posted - 2010.03.12 11:37:00 -
[125]
Are there going to be corporation interfaces for PI or is this solely for individual pilots? It would be nice if PCC's could be "built for corp" and give corp member roles to manage planets. That way individual pilots aren't tied to particular solar systems tweaking things and picking up loots... -------------------------------------------------------------------------------- [SMK.C] |
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CCP Nimbus
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Posted - 2010.03.12 11:38:00 -
[126]
Originally by: Winters Chill
Originally by: CCP Nimbus
Players will be able to send stuff down to the planet in various ways. Space elevators are one way, and that is something which we will be working on over the next few weeks.
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.
But it's quite a waste of energy to send the elevator back down to earth empty, no?
Kaaii - that is intended. You can view planets from anywhere.
Laurentiu - the camera is something we are working on improving :)
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Tairon Usaro
The X-Trading Company RAZOR Alliance
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Posted - 2010.03.12 11:53:00 -
[127]
Originally by: CCP Nimbus
We will be having skills as a factor in this, and using them to limit the number of command pins you can place is one of the things we are thinking of. I can't go into any more details about the skills yet, though.
understood. Nevertheless, i have to say that the communication with testing player base is exceptional so far. keep it up, it will pay ! ________________________________________________ Some days i loose, some days the others win ... |
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.12 11:57:00 -
[128]
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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Jagga Spikes
Minmatar Tribal Liberation Force
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Posted - 2010.03.12 12:03:00 -
[129]
Originally by: Rakshasa Taisab
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.
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. ________________________________ : Forum Bore 'Em : Foamy The Squirrel |
Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.12 12:13:00 -
[130]
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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Jagga Spikes
Minmatar Tribal Liberation Force
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Posted - 2010.03.12 12:37:00 -
[131]
conceding the point :) /bow ________________________________ : Forum Bore 'Em : Foamy The Squirrel |
Alexander Det1989
Caldari Nex Exercitus IT Alliance
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Posted - 2010.03.12 13:45:00 -
[132]
Edited by: Alexander Det1989 on 12/03/2010 13:56:47 Still can't see any of the markers, they're there, managed to click them by fluke and do some setups... but I can't scan stuff out so it's just guesswork as to where to place things. Is this a problem related to low graphics settings or going to be a problem unique to me on my crappy hardware/others with their equally crappy hardware?
Got these links:
http://dl.eve-files.com/media/1003/2010.03.12.13.48.38.jpg http://dl.eve-files.com/media/1003/2010.03.12.13.49.31.jpg
First simply demonstrates how I can't see the icons, the grey patch in the hub of the second one shows how the icons appear when I mouseover, but apart from that one which is the command centre (and now very visible due to links) they are extremely hard to find, and completely invisible when not mouseovered.
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Winters Chill
Amarr Shadow Legion. Talos Coalition
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Posted - 2010.03.12 14:06:00 -
[133]
Edited by: Winters Chill on 12/03/2010 14:07:20
Originally by: CCP Nimbus
But it's quite a waste of energy to send the elevator back down to earth empty, no?
touchT CCP Nimbus... touchT
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Typhado3
Minmatar
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Posted - 2010.03.12 14:06:00 -
[134]
PROBLEMS
- Zooming in by clicking with both buttons then moving mouse up/down doesn't seem to work.
- when you click on a pin it opens up the pins interace & changes the current position of the camera to place this interface in the centre of the screen & zooms right into the surface. I find the second part of this annoying, at most it should bring it into screen not into centre of screen. The third part is the only way I can zoom in atm as I have no scroll on my mouse (I love my trackball ) but should probably be removed.
IDEAS
- Can we upgrade factory pins? reduce their cycle time or increase cycle size or efficiency maybe.
- RP: how bout the rockets shot up into space are sent up by a giant cannon on the ground hence why we have to go pick them up... if their rockets I expect em to fly to station.
- Make clicking the reset camera button on your ship controls take you out of planet view,
- I'm guessing by the dev blog their gonna have timers attached, can we also get icons of what their making attached?
Also we're thirsty dude give us water. so very thirsty ------------------------------ God is an afk cloaker |
Noun Verber
Gallente
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Posted - 2010.03.12 14:12:00 -
[135]
Is this becoming the official PI feedback thread?
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Angry B0B
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Posted - 2010.03.12 14:13:00 -
[136]
At the lauching stage, could we get ganked by others pilots on low orbit while retrieving the cargo ?
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CCP Nimbus
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Posted - 2010.03.12 14:17:00 -
[137]
Originally by: Alexander Det1989 Edited by: Alexander Det1989 on 12/03/2010 14:01:55 Still can't see any of the markers, they're there, managed to click them by fluke and do some setups... but I can't scan stuff out so it's just guesswork as to where to place things. Is this a problem related to low graphics settings or going to be a problem unique to me on my crappy hardware/others with their equally crappy hardware?
Got these links:
http://dl.eve-files.com/media/1003/2010.03.12.13.48.38.jpg http://dl.eve-files.com/media/1003/2010.03.12.13.49.31.jpg
First simply demonstrates how I can't see the icons, the grey patch in the hub of the second one shows how the icons appear when I mouseover, but apart from that one which is the command centre (and now very visible due to links) they are extremely hard to find, and completely invisible when not mouseovered.
You need to bugreport this with a dxdiag for us, please!
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Galtiner
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Posted - 2010.03.12 14:36:00 -
[138]
I've found that alt + tabbing after using planet view will freeze my client and I have to use CRTL+ALT+DEL to shut it down.
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Desert Ice78
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Posted - 2010.03.12 15:05:00 -
[139]
Originally by: Marlona Sky I know it is the begining stages, but the interaction is very crap right now.
Nimbus, I'm afraid I have to second this view. The whole concept of planetary exploration is excellent, the possibility of setting up chains of supply management of increasing complexities is superb, the idea of bring whole solar systems under my control, doing my nefarious bidding, is giving me a semi just thinking about it.
However, when I first caught snap shots of what was on offer from Tyrannis, I must admit that I was expecting more along the lines of Incarnia meets Atmospheric flying. So far, the layout has all been rather....naff. It hasn't in any way excited me in the way I hoped, I don't feel that IÆm planetary exploring, as in getting down there and seeing whatÆs what, and bring my snowboard, coz' those mountains look like they have some nice powder. Just more dropping pins on a mapà.from my bedroom.
Give me a new ship, a Planetary Lander, let me fly down to my command centre, organize my resources from there, eye to eye, and cast my gaze over my loyal and obedient minions as they work for my profit...
Tl;dr Excite meà.
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Automerias Priore
Gallente Ihatalo Research and Development Ihatalo Cartel
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Posted - 2010.03.12 15:38:00 -
[140]
Edited by: Automerias Priore on 12/03/2010 15:42:52 Alexander Det1989 stated: "Still can't see any of the markers, they're there, managed to click them by fluke and do some setups... but I can't scan stuff out so it's just guesswork as to where to place things. Is this a problem related to low graphics settings or going to be a problem unique to me on my crappy hardware/others with their equally crappy hardware?"
I can state I have an identical problem on an Intel(R) G33/G31 Express Chipset Family desktop display connected to an HP 23" HD w2338h Display. The beautiful icons are completely absent for the PCC or any of the existng PIN types. I have run the suggested dxdiag and will gladly submit it to you - please indicate a transmission methodology. PS Tyrannis is going to be really inspiring. I love the mechanics - it is awesome but the lack of icons makes it highly challenging! CEO :: Ihatalo Heavy Industries Capitalist, Industrialist and Master Miner
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Grideris
Alien Ship Builders
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Posted - 2010.03.12 15:51:00 -
[141]
Originally by: Automerias Priore Edited by: Automerias Priore on 12/03/2010 15:42:52 Alexander Det1989 stated: "Still can't see any of the markers, they're there, managed to click them by fluke and do some setups... but I can't scan stuff out so it's just guesswork as to where to place things. Is this a problem related to low graphics settings or going to be a problem unique to me on my crappy hardware/others with their equally crappy hardware?"
I can state I have an identical problem on an Intel(R) G33/G31 Express Chipset Family desktop display connected to an HP 23" HD w2338h Display. The beautiful icons are completely absent for the PCC or any of the existng PIN types. I have run the suggested dxdiag and will gladly submit it to you - please indicate a transmission methodology. PS Tyrannis is going to be really inspiring. I love the mechanics - it is awesome but the lack of icons makes it highly challenging!
https://bugs.eve-online.com/newbugreport.asp
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CCP Nimbus
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Posted - 2010.03.12 16:09:00 -
[142]
Originally by: Grideris
Originally by: Automerias Priore Edited by: Automerias Priore on 12/03/2010 15:42:52 Alexander Det1989 stated: "Still can't see any of the markers, they're there, managed to click them by fluke and do some setups... but I can't scan stuff out so it's just guesswork as to where to place things. Is this a problem related to low graphics settings or going to be a problem unique to me on my crappy hardware/others with their equally crappy hardware?"
I can state I have an identical problem on an Intel(R) G33/G31 Express Chipset Family desktop display connected to an HP 23" HD w2338h Display. The beautiful icons are completely absent for the PCC or any of the existng PIN types. I have run the suggested dxdiag and will gladly submit it to you - please indicate a transmission methodology. PS Tyrannis is going to be really inspiring. I love the mechanics - it is awesome but the lack of icons makes it highly challenging!
https://bugs.eve-online.com/newbugreport.asp
What he said - but don't forget to include a dxdiag with your bug report. You can get this by pressing the windows key + r, entering "dxdiag", and clicking "ok". You then click "save all information" and attach it to your bugreport.
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Grideris
Alien Ship Builders
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Posted - 2010.03.12 16:18:00 -
[143]
Originally by: CCP Nimbus
Originally by: Grideris
Originally by: Automerias Priore Edited by: Automerias Priore on 12/03/2010 15:42:52 Alexander Det1989 stated: "Still can't see any of the markers, they're there, managed to click them by fluke and do some setups... but I can't scan stuff out so it's just guesswork as to where to place things. Is this a problem related to low graphics settings or going to be a problem unique to me on my crappy hardware/others with their equally crappy hardware?"
I can state I have an identical problem on an Intel(R) G33/G31 Express Chipset Family desktop display connected to an HP 23" HD w2338h Display. The beautiful icons are completely absent for the PCC or any of the existng PIN types. I have run the suggested dxdiag and will gladly submit it to you - please indicate a transmission methodology. PS Tyrannis is going to be really inspiring. I love the mechanics - it is awesome but the lack of icons makes it highly challenging!
https://bugs.eve-online.com/newbugreport.asp
What he said - but don't forget to include a dxdiag with your bug report. You can get this by pressing the windows key + r, entering "dxdiag", and clicking "ok". You then click "save all information" and attach it to your bugreport.
/me realises that he forgot to attach his dxdiag report and runs to atatch it.
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Malcolm Minkiahead
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Posted - 2010.03.12 16:20:00 -
[144]
While I see that gameplay will improve and become more complex in order for PI to become a decent part of EVE (and I'll pleased to watch Sisi in these months), what about graphics? Are you going to improve/change the markers and icons? Will we see cities grow on command center locations? small model of factories on processing plants? That's not so important, just to know
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Quark Hunter
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Posted - 2010.03.12 16:24:00 -
[145]
Can someone tell me if you stay cloaked while interacting with a planet?
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Grideris
Alien Ship Builders
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Posted - 2010.03.12 16:25:00 -
[146]
Edited by: Grideris on 12/03/2010 16:25:26
Originally by: Quark Hunter Can someone tell me if you stay cloaked while interacting with a planet?
Will check once Sisi is back online (well, at least they release the latest build after the quick update).
UPDATE: They just did
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Sturmwolke
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Posted - 2010.03.12 16:57:00 -
[147]
Just a quick feedback for now.
I think you're unecessarily complicating the base building process with "routing". Tbh, I don't see a real pressing need for it. It makes the UI/handling cumbersome and tiring by forcing the players to do manual adjustments in several places.
Be done away with it and settle for automatic intelligent routing based on requirements. Think of some other feature that adds flavour but doesn't turn it into a cumbersome spaghetti mix.
Just in case, if you're still adamant about including "routing", I would highly suggest that they are adjusted only from the pins. This would eliminate the confusion, makes a cleaner more intuitive UI since the clicking links are now almost exclusively used for modifying the link pipe capacity.
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Clansworth
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Posted - 2010.03.12 17:08:00 -
[148]
I, on the contrary, actually really like the routing. i think it adds a LOT more control, with the ability to send parts of a product one way, and parts another. I do fell, hoever, that what actually complicates things is the variable cycle times. I know this adds a need for the storage buffers, but at the same time it makes it harder to figure out the right amount to send down each route. Perhaps at least even out the times on the extractors? There's no reason different sources have to have different cycle times, just change the yield per cycle to reflect site quality. Intel/Nomad |
Grideris
Alien Ship Builders
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Posted - 2010.03.12 17:12:00 -
[149]
Originally by: Clansworth I, on the contrary, actually really like the routing. i think it adds a LOT more control, with the ability to send parts of a product one way, and parts another. I do fell, hoever, that what actually complicates things is the variable cycle times. I know this adds a need for the storage buffers, but at the same time it makes it harder to figure out the right amount to send down each route. Perhaps at least even out the times on the extractors? There's no reason different sources have to have different cycle times, just change the yield per cycle to reflect site quality.
This. Routes are fine, just even out the cycle timers. (Of course barring upgrades, but that's a different story.)
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 17:19:00 -
[150]
Originally by: Quark Hunter Can someone tell me if you stay cloaked while interacting with a planet?
Yes, you can.
I hit cloak by accident yesterday and didn't notice until I tried to warp to another rocket can.
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Tobin Shalim
Eclipse Industrials Quantum Forge
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Posted - 2010.03.12 17:32:00 -
[151]
Nimbus: would this also be a thread for us to post various ideas for how planetary interaction could work aside from what is already existing on Sisi? -----
Originally by: Gierling Tech III is going to be "Fully modular" until someone crams the "EW Bonus" modules together with the "8 Midslots" modules...
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Sturmwolke
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Posted - 2010.03.12 17:33:00 -
[152]
Originally by: Clansworth I, on the contrary, actually really like the routing. i think it adds a LOT more control, with the ability to send parts of a product one way, and parts another.
Now scale that to 10, 20, 50, 100 or even 1000 ... day in and day out. Add future changes where war can destroy your installations. That's where automatic intelligent routing is the better route, imo.
To address the problem of control, just set product volume valves at each pin. It's a form of routing, but much more elegant imo.
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 17:35:00 -
[153]
OOOOOOOOOOOOOHH
The planets now have sectors!!!
The buttons are larger!
Links are brighter!!
Stoarge facitlites!!!!
muhahahaha
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Jim Luc
Caldari Rule of Five
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Posted - 2010.03.12 17:38:00 -
[154]
I have an idea, but I'm not sure if it's been discussed or not.
Splitting the planet into regions, giving each region a population base. High starting population bases mean more workers, thus higher efficiency and output, also you can allow certain modules to be dependent on a population number and ISK you want to invest.
Building more modules in your region causes more people to come (you provide the jobs, people show up). As your little region is developed, the more it's developed the easier it is to mis-manage things, however the more reward you can make. If you mis-manage things (raise taxes too much, other things TBD) people move away, causing some structures to become inoperable. After a period of inactivity, the module needs to be reactivated, and a "fixing" fee is assigned for bringing it back online. You also need to find away to re-attract your people, so reducing the things that caused them to leave will cause them to come back. I don't know exactly how to solve this issue yet :)
As your region is developed, you see the effects of your work, in the form of cloud cities, population centers, etc.
There's my idea. Hopefully someone there can read this and say "hey, that's an excellent idea!", or at least acknowledge it and say it isn't within the scope, or something :)
-JL
P.S. I think you should see representations of your neighbors on the planet. No need to see all of their work, just their region. This will really come in handy when Dust comes out, as you might want to take land nextdoor if you are expanding and need more resources.
P.P.S. I haven't heard if these modules will have animated model representations. If we will produce smog, get the ability to build "air cleaners", which all have an effect on population, and eventually your neighbors
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JAG Solex
GunStars
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Posted - 2010.03.12 17:39:00 -
[155]
Just commenting to remind people that the routes are different than the links. You can setup relatively few links, but several different routs over those links, as long as the bandwidth is there. I myself, like it. It may be a bit micromanagy, but I would rather have the control, because we all know how great AI can be... -------------------------------------------------------------------------------- [SMK.C] |
Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 17:46:00 -
[156]
whats the cmd again to remove UI
and take screen shot...;/
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 17:57:00 -
[157]
Edited by: Planetary Genocide on 12/03/2010 18:02:11 Edited by: Planetary Genocide on 12/03/2010 18:01:30 Edited by: Planetary Genocide on 12/03/2010 18:00:42 Bug, may already be known: Cannot create a route from a storage facility to a PCC.
EDIT: Also, on the gas planet i'm currently using, Maila V, you can barely see the sector divisions. Please make them more clear :) I didn't know what they were until i zoomed out. Also, PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE :D seed carbon and water and silicon already!
EDIT EDIT: Another bug; when you rotate the view so you're facing the "Top" (or north pole) of the planet, sector lines disappear. Same thing if you rotate towards the dark side ______________
RAWRRR |
Pricewatcher
Sign Of The Hammer
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Posted - 2010.03.12 18:03:00 -
[158]
Still, no water or carbon. The only thing i am able to make without carbon and water is aluminium nitrade.
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Grideris
Alien Ship Builders
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Posted - 2010.03.12 18:05:00 -
[159]
Originally by: Planetary Genocide Edited by: Planetary Genocide on 12/03/2010 18:02:11 Edited by: Planetary Genocide on 12/03/2010 18:01:30 Edited by: Planetary Genocide on 12/03/2010 18:00:42 Bug, may already be known: Cannot create a route from a storage facility to a PCC.
EDIT: Also, on the gas planet i'm currently using, Maila V, you can barely see the sector divisions. Please make them more clear :) I didn't know what they were until i zoomed out. Also, PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE :D seed carbon and water and silicon already!
EDIT EDIT: Another bug; when you rotate the view so you're facing the "Top" (or north pole) of the planet, sector lines disappear. Same thing if you rotate towards the dark side
Confirming that PCCs and Storage Facilities do not play nice.
Couple of other things I am noticing, but I will tend to them later once I have more evidence.
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JAG Solex
GunStars
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Posted - 2010.03.12 18:09:00 -
[160]
Originally by: Kaaii Edited by: Kaaii on 12/03/2010 17:57:21
max scroll out, lava plant
In close, with sectors and storage
Kaaii your link-fu is no good. You don't need to create separate links to each destination. Think of links as roads. Setup 1 major highway, then create different routes to different facilities. You should be able to create 1 link from an extractor, but set up two different routes to your process facility and then any excess to storage. If you knew that already, then nevermind.
-------------------------------------------------------------------------------- [SMK.C] |
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 18:14:00 -
[161]
Lol I just link extractors to storage, link the storages to a processor, processor to the PCC since storage and PCC don't play nice. ______________
RAWRRR |
Clansworth
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Posted - 2010.03.12 18:14:00 -
[162]
I second the need for routing from storage to pcc, or vice versa.. or storage to other storage.. whatever.. however, I see the liitation here being that the route is based on the cycle time of either the extractor (for extractor to pcc or storage pins) or of the processor (for extractor or storage to processor pins). storage to storage has no cycle time. I'm guessing there would have to be a configurable cycle time on the route itself. Shouldn't be hard, but its another step that just isnt' there yet.
Of further note, and something that I think should probably be worked on soon, is naming PINs. This would greatly improve the ability to keep things organized in the messy web this is turning out to be. It would also lead to the ability to use the context menu to specify links and routes, instead of just the planet view.
Here's how I envision the Planetary Interaction User Interface (PIUI?) working:
Plop down PCC. Window pops up to give it a name. Plop down an extractor, when then immediately 'Scans for Deposits'. Choose a resource to extract. Plop down a Storage PIN. Window spops up to give it a name. Right-click on the extractor, and Create Link has a submenu, listing all valid linking partners (by name). Right click on the extractor, and Create Route now has a submenu, listing the partner of all the extractors links (by name). The Create Route screen pops up, showing the extractor's info (resource, cycle time, depletion countdown, m¦/min), the links info (m¦/min), and some quick setup buttons (Max - whether limited by the receiving end, the extractor, or the link). The Route is created, and the goods start flowing to the storage.
The way I see it, this would greatly improve the setup and management of the system. When a Nitrogen deposit dries up, you can scout for another, and when you find it, you can just right click, and choose Create Link -> Nitrogen Storage A... Create route -> Nitrogen Storage A -> Max. Intel/Nomad |
Petrus Invictus
Gallente Power and Production DarkStorm Enterprises
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Posted - 2010.03.12 18:19:00 -
[163]
Storage AND storage dont play nice either.
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Clansworth
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Posted - 2010.03.12 18:32:00 -
[164]
Edited by: Clansworth on 12/03/2010 18:33:55 The addition of storage has already made things MUCH nicer... though it'd be great if you guys could seed the other materials, so we could get a completed chain going, to get some idea of what's going to be involved, and give better feedback on what needs to be changed.
Loving it already though... My Link-Fu is strong...
Intel/Nomad |
Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.03.12 18:35:00 -
[165]
So when we should expect some mechanics to send something to planet? (I already want to buy in market and send there water, carbon and silicon) ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Your Conscience
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Posted - 2010.03.12 18:37:00 -
[166]
Not sure how things are working right now but how are all these facilities getting run on a planet with no population? Interesting way to solve it is needing a recruitment center on a habitable planet and ferrying workers to the planet your mining from to work for you. Might even bring a use for livestock in bringing them from habitable planets to your mining planet to feed your workers. Add in a use for those non booster drugs by bringing them to someone elses planet and make some isk off drug trade while simultaneously reducing the efficiency of their workers.
Also kick ass idea for visuals is actually seeing the civilizations built up on some of the planets, especially the ones in empire that theoretically are just as populated as earth.
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Night Light
Power and Production DarkStorm Enterprises
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Posted - 2010.03.12 18:48:00 -
[167]
hmmm... is it possible to delete a route without deleting the link ? (the link can be used for routes from other PINs so deleting a link seems to drastic).
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JAG Solex
GunStars
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Posted - 2010.03.12 18:52:00 -
[168]
Originally by: Night Light hmmm... is it possible to delete a route without deleting the link ? (the link can be used for routes from other PINs so deleting a link seems to drastic).
I can't figure this one out either. So far I've been deleting the links and starting over. -------------------------------------------------------------------------------- [SMK.C] |
Ashley Edwards
Amarr Ministry of War
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Posted - 2010.03.12 18:54:00 -
[169]
I've Notice an error/bug with the sectors/hexagons on a gas giant with a rings around it almost all of the sectors disappear unless your on the dark side, or if your camera view is under the rings
Gas Giant - Above the Rings Gas Giant - Below the Rings Gas Giant - Bottom Planet View Gas Giant - Top Planet View Gas Giant - Front/Day Side View Gas Giant - Back/Night Side View
It say only be gas giants with rings i will explore further to see it any other planets are affected
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.12 19:03:00 -
[170]
I have created a public channel for discussion, tips and tricks on the subject of Planetary Production.
In doing so (while in planet mode) it has locked my client out to just scrolling around in a view mode, however.
Assuming it is actually created, please feel free to drop by
It is Aptly named....Link-Fu
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Dierdra Vaal
Caldari Eve University Ivy League
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Posted - 2010.03.12 19:53:00 -
[171]
Originally by: CCP Nimbus But it's quite a waste of energy to send the elevator back down to earth empty, no?
No. As you already have to counteract gravity to avoid your elevator from plummeting to its doom on its way down - you have to slow it down, which costs energy - making it heavier will increase your elevator energy expense. Extra weight also increases the elevator inertia (or perhaps I should say, stored kinetic energy) which means it costs more energy to stop once it reaches the bottom. You could theoretically send a lighter elevator down faster because you need to spend less time (and energy) to slow it to safe speeds or full stop. Faster round trips mean more money, when the real money will be in sending stuff OFF the planet.
Why spend more energy on your elevator when you can just shoot stuff down the planet in cheap one-use drop pods? Director of Education :: EVE University
CSM1 delegate and CSM3 chairman
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Clansworth
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Posted - 2010.03.12 20:01:00 -
[172]
Originally by: Dierdra Vaal
Originally by: CCP Nimbus But it's quite a waste of energy to send the elevator back down to earth empty, no?
No. As you already have to counteract gravity to avoid your elevator from plummeting to its doom on its way down - you have to slow it down, which costs energy - making it heavier will increase your elevator energy expense. Extra weight also increases the elevator inertia (or perhaps I should say, stored kinetic energy) which means it costs more energy to stop once it reaches the bottom. You could theoretically send a lighter elevator down faster because you need to spend less time (and energy) to slow it to safe speeds or full stop. Faster round trips mean more money, when the real money will be in sending stuff OFF the planet.
Why spend more energy on your elevator when you can just shoot stuff down the planet in cheap one-use drop pods?
Personally, I think the best way would be to open up the SpacePort PIN, and drag from my cargo hold into it.. ;-) Intel/Nomad |
Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 20:01:00 -
[173]
Originally by: Dierdra Vaal
Originally by: CCP Nimbus But it's quite a waste of energy to send the elevator back down to earth empty, no?
No. As you already have to counteract gravity to avoid your elevator from plummeting to its doom on its way down - you have to slow it down, which costs energy - making it heavier will increase your elevator energy expense. Extra weight also increases the elevator inertia (or perhaps I should say, stored kinetic energy) which means it costs more energy to stop once it reaches the bottom. You could theoretically send a lighter elevator down faster because you need to spend less time (and energy) to slow it to safe speeds or full stop. Faster round trips mean more money, when the real money will be in sending stuff OFF the planet.
Why spend more energy on your elevator when you can just shoot stuff down the planet in cheap one-use drop pods?
Assuming energy will be a factor in this anyways.
That actually brings me back to the earlier point about gravity, temperature, pressure, etc. having an effect. Will CCP actually do some real math for the numbers now? Or will the arbitrarily RNG'd numbers for the planets be used in terms of how much ISK it costs to launch x amount of mass? ______________
RAWRRR |
Clansworth
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Posted - 2010.03.12 20:16:00 -
[174]
I'm pretty certain they've mentioned trying to make it realistic.. or at least believable... they said something about working with some local astrophysicist or something... Intel/Nomad |
Ada Dorv
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Posted - 2010.03.12 20:40:00 -
[175]
Edited by: Ada Dorv on 12/03/2010 20:41:08 Remade all my pins on a terran world out in Gallente space. Now I have two extractors sending materials in a route through a storage facility to a chemical plant making Aluminium Nitrade(sp?). I decided to route the material back to the storage facility but now have no way to get it to my planetary command center. It looks like I'd have to tear down all of the links and re-do everything. I can't seem to move anything from the storage facility to the command center.
BTW, the planets could use polar caps.
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.12 21:20:00 -
[176]
Oh yeah, that's another thing I wanted to bring up, "Aluminum nitrade".
Perhaps they meant Nitrate. All the google results for "nitrade" are typonesed. ______________
RAWRRR |
SumTing IsWong
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Posted - 2010.03.12 21:36:00 -
[177]
Question on routes:
When creating routes, I seem to run into a congestion error a lot: "The route cannot be created, as adding traffic to one of the links over which it travels would create dangerous levels of congestion."
Is there a hard number on what amount you can pass through a link/route? Seems that 225-240 units is about it. I've had to resort to making 2 storage facilities link to a collector, and splitting the load between 2 links.
There doesn't seem to be any rhyme or reason to the limits. I have one collector that makes 273 units of Nitrogen per cycle, and can't route to one storage facility as the only route, but I have another storage facility with SIX routes into it, with 139, 239, 264, 120, 203 and 220 unit routes.
Is the route limit dependent on unit type/size? Distance? Is it a limit on the sending side? Or the receiving side?
What have you seen, run into?
Thanks
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Killljoy
Gallente Gatehoppers
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Posted - 2010.03.12 21:39:00 -
[178]
Can we get the pins to blink or something so they are easy to find?
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Hestir
Gallente Solar Nexus. OWN Alliance
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Posted - 2010.03.12 21:46:00 -
[179]
Originally by: SumTing IsWong Question on routes:
When creating routes, I seem to run into a congestion error a lot: "The route cannot be created, as adding traffic to one of the links over which it travels would create dangerous levels of congestion."
Is there a hard number on what amount you can pass through a link/route? Seems that 225-240 units is about it. I've had to resort to making 2 storage facilities link to a collector, and splitting the load between 2 links.
There doesn't seem to be any rhyme or reason to the limits. I have one collector that makes 273 units of Nitrogen per cycle, and can't route to one storage facility as the only route, but I have another storage facility with SIX routes into it, with 139, 239, 264, 120, 203 and 220 unit routes.
Is the route limit dependent on unit type/size? Distance? Is it a limit on the sending side? Or the receiving side?
What have you seen, run into?
Thanks
each link has a certain amount of M3 an hour it can use, when I ran into this problem it was because i was trying to cram 14,000m3/hour of aluminum down a 10km3/hour pipe. all you have to do is upgrade that pipe and you are g2g. -----------------------------------------------------------------------------------------
Yes! Kick down his sandcastle and throw dirt in his eye! That'll teach him to be immature!
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SumTing IsWong
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Posted - 2010.03.12 21:50:00 -
[180]
Originally by: Hestir
each link has a certain amount of M3 an hour it can use, when I ran into this problem it was because i was trying to cram 14,000m3/hour of aluminum down a 10km3/hour pipe. all you have to do is upgrade that pipe and you are g2g.
Thanks!
Of course, with route upgrades costing ISK, and new storage facilities, links, routes at 0 ISK ATM, it's going to be hard to decide/judge if upgrading a link, or creating 2 links/2 routes is better.
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Malen Nenokal
The Nightshift
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Posted - 2010.03.12 21:53:00 -
[181]
Edited by: Malen Nenokal on 12/03/2010 21:54:46 Will we be able to see evidence of other player's pins, so that we have an idea of how congested a sector is?
Something that might add to the 'fun' factor of this would be more tracked statistics for workers and equipment in each pin. Since I imagine they represent small civilian run establishments, knowing what we hold power over would be interesting and yet another way to add scale to the game. Maybe even a safety report that shows injury and deaths of the employed. Being able to see residential districts/cities that are randomly generated and having their population affect nearby establishments.
Maybe even the ability to form links with them to increase efficiency, or have them as a resource that can be 'excavated' with recruiting centers.
This would also cause a requirement for human cargo and deploying them into 'residential' pins that we place on hostile planets in order to operate in remote environments.
Just a few humble ideas that might add to the 'fun' factor, and make us feel a little more like the demi-gods we are.
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RootEmerger
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Posted - 2010.03.12 22:55:00 -
[182]
sorry but the IP for sim city isnt in ccp hands ^^
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McFly
Peanut Factory BricK sQuAD.
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Posted - 2010.03.12 22:55:00 -
[183]
Would be really useful to have a PIN management window...
Make All PINs nameable Centralized Overall view of the operation Show what each extractor is mining, amount, cycle timer, time left... Show what each processor is processing, amount, cycle timer, etc. Show each Storage Facilities Capacity left or used or just a little percentage bar.
Currently you have to click on each pin then hover over other pins to figure out what you set them up to be doing. Would be nicer to be able to have an overview like window for the PINs and what they are doing. The Ability to name them would also be useful for us to keep track of which ones are doing what. If you don't want us naming them, then have thier name be like "Vapor Collector 7 - Nitrogen" or "Chemical Plant 2 - Aluminum Nitrade"
Other than that PI is looking to be interesting.
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Malen Nenokal
The Nightshift
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Posted - 2010.03.12 23:19:00 -
[184]
Originally by: RootEmerger sorry but the IP for sim city isnt in ccp hands ^^
It wouldn't be much different than what they have on the test server now, it's just the addition of a new Pin type (employee housing), a new resource that is obtainable/heatmaped (workforce), and a few more numbers on the statistics window. It also allowed for more strategic upgrades to each Pin involving the workforce, and adds to tension between neighboring player pins that are having a negative affect on your population.
I digress, just my .02 isks.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.03.12 23:47:00 -
[185]
Originally by: Malen Nenokal Edited by: Malen Nenokal on 12/03/2010 23:31:16
Originally by: RootEmerger sorry but the IP for sim city isnt in ccp hands ^^
It wouldn't be much different than what they have on the test server now, it's just the addition of a new Pin type (employee housing), a new resource that is obtainable/heatmapped (workforce), and a few more numbers on the statistics window. It also allowed for more strategic upgrades to each Pin involving the workforce, and adds to tension between neighboring player pins that are having a negative affect on your population.
I digress, just my .02 isks.
My thoughts exactly!! I mentioned a similar idea as well
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illford baker
EVE RONIN R-I-P
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Posted - 2010.03.13 01:31:00 -
[186]
lol, more CCP humor. "highway to the danger zone" aka, the routes between pins
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Clansworth
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Posted - 2010.03.13 02:03:00 -
[187]
There was far too much 80's rock playing in their cubicles the last few weeks.
As for Aluminium Nitrade, it does seem to be a mispelling (I'm not going to argue the spelling of Aluminium) Aluminium Nitride is AlN. Aluminium Nitrate is Al(NO3)3. Seeing as how it's made from Al and N2 in game, the Nitride seems to be what they should have gone with. Intel/Nomad |
drall
Isk
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Posted - 2010.03.13 03:32:00 -
[188]
question,
Sorry if this has already been asked i didn't see it.
I saw how PI is used on a personal level.
My Question. Is it possible or any plans to allow PI to be done on a corporation level?
Such as the pcc being owned by the corporation and several people in the corporation having access and managing it?
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rubico1337
Caldari Mnemonic Enterprises
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Posted - 2010.03.13 04:34:00 -
[189]
is there any difference in planetary interaction in WH space compared to normal space?
Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes. |
Throckbane
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Posted - 2010.03.13 06:29:00 -
[190]
I'm impressed with how it's coming along. At this point, I just have one concern:
How will player interaction be implemented?
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HeliosGal
Caldari
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Posted - 2010.03.13 10:30:00 -
[191]
nope wh space is the same only diff is sov needed in 00 elsewhere its not im guesssing 00 will get its own benefits etc plus dust battlefields Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Laechyd Eldgorn
Caldari Toy Factory Exalted.
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Posted - 2010.03.13 10:30:00 -
[192]
Edited by: Laechyd Eldgorn on 13/03/2010 10:31:55 I think there could be some kind of "timers" when exchanging items with planet.
For example:
You deploy command center in space, then you right click it which starts landing sequence which could be like 30-60 seconds. If you warp away from command center in space before landing sequence is done (countdown will be reset) someone else can scoop the command center.
Same could happen when extracting stuff from planet too.
For example: planet launches a cargo shuttle in space which will have 30-60 second docking sequence. Sequence will be reset if you warp away. (or cloak in that matter)
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Shandir
Minmatar Eve University Ivy League
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Posted - 2010.03.13 10:49:00 -
[193]
When using a storage pin to hold resources before they ship to the processors - if you have an unbalanced input, such as
Processors need: 5 Aluminium/min 10 Nitrogen/min But you produce: 6 Aluminium/min 10 Nitrogen/min
The storage pin will eventually fill up with only Aluminium, and then it will be useless. So, unless you only use storage pins for one resource, they will inevitably end up filling to maximum in one resource and require you to delete and replace them.
Feature or bug?
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HeliosGal
Caldari
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Posted - 2010.03.13 10:52:00 -
[194]
id like to be able to scan out the planetary containers as well esp if they are left behind. We can scan out posts, these things have timers be interesting Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Sturmwolke
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Posted - 2010.03.13 11:46:00 -
[195]
Originally by: Shandir The storage pin will eventually fill up with only Aluminium, and then it will be useless. So, unless you only use storage pins for one resource, they will inevitably end up filling to maximum in one resource and require you to delete and replace them.
Feature or bug?
Neither as far as the base mechanics is concerned. You're going to have to balance it through routing the appropiate amount of materials i.e. reducing the aluminium throughput from the extractors. You can either route the excess somewhere else or let it burn.
Think it's fun now? Imagine when you scale it up and increase the PIN complexities.
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Marlona Sky
D00M. Triumvirate.
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Posted - 2010.03.13 12:08:00 -
[196]
Originally by: CCP Nimbus
Originally by: Marlona Sky I know it is the begining stages, but the interaction is very crap right now.
What is it that you don't like? Give us some useful feedback - we might even listen! ;)
I have not been on it in two days so I will test more later tonight.
One thing I will say is you have the opportunity to break away from "Excel In Space' look with PI. The problem is players are used to how things 'work' with the current user interface in EVE but, they will have a learning curve for PI regardless. Might as well be on a UI that is dynamic, intuitive and very pleasing to work with for hours on end.
Pretend perfect squares and perfect circles do not exist in your world for a few minutes and ask yourself, "How would this work, and how can I make it better." I am not just talking about how to make the UI pretty but be more natural and flow better for the players.
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Elegbara
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Posted - 2010.03.13 13:12:00 -
[197]
It's floating pins! Linkage ____________________________________ Open your eyes. And Awaken. |
Fish Evans
Militant Mermen LEGIO ASTARTES ARCANUM
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Posted - 2010.03.13 14:14:00 -
[198]
Originally by: Dierdra Vaal
Why spend more energy on your elevator when you can just shoot stuff down the planet in cheap one-use drop pods?
Becuase you can make Gravity work for you - what you do is you induce Friction via say elecro magnitisum on your space elevator - the motion of the falling loaded elevator will create electricity AND slow it down. you then use the Electricity to power the lifting of a second elivator from bottom to top - its not purfect they will be loses but you are then left with a MUCH smaller energy bill for BOTH trips.
think of two weights of equal mass linked by a length of string. hold the middle of the string and then pull on one of the weights - you are only putting enought energy into the system to overcome the friction on the pivoting point (your fingers).
your are transfering Gravitational Potential Energy (GPE) of one object to GPE of the second via Kenetic and Electrical energy. This is the real saveing of a space Lift.
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Deep1
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Posted - 2010.03.13 14:49:00 -
[199]
Ok it's alpha and some things are not done yet.
This is what i did. Select a planet build a command center and some ore extractors ( let call then A,B and C ) a storage ( D) a plant E) and link it all.
ONE link ( A->B->C->D->E->Command center ) got all to work with routes even that i had to upgrade a few links since A & B are making the same stuff.
1) It would be nice if the error when telling me that the links was to small showed me what links was going to give overload ( and need upgrade ). And even more if you was going to tell me the impact on the link when creating the route specc since 40 alu have an impact on the links vs the cycle time that are not showed to me.
But with that working i lanched a can - and pick'et it up. Now back to the planet..
2) Wait where are all my stuff - no PIN's routes or any thing. tryning to build a new Command center was not posibel as i had one on the planet.
2a)I had porblems like this when tryning load a plan'et i testet on yesterday - it was just not loadning. But this bug is so massive that i think it's just not done yet
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John Fabrian
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Posted - 2010.03.13 15:37:00 -
[200]
Sorry, this thread is too big to read all of it (imo) this might already have been asked.
At this point the only thing that i cannot find out how works is the extractor and finding materials. And by that i dont mean that i cannot extract and build and stuff, i know how it works. But what escapes my mind is when u place a extractor, what "radius" does it look for materials in? I mean, how far from each others should extractors be for them to find diffrent things, and not just stumble upon the same minerals (maybe this is where the not working mineral scanner is supposed to work)
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Pytria Le'Danness
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Posted - 2010.03.13 16:32:00 -
[201]
Some usability features I'd like to see. It has bullet points so it must be true :P
- Automation. If you set down a pin you have to configure it, create links and routes. I'd like to see some pre-established setup. Setting a pin could open a window that shows all at once. Instead of right clicking the pin, selecting "Scan...", then a resource immediately upon placing window with all available resources could open.
- Right now the process works awfully fast. I've been away a handful of hours and all of my storages were full (half a dozen or so) and I had a hauler full of stuff in my PCC. I assume the process is sped up to make testing easier - please consider that not many people enjoy dayly trips to empty silos or PCCs
- When an extractor runs out give it a different color or some other indication so you see there is something borked
- Generally some indication of choke points would be good, like links that are close to capacity or pins not set up properly
- Process indicators or rollover texts showing what a pin is doing would be nice
- Make us able to name the pins so we can organize them
- Same vein: it would be nice (for neat-freaks like me) if you could move the pins without changing their links and jobs
- while the round 3D planet is nice it's annoying to see long routes. I am not sure if they will make sense in the final installation, but right now having two pins on opposing sides of the planet requires a lot of scrolling. A flat map-like view would help that at the cost of awesomeness
- Make the whole thing corp-level. This excludes NPC corpers? Well, IMO that is an advantage. Anyone willing to start PI will likely be able to fork the 1M corp founding fee over, and it's not very realistic anyway to have one guy control a whole planet. Besides if it is run on a personal level you PERSONALLY have to manage it all - in a corp you can spread the work around better
- Set it up so planets CAN be self-sustaining, but barely so. If you require too much hauling of goods around low sec will not benefit from PI because running Industrials back and forth on a somewhat predicatable schedule ain't working
- Add a queue to extractors. You already found all (?) resources during the scanning cycle so you shouldn't have personally to tell your foreman to start on the next one. If the resource has been depleted by a competing player in the meantime so be it.
- Maybe the structures should expire if unattended for X days, like anchored cans to keep database size down
- Disallow planetary defacement
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Pytria Le'Danness
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Posted - 2010.03.13 16:50:00 -
[202]
Some more random thoughts:
- The error message about empty trucks is funny but not very helpful. "The truck drivers have no clue what to load since you forgot to set up the schematic at the destination" (or something related, you can probably determine the reason for the error from the destination pin's type) is more helpful
- Pre-set the route amount with the max value instead of 1. In most of the cases I want to move everything to the destination
- Allow daisy-chaining of storage units. Depending on how fast the final processes run it would be very helpful if you could specify several units that overflow into the other. Right now you have to spread the output around if you want to lessen the frequency you have to empty the PCC but that makes things harder to set up
- Add a "focus on PCC" button if it's not too much work. On the first planet I placed it and did not find it again after scrolling around
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Fergy Fergs
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Posted - 2010.03.13 20:53:00 -
[203]
Originally by: Pytria Le'Danness
I think that's technically planetary refacement.
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Thera Romana
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Posted - 2010.03.13 21:33:00 -
[204]
ok, having issues at time getting it to exit planet view.
The planetary command centers are easy enough same with extractors and manufacturing sites.
Can't comment on the scanner as it does not work yet, well not that I could see.
I do believe there should be some remote viewing of the planet, but on the same not you should not be able to do everything remotely.
Are you planning any industrial ships that get bonus's for planetary interaction?(can launch stuff to the planet) I am thinking few sizes, the bigger the size the higher the transfer rate to the planet.
Read you may have to get items from several planets and then combine them, how will we get them to the planet for processing?
Looking good so far guys, the planets look awesome, can actually see the weather patterns.
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Photon Ceray
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Posted - 2010.03.13 22:35:00 -
[205]
Edited by: Photon Ceray on 13/03/2010 22:37:55
Originally by: CCP Nimbus If there are any questions about planetary interaction, I will be doing my best to answer them in here :)
I -and am sure so many others- really appreciate that, answering questions of a zerg of players is not an easy task.
Probably some of my questions are about design, but many of them have technical limitations so I'll just put them here and would appreciate any answers.
1- are we going to be able to set logistics chain between different planets in the same system and setting convoys?
(e.g. move gold from planet 1 to planet 4 where it's used to create something else). Having to manually move cargo between 10 planets is a cumbersome task that has no meaningful and fun play to it, so I hope that will be dealt with (fueling pos anyone?)
2- I know this is a very early stage and it might change any moment, but can you tell us what kind of end product are you aiming for at the moment? (existing products like nanite repair paste, armor plates...etc or it's going to be new products that are not currently in game?) (would love to hear something about t3 modules)
3- at fanfest it was mentioned that there will be some sort of crowd management in PI, is that planned for the expansion at the moment? from what I understood we'll be able to manage planets in WH space, in which case I think we need to move population to live there? that would be awesome.
4- planets used to automatically fuel pos in the same system (or multiple planets for different things needed), is that being looked into?
That's for now. Thanks, and you guys are doing an awesome job.
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Doctor Deals
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Posted - 2010.03.13 22:54:00 -
[206]
CCP Nimbus:
when we are in low sec / 0.0 will our ships will be completely vulnerable to attack? If so, will we be able to cloak while doing manage our command center?
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.13 23:19:00 -
[207]
Originally by: Photon Ceray Edited by: Photon Ceray on 13/03/2010 22:37:55
Originally by: CCP Nimbus If there are any questions about planetary interaction, I will be doing my best to answer them in here :)
I -and am sure so many others- really appreciate that, answering questions of a zerg of players is not an easy task.
Probably some of my questions are about design, but many of them have technical limitations so I'll just put them here and would appreciate any answers.
1- are we going to be able to set logistics chain between different planets in the same system and setting convoys?
(e.g. move gold from planet 1 to planet 4 where it's used to create something else). Having to manually move cargo between 10 planets is a cumbersome task that has no meaningful and fun play to it, so I hope that will be dealt with (fueling pos anyone?)
2- I know this is a very early stage and it might change any moment, but can you tell us what kind of end product are you aiming for at the moment? (existing products like nanite repair paste, armor plates...etc or it's going to be new products that are not currently in game?) (would love to hear something about t3 modules)
3- at fanfest it was mentioned that there will be some sort of crowd management in PI, is that planned for the expansion at the moment? from what I understood we'll be able to manage planets in WH space, in which case I think we need to move population to live there? that would be awesome.
4- planets used to automatically fuel pos in the same system (or multiple planets for different things needed), is that being looked into?
That's for now. Thanks, and you guys are doing an awesome job.
For your number 1 and 4, I actually thought of that in one of my blog posts earlier about how PI would work once they announced Tyrannis. I was dead wrong, obviously, but one of the ideas I had written up involved having a central "hub" in orbit (which is now the PCC down on the surface), and if you provided them with fuel and spare Industrial ships, they would fuel POS's on the moons of that planet. Same with shipping resources around, though I had limited it to between POS's on the same moons. But that'd be an awesome idea. ______________
RAWRRR |
Krathos Morpheus
Legion Infernal
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Posted - 2010.03.14 00:33:00 -
[208]
Originally by: Doctor Deals CCP Nimbus:
when we are in low sec / 0.0 will our ships will be completely vulnerable to attack? If so, will we be able to cloak while doing manage our command center?
I think they want PI to be accessible from any system, like opening a tab and managing all your planets at once, however you have to go there and pick/deliver the goods, so you you are vulnerable then like with any other activity in low/null sec.
EVEwatch Sidebar soon "It is the unofficial force ù the Jita irregulars. " |
Krathos Morpheus
Legion Infernal
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Posted - 2010.03.14 00:39:00 -
[209]
Originally by: Planetary Genocide After having worked out the math, it's not worth it.
Do you realise what is now in sisi has nothing to do with what it will end being when it hits tq? We don't even know what is going to be produced and you expect those numbers to have any significance? Products and ratios will not be known until they hit tq, what a waste of time you employed there.
EVEwatch Sidebar soon "It is the unofficial force ù the Jita irregulars. " |
Fergy Fergs
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Posted - 2010.03.14 01:20:00 -
[210]
Originally by: Planetary Genocide After having worked out the math, it's not worth it:
200 Water 96 Aluminium 120 Nitrogen 200 Silicon 250 Silver 72 Gold 810 Carbon
With current numbers, if it costs 2000 resources per paste and I have 20 harvesters each mining 100 a minute plus the processing facilities to use them, that's 1440 nanite paste a day after a (presumably low) initial cost and one-time setup. If I have to spend about 5 minutes a day picking new deposits (and don't need to be in system to do it), the long-term reward/effort is 288 paste per minute effort, or 17280 paste per hour effort. At current NPC price of 11700 per paste, that's 202 million isk per hour of effort.
The numbers haven't been balanced yet and a lot will change, but I'd be happy to make 200 mil per hour
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Cikuza
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Posted - 2010.03.14 02:12:00 -
[211]
Edited by: Cikuza on 14/03/2010 02:21:40 Storage Facilities:
Okay so I got my chemical facility (processor) working almost non-stop producing Aluminum Nitrate, which was first routing to the PCC to then launching into space. It works great.
However I have been unable to use the storage facility in ways other than sending ore or processed product to it. once there it seems stuck.
I can't send ores or products from the storage facility to the chemical facility or the end product to the PCC.
all I end up with all the time when creating routes to move things is some quickly flashing error messages about wasting time and effort of empty trucks. - how ironic.
are the storage facilities working both ways for others?
for example - extractors to storage to processors; - or processors to storage to PCC
Links:
I also notice that when you click on a link between two pins to upgrade it or look at it, it zooms way off screen- then you say click upgrade link, pay you isk then close it, your still way off focus on what you were doing. I feel that the link should be in focus centre screen under the info box - so when you close it, you are at the point of interaction you were at before the box opened.
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JAG Solex
GunStars
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Posted - 2010.03.14 02:19:00 -
[212]
Originally by: Cikuza Storage Facilities:
are the storage facilities working both ways for others?
for example - extractors to storage to processors; - or processors to storage to PCC
Last time I was on, the storage pins could be set up to feed processors, but not the PCC. So extractors -> storage -> processors -> PCC works. -------------------------------------------------------------------------------- [SMK.C] |
Cikuza
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Posted - 2010.03.14 02:39:00 -
[213]
Edited by: Cikuza on 14/03/2010 02:41:12 Cheers,
Yeah I concur with what you just said - the menu that pops up with choosing either aluminum or nitrogen from the storage facility for the route wasnt showing - so that is why, a restart of the client seem to fix it.
I got it working - extractor -> storage -> processor -> PCC
Still complains on the storage -> PCC route :P
on the LINKS:
as I said above, I noticed when I had more than one link to a storage facility the "links" list of that PIN just lists then as "Storage Facility" - now with the zoom way off screen I lose focus on which one I have clicked or wish to remove. I think it would be good to highlight the link when you select it in the "links" box for visual reference on the planet view - and it auto zoom to the center for ease of location.
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.14 04:25:00 -
[214]
In addition to the earlier point about this being SiSi and it probably doesn't matter anyways, I just realized that paste was more expensive than I thought. XD
So I was wrong, it is totally worth it.
Now my only complaint is the Storage-PCC route thing. I don't have any problems with the auto-zooming, it hasn't glitched for me... yet... ______________
RAWRRR |
Elegbara
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Posted - 2010.03.14 07:46:00 -
[215]
Originally by: Cikuza Yeah I concur with what you just said - the menu that pops up with choosing either aluminum or nitrogen from the storage facility for the route wasnt showing - so that is why, a restart of the client seem to fix it.
I got it working - extractor -> storage -> processor -> PCC
Still complains on the storage -> PCC route :P
It seems that you can make route only if one of its ends produces or consumes the resource. Thus you can always make a route from extractor, but for processor you have to first submit a schematic. Then it will consume materials.
Neither PCC, nor storage neither consume, nor produce anything. That's why the logic fails here. ____________________________________ Open your eyes. And Awaken. |
Pytria Le'Danness
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Posted - 2010.03.14 08:33:00 -
[216]
Originally by: Photon Ceray
1- are we going to be able to set logistics chain between different planets in the same system and setting convoys?
(e.g. move gold from planet 1 to planet 4 where it's used to create something else). Having to manually move cargo between 10 planets is a cumbersome task that has no meaningful and fun play to it, so I hope that will be dealt with (fueling pos anyone?)
Yet requiring the player to shuttle stuff back and forth opens all sorts of possibilities. The ship can be attacked by pirates or war targets, the planet can be blockaded, you can contract the hauling to other players, your stuff can be stolen... If you put all this into NPC hands you remove a layer of interaction.
However I agree with you that POS maintenance was cumbersome and annoying, especially if you had to run a low sec POS. I'd use a two-pronged strategy: you can hire players to do your hauling (although this requires a lot of work from a programming POV - the contractors need access to your production line somehow) but you can also set up routes run by NPCs to do that. They should charge a lot for their services, maybe based on a floating scale, so if many people build on Jita IV NPC haulage prices skyrocket. But the lowest price should still hurt in order to encourage doing things on the player side.
Expand the functions of the existing NPC haulers to carry resources between production chains. Give privateers a means to intercept them - but it should be more involved than parking a perma-run smartbomb BS AFK somewhere. This could even serve as a entry path for the pirate career - if each hauler killed gives a sec status hit the offender becomes an outlaw over time. Make their pricing dynamic - this alone will draw people away from highly populated areas and might revitalize low sec somewhat. If you look at ME slots people WILL go to low sec if the need is strong enough. However there is still a difference between hauling a few BPOs in a CovOps once every few months, or hauling Itty-Vs filled with valuable goods every other day. If we assume EVE keeps growing at one point in time every gate to low sec WILL be camped 23/7 simply because there are so many pirates around to faciliate that. Thus the "get your booty to safety" part needs to be carefully balanced. Side note: the resources should be on the market as well (not seeded, but able to sold there). Not only will this allow "planetary miners" to make a profit, pirates who blow up a ship full of silicon can earn a living off that as well.
The same thought applies to PCC size. IMO 500m¦ is too low, you can put that into a frigate if you try hard enough. But if you are forced to use freighters or JFs to deploy them low sec will remain barren. My favorite size would be somewhere in the 5000m¦ region - you need a decent industrial to move it but you can still fit it into a Cov Ops hauler along with some spare resources to start the process up fast.
Requiring a large (and skill-intense) ship has one advantage though: it creates a new mini-profession of "PCC deployer". That entails that there is a way to transfer control of the production network though.
As a side note, can the launch container warp-in be transferred? Making this entry bookmarkable would allow the creation of courier contracts for the end product.
In fact now that I think that over this looks as if it could solve the NPC hauling issue. Allow NPCs to haul the resources, but the end product still needs someone on grid. Opponents can then target this and the handling of the production chain is free of annoying haulage.
Disclaimer: "low sec" also applies to uncontrolled 0.0 as well.
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Cailais
Amarr Diablo Advocatus Rote Kapelle
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Posted - 2010.03.14 08:50:00 -
[217]
Originally by: JAG Solex
Last time I was on, the storage pins could be set up to feed processors, but not the PCC. So extractors -> storage -> processors -> PCC works.
Hmm. Seems odd that, you'd think you could run extractor -> storage -> processor -> storage (finished goods) -> PCC (or various combinations of that).
C.
the hydrostatic capsule blog
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Cailais
Amarr Diablo Advocatus Rote Kapelle
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Posted - 2010.03.14 08:55:00 -
[218]
Originally by: Pytria Le'Danness
Yet requiring the player to shuttle stuff back and forth opens all sorts of possibilities. The ship can be attacked by pirates or war targets, the planet can be blockaded, you can contract the hauling to other players, your stuff can be stolen... If you put all this into NPC hands you remove a layer of interaction.
I'd use a two-pronged strategy: you can hire players to do your hauling (although this requires a lot of work from a programming POV - the contractors need access to your production line somehow) but you can also set up routes run by NPCs to do that. Give privateers a means to intercept them - but it should be more involved than parking a perma-run smartbomb BS AFK somewhere.
Disclaimer: "low sec" also applies to uncontrolled 0.0 as well.
NPC convoy ships could be a small scale objective for Null Sec warfare. For example with a given level of Sovereignty players could set up intra system convoy routes from planet to planet (extra system routes would still be player run), which in turn could be scanned out and attacked.
C.
the hydrostatic capsule blog
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Falkrich Swifthand
Caldari eNinjas Incorporated
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Posted - 2010.03.14 13:19:00 -
[219]
Edited by: Falkrich Swifthand on 14/03/2010 13:25:16 Apparently the number you put into the "create route" is a "per few seconds" amount. I have chemical factories (producing aluminium nitrade) working continuously with input routes of only 1/6th the input the factories need.
Routes still need to be maxed for leaving a pin though, because products are produced in one go and nothing has any "output" storage, so anything not transported instantly is lost. nullnull
My sig is not my sig. |
Clansworth
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Posted - 2010.03.14 13:50:00 -
[220]
Originally by: Falkrich Swifthand Edited by: Falkrich Swifthand on 14/03/2010 13:36:46 Apparently the number you put into the "create route" for going TO something from storage/pcc is a "per few seconds" amount. I have chemical factories (producing aluminium nitrade) working continuously with input routes of only 1/6th the input the factories need.
Routes still need to be maxed for leaving a pin though, because products are produced in one go and nothing has any "output" storage, so anything not transported instantly is lost.
Currently the routes use one of two cycle times. If it a route FROM an extractor, it uses the extractor's cycle time, with the max being the per cycle yield of the extractor's deposit. If it is a route TO a processor, from storage, it uses the cycle time of the processor, with the max being the input requirement of the selected schematic. If it is a route FROM a processor, it uses the cycle time from the processor, with the max being the output quantity of the selected schematic. Intel/Nomad |
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Falkrich Swifthand
Caldari eNinjas Incorporated
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Posted - 2010.03.14 14:08:00 -
[221]
Originally by: Clansworth If it is a route TO a processor, from storage, it uses the cycle time of the processor, with the max being the input requirement of the selected schematic.
Except I've got the route cycling at least 6 times faster than the processor's cycle time for routes from storage/pcc to processor. nullnull
My sig is not my sig. |
SencneS
Rebellion Against Big Irreversible Dinks
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Posted - 2010.03.14 18:48:00 -
[222]
Question to the Devs or maybe a suggestion
Will you make the "Launch cans" able to be scanned down by probes. Ninja Priate Smily
Amarr for Life |
Twylla
Gallente Central Logistics Management Group
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Posted - 2010.03.14 19:54:00 -
[223]
Any thoughts on including 'standardized' metrics on production and consumption of materials?
Currently, every process involving materials consumes a variable quantity over a variable time (eg, 35 seconds for NAl). This means a lot of tedious number crunching for those of us trying to figure out how much material to route to where.
A quick metric on material-per-minute would be a great numerical addition to extractors (production/minute) and processors (consumption/minute) would ease the assembly line head-scratching without changing the important factors of overall production (total production, speed of extraction).
Either that, or perhaps a move from a dumb-pipe assembly line structure to a store-and-retrieve system where materials are stored, and processor facilities 'request' materials until one or more are no longer present from a link-routed feed silo. Not dissimilar from the POS mechanics already in place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~7
Twylla DeVarii[-FNX-]
APS Director of Operations
Headquarters - Atier II
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Maga
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Posted - 2010.03.14 20:45:00 -
[224]
so when is tyrannis coming out?
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Orephia
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Posted - 2010.03.14 21:32:00 -
[225]
Spent the better part of two full days now with PI... I like it but what a clickfest it is getting all the pins & routes setup, only to have to reset them when the deposits play out in a day or so; dunno about the fun part there yet, will depend on isk in the end. Other stuff:
- the click & autozoom to inspect a pin. please make it go away, or an option. It's very slow & disruptive. Actually, some other method of seeing pin status is really needed. A simple infotip on mouseover would be very nice, maybe with ctrl or shift if necessary...the same info that is or would be given when the pin is clicked, but without the option buttons below.
- click lag starts to be an issue when zoomed in on a PCC with many routes & pins , and is particularly tough when the planet surface in the background has atmospheric effects
- needing to set links then routes then bandwidth is really repetitive, add in all the various cycle times for each deposit & the fun-ness is less than it seems it could be. I would support the previous suggestion for intelligent auto-routing (ie. fun without spreadsheets), or at least the request to save layouts once they are all set up so they can be deployed again without all the clickfu. and the preset default bandwidth when creating a route should be the max, not 1 ~ no need to force typing at every single route creation.
- an option to autolaunch product when the PCC is full would be nice. Maybe even an evemail from the foreman.
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Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.03.14 21:40:00 -
[226]
Originally by: Maga so when is tyrannis coming out?
dev blog said may
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ChrisIsherwood
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Posted - 2010.03.14 21:42:00 -
[227]
Originally by: CCP Nimbus [ But it's quite a waste of energy to send the elevator back down to earth empty, no?
/irrelevant aside
Well to truly save energy, you would use the century old technique of [San Francisco or ski] cable cars. For every car going up, there is a car going down.
Allowing a space elevator to not be empty when going down prevents the facility from being wasted. A pair of elevators where goods obviate the needs of counterweights would save energy; |
MsValentineWiggin
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Posted - 2010.03.14 23:44:00 -
[228]
Any word on the grief-ability of PI in hi sec. I.e., cans ejected into space being flipped/ninjaed/liberated? Planetary objects being destroyable? Planets become giant Go boards where others put down structures only so you can not connect your structures?
Obviously the people who rat 20 jumps in their alliance nap deserve to be paid a lot more due to their massive endowment. But if hi-sec is going to pay less, will lower pay come with lower hassles? Or is this like POS, probably not for the new? |
Lors Dornick
Caldari
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Posted - 2010.03.15 01:31:00 -
[229]
Originally by: Cailais
Originally by: JAG Solex
Last time I was on, the storage pins could be set up to feed processors, but not the PCC. So extractors -> storage -> processors -> PCC works.
Hmm. Seems odd that, you'd think you could run extractor -> storage -> processor -> storage (finished goods) -> PCC (or various combinations of that).
C.
I think the thing here is that the PCC already includes a storage component.
The PCC can be described as "storage -> launcher"
Setting a route from storage to PCC is the same as setting a route from storage -> storage.
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Orephia
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Posted - 2010.03.15 02:34:00 -
[230]
Edited by: Orephia on 15/03/2010 02:41:45
Quote:
Originally by: Lors Dornick
I think the thing here is that the PCC already includes a storage component.
that makes logical sense, but the practical problem is the PCC storage is not enough to get thru the night, when a few of us actually sleep, or thru our RL shifts between Eve sessions.
Once the PCC fills up any further production is lost. My little facilities are launching product every hour, and there is no way to shut it down. Needs additional product storage for buffer, or a way to automate launches whilst slumbering |
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JAG Solex
GunStars
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Posted - 2010.03.15 05:55:00 -
[231]
Let's not forget that this is testing... the materials being extracted, the products being made, the cycle times... all of that will likely be changed. It's very likely the process is hyper accelerated in order to facilitate testing. -------------------------------------------------------------------------------- [SMK.C] |
cyclobs
Minmatar Honourable Templum of Alcedonia
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Posted - 2010.03.15 09:18:00 -
[232]
to be honist i don't like the idea of 'space elevators' as a way of transporting stuff to the planet. to me if doesn't seem practical to have giant beams going out into space from the planet.
instead why can't we have some sort of space port that gets put in when someone lays down a command post. so that the port is linked with the command post. if the user dismantles the post then the port also goes. this way. rather then having a random can go out to space when we launch something it can go to the space port where it can be stored until the owner picks up their stuff.
with this idea tho. we could have a certain ammount of storage on the space port. so we could put minerals and stuff into the port and have it send back down to the planet with a count down timer (for example 30 minutes for re entry).
if you're not too confused about that. that to me seems to make a bit more sense then a space elevator. also when DUST comes out the port can be like the lobby for the dust players. so it will also tie in with the way dust was designed with the space port when the player looks for a game.
yay or nay?
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Pytria Le'Danness
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Posted - 2010.03.15 10:37:00 -
[233]
Originally by: MsValentineWiggin Any word on the grief-ability of PI ...? Planetary objects being destroyable? Planets become giant Go boards where others put down structures only so you can not connect your structures?
Right now there is no interaction between different installations on the planet. You don't even see the pins of other people. Thus you cannot block others. You cannot block your own structures by the way, links and pins can be placed as you like. If you put them too close together you have trouble selecting some, but that's all.
Apparently the resources will be global though, so if a deposit has enough materials for four days of operation and two people extract from it each will only get two days worth of material before the deposit depletes.
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Calhontor
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Posted - 2010.03.15 11:52:00 -
[234]
So im just wondering will we actually have graphics for buildings and things at some point? Or just this icons thing which looks terrible? I was all excited about PI and really hoping it would be like sim city or something like Imperium Galactica 2. Yes I realise it is in an Alpha stage at the moment im just wondering. At fanfest all sorts of things were stated about this expansion like trade agreements, population and pollution effecting other regions and im really hoping these things come through.
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Clansworth
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Posted - 2010.03.15 13:05:00 -
[235]
Originally by: Twylla Either that, or perhaps a move from a dumb-pipe assembly line structure to a store-and-retrieve system where materials are stored, and processor facilities 'request' materials until one or more are no longer present from a link-routed feed silo. Not dissimilar from the POS mechanics already in place.
If you route Extractors -> Storages -> Processor -> PCC, this is basically the effect you get. The Extractor will run full bore, until the Storage is full. the processor will pull from the storage it's full demand each process cycle, and put it into the PCC. Once you run out of required resources in the storage, ,the processor will sleep in 'waiting for resources' mode. Intel/Nomad |
Lord FunkyMunky
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Posted - 2010.03.15 16:10:00 -
[236]
my question is, when will, get a view of the "population control" and you know the civilians etc that work at these places... i mean we were told of poplution management, and our neighbors, and dealing with neighboring districts, at the moment it just seems very very basic.
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Spc One
Gallente
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Posted - 2010.03.15 17:21:00 -
[237]
What's the ships name used in this video ? It seems like "elite raven" but it's not.
Can someone give me showinfo id ?
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Lord FunkyMunky
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Posted - 2010.03.15 18:32:00 -
[238]
Originally by: Erinyen Guerilla
Quote: You need to put up Links/Routes between the facilitys, right klick on one icon-> select link -> klick on destination then do the same with a route :)
about these routes: are they supposed to transport on the fly or do they transport the goods if the corresponding deposit is depleded? I set up a bunch of extractors and linked them to my commandcenter but the storage of the commandcenter is not filling with goods :(
you need to create the route, but i do believe that the longer alink is and the level of link you use should have different travel times
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DaDutchDude
Minmatar Agony Unleashed Agony Empire
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Posted - 2010.03.15 19:22:00 -
[239]
Edited by: DaDutchDude on 15/03/2010 19:22:50 I've been playing with the PI version of Sisi, and I find it quite interesting so far. I know you're still very much in the design and develop phase, but I'd like to be a positive influence as much as I can. So I have a number of questions for you.
Sisi & feedback
- What kind of feedback are you looking for & would be most useful to you atm? Do you want: bug testing (as in: Does it work? Do I see bugs?), functionality testing (as in: Does it contain the proper functionality to do PI? Could current functionality be improved?) and / or concept testing (as in: Is this game feature cool, fun and rewarding to me as a player? How could it be more so?)
- Will you release new versions of PI to Sisi in between sprints? Will you keep us up to date with new features & changes so we can focus attention on those?
Bugs & issues
- Currently, the version of PI seems so incomplete that it is hard for me as a player to determine when something is a bug or simply functionality that is still missing. Do you agree with that assessment? Would you only advise use to report technical bugs so long (such as frozen screens, client crashes and such)?
Functionality
- Planet scanner graphics: The planet scanner seems very incomplete atm, so hard to give fair feedback. The part that does work (selecting a material highlights certain area's on the planet) only displays well on the 'dark side' of the planet. Towards the sun, the light is too bright to make out subtle changes. It would be nice to be able to switch off the sunlight.
Also, it would be nice to be able to 'super-impose' scans for multiple materials on each other, so you could make out where high concentrations of materials are shared.
- Planet scanner functionality: How accurate will the planet scanner actually display deposits? Will I always need to build an extractor to scan for deposits to confirm it is actually there, or will the planet scan be 100% (or at least highly) accurate?
- Routing: Currently, some routing patterns don't seem to work, like Storage -> PCC. Also, routing seems limited to 1-hop. It would be really nice to make multi-hop routes (so from PIN A to pin C via links X (from PIN A to B) and Y (from PIN B to C), which would enable you to optimize your infrastructure much deeper. I'm actually assuming this will get implemented in Tyrannis, because without it, PI is a lot less interesting
- Planet UI: currently, the UI is reasonably intuitive but quite cumbersome.
Creating links should be more like a design tool (like Visio for example), where you can select a 'Create link' pointer, click on one node to start a link with one side 'glued' to that node and the other to your pointer. You then move your pointer over to the node you want to link it to (planet 'rotates' if pointer starts to move close to edge). Clicking on a second node will create the link. If you click on unoccupied space, the link will still be created, just with one end point unconnected. You can then drag the end point over to the PIN you want to connect it to. This makes miss-clicking a lot less annoying, so you don't have to start over again. Especially when zoomed in too much or with long distance connections, miss-clicking will happen a lot.
I would also suggest offering 'prototyping' on new installations or installation changes. This means your creations & changes will will be designed first, but only created after an overview of the costs, also showing 'errors' (like a link with one endpoint not connected) and warnings.
Creating routes is currently very counterintuitive, and it really needs help. And there are a lot more things that can be improved. PI will have several phases: 1) Scanning & exploring 2) Initial construction (PINs, links), 3) Initial exploitation (routes, launches), 4) Improvements 5) Abandonment. If you look at what a player needs in each phase, the UI will improve.
post limit, so I'll leave it at this for now _____________________________________
Agony Unleashed (home of PVP University)
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Fina Kelitan
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Posted - 2010.03.15 19:45:00 -
[240]
Originally by: DaDutchDude
Routing: Currently, some routing patterns don't seem to work, like Storage -> PCC. Also, routing seems limited to 1-hop. It would be really nice to make multi-hop routes (so from PIN A to pin C via links X (from PIN A to B) and Y (from PIN B to C), which would enable you to optimize your infrastructure much deeper. I'm actually assuming this will get implemented in Tyrannis, because without it, PI is a lot less interesting
Already works, you just tell it to set up a route directly from A->C and it handles it.
- Experienced EVE player trying a new character |
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Elegbara
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Posted - 2010.03.15 20:41:00 -
[241]
Let's say I have a following setup: A-B-D \C/ (4 nodes, two routes from A to D). If I make several routes from A to D, they all go through either B or C (probably chosen on closest first node) and the other way is not used at all. ____________________________________ Open your eyes. And Awaken. |
HeliosGal
Caldari
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Posted - 2010.03.16 03:41:00 -
[242]
A-D with straight steps in the middle seems the most sensible. Whos to say there wont be manfaucturing and other more advvanced facilities ( E-F-G and etc to come yet) Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Minkert
Caldari 101st Covert Ops C. O. R. E.
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Posted - 2010.03.16 15:45:00 -
[243]
Originally by: CCP Nimbus
Originally by: Winters Chill
Originally by: CCP Nimbus
Players will be able to send stuff down to the planet in various ways. Space elevators are one way, and that is something which we will be working on over the next few weeks.
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.
But it's quite a waste of energy to send the elevator back down to earth empty, no?
1. Depends on the space elevator design. Some designs that are in a continuous motion- 360 deg. pendulum type designs- would gain a bit of momentum due to the mass of a loaded elevator on the down-swing trip, but would be accelerated on the upswing with or without cargo- more DeltaV needed with more mass on the upswing ride of course.
2. Do we have any idea of a limit of players/planet- or if one is even intended?
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Thera Romana
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Posted - 2010.03.16 16:06:00 -
[244]
Are you looking into that each planet type will have some form of resource that will go towards the building of infrastructure.
Example temperate planets would produce things like wheat, livestock, biomass type items for population related items.
Lava planets might contain the harder minerals geared towards defensive structures.
so on and so forth. The end items of planets might be usable for all players, but there is tons of room for a sub game here, eventually, you may have players that are rarely space based other than to move thier goods.
This might be a point where you could seperate space based skills and planetary based skill. So that you could have one of each training but planetary skill do not affect space based play and vice versa. This gives two games to play in one. I know I get bored of the same old grind, I mix it up, sometimes I go month with no pvp, mainly doing industrial and mission based. The I also go months where all I do seems to be PVP.
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Major Hill
Caldari Sigillum Militum Xpisti R.A.G.E
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Posted - 2010.03.16 18:25:00 -
[245]
Edited by: Major Hill on 16/03/2010 18:35:08 There doesnt seems too be a way too move stuff from storage too the command center for launch. When i attempt too create a route it says it would be a waste of resourses too move empty trucks. Is this just not working yet?
Also the temperate planets dont show up. When i look at them they are just a white ring around nothing. Laucnhed a command center onto one said it was temperate but there are no resources there. |
Reeno Coleman
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Posted - 2010.03.16 18:33:00 -
[246]
when i enter Planet mode and the resources are unable to load (stuck with the progress bar, for whatever reason), the game locks up und i can't do anything.. well i can fly around and even dock, but ill still see only the planet.
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Solo Hawk
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Posted - 2010.03.16 18:48:00 -
[247]
Edited by: Solo Hawk on 16/03/2010 18:48:01
Originally by: Reeno Coleman when i enter Planet mode and the resources are unable to load (stuck with the progress bar, for whatever reason), the game locks up und i can't do anything.. well i can fly around and even dock, but ill still see only the planet.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1285853
I love how people don't even read the forum they're posting on. Seriously, I've seen some of the same questions asked in the same thread where the same answers have been posted.
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Ion Nizer
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Posted - 2010.03.16 21:25:00 -
[248]
When an extractor runs out of stuff to extract, will we be able to re-scan or do we have to delete it and the rebuild the extractor and link and route for it?
I wonder how large of a problem planet-farming will be. Some of it seems easy to automate with macros, while other parts would be harder.
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Karl Teknico
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Posted - 2010.03.16 22:11:00 -
[249]
Some ideas for the planetary lift: http://en.wikipedia.org/wiki/Space_fountain Its based on "coil gun", a Gallente tecnology. Can be built in every place of the planet. Payload can be moved in hollow projectiles so you can have a continuos stream of goods in both directions. The space station will be very close to the planet, so no space ship could attach it. The owner of the space lift could only warp at zero, being hold by a station's tractor beam, to avoid a crash on the planet, manage goods and then warp away. With a continuous stream of goods could be implemented a interplanetary link. It could be skill related, for example with "planet linking" at level 1 you can link 2 planets in the same solar system (with robot cargo shuttles)for a max of 11 planets with "Advanced planet linking" at level 5. You could create links and routes in the solar system. With this planet links lots of boring transports could be avoided. Another skill could be "Interplanetary trade". If i have a surplus production of some goods, why move it to Jita and sale it when probably one of my "neighbours" in the same solar system need it? A new kind of contract could be: Solar System = Villore Planet = III (not visible in the contract for the "privacy") Product = Silver Amont = 120/h Price = 900Isk When you view the contract, you chose which planet (you could have more than a planet in Villore) then when accept, an invisible link and route is made. With Interplanetary trade, transports could be reduced and players interaction increased.
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Locin WeEda
Gallente Red Frog Investments Blue Sky Consortium
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Posted - 2010.03.16 23:19:00 -
[250]
Originally by: Major Hill Edited by: Major Hill on 16/03/2010 18:35:08
Also the temperate planets dont show up. When i look at them they are just a white ring around nothing. Laucnhed a command center onto one said it was temperate but there are no resources there.
I had this problem with missing temperate planets as well. Here is how I solved it: 1. Completely delete the contents of your Sisi-folder. 2. Copy all of the content of the TQ-folder to the Sisi-folder. 3. Start Sisi from the properly set-up shortcut and patch to the current Sisi-client.
When I did this, the temperatate planets showed up for me again. Red Frog Freight Service
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Kraldar
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Posted - 2010.03.17 02:00:00 -
[251]
So far, so good. While early in the process, I'm enjoying it! This will be a nice addition to Eve.
Feedback: Having lots of visual feedback that things are working would be great. Cycle times for Extractors and Processors (similar to ship mod cycle times), Capacity for Storage and Command Center (similar to the bars under refining arrays and the launched cargo containers), Bigger pulses along routes as things travel (as just a visual effect). A complex, active setup should looks like bunches of things are going on from a visual aspect.
With the current pieces on Sisi, I don't see why you wouldn't want to create a lot of links between nearly everything. Will creating a new link have an initial cost? If I try to use as few links as possible, then I have to upgrade quite a few links, so it's currently cheaper to make a bunch of links.
Could/Should a Storage pin linked to the Command Center act as an overflow buffer in the Command Center gets full? Imaging a setup where a bunch of Processors link and route to a Storage pin, then the Storage pin links and routes to the Command Center. I know this doesn't work on Sisi at the moment.
Keep up the excellent work!
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HeliosGal
Caldari
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Posted - 2010.03.17 02:22:00 -
[252]
new and improved cycle times would be good, i think to install links will require a cost to Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Sturmwolke
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Posted - 2010.03.17 02:32:00 -
[253]
Minor feedback. Due to the incomplete code, some of these stuffs may already be in the pipeline - so what I'm writing is from the user perspective of what's currently missing.
PIN related : - PIN manual turn on/off switch. Please default to auto-off. - PIN window persistance. I don't want to expand it EVERYTIME to see the details, set it to remember expanded/non-expanded state. - PIN status display for Extractors showing amount exported via various routes. - PIN route status display. Seeing them in the links doesn't tell me where it's coming FROM and ending TO specifically. - PIN naming (been mentioned before).
PIN issues : - Unable to re-route or reset route to none once it's been set. - Non-human friendly error message when PIN is not configured or extractors are offline when setting routes.
UI control/graphics issues: - Please include option to remove planet skin graphics. Replace with simpler, faster overlay with ore deposit graphic or empty wire grid. - Need visible coloured links to indicate >75% LINK capacity or you can set it to user selectable. - Please STOP the !@#$@ auto-zoom, auto-center when selecting PIN, Links etc. Set it to user selectable. - Need graphical differentiation to show an ON, OFF, PRODUCTION PAUSED and RESOURCE EXHAUSTED PIN.
Suggestions: - Automate routing, make resources globally available anywhere on the network and bottleneck it as per a RL network. Mirror it like a network system. I can't say this enough. - Each PIN to have its own unique size radius where no overlap can happen. - Each PIN to have minimum positioning distance to ensure links can be clickable without overlap. - Elevation zoom meter and map distance scale meter. - Gridscale or snap-grid on map to enable easier placement of PIN.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.03.17 06:00:00 -
[254]
Originally by: Sturmwolke
- Please STOP the !@#$@ auto-zoom, auto-center when selecting PIN, Links etc. Set it to user selectable. - Need graphical differentiation to show an ON, OFF, PRODUCTION PAUSED and RESOURCE EXHAUSTED PIN.
Suggestions: - Automate routing, make resources globally available anywhere on the network and bottleneck it as per a RL network. Mirror it like a network system. I can't say this enough. - Each PIN to have its own unique size radius where no overlap can happen. - Each PIN to have minimum positioning distance to ensure links can be clickable without overlap. - Elevation zoom meter and map distance scale meter. - Gridscale or snap-grid on map to enable easier placement of PIN.
AGREED. AGREED. AGREED. AGREED!
That autozoom is annoying as hell. Those designing the gameplay portion of this should play massive amounts of Civilization IV and Sim City, and even old RTS games to get the hang of how a game should play and the ui.
I'd love to see a hexagon grid around the planet! Besides looking really cool on just about everything, you can space your units quite easily and still have everything look good.
Also, to add to that, will some units be placeable on land, some in water, and some in the air?
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Kanatta Jing
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Posted - 2010.03.17 08:08:00 -
[255]
I'm beginning to think the universities that will create my random Meta 1-4 BPC's will be in the next patch... |
Kyra Felann
Gallente
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Posted - 2010.03.17 08:58:00 -
[256]
Originally by: Malen Nenokal Will we be able to see evidence of other player's pins, so that we have an idea of how congested a sector is?
Something that might add to the 'fun' factor of this would be more tracked statistics for workers and equipment in each pin. Since I imagine they represent small civilian run establishments, knowing what we hold power over would be interesting and yet another way to add scale to the game. Maybe even a safety report that shows injury and deaths of the employed. Being able to see residential districts/cities that are randomly generated and having their population affect nearby establishments.
Maybe even the ability to form links with them to increase efficiency, or have them as a resource that can be 'excavated' with recruiting centers.
This would also cause a requirement for human cargo and deploying them into 'residential' pins that we place on hostile planets in order to operate in remote environments.
Just a few humble ideas that might add to the 'fun' factor, and make us feel a little more like the demi-gods we are.
This. So far, it looks like the population will be completely glossed over, despite what was described at FanFest. I'm hoping it's just not on the test server yet, and will be added before launch, but I haven't heard it mentioned since FanFest. I hope it wasn't dropped, never to be heard from again. As it is now, it's basically just moon-mining and reacting with a different look.
To me, PI won't be interesting unless work crews and population need food and housing, entertainment to keep them content or police/military to keep them in line and productive.
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HeliosGal
Caldari
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Posted - 2010.03.17 12:44:00 -
[257]
Originally by: Kyra Felann
Originally by: Malen Nenokal Will we be able to see evidence of other player's pins, so that we have an idea of how congested a sector is?
Something that might add to the 'fun' factor of this would be more tracked statistics for workers and equipment in each pin. Since I imagine they represent small civilian run establishments, knowing what we hold power over would be interesting and yet another way to add scale to the game. Maybe even a safety report that shows injury and deaths of the employed. Being able to see residential districts/cities that are randomly generated and having their population affect nearby establishments.
Maybe even the ability to form links with them to increase efficiency, or have them as a resource that can be 'excavated' with recruiting centers.
This would also cause a requirement for human cargo and deploying them into 'residential' pins that we place on hostile planets in order to operate in remote environments.
Just a few humble ideas that might add to the 'fun' factor, and make us feel a little more like the demi-gods we are.
This. So far, it looks like the population will be completely glossed over, despite what was described at FanFest. I'm hoping it's just not on the test server yet, and will be added before launch, but I haven't heard it mentioned since FanFest. I hope it wasn't dropped, never to be heard from again. As it is now, it's basically just moon-mining and reacting with a different look.
To me, PI won't be interesting unless work crews and population need food and housing, entertainment to keep them content or police/military to keep them in line and productive.
i agree i vote no to dumbing it down, ccp make it complex as long as its not bugged Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Shadow Bloodtear
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Posted - 2010.03.17 13:11:00 -
[258]
I was hoping this was going to be more Sim City like. I was expecting more civilian infrastructure things, cultivating societies, government stuff, various benefits/drawbacks of different management modes, planetary economies, populations, pollution levels, planetary military/defense forces, orbital platforms, etc. Right now it's just raw "build resource gatherer, route to production facility, build something" which I suppose is the core of what people want. But it makes me feel empty and dead inside, lol.
Get rid of the zoom to node when clicking How do you move things back down to the surface? How do you route things out of storage silos to other areas? Upgradable storage silos/other facilities, etc It's nearly impossible to track large scale production tasks without clicking on every node. There should be some way to see counters overlaid on the planetary map that more easily show how/when/where things are being done.
I dunno about the rest of you, but I was kinda looking forward to a subgame like Sim City, where there was a reason to take pride in your planet construction and civilization you could create. I'm sure the role players could use something like this as well.
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Lord FunkyMunky
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Posted - 2010.03.17 14:34:00 -
[259]
First i agree with EVERY SINGLE THING THAT Sturmwolke said, and would like to see a response from ccp on possibilities for each one.
I also agree with Jim Luc "That autozoom is annoying as hell. Those designing the gameplay portion of this should play massive amounts of Civilization IV and Sim City, and even old RTS games to get the hang of how a game should play and the ui."
Seriously who designed that autozoom, its soooo annoying it just doesnt work right, and really do we need the pin to be bigger? i mean if your going to build 3d models for the pin great yes zoom in but if your just leaving it as a stupid icon then no do not zoom in i want to see the network in that case.
ALSO I MUST ASK ONCE AGAIN!!!!!!!!!!!!!
Where is the complexity? Wheres the "you will need to cater or be a evil dictator and that will effect your productivity and neighbors" theirs 0 "simcityesque" its pretty much as it currently stands moonmining/reactors, but on the planets surface, wheres the complexity and all that was promised at fanfest? IS THIS PLANNED OR IS IT SCRAPPED?
Wheres the population, the whole point of PI was to give capsuleers the sense of scale that we're the overloards over these planets of millions of inhabitants that we lord over, this is not what we have now?!?!
Theirs civilian bikes, but no use for them, wheres the population centers, the different types of transport between our reactors and extractors, wheres the power grid?
I know that this is supposed to be very basic, but as it stands theirs just so much unknown that you guys arent telling us, civilian infrastructure, race specific buildings, upgradeable buildings.
WHERES THE OVERVIEW, do you guys realize how annoying it is to click every single node to see its production and storage, ya its nice to BE ABLE TO micromanage, but atleast give us the option to have a overview..
ALSO BIG PROBLEM I HAVE, I lost my damn PCC, as in i dont remember where i installed it! If the amount of PCC installations are limited, it would be nice if we knew where our current PCC's were, i know the journal shows launches, but how about a list of PCC's and PCC status/storage status, in the journal, so if we drop a pcc and forget to bookmark the planet or write it down its not lost forever eating up a skill level of PCC control.
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Cailais
Amarr Diablo Advocatus Rote Kapelle
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Posted - 2010.03.17 14:35:00 -
[260]
I'm sure CCP will say that this is just the first stage of PI, and that we can expect to see additional elements like population management come as later iterations. Unfortunately my faith in that becoming a reality is rather weak. We have heard such claims before for new features like faction warfare or T3 ships, and these have never materialised.
PI is likely to be engaging enough, but probably not the OMGAWESOME we were promised.
C.
the hydrostatic capsule blog
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CCP Nimbus
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Posted - 2010.03.17 16:56:00 -
[261]
Sturmwolke - a lot of the things you mentioned are things which we are continuing to iterate on, to the point where me going through and addressing each of your points individually would be redundant - the answer to all of them is "we know and we are continguing to work on and improve this".
As far as population goes, it's something which we know will be awesome. However, unfortunately I cannot comment on wether it will be in this release or not.
But the answer to your question, Lord FunkyMunky, is no - the complexity is not scrapped. As far as your interface problems go, check the planets tab of the S&I window. The planet mode UI is also being worked on.
Hope this answers some of your questions.
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Jim Luc
Caldari Rule of Five
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Posted - 2010.03.17 18:52:00 -
[262]
Thanks for the response Nimbus, and I'm interested in seeing what comes out at the end of the next 3 week sprint.
I am curious if the idea of sectors or territories was scrapped, or is planned on being included?
A planet can hold hundreds to even thousands of territories, all created dynamically with some modification to your current planet creation system (theoretically speaking of course). If each individual was only able to have a certain amount of command structures at one time, this would allow ample room for anyone in high sec, low sec, etc to get in on the action. Even Jita. It also allows for future expansion where you actually have territories you're fighting over when planet combat is introduced.
No need to see your neighbor's infrastructure, just a color & a name, similar to the way the map displays sovereignty hexagons.
Speaking of hexagons, a tile system with hexagons would be SOO COOL! Hexagons always look futuristic and awesome, amiright??
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Solra Wolfe
GunStars
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Posted - 2010.03.17 20:39:00 -
[263]
I hate to join the chorus of booos, but someone at CCP really needs to post a dev blog outlining what they are hoping to achieve for PI in the Tyrannis release. Otherwise the level of histeria will continue to grow in this thread and others, as players start to the get the idea that PI is all about extractors, links, routes, processors, and shooting stuff into space.
If it's a matter of time, maybe Tyrannis should be delayed a bit to get more features in. I understand there is a long way to go yet, but the current iteration on Sisi has left me a little underwhelmed, and there has been no communication from CCP about what feature set they are hoping to include.
Questions: - Where are the planetary territories and neighbours that I can set up trade relationships with? or does everyone just plunk there stuff down willy nilly? - where are the populations that we were supposed to rule over? In my mind this was a key feature discussed at Fanfest, and really needs to be implemented for a successful PI release. -will there be graphical indicators on planets that indicate we are there and making a difference? ie. visible lights where someone has put down infrastructure on the planetary darkside? colour changes from green/brown to grey where population centers are growing?
I don't know.. I was just really expecting more than a more advanced moon mining/reaction interface. Don't disappoint us CCP!!
-------------------------------------------------------------------------------- [GNSTR]
GO CANADA! |
Emma Royd
Caldari Maddled Gommerils
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Posted - 2010.03.17 21:30:00 -
[264]
Not sure if this has been answered, I've had a quick play and it looks pretty good, I would like the option to scrap the planetary command center, stuff the staff it's the 21st century, they can join the dole queue like everyone else.... seriously though, it seems a bit of a pain if you want to move location (especially if location becomes important) you can't (or I can't see how if you can) move your command center so you'll have long links all over the place which is messy to say the least.
Also, is there a way of seeing what interactions you've got in a system without having to look planet by planet?
+_+
Artificial Intelligence is no match for Natural Stupidity |
Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.17 23:48:00 -
[265]
Originally by: Sturmwolke Minor feedback. Due to the incomplete code, some of these stuffs may already be in the pipeline - so what I'm writing is from the user perspective of what's currently missing.
PIN related : - PIN manual turn on/off switch. Please default to auto-off. - PIN window persistance. I don't want to expand it EVERYTIME to see the details, set it to remember expanded/non-expanded state. - PIN status display for Extractors showing amount exported via various routes. - PIN route status display. Seeing them in the links doesn't tell me where it's coming FROM and ending TO specifically. - PIN naming (been mentioned before).
PIN issues : - Unable to re-route or reset route to none once it's been set. - Non-human friendly error message when PIN is not configured or extractors are offline when setting routes.
UI control/graphics issues: - Please include option to remove planet skin graphics. Replace with simpler, faster overlay with ore deposit graphic or empty wire grid. - Need visible coloured links to indicate >75% LINK capacity or you can set it to user selectable. - Please STOP the !@#$@ auto-zoom, auto-center when selecting PIN, Links etc. Set it to user selectable. - Need graphical differentiation to show an ON, OFF, PRODUCTION PAUSED and RESOURCE EXHAUSTED PIN.
Suggestions: - Automate routing, make resources globally available anywhere on the network and bottleneck it as per a RL network. Mirror it like a network system. I can't say this enough. - Each PIN to have its own unique size radius where no overlap can happen. - Each PIN to have minimum positioning distance to ensure links can be clickable without overlap. - Elevation zoom meter and map distance scale meter. - Gridscale or snap-grid on map to enable easier placement of PIN.
Under Pin-related, in order: - Yes please. - Oh yes please. - I can live without it, but it'd be nice - It does tell me where it's coming from and ending at, if you hover over one of the involved PIN's there'll be a gold line with pulses flowing in one direction. - I won't even bother to agree, since this is a necessity.
PIN issues: - Please fix this - Those are funny, but fix this too - I would like to add, if the storage/storage or storage/PCC issue hasn't been fixed as of this patch, please do that as well.
UI control/graphics issues: - Wire grid would be confusing and a little disorienting if it was just transparent with wires. Otherwise, sure. - That would be nice - Oh god please yes stop this. - That would be nice too.
I agree with all suggestions too except the last one, you should be able to freely place the PIN because the resources (when we finally have to scan for them) won't be snapped to grid either, so no need to limit ourselves as such.
What else, what else... There's really nothing else I can add until the next sprint comes in, except a few more suggestions that most likely have already been considered.
- Be able to buy a specialized factory PIN that can produce named items. Basically, make a PIN that will take in some new planet materials, the regular old minerals, and an item blueprint, and make a meta 1/2/3/4 version of said item. Of course, there's issues with prices for high-meta items going all to hell... - Instead of having the deposit extraction rate/cycle time arbitrarily determined, have it determined by a, the amount of population working in the PIN, and B, the happiness/morale/whatever you want to call it of the population themselves, so that for example a happier, larger population will extract more silver in less time than a low-population/unhappy population/completely robotic PIN. ______________
RAWRRR |
Jim Luc
Caldari Rule of Five
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Posted - 2010.03.18 01:08:00 -
[266]
Originally by: Planetary Genocide
- Instead of having the deposit extraction rate/cycle time arbitrarily determined, have it determined by a, the amount of population working in the PIN, and B, the happiness/morale/whatever you want to call it of the population themselves, so that for example a happier, larger population will extract more silver in less time than a low-population/unhappy population/completely robotic PIN.
YES. YES. YES!!!
We're supposed to be ruling by being a tyrant or whatever, so the planet's workers need to feel our effects. This also gives an element of managerial and planning skill, as opposed to spreadsheet/formula mechanics.
The resources can move around from time to time, being depleated and "discovered", but there needs to be an element of happy/unhappiness that effects overall productivity. The system can be basic at launch, with only a few things that effect worker's morale, but as more expansions are introduced, new aspects of planetary interaction can also be introduced, ie more industrial, more sim-city-esque, or more combat (Settlers of Catan was mentioned a few times).
I've really been looking forward to this since it was announced at FanFest. PLEASE DON'T LET US DOWN!!
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SumTing IsWong
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Posted - 2010.03.18 06:02:00 -
[267]
Regarding launching cans from PCC to space:
Would be nice if upon selecting what we wanted to launch, we could also select the QUANTITY of what we wanted launched.
i.e. I may have 9,000 m3 of launch-able materials, but I may only have a 5,000 m3 hauler available. I may not want to launch it all at once. (And before you all chime in with "Cargo expander are CHEAP!", in areas of low-sec/null-sec, may not be readily available.) Selecting how much to launch by quantity, (or better yet, m3 if it differs from amount), would be a nice touch.
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HeliosGal
Caldari
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Posted - 2010.03.18 10:02:00 -
[268]
Originally by: SumTing IsWong Regarding launching cans from PCC to space:
Would be nice if upon selecting what we wanted to launch, we could also select the QUANTITY of what we wanted launched.
i.e. I may have 9,000 m3 of launch-able materials, but I may only have a 5,000 m3 hauler available. I may not want to launch it all at once. (And before you all chime in with "Cargo expander are CHEAP!", in areas of low-sec/null-sec, may not be readily available.) Selecting how much to launch by quantity, (or better yet, m3 if it differs from amount), would be a nice touch.
ability to split it would be good yes i agree. Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
HeliosGal
Caldari
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Posted - 2010.03.18 10:41:00 -
[269]
so what can we expect in the enxt week from ccp more modules, more improvements, whats the plan man, with the dark side of the planet interaction screen how about lighting from all directions would this not make more sense ? the grid markets look good, are the zones still coming, whats the difference between 00, wormholes low sec and high sec.
Can we "invest" in low sec empire plaents from a RP perspective to boost population etc. or impose a blockade to degrade a planet like a gate keeper type setup Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Fragaria Xananassa
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Posted - 2010.03.18 10:43:00 -
[270]
Edited by: Fragaria Xananassa on 18/03/2010 10:45:19 I have a short list of ideas/suggestions.
- Make the system grid based (if that wasn't your intention already). A (Goldberg Polyhedra) would probably be ideal for this, as it is also scalable to some extent and you could have more cells on larger planets. I believe there are more than enough reasons to make the infrastructure system grid based, least of which might be that the designs will look better.
- Require rent per grid used, paid to the sov holder. The cost could be dependent on standings and security rating of the solar system.
- Limit the amount of cells available per infrastructure system in empire, dependent on standing and security rating of the solar system.
- Allow corporate owned planetary infrastructure
- Allow the linking of PINs from one infrastructure system to another through an exchange contract (money for material, or material for material). The interface could be as simple as clicking on "Show import/export nodes" with some filtering options, and they will appear on your planetary interface as translucent PIN. Linking and routing from that contract will pop up the contract, having you accept it before the route goes in to effect.
- Implement adjacency bonuses. Processors linked to a storage build faster, processors linked to an extractors use less raw materials and extractors linked to a storage get more yield. The adjacency bonus could also be dependent on how far away from each other the PINs are. The purpose is to reward complex planning with slightly increased efficiency.
- Disallow or limit the amount of intersecting routes/links (to make it harder to plan complex systems)
- Make out-of-scale animated 3d widgets of each structure, and each type of surface (solid, liquid, gas) that will replace the current PIN graphics when the cell is selected.
- Add a "space port" structure that will spawn NPC couriers (similar to those in empire space) that will allow hauling of raw material or produce to other planets in the same system. The difference between these and planetary routes is that they can be destroyed (with a sec status hit while in empire, just like with the other NPC couriers) and the produce stolen.
- Possible ihub upgrade that enhances the planets in some way.
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.18 11:20:00 -
[271]
Edited by: Planetary Genocide on 18/03/2010 11:21:04
Originally by: Fragaria Xananassa Edited by: Fragaria Xananassa on 18/03/2010 10:45:19 I have a short list of ideas/suggestions.
- Make the system grid based (if that wasn't your intention already). A (Goldberg Polyhedra) would probably be ideal for this, as it is also scalable to some extent and you could have more cells on larger planets. I believe there are more than enough reasons to make the infrastructure system grid based, least of which might be that the designs will look better.
- Require rent per grid used, paid to the sov holder. The cost could be dependent on standings and security rating of the solar system.
- Limit the amount of cells available per infrastructure system in empire, dependent on standing and security rating of the solar system.
- Allow corporate owned planetary infrastructure
- Allow the linking of PINs from one infrastructure system to another through an exchange contract (money for material, or material for material). The interface could be as simple as clicking on "Show import/export nodes" with some filtering options, and they will appear on your planetary interface as translucent PIN. Linking and routing from that contract will pop up the contract, having you accept it before the route goes in to effect.
- Implement adjacency bonuses. Processors linked to a storage build faster, processors linked to an extractors use less raw materials and extractors linked to a storage get more yield. The adjacency bonus could also be dependent on how far away from each other the PINs are. The purpose is to reward complex planning with slightly increased efficiency.
- Disallow or limit the amount of intersecting routes/links (to make it harder to plan complex systems)
- Make out-of-scale animated 3d widgets of each structure, and each type of surface (solid, liquid, gas) that will replace the current PIN graphics when the cell is selected.
- Add a "space port" structure that will spawn NPC couriers (similar to those in empire space) that will allow hauling of raw material or produce to other planets in the same system. The difference between these and planetary routes is that they can be destroyed (with a sec status hit while in empire, just like with the other NPC couriers) and the produce stolen.
- Possible ihub upgrade that enhances the planets in some way.
Once again, in order;
- I think they're doing that. - They'll probably do that, with sov holders setting rental fees much like station refine taxes for outposts. - Does this mean one PCC can only encompass only so many cells? I might be stupid, but could you explain this please? :D - Probably planned, but yes nonetheless. - Also probably planned, and if not, well, there's always the market and just sending stuff down... - This is interesting and a fairly good idea. - This, however, is not. Any transportation infrastructure is supposed to be designed to allow for intersections... just look at the highway system in the US. You have overpasses, one major route passing over, under, or around another, sometimes even merging. So, while understandable, I hope they don't do that. - Probably planned, would love to see it. - Haha, stealing the produce... that would be fun. Gives pirate corps something else to do. - Probably planned, but is it really necessary? Sov holders will already have the whole damn system and all the planets in them to themselves from what I understand
Oh, also, CCP Nimbus, are there plans to allow upgrading of storage capacity for PCC/storage PINs, and/or a difference in the graphics for links that have been upgraded? ______________
RAWRRR |
HeliosGal
Caldari
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Posted - 2010.03.18 11:22:00 -
[272]
Following on from last post - grid based seems reasonable
Rent per grid - eithre that or inputs of npc trade goods farmed from elsewhere.
Corparate owned PI - 00 sov
Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.18 11:28:00 -
[273]
Edited by: Amida Ta on 18/03/2010 11:28:50 IMHO the most important question is: What scale/impact will it have = what will be produced.
It could range anywhere from: - Producing additional commodities over - Only source for commodities (NPC ones removed) and - Produces some useful items to - Produces items that are needed for the production of any other item (all existing blueprints get PI products added for manufacturing/researching) _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Fragaria Xananassa
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Posted - 2010.03.18 11:57:00 -
[274]
Edited by: Fragaria Xananassa on 18/03/2010 11:59:25
Originally by: Planetary Genocide Edited by: Planetary Genocide on 18/03/2010 11:21:04 Once again, in order; - Does this mean one PCC can only encompass only so many cells? I might be stupid, but could you explain this please? :D
If one PIN would always take one cell, then one infrastructure system could only utilize a limited amount of cells, OR, the cells could be limited per solar system. Maybe something like 10 cells in 1.0, 15 in 0.9 and so on until lowsec which should allow even more, and nulsec allowing you to build as many as you want (or your skills allow, I guess?)
After all, we certainly don't want every player in EVE to have a Jita-factory.
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Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.18 12:04:00 -
[275]
Quote: After all, we certainly don't want every player in EVE to have a Jita-factory.
Why wouldn't we? Apart from collecting the stuff why should you care where it is or how many operations are placed on a single planet. Not every feature has to try to lure people into 0.0. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Sturmwolke
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Posted - 2010.03.18 12:13:00 -
[276]
The fps slowdown appear to be directly caused by the "Links" graphics, at least I can confirm for my case (Nvidia 7300GT, XP SP3). A mere 2-3 Links will massively drop fps from 30 fps (I use interval 2) to about 8-9 fps. A network of Links will screw it down to 1-2 fps if I zoom it down low enough.
Some other trivial things to note (if it hasn't already), you can launch PCC while cloaked. After the PCC has been established, you can work on ANY planet from ANYWHERE in the universe (including from inside stations). |
Thent Duxll
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Posted - 2010.03.18 12:13:00 -
[277]
just noticed that if you make a route using less than the output per cycle, in order to send some elsewhere, when you make the new route the amount available is still between 1 and the total output. It doesn't let you make the route for that amount though :( |
Fragaria Xananassa
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Posted - 2010.03.18 12:17:00 -
[278]
Originally by: Amida Ta
Why wouldn't we? Apart from collecting the stuff why should you care where it is or how many operations are placed on a single planet. Not every feature has to try to lure people into 0.0.
The reason I should care, is that if I can produce everything I want in highsec I see very little reason for anyone to produce it in low or nulsec, in a significantly more risky environment. In EVE, increased risk (almost) always facilitates increased reward, and I wouldn't have it any other way.
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Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.18 12:28:00 -
[279]
Edited by: Amida Ta on 18/03/2010 12:28:57
Originally by: Fragaria Xananassa
The reason I should care, is that if I can produce everything I want in highsec I see very little reason for anyone to produce it in low or nulsec, in a significantly more risky environment. In EVE, increased risk (almost) always facilitates increased reward, and I wouldn't have it any other way.
However for PI itself the risk of being in 1.0 is exactly the same as being in 0.0. PI Installations cannot be attacked or destroyed and don't need to be guarded. And to maintain it you don't even need to be anywhere near it. So the only thing left is getting the products. And for a 0.0 corp this is actually LESS risky to produce in their own territory than to have to ship everything from highsec into their system. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Lord Helghast
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Posted - 2010.03.18 18:10:00 -
[280]
Originally by: Fragaria Xananassa - Make the system grid based....
I have to agree, this thing with us inhabiting the entire planet is stupid, eve isn't an instanced game, why the hell are the planets being instanced???? How do we impact neighbors if we can have our stuff EVERYWHERE.
Originally by: Fragaria Xananassa - Require rent per grid used, paid to the sov holder. The cost could be dependent on standings and security rating of the solar system.
Definitly makes sense in nullsec as a reason for alliances to care and promote their planets usage.
Originally by: Fragaria Xananassa - Limit the amount of cells available per infrastructure system in empire, dependent on standing and security rating of the solar system.
Sounds good, but only if they implement a grid system, and also make it so that we arent sprawn over the entire planet but actually have neighbors.
Originally by: Fragaria Xananassa - Allow corporate owned planetary infrastructure
"Deploy PCC For Corporate usage" just makes sense, if Towers can why not PCC's and would allow for team efforts, which is the point of eve isnt it.
Originally by: Fragaria Xananassa - Allow the linking of PINs from one infrastructure system to another through an exchange contract (money for material, or material for material)...
Sounds like a good idea, but they have already said they plan to have a "trade hub", though we havent seen it at all yet.
Originally by: Fragaria Xananassa - Implement adjacency bonuses...
Would be nice if their was any sort of cost/benefit to having extractors close to processors, as it is do the range of links/routes even impact time of delivery???????
Originally by: Fragaria Xananassa - Disallow or limit the amount of intersecting routes/links (to make it harder to plan complex systems)
Would make sense as their can't be 100000000000 roads to 1 building in RL
Originally by: Fragaria Xananassa - Make out-of-scale animated 3d widgets of each structure...
DEAR GOD PLEASE, i've been praying the frigging art department would do something anything to make this better looking!.
Originally by: Fragaria Xananassa - Add a "space port" structure that will spawn NPC couriers...
Theirs going to be a trade port they said, though npc couriers sound awesome if they could do it, and would give the Pew Pew crews somethingt o look forward to in Tyrannis.
Originally by: Fragaria Xananassa - Possible ihub upgrade that enhances the planets in some way.
Perhaps increasing the spawn rate or depth of ore reserves etc, and availability of the "harder" planetary supplys. |
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Minkert
Caldari 101st Covert Ops C. O. R. E.
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Posted - 2010.03.18 19:12:00 -
[281]
Are we finally going to have a use for all the militants and janitors we have in cold storage? How about military "people" dropped onto your PCC suppress population and dancers janitors etc increase output- providing a sink for all those people in cold storage. |
Fridge Chesthair
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Posted - 2010.03.18 19:54:00 -
[282]
Edited by: Fridge Chesthair on 18/03/2010 20:00:34 May I point out that the full amount of Silver needed by a Nanite Production Facility to produce Nano Mechanical Parts (60 Units/40 seconds) is more m3/hour than a base route can handle without out upgrades.
I hope someone is checking the material size, processing speed, m3/hour needed to run facilities at max speed versus the upgrade costs of routes and links.
This one instance isn't a problem. I'm just letting everyone know.
Hopefully in the final implementation, upgraded facilities will require upgraded routes, while basic facilities wont by default. |
Jim Luc
Caldari Rule of Five
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Posted - 2010.03.18 20:24:00 -
[283]
Originally by: Minkert Are we finally going to have a use for all the militants and janitors we have in cold storage? How about military "people" dropped onto your PCC suppress population and dancers janitors etc increase output- providing a sink for all those people in cold storage.
And all those Exotic Dancers for the worker's morale!! |
Flamespar
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Posted - 2010.03.18 21:47:00 -
[284]
Nice work so far CCP. Though have a couple of suggestions.
1. Planet appearance should change based on how they are treated. Since all the planets are procedurely created how difficult would this be to implement. For example it would be great that if you were to over extract water from a terrestrial planet that the surface water's would gradually receed. Pollutive industies might increase cloud cover, reduce the amount of forest cover.
2. There should be a counterpoint to the current extract, extract, extract style of gameplay with the planets. There should be a reward for investing in the renewal and inprovement of the planet. For example happy populations might work for less. Or if two players are active on a planet, they may abandon one player for the one that can provide a better working environment (thus putting players in conflict).
3. The above point may create an interesting dynamic where some players follow in the wake of more destructive short term focussed players, to renew and eventually make more from a ravaged planet.
4. We should be able to manage the population. A population on a terrestrial planet may be more inclined to work than those present on a lava planet, who need to be forced at gun point to work. Of course the rewards may be greater on a lava planet, so if you are able to get your population happy and working efficiently which on a lava planet is going to be more challenging, but if you can pull it off, very rewarding.
5. There should be a punishment for mismanagement of a planet. The population should not be composed entirely of idiots willing to do whatever the player wants, they should react to the players actions, negatively if required. |
Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.18 23:03:00 -
[285]
Originally by: Fragaria Xananassa Edited by: Fragaria Xananassa on 18/03/2010 11:59:25
Originally by: Planetary Genocide Edited by: Planetary Genocide on 18/03/2010 11:21:04 Once again, in order; - Does this mean one PCC can only encompass only so many cells? I might be stupid, but could you explain this please? :D
If one PIN would always take one cell, then one infrastructure system could only utilize a limited amount of cells, OR, the cells could be limited per solar system. Maybe something like 10 cells in 1.0, 15 in 0.9 and so on until lowsec which should allow even more, and nulsec allowing you to build as many as you want (or your skills allow, I guess?)
After all, we certainly don't want every player in EVE to have a Jita-factory.
Hell, don't limit cells according to solar system. In fact, don't limit cells at all. Right now, you're only thinking up this because PINs are still free. What CCP can do to limit the start of Jita-factories, as you so ingeniously put it, is to have an increasing amount of ISK required for each subsequent PIN. So, for example, you plop down your PCC, which costs maybe a couple million ISK. Throw in your first extractor, storage, and processor free. Then your second extractor costs an additional million. Your third PIN costs two million, your fourth costs 4 million, fifth costs 8 mil, so on. In addition, as you add PINs, have them get diminishing returns. For example, the first extractor of each type will extract the "normal" amount at the "normal" rate, subject to whatever effect population will have on it. The next extraction PIN that does this will extract at maybe 90% of that rate. Then the third for that same resource extracts at 90% of the second PIN's rate and amount, and so on... and the only way to remedy this is to send down extra population, and you can also counterbalance that by requiring housing PINs that also are affected by the increasing prices.
This makes it unfeasible for anyone but large corporations or alliances to have huge sprawling factory complexes, and those who can afford to industrialize the entire surface of a planet most likely already have sov, and thus will have a nullsec system or three that are richer in resource type and amount than back in Hisec empire space. So if you're an ISK-buying scumbag, an Ebay-ite, or have a lot of GTC's, you can have a Jita factory... but unless you're in 0.0, it's not going to be worth it, which means only the dumbest of the dumb will bother having a personal Jita-factory. That and if they were to create a jita-factory in Empire space, they'd have to beat everyone else to the planet by about 10 hours, assuming planets are no longer instanced when this hits TQ.
This also finally provides a real incentive (assuming PI actually gives us really cool awesome stuff that even our wettest EVE wet dreams couldn't imagine) for other people to move out to nullsec, and for space-holding alliances to perhaps rent out their unused space/planets to other small corps or alliances in exchange for pure ISK or part of the products from the planet.
Unfortunately, I'm not CCP, so I have no idea if this is remotely close to accurate.
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Zothike
Deep Core Mining Inc.
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Posted - 2010.03.19 09:48:00 -
[286]
i bet (hope) that we will have better graphic than we actual little pin used by now ? or will it stay in this "othello game" type ?
and will be some population managements (marines, slaves, janitor etc) managed with products like (daily products, oxygen, dairy products) in tyrannis mode or (daily products, oxygen, dairy products, tobacco, holorels, spiced wine) in benevolent mode |
HeliosGal
Caldari
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Posted - 2010.03.19 09:48:00 -
[287]
00 should ahve the best, wormhole space should have unique and hard to find resources as well. I can see short term planet mining trips out of native wormholes for those settled for differing resources |
Salizar Amolkshue
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Posted - 2010.03.19 17:31:00 -
[288]
Originally by: HeliosGal 00 should ahve the best, wormhole space should have unique and hard to find resources as well.
They don't need to do anything magical to make 0.0 space have the best planets, all they have to do is let the population density work in their favor.
My understanding of what they are doing (which, admittedly, could be wrong) is that each planet will get seeded with various resources, and like asteroid belts, they will get replenished in the next downtime. If that's what they do, then each planet will be worth a set amount of isk each day, based on the amount of raw materials that are seeded in the planet.
In 0.0 you can find a planet that nobody else is on and collect 100% of that money all to yourself.
In Jita, there will be 5,000 people all with extractors on the surface, so on average each person will get only .05% of the planet's worth, which will probably not cover upkeep costs (it's going to cost something to keep things running, right?)
This is self-limiting. Once too many people try to industrialize a planet, nobody will be making any money, so some will give up an leave. Eventually a few will be left in Jita making .01 isk per day on their investment, while the people out in 0.0 or wormhole space will have the planets virtually to themselves, and will make a killing.
Thus CCP doesn't need to seed the planets in wormhole space or in 0.0 any differently than the ones in empire hi-sec. The comments others have made about all of the "good" stuff being mined out in empire space could be used as a crutch to support putting rare minerals out in 0.0, but I really don't think it's necessary. Face it, if moons allowed more than one POS to mine them at a time, and if an r64 moon existed in hi-sec, and if you were allowed to mine it, there would quickly be 5000 POS owners around the moon, and not a single one of them would be making enough isk to cover their fuel costs... As long as the raw materials being seeded is not adjusted for the number of people wanting to use it (fixed supply, variable demand), the hi-sec population density will ensure that people will not be able to strike it rich on the planets unless they head out of the over-populated areas.
-Sal
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Planetary Genocide
Gallente White Talon Enterprises New Bastion
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Posted - 2010.03.19 17:47:00 -
[289]
Originally by: Salizar Amolkshue
Originally by: HeliosGal 00 should ahve the best, wormhole space should have unique and hard to find resources as well.
They don't need to do anything magical to make 0.0 space have the best planets, all they have to do is let the population density work in their favor.
My understanding of what they are doing (which, admittedly, could be wrong) is that each planet will get seeded with various resources, and like asteroid belts, they will get replenished in the next downtime. If that's what they do, then each planet will be worth a set amount of isk each day, based on the amount of raw materials that are seeded in the planet.
In 0.0 you can find a planet that nobody else is on and collect 100% of that money all to yourself.
In Jita, there will be 5,000 people all with extractors on the surface, so on average each person will get only .05% of the planet's worth, which will probably not cover upkeep costs (it's going to cost something to keep things running, right?)
This is self-limiting. Once too many people try to industrialize a planet, nobody will be making any money, so some will give up an leave. Eventually a few will be left in Jita making .01 isk per day on their investment, while the people out in 0.0 or wormhole space will have the planets virtually to themselves, and will make a killing.
Thus CCP doesn't need to seed the planets in wormhole space or in 0.0 any differently than the ones in empire hi-sec. The comments others have made about all of the "good" stuff being mined out in empire space could be used as a crutch to support putting rare minerals out in 0.0, but I really don't think it's necessary. Face it, if moons allowed more than one POS to mine them at a time, and if an r64 moon existed in hi-sec, and if you were allowed to mine it, there would quickly be 5000 POS owners around the moon, and not a single one of them would be making enough isk to cover their fuel costs... As long as the raw materials being seeded is not adjusted for the number of people wanting to use it (fixed supply, variable demand), the hi-sec population density will ensure that people will not be able to strike it rich on the planets unless they head out of the over-populated areas.
-Sal
This.
I was going to post something similar but decided I didn't want to write it all out XD.
That and I can't express myself that well.
Also, is it possible for CCP to tell us what each little 6MB patch I get every time I log onto SiSi does? ______________
RAWRRR |
Alexandros Magnos
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Posted - 2010.03.19 18:31:00 -
[290]
Originally by: Salizar Amolkshue They don't need to do anything magical to make 0.0 space have the best planets, all they have to do is let the population density work in their favor.
My understanding of what they are doing (which, admittedly, could be wrong) is that each planet will get seeded with various resources, and like asteroid belts, they will get replenished in the next downtime. If that's what they do, then each planet will be worth a set amount of isk each day, based on the amount of raw materials that are seeded in the planet.
In 0.0 you can find a planet that nobody else is on and collect 100% of that money all to yourself.
In Jita, there will be 5,000 people all with extractors on the surface, so on average each person will get only .05% of the planet's worth, which will probably not cover upkeep costs (it's going to cost something to keep things running, right?)
This is self-limiting. Once too many people try to industrialize a planet, nobody will be making any money, so some will give up an leave. Eventually a few will be left in Jita making .01 isk per day on their investment, while the people out in 0.0 or wormhole space will have the planets virtually to themselves, and will make a killing.
Thus CCP doesn't need to seed the planets in wormhole space or in 0.0 any differently than the ones in empire hi-sec. The comments others have made about all of the "good" stuff being mined out in empire space could be used as a crutch to support putting rare minerals out in 0.0, but I really don't think it's necessary. Face it, if moons allowed more than one POS to mine them at a time, and if an r64 moon existed in hi-sec, and if you were allowed to mine it, there would quickly be 5000 POS owners around the moon, and not a single one of them would be making enough isk to cover their fuel costs... As long as the raw materials being seeded is not adjusted for the number of people wanting to use it (fixed supply, variable demand), the hi-sec population density will ensure that people will not be able to strike it rich on the planets unless they head out of the over-populated areas.
-Sal
Yes.
Yes, yes, yes, yes, yes.
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Bryg Philomena
Einherjar Rising Cry Havoc.
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Posted - 2010.03.19 18:37:00 -
[291]
Why, when I launch a planetary command center, does nothing show on the surface? One is removed from my cargohold, but nothing shows on the planet.
Originally by: CCP Wrangler Am I reading this correctly? You claim you have a bug that undresses female avatars???
Your signature |
Cryten Jones
Gallente Eldritch Storm The Matari Consortium
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Posted - 2010.03.19 22:38:00 -
[292]
Originally by: Bryg Philomena Why, when I launch a planetary command center, does nothing show on the surface? One is removed from my cargohold, but nothing shows on the planet.
I have had this also, You need to pick another planet.
I have submitted a BR on this.
-CJ
Originally by: Nogap toosmall
and your understanding of probability is on par with a radish.
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Di Mulle
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Posted - 2010.03.20 02:37:00 -
[293]
Originally by: Solra Wolfe I hate to join the chorus of booos, but someone at CCP really needs to post a dev blog outlining what they are hoping to achieve for PI in the Tyrannis release. Otherwise the level of histeria will continue to grow in this thread and others, as players start to the get the idea that PI is all about extractors, links, routes, processors, and shooting stuff into space.
If it's a matter of time, maybe Tyrannis should be delayed a bit to get more features in. I understand there is a long way to go yet, but the current iteration on Sisi has left me a little underwhelmed, and there has been no communication from CCP about what feature set they are hoping to include.
Questions: - Where are the planetary territories and neighbours that I can set up trade relationships with? or does everyone just plunk there stuff down willy nilly? - where are the populations that we were supposed to rule over? In my mind this was a key feature discussed at Fanfest, and really needs to be implemented for a successful PI release. -will there be graphical indicators on planets that indicate we are there and making a difference? ie. visible lights where someone has put down infrastructure on the planetary darkside? colour changes from green/brown to grey where population centers are growing?
I don't know.. I was just really expecting more than a more advanced moon mining/reaction interface. Don't disappoint us CCP!!
This, this this...
I mean, we all know marketing is a lie, but haven't we had more than enough of that ? If population is not going to be implemented in this release, then why do you even release that Tyrannis trailer ? I will be tyrant over what, tubes who pump the 100th type of material ?
Come on, people booed Dominion trailer for being false, but at least we really have fleets and fights - ok, not so smooth as in that eye-candy, but nevertheless.
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HeliosGal
Caldari
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Posted - 2010.03.20 08:53:00 -
[294]
Originally by: Di Mulle
Originally by: Solra Wolfe I hate to join the chorus of booos, but someone at CCP really needs to post a dev blog outlining what they are hoping to achieve for PI in the Tyrannis release. Otherwise the level of histeria will continue to grow in this thread and others, as players start to the get the idea that PI is all about extractors, links, routes, processors, and shooting stuff into space.
If it's a matter of time, maybe Tyrannis should be delayed a bit to get more features in. I understand there is a long way to go yet, but the current iteration on Sisi has left me a little underwhelmed, and there has been no communication from CCP about what feature set they are hoping to include.
Questions: - Where are the planetary territories and neighbours that I can set up trade relationships with? or does everyone just plunk there stuff down willy nilly? - where are the populations that we were supposed to rule over? In my mind this was a key feature discussed at Fanfest, and really needs to be implemented for a successful PI release. -will there be graphical indicators on planets that indicate we are there and making a difference? ie. visible lights where someone has put down infrastructure on the planetary darkside? colour changes from green/brown to grey where population centers are growing?
I don't know.. I was just really expecting more than a more advanced moon mining/reaction interface. Don't disappoint us CCP!!
This, this this...
I mean, we all know marketing is a lie, but haven't we had more than enough of that ? If population is not going to be implemented in this release, then why do you even release that Tyrannis trailer ? I will be tyrant over what, tubes who pump the 100th type of material ?
Come on, people booed Dominion trailer for being false, but at least we really have fleets and fights - ok, not so smooth as in that eye-candy, but nevertheless.
i agree to a point, ccp is still obsessed with constantly rebalancing ships. If youre going to continue to focus on pvp then at leats introduce new ship types. Get planets sorted out. Perhaps even introduce some new weapon types, craftable or adjustable tech 2 weapons with tech 3 materials ( like a tech 2 laser) where u can squeeze out 2% more damage but might have a slower rof. Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Geldar Wroontik
Gallente Galactic System Lords Alliance
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Posted - 2010.03.20 11:00:00 -
[295]
Originally by: Di Mulle
Originally by: Solra Wolfe I hate to join the chorus of booos, but someone at CCP really needs to post a dev blog outlining what they are hoping to achieve for PI in the Tyrannis release. Otherwise the level of histeria will continue to grow in this thread and others, as players start to the get the idea that PI is all about extractors, links, routes, processors, and shooting stuff into space.
If it's a matter of time, maybe Tyrannis should be delayed a bit to get more features in. I understand there is a long way to go yet, but the current iteration on Sisi has left me a little underwhelmed, and there has been no communication from CCP about what feature set they are hoping to include.
Questions: - Where are the planetary territories and neighbours that I can set up trade relationships with? or does everyone just plunk there stuff down willy nilly? - where are the populations that we were supposed to rule over? In my mind this was a key feature discussed at Fanfest, and really needs to be implemented for a successful PI release. -will there be graphical indicators on planets that indicate we are there and making a difference? ie. visible lights where someone has put down infrastructure on the planetary darkside? colour changes from green/brown to grey where population centers are growing?
I don't know.. I was just really expecting more than a more advanced moon mining/reaction interface. Don't disappoint us CCP!!
This, this this...
I mean, we all know marketing is a lie, but haven't we had more than enough of that ? If population is not going to be implemented in this release, then why do you even release that Tyrannis trailer ? I will be tyrant over what, tubes who pump the 100th type of material ?
Come on, people booed Dominion trailer for being false, but at least we really have fleets and fights - ok, not so smooth as in that eye-candy, but nevertheless.
It's an alpha release on Singularity right now. The present plan appears to be to determine if the basic systems work before adding the fluff, which in this case would partially consist of population. Would you call it a success if you could rule over thousands of people in cities on a planet, but your extractors were bugged to hell and couldn't mine dirt?
Have some patience people, it's still some two months before Tyrannis will be released, plenty of time for population and such to be put in and tested.
----- Blasters: enough Ammunition: plenty Bubblegum: none |
Destination SkillQueue
Are We There Yet
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Posted - 2010.03.20 13:39:00 -
[296]
Originally by: Geldar Wroontik
It's an alpha release on Singularity right now. The present plan appears to be to determine if the basic systems work before adding the fluff, which in this case would partially consist of population.
Have some patience people, it's still some two months before Tyrannis will be released, plenty of time for population and such to be put in and tested.
The problem with this is, that dominating over others and leading huge empires is the heart of all empire control games. It isn't fluff. It is what makes an empire control game worth playing. If you remove the parts that allow you to influence the population and get feedback from your choices, you are left with a soulless and uninteresting husk of an empire game. (I'm using empire games as an example, since CCP said they wanted a feature with similar feel and have made a big deal about the population part in interviews)
The mechanics certainly need to work and be complex enough, but people generally don't care about the specifics of those mechanisms. Here they are somewhat more important, since they have to work with existing features, but they alone aren't anything to get exited about. But we will have to wait and see what the final product will look like.
Quote: Would you call it a success if you could rule over thousands of people in cities on a planet, but your extractors were bugged to hell and couldn't mine dirt?
I wouldn't call it a success, but I would still be rather playing it, than a production simulator, that doesn't allow you to rule over anyone.
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Kyra Felann
Gallente
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Posted - 2010.03.20 19:20:00 -
[297]
Originally by: Destination SkillQueue The problem with this is, that dominating over others and leading huge empires is the heart of all empire control games. It isn't fluff. It is what makes an empire control game worth playing. If you remove the parts that allow you to influence the population and get feedback from your choices, you are left with a soulless and uninteresting husk of an empire game. (I'm using empire games as an example, since CCP said they wanted a feature with similar feel and have made a big deal about the population part in interviews)
The mechanics certainly need to work and be complex enough, but people generally don't care about the specifics of those mechanisms. Here they are somewhat more important, since they have to work with existing features, but they alone aren't anything to get exited about. But we will have to wait and see what the final product will look like.
I absolutely agree. I'm worried that there are only about two months left and there is not even a hint of most of what was described at FanFest. If there are going to be mechanics for population, that will be a fairly major thing and it seems like it would be there for testing already. I'm worried that it was dropped during development, but I'm not sure that PI will really be worth much to me and many others if it's just extraction, processing, and launching into space without all the things described at FanFest.
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Slade Hoo
Amarr Corpse Collection Point
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Posted - 2010.03.20 19:22:00 -
[298]
Feedback: The zoom-in function when clicking on a PIN is really annoying. Please make it optional available for those who want this or remove it entirely.
a) It cripples your framerate on low-end systems b) I always have to scroll after clicking on a PIN to make links or routes. c) I can not manage my planet and have full overview of every PIN/Links/Routes with this. ------ Make Lowsec useful! Vote in the CSM-Forum! |
Di Mulle
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Posted - 2010.03.20 19:25:00 -
[299]
Originally by: Geldar Wroontik
It's an alpha release on Singularity right now. The present plan appears to be to determine if the basic systems work before adding the fluff, which in this case would partially consist of population. Would you call it a success if you could rule over thousands of people in cities on a planet, but your extractors were bugged to hell and couldn't mine dirt?
Have some patience people, it's still some two months before Tyrannis will be released, plenty of time for population and such to be put in and tested.
I know it is "alpha". However, I was referring to this:
Originally by: CCP Nimbus
As far as population goes, it's something which we know will be awesome. However, unfortunately I cannot comment on wether it will be in this release or not.
He admits it can happen that aspect will not be ready. For me that contradicts heavily with all the hype and the fact that they have thought about PI "for years".
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SumTing IsWong
Sweep The Leg
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Posted - 2010.03.21 00:15:00 -
[300]
Feedback:
Storage Units: Need a way to split stack and possibly trash units. Had a storage facility collecting Aluminum and Nitrogen. Left it overnight, sending both to a processor to make Aluminum Nitrate. The Nitrogen ran out, and the storage facility filled up with Aluminum. Since the processors can run without Nitrogen, the storage facility stayed full, and couldn't accept Nitrogen to re-start the processing facilities. Need a way to trash a certain amount to leave space for new materials to re-start the chain-reactions.
Routes: When a collector runs out of materials, and you re-scan, you can end up with a better deposit. When you try and make a route for the new deposit, and it's greater than the old route's volume, you get an error message that the new route would exceed the capacity of the link, even though it's only one route. Need to have the old route expire when the old deposit also expires.
Planetary Information: Can we move the planetary information display that appears on the left of the screen when viewing in planetary mode to a window please? Something we can collapse maybe? It floats over everything, is intractable, and basically in the way most of the time.
Auto-zoom: For the love of all things Jove, it's been brought up enough times, but this needs to be disabled. Please.
UI Suggestion: Can we have an information pop-up/hover-over window on the PIN's and links/routes please? I would like to be able to hover the mouse over a PIN and get a basic informational overview of what's up with it, without needed into interact with it.
Other than that, still testing. Everything else is looking good.
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Malcolm Minkiahead
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Posted - 2010.03.21 14:28:00 -
[301]
Edited by: Malcolm Minkiahead on 21/03/2010 14:28:42 I actually don't understand why every deposit has a
-Cycle time -Yeld per cycle
Would it be so dumb to have a standard cycle time of 60 seconds? It would make easier to route resources correctly.
Now I find it's quite awkward.
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Sjolus
Metafarmers MeatSausage EXPRESS
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Posted - 2010.03.21 14:47:00 -
[302]
Edited by: Sjolus on 21/03/2010 14:48:52
Originally by: Malcolm Minkiahead Edited by: Malcolm Minkiahead on 21/03/2010 14:28:42 I actually don't understand why every deposit has a
-Cycle time -Yeld per cycle
Would it be so dumb to have a standard cycle time of 60 seconds? It would make easier to route resources correctly.
Now I find it's quite awkward.
I have to second this, it is hugely annoying to have to flip up a calculator to do this.
Auto-zoom is also hugely annoying as many people already have stated. Turn that off and stop forcing the facility-window to appear in that same place in the middle every single time. Just add some sort of graphic that goes from the facility window to the marked facility (as if the icon-growing wasn't enough).
I'd like to have some way to make things clearer on the planet-tab in Science/Industry. Perhaps a comment-field or whatever, just so we can have an easy way to look over the tab and know what we're expecting when we go to one of our planets.
I believe devs have already stated they're aware of the inability to route from storage facilities to PCC's, but I'd also like to be able to route from one storage facility to another, or upgrade the storage facilities in some way so that more stuff can be stored.
Another improvement could be to make it possible to divide the storage facility. Perhaps you want half of it to fill up with aluminium and the other half with nitrogen.
Kinda just throwing out ideas here.
Edit: I'd also like to see some improvements on the clouds on planets. They kinda just drift around and they're doing it waaay too fast.
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Kaaii
Caldari Kaaii-Net Research Labs
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Posted - 2010.03.21 23:31:00 -
[303]
Will there be any upgrades available via I-Hubs for PI?
According to Oveur, existing LSAA's already anchored will stay there. kieron Director of Community Relations,
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Nelindor1
Gallente Kiss My Assets Looney Toons.
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Posted - 2010.03.22 00:04:00 -
[304]
too much traffic error message, Too much traffic. How do i solve/avoid this and what does this mean? |
Geanos
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Posted - 2010.03.22 11:26:00 -
[305]
Originally by: CCP Nimbus As far as population goes, it's something which we know will be awesome. However, unfortunately I cannot comment on wether it will be in this release or not.
Dude, don't lie the people in here! If it will not make it in this expansion it will probably never be implemented. Nobody in the right mind would want to rebalance everything just to accommodate population in PI (in a meaningful manner, not just some fluff)
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Guillight BLue
Gallente Secret Society
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Posted - 2010.03.22 12:03:00 -
[306]
Originally by: Geanos
Originally by: CCP Nimbus As far as population goes, it's something which we know will be awesome. However, unfortunately I cannot comment on wether it will be in this release or not.
Dude, don't lie the people in here! If it will not make it in this expansion it will probably never be implemented. Nobody in the right mind would want to rebalance everything just to accommodate population in PI (in a meaningful manner, not just some fluff)
Well I am worried too.
What's the point releasing Tyrranis, when Population isn't included?
It's THE most exited feature of the whole expansion!
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HeliosGal
Caldari
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Posted - 2010.03.22 13:58:00 -
[307]
ccp make a lot of claims then things get to dififcult or they focus to much on ships and things run late i wont list em over the years . But lets see what they actually deliver Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
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Posted - 2010.03.22 14:15:00 -
[308]
Originally by: Guillight BLue
Originally by: Geanos
Originally by: CCP Nimbus As far as population goes, it's something which we know will be awesome. However, unfortunately I cannot comment on wether it will be in this release or not.
Dude, don't lie the people in here! If it will not make it in this expansion it will probably never be implemented. Nobody in the right mind would want to rebalance everything just to accommodate population in PI (in a meaningful manner, not just some fluff)
Well I am worried too.
What's the point releasing Tyrranis, when Population isn't included?
It's THE most exited feature of the whole expansion!
This. Planetary interaction must be a deep, complex feature. Planets must become a big part of eve, CCP even stated that sovereignty would become planet based.
Planets have population and resources, all these features must be there and should be complex to manage (or to cope with if players will not have control on population, as i expect at least in highsec).
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Elmo Biggins
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Posted - 2010.03.22 14:44:00 -
[309]
i have a few questions which may or may not have been answered in the 11 pages,
1) Will PI be limited to 1 person per planet? if not will the planet have a certain number of people that can use/harvest it's resources or will this be unlimited.
1B) If this is unlimited are the resources going to be unlimited or will they deplete (like fosil fuels for us or asteroid belts in game slowly regenerating)
2) can 1 person have as many PI systems running as they can afford (like POS structures)
3) I havnt made it in game yet to test this but are they going to require maintenance ie fuel/food for the people?/something else?
I will probably add a few more once i can get in game and have a look at it myself (sisi is down atm) answers are very much apreciated if they are known.
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Sjolus
Metafarmers MeatSausage EXPRESS
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Posted - 2010.03.22 15:09:00 -
[310]
Originally by: Elmo Biggins i have a few questions which may or may not have been answered in the 11 pages,
1) Will PI be limited to 1 person per planet? if not will the planet have a certain number of people that can use/harvest it's resources or will this be unlimited.
1B) If this is unlimited are the resources going to be unlimited or will they deplete (like fosil fuels for us or asteroid belts in game slowly regenerating)
2) can 1 person have as many PI systems running as they can afford (like POS structures)
3) I havnt made it in game yet to test this but are they going to require maintenance ie fuel/food for the people?/something else?
I will probably add a few more once i can get in game and have a look at it myself (sisi is down atm) answers are very much apreciated if they are known.
1) If I'm not mistaken (Might not remember citation correctly) any number of persons can PCC at any planet. 1B) They will deplete.
2) No, the amount of PCC's that is allowed to be deployed will be related to a skill.
3) No costs what so ever yet, but it's been stated by devs that it will, of course, have some sort of cost/maintenance bound to them. Nothing comes for free
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Elmo Biggins
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Posted - 2010.03.22 15:15:00 -
[311]
thanks for quick reply man answered all my questions guna start looking for some DEAD quiet systems for PI. im failing miserably atm on sisi cant seem to find any resources to harvest
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Simokon
Smegnet Incorporated Gentlemen's Club
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Posted - 2010.03.22 16:35:00 -
[312]
I am having a problem finding water, carbon and silicon deposits are these not seeded or am I just unlucky.
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Sjolus
Metafarmers MeatSausage EXPRESS
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Posted - 2010.03.22 17:33:00 -
[313]
Originally by: Simokon I am having a problem finding water, carbon and silicon deposits are these not seeded or am I just unlucky.
Correct, they are not seeded.
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Malcolm Minkiahead
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Posted - 2010.03.22 17:59:00 -
[314]
uhm but all is instanced am I right? I Hope (and think) this will change...
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Sjolus
Metafarmers MeatSausage EXPRESS
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Posted - 2010.03.22 18:09:00 -
[315]
Originally by: Malcolm Minkiahead uhm but all is instanced am I right? I Hope (and think) this will change...
As of now, yes, I believe so, but I too believe this will change.
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Kyra Felann
Gallente Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.03.22 18:31:00 -
[316]
Edited by: Kyra Felann on 22/03/2010 18:32:17
Originally by: Guillight BLue Well I am worried too.
What's the point releasing Tyrranis, when Population isn't included?
It's THE most exited feature of the whole expansion!
I agree. It really is central to what they described at FanFest, the teaser trailer (asking if you'll rule benevolently or malevolently), and even the name of the expansion ("Tyrannis" implies "Tyrant").
If population mechanics aren't going to be in in Tyrannis, I'd rather them wait until they are implemented to release it. If they will never be added, I'd rather Tyrannis just be scrapped, honestly. I don't see the point of a planetary management mini-game if all I'm "ruling" is dots and lines, whether or not they're producing cool stuff.
When the DevBlog was released, most of the comments were along the lines of "It's going to be just like moon-mining", and I said, "No, look at the section about PI on the FanFest video. It's going to be awesome!". Now, it looks like they were right.
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Crazy Cop
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Posted - 2010.03.22 21:38:00 -
[317]
I am sorry if someone has already posted this(I am not going to read all 11 pages)
-Each PIN, including the Command Center, should have a little notes tab.
you can type in the tab what this extractor is doing, what this plant is processing, what this PCC is processing, without having to have that annoying zoom going off, and when you hover over the tab it will show up.
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Grozen
Caldari Titan Core
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Posted - 2010.03.23 10:03:00 -
[318]
CCP if you scrap the population feature of this expansion you are shooting yourself in the foot.If you have to scrap something scrap the PIs but focus on the population feature after all that is what most people will be looking for. knowledge is power |
Zothike
Deep Core Mining Inc.
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Posted - 2010.03.23 11:13:00 -
[319]
Edited by: Zothike on 23/03/2010 11:14:56
Originally by: Grozen CCP if you scrap the population feature of this expansion you are shooting yourself in the foot.If you have to scrap something scrap the PIs but focus on the population feature after all that is what most people will be looking for.
i agree it's what i wait with this expansion PI is ok as shown in server server but to be working need x janitor, x graduate that you will manage benevolently (tobacco / spiced wine provided) or with tyranni (only water)
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HeliosGal
Caldari
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Posted - 2010.03.23 11:42:00 -
[320]
i agree try to put as much in htere as possible ccp dont say something at fanfest and then fall short again if a delay is needed put moon goo in or something to keep us happy ( comets) Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.03.23 12:45:00 -
[321]
Edited by: Tres Farmer on 23/03/2010 12:53:09 My 2 cents:
demanded usability improvements: - planet scrolls up/right/down/left by using the arrow buttons on my keyboard - no relocation and zoom when clicking on any of the planetary structures - planetary interaction window like other windows with 'x' and 'pin' and movable - [shift]+rclicking the planet should bring up the buildingenue and with mouse-wheelscroll I can choose what kind of building I want to create, not by following a tree of menues - hovering over a planet module should bring up vital information (like in the map with sol systems) - get rid of the submenues in the modul-info-window, at least remember which was the last one I looked at and keep this when I look at it again - links and routes should have little readouts about usage (or for the non-colorblind a colorcode, green=good, red=bad)
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
nice work nonetheless! Keep it coming.
edit:: As I was just reading the last replies up there.. 100% ACK. If we don't get to play the master of those people down there, then you can scrap the whole thing. PI should have the population and the environment in it.. without it's just another POS-Circus.
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Sprobe
Roving Guns Inc. RAZOR Alliance
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Posted - 2010.03.23 12:50:00 -
[322]
My feedback on the idea:
Planetary interaction is wonderful idea. It absolutley makes sense to introduce a new gameplay which will replace NPC markets eventually.
My feedback on the current state:
Gameplay Mechanics: The current implementation of planetary interaction is dull. It's no challenge. It doesn't invite to experiment (remember how a game is defined eventually). It's not fun to watch. It's
I sincerely hope that the mechanics are refined further - the very best from SimCity,Populus,etc.. I am a god-like being, and I want that reflected in the gameplay and the gameplay mechanics. God is a creator. I want to see stuff being created, being built, population growing, industry expanding, everything collapsing. No I don't want all micro management city/state building games in planetary interaction - but a decent touch of it (go ahead you game designers, wrap your head around it )
Graphics: I sincerely hope that current 'icon'-like graphics (rather 'dot'-like) will be replaced by some awesome graphics which integrate nicely into the already awesome planet textures.
My hopes for the future sprints (scrum-wise): I recon that planetary interaction has huge potential to be fun. The team should set the bar high, and have a goal:
that planetary interaction alone is fun enough for Eve players (old and young) to log in for 10-20 minutes per day, to check progress, to experiment with planetary infrastructure/industry/population/etc, to gain an economic benefit from doing so (which it will very likely be no matter what)... to basically have fun! never to old to play |
Leocadminone
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Posted - 2010.03.23 13:29:00 -
[323]
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.
Autozoom is a long-standing IRRITATION - I hate it when the bloody client does it to my ship, it is totally STUPID and tends to tick me off when it does so - which is far too often. When I put a display somewhere, I want it to STAY there. Making the planetary display autozoom is even MORE stupid and irritating and a MAJOR pain in the ass.
CCP, here is a hint - every time you try to make your client do something "smart", you mess it up and it ends up doing something DUMB. Get rid of the "smart windows" and "smart display" and "autozoom" crap, the ONLY thing that results is TICKED OFF PLAYERS (and in some cases ticked-off EX-players that refuse to put up with the constant irritations).
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Rakshasa Taisab
Caldari Sane Industries Inc. Initiative Mercenaries
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Posted - 2010.03.23 14:18:00 -
[324]
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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Lord Helghast
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Posted - 2010.03.23 14:36:00 -
[325]
Originally by: SumTing IsWong Feedback:
Storage Units: Need a way to split stack and possibly trash units. Had a storage facility collecting Aluminum and Nitrogen. Left it overnight, sending both to a processor to make Aluminum Nitrate. The Nitrogen ran out, and the storage facility filled up with Aluminum. Since the processors can run without Nitrogen, the storage facility stayed full, and couldn't accept Nitrogen to re-start the processing facilities. Need a way to trash a certain amount to leave space for new materials to re-start the chain-reactions.
i agree with the rest but, this is kinda odd, why are you storing both alum and nitro in the same storage fac? just use 2 storage facs 1 for each type, i mean i dont think anyone would want to "dump" resources, if anything you'll want to move it to the "trade depot" when its available and sell it to someone else.
Originally by: Rakshasa Taisab
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.
i agree here 100%, why are people trying to get their cycle times exact on the processors, just buffer it to a storage bin or 2 and then have the processors pull from those. if you start getting a buildup in the storage bins, place another processor to help suck more, or something i hope ccp implements, use a different race, or a bigger processor to process more...
I REALLY HOPE WE SEE RACE SPECIFIC BUILDINGS, would be really stupid to have a caldari outpost with a standard "PCC"
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JeanLuc Blindtard
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Posted - 2010.03.23 15:07:00 -
[326]
well I just visited the "planet thing" for the first time and here's what I think:
- a way to scan a planet (and/or a area of the planet) for stuff (don't like the build / scan for stuff method there is now). - less popup windows and more old fashion right clicking. (it gets tiering after a while with all the menus popping at least make them popup/change in a common window that can be moved aside). - I didn't understand why jettison the loot in space and warp to it after and why not just build a tower in orbit of the planet with a hangar.... - I only took over a lava a storm and a barren planet but I must ask on a life supporting planet will there be other building options? and if so will there be science labs where player can do research.... - will the distance between the facilities on the planet affect the distance on the planets in dust? - could use more intel on the side of icons so I don't have to mouse over everything or right click. like maybe the icon to chance according to he material been extracted / mined or something, some numbers showing status... - are/will be the high sec planets manageable? if so will there be a corp lp to the empire that owns the space thing? if so can we get the numbers? :))
Thx for reading these sorry about re asking / stating stuff that's been said before.
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Desert Ice78
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Posted - 2010.03.23 18:05:00 -
[327]
This is not an advertisment, but I've just had a look at the beta version of the new R.U.S.E. game from Ubisoft.
Question CCP, who do i have to pay/ bribe/ kill/ threaten/ have sex with to get you to make PI look and work like this.
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Malcolm Minkiahead
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Posted - 2010.03.23 18:19:00 -
[328]
Originally by: Desert Ice78 This is not an advertisment, but I've just had a look at the beta version of the new R.U.S.E. game from Ubisoft.
Question CCP, who do i have to pay/ bribe/ kill/ threaten/ have sex with to get you to make PI look and work like this.
You can pay me
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Desert Ice78
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Posted - 2010.03.23 20:07:00 -
[329]
Originally by: Malcolm Minkiahead
Originally by: Desert Ice78 This is not an advertisment, but I've just had a look at the beta version of the new R.U.S.E. game from Ubisoft.
Question CCP, who do i have to pay/ bribe/ kill/ threaten/ have sex with to get you to make PI look and work like this.
You can pay me
Check or credit card?
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Malcolm Minkiahead
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Posted - 2010.03.23 21:51:00 -
[330]
credit card please... oh wait stop here I don't want to be treated as a scammer
BTW how can you expect that PI would look like RUSE, it's a totally different thing, the development time and resources dedicated to it are far bigger than those involved for PI.
It's like "daddy, can you turn my teddybear into a car?"
(I know I've just been trolled)
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Angel Stardust
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Posted - 2010.03.23 22:16:00 -
[331]
it appears to be once you set your planetery command center to a planet and log off once you are on your planet stucks cant get to planet view while loading. :(
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Desert Ice78
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Posted - 2010.03.23 22:18:00 -
[332]
Originally by: Malcolm Minkiahead credit card please... oh wait stop here I don't want to be treated as a scammer
BTW how can you expect that PI would look like RUSE, it's a totally different thing, the development time and resources dedicated to it are far bigger than those involved for PI.
It's like "daddy, can you turn my teddybear into a car?"
(I know I've just been trolled)
Exactly right on the first point, total different game, and no way would i expect CCP to be able to pick up another game and drop it into EVE. What i'm looking for is the interactivity and the imersability that that format presents. As i said, make PI look and feel like this, not give me a game within a game.
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HeliosGal
Caldari
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Posted - 2010.03.24 01:41:00 -
[333]
will be like pos interaction u rock up drop ya pcc manfaucture, feed the coloy take its outputs move away check it once a day to easy Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Sprobe
Roving Guns Inc. RAZOR Alliance
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Posted - 2010.03.24 07:11:00 -
[334]
It'd be best to launch planetary interaction also as browser game since it's quite independent of everything else and suck in more poor souls inte our Eveverse never to old to play |
Serpents smile
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Posted - 2010.03.24 11:25:00 -
[335]
Is PI bugged atm for the Mac client?
I had something setup on an planet yesterday logged back in today and loading planetary resources takes "forever" with a unresponsive UI.
Now I'm stuck in planet mode unable to exit it, I hit view in planet mode the moment I went into warp to dock up. Even docked up the planet mode is visible.
Fake edit: quitted the game, logged back in used S&I to load up planet view and am stuck on the loading planet resources.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.03.24 11:51:00 -
[336]
Originally by: Serpents smile Is PI bugged atm for the Mac client?
Now I'm stuck in planet mode unable to exit it, I hit view in planet mode the moment I went into warp to dock up. Even docked up the planet mode is visible.
Happen(d)s to all of us..
Hit [ESC] when the planet UI screen is failing to load. Then hit [F10] and leave map view again by hitting [F10] a 2nd time. All good now..
Except.. forget your colony. Fly to another system and start over, as for you this planet/sys is bugged now..
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Salizar Amolkshue
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Posted - 2010.03.24 13:49:00 -
[337]
Originally by: Lord Helghast i mean i dont think anyone would want to "dump" resources, if anything you'll want to move it to the "trade depot" when its available and sell it to someone else.
Indeed, it does seem odd to want to "trash" stuff out of your hanger, but we have the option to waste things like that in space, it would be easy to implement even if it was rarely used.
But it would be nice to have a way to send "10,000 units of Nitrogen from Silo to PCC or Trade Hub at best rate" though, so you can empty out your storage silo and launch the stuff in to space if you want to, or sell it. Right now it looks like you will have to provide a route for it, which is in units per cycle, so if you fail at math you could end up shorting your supply chain while trying to reduce inventory in your silos. That seems odd to me. You should have a "one time" transfer option, with the stuff being sent as quickly as possible down existing bandwidth on the links.
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Namtaru
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Posted - 2010.03.24 15:15:00 -
[338]
Just a quick question - I cant seem to get goods from a storage silo to the PCC I have links but it wont let me create a route - is this not set up yet and if so i guess i cut out storage and go straight to PCC ?
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Salizar Amolkshue
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Posted - 2010.03.24 18:10:00 -
[339]
Originally by: Namtaru Just a quick question - I cant seem to get goods from a storage silo to the PCC I have links but it wont let me create a route - is this not set up yet and if so i guess i cut out storage and go straight to PCC ?
Yup, bugged atm. You can't create a route unless the destination is consuming the item, or the source is producing it, so no storage-storage transfers are possible. Have to just go straight to the PCC for now.
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HeliosGal
Caldari
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Posted - 2010.03.24 18:32:00 -
[340]
apparently instead of a patch this week they are slowing the development process down a little and patching sisi again next week. Obviously things are workign quite well for ccp at the moment Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
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August Guns
Minmatar Generic Technologies and Futures Organization
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Posted - 2010.03.25 03:58:00 -
[341]
The UI seems to need... more. Little dots, slim lines, almost impossible to see "hex" grids.
My suggestions:
-Make icons semi-scalable when zoomed. When you zoom in, they're small, when you zoom out, you can get an overview of what is on your planet.
-Either scale the hex grids or remove them. Even better, give the user the option to turn them off.
-I'm assuming the planet tab on the Science & Industry isn't finished. I suggest arranging planets in drop-down menus, much like pos's are.
-Is there any chance you can add a rectangular planetary map instead of a rotating sphere? August Guns |
Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.03.25 09:40:00 -
[342]
Originally by: HeliosGal apparently instead of a patch this week they are [..] patching sisi again next week. ..
Helios, where do you got that info from or is it just guessing/gut-feeling?
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HeliosGal
Caldari
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Posted - 2010.03.25 10:50:00 -
[343]
Originally by: Tres Farmer
Originally by: HeliosGal apparently instead of a patch this week they are [..] patching sisi again next week. ..
Helios, where do you got that info from or is it just guessing/gut-feeling?
dev comment on another thread in relation to eve gate being updated next week to Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Reaze Quendar
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Posted - 2010.03.25 14:16:00 -
[344]
I think this could be a very interesting part of eve, and an excellent afk, on standby time sink :D. I'm particularly excited because I'm hoping to see some POS fuels materialize out of planets <_</
Basically, just posting to second a couple things. 1. Make cycle times uniform. It makes no sense and makes things a lot more complicated to have different cycle times and different outputs. One or the other should be static. 2. Fix all the weird "Teamsters" and "empty truck" errors. There should be limitations on the number of links and the number of routes, but please give meaningful error messages for these things. 3. Fix planet view to use the same zoom system as the rest of eve. and don't zoom in automatically.
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Killmeded
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Posted - 2010.03.25 16:42:00 -
[345]
Originally by: CCP Nimbus
Originally by: Avalon Ranger Edited by: Avalon Ranger on 11/03/2010 13:35:54 There are a few roads this could take along the way. Here are two basic routes that I can forsee but as this is early alpha it's nice to just talk about the idea. Anything could happen.
1) Cheap and easy to setup, allows for people that like micro-management to have something to do but the overall output would be relatively cheap produce. Planets are instanced meaning that 50 people could be using the same planet without knowing it. This would take a lot more database calls and entries but it could work out.
TL;DR - Cheap, easy, less realistic but fun.
2) Expensive to setup, taking a lot of resources to launch these structure down to the surface. 5 people per planet, perhaps (In high sec) you can rent area of the planet much like people "buy" areas of our own moon. 0.0 is the same but the controlling alliance of the territory can control the planet, give areas to people. Giving the richer areas to some people and poorer areas to other. All areas of the planet will have SOME resources even if it's just trace amount meaning that it'll be usable but no where near as good as rich areas.
TL;DR - Requires some management, skill and investment. More profitable, more fun, fits in the same way POS's does or should.
Any thoughts on these two? To be honest I like the second one more but I don't like the idea of shutting people out but the current system doesn't feel very EVE like at all. Not yet anyway.
Questions like this are probably best aimed at the devblog comment thread, however I can say that we are aiming for something which includes elements of both your options. We do want this to be easily accesable, though.
I have made me another account primarily to use for planetary interaction and I do not like the idea of having the planets instanced - It removes the single universe feel of eve and should not be used >.<
Maybe some system where you get to claim a certian amount of territory around your command center so that noone else can build near you -- this could increase with upgrades and/or skills
Or a system where the plaents are divided into equal size sectors and with better skills you can claim more sectors
One question I also have - Is it going to be possible to sell the facilities you have on a planet ? ? ? (like if you want to quit managing it to start another planet or are moving to a different region)
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Gotrek65
Caldari Nex Exercitus IT Alliance
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Posted - 2010.03.25 21:03:00 -
[346]
Is anyone having trouble actually loading planets today? seems like im always stuck at loading planet resources and on the network tab of the monitor i have 0 outstanding calls
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Lister829
Gallente
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Posted - 2010.03.26 03:32:00 -
[347]
This is what I envision for the final PI.
I train the main enabling skill to level 1. I now have the ability to register one sector. I scan several planets and find a nice temperate one and pick a sector with good resources on the heat map scanner. I launch my Sector Control Center and pay my registration fee to DED. This sector is now listed to everyone as belonging to me.
I activate my Mobile Excavation Unit. The MEU is like a mining drone, it is linked to the SCC and harvests any kind of material but at a very slow rate. I send the MEU to an area in my sector that shows high levels of food resource. I activate my deposit scanner and pick a food deposit that has the highest amount. The MEU will put 15m3 of materials in my SCC storage every 5 minutes.
I come back a few hours later and now have a stockpile of food to feed my workers. I send my MEU to an aluminum deposit and assign the aluminum to be used in the built in factory slot of my SCC to make Contruction Blocks. When I have enough Contruction Blocks, I start building a food harvesting facility to get better yield on food stuff. Then I use the Construction Blocks that are continuing to be manufactured in my SCC Factory slot to build an Ore Excavation Facility. Then I build a Factory to make Contruction Blocks faster. Then I excavate Nitrogen to combine with my extra Food Stuff to make Frozen Food that can be transported off-planet.
Now that this sector is progressing nicely, I train up to level 2 on my enabling skill which allows me to control another sector. I pick a different planet with all the materials to make Mechanical Parts. I setup a SCC on this other planet and carry the Frozen Food I make on my first planet to feed my workers on the new planet. I also carry over extra Construction Blocks so I can start building my facilities right away.
Eventually I have several sectors on several planets. I manage them as I am traveling around high-sec to feed my research agents, scanning for new deposits and movings harvesting facilities. I have made trade deals with my neighbors and have sold one of my sectors on contract. Between my planetary network and POS network, I can now harvest and produce all the products I need to make anything I want and sell the extras on the market.
This is how I think PI should function. The pretty pictures would be nice but I don't think you need to redesign the entire UI. Using some of the same windows that we currently have would make it easier to use and easier to develop. (i.e. deposit scan window should work like asteroid scan window ; storage facilities should work like cargo containers) Maybe you could combine the functionality of the POS production window with the Science & Industry windows into a new UI that can be expanded to all all three.
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HeliosGal
Caldari
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Posted - 2010.03.26 05:52:00 -
[348]
ccp have gone with free harvesting outside of 00 sov areas. It is aiming at spreading the palyer base ( if u were able to register a sector it would tie areas down and if they went afk from game could pose issues) so instead they allow mining anywhere but the theroy being 100000 ppl harvesting jita are going to find that they have no materials. Empty planets even in empire will be a gold mine it will force distributions in a way rented sectors cant Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Lister831
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Posted - 2010.03.26 22:25:00 -
[349]
Originally by: HeliosGal ccp have gone with free harvesting outside of 00 sov areas. It is aiming at spreading the palyer base ( if u were able to register a sector it would tie areas down and if they went afk from game could pose issues) so instead they allow mining anywhere but the theroy being 100000 ppl harvesting jita are going to find that they have no materials. Empty planets even in empire will be a gold mine it will force distributions in a way rented sectors cant
Even an empty sector would require some maintenance. If you were afk to long, you're control center would fall into disrepair and DED would revoke your permit for that sector. We would have some squatters, but that would create a whole new real estate market.
Without borders you cannot have neighbors. At least not that you can interact with in a meaningful way. i.e. I want to trade my extra power to my neighbor for his extra food. Or if I don't really care for my neighbor, I will place my resource harvesters at the border and steal away some of his deposits.
Also, when the Dust settles, the squatters and afk planeteers will have a harder time keeping their empty sectors.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.03.27 04:26:00 -
[350]
Edited by: Tonto Auri on 27/03/2010 04:27:53 1. Incredible hard navigation. Planet panning (OMG disable recentering pin planet to the center of screen!!!) just stupid. 2. Impossible to select pins. Well, not 100% impossible - just insanely hard. I was wondering "what right-click they are talking about" when all it was doing to me was showing default "build" menu. Fix it ASAP, or it's not possible to work out even the basics. 3. Modules being placed at random locations, not where you told them to land. 4. When you scan from module for resources, it must not allow you to scan for resources it can't extract... Seriously! 5. Is it really necessary to have "Build..." submenu? Move all the items the hell out of it to the root!!!!!!!!!!!
Overall, first impression: The same as the rest of EVE - idea is nice, but UI just TERRIBLE! Hire UI designer (one who know their work, not like "trained crew" you hired for Russian translation). -- Thanks CCP for cu |
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Wyke Mossari
Gallente Staner Industries
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Posted - 2010.03.27 11:59:00 -
[351]
At the moment PI has an entirely economic feel to it. I want to come out of left field and suggest that another aspect to be considered.
Different players measure their success in eve in different ways, accumulated ISK, Kill boards, accumulated standing, or even the largest stack of Veldspar. Some players are collectors, some like to measure their success with rare ships fitted with rare modules, or implants.
It would be good if PI could cater for this in some way and I think it is possible within the current framework of PI.
Have some structures that consume commodity resources and generate purely abstract results, population, education, culture, happiness. This could have two aspects, Prestige and Notoriety, perhaps like standing starting at 0 and measured in +10 to -10 range.
Some ideas; Hospital, Courthouse, Library, University, Museum, Country Estate, Ranch, Monastery, Folly, Brewery, distillery, Nightclub, Casino, brothel, red light district, even slums & ghettos.
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HeliosGal
Caldari
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Posted - 2010.03.27 12:24:00 -
[352]
Originally by: Wyke Mossari
At the moment PI has an entirely economic feel to it. I want to come out of left field and suggest that another aspect to be considered.
Different players measure their success in eve in different ways, accumulated ISK, Kill boards, accumulated standing, or even the largest stack of Veldspar. Some players are collectors, some like to measure their success with rare ships fitted with rare modules, or implants.
It would be good if PI could cater for this in some way and I think it is possible within the current framework of PI.
Have some structures that consume commodity resources and generate purely abstract results, population, education, culture, happiness. This could have two aspects, Prestige and Notoriety, perhaps like standing starting at 0 and measured in +10 to -10 range.
Some ideas; Hospital, Courthouse, Library, University, Museum, Country Estate, Ranch, Monastery, Folly, Brewery, distillery, Nightclub, Casino, brothel, red light district, even slums & ghettos.
the end result should be that it boosts productivitiy or gives bonuses to certain production types
Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Amida Ta
German Mining and Manufacture Corp.
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Posted - 2010.03.27 17:09:00 -
[353]
Originally by: Tonto Auri Edited by: Tonto Auri on 27/03/2010 05:12:39 1. Incredible hard navigation. Planet panning (OMG disable recentering pin planet to the center of screen!!!) just stupid. 2. Impossible to select pins. Well, not 100% impossible - just insanely hard. I was wondering "what right-click they are talking about" when all it was doing to me was showing default "build" menu. Fix it ASAP, or it's not possible to work out even the basics. 3. Modules being placed at random locations, not where you told them to land. 4. When you scan from module for resources, it must not allow you to scan for resources it can't extract... Seriously! 5. Is it really necessary to have "Build..." submenu? Move all the items the hell out of it to the root!!!!!!!!!!! 6. "Create Route" functionality - it's only me thinking it's a bad joke? We already have list of created links, let us modify them from "Links" facility tab!
Overall, first impression: The same as the rest of EVE - idea is nice, but UI just TERRIBLE! Hire UI designer (one who know their work, not like "trained crew" you hired for Russian translation).
It's an ALPHA preview version. It is quite likely that the final UI has ABSOLUTELY nothing to do with what you are seeing now and how you are currently using it. _________________________ EveAI.Live - The EVE-Online API/class library for .Net, C# and VB.Net |
Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2010.03.27 23:43:00 -
[354]
Edited by: Tonto Auri on 27/03/2010 23:44:14
Originally by: Amida Ta It's an ALPHA preview version. It is quite likely that the final UI has ABSOLUTELY nothing to do with what you are seeing now and how you are currently using it.
I quite know what "Alpha" means. But if I don't point out major flaws, I'm quite sure they will never be looked into. However, it is likely they will not be touched in either case. As always. EVE has a long story of bad UI decisions, long and rather consistent story... -- Thanks CCP for cu |
HeliosGal
Caldari
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Posted - 2010.03.28 02:50:00 -
[355]
alpha testing usualy moves pretty quickly now but here we are 6 weeks out from tyrannis and ccp is moving very ... slowly and PR - dev machine is sadly lacking, have ccp laid off staff or just gone into their bunkers Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
SunOfSin
Caldari Perkone
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Posted - 2010.03.28 04:28:00 -
[356]
satellite need b fix and i love make colony ppl on my world i can tax new stuff to make and i love facilitys so land on world so do free rapairs in my colony and add inport stuff to the world to so add mats you r miss on world for make stuff
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Lister829
Gallente
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Posted - 2010.03.28 11:52:00 -
[357]
I don't know about taxing citizens. I see more as operating a business planet side. Not to say you cannot make isk off these people. The workers and patrons will have "free will" so you will have to offer them a "good deal". You will have to pay your workers to keep them around and working. But the pay scale is up to you. You can build "recreational facilities" that your workers and other people can pay you to use.
That gives you the choice - do you want to make stuff to sell off-planet? Do you want to run a "resort hotel" that will draw rich socialites from around the galaxy? Do you want to run commune to give hippies a place to enjoy their lives?
Again the choice should be up to you on what you make of your slice of the universe. |
HeliosGal
Caldari
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Posted - 2010.03.29 07:59:00 -
[358]
Originally by: Lister829 I don't know about taxing citizens. I see more as operating a business planet side. Not to say you cannot make isk off these people. The workers and patrons will have "free will" so you will have to offer them a "good deal". You will have to pay your workers to keep them around and working. But the pay scale is up to you. You can build "recreational facilities" that your workers and other people can pay you to use.
That gives you the choice - do you want to make stuff to sell off-planet? Do you want to run a "resort hotel" that will draw rich socialites from around the galaxy? Do you want to run commune to give hippies a place to enjoy their lives?
Again the choice should be up to you on what you make of your slice of the universe.
goood idea but i dont see much from ccp on extending it this far, dont see anything from ccp at the moment Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Lord Helghast
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Posted - 2010.03.29 19:56:00 -
[359]
Originally by: Killmeded
I have made me another account primarily to use for planetary interaction and I do not like the idea of having the planets instanced - It removes the single universe feel of eve and should not be used >.<
THIS IS THE BIGGEST PROBLEM THAT PLAGUES PI!!!!!!!!!!!!!!!!!!!!
Why the hell is PI instanced, nothing else in PI is instanced this is a MASSIVE, immersion breaker, thousands of pod pilots on a planet, but we all control the entire planet WTF!
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JitaPriceChecker2
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Posted - 2010.03.29 23:29:00 -
[360]
Yeah instancing planets , CCP we do not want to play star trek online.
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Agent Unknown
Caldari
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Posted - 2010.03.30 07:24:00 -
[361]
Originally by: Lord Helghast
Originally by: Killmeded
I have made me another account primarily to use for planetary interaction and I do not like the idea of having the planets instanced - It removes the single universe feel of eve and should not be used >.<
THIS IS THE BIGGEST PROBLEM THAT PLAGUES PI!!!!!!!!!!!!!!!!!!!!
Why the hell is PI instanced, nothing else in PI is instanced this is a MASSIVE, immersion breaker, thousands of pod pilots on a planet, but we all control the entire planet WTF!
It's actually an unimplemented feature. CCP had said that you would be able to see other people on the planet, but it's currently not possible. By the way, this is my signature.
TeamSpeak For EVE - API-controlled TeamSpeak 3 Access!
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HeliosGal
Caldari
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Posted - 2010.03.30 09:21:00 -
[362]
Originally by: Agent Unknown
Originally by: Lord Helghast
Originally by: Killmeded
I have made me another account primarily to use for planetary interaction and I do not like the idea of having the planets instanced - It removes the single universe feel of eve and should not be used >.<
THIS IS THE BIGGEST PROBLEM THAT PLAGUES PI!!!!!!!!!!!!!!!!!!!!
Why the hell is PI instanced, nothing else in PI is instanced this is a MASSIVE, immersion breaker, thousands of pod pilots on a planet, but we all control the entire planet WTF!
It's actually an unimplemented feature. CCP had said that you would be able to see other people on the planet, but it's currently not possible.
so its one of those will we or wont we things Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
chow loo
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Posted - 2010.03.30 11:06:00 -
[363]
I like this idea about planet interaction, it gives a new dimension to the whole game. I have giving it a test myself, and even that it's only 5% complete I can see this form of eve online becomming very addictive. There is one concern when testing this out, will there be some kind of flow chart (overview) window for seeing what kind of installations (pins)there is on the planet(s), that are active or not active, and what there Processing at the time.. As I can see this getting complicated when the planet is full of installations.
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