
NewGit
Caldari Rusty Industries
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Posted - 2010.09.18 02:57:00 -
[1]
Suggestions:
Allow grouping of extractors - this would allow players to group all or some of their extractors and set the extraction rates with a couple clicks.
Allow extractors to be turned on/off with a click, like mining lasers/weapons/mods/etc, so that you can reset the extractor rates (I'd be happy if it cost me the output for that extractor cycle, rather than sitting there having to wait hours until the depletion cycle is finished before I can resurvey everything and set a new cycle).
Allow PINs to be offlined/onlined the same as modules. (Not enough product to keep a factory running ? Shut it down and send the workers off to online some additional extractors and haul the goo. Too much goo ? Offline some extractors and reactivate the factory.)
Allow Colonies to be set up for Personal or Corporate use. In addition to allowing corpies to manage the colonies (resetting extractors/hauling product), the costs associated could be paid for from the corporate wallet (as many players are using PI to fuel their corporate POSs, it makes sense that the corp should bear the costs).
Upgradeable CCs. Having to wipe out your entire colony just to install a better command center doesn't make sense.
New Skill. Something like "Advanced Command Center Upgrades" with each level adding say, 5% to CPU and Powergrid.
New Skill. "Regional Planet Management" (or something similar). Along the lines of Supply Chain Management and Scientific Networking, with each level allowing you to import/export product from further away (with Level V allowing you to do that from anywhere in that region of course). Alternatively. Each level of the skill reduces the Import/Export taxes.
New Skill. "Advanced Interplanetary Consolidation". Just like Advanced Laboratory Operation or Advanced Mass Production, with each level allowing another colony to be constructed.
New Skill. "Extraction Processing". Every level grants a bonus to amount extracted by each extractor. Or reduces the cycle times. Alternatively, instead of a new skill this could actually be tied into the Social Skills (Labor and High Tech Connections for example), as having higher levels in those skills would enable you to better manage your planetary workforces, thus providing more efficient workers and higher productivity levels (and making players train those dreaded social skills).
These suggestions are inline with the way most everything else already works in EVE, be it modules, skills or player interaction. They would allow new players to be able to set up/expand colonies easier, and allow older players and corporations to manage their resources more effectively.
And in keeping "inline" with the way most everything else works (in the EVE Forums): NERF Plasma Planets ! BUFF Gas Planets !
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