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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Zothike
Deep Core Mining Inc.
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Posted - 2010.04.28 08:50:00 -
[91]
can somebody post some screenshoot of the new graphics ? would be nice :)
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Baneken
Gallente Aseveljet Sev3rance
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Posted - 2010.04.28 09:03:00 -
[92]
Edited by: Baneken on 28/04/2010 09:04:18 I have a one request to make for links, could we have "sticky links" so that you simply choose the origin for the link and click once for each structure. Ie. click to begin link -> click harvester -> click harvester -> done, instead of choose link from menu -> choose structure -> choose link from menu -> click structure -> choose link from menu -> click structure -> done. Everyone who has drawn continuous lines with CAD/photoshop/paint etc. knows what I mean.
edit: links not routes
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Sicardae Bad'ia
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Posted - 2010.04.28 09:06:00 -
[93]
Originally by: Zothike can somebody post some screenshoot of the new graphics ? would be nice :)
I'll oblige if I'm still awake when sisi comes back from the reboot. |
Gerbil Preistess
Amarr Imperial Academy
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Posted - 2010.04.28 09:30:00 -
[94]
Originally by: Zothike can somebody post some screenshoot of the new graphics ? would be nice :)
What I'd like to know is if there is any way this will turn a profit with the resources depleting causing you to place new extractors all the time? At least it looks like, so far, you lock in the amount of minerals to be extracted at the time of selection instead of someone being able to grief deplete you by placing 20 fifteen minute extractors on top of your 24hr or 4 day setup.
As for the shiny, here you go with a 4 day dual processor strip mining setup.
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Zothike
Deep Core Mining Inc.
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Posted - 2010.04.28 09:34:00 -
[95]
<3
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Gnulpie
Minmatar Miner Tech
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Posted - 2010.04.28 11:07:00 -
[96]
Originally by: Baneken I have a one request to make for links, could we have "sticky links" so that you simply choose the origin for the link and click once for each structure. Ie. click to begin link -> click harvester -> click harvester -> done, instead of choose link from menu -> choose structure -> choose link from menu -> click structure -> choose link from menu -> click structure -> done. Everyone who has drawn continuous lines with CAD/photoshop/paint etc. knows what I mean.
edit: links not routes
I am not sure if I like that idea or if I understand it. You mean that with 'sticky links' the original of the new link would be the end point of the last link automatically? How to stop this sticky linking then?
"Rightclick on the building -> create link -> select destination -> done" looks pretty okay to me.
Some other points.
1) We need more rightclicks!
+ Rightclicks to install reactions in the reactor. + Rightclicks to create routes.
2) There should be a checkbox in the reactors to limit the shown reactions to only those things available on the planet and/or available from storage silos
3) Exiting planetary mode (either with the exit button or f10/map) should give a warning when there are still outstanding build/modify requests in the queue.
4) Usual eve windows instead of hardcored overlay suff.
5) Change of depots should be possible any time! Maybe I thought I would be away from Eve for a while and set everything to 95 hours but then I come back earlier and are stuck with that ... no good.
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Gerbil Preistess
Amarr Imperial Academy
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Posted - 2010.04.28 11:21:00 -
[97]
Edited by: Gerbil Preistess on 28/04/2010 11:22:03 One observation. Please make sure that all extractables are worth a minimum of like 30-50 isk per unit if the current export taxes are to be kept. To transfer 500k units of autotrophs off planet via the customs office cost me approximately 5 million isk. That means that with the current tax to run a complex reaction chain on multiple planets the transportation cost alone sets the break-even point at 20 isk per unit not counting the player's time and structure costs and such.
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Equto
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Posted - 2010.04.28 11:46:00 -
[98]
Edited by: Equto on 28/04/2010 11:46:03
Originally by: Gerbil Preistess
Originally by: Zothike can somebody post some screenshoot of the new graphics ? would be nice :)
What I'd like to know is if there is any way this will turn a profit with the resources depleting causing you to place new extractors all the time? At least it looks like, so far, you lock in the amount of minerals to be extracted at the time of selection instead of someone being able to grief deplete you by placing 20 fifteen minute extractors on top of your 24hr or 4 day setup.
As for the shiny, here you go with a 4 day dual processor strip mining setup.
I like your setup, however I would make 1 or 2 links to the storage instead of 40 (exaggeration) so that you can save on cpu and PG. most of my setups have all of my extractors are connected with only 1 link to the processors.
As for current cost and Taxes. I take an entire planet to make a processing facility( planet designed to pump out POS parts) and it cost me 15 mil. The planet that extracts cost me another 15-25 mil. The taxes for transporting stuff from the 3 extracting planets to the processing planet are around 15 mil per planet per day. Currently we are looking at 60 mil start-up cost and 15 mil per planet per day (in low sec possibly less in high sec due to less resources) over a week you lose 315 mil for 3 planets. Unless people want to pay alot more for the POS's I have a feeling the export taxes need to atleast be lowered.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.04.28 11:56:00 -
[99]
Originally by: Gerbil Preistess Edited by: Gerbil Preistess on 28/04/2010 11:22:03 One observation. Please make sure that all extractables are worth a minimum of like 30-50 isk per unit if the current export taxes are to be kept. To transfer 500k units of autotrophs off planet via the customs office cost me approximately 5 million isk. That means that with the current tax to run a complex reaction chain on multiple planets the transportation cost alone sets the break-even point at 20 isk per unit not counting the player's time and structure costs and such.
Why do u need to extract Autotrophs? Extract Industrial Fibres. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
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Posted - 2010.04.28 12:05:00 -
[100]
The custom office: I find quite strange that it will appear magically if you put a launchpad un the planet. That's ok for empire, lowsec and npc 0.0 (that is NPC space) but since 0.0 alliances have control of their planets I think that the cargo links/custom offices should be built or and maintained by the alliance, and they should be destructible or damageable.
There are at least 2
1. The cargo link can be damaged but not destroyed. If the cargo link is damaged, it will not work and it must be repaired to get it working again.
2. The cargo link must be produced and anchored at a small cost. It can be destroyed, or just damaged and repaired. It will still work even if it's damaged.
It could be protected by sentry guns.
This is just to give small gangs some actual way to create a bit of damage.
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Adunh Slavy
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Posted - 2010.04.28 12:20:00 -
[101]
Edited by: Adunh Slavy on 28/04/2010 12:22:07 Version 4 - Looking and working lots better, congrats.
A couple things ...
Routing, still needs something. When creating a route to a processor, from storage/PCC/launch pad, there is no way to specify a "full cycle load" unless there is already materials available in storage. This means some poor sap has to wait 15 minutes for an extractor to put something in storage. The alternative is a click fest of dealing with each inbound route to storage/PCC/pad and routing that to the processor. There needs to be a way to define a full cycle route to a processor from an empty storage/PCC/pad other than using the inbound routes to the storage/PCC/pad.
Moving Maps - The comparative advantage null sec has over high sec just keeps going up. With resource maps changing, and extractors costing ISK to place, null sec will again have a huge comparative advantage over high sec. The frequency of maps changing should be reduced. Null sec will have higher concentrations. Null sec has less population, and due to higher concentrations, the need to move extractors because of map changes will be significantly less. If the advantage is too high, then many players will not bother with PI as it will not be profitable. As it is now, a basic PCC, making oxygen on a high sec gas planet, at current prices, will take nearly three weeks to break even on costs, and that is not taking into account import/export fees OR having to possibly move extractors. How many six month olds, on the verge of deciding the big question are going to bother? Those who are willing to brave low sec or null should get an advantage - risk/reward. However, for the time investment, the fun/effort balance is way off.
PCC Levels - Having to destroy the entire infrastructure, to place down a new level of PCC is ... Why not have one PCC, and if you have the skills, then you can upgrade it in place. Also I find it odd that players do not build PCCs from a BPO using asteroid mins. Great new opportunity for a mineral sink.
GUI Stuff - Would like to be able to make the popup building windows solid. The transparency may be fancy, but it can be difficult to see things on some planets. Would like to be able to transfer out of a processor - not all runs finish, materials wasted. Viewing planet Menu - Please let me unpin this thing, move it around, change it's back ground to solid, pretty please? With a T2 cherry on top?
The Real Space Initiative - V6 (Forum Link)
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Gerbil Preistess
Amarr Imperial Academy
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Posted - 2010.04.28 12:51:00 -
[102]
Originally by: Trimutius III Why do u need to extract Autotrophs? Extract Industrial Fibres.
That would have to do with 2 processors not keeping up with the extractor farm I had going. Still illustrates well enough the fact that unless you do some amount of processing you can not hope to break even, which I think is counter to the intent of allowing trial accounts to play with it too.
Another observation. To illustrate what should be a straight-forward and simple goal for a PI industrialist, we'll look at producing Nanite Repair Paste.
It costs 225k for a single basic processor, I believe you need 22 to run the full chain so 4.95m. It costs 450k for an advanced processor and you need 8 of those so tack on another 3.6m. Supposing you disregard the use of storage facilities, you still have a total of 8.55m to recoup on top of the cost of the control module. Current NPC sell orders for nanite paste hover around 11.7k/unit. The break even point for just the equipment required to run the reaction is 727 units at NPC price. Running this on 4 day extraction setups so you aren't having to replace equipment daily or even more often to compensate for depleting deposits, you need to produce 182 units of nanite paste per day to break even. My math may be a bit fuzzy this time of the morning but if I was somewhere in the ballpark, it takes nearly 150k base extraction units (Carbon Compounds, Base Metals, etc.) to make a single unit of nanite repair paste at PE5. At 286 units average per 15 minutes on a 4 day extraction setup sitting on a strong deposit that places you at approximately 524 cycles to produce a single unit of nanite paste. Needing 182 nanite paste a day to break even, that means you should need to run 96000 cycles or so per day. A single extractor will run 96 cycles per day, so you need 100 extractors in operation to break even with the costs of just the processors. An extractor costs 150k at present. That means you just lost a minimum of 15 million isk for the day running a bastard of a chain which requires a minimum of 5 planets. Now add on the cost of import/export taxes while you're at it.
So my real question is this... how many of the nublet industrialists will lose all of their isk before they realize that there is no way under the present balance to turn a profit?
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Adunh Slavy
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Posted - 2010.04.28 13:07:00 -
[103]
Originally by: Gerbil Preistess
So my real question is this... how many of the nublet industrialists will lose all of their isk before they realize that there is no way under the present balance to turn a profit?
It's a good question. I think the answer will be, they don't. An alternative stratgey will be focus on one level of production, be a P2 maker, be an P1 maker, be a POS builder, be a P4 maker, don't try to do entire chains your self.
The Real Space Initiative - V6 (Forum Link)
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Vanden
Duty. Duty. Private Security
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Posted - 2010.04.28 13:12:00 -
[104]
Re: Routing from storage.
I could be mistaken, but currently it appears that the simplest method for routing materials from storage to a processor is to wait until the extractors have completed a cycle and they have appeared in the storage pin's storage tab, which means waiting for the fifteen minutes extractor cycle to complete beforehand.
With processors, however, you can see what is going to be produced and are able to route it even before production has started. Is there any possibility of getting a similar function for storage units, so we can see at a glance (and be able to route) what is incoming, like a consolidated version of all the separate incoming routes on the route tab?
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Gerbil Preistess
Amarr Imperial Academy
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Posted - 2010.04.28 13:23:00 -
[105]
Originally by: Adunh Slavy
Originally by: Gerbil Preistess
So my real question is this... how many of the nublet industrialists will lose all of their isk before they realize that there is no way under the present balance to turn a profit?
It's a good question. I think the answer will be, they don't. An alternative stratgey will be focus on one level of production, be a P2 maker, be an P1 maker, be a POS builder, be a P4 maker, don't try to do entire chains your self.
You would then rely on the people at lower levels being willing to sell at a price which allows you to profit, which is to say, most likely at a loss. Base extractions can't be pulled off of a planet without a large isk sink of taxes, and also can not be introduced to a different planet without the same so that means you'll need to be buying at the least base reactions if you want to just run a higher level of PI production, and that means with current prices people would need to sell those at fractional isk values most likely for you to have a chance. All in all, I think there needs to be some more look at balancing because PI is looking to be almost as useful as the initial release of BlackOps BS was and since the entire patch is being focused on it instead of the hundreds of things the players have been begging for, it makes me a sad panda.
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Baneken
Gallente Aseveljet Sev3rance
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Posted - 2010.04.28 14:02:00 -
[106]
To gnulpie: Idea is that you click say a processor only once then click once for each your 40 odd processors in order to have link from one unit to another then simply press 'submit' from UI.
Current way of doing things:
*-*-*-*-----> storage facility ^ |_ extractor
With current system you need to choose each structure at least twice, what I propose is that you need to click each structure only once when making links.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2010.04.28 14:14:00 -
[107]
Originally by: Gerbil Preistess
Originally by: Trimutius III Why do u need to extract Autotrophs? Extract Industrial Fibres.
That would have to do with 2 processors not keeping up with the extractor farm I had going. Still illustrates well enough the fact that unless you do some amount of processing you can not hope to break even, which I think is counter to the intent of allowing trial accounts to play with it too.
Build less extractors and few more processors...
Quote:
So my real question is this... how many of the nublet industrialists will lose all of their isk before they realize that there is no way under the present balance to turn a profit?
U forget 1 thing... there will be no NPC orders soon enough. So probably everything will just become more expensive... Plus numbers aren't final yet, so it is early to make such statements... Plus believe me many people will use 24 hour extractions (nolifers may choose even shorter periods)
And i can't understand why u need to pay for new extractors over and over again, i thought it should be single payment. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Snabbik Shigen
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Posted - 2010.04.28 14:21:00 -
[108]
Originally by: Jim Luc Please add a background to the left-hand UI to seperate it from the game elements (simple gradient would be good). Also, please make it moveable.
^^ this - the current location of the left-hand UI screen is in a really bad position for how I normally layout my UI windows. Worse, it can't be moved, which is an absolute PITA.
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Snabbik Shigen
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Posted - 2010.04.28 14:31:00 -
[109]
Originally by: Gerbil Preistess Current NPC sell orders for nanite paste hover around 11.7k/unit. The break even point for just the equipment required to run the reaction is 727 units at NPC price.
That's assuming that Nanite Paste will continue to sell for 11.7k/unit. If it ends up costing more/less and NPCs stop selling it, then we'll see the price change to a different level.
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Xearal
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Posted - 2010.04.28 14:39:00 -
[110]
Originally by: Vanden Re: Routing from storage.
I could be mistaken, but currently it appears that the simplest method for routing materials from storage to a processor is to wait until the extractors have completed a cycle and they have appeared in the storage pin's storage tab, which means waiting for the fifteen minutes extractor cycle to complete beforehand.
With processors, however, you can see what is going to be produced and are able to route it even before production has started. Is there any possibility of getting a similar function for storage units, so we can see at a glance (and be able to route) what is incoming, like a consolidated version of all the separate incoming routes on the route tab?
I second this, having 12 extractors pouring stuff into a storage, then having to click each of those incomings to link them to various processors is very tedious.. a consolidated list of incoming goods would be very usefull, since it's not important for setting up outgoing routes from a storage to have different lines for the various incoming lines, a single total would be very usefull, in clickage, and in management since you will be able to more easily tune the feeding of your processors.
As for the costs.. you don't need to build a new extractor anymore every time you finish a run, you can simply rescan for deposits and select a new one. changing the 24h one to a 23 hour one would be very usefull though. Or maybe make it a 'sliding scale'. Ie: you have X total deposit in the ground that you ahve scanned, only one, no need to select different deposits. You can then select your extraction speed, the higher speed means more wasting, so in the end less ore from the deposit, while slower extraction will be less wasting of the planet's resources. With say 100% efficiency on the slowest extraction speed, taking up 96 hours, and 30% efficiency when you slide the extraction time all the way to a 30 minute run. Possibly add a skill to enhance said efficiency a little. A sliding scale like that would allow for industrialists working a planet to set their own times for when they will next be around to monitor their planets and make adjustments.
Also, being able to upgrade your command center without removing it, and thus blowing up your entire colony would be nice. I'd hate to have to invest in rebuilding a colony from level 4 to level 5 station change.
I am DEFINITELY liking the way this is going, and hope for more improvements/expansions. Just out of curiousity, what are the starbase components used for? I haven't seen a starbase blueprint (yet?).
Another usefull thing would be to add another skill to be able to work more planets, 6 planets even with 6 elite command centers, with good harvesting will make producing advanced products very slow.
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Dolgozo Lany
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Posted - 2010.04.28 14:39:00 -
[111]
Edited by: Dolgozo Lany on 28/04/2010 14:40:04
Originally by: Trimutius III
Originally by: Gerbil Preistess
Originally by: Trimutius III Why do u need to extract Autotrophs? Extract Industrial Fibres.
That would have to do with 2 processors not keeping up with the extractor farm I had going. Still illustrates well enough the fact that unless you do some amount of processing you can not hope to break even, which I think is counter to the intent of allowing trial accounts to play with it too.
Build less extractors and few more processors...
Quote:
So my real question is this... how many of the nublet industrialists will lose all of their isk before they realize that there is no way under the present balance to turn a profit?
U forget 1 thing... there will be no NPC orders soon enough. So probably everything will just become more expensive... Plus numbers aren't final yet, so it is early to make such statements... Plus believe me many people will use 24 hour extractions (nolifers may choose even shorter periods)
And i can't understand why u need to pay for new extractors over and over again, i thought it should be single payment.
Please allow me to drive your attention to a previous post in PI topics: The NPC goods won't be removed at 18th of May. My crystalball shows me that through the grace period huge amount of whining/post will prove PI is not profitable enough... and the DEVs will tweak a couple of numbers till the end product is more according to their intention. You do remember when it was stated the T3 price are targeted to the HAC/Command ship level.
6 planets? That's extremely low number of planets. Today in SiSi 6 planets is enough, 'cause you have lot of manual tasks to do.
My crystal ball tells me: POS fuel price will remain low only if one planet with 1 setup can get to a POS fuel product, if you have to move and warp around and shoot up and down planet goo to get there... now in that case I can see a broad smile in my financial adviser's face to invest in T2 and POS fuel, 'cause that market will take a serious hit.
anyways... the numbers are still under consideration can be changed easily... if nothing else, we will be able to research ME/PE on the new BPOs till PI numbers get better.
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Frea Siv
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Posted - 2010.04.28 15:19:00 -
[112]
I would REALLY like to have some way of knowing the status of my extractors on all my planets. Possibly a column in the science and industry planet pullout stating "NUMBER OF EXTRACTORS IDLE= XXX" so I could have an easy way of knowing where I need to reset my extractors.
Also, it would be nice to have a way to modify the name of our planets, or at least put some sort of text on each one. That way I could title my planet (again in the science and industry screen) something so I could remember what each planet was doing.
ex. allow long click on planet name, give text box, enter text to change planet name.
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Lumy
Minmatar eXceed Inc. HYDRA RELOADED
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Posted - 2010.04.28 15:28:00 -
[113]
Storages and similar facilities need search function as cargo/containers have for both storage and routes. Some kind of summary of all in/out-coming commodities would be nice.
Commodity name | Total routes in(+) | Total routes out (-) | Difference (+/-) | Amount in stock | Estimated time to deplete stock (if applicable)
Joomla! in EVE - IGB compatible CMS. |
Manfred Rickenbocker
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Posted - 2010.04.28 15:40:00 -
[114]
Ok, some more feedback:
In the previous iterations of PI each PIN had some storage. While I agree with the idea of removing storage from the PINs, it makes the management of material flow difficult. Currently, if you dont have a high enough flow rate from your extractors to your factory, it doesnt produce anything. Where does that unused production go? Do I have to put a storage buffer pin in there by default? What if I had too much flow, where does the excess go? These seem like pretty simple questions that are unable to be solved easily, particularly with the cycle times at 15 minutes. 15 minutes is OK, but it makes tweaking difficult without knowing the information above.\
Another suggestion: Can you make factory schematics resemble rates instead of solid input/output numbers? For example, producing Proteins from Complex Organisms, thats a 6000 Complex Organism input to get 20 Proteins. It would be easier to make it a 300:1 rate, meaning your minimum supply would be 300 COs to get 1 P. From there, you can set the factory to have a maximum production rate of 20, so you can provide the factory anywhere between 300 to 6000 COs and the factory will produce accordingly. This would be extremely useful in the case of certain extractors depleting unevenly. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |
Steve Thomas
Minmatar
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Posted - 2010.04.28 15:47:00 -
[115]
Originally by: Tau Cabalander Bad: * 15 minute extractor cycle time makes ice harvesting look speedy. No interactive feel..
hoever it does make it easyer to figure out roughly how many Extractors to processors you need, and the fewer CPU cycles needed serverside the better the preformance Quote: * 96 hr rate extracting roughly 1/15 of previous extractors makes it nearly pointless (took a full elite CC with 17 extractors to occupy one processor where previously could have four processors with 8 extractors). Speed penalties too high..
the 24 hour one is fine, just need to make it slighly less than 24 hours or the constant bumbbacks are going to be annoyng Quote: * I covered substantial portions of some very large planets and never came close to running out of CPU, but grid is in short supply.
start adding things like launch pads and the more advanced processors to a world. . Quote: * Hard to route wide colonies (1/3 of planet or more).Agreed but the home button is nice once you get the hang of it * Still some bugs (not easily repeatable), like abandoned stuff not going away, dragged icons randomly dropping, or the UI locking-up (exiting planet mode fixed). * Dang menus take up too much screen real-estate and keep getting in the way (with smaller screen and in widowed mode)..
agreed and the constant size shifting gets annoying as well Quote: * Costs of commodities are gonna rise sharply if this goes live. .
never forget the planet poo I mine is Free!!!! bunch, that and once you lay out the map you probably dont need to rip things out all the time Quote: Good: * UI better. * Thanks for the Plasma planet, but I'll trade ya a new Barren or two for one of the Ice planets back..
dont count on the seeds being the same on live, they keep saying they leaned thereleson when it came to the moons lol Quote:
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*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developers did 5 years and more ago no longer make sense. |
Avoida
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Posted - 2010.04.28 15:54:00 -
[116]
My question is in respect to sovereignty and PI. If you are out in 0.0 space you can place CCs in unclaimed space and in systems that your alliance claims sovereignty. You cannot place CCs in systems claimed by anybody else regardless of standings.
What, then, happens if sovereignty changes hands? If I'm working in a system my alliance claims, and sovereignty is taken by someone else, do all the existing PINs continue functioning?
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Zeus
Amarr Evolution IT Alliance
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Posted - 2010.04.28 16:00:00 -
[117]
Edited by: Zeus on 28/04/2010 16:06:12 I've noticed something rather annoying with gas planets. Gas planets are far bigger in scale when compared to the other planets. This is reflected in the powergrid consumption of the transport links but not reflected in the density and distribution of minerals. A short link on another planet costing say 50MW is 200-300 for any gas planet. This inflates the cost of transportation by 500%. The distance from the top of a gas planet to the bottem is over 30,000Km! You can see were this is going, that link would cost 3000+mw alone. Gas PI is incredably immobile unless you are prepared to spend 1/4 of your power grid in just 1 link and that doesnt include the smaller 200Mw ones you will need to link from there. BTW I am using Elite Control centres also :/
Proof pic !http://eve-files.com/dl/221227
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Gerbil Preistess
Amarr Imperial Academy
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Posted - 2010.04.28 16:12:00 -
[118]
Originally by: Trimutius III And i can't understand why u need to pay for new extractors over and over again, i thought it should be single payment.
That you can't relocate your stuff as you search out new deposits is kinda crappy given that you can easily deplete a deposit in a day or less.
I also do not understand if it is a bug or intended but as I did with this example, if you set up all of your scans on a deposit before submitting your choices you can have a rather nice array of extractors pulling on it for full value at scan time despite whatever the current level may be. The spot that I placed the cluster on was at a nice red color less than a day before and with 3 days remaining and all extractors still showing that they are far from depleting the deposit it is all 'nothing to see here' blue. If it is a feature it is nice to prevent grief-tactic deposit ganking by other players. I could have ran a couple more extractors but it would have needed a third processor (the unlinked one was just sitting there to check what the production tree on it was).
Since the NPC market for the lower-end stuff is going to still be in place for some time, low-end PI is a waste of time and a negative isk flow until they do some number crunching.
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Taipan Leviathan
Shadows Of The Requiem Everto Rex Regis
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Posted - 2010.04.28 16:28:00 -
[119]
Originally by: Camios The custom office: I find quite strange that it will appear magically if you put a launchpad un the planet. That's ok for empire, lowsec and npc 0.0 (that is NPC space) but since 0.0 alliances have control of their planets I think that the cargo links/custom offices should be built or and maintained by the alliance, and they should be destructible or damageable.
There are at least 2
1. The cargo link can be damaged but not destroyed. If the cargo link is damaged, it will not work and it must be repaired to get it working again.
2. The cargo link must be produced and anchored at a small cost. It can be destroyed, or just damaged and repaired. It will still work even if it's damaged.
It could be protected by sentry guns.
This is just to give small gangs some actual way to create a bit of damage.
This please. Would cause fighting to occur a new places. (not just Pos, Station, Gate)
Also a quick switch system for vieuwing planets. (f1= planet 1 (user difined) f2 = planet 2 ect) --------------------------------------------------- THE BIG BANG: First there was nothing, Then it exploded. |
Gnulpie
Minmatar Miner Tech
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Posted - 2010.04.28 17:10:00 -
[120]
How do you prevent "grief mining"?
Grief mining as in: someone drops lots of extractors onto your and deplets the resources very fast, not caring about profit but just for the fun of griefing the other so that he can't mine any more.
Especially on planets where resources deplete very quickly (as in high sec) this is something nasty. And I am sure that at least some people will do it.
How do you avoid this? Should it be avoided?
Also I think that high sec and low sec resources are not abundant enough. 0.0 is pretty safe when it comes to PI, more safe than low sec. How to justify then much higher yield rates there? I think compared to high and especially low sec those resources are way too abundant. |
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