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Delta Bacat
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Posted - 2010.06.14 11:59:00 -
[1]
Edited by: Delta Bacat on 14/06/2010 12:15:46 Edited by: Delta Bacat on 14/06/2010 12:15:08 With the feedback of several users, a list of requested improvements for the Planetary Interaction (PI) interface has been made. This post is the result. Please add your ideas in this thread, they will be updated in this list. The ideas are listed per topic:
General planet information and overview
- Show the type of planet
- Add a scale indicator
Scanning
- Enable scanning to be done in high contrast grey scales
- Set marker PINs that do nothing except serve as a visual/design aid
Building
- Show the Isk cost of a facility in the build section before you click the PIN
- Hide all the CC types you do not have in your Cargohold
- Enable the placements of multiple pins, links and routes of the same type by holding shift (or another command key)
- Allow upgrading of Command Centres instead of tearing down the whole colony
- Allow the CC to be moved by launching a new CC on the planet
- If a placement of a PIN was canceled due to placing the PIN to close to another PIN, do not reset the cursor, but keep it in PIN placement mode
Windows and panes
- Allow PI window resizing
- Allow all the PI information panes to be moved
Colony navigation
- Add a colony list in the PI interface to easily switch between colonies
- Allow (nick)naming of planets, colonies and pins on a player, account, corporation and alliance level
- Next to scan and build lists, create a list showing all your placed (nicknamed) pins, their type, status and a home in function
Logistic readability and accessibility
- Show the input requirements in the schematics dropdownlist. Example: Nanites(Micro Organisms, Bacteria)
- Use the same units for input and output of extractors and processors
Input: 3000 items A: 300 m3Output: 20 items B: 15,8 m3
- Allow the Science and Industry (S&I) button to blink when extractors deactivate or processors are without resources
- In the PI screen of S&I, show if there are idle extractors or processors on a planet
- Add a toggle that shows output per 30 minutes or per hour (processor cycles)
- Replace the PIN icon with a product output icon if set
- Make the PIN icon green when active, orange when inactive and Red for a warning
- Show a warning (red PIN icon) if a pin does not have routes for its incoming and/or outgoing products
- For storages, if a product is routed to it but the quantitiy is 0, add a translucent item of that type to the Products list (with quantity 0), allow routing to be set for that product
- Allow contracting to and from Customs offices
Logistic management and setup
- Allow routing between storages
- Allow multiple PINs (same type) and links to be selected while pressing shift
- When selecting multiple PINs, allow to Survey, set extraction times, set schemetic, create links and set an output route
- Create dynamic and smart routing of links, explained here
- Adjust the resolution of extractor times, current cycles don't match well with real life cycles
A note on output routes, these would follow the many-to-one principle. If you combine this with the 6th suggestion, you can easily create many-to-many routes
Change management (Building and logistics)
- Increase the visibility of the fact there are unsubmitted changes
[*]Add an ôundo last unsubmitted changeö button
Other [*]Add a list of planet types in the system to the starmap
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Delta Bacat
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Posted - 2010.06.14 12:05:00 -
[2]
Edited by: Delta Bacat on 14/06/2010 12:15:31 Custom's office
- When importing and exporting, show the transported volume and the volume available in the destination
- In the targetting overview, allow an access Custom Office button(C))
- Allow contracting to and from the CO
Many ideas were contributed by other players, thanks for the input Cresalle, Der Felsenbergmann, Culmen, Trebor Daehdoow, Tirus Keth, Monistat Seven, ChrisIsherwood, Moriiko, Jekyl Eraser, Seliah, Borgholio and Eve Orwell
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Borgholio
Minmatar Quantum Industries Prime Orbital Systems
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Posted - 2010.06.15 06:32:00 -
[3]
Thanks for the list! :) To clarify, my idea was to simply allow us to manage multiple extractors from a menu / tab in the command center instead of simply double-clicking each individual one. I would like to get away from clicking individual buildings as much as possible. :) ----------------------------------- You will be assimilated...bunghole! |

MarcAnge Draco
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Posted - 2010.06.18 09:38:00 -
[4]
The most important improvement to the PI window interface is allow your ship readouts and module activation buttons to be visible while in planet mode. You can see your overview, your cargo hold contents, etc. but cant see what your capacitor readouts are, or more critically, see and activate modules installed on your ship. This is particularly troublesome when mining while using the PI window. When your mining laser deactivates because a n asteroid is depleted, I have to exit PI just to see which of my mining lasers deactivated.
Please give us our ship controls while in PI mode.
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Andy Landen
Caldari
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Posted - 2010.06.18 14:14:00 -
[5]
I love this list! If I could add a feature that I would really like to see: We should be able to online/offline planet structures much like ship modules. Not asking for maximum numbers for high, med, and low slots on a CCC, though. Not really a PI interface, but with the number of quality PI suggestions here, I had to add this feature suggestion to the list. |

Shana Matika
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Posted - 2010.06.18 15:48:00 -
[6]
Instead of multiple Extractors/Factorys selecting I would prefer an upgrade option.
Less extractors - less links - less load on the database
Why should we build 3 extractor when we can upgrade one extractor. Each upgrade cost the same as an indivudual extractor aswell in ISK, Power and CPU.
Same for factorys and storages.
Also an option to update a pcc to the next level would be great.
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Tacolina
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Posted - 2010.06.18 19:29:00 -
[7]
Edited by: Tacolina on 18/06/2010 19:30:36 All these user friendly requests are great but the obivious fixes in my opinion are the courier contracts to customs office and corporate hangar. These are no brainers, especially the courier contracts. That was like the most immeadiate idea that came to my mind as soon as I dove into PI. It just makes sense.
It would also be really cool to have a trade market at the customs office. Nothing too complex, think age of empires II. Trading would only apply to the available resources at said cutoms office of which have been allocated to trading. Meaning you would need another hangar for tradable resources. Would go nice with the corp hangar if you ask me. 
*dont forget the tax
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Delta Bacat
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Posted - 2010.06.25 10:34:00 -
[8]
Edited by: Delta Bacat on 25/06/2010 10:35:24 Hi guys, love the ideas posted above but think they are a bit out of place for pure user friendlyness topics.
Andy Landen: Why does one need offlined structures, I take it you want your colony to be more flexible? What are your issues when you restructure your colonies? If that's cumbersome, improvements in that are will be added to the list. This would mean you still need to rebuild your colony (and spend ISK), but atleast it will be easy.
Shana Matika: Would make management a lot easier indeed, but will this affect the colony building and hotspot coverage system?
Tacolina: Are you thinking of buy and sell orders at the CO? Would love to see that idea, but I've actually been considering of removing the contracting from the list. It's not really UI but adding a player-interaction feature.
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Shana Matika
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Posted - 2010.06.25 13:44:00 -
[9]
Well if you could upgrade the extractors/Processors/Storages this would mean this:
One extractor needs 200 CPU / 800 Power - it provides 6000 "ore" per hour. Baseprice: 45.000 ISK
Upgrade: +200 CPU / +800 Power / +6000 per hour - +45.000 ISK upgradecost. -> you can "stack" this as long as your PCC can handle the load. So basicly you would need Power/CPU and ISK like you would build lets say 12 extractors but instead of seeing 12 extractors you see 1. Nothing else. It would still need the same ISK, PCC Fitting etc. To compensate the reduced link-need you could add 2% to overall CPU/Power need of an upgraded building if the dev's realy think this is needed.
This also got some positive side-effects for the servers: Less "real" extractors - less DB load - less resources needed.
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Razar51
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Posted - 2010.06.25 18:25:00 -
[10]
also a + for upgrading extractors
more room on the planet for more colonies (could make them deplete faster but meh)
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Commander Ted
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Posted - 2010.06.25 20:51:00 -
[11]
I hate having to select each of my extractors individually to setup there routes and what timer they extract on. Make it more like a RTS game and let me drag a select box or hold down Ctrl + z to select all things of 1 type.
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Milo Caman
Gallente Anshar Incorporated
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Posted - 2010.06.25 21:34:00 -
[12]
Originally by: MarcAnge Draco The most important improvement to the PI window interface is allow your ship readouts and module activation buttons to be visible while in planet mode. You can see your overview, your cargo hold contents, etc. but cant see what your capacitor readouts are, or more critically, see and activate modules installed on your ship. This is particularly troublesome when mining while using the PI window. When your mining laser deactivates because a n asteroid is depleted, I have to exit PI just to see which of my mining lasers deactivated.
Please give us our ship controls while in PI mode.
This to be honest. I like to know that my cloak is running when I'm safed + doing PI stuffs ---
Originally by: Sarina Berghil I think the reason your guns didn't work is because you're trying to hunt squirrels with Howitzers.
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Dr Sirius
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Posted - 2010.08.19 09:20:00 -
[13]
Suggestions:
1.
Allow extractors to be upgraded, doubling their output each time so that you could have x2, x4, x8, x16, or even x32 extractors.
This would significantly reduce the number of clicks required to manage colonies on a day to day basis. It would be acceptable to make an upgraded extractor slightly more intensive in CPU/grid than two seperate extractors.
2.
Add skills to improve existing colonies. e.g. Improve CPU/powergrid, reduce CPU/powergrid costs, increase extraction rates, etc.
At the moment it's better with PI to learn all your skills upfront and then stop as there's no benefit to e.g. training Advanced Planetology once your colonies are placed. Adding other skills that improve what you have fits the EVE way of doing things better.
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Zanaraxtarus
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Posted - 2010.08.23 05:18:00 -
[14]
I realize EVE is just a game, but do we really want to take away any more realisim than we absolutely have to?
"Show the ship interface and targets when not docked (for multitasking during mining and travelling) Allow PI window resizing Allow all the PI information panes to be moved"
How likely is it that controlling an entire colony is going to be simple enough that someone can sit in an asteroid field, mine ore, watch for NPC ships, AND watch for hunting players?? There should always be risk associated with doing anything in EVE, and this change would make the risk associated with conducting P.I. virtually the same as the risk associated with mining.. That doesn't fit at all.
Everything else on the list is great (actually, several of the issues had me thinking, "How could this have been skipped to begin with?!?!") but I certainly hope they don't make the risk associated with running P.I. the exact same as running P.I. WHILE mining (running plexes (plexi??), hunting 'bears, etc..)
--Zan--
Oveur, thanks for the blog! The 18 month thing is totally acceptable when stated as it was in the blog. Ugly, ugly avatar, but GREAT blog! Oh, & I retract the ban |

Kristaki
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Posted - 2010.08.24 01:15:00 -
[15]
Got a few more suggestions here, some of which you have mentioned This is where my sig would go... |

Andy Landen
Caldari
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Posted - 2010.09.02 04:54:00 -
[16]
Originally by: Delta Bacat Edited by: Delta Bacat on 25/06/2010 10:44:59 Edited by: Delta Bacat on 25/06/2010 10:35:24 Hi guys, love the ideas posted and keep them coming!
Andy Landen: Why does one need offlined structures, I take it you want your colony to be more flexible? What are your issues when you restructure your colonies? If that's cumbersome, improvements in that are will be added to the list. This would mean you still need to rebuild your colony (and spend ISK), but atleast it will be easy.
Shana Matika: Would make management a lot easier indeed, but will this affect the colony building and hotspot coverage system?
Tacolina: Are you thinking of buy and sell orders at the CO? Would love to see that idea, but I've actually been considering of removing the contracting from the list. It's not really UI but adding a player-interaction feature.
Why does a pos need to be able to offline structures? Same answer for PI. Fill up silos with one type of raw material. Offline those extractors and online ones for the other material. Then fill up their silos. Rinse and repeat. Advanced processors draw materials from both silos at the same time.. The key to pvp is effective fleet teamwork. |

Alexander Vallen
Caldari
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Posted - 2010.09.22 22:53:00 -
[17]
Edited by: Alexander Vallen on 22/09/2010 22:55:29 (EDIT: I realise many of these have been stated before in the thread but I'm saying them again anyways.) Not everyone wants to take part in Planetary Interaction (it can get boring at times) as such prices are insanely high for certain things because not enough people are taking part. The following are what I believe to be changes to PI that would help to stabilise things.
Full storage facility: When the destination of an industry facility no longer has enough room to store the next cycle's worth it should either deactivate or re-route to other available storage.
Multiple extractor restart: It should be possible to select all extractors on planet of the same type and send them the same order simultaniously. This is a major time saver. Many of us would rather be doing things other than resetting a bajillion extractors.
Expedited Transfer: Increase frequency of use or institute a skill that would allow the same.
Base Capacity: Implement either skills or power/cpu structures that would allow for more structures on a planet. Alternately, increase the difference in number of structures available between each level of command center.
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Mark Carkoss
Minmatar Multinational Warfare Mobility Command United Outworlders
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Posted - 2010.09.25 17:50:00 -
[18]
Originally by: Alexander Vallen Edited by: Alexander Vallen on 22/09/2010 22:55:29 (EDIT: I realise many of these have been stated before in the thread but I'm saying them again anyways.) Not everyone wants to take part in Planetary Interaction (it can get boring at times) as such prices are insanely high for certain things because not enough people are taking part. The following are what I believe to be changes to PI that would help to stabilise things.
Full storage facility: When the destination of an industry facility no longer has enough room to store the next cycle's worth it should either deactivate or re-route to other available storage.
Multiple extractor restart: It should be possible to select all extractors on planet of the same type and send them the same order simultaniously. This is a major time saver. Many of us would rather be doing things other than resetting a bajillion extractors.
Expedited Transfer: Increase frequency of use or institute a skill that would allow the same.
Base Capacity: Implement either skills or power/cpu structures that would allow for more structures on a planet. Alternately, increase the difference in number of structures available between each level of command center.
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Mark Carkoss
Minmatar Multinational Warfare Mobility Command United Outworlders
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Posted - 2010.09.25 18:22:00 -
[19]
Originally by: Alexander Vallen Edited by: Alexander Vallen on 22/09/2010 22:55:29 (EDIT: I realise many of these have been stated before in the thread but I'm saying them again anyways.) Not everyone wants to take part in Planetary Interaction (it can get boring at times) as such prices are insanely high for certain things because not enough people are taking part. The following are what I believe to be changes to PI that would help to stabilise things.
Full storage facility: When the destination of an industry facility no longer has enough room to store the next cycle's worth it should either deactivate or re-route to other available storage.
Multiple extractor restart: It should be possible to select all extractors on planet of the same type and send them the same order simultaniously. This is a major time saver. Many of us would rather be doing things other than resetting a bajillion extractors.
Expedited Transfer: Increase frequency of use or institute a skill that would allow the same.
Base Capacity: Implement either skills or power/cpu structures that would allow for more structures on a planet. Alternately, increase the difference in number of structures available between each level of command center.
Having 2 accounts and all 6 characters skilled for P. I. ,I spend hours 3 times a day to click/restart hundreds of extractors each day for 5 hour cycles (having the same rate of extraction for 24 hours makes more sense), any other timed cycle is pointless. I understand the goal of making a game realistic but with alliance goals and such, I don't have time to do missions or pvp if I spend 9 hours a day trying to manage P. I. ( YES, I don't have a life, being disabled and no job and sitting at my computer from the moment I wake to the moment I can't stay awake sometimes lol) Have a grouping tab so that one click is all that is needed to activate the cycles. Thank you Alexander for your message
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BoBoZoBo
Foundation Sodalitas XX
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Posted - 2010.10.13 14:19:00 -
[20]
We REALLY need a way to visually see the difference between the different Basic/Med/Adv material processors.
Right now they all look like a yellow circle + gear.
Maybe add something as simple as dots or chevrons. 1 dot -P1 2 dots -P2 3dots -P3 =========================
Minister of Propaganda - Operator 9 |

Gerard Deneth
Caldari Pavlov Labs GmBH Independent Faction
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Posted - 2010.10.14 09:13:00 -
[21]
Originally by: BoBoZoBo We REALLY need a way to visually see the difference between the different Basic/Med/Adv material processors.
Right now they all look like a yellow circle + gear.
Maybe add something as simple as dots or chevrons. 1 dot -P1 2 dots -P2 3dots -P3
Actually, there's already an easy way to visualize. Basic processors only consume one resource (and thus have one ring around it). The Medium ones take in two or three resources to process, meaning that the ring is now broken into two or three segments. The advanced ones all take in three materials, meaning they will always have the three rings.
It's not -perfect-, no. But it comes decently close I think :)
---------------------------- The Game's always changing under your feet; don't start moaning when you get a toe caught in the gears. |

Rellana1
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Posted - 2010.10.16 11:26:00 -
[22]
I would also like the option to be able to import resources from one planet directly to another planet,as long as there are in the same system. For instance I have 2 planets in the same system,one produces water and the other produces reactive materials,and I wish to combine them to produce a Water-Cooled CPU, It's be nice to be able to import materials directly from one spaceport to the other spaceport.
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Cardinal Sinner
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Posted - 2010.10.30 21:57:00 -
[23]
No to importing of resources from planet to planet. Keep PI hardcore for those that love it. Keep it hardcore so prices don't drop. Large alliance leaders needing to keep sov and upkeep would love to have cheap upkeep costs. Materials from PI make sov possible. No to downgrading PI.
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Mittsu Banchori
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Posted - 2010.10.31 02:50:00 -
[24]
What about a topographical map, the higher up you have an extractor the more ore you can extract from that spot. Also, when dust comes out what about troop barracks and being able to command them live when under attack or attacking. I would also like to see military stuff for dust to be made with pi ore.
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Megalift
Omni Tech Engineering Needless Friends
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Posted - 2010.11.24 13:46:00 -
[25]
A few ideas to add to the list.
- Allow Launchpads to 'expedited transfers' between planets in the same solar system.
- Allow centering bookmarks on planets that the player can toggle, thus centering where the bookmarks has been set. This will allow aplayer toquickly find an important location.
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R3aliti
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Posted - 2010.11.27 02:10:00 -
[26]
I see a lot of good ideas here. Thanks to all.
Maybe just a little off topic yet involved in PI. I have purchased and researched all of the POS BPOs that use the P4 as build resources. The research times seem to be more than a bit off, some of them 5 times greater. One other thing is that my researched ME:10 BPO uses the same amount of materials as a ME:0 unresearched BPO.
Because of the research problems, I am currently stacking my P4 materials. I can not see wasteing the materials building at ME:0 levels while useing a ME:10 BPO.
R3 
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Vaishmael
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Posted - 2010.11.30 19:25:00 -
[27]
Personally.. I think a graphical upgrade would be in order, just a simple one, city spaces surrounding the command center, lights and such, and if/when you move your command center the city space kind of just withers away slowly.
Also I think you should have population to appease and such, throw some curve balls into the mix lol.
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Feodora Miniaky
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Posted - 2011.01.09 22:36:00 -
[28]
Nice post,
One thing I would like to see is the ability to allow other users to manage resources from your PI installation, edit the installation, survey and restart extractors. This would make it far easier to maintain your PI hauling with an alt.
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Hedikin
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Posted - 2011.01.22 18:27:00 -
[29]
Edited by: Hedikin on 22/01/2011 18:29:27 i hope this is the right thread to post in 
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is there a typo in the extraction window ?
you click on the extractor - says "Current cycle output" = "xxxx" then you click on survey it says (typo here) "per hour" = "xxxx"
shouldnt it say "per Cycle" insted of "per Hour" ?
because of this little thing, im extracting around 85% to much for my processing to handle
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