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Mrwissan
Amarr Rock Ballz INC. STORM.
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Posted - 2010.06.28 14:49:00 -
[1]
Capsuleers, are you on a busy work schedule, need to spend more time with your family and less with your planets? Worry no more! Automated Planetary Haulers are at your disposal. Of corse, this would be a great asset to your planetary empire if they existed. The way these hauling drones work is, you commission a "Hauling Drone Facility" on two or more of your planets, and then it will proceed to transport raw materials back and forth from planets via warp drives. Hauling space is very limited in these drones, 500M3 per drone and they require bandwith usage just like regular drones. The facility on the planets would have the bandwith usage for only 3 of these drones, considering we can only control 6 planet facilities at once per character. But the facility would have space for 10 drones, just in case someone decides they want to have fun, and destroy the drone.
(The Hauling Drone Facility must be connected to Launch Pad to be active hauling)
Hauling Drone Facility attributes, and fitting
Drone Capacity 3,500CPU 100,000M3 600Power Drone Bandwith 1650 mbit/s
**Import tax from Launch Pad is automaticly deducted from Capsuleer Wallet when drones are activly shuttling materials**
Hauling Drone Attributes
Capacity 500.0 m3 Volume 10000.m3 Mass 24000.0kg Shield Capacity 1,000HP Shield Recharge Time 150.0s Structure Hitpoints 1,350HP Armor Hitpoints 1,800HP Max Velocity 150 m/sec Tech Level 1 Signature Radius 140 Scan Resolution 300mm Max Locked Targets 1 Inertia Modifier 130 Radar Sensor Strength 1 Ladar Sensor Strength 1 Magnetometric Sensor Strength 1 Gravimatric Sensor Strength 1 Bandwith Needed 550 mbit/s
(Upgrades can be placed on drones through Drone Facility Interface) Hauling Drone Fitting ___________ CPU [___________]_ 3.00 Power [___________] 2.00 High slot Standard Compressed Projectile Gun Medium Slot 1 Low Slot 1
Upgrades like Civilian modules can be used on these ships, and only cargo expanders can be fitting in the lows (includes civilian mods) Civilian AB and Civilian Shield Booster may be equiped in mediums
***Skills required***
Remote Sensing 3 Planetology 3 Interplanetary Consolidation 2 Command Center Upgrades 3 Advanced Planetology 0 Drones V Automated Hauling Drones I-V
Automated Hauling Drones Skill Attributes Primary Attribute Memory Secondary Attribute Perception Max Trained Drone Bonus 3 Training Time Multiplier x1 Bonus to warp time per level +1 AU/s per level
I hope someone else has the same ideas as I, and add onto this forum post.
--MrWissan of Rock Ballz INC. STORM.
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Varis Idle
Gallente Center for Advanced Studies
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Posted - 2010.06.28 19:26:00 -
[2]
Very bad:
-remove time sink for players -> totally passive income -reduce risk for players -> bypass typical 0.0/lowsec mechanisms and player interaction
Very good:
+spiffy new structure for planets and a real use for CPU +SP sink for PI +something for the small PvP gangs to hunt and kill
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Varis Idle
Gallente Center for Advanced Studies
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Posted - 2010.07.26 08:30:00 -
[3]
This would make for an interesting new element to the game and for some novel interaction. Anybody took a second look?
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Jint Hikaru
OffWorld Exploration Inc
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Posted - 2010.07.26 09:11:00 -
[4]
Edited by: Jint Hikaru on 26/07/2010 09:12:15 So many requests for less and less ways to interact with PI.
Some people wont be happy until there is just a big red putton that they click each time they want some PI products delivered to their hanger (and possibly sold on the market for them).
I admit the click click every evning is a pain, but comeon, you must see there is value in your work. The less work you have to put in, the less value there will be in your product.
------------------------ Jint Hikaru - Miner / Salvager / Explorer "I've got a couple of Strippers on my ship... and they just love to dance!" ------------------------ |
Gray Pawn
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Posted - 2010.07.26 09:28:00 -
[5]
The basic idea is to allow players the ability to easily remove materials from a planet, right? I don't support the 100% automated approach, but the process can be simplified.
The login screen distinctly shows jet cans moving up from a planet into an awaiting cargo vessel of some sort. Why not make an automated collection point which incorporates such a design? You would need to change/add two things.
1. Automatic cargo launches from planetary launch pads. Allow players to designate automatic launches of specified materials when said materials reach a certain amount. When triggered, the launch pad would send a cargo container full of the specified materal up to an awaiting collection barge.
2. Collecion barges. Players can station collection barges (a pilotable ship which players essentially fly into place, eject from and anchor near a planet) near planets which must contain one of their colonies. The collection barge would simply sit in place and collect materials sent to it by your colony's launch pad. Players then have the option of moving the materials to a station by either directly flying the barge or offloading its contents to another ship.
Give the barge itself a massive cargo hold akin to a freighter's, but remove its jump drive - they will be stuck in the system they're created in/purchased from. This will keep them from becomming a cheap alternative to a freighter. To keep them from becomming an alternative to a giant secure container, limit what they can hold to just planetary colony products or allow them to only be anchored next to planets.
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Ratchman
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Posted - 2010.07.26 10:18:00 -
[6]
I think this can only really be acceptable if there is an increased chance of the cargo being pirated on the way. If you are going to automate this part of the process, then there has to be a trade-off.
Frankly, I can't see anything like this happening myself. Other parts of PI can be refined, but there's nothing actually wrong with the transportation part. It's just time-consuming, which is part of the point.
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Jint Hikaru
OffWorld Exploration Inc
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Posted - 2010.07.26 10:50:00 -
[7]
Originally by: Gray Pawn The basic idea is to allow players the ability to easily remove materials from a planet, right? I don't support the 100% automated approach, but the process can be simplified.
The login screen distinctly shows jet cans moving up from a planet into an awaiting cargo vessel of some sort. Why not make an automated collection point which incorporates such a design? You would need to change/add two things.
Sorry, but you dont actually use PI do you? The login screen shows a Customs Office receiving and delivering PI products from and to the planet colony.
The general idea of the OP is to do with PI processes that mean you have to extract items from one planet and then trasport it to another for further processing.
What happens now - you fly into the system, activate your launchpad and export the products you want. Then you warp to the Customs Office, collect your goods and warp to your other planet. Stick your goods into the Customs Office and then have your goods imported to a spaceport on your second planet.
What the OP wants - For his first planet to automaticlly transfer his goods to his second planet.
------------------------ Jint Hikaru - Miner / Salvager / Explorer "I've got a couple of Strippers on my ship... and they just love to dance!" ------------------------ |
Ishina Fel
Caldari Terra Incognita Black Star Alliance
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Posted - 2010.07.26 12:42:00 -
[8]
The issue is really that CCP needs to find a balance between players spending time on PI and the ISK reward it gives the player for his time. Automated, passive income may be convenient (and I'd certainly like to have more of it myself ), but it's rather bad for the economy as a whole.
How about an even more funky suggestion? Courier contracts for hauling between planetary customs offices It keeps everything in the hands of player interaction, but it still allows a planet owner who doesn't want to haul to 'outsource' the whole shebang. And the somewhat neglected profession of courier running might get additional incentives, as you can accept a regular contract from A to B, and then see if you can fill up additional cargo space with PI goods which also need to get from A to B.
Of course, with customs offices not being stations, this would probably be near-impossible to implement. It's an amusing thought, though Signature? What signature? |
Varis Idle
Gallente Center for Advanced Studies
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Posted - 2010.07.26 16:48:00 -
[9]
Originally by: Ishina Fel The issue is really that CCP needs to find a balance between players spending time on PI and the ISK reward it gives the player for his time. Automated, passive income may be convenient (and I'd certainly like to have more of it myself ), but it's rather bad for the economy as a whole.
Yes, that's the main issue with PI - the isk/h needs to be brought up to the general Eve level. Currently PI is more active income than industry, trading - or, RD agents. If CCP kept the isk/d rate the same, but decreased the amount of work required from players, that could be a step in the right direction, and also make PI more of a passive income as it's supposed to be. Then again, the PI production might increase with this and then the prices drop again and we're back to square one for the main issue.
Quote: Of course, with customs offices not being stations, this would probably be near-impossible to implement. It's an amusing thought, though
The COs are already hangars - so it might be possible, and maybe even something CCP has already considered. Perhaps if the player dishes out 50-100M, the CO of the planet would be upgraded to a customs station (CS), which would allow contracts and market orders made on the station for PI products.
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