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Julie Vosgerichian
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Posted - 2010.07.06 18:19:00 -
[1]
Currently: To produce a processed material, you select the material from a long list at a basic processor, then create route to and from the processor.
Idea: Using the create route from the storage/spaceport and clicking on the basic processor will automatically set the processor to that material to be processed.
Currently: when switching a processor from one product to another, all input and output materials require to be re-routed.
Idea: Force all products to route to the same location by default. To change the route, just follow the current steps. So if I produce oxygen and its routed to the spaceport, when i switch to coolant/water ect. the new product still gets routed to the spaceport by default.
These two ideas would decrease the monotony a bit.
Additional ideas: skill to increase total amount of a material scanned by an extractor. make it *8 or higher and require adv planetology 4 and/or planetology 5.
Perhaps some skills for increasing powergrid and CPU of a command center. also requires highly trained skills and is a high multiplier. increases pwg/cpu by 2% per level.
Maybe a skill to increase/decrease duration of extractors, similar to the yield increase, just depends which way you want to go with it.
Please allow multiple selection of extractors, shift click or drag, and allow us to choose 30min/5hr/23hr/96/hr for all selected extractors.
will add more if i think of any.
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Julie Vosgerichian
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Posted - 2010.07.07 14:29:00 -
[2]
No one has any constructive criticism?
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Arlbash Dested
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Posted - 2010.07.07 15:29:00 -
[3]
I like all of them. I'll add one more: have "planetary center upgrade package" items. Right now, if I improve my skill to be able to handle a better planetary center, in order to use it, I have to completely demolish my colony, and rebuild. For a level 3 colony, we're talking about 4-5M ISK down the drain. So have a "Planetary Center Upgrade 3 to 4" item that would cost maybe 1.5x the difference between the two command centers. You get it to the planet, activate it, and voila, there's more CPU/power, as if you started with level 4 item.
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Knor Yvester
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Posted - 2010.07.07 20:40:00 -
[4]
Edited by: Knor Yvester on 07/07/2010 20:41:20 I'm running into a problem with the graphic that appears when you click on any unit. I site everything close together and have to move the planet view map around and wait for the graphic parts to cycle out of the way.
I also like the idea of extraction skills - since PI was designed to get people into 0.0 and wh's there are no really good planets in high sec.
I use Elite CC's now and hate the fact that everything except station part bpo's were seeded to low sec stations. There is not a great jump in powergrid when you get Command Center Upgrade 5.
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Sarf
Spacelane Logistics
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Posted - 2010.07.08 06:11:00 -
[5]
Edited by: Sarf on 08/07/2010 06:12:52 I would like two things
The extractor rate becomes apair of sliders where I can select how much I want per cycle and and the cycle duration, it then calculates hou long the depositbwill last.
A ui on the command center where I can see the owner or all other cc on the planet and do a expedited move where I enter a price per unit and a destination order. The other player then sees a incoming delivery, and the amount it will cost. If the delivery is not acceptedbit is returned after 96 hours. You can only have one delivery per owner pair at a time. - Sarf CEO, Director of Freighter construction. Miner of small balls of dirt. |
Bilko Bobski
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Posted - 2010.07.08 10:36:00 -
[6]
I agree, those are great ideas for PI; especially adding skills to improve the extractor rates and processing rates. If we could get some kind of extractor slider, for mixing between high-yield and depletion time as mentioned above, I think PI would be much easier for a lot of people - being able to set it to the same length as my shift at work would help me and I'm sure a lot of other people.
My only idea is to allow the use of slaves and militia to over-work the structures, in a similar way to how you can overcharge the guns on your ship. Obviously it would need some kind of bad side - like the possibility of a riot, which locks off production for 24 hours. (and yes, this is just another one of those "please add a use for x good which was originally just for a mission").
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Arlbash Dested
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Posted - 2010.07.08 18:19:00 -
[7]
BUG FIX?: Oh, and this might be a bug fix, but for some reason, under certain scenarios, routes are forgotten. For instance, I have 4 extractors daisy chained, and the last hooked up to storage. They each get in the 1200's of units per cycle during the 5-hour run. I can keep restarting them all in 5 hour increments indefinitely, and their routing stays. Then I want to run the 1/2 hour cycle. First, my links are too weak to support all 4 running that simultaneously, so I only run the first two. BUT, when that cycle is done, and I go to schedule the next run, the routing for one of those two is gone.
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Arlbash Dested
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Posted - 2010.07.08 18:35:00 -
[8]
Idea: add limited PI management functionality to the API (and then make them available through EVEGate). I'm only talking about functions that you can already perform on the built structures, not building new colonies. So you should be able to query all colonies, query each colony for structures, query each structure to see its status, and change what it's doing (so extractors: restart them in X cycle, processors - change a plan), and even do simple routing. (once again, links would have to already exist).
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uquasz
Gallente
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Posted - 2010.07.08 20:32:00 -
[9]
Edited by: uquasz on 08/07/2010 20:33:49 1 thing is verry important and missing. You can not transfer dsired ammount (like half you have) of cargo between storage places.
consider this: you have 2 launchpads. you want to transfer 200 units of silicone from launchpad 1 to launchpad 2, but you have 400 units total. you can transfer them all or none.
this siriously sucks
short version: make it possible to edit quantity of items you want to transfer between storage places.
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Julie Vosgerichian
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Posted - 2010.07.09 00:00:00 -
[10]
For the question about the routes that are deleted. This is due to you overloading a link. when you run a low yield extraction and switch to one with a higher yield, you need to check that the links can sustain the new amount. You will not get an error notification or message when you overload an existing route.
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Julie Vosgerichian
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Posted - 2010.07.09 00:50:00 -
[11]
for the transferring question. if you have 2 spaceports, you can break up any amount of any unit using the shift drag. then export the units, then import them at the other spaceport.
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uquasz
Gallente
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Posted - 2010.07.09 09:56:00 -
[12]
what if you have 1 spaceport and 3 storage rooms ?
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Julie Vosgerichian
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Posted - 2010.07.09 18:06:00 -
[13]
if i had 3 storage and 1 spaceport, i would destroy the storage and replace with spaceports. i have yet to see any reason to use storage over spaceports. spaceports have 10k storage and storage has 5k. the only difference is spaceports are heavier on CPU, which i have yet to ever even come close to maxing out.
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Julie Vosgerichian
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Posted - 2010.07.14 13:46:00 -
[14]
Any chance for a blue response? (wishful thinking)
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Makko Gray
Gallente Nexus Aerospace Corporation The Volition Cult
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Posted - 2010.07.14 13:51:00 -
[15]
Edited by: Makko Gray on 14/07/2010 13:53:14 I think routing should be set more like the way links are created, perhaps have it on the right click context menu. I think being able to drag routes would be good too.
EDIT: I noticed google maps have a nice UI for dragging routes. Google Maps
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