Berikath
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Posted - 2010.08.20 21:45:00 -
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Edited by: Berikath on 20/08/2010 21:55:35
Originally by: rain9441 This isn't a question, more of a desire to discuss. There is one thing about low sec that everyone knows - it's dead. What would it take for you, an industrialist/scientist, to want to go to low sec? Don't worry about 0.0. That's another topic. Focus on low sec!
First off, we all know that labs in low sec are packed. So obviously some people think that a lower wait time for lab slots is worth the risk. This is a simple example. I will take some BPO's or BPC's through low sec (or into) right now no problem. Merely traveling through low sec for a short period of time isn't an issue.
But what about manufacturing? The only reason I know of that players actually use manufacturing slots outside of high sec is to make capitol ships. And that is due to strict hard coded game limitations.
Think about it. There are two things that would entice you to go to low sec for your needs. Either make high sec less appealing or low sec more appealing.
Heres my example: A 25% tax on manufacturing (using same system that insurance uses for price) in high sec would entice me to start manufacturing in low sec. A tax on invention/copying/research in high sec would do the same. If minerals were cheaper and more abundant in low sec, it'd lure me in as well.
What would it take for you to want to go to low sec to do your deeds?
Tax on high-sec production = bad idea.
What would it take me to move production to low sec? Well, for high-value items.... a lot. Personally, I'm not gonna move hundreds of millions in ISK through low-sec, cuz I can't afford to lose it. However, if it were lower-value, high-volume goods (say, ammo), a time bonus would do the trick. Maybe split the difference between producing in a POS and in a station- .85 time multi for ammo?
Then there's a benefit to producing in low-sec, but it doesn't make price/unit any different... and, I mean, losing an indy full of ammo would suck, but still.... it's just ammo, you'll probably recover.
*edit*
Also, I kinda think it might be interesting if you could use multiple slots for manufacturing to decrease the time it takes. Maybe something like.... time = base * (20 / (19 + slots used))
Maybe, due to extra logistics costs, job cost = (base cost for slots) * 1.5^(numslots-1)... that way, cost increase gets exponentially larger the more you use, and you don't get people using all the slots in a station to produce ammo faster.
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