
Aidan Patrick
Zero Point Group
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Posted - 2010.12.27 11:19:00 -
[1]
Edited by: Aidan Patrick on 27/12/2010 11:27:55 Edited by: Aidan Patrick on 27/12/2010 11:24:04 Edited by: Aidan Patrick on 27/12/2010 11:19:08 Thought I'd throw my 2 ISK in as well.
First off, not being able to effect/be effected by other players extractors is a very bad thing. Here are some reasons why:
- 1. Infinite players can take advantage of the same resource pool.
- 2. Players are unable to create colonies with the sole purpose of decreasing the yield of someone else's colonies.
- 3. Scarcity of resources becomes a non-issue, meaning that DUST will be completely useless upon launch as Capsuleers will have no reason to pay a console player to attack a facility for anything less than griefing a target corporation.
- 4. Did I mention multiple players using the same resource pool is a bad thing? I can just imagine rare plasma planets with 1500 command centers and extractors all around the same perfect pocket of resources. Or better yet a single corporation utilizing a "best profit" pool en masse with no penalty.
With that said, I hope CCP rethinks whether or not extractor heads affect other players or not.
Moving on... I'm extremely disappointed to see that storage facilities are still useless. 5k storage space, compared to the 20,000 units on a launch pad and they both still use 700 MW power, the only difference is that the launch pad uses a few times more CPU. As most people know the CPU is a non-issue, especially on larger colonies. This means that instead of storage facilities you have launch pads. Understandable but really? It doesn't make sense to me.
What I would like to see is this:
- 1. Storage Facility changed to use 250 MW, retaining 500 CPU usage & storage space of 5,000 M3
- 2. "Large Storage Facility" Added, uses 500 MW & 2500 CPU, boasts a storage capacity of 40,000 M3
That change would allow for storage facilities to still be used on basic colonies but provide a more elegant option for more advanced colonies and also make up for the fact that you will potentially have more powergrid used in extractors with the new head system.
Now in addition to my storage facility change, I propose a simpler way of producing goods, allow for less micro-management. Heres the idea:
Seperate "Request Resources" Idea
- 1. Retain existing function to route materials to a processor.
- 2. Add a function to the processor to "request resources from" similar to routing from storage to the processor, but reversed.
- 3. Only allow a processor to "request resources from" storage facilities. Why? Because launch pads are meant for getting goods on or off world.
- 4. Retain "request resources from" setting until manually reset so extractor output can be changed at will.
Now with the above suggestion you have the ability for people to retain their current setups that rely entirely on a single launch pad for storage. However what you get with this feature is the ability to remove a lot of pain and suffering. Heres some stuff I think it would enhance:
- 1. Changing the processors output becomes stream lined, allowing for less clicks.
- 2. "Less Clicks" comes about by no longer having to set routes for every single resource required for a processor
- 3. Setting up routes to multiple processors becomes less confusing.
- 4. Allows the use of storage facilities as a "Hopper" centralizing the storage of player goods on the colony.
- 5. Confusion on what routes are set up where becomes alleviated more.
- 6. Once again, you no longer need to set up all your routes again because you changed what your processors are outputting.
[*]7. Allows dedicated production colonies to be set up and more easily managed.
Anyways, I hope both my ideas are implemented, but at the very least I REALLY think the "request resources from" is needed big time. - Aidan Patrick |