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Thread Statistics | Show CCP posts - 63 post(s) |

Derath Ellecon
Washburne Holdings Situation: Normal
5
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Posted - 2011.10.18 15:27:00 -
[1] - Quote
Personally hate this idea.
Don't get me wrong, I love the idea of turning it over to players. I can see this as a very interesting mechanic. Now a low sec pirate corp can have a new income stream. wanna do PI in pirate infested area A? You will have to pay them to do so. Pirate corp B likes Pirate corp A's territory? They can take over and claim the planets as their own.
The BIG issue I have with the setup is no defenses. Yes I understand you want people to fight with ships, but the big issue is the global nature of the game.
Unless you are in a huge corp with players from all over the globe, you are likely going to have serious holes in your corp's playtime. A corp from a TZ other than yours can simply go in and trash a CO without repurcussion.
It seems dumb to make players have to invest effort and isk into a structure, and then have no way of defending it. At least with a POS I can make a choice. I can make a POS with lots of structures to make stuff, or I can make one with lots of defenses. One is more vulnerable but profitable, the other is less profitable but safer. But I can choose how I want to deter people from attacking my structure.
But these new CO's I will have to setup and just hope for the best?
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Derath Ellecon
Washburne Holdings Situation: Normal
10
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Posted - 2011.10.18 15:46:00 -
[2] - Quote
Chaos Incarnate wrote:
These HP values (and the length of the reinforcement timers) seem a bit high to me, tbh. The problems are:
-In nullsec and lowsec, i don't really feel most people will care about destroying them, as they're fairly low-value targets and griefing someone's PI isn't a huge deal. Moreover, being as there's a reinforcement timer, having a large amount of HP seems somewhat unjustified. Lowering the HP and timers would make it more enticing to blow them up.
-In w-space, the long reinforcement timers are going to make it very hard to attack them as a 'roaming gang' style. You can't get a connection to a system, reinforce the offices, blow them up, and still evac before your wormhole in collapses. The HP amounts are going to make it problematic as well, as even with a ten-man gang of dps t3s or bombers you're still talking 20-30 minutes per office at anywhere up to ten or more planets. Making the timers shorter and reducing the HP would make it more feasable to clean out customs offices as a means to provoke a fight.
Incidentally, are customs office kills going to generate killmails?
I would support this ONLY if they in turn give a way to setup defenses. As I said in an earlier post my big issue is that you are asking people to invest time (build, transport setup) and isk into a structure that they have little control over its defense. I cannot choose a way to deter attack.
take for example a WH as you mention above. This happens to be my situation. I have a corp with a bunch of friends. We all live in the same general timezone. So there are large portions of time where were we are all offline. I factored that in when building a POS with defenses. But now there would be nothing stopping anyone from just attacking all the CO's while we are all asleep. It doesn't add any fun, or pew pew, just grief.
In reality I could see adding guns to make it even more fun. It now makes warping away to a safe more risky, better not pick a planet or you could go BOOM when you land. |

Derath Ellecon
Washburne Holdings Situation: Normal
10
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Posted - 2011.10.18 17:14:00 -
[3] - Quote
Trinkets friend wrote:
If you allow ANY form of defence to be anchored around CO's this will remove the ability, in w-space, of ganking people's PI haulers. I say this because your average corp will anchor a dissy and some small AC batteries around the office, and this is enough to gank anything stupid enough to decloak within range of the CO. Just sayin'
I think this could be addressed easily. Allow defenses to be setup. But those defenses can only be set to defend attack. IE someone could decloak in range and nothing happens. Someone could get ganked in range and nothng happens. But anyone who attacks the CO gets popped.
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Derath Ellecon
Washburne Holdings Situation: Normal
10
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Posted - 2011.10.18 17:40:00 -
[4] - Quote
I may have missed it but has an ETA been announced for this? |

Derath Ellecon
Washburne Holdings Situation: Normal
10
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Posted - 2011.10.18 17:48:00 -
[5] - Quote
I may have missed it but has an ETA been announced for this? |

Derath Ellecon
Washburne Holdings Situation: Normal
10
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Posted - 2011.10.18 18:46:00 -
[6] - Quote
Esker Sheep wrote:pussnheels wrote: But why low sec aswell , it is empire controlled right , sure there is no concord but it is empire controlled Alot of us already taking a risk , granted a low risk doing pi in low sec so why make it harder and more cumbersome for us
honestly i don't see any pro in this except if you are a large nullsec alliance
You can moon mine in low sec right? Why not operate customs offices. Stations in low sec systems are run by different corps. Why can't the customs offices. There is logic behind this.
The difference is you need a certain minimum standings with the empire faction to anchor a POS. |

Derath Ellecon
Washburne Holdings Situation: Normal
11
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Posted - 2011.10.18 20:47:00 -
[7] - Quote
Traska Gannel wrote:Questions: (I didn't read the whole thread to see if these were asked already):
1) Will we be able to use spaceports to launch resources into orbit either a) when a customs office is not present b) when we do not have the standings to use the customs office
... operation of on-planet enterprises should not be dictated by the presence or absence of orbital facilities though the transfer of resources can be expedited by a customs office.
2) Roaming fleets wll pop customs offices for giggles and kill mails on a regular basis if there are no other targets available. Folks will do it just for the fun of griefing others.
a) Should customs offices have defences of some sort? Fighters for example? b) Should attacking customs offices be a no-risk activity?
3) For this to be a viable in-game business model ... i.e. why would anyone do this ... it needs to be able to make a profit. So ... based on stated resource requirements for ONE customs office:
BPC = 6000LP + 20 mil ISK ~= 26,000,000 ISK (at 1000ISK/LP) Parts: Manufacturing the Customs Office Gantry: Skill requirement: Industry V Integrity Response Drones: 5 Nano-Factory: 10 Organic Mortar Applicators: 10 Sterile Conduits: 14 Capital Construction Parts: 1 Upgrade to Customs Office: Broadcast Node: 8 Recursive Computing Module: 8 Self-Harmonizing Power Core: 8 Wetware Mainframe: 8 Parts Cost ~= $75,000,000 ISK at current market value
Total cost for one customs office = 100,000,000 ISK.
Personally my current export taxes average about 60,000 ISK/planet/dayt
Assuming that there are 5 people on each planet (which is not typically the case in my experience) - this would be a return of 300k ISK/day assuming that the rates are held about the same as current.
100,000,000/300,000 = 333 days which is close to a year before you show any profit under what I would consider a fairly optimistic estimate of cash flow.
Conclusion: I don't think anyone in their right mind would build one of these given the current costs since the odds of it lasting a year in order to start making a miniscule profit (300k isk/day) compared to other sources of income in the game (even if totally passive) is NOT cost effective.
CCP ... it is a great idea ... but please go back and look at your numbers or you will be putting in another feature that will simply fail.
Didn't factor in BP costs as far as I can tell.
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