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

Scrapyard Bob
EVE University Ivy League
14
|
Posted - 2011.10.18 14:55:00 -
[1] - Quote
My main complaint is that these should require at least some fuel on a regular basis, just like a POS tower. Something around 15M ISK/mo with the ability to hold 30 to 60 days of fuel. If you can't raise 500k/day in taxes, then you should consider not putting up a customs office at all.
And I'm disappointed that there is no Strontium bay to control the reinforcement time. Make it so that while you can still pick the "come out of reinforcement window" that you still have to have enough Stront in the bay to fuel it for long enough to make that happen (allow storage of 24h of stront). You still get the ability of the defender to control the timer, but only if they have the foresight to keep the stront bay topped off. |

Scrapyard Bob
EVE University Ivy League
14
|
Posted - 2011.10.18 15:02:00 -
[2] - Quote
muhuh Aihaken wrote: Can we get a checkbox to set it for alliance only rather than having to make all our friends +5? Also is it based off corp standings or alliance standings?
It should have been done so that you could set taxes by level...
One tax rate for corp members, a 2nd tax rate for alliance, then tax rates for the 5 different standings levels. Which would let you do something silly like (or whatever floats your boat):
Corp = 5% Alliance = 10% +10 = 10% +5 = 20% neutral = 30% -5 = no access -10 = 100%
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Scrapyard Bob
EVE University Ivy League
16
|
Posted - 2011.10.18 15:44:00 -
[3] - Quote
As I think more about it - they should just be a special version of a POS tower with the following limitations:
- Only anchorable at a planet's warp-in grid (and automatically centered on the grid). - No shield bubble like a normal POS tower. - Only batteries can be anchored around it (ECM, guns, etc).
Then give us (4) sizes so that corps/alliances can choose the level of defenses that they want to allow by anchoring larger variants. The base size should have about 1/2 the PG/CPU of an existing small tower (a.k.a. a "micro" POCO), then the S/M/L variants should be similar to existing towers. |

Scrapyard Bob
EVE University Ivy League
16
|
Posted - 2011.10.18 16:26:00 -
[4] - Quote
In addition to the import/export tax - there should be a daily "storage" tax - which will encourage players not to leave stuff sitting in the POCO storage. Then you could make various sizes of POCOs have smaller/larger storage capacity that is shared among all users. Charge the fee at downtime.
The issues here is:
- How do users pay the fee? Daily deduction from their wallet? Or only when they pickup the goods?
- What happens if the user can't afford the fee? Does the product default to the owner?
- Maybe make it so that if you haven't visited the POCO within the last 30 days, your personal hangar contents go poof (just like a GSC in space).
(I'm not sure that charging a daily storage fee is viable at all especially if mixed with shared storage - a griefer could fill up the POCO with cheap goods on an alt with no ISK and just let it sit there clogging up the works.) |

Scrapyard Bob
EVE University Ivy League
19
|
Posted - 2011.10.18 16:47:00 -
[5] - Quote
Mr Management wrote:I really do feel you guys at CCP don't play this game anymore ...
No seriously you have all gone mad.
Alliance x launches 300 PCO and locks everyone else out ....... smart move CCP, so much for a sandbox game.
Which is one reason why there needs to be some sort of fuel cost each hour. Fuel costs force the owner to decide "do I really want to put up a POCO here, can I make a profit from the taxes?".
(And 300 POCOs would only be about 30 systems.) |

Scrapyard Bob
EVE University Ivy League
20
|
Posted - 2011.10.18 19:13:00 -
[6] - Quote
Dinsdale Pirannha wrote:Great, so now someone who runs PI in a quiet low sec system on a small scale basis is screwed. Now they have to put up PI structures within said quiet low sec system, with a "blow me up" sign on them.
Small scale low end PI in low sec is now dead for small corps. Once again, CCP has developed something for the huge alliances, and screwed the little guy.
Yeah, those POCOs really need to be able to have defenses anchored - just like a POS tower. Give us multiple sizes so that we can trade-off HP vs PG vs CPU vs cost, let us anchor batteries and hardeners to make them tougher to take down. Give us a micro-version used for places where the chance of getting ganked is nearly nill.
(Making them a special version of a POS tower is probably going to look better then trying the "big floating object that you can shoot without it shooting back" method.) |

Scrapyard Bob
EVE University Ivy League
31
|
Posted - 2011.10.19 17:09:00 -
[7] - Quote
The economics of this don't add up, at all.
For a P1 harvest world (harvest P0, output P1) in hi-sec, most worlds generate between 1500 and 3500 units of P1 per day which is then exported at 0.76/u (which is, according to CCP, about a "5%" tax rate). That means a hi-sec P1 harvest world generates about 1100-2600 ISK/day in taxes (the tax burden of 0.76 vs market value of the P1 is about 0.12-0.24% currently).
Lo-sec, let's assume that you can harvest 2x more and that null-sec you can harvest 5x more per day.
Each P1 harvest colony then produces between 2200-5200 ISK/day in lo-sec and 5500-13000 ISK/day in null space if taxed at the 5% rate. But we'll say the owners are greedy and charge 100%. So multiply that by 20 and we get 44000-104000 ISK/day in lo-sec and 110000-260000 per day in null.
So for a lo-sec PI harvest world, we can expect that the colony owner will (at most) pay about 75k ISK/day and the null-sec colony owner will pay about 185k ISK/day. Over the course of a month, that solo colony will pay 2.25M ISK in lo-sec and 5.55M ISK in null-sec.
If a micro-POCO costs 50k ISK/day in fuel and a large-POCO costs about 200-300k ISK/day in fuel then the fuel costs can be paid for as long as there is a single colony on the planet. So fuel costs of that magnitude would not be a huge burden (a large POCO would only cost you 9M/mo in fuel).
The main issue is going to be payback of constructing the darned thing in the first place. If we were given a micro-POCO that could be built for about 30M ISK and could anchor about 30M ISK worth of defensive modules, then we would have 60M ISK that needs to be recouped through taxes. If we want a 2-month payback (which is long for EVE) then we need 14 tenants in lo-sec and 6 tenants in null-sec.
But with a large-POCO (costing about 250M for the POCO + defenses), you would need 23 tenants in null-sec and 56 tenants in a low-sec world.
Assuming, of course, that you can charge the 100% tax rate.
Basically, taxes on P1 and P2 are going to have to go up, because the current tax rates won't be high enough to make a P1 harvest world viable enough for the owner to put up a POCO at all. Even if they set their tax rate at 100%. |

Scrapyard Bob
EVE University Ivy League
33
|
Posted - 2011.10.19 18:31:00 -
[8] - Quote
Kassasis Dakkstromri wrote:Tetragammatron Prime wrote:If someone makes their customs office inaccessible to you there will always be others owned by reasonable people who welcome the neutral haulers into their space for the small profit through tax and potential killmails. Through what mechanism? No information has been presented by Team Pi regarding any search-ability function associated with POCO's I think they need to be allowed to connect with the team that works on ingame metrics and the MAP to make this change practical, and not a POCO Beta
It should be possible to search for them through the Science and Industry window - but you should only be able to see POCOs that you are allowed to use.
By limiting the S&I window searching to only the POCOs that you qualify for, an organization that wishes to "fly by night" and keep a low profile could simply restrict usage of the POCO to their closest friends (or just their corp members). Their POCO would not show up on the S&I screen and in order for someone to find the POCO they would have to fly out to the planet's customs office location and look (just like a modern POS). This would give security to the POCO similar to that of existing POS towers in that you would have to survey the system regularly to find POCOs that don't show up in the S&I window.
I don't believe that POCOs should show up on the overview unless on-grid, but their warp-in points should (just like moons - the moons are on the overview, but the towers are not unless you are on-grid).
The S&I window would need a filter for "current solar system", "current constellation", "current region" - just like when you search for lab slots. |

Scrapyard Bob
EVE University Ivy League
33
|
Posted - 2011.10.19 18:35:00 -
[9] - Quote
POCOs need to be nameable - just like POS towers.
(They also need the ability to base taxes on standings, as has been suggested multiple times.) |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.20 04:27:00 -
[10] - Quote
This is not going to work well for lo-sec and NPC null-sec. The biggest issue is going to be that you spend 6-12M ISK setting up a PI planet, only to have the POCO owner turn around and deny you access the next day. The problem is not that they can deny you access (that's a good mechanic), the problem is that they can do so on a whim of the moment (such as when you enter the system to attempt to pickup your product).
The solution to that might be that if you change standings access or tax rates that it takes 7 or 14 days before that new access mask / tax rate goes into effect. And when it is changed by the owner, then a notification needs to be sent to every player that has a command center on that planet. That will give people time to evacuate their products and seek out a better landlord.
(I say 7 days as the minimum, because for most PI planets, that's about the time it takes for a P1 harvest planet to pay for itself. But it could be as little as 72h. Lower then that and I think it puts too much power in the hands of the landlord.) |
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Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.20 12:05:00 -
[11] - Quote
Mikron Alexarr wrote:[quote=CCP Nullarbor] Sad stuff aside, I've been (sadly) following this thread for entirely too long. I'm still seeing a lot of the same information being posted. If you are considering posting, please tie your comments back to something that's been said previously if you haven't got something altogether different to say. It will make it easier for the information to be digested by the people that actually need to hear what the players have to say.
People aren't used to using the "Like" button to push stuff to the top and they want to get their 0.02 ISK. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.20 13:15:00 -
[12] - Quote
Jack Dant wrote:One thing I don't think anyone else has mentioned (but can't be bothered to read the last 20 pages), is that "100% tax" is far from 100% of market price. It's 12k isk for P3 items (such as robotics, currently 70k market price), and just 180 isk por P2 (such as coolant, uranium, mech parts, currently around 10k on market).
The only exception is P4 items where 100% tax is 1 million isk.
That's part of the underlying issue (the following assumes a 5% tax rate being equivalent to today's prices and is using the current export tax amounts, and before the current price spike):
- Taxes on P0 are 0.10 on items that are worth about 1.00-2.00 ISK (so a 5-10% tax rate). - P1 pays 0.76 ISK on stuff that is worth 300-500 ISK (before the price spike), or about 0.15-0.25% tax rate - P2 pays 9 ISK and is worth 2500-4000, about a 0.22-0.36% tax rate - P3 pays 600 ISK on stuff that sells for 25000-45000, a 1.3-2.4% rate - P4 pays 50,000 ISK on stuff that sells for 600k to 1100k, 4.5% to 8.3% rate
P4 is going to be hit extra hard by the tax increase because its tax rates were already far about those of the other products. While P1 taxes are so low that even at 100%, a POCO can't pay for itself in less then 2-3 months. Generally, only foolish people exported P0, so I'm ignoring that.
If a 5% tax on P1 was about 5x above what we currently pay on P1 export taxes and P2 taxes were also increased about 4x, then POCOs would make a lot more economic sense for P1 harvest planets (which is predominantly what you see in lo-sec) and the P0->P2 harvest planets where people turn (2) P0 into a P2 to reduce haul volume (which is the other type of planet colony you usually see in lo-sec).
Taxes on P4 need to be dropped by about 2x before the new tax rate rolls out. (Basically, given historical prices, all tiers should be paying about a 1% tax at the 5% mark.) |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.20 13:51:00 -
[13] - Quote
Jack Dant wrote:Quote:If a 5% tax on P1 was about 5x above what we currently pay on P1 export taxes and P2 taxes were also increased about 4x, then POCOs would make a lot more economic sense for P1 harvest planets (which is predominantly what you see in lo-sec) and the P0->P2 harvest planets where people turn (2) P0 into a P2 to reduce haul volume (which is the other type of planet colony you usually see in lo-sec). Whats the usual yield (units/day) of those lowsec harvest planets?
Well, for every BIF that you can keep busy on a P1 planet, you're looking at 960 units/day of P1 output. Hi-sec planets generally keep 2-4 BIFs busy, the number I tend to hear bandied about for lo-sec is that their P1 harvest planets keep 5-7 BIFs busy and more like 8-12 BIFs in null-sec / w-space.
For P2/P3 factory worlds, you're generally looking at either a 3+18 (LPs+AIFs) up through about a 2+24 setup. A single P2 AIF puts out 120/day, a single P3 AIF outputs 72/day. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.20 15:02:00 -
[14] - Quote
(This is going to be a controversial statement...)
If hi-sec POCOs only charge a 10% tariff, then lo-sec POCos will not be able to compete and will not be attractive at all.
Hi-Sec POCOs are going to need to have about a 75% tariff, with the option to reduce that tariff (in hi-sec) using a combination of standings w/ the faction that controls that system and another skill like Broker Relations. With 10.0 standings and POCO Relations V, you should be able to shave the tariff down to about 50%. Which will enable lo-sec POCOs to have room to undercut the hi-sec tariffs.
The base tariffs on P4 need to be cut in half, and the base tariffs on P1 & P2 need to go up about 4x-5x.
Make sure that any UI elements call it a "Tariff" and not a "Tax rate". |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.20 20:48:00 -
[15] - Quote
Holy One wrote:2300m3 is not enough. At that rate I would have to export every day to maintain supply to my factory planets. I'm not gonna spend an hour plus a day doing PI. Fork that. 3-5000m3 would be better. Since I currently export 12500, so having a CO/paying tax would be worth it for me. Assuming they were 80% cheaper and not 'exclusive' in low sec ie anyone can use them and pay the tx or not. No outpost/sov DOS bs.
If you get much above 2500 m3, then there is nearly no point in paying the POCO owner, not unless the launches are taxed as a higher rate then even what a 100% POCO tariff would charge you. (Given traditional tax rates for launches, the launch tarif should be about 150% of the maximum POCO tariff.) |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.21 00:21:00 -
[16] - Quote
War Kitten wrote:Kassasis Dakkstromri wrote: Agreed... and something I've been saying myself.
What thoughts do you have regarding any searchability functions? Tough shat? or needs some element add even to simply know if there are any POCO's in the system in the first place and which planets they are on given the Remote Sensing skill we already have?
Imo since POCO's are tied to planets they absolutely should show, at least genericly, as a filter on the Planet tab in the MAP.
Thoughts?
OH yes, I agree that it would make sense to be able to find out remotely if there was already a CO in place, and what the tax rate would be. I think the justification of "I like the exploration aspect of going and finding out" is just lazy programmer-speak for "It would be pretty hard to implement". :) I'm fluent in lazy programmer-speak :)
The side-issue is that if you can see where all the POCOs are, then you have a list of targets to destroy. Since they have no defenses (instead of being setup like a POS tower), being able to find them remotely so easily is going to put big target marks on them.
They *do* need to be visible in the S&I window, and searchable - but I feel that the ownership details need to be hidden, and possibly you are only allowed to see POCOs which you can currently use. That would require spying where you slip someone into the corp/alliance in order to find out where there POCOs are, or you slip into the system and use d-scan to figure out which planets have POCOs and go to them to see who owns what POCO.
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Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.21 00:41:00 -
[17] - Quote
Spanking Monkeys wrote: ive already started reducing my manufaturing structures, decomissioning 2 large towers, the cost now is not made up by the speed increase of production. im now moving to an station where i can outbuild any of the local compertion and basicly save about 13mil/day on my production costs.
Which is something that I think CCP needs to address - currently, to run lab / manuf slots on a POS tower with prices in the 350M/mo range for a large tower, you're looking at a cost of 8000-9500 ISK/hr. Right now, if you have a 60-slot POS tower and are paying 500M ISK/mo, then you have to plan on spending 11,300 per hour on fuel per slot.
NPC slots? Manufacturing slots are 333 ISK/hr and research slots are down in the 1500-3000 ISK/hr range. In order for POS owners to be competitive, the NPCs need to raise their prices - especially for any slot where you pay less then 3000-4000 ISK/hr.
Even with the faster manufacturing / research times on a tower, it's really hard to compete. If the NPC costs were more like 4000-6000 ISK/hr with a 10000 ISK/hr install fee, then it would be more of an even keel. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.21 02:48:00 -
[18] - Quote
Tas Nok wrote:
Recap of my post # 785 I spent 114 mil to get started in PI I spent 65 mil to get re-started once the extractor head changes were made I am looking at a total of roughly 560mil to get started a 3rd time once this happens
I can bear the costs if the prices go high enough, which under the current scheme they surely will
If you think that spending 114M or 65M is a lot - since even hi-sec PI harvest planets pay off within 2 weeks, then I don't know what you're doing with all of that ISK. Hi-sec PI harvest planets reliably generate 18-24M ISK per month (per planet).
As for the complaint about the 560M for the 3rd time around - get a few other people together and split the costs. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.21 05:23:00 -
[19] - Quote
Kassasis Dakkstromri wrote: While I respect your position, I STRONGLY disagree with this...
Primarily because, if ownership information even via direct "Show Info" click is absent, then you exclude the ability of a pilot to potentially seek membership in that corp to conduct their P.I.
Further, even generalizing POCO's from POCO's on advanced planets as being present in system - without numbers or locations is far better than not - And even if it provides a list of targets, then it only lends itself to increased player interaction.
But ultimately, I absolutely disagree with this as EVE has reached a point of complexity where such searchability lends itself to distilling player choice in how they spend their game time. I myself experience this when I might take a day or more just planning and taking steps towards an ingame action; to fly a significant distance just to find nothing is neither intelligent game design nor common sense. We have a Map search function for planets for a reason - or should we regress to scan probes on every planet and give up remote sensing?
Fair enough. The issue is more of one where I see POCOs as equivalent to POS assets, which are not listed on the map and which you cannot know the location of unless you have someone in the corporation tell you where POS towers are located. One of the reasons why POS towers survive sometimes is because nobody is motivated enough to scan down every tower in the system. The other reason that POS towers survive is because they can anchor defenses.
With POCOs being easily searched for using the S&I window (assuming that makes it into production), they have neither the anonymity of POS towers on d-scan nor the defenses of a POS tower to fall back on to keep griefers at bay.
Ultimately, I think the solution to the dilemma is going to be that they need to come in multiple sizes (a 20M version, 40M version, and a 80M version) with the same PG/CPU as S/M/L POS towers with some restrictions about what can be anchored around them. Otherwise, they're going to have the lifespan of a flea in lo-sec (even if they don't drop anything, the fact that griefers can easily kill them is going to be incentive enough).
Maybe restrict them so that they cannot anchor any offensive weapons (only ECM, Sensor Damps, Webs and Hardeners). |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.21 14:13:00 -
[20] - Quote
Meldan Anstian wrote: A few hundred posts in the thread ago, I calculated that it's about 6 times (from memory, exact number may be different) more expensive tax wise to export a unit of robotics, than it is to export all the processed materials to make a unit of robotics. So the obvious incentive is to import low level materials into the lowest tax planet around and manufacture higher level commodities, most likely in high sec.
That's an artifact of the already existing issue where tax rates on the different tiers have too much of a variance.
- Taxes on P0 are 0.10 on items that are worth about 1.00-2.00 ISK (so a 5-10% tax rate). - P1 pays 0.76 ISK on stuff that is worth 300-500 ISK (before the price spike), or about 0.15-0.25% tax rate - P2 pays 9 ISK and is worth 2500-4000, about a 0.22-0.36% tax rate - P3 pays 600 ISK on stuff that sells for 25000-45000, a 1.3-2.4% rate - P4 pays 50,000 ISK on stuff that sells for 600k to 1100k, 4.5% to 8.3% rate
So under the existing tariff schedule, P0 and P4 (and P3) are a lot more sensitive to tariff rate changes then the P1/P2 because they pay a higher percentage of their value in taxes then the other tiers. Basically, the P1/P2 tariffs are about 5x too low when compared to the others and P4 tariffs are about 2x too large.
Smoothing that out prior to release would help POCOs on planets used for P1 harvesting to have a far better payback period (5x shorter if the base tariff is raised 5x). And the P2 factory worlds would end up on an even footing with the P3 factory worlds.
On the more controversial side - I think hi-sec, NPC-owned, POCOs need to charge a lot more then the proposed 10% tariff rate (50-75% tariff would not be out of line). The 10% tariff rate is too low and makes lo-sec or NPC null-sec POCOs unable to compete at all economically. As you point out, why take the risk with anything higher then P2 in lo-sec when you can just pay a 10% tariff in hi-sec?
But if hi-sec has higher tariffs, then there need to be (a) reduction in fees if you have high standings with the NPC faction that controls that region and (b) a skill that reduces POCO tariffs. If hi-sec POCOs charge 70% for zero-standings and zero-skill, then at 10.0 standings it should drop to 60% and with the level V skill trained it could drop as low as 50%. |
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Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.21 14:35:00 -
[21] - Quote
Dominus Alterai wrote: Tax rates in high-sec are being increased, however, not nearly as much as you are saying. the increase of 50% is plenty and will still make PI available to newer players (ie a 6% tax will increase to a 9% tax, which isn't a small amount of ISK considering that base PI prices will rise). As a member of EveUni, I think you would know the merit of helping players that have under 3 million skill points make a little bit of extra ISK here and there.
I'm trying to find the mid-point where hi-sec tariffs are high enough that lo-sec looks attractive, where lo-sec POCOs are profitable to put up (has to be less then a 60 day payback), where there aren't any strange bumps in the tariff chain (such as the ultra low P1/P2 tax rates or the higher then they should be P4 tax rates). And I also expect PI price indexes to stay about 20-30% above September 2011 prices.
(I actually spend a lot of game time helping younger players setup P1 harvest planets, so I'm very familiar with it. A hi-sec PI harvest planet is a good way for a new player to earn 15-25M ISK/month/planet, with a payback period of about a week in most cases. We're constantly pushing new players to take up PI as a side source of income so that they don't feel so poor. Taking the tax rate on P1 stuff from 0.2% to 1.0% as a base and even raising it up to 3-8% isn't going to affect that much at all. Especially since all the other tiers will also be paying something in that tax range.
As we've seen already over the past few months, PI prices will go up if supply can't meet demand. The tariff rates just mean that younger pilots will need to be sure and charge a bit more. Reduced tariffs based on standings/skill throws the older players a bone, but without making it impossible for younger players to compete.) |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.21 16:28:00 -
[22] - Quote
pmchem wrote:Allowing the POCO owner to set a straight up isk per m3 tax would make more sense. It's makes cost immediately clear to the user, it encourages users to have more complex setups on a planet instead of exporting raws or p1s, and it would encourage people to produce the most profitable products per p3 at a given tier, which is a user demand-driven market driver instead of driving the market based on some weird base tax value CCP creates.
http://wiki.eveonline.com/en/wiki/Planetary_interaction#Taxes
Main issues with the existing tariff scheme is that they need to be adjusted to match reality with what the real conversion rates are between the tiers. Exporting the individual components for Robotics should not cost so much more then what it costs to export Robotics.
Robotics (3) <- Mechanical Parts (10) + Consumer Electronics (10) Mechanical Parts (5) <- Precious Metals (40) + Reactive Metals (40) Consumer Electronics (5) <- Chiral Structures (40) + Toxic Metals (40)
Export tax for Robotics = 600 ISK/u Export tax for the (13.3) units of P2 needed to create (1) Robotics = 120 ISK/u of robotics produced Export tax for the (212.8) units of P1 needed to create (1) Robotics = 161 ISK/u of robotics produced Export tax for the (31920) units of P0 needed to create (1) Robotics = 3192 ISK/u of robotics
(P0 tariffs too high, P1/P2 tariffs too low currently, P3 tariffs are about right.)
Existing export tariffs for the various tiers, on a per m3 basis:
P0 - 0.01 m3 - 0.10/unit = 10 ISK/m3 P1 - 0.38 m3 - 0.76/unit = 0.5 ISK/m3 P2 - 1.5 m3 - 9/unit = 6 ISK/m3 P3 - 6 m3 - 600 ISK/u = 100 ISK/m3 P4 - 100 m3 - 50,000 ISK/u = 500 ISK/m3
The problem with trying to harmonize solely on ISK/m3 to say 100 ISK/m3 is that P0 taxes would go up 10x, P1 would go up 200x, P2 would go up 16x, and P4 would go down 5x. It doesn't take into account the various conversion rates between the tiers (such as 3000 P0 -> 20 P1, which results in a decrease from 30 m3 down to 7.6 m3).
While I agree that P1 & P2 export tariffs need to go up, existing P0 export tariffs being multiplied by 10x would absolutely crush the ability (for those who want to) to move P0 to another planet. And it would lower the tariff rate on P4 too much (that tier only needs about a 50% reduction to bring it more in line with the other tiers). |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.22 01:39:00 -
[23] - Quote
Kassasis Dakkstromri wrote: Correction the increase is 'DOUBLE' and therefore 100% ... not half.
CCP has said numerous times that under the current planned tariff scheme, the existing tariffs that we pay today would be equivalent to a 5% tariff setting on the new POCOs. So if you pay 9 ISK to export under today's Customs Office, you would also be paying 9 ISK to export under the future POCOs if they leave them at the 5% setting.
That tariff setting can be set anywhere between 0% and 100% so the "full" 100% tariff planned by CCP is 20x more expensive then the current tariff rates and that hi-sec Customs Offices will be set at a 10% tariff.
(TL:DR; P1/P2 proposed tariffs are 5x too low, P4 proposed tariff needs a 50% cut and hi-sec POCOs need to use at least a 40-60% tariff in order to make the lo-sec POCOs more appealing.) |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.10.23 14:38:00 -
[24] - Quote
Andre Vauban wrote:Please please consider a new reinforcement model for these. I would love to see them as small gang targets without making them easy prey for supers. What if we gave them some sort of dampening field that limited the damage over time such that they could take at max say 5000 dps over a one minute period of time on average. This would make it a target for a small gang while making a super complete overkill and be no faster. You could then set the hit points to be whatever it needs to be to take X amount of time to kill and or reinforce.
A smaller signature radius on the POCO itself might help with that, instead of giving it the signature radius of a capital ship, give it a signature radius about the size of a cruiser / battlecruiser / battleship. (Sig radius on a large tower is 6000m, 4000m on a medium 2000m on a small.) So having the POCO with a sig radius of 300m for a "large" variant, 200m for a "medium variant" and 100m for a "small variant" might mean that smaller POCOs would be harder to destroy by XL weapons.
Since the POCOs have no visible shield bubble, it makes sense for their sig radius to be smaller then their full fledged POS tower brethren.
Also opens up the idea of (2) new POS e-war modules:
1) Tracking Disruptor Battery - Doesn't currently exist, would need to function like existing TD modules.
2) An anti-target painter - When applied to an enemy ship, that ship's electronics sees every other signature radius as 20% smaller.
|

Scrapyard Bob
EVE University Ivy League
744
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Posted - 2011.10.24 21:29:00 -
[25] - Quote
Tyberius Franklin wrote: Earlier you were talking about how people would be taking theses down just for the sake of grief play. If that's the case, not having them drop anything is smart move. It ensures that taking these down is not a profitable venture, increasing the chances they will be left up or only taken down by someone with the intent to replace them. To what degree it will be effective is anyone's guess, but the fact that they cut that off in the thought process suggests that yes, they do play this game, to the point that they know exactly what you were thinking.
The thing is - how often do people really leave PI goods sitting in the customs office?
W-space? Likely, because logistics out of the hole can be an issue some weeks.
Lo-sec? Not as likely, unless the planet was full and it wasn't safe enough to haul.
If POCOs are destroyable, people will not leave their stuff in the POCO for longer then necessary. Therefore, whether they drop stuff is not going to have much effect on destroying them to get at the stuff inside. The vast majority of the time, when you blow up a POCO there is going to be nothing there to "get".
POCOs should be destroyable, and they should have the same drop mechanics as other destroyable containers. But POCOs also need the possibility of setting up defenses equivalent to a medium POS at a minimum.
(I suspect the reason why CCP is not doing this is more to do with code-complexity rather then "should" or "should not".) |

Scrapyard Bob
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Posted - 2011.10.25 04:00:00 -
[26] - Quote
As for the economics of destructible POCOs - it wouldn't be as big of an issue if there were multiple sizes to choose from.
Then you could have:
10M - POCO w/ half the PG/CPU of a small POS tower, 1000 m3, 100k ISK of fuel per day 20M - small tower sized POCO, 2000 m3, 400k ISK of fuel per day 40M - medium tower sized POCO, 3000 m3 packaged, 1M ISK of fuel/day 80M - large tower sized POCO, 4000 m3 packaged, 2M ISK of fuel/day
With the multiple sizes, you would then have the choice of "what do I want to risk" and "how much POS defense do I want to anchor". The current "single size" POCO proposal won't work - it will be too expensive for some situations, too easy to kill for others.
Give them small shield bubbles and make them so that if you have standings to use the POCO, you can enter the shields. Just like regular POS bubbles, you wouldn't be able to target anything inside the bubble. Those who use the POCO (such as haulers) would love the safety. Make it so that any standings change doesn't take place until downtime, to avoid someone ejecting people from the POCO bubble.
The base P1 and P2 tariffs would have to be increased about 5x to pay for a POCO erected at a P1 harvest planet. And P4 tariff is currently about 2x too high. |

Scrapyard Bob
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744
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Posted - 2011.10.25 18:28:00 -
[27] - Quote
Yes, I have been reading the thread - and I've continuously said that it's the planets used as P1 harvest planets (or P0->P2) which are going to have trouble paying for their POCOs because the baseline tariff is currently about 5x too low. Fix the tariffs on P1/P2 and suddenly the math starts to look a lot better, especially if you can use a smaller sized POCO and reduce your fuel needs on planets that are only used as P1/P2 harvest planets.
P3/P4 factory planets will easily pay for a POCO, but nobody is going to put one of those up in lo-sec without defenses.
Back to the numbers: Specifically factory planets.
P2 factory planet, consumes about 80 x 24 x 20 AIFs (38400) per day of P1 @ 0.38 ISK/u import under todays tariff rate and exports 5 x 24 x 20 AIFs (2400) per day of P2 @ 9.00 ISK/u. So that's 14592 ISK/day for P1 import fees and 21600 ISK/day for P2.
As said repeatedly, that number is about 5x lower then the other tier's effective tax rates.
Multiply those numbers by 5x and a P2 factory planet now produces 180,960 ISK/day @ 5% tariff. Be greedy and set a 50% tariff and that's now 1.8M/day in fees for every P2 factory planet running.
P3 factories - same setup w/ 20 AIFs - 20 x 24 x 20 AIFs (9600) or 30 x 24 x 20 AIFs (14400) of P2 inputs with an import tax of 4.50 ISK/u, output is 3 x 24 x 20 (1440) at 600 ISK/u. Giving a total tariff (5%) fee of 928,880 ISK/day. Be greedy there and set the tariff to 50% and you make 9M ISK/day for a P3 factory colony in fees.
Get a few P2/P3 factory colonies on a single world and you easily pay for a 80-100M POCO plus POS defenses plus the POS fuel costs needed to fuel a large POCO.
TL;DR (again) - P1/P2 proposed tariffs are too cheap and it's the P1 planets where you're going to have trouble paying enough to put up anything more then a small POCO. |

Scrapyard Bob
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744
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Posted - 2011.10.25 18:32:00 -
[28] - Quote
Creat Posudol wrote: Also it couldn't have a normal POS-Shield, which has also been discussed here, since you could either fly inside and just shoot the thing directly, or people don't have access so they can't do PI and the thing will lose even more money!
And when was the last time that you flew inside a POS shield bubble and tried to target something? Hint - if you're inside the shield, you can't target anything at all. (Smartbomb use against the POCO might be an issue...)
Again - if you have standings with the POCO, you can enter the shield - if you don't, then you can't enter the POCO shield and you wouldn't be able to use the POCO anyway. The permeability of the shield would have to be tied to POCO rules.
Casual PI bears will love a POCO with shields, because it gives them safety during the most vulnerable time - loading/unloading cargo from the POCO. Don't like it? Get standings to use the POCO, fly inside and bump them out of the shields, or setup a bubble outside (in null/w-space). Or catch them on the gates as they try to get out. It turns the customs offices in lo-sec from being death traps into something with a bit more safety. And you could charge a higher tax for the safety of being within the shield when picking up product. |

Scrapyard Bob
EVE University Ivy League
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Posted - 2011.10.25 20:01:00 -
[29] - Quote
Meldan Anstian wrote:You mention later in your response, income is about 5 mil a week and it would take 4 months to recover investment from a 80m PCO. No one would risk even a T1 BC to keep the PCO operational. Having 1 destroyed would extend payback another 2 months (depending on the BC and fit of course).
It's the central problem with the POCO concept. Any systems near hi-sec will suffer from a few issues:
- Hi-sec COs will only charge a 10% tariff. - POCOs will have to charge much more then 10% in order to break even in under a month. - This drives all P2/P3/P4 production to hi-sec POCOs. - All that is left is tariffs on P1 harvest planets, which is not enough to pay for a POCO fast enough. - Harvest planets can't support more then half a dozen colonies before they get over-populated and start generating poor returns from the ECUs.
The reason that I favor at least some sort of fuel cost is:
- If they are given shields and the abilities to anchor defenses, then they need to have fuel costs commiserate with a POS tower of the equivalent size. Otherwise they get used as cheap-POS towers for defense. - That fuel cost could be made lower if the POCO cannot anchor things like SMAs, assembly arrays, corp hangars. - A monthly fuel bill encourages owners to become landlords and not just use them as cheap planet denial. - POCOs not maintained will go fallow and be easily destroyed. - Monthly fuel consumption helps PI products stay in demand.
The issue, of course, is that unless tariffs are raised for P1/P2 and the tariff rate in hi-sec is made much higher then the 10% proposed level, POCOs won't be affordable as an income source, even before some sort of fuel cost is added.
Hi-sec tariff base of 60-70%, while it sounds harsh, would make the POCOs a more attractive proposition. It would mostly impact P3/P4 producers who pay the bulk of the fees. They would have to raise their prices by 30-50% in order to pay for the higher hi-sec tariff rate. But it would leave room for POCOs to compete on tariff level. It would encourage producers to make friends in a lo-sec pocket or move into a w-hole or null-sec in order to avoid the higher tariffs in hi-sec.
Maybe tariffs in hi-sec should be based loosely on the security status of the system. Where 1.0 systems might charge 75% with 0.5 systems charging only 50%. (Jita is 0.9, Amarr is 1.0, Dodixie is 0.9, but there are systems nearby with lower security status.)
The regen rate of PI worlds will have to be increased so that you can have up to 20-30 different PI colonies on the worlds before they run into trouble (instead of running into trouble at 6-12 colonies).
|

Scrapyard Bob
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Posted - 2011.10.25 20:24:00 -
[30] - Quote
Market impact estimates:
Based on historical prices, here's is about what we currently pay under the current tariff system for exporting products via a customs office (supposedly equivalent to the "5%" tariff rate under the new system).
- Taxes on P0 are 0.10 on items that are worth about 1.00-2.00 ISK (so a 5-10% tax rate). - P1 pays 0.76 ISK on stuff that is worth 300-500 ISK (before the price spike), or about 0.15-0.25% tax rate - P2 pays 9 ISK and is worth 2500-4000, about a 0.22-0.36% tax rate - P3 pays 600 ISK on stuff that sells for 25000-45000, a 1.3-2.4% rate - P4 pays 50,000 ISK on stuff that sells for 600k to 1100k, 4.5% to 8.3% rate
Let's assume that hi-sec COs now charge 75% (15x increase in tariff over today). Remember that since tariffs are fixed on a per-unit basis, as the results go up in market value that you pay a smaller percentage in import/export fees.
P0 - goes from 5-10% to 75% to 150% paid as a percentage of value. Not a huge deal, because hardly anyone exports P0 anyway. But the prices on raw P0 would have to go up a fair amount. Probably into the 3-5 ISK/u range instead of 1-2 ISK/u. Basically, exporting P0 to make into P1 on another world would become even more of a losing proposition then it is now.
P1 - goes from 0.15-0.25% to 2.25% to 3.75% as a percentage of market value. Not big deal, but definitely well under what the other tiers are paying. So the prices for P1 would not go up much at all, even if tariffs for this tier went up another 5x (into the 11.25-18.75% range).
P2 - goes from 0.22-0.36% to 3.30% to 5.40% as a percentage of market value. Again, not a big change. If those tariffs were increased by 4x to bring them in line with the other tiers, you'd be looking at 13.2% to 21.6% in fees as a percentage of the current market value. So the P2s would have to go up about 30-40% to cover the tariffs and the higher input costs from the previous tier. Those who are willing to deal with POCOs that have a lower tariff rate would make more profit.
P3 - Would get hit a bit harder, 1.3-2.4% -> 19.5% to 36%, so P3 would have to go up a good 50-60% in market price to deal with a hi-sec tariff. Naturally, this makes some other things more expensive, but it's not the end of the world. Many P3s were already rising in cost anyway over the past few months. More of a nuisance and higher prices are not always enjoyable. But any POCO owner in lo/null who can convince others to setup a P3/P4 factory planet on their world will be making ISK hand over fist.
P4 - Gets hit very hard, because their fees in relation to the market value of the output was already high at 4.5-8.3%. A 15x increase there will result in P4 that goes up by about 3x in cost. Since P4 tariffs were already high, they should be cut in half which would result in only a 7.5x increase. That would put the tariff at around 33.75% to 62.25% of historical market value. Still high, but P4s would have to only increase their prices by about 80-100% over historical norms.
Some side-effects:
- Sov structures will become about 2x more expensive - The monthly POS fuel bill will go up about 20-30% (probably 400/mo for a large tower) - Going from P1 -> P4 on a single planet or from P2 -> P4 on a single planet would save a lot in fees.
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Scrapyard Bob
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Posted - 2011.10.25 22:33:00 -
[31] - Quote
The reason people focus on the payback period is because, as proposed so far by the CCP devs, these things will have not a lot of HP and zero defenses. Which means that, just like a small POS tower in lo-sec, they're likely to have the lifespan of a gnat.
If your POCO costs you 80M ISK, gets blown up every month, and you only make 10M ISK in taxes each month... how long before you stop replacing it?
Pessimistic view is that these will last about 2 weeks before dying, a more optimistic view is 2-4 months. But if they are given defenses on the scale of a large POS tower, then they'll survive for about as long as an existing large POS tower does in hi-sec (which can be a rather long time). Maybe slightly less, because there are fewer planets then moons so more competition for spots. |

Scrapyard Bob
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Posted - 2011.10.26 15:02:00 -
[32] - Quote
Creat Posudol wrote:I've thought about this for quite some time, I think the best way would be to tie the tax rates to real market prices the same way that insurance payouts are tied to mineral prices.
The issue would be that CCP lags a lot when it comes to updating those mineral price indexes. As I understand it, it is not automatic, so it only gets updated every few months. They would need to commit to updating the price index of all PI goods much more frequently (weekly or monthly). Plus, I'm not sure they would do so since PI goods aren't used to commit insurance fraud (which is why mineral prices used to calculate insurance finally got adjusted).
Anyone know when the last time that CCP updated the mineral prices used to determined insurance? I suspect it only happens when they update the central tables and distributed new data tables to the clients?
(And +1 for another source showing that existing P1/P2 tariffs are too low and P4 is currently too high.) |

Scrapyard Bob
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Posted - 2011.10.26 20:01:00 -
[33] - Quote
If the existing COs in low/null/W are left in place, with low tariff rates, there will be no incentive to put up new ones.
SovNull/W space COs should definitely go away - there's not supposed to be NPC infrastructure in those systems.
Lo-sec COs (and NPC null) could stay, but only if they charge the full 100% tariff on everything (including launches). Which would provide financial incentive for someone to come in, put up a POCO and charge less. |

Scrapyard Bob
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Posted - 2011.10.27 13:53:00 -
[34] - Quote
El 1974 wrote:Smoking Blunts wrote:just be straight, this is the start of the eve- dust link and you want us fighting over pos fuels? Not just POS fuels. These are building materials as well. And their importance will increase, not just with the introduction of the player-owned custom office, but also with others. A new item group for Orbital Infrastructure will be created. This will include the new Custom Office, but also the new Orbital Command structure. I expect more structures will appear that can be used to upgrade a solar system. It seems logical to asume that these structures will also require PI materials (and FW/Incursion LP for the BPCs).
Well, that would be more true if newer recipes would include a mix of traditional stuff like minerals as well as using the PI produced items. It feels like the PI materials live in their own little silo where traditional components aren't available (and vice-versa).
For instance, why does the new POCO base item not require any tritanium or pyerite or (whatever) at all? |

Scrapyard Bob
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Posted - 2011.10.28 12:33:00 -
[35] - Quote
The simplest solution for the anchoring issue is going to be:
- Force the POCO to anchor at the locations of the existing customs office grids.
- If there is a POCO anchored and online, then that customs office beacon should show up in the overview.
- No customs office anchored? Then you should only be able to get to that location by using the right-click menu.
OTOH, I can see reasons why to do away with the 2nd warp-in point for planets:
- Probably makes coding easier rather then fixing the overview code to show or not show the customs office locations depending on whether they have something anchored or not.
- Gives more of a purpose to the planet's warp-in grid.
Either way, as long as the POCO is forced to anchor in the middle of the grid (just like POS towers), that will avoid most exploits. |

Scrapyard Bob
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Posted - 2011.10.28 17:54:00 -
[36] - Quote
Max O'Deel wrote: I say again the concept is a good one it is just not thought out correctly. as it applies to WH space.
Remove the POCOs, but increase the command center launch capability by 25% for every level trained in Command Center Upgrades.
Or just make the higher variants of the Command Center hold more and be able to launch more at the same time:
Level 0 CC - 500 m3 Level 1 CC - 750 m3 Level 3 CC - 1000 m3 Level 4 CC - 1500 m3 Level 5 CC - 2000 m3
(I don't think you should go much above 2000 m3. for the top level. And frankly, the level V command center should have a good bit more CPU/PG then it does now to pay for that long training time.) |

Scrapyard Bob
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Posted - 2011.10.28 20:48:00 -
[37] - Quote
Ingvar Angst wrote: Ugh... my own person experience shows that even the 2000m3 is insufficient. Besides, it's not practical to rely on the command center for storage... they rarely remain connected to the rest of the PI network. Most often, when the resources deplete in one area you move the netowrk aroudn the planet while the command center remains where it was established.
(Also a reason against relying on them for launching... they're not attached or near the PI network.)
That's the choice you made when you moved your buildings away from the Command Center. So if you can't count on the POCO being available, you had better migrate your setup back towards the Command Center, or run a link back to the Command Center.
(I also have a few colonies that I'm going to have to redo in order to use the CC for launches as a fallback - but it's nobody's fault but my own that my buildings are far away from the CC.) |

Scrapyard Bob
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Posted - 2011.10.30 03:28:00 -
[38] - Quote
Yekster wrote:Sorry in advance for not reading all 80 pages of this post.
What is the proposed skill level of Anchoring required to drop a Customs Office?
Not stated, but the assumption is that you would need the same skills needed to anchor a POS tower (along with the proper roles).
|

Scrapyard Bob
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Posted - 2011.10.30 23:19:00 -
[39] - Quote
Allowing more then one POCO per planet:
- No more need to interact with other players in order to claim the planet. This goes against the stated goal of encouraging conflict.
- Spreads the revenue per POCO out even more, which makes the economic situation even worse.
If you want the planet's revenue, then you have to place and defend your own POCO (just like any moon's resources). Or you have to cooperate with other players. Or smuggle stuff out using the command center launches (with the higher tariffs and limited launch capability). |

Scrapyard Bob
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Posted - 2011.10.31 15:35:00 -
[40] - Quote
Ingvar Angst wrote: Choice? You ever do PI before? It's not a choice, it's a necessity. Unless you're running some scrawny-assed mini-network you'll be having to chase the resources around the planet. This will require you to move your network around. I don't know of anyone that puts anything resembling effort into their PI that hasn't had this issue.
This is why the whole "remove all customs offices" will be brutally painful to most PI people, especially in places like wormholes where large scale PI happens and the logistics of moving things in and out can be a real pain.
Given that I run a few dozen PI planets, yes, I do in fact know what I'm talking about.
If you're moving your buildings around to chase the hot-spot of the day because you're trying to min/max your yields, then that is the choice that you made. You're on a planet that simply cannot support the level of extraction that you're trying to do and you need to adjust your expectations downward. Not all planets and not all resources have high refill rates, which means that over time you will settle in at some lower number then what you were initially getting. Not all w-space systems are going to be self-supporting when it comes to POS fuels or whatever you're trying to extract.
Take the 20% less yield per day and stop rebuilding your colony all the time - or spend the hour before placing your colonies to ensure that you've picked the right planet for the job. Or move to a slower extraction cycle such as every other day or every 3rd day.
Or you need to petition CCP to increase the regeneration rate of the planets (which is something that I think needs to happen anyway, in order for planets to support enough PI harvest colonies to pay for the POCO).
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Scrapyard Bob
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Posted - 2011.10.31 20:18:00 -
[41] - Quote
Ingvar Angst wrote: W-space... no, you're not going to put one up to tax your own people, that's just silly especially when they're likely providing some of the pos fuel you need. Anyone getting carried away like that will cause rifts in the corp with people that once had control of their own PI and now have to deal with corp leadership controlling it to a degree. You're certainly not going to put a POCO up in someone elses hole... that's simply target practice and wasted isk.
Most w-space corps that I've talked to are going to put them up - they just wish that they had defenses and they're not looking forward to the logistics of getting them setup initially. After that, they'll probably treat them as a corporate asset like the POS towers, maybe with a low tariff setting to generate a bit of additional rainy day money for their corp.
At least now, the ISK from the tariff fees will be going into corp coffers instead of into an NPC's wallet. |

Scrapyard Bob
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Posted - 2011.11.01 21:37:00 -
[42] - Quote
Issler Dainze wrote:So it seems despite all the feedback to CCP that the concept was broken for low sec we see on SiSi it implemented as blogged?
They probably had to roll out what they had, a one week lead time is not all that long in terms of development time - especially if they are going significantly back to the drawing board with the concept (as they need to).
|

Scrapyard Bob
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Posted - 2011.11.02 20:32:00 -
[43] - Quote
Which goes back to the reasoning of why POCOs need defenses, on the scale of POS towers. How often does a well-defended medium or large tower get put into reinforced in lo-sec?
(And also supports why the tariffs are going to have to be adjusted upwards quite a bit to pay either for POCO replacement or for the ISK needed to anchor additional defensive modules.) |

Scrapyard Bob
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Posted - 2011.11.03 15:52:00 -
[44] - Quote
Edart eno wrote: The simple fact of the matter is that PI was from the start of intended to be for individual players and after this... It won't be anymore.
Please link to a dev blog or official blue response that says that, otherwise stop with that line of reasoning. PI was always intended to be a source of conflict (almost the entire reason for DUST, besides the 'cash in on console FPS' bandwagon). This concept just advances us one more step along the road towards making it a fight over resources, just like moon mining (which also require fixed assets).
And when it comes to conflict, lone wolves only survive by being crafty, sneaky, and staying away from the large packs and busy areas. Which, for PI, means using customs center launches or setting up shop in a very quiet system. |

Scrapyard Bob
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Posted - 2011.11.03 18:33:00 -
[45] - Quote
Another thought on the "lack of POCO situation".
Right now, when we use the Command Center to do planet launches, we pay the tariff to the "big NPC in the sky" for the privilege and we pay 50% more then what it would cost to send that up to the Customs Office.
Naturally, if NPC services are going away, then we should not have to pay for launches from our command center. But this also causes big issues for the economics of a POCO, especially if the command center launch capacity is also increased to the point where not using the POCO at all becomes extremely viable.
One possibility would be to force the expenditure of some sort of fuel in exchange for not using the POCO. Liquid Ozone would be a good bet as that is already used as a cyno fuel. Simply make it so that every CC launch consumes N units of fuel out of your ship's cargo bay. A good number might be 1 unit of Liquid Ozone for every 100m3 (or fraction of 100m3) that you are launching with a minimum of 5 units used.
Liquid Ozone currently sells for about 325 ISK/u and is 0.40 m3/unit in size. So expending 5 units of LiqOz would run about 1625 ISK per 500 m3 launch, roughly equivalent to the 1500 ISK that you pay today for doing a max-capacity CC launch. |

Scrapyard Bob
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Posted - 2011.11.03 19:37:00 -
[46] - Quote
Jack Dant wrote: Interesting idea. But LO is already used for too many things (POS, cynos, JBs), while it's little brother, heavy water, is only used for POS. It would be better to use that instead, to balance supply and demand a bit.
Of course, RP-wise, it's hard to explain how sending something up from the planet consumes some in-space resource.
Aye, heavy water would be good as well.
Lore-wise... you're creating a mini-cyno? If we could import small amounts of material down to the planet without using a customs office, then we wouldn't need to tap dance around the lore issues.
Maybe a "fuel cannister" that you load into a "fuel ejector" module that fits in a high-slot, which delivers fuel down to the Command Center. Get within 1M km of the planet, fire off the cannister and it then appears in your command center.
The issues with import has to do with the way the server code works... right now, you have (2) options for something in your cargo hold and no real way of getting stuff down to the planet:
- Eject (which creates a jetcan) - Launch for corp (for things which are anchorable)
Another possibility would be a high-slot module where you target a jetcan full of material and use that high-slot module to consume fuel and send it down to your command center. You would have to load the high slot module with the fuel (just like ammo) and the jetcan would have to not have more then what would fit into the command center. Target the jetcan, click the module, stuff ends up in your command center.
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Scrapyard Bob
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Posted - 2011.11.08 18:01:00 -
[47] - Quote
Tas Nok wrote:Really looking for and awaiting the Dev response to how this will be changed WRT player feedback in this thread.
the POS fuel changes came out roughly 24hrs ago and we've already seen that get fixed into something that is simpler but doesn't nerf faction towers to S***
waiting for the same sort of common sense here? PLS?
My personal hope is that they're going back to the drawing board a bit - which is why we haven't heard anything in a week. Given how close it is now to expansion release day, I wouldn't be surprised if they push it off until the next big update after the initial expansion patch.
The POS fuel changes were mostly just tweaks to the numbers - the basic concept didn't change. |

Scrapyard Bob
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Posted - 2011.11.09 21:27:00 -
[48] - Quote
Jack Dant wrote: It may not have been forgotten or abandoned by the community team or CCP Nullarbor. But CCP Omen is the one who can provide actual design answers, and he stopped replying to this thread 5 hours after it was published.
The contrast with the hybrid and pos fuel threads is striking and it reminds me of CCP's worst times.
Most of the feedback in the POS fuel thread is balance issues - and basically just tweaking some numbers. This is a much more complex issue. So depending on how much they have to rework or reconsider, you're not going to get immediate answers.
(Although it would be nice if the BPOs could be seeded a month or so ahead of any planned change-over, at a minimum.) |

Scrapyard Bob
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Posted - 2011.11.25 21:22:00 -
[49] - Quote
Hi-sec CONCORD 5% import fees / 10% export fees:
P0 - 0.25 / 0.50 ISK/u P1 - 25.00 / 50.00 ISK/u P2 - 450 / 900 / ISK/u P3 - 3500 / 7000 ISK/u P4 - 67500 / 135000 ISK/u
Or see:
http://wiki.eveonline.com/en/wiki/CustomsOffice
Your calculation sounds about right though. Just make sure to raise your prices 50-85 ISK on P1 products that you sell on the market and you'll be fine. |

Scrapyard Bob
EVE University Ivy League
744
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Posted - 2011.11.30 15:50:00 -
[50] - Quote
PRLord wrote:Does anyone know if the NPC controlled offices that are destructable have reinforcement timers as well?
AFAIK, they (the NPC-owned Interbus COs) do not have reinf timers, but they do have slightly more EHP then POCOs. |
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Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.12.02 04:52:00 -
[51] - Quote
Rui Siyuan wrote: HIGH sec tax rate? What on earth? A little overboard? I dont get the logic. Surely that's not expected to be a strong enough motivator for people to shift from high sec? They'll just drop PI when the hassle becomes insufficiently profitable, do something else .
The short answer:
If hi-sec tariffs hadn't been raised then lo-sec POCOs would not be economically viable. Unable to compete against the hi-sec tariffs. If POCOs aren't economically viable, then people would be crying here about someone blowing up their lo-sec NPC CO and nobody can afford to put one back up. If the NPC CO tariffs in lo-sec weren't high, then users wouldn't bother to take them down prematurely and put new ones up in order to save on tariffs and line their own pockets.
Personally, I argued that CCP needed to give us 3 different sizes, 30M/60M/120M versions, just like POS towers, and to give them defenses just like POS towers. Maybe with only 2/3 the PG and 1/4 the CPU of a regular POS tower in exchange for a much lower fuel use. On the other hand, you can apparently anchor these in or near a POS tower for defense. If they had given us 3 different sizes, then we could have chosen the level of POCO that we wished to deploy.
I'd like to see the material costs for the POCOs lowered - if they only required about 1/2 of the current materials, they would be far more in line with their limited functionality (which is more akin to a POS lab which are 50-80M ISK, not 150-200M).
And the way around the hi-sec tariff is to do more steps on the same planet. Setting up a planet that imports P1 and exports P3 is not hard. You can also setup P2->P4 planets, which might be more profitable then P3->P4. |
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