
knowsitall
Adeptus iNdustry and Logistics Silent Eviction
22
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Posted - 2014.04.15 19:17:00 -
[1] - Quote
I was reading the dev blog and trying to work out what this would mean to me. During this thought process I thought of a couple of edge cases that CCP should consider. So as there is no official feedback thread on the dev blog im going to post it here (feel free top move it).
So the edge cases i thought of were
1) Career agents and manufacturing. 2) Nex store paint jobs.
Career agents and manufacturing
I'm assuming the career agents will be updated to teach people how to use the industry UI and mechanics. So there may be many ways to fix this. The problem is that if the station is very busy with manufacturing job it could be that the items you are creating cost more than they are worth. This is not really what you to teach a new industrialist, though it may keep my competition away :). In the old system even if the slot had a long queue, a clever person could buy the item, start the manufacture, finish the mission, move on to the next. Then when the manufacturing finished just sell the item for the price they paid for theirs. Not exactly what the mission is purposed to teach, but probably a more valuable lesson than one it is supposed to teach you. There is no clever way around the high manufacturing cost (at least that I can think of with the information we have been given) except moving to another system, bit harsh for a tutorial.
Nex store paint jobs
Bit of a disclaimer here, as i have not done this, so I may have this wrong. But my understanding is the paint job gives you BPC that takes the ship as input and creates the painted ship as output. All good until someone with no industry or market knowledge does this and finds that it cost them ALOT of isk to build because they happened to buy it in a popular manufacturing system. You could say that is a lesson learned, but people get very angry when this is done for items that are bought with real money, so I would avoid it if I could.
You could fix this by making the price of the final item 0 isk so that any % of zero is zero, but this would break kill mails and kill boards, so I don't see that as a good solution.
I'm going to propose a solution I thought of, but im not really saying do this, im really saying consider the above in whatever you do.
Possible solution to both
Have an extra attribute that is on blueprints that is a switch to if it manufacturing cost is subject to scaling. If it isn't they pay a set nominal fee. Then you can have Nex items and career agent BPCs have this set so that it is ignored by scaling. I would suggest it is ignored both ways, in that they are not affected by the current number of manufacturing jobs, but all manufacturing jobs that are subject to the scaling also ignore them. This stops people, albeit sending a long time to do it, keep redoing the career agents and having a cheap way to keep "slots" expensive in a station by having lots of manufacturing happening that is always at minimum cost. This mechanic would also give you more options for if you find other uses for manufacturing (as I think happened with Nex store painting).
Knowsitall |