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Gabber359
Infinite Point Nulli Secunda
26
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Posted - 2014.04.21 09:44:00 -
[1] - Quote
Background: I run 14 characters with a total capability of 84 planets (another 6 coming soon tm). IGÇÖve been doing this for a good few years. Started off with 30+ (pos fuel), then decided I wanted a greater challenge, so went for p4. People already call me crazy, but I love puzzle/simulation games. This is what PI is to me. IGÇÖm sure other people are crazier then me, but not many.
Anyhow, PI could use some improvements. Here are my suggestions:
-Multiple factory placement (ctrl/shift click) When setting up Basic/Advanced/High tech factories, doing them one at a time is extremely time-consuming and tedious. ItGÇÖs also an OCD persons nightmare. Ie, trying to get them all in a straight line ! Nothing worse then opening up a planet and seeing wibbly-wobbly factory lines, but if you have to redeploy or re-setup then it becomes a nightmare.
-Multiple production selection Again, one-at-a-time selection of materi+¬l to produce is time consuming and tedious. You should be able to grid-select your factories and choose what you want to produce for those selected factories.
-Multiple Route-TO selection Same as above, but this time the ability to select all of your factories at once and route them to a common location. Usually this will be a Launchpad.
-Command Center deployment At the moment you have to be in the same SOV holders alliance to deploy CCs out in 0.0. This is extremely annoying. Why not add a function to POCOGÇÖs that allow depoyment of CCs based on STANDINGS rather than Sov? You can already grant access based on standings.
-Power Grid/CPU balance The boost to links a while back was awesome, but the problem between PG/CPU still exists. Usually you have plenty of CPU left. How about a conversion ability? DoesnGÇÖt have to be 1:1 ratio. Even a little extra PG can make the difference between 1-2 extra factories, a launchpad or getting to that new hotspot on the other side of a planet. Having maxed out PG and only using half, or less, of your CPU is wasteful. This would help out immensely on those annoying Gas planets.
-Double Launchpad capacity Frankly any sane PI user will use a launchpad as their storage/routing platform. Unfortunately, its 10km3 size limits what you can import and produce. Usually you have to check it every <24hrs. Pocos got boosted to 35km3, so why not launchpads? The storage siloGÇÖs are worthless, especially due to their paltry size and the way routing to/from a launchpad works. This brings me to another area:
-Importing/Exporting from anywhere in Eve The other launch type is a joke tbh, but actually having to be in the same system to launch to a poco is an outdated concept. It means you are forced to stay in the area of your PI. What happens when you are out on deployment? Or having to do logistics elsewhere in Eve for that matter? Then you are screwed. Jumping back and forth is tedious and not always doable.
-Not all planets were created equal With this I mean resources. While doing research on where to set up my PI, and thus optimize my P4 chain, I came across the fact that not all planets had viable resources (even in 0.0). Example: Lava planets. These are the ONLY planets on which you can produce silicon (felsic magma). Unfortunately, the majority of lava planets I scouted out had abysmal levels of the stuff. Only 1-2 were truly viable out of 8+. The same goes for other items like Industrial fibers (autotrophs) et al. There has to be a better balance. It wouldnGÇÖt be too much of an issue if you could find such materials on other planets like you can with other resources, but alas. With some items you are forced on single types of planets. Also, no, the planets werenGÇÖt whored out, I checked. *Possible addition of Planet iHub upgrade?
-Remove double planet requirements for certain items Microfiber shielding Polyaramids Silicate glass This just increases the problems for production aswell as not being consistent with the rest of the items. Why just these 3? Why not more? Why these at all?
-Remove P1 items from P4 requirements Reactive metals for Nano-factories Bacteria for Organic Mortar Applications Water for Sterile Conduits Feel free to replace them with another p3. Would make the chain easier to manage. ThereGÇÖs no reason for them to be there except to screw with PI users. Also the mismatch between P1-P3 m3 volumes when trying to move around exact quantities to fit into a 10km3 launchpad (see above point on storage).
Frankly, the first three points I listed are the ones I find most important. Feel free to comment and/or leave your own suggestions.
The only thing I fear, is running out of beer ! |

Sir Dragon
Einherjar Yggdrasils
78
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Posted - 2014.04.21 10:19:00 -
[2] - Quote
1) Multi factory placment: maybe a pre-saved complex-formation-grid such that you would define a grid, and that grid would contain as an example maybe 5 specific or different houses in an certain formation. That way you could go through the tedium of getting the houses aligned proper once; then , you copy that structure-formation and save it for alter use.
2) Multiple production selection: It would probably have to be the exact same factory type that you select then the pilot could do some multi tasking on that set.
3) +1 right here on Multiple Route-TO selection Same as #2 .. would have to be the same house type ... you tell that selected set to route to same location.
4) Command Center deployment. For there exists a case where an alliance would want to charge emmision/access irregardless of standings.
5) Power Grid/CPU balance. Being a computing science undergraduate . . . it ain't make sence even though i understood the text.
6) Double Launchpad capacity Area taken up by the launcher technology is that large that adding added cargo capacity would simply exeed a pre set limit on a houses max size. Example, fuse together a silo and launcher and it is 2 houses; additioanlly, it would be a slippery slop with th ebottom of everything underneath one roof.
7) Importing/Exporting from anywhere in Eve Prevents 10.000 +-+- people from login into the same system from various various locations .
8)Not all planets were created equal 9)Remove double planet requirements for certain items 10) Remove P1 items from P4 requirements are slippery slope fallacies that would at WORST lead to ... 8) Every plannet is a buffey 9) Every plannet has everything anyone ever needed ever 10) Who needs requirements... everthing is tech -10
Anywho you still get a bump and a +1 Pantera Home Videos:http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html-á ;http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html . |

Mr Doctor
Sex Machineguns Happy Cartel
124
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Posted - 2014.04.21 10:24:00 -
[3] - Quote
Hire Firaxis. |

Sir Dragon
Einherjar Yggdrasils
78
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Posted - 2014.04.21 10:35:00 -
[4] - Quote
Mr Doctor wrote:Hire Firaxis. http://www.civilization6.net/ was talking about going into space... intigrate civ 6 with eve NOW!!
you do not get anywhere in buisness WITHOUT TAKING RISKS! Pantera Home Videos:http://pktube.onepakistan.com/video/ck2ykdBrDRM/Pantera-Vulgar-Video-Full-Completo.html-á ;http://pktube.onepakistan.com/video/xpma3u7OjfU/Pantera-Watch-It-Go-Full-Completo-CD1.html ;http://pktube.onepakistan.com/video/yyO9rAx8eoQ/Pantera-Watch-It-Go-Full-Completo-CD2.html . |

Alvatore DiMarco
Capricious Endeavours Ltd
2089
|
Posted - 2014.04.21 14:10:00 -
[5] - Quote
You know, when a person who manages 90 planets starts talking about PI..
It's hard to disagree with anything he says. |

rebal roach kazul
Tickle My Retriever
0
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Posted - 2014.04.22 09:31:00 -
[6] - Quote
I'd personally like to see that you can offline certain structures and online others just like you would in a POS.
Thus making it possible to extract materials, bunch up on them and when you have enough just online your production facilities. |

Jur Tissant
Federal Navy Academy Gallente Federation
4
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Posted - 2014.04.22 21:29:00 -
[7] - Quote
I definitely agree that they should streamline routing, building factories and so on. Moving my installation after resources go dry is a pain in the rear and requires an ungodly amount of clicking.
As for P2 products requiring multiple planets: you'll often notice that more difficult products like these are accordingly more profitable. I use a lava-barren pair of planets to make enriched uranium, and it's just as profitable (per world) or maybe more profitable than my other P2/P1 planets. Variety is good.
Also, CPU requirements are silly low. One idea I have would be to introduce a skill which lets you offload power requirements to the CPU grid at something like like 3-5% per level. This would be just enough to throw in a few more extractor heads or factories. |

Nalelmir Ahashion
Omegon 42nd Core
282
|
Posted - 2014.04.23 00:31:00 -
[8] - Quote
Very good points. I'll also add something I was thinking about....
Add automated drone transports,
This will work this way: 1. you will setup "macro" on your planet on which you get X amount of Px then this stuff will get automatically into the Custom office. 2. From there automated drone transport will carry it (only if the target in same system) to another Custom office of different planet. 3. there is will be transported to a setup launchpad of choice and finish the process.
Can also add some kind of end transport which will take the stuff into a local in system space station.
Pros: Automatic - in cases u need to make long travels and can't haul yourself.
Cons: Anyone can shoot e'm like on MTU and such. "What's worse than a foul-mouthed eight-year-old constantly claiming he's had relations with your mother? A foul-mouthed eight-year-old constantly claiming he's had relations with your mother who thinks he's a gangser, that's what." --áAaron Birch |

Hasikan Miallok
Republic University Minmatar Republic
616
|
Posted - 2014.04.23 00:49:00 -
[9] - Quote
Gabber359 wrote:
Frankly, the first three points I listed are the ones I find most important. Feel free to comment and/or leave your own suggestions.
Personally i would like to be able to route without caring about the product. It would be nice to be able to set a factory to always output to a particular place and always look in another (or same place) for its input regardless of what you produce there.
That said, the main issue with PI is the shallow market, meaning any single big producer can swamp the P4 market single handed. As a result P4 prices are often lower than the P2s needed to produce them :D Even if you need the P4s yourself its better to sell your P2 and buy some other fools P4. The only reason to go P4 is if your smuggling them in a BR through some dangerous territory and want to minimize the runs.
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Salpad
Carebears with Attitude
527
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Posted - 2014.04.23 01:34:00 -
[10] - Quote
rebal roach kazul wrote:I'd personally like to see that you can offline certain structures and online others just like you would in a POS.
Thus making it possible to extract materials, bunch up on them and when you have enough just online your production facilities.
Yes, being able to offline structures to save PG/CPU would be nice.
Also upgradeable silos. Unlike the OP I do use them, when I do PI (which is rarely), so being able to pay ISK to get them enlarged (with an increased PG/CPU usage too, of course) would be nice. |

Goldensaver
Lom Corporation Brothers of Tangra
394
|
Posted - 2014.04.23 05:45:00 -
[11] - Quote
On the note of converting CPU to PWG, why can't we do like spaceships and have modules for that? Planetary Reactors costing CPU and Server Nodes costing PWG and having carefully calculated conversions between the two or something. Costing 10% resource X and outputting 8% of resource Y, which would limit the ability to stack them on each other while also allowing a lower skilled player/lower upgrade level command center to enjoy their use.
Of course, if they were to do that they'd definitely need the ability to online and offline modules or else there'd be all kinds of shitstorms with people practicing with some things then having to pull down their reactors and stuff every time some little thing changed and they had to alter something. |

Rivr Luzade
Coreli Corporation Ineluctable.
411
|
Posted - 2014.04.23 05:51:00 -
[12] - Quote
Of course offlined structures keep their setups (resources extracted, schematics, routed materials, links, etc.) when you offline them. |
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