|
Author |
Thread Statistics | Show CCP posts - 10 post(s) |

Utremi Fasolasi
La Dolce Vita
404
|
Posted - 2014.06.16 17:25:00 -
[1] - Quote
Wiener Chomper wrote:Quote:Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. So basically all we need to do is create a bunch of corporations now using alts so that players can immediately move starbase assets to another corporation so we can avoid war? EZPZ
If the deccing corp has good intel and spies they will find those corps and dec them too. |

Utremi Fasolasi
La Dolce Vita
404
|
Posted - 2014.06.16 17:29:00 -
[2] - Quote
Shinzhi Xadi wrote:So, I spent years grinding empire standings, a big part of the reason why, was so I could put up a POS on my high sec alt.
Whats the point of spending time grinding empire standing now?
CCP please don't make our years worth of standing useless!
Wut. It shouldn't take years. If you run all the Career agents, and the circle agents, and do the Sisters arc and turn in all the pirate tags it takes less than a week! |

Utremi Fasolasi
La Dolce Vita
404
|
Posted - 2014.06.16 17:50:00 -
[3] - Quote
Ereshgikal wrote:Qoi wrote:Quote:Whole and single items will not be affected by this calculation. This is most relevant for Tech I items required to manufacture Tech II variations. For example, building 10 Paladins will not require 9 Apocalypse if you have a 10% ME.
You just brought extra materials back.  What exactly is a "whole and single" item? (in term of invTypeMaterials and ramTypeRequirements?) I thought you wanted to simplify the material calculations.  My take is that a job consisting of X number of runs will require at least X number of units of each component; but I am not sure. The "whole" part makes me think that if a run requires 2.000000 units (not rounded, but "whole") of stuff then 20 runs need 40 units of stuff regardless of ME, but since that is quite a big difference from 36 units of stuff when running with 10% ME....argh, my head hurts. Clarification from CCP is certainly needed. :)
the example given right in the same paragraph is very clear -- for tech II items the tech I component needed will alway match in number to the number of final items.
How could "For example, building 10 Paladins will not require 9 Apocalypse if you have a 10% ME." be any less than clear? You will alway need the 10 Apocalypses - one ship won't materialize out of thin air without a base item.
A module example: "For example, building 10 Damage Control IIs will not require 9 Damage Control Is if you have a 10% ME." |
|
|
|