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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Komi Toran
Paragon Trust The Bastion
147
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Posted - 2014.07.24 13:00:00 -
[61] - Quote
Celor Ma'fer wrote:Obviously someone who doesn't read, even small, threads before posting. Nah, be nice. He phrased the effect more clearly than I did. Plus, his post got the attention of CCP, while mine didn't.
I do like my name for the effect much better. "Self sufficiency" could mean anything.
Celor Ma'fer wrote:The only issue I can see arising from this is the fact that it does apply to everyone in the system. Which means that all the Industrialists that work in the same system as you do benefit from your skills, even if they don't train them themselves. If the skill could be somehow made to reduce the SCI just for your character, then that would be perfect. This is actually why I like the skill, as it functions in a way no other skill would. Besides, if it only applied on your end, it would either a) have little effect except in completely dead systems or b) be a flat out price reduction, which some feel would make it a barrier to entry. This idea is neither: corporations, alliances, and players with a dozen alts will all see benefits by making sure their industrialists have the skill trained. |
Mackenzie Nolen
Xyjax
13
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Posted - 2014.07.24 13:05:00 -
[62] - Quote
Antihrist Pripravnik wrote:The whole point of Crius was that the industrial landscape should be organic and not concentrated in a few systems. Increasing benefits for Teams creates more difference between systems with and without teams, which forces players to swarm to high-quality team locations.
Bluntly, I'm not the one that created teams, CCP is. Your entire argument is a proposition for removing teams entirely and has no bearing on the skill proposed. As I assume teams are here to stay, a 10%/level team efficiency bonus wouldn't even bump a weak team past the values provided by stronger teams within the natural variation already present in team bonus %'s.
That said, it might be interesting to make the bonus a flat increase rather than a % based one; say, 0.1% improvement to base team bonus values per level. This would have the effect of improving weaker teams marginally more than already strong teams, which would in fact serve as a relief valve on player swarming as you could eventually benefit more from weaker/cheaper/"easier to win bids for" teams. Kind of like hyperspatial accelerator mods. |
Castimirr
Seafalcon Industries
0
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Posted - 2014.07.24 13:35:00 -
[63] - Quote
Vincent Athena wrote:"More jobs" is obvious. A somewhat different way of doing that is to have a skill that allows me to have more jobs in the queue, even though I am limited to 11 that are currently active. Think of the skill queue: I can have a dozen or more skills queued up, even though I can only train one at a time. How about having industry jobs the same way? A skill that lets me queue up more than I can have running. As soon as a job finishes, the next drops down out of the queue and begins.
This also makes the TE skill more useful. ...
This. Very much this.
Also something like the old ME skill that only applies to a category, like the mineral processing ones. At least then you could specialize. |
Celor Ma'fer
Jouhinen Inc
10
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Posted - 2014.07.24 13:40:00 -
[64] - Quote
Komi Toran wrote:Celor Ma'fer wrote:Obviously someone who doesn't read, even small, threads before posting. Nah, be nice. He phrased the effect more clearly than I did. Plus, his post got the attention of CCP, while mine didn't. I do like my name for the effect much better. "Self sufficiency" could mean anything. Celor Ma'fer wrote:The only issue I can see arising from this is the fact that it does apply to everyone in the system. Which means that all the Industrialists that work in the same system as you do benefit from your skills, even if they don't train them themselves. If the skill could be somehow made to reduce the SCI just for your character, then that would be perfect. This is actually why I like the skill, as it functions in a way no other skill would. Besides, if it only applied on your end, it would either a) have little effect except in completely dead systems or b) be a flat out price reduction, which some feel would make it a barrier to entry. This idea is neither: corporations, alliances, and players with a dozen alts will all see benefits by making sure their industrialists have the skill trained.
Yep, fair play.
Have you looked at how much the SCI scale has changed since the update today? It looks like the SCI bar is split into 12 steps, (it's probably not I know) the system I manufacture in was step 10 before DT and now it is step 4. However the cost for manufacturing is the same, which means that when systems actually get towards the top end they will be really expensive.
I think this skill has more weight behind it than it did earlier, certainly for me. |
Soldarius
Deadman W0nderland Test Alliance Please Ignore
743
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Posted - 2014.07.24 13:49:00 -
[65] - Quote
Awkward Pi Duolus wrote:Thank you very much for the 3% per level for this skill - I think it's a good compromise. For new skills, perhaps the theme can be "time". I support some ideas mentioned already, since some of the higher rank research times have gotten a little ridiculous: Antillie Sa'Kan wrote: Advanced Science: 2% reduced copy time per level, requires Science V and Advanced Industry V, rank 5, int/mem.
Advanced Research: 2% reduced TE research time per level, requires Research V and Advanced Industry V, rank 5, int/mem.
Advanced Metallurgy: 2% reduced ME research time per level, requires Metallurgy V and Advanced Industry V, rank 5, int/mem.
Tinkering: 3% reduced invention job time per level, requires Science V, Jury Rigging V, and Advanced Industry V, rank 5, int/mem.
Tinkering. ha. Love the name. These and many more posts have some great ideas.
An industrial tycoon skill for more lines would be good. A scientific guru skill for more research jobs would be really useful. I can't tell you how many times I've run up against that stupid 10 job limit and had to tell customers "Sorry you have to wait because all 10 of my research slots are full."
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |
Saraki Ishikela
Deep Space Adventure Time
50
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Posted - 2014.07.24 13:57:00 -
[66] - Quote
I've always found the time reduction skills to be a waste. Say I'm at work for 8 hours and a job takes 8 hours to finish, reudcing the time to 6 hours nets me 0 gain. Unless there is a way to queue up additional jobs I have tradiationally always avoided anything that finishes a job faster as I normally see a 0 gain out of it. One newbies quest to ExploreEVE: Youtube:www.youtube.com/exploreeve- Blogspot:http://exploreeve.blogspot.com Twitter:www.twitter.com/exploreeve - Facebook:www.facebook.com/exploreeve |
Soldarius
Deadman W0nderland Test Alliance Please Ignore
743
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Posted - 2014.07.24 14:12:00 -
[67] - Quote
Saraki Ishikela wrote:I've always found the time reduction skills to be a waste. Say I'm at work for 8 hours and a job takes 8 hours to finish, reudcing the time to 6 hours nets me 0 gain. Unless there is a way to queue up additional jobs I have tradiationally always avoided anything that finishes a job faster as I normally see a 0 gain out of it.
This. Also, specialist skills would be very useful. Having the T2 prerequisite skills actually give you some benefit other than "must train to do" would be nice. Then more people might actually train them.
When I first started eve 5+ years ago, I thought I had to have that skill just to build T1 ships. Nothing about them says T2.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |
Komi Toran
Paragon Trust The Bastion
148
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Posted - 2014.07.24 14:15:00 -
[68] - Quote
Soldarius wrote:[quote=Saraki Ishikela]This. Also, specialist skills would be very useful. Having the T2 prerequisite skills actually give you some benefit other than "must train to do" would be nice. Then more people might actually train them. They do give a benefit besides "must train to do;" they increase your chance of invention success.
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hfo df
Ramm's RDI Tactical Narcotics Team
22
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Posted - 2014.07.24 14:38:00 -
[69] - Quote
- Back alley production
Gain access to use a team 1 system per level away of where the team is located. (At increased team salary [per system] salary costs.) => free ride on others' teams next door.
- Negotiation (old charisma trade skill)
Reduces salary by 2% per level. So a 10% salary will be 9% at level 5.
- Ebay
Enter a bid amount in ISK on a team (eg 100mil). The game will make the minimum bid needed to win the team. Auto bid will be at most 50% (at skill level 5, 10% a level) lower then the initial bid (eg will bid 50 mil, auto increasing till 100 mil).
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Mackenzie Nolen
Xyjax
13
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Posted - 2014.07.24 14:48:00 -
[70] - Quote
hfo df wrote:Back alley production Gain access to use a team 1 system per level away of where the team is located. (At increased team salary [per system] salary costs.) => free ride on others' teams next door.
This one I particularly like, but instead of a new skill I suggest this functionality get added to the heavily nerfed and existing "Scientific Networking" skill.
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Nar Tha
Neural-Boost.com
165
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Posted - 2014.07.24 16:26:00 -
[71] - Quote
My OCD is kicking in.
If you're making this skill affecting all scientific/industrial activities, it:
- should be renamed
- doesn't fit into only the "Production" skill category anymore
- should also have the skill "Science" as a requirement, maybe even more
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Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
8
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Posted - 2014.07.24 16:33:00 -
[72] - Quote
Amarisen Gream wrote:Also need Industrial Tycoon.
This skill does nothing but show how awesome you are at sitting and staring at a bulking and pretty industrial window.
Actually, now that the station slot limitation is removed from game, there is no reason that we can't have a Industrial Science Tycoon akin to market trading path. Given that some ME10 / TE20 are going to take an (A)eon of time, there might now be need or use of, say 30+ jobs. No idea what implications that would have for the researched BPO market or invention routines. This would likely however nerf the usefulness of otherwise low-skill research alts.
I'm not a fan of adding dozens of skills that simply 'specialize, specialize, specialize' every specialization under the EVE sun. When considering the invention and skill plan for bonuses it would be reasonable that a toon trained to USE a [ fill in blank ] on the field in PVE/PVP situation would have an understanding of its use. Consider then the regular skills influences in a positive towards industrial ends in the form of an 'Advance Design Templating' skill that factors both sides of the game.
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Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
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Posted - 2014.07.24 17:03:00 -
[73] - Quote
How about an Advanced Industry skill for Ice mining, the ability to Convert different isotopes to the others. Say 2 or 3 Nitrogen converts to 1 Oxygen etc etc. Maybe using the Reaction arrays or some other process.
Possibly make it unique conversion to the rorqual since the Compression array now exists and except for just a booster removed a lot of uniqueness from it. |
5n4keyes
Sacred Templars DARKNESS.
96
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Posted - 2014.07.24 17:44:00 -
[74] - Quote
Advanced Contracting, So I can make more than 21 contracts to sell everything I have built! |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3575
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Posted - 2014.07.24 18:41:00 -
[75] - Quote
Mackenzie Nolen wrote:hfo df wrote:Back alley production Gain access to use a team 1 system per level away of where the team is located. (At increased team salary [per system] salary costs.) => free ride on others' teams next door.
This one I particularly like, but instead of a new skill I suggest this functionality get added to the heavily nerfed and existing "Scientific Networking" skill.
Sure, you can't run jobs from station any more, but you can run them from a whole other region... Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Ocih
Space Mermaids Somethin Awfull Forums
659
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Posted - 2014.07.24 19:26:00 -
[76] - Quote
I don't want advanced Industry skills. I want accountability and visibility in industry.
You build it, you put your name on it or in the case of EVE your corporation name. Not only does this allow the players to boycott corporate Industry it shows where there are monopolies in industry. One could argue it's an opportunity for epeen too. Space Mermaids becomes known for Prophecy Hulls or more realistic, a Goon corp becomes noted for Archon hulls. It also allows us to prove or disprove myths of how noob corps are the Industrial pulse. |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
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Posted - 2014.07.24 19:33:00 -
[77] - Quote
Ocih wrote:I don't want advanced Industry skills. I want accountability and visibility in industry.
You build it, you put your name on it or in the case of EVE your corporation name. Not only does this allow the players to boycott corporate Industry it shows where there are monopolies in industry. One could argue it's an opportunity for epeen too. Space Mermaids becomes known for Prophecy Hulls or more realistic, a Goon corp becomes noted for Archon hulls. It also allows us to prove or disprove myths of how noob corps are the Industrial pulse.
With how quick assets die in eve I think this would be a wasted time for the development team. I do love it don't get me wrong, there are other games out that you put your name on what you make. But EVE's level of destruction with how a capital fleet could get wiped out at a moments notice, I think it would be a waste of assets. |
MeBiatch
GRR GOONS
1901
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Posted - 2014.07.24 19:33:00 -
[78] - Quote
might i suggest a sticky for this topic? There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3575
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Posted - 2014.07.24 19:56:00 -
[79] - Quote
Team Administration
You receive, per level, (5% * the fraction of the system's bid that you provided.) of a teams fees Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
MeBiatch
GRR GOONS
1902
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Posted - 2014.07.24 20:12:00 -
[80] - Quote
Steve Ronuken wrote:Team Administration
You receive, per level, (5% * the fraction of the system's bid that you provided.) of a teams fees
or maybe a skill that could increase the ability of the teams? There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |
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Sentient Blade
Crisis Atmosphere
1311
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Posted - 2014.07.24 21:07:00 -
[81] - Quote
I really love the idea of a skill which effectively nullifies the effect that you have on the system index. Setting up in a deserted system is counter-productive because you're going to be increasing your own costs just by being there, a way to reduce this impact would be a big boost. |
Retar Aveymone
GoonWaffe Goonswarm Federation
599
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Posted - 2014.07.24 21:07:00 -
[82] - Quote
Saraki Ishikela wrote:I've always found the time reduction skills to be a waste. Say I'm at work for 8 hours and a job takes 8 hours to finish, reudcing the time to 6 hours nets me 0 gain. Unless there is a way to queue up additional jobs I have tradiationally always avoided anything that finishes a job faster as I normally see a 0 gain out of it. it's a waste for some jobs, but when I stick in a titan, week-long component run, or 8 ishtars I see gain out of that
TE is an tycoon skill because you need to be building at such vast volumes that your saved time outweighs the random time between job finishing and you logging in, so it is more niche but it is valuble |
Sabriz Adoudel
Mission BLITZ
3273
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Posted - 2014.07.24 22:08:00 -
[83] - Quote
Omnathious Deninard wrote:CCP Greyscale wrote:Retar Aveymone wrote:When you are adding new industry skills, you should do something to make Battleship Construction V have a use (along with Industrial Construction V, which I believe is also useless). Reasonable. I think these skills would be well suited for a 2% reduction in production time.
This person read my mind.
https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
elitatwo
Congregatio
267
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Posted - 2014.07.24 23:35:00 -
[84] - Quote
hfo df wrote:[list] Negotiation (old charisma trade skill) Reduces salary by 2% per level. So a 10% salary will be 9% at level 5. ]
Sorry dear, I have to inform you that the 'Negotiation' skillbook is a 'social' skill that gives you a 5% better agent pay per level for any NPC / Epic Arc mission you do. signature |
Rowells
Unknown Soldiers Fidelas Constans
1061
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Posted - 2014.07.24 23:38:00 -
[85] - Quote
Didn't read whole thread yet but how about a skill to reduce team salary percentage? Something along 2-5% per level. Unions Connections or something. |
Matcha Mosburger
Manu Fortius space weaponry and trade
1
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Posted - 2014.07.24 23:43:00 -
[86] - Quote
Antillie Sa'Kan wrote:Just some quick (and possibly terrible) ideas off the top of my head.
Advanced Science: 2% reduced copy time per level, requires Science V and Advanced Industry V, rank 5, int/mem.
Advanced Research: 2% reduced TE research time per level, requires Research V and Advanced Industry V, rank 5, int/mem.
Advanced Metallurgy: 2% reduced ME research time per level, requires Metallurgy V and Advanced Industry V, rank 5, int/mem.
Industrial Process Management: 1% reduction in manufacturing job install costs per level, requires Advanced Mass Production V and Advanced Industry V, rank 9, mem/cha.
Scientific Process Management: 1% reduction in research job install costs per level, requires Advanced Laboratory Operation V and Advanced Industry V, rank 9, int/cha.
Group Dynamics: 2% bonus to team effects per level, requires Social V and Advanced Industry V, rank 6, cha/int.
Edit:
Tinkering: 3% reduced invention job time per level, requires Science V, Jury Rigging V, and Advanced Industry V, rank 5, int/mem.
I like these I'd also like to see something similar towards specilization maybe:
Advanced Shipwright - 1% material cost (or 2% install cost) for hulls only
Advanced Modules- 1% material cost (or 2% install cost) for module production only
Advanced Rig Assmebly - 2% material cost (or 2% install cost) for Rig only (Also requires Rigging V) |
Matcha Mosburger
Manu Fortius space weaponry and trade
1
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Posted - 2014.07.24 23:48:00 -
[87] - Quote
I'd also like to see something similar towards specilization maybe: (I'd prefer material reduction for these, but get the impression CCP isnt in favor of that. - Really I dont do huge runs, so TE offers the low quantity or part time indy no benefit)
Advanced Shipwright - 2% time reduction (or 2% install cost) for hulls only
Advanced Modules- 2% time reduction (or 2% install cost) for module production only
Advanced Rig Assmebly - 2% time reduction (or 2% install cost) for Rig only (Also requires Rigging V)
Advanced Space Construction - 2% time reduction in station/outpost/etc production
Other ones to affect the over all indy environment:
Advanced Labor Negotiations - Reduces the locatilty scaling tax by .5 per level. Requires Negotiation 5 and Adv Indy 5.
Your in a 10% start system? train skill to 5 Bam 7.5 % tax... your now more competative than yur corp mates or other indys in your area.
Industrial Accounting - Adv Indy 5 + Accounting 3 or 4 = Reduction in station or POS cost increase (base don number usage)
20 people running jobs? Indy account just reduce your cost increase to the equivlent of 10 people running jobs at that location. |
Kivena
EVE University Ivy League
43
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Posted - 2014.07.25 11:17:00 -
[88] - Quote
Existing skill Customs Code Expertise could be used again for an industrial purpose - reducing the NPC tax from 10% to 5% at max level. This would of course run counter to CCPs (apparent) desire to move more manufacturing out of hisec.
Industrial Tax Codes Expertise (2x) Expertise in cutting through the red tape of industrial and research regulations. Reduces empire tax on industrial jobs by 10% per level.
And as other people have mentioned, giving the Frigate/Cruiser/Industrial/Battleship/Capital Ship Construction skills a per-level bonus to constructing the relevant ships would be an excellent idea. 2% duration or 2% installation cost reduction or something along those lines. Director of Education EVE University
Follow me on Twitter: @eveKivena
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Masao Kurata
Z List
68
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Posted - 2014.07.25 13:06:00 -
[89] - Quote
Production Line Management - Queue up to 4 jobs per level to be started when existing jobs become deliverable. To clarify, this does not affect your throughput, it just lets you keep production going with less clicks and less being logged in at the right time. Despite starting in a paused state, stopping one of these jobs will not return the materials, just like an active job. Installation cost is set when the job is queued and team availability is determined by the calculated start time for the job assuming all jobs run to delivery. Obviously if I'm missing anything that would allow you to get use out of a team beyond their normal life, that needs to be addressed, I think this is fine even if we allow pausing jobs though.
Something that would allow queuing jobs to depend on the input of existing jobs would be nice for players but probably hell to specify and develop. |
MoonglumX
Viaticus Consortium
1
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Posted - 2014.07.25 13:50:00 -
[90] - Quote
Please, zero skills that lower cost enough to be mandatory at level V.
I think we need to dial up the crazy. What I would really find interesting is for skills that boost industry but only if you are in a Corp or on a POS (whichever is easier).
-- Corp. Engineer Efficiency : lowers your foot print to the system cost index by x% when running a corporation BPO/BPC job.
-- Corp. time efficiency: TE boosted by x% when running a corp BPO/BPC job.
-- Corp. Copy Efficiency: Copy times boosted by x% when copying a corp BPO.
-- Corp. Mineral Recovery: x% of minerals can be recovered from a canceled corp job.
I know a corp redo is coming. Just squeeze some stuff like this in there. |
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