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De'Veldrin
Black Serpent Technologies The Unthinkables
2664
|
Posted - 2014.07.28 15:28:00 -
[1] - Quote
It's no secret to anyone that knows me that I do a lot of planetary interaction wherever I happen to wash up. Highsec, lowsec, nullsec - it doesn't matter. The nearly passive income helps subsidize my terrible PvP skills (and the occasional "I wasn't paying attention" ratting carrier loss ).
That said, whilst I was waiting for my new laptop to arrive so I could once again PvP in a group larger than 2, I spent a lot of time doing nothing but PI, and came up with an idea to help expand the capabilities of those planets in the forum of new skills. With the focus on industry recently, this seemed like a good time to present this sort of idea, since PI hasn't really been touched in any meaningful way for more than a year.
Advanced Interplantary Consolidation Rank: 8 Bonus: +1 Planet per level Pre-requisites: Interplanetary Consolidation V
As it says on the tin. Because MOAR PLANETS!
Advanced Routing Rank: 6 Bonus: -5% per level for CPU and Power requirements for links. Pre-Requisites: Command Center Upgrades V
Again, allows more efficient use of planetary resources to sqeeze additional production from the planet, or allows for longer routes to resources and production facilities.
Efficient Dispatching Rank: 4 Bonus: -5%/level in time of next expedited transfer from a facility, Pre-requisites: None.
Skill at efficiently dispatching expedited deliveries over the local planetary network.
Efficient Production Rank: 6 Bonus: -5%/level in production facility cycle time Pre-requisites: Command Center Upgrades V
Skill at effectively managing the production queues of the factories, and keeping everything flowing in the most efficient manner possible.
Efficient Storage Rank: 6 Bonus: +5%/level to storage m3 of launchpads, command centers, and storage facilities. Pre-requisites: Command Center Upgrades V.
Provides a bonus that lets you pack more into storage rooms, allowing you to squeeze even more production out of the limited CPU and power grid available. Example, at level 5, a storage facility would grant 15,000 m3, a spaceport would give you 12,500 m3, and a command center maxes out at 625 m3. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

Fer'isam K'ahn
None Of One
248
|
Posted - 2014.07.28 15:47:00 -
[2] - Quote
Hy, I am not doing any PI (though I am interested in it) and might not be of any significance on commenting on it (besides valuing you opinion from other posts, so I'll listen to what you have to say ).
That said I can only give some small hints of how I perceive this from an outside perspective.
Bonuses that increase yield and therefore ISK over time are worth being scrutinized and I think they should.
First of all, an increase in general is only a good thing if the average and overall ISK generation needs a push for PI and this needs to be ckecked or skill boosts will inevitably force lowering base yields.
Secondly, the suggested bonusses of +5% seem a bit high in general and in conjunction with other more specialized skills. A +2% increase (where yield is concerned) is more in line and seems more reasonable. That should be quite enough at those levels of PI (nothing casual anymore) and concidering you also add more planets (not sure this is good).
And I am definetly not qualified to comment on the more intern suggestions like CPU, Power, etc ...
But otherwise, call me intruiged ... I'll keep listening.  Are you sure your issues aren't elsewhere ?! |

De'Veldrin
Black Serpent Technologies The Unthinkables
2665
|
Posted - 2014.07.28 16:03:00 -
[3] - Quote
Fer'isam K'ahn wrote:Hy, I am not doing any PI (though I am interested in it) and might not be of any significance on commenting on it (besides valuing you opinion from other posts, so I'll listen to what you have to say  ). That said I can only give some small hints of how I perceive this from an outside perspective. Bonuses that increase yield and therefore ISK over time are worth being scrutinized and I think they should. First of all, an increase in general is only a good thing if the average and overall ISK generation needs a push for PI and this needs to be ckecked or skill boosts will inevitably force lowering base yields. Secondly, the suggested bonusses of +5% seem a bit high in general and in conjunction with other more specialized skills. A +2% increase (where yield is concerned) is more in line and seems more reasonable. That should be quite enough at those levels of PI (nothing casual anymore) and concidering you also add more planets (not sure this is good). And I am definetly not qualified to comment on the more intern suggestions like CPU, Power, etc ... But otherwise, call me intruiged ... I'll keep listening. 
2% may be more "fair" for lack of a better term. Balanced I suppose. I plucked 5% out of a hat as a starting point, but 2% is more inline with what other "advanced" skills (Tech 2 weapons for example) give, and I'd be content with that. What what we want to avoid is a bonus that is too low to give any kind of value at level 1 (this is especially concerning of the Advanced routing skill).
I'm going to do a work up on paper of a maxed out planet and see how much more production you actually get out of it based on a fully skilled character (with my suggestions) compared to a current maxed out character, I'll add in a 2% version of the skills to that comparison. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

nikar galvren
Hedion University Amarr Empire
54
|
Posted - 2014.07.28 17:34:00 -
[4] - Quote
De'Veldrin wrote: Advanced Interplantary Consolidation Rank: 8 Bonus: +1 Planet per level Pre-requisites: Interplanetary Consolidation V
Supported as-is. MOAR! Also makes me happy to think that I could do the same production chain with less alts. Anything to reduce the log-fest that PI currently encourages.
De'Veldrin wrote: Advanced Routing Rank: 6 Bonus: -2% per level for CPU and Power requirements for links. Pre-Requisites: Command Center Upgrades V
Changed to 2% per level. I think this is a great idea 
De'Veldrin wrote: Efficient Dispatching Rank: 4 Bonus: -2%/level in time of next expedited transfer from a facility, Pre-requisites: None.
Supported at 2%/level, though even 5%/level wouldn't be amiss.
De'Veldrin wrote: Efficient Production Rank: 6 Bonus: -5%/level in production facility cycle time Pre-requisites: Command Center Upgrades V
I can't support this one (despite being perfectly poised to profit from it) since PI profitability is already wildly disproportionate to the skill, time and isk investment (though I wouldn't complain if CCP decided to implement it ).
De'Veldrin wrote: Efficient Storage Rank: 6 Bonus: +2%/level to storage m3 of launchpads, command centers, and storage facilities. Pre-requisites: Command Center Upgrades V.
Supported at 2%/level.
I'd also like to suggest two additional new skills:
Expanded Command Center Capacity Rank: 6 Bonus: +20%/level to Command Center storage capacity Pre-requisites: Command Center Upgrades V
At level 5, would allow 1000m3 to be stored in the command center.
Efficient Command Center Launches Rank: 7 Bonus: -5%/level in cost to perform planetary launches from command center. Pre-requisites: Command Center Upgrades V
These two combined would go a long way to creating a viable alternative for daring pilots to "Ninja-PI" on planets that either have stupid high tax rates (I'm looking at YOU, high-sec!) or would otherwise be inaccessible due to POCO settings. |

De'Veldrin
Black Serpent Technologies The Unthinkables
2667
|
Posted - 2014.07.28 17:44:00 -
[5] - Quote
nikar galvren wrote: ...a lot of good stuff...
In retrospect you may be right about the production facility time descrease, but I am waiting to actually do the math so I I have some firm numbers if I decide I still want to push for that one. Ideally what I would like to look at is the raw profitability per for the time investment. If for instance, adding the bonus only makes the character 5% more profitable per unit time for the cost of 45 days of training, is that an unreasonable figure? I don't know - until I do the math and see, we're kind of shooting in the dark.
That said, your two are also good ideas, and ones I had not thought of. When I update the main post with MATHS! I'll include them with attribution to you (if you do not mind).
Maths will most likely come tomorrow after I have a chance to play around with them tonight some at home.
More feedback and any additional ideas, please! MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

Samantha Floyd
Republic Military School Minmatar Republic
1
|
Posted - 2014.07.28 18:41:00 -
[6] - Quote
Slavery Rank: 4 Bonus: 5% reduction in installation costs per level Pre-requisites: Social V
Eugenics Rank: 3 Bonus: 5% increase in efficiency per level Pre-requisites: Social V, Science V
Prostitution Rank: 3 Bonus: 5% reduction to player taxes per level Pre-requisites: Social V, Criminal Connections IV
Advanced Slavery Rank: 8 Bonus: 5% reduction in installation costs per level Pre-requisites: Social V, Slavery V |

nikar galvren
Hedion University Amarr Empire
55
|
Posted - 2014.07.28 18:59:00 -
[7] - Quote
Samantha Floyd wrote:Slavery Rank: 4 Bonus: 5% reduction in installation costs per level Pre-requisites: Social V The install/upgrading costs for PI are already quite low. This would benefit newbies, but falls prey to Malcanis' Law - Toons with already high skills would benefit disproportionately. Also, from a lore perspective, only one of the 4 empires would be able to train this 
Samantha Floyd wrote:Eugenics Rank: 3 Bonus: 3% increase in efficiency per level Pre-requisites: Social V, Science V Not sure what you mean by 'efficiency.' Can you clarify what this skill would affect?
Samantha Floyd wrote:Prostitution Rank: 3 Bonus: 2.5% reduction to player taxes per level Pre-requisites: Social V, Criminal Connections IV Also not sure where you're going with this. We already have a skill to reduce NPC tax, and this would basically negate the player benefit to owning a POCO. Can you clarify?
Samantha Floyd wrote:Advanced Slavery Rank: 8 Bonus: 5% reduction in installation costs per level Pre-requisites: Social V, Slavery V Concerns as above.
Please don't think that I'm just dismissing your ideas, but I do think that they need to be fleshed out. |

Ryan Leonard Thorne
Corwan Academy Kanen Federation
2
|
Posted - 2014.07.28 19:09:00 -
[8] - Quote
Of course that would be nice for everyone who does PI. But did anybody think about what will happen to prices if there are more PI goods available on the market? I guess that most people will not put their PI alts to eternal sleep just because they can make some more ISK with only one character.
It seems inevitable to me that changes have to be made on the other end (i.e. material needs for manufacturing) to keep prices at the current level, but then everything that's built with PI stuff would become more expensive. |

nikar galvren
Hedion University Amarr Empire
56
|
Posted - 2014.07.28 19:18:00 -
[9] - Quote
Ryan Leonard Thorne wrote: (snip) But did anybody think about what will happen to prices if there are more PI goods available on the market? (snip) ...but then everything that's built with PI stuff would become more expensive.
If there are more PI goods produced & sold, then supply & demand indicate that everything that's built with PI stuff would become *less* expensive, as prices would actually drop.
(You're completely right about most people just doing *more* PI and not dropping alts... unless most PI producers are as sick of the clickfest & logfest that the current state requires as I am. Less toons doing PI == less tedium == more of my sanity intact.) |

De'Veldrin
Black Serpent Technologies The Unthinkables
2667
|
Posted - 2014.07.28 19:31:00 -
[10] - Quote
Ryan Leonard Thorne wrote:Of course that would be nice for everyone who does PI. But did anybody think about what will happen to prices if there are more PI goods available on the market? I guess that most people will not put their PI alts to eternal sleep just because they can make some more ISK with only one character.
It seems inevitable to me that changes have to be made on the other end (i.e. material needs for manufacturing) to keep prices at the current level, but then everything that's built with PI stuff would become more expensive.
As I said, I'd like to do some math on this end of the equation. I think there's noi debate that there will be more products available. I think the issue that needs examining is "How much more" and "Is that necessarily a bad thing?"
One of the things I tried to do is stay away from any change that impacts the fixed costs of doing PI. No changes to import/export taxes, no changes to how much it costs to actually populate a planet, because I was trying to insure that older characters can't effectively out price younger characters from that standpoint. Sure they can scale up their production and make more ISK in sheer volume, but that's no different than two companies in any modern economy. What we don't want to do is widen the profit margin per unit of product between the old player and the young player, and I think my changes keep to that line fairly well.
And I am sorry Samantha, but I can't support your changes for exactly those reasons. Letting older players set up facilities at substantially reduced costs is only going to make traiing those skills mandatory for anyone wanting to do PI, and that's a bad thing. My changes, I hope, don't make PI more profitable per unit of product, but they allow you to make more ISK per hour by scaling up your production. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |
|

Commander A9
The Scope Gallente Federation
617
|
Posted - 2014.07.29 01:17:00 -
[11] - Quote
I like it! I like every bit of it!
I've been doing PI since the hour that Tyrranis was released back in Summer 2010. And yeah, I have 6 colonies and would love to have a few more. These skills you suggest are great! Recommendations: -enable ships wobbling in hangar view (pre-Captains Quarters) -add more missions (NPC fleet vs. NPC fleets that actually shoot) -less focus on graphics, more on mechanics...and STOP NERFING EVERYTHING! Tune in to NewEdenRadio.com for awesome music! |

Netan MalDoran
xXTheWarhammerXx
54
|
Posted - 2014.07.29 02:53:00 -
[12] - Quote
I am all for all those changes, but I agree on the 2% issue, make PI more dynamic across all players. "Your security status has been lowered." - Hell yeah it was! |

Phoenix Jones
Isogen 5
517
|
Posted - 2014.07.29 02:56:00 -
[13] - Quote
I would reconfigure PI completely.
Instead of separate facilities, I would do upgrades to them also (same as the command center.
Silo's should be upgradable (increased storage). I would also chop the Powergrid by 1/3 rd to differentiate themselves from Launchpads.
Factories should be upgradable (factory level 1, process as much material as one factory currently does. Factory level 2, process what 2 factories would, factory level 3, processes as much as 3 factories would). This would go up to level 6 also. So if you have a pure factory planet, you could technically use 2 factories that are upgraded and process as much as a current 12 factory planets do now.
I would change Remote Sensing to Range Expansion. Increases range of Extractors by 10% per level (increasing the circle/range of the Extractors, so they reach farther).
Essentially, change to a upgrade system. Your setup would be alot less, much easier to route, less clicks.
Yaay!!!! |

nikar galvren
Hedion University Amarr Empire
56
|
Posted - 2014.07.29 03:14:00 -
[14] - Quote
Phoenix Jones wrote:I would reconfigure PI completely.
Instead of separate facilities, I would do upgrades to them also (same as the command center.
Silo's should be upgradable (increased storage). I would also chop the Powergrid by 1/3 rd to differentiate themselves from Launchpads.
Factories should be upgradable (factory level 1, process as much material as one factory currently does. Factory level 2, process what 2 factories would, factory level 3, processes as much as 3 factories would). This would go up to level 6 also. So if you have a pure factory planet, you could technically use 2 factories that are upgraded and process as much as a current 12 factory planets do now.
I would change Remote Sensing to Range Expansion. Increases range of Extractors by 10% per level (increasing the circle/range of the Extractors, so they reach farther).
Essentially, change to a upgrade system. Your setup would be a lot less, much easier to route, less clicks.
I like the upgrade idea, and oddly enough I think that it would be a good potential isk sink as well. Upgrade costs could scale more-or-less exponentially similar to command center costs. simplicity in setup at the cost of a few extra isk.
The only concern that I would have is loss of the ability to change your installation setup to use/produce less. I imagine that an upgraded factory would not be downgrade-able... though that would make producers think long and hard before decommissioning that 6 Mil isk factory for no good reason.
I also like that this could be implemented alongside the proposed skills to both simplify the setup, and make the PI mini-profession more robust and interesting. Great idea  |

Ryan Leonard Thorne
Corwan Academy Kanen Federation
2
|
Posted - 2014.07.29 08:47:00 -
[15] - Quote
nikar galvren wrote:If there are more PI goods produced & sold, then supply & demand indicate that everything that's built with PI stuff would become *less* expensive, as prices would actually drop.
You snipped the important part concerning prices. Of course prices would drop if there's simply more PI goods on the market. But then you end up with nearly the same ISK as before for more goods as before. Compensation by increasing material needs in manufacturing to keep prices nearly at the same level would be needed, and that would mean that everything that's produced with PI goods will be more expensive as you simply need more units per product. So prices for PI goods will remain at nearly the same level, but everything that contains PI goods will become more expensive. As long as there's no new use for PI goods like completely new product BPs that need PI goods or PI goods used as "fuel" for something. Or NPC corps buying them at fixed prices.
De'Veldrin wrote:As I said, I'd like to do some math on this end of the equation. I think there's noi debate that there will be more products available. I think the issue that needs examining is "How much more" and "Is that necessarily a bad thing?"
That "How much more" is very hard to tell as you can't predict what players would do with those new skills. How many would really use them, to what level will they train them? The first skill you want to introduce (+1 planet) gives everybody the chance to increase potential PI output by over 80%. If everybody trains that skill to level 5 you have a potential increase of over 80% in available PI goods. Not at once, but over the time that it takes people to train that skill. So prices would very slowly drop. And then you come to that point where you compare effort to income again because managing 11 planets for so little ISK is annoying.
Don't get that wrong, I'm not against changes to PI in general, but in my opinion this is the wrong way. |

Ray Kyonhe
Ray's Relentless Research
108
|
Posted - 2014.07.29 13:42:00 -
[16] - Quote
The last thing PI needs a new skills for more planet. It's too much pain to manage even those we can have for one character atm. What it need is some serious improvement in terms of UI, most of all ability to batch-set production schemes, routes and such. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Major Spag
GoonWaffe Goonswarm Federation
137
|
Posted - 2014.07.29 14:06:00 -
[17] - Quote
I'd made a suggestion similar to this in the past and was told that this would increase the entry level skill bar too high for people. |

De'Veldrin
Black Serpent Technologies The Unthinkables
2673
|
Posted - 2014.07.29 14:15:00 -
[18] - Quote
Major Spag wrote:I'd made a suggestion similar to this in the past and was told that this would increase the entry level skill bar too high for people.
Can you expand on that? That's exactly the scenario I am trying to avoid - this suggestion shouldn't alter the entry level at all - all the base costs remain the same. What this does (what it's intended to do anyway) is to allow those of us who have reached that maximum throughput to expand our operations without the need of resorting to YAA (Yet Another Alt) if we don't want to. I am trying to enable advanced PI folks to squeeze every last drop of production from their planets, while still keeping it profitable for entry level folks by leaving the inherent profit per widget untouched. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

De'Veldrin
Black Serpent Technologies The Unthinkables
2674
|
Posted - 2014.07.29 14:42:00 -
[19] - Quote
DISCLAIMER: MATHS!
Notations: h = 24 hours per day f = 20 facilities per planet hf = 480 facility hours per planet day.
Let's look at two players: A, a basic player with one planet, and B an advanced player with 6. We will assume that they both use all of their planets to churn out robotics. We will further assume they both use buy orders to acquire raw materials, and that accounting for taxes and the purchase price of the raw materials, both make 2,000 ISK per unit of robotics produced (we're ignoring the vagaries oif the market itself for this purpose).
Player A will produce (3*hf) = 1440 units of robotics per day, yielding 2.8 million ISK in profit per day. Player B will produce (3 * 6 * hf) = 8,640 robotics per day, for a total profit of 17 million ISK.
Player B doesn't make more money because of skills that make his product more profitable - they make more money because they produce more of a product that is inherently profitable already. And that is the same logic I am trying to follow. My suggestions are designed to increase the normally fixed factor hf (facility hours) per planet that are available to the advanced player, and to improve their ability to store the increased throughput so that they don't have to decrease the amount of time they spend between planet management cycles.
Now we need to look at one more factor: facility cycles per hour (c) In the above example, the facility cycles per hour is fixed at 1 (for Robotics), so it doesn't matter to the calculation. Under my proposed changes, at level 5, with a 2% modifier, the facility time would drop to 54 minutes. This changes c from 1.0 to 1.11, which increases the total number of facility hours (hf) on our hypothetical planets from 480 to 533. This changes the total yield for Player B from 8,640 to 9,594 per day, yielding a total daily profit of 19,188,000. So 60 million additional ISK per month reward for a skill that will take about 3 weeks to max out. That doesn't seem unreasonable. Even doubling the number of planets only makes that 120 million more a month, and the additional effort in managing them, not to mention the 31 days to train the skill to level 5, should help compensate for that.
Also, @Ray Hyonhe - I agree that the PI interface needs some love. A lot of love. Like a whole village full of love. But that's a different topic. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

Major Spag
GoonWaffe Goonswarm Federation
137
|
Posted - 2014.07.29 15:12:00 -
[20] - Quote
De'Veldrin wrote:Major Spag wrote:I'd made a suggestion similar to this in the past and was told that this would increase the entry level skill bar too high for people. Can you expand on that? That's exactly the scenario I am trying to avoid - this suggestion shouldn't alter the entry level at all - all the base costs remain the same. What this does (what it's intended to do anyway) is to allow those of us who have reached that maximum throughput to expand our operations without the need of resorting to YAA (Yet Another Alt) if we don't want to. I am trying to enable advanced PI folks to squeeze every last drop of production from their planets, while still keeping it profitable for entry level folks by leaving the inherent profit per widget untouched.
https://forums.eveonline.com/default.aspx?g=posts&t=87893
|
|

nikar galvren
Hedion University Amarr Empire
56
|
Posted - 2014.07.29 15:14:00 -
[21] - Quote
Ryan Leonard Thorne wrote:You snipped the important part concerning prices. Of course prices would drop if there's simply more PI goods on the market. But then you end up with nearly the same ISK as before for more goods as before. Compensation by increasing material needs in manufacturing to keep prices nearly at the same level would be needed, and that would mean that everything that's produced with PI goods will be more expensive as you simply need more units per product. So prices for PI goods will remain at nearly the same level, but everything that contains PI goods will become more expensive. As long as there's no new use for PI goods like completely new product BPs that need PI goods or PI goods used as "fuel" for something. Or NPC corps buying them at fixed prices. You're assuming that CCP would want to step in and manipulate the material requirements to keep per-unit costs the same. Honestly, I can't imagine a valid reason why they would want to do that. |

De'Veldrin
Black Serpent Technologies The Unthinkables
2677
|
Posted - 2014.07.29 15:22:00 -
[22] - Quote
Major Spag wrote:De'Veldrin wrote:Major Spag wrote:I'd made a suggestion similar to this in the past and was told that this would increase the entry level skill bar too high for people. Can you expand on that? That's exactly the scenario I am trying to avoid - this suggestion shouldn't alter the entry level at all - all the base costs remain the same. What this does (what it's intended to do anyway) is to allow those of us who have reached that maximum throughput to expand our operations without the need of resorting to YAA (Yet Another Alt) if we don't want to. I am trying to enable advanced PI folks to squeeze every last drop of production from their planets, while still keeping it profitable for entry level folks by leaving the inherent profit per widget untouched. https://forums.eveonline.com/default.aspx?g=posts&t=87893
Honestly, I don't agree. I'm not sure I would have supported all your suggested changes, but I don't see any of them as being necessary to break in to PI. That's like saying you can't PvP until you have Tech 2 guns. Sure they help - some - but they're not a requirement.
Similary, the changes I am proposing here (and most of the ones I saw you propose) will help increase the profit generated by PI, but they don't make your products more profitable than a newbies.
Frankly, if anything, Custom Code Expertise practically became a necessity to anyone who wants to do PI, because without it, your profit margins plummet like a stone, unless you can move to a place where it doesn't matter - and that IS a bigger hinderance to the new player because they are far less likely to have the support structure necessary to do so. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

Fer'isam K'ahn
None Of One
252
|
Posted - 2014.07.29 15:24:00 -
[23] - Quote
Thx for the math.
My rebuttle to the 'entry level skill bar too high for people' would be first: its about perception, not about introductio and effectiveness and a strawman argument in itself.
As an example, if you make L2 sec misisons impossible to run with frigs and destroyers and need L4 skilled and meta4 fit cruisers to run them, then you set the entry bar higher. Adding skills for cruiser size weapons etc to be able to run them faster and gain more from them doesent mean that its now more difficult to start running L2s in general.
Of course the payout will be better for advanced players who can run them faster, but it does not mean lower skilled players will run them slower or not at all. It just means that in comparison they are not as effective anymore, which still doesn't block anything, just disapoints maybe some expectations. But that can already be achived by watching bombastic titan fights and undocking the game for the first tiem in your rookie firg 
Secondly, and which would be a point I wanted to make anyway, maybe some of those skill requirements could be lowered to L4 to unlock, which means some lower skill chars could access some of the (lesser important ones to block support for multiple alts) skills for some early support (maybe not yield) benefits.
But again, 'me no PI yet', so treat with greatness of mind 
Are you sure your issues aren't elsewhere ?! |

De'Veldrin
Black Serpent Technologies The Unthinkables
2677
|
Posted - 2014.07.29 15:29:00 -
[24] - Quote
Fer'isam K'ahn wrote:Thx for the math. Secondly, and which would be a point I wanted to make anyway, maybe some of those skill requirements could be lowered to L4 to unlock, which means some lower skill chars could access some of the (lesser important ones to block support for multiple alts) skills for some early support (maybe not yield) benefits. But again, 'me no PI yet', so treat with greatness of mind  It's possible, but I went with the standard approach that CCP seems to have of "Advanced skills require level 5 to unlock"
Advanced Weapon Upgrades -> Weapon Upgrades V for example.
The only skill I don't see as really an advanced skill is the efficient dispatching. This is more like a branching skill, which is why it only requires Command Center Upgrades 3. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

5n4keyes
Sacred Templars DARKNESS.
98
|
Posted - 2014.07.29 15:45:00 -
[25] - Quote
There is a lot that needs to be done to PI long before more skills are added. That being said, more skills would be nice.
More planets, yep I can see this as a thing, and would certainly help, however in doing this, your also going to decrease the price of PI products pretty heavily, if everyone who does PI was able to do another 5 planets, then this could be an issue. Again with better fitting, the more you can do on the planet, then easier it is to make products, thus devaluing things overall. Basically you would train a lot of skills, and do a lot more work, to get the same net result.
So, if your looking at PI skills to add, we really want something that makes management a lot more simple, a lot more easy, but without majorly boosting the quantity of end product.
Remote POCO management for example, would be amazing, having it so you can empty a planet to the POCO remotely, each skill level boosting the range until you get to region wide. This is something that would be amazingly helpful, and potentially a huge improvement to PI. Especially if this skill allowed you to do POCO related stuff via station.
A feature/skill that allows you to see how heavily an area of a planet is being harvested, this could be skill related, or something they could add to PI as a whole, allowing you to pick better places on the planet to mine.
Other things that would help so damn much, would simply be a better PI interface, rather than having to zoom into planets to see what is going on, maybe even allowing us to restart ECUs. Speaking of ECUs, can we please get them to vary in colour. Having more than 1 on a planet and you cannot tell which pins are which! |

Ryan Leonard Thorne
Corwan Academy Kanen Federation
2
|
Posted - 2014.07.29 16:18:00 -
[26] - Quote
nikar galvren wrote:Honestly, I can't imagine a valid reason why they would want to do that.
Me neither. But you and everybody else will want them to do so if you have to do 80% more clicking around for just 5% more ISK ore even less. Because that is what happens when everybody has the chance to have more planets and get more units of everything per hour.
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Phoenix Jones
Isogen 5
524
|
Posted - 2014.07.29 17:45:00 -
[27] - Quote
There has to be a little less clicking involved also. I would suggest two changes.
1) reset all extractors. 2 clicks, all are reset on all planets. Usually we are not moving heads back and forth every day, but once a week or so. So a mass reset all extraction for all planets should be an option. Rightclick planet in PI window , click (reset all extractors on all planets), click yes
2) we should no longer need to be in system to launch materials to a poco. Just click on launch pad, launch to poco. Doesn't matter where we are Yaay!!!! |

De'Veldrin
Black Serpent Technologies The Unthinkables
2681
|
Posted - 2014.07.29 17:49:00 -
[28] - Quote
Phoenix Jones wrote:There has to be a little less clicking involved also. I would suggest two changes.
1) reset all extractors. 2 clicks, all are reset on all planets. Usually we are not moving heads back and forth every day, but once a week or so. So a mass reset all extraction for all planets should be an option. Rightclick planet in PI window , click (reset all extractors on all planets), click yes
2) we should no longer need to be in system to launch materials to a poco. Just click on launch pad, launch to poco. Doesn't matter where we are
I'm not against those changes, or any changes that make the UI less of a clickfest. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

Jur Tissant
Unreal Darkness
104
|
Posted - 2014.07.29 18:46:00 -
[29] - Quote
I think 6 planets per character is pretty fair (and honestly the most I can keep up with) so I wouldn't hold my breath for that one.
However it'd be nice to see some skills like the ones you mentioned which give you a bit of an edge on powergrid. I always thought a skill which could offload some PG usage to your CPU would be handy, since I practically never see the CPU get close to full.
And then, anything to make links less of a PITA would be much appreciated. A skill to increase extractor radius wouldn't go amiss either. |

Major Spag
GoonWaffe Goonswarm Federation
137
|
Posted - 2014.07.29 20:33:00 -
[30] - Quote
Saving your own planetary setups would be nice. |
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5n4keyes
Sacred Templars DARKNESS.
99
|
Posted - 2014.07.29 22:34:00 -
[31] - Quote
Major Spag wrote:Saving your own planetary setups would be nice.
This would be great, tho I think technically limited, this would be due to every planet being a different size, sometimes you can get the pins super close, other times not so much. |

Nevyn Auscent
Broke Sauce
1448
|
Posted - 2014.07.30 00:45:00 -
[32] - Quote
Way against this. PI is passive income basically. This is just more passive income. Please explain why more income for not being in space is a good thing. |

Corraidhin Farsaidh
Hello-There
628
|
Posted - 2014.07.30 00:49:00 -
[33] - Quote
Nevyn Auscent wrote:Way against this. PI is passive income basically. This is just more passive income. Please explain why more income for not being in space is a good thing.
It's passive until you try to move it...and you need to be in losec at least for decent profitability. Risk and reward works fine with pi right now for me. |

Nevyn Auscent
Broke Sauce
1448
|
Posted - 2014.07.30 00:58:00 -
[34] - Quote
Blockade Runners. Enough said on that aspect. When I as an EVE player have a mechanic which allows me to boot anyone including NPC corp players off my planets, then PI has actual risk/reward.
Of course, I also maintain the entire system of PI should be redone to be a high/med/low slot based system like everything else is, and connected with the dust/legion style of socket based map design. |

De'Veldrin
Black Serpent Technologies The Unthinkables
2687
|
Posted - 2014.07.30 02:22:00 -
[35] - Quote
Nevyn Auscent wrote:Way against this. PI is passive income basically. This is just more passive income. Please explain why more income for not being in space is a good thing.
PI Is really only semi passive. Unlike truly passive sources, like Research Agents, you can't accumulate PI forever intil you decide to spend it. Eventually the storage fills up or the raw materials run out, so it does require periodic minding, and as my math illustrates, the profit margins don't scale through the roof just because you add more planets. MAMBA is recruiting. -áWhen other folks are whining about a lack of content, we go out and create it. The case of Shrodinger's Hotdropper |

James Nikolas Tesla
Onslaught Inc RISE of LEGION
134
|
Posted - 2014.07.30 04:12:00 -
[36] - Quote
I love the idea of all those skills except for the Advanced Interplantary Consolidation. It would flood the market with more PI (especially with those PI only alts) therefore devaluing a fairly profitable type of industry.
+1 Elite PVP - The use of huge blobs, capital ships, and metagaming to defeat a target you already significantly outnumbered. -masternerdguy |
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