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Author |
Thread Statistics | Show CCP posts - 38 post(s) |

Hellusius
Siesta Inc.
3
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Posted - 2014.10.09 20:41:00 -
[271] - Quote
Ola, I do think with this update it is a lesser of a strain on the smaller corps / players like myself living in null. I do to extend agree with some people that perhaps it is too easy to do logistics in null. but 5LY with timers is more of a strain than adding risks for null logistic. I agree it is probably somewhat hard to make a real good scenario for it, but like mentioned, take the time and propose the CSM and crowd with fuel to provide you guys with feedback, itteration generally serves the greater good.
Personally the biggest issue with this change for me has little in common with that I see in allot posts about logistics, empty null, the blops and posts regarding sov. For me it is play and time. Timers, Cooldowns, Waiting ... dont we already have enough of that? those are things you'd want to reduce (which you have been doing in certain corners, like session timers) specially if you want engaging and immersive gameplay. Balancing is good (even nerfing), but wouldn't you want to balance current play extending by generating choice instead of constraining by adding rules per see. EVE has so many rules and I feel this further complicates calculations. Perhaps some spreadsheet lovers will hate me but with this change you'd have to do more calculations, and so do 3rd party developers (which you reffernce as an future example) cause the game doesn't provide any decent insight (little snarky but perhaps says something about the feature as it stand without the added rules even). you'd restrain certain players from certain play which other players can. That can lead to the game feeling more dull (more afkness waiting out timers). For me i'd want to make my play sessions meaningfull or even something I can write home about.
Now concluding, as a somewhat old eve player I yet have marginal knowledge of the real big nullsec play and rules so I will refrain from posting concrete ideas(don't hate me ^^), but I have seen 1 post (and I have read many) that did have an idea that I would like to quote, and its actually from a goonie!. Perhaps you could itterate on it with my suggestions on his/her idea. I think its a step towards simplifyng the change while handing the players with more versatile choices to travel and tackling some of the way current meta for traveling and some of the associated combat.
xttz wrote:Probably a bit late to spitball, but what the hell.
1) Set all ship jump ranges to exactly 10 light years. Carriers, Titans, Blops, everything. Starbase JBs remain at 5LY. 2) Jump fatigue is measured from 1-100%. Whenever you jump, your fatigue is increased by whatever percentage of 10LY you jump. So a 4LY jump adds 40% fatigue, 8.5LY adds 85%, etc. Simple. 3) Fatigue decays on a curve akin to shields and cap regen, just in reverse. This means that it's much quicker to go from 30% to 20% than from 100% to 90%. 4) Until the fatigue decays completely, this percentage is a limit on subsequent jumps. Someone with a 90% fatigue cannot jump more than 1LY, while someone on 35% fatigue can jump up to 6.5LY 5) Special-cases like blops, freighters and JFs build fatigue at a reduced rate (50% is probably fair). 6) Training Jump Drive Calibration speeds up fatigue decay.
This is far simpler to understand for players, easier to do math on the fly, and means less sitting around waiting on cooldown timers doing nothing in what's meant to be a video game. Inter-region travel is just as slow, but local travel is viable. There's an incentive for players to make shorter jumps or take gates, as recovering from a long jump would take much longer than several shorter ones. The higher range introduces a trade-off for jump-capable combat ships; the further away they hide the easier it is to make a surprise attack, but the harder it becomes to get away again. In the future, power projection can be tuned by simply adjusting the base rate of fatigue decay.
Examples:
An Archon pilot jumps from Sahkt to Karan, a distance of 6.32LY. After the jump, his fatigue is set at 63.2%. His next jump must be 3.68LY or less, although this will gradually increase as fatigue decays.
A jump freighter pilot jumps from CCP-US to DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at a reduced rate of 16.2% (half of 32.4%). His next jump must be 8.38LY or less, although this will gradually increase as fatigue decays.
A Rifter pilot takes a starbase jump bridge between CCP-US and DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at 32.4%. His next jump must be 6.76LY or less, meaning he can use at least one more Jump Bridge immediately. This means a return trip is easily possible, but using more than 1-2 bridges means a lengthy delay. |

Edisonn Trent
White Noise.
9
|
Posted - 2014.10.09 20:42:00 -
[272] - Quote
Querns wrote:Edisonn Trent wrote:marVLs wrote:Fail CCP... You just insure us that nothing will change in EVE... sad that EVE is not Your's anymore but it belongs to crying lazy babies of null...
It could be the biggest and best change in game in last few years, but it end as biggest fail... Have to agree, at least partly. Now any alliance with large numbers can just train lots of pilots to fly jfs and guarantee that they can move their subcaps with double the range of any cap fleet and with a much lower cooloff time. The previous changes dealt with both big problems in null- capital proliferation and the nigh invulnerability in numbers. Now the second part is gone, cause even though say goons won't be able to move their caps around the map, they can still run their hordes from one side of the map to another whenever they feel like it. Actually, increasing the range of a JF doesn't change the amount of TIME it takes to move at all. Nor does it the cost. Both fatigue and fuel consumption are measured in light years. I might be able to jump twice as far in one jump in a Jump Freighter, but I have to wait twice as long for jump cooldown, twice as long for jump fatigue to wear off, and pay twice the isotope cost. All increasing the range does is make more of nullsec accessible from lowsec and make all routes take fewer cyno alts.
90% reduction means that transport fleets will move a lot faster than capital fleets. Pretty easy to turn unarmed jfs into offensive gambits with that. |

Tikitina
Imperial Academy Amarr Empire
180
|
Posted - 2014.10.09 20:42:00 -
[273] - Quote
afkalt wrote:TrouserDeagle wrote:afkalt wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. You could give hics the ability to give the enemy a weapons timer/block docking or jumping (via a script)? thus killing gate crashing AND creating a decent use for them over the ubiquitous dictors. HIC gets you at a gate/station - burn clear or kill it. Also solves station game asshattery. or go simpler and just trade the immunity for +x warp core strength Doesnt fix the problem of them jumping a gate and instantly leaving - that was the issue at hand. With being unable to bubble - you cant stop that. Unless there's something artificial stopping the gate jump.
Ok, change the align mechanic to where each ship class has a minimum align time and all things that affect align time stack logarithmically to that minimum align time.
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Tikktokk Tokkzikk
The Imperial Fedaykin Amarrian Commandos
178
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Posted - 2014.10.09 20:43:00 -
[274] - Quote
Jumping a super through a gate less than half its size is as silly as docking one. I suggest gates instead work like an assisted cyno which doesn't consume fuel or cap and spawns you 12k off the gate. This way you could also require 95% jump cap to limit supers in lowsec from easily deaggressing, taking gate and jumping out. |

Dream Five
Renegade Pleasure Androids
410
|
Posted - 2014.10.09 20:43:00 -
[275] - Quote
Belinda HwaFang wrote:CCP Greyscale wrote:Hi everyone,
We've collected, parsed and thoroughly discussed your *extensive* feedback on the proposed long-distance travel changes, both in the official thread and elsewhere, consulted with the CSM, and made adjustments accordingly.
Conclusions we have reached through this exercise: [list] The ease of nullsec logistics permitted by jump freighters and, to a lesser extent, jump bridge networks is not aligned with where we would like nullsec industry to be.
It *is*, however, pretty well aligned with where nullsec industry is right now. As we improve the status quo for industry in nullsec, we will want to reevaluate this balance, along with the impact potential changes would have on logistical work for other areas of the game.
Don't you see that by bowing to pressure from the renter serf and lord accounts that this means it is even less likely that Nullsec industry takes off? Remember your goal was to make the universe bigger, and to make it a meaningful decision to live in Omist, instead of it just being yet another convenient region to rent. I can see that there is a potential problem with the way T2 resources are spread out for nullsec self-sufficiency, and if this is the only reason you are watering down your nerf so much for JF's and titan bridged freighters, then so be it, but please get working on a new moon system so that we can have the original planned changes in all their glory. By keeping JF's at 10 , and buffing groups that can just bridge freighters around you just destroy any chance of nullsec industry taking off. People will just continue to stock nullsec from Jita and the industry game continues to stagnate, not to mention the already noted potential to deploy HAC / T3 fleets quickly across the universe with a JF + pods in ceptors. Why the random nerf to the rorqual btw? I know we've been waiting for a Rorqual update for years but since the ship isn't being used how you originally imagined it (in a belt, tractoring jetcans, crushing ore etc) you just decide to nerf it because the players are using it as a hauler? Why not wait until you have the new rorqual redesign ready and nerf it then? Do the right thing CCP Greyscale, do what is right in terms of game design, not what those who control the CSM are crying out for. -- Fang
Were you seriously planning to invest tens of billions into local production for just 10-100 guys in your far-away region? That seems irrational from a business perspective. You'd need hundreds of BPOs and huge stockpiles of lots and lots of different materials to be self-sustaining.
Tbh maybe I just don't understand the vision of self-sustaining 0.0 industry but seems like the ROI would be so bad that it would still be better to do logistics no matter how difficult it is, at least for some stuff. And then you'd just bring everything you need anyway.
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FearlessLittleToaster
GoonWaffe Goonswarm Federation
20
|
Posted - 2014.10.09 20:44:00 -
[276] - Quote
Greyscale,
Thank you for listening. Null may still be a pain to move around in but I can now feasibly base next to the bad men (or the good men, this designation being 100% a matter of perspective) and go shoot them without huge travel times. I still think the hit to JBs and Rorquals is a bit harsh, but those are problems that can be worked around, unlike having to move a million cubic meters of cargo 5ly at a time. Now eve is going to get interesting again, but in a good way. |

Edisonn Trent
White Noise.
9
|
Posted - 2014.10.09 20:44:00 -
[277] - Quote
Mr Omniblivion wrote:Medalyn Isis wrote: So I guess I am just a little confused on the sudden and complete 180 u turn.
Even with these small changes, more regional fights will kick up, because there will be less fear of getting hotdropped from across the galaxy.
Except for subcaps, which is like 90% of all ships in eve. |

Crysantos Callahan
Control-Space DARKNESS.
27
|
Posted - 2014.10.09 20:44:00 -
[278] - Quote
Approved, although I don't really like freighters being able to be portal'ed with the JF bonus, all other haulers should be fine imo.
I think that doing this in three major (plus smaller readjustments) steps is a very smooth way to tackle different issues and iterate on them. The JF reliability is a result of the convenience of jumping down cynos and the "tedious" work that needs to be done locally to be able to supply a local market - plus you need to import stuff anyway to make up for regional differences. Is it correct that you'll try to even out regional differences in resource availability to support more local markets and empires? Then you can downscale JF range and boni to enforce it.
On the other hand I still see a very big problem hitting deep nullsec space. Don't get me wrong, I think there should be some kind of "reward" for living in the middle of nowhere with a lot of trouble to get to civilization (low/highsec) - but it shouldn't be that hard to hit it with the current design of nullsec. Why not introduce small NPC islands in deeper 0.0 - either in between regions or insected in currently poorly used space (which can be explained then by the narrative of incursions and lack of defense), creating more content and opportunity for invasions. You still need to get there, but at least you'd have a staging point for launching it - and the defender has an evacuation point, too. This would enable smaller and especially new entities to risk an assault without the need to risk all their assets at once.
All these changes aim in a very good direction but you still need to enable and motivate people to move to nullsec and risk stuff, not because of ratting. But due to the ability to carve out your own space, challenge old entities and give it a shot, make space more dynamic. When you take a look at most invasions you'll see what I mean, where they are staged from and why. Shake things up, now is the time to do it and people are mad anyway.
Interesting times ahead, glad to see some old people logging back into the game and how excited many people are to see some changes! |

Circumstantial Evidence
143
|
Posted - 2014.10.09 20:45:00 -
[279] - Quote
CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. A supercap in lowsec jumps a gate: implies gates were the intended travel plan. An escape cyno may not be on standby, or in jump range, in every case. A HIC with focused disrupt script loaded has a fair chance to stop a super who was gate travelling, without an escape cyno ready. |

Drago Shouna
Royal Amarr Institute Amarr Empire
169
|
Posted - 2014.10.09 20:46:00 -
[280] - Quote
Ncc 1709 wrote:Please increase the Mexallon in nullsec ores
Please increase Nocxium in high sec ores, oh, and lots more nullsec ore belt spawns in high sec...cheers.
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Talvorian Dex
Repercussus RAZOR Alliance
57
|
Posted - 2014.10.09 20:47:00 -
[281] - Quote
Tri Vetra wrote:I guess there won't be any "freighter convoys" after all.
there were never going to be any freighter convoys Writer of Target Caller, an Eve Online PvP blog, at http://targetcaller.blogspot.com |

Tenaya Masai
Sinister Spinster
6
|
Posted - 2014.10.09 20:47:00 -
[282] - Quote
thats liveable. thx you for listening to us   |

Querns
GBS Logistics and Fives Support Goonswarm Federation
873
|
Posted - 2014.10.09 20:48:00 -
[283] - Quote
Edisonn Trent wrote:90% reduction means that transport fleets will move a lot faster than capital fleets. Pretty easy to turn unarmed jfs into offensive gambits with that. Or, you could use an interceptor, and use the JFs closer to the operating base to move stuff. Much faster than your option. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Warde Guildencrantz
TunDraGon Cynosural Field Theory.
1068
|
Posted - 2014.10.09 20:49:00 -
[284] - Quote
Mor Rioghainn wrote:
can you make star citzen beta key purchasable with plex maybe please?
Ah, sure, we'll ship the changes when star citizen is released in 2050
And only if we hit the richer - than - bill - gates tier. |

Taram Caldar
Royal Black Watch Highlanders DARKNESS.
57
|
Posted - 2014.10.09 20:53:00 -
[285] - Quote
This is much better than the original changes. I still think the fatigue values are a tad high and they need to be capped at like 7 days maximum fatigue possible though. If pilots are allowed to accumulate too much fatigue it will wind up resulting in people inadvertantly giving themselves huge fatigue timers and, rather than waiting them out, they'll just de-sub in frustration.
"No bastard ever won a war by dying for his country.-á He won it by making the other poor dumb bastard die for his country." |

Dwissi
Miners Delight
23
|
Posted - 2014.10.09 20:53:00 -
[286] - Quote
Dream Five wrote:
Were you seriously planning to invest tens of billions into local production for just 10-100 guys in your far-away region? That seems irrational from a business perspective. You'd need hundreds of BPOs and huge stockpiles of lots and lots of different materials to be self-sustaining.
Tbh maybe I just don't understand the vision of self-sustaining 0.0 industry but seems like the ROI would be so bad that it would still be better to do logistics no matter how difficult it is, at least for some stuff. And then you'd just bring everything you need anyway.
This is what we 'others' complain about - the changes where opening up for more diverse gameplay again- with the current way only one way to play is feasible. ROI is not always measured in isk you know - there are actually players who do things just because they can be done - not necessarily because they are best isk per "insert favourite time length here".
If i would just speak for myself - and i know i am not the only one anyways - then i rather manufacture my ass of for no isk at all but for a real purpose that might support some actual group effort. Same goes for anything you might imagine - its not only shooting at things - even if many people still seem to believe that. ROI can also be measured in 'i can deliver everything the locals need' - it just depends on what your investment was meant for. With current logistics the gameplay of 'being self-sufficient' has been basically deleted. Should i do anything when all 3 things on my ship are fully red?
My thanks to all Eve players for the continued forums drama - i had no idea how much i missed it while i was away :) |

Edisonn Trent
White Noise.
9
|
Posted - 2014.10.09 20:56:00 -
[287] - Quote
Querns wrote:Edisonn Trent wrote:90% reduction means that transport fleets will move a lot faster than capital fleets. Pretty easy to turn unarmed jfs into offensive gambits with that. Or, you could use an interceptor, and use the JFs closer to the operating base to move stuff. Much faster than your option.
Or, set up jumpclones in important areas of the donut, fill 50 emergency jfs with battleships, 50 more with t1 cruisers and tacles, boom, empire defended. |

progodlegend
Infinite Point Nulli Secunda
173
|
Posted - 2014.10.09 20:58:00 -
[288] - Quote
Aryndel Vyst wrote:I love how logistics continues to get deep anal fisted by not giving similar benefits to rorqs as you would JF's.
Calm down there buddy. |

Tragot Gomndor
Three Sword Inc
60
|
Posted - 2014.10.09 20:58:00 -
[289] - Quote
Taram Caldar wrote:This is much better than the original changes. I still think the fatigue values are a tad high and they need to be capped at like 7 days maximum fatigue possible though. If pilots are allowed to accumulate too much fatigue it will wind up resulting in people inadvertantly giving themselves huge fatigue timers and, rather than waiting them out, they'll just de-sub in frustration.
i guess it would be a great idea to only allow fatique reduction when the account is subbed xD NONONONONONO TO CAPS IN HIGHSEC NO |

Lallante
Blue Republic RvB - BLUE Republic
488
|
Posted - 2014.10.09 20:58:00 -
[290] - Quote
Circumstantial Evidence wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. A supercap in lowsec jumps a gate: implies gates were the intended travel plan. An escape cyno may not be on standby, or in jump range, in every case. A HIC with focused disrupt script loaded has a fair chance to stop a super who was gate travelling, without an escape cyno ready.
Yes but it has zero chance to stop a super who does have an escape cyno ready, and the super can tank on the out gate until one is in place. |
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Medalyn Isis
Rosewood Productions Stain Confederation
375
|
Posted - 2014.10.09 20:59:00 -
[291] - Quote
Mr Omniblivion wrote:Medalyn Isis wrote: So I guess I am just a little confused on the sudden and complete 180 u turn.
This isn't a U-Turn. The changes are intended to nerf the ability of nullsec groups to project their firepower across the universe in a matter of minutes. These changes still fully nerf capital combat ships (?rorqual?) and prevent groups from tagging along every fight that happens in the galaxy. Even with these small changes, more regional fights will kick up, because there will be less fear of getting hotdropped from across the galaxy. I'm talking about the industrial and logistical changes. I think an 8 light year range for JFs would be a good compromise. It should be difficult to supply remote areas of null sec, but 8 light years would create a bit of geography in null sec so we can see how it plays out without actually cutting of all of null sec in its entirety. |

A6ame
The Kadeshi Alliance Holding Corp The Kadeshi
1
|
Posted - 2014.10.09 21:00:00 -
[292] - Quote
"All ships designated as having a GÇ£haulingGÇ¥ role in ISIS (ie the following ship groups: Industrial, Blockade Runner, Deep Space Transport, Industrial Command Ship, Freighter) will similarly get a 90% reduction to distance counted for the purpose of fatigue generation. Obviously they canGÇÖt jump themselves, but this also applies on use of bridges or portals. "
Whats to stop N3//CFC from now traveling in T1 industrial hauler blobs and avoiding massive fatigue generation??? |

Lallante
Blue Republic RvB - BLUE Republic
488
|
Posted - 2014.10.09 21:01:00 -
[293] - Quote
I think Jumpclones + JFs full of fleet of the line ships is going to be a very major way force projection will continue to be an issue.
That said, the new dynamic will still be interesting to see, and I guess nerfing JFs later isnt exactly hard. |

Xanture Edion
Exploding Camels Goonswarm Federation
29
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Posted - 2014.10.09 21:01:00 -
[294] - Quote
CCP Greyscale wrote:Mr Omniblivion wrote:CCP Greyscale wrote:Rorquals will stay at 5LY/90%
Is there a reason that Rorquals don't get the same 10LY range as JFs? Rorquals are used just as much for logistics as JFs, especially because their actual intended use isn't really...useful. We didn't think it was sensible to let it keep its drone bonus and have a 10LY range, and at the end of the day the bonus won out. The ship needs a large rework anyway, and we'll revisit all this when that happens :)
So if the combat bonus won out, will we be seeing the rework align more to a combat capital? If this is not the case, then why not make the Rorqual a logistic ship (for what it's actually being used for), ditch the bonus and give it the 10ly range. Then revisit this hull for rework. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
874
|
Posted - 2014.10.09 21:02:00 -
[295] - Quote
A6ame wrote:"All ships designated as having a GÇ£haulingGÇ¥ role in ISIS (ie the following ship groups: Industrial, Blockade Runner, Deep Space Transport, Industrial Command Ship, Freighter) will similarly get a 90% reduction to distance counted for the purpose of fatigue generation. Obviously they canGÇÖt jump themselves, but this also applies on use of bridges or portals. "
Whats to stop N3//CFC from now traveling in T1 industrial hauler blobs and avoiding massive fatigue generation??? Gates are still faster. I recommend interdictor class space vessels for stopping them. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Lallante
Blue Republic RvB - BLUE Republic
488
|
Posted - 2014.10.09 21:02:00 -
[296] - Quote
A6ame wrote:"All ships designated as having a GÇ£haulingGÇ¥ role in ISIS (ie the following ship groups: Industrial, Blockade Runner, Deep Space Transport, Industrial Command Ship, Freighter) will similarly get a 90% reduction to distance counted for the purpose of fatigue generation. Obviously they canGÇÖt jump themselves, but this also applies on use of bridges or portals. "
Whats to stop N3//CFC from now traveling in T1 industrial hauler blobs and avoiding massive fatigue generation???
A single interdictor on the jumpgate between any of the adjacent bridge systems en route? |

Medalyn Isis
Rosewood Productions Stain Confederation
375
|
Posted - 2014.10.09 21:02:00 -
[297] - Quote
Lallante wrote:Circumstantial Evidence wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. A supercap in lowsec jumps a gate: implies gates were the intended travel plan. An escape cyno may not be on standby, or in jump range, in every case. A HIC with focused disrupt script loaded has a fair chance to stop a super who was gate travelling, without an escape cyno ready. Yes but it has zero chance to stop a super who does have an escape cyno ready, and the super can tank on the out gate until one is in place. The way I figure it will work, is you get an dictor on both sides of the gate, and then it will be a matter of the dictor locking and using the infinite point on the super cap before the pilot can initiate jump drive. I imagine due to lag, and slow reactions, you would actually catch quite a few with this method.
Although if you want something more substantial, then perhaps a spool up on jumping out could be implemented. |

Lallante
Blue Republic RvB - BLUE Republic
488
|
Posted - 2014.10.09 21:04:00 -
[298] - Quote
Medalyn Isis wrote:Lallante wrote:Circumstantial Evidence wrote:CCP Greyscale wrote:xttz wrote:Is anything happening to prevent supercaps being virtually invulnerable on low-sec gates? Currently the only way to tackle them requires a lock, and without non-targeted interdiction they're easily capable of jumping through a gate then jumping out. Discussing it. A supercap in lowsec jumps a gate: implies gates were the intended travel plan. An escape cyno may not be on standby, or in jump range, in every case. A HIC with focused disrupt script loaded has a fair chance to stop a super who was gate travelling, without an escape cyno ready. Yes but it has zero chance to stop a super who does have an escape cyno ready, and the super can tank on the out gate until one is in place. The way I figure it will work, is you get an dictor on both sides of the gate, and then it will be a matter of the dictor locking and using the infinite point on the super cap before the pilot can initiate jump drive. I imagine due to lag, and slow reactions, you would actually catch quite a few with this method. Although if you want something more substantial, then perhaps a spool up on jumping out could be implemented.
No, decloak-jump is basically instantanous. You can begin decloaking and still have ~2 seconds before you are lockable in which to initiate the jump command.
Its pretty much impossible to fuckup. |

Dream Five
Renegade Pleasure Androids
410
|
Posted - 2014.10.09 21:06:00 -
[299] - Quote
Dwissi wrote:Dream Five wrote:
Were you seriously planning to invest tens of billions into local production for just 10-100 guys in your far-away region? That seems irrational from a business perspective. You'd need hundreds of BPOs and huge stockpiles of lots and lots of different materials to be self-sustaining.
Tbh maybe I just don't understand the vision of self-sustaining 0.0 industry but seems like the ROI would be so bad that it would still be better to do logistics no matter how difficult it is, at least for some stuff. And then you'd just bring everything you need anyway.
This is what we 'others' complain about - the changes where opening up for more diverse gameplay again- with the current way only one way to play is feasible. ROI is not always measured in isk you know - there are actually players who do things just because they can be done - not necessarily because they are best isk per "insert favourite time length here". If i would just speak for myself - and i know i am not the only one anyways - then i rather manufacture my ass of for no isk at all but for a real purpose that might support some actual group effort. Same goes for anything you might imagine - its not only shooting at things - even if many people still seem to believe that. ROI can also be measured in 'i can deliver everything the locals need' - it just depends on what your investment was meant for. With current logistics the gameplay of 'being self-sufficient' has been basically deleted.
I also don't understand how CCP expects at the same time having less stability/stagnation/blue donut in 0.0 and wanting more 0.0 production :) Those are opposite goals. If the environment is unstable you have to be completely irrational to invest capital in local manufacturing knowing that your POS/outpost might get captured anyday/hour now :) |

Adrie Atticus
Shadows of Rebellion The Bastion
422
|
Posted - 2014.10.09 21:06:00 -
[300] - Quote
A6ame wrote:"All ships designated as having a GÇ£haulingGÇ¥ role in ISIS (ie the following ship groups: Industrial, Blockade Runner, Deep Space Transport, Industrial Command Ship, Freighter) will similarly get a 90% reduction to distance counted for the purpose of fatigue generation. Obviously they canGÇÖt jump themselves, but this also applies on use of bridges or portals. "
Whats to stop N3//CFC from now traveling in T1 industrial hauler blobs and avoiding massive fatigue generation???
Small-scale pipe bomb, that's actually a thing. Industrials are paper thin. |
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