Pages: 1 2 [3] 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Max Deveron
Deveron Shipyards and Technology
195
|
Posted - 2015.03.24 14:12:19 -
[61] - Quote
Spugg Galdon wrote:
Yes, (some) people will say mining isn't fun but then again many many people do it because they enjoy that pace of gameplay.
I'd far prefer pilots had to get into a ship, fly into space and do an activity in space to gather a resource instead of generate it passively. .[/quote]
You dont get it do you? Unless your looking to just make a buck on the market...the majority of this passive ability is a boon to industry corps. Industry involves a lot of moving parts, we dont have the time to go into space to look for something that we can build/research in a structure. So please quit shiptoasting. or rather yet get into the actual end game levels of serious industry before you open your hole again.
|
Kenneth Feld
Habitual Euthanasia Pandemic Legion
227
|
Posted - 2015.03.24 14:18:52 -
[62] - Quote
Anthar Thebess wrote:Kenneth Feld wrote:How will jobs be handled that span the entire time of changeover
i.e. research jobs that takes 2 years, or even 6 months? Use NPC ... there is no better answer.
Too late |
Spugg Galdon
Nisroc Angels
639
|
Posted - 2015.03.24 15:41:25 -
[63] - Quote
Max Deveron wrote:Spugg Galdon wrote:
Yes, (some) people will say mining isn't fun but then again many many people do it because they enjoy that pace of gameplay.
I'd far prefer pilots had to get into a ship, fly into space and do an activity in space to gather a resource instead of generate it passively.
You dont get it do you? Unless your looking to just make a buck on the market...the majority of this passive ability is a boon to industry corps. Industry involves a lot of moving parts, we dont have the time to go into space to look for something that we can build/research in a structure. So please quit shiptoasting. or rather yet get into the actual end game levels of serious industry before you open your hole again.
Resistance to change eh?
I'm not trying to create a way to make a quick buck. I'm trying to explain that the ability to create an item passively without any ability to interdict said "activity" isn't very good gameplay.
I will once again refer to mining ore as a prime example.
Ore is required for minerals, minerals are required to build and you need a shed tonne of minerals to build with.
However, ore or minerals aren't gained passively by just asking an NPC to go and get them for you. Other players go out and mine, reprocess, ship and then sell them to industrialists to build with.
I am suggesting that an item shouldn't be gained from asking an NPC or a structure to just gather the resource for you safely and should be gathered by pilots doing an actual activity in space. You can then get your datacores from those pilots. Or go and get them yourself. |
Mike Azariah
The Scope Gallente Federation
2682
|
Posted - 2015.03.24 16:28:44 -
[64] - Quote
Field work vs lab work.
Maybe have a slow progression in the labs for data cores or be 'sent' to specific places in the constellation for field research and a greatly increased return (at the cost of being active and in space)
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
|
Corraidhin Farsaidh
Farsaidh's Freeborn
1023
|
Posted - 2015.03.24 16:40:40 -
[65] - Quote
Perhaps we could hack the unidentified structures to glean scientific knowledge from them. Successful hack = random datacores in one or more of your science skills. The number of datacores would also be random and weighted towards more as you go into lower sec space. If the Drifters turn up whilst you are hacking you'd better run or have some heavy backup.
Maybe have some Sleeper data site anomolies pop up too for random gathering. This allows roaming explorers some more stuff to grab but also allows those who don't roam to go havk the towers but with the risk of their location being well known and also visited by Drifters too. |
Tengu Grib
Glorious Revolutionary Armed Forces of Highsec CODE.
1016
|
Posted - 2015.03.24 16:50:26 -
[66] - Quote
I would really like to see options for harassment of these structure that does not involve their capture or destruction but merely their disruption.
I would love to see some way for a single ship or small gang to be annoying without being particularly threatening. Something along the lines of delaying or reducing the speed of installed jobs by accomplishing X. If the defenses are inadequate you can attack, if the defenses are more than you can handle, you can harass.
In HS this would have to be during a war only of course, but in low, WH and 0.0 it should be possible more often.
I'm not talking anything crippling, just irritating. |
Tengu Grib
Glorious Revolutionary Armed Forces of Highsec CODE.
1016
|
Posted - 2015.03.24 16:51:25 -
[67] - Quote
Mike Azariah wrote:Field work vs lab work.
Maybe have a slow progression in the labs for data cores or be 'sent' to specific places in the constellation for field research and a greatly increased return (at the cost of being active and in space)
m
Something like the research array spawning some sort of 'data sites' ? That would be very cool and could add some very interesting gameplay.
|
Tengu Grib
Glorious Revolutionary Armed Forces of Highsec CODE.
1016
|
Posted - 2015.03.24 17:14:27 -
[68] - Quote
Max Deveron wrote:Spugg Galdon wrote:
Yes, (some) people will say mining isn't fun but then again many many people do it because they enjoy that pace of gameplay.
I'd far prefer pilots had to get into a ship, fly into space and do an activity in space to gather a resource instead of generate it passively. .
You dont get it do you? Unless your looking to just make a buck on the market...the majority of this passive ability is a boon to industry corps. Industry involves a lot of moving parts, we dont have the time to go into space to look for something that we can build/research in a structure. So please quit shiptoasting. or rather yet get into the actual end game levels of serious industry before you open your hole again. [/quote]
On the other side of it Max, if it were to be some active activity, guys like you would probably just outsource it, which could produce a new area of the market. I don't really see that as a bad thing especially because it means your datacore production could be out of alliance and therefore safe(r). |
Alexis Nightwish
137
|
Posted - 2015.03.24 18:51:50 -
[69] - Quote
Mike Azariah wrote:Field work vs lab work.
Maybe have a slow progression in the labs for data cores or be 'sent' to specific places in the constellation for field research and a greatly increased return (at the cost of being active and in space)
m Please push for more "active in space" type activities, especially for industry. Fozzie said they'd only allow something to improve a system's index if it could be disrupted by other players in space.
CCP only approaches a problem in one of two ways: nudge or cludge
EVE Online's "I win!" Button
|
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
4757
|
Posted - 2015.03.24 20:00:41 -
[70] - Quote
Removed a off topic post.
ISD Dorrim Barstorlode
Captain
Community Communication Liaisons (CCLs)
Interstellar Services Department
|
|
Jeremiah Saken
The Fall of Leviathan
237
|
Posted - 2015.03.24 21:46:03 -
[71] - Quote
I watched material from fanfest about structures again, understood half of it (still better that first time). We need some clarification about datacores, how it should work, what is needed to produce them. It's starting to be speculaltion not feedback in that area. Idea to gave it to players seems good but i fear it will end like ESS.
"...genre is a definition, the definition in itself must have boundaries, the boundaries act as barriers, and the barriers are like walls, like the walls of a prisonn++..."
The Good, The Bad and The Bantam
|
Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
239
|
Posted - 2015.03.24 22:58:06 -
[72] - Quote
A unified factory (the size of the factory determines the max size of the output as opposed to dedicating each factory to a specific area such as modules or ships or ammo. Essentially a small factory would produce all modules, ammo, and up to destroyer class ships. Medium includes what small can manufacture but gets up to Battlecruiser size as well as structures larger than current mobile deployables. Large would produce Battleships and capital modules as well as larger structures and so forth to Extra large capable of producing capitals, super capitals, and XL structures.
If you have specialized factory units, they might get ME and TE bonuses over the generic factory capable of manufacturing a wider variety of items.
For Research, you could have the generic module capable of all types of research, but with limited or no bonuses. More specialized research modules focus on TE, or ME, or invention, or copying, but have a larger bonus to compensate. |
Hairpins Blueprint
CBC Interstellar Fidelas Constans
167
|
Posted - 2015.03.25 08:42:43 -
[73] - Quote
CCP Ytterbium wrote:Hello people, We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog. This particular thread is going to focus Assembly Arrays and Research Laboratories.
- Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.
- Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.
The Big Question is, what happens when some one is burning capital bpo's in pos during the change? Some of those jobs take more that 160 day's!
|
Gfy Trextron
Soul Takers
34
|
Posted - 2015.03.25 15:56:17 -
[74] - Quote
So for a guy or small group of guys to compete, you are taking away the ability to have 1 structure that can copy, print, invent, reprocess, and build with the proper mods at an equal efficiency to everyone else (barring 0.0 advantages) and now requiring them to have 3 structures to operate at equal efficiency.
You keep saying that the structures can be adapted like a ship, do some things well and others ok. This may seem fair to you in some way, but it is not when you have to rely on a large infrastructure to operate efficiently. This only forces people to join large entities with numerous resources.
This potentially goes beyond risk vs reward to unbalanced cost of production.
|
Oxide Ammar
196
|
Posted - 2015.03.25 20:59:10 -
[75] - Quote
Where are the "Teams" from all of this? are you going to reintroduce it again with these new structures or it got completely scratched from the to to do list ?
Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.
|
Nevyn Auscent
Broke Sauce
1977
|
Posted - 2015.03.25 21:29:20 -
[76] - Quote
Gfy Trextron wrote:So for a guy or small group of guys to compete, you are taking away the ability to have 1 structure that can copy, print, invent, reprocess, and build with the proper mods at an equal efficiency to everyone else (barring 0.0 advantages) and now requiring them to have 3 structures to operate at equal efficiency.
You keep saying that the structures can be adapted like a ship, do some things well and others ok. This may seem fair to you in some way, but it is not when you have to rely on a large infrastructure to operate efficiently. This only forces people to join large entities with numerous resources.
This potentially goes beyond risk vs reward to unbalanced cost of production.
Note several important things. The small group or guy probably only needs M structures. The large group will also need 3 structures but will need L or XL structures. Thus much lower capital investment. This assumes that the larger structures are simply larger and not better also.
Fuel use will only apply when doing things. This means the small guy will have much lower operating costs than he currently does as he won't be burning isk during fallow times.
Adaptable structures with fittings mean vastly less micromanagement, one central storage for example. Rather than driving yourself crazy moving around things and onlining & offlining things and whoops, the BPO and the resources are in different spots etc.
Might there still be issues, totally, but lets wait for the actual numbers to come out before we cry about the sky falling (Especially since the unbalanced cost of production actually happened with the last industry update already) |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
227
|
Posted - 2015.03.25 22:21:28 -
[77] - Quote
Hairpins Blueprint wrote:CCP Ytterbium wrote:Hello people, We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog. This particular thread is going to focus Assembly Arrays and Research Laboratories.
- Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.
- Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.
The Big Question is, what happens when some one is burning capital bpo's in pos during the change? Some of those jobs take more that 160 day's!
I have asked this already in 2 different threads and been ignored......
That typically means they don't have a clue how to handle it and that you will get shafted after it comes out, like I did during Crius already. It only cost me about 25 bil though, so not too bad |
Strockhov
The Shire
6
|
Posted - 2015.03.26 02:04:56 -
[78] - Quote
Datacore spawning: Why spawn data cores if you can spawn the raw material needed to produce datacores.
IGÇÖll start with a lore justification. A Datacore is supposed to be collection of knowledge on a topic contained in a device. The device is somehow consumed in the invention process.-á The skill of a research agent or the source of the datacore has no impact on invention success rate. The skill of the agent only impacts the rate of production. It doesnGÇÖt make sense that the knowledge is lost and need to be rediscovered every time you invent something. Any lore justification should be logically consistent with these conditions.
I propose the datacore is actually some sort of organic brain or quantum computer. They are designed to control the tools & process needed for invention. Because of the speed and complexity needed during the invention process, the device burns out under the work load. To optimize the performance of the device, the designs are different for each field of science. After all, each field uses different equations and tools in the process of invention. Lastly, the devices are flawed in the sense they are not designed for retention of knowledge over time. For whatever reason information decays in the system when itGÇÖs not being used. It was a trade off for performance or build cost. Use whatever scientific excuse you like here: The quantum fields decay, synaptic potentials decay with time but the matrix of interconnects remain.
So far this explanation accounts for the various types of datacores. It accounts for why the skill of the research agent doesnGÇÖt impact invention. The skill of the agent could easily explain their ability to produce units in quantity. The actual consumption is also explained. After all every tool wears out. ItGÇÖs just easier/cheaper to produce these disposable datacores than some massive device which would last.
A player uses the datacore by imprinting their knowledge in the datacore at the beginning of the invention process. This is why their skills matter on the success rate. -á The creation of these datacores require some rather rare elements. The agents used to buy them off the market or through their own mega company resources. The different datacores since they vary in design could easily need different material or the same. Choose whichever flavor you like.
Now your company puts up a research station. They come with your own datacore lab division or requires a module/service. They have all the tools and various experts to produce the datacores. Or you could be limited to labs which only support certain types of datacores. What they donGÇÖt have are the rare materials. You also donGÇÖt have the resources of a mega corp to acquire them. Instead they have the tools to locate them in the system or constellation. The act of scanning for the material results in them radiating energy which is detectable. For anyone with access to the research station, they show up as anomalies. For everyone else they show up as signatures. We can tune the size, frequency and location of the sites based on modules size of station or any other design factor. Maybe having OA improves it. Maybe lower sec systems have more sites since they havenGÇÖt been explored/mined out by the mega corps.
A player warps to the site and harvest the material. Use what ever mechanism you like to harvest. Maybe itGÇÖs a rare gas or mineral or some salvage off an ancient wreck or GǪ Feed your station the material and they produce the datacore for you. You can use jobs slots if you want or just a straight conversion.
This explanation fits the lore. The player has to be active in space. Other players can attack them or just steal the resource. Datacore production can be tuned as needed by altering the size, type or frequency of drops. It is another feature for a solar system that could be improved with activity. It gives explorers something else to harvest. The actual volume harvested can be quite small so even frigates would be a viable ship. |
Hexatron Ormand
Aperture Deep Space Eternal Pretorian Alliance
88
|
Posted - 2015.03.26 21:18:20 -
[79] - Quote
As those buildings are very specialized, opposed to a POS, you would most likely need severals of those.
Assembly and laboratory is a good example, so far one POS is handling all of that. With the new system we would need at least one of each... or maybe even more, when the assembly arrays are specialized to few products each.
So i am wondering, will it be possible to connect or "dock" several of those structures together? Cause otherwise i may have to switch from one structure to the next setting up all my jobs. Yet if i could connect all the structures into some sort of "superstructure" i would only need to go to it once.
Like a modular thing, you connect as many structures together as needed, to get all the services you want or are looking for. |
Sarah Eginald
Git-R-Done Logistics Git-R-Done Inc
0
|
Posted - 2015.03.27 16:06:01 -
[80] - Quote
In one speech a long time ago they talked about structures being like houses that you can build to suit your needs.
Instead of having different structures for assemble, research, and mining how about 1 structure of different sizes.
Each size difference is the service slots that are available.
Medium has 5 Service slots and restrict the amount of ships docked to say 5
Large has 10 Service slots and restrict the amount of ships docked to say 15 or 20
XL has 15 Service slots and docking can be a lot higher say over 100 for this size.
As a small group of people doing mining, research, invention, and manufacturing a single structure would be easier to move and defend even if we have to change service slots.
If you are set on having different structures for each type of operation can we have them linked for transportation of goods and materials.
Say Johnny puts up a drilling rig, Sam puts up a research structure, I put up a assembly structure can we link them so minerals I have reprocessed in Johnny's drilling rig can be move to my assemble structure and be able to use Sam research labs to better or invent blueprint copies. Being able to link together and share structures might make space communities in all sec status. I could see a community starting in high sec as a bunch of people working together eventually growing into alliance to move to null sec as they work together. |
|
159Pinky
Under Heavy Fire Mordus Angels
19
|
Posted - 2015.03.27 17:38:25 -
[81] - Quote
I would love to have the option of a slot for ship / ammo / modules. And just use the rigs and services slots to specialize more
Also what about restrictions? I assume capitals are still no go in high sec. But why not open up supercapital production to the whole of null sec rather than just in sov space? |
Jennifer Maxwell
Crimson Serpent Syndicate Heiian Conglomerate
254
|
Posted - 2015.03.30 03:16:27 -
[82] - Quote
Spugg Galdon wrote:Datacore spawning is the only thing I don't really like.
Although you're doing something to remove the invulnerable passive generation of datacores, making them spawn and be scoopable isn't a way to "Farm" or "Harvest" datacores. It doesn't even feel like gameplay.
I've been thinking for a long while that datacores should be "mined". The way to do this would be to fly to a spatial anomaly or some kind of object in space and activate a type of (Hi Slot) analyser module on it. You would then harvest datacores (like mining gas or ore) by actually doing an activity in space. An activity that can be interdicted and disrupted.
The funny thing is that some of these spatial anomalies already exist in game. Some systems have strange spatial anomalies that cause damage when you get too close. We also have other things that could be used for datacore mining.
For example:
Every system in EvE has a star. These stars are different colours. So, why shouldn't each colour of star allow for different Analysis/Research to be carried out to gather datacores (Plasma Physics and nuclear physics are examples from a star).
Wormholes could produce graviton physics datacores when mined. (imagine people gathering around a WH to mine it!)
There are so many possibilities all of which can be super sci-fi.
There could also be a new range of ships with the specific role of gathering datacores.
This would be in and of itself an entire feature gameplay That would really expand on the "scientist" style of gameplay. Instead of just sitting in stations and researching blueprints constantly, people could get out and actively do research. |
Rawketsled
Generic Corp Name
151
|
Posted - 2015.03.30 04:03:54 -
[83] - Quote
From a hand-wavey lore point of view, that doesn't work with non-Physics science skills. Electronic, Mechanical, Molecular, and Nanite Engineering skills won't make sense with that. |
Spugg Galdon
Nisroc Angels
644
|
Posted - 2015.03.30 07:06:42 -
[84] - Quote
Rawketsled wrote:From a hand-wavey lore point of view, that doesn't work with non-Physics science skills. Electronic, Mechanical, Molecular, and Nanite Engineering skills won't make sense with that.
Ancient Wreck Site: A large wreck of an ancient ship is found floating in space. > Although completely inoperable, the engine bay is exposed. Perhaps research of the mechanics of this engine system could provide some insight into rocket science. > Although completely ruined and unable to be powered back up, the ship's computer seems to be accessible. Perhaps research of this ancient technology could provide some insight into Electronic Engineering. > A small area of the ship seems to have been partially repaired. The work hasn't been completed but your sensor detect what appear to be microscopic maintenance bots. Perhaps some research of the inactive micro maintenance bots could shed some light onto Nanite Technology.
................ I can make shite like this up all day long if it's required for "lore" in order to make it fit into the game. It's not difficult and easily scalable and can even be applied to different ancient races. These sites can provide a "danger" to them by simply having the ancient ship automatically defend itself. |
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
912
|
Posted - 2015.03.30 15:49:35 -
[85] - Quote
They could make it so a research station could increase the rate of spawns of certain data and relic sites. maybe new types.
They could even add ancient race sites specifically found (spawned) by the research structures that give more datacores of a specific type by salvaging and reverse engineering what's there. That's possibly a gameplay AND lore bonus, and I would certainly love to see more of the talocan, yan jung and takmahl as well as more of those cosmos modules |
Samsara Toldya
Academy of Contradictory Behaviour
280
|
Posted - 2015.03.31 08:47:52 -
[86] - Quote
CCP Ytterbium wrote:Hello people, We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog. This particular thread is going to focus Assembly Arrays and Research Laboratories.
- Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.
- Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.
As far as I can tell no further details have been published. We have an artwork and an ISIS like tree with few details that won't work (0 service slots for medium structure with 1 service slot needed to do anything at all).
What kind of feedback do you expect?
Name? It's ok. Gfx? Ok. Function? Not known, not important, we want to look at things, not use them.
As name and gfx are fine - you might proceed to release them. |
Liafcipe9000
Critically Preposterous
34011
|
Posted - 2015.03.31 09:40:47 -
[87] - Quote
Are there any specifics for datacore spawning yet? How will players control the spawning of datacores?
Critically Preposterous is recruiting! Join the fight!
I am a cat.
|
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.31 11:51:08 -
[88] - Quote
A -1 from me for the proposal to make datacores spawn from POSes as this would mean inventors would need to use a POS rather than an NPC station. It is an anti-choice decision.
It also doesn't seem logical for a physical object to appear out of nowhere and makes no sense. I wasn't in favour of datacores coming from FW LP either but at least that has a basis in logic.
I suggest leaving datacores where they are at present with supplies coming from R&D agents and FW LP stores.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.31 11:54:34 -
[89] - Quote
Spugg Galdon wrote:Max Deveron wrote:
For one these are DATACORES as in like hard drives filled with data....they are not mined.....they are written to by the researchers of specific categories of data.....sheesh. So allowing research characters to build them makes sense.
But we need to get people into space doing things. I only use the term "Mining" as it is what most closely resembles the same activity. Imagine the sun produced 4 different kinds of solar anomalies that had to be scanned down with probes. A Solar Flare: Solar flares release huge ammounts of high energy particles which are tremendously hot. Activating a research module on this type of anomaly would produce High Energy Physics Datacores (you're researching high energy physics by doing an action like mining on a solar flare) Proximity to this anomalie would do AoE kinetic damage A Solar Prominance: Solar prominance is held together with massive magnetic fields. Activating a research module on this type of anomaly would produce Electromagnetic Physics Datacores. These would have EM AoE damage A Sun Spot: Sun spots would allow you to gather Nuclear Physics datacores. They would have a thermal AoE damage An Imminant CME (Coronal Mass Ejection) These would allow the gathering of Plasma Physics datacores. Thw area would produce explosive AoE damage Now, other types of research sites: Highly Unstable Wormhole (non traversable) - Kinetic and EM AoE damage Event Horizon Anomaly (centre of wormhole): Research of this would produce Quantum Physics Datacores Gravitation Anomaly (in the wormholes "rings"): Study of this would produce Graviton Physics datacores The other datacores would have other sites. All found through probes. The ship line that would do this would be the SoCT ship line. They have flat resistance profiles allowing them to spec tank easily. They are the "Teaching" faction so it fits that they would do research. What I'm suggesting is that it shouldn't be a passive production but an actual activity in space, in a ship, at extremely visually cool sites with some danger to them. Be that area of effect damage for some sites and NPC rats at others. They can also be scaled easily for system sec status. Lower sec status gives anomalies that produce more datacores per cycle of the research module.
Sounds like a 'mini-game' to me.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
Webster Carr
Aliastra Gallente Federation
3
|
Posted - 2015.03.31 18:24:56 -
[90] - Quote
Droidyk wrote:Corraidhin Farsaidh wrote:[quote=Spugg Galdon][quote=elitatwo][quote=Spugg Galdon]
Thus rendering research agents uttelry useless unless the number of datacores they provide is buffed accordingly, which would of course then crash the market! That is what they are trying to achieve, agents would be removed. It has been said before.
Why not keep both methods? It is always possible to have multiple paths to the same goal. If you want to use research agents, leave them in place, if you want to build a structure supply data cores, do it that way....
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 :: one page |
First page | Previous page | Next page | Last page |