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FireFrenzy
Satan's Unicorns
327
|
Posted - 2015.04.14 05:44:37 -
[181] - Quote
Alavaria Fera wrote:Milla Goodpussy wrote:i am against any suggestion of the drilling platform to become the new "rorqual"
screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.
the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,
GTFOHWTBS.
Did the rorqural come about before or after the orca
Before...
At the time the orca came out a bunch of people were going "so why dont they just let the rorqual into highsec" and stuff of that ilk |

Dr Cedric
Independent Miners Corporation Care Factor
89
|
Posted - 2015.04.14 22:05:21 -
[182] - Quote
Milla Goodpussy wrote:i am against any suggestion of the drilling platform to become the new "rorqual"
screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.
the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,
GTFOHWTBS.
I think we need to let the new structure system settle in so we can determine what roles are filled well by them and where the Rorq can fit in and excel.
Cedric
|

Dr Cedric
Independent Miners Corporation Care Factor
94
|
Posted - 2015.04.15 14:43:26 -
[183] - Quote
At work again, so not sure if its been presented:
If the current options for mining remain (at least for the time being) then what are these drilling platforms going to be used for?
If you anchor them on a Moderate Cluster, do they passive mine (bad Idea IMO)?
If they don't passive mine, what do they do? Mining boosts? (if so, what role does orca/Rorq have?)
If they require an active mining option, how does that work? Does a barge moor to them? Why is that better than the current mechanism of the barge just sitting there and mining by itself?
Just some questions I've had as I look through all of these threads for a 2nd or 3rd time.
On the other hand, if mining undergoes a radical change...
Based on the sov level/index/some other metric, you deploy this drilling platform and it houses an agent of some type. You request a location for ore and he presents you with a "mining mission" to go mine some stuff. The place the agent sends you to could be a system belt, or a rogue asteroid floating around. It could be big enough to house a fleet or a single asteroid. It could be a static location, but the agent interaction "loads" the belt with something mineable.
Just some ideas.
Cedric
|

Hafwolf
StarHunt Mordus Angels
9
|
Posted - 2015.04.17 15:08:23 -
[184] - Quote
I kind of like the idea of a drilling platform basically takes over the role of the compression and reprocessing. Also it may serve a function in moon mining and pi.
I think a neat feature would be it has a scanner that can tractor in large asteroids for mining next to it. It can create its own asteroid belt. However feature would have to be player controlled. Have a skill for tractor in asteroids and ice. Each level gives you more asteroids to tractor in. have the platform have a que like the industry for tractoring rocks or ice. The rarer the asteroid the longer it takes. It could take 24 hours for arkonoor and only 2 hours for veldspar.
Also since a lot people are concerned about the rorqual maybe have an option if deployed from a rorqual or orca to actually construct itself as part of the ship. The ship would get -100 % on jump and movement. It would be like a modified deployed mode that takes fuel. The structure would provide defense like a pos shield does now. Then if they are asteroids nearby then platform could mine while giving bonus with player control. When the system runs out of fuel or the pilot takes it out of this mode the two are separated so the rorqual or orca can scoop the platform.
That feature would protect the rorqual while giving its boosts however it would be vulnerable while deploying and undeploying. |

Hafwolf
StarHunt Mordus Angels
9
|
Posted - 2015.04.17 15:58:00 -
[185] - Quote
Just adding to my previous post. This would be a way to remove the I hub upgrade for mining. Null sec alliance can have there miners of either moon goo or even regular miners place platforms near each other to create there own mining belts. This way miners at different time zones can have there rocks qued to show up on their prime time so the veld is always seeded with good ore's
Also maybe have a small more rare asteroids be able to be pulled in hi sec. Give hi sec miners a reason to use them as well. May be give the ones you find in anomalies in high sec plus the occasional spudomain rock. |

Harvey James
The Sengoku Legacy
1126
|
Posted - 2015.04.17 22:05:07 -
[186] - Quote
moon mining should have its own structure not tied too POS/stations in anyway, more like POCO's really
Tech 3's need to be multi-role ships not cruiser hulls with battleship tank and insane resists.
ABC's are clearly T2 in all but name.. remove drone assist, nerf sentries, -3 slots for droneboats
Nerf web strength, Make the blaster eagle worth using
|

Valenthe de Celine
Center for Advanced Studies Gallente Federation
193
|
Posted - 2015.04.18 23:33:38 -
[187] - Quote
Overall, as a small time owner and operator of a POS inside a WH (alongside several allies) this appears to be taking the functions of 1 structure system (the POS) and making us anchor and fuel 8 or more structures to have the same diversity of function and form that our 1 structure with its arrays and batteries performs now. This feels like 8x the risk, 8x the complexity, for very little tangible reward.
For outpost grade structures, I can only assume cost will also skyrocket as there will need to be 8x or more XL structures to perform similar functions to what we have presently in place. In addition, it appears there will be fuel requirements, as well as a need to guard and defend each individual part of this smorgasbord of new structures being outlined for them all to function as 1 building currently operates.
In addition to it feeling like nullsec and WH space are going to sprout huge new expanses of anchored structures, highsec is also going to gain outpost grade structures that are no longer NPC based? Will the NPC corps also be selling of their buildings to align with this new "players should do it all" concept? It feels like null may be invading a highsec system near me, and soon! But only with 8+ structures where 1-3 NPC starbases used to exist. |

Rowells
ANZAC ALLIANCE Fidelas Constans
2307
|
Posted - 2015.04.19 01:29:57 -
[188] - Quote
Valenthe de Celine wrote:Overall, as a small time owner and operator of a POS inside a WH (alongside several allies) this appears to be taking the functions of 1 structure system (the POS) and making us anchor and fuel 8 or more structures to have the same diversity of function and form that our 1 structure with its arrays and batteries performs now. This feels like 8x the risk, 8x the complexity, for very little tangible reward.
For outpost grade structures, I can only assume cost will also skyrocket as there will need to be 8x or more XL structures to perform similar functions to what we have presently in place. In addition, it appears there will be fuel requirements, as well as a need to guard and defend each individual part of this smorgasbord of new structures being outlined for them all to function as 1 building currently operates.
In addition to it feeling like nullsec and WH space are going to sprout huge new expanses of anchored structures, highsec is also going to gain outpost grade structures that are no longer NPC based? Will the NPC corps also be selling of their buildings to align with this new "players should do it all" concept? It feels like null may be invading a highsec system near me, and soon! But only with 8+ structures where 1-3 NPC starbases used to exist. They mentioned in the fanfest presentation, that a single structure can perform multiple different tasks depending on how you fit it, but there will be benefits for certain structures specializing.
And I'm not sure what you're referring to in regards to NPC stations |

Hafwolf
StarHunt Mordus Angels
9
|
Posted - 2015.04.19 15:54:24 -
[189] - Quote
I think the npc stations in high sec need to remain for mission runners and for new pilots.
CCP will probably put a sec status restrictions on some of the structures.
I don't think they would want an XL gate or Adminstration hub in high sec.
I think it would be cool to make the structures work more like a t-3 then then a static structure.
I know this would be a lot more work for ccp. HOwever they would make it more customizable for players.
Just have a blank structure for each race. Have the service slots work like sub systems. Say you have a minmatar medium structure it would take the place of a Minmatar small tower take the same fuel. However if you want just a dedicated structure to mining you put service slots and rigs to bonus reprocessing.
This way you can give racial bonus for weapons Minmatar give bonus to projectiles, Caldori Missiles. so on.
This way you can transfer pos bpo's to the new system. you have most of the modules you would need for service slots already made just transfer them over to the new system.
Also small groups that use towers would be able to customize there the structure will take shape of the service slots. If most of the service slots are for manufacturing it looks like a manufacturing structure same with the other type of service modules.
|

Wild Dreams
ExoGen Foundation The DEAD Alliance
12
|
Posted - 2015.04.21 07:51:12 -
[190] - Quote
I really like the idea of these new structures I love the fact I will be able to own n dock in my very own mini station and like a t3 cruiser mod it the way I want it to be setup eather for research n manufacture or market and trade or what ever
as far as drilling platform goes it would be terrible if they worked like a deployable booster as like others have said some ships should do it better but I do like the idea that it forms/pulls in a mini belt for you to mine
it should form the spaces asteroids you are in so caldari or amarr n so on and have a % chance based on level to pull in rare rouds you an only find in other systems and low/ null for highsec this way it will allow high sec miners a chance at some rare minerals not loads so null sec feels it on market but a small amount to help newer players get some isk |

Felix Judge
Gallente Rebels Inc. Villore Accords
15
|
Posted - 2015.04.24 08:41:50 -
[191] - Quote
How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?
That would explain unlimited storage and open new venues as regards item fate upon structure destruction. |

Spugg Galdon
Nisroc Angels
666
|
Posted - 2015.04.24 08:49:16 -
[192] - Quote
Felix Judge wrote:How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?
That would explain unlimited storage and open new venues as regards item fate upon structure destruction.
This makes a lot of sense. Market hubs anchored above planets (Temperate, Barren, Oceanic or Ice as Gas, Larva, Storm and Plasma planets wouldn't really be feasible) which gives some limitation to where they can be and you can easily link it with structures on the ground which would be where the items would go if the structure was destroyed. It would also open a lot of opportunity to show "life" and activity with small npc ships ferrying between the surface and the station. |

James Baboli
Ferrous Infernum
556
|
Posted - 2015.04.24 09:14:12 -
[193] - Quote
Spugg Galdon wrote:Felix Judge wrote:How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?
That would explain unlimited storage and open new venues as regards item fate upon structure destruction. This makes a lot of sense. Market hubs anchored above planets (Temperate, Barren, Oceanic or Ice as Gas, Larva, Storm and Plasma planets wouldn't really be feasible) which gives some limitation to where they can be and you can easily link it with structures on the ground which would be where the items would go if the structure was destroyed. It would also open a lot of opportunity to show "life" and activity with small npc ships ferrying between the surface and the station. +1. Did not want to mess up the trips with a like.
This sort of safety mechanic is about perfect. Some predictable losses, most of the assets are safe and can potentially be gotten back without needing to take down the opposing structure without new mechanics. Just copy-pasta on the PI launchpad code, and have a new PI building that lets you launch stuff away from a market hub. Also reduced the ability of market hubs to be hellcamped if implemented well.
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
|

Felix Judge
Gallente Rebels Inc. Villore Accords
16
|
Posted - 2015.04.24 09:16:26 -
[194] - Quote
Oxide Ammar wrote:I have some questions about the market hub:
- What happens when I put a public market hub then people start to list their goods there, what stops me from unanchor it and steal all market goods to myself ? [...]
My spontaneous ideas:
* Unanchoring could take 4 months and there would be an alert to this when setting up orders.
* Collateral: Structure owner could elect to grant collateral on all goods to all customers, which would make structure much more appealing to customers. Collateral protects sellers while goods are still in their possession. Once goods have changed hands, it will protect the buyer until he picks up his shopping bags. This would also practically grant insurance against structure destruction by the structure owner, again making the structure more appealing to traders.
There are all kinds of possibilities: Since Collateral would be a huge investment, maybe it could be scalable as structure owner wants: % of value covered, and / or a hard cap of ISK available for collateral (availability displayed to traders, of course). Traders could elect to store their merchandise in a Collateralized Hangar for higher tax, and Uncollateralized Hangar for lesser taxes. Maybe structure owner could pour as much ISK as he wants (or can afford) into a Collateral Pool for his structure, which covers all merchandise within proportionally (again being visible to traders so that they can decide if they think their goods safe enough). |

Mikhem
Taxisk Unlimited
269
|
Posted - 2015.04.25 13:14:43 -
[195] - Quote
I presume small trade hub (container) works like space age dispenser. Dispenser is candy/cigarette machine. You pay isk and container hands out stuff for sale from it. This would be good for selling small volume items like skill books and blueprints. This building would not be connected to market system and stuff for sale would only be visible when you see this structure. It could also contain buy orders for small volume items. Buy orders just need to "eat space" from container so you cannot place more buy orders than what container has space.
Mikhem
Link library to EVE music songs.
|

Mikhem
Taxisk Unlimited
269
|
Posted - 2015.04.26 15:10:37 -
[196] - Quote
Is any structure able to offer maintenance array and hangar functionalities that you can rent to outsiders? Here is my vision:
1. Solocapsuleer comes in to null sec solar system with transport. Transport has packed exhumer onboard and modules for it. 2. Solocapsuleer assembles exhumer in local facility and takes it in use. 3. Solocapsuleer puts transport safekeeping to local facility. 4. Solocapsuleer mines ore or ice and packs them in local facility. 5. After he gets about transport load of packed ore or ice then he packs his exhumer takes out transport and moves all of it to high sec. 6. If he survives he gets rich quite fast.
Mikhem
Link library to EVE music songs.
|

Dracvlad
Taishi Combine Second-Dawn
888
|
Posted - 2015.04.30 15:18:49 -
[197] - Quote
In regards to Market Hubs, I am assuming that you are looking to control the people who can dock based on the standings like current stations in null, but please can you also allow the operator to link in selling and buying abilities into standings too, so that even if a neutral/red has docked by being blue he cannot sabotage the market and nor can he do it from outside while in space.
Ella's Snack bar
|

Hafwolf
StarHunt Mordus Angels
10
|
Posted - 2015.05.01 02:24:05 -
[198] - Quote
I kind of like the idea about trade hubs being next to planets. It would give another level to pi and also start planetary defense systems which might be useful to dust and future legion players.
The concept that the local markets are controlled by the local inhabitants with the capsuliers giving the local market buy and sell orders.
Maybe different market hubs I the same system can interact with each other that is where you npc haulers can come in. Say a group of blues have a series of market hubs Arround a system. Different corps have there own. So I put up something on the market for sale for the alliance so an alliance member goes to his corp market hub on another planet he buys my order then an npc ship takes off from the planet where my stuff is stored and docks at his market hub to deliver the item. |

Destiny Dain2
Your Destiny Corporation
0
|
Posted - 2015.05.10 15:06:01 -
[199] - Quote
Drilling Platforms:
These structures will require anchoring near a moon so that you can configure it to moon harvest. But, if you set it up for asteroid mining, the asteroids will spawn around or near your structure. As you get better mining modules you have a better chance of a rarer asteroid spawning.
The activity effect can be, if people are actively mining that day there will be more asteroids around the structure, for that is the only way asteroids spawn and no activity will be that there is only two rocks sitting there. If a PvPer comes across a drilling platform he will instantly know whether there has been activity recently or not just by number of rocks there. If it is moon harvesting, it would be a fine dust around the structure.
This structure will not replace asteroid belts. It is only capable of gravity assisting small asteroids towards it. but, modules will change ore types, spawn rate and number of maximum asteroids. Fleet mining will still take place at belts but with the best modules a couple man corp. might get away with doing all their mining there.
Market Hubs:
Have it where market hubs that are set to public is only open to public purchases. So, anyone outside of the corp. can not place sell orders. They can only buy direct or place buy orders there. If people want to sell and not buy and fuel a market hub then they need to continue using an NPC station.
To prevent corps. from having a monopoly over a region, you might have to consider having a sell order limit. Then they have to decide to either sell a bit of various items or specialize in just ship sales or whatever. If they want to sell more they need to purchase another hub. |

Enya Sparhawk
Black Tea and Talons
53
|
Posted - 2015.05.11 20:15:13 -
[200] - Quote
Thoren Vaille wrote:Querns wrote:The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process? Passive mining isn't really how I read this. I think it's more likely they will follow through with the idea of structures driving content that can be mined. Like when a belt out in HS is mined out, you are able to anchor a structure that breaks down a larger body into mineable resources. Note that in last year's keynote, CCP mentioned that they want EVERYTHING in EVE to turn over to the players; if it can be built, it can be destroyed. We're venturing into the realm of potentially "building" asteroid and gas fields. Amazing, really. It would be cool if we could terraform moons and planets into something we want to harvest (PI and the like).
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
|

Phoenix Jones
Isogen 5
1329
|
Posted - 2015.05.15 09:00:35 -
[201] - Quote
There are a few ways to deal with the future of mining
1) rorqual turns into a moon mining platform, blasting rocks out of moons and making a moon asteroid belt for smaller mining vessels to scoop.
2) moon mining would require a rorqual to dock at it to actually mine (player activated)
3) mining array requires fuel, turns on and creates a asteroid belt around the moon for which people can mine moongoop from.
4) mining array blasts and tractors off the moon surface small and large chunks of moon rocks. Rorqual scoops and devowers massive rocks ( can do the same for asteroid belts).
Basically I would like to see moon mining take a more active part with the players as a whole and with miners specifically. Make their mining capital ship a MINING Capital ship.
We need to get away from mass alt afk moon operations. There are other ideas besides the above, but avoid any and all automatic mining setups. You will take the fun away from miners (and yes there are people who enjoy mining).
Yaay!!!!
|

Kenneth Fritz
DND Industries
0
|
Posted - 2015.05.16 07:50:29 -
[202] - Quote
DaReaper wrote:Alexis Nightwish wrote:There's a lot of "let's make structures that do all the mining for us so we can AFK strip mine the system!" ideas. CCP, I really hope you're just laughing at these attempts to change botting from the de facto way of doing it, to the de jure way. Phoenix Jones wrote:On the drilling platform, if the platform spawned ore/rocks that were mined from the moon, which had to be collected by a miningb' ship/barge, that's ok.
Basically the platform mines the moon, roids spawn around the platform (pieces of the moon), players mine the pieces for moongoo (barges and ventures go to work). It turns an alliance asset into a group collection effort.
If you want to make the rorqual more useful, allow it to tractor in large pieces of the ore and literally munch it. The fastest option of mining moon ore, or possibly give it a bonus to the amount it eats.
Basically give the goo to the players and let them have it. I really like this as it makes moon mining disruptable. If it's disruptable not only do you have opportunities for content, but it then becomes a valid activity for increasing a system's industry index. With this setup you could also have alliances set a tax on this equipment. It keeps a % of all the rocks it tosses into space. So you can have it somewhat passive if you chose, or 100% passive (i.e. Goons or someone sets 100% tax on there r64's) but they can be poped easier. This though, however, also pulled in the issue of things not changing. Certin moon ore would still only be available in certin areas of space. Where as i think moon goo need other means of getting it, like comets, or new roid feilds. So essentually i could pick a constalation and have everything i need to live and build everything i need. You would get more goo from moons but moon mining really needs to die.
This right here seems like a very doable and enjoyable way of getting things done. Adds interaction and creates a risk to gain factor. Especially if the moon rocks are treated as normal asteroids and can bee mined by anyone daring enough to try to take from under your corp's nose. I know the bigger the structure the more capable it is of defending itself but if you leave one of these unattended and a small group comes in with a e-war ship two miners and a hauler they could potentially get away with a fair amount of the materials floating around it. This of course is assuming that the array pulls rocks up in a passive manner up to a certain m3 amount of rock. |

Hafwolf
StarHunt Mordus Angels
11
|
Posted - 2015.05.18 13:21:18 -
[203] - Quote
Hey after reading the new dev blog. I like the where they are going.
However I think the medium citadel structure should not be on the ship scanner that is easily with an easy warp to. The reason is that if a person has a structure just for there own personal use this would make it to vulnerable when they are offline. I do think you should be able to see them on Dscan and be able to scan them down with probes. Make the attackers do some work for the smaller structures. People scan down tractor units and depots in high sec just to kill the structures for the loot. These structures will be plenty vulnerable enough with out making it easy to warp to the structure.
I do like the idea though of if you have roles your alliance structures will show up on your overview.
Also maybe make there be more roles for using structures instead of the 2 we currently got. Example. Reaction Engineer - has roles to load and change reaction schematics. Industry Engineer - has roles to change assemble setups
Allow corp directors and CEO to assign roles that allow use and functionality without the person have the access to offline and unanchor the whole structure. |

Wylde Kardde
Wrekker Mix
13
|
Posted - 2015.05.18 15:50:42 -
[204] - Quote
If anyone here has seen Star Trek (2009 movie) they used a laser drill platform suspended from a ship into a planets atmosphere to cut through the surface. If we're talking about moons than we won't need the ship or a counterbalance due to zero gravity so picture this platform w/o a tether but a connected power plant and silos.
http://www.benjaminbloodworth.com/blog/wp-content/uploads/2009/05/romulandrill.jpg
http://www.technovelgy.com/graphics/content09/romulan-flame-jet-drill.jpg
With this blasting a debris plume into space the actual (player) mining would take place in a ring around the drill where the rocks lose outward momentum and sit appearing like a typical belt except in a full ring instead of a crescent.
http://www.space.com/images/i/000/017/536/i02/moon-asteroid-impact-1600.jpg?1337288780
https://www.youtube.com/watch?v=Z61bKT-m0UE
|

EnternalSoul
Flame's Shadow Brothers of Tangra
7
|
Posted - 2015.05.20 15:20:21 -
[205] - Quote
Not sure if this is the best place to ask this or if it has been discussed already.
Corp Hangers, here is how my small corp uses them and I think WH people will like my idea. Most of the members have multiple accounts and we each get a hanger access but as we grow some people have to share.
I would like to see all these new structures have the ability for player shared hanger, ones that the player sets up not the corp CEO and that player picks what characters have access to it (and what kind view, put, take). I also think that this should not be limited to corp mates, you should be able to share with characters outside the corp you are in.
We all have set up a Tower that only we have access to because we set a password and don't give corp access to it. But we still have to have the roles to use the thing we put up in that tower. With this idea you can have Charter Shared hangers in them and only those can get to it.
Another thing that needs to be fixed is in the new structures is how much space is left empty with out having to look in every hanger! even the CEO has to look in every hanger and open up a calculator and add up what is used to find out how much is left.
This will relieve the CEO and Directors from having to set up roles then wait until that person gets on and see if they got it right for what he needs, the try again repeat till members is happy then take aspirin for the head ache. Also the trust issue, who is sharing this hanger do I really know him can I leave this valuable thing here?!
Thoughts? |

Felix Judge
Gallente Rebels Inc. Villore Accords
20
|
Posted - 2015.05.21 10:28:01 -
[206] - Quote
EnternalSoul wrote:[...]I would like to see all these new structures have the ability for player shared hanger, ones that the player sets up not the corp CEO and that player picks what characters have access to it (and what kind view, put, take). I also think that this should not be limited to corp mates, you should be able to share with characters outside the corp you are in. [...] Thoughts? +1 very much like this idea. The details will probably be difficult, but it would definitely be nice (especially for people in larger corps) to grant access to some of their hangars to certain people, and not to others.
And btw, they are hangars.
Hangers is (among other things) where you hang your coats... |

Christopher Mabata
The Interstellar Manipulation Consortium
326
|
Posted - 2015.05.25 23:34:20 -
[207] - Quote
Heres a Question I haven't seen anyone ask yet
How will mobile siphon units adapt to the new structures?
If your drilling platform is an active process then siphons become useless since everyone will see you place it, but if its not, how do we determine what it can harvest?
Will it steal during the reprocessing or compressing process? Will they reserve some of the mined materials directly?
Theory-Crafter, Free Agent, Immortal Space Pirate. Generally Crazy and difficult to understand at times.
|

Aileen Lovelace
KarmaFleet Goonswarm Federation
0
|
Posted - 2015.05.27 17:33:38 -
[208] - Quote
"Stock Orders"
Give the owner of a market hub a new kind of market order that function as both a buy and sell order in order to maintain desired quantities of an item available to purchase.: This would ideally be a unique benefit of owning a market hub.
Call it a "stock order", with a wholesale (buy) and retail (sell) price, give it a target inventory level (items will be bought until that level is reached), and offer substantially more of these orders to owners of market hubs than would normally be available.
This would let owners of market hubs shape their local market to have supplies of desired and necessary items, and make the importation of items of remote locations less risky for importers (as they would have the ability to sell to these orders in quantity at a guaranteed price), and vastly simplifying logistics for larger groups as marketeers could clearly see what's needed from the market window and market APIs
These orders would be non-expiring, automatically activating to buy enough of each item to bring it back to the desired stock level - essentially enabling a degree of market nationalization for corp and alliance markets.
Example:
Stock 100000 Liquid Ozone, Buying at 900, Selling at 1000
- Units of LO could be sold to the buy order at 900 as long as less than 100000 are held by the order. They would automatically be available for sale at 1000.
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Haters GonnaHate
Native Freshfood Minmatar Republic
0
|
Posted - 2015.05.30 13:12:25 -
[209] - Quote
please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it. |

Christopher Mabata
The Interstellar Manipulation Consortium
346
|
Posted - 2015.05.30 17:50:24 -
[210] - Quote
Haters GonnaHate wrote:please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it.
It already is, put up a POS on a moon, start mining, run your own reactions or sell raw. Of course you also need to be able to defend it should it be a particularly valuable moon, which is nobody elses fault but your own if you cant manage that for biting off more than you could chew.
Besides why should they punish players who took that step, made the investment, and have been defending towers and then taking the profits? I see no logical reason for that what-so-ever.
Theory-Crafter, Free Agent, Immortal Space Pirate. Generally Crazy and difficult to understand at times.
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