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LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
10
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Posted - 2016.06.30 18:57:53 -
[1] - Quote
Planetary Interaction is certainly due for an overhaul. The fact that there are only 5 skills available in order to completely master PI should be all the evidence you need. The information provided in the PI interfaces lack clarity. The controls are crude, lack precision, and require an excruciating amount of clicking. There are some who will say that all this clicking is what keeps the value of PI so high. I will retort by saying that poor game mechanics should not be the driving force in market value. More skills, more structures, and greater initial investment; these are the most effective ways to keep up the value of PI.
There is tremendous potential for enhanced gameplay with PI. Not all EVE players are interested in PvP exclusively, or even at all. Incorporating a strategy / simulator element to EVE could be very positive. The best part is that it has nothing to do with the way that EVE currently works. What players do on the planets would have very little to do with what players do in outer space. Yet a skilled PI player could grow to hold great influence in the EVE universe.
Currently, PI is considered GÇ£passiveGÇ¥ income. Why does it need to stay that way? Is there not room in the EVE universe for other styles of gameplay?
Ideas:
A list of structures and planetary links is desperately needed. Trying to click on a link between two adjacent structures can be one of the ragiest activities in all of EVE.
Being able to toggle between m3 and units would be very nice when calculating space and link capacity.
Skills for increasing CPU and power grid efficiency for all and/or specific structure types.
Skills for increasing extractor head output, and cycle duration.
Skills for increasing processor efficiency and cycle duration
Skills required for advanced and high-tech processors
Skills for increasing storage space, launchpad storage space, POCO storage space, and planetary commodities cargo space in ships.
Skill that multiples the number of planets you can control by the skill level+1, for a total of 36 planets (requires Planetary Consolidation V, and should require an extremely large amount of SP.)
Layout templates would be AMAZING. Perhaps even a template building tool that incorporates a grid for more precise layouts. And when you are looking at a planet, the template will display planet specific stats (CPU and power grid reqs) based on planet size.
Structure fittings would be logical since everything else uses fittings. This opens the door for PI structure modules and rigs (more industrial goodness!)
Obviously we need blueprints for structures, and why do structures just appear out of thin air anyway? ShouldnGÇÖt we be building processors, storage units, extractors, etc?
Habitation modules for workers. More workers increases productivity, or perhaps effect output, efficiency, CPU usage, power grid usage, etc. Workers consume food, luxuries, and other commodities which are currently on the market yet have absolutely zero purpose. LetGÇÖs consume that stuff! (and make that stuff!)
Dare I even suggest giving capsuleers the ability to bombard PI structures from geo-synchronous orbit? This would open the door for PI defensive structures, shields, orbital defense structures, etcGǪ This also gets the POCO owner more involved since theyGÇÖre making ISK from taxes. Maybe they should take a more active interest in protecting their customersGǪ just saying.
Finally, how about security forces (boots on the ground)? When two players are attempting to extract in the same area (within X km) they can attack with squads (think of them like carrier fighter units). This opens the door for security structures, and skills for the units.
These last two suggestions opens the door for bringing DUST back into the picture, while not requiring it. Whether anyone is playing DUST or not, PI players are still creating content for it right here in the EVE universe.
OK haters and thinkers. Fire away! |

Kei Nagasai
X-COM Navy SpaceMonkey's Alliance
1
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Posted - 2016.06.30 22:31:04 -
[2] - Quote
To much like common sense, so CCP will stay well clear of it. Keep in mind, these are the same people who think firing a laser at a building makes it yours, buy stocks in laser pointers people, you'll make a mint. |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
10
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Posted - 2016.07.01 07:05:14 -
[3] - Quote
Kei Nagasai wrote:To much like common sense, so CCP will stay well clear of it. Keep in mind, these are the same people who think firing a laser at a building makes it yours, buy stocks in laser pointers people, you'll make a mint. Say it ain't so... |

KenFlorian
Jednota Inc
39
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Posted - 2016.07.01 12:28:40 -
[4] - Quote
good work, OP. Thoughtful, comprehensive, creative, respectful. All the things I look for in a "how to make it better" post. |

Do Little
Virgin Plc Evictus.
307
|
Posted - 2016.07.01 15:03:18 -
[5] - Quote
I like the concept but there seems to be a lot of development effort. Perhaps something simpler to start.
1. Player built Command Centers. Simply replace the existing NPC stock with BPO's seeded at the same stations.
2. Advanced planetary consolidation skill. Rank 8 skill that increases the number of colonies 1 per level to a maximum of 11. Prerequisite planetary consolidation 5
3. Advanced command center upgrades. Rank 8 skill that increases CPU and Power Grid by 2% per level. Prerequisite command center upgrades 5
4. Re-purpose remote sensing skill to provide a maximum range (in jumps) for colony management. Perhaps 5 jumps per level similar to scientific networking and supply chain management.
5. Anything that could reduce then number of clicks would be a bonus!
It seems to me that this would require relatively little development effort while making PI a viable profession without needing an army of ALTs. The new structures need a LOT of PI, I doubt these upgrades will lead to oversupply.
Not to suggest the other enhancements are without merit but something quick and easy that benefits the new structure gameplay has a better chance of getting on the roadmap. |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
13
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Posted - 2016.07.01 15:30:45 -
[6] - Quote
I tried to combine the easiest, with the most important items first. I agree that we have a better chance of getting the easy stuff first. However, I truly believe that if they put a tenth as much development into PI as they did into citidels, PI would be pretty incredible, and could pave the way for many new aspects of politics and content creation in the future. I've done a little programming in my day, and making a little window thingy with a little bit of aggregate data isn't too terribly hard. Adding skills that affect existing objects would also be fairly simple. Now, a PI template system would probably take a little bit of effort, but since very little effort has been put into PI since forever, maybe it's not too much to ask?  |

Nicola Romanoff
Lineark
30
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Posted - 2016.07.01 15:32:15 -
[7] - Quote
Some of the points are good; some I think are too far like habitation modules. I would also like to get a few more planets although I think 36 per toon is too much, perhaps a maximum of 9 or 10.
Since they removed NPC pocos in high sec and couple with the abysmal yields in high sec I think that area needs looking at, I donGÇÖt think that in reality having POCO in high sec has produced much in the way of conflict (CCP may have figures to disprove this) but I think that both of those things has really done is kill off high sec PI.
I would like to see more skills for PG and CPU though I think that would be handy as well as templates, and clever routing of goods, also and something that has bugged me for ages is letGÇÖs say I set up a basic factory for toxic metals, I would like all subsequent factories to be toxic metals until I change it to something else.
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Arianne Kass
Garoun Long-Term Capital Management
0
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Posted - 2016.07.01 15:48:13 -
[8] - Quote
As per captain Chode: "You mean to tell me that with all the crap that's broken on this ship you start with the ******* ice machine?". PI is a mess but looking at all the other issues EVE has, including the citadels and the still-to-be-released industrial platforms I would certainly not say that "the time has come" for a PI revamp.
That said the single biggest improvement that could be made for player PI participation right now is a single button "restart extraction on all colonies on the same cycle as previous", at the risk of plummeting prices on P1 and P2 materials for myself.
In my experience - sitting in Sov nullsec with very decent tax rates - about half the players I know have stopped milking their PI planets due to the sheer tedium of the PI interface. |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
13
|
Posted - 2016.07.01 15:53:37 -
[9] - Quote
Nicola Romanoff wrote:Some of the points are good; some I think are too far like habitation modules. I would also like to get a few more planets although I think 36 per toon is too much, perhaps a maximum of 9 or 10. Obviously CCP would do whatever they feel is best, but I think if someone wants to lock up their skill que for half a year to get that many planets, let them. Who knows what kind of madness could be caused by someone generating that much activity? 36 planets is a full time job! LOL
Nicola Romanoff wrote:Since they removed NPC pocos in high sec and couple with the abysmal yields in high sec I think that area needs looking at, I donGÇÖt think that in reality having POCO in high sec has produced much in the way of conflict (CCP may have figures to disprove this) but I think that both of those things has really done is kill off high sec PI. I agree 100%. Player owned POCOs in high sec have made highsec PI utterly pointless. Who wants to wardec over a crappy garbage planet anyway?
Nicola Romanoff wrote:I would like to see more skills for PG and CPU though I think that would be handy as well as templates, and clever routing of goods, also and something that has bugged me for ages is letGÇÖs say I set up a basic factory for toxic metals, I would like all subsequent factories to be toxic metals until I change it to something else. Little things like this are very useful. The more ideas we can throw at them to mull over, the easier it will be to make some useful changes for us!
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LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
13
|
Posted - 2016.07.01 16:02:09 -
[10] - Quote
Arianne Kass wrote:As per captain Chode: "You mean to tell me that with all the crap that's broken on this ship you start with the ******* ice machine?". PI is a mess but looking at all the other issues EVE has, including the citadels and the still-to-be-released industrial platforms I would certainly not say that "the time has come" for a PI revamp.
That said the single biggest improvement that could be made for player PI participation right now is a single button "restart extraction on all colonies on the same cycle as previous", at the risk of plummeting prices on P1 and P2 materials for myself.
In my experience - sitting in Sov nullsec with very decent tax rates - about half the players I know have stopped milking their PI planets due to the sheer tedium of the PI interface. EVE will always have ongoing development and issues that need to be resolved. That is exactly why PI has remained the redheaded stepchild for so so so so so so so loooonnnng. I'm saying it's time to put it on the development calendar. It's time to start talking about it. And I think everyone can agree that a few small changes could make a world of difference until a full project team can be allocated to really ramp up PI development.
And that's another really great idea that could be implemented without too much trouble! |
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Vincenzo Arbosa
Locust Assets
74
|
Posted - 2016.07.01 20:56:41 -
[11] - Quote
I like all of the above suggestions. Some of them are slight adjustments to ideas that others have made over the years, while others seem fresh and interesting.
I only hope CCP is reading.
"Leave the gun. Take the cannoli."-á
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LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
15
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Posted - 2016.07.01 22:23:35 -
[12] - Quote
I am positive that there have been many great ideas over the years. Let's compile as many of them as possible in this thread. I plan on throwing together a proposal for a new PI skill tree. I'm sure someone has already done one (or a few). I'd love to see them, revamp them, build upon them, or just stand in awe of them. Definitely don't want to reinvent the wheel, but I couldn't possibly sift through years of neglected forum posts to find those gems.
I'm sure someone from CCP has already looked at the thread. We'll just keep going until they give us the changes we need!    |

Kalido Raddi
Echelon Research The Volition Cult
5
|
Posted - 2016.07.09 20:03:33 -
[13] - Quote
One simple change I'd like to see is the ability to save a "layout" of extractor heads in a similar (but 2D) way to how you can save a layout of scan probes.
Rather than having to drag each head individually each time, you'd only have to select the saved layout you want and drag the whole layout to where you want it. |

morion
Lighting Build
103
|
Posted - 2016.07.10 08:42:29 -
[14] - Quote
I never understood why when POCO transitioned to player assets collecting player tax.
Tax collected is used to buy zero Ice fuel to keep the structure operating.
I know terrible game play to just farm free tax.
requires zero thought whether or not the structure is profitable they all are.
|

Morphs hope
Pure Pleassue Seaker What Alliance
1
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Posted - 2016.07.11 15:17:08 -
[15] - Quote
Take out the first sentence and this can generally be applied to any or most of eves specialised areas. Trading, research, manufacturing ect. It's a shame all in all as their is scope for so much more but that's not the direction CCP seems to want to follow. |

Hound Halfhand
Repo Industries
33
|
Posted - 2016.07.12 11:39:15 -
[16] - Quote
Add a new structure called a Spaceport. It can only be fitted to a Fortizar or Keepstar. Allows the import of PI from a planet to the structure for a an "import tax" without the player having to go pick everything up from the customs office everyday. Remove the "export" tax from the customs office. It is very misleading anyways. Lots of players view a %5 tax as only 5%, regardless of how much they import from one planet to the next.
Make everything more Sim City like. The longer you have your planets and the better managed they are, the more you produce from them. Also, make everything more realistic such as having domed cities on barren planets, regular cities on temperate planets, robotic factories on storm planets, floating cities on ocean planets, etc.
CCP can add a lot of depth with PI and now that the materials produced are so integral to game play, they have lots of options. |

Scotsman Howard
S0utherN Comfort Test Alliance Please Ignore
140
|
Posted - 2016.07.12 16:51:43 -
[17] - Quote
How about they just get rid of all the different kinds of structures and have it all self contained.
- The command center becomes the only building and can move around the planet.
- There is a radius around it where it pulls resources from.
- You still are limited by CPU and Grid
- You can "Fit" you command center how you want. - A mod for launch pad - A mod for extractor (could have more than one obviously and each one can pull different resources if desired) - A "factory" mod to make what you want. - A "storage" mod to hold stuff.
Note: When I say "mod" I am not meaning a physical mod that you have the transport. Have them still appear out of no where like the current buildings. They could still cost isk.
Keep it fairly simple and use the ship/citadel fitting window as a template to get started. |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
17
|
Posted - 2016.07.28 16:15:38 -
[18] - Quote
Scotsman Howard wrote:How about they just get rid of all the different kinds of structures and have it all self contained.
- The command center becomes the only building and can move around the planet.
- There is a radius around it where it pulls resources from.
- You still are limited by CPU and Grid
- You can "Fit" you command center how you want. - A mod for launch pad - A mod for extractor (could have more than one obviously and each one can pull different resources if desired) - A "factory" mod to make what you want. - A "storage" mod to hold stuff.
Note: When I say "mod" I am not meaning a physical mod that you have the transport. Have them still appear out of no where like the current buildings. They could still cost isk.
Keep it fairly simple and use the ship/citadel fitting window as a template to get started.
At first, I absolutely hated this idea. To me, this idea seems to kill the whole concept of planetary interaction. You're basically turning your CC into a giant extractor head and launch pad. Sounds pretty boring to me, like the final nail in the PI coffin.
But then again...
Perhaps, this is the entry level mechanics. For new players, and for players that don't want to invest a great deal of time into their PI. The CC has slots based on the CC skill, and you can fit a myriad of modules based on other skills. In the beginning, you can only fit basic structure modules. It seems logical that storage and launch pad modules would be low power slots, factories would be mid-power, and extractor heads would be high-power. But I still think you should physically install the modules, and that those modules should be made by players (like everything else in EVE.) However, as you increase your skill, you can purchase or manufacture extra buildings (extractors, storage, factories) and place them on the planet. This would free up your CC slots for other modules to boost power, CPU, extractor efficiency, factory efficiency, storage space, etc. Each building would have its' own slots as well (only a few though.)
Perhaps this is the best way to keep PI accessible to the average capsuleer, but still allow PI to grow into something more for the players who prefer that style of gameplay. SimCity didn't become one of the most popular gaming platforms in history by "keeping it simple". You can't tell me that more advanced PI would hurt current subscriptions. I believe it would help to expand it, and in doing so it would create a larger market for courier contracts and greater opportunities for pirates. Juast sayin. |

Raker Plaude
Australian Belt Strippers Apocalypse Now.
4
|
Posted - 2016.07.28 22:26:43 -
[19] - Quote
It keeps in line the system with other systems within Eve (ships, citidels) quite nicely. And you're right Complicated-Named-Poster-above-me, it would allow for some nice ways to expand.
I enjoy the complexity of PI (routing all the goods to the correct places etc) but could see it getting old quickly as you scale up between other accounts. |

Gianath
Gallentian Legitimate Businessmen
150
|
Posted - 2016.07.29 20:02:52 -
[20] - Quote
I really want the ability to streamline PI among multiple coordinating players/corp members/alts. It could really be fun as a group enterprise.
Would love to be able to share links and buildings with corp mates on the same planet to build super factories, super storage, or a great web of extractors.
Would make my life so much less stressful if trusted allies could send my materials to and from the POCO. It would be great if they could also unload things from the POCO and haul it for me.
Right now it's like I go to the PI interface and play a frustrating game of minesweeper by myself for 10-20 minutes where the interface is defective and I'm constantly getting blown up, doing that multiple times per week, then at the end of the week I get to sell a 2-hour video of myself playing minesweeper to people that are too lazy to play it themselves.
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Tau Cabalander
Retirement Retreat Working Stiffs
6304
|
Posted - 2016.07.29 22:01:29 -
[21] - Quote
Planetary Interaction was a "Jesus Feature". Though adding to it was promised (no racing stripes, i.e. real substantial game-play additions only), ECUs, storage facilities, and POCOs were the extent of it.
Scroll to the end of Dev Blog - Planetary Interaction: Impossible is our middle name and read that. CCP Soundwave left CCP.
CCP Soundwave wrote:Part of the feedback we get from the CSM (and many of you), is that we donGÇÖt put enough development time into features after they are released. In some cases, you are right, weGÇÖre stuck between the evolution of EVE and the rebuilding of feature infrastructure to help it grow. Sadly we canGÇÖt clone ourselves (YET).
So weGÇÖre going to try and give this feature the attention we feel it deserves, dedicating a full development team to continue working on planetary interaction after its release. As Team Pi has primarily been working on planetary infrastructure, they will take on the challenge of improving the feature in the next release as well. So when Team BFF waves goodbye to planetary interaction and moves on, Team Pi will continue to make improvements. I don't think Team PI survived the massive CCP layoffs of post-Incarna.
Planetary Interaction changes brought with Incursion 1.1.0, dated 2011-01-28, was the ECU change. POCOs followed in that same year, and were enabled in hisec in 2013. |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
18
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Posted - 2016.07.29 23:08:04 -
[22] - Quote
This is very useful info. I wasn't around back then, so I'm just not up on my PI politics I suppose.
So basically nothing has been done with PI in over FIVE YEARS, aside from allowing POCOs in high sec.
I'm totally right then. The time has come. Technology has improved tremendously since the olden days. Certainly the servers can handle a more robust PI implementation.
Come on CCP, finish what you started. |

Thomas Lot
Astrocomical Warped Intentions
30
|
Posted - 2016.07.31 14:12:52 -
[23] - Quote
Be careful here though...
I like the difficulty of the interaction and the endless clicking for one reason above all, it makes the number of PI toons at a reasonable level. If PI was made too easy more people would jump in and depress the price of materials to such an extent that time/value would not be worth it any longer. We that have solved the PI user interface and come to terms with a method for ourselves should closely guard our secret passive income! |

LUH-3417 Ormand
Gallente Distribution Manufacturing Mining
19
|
Posted - 2016.07.31 14:47:30 -
[24] - Quote
Thomas Lot wrote:Be careful here though...
I like the difficulty of the interaction and the endless clicking for one reason above all, it makes the number of PI toons at a reasonable level. If PI was made too easy more people would jump in and depress the price of materials to such an extent that time/value would not be worth it any longer. We that have solved the PI user interface and come to terms with a method for ourselves should closely guard our secret passive income! Ahh yes. Back to my favorite argument. I'll say it until I'm blue in the face, and I'm absolutely certain that you game design theorists will back me up here - Bad game mechanics should never be the driving force behind player activity. If bad game mechanics is the thing that keeps people from using a particular aspect or feature of the game, it should be fixed.
Also, the whole point of this discussion is about lifting PI out of the "passive" income category, and into the "active" income category. I understand if you see PI as a curious "mini-game", but some of us see the potential for some greatly expanded facets of gameplay. |

Kali Starchaser
BlackheartGamers Federal United Battalion of Armed Renegades
11
|
Posted - 2016.08.03 15:44:14 -
[25] - Quote
Something I would like to see implemented is a change to having a multi-hour cool-down for expedited transfers from a launchpad to a silo. I literally have 2-4 hour cool-downs when moving my PI around from orbit to my production farms PER SILO. I have 5 silos on one setup. There is a way around the cool-down currently but at the cost of almost 1m ISK at a time to destroy a launchpad and build a new one. At my current rate of building, that is going to cost me over 150m ISK a month just to avoid the cool-down of moving PI into different silos.
What I propose would be the ability to route materials from a launchpad into different silos, working similar to the resource extractors. Say every 15-30 minutes a set amount of m3 is moved from the LP to designated silos, allowing the player to just drop from the POCO to the planet, and let the worker bees move all the materials around without having to come back every 4 hours just to move stuff into ONE silo at a time. Option 2 would be to just do away with the expedited transfer cool-down entirely. It really doesn't seem to serve much purpose that I can understand and is frustrating and a time/money sink that doesn't really need to be there. |

Kalido Raddi
Echelon Research The Volition Cult
14
|
Posted - 2016.08.03 18:30:44 -
[26] - Quote
Kali Starchaser wrote:Something I would like to see implemented is a change to having a multi-hour cool-down for expedited transfers from a launchpad to a silo. I literally have 2-4 hour cool-downs when moving my PI around from orbit to my production farms PER SILO. I have 5 silos on one setup. There is a way around the cool-down currently but at the cost of almost 1m ISK at a time to destroy a launchpad and build a new one. At my current rate of building, that is going to cost me over 150m ISK a month just to avoid the cool-down of moving PI into different silos.
What I propose would be the ability to route materials from a launchpad into different silos, working similar to the resource extractors. Say every 15-30 minutes a set amount of m3 is moved from the LP to designated silos, allowing the player to just drop from the POCO to the planet, and let the worker bees move all the materials around without having to come back every 4 hours just to move stuff into ONE silo at a time. Option 2 would be to just do away with the expedited transfer cool-down entirely. It really doesn't seem to serve much purpose that I can understand and is frustrating and a time/money sink that doesn't really need to be there.
Upgrade the links. The Cooldown time on expedited transfers is proportional to how overloaded the link used to do the transfer was when you did it. |

Lady Ayeipsia
Red Federation RvB - RED Federation
1162
|
Posted - 2016.08.03 19:18:08 -
[27] - Quote
As a POCO owner.... Yes they do generate conflict. The problem is knowing what planets are worth fighting for. A temperate planet near Jita is a gold mine. A random gas planet in nul, not worth it. When RvB lost a portion of POCOs to break-a-wish, 10 POCOs made the majority of our income and losing those hurt. The remaining ones don't make a 10th as much. Some way of seeing the profitability of a hi sec POCO may help drive conflict which would be nice.
Other thoughts... Fuel is a scary idea for 2 reasons... One you are making eve more job like which burns people out. We in RvB were given some random POCOs. Having to fuel the ones in nul would suck. Granted they make no real income anyways but they would suck. The second reason, I dislike punishing random players for the laziness of others. Sure in say a nul alliance you can get mad at some guy for not fueling the jump bridge. But hi sec POCO fuel? It would punish random people just because I was lazy and didn't fuel it. This would have to be something carefully balanced to work (like my Corp makes no tax of the POCO is not fueled, but tax rates don't change and an unfueled POCO doesn't hurt the guy running pi.)
Also... Please can we get a better way to transfer POCOs? I have to transfer each one individually and that can only be done in system where the POCO is located. Plus when looking at assets in space, it tells you how many POCOs you have in a system but it never tells you what planet specifically. So if you have 2 in a system with 12 planets, you have to right click and check each planet to see which has the transfer option. |

Kali Starchaser
BlackheartGamers Federal United Battalion of Armed Renegades
11
|
Posted - 2016.08.04 00:28:47 -
[28] - Quote
Kalido Raddi wrote:Upgrade the links. The Cooldown time on expedited transfers is proportional to how overloaded the link used to do the transfer was when you did it.
That just killed some of my transfer times from 1.5 hours to 36 minutes, I don't think I've ever been aware you could even upgrade links before. GÖÑ |

Krysenth
Republic Military School Minmatar Republic
0
|
Posted - 2016.08.04 06:40:41 -
[29] - Quote
The biggest thing I would like to see is the ability to OFFLINE infrastructure so that I can retain that infrastructure and then online say, a p0 extraction setup. Then when I want to go back to a production planet setup, I offline my extractors n stuff and then online all the labs. And thanks for the link upgrade tip. Transfer times were making manu-planets an exercise in babysitting. |

Kalido Raddi
Echelon Research The Volition Cult
14
|
Posted - 2016.08.04 10:14:04 -
[30] - Quote
Kali Starchaser wrote:Kalido Raddi wrote:Upgrade the links. The Cooldown time on expedited transfers is proportional to how overloaded the link used to do the transfer was when you did it. That just killed some of my transfer times from 1.5 hours to 36 minutes, I don't think I've ever been aware you could even upgrade links before. GÖÑ You're welcome!
You can upgrade them multiple times. Apart from expedited transfer cooldowns, the only time I've ever had to do so is on a really rich planet with an intense extraction cycle where the extractor output per hour at the start of the cycle was more than the link could transfer. |
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