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Thread Statistics | Show CCP posts - 5 post(s) |

Banko Mato
Republic University Minmatar Republic
50
|
Posted - 2016.10.10 18:23:28 -
[91] - Quote
Interesting dev-blog, but leaves me greatly disappointed in terms of how the rigs are designed... totally overcomplicated and only leading to frustratingly narrow (partly effective) specializations. My proposal would be to unify more on the medium and large rigs:
- on mediums have the rigs grant ME and TE together (or cost+time for research) but for only one category, just as your large ones on the list (so small ships, medium ships, me, te, copy, etc...)
- on large ones have them grant ME and TE but for 2 adjacent categories, e.g. invention+copy, me+copy, te+copy, ammo+equip, small+med ships, med+large ships, etc...
- generally unify advanced ships and their t1 counterparts in terms of rigs
This would still grant the XL EC enough bonus in terms of generality over the L and M versions but would remove the need og having an entire floating city of M and L to enable at least a minimum of bonused diversity as it any small pos can provide... imho a large should at least allow max bonus to 2 different sets of advanced production lines (e.g. t2 small and medium ships, including components; or ammo + modules, including components, too).
Unless ofc it's your goal to make producers fly between multiple complexes all the time... |

SurrenderMonkey
Space Llama Industries
2411
|
Posted - 2016.10.10 18:28:17 -
[92] - Quote
Ms Michigan wrote:Anna Lightyear wrote:Overall I like the look of them (citadel skins, so we can get rid of the yellowness?  ) While I hate to bust out a bit of common sense/lore here, why on earth do we have an advanced civilisation that applies defensive systems to structures with no real purpose but to be shot at, and the structure that are critical to life, economics and the welfare of all have bugger all? I'll be happy to see more big things go boom with a chance for some nice bpc's and materials to drop (bringing freighters to pvp ops ftw!), but key assets for industry need some sort of defensive capability, especially one that an be killed by 5 T1 ships in 20 minutes, this seems unwise. The new rorqual is probably easier to defend than these citadels. Can we also get an idea on the costs of the BPO's please? Exactly. Why would the citadel citadel have the most defenses...yet the one that makes the economy go round, less. Makes no sense.
I know, right?
The armament found at my company's factories makes the average army base look like the Nerf aisle of a Toys-R-Us.
"Help, I'm bored with missions!"
http://swiftandbitter.com/eve/wtd/
|

Shae Tadaruwa
Science and Trade Institute Caldari State
1163
|
Posted - 2016.10.10 18:31:37 -
[93] - Quote
Winter Archipelago wrote:Shae Tadaruwa wrote:No new POS from December.
What's happening to moon mining? POS are still available. Outposts are what will be blocked after December (aka, Sov Null stations). Ah ok. My bad. Misread.
Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."
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Winter Archipelago
Autumn Industrial Enterprises
707
|
Posted - 2016.10.10 18:37:22 -
[94] - Quote
SurrenderMonkey wrote:Jawen Serce wrote:Still nothing about SMALL sizes of those strctures ? Why would there be anything about SMALL sizes of those structures? They're not happening. It's not like they just haven't gotten around to making a dev blog about it just yet - they're not a thing. They're not a planned thing. They've never been a planned thing. They've never said anything to suggest that will ever be a planned thing. Small structures are mobile depots and MTUs and the like. That's the problem, though. For a small-sized group, or for a group of casual players, even the Medium Citadels are somewhat unattainable (and can be a pain to defend if you aren't in highsec). A group of 5-10 players have as much right to exist as a group of 50-100 or 500-1000. The Mediums also aren't very kind towards nomadic groups.
I would love to see a Small Citadel that had docking, tethering, and repairing, and that was it, in the price-range of a fully-fit medium tower (~400 mil). No rigs or modules, no services, just the ability to dock, tether, and repair. The ability to have a corporate office would be nice, but I'd sacrifice access to that for something smaller and more mobile that would work well as a base of operations for a smaller or more mobile group.
A Small versions of the Engineering Complexes that can only have a Service Module (in order to actually enable the production or science available in it) with nothing else in the way of rigs or fittings would be desirable, as well, for smaller or more mobile groups (granted, industry generally isn't all that mobile).
Make the packaged size 10k m3 so a Blockade Runner can carry one along with the group as they move around, and give them only a single reinforcement period, too, so they aren't overly strong as forward deployables in an invasion.
Honestly, the current structures seem like they're pushing small groups either into living out of NPC stations, or into joining larger groups.
As an aside, another huge benefit of the POS is the ability to ninja one up in hostile space, either as a temporary base of operations when day-tripping in a wormhole, or at the edge of enemy sov. They're a quick way to grab a temporary foothold that are disposable, if necessary.
For the Newbies: The 8 Golden Rules - The Magic 14 Skills - Finding the Right Corp - EVE University Wiki
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Manssell
OmiHyperMultiNationalDrunksConglomerate Together We Solo
304
|
Posted - 2016.10.10 18:37:38 -
[95] - Quote
SurrenderMonkey wrote:Jawen Serce wrote:Still nothing about SMALL sizes of those strctures ? Why would there be anything about SMALL sizes of those structures? They're not happening. It's not like they just haven't gotten around to making a dev blog about it just yet - they're not a thing. They're not a planned thing. They've never been a planned thing. They've never said anything to suggest that will ever be a planned thing. Small structures are mobile depots and MTUs and the like.
You are absolutely correct. But to be fair to OP, CCP themselves has muddied the water on this a lot.
First by using the stupid naming convention that's as intuitive as ordering a drink from a U.S. fast food chain (GÇ£Just give me the smallest size Dr Pepper you have. Your smallest is called a medium? Why? O.k. whatever give me a medium then. NO I do not want to upsize that to a XXXl Large Supper Gulp Bucket, just give me the small one. Yes fine i mean give me the GÇÿmediumGÇÖ.)
CCP has also done a pretty good job of ignoring the fact that they are removing some small POS functionality (for the price point) from the game, All while claiming they are not. TheyGÇÖve done a cheeky job of ignoring all the complaints people have been raising about the new structures compared to small POSGÇÖs like Jawn Serce did, while at the same time constantly saying GÇÿweGÇÖre not removing any functionality, small groups and solo people can still use them, stay tuned for new structuresGÇÖ So people end up assuming some new GÇÿsmallGÇÖ structure that does that small POSGÇÖs did (mobility, cheapness, ec) is coming out.
CCP really just needs to once and for all openly say that the functionality and price point of small POSGÇÖs are not going to be carried over to the new structures. Will some people be mad? Sure. Will there be salt on the forums, oh yea. But itGÇÖs better to just say that then continue to confuse some people by playing the donGÇÖt openly say things wont be the same game. |

Jawen Serce
L I O N
4
|
Posted - 2016.10.10 18:38:35 -
[96] - Quote
SurrenderMonkey wrote:Jawen Serce wrote:Still nothing about SMALL sizes of those strctures ? Why would there be anything about SMALL sizes of those structures? They're not happening. It's not like they just haven't gotten around to making a dev blog about it just yet - they're not a thing. They're not a planned thing. They've never been a planned thing. They've never said anything to suggest that will ever be a planned thing. Small structures are mobile depots and MTUs and the like. Did i ever say in my post that there were any planned thing about small sizes of those structures ? I'm poiting out a fact : POSs will at the end, disapear, and with this disappearance, a whole part of the players will not be able to plant their tent anywhere they want in the game. To do that, they will need to have a huge amount of ISK (minimum 5b -ish ISK) and social relations to defend it properly.
Clearly not a thing anymore for little group of players or a solo player, unless they/he got the ISK and relations. |

Soldarius
O C C U P Y Test Alliance Please Ignore
1533
|
Posted - 2016.10.10 18:41:45 -
[97] - Quote
Not one word about reactions. Not a single word. No moon mining reactions. No hybrid polymer reactions. No booster reactions.
NOTHING.
I am disappoint.
http://youtu.be/YVkUvmDQ3HY
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Centurax
Eve Engineering Authority Eve Engineering
74
|
Posted - 2016.10.10 18:43:50 -
[98] - Quote
I kinda wanted to start with sometime positive, so way to go art department, really good work on the models.
Then we get to the timers and defense capabilities of the EC's I am not sure what the idea behind the long timers and paper thin defenses are but unless you can anchor the EC within weapons range (between 150km and 300km would work) of a friendly Citadel, not sure what the point is. Given that the majority of the owners will be industrialists with possibly little or no interest in PVP, this forces them to spend a very long period of game play time sitting around doing nothing but watch lights blink kinda boring game play.
At this point I am thinking if the industrial mods and rigs fit and work on a Citadel, why should I use this structure, not sure the building bonuses alone would justify using the new EC structures.
I have many doubts on what is actually being achieved here, because I know industrialist and have spent way too much time in a factory and lab my self I don't think this is the correct direction to take the industrial structures. It looks good if you want to attack it, but the only 2 groups will gain from this are PVPers and the guys who build EC's .
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SurrenderMonkey
Space Llama Industries
2411
|
Posted - 2016.10.10 18:46:37 -
[99] - Quote
Soldarius wrote:Not one word about reactions. Not a single word. No moon mining reactions. No hybrid polymer reactions. No booster reactions.
NOTHING.
I am disappoint.
Why would there be? Drilling platforms are on the schedule for December (Winter, anyway).
"Help, I'm bored with missions!"
http://swiftandbitter.com/eve/wtd/
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Shae Tadaruwa
Science and Trade Institute Caldari State
1164
|
Posted - 2016.10.10 18:49:03 -
[100] - Quote
A big part of the game of manufacturing revolves around working towards maximum efficiency. Max efficiency reduces cost and maximises profit.
This is not something that people worry about when fitting rigs to ships. People are happy to accept a trade off.
Yet here, 3 rig slots each structure and 400 calibration, yet all t2 rigs require 150 calibration.
This is really saying, you can only maximise efficiency on 2 things, and not quite on another.
What's the thinking behind this restriction? Why not let us work to maximise what we can in 1 structure, rather than not be possible?
It seems like yet another gimp of industrial gameplay for no real reason. The more I look at this devblog, the worse it looks for small groups and solo play.
Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."
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Chani El'zrya
Beyond Frontier Brave Collective
0
|
Posted - 2016.10.10 18:53:19 -
[101] - Quote
Hi,
As a solo industrialist in high sec, i conclude that i will go back to NPC station.
With my current POS set-up i was able to unanchored everything before a war deck kicks-in. Although i could lose some job in the process. This is impossible now. So 700 M +rigs cost for the medium is way too expensive since i won't be able to defend it. Risk is too high, rewards is too low. I think all colleagues will come to the same conclusion.
Now :
1) is it possible to allow T3 production in NPC station ? 2) Is it possible to remove indexes so at least i can use public engineering complexes (which will be well guarded by big alliance)? 3) is possible to unanchor medium complexes as fast as POS ?
Otherwise i'm screwed. I will probably farm incursion and extract my alt if they are no sustainable solution for solo indus.
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Tribal Trogdor
Better Off Red
16
|
Posted - 2016.10.10 18:53:34 -
[102] - Quote
I enjoy the people talking about how a small group can't afford these.
I'll be putting up a large...by myself.
700 mil for a medium. So if you have even 2 people its 350 mil a piece. Approx a decently fit HIC. If your small group cant raise 700 mil in the month before these come out, you should be ashamed to call yourself industrialists.
As far a fuel cost, even if you're using 50-60 blocks an hour, tax the people using it to pay for it. If there aren't enough people doing jobs to make it worth it, don't put up your own, and instead use one somebody else has made public, because clearly you are not industry focused enough to worry. |

SurrenderMonkey
Space Llama Industries
2411
|
Posted - 2016.10.10 18:53:47 -
[103] - Quote
Jawen Serce wrote:SurrenderMonkey wrote:Jawen Serce wrote:Still nothing about SMALL sizes of those strctures ? Why would there be anything about SMALL sizes of those structures? They're not happening. It's not like they just haven't gotten around to making a dev blog about it just yet - they're not a thing. They're not a planned thing. They've never been a planned thing. They've never said anything to suggest that will ever be a planned thing. Small structures are mobile depots and MTUs and the like. Did i ever say in my post that there were any planned thing about small sizes of those structures ? I'm poiting out a fact : POSs will at the end, disapear, and with this disappearance, a whole part of the players will not be able to plant their tent anywhere they want in the game. To do that, they will need to have a huge amount of ISK (minimum 5b -ish ISK) and social relations to defend it properly. Clearly not a thing anymore for little group of players or a solo player, unless they/he got the ISK and relations.
You're sort of arbitrarily increasing the investment by almost a full order of magnitude. They're certainly more than a small POS, but no, the minimum is no where near "5b-ish".
There's always going to be an affordability barrier where an organization is just TOO small and TOO casual for a structure to be viable. That's not necessarily a horrible thing.
Bear in mind that the POS model essentially meant that you must have your own structure to take advantage of one. You couldn't feasibly just go use someone else's equipment assembly array to run a few jobs. That's not the case under the new structure model, and it will likely be the case for a lot of tiny organizations that other-people's-structures are the best option for them.
"Help, I'm bored with missions!"
http://swiftandbitter.com/eve/wtd/
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Querns
GoonWaffe Goonswarm Federation
2528
|
Posted - 2016.10.10 18:55:13 -
[104] - Quote
Soldarius wrote:Not one word about reactions. Not a single word. No moon mining reactions. No hybrid polymer reactions. No booster reactions.
NOTHING.
I am disappoint.
Uh, we've known for more than a year that reactions weren't coming with these structures.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Skia Aumer
Sebiestor Tribe Minmatar Republic
359
|
Posted - 2016.10.10 18:56:34 -
[105] - Quote
The large one must allow Rorqual docking. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
1999
|
Posted - 2016.10.10 19:04:56 -
[106] - Quote
Shae Tadaruwa wrote:A big part of the game of manufacturing revolves around working towards maximum efficiency. Max efficiency reduces cost and maximises profit.
This is not something that people worry about when fitting rigs to ships. People are happy to accept a trade off.
Yet here, 3 rig slots each structure and 400 calibration, yet all t2 rigs require 150 calibration.
This is really saying, you can only maximise efficiency on 2 things, and not quite on another.
What's the thinking behind this restriction? Why not let us work to maximise what we can in 1 structure, rather than not be possible?
It seems like yet another gimp of industrial gameplay for no real reason. The more I look at this devblog, the worse it looks for small groups and solo play. You're reasoning for ships is a bit off. People fit ships around function realizing that doing it all means not doing any one thing exceptionally well. You pick a task or somewhat narrow series of tasks and spec out for that. That IS fitting for efficiency, and needing to give up flexibility for it rather than have both without issue.
And it looks like that's the point here to some extent. |

Arronicus
Fusion Enterprises Ltd Badfellas Inc.
1515
|
Posted - 2016.10.10 19:12:40 -
[107] - Quote
Whoever on CCP thought it was a good idea to implement the structure showing when a a super is in build seriously needs to have their employment with the company reconsidered. Like many others, I am a big fan of there being proportional risk to reward, things like having rorquals in teh belt mining, ganglinks being on grid, level 5 mission runners not being unprobe-able, etc, but this is just stupid. Spies are everywhere, people fly through every system. Under the current meta, you protect your super builds through two ways
1: secrecy. The SSAAs do not have any visual indicator that something is being built, so as long as corp leadership keeps tight lips, no one should know when something is actually in build
2: diversions: by deploying 15+ SSAA decoy pos's, it becomes a guessing game for attackers, not only making it much more annoying to blow up the real one, but making it far more time consuming, providing batphones much more time to get the bats in
Additionally, SSAAs do not show up in local. I'm not advocating for this, but paired with the visual for a titan being built, it makes things FAR, far riskier
The fact that this must have been brought up with the CSM, and didn't draw enough criticism to yield change concerns me. This is a change making it so only a select few super alliances will actually be able to build supers, without paying hefty fees to protection alliances. |

lesba
Diaboliq TUTOR
0
|
Posted - 2016.10.10 19:14:11 -
[108] - Quote
Tyberius Franklin wrote:[quote=Shae Tadaruwa]A big part of the game of manufacturing revolves around working towards maximum efficiency. Max efficiency reduces cost and maximises profit.
This is not something that people worry about when fitting rigs to ships. People are happy to accept a trade off.
Yet here, 3 rig slots each structure and 400 calibration, yet all t2 rigs require 150 calibration.
This is really saying, you can only maximise efficiency on 2 things, and not quite on another.
What's the thinking behind this restriction? Why not let us work to maximise what we can in 1 structure, rather than not be possible?
It seems like yet another gimp of industrial gameplay for no real reason. The more I look at this devblog, the worse it looks for small groups and solo play.
YEah solo players will got hard times ;/ especialy for a defens of those structures ;/ verry sad .
|

Crashtec
Ice Fire Warriors Escalating Entropy
9
|
Posted - 2016.10.10 19:15:06 -
[109] - Quote
So by the look of it lowsec will lose it's building advantage in cap production? getting rid of the thukker component assembly without a good counter part in rig bonus thats sad |

Nevyn Auscent
Broke Sauce
3649
|
Posted - 2016.10.10 19:18:13 -
[110] - Quote
CCP. Please stop with the giving greater bonuses to null. This only made sense when Null was doing a greater investment to reward that larger investment however now you are expecting High Sec to pay the same isk for an inferior product. It's already harder to defend in High Sec because the structures have vastly weaker defensive options with the sub cap missiles being incredibly weak compared to a POS.
Especially after your blogs changing industry stating that ME bonuses from skills were bad, this smacks of a 180 turn to give advantages to an area of space simply because of sec status, irregardless of investment into the structure.
Other than that issue a good looking set of structures, but please, make reward based on investment, these structures sit in space at risk, can't be pulled down to avoid a wardec like a POS could, and cost the same in any area of space. |

Soldarius
O C C U P Y Test Alliance Please Ignore
1533
|
Posted - 2016.10.10 19:19:00 -
[111] - Quote
Querns wrote:Soldarius wrote:Not one word about reactions. Not a single word. No moon mining reactions. No hybrid polymer reactions. No booster reactions.
NOTHING.
I am disappoint.
Uh, we've known for more than a year that reactions weren't coming with these structures.
I was under the impression that these were going to be one group of structures. Apparently I have not been paying close enough attention. Still, this doesn't mean something couldn't have been said.
Also, WTB rig material lists.
http://youtu.be/YVkUvmDQ3HY
|

DarkFlackPL
Shadow-Kill Aureus Alae
0
|
Posted - 2016.10.10 19:19:13 -
[112] - Quote
Crashtec wrote:So by the look of it lowsec will lose it's building advantage in cap production? getting rid of the thukker component assembly without a good counter part in rig bonus thats sad
and when many POS's will be gone then t2 materials will grown in prise .... so economics wil die again ????
|

Cyno McLongNeck
School of Applied Knowledge Caldari State
0
|
Posted - 2016.10.10 19:21:46 -
[113] - Quote
Arronicus wrote:Whoever on CCP thought it was a good idea to implement the structure showing when a a super is in build seriously needs to have their employment with the company reconsidered. Like many others, I am a big fan of there being proportional risk to reward, things like having rorquals in teh belt mining, ganglinks being on grid, level 5 mission runners not being unprobe-able, etc, but this is just stupid. Spies are everywhere, people fly through every system. Under the current meta, you protect your super builds through two ways
1: secrecy. The SSAAs do not have any visual indicator that something is being built, so as long as corp leadership keeps tight lips, no one should know when something is actually in build
2: diversions: by deploying 15+ SSAA decoy pos's, it becomes a guessing game for attackers, not only making it much more annoying to blow up the real one, but making it far more time consuming, providing batphones much more time to get the bats in
Additionally, SSAAs do not show up in local. I'm not advocating for this, but paired with the visual for a titan being built, it makes things FAR, far riskier
The fact that this must have been brought up with the CSM, and didn't draw enough criticism to yield change concerns me. This is a change making it so only a select few super alliances will actually be able to build supers, without paying hefty fees to protection alliances.
So...what you are saying is that you want to build the most powerful ships in the game in complete safety? |

RainReaper
RRN Assembly INC
49
|
Posted - 2016.10.10 19:24:10 -
[114] - Quote
I will say this. We NEED these new structures on the test server as soon as possible. We need to test them so we can see how well balanced everything is and such. Cause as it stands right now I can place a single Large POS in any part of space and use that WAY more effectively for nowhere near the same cost of an Engineering complex. As a industrial I just REALLY WANT this to work and not suck I mean, when it costs 45 blocks an hour and I cant even refine my god damn ore in the structure where I build things id say something is wrong. |

Justine Musk
Space Exploration Technologies Corporation
0
|
Posted - 2016.10.10 19:24:40 -
[115] - Quote
Chani El'zrya wrote:Hi,
As a solo and casual industrialist in high sec, i conclude that i'm pushed back to NPC station.
With my current POS set-up i was able to unanchor everything before a war deck kicks in. I could lose some job in the process which was a good risk/rewards ratio. This is impossible now. So 700 M +rigs+module cost for the medium becomes way too expensive since i won't be able to defend it. The investment will pop if any enemy corporation wants it.
Risk becomes too high, rewards is too low. I think all solo colleagues will come to the same conclusion.
One question to CCP dev, is it intended to remove solo industrialist from the game? Or is there something i'm missing?
Some solutions:
1) is it possible to allow T3 production in NPC station ? 2) Is it possible to remove indexes so at least i can use public engineering complexes (which will be well guarded by big alliance)? 3) is it possible to unanchor medium complexes as fast as POS ?
Otherwise i'm screwed. I will probably farm incursion and extract my alt if they are no sustainable solution for solo indus.
I 100% agree with you, I'm also thinking to do my industry jobs either in a station with proper standing or to do it in an astraus.
Citadel are at least a massive grind that need to be justified by some reason, but a medium complex can be soloed by a single person in a Combat Battlecruiser in 30 minutes (i think) |

ripper1 Tivianne
Adrift and at War DRONE WALKERS
8
|
Posted - 2016.10.10 19:25:30 -
[116] - Quote
These change's will be a game killer for most that don't have the isk to fund all these extra structure's...And not to mention all the extra structure's in space LOL    |

Skia Aumer
Sebiestor Tribe Minmatar Republic
359
|
Posted - 2016.10.10 19:25:30 -
[117] - Quote
Sexy Cakes wrote:I'm sure what I'm about to type has been stated multiple times through out the process of this structure rework in EVE.
The Medium Engineering Complex will require 9 hours of vulnerability weekly, with 18 hours and 36 hours for the Large and XL Engineering Complexes respectively
... is a stupid mechanic. Give them an extra timer for reinforce or destruction but making something in space invulnerable for all but 9/18/36 hours a week is lame. The most common argument is 'this is the way it worked before technically' and while I agree to some extent with POS's and outposts being easy to change when the timers came out, think of it from a hostile FC standpoint... I want to make a name for myself in my new alliance by going out and reinforcing stuff, picking fights, poking beehives, flying spaceships. With a POS or outpost I can go do that, it's floating in space and I can shoot it to provoke a response. You've made all these structures literally invulnerable for all but a tiny window. It's a giant **** mechanic in a game that used be HTFU or GTFO. I agree. POS [in]vulnerability mechanics works excellent. |

Shae Tadaruwa
Science and Trade Institute Caldari State
1165
|
Posted - 2016.10.10 19:27:09 -
[118] - Quote
Tyberius Franklin wrote:Shae Tadaruwa wrote:A big part of the game of manufacturing revolves around working towards maximum efficiency. Max efficiency reduces cost and maximises profit.
This is not something that people worry about when fitting rigs to ships. People are happy to accept a trade off.
Yet here, 3 rig slots each structure and 400 calibration, yet all t2 rigs require 150 calibration.
This is really saying, you can only maximise efficiency on 2 things, and not quite on another.
What's the thinking behind this restriction? Why not let us work to maximise what we can in 1 structure, rather than not be possible?
It seems like yet another gimp of industrial gameplay for no real reason. The more I look at this devblog, the worse it looks for small groups and solo play. You're reasoning for ships is a bit off. People fit ships around function realizing that doing it all means not doing any one thing exceptionally well. You pick a task or somewhat narrow series of tasks and spec out for that. That IS fitting for efficiency, and needing to give up flexibility for it rather than have both without issue. And it looks like that's the point here to some extent. Rigs don't specialise the task on a ship. The ship hull and its bonuses do. Rigs just add slightly greater efficiency in some area based on fitting. They aren't designed on a ship, to be the efficiency.
Here, in relation to manufacturing rigs are the total customisation for the efficiency, which is a huge part of the industrial game, but is gimped here.
Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."
|

Ishido Attaka
Czerka.
12
|
Posted - 2016.10.10 19:28:03 -
[119] - Quote
So... Can I install Standup Invention Lab I module into Astrahus? |

Winter Archipelago
Autumn Industrial Enterprises
708
|
Posted - 2016.10.10 19:32:01 -
[120] - Quote
Soldarius wrote: I was under the impression that these were going to be one group of structures. Apparently I have not been paying close enough attention. Still, this doesn't mean something couldn't have been said.
Also, WTB rig material lists.
Something was said. Back in March, 2015. See part D, Drilling Platforms.
For the Newbies: The 8 Golden Rules - The Magic 14 Skills - Finding the Right Corp - EVE University Wiki
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