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Thread Statistics | Show CCP posts - 3 post(s) |
Ruiryu
Battlestars GoonSwarm
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Posted - 2007.09.20 14:13:00 -
[1]
I'm not talking about the costs here, but I want to point out that the mobile labs can't hold a battleship, if you plan on using one for the base item in the invention process. As well if you are going to increase the cargo hold of the mobile labs, It would be nice to have them large enough that it can hold at least 5 battleships and the materials required for the invention process.
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Ruiryu
Battlestars GoonSwarm
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Posted - 2007.09.20 14:13:00 -
[2]
I'm not talking about the costs here, but I want to point out that the mobile labs can't hold a battleship, if you plan on using one for the base item in the invention process. As well if you are going to increase the cargo hold of the mobile labs, It would be nice to have them large enough that it can hold at least 5 battleships and the materials required for the invention process.
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Venkul Mul
Gallente
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Posted - 2007.09.20 14:23:00 -
[3]
Very good point.
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Venkul Mul
Gallente
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Posted - 2007.09.20 14:23:00 -
[4]
Very good point.
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CCP Mindstar
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Posted - 2007.09.20 15:36:00 -
[5]
Going to poke someone about this now...
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General Apocalypse
Amarr The Merchant Marines
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Posted - 2007.09.20 16:12:00 -
[6]
Originally by: CCP Mindstar Going to poke someone about this now...
I got a weird feeling that nothings gonna happen
Originally by: CCP Morpheus nerf ccp plz
Originally by: CCP Oveur To the gankmobile!
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CCP Atropos
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Posted - 2007.09.20 16:27:00 -
[7]
It's ok, I also poked someone about it.
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An Anarchyyt
Gallente Sublime.
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Posted - 2007.09.20 17:08:00 -
[8]
Edited by: An Anarchyyt on 20/09/2007 17:08:02 I poked someone about it too.
I can't do anything about it, but I just wanted to join in and be popular.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.09.20 17:18:00 -
[9]
Especially relevant, because battleships are probably going to have the longest invention times of anything in the game - at least 33 hours 20 minutes when invented outside a POS.
However, from what I've seen, using meta-level 0 items (or rather n/a as currently listed in the compare tool) has no effect on invention success rates. It doesn't really make sense for it to do that, either (from an RP point of view, I suppose) - how are you going to improve on an item if all you're adding to the job is the same item that you're trying to improve on? My research services Spreadsheets: Top speed calculation - Halo Implant stats |
Venkul Mul
Gallente
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Posted - 2007.09.20 17:24:00 -
[10]
Edited by: Venkul Mul on 20/09/2007 17:26:07
Originally by: Kazuo Ishiguro Especially relevant, because battleships are probably going to have the longest invention times of anything in the game - at least 33 hours 20 minutes when invented outside a POS.
However, from what I've seen, using meta-level 0 items (or rather n/a as currently listed in the compare tool) has no effect on invention success rates. It doesn't really make sense for it to do that, either (from an RP point of view, I suppose) - how are you going to improve on an item if all you're adding to the job is the same item that you're trying to improve on?
Something to experiment with? or a big toy to keep the researcher happy .
In some of the dev post it was stated that for the items with little or no variants even the 0 level metaitems had effect on invention.
If this is not true it is important to know.
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.09.20 17:47:00 -
[11]
Link to that post please. My research services Spreadsheets: Top speed calculation - Halo Implant stats |
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CCP Atropos
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Posted - 2007.09.20 20:15:00 -
[12]
You can still do this in a station though without any changes.
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Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.09.20 20:44:00 -
[13]
Yeah, I'd really like to know if meta level 0 items have an impact on invention too.
T2 Tier 2 Battlecruisers | Eve GUI Tweaks |
Bomazi
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Posted - 2007.09.20 21:15:00 -
[14]
Originally by: CCP Atropos You can still do this in a station though without any changes.
Thereby making it not so profitable given the 2x time multiplier of using a station over a lab. The time investment in your meager chance to invent, will make the possible isk per hour not worth the effort unless there is a ridiculously high mark-up. Even at 3 days for invention attempt, depending on your manufacturing capabilities, it will be likely less profitable than inventing modules in that 3 day period. Especially given the low rate of success on ship invention.
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Pepe le'PewPew
Gallente Aliastra
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Posted - 2007.09.20 22:27:00 -
[15]
While you are poking can you poke to ad copy slots in Empire because once the Tech II BS's exist and people start making the BS copies for them , then ...
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ToxicFire
Phoenix Knights Dark Nebula Galactic Empire
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Posted - 2007.09.20 22:29:00 -
[16]
Originally by: CCP Atropos You can still do this in a station though without any changes.
Not been critical of you, your just pointing out the fact but, just leaving it at you can do it at a station without any changes leaves the issue of lackage of slots in empire, which the most common response is go do it in a mobile lab.
Really it is an issue that needs to be headed off at the pass. Sig removed as it lacks EVE-related content. Mail [email protected] if you have questions. -Hango
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.09.20 23:03:00 -
[17]
There's no shortage of public invention slots, but people can do many more module invention runs in the same amount of time with less capital and much less risk. I for one will not be entering battleships into my invention jobs any time soon. My research services Spreadsheets: Top speed calculation - Halo Implant stats |
Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.09.20 23:53:00 -
[18]
Originally by: Pepe le'PewPew While you are poking can you poke to ad copy slots in Empire because once the Tech II BS's exist and people start making the BS copies for them , then ...
I'd guess most anyone who is doing BS invention seriously (not just dabbling) has at least one Advanced Mobile Lab for cranking out copies, and a normal one to do the Inventions in. -------------------------------------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |
ForumPosterAlt
HERRO KITTY
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Posted - 2007.09.21 06:21:00 -
[19]
All the poking in this thread is making me hawt.
Because posting on the forums is serious business. |
Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.09.21 15:35:00 -
[20]
This is only an issue IF AND ONLY IF adding a battleship to the job improves the invention quality output (which it doesn't for any other invention) OR it helps the odds of success (which it appears to not be statistically significant for other ship invention attempts).
Being as ship invention is already an expensive undertaking, maybe assigning ships a 'meta' value of 2-3 would make it worthwhile; otherwise in this case you're ****ing away 60-140M of materials. This way ship invention will have observable benefits from adding craft to the invention effort, while the invention "system" doesn't have to change at all. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2007.09.21 19:41:00 -
[21]
Adding T1 items to invention jobs seems to help success to me.
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Elea Electronica
Gallente Dragon Enterprises
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Posted - 2007.09.21 23:56:00 -
[22]
afaik Ships have metalevel 0 so no boni for using it for invents. modules all starts at meta level 1 so they improve Invents.
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Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.09.22 12:33:00 -
[23]
Originally by: Elea Electronica afaik Ships have metalevel 0 so no boni for using it for invents. modules all starts at meta level 1 so they improve Invents.
No they don't. Any Tech 1 module I've ever come across has meta level 0.
T2 Tier 2 Battlecruisers | Eve GUI Tweaks |
Self Similar
Gallente The Collective
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Posted - 2007.09.22 14:38:00 -
[24]
Originally by: Haffrage
Originally by: Elea Electronica afaik Ships have metalevel 0 so no boni for using it for invents. modules all starts at meta level 1 so they improve Invents.
No they don't. Any Tech 1 module I've ever come across has meta level 0.
huh? Check out the meta level on best-named items. Its definitely not zero. Pay attention 007!
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Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.09.22 14:49:00 -
[25]
Edited by: Haffrage on 22/09/2007 14:49:25
Originally by: Self Similar
Originally by: Haffrage
Originally by: Elea Electronica afaik Ships have metalevel 0 so no boni for using it for invents. modules all starts at meta level 1 so they improve Invents.
No they don't. Any Tech 1 module I've ever come across has meta level 0.
huh? Check out the meta level on best-named items. Its definitely not zero. Pay attention 007!
Best named is not tech 1. Best named is best named. Tech 1 is an Expanded Cargohold I with meta level 0. Best named is a Local Hull Conversion Expanded Cargohold with meta level 4. I'm one of those old fashioned people that still refers to T1 as T1 and named as named, you see
So, logically, since all T1 ships are tech 1 and there are no named variants, there is no way to increase your chance of success by including a ship as the base item. But that's logic we're thinking with, who knows if it's true
T2 Tier 2 Battlecruisers | Eve GUI Tweaks |
Tonto Auri
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Posted - 2007.09.22 15:10:00 -
[26]
Originally by: Haffrage Best named is not tech 1. Best named is best named.
It is best named tech 1. Open Your eyes, then open any random item info (Same sh** cargohold), go to variants and see what listed under "Tech 1" category. You see? -- Thanks CCP for cu<end of sig> |
Haffrage
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.09.22 15:33:00 -
[27]
Originally by: Tonto Auri Edited by: Tonto Auri on 22/09/2007 15:28:24
Originally by: Haffrage Best named is not tech 1. Best named is best named.
It is best named tech 1. Open Your eyes, then open any random item info (Same sh** cargohold), go to variants and see what listed under "Tech 1" category. You see?
Originally by: From the post you just partially quoted out of context I'm one of those old fashioned people that still refers to T1 as T1 and named as named, you see
kk
T2 Tier 2 Battlecruisers | Eve GUI Tweaks |
Tonto Auri
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Posted - 2007.09.23 09:11:00 -
[28]
One more bit about mobile labs, came from parallel topic.
Possible solution with mobile POS labs storage - is to eliminate it's internal storage completely. Let they act as agents in space, take materials from Your ship hangar/corp hangar at POS/station hangar in the same systems and drop results to the same location. -- Thanks CCP for cu<end of sig> |
Arushia
Nova Labs Empire Research
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Posted - 2007.09.24 07:14:00 -
[29]
Originally by: Tonto Auri One more bit about mobile labs, came from parallel topic.
Possible solution with mobile POS labs storage - is to eliminate it's internal storage completely. Let they act as agents in space, take materials from Your ship hangar/corp hangar at POS/station hangar in the same systems and drop results to the same location.
No thanks. I like stocking my lab via industrial once a week and using an inty to install jobs and pickup BPCs.
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Tonto Auri
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Posted - 2007.09.24 10:53:00 -
[30]
You may use corp hangar in the same way, no problem. -- Thanks CCP for cu<end of sig> |
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