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Letrange
Minmatar Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.07.06 07:11:00 -
[1]
gah, late in finding this but:
Meta Items: YAY!!!! Removal of T1 Loot: YAY!!!! /me swoons
Now onto the other stuff:
I think part of the issues we're all meandering out way towards is the fact that there is very little on the manufacturing side that involves a lot of overhead to setup. One thing I would like to see is an increase in usage of POS's for manufacturing. A few thoughts:
1) you guys seem to be inching away from the current POS=Control thing for system sovereignty. This will have the predictable effects on the economy if ever the mechanism changes and one of the big isk sinks for alliances goes away. 2) we need some form of manufacturing scale savings (currently doing 1 run or doing 100 runs works out to be about identical in costs). 3) we're looking for some barriers to entry without totally screwing over the newbies.
This got me thinking:
We need some way to make POS based manufacturing attractive when compared to station manufacturing. Since the T1 manufacturing modules do work it would be a question of making them more attractive than the manufacturing slots in empire (probably by messing with the station manufacturing costs - it's supposed to represent labor for crying out loud, it should be expensive). This would cause a lot of investment of the isk supply in infrastructure which would also be vulnerable to attack. The reward: more efficient (cost wise - not mineral usage wise) manufacturing but riskier: the infrastructure is vulnerable. The advantage of this is that it keeps the POS isk sink in the game (the potential sovereignty changes look like they could remove it). It also puts POS management firmly in the hands of people prepared to handle it - industrialists. It would also complicate item pricing but hey, we're industrialists, we live for complications.
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Letrange
Minmatar Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.07.07 02:51:00 -
[2]
The POS manufacturing being slightly more inconvenient doesn't bother me actually, so long as it's more isk efficient than high sec slots. The convenience and lack of risk of station slots should be penalized by being less isk efficient than riskier methods of manufacture.
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Letrange
Minmatar Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.08.08 15:45:00 -
[3]
A good bunch of suggestions, I'm really liking this thread.
A few things I'd like to add to the mix:
1) T1 components - at least for ships - would be an interesting addition, BUT these would INCREASE the barrier to entry into the T1 market place. You must realize that just like the capital ship market you get a much larger difference between a skilled+researched production and un-researched production. The real barrier is not in the skill production efficiency (which any serious manufacturer gets to 5 ASAP) but the research on the BPOs involved. Those of us with high sec research capacity would undoubtedly have a great advantage if such a system came to be put in place.
2) Meta items - There should be an increasing skill scale/specialization as you go up the manufacturing tree of the meta items. This means that to product meta 4 items you'd need level 4 or 5 of specific skills. Ideally there would be some cross skills with the T2 science skills. This would really help the progression from T1 to T2 research and manufacture. Sort of by the time you're able to manufacture meta 4 items you're just an encryption skill away from getting into T2 of the same item.
3) T1 loot. I think everyone is agreed that having this stop dropping from mission and belt rats is a good thing. Although I can understand your desire to have the other stuff ready to go when this goes through I really think that the sooner T1 loot goes away the better.
4) I would like to see an adjustment to the POS manufacturing modules. Now I see the adjustments I'm looking at here being more along the lines of risk vs reward and also I see them taking place within the context of sovereignty adjustments. The point here is that manufacturing at a POS is inherently riskier than manufacturing at a station. The POS can be shot, the station pretty much can't. So it should be more rewarding. What I'd like to see is the manufacturing costs go up at NPC stations. If this increase could be tied into the manufacturing time and thus allow PE to be more relevant, so much the better. The point here is that a POS manufacturing at full capacity should be slightly less costly than manufacturing at an NPC station. This would allow a well run manufacturing operation to be more efficient than simple station manufacture. The reason for this taking place during sovereignty adjustments is that I'm aware that CCP would like to de-couple POS count from the sovereignty mechanics. When they do this the demand for ice products should drop enormously. But if such a move was accompanied by an increase in use of POS's on industries side the ice market should be less volatile.
5) ooo contract idea came to me while I was typing this. Would it be possible to specify an auto delivery contract? This would be some sort of delivery contract where you'd include a buy contract in the contract specifications. Basically it would allow a entity A to create a buy contract with delivery at location x. Then entity B would manufacture the goods and create a delivery contract that would fill the buy contract upon deliver so that entity C could execute the delivery.
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