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Player Features and Ideas Discussion

 
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Planetary Interaction II - The Link

Author
Felsusguy
Panopticon Engineering
#1 - 2012-05-16 22:44:24 UTC  |  Edited by: Felsusguy
Districts and Regions

Each of the 10-20 Hexagonal Districts would be connected to a region (call it what you want) that surrounds it. The owner of the District would also have large amounts of control over all Planetary Interaction going on in that region. They could choose to lock down PI to Friendly, Alliance, Corporation only. All current PI would not be changed automatically. The owner of the District would be able to view all Colonies, see the owners and all processes currently going on within the Colony (but only parts of it that are within the territory). The owner can also choose to shut down any PI building inside the region. Buildings that are forced offline with lose all functionality as well as lose half of their resale value, meaning it would only be 25% of the build cost. As well as that, the District's surface infrastructure itself can allow for unique PI opportunities. More on that later.

Surface Infrastructure and You

As we all know, the beating heart of the District is the Surface Infrastructure. This is what decides what the district does. I came up with a few ideas. Not the main point of the suggestion, but you might as well read them.

Deep Ice Extractor

  • Extremely hard drills extract rare ice from deep inside Ice Planets, constantly producing Ice for use in Fuel.
  • 10/hr at Level 1, 20/hr at Level 2, 30/hr at Level 3. At Level 3, Ice that is extracted is compressed (like with a Rorqual).
  • Holds 240,000m3 at Level 1, 480,000m3 at Level 2 and 144,000m3 (not a typo) of Ice at Level 3.


Space Elevator

  • Holds 1,000,000m3 of general purpose cargo. 2,000,000m3 at Level 2 and 5,000,000m3 at Level 3.
  • Links to a collection facility in orbit of the planet that holds 1,000,000m3 of cargo.
  • Exporting materials costs 1 ISK per cubic meter. Importing doesn't cost anything.


Planetary Research Center

  • Has 6 ME, 6 PE, 6 Copy and 6 Invention Slots. 8 of each at Level 2, and 10 of each at Level 3.
  • Level 1 allows for 3 Research Facilities, Level 2 allows for 6 and Level 3 allows for 10.


Planetary Manufacturing Center

  • Has 20 Manufacturing Slots. 25 at Level 2, and 30 at Level 3.
  • Level 1 allows for 3 Assembly Plants, Level 2 allows for 6 and Level 3 allows for 10.


Orbital Logistics Center

  • Reduces Fuel Need for Starbases orbiting around the planet (technically orbiting one of it's moons, but whatever.)
  • 10% fuel reduction at Level 1, 15% fuel reduction at Level 2 and 20% fuel reduction at Level 3. Stacks with Sovereignty.


Note: To those who make tears over how 'overpowered' it is, be aware that I do intend for it to cost. It's not a free ride like planetary colony management is...

Planetary Interaction Revisited

Writing in progress.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Miss Whippy
Native Freshfood
Minmatar Republic
#2 - 2012-05-17 04:35:55 UTC
Felsusguy wrote:
Districts and Regions

Each of the 10-20 Hexagonal Districts would be connected to a region (call it what you want) that surrounds it. The owner of the District would also have large amounts of control over all Planetary Interaction going on in that region. They could choose to lock down PI to Friendly, Alliance, Corporation only. All current PI would not be changed automatically. The owner of the District would be able to view all Colonies, see the owners and all processes currently going on within the Colony (but only parts of it that are within the territory). The owner can also choose to shut down any PI building inside the region. Buildings that are forced offline with lose all functionality as well as lose half of their resale value, meaning it would only be 25% of the build cost. As well as that, the District's surface infrastructure itself can allow for unique PI opportunities. More on that later.

Surface Infrastructure and You

As we all know, the beating heart of the District is the Surface Infrastructure. This is what decides what the district does. I came up with a few ideas. Not the main point of the suggestion, but you might as well read them.

Deep Ice Extractor

  • Extremely hard drills extract rare ice from deep inside Ice Planets, constantly producing Ice for use in Fuel.
  • 10/hr at Level 1, 20/hr at Level 2, 30/hr at Level 3. At Level 3, Ice that is extracted is compressed (like with a Rorqual).
  • Holds 240,000m3 at Level 1, 480,000m3 at Level 2 and 144,000m3 (not a typo) of Ice at Level 3.


Space Elevator

  • Holds 1,000,000m3 of general purpose cargo. 2,000,000m3 at Level 2 and 5,000,000m3 at Level 3.
  • Links to a collection facility in orbit of the planet that holds 1,000,000m3 of cargo.
  • Exporting materials costs 1 ISK per cubic meter. Importing doesn't cost anything.


Planetary Research Center

  • Has 6 ME, 6 PE, 6 Copy and 6 Invention Slots. 8 of each at Level 2, and 10 of each at Level 3.
  • Level 1 allows for 3 Research Facilities, Level 2 allows for 6 and Level 3 allows for 10.


Planetary Manufacturing Center

  • Has 20 Manufacturing Slots. 25 at Level 2, and 30 at Level 3.
  • Level 1 allows for 3 Assembly Plants, Level 2 allows for 6 and Level 3 allows for 10.


Orbital Logistics Center

  • Reduces Fuel Need for Starbases orbiting around the planet (technically orbiting one of it's moons, but whatever.)
  • 10% fuel reduction at Level 1, 15% fuel reduction at Level 2 and 20% fuel reduction at Level 3. Stacks with Sovereignty.


Planetary Interaction Revisited

Writing in progress.


Shocked

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Imechal Ravpeim
4d Enterprise
#3 - 2012-05-17 06:04:29 UTC
Don't you think a super-outpost on every planet that mines free ice would be... I don't know... game breaking?
Tarn Kugisa
Kugisa Dynamics
#4 - 2012-05-17 06:15:10 UTC  |  Edited by: Tarn Kugisa
How about multiply those ice values by 10, make ice only refineable in 1000-Unit quantities, make ice 1 M3/Unit and it might work.
Reduce the capacity/Increase cost of Elevator; Reduce the amount of research slots, but make the time multiplier lower than a POS (But make them destructible in DUST); Same thing with research as Manufacturing.
Orbital Logistics Center: Sov already does this.

We don't want stuff that's better than a POS, and it's indestructible too. Make everything here cost lots, as well as make it avaliable to blow up in DUST.

Other than that weird ice thing it's a pretty good idea.

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Quade Warren
Aliastra
Gallente Federation
#5 - 2012-05-17 16:00:55 UTC
Too... much... power. =/

Felsusguy
Panopticon Engineering
#6 - 2012-05-18 02:46:23 UTC
Tarn Kugisa wrote:
How about multiply those ice values by 10, make ice only refineable in 1000-Unit quantities, make ice 1 M3/Unit and it might work.
Reduce the capacity/Increase cost of Elevator; Reduce the amount of research slots, but make the time multiplier lower than a POS (But make them destructible in DUST); Same thing with research as Manufacturing.
Orbital Logistics Center: Sov already does this.

We don't want stuff that's better than a POS, and it's indestructible too. Make everything here cost lots, as well as make it avaliable to blow up in DUST.

Other than that weird ice thing it's a pretty good idea.

Felsusguy wrote:
Orbital Logistics Center

  • Reduces Fuel Need for Starbases orbiting around the planet (technically orbiting one of it's moons, but whatever.)
  • 10% fuel reduction at Level 1, 15% fuel reduction at Level 2 and 20% fuel reduction at Level 3. Stacks with Sovereignty.

Perhaps you did not read the not so fine print?
Either way, to those saying it is overpowered, you don't seem to realize:

  1. How much manufacturing and research power a couple of starbases can provide
  2. Any costs associated with owning said Infrastructure
  3. How minuscule 10 Ice units per hour is. It really is tiny.
  4. How few planets there are compared to other means of industry.
  5. That the surface infrastructure wasn't the main point of the suggestion (seriously, do you people ever read?)
  6. That corporate hangar arrays in starbases hold 1,400,000m3 of cargo.
  7. The whole array of systems that could be put in place to make it more costly.
  8. Research and Manufacturing don't receive time bonuses.
  9. The amount of what it can do is less important than the idea that it does such.
  10. Drake is too much power as well, and you are all whining that it's being nerfed.

Need I say more?

The Caldari put business before pleasure. The Gallente put business in pleasure.