These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New Dev Blog: Player-owned Customs Office

First post First post
Author
Kober Singular
Raki v Otake
#121 - 2011-10-18 14:51:13 UTC
This very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very BAD idea. Idiotismo idea. Autors give Darvin premium!!!!
Jack bubu
Caldari Provisions
Caldari State
#122 - 2011-10-18 14:52:23 UTC
Kober Singular wrote:
This very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very BAD idea. Idiotismo idea. Autors give Darvin premium!!!!

u afraid of player interaction?
CCP Omen
C C P
C C P Alliance
#123 - 2011-10-18 14:53:12 UTC
Hathrul wrote:
CCP Omen wrote:

The Customs Office can be anchored a certain distance from a planet, it doesn't perform any more checks than that. So I guess you can have it close by an Outpost but not by a POS, since they are around moons.


so if you can change the location a bit of your custom office, will it have to be scanned down? because whats the point otherwise of having an area to deploy it

and if the location can be chosen, how will it be found and used? will it be done with combat scanner probes? still on overview for people with good standings? will you be able to set standings like +10 can see it on overview?


CONCORD (or someone) demands that all Customs Offices are always visible on the Overview per default no matter who owns them.

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Rees Noturana
Red Rock Mining Company
#124 - 2011-10-18 14:53:38 UTC
I doubt anybody will be looking at building a customs office for each of their planets unless they are in w-space. It'll take some time for the new planetary infrastructure to be build by players but once it is then we'll have to see how many just want the taxes and leave them as free ports.

This is probably the first time industrial corporations can actually engage in warfare that affects production. Or even really provides them a reason to.

_ _

Kaminu
Decadence.
RAZOR Alliance
#125 - 2011-10-18 14:53:50 UTC
A good extension would be to set different taxes for different standings.
i.E.

Corp = 0%
Alliance = 2%
+10 = 5%
+5 = 10%
0 = no access
-5 = no access
-10 = no access

Why not selling the service to anyone that is willing to pay for it? If a player CO is placed in low sec why should the owner not earn more from player he dont know as from his friends?
Walextheone
The Scope
Gallente Federation
#126 - 2011-10-18 14:54:26 UTC
I don't like the 24 hour reinforcment. In w-space at least you don't have that much time before the wormholes closes.
Nirnaeth Ornoediad
GoonWaffe
Goonswarm Federation
#127 - 2011-10-18 14:54:40 UTC
Hakaru Ishiwara wrote:
Nirnaeth Ornoediad wrote:
.... (Thus, no PI in NPC 0.0).
What are you smoking? PI is 100% feasible in NPC 0.0 to any poor slob who comes along.


Seriously? What the hell is my PI alt doing in low-sec then....argh!

Fix POSes.  Every player should want one (even if all players can't have one).

Nirnaeth Ornoediad
GoonWaffe
Goonswarm Federation
#128 - 2011-10-18 14:55:26 UTC
Walextheone wrote:
I don't like the 24 hour reinforcment. In w-space at least you don't have that much time before the wormholes closes.


Then PI in wormholes just got a bit safer, or at least destroying PI will take a bit more investment.

Fix POSes.  Every player should want one (even if all players can't have one).

Scrapyard Bob
EVE University
Ivy League
#129 - 2011-10-18 14:55:50 UTC
My main complaint is that these should require at least some fuel on a regular basis, just like a POS tower. Something around 15M ISK/mo with the ability to hold 30 to 60 days of fuel. If you can't raise 500k/day in taxes, then you should consider not putting up a customs office at all.

And I'm disappointed that there is no Strontium bay to control the reinforcement time. Make it so that while you can still pick the "come out of reinforcement window" that you still have to have enough Stront in the bay to fuel it for long enough to make that happen (allow storage of 24h of stront). You still get the ability of the defender to control the timer, but only if they have the foresight to keep the stront bay topped off.
CCP Omen
C C P
C C P Alliance
#130 - 2011-10-18 14:57:55 UTC
Sir HappyPants wrote:
Jack Dant wrote:
Sir HappyPants wrote:
CCP Omen wrote:
Dr Mercy wrote:
Any comments on HP levels?


=HP scpecification=
* Customs Office Gantry
** Shield: 10,000,000
** Armor: 500,000
** Structure: 300,000

* Customs Office
** Shield: 10,000,000
** Armor: 2,500,000
** Structure: 2,000,000

Regards
Omen


That would take a long time for a lone supercap pilot for anyone who may be wondering...

I doubt too many drive-by-POCO bimbing will happen with HP this high...


12 minutes to reinforce with a solo nyx is not "a long time".


12 minutes in space and potentially vulnerable, especially solo? Long enough to make some (most?) supercap owners think twice imo.

That said, with HP values that high, it'll be another thing that will "need" a blob.


We will try and figure out how to avoid the blob incentive without making the experience of owning one, EVEN WORSE. It's a very delicate problem. The relative low value of most CO might be enough not to warrant assembling a blob.

Regards
Omen

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Midnight Hope
Pator Tech School
Minmatar Republic
#131 - 2011-10-18 14:58:26 UTC
If you are going to blow up every PO on launch date, I hope you thought what you are going to do with all the stuff in those offices. Are you going to blow it up as well??

I can already see PI prices spiking, regardless of the increase in link capacity.
Sarina Berghil
New Zion Judge Advocate
#132 - 2011-10-18 14:58:52 UTC
I'm a bit worried this may end up being yet another reason for individual players or small corps to stay put in high-sec. It's a pretty big nerf to ninja-PI.

On the bright side it's an interesting small-scale conflict driver and allows for some passive income for the owning corporation.


One idea:
How about letting the owner control the tax rate within reasonable limits, but force access to be public regardless of standing. Non-owners would be able to use the planet, at an increased fee and risk of getting ganked. Owners would get secondary income at the cost of not having complete control of who uses it.


My biggest concern with the implementation described would be that the majority of planets would be simply be closed down to anyone but blues, and become yet another toy only available to big corps or alliances. Thats very different from the original idea that PI is for everyone.



In terms of HP, they seem in line with small control towers. Those can be killed by a small fleet with some effort. Sounds like a reasonable size.
Andrea Griffin
#133 - 2011-10-18 14:59:35 UTC
Raziphan Rebular wrote:
But this move, takes PI away from the little guy and moves it into the hands of corporations.
God forbid you be encouraged to interact with other people in an MMO.
Kata Amentis
Sebiestor Tribe
Minmatar Republic
#134 - 2011-10-18 14:59:58 UTC
Walextheone wrote:
I don't like the 24 hour reinforcment. In w-space at least you don't have that much time before the wormholes closes.


So a harassment attack could reinforce, but if you want to kill their stuff you need to invade. Does that not seem fair?

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

Arkady Sadik
Gradient
Electus Matari
#135 - 2011-10-18 15:00:17 UTC
If I got this right, these structures will have a bit less EHP than small towers, and cost about 80m ISK to build and set up (including the BPC from a FW corp). There is basically zero risk going to one and trying to blow it up - even if you are alone in some small ship. It will just take a while.

I'm not sure this is particularly good. It invites "bored people" to just reinforce a few customs offices etc. when no one is around. It would likely be good to keep an eye on how that plays out. They might might need some kind of protection (make it possible to anchor POS batteries around it?)

Also, do customs offices continue to work while reinforced?
XavierVE
No Corporation for Old Spacemen
#136 - 2011-10-18 15:00:54 UTC  |  Edited by: XavierVE
Yay, another reason not to visit low sec. With sov-held 0.0 firmly in the hands of blue fests and renters, PI was one of the few reasons anyone had to visit low sec, and now that's removed. Customs offices will simply be blown up by blobs and low sec pirates with that low of HP. Same with NPC 0.0. Can't wait for all the bluebear sov 0.0 entities to go wipe out low sec and NPC 0.0 PI and to set standings so you have to join the boring state of sov-0.0 to make any isk.

Low sec gets turned into even more of a ghost-town with this change and large entities get another way to push small entities out into the cold. Lamest change to EVE in quite a while.
CCP Omen
C C P
C C P Alliance
#137 - 2011-10-18 15:02:17 UTC
Ra Voreen wrote:
CCP Omen wrote:
Ra Voreen wrote:
How will it work in null-sec ? Are the planets still reserved to the alliance that holds sov ?

We are undecided on this topic, it could go either way right now any preference?
Omen

Maybe restrict the ability to build the custom office to the alliance that have sov, but allow everybody to launch command center. That will allow "rogue PI" in enemy space, but keeping a (good) advantage to the sov holder. I dont think it will be used a lot, but it adds a nice little thing to the game, and a bit more immersion. Also, this will allow people to have 0.0 areas with open PI. I am thinking about CVA or the Goon's idea of Delve thunderdome here.

Also, please allow a corp to transfer the ownership of the CO to another, to allow corp that leave alliances to transfer CO, like the way they can transfer iHubs now. Ideally, you could also include it in the contract system, to allow a corp to sell its CO to another one, which can be a nice and interesting business ;)


Yeah, you should absolutely be able to transfer ownership of a CO. We'll try and get this done. Regarding sov space, we need to think about that, and all your feedback is very appreciated.

Regards
Omen

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Scrapyard Bob
EVE University
Ivy League
#138 - 2011-10-18 15:02:48 UTC
muhuh Aihaken wrote:

Can we get a checkbox to set it for alliance only rather than having to make all our friends +5? Also is it based off corp standings or alliance standings?


It should have been done so that you could set taxes by level...

One tax rate for corp members, a 2nd tax rate for alliance, then tax rates for the 5 different standings levels. Which would let you do something silly like (or whatever floats your boat):

Corp = 5%
Alliance = 10%
+10 = 10%
+5 = 20%
neutral = 30%
-5 = no access
-10 = 100%
Dragnkat
The Chartered Company
#139 - 2011-10-18 15:03:18 UTC
So let me get this straight, every non high sec customs office is being removed? Or only being removed if the players anchor a CO?

If its that first then congrats CCP, that's a giant screw you to every little guy PI'er out there, and those who enjoy a life of ninja hauling and running goods out from low sec PI under the noses of other larger corps. Not to mention you just ruined the entire setup I spent the better part of three hours doing across four planets just last night,

A setup that involved sucking up the tax costs and used the npc CO as a transit point. As in launchpad A by extractor too far to link sends goods to CO, then import back down to launchpad B where factories are, refine through basic and advanced, haul back out, profit. since it's in low sec and I want to make as few trips as possible.

Said setup also in a part of low sec that my corp has no interest in trying to own or set anything up in. One I picked for good planets and specifically spent the entire last month and a half training up for blockade runners and PI to make use of.

And now you're telling me I'm reduced to the massive time sink and high risk of having to rely on launch cans?

That and without a CO how are you going to import goods back down to a planet as well for a factory setup should it be in non high sec?

Another change great for the megacorps and the blobs, horrible for everyone else. Color me rather pissed off. Though it makes me glad I'm training for combat ships right now. Looks like it's back to mission running or rock crunching if this change goes through.
Mikron Alexarr
New Age Solutions
#140 - 2011-10-18 15:03:29 UTC
30mil for the first stage module, another 30 in parts to upgrade it to functionality. BPC cost 6k LP and 20mil from CONCORD LP store (incursion) or 3k LP and 10mil from factional warfare LP stores.

So, we’ll probably see 200mil for the first mods. After a month, it’s possible prices will drop to 100mil. We probably won’t see bottom dollar (~75mil) for at least 3-6 months. This doesn’t even begin to address the HUGE spike in PI material prices that we’ll see. The early speculation alone will spike prices to minimum 200% up to a month before release and final details are set in place. Towers are going to also see an incredible increase in price due to simple demand for the parts for the customs offices. Although they probably are not produced or consumed in high enough volumes for the price increase to be very noticeable at first. Simply fueling towers will also become more burdensome, especially in the early days of the release of the feature.

All mechanics aside, I don't see this as a positive change. There are just not enough benefits coming from the change for players as a whole. I will say that the small operator out in low-sec is faced with a decision of putting the mods out and risking large sums of isk or simply packing up and going back to mission running. I'm curious as to how much these 'small operators' are contributing to the supply of PI materials.

Inflation is also a concern. You're removing a consistent isk sink and introducing a 'one-time' sink in the cost of the BPCs. WIth the prices posted, I think you're overestimating how often these structures will be destroyed. The structure shooting game will be fun at first, but over time, I see this as a concern.

Essentially, for awhile, towers will see a rapid decline in usage or simply a higher cost of operation. Invasion of space will see a similar effect. I see those two things as a very good reason to consider further development of the feature. More benefits should be added to the process of PI, such as (mentioned several times in this thread alone) simplified PI management, tools that help ease the click-fest, and possibly an increase in PI yeild from all planets to help deal with the supply shock.