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Player Features and Ideas Discussion

 
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PI needs Love

Author
Ryno Caval
Native Freshfood
Minmatar Republic
#1 - 2014-03-15 04:07:54 UTC  |  Edited by: Ryno Caval
I know this has been brought up multiple times but it still hasn't been implemented, For structures in PI such as factories players should be able to "shift click" to select multiple factories and install the same schematic, route resources to and from and the sort it would make PI more player friendly and less of a click fest. There is enough complexity to PI for those of us who have delved into the dynamics of it and the routing and manufacturing is simply tedious without this feature. Also multiple route creation with a "shift+ctrl click" would also provide for a more player friendly experience during PI. I know it is essentially a self sustaining system when set up but for those of us that do it a little more dynamically it would be nice to be able to worry less about the set up and focus more on the maintenance of the carefully calculated builds. Also a lock to grid system would be nice too, as to take the guess work out of building placement cause on certain planets such as gas planets a slight shift in distance can mean the difference in being able to fit a set up with in the PG and CPU constraints and not. Just my 2 cents. I know care-bear whining but it is a fun dynamic to do when not PvP'ing.
Hesod Adee
Perkone
Caldari State
#2 - 2014-03-15 04:32:39 UTC
Ryno Caval wrote:
Also a lock to grid system would be nice too, as to take the guess work out of building placement cause on certain planets such as gas planets a slight shift in distance can mean the difference in being able to fit a set up with in the PG and CPU constraints and not.

How small do you want each hex in the grid to be ?
Too small and you have what we get now. Too large and buildings will be forced too far apart.

I've got a different idea: When you are hovering a building you're planning to build over a location where it can not go, it instead snaps to the nearest valid position. Overlap the building you're building over one building, it snaps to a position with a touching edge. Overlap two, it snaps to the point between them and gives a nice tight triangle.

The other thing I want is the ability to give each spaceport a custom name so I can easily distinguish between the spaceport that I feed mats 1 and 2 into and the one that gets mats 3 and 4.
Rowells
Pator Tech School
Minmatar Republic
#3 - 2014-03-15 04:47:50 UTC
Hell, just let me use arrow keys to do micro movements and at least show some lines for reference. I don't have to stick to it if i don't want to but it would be helpful for lining things up.
Hesod Adee
Perkone
Caldari State
#4 - 2014-03-15 09:17:25 UTC
The other option would be to just remove increased CPU/PG costs for longer links. I'm not sure if it's a good one though.
Ryno Caval
Native Freshfood
Minmatar Republic
#5 - 2014-03-15 14:22:11 UTC
Hesod Adee wrote:

How small do you want each hex in the grid to be ?
Too small and you have what we get now. Too large and buildings will be forced too far apart.

I've got a different idea: When you are hovering a building you're planning to build over a location where it can not go, it instead snaps to the nearest valid position. Overlap the building you're building over one building, it snaps to a position with a touching edge. Overlap two, it snaps to the point between them and gives a nice tight triangle.

The other thing I want is the ability to give each spaceport a custom name so I can easily distinguish between the spaceport that I feed mats 1 and 2 into and the one that gets mats 3 and 4.


That is a valid point I mean I am just spit balling here as far as a better system. A snap to other structure would also be nice but I suppose that's why the click fest and guesswork on perfect placement hasn't changed or more likely is that most other gameplay has been getting the love while PI has been kind of set aside. I really liked the Idea of it and that's why I started doing it and when I heard about Dust 514 I thought PI was going to get a lot more dynamic and cut throat. I still enjoy doing it on my already established systems of manufacture but when my Corp or Alliance is short on something shifting production is a bit of a hassle and makes me somewhat irritated when having to take between 30 minutes to several hours per planet while doing the math and ensuring the most optimal placement of everything and then the button mashing begins and I don't want to play for a little while. PI is cool in concept and if you use the planetary info and a little bit of physics you can do really well in it but seriously that should be the hard part of it not the tedium of setting up and tearing down planetary based assembly lines.
Ryno Caval
Native Freshfood
Minmatar Republic
#6 - 2014-03-15 20:36:00 UTC
Also I do appriciate the feedback and other ideas. I know my grammar and stuff isn't the best so also thanks for the resistance to troll it makes these kinds of things more interesting to spculate on ways to make the game more fun.