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New "team" system idea

Author
Jason Coldheart
Science and Trade Institute
Caldari State
#1 - 2014-05-01 06:26:21 UTC
Hello all,
I've read all devs reguarding industry revolution and found out in first part of them that they wanted to make industry spread around new eden (and i totally agree with it) then in the last dev it's explained that they're going to introduce a system that, in practice, will make people merge to cut production costs...
they alredy made small industrialist's life harder by introducing fuel blocks almost 2 years ago, killing capability of pos owners to adapt fuel consumption to tower's mods effective usage (read even to the spare time they can pass playing), big industrialist didn't get that hit since they have big isk, big margins and can mostly keep 24/7 slots filled; now big indy will have both isk to hire good teams and interest in doing this since their 24/7 production/research lines will get uber bonus in long term --> ppl wil start merge in same system to take profit of some big indy having pos there.
Plus ppl who just build stuff occasionally have no interest at all to place bid to hire teams for a entire month.

My 5 cents to fix this is:

1 - make these teams specific on one industry field only (only building, only research, only Invention, etc) giving em more than a single bonus on their specific field (I.E.: "Team X" has bonus on Manufactoring field - 3% reduction in material needs for T1 and T2 frigates, 1% reduction in material need for Mining Barges, 2% reduction in production time for all T1 Battleship, 7% reduction on building time for T2 Components production)

2 - Only 1 team per specific field and per account can be hired in a choosen system at the same time (1 for manufactoring, 1 for Research, 1 for Invention etc) with a top limit (to be found) of teams per specific field in a certain system

3 - teams be recruitable without merging auctions from different players I.E.: I want to hire "Team X" and I win the auction cause MY OWN bid is the higher, then I CAN CHOOSE for how long i want to hire the "Team X" by step of 1-3 days up to a month (hiring steps must be smth like 33h (1 day 9 hours) up to a maximum of 28 days 21h (33 h x 21 steps)

4 - Reduce auction time to hire teams from a week (or was is 10 days?) to few hours only (I.E. 5h), new auction for specific field should anyway close up, let's say, 10 h BEFORE the actual hired team will retire

5 - Hiring cost will be charged on auction winner only (I wanted "Team X" cause I needed bonus on these processes so I pay it), cost for installing jobs will be calculated on base team hiring cost multiplied by a factor based on how much time i keep the "Team X" busy and even on how many jobs, number of runs, number of teams available in the same system and material needed/output everage price they are used in: this should avoid that single run jobs like capitals assembly that takes long time will get as big discount as smaller jobs with lot of runs, even if total time is exactly the same.
For all other people that will use the "Team X" cost instead will encrease based on the same factors (auction's winner hiring cost, jobs installed, number of runs, number of teams available in the same system and for how long they're using the team but not on team hiring period)

6 - Once i win the auction on "Team X" i should have the option to make eve system to apply my reduced price for job installing to Corp Members, Alliance Members, For anyone or even based on standings

7 - Bonus of hired teams will still be system-wide and public

8 - Bonuses gave by a certain team will last only untill team is hired in system, if a certain job goes beyond this threshold time bonuses will be lost for the job's remaining time, for material reduction bonuses instead there should be a "collateral" that is automatically paid (for example) of 110% of everage regional price of saved materials costs

9 - Once teams are hired there is no way to fire em before the "work contract" is expired

EXPLANATIONS & EFFECTS:

1 - Can get what i need in the field i need and not anything else (if i need to build i don't want bonuses on invention, letting someone else hire it) and this way it's possible to have only 1 team on each specific field in a certain system

2 - Will discourage people to aggregate in super big S&I systems since only few people will be able to hire teams (at max there will be 1 person for each field up to the top limit of teams employable in system) but will still encourage a bit of coordination with other system residents. To ensure this new team hiring cost and subsequent base installed jobs cost will increase according to how many teams are hired in system.

3 - the 33 h step for hiring teams makes it a bit harder to shedule hiring auctions to match Real Life needs and should let both hardcore (that will choose long hiring time to get 24/7 bonuses active for his own production/research lines) and occasional/small industrialist (that will adapt hiring time to meet their needs and noting more, cutting costs) to have a chance to get fingers on teams they need, discouraging aggregations and incouraging to hire teams in "not that well placed" systems.

4 - the reduction time hiring auction will be available is to counterbalance the 1-3 days base hiring time and the time delay from next auction end and current hired team retirement is still to make it a bit harder to plan auctions to match RL needs making bit easier for someone in other TZ to win it


...following on next post...
Jason Coldheart
Science and Trade Institute
Caldari State
#2 - 2014-05-01 06:26:33 UTC
5 - Charge on auction's winner: team hiring cost on winner only 'cause it's supposed that he's good at math and found out that paying workers to get bonuses on a certain job will still get him good advantages above competitors on it. To get max discount on installed job i need to keep all my slots busy for the entire team hiring period, but this alone isn't enoguh since, just to make an example, assembling a freighter may take same time than build 20x procurer: here is where number of runs and material used/output everage price get involved into discount math.
Just to make it simple, assembling a mothership takes about 4 weeks, but those 4 weeks job installation cost will be a lot higher than the total cost of all jobs u need to install to do exactly the same 4 weeks with only, let's say, T1 ammunition production.
Charge on all other players: Factors will be the same but the more they use the team hired by someone else the higher will be the job insallation cost. So that hardcore industrialist won't be encouraged to be a parasite.

This will ensure that:
- people able to hire a team and shedule a lot of jobs, at the end, can get a big discount on installation cost
- people hiring a team and not using it or using on low duty won't get much discount and will think twice next time
- people working on very big and/or very expensive stuff will still pay big cost
- people waiting that someone else hire a team to avoid paying it will get an encreasing charge the more busy he keeps the team
- the exaclty same job made by team hiring character will always cost less than what it will for other people, thus contributing to spread S&I activity all around

I've to admit that how to make it work this way is "a bit" out of my range.... :S


6 - Not much to explain, i may want to extend my own bonuses to others

7 - this to help a bit occasional builders

8,9 - with these it's avoided that someone hire the teams just the time needed to install its jobs or remove them while other people has the team busy in some job


Ty for reading the wall of text, but it's not a simple process so i wanted to argument it in the more clear way i could.


Suggestions/critics more than welcome!
Sigras
Conglomo
#3 - 2014-05-01 07:58:19 UTC
I think you're missing the point. The teams themselves and the way they're being implemented is a buff to the small guy.

For big groups, moving is not an option; they have BPOs they'd have to unlock, inventory they'd have to move, towers they'd have to find a place for etc.

When they set down roots, they dont get back up, so theyre going to have to bid pretty darn high to ensure the team(s) they want are going to come to their system, and sometimes the team's home may be so far away its super expensive to have them move.

You on the other hand dont care about any of that, in fact you make your profit from being mobile, you can scour high sec for the best team, and when you find one you like, and someone else has already paid for them to get to a certain system, you can be there in a matter of minutes instead of days.

You're happy manufacturing there for a week or so until you realize that excellent team has drawn in so many people that the manufacturing costs have gone up, and this team is no longer worth the fees. No problem, you can just pick up and move somewhere cheaper because you're the small mobile guy.
Jason Coldheart
Science and Trade Institute
Caldari State
#4 - 2014-05-01 09:53:47 UTC
I understand what u mean and u may be right for research and invention but for manufactoring this argument doesn't fits that well since material involved will simply take a lot of space to be moved.
Plus I strongly think is interest of everyone to pass less time possible warping around just to move your assets and more doing anyting else.

That is what my idea helps out, anywhere u are u will always have a chance to get smth good out of your system.
Velicitia
XS Tech
#5 - 2014-05-01 10:40:44 UTC
Jason Coldheart wrote:
I understand what u mean and u may be right for research and invention but for manufactoring this argument doesn't fits that well since material involved will simply take a lot of space to be moved.


Um, don't have 6 months of material if you're only planning to be somewhere for 4 weeks.

1. Get into system while it's still "unknown"
2. set up mfg, running lines on a daily or every few days basis
3. sell stuff.
4. as the system keeps getting more populated, keep up with 1,2,3 until your margins get to some set point. I.E. if you're making 10%, but want to get out while the getting's good, you give yourself 8% to start looking, 5% to stop buying materials, and (hopefully) get out somewhere before you're at a loss


but remember, people pushing up the build cost will also put upward pressure on the market value ... so you might find out that instead of 10%, you drop to 7.5% ... but the increased costs of mfg have stabilized the margin right there.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ralph King-Griffin
New Eden Tech Support
#6 - 2014-05-01 12:55:03 UTC
if only there were a feedback thread where ccp were actually soliciting a responses from the player base.....
Sigras
Conglomo
#7 - 2014-05-01 15:36:47 UTC
Jason Coldheart wrote:
I understand what u mean and u may be right for research and invention but for manufactoring this argument doesn't fits that well since material involved will simply take a lot of space to be moved.
Plus I strongly think is interest of everyone to pass less time possible warping around just to move your assets and more doing anyting else.

That is what my idea helps out, anywhere u are u will always have a chance to get smth good out of your system.

I would respond to this but I dont understand it because it isnt in english...
Tengu Grib
Caldari Provisions
Caldari State
#8 - 2014-05-01 22:03:31 UTC
Velicitia wrote:
Jason Coldheart wrote:
I understand what u mean and u may be right for research and invention but for manufactoring this argument doesn't fits that well since material involved will simply take a lot of space to be moved.


Um, don't have 6 months of material if you're only planning to be somewhere for 4 weeks.

1. Get into system while it's still "unknown"
2. set up mfg, running lines on a daily or every few days basis
3. sell stuff.
4. as the system keeps getting more populated, keep up with 1,2,3 until your margins get to some set point. I.E. if you're making 10%, but want to get out while the getting's good, you give yourself 8% to start looking, 5% to stop buying materials, and (hopefully) get out somewhere before you're at a loss


but remember, people pushing up the build cost will also put upward pressure on the market value ... so you might find out that instead of 10%, you drop to 7.5% ... but the increased costs of mfg have stabilized the margin right there.


This of course assumes they are building the same things.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Jason Coldheart
Science and Trade Institute
Caldari State
#9 - 2014-05-02 03:22:36 UTC
Even if u plan to stay in a certain system for just 4 weeks u need to bring a lot of materials, or move only what needed for few days and be willing to do more trips to trade hubs... and still to decrese the risk of being ganked by a lone pirate u'll need at least a orca to do it.
Consider even that u'll probably need to move job's output somewhere else to sell it well.

POS owners for sure won't move around so they will get incresing cost over time but no more logistic problem at all, for small entities it's exaclty the opposite. At least this is the first thing that i can figure will change with this veresion of ccp system