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Player Features and Ideas Discussion

 
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PI Interface needs an overhaul -- Suggestions for a setup wizard

First post
Author
Wyllow Black
Ded-Five
#1 - 2015-04-27 20:41:58 UTC
We all know the PI interface needs an overhaul. It's clunky and prohibitive to involvment. Busywork CAN be fun -- it keeps the mind occupied with a focused activity that produces a clear result. But a frustrating interface interferes with that focus. And hours and hours of planet design as the opportunity cost for getting into PI is prohibitive to involvment.

In addition to a few cosmetic and basic functionality improvements to the current inverface, I suggest a wizard for doing all your setup all at once, quickly and intuitively. Here is how it would be laid out.

It would have 2 tabs -- The Setup Calculator, and the Diagram.

Setup Calculator:
~All appropriate icons are draggable to chat windows as links, and draggable to planets for facility construction.
--If not enough CPU/Power is available, icons are greyed out.
--MW/TF readout w/ numeric and bar-style fitting info, like a ship fitting window has.

LARGE FRIENDLY BUTTONS:
--Snap to Prime Meridian @ Equator
--Command Center:
--Upgrade
--Snap to facility
--Not addable (adds itself when planet started)
--Launchpads
--Add to Diagram
--Snap to facility
--Extractors
--Add to Diagram
--Add Extractor Heads (populates a counter on a single head in the diagram - when later dragged from diagram, will populate in default locations, for later arrangement)
--Snap to inactive facilities
--Processors
--Add to Diagram w/ recipe
--Snap to facility
--Storage
--Add to Diagram
--Snap to facility

Diagram:
--Drag icons from left column onto a workspace, where their quantity, MW, and TF, are displayed. A tooltip also displays recipe and routing.
~Facilities added to diagram do not arrange themselves by default. Here is the process:
--All icons added to the diagram from the Setup Calculator are listed on the left. There are +/- buttons to add or subtract more, if needed.
--Players drag icons to the diagram screen. They may drag them and link them in any configuration. They may add links between them.
--A readout shows minimum length of a link on present planet. There is a checkbox to assume all calculations are using the minimum length link, which allows you to upgrade links from this screen, quickly simply by left clicking to add a level, and right clicking to subtract a level.
--Players may set processor recipes in the diagram, setting the same recipe in multiple processors by ctrl-clicking or selection-box selecting them. When a recipe is selected, its product and ingredients will appear as small tags floating next to the processor.
--Players may route ingredients in the diagram, similarly doing so from multiple facilities of the same type at a time. They can also drag the ingredient and product icons to other facilities to route them to/from those facilities, and multi-select them with multi-drag for multiply selected facilities.
--Extractor pre-configuration will be available in the diagram, setting recipe and hours, but not placing heads. All heads may be placed after extractor is placed during Glueing.
--Anywhere on the diagram, hitting the delete button removes it from the diagram, but doesn't decrement it on the left side (use the +/- buttons for that).

Facility Glueing:
--When any facility is dragged from the diagram to the planet, all facilities linked to it will be pasted with it, but not placed. Only the facility under the mouse cursor will be dragged. Instead, they will be faded, and draggable.
--While still unplaced, facilities which run into others will snap to the nearest possible location in the direction of the mouse cursor from the center of the other facility. When the insert button is held down, any unplaced facilities will instead be pushed out of the way, and the various bubbles will push one another around, but no placed facility will be bumped. (Easter Egg: if you bump them hard enough while holding down insert, they'll scatter, shrivel up like Pacman, and pop! In this manner, we will have invented EvE Bowling.Lol)
--After arranging unplaced structures, double click to place them.
--Hit submit, pay some ISK, and it all places, sets recipes, and routes itself all at once!
--Extractor pre-configuration will be available in the diagram, setting recipe and hours, but not placing heads. All heads may be placed after extractor is placed.
--Multiple networks can be built in and glued from the same workspace. If they aren't linked, they won't drag together. The wizard and workspace will be stretchable.

After placement is done:
--Perform expedited transfers and new routing quickly by dragging ingredient/product icons between facilities. If dragged to a processor from a storage facility, or from an extractor or processor as an ingredient, a popup will ask if you want to create a route (or tell you that route is not possible in the normal way incorrect ingredients are rejected).
--Perform launches by dragging ingredients from launchpad/command center to customs office, or hit launch button to go to launch window from here.

--Just like fittings, diagram arrangements would be able to be labeled, saved, and shared!!!
ShockedBig smileSCORE!

Cosmetic and basic functionality changes to follow in next comment.
Wyllow Black
Ded-Five
#2 - 2015-04-27 20:49:59 UTC
Cosmetic and basic functionality suggestions:
--Provide occupancy statistics in the Customs Office.
--Hotkeys:
--Delete - removes facility
--Ctrl-click - multi-select
--Ctrl-drag - selection box
--Shift click on link - quick upgrade
--Ctrl-Z -- UNDO!!!!!!!!!!!!!!

Radial menu for structure functions, especially for simpler facilities like storage units.
Font options
Window layering options
And undo button!!!!!!!!!!!!!!!!!!!!!!!!!!!

Also, add a button to the Customs office to View in Planet Mode, and to open the Facility Wizard.
ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#3 - 2015-04-28 00:24:05 UTC
Moving this to Features & Ideas for exposure.

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#4 - 2015-04-28 02:50:50 UTC
A bit hard to understand without diagramz but an 'A' for effort ! I like the idea of using the new setucture interface myself with the PI installation simply treated as a planetside structure. This would allow for modules to be fitted to boost extraction and processing amounts (tech I and II). Each structure would add an amount of P1, 2, 3, or 4 produced with pg/cpu managed in the fitting window just the same as any other structure

Storage would be central and expanded via modules. Extractors would likewise be modules. It would be viable to swap out modules planetside to tune production/extraction in accordance with materials in storage but your ship would have to be at some form of POCO/POS in orbit to do so quickly. Swapping out modules would be possible otherwise but would have a timer associated with it as the dropship transferred modules to/from the surface.

Making the PI centre a structure this way would also allow for fitting orbital defence cannon to assist in fleet combat to protect your orbital stations. Could be a nasty surprise for someone taking potshots at your 'defenceless' POCO...the orbital defence cannon would be modelled as indestructable drones in space terms centred on your orbital station. This would make your PI base targetable for orbital bombardment. Purely civilian structures would be non-targetable (at least in hi and losec, in null and WH anything goes...)
Eric Raeder
No Fee Too High
#5 - 2015-04-28 22:40:55 UTC
It would be VERY helpful if a PI colony design could be saved like a ship fit. Then you could duplicate it on other planets, and share it with other players.

If colony design is streamlined a bit, perhaps we can get some new buildings or variants of old ones. Maybe different sizes of storage installations instead of one size fits all. And perhaps different sorts of extractor heads and extractor control units, with tradeoffs for range from ECU to head, draw rate, depletion rate, Grid/CPU, and for ECUs the number of heads allowed.
Garmyne Atavuli
Pator Tech School
Minmatar Republic
#6 - 2015-04-30 08:46:46 UTC
It all sounds so nice but CCP wont do any of it, they want you the feel the pain of clickfesting on 36+ planets.
Wyllow Black
Ded-Five
#7 - 2015-05-30 23:44:30 UTC  |  Edited by: Wyllow Black
Garmyne Atavuli wrote:
It all sounds so nice but CCP wont do any of it, they want you the feel the pain of clickfesting on 36+ planets.


Actually, I disagree. There's some pretty convincing research being done on the value of busywork games. It's steady, accessible to people at work, and the rewards are reliable. Everything that's coming out of the think-tanks says that designers need to remove barriers to entry, and add transparency to the reliable rewards of busywork style gaming. A LOT of facebook games succeed by doing this. And you know that CCP has gotta be dreading the rising tide of shovelware.

CCP has done a few other things that seem to indicate they'd actually listen to this advice, and they'd probably have no problem nerfing whatever market fluctuations happen because more people get interested in PI game content.

Also, what with the new Fozzie Sov changes coming up, we'll all need to be doing more PI work anyway. So if their new, less tedious Sov system makes us have to do more of another tedious thing... well, they'd better fix that thing too.
Wilj0
#8 - 2015-05-31 06:52:53 UTC
My suggestion is to turn PI into a ship fitting window just like the POSes are turning into. You fit your Command Center as you see fit on each planet and get rid of all the linking and routing. Make manufacturing modules in which you place scripts as jobs. Add extractors as high slots with different ranges, extraction rates and fitting requirements. Add storage and fitting modules to the low slots... You get the point.

Cheers,
Wilj0
FT Diomedes
The Graduates
#9 - 2015-05-31 09:07:12 UTC
Eric Raeder wrote:
It would be VERY helpful if a PI colony design could be saved like a ship fit. Then you could duplicate it on other planets, and share it with other players.



This would be awesome.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#10 - 2015-05-31 09:07:59 UTC
Wilj0 wrote:
My suggestion is to turn PI into a ship fitting window just like the POSes are turning into. You fit your Command Center as you see fit on each planet and get rid of all the linking and routing. Make manufacturing modules in which you place scripts as jobs. Add extractors as high slots with different ranges, extraction rates and fitting requirements. Add storage and fitting modules to the low slots... You get the point.

Cheers,
Wilj0


Absolutely supported.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Sabirah Seldanar
#11 - 2015-05-31 09:09:06 UTC  |  Edited by: Sabirah Seldanar
The two most simple improvements that CCP can do to PI is to allow a series of preset circle packing figures for Drills and allow the figure to be moved around.

For more infos on Circles packing in a circle read here:

Circles packing in a circle

That would save a lot of clicking when you need to reposition Drills or entire extractors, and it's not very different from what they did by allowing preset probe positioning in the exploration UI.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#12 - 2015-05-31 10:18:16 UTC
Wilj0 wrote:
My suggestion is to turn PI into a ship fitting window just like the POSes are turning into. You fit your Command Center as you see fit on each planet and get rid of all the linking and routing. Make manufacturing modules in which you place scripts as jobs. Add extractors as high slots with different ranges, extraction rates and fitting requirements. Add storage and fitting modules to the low slots... You get the point.

Cheers,
Wilj0


I put the exact same idea into the drilling platform structure sticky above so naturally agree with this...
zieg miner
Deep Core Mining Inc.
Caldari State
#13 - 2015-05-31 11:41:49 UTC
You have my vote as someone who does 36 planets . It is such a pain to set up
Wyllow Black
Ded-Five
#14 - 2015-06-01 14:55:04 UTC  |  Edited by: Wyllow Black
Sabirah Seldanar wrote:
The two most simple improvements that CCP can do to PI is to allow a series of preset circle packing figures for Drills and allow the figure to be moved around.

For more infos on Circles packing in a circle read here:

Circles packing in a circle

That would save a lot of clicking when you need to reposition Drills or entire extractors, and it's not very different from what they did by allowing preset probe positioning in the exploration UI.


That's a great idea. It could be easily approximated by allowing us to 'bump' things into one another without overlapping, if we're holding down the shift or alt keys (snap-together).

And/or allowing us to multi-select extractor heads.
James Baboli
Warp to Pharmacy
#15 - 2015-06-01 16:08:09 UTC
I support the fitting screen version, and the circles in a circle version.

Absolutely nothing to do with the 405 iterations of PI I run. Nothing at all.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp