These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

how many people think the planetary interactions needs a rework

Author
Lucifer Morningstar SoulTrader
Native Freshfood
Minmatar Republic
#1 - 2016-04-06 02:08:31 UTC
it's basically connecting lines then after that you don't do anything in this works automatically I wish there was more to it than that
yes you need to move things around but that's the only risk and the only interaction really with itUgh


let's come up with some ideas on improving it so it's more Interactive
Luscius Uta
#2 - 2016-04-06 08:08:12 UTC
PI interface hasn't changed a bit since I started playing 5 years ago. I think it deserves attention from CCP since there aren't many things in EVE that have been unchaged in 5 years. Althouth I don't have a general idea of how to improve it, I have these few recommendations:
-planet mode shouldn't cover your whole screen so you can activate modules or target stuff if you're in space
-you should receive a notification when an extractor stops
-you should get a popup warning when you leave planet mode with unrouted materials
-there should be less clicking involved in setting up a colony

Workarounds are not bugfixes.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#3 - 2016-04-06 08:49:02 UTC
Luscius Uta wrote:
-planet mode shouldn't cover your whole screen so you can activate modules or target stuff if you're in space

That is something that should not happen at all and under no circumstances. When I do PI, I do not need the HUD and other HUD elements to clutter up my PI interface.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

RcTamiya
Magister Mortalis.
#4 - 2016-04-06 08:54:28 UTC
Rivr Luzade wrote:
Luscius Uta wrote:
-planet mode shouldn't cover your whole screen so you can activate modules or target stuff if you're in space

That is something that should not happen at all and under no circumstances. When I do PI, I do not need the HUD and other HUD elements to clutter up my PI interface.


make it optional.
Wormholers prefer to see what's around them, we aint having local, you know ...
Shae Tadaruwa
Science and Trade Institute
Caldari State
#5 - 2016-04-06 09:25:30 UTC
Quote:
how many people think the planetary interactions needs a rework

I don't know. How many?

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Rivr Luzade
Coreli Corporation
Pandemic Legion
#6 - 2016-04-06 09:53:17 UTC
RcTamiya wrote:
Rivr Luzade wrote:
Luscius Uta wrote:
-planet mode shouldn't cover your whole screen so you can activate modules or target stuff if you're in space

That is something that should not happen at all and under no circumstances. When I do PI, I do not need the HUD and other HUD elements to clutter up my PI interface.


make it optional.
Wormholers prefer to see what's around them, we aint having local, you know ...

The Overview does not disappear when you go into Planet view mode, but I see what you mean.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Donnachadh
United Allegiance of Undesirables
#7 - 2016-04-06 13:07:00 UTC
OP this is your topic, you are the one that wants the change, so you are the one that has to offer up the first idea of how you think it should be changed. Personally the only thing I want is a new and easier to use UI whether that covers the entire screen or only a portion is not all that relevant to me so it can be either, or both.
Serendipity Lost
Repo Industries
#8 - 2016-04-06 13:32:15 UTC
Rivr Luzade wrote:
RcTamiya wrote:
Rivr Luzade wrote:
Luscius Uta wrote:
-planet mode shouldn't cover your whole screen so you can activate modules or target stuff if you're in space

That is something that should not happen at all and under no circumstances. When I do PI, I do not need the HUD and other HUD elements to clutter up my PI interface.


make it optional.
Wormholers prefer to see what's around them, we aint having local, you know ...

The Overview does not disappear when you go into Planet view mode, but I see what you mean.



The overview isn't gone, but all of the UI functionality is (except the PI functions). So I have a PI alt resetting my stuff while watching a wh - It would be nice if I could uncloak and distract/tackle stuff coming through the wh w/out having to close planet mode. Time being of the essence and all.

No local makes things different, so desires are different. Just being able to quickly uncloak a blank clone (pod me and I don't care)PI alt to provide an easy sacrifice to protect my mains that are out hauling PI is a big thing. Pawn sacrifice kind of thing. A lot of the wh folks I know log in a bunch of characters and smash through the PI chores as quickly as possible to get them done. PI alts are normally throw aways and mains are normally blinged implantwise.

It's not a game breaking need, but it would be nice if I could size the Planet mode window and have other normal gameplay options available.
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#9 - 2016-04-06 14:27:04 UTC
I think they need to reintroduce planetary bombardment and related equipment only this time it works against your PI assets.
Daichi Yamato
Jabbersnarks and Wonderglass
#10 - 2016-04-06 20:48:16 UTC  |  Edited by: Daichi Yamato
Few links

New Planetary Interaction skill ideas
Planetary Interaction Ideas
More uses for PI
Planetary Interaction and Moon Mining
Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond)

I'd prefer a complete ground up over haul, but short of that here are my own thoughts.

- Reduce number of extractor heads, but increase yield, size and cpu/grid requirements.
- Let me select multiple processors at once and from there select the schematic, sources of incoming goods and route of outgoing goods for all selected processors.
- Let me shift-drag extractor heads.
- Reduce number of duration intervals (e.g. 15m, 1h, 6h, 1d, 3d, 7d, 14d). Then make longer duration less punishing efficiency wise.
- Give the command centre more use. Many CC's arent even attached the main PI netowork. They are upgraded to the max and then forgotten about. Choosing one of several possible upgrades may be a nice way to further specialise a colony as well as make CC's more involved in PI.
Upgrades such as:
- reduced link grid and CPU requirements for network.
- Increased storage space in Silo's and 900% boost to CC storage space.
- More accurate surveying.
- Reduction in processor cycle time.
- Reduction in Extractor head cycle time.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Rawketsled
Generic Corp Name
#11 - 2016-04-06 23:56:43 UTC
PI is fine.
Protector X
The Xziles
#12 - 2016-04-07 16:46:51 UTC  |  Edited by: Protector X
I've posted comments regarding PI over the years since its been released. PI can be expanded in so many ways and enhance gameplay on such a massive scale, but its just been left untouched, this passive thing that once created only needs very little attention. I personally enjoyed setting up my PI colonies, and was a little sad once they were up and running because there was nothing left to do.

Is PI fine the way it is.. Sure, it does its function, and I think it functions really well. But anyone who has done PI can easily see that it has the potential to be so much more. I'll throw out a couple ideas about what i think it can evolve into.

1. Realism of a Colony. Is the planets being operated by machines? How do these colonist survive, where do they get their food/water especially on hostile planets like the lava or plasma. Implementation of structures that ensure the survival of your colonist can be something that makes PI more involved and interesting. Is it needed? No, but it can be something that can be enjoyable and make PI more intricate. Think of how the population of a planet comes with its benefits and its burdens, this could play into the efficiency and productivity of the planets industry, build a well laid out planet that thrives you can get certain bonuses...

2. Expanded manufacturing. If you look on the eve market there are thousands of NPC buy orders for generic goods. These goods obviously are produced on a planet, but they cant be produced on a planet by players... Why not? Expanding PI manufacturing in this way to more than just POS components or Citadel components, creates another way to make isk off your planets that is bringing "new" ISK into the game from NPC's and not just an exchange of ISK across players.

3. Customs Offices. Currently the only reason to attack one of these is to setup your own. The whole purpose is to get the money off the planet, so why upon destruction do these not drop anything whatsoever?? Likely because it doesnt have a loot table, or no one is getting ready to extract anything off the planet so it is indeed empty. I am suggesting three things regarding customs offices.
(1) Increase the capacity of a customs office to alot, like a 1,000,000 m3 or more and everyone that is producing on the planet has their shipment combined in the customs office storage.
(2) Automatically ship "completed" goods from the planet to the customs office, and fees are paid upon removal from the customs office not upon the shipment.
(3) When a customs office is destroyed all goods that is currently stored in the customs office has a chance to be dropped upon destruction.

4. Transportation. This one is a little in the left field. I know everyone whos been around the block in Eve has seen those NPC haulers, and if you are like me you've probably wanted to blow them up as well. What if you can setup NPC hauling from your planets for your goods (for some fee of course) that can be automatically done and transported to stations of your choosing. (I would suggest this hauling option only available in low sec, maybe something similiar to moon mining requirements) These haulers carry your corporate flag and can be attacked and whatever loot is carried can be dropped upon destruction.

I know its a little wordy, but thanks for reading... Hopefully the right people see it, because I think these are some decent ideas.