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Engineering Complexes a bit worse than a large POS in hisec?

Author
Messenger Of Truth
Butlerian Crusade
#1 - 2016-10-10 23:54:18 UTC  |  Edited by: Messenger Of Truth
In hisec, you can set up a large POS somewhere the manufacturing index isn't too high and you can build whatever's profitable.

In a M/L engineering complex, you can only fit 3 rigs, which means you can only build 3 item categories competitively.

So you either stop building such a variety of things, or you build multiple engineering complexes and spend your life moving materials and components around between the complexes.

Or you can use public complexes which will have awful manufacturing indexes and stop you being competitive.

The only structure that matches the functionality of a large POS is an XL engineering complex, but their kill-mails are too juicy for all but certain well connected groups to seriously consider using.

All in all, I'm not convinced that these engineering complexes are an improvement for many hisec manufacturers. (Clearly they provide interesting improvements in null, low and WH space though).

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Cable Nathan Summers
Covert Economics
#2 - 2016-10-11 01:00:40 UTC
Imagine a universe with only these and no more NPC stations. Entire regions will burn.
Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2016-10-11 01:17:07 UTC
Unless I'm misunderstanding, there is no combination of rigs that is superior to a hisec research starbase at a competitive cost.

For manufacturing, specialization does offer some improvement.
Mephiztopheleze
Laphroaig Inc.
#4 - 2016-10-11 01:48:34 UTC
Messenger Of Truth wrote:
All in all, I'm not convinced that these engineering complexes are an improvement for many hisec manufacturers. (Clearly they provide interesting improvements in null, low and WH space though).


If you want the safety of HiSec manufacturing, you have to accept some kind of trade-off in return for hanging onto CONCORD's apron strings.

If you want all the you beaut bonuses and goodies that come with holding Sov, go out and claim yourself some Sov. Protip: the ONLY actual real benefits of holding Sov are 1: Ability to anchor an SCSAA, 2: Certain iHub upgrades that give rather major benefits to hard-core mining corporations and 3: Sov POS Fuel Bonuses. That's pretty much it at the moment. In return for these somewhat meager rewards, you have a mountain of hassle and annoyances. Not least of which is playing Sov Lazor Shenanigans.

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SurrenderMonkey
State Protectorate
Caldari State
#5 - 2016-10-11 02:34:55 UTC  |  Edited by: SurrenderMonkey
Mephiztopheleze wrote:
Messenger Of Truth wrote:
All in all, I'm not convinced that these engineering complexes are an improvement for many hisec manufacturers. (Clearly they provide interesting improvements in null, low and WH space though).


If you want the safety of HiSec manufacturing, you have to accept some kind of trade-off in return for hanging onto CONCORD's apron strings.

If you want all the you beaut bonuses and goodies that come with holding Sov, go out and claim yourself some Sov. Protip: the ONLY actual real benefits of holding Sov are 1: Ability to anchor an SCSAA, 2: Certain iHub upgrades that give rather major benefits to hard-core mining corporations and 3: Sov POS Fuel Bonuses. That's pretty much it at the moment. In return for these somewhat meager rewards, you have a mountain of hassle and annoyances. Not least of which is playing Sov Lazor Shenanigans.


TBH, given the fuel costs, I have my doubts about the economics even outside of high sec right now. At least for manufacturing of fairly generic items, the volume of industry required to offset the fuel costs (relative to POS) may end up erasing the ME benefit through the system index. I haven't done any math to verify this yet, but it is something I want to look into. Edge cases involving rounding of high value, low quantity items (as with multiple runs of T3 or structures) aside, anyway.

In the long run, the removal of POS would eventually rectify that problem, but in the short-mid term, I have my doubts.

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Linus Gorp
Ministry of Propaganda and Morale
#6 - 2016-10-11 07:33:58 UTC
Cable Nathan Summers wrote:
Imagine a universe with only these and no more NPC stations. Entire regions will burn.

NPC stations used to be destructible, you know..
I don't think CCP is ever going down that path again.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Do Little
Bluenose Trading
#7 - 2016-10-11 08:35:56 UTC
They split the functionality of the design lab so you need 2 service modules to copy and invent. Plus the medium uses more fuel than a large POS. I'll be keeping my small POS until they forcibly remove it from the game!
Tipa Riot
Federal Navy Academy
Gallente Federation
#8 - 2016-10-11 10:26:00 UTC
Unfortunately as expected. The new structures are inferior to existing solutions, not so much because of invulnerability but because raising the bar for setup and operation to be only profitable if resources are shared ... which will "nicely" be compensated by the system index. Ugh

... but maybe I should be happy, since NPC station building becomes more competitive with this ... until they nerf it to the ground if the new structures get ignored.

As was with broker fee, raising the entrance barrier and operational effort for an activity while maintaining benefits of anti-social behavior (e.g. index) in game, is unlikely helping player happiness and retention. This just splits the player base further in rich no-lifers / power blocs and poor casuals / small groups ... but maybe this is the plan, to milk more RL money from those casuals.

I'm my own NPC alt.

Messenger Of Truth
Butlerian Crusade
#9 - 2016-10-11 11:08:13 UTC
Or they might be trying to push people out of hisec.

Using these instead of a POS to build in will be a worse experience as you will have to spread your stuff around across multiple structures. Even if you're building in an XL you will not be doing science in the same facility.

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Samsara Toldya
Academy of Contradictory Behaviour
#10 - 2016-10-12 08:29:00 UTC  |  Edited by: Samsara Toldya
As for system cost index:

Quote:
Before we move forward, we have one quick PSA about new structures and System Cost Index multipliers. In the long-term we hope to add a sovereignty upgrade that reduces the industry system cost index, to replace the bonus that currently exists on outposts. However, for the medium-term outposts will be keeping their existing bonuses to system cost index multipliers. This means that there will be some benefits from placing Engineering Complexes in the same solar system as an outpost (especially an Amarr outpost), as well as placing them into highsec systems with large numbers of NPC stations. Engineering Complexes themselves will have no impact on the system cost index multiplier (just like starbases).


If you manage to get local producers into the Engineering Complex system cost index could be lowered.
But I'm not sure if that is "producing at a Complex won't raise cost index" or "they won't give boni to cost index"... hoping for the first one.

Unfortunately as a smallballer producer I have to adjust my production lines every now and then to adjust to market oversupply, changes in the game meta, shortage on manufacturing material and so on... to have at least ME bonus for ammunition, drones, t2 components, small ships, advanced small ships, medium ships, advanced medium ships, deployables, structures, reprocessing(!) and invention (those are arrays I use and on/offline them at demand at a medium POS) I would need to set up 5 M Complexes or 3 L Complexes or 2 XL Complexes or destroy and change rigs every month.

Guess it will be POS until they are removed and after that back to station.

Using public Complexes will be a pain in the slot 11 as I'm pretty sure CCP is not going to add something to the beta-map or industry UI to let us search for nearby public Complexes with the best rigs for what we want to produce.
Messenger Of Truth
Butlerian Crusade
#11 - 2016-10-12 09:24:16 UTC
Samsara Toldya wrote:
As for system cost index:

Quote:
This means that there will be some benefits from placing Engineering Complexes in the same solar system as an outpost (especially an Amarr outpost), as well as placing them into highsec systems with large numbers of NPC stations. Engineering Complexes themselves will have no impact on the system cost index multiplier (just like starbases).


If you manage to get local producers into the Engineering Complex system cost index could be lowered.
But I'm not sure if that is "producing at a Complex won't raise cost index" or "they won't give boni to cost index"... hoping for the first one.


Its almost certainly the second one - index multiplier rather than index.

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Samsara Toldya
Academy of Contradictory Behaviour
#12 - 2016-10-12 09:55:40 UTC
Messenger Of Truth wrote:
Its almost certainly the second one - index multiplier rather than index.


This means that there will be some benefits from placing Engineering Complexes ... into highsec systems with large numbers of NPC stations.
is what confuses me the most.

Today industry focused corporations punish themself for doing production/invention within one solar system as they make it more expensive by rising system cost index. The more active members these corporations have the worse it gets.
Maybe that's why I'm hoping for the first...
Tipa Riot
Federal Navy Academy
Gallente Federation
#13 - 2016-10-12 10:15:39 UTC
There is the index most people know about, which determines cost of jobs, based on the number and value of jobs in system. And there is the fixed index multiplier (e.g. 0.95) which will be applied to the index for each station (not POS, not EC) with the respective facility in system.

Hence, systems with a large number of NPC stations with facilities get a bonus to the index. But the index value itself scales with the number of chars actually doing stuff in system. There was no change in mechanics in this regard, ECs will just behave the same way as starbases do today.

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Arronicus
State War Academy
Caldari State
#14 - 2016-10-12 19:47:38 UTC
Most people I see complaining about the changes seem to be missing one important detail:

CCP made no promise that the new solution would maintain every single benefit of the current pos system. Sure, the new structures don't allow you to do everything, but that in itself is also a boon. By no longer allowing players to produce EVERYTHING at optimum efficiency from one location with relatively low risk, they are now making it so that, large industrial groups that have an interest in defending their operations maintain a similar ease of access to high efficiency production, and that those working on a smaller, more discreet scale still have the ability to fully specialize for select tasks without spending a fortune, but in the end, because fewer small enterprizes will be able to produce quite the breadth they produced before, there will be more opportunities for more players to enter niches in the market, and make meaningful gains. Sure, this might make the life of a select few dozen to couple hundred industrialists more of a headache, but it will also serve to introduce a risk/reward metric that largely does not currently exist, in highsec manufacturing anyway, but also in lolsec and null, as well as opening up the market to smaller players who want to get into it.

Aside from the fact that the medium engineering complex has no defenses worth mentioning whatsoever, but is completely vulnerable to wardecs at least once a week, making it a VERY desirable easy kill, especially with the prospect of the loot dropping, and that CCP somehow thought that having supercap builds show an animation on the XL was a good idea, I'm overall very happy with the eng array changes, and I say that as an industrialist.
Tipa Riot
Federal Navy Academy
Gallente Federation
#15 - 2016-10-13 12:44:57 UTC  |  Edited by: Tipa Riot
Arronicus wrote:

as well as opening up the market to smaller players who want to get into it.

Unless CCP forces us all to use the new structures, like they did with traders, by making NPC station production generally unprofitable ... otherwise I will be happy continuing using those with less competition, as I don't care much about a couple of percentage ME gain, and the TE is irrelevant for my playstyle.

I'm my own NPC alt.

Messenger Of Truth
Butlerian Crusade
#16 - 2016-10-13 13:02:28 UTC
Tipa Riot wrote:
Arronicus wrote:

as well as opening up the market to smaller players who want to get into it.

Unless CCP forces us all to use the new structures, like they did with traders, by making NPC station production generally unprofitable ... otherwise I will be happy continuing using those with less competition, as I don't care much about a couple of percentage ME gain, and the TE is irrelevant for my playstyle.


The introduction of these engineering complexes *is* effectively a nerf across the board to POS and NPC stations as the market will adjust to the prices people can build at. Looking at ME, POS and NPC stations are now 1.6% and 3.6% less competitive than the hisec optimal (in contrast to 0% and 2% less competitive right now).

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Owen Levanth
Sagittarius Unlimited Exploration
#17 - 2016-10-13 15:00:17 UTC
Messenger Of Truth wrote:
In hisec, you can set up a large POS somewhere the manufacturing index isn't too high and you can build whatever's profitable.

In a M/L engineering complex, you can only fit 3 rigs, which means you can only build 3 item categories competitively.

So you either stop building such a variety of things, or you build multiple engineering complexes and spend your life moving materials and components around between the complexes.

Or you can use public complexes which will have awful manufacturing indexes and stop you being competitive.

The only structure that matches the functionality of a large POS is an XL engineering complex, but their kill-mails are too juicy for all but certain well connected groups to seriously consider using.

All in all, I'm not convinced that these engineering complexes are an improvement for many hisec manufacturers. (Clearly they provide interesting improvements in null, low and WH space though).


Not only in HighSec, I just came from the W-Space subforum and someone there did the math and found out a large POS is still cheaper on fuel if you want to do industry in W-Space.

In effect, either CCP lowers the fuel costs drastically, or many people will just ignore them until POS are removed and they're forced to use them.
Tipa Riot
Federal Navy Academy
Gallente Federation
#18 - 2016-10-13 15:45:19 UTC
Messenger Of Truth wrote:
Tipa Riot wrote:
Arronicus wrote:

as well as opening up the market to smaller players who want to get into it.

Unless CCP forces us all to use the new structures, like they did with traders, by making NPC station production generally unprofitable ... otherwise I will be happy continuing using those with less competition, as I don't care much about a couple of percentage ME gain, and the TE is irrelevant for my playstyle.


The introduction of these engineering complexes *is* effectively a nerf across the board to POS and NPC stations as the market will adjust to the prices people can build at. Looking at ME, POS and NPC stations are now 1.6% and 3.6% less competitive than the hisec optimal (in contrast to 0% and 2% less competitive right now).

Not sure how you come to that conclusion ... the consensus is that ECs will make production more costly compared to POS and Outpost, so prices shall rise ... making NPC station production relatively more profitable if not changed. Right?

I'm my own NPC alt.

SurrenderMonkey
State Protectorate
Caldari State
#19 - 2016-10-13 22:14:23 UTC  |  Edited by: SurrenderMonkey
Tipa Riot wrote:

Not sure how you come to that conclusion ... the consensus is that ECs will make production more costly compared to POS and Outpost, so prices shall rise ... making NPC station production relatively more profitable if not changed. Right?


Well, no, not really right.

For a given location, they're only more costly compared to POS below a certain input threshold, after which the superior ME compensates for the relative fuel increase.

That "consensus" is mostly knee-jerky and completely ignores the ability to use other-people's-structures. A lot of people have been treating fairly manageable problems as if they're insurmountable dealbreakers. It's ridiculous.

In the short term, the ability to Dial-a-'Dex with a POS still gives them a clear advantage. This could be a deterrent to early adoption of ECs, but in the long run is irrelevant, as it will go away.

There are things I could stand to see changed or improved with the current plan. Some thoughts, none of which I think are absolutely mandatory, but all of which would make ECs more attractive to me:

-I think a base fuel cost of 16 for basic manu and lab services would be fine. This would mean 36/hr for a basic manu/research EC, instead of 45.

-I think ME and Time rigs could be consolidated at the medium level for manufacturing. That's still a HUGE number of rigs. Needing to blow 2 rig slots for an optimal T2 component factory, for instance, just seems like too much.

-I think the structure browser is going to need to be a lot more robust to adequately allow people to find an ideal public structure with their desired bonuses. Actually, I'll flat out say that I don't think this one is optional. The existing browser is completely insufficient given the current granularity of EC bonus design.

-I think the delineation between existing research and design labs should be preserved. That is, ME/TE in one research service, copying/invention in the other. This would mean that, combined with consolidating ME/TE at the medium level, one flavor (small ship, medium ship, module, rig, whatever) could be performed, invention -> component -> product, fully bonused in a medium. Currently you can do ALL flavors, bonused, in a POS, so to me, this seems like a more reasonable middle-ground than the current level of granularity.

On the other hand, the current setup likely means a more functional market for intermediate products, such as T2 components, which today are usually vertically integrated, and I do rather like that idea, so I'm sort of ambivalent on that last point, for now.

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Tipa Riot
Federal Navy Academy
Gallente Federation
#20 - 2016-10-14 07:53:11 UTC
Well, you say everything is fine and scales, because you can use other people's facilities to compensate for the higher fuel and installation costs ... but why would somebody sane invite competitors who wreck the costs in that system?

There is a fundamental difference in how Citadels react to scale compared to EC. More people using citadel services -> better for everybody. More people using EC -> worse for everybody.

I'm my own NPC alt.

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